Resident Evil
Books: Secret Codes 2003 - The Ultimate Code Book: Cheating Made Easy
Retrieve your defensive daggers
Game Cube stations
Unlimited grenade ammunition
Defeating Tyrant
Defeating enemies
Continuous rhinoceros beetles
Saving ammunition
Saving kerosene
Herbs
Defeating Lisa Trevor
Defeating Neptune
Defeating Plant 42
Defeating the Snake
Getting past the Snake
Avoid fighting Tyrant the second time
Alternate Jill scenes
Incinerating Zombies
Defeating Black Tiger (big spider)
Defeating Crimson Head Elder (Sir Trevor)
Automatic 250 Gernade Ammo
Ending bonuses
Checking Zombies
Retrieve your defensive daggers
After defending yourself against a Zombie with a dagger, when he
stands back up, blow off his head with the shotgun. If you remove
the head, the dagger should be back on the ground next to the corpse.
Game Cube stations
The MO disk passcode entry stations are black Game Cubes.
Unlimited grenade ammunition
This trick only works with Jill, since she is the only one who
gets the Grenade Launcher. You must have one of any type of extra
shell. Have the Grenade Launcher armed, loaded, and with an extra
set of shells in the inventory. Approach an item box and open it.
Insert the extra shells in the first slot (which first highlights
red). Then, immediately switch them directly with the Grenade
Launcher. By doing this, the shells that were originally in the
Grenade Launcher were transferred into the box, and the ones in
the box are now in the Grenade Launcher, with a number of about
220 to 450. Switch the other shells the same way, and you will not
need the pistol, knife, or shotguns for the remainder of the game.
Find an item box and dump your entire inventory into it. Next,
place the Grenade Launcher in the upper-left item slot
and your Incendiary Rounds in the upper-right item slot. Then,
equip the Grenade Launcher. Go back to the item box, highlight the
Incendiary Rounds in your inventory, and press A, A. Then, go over
to the Incendiary Rounds (which should be in the item box) and
press A, A. If done correctly, you should have 240 Incendiary Rounds.
After you have completed the Rocket Launcher glitch to get more
grenades, continue press A, alternating Grenade Ammo. Switch out
and it will fill the rest of your inventory with about 200 rounds
for each unused space.
Defeating Tyrant
In part one, use the Magnum. In part two, just shoot and wait for
the rocket launcher.
Defeating enemies
Cerebreus: If in groups, use the shotgun and take them all out at one time.
Crimsom Heads: Use the same tactics as zombies, except if they charge
at you, duck in a door.
Hunter: One acid shell to the face. Wait until they are right on you and fire.
Sharks, Snakes, Birds, Bees: Ignore them
Spiders: Use six shots of the pistol.
Zombie: Use the magnum for an 80% chance of deception.
Otherwise, use the pistol or shotgun.
Continuous rhinoceros beetles
In the area of the mansion where the fountain is drained to reveal
the entrance to the lab, go to the right side of it. Look at one
of the trees on the right side of the screen. There will be a very
detailed rhinoceros beetle that climbs slowly off-screen. The
beetle will reappear every time you exit, then reenter that
particular camera view.
Saving ammunition
Conserving ammunition is an essential part of the game, especially
under the normal or hard difficulty settings. Do not use the
Magnum. Save it for the Tyrant. The Magnum cannot kill Lisa
Trevor, and bullets for it are impossible to find. Conserve the
magnum's Ammunition for the final battle.
Zombies: Only kill Zombies if they are blocking a
pathway or door that you need to get through. If you can
avoid a Zombie, do so by all means. You may regret it
later if you waste much needed handgun bullets at the
start of the game. If a Zombie falls to the floor after
you have shot it, equip the knife to finish it off while
it is still in that position. If you do not kill too
many Zombies, then you will not encounter pesky Crimsons.
Crimson Heads: Since Crimsons can run as fast, or
sometimes even faster than you, it is vital to think
quickly in these situations. If you are in a hall as a
Crimson is running at you, shoot it with a powerful
weapon (shotgun and grenade launcher recommended). If
you have a shotgun, the best thing to do is aim upwards.
Shoot when the crimson is about a foot away from you to
blow its head off with one or two shells. If you are in
a large room with corners, stay in a corner. As the
Crimson nears, dash out of the corner. The Crimson
should be stuck in the corner, confused. Then either run
or use the shotgun to finish it off with a head shot.
Hunters and Chimeras: These enemies are much more
intelligent and efficient than Crimsons or Zombies. Keep
a good distance from them, as they will rip your head
off or jump on you and drain a lot of health. An Acid
round to the face works the best. The shotgun also does
well. Head shots help conserve the most ammunition.
Crows, Bees, Small snakes, Leeches, Dogs: Avoid them.
If you really want to kill them, the handgun works best,
especially when you are further in the game. Since you
do not need the handgun near the end, it is best used
when you need to kill these pesky creatures.
Saving kerosene
If there is more than one zombie in a room and you plan on killing
them, space yourself from them and kill one. Next, kill the second
one so it falls directly on the one that was killed. Then, use
your Kerosene. Both zombies will be burned. Note: This work on as
many zombies you can possibly stack.
Herbs
Green Herb: By itself, it raises your health one level.
For example, Caution to Fine or Danger to Caution.
Red Herb: By itself, it does nothing.
Blue Herb: By itself, it heals poison that has been inflicted by snakes, spiders, etc.
Green + Green: This combination raises your health by two levels.
Green + Red: This is the equivalent of a First Aid
Spray. It always brings your helath to Fine.
Green + Blue: This raises your health one class, and heals poison.
Defeating Lisa Trevor
In the first encounter, you can choose to not fight her as she can
kill you in three hits. If you choose to fight, use the shotgun.
In the final encounter, push all of the rocks off the cliff. If
she approaches you, run away.
Defeating Neptune
Push the electric box in the water and turn the power on to the box.
Defeating Plant 42
Mix up the J-Vot and use it in the water tank to dissolve it.
Defeating the Snake
Use the grenade launcher with any type of shells. Otherwise, use the shotgun.
Getting past the Snake
When you get in the room with the Snake, run to the back of the
room, pick up the mask, and run back to the door that you just came through.
Avoid fighting Tyrant the second time
If you do not rescue either Barry or Rebecca (depending on which
character you are playing), you do not have to fight the Tyrant
the second time on the helicopter landing zone. To do this, either
allow Lisa Trevor to knock Barry down the cliff while fighting the
final battle, or do not rescue Rebecca when you hear her scream in
the Spencer Emblem room. When you get to the helicopter landing
zone, you will simply be picked up immediately after you set off the flares.
Alternate Jill scenes
When the game puts you and Barry in the dining room, wait until
Barry sees the blood, then run back to the hall where Wesker is
located. Wesker will tell you to " Investigate shots if heard".
You will then be put back in the dining room. Try to go back in
the hall and Barry will say "Cold feet already Jill? That's not
like you.". When you try to walk to Barry, a alternate beginning
sequence will appear.
There is a different arrangement of scenes that happens from the
usual when you start a new game as Jill. After the "Cold feet"
comment as described above, you will resume control of Jill. Go up
to the fireplace where Barry is located. The game go through as
normal saying, "'It's blood, let's hope it's not Chris'.
Investigate the room for clues while I look at this." Have Jill go
by the left side of the dining table (towards the clock) and a new
intermission sequence will start.
Perspective, from side door
(Door knob turns)
Jill - "Who's there?"
(Door slams open and a zombie comes through and sees Jill.)
(Jill backs away as the zombie follows her,)
Barry - "Hey you! Get away from Jill!" "This guy is crazy!"
(Barry takes two shots and kills the zombie.)
Barry - "What the hell is this thing?"
(This is Jill's line when it is done the normal way)
Incinerating Zombies
There are two ways to incinerate (burn) Zombies. If you have the
lighter (one of Chris's initial items or found by Jill throughout
the course of the game), and a fuel tank with some kerosene, you
may burn Zombies that you have killed. If the Zombies have already
turned into Crimsons (if they are all red or if you have killed
them thirty minutes to one hour ago), then you cannot burn them.
Another way to incinerate Zombies is to use the Incendiary rounds
for the Grenade Launcher (Jill only). If you encounter a Zombie,
shoot it with an incendiary round to immediately burn it to a
crisp. If you have killed the Zombie by other means and it is
already dead, you can still use the incendiary rounds to burn it.
Defeating Black Tiger (big spider)
Use your strongest weapon. If playing as Chris, use the
flamethrower then torch the babies.
Use this easier trick that also saves ammunition. When you fight Black
Tiger, there is a smaller spider behind it. Just focus on killing the big
one, and forget about the babies and the normal spider by getting out of
the room. Every spider will disappear when you return.
Defeating Crimson Head Elder (Sir Trevor)
Three blasts from the grenade launcher or six from the shotgun
will kill him.
Automatic 250 Gernade Ammo
Sent in by Will
First equip the grenade launcher. Next, go to an item box and take out the
incendiary rounds. Exit the screen. Immediately re-open the item box.
Place the rounds back into to the box immediately. Do not scroll. Finally
highlight the rounds on the item screen and press A. It should jump to the
grenade launcher. When it does press A again to receive 250 incendiary rounds.
Ending bonuses
Successfully complete the game as Jill or Chris and save the game.
A new background will appear on the main menu. Select the "Once
Again" option when playing your completed saved game. You may now
choose new difficulty settings for the replay. You will also get a
key that will allow the character that completed the game to have
a new costume. Enter the room with the large mirror on the second
floor of the mansion. Unlock the door in the back. Enter the
closet and move all the way to the end of the rack of clothes. A
message asking "There is an outfit that fits you perfectly, do you
want to put it on?" will appear. Select "Yes" to change your
character's clothes. Complete the game again under a different
difficulty setting to unlock a second costume. Jill's bonus
costumes are a commando uniform and her costume from Resident Evil
3. Chris' bonus costumes are casual clothes and his costume from
Resident Evil: Code Veronica.
Successfully complete the game as Jill or Chris with a time less
than five hours. Save the game at the end, then start a new game
to begin with the Samurai Edge gun.
Successfully complete the game as Jill or Chris with a time less
than three hours. Save the game at the end, then start a new game
to begin with the Rocket Launcher with unlimited ammunition.
Successfully complete the game in once again mode under the normal
difficulty setting with a time less than five hours. This unlocks
the "Real Survivor" option (item boxes do not transfer items to
each other), the .40 Smith And Wesson gun with unlimited
ammunition (replaces the combat knife in a new game), and bonus
costumes. Additionally, the aiming system will be manual.
Successfully complete the game two times as Jill or Chris to
unlock the "Invisible Enemy" option. All enemies will be
transparent in this mode.
Successfully complete the game as both Jill and Chris one time to
unlock the "One Dangerous Zombie" option. When this option is
enabled, some zombies will end the game if shot and will keep
following you around during the game.
Successfully complete the game in invisible enemy mode with a time
less than five hours to unlock a "Special Features" option that
displays a message from the game developers and a gallery of
pre-production costumes.
Checking Zombies
If you are not sure if a zombie is dead, walk up fairly close to
it (but not so close that they start chewing your ankles) and
simply back up. If the Zombie is alive, the character will do a
wary backup move instead of the standard backup done when there is
nothing there.
One way to see if a zombie is dead is to face away from it and
press R. You should automatically turn around to face the Zombie
if it is still alive.
To make sure that a Zombie has died when it falls down after
shooting it, look down. If you see a pool of blood flowing, it is
dead. If there is no pool of blood, the Zombie is still alive.