checked-no
=>Mercenary Mode: Complete the game on any difficulty setting to unlock the
Mercenary Mode. In the Mercenary Mode you will be allowed to play some
special RE3 missions. Beat the missions to get high rankings and cash. The
cash can be used to purchase special weapons with unlimited ammo for the
main game.
$2000 - Assault Rifle $3000 - Gatling Gun $5000 - Rocket Launcher
$9999 - Inf. Ammo in all weapons
=>Endings: Beat the game on Hard Mode and you will view a special ending for
one of the characters. Beat it repeatedly to access the extra endings. In
the order of unlocking, these endings are for Jill, Chris, Barry, Leon,
Claire, Sherry Birkin, Ada Wong, and Hunk.
=>Nemesis Items: While playing in Hard Mode, you can earn special items by
defeating Nemesis (the rather strong guy that mutters "STAAARS") each time
he attacks you. Just attack him until he collapses and he'll leave behind
an item. The first item will be the Eagle Parts A, then Eagle Parts B, First
Aid Box, M37 Parts A, M37 Parts B, First Aid Spray, and the M4A1 Assault
Rifle. If you've already beaten a Hard Mode game and earned the M4A1 Assault
Rifle, you will obtain an Infinite Bullets Box instead. It is not possible
to skip ahead -- the items will always appear in this order, and you need
to kill Nemesis each time to receive one.
* Easy Desert Eagle: It is possible to obtain the Eagle Parts A and B
without fighting Nemesis. During your third encounter with him, hide in
either the kitchen or the back and you will get Part A. During the sixth
encounter, pull the rope to clobber him and receive Part B. Mix the two
parts to get the Desert Eagle handgun.
=>Enhanced Ammo: In Hard Mode, mix together 8 batches of handgun ammo or 8
batches of shotgun ammo and you will learn how to make Enhanced Ammo.
Enhanced Ammo yields more bullets per batch and is slightly stronger in
battle.
=>Gun Powder Mixes & the Reloading Tool: Mix A and B to get powder C.
The more often you make a certain kind of bullet (handgun, shotgun, magnum,
enhanced handgun, enhanced shotgun) the greater the number of bullets you
will be able to make each time. Batch count carries across an entire
category, so you can mix 11 batches of plain single A powder (handgun
bullets), then make a batch of B+B+A powder to create 90 bullets instead of
the default 60.
* Normal Handgun, Batches 1-3 : A=15, A+A=35, A+A+A=55, B+B+A=60
* Normal Handgun, Batches 4-6 : A=17, A+A=39, A+A+A=61, B+B+A=66
* Normal Handgun, Batches 7-10: A=20, A+A=46, A+A+A=72, B+B+A=78
* Normal Handgun, Batches 11+ : A=23, A+A=53, A+A+A=83, B+B+A=90
* Enhanced Handgun, Batches 1-4: A=17, A+A=39, A+A+A=61, B+B+A=66
* Enhanced Handgun, Batches 5+ : A=20, A+A=46, A+A+A=72, B+B+A=78
* Shotgun, Batches 1-3 : B=7, B+B=18, A+A+B=20, B+B+B=30
* Shotgun, Batches 4-6 : B=7, B+B=20, A+A+B=22, B+B+B=33
* Shotgun, Batches 7-11: B=9, B+B=23, A+A+B=26, B+B+B=39
* Shotgun, Batches 12+ : B=11, B+B=27, A+A+B=30, B+B+B=45
* Enhanced Shotgun, Batches 1-4: B=8, B+B=20, A+A+B=22, B+B+B=33
* Enhanced Shotgun, Batches 5+ : B=9, B+B=23, A+A+B=26, B+B+B=39
* Magnum Ammo: C+C+C - batches 1-3 yield 24, batches 4+ yield 26.
* Grenade Ammo: C = Grenade, A+C = Flame, B+C=Acid, C+C=Freeze
Batches 1-3 yield 10, 4-6 yield 11, 7-11 yield 13, and 12+ yield 15.
=>Mixing Grenade Rounds: Unlike the ammo mixing with the reloading tool,
when you mix grenade rounds, the number of batches of an ammo you make
doesn't effect the number of rounds you get.
* Flame Rounds : A = 6, A+A = 12, A+A+A = 18
* Acid Rounds : B = 6, B+B = 12, B+B+B = 18
* Freeze Rounds: C = 6, C+C = 12, C+C+C = 18
=>Jill's Diary: In the Hard Mode of the game, collect and read all 30 files
in the proper order. Once you do so, Jill's Diary will replace File 1. If
you pick up a file out of order, or fail to read a file before you pick up
a new one, you won't be able to get Jill's Diary. You might want to save
frequently during your trek for the Diary, so that you can reload a prior
save if you make a mistake.
1. Game Instruction A: In your starting inventory.
2. Game Instruction B: In your starting inventory.
3. Clock Tower Postcard: In the bar when you meet Brad Vickers.
4. Photo A: In the hallway where you first use your lighter, the one with
a tied door and zombies behind barricade. After the zombies break
through, kill them and then check the bodies left in the area the
zombies were trapped in.
5. Marvin's Report: In the Police Dept., on the floor in the office. This
is on the first floor, and should be the first room you can enter from
the entrance hallway.
6. David's Memo: PD darkroom, on the table near the typewriter.
7. Fax from Kendo Gun Shop: The fax machine in the STARS office.
8. Mercenary's Diary: After you first use the lockpick, you will find
a narrow hallway with a red barrel. Proceed forward and you'll find a
dead man in the corner. Examine him.
9. City Guide: On a table in the restaurant.
10. Photo B: In the Raccoon Press offices, on top of a lobby pay phone.
11. Photo C: Raccoon Press offices, top floor, atop one of the desks.
12. Reporter's Memo: Raccoon Press, top floor, on a cabinet.
13. Mechanic's Memo: On the control panel in the trolley car (train).
14. Manager's Report: In the Sales Office, obtained when you attempt to use
the remote control.
15. Business Fax: Same room as #14, near the window in a drawer.
16. Dario's Memo: After you talk to Carlos and Nicholai in the trolley,
go all the way back to the trailer the whiney guy locked himself into
at the very beginning of the game. Explore it to find this file.
17. Operation Instructions: Clock Tower front hall, w/ the dead mercenary.
18. Art Picture Postcard: Clock Tower library, on the table with an ink
ribbon.
19. Mercenary's Pocketbook: Clock Tower storage room, on the bodies of the
dead couple. It's near the clock puzzle.
20. Director's Diary: Hospital, in the office near the elevator. It's on the
floor near the dead man sitting on the couch.
21. Photo D: Hospital fourth floor, near the Sickroom key.
22. Medical Instruction Manual: Hospital basement 3, on the counter near
the machine used for the vaccine.
23. Photo E: Right after you exit the Clock Tower as Jill, you will find
a Save Room. This file, and the Park Key, are inside.
24. Written Orders to the Supervisors: Raccoon Park, east of the fountain,
near the dead man with the Graveyard Key.
25. Supervisor's Report: Graveyard tool shed, in the room behind the
fireplace. This file is on the table.
26. Fax from H.Q.: Same room as #25, but on the blackboard.
27. Manager's Diary: Dead Factory lounge, near the typewriter. This is the
save room where you find the Facility Key.
28. Security Manual: Dead Factory save room, on a desk. This is the room
where you obtain the Water Sample.
29. Incinerator Manual: In the room under the control tower. It's on the
wall, next to the ladder. You should be running through here during the
escape sequence.
30. Classified Photo: In the junkyard on the ground, just in front of the
door you go through to meet the Nemesis for the final battle.
=>Extra Outfits: Beat the game once. When you start a new game, you will have
the Boutique Key. This will unlock the door near the front entrance of the
bar. Inside will be some costumes, which you can change into. If you beat
the game on Easy, there will only be one costume here. Up to five costumes
can be found in this room if you beat the game on Hard, depending on your
final rank. An A rank unlocks all five.
=>Ranking Key: There are six different rankings you can earn in the game, from
A to F. Time, Saves, and Health Recovery are the key factors; each category
is worth up to 100 Rank points, for a total of 300 possible points.
A=270-300, B=220-260, C=180-210, D=120-180, E=50-110, and F=0-50.
* Time: 2hr30min = 100 pts, 2hr31 to 3hrs=90 points.
Please note that all movie clips consume time, as does time spent in the
menu and pausing with [START].
* Saves Used: 0 = 100 pts, 1 = 90 points, 2 = 80 points, 3 = 70 points.
* Health Recovery: During the entire game, if you regain 1500 or fewer HP
you will earn 100 points. Regain 1501-1700 for 90 pts, or 1701-1900 for
80 points.
To determine how much you can recover, remember that...
Green Herb = 50HP, 2 Green = 100HP, 3 Green = 200HP
Red+Green = 200 HP, First Aid Spray = 200 HP
So you could use 7 Sprays for an A ranking (7x200=1400 HP, just under
1500 HP), but using 8 Sprays would knock you down (8x200=1600 HP!)
=>Silent Running: Tap the run button repeatedly instead of holding it down
and Jill will sort of slide across the floor on one foot, making no
footstep noises. This can help you avoid some monsters, such as the Drain
Deimos, who rely primarily on sound.
=>Nemesis Rocket Trick: When the Nemesis is reloading his rocket launcher,
grab a quick firing weapon and start shooting at him, aiming so that you
hear the bullets hitting his rocket. Keep shooting to cause the rocket to
misfire and explode, damaging the Nemesis.
* Misfire: Once the Nemesis shoots 7 rockets, he will occasionally have
difficulties when attempting to load the 8th rocket. It can self destruct
or simply cease to function.
=>Nemesis Battle - Rail Cannon: During the final battle with Nemesis, you will
find yourself waiting for the cannon to charge up before you can blast him.
While the computer is counting, enter your Inventory screen. The countdown
will continue while the game is paused; just unpause right before the
countdown ends and the rail gun should blast away. Make sure Nemesis is
in front of the cannon before you pause, of course.
=>Jill's STARS Card: Find the room in the Police Department with a fireplace.
If you've played Resident Evil 2, this is the room where you would use the
lighter to burn the painting. You can grab Jill's STARS card in here. It
won't effect the game, but it is interesting.