RESIDENT EVIL: THE UMBRELLA CHRONICLES
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

Nearly all enemies have at least one (but only bosses have more than 1) weak point. In the case of a regular enemy, a hit to this area (known as a Critical Shot) will instantly kill it. In the case of bosses, Critical Hits will do much greater damage.

To reload, shake either the Wiimote or the nunchuk attachment, depending on your settings.

Powerups are strewn throughout the levels. Some are in plain sight, but many are hidden inside objects. To pick up a powerup, press the required button.

You have a knife which can be used at any time. Hold down the required button and swing the required peripheral to use it.

Grenades can be used at any time, provided you have one. Hold down the required button (the cursor will change) and pull the trigger to throw it.

Unlike other shooters, you have direct control over the camera, though limited. You have the ability to rotate the camera a bit in any direction from where it automatically points. Once you release the stick or buttons, the camera returns to the original position. This may be required to see certain otherwise hidden powerups, enemies, or objects of interest.

Various parts of the environment can be used to your advantage. Red barrels explode. Chandeliers fall down. There's more, but enemies caught in explosions or under falling objects will receive damage. Some objects might outright prevent an attack or hold back monsters.

At various points, you will be asked to perform some kind of quick response. This will be one of 4 prompts: shake the specified controller (depends on which control setup you use); press the action or trigger button; press BOTH the action and trigger buttons; or mash the action or trigger button. Failure always leads to some undesirable results. Usually this means a good chunk of damage, but it can also result in additional enemies or instant death. If you die by cutscene, it is game over, even if you have a First Aid Spray. If asked to mash, pressing the wrong button even once results in failure.




POWERUPS:

Samurai Edge 2: The generic weapon of just about everyone. Has an unlimited amount of ammo but is very weak. The clip-based ammo results in a fixed reload time regardless of shots fired so reload with caution. Clip is 15 bullets.

Burst Handgun: Used by Ada in Death's Door. Has unlimited ammo. As the name suggests, each press of the trigger results in 3 shots being fired. However, this doesn't really seem to make much of a difference. The clip-based ammo results in a fixed reload time regardless of shots fired so reload with caution. Clip is 30 bullets, which translates to 10 'shots'.

Matilda: Used by Hunk in Fourth Survivor. Has unlimited ammo. Seems to be identical to the Samurai Edge 2. The clip-based ammo results in a fixed reload time regardless of shots fired so reload with caution. Clip is 15 bullets.

Handgun With Silencer: Used by Wesker in Dark Legacy 1 and 2. Has unlimited ammo. I don't see any difference from either the SA2 or Matilda, but I could be wrong. The clip-based ammo results in a fixed reload time regardless of shots fired so reload with caution. Clip is 15 bullets.

Knife: Always in your arsenal. Allows you to hit VERY close enemies without spending ammo. This weapon is very weak, so only use it against pests and in desperation. The speed at which you shake determines how fast you swing. Aiming doesn't actually seem to matter; if it's in range, you'll hit it if you swing. However, you must time it right to hit an enemy and avoid taking damage, and this is completely useless against some enemies. Can be used while reloading a weapon.

Grenade: Always in your arsenal. Aim and throw. It will explode shortly after, injuring anything caught in a nice explosion. Very powerful; though the damage is dependent on how close an enemy is to the center of the explosion. Can wipe out a group of enemies, though there might be a survivor or two. However, many bosses seem very resilient to these blasts, and many either fly or move too fast to even make them possible to use. Others will take good damage from these, so experiment. Remember, the grenade will bounce off objects, like the monsters themselves, so make sure the grenade ends up in the MIDDLE of a group, not in front of them for maximum effectiveness.

Shotgun: Fires pellets in a wide radius. Although pellets are weak individually, the sheer number of them will more than compensate, if you can get most of them to hit a single target. A shell's buckshot is more than enough to take down any generic enemy. However, this shotgun is the weakest of the 3. Of course, the spread is also good for catching 2 close foes in a single blast. A well-aimed blast will knock an enemy down. The reload time is based on the number of shells remaining. Reloading after a shot is almost instant, while emptying the weapon results in a long reload. Clip is initially 6 shells, but upgrades to 8. Maximum ammo capacity is initially 60 shells, but upgrades to 120. It is tied with the Assault Shotgun for the lowest ammo capacity at lower levels, but comes in 3rd place overall on higher.

Shotgun SA: Fires pellets in a wide radius. Although pellets are weak individually, the sheer number of them will more than compensate, if you can get most of them to hit a single target. A shell's buckshot is more than enough to take down any generic enemy. Of course, the spread is also good for catching 2 close foes in a single blast. A well-aimed blast will knock an enemy down. The reload time is based on the number of shells remaining. Reloading after a shot is almost instant, while emptying the weapon results in a long reload. Clip is initially 8 shells, but upgrades to 12. Maximum ammo capacity is initially 80 shells, but upgrades to 160. This is neither the strongest nor weakest shotgun, but it DOES have the biggest capacity for ammo.

Assault Shotgun: Fires pellets in a wide radius. Although pellets are weak individually, the sheer number of them will more than compensate, if you can get most of them to hit a single target. A shell's buckshot is more than enough to take down any generic enemy. This is the most powerful shotgun. Of course, the spread is also good for catching 2 close foes in a single blast. A well-aimed blast will knock an enemy down. The reload time is based on the number of shells remaining. Reloading after a shot is almost instant, while emptying the weapon results in a long reload. Clip is initially 6 shells, but upgrades to 10. Maximum ammo capacity is initially 60 shells, but upgrades to 120.

Submachine Gun: Capable of firing bullets as long as the trigger is held down. However, the cost of automatic fire is that the bullets are very weak, weaker than the handgun's. On that note, this is the weakest of the submachine guns. The clip-based ammo results in a fixed reload time regardless of shots fired, but the reload time is very fast. Clip is initially 50 bullets, but upgrades to 100. Maximum ammo capacity is initially 750 bullets, but upgrades to 1500.

Submachine Gun HP: Capable of firing bullets as long as the trigger is held down. However, the cost of automatic fire is that the bullets are very weak, weaker than the handgun's. However, as the HP suggests, this is the most powerful submachine gun. The clip-based ammo results in a fixed reload time regardless of shots fired, but the reload time is very fast. Clip is initially 40 bullets, but upgrades to 80. Maximum ammo capacity is initially 600 bullets, but upgrades to 1200. This submachine gun has the lowest ammo capacity of the bunch.

Automatic Pistol: Capable of firing bullets as long as the trigger is held down. However, the cost of automatic fire is that the bullets are very weak, weaker than the handgun's. The clip-based ammo results in a fixed reload time regardless of shots fired, but the reload time is very fast. Clip is initially 50 bullets, but upgrades to 100. Maximum ammo capacity is initially 750 shells, but upgrades to 1500. This is essentially a higher-powered Submachine Gun.

Magnum Revolver: A real powerhouse. The bullets fired by this puppy are powerful, capable of taking down any generic foe with a single shot no matter where you hit them. They are also capable of shooting right through enemies so more than one can be felled with 1 bullet. Clip is initially 6 bullets, but upgrades to 12 (yeah right!) Maximum ammo capacity is initially 18 bullets, but upgrades to 36.

Magnum AT: The bullets fired by this magnum are powerful, though less so than the others, but still capable of taking down any generic foe with a single shot no matter where you hit them. They are also still capable of shooting right through enemies so more than one can be felled with 1 bullet. Clip is initially 8 bullets, but upgrades to 16. Maximum ammo capacity is initially 24 bullets, but upgrades to 84. This is way more than any other magnum.

Hand Cannon: Shit, did I say the Magnum Revolver and AT were powerful? This one is an absolute beast. This gun does a RIDICULOUS amount of damage per shot. It might be the most powerful weapon damage-wise. Using it on a generic enemy is almost like a waste. They are also capable of shooting right through enemies so more than one can be felled with 1 bullet. Bosses can be killed in less than 5 shots. Clip is initially 3 bullets, but upgrades to 6. Maximum ammo capacity is initially 9 bullets, but upgrades to 18. You will not have more than a couple shots at any time unless you hoard them.

Grenade Launcher: Fires grenades that explode upon contact and cause damage to anything caught in the radius. This is very powerful stuff, but damage is based upon the enemy's proximity to the explosion and their distance from you. The closer the boss is to you, the more damage done. The rounds travel in an arc, so you will have to aim a little up to hit further targets. The grenades take a chunk of time to reload, but the reload time depends on the number of remaining rounds. Waiting until the weapon is empty results in a long wait. Clip is initially 4 shells, but upgrades to 8. Maximum ammo capacity is initially 12 shells, but upgrades to 24. This grenade launcher falls square in the middle.

Grenade Launcher AT: Fires grenades that explode upon contact and cause damage to anything caught in the radius. This is very powerful stuff, but damage is based upon the enemy's proximity to the explosion and their distance from you. The closer the boss is to you, the more damage done. Note that this is the weakest of the grenade launchers. The rounds travel in an arc, so you will have to aim a little up to hit further targets. The grenades take a chunk of time to reload, but the reload time depends on the number of remaining rounds. Waiting until the weapon is empty results in a long wait. Clip is initially 6 shells, but upgrades to 12. Maximum ammo capacity is initially 18 shells, but upgrades to 36. Holds considerably more ammo than the others.

Grenade Launcher HP: Fires grenades that explode upon contact and cause damage to anything caught in the radius. This is very powerful stuff, but damage is based upon the enemy's proximity to the explosion and their distance from you. The closer the boss is to you, the more damage done. As the HP suggest, this weapon is the most powerful grenade launcher. The rounds travel in an arc, so you will have to aim a little up to hit further targets. The reload time depends on the number of remaining rounds. Normally, you only have 1 shot, but when you gain 2, an empty reload takes a long time. Clip is initially 1 shell, but upgrades to 2 (that's DOUBLE, yo!) Maximum ammo capacity is initially 3 shells, but upgrades to 6. That's 1/4 of the GL's ammo capacity.

Rocket Launcher: Fires a missile that travels in a straight line (as opposed to a grenade launcher) and explodes upon contact, damaging anything caught in the blast. This is very powerful ordinance and can clear out a room of baddies. Note that his is the weakest rocket launcher. The rockets take a chunk of time to reload, but the reload time depends on the number of remaining rounds. Waiting until the weapon is empty results in a long wait. Clip is initially 3 rockets, but upgrades to 6. Maximum ammo capacity is initially 6 rockets, but upgrades to 12.

MRL: Fires a missile that travels in a straight line (as opposed to a grenade launcher) and explodes upon contact, damaging anything caught in the blast. This is very powerful ordinance and can clear out a room of baddies. More powerful than the Rocket Launcher, but less so than the Antitank Rifle. The rockets take a chunk of time to reload, but the reload time depends on the number of remaining rounds. Waiting until the weapon is empty results in a long wait. Clip is initially 4 rockets, but upgrades to 8. Maximum ammo capacity is initially 4 shells, but upgrades to 8.

Antitank Rifle: Fires a shell that travels in a straight line (as opposed to a grenade launcher) and explodes upon contact, damaging anything caught in the blast. This is SUPER powerful ordinance and can clear out a room of baddies. Possibly the most powerful weapon in the game, and certainly the most damaging causing due to their explosion. Naturally, that makes this more powerful than the rocket launchers, but it lacks the ammo capacity of said weapons. Clip is initially 1 shell, but upgrades to 2. Maximum ammo capacity is initially 2 shells, but upgrades to 4.

Herb: Restores a portion of life. Used automatically when grabbed so don't just get it because you see it. There's a good chance you'll see it later. Note that certain Herbs will not appear on normal or hard difficulty.

First Aid Spray: If you should perish during a level, this will bring you back with a full lifebar. These have no effect against death resulting from failed Quick Responses or certain boss insta-kills.

File: Unlocks a hidden document that you can read in the Files section. Once picked up, they will not reappear on later plays.

Ammo: A powerup that takes the form of whatever secondary weapon you chose for the level. If you picked a Submachine Gun HP, this icon will be for that weapon. If you chose an MRL, this will become an MRL. There's no difference between this and the specific weapon powerups (as in, they both give the same amount.)





BAD GUYS:

Zombie: A basically normal-looking human, except that probably look like they went through a rock crusher. Their weak spot is directly in the forehead. Zombies typically move slowly, but can occasionally run straight at you with a sudden burst of speed. Their first attack will often be to lunge at you and if they grab you, you will be prompted to complete a Quick Response, which is always shaking. Succeed and you avoid damage and kill the zombie. Fail and you get bit. Being grabbed again in a short time results in a much harder, if not impossible, prompt. They can be killed during a grapple, so a grenade thrown right before a grab will kill or knock it out of the attack. Otherwise, they will swing at you. A less common variety will stand in place and projectile vomit at you. Blast their vomit to keep it from hitting you (the manual says you can shoot it back at them but I've never seen that happen.) Another variation is the crawlers, who naturally slowly approach and simply strike. Always try for the headshots, as these guys will take many shots to put down. Shooting one in the legs will knock him/her down for a moment. However, a non-critical shot to the head often makes them (the head) jerk to the side or back, so try not to miss the first shot. Single zombies pose little threat, but in groups they are nothing to sneeze at. The handgun is recommended against one or a few if far away, but if up close upgrade to a secondary weapon. Nothing says "GRENADE!" like a group of these guys. Oh, and some have dark red skin which may scare hapless players into thinking they are crimson heads.

Leech: Um... it looks like a leech. I don't think they have a weak point, but not like it matters. Always found in groups, but usually only a few are aggressive. They will leap onto you and suck a bit of life (after which it dies.) If one latches on, shoot or slash them. Due to their numbers, I recommend frantically swinging the knife. A single hit will splatter a leech. A mass of leeches is a prime target for an explosion, if more for the extra kills than to eliminate them as threats. Don't waste secondary ammo unless you really want to rack up kills.

Leech Man: A mass of leeches that take the form of a human. Their weak point is their head. These guys will amble up to you at a good clip and swing at you. When their life is almost gone, they will try to explode, killing themselves off while damaging you. When one decides to stop attacking and stands still, he's preparing to blow. They tend to wave their heads back and forth while walking, making critical shots almost impossible. Also, I am pretty certain you can't knock one down. A handgun will work if there is only one, but they can easily get through, and don't even bother if there is more than one. A shotgun would be ideal. I hate these guys.

Cerebrus: A zombie dog. The head is the weak point. No tactics for these guys: they charge and they jump at you. A shot from any weapon SHOULD knock them down, especially if they are jumping. If knocked down, they will get back up and try again. After being knocked down, they stop to growl before moving, making a headshot easy. A handgun works just fine against one or more dogs.

Eliminator: A mean monkey. Weak point is the head. They run on all fours at a quick pace. Method of attack is to leap onto you and apply the hurt. A good shot will knock them down, but not as easily as a cerebrus. Often attacks in groups between 2-4. A handgun will work, but a submachine gun or shotgun is safer.

Bat: Self-explanatory. Their bodies are their weak spots, but it doesn't make a difference. Flies straight at you and bites. One hit and they're dead. Therefore, one (somewhat risky) idea is to simply swing your knife and cut them down when you get close. A submachine gun is the best weapon if you really want to use any ammo.

Crimson Head: A zombie-looking being, except with a reddish skin hue. Foreheads are still the way to go. Unlike zombies, crims are naturally quick and almost always run. They seem to prefer swinging, but they also have the zombies' lunging grab. If grabbed, you must perform a Quick Response, which is always to shake. Succeed and you break free and kill the crimson head. Fail and you get bit. If grabbed again in a short amount of time, the prompt becomes much harder, if not impossible, to succeed. Again, they're not invincible during a grab, so any active grenades will knock them out of it. Shooting one can result in causing them to stagger, but this isn't worth banking on. Due to their quickness, landing a critical hit is difficult so I recommend bringing out a shotgun.

Crow: It's a crow. Their bodies are their weakest points. Like a bat, they will fly straight at you to attack. However, if they are successful, they will fly away and vanish. One hit from any weapon will take one down. If you hate sharpshootin', try taking them out with your knife. Otherwise, the handgun is recommended, but a submachine gun is the overall best.

Hunter: A green beast. Yep, that head is their weak spot. Much less dangerous than in the other games. A well-aimed handgun shot will kill one, but this requires balls of steel and much skill. Anyway, they attack with their claws. They can leap great distances to strike you quickly. They also have an annoying ability to sidestep, often back and forth between 2 points, that can make you miss. They can shrug off bullets so the handgun is strongly discouraged. Shotguns are recommended for overall effectiveness. Magnums will put them down no fuss, but their sidesteps may waste your ammo.

Adder: A snake. No weak point. Leaps at you and bites. A single hit from any weapon kills one. Always found in groups. Using the knife is not recommended. You will likely get hit. Stick with the handgun.

Web Spinner: A giant spider. Their weak point is right between their eyes, though this is difficult to spot without using the cursor. They will either spit acid at you or charge you. If they spit, blast the acid. They can shrug off bullets so be careful. I don't believe I've ever seen one get knocked down without being dead. A handgun will suffice, but if there's more than one I recommend whipping out a shotgun or submachine gun.

Bee: Duh. These flying insects come straight at ya and sting. A single hit will squash one. A bit more erratic than the other airborne pests, these guys fly in circles and can be a pain to hit. The knife seems unreliable against preventing damage. A handgun is recommend, but a submachine gun would be ideal.

Neptune: A shark. Their mouths are their weak spots. Simply heads straight at you and chomps. If successful, they swim away and are never seen again. When they open their mouth to bite, that's the easiest time for a critical hit. I recommend waiting until they do, preferably with some high-powered weapon. A well-aimed handgun shot will do the trick, but a shotty makes this much easier.

Chimera: Ugly brown creatures with multiple limbs. Go for the head. Scurries along floors and ceilings with equal ease. Once close, they will quickly lash out with their appendages. When shot, they often stop in place for a moment, allowing for a quick headshot. If knocked down, they do their death contortions before getting back up so don't be fooled. A handgun works, but when in groups break out a shotgun or submachine gun.

Roach: Little buggers. No weak spot but not that it matters. Always found en masse, crawling on walls, floors, or ceilings. Simply flies at you and attaches itself to suck your blood. A single hit will splat one. The knife works wonders against them, but if you want kills throw a grenade.

Licker: A small red creature with an exposed brain. Yep, that gray matter is their weak spot. As their name suggests, they will often attack by lashing out their long tongues. If you see one sitting in place moving his head around, he's getting ready to do this. They can also jump at you. Typically when hit they fall onto all fours, so you can use that to pull off a brainshot, though this doesn't always work out. A handgun will work, but a submachine gun seems to be the best as they aren't especially big targets for shotguns.

Ivy: A living plant. Their weak point is their insides, which can only be shot when they open up. Normally, shooting them will get them to open up nice and wide making them almost a joke. Some are a little smarter than that. They often attack by striking with their vines. They can also shoot acidic stuff at you. You can shoot that stuff down. Assuming they cooperate with your attempts to get them to open up, a handgun is the best weapon to use.





MY TIPS:

I outlined the differences between each individual weapon, but by and large the weapons can be grouped into 6 groups: handguns, shotguns, submachine guns, grenade launchers, magnums, and rocket launchers. The tips I provide apply to all weapons in the class.

Handguns are weak but have unlimited ammo. Using them correctly is the key to success. Use it against relatively small threats to conserve secondary ammo as needed. Even the toughest beasts can be easily tamed with a handgun if alone. Note: DON'T try this if you aren't experienced.

Submachine guns are very weak (shooting enemies in critical spots doesn't even seem to kill) but capable of spitting out lead at a rate that quickly adds up. They are most useful against numerous opponents; just hold down the trigger and sweep across the crowd to knock them back and hopefully kill a few. Note that enemies that don't respond much to bullets are naturally not a good idea. They can also hold a ridiculous amount of ammo. The SG and AP can carry 1500 bullets total. You can squander an entire clip without regretting it.

Shotguns are capable of dealing great damage to more than one enemy (though not often.) They can easily knock down most any monster. Plus, the shell-by-shell reloading can result in radically different durations. It takes no time at all to replace a single shell. Blink and you'll miss it. Judiciously reloading after each shot will ensure you are never short on firepower. Needless to say, DON'T try reloading when enemies are on the screen; 3 or 4 shells don't take long either. Just try not to empty the thing completely because a full reload is an absolute killer.

Grenade launchers are for mobs of bad guys, or bosses. There's not much ammo to be had so don't be going nuts with them. Plus, the pause between shots will spell doom. Not a whole lot to say here.

Magnums are powerhouses, but require skill to use. The power rivals a rocket, grenade, or faceful of buckshot, all concentrated in one single bullet. Ammo is more plentiful than the explosive ordinance so you only need to be choosy rather than stingy. However, this is most certainly not a weapon for a group of monsters that need to be killed ASAP due to the rate of fire, unless they line up for you. It will kill anything short of a boss with only 1 shot no matter where they hit. Makes boss battles faster but you need to pull off Critical Shots to really see the results.

Rocket launchers are strictly for mobs of enemies or bosses. Simply put, you will not find many reloads for these so you need to make them count. However, you will not need many for a boss. Unlike magnums, you do not need to aim for a weak point; just hit the boss anywhere (or anything near the boss) and the shrapnel does the rest. The ultimate boss killers, except for the Hand Cannon.

For my money, a shotgun is the best choice in nearly every level, with the only exception being stages where there's no shotgun ammo to be found. They're just so versatile!

Don't be shy about throwing grenades if you feel overwhelmed. They're surprisingly ineffective against most of the bosses so don't feel like you should be stocking up on them. These guys were made for killing zombies wholesale.

Rather than flailing the Wiimote like a Wiitard, just simply do a circular motion. It doesn't seem to matter where the knife swings, anything hanging on the screen is dead.

When using explosives to clean out mobs of bad guys, do try to get the explosives as close to the middle of the pack as possible for maximum damage. Throw grenades past the lead zombie, NOT into him.

Grab all the files before attempting to achieve "S" (or to a lesser degree "A") ranks. After all, you need to find a certain amount anyway to gain a high ranking. That's one category you will never have to worry about.

Remember, in 2-player mode, you both share the same lifebar, so there's no such thing as "your responsibility."

Jesus, did I really just make a Wii joke?

Some of the things I say in the rest of this guide may be totally bogus.




ABOUT THIS GUIDE:

This guide is meant to give you a far more accurate description of what you will face than my other guides. However, the focus is on identifying all powerup locations and providing useful information.




CHEATS/UNLOCKABLES:

Train Derailment 2: Complete Train Derailment 1.

Train Derailment 3: Complete Train Derailment 2.

Beginnings 1: Complete Train Derailment 3.

Beginnings 2: Complete Beginnings 1.

Mansion Incident 1: Complete Train Derailment 3.

Mansion Incident 2: Complete Mansion Incident 1.

Mansion Incident 3: Complete Mansion Incident 2.

Nightmare 1: Complete Mansion Incident 1.

Nightmare 2: Complete Nightmare 1 with an "A" ranking.

Rebirth 1: Complete Mansion Incident 3.

Rebirth 2: Complete Rebirth 1.

Raccoon's Destruction 1: Complete Mansion Incident 3.

Raccoon's Destruction 2: Complete Raccoon's Destruction 1 while smoking less than 2 cigarettes.

Raccoon's Destruction 3: Complete Raccoon's Destruction 2.

Death's Door (1): Complete Raccoon's Destruction 3 with an "A" ranking. (Nope, there's no DD 2.)

Fourth Survivor (1): Complete Train Derailment 1-3; Beginnings 1-2; Mansion Incident 1-3; Nightmare 1-2; Rebirth 1-2; Racoon's Destruction 1-3; Death's Door 1; Umbrella's End 1-3; and Dark Legacy 1-2. (Nope, there is no FS 2.)

Umbrella's End 1: Complete Raccoon's Destruction 3.

Umbrella's End 2: Complete Umbrella's End 1.

Umbrella's End 3: Complete Umbrella's End 2 without ever thinking about the meaning of life.

Dark Legacy 1: Complete Umbrella's End 3.

Dark Legacy 2: Complete Train Derailment 1-3; Beginnings 1-2; Mansion Incident 1-3; Nightmare 1-2; Rebirth 1-2; Raccoon's Destruction 1-3; Death's Door 1; Umbrella's End 1-3; and Dark Legacy 1.

???: Complete every chapter in the game. This level has you going against 10 waves of zombies. You only have a smidge of life, but your enemies die with 1 hit. The final zombie must be shot in the head. Good luck!

Secondary Weapons: Simply pick up a weapon powerup and you can choose it as a starting weapon.

Items: Each chapter (minus ???) has 2 items to be found; one by completing it on Normal with an "A" ranking and one for beating it on Hard with an "S" ranking. Yes, you can earn both while playing on Hard. These items do nothing.

2-Player on Beginnings, Nightmare, Rebirth, Death's Door, Fourth Survivor, and Dark Legacy: Complete all chapters minus ???. Now you can play with a friend on any of these scenarios.

Level 5 Weapons: Complete every chapter (except ???) on Hard with an "S" ranking. Now you can buy an additional level for your weapons. On level 5, you will have unlimited ammo.

Now, as far as actual cheats go...

Double Pickup: If you pick up an item near a checkpoint before reaching it and quit, the item will reappear when you reload the data. Extra ammo or health! Not too many locations to take advantage of this but there ya go.

Fun With Loading Screens: During a loading screen, you can shoot the Umbrella symbol. Pointless but may be fun. Emphasis on "may".
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