# # # # # # # # # # # ## # #### #### #### #### #### # # ## # ## # # # # # # # # # ## # # ## # # # # # # # ### # ### # # # # ## # # # # # # # # # # # # # ## # ## # #### # # #### #### #### # ## # # __ __ __ _ __ |\ \| | | \ /__ O |_\ |__| |__//|__ O \ \ / / \ \ / / C O M P L E T E \ \/ /__ __ __ __ _ \ /|__ |__| | | |\ | | | /_\ \/ |__ | \ |__| | \| | |__ / \ ----------------------------------------------------------------------- BioHazard CODE: Veronica Complete For the Nintendo GameCube A FAQ/Walkthrough by CVXFREAK E-Mail: FireEmblemPride@hotmail.com Version 1.0 ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-= Table of Contents =-=-=-=-=-=-=-=-= 1. Introduction 2. Version History 3. Basics 4. Walkthrough: Disc 1 5. Walkthrough: Disc 2 6. Battle Mode Walkthroughs 7. Weapon Listing 8. Item Listing 9. Enemy and Boss Listing 10. File Transcripts 11. Frequently Asked Questions 12. Conclusion ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Introduction =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome back to CODE: Veronica. It's been three years since the very first version of CODE: Veronica was released on the retired Sega Dreamcast system. Since then, updated versions have been available for the Dreamcast in Japan, and the PlayStation 2 as well, under the names CODE: Veronica Complete in Japan, and CODE: Veronica X in the U.S. However, two years ago, Capcom announced that the BioHazard/Resident Evil series would be going to the GameCube exclusively (or would be starting all over there). CODE: Veronica, being a crucial part of the series, was announced as a GameCube game, and two years later, it's finally been released in Japan. The GameCube version of CODE: Veronica is based on the Japanese Dreamcast version of BioHazard CODE: Veronica Complete. The full name of the GameCube version is BioHazard CODE: Veronica Complete, and it features two discs, much like the Dreamcast edition. CODE: Veronica Complete on the GameCube is the exact same game as the Dreamcast version, except you're playing it on a GameCube. I wouldn't recommend it if you already have CODE: Veronica on the Dreamcast. However, if you're playing a PlayStation 2 version, I highly encourage you to grab this version or at least rent it, because it's much better overall. This FAQ is copyright 2003 by CVXFREAK. All rights are reserved. Do not use any material in this guide unless you are granted permission by the sole owner of this guide, CVXFREAK. I do not own the rights to BioHazard CODE: Veronica Complete. Capcom Japan owns those rights. These following websites may only host this guide: faqs.ign.com www.gamefaqs.com www.neoseeker.com And with all that said, onto the guide. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Version History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 1.0 ----------- August 14, 2003 - CODE: Veronica Complete is the same on the GameCube as it is on the Dreamcast and PlayStation 2. So, after playing it through, I took my walkthrough from the Dreamcast version, made a few changes, and put it in this walkthrough. Guide done. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Controls ---TYPE A--- A: OK/ATTACK/CHECK B: CANCEL/RUN X: UNUSED Y: STATUS Z: MAP R: ATTACK STANCE L: CHANGE AIM START: OPTION CONTROL STICK: LEFT/RIGHT/FORWARD/BACKWARD D-PAD: LEFT/RIGHT/FORWARD/BACKWARD C-STICK: AUTO-TURN ---TYPE B--- A: OK/ATTACK/CHECK B: CANCEL/RUN X: MAP Y: STATUS Z: UNUSED R: ATTACK STANCE L: CHANGE AIM START: OPTION CONTROL STICK: LEFT/RIGHT/FORWARD/BACKWARD D-PAD: LEFT/RIGHT/FORWARD/BACKWARD C-STICK: AUTO-TURN ---TYPE C--- A: OK/ATTACK/CHECK B: CANCEL X: STATUS Y: MAP Z: UNUSED R: FORWARD (Press Lightly)/RUN (Press Strongly) L: ATTACK STANCE START: OPTION CONTROL STICK: LEFT/RIGHT/FORWARD/BACKWARD D-PAD: LEFT/RIGHT/FORWARD/BACKWARD C-STICK: AUTO-TURN ******************************************** Healing - 25% Heal ---- GH 50% Heal ---- 2 GH 100% Heal --- 3 GH, RG, RGB, FAS Poison Heal - BH, GB, GGB, RGB Key - GH -- Green Herb BH -- Blue Herb RG -- Red + Green Herb RGB - Red + Green + Blue Herb FAS - First Aid Spray GB -- Green + Blue Herb GGB - Green + Green + Blue Herb ******************************************** CONSERVE AMMO! Resident Evil CODE: Veronica Complete is hard, since it has no difficulties (in the Japanese version, there are difficulty modes). It is easy to use up a lot of ammo. The Tyrant, and Alexia require a lot of ammo. To conserve ammo throughout the game, strictly use your Handgun and use the Knife. USE THE KNIFE! Aim the Knife at a zombie's knee and hack at it. This will cause them to trip and you can then hack them while they are down. But don't try hacking at a zombie's torso, as they will surely bite you. FIRE FROM A DISTANCE! Hunters and Bandersnatches are extremely versatile when close up to Chris and Claire. You will want to get to a distance and fire guns like the Submachine Gun (Chris), Grenade Launcher, M 100P (Claire) and Handgun. UPGRADE HANDGUNS! As Chris and Claire, you will get opportunities to upgrade your guns. Even if Chris' gun lacks in any real upgrade, simply use it anyway. The upgrade must do SOMETHING. Claire's Handgun NEEDS to be upgraded, as it is extremely powerful. KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU! Sometimes you can drop health because some monsters are stronger than others. Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can cover small damage, while the First Aid Spray can cover sudden health drops from Hunters or Banders. USE THE LIGHTER AGAINST BATS! Light scares bats away. Plain and simple. ONLY USE HANDGUN IN CLAIRE'S SECOND MISSION! When you control Claire again after playing as Chris, only equip the Handgun on her! She doesn't need anything more powerful, and if you do, this can tarnish your end game battle with Alexia II and III. SAVE THE ASSAULT RIFLE FOR CHRIS! Unless you are direly low on ammo, saving the powerful Assault Rifle for Chris' Rockfort Island mission is extremely smart. The gun can deal with Hunters and the Bandersnatch, as well as the occasional zombie. PLACE THE FIRE EXTINGUISHER IN THE ITEM BOX! Soon, you'll be able to place the Extinguisher in the Item Box, NOT SECURITY BOX. This will enable you to grab the Magnum later on. But if you don't, you can still beat the game, but the Magnum will not appear. GIVE RODRIGO THE LIGHTER AND HEMOSTATIC! This will guarantee Chris Redfield the Submachine Guns and Claire the Lockpicks. Both items can be used to obtain extra ammo, new guns and gun parts. Extremely important to beating the game with ease. MAKE MULTIPLE SAVES! Make at least 3 saves. Make one for the island, and progress on the game, but save onto another spot (preferably the post-Tyrant fight) and then save when you get Chris. Those are definite save areas. If you keep multiple saves, you can then start from and older save if you mess up (EX miss the Extinguisher). ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. Walkthrough: Disc 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before beginning, I will tell you that this is the most drastically changed part from my old walkthrough. The FAQ is basically much more in depth than before, and offers more options and strategies, so things can be easier to understand. It is basically an easy to follow walkthrough, with room by room paragraphs describing items in the area, and the likes. Special !!ALERT!! Paragraphs will also be used to show important upcoming scenes and important information. Before starting the FAQ, you might want to grab pen and paper, as AI may make you jot some notes down. Grab some paper or pencil right now. . . . I thought I said grab some paper and pen! Do it right now! There, that is better! Now, we are ready to begin. Place the disc inside your PlayStation 2 or Dreamcast, select "New Game," watch the opening cut- scenes and you should be in a cell block. ----------------------------------------------------------------------- PART ONE- PRISON AREA ----------------------------------------------------------------------- CELLBLOCK ROOM We are in a cellblock. Start off by going to your item screen. Go to the LIGHTER you see and use "Select" with the action button. This will prompt a cut-scene. After the cut-scene, go back into the cellblock and grab the ever important GREEN HERB. In the small corner of the room, grab the HANDGUN BULLETS. On the desk near the unconscious jailer is a COMBAT KNIFE. Once you have all the items, you may exit the room. !!ALERT!! Rodrigo is injured. You will need to find him HEMOSTATIC MEDICINE, which can be found in about an hour through the game. If you do not, you will miss out on some useful items. CELLBLOCK HALLWAY Run across the typewriter and grab the INK RIBBON from the desk. Do not save the game, though. Grab the box of HANDGUN BULLETS on the ground also. Run across the hallway, and un-equip the LIGHTER in your item screen, and equip the COMBAT KNIFE instead. Climb the stairs. GRAVEYARD Run across the graveyard and make a U-turn passed the burning truck. A cut-scene will then trigger, and 4 zombies will appear. This battle is simply not worth it. Dodge the zombies and continue in the direction you are facing, pass the open gate to the door. If you get bitten, check your Health Status on the Item Screen. Only use the GREEN HERB from Rodigo's cellblock if you are on Yellow CAUTION health. Pass through the door. !!ALERT!! That BRIEFCASE that fell from the exploded truck is an item you will get in 10 minutes. But do not get it now, as fire surrounds the BRIEFCASE. COURTYARD Walk up some steps and another cut-scene will occur between Claire and Steve Burnside. After he leaves, you will want to grab the HANDGUN BULLETS on the truck next to the door you just passed through. Don't forget that you know have the HANDGUN equipped. Keep it equipped. Pass through the only unlocked door in this courtyard (besides the one you passed through). = !!ALERT!! The giant door is the gate of the Prison and the goal of this mission is to unlock it. It leads to the other areas of this entire island. We need a HAWK EMBLEM to unlock it. It is in this prison, somewhere. BARRACK In this circular room, you have the option to explore the barracks nearby. Climb the small set of steps, and pass a door to the GREEN HERB nearby. Go back to the door you just passed and enter through it. Those individuals who want to skip this area and a powerful weapon can meet me at the upcoming "GUILLOTINE CAGE" paragraph. PRISON HOUSE In this disgusting prison house, there are zombies. Shoot them. You have plenty of bullets to burn. Once they are all dead, climb the small steps up to the table and grab a GREEN HERB. Head back down the small stairs and to the door to the right from where you just entered from. BUNKROOM Run across this room and on the second bunk to the right, grab the PRISONER'S DIARY. After reading it, keep moving forward and turn 2 left turns. At the end, grab the HANDGUN BULLETS. Head back and where you see the window banging is another box of HANDGUN BULLETS. Suddenly, the zombie will break in. Shoot it and the other 2 zombies that get in your way. After the fierce battle, pick up the M 100 P guns. These guns are extremely powerful, but save them for the MILITARY TRAINING FACILITY. Return to the Main Room. PRISON HOUSE Zombies have invaded, so dodge them. Before exiting, re-explore the room and find a PRISON MAP in the corner. Now you can find your way back. BARRACKS Head down the small steps. Watch the cut-scene. Turn and continue along the path. Another cut-scene occurs. Continue along the path until you come to a locked gate and a door. Enter the door. !!ALERT!! The cut-scenes hint at some extremely familiar monsters. They are unfamiliar if you haven't played Resident Evil, Resident Evil 2 or Resident Evil 3: Nemesis yet. GUILLOTINE ROOM Kill every zombie in here. There are zombies behind the gate, but you cannot kill them. The door to your right is the other side of the "Nailed Door" in the COURTYARD, where you met Steve Burnside. The small door hidden in an alley ward in the corner is your next destination. !!ALERT!! That locked gate needs to be unlocked. You will do it in a few minutes. SECURITY PIRATE HALL No, there are no pirates. But you will find out soon on why it is called the Security Pirate Room. Head up and a cut-scene will occur, making you place ALL your items inside the SECURITY BOX, including the Lighter. Run across the hall, passed another SECURITY BOX. Turn to Claire's right. There is a table with GRENADE ROUNDS and FLAME ROUNDS. There is also a FIRST AID SPRAY. Deposit them in the nearest SECURITY BOX. Then take the door nearby. COMPUTER ROOM Run down and grab the document. Then turn around and watch a cut-scene with Steve. Afterwards, examine the yellow clipboard next to the computer. You'll get the HAWK EMBLEM, the Item you need to get out of the PRISON. The door nearby is blocked, but press the little switch to the right of the door. Now you can unlock the Gate in the GUILLOTINE ROOM. SECURITY PIRATE HALL Return to the SECURITY PIRATE ROOM. Go to the 3D Duplicator machine, to the right of the table. Examine the machine and place the Hawk Emblem in there. Now return to the first SECURITY BOX and grab the HANDGUN, BULLETS and HERBS. Return to the GUILLOTINE ROOM. GUILLOTINE ROOM Go to the Roll Up Gate. To the left is a blinking switch. Press it. The gate rises and zombies attack. Kill them ones in front of Claire by exploding the BARRELS nearby. Kill the rest of the zombies. Now go into the garage and grab the FIRE EXTINGUISHER. Head into the cage and grab the PADLOCK KEY from the guillotine slick. Return to the BARRACKS. BARRACKS Continue your way around. Eventually, cereberus will chase you, so keep running. Head through the door at the end, back into the COURTYARD. COURTYARD Zombies have entered this area, so dodge them. You may not have enough BULLETS to stop them. Enter the door leading to the GRAVEYARD. GRAVEYARD Kill every zombie in here with your HANDGUN. Now go over to the burning truck and use the EXTINGUISHER. Grab the BRIEFCASE. Open it in your ITEM SCREEN by EXAMINING it, and then spinning it to the top of the case, where you can open it. Inside is TG-01 and a file. Now return to the COURTYARD. COURTYARD Run into the Barracks. BARRACKS From the entrance, turn to Claire's right to a locked gate. Use the PADLOCK KEY to unlock it. It leads to the door leading to the GUILLOTINE ROOM, therefore you can avoid the cereberus now! Head into the GUILLOTINE ROOM. GUILLOTINE ROOM Return to the SECURITY PIRATE HALL. Drop your items into the SECURITY BOX, except the TG-01. That is not metal, so it can bypass it. Return to the machine where you left your HAWK EMBLEM. To the right is a gold mechanism. Use the TG-01 there. After a cut-scene, grab the SPECIAL ALLOY EMBLEM from where you placed the TG-01. Attempt to leave and then zombies will run in. You have no gun right now, so dodge them until you reach the first SECURITY BOX. Grab EVERY ITEM, including the FIRE EXTINGUISHER and the LIGHTER. Return to the GUILLOTINE ROOM. GUILLOTINE ROOM Run back to the BARRACKS. BARRACKS Turn to Claire's left, and enter the COURTYARD. COURTYARD Turn to the biggest door in this room- the PRISON GATES. Use the SPECIAL ALLOY EMBLEM on the gate. Exit the COURTYARD. IRON BRIDGE We aren't out of the PRISON yet. Run across the bridge, and turn left, down a smaller pathway. Cross it and then turn right, after grabbing 2 GREEN HERBS. See the crates? Push the one closest to the truck up toward the other crates, and then push them to the right, providing space over the fire. Now head to the truck in the middle of the bridge and grab the HANDGUN BULLETS. Now head over the crates, and up the stairs. We are out of the PRISON! ----------------------------------------------------------------------- PART TWO- WANDERING THE PALACE ----------------------------------------------------------------------- PASSAGE There are zombies here, so shoot them all. You should have enough ammo. You'll notice a door nearby, which leads to the MILITARY TRAINING FACILITY. Ignore the door for now, and follow the path to a gate. PALACE COURTYARD Dodge all the dogs here. Don't grab anything. Climb the stairs and run for the PALACE. Head through the door. MAIN HALL In here, run over to the computer. Enter the following code into the computer: NTC0394. You will have saved some time. The door nearby unlocks, but before going there, grab some HANDGUN BULLETS. Head up the long stairs and turn right. Head through the nearby door. PALACE SAVE ROOM This is the first SAVE ROOM, so rest easy. Head to the ITEM BOX and drop off: COMBAT KNIFE 1x GREEN HERB You should have enough space soon, but that will be find for now. Head around the corner from the door you entered and grab the file. Keep going until you reach a locked door. Grab the GREEN HERB nearby. Exit back into the MAIN HALL. MAIN HALL Head to the door to the very left of the room. It is the BATHROOM. BATHROOM Search the stalls for HANDGUN BULLETS. Search the sink for FIRST AID SPRAY. Grab the nearby DURALUMIN CASE. Now exit. MAIN HALL Head into the door you unlocked with the computer. HALLWAY Shoot all the zombies here. Grab the HANDGUN BULLETS and RED HERB. Combine the RED HERB with 1 GREEN HERB. Pass by the locked double doors until you see a single door. It is the GUN ROOM. GUN ROOM Grab the HANDGUN BULLETS. See the blinking button underneath a display? Press it and watch a cut-scene. After it ends, a new passage will have opened. Grab the STEERING WHEEL and leave. HALLWAY Run back to the MAIN HALL. MAIN HALL Attempt to exit the place completely, and you'll hear a scream. Return through the door you unlocked with the computer. HALLWAY Run to where you got the STEERING WHEEL. GUN ROOM Go to the computer console. It is a puzzle. Simple press options C and E. The puzzle will end, and you can return to the HALLWAY. HALLWAY Run back to the MAIN HALL. MAIN HALL In the MAIN HALL, a cut-scene will occur. After it ends, exit into the PALACE COURTYARD. PALACE COURTYARD Grab the nearby GREEN HERB. See the GREEN BLINKING OBJECT? It is called the NAVY PROOF. DO NOT grab it. Turn to Claire's right from the stairs and head through the gate. Dodge the monsters. SUBMARINE DOCK Run and make a U-turn and grab the PALACE MAP and HANDGUN BULLETS. Head to the dock and then grab the BOW GUN ARROWS. Go to the little platform and use the STEERING WHEEL. A SUBMARINE will rise, so head inside. SUBMARINE On the chairs is a SIDE PACK. Equip it to make Claire hold more items. Go to the control panel of the SUBMARINE and flip the switch. After a sequence, head up the ladder. ----------------------------------------------------------------------- AIRPORT ----------------------------------------------------------------------- AIRPORT TUNNEL Run down the stairs and continue down the tunnel. Head through the first door. AIRPORT OFFICE Kill all the zombies in here. If you are running low on ammo, use the M 100 P. After you kill all the zombies, take the door to the right. BRIDGE Run across this bridge. At the end is a gate. Go through. CARGO ROOM Here, take the small lift in the corner. Nearby is a control panel. Examine. You are now pushing a crane. Push the UP button until the crate stops moving. Then push it LEFT until it stops moving. Ride the lift back down. Go to where the crate was and then push the blinking button. An elevator rises, along with zombies. Kill them. Nearby, grab the BIOHAZARD CARD and the BOW GUN ARROWS. Return to the BRIDGE. BRIDGE Run across back into the AIRPORT OFFICE. AIRPORT OFFICE Return to the AIRPORT TUNNEL. AIRPORT TUNNEL Return to the SUBMARINE. SUBMARINE Ride the SUBMARINE back to the surface. SUBMARINE DOCK Climb the stairs back to the PALACE COURTYARD. PALACE COURTYARD Dodge the dogs. Head to the first gate and down into the PASSAGE. PASSAGE Run down until you are at the stairs leading to the PRISON. Don't go down into the IRON BRIDGE. Take the small door nearby. ----------------------------------------------------------------------- PART THREE- MILITARY TRAINING FACILITY ----------------------------------------------------------------------- MILITARY TRAINING FACILITY YARD The GULP WORM appears. Dodge it an head into the double doors on the LEFT. FACILITY HALL Head into the staircase to Claire's right. Up the stairs, turn left, passed the knobless door. Head into the LABORATORY. LABORATORY As you enter, a HUGE worm will attack Claire. Let it have a rocket and it will die. On EASY or NORMAL, dodge the thing and enter through the building. MAIN ROOM When you enter, go to the shutter on the far back and use the BIOHAZARD CARD to open it. When you pass through, it will lower again. Pass through the door into the COURTYARD. COURTYARD When you enter the COURTYARD, Alfred will try to shoot you with his Sniper Rifle. Evade by running up the stairs. Go passed the locked brown door and the blue box on the balcony handle. Enter through door Alfred went through. Remember where that blue box is! ALFRED HALL You will be in a hall. Go down and then to the gray door. It is a save room. MTF SAVE ROOM Make sure you have 3 spaces at least. Save the game and exit. ALFRED HALL Now go through the brown door. Alfred will lower a shutter and lock you in. Go through the brown door. BANDERSNATCH WAREHOUSE Turn left and collect the pair of SUBMACHINE GUNS. Now attempt to go down the stairs and a Bandersnatch will appear. Use 3 BOW GUN ARROWS to kill it. A door at the bottom of the stairs will open. Go through it and another Bandersnatch will attack Claire. Steve then comes in "Matrix-style" and blasts the Bandersnatch with the 2 GOLD LUGERS. After it dies, Claire trades the 2 SUBMACHINE GUNS for the 2 GOLD LUGERS. Now Claire can access that door in the PALACE SAVE ROOM. The floor starts to lower. Then you will control Steve. STEVE ROOM 1 Steve is now in STEVE ROOM 1. Blast all the zombies and then head to the door on the left. That is STEVE ROOM 2. STEVE ROOM 2 Blast all the zombies in here and remember that green bottle in this room. Chris will need that. STEVE ROOM 1 Go back to STEVE ROOM 1 and head through the door next to the gate. STEVE ROOM 3 You are now in STEVE ROOM 3. Blast all the zombies. Now climb the stairs and then exit into the SEWER BALCONY. SEWER BALCONY Run forward. Steve will rant and then you are in control of Claire again. Claire and Steve ride an elevator up. CONTROL ROOM When you control Claire, follow Steve through a door. 2F STEVE'S DAD ROOM You are now on 2F STEVE'S DEAD ROOM, and you'll soon see why it is called the "STEVE'S DAD ROOM." Go to Steve and you will fall down into 1F STEVE'S DEAD ROOM. 1F STEVE'S DEAD ROOM Steve will suddenly see a zombie and empty his SUBMACHINE GUNS into. Steve tells Claire about why he is on the island and that he just killed his zombie dad. When the scene is over, head to the door left of Steve. ELEVATOR HALL Blast all the zombies and then head to the door at the end. MODEL ROOM You are in the MODEL ROOM. Grab the EAGLE PLATE and then head back to the ELEVATOR ROOM. ELEVATOR ROOM Head back to 1F STEVE'S DEAD ROOM. 1F STEVE'S DEAD ROOM Head through the double doors to the TANK ROOM. TANK ROOM Exit the TANK ROOM through the single door. MILITARY TRAINING FACILITY YARD You are back in the yard where you fought the worm. Head into the door you went through before. FACILITY HALL Inside the FACILITY HALL, head to the far shutter and raise it. Go through the door to where Alfred attacked you. COURTYARD Kill the dogs with the ASSAULT RIFLE or NORMAL players can dodge them. Then go to the blue box on the balcony. Insert the EAGLE PLATE and the box will reveal an EMBLEM CARD. Now go back through the door to the ALFRED HALL. ALFRED HALL Use the BIOHAZARD CARD to raise the shutter Alfred lowered. Then go into the SAVE ROOM. MTF SAVE ROOM Put the GOLD LUGERS inside the Item Box. Collect the HEMOSTATIC from the MTF SAVE ROOM on the couch and deposit it into the item box. Now go back to the ALFRED HALL. ALFRED HALL Run back to the COURTYARD. COURTYARD Go down the stairs and then through the gate left of the fire. You'll see a ladder. Go down. STEVE ROOM 3 Go passed the lever to the gate. Remember that lever when you play as Chris. Use the EMBLEM CARD on the gate. Climb down the step and you are now back in STEVE ROOM 3. Head back to STEVE ROOM 1. STEVE ROOM 1 Raise the gate next to the door and then take the GRENADE LAUNCHER if you want, although there's already one in the Item Box if you're an EASY or VERY EASY player. Now go back to STEVE ROOM 3. STEVE ROOM 3 Go to the SEWER BALCONY. SEWER BALCONY In the SEWER BALCONY, head through the elevator and ride it to the CONTROL ROOM. CONTROL ROOM On 2F, go to the gate and use the EMBLEM CARD on the blue gate. When it rises, discard the EMBLEM CARD. Run passed the brown door to the main screen. Examine the computer and then take the ARMY PROOF. You need that ARMY PROOF for the end of DISC 1 (DC Version). Examine the camera computer and you will see an infra red scope of a room. Zoom in on the Skeleton Picture and remember the code "1126". Now exit the room through the brown door. COURTYARD You are now back in the COURTYARD where you got the Emblem Card. Go down and back into the FACILITY HALL. Now go to the first shutter and use the BIOHAZARD CARD. Discard the BIOHAZARD CARD and then climb the stairs. Pass the door with no doorknob. Chris will open that door. Go through the open door. LABORATORY Inside, look for the other door and enter the "1126" code. ALBINOID LABORATORY Enter and collect the SKELETON PAINTING. An Albinoid will then escape. Dodge them and run for the LABORATORY before you get trapped. LABORATORY Run to the FACILITY HALL. FACILITY HALL Run down the stairs before the shutters lock you in. Go back to the MILITARY TRAINING FACILITY YARD. MILITARY TRAINING FACILITY YARD Go to the TANK ROOM. TANK ROOM Go to where Steve shot his dad. 1F STEVE'S DAD ROOM Go to the ELEVATOR ROOM. ELEVATOR ROOM Head into the room where you got the EAGLE PLATE. MODEL ROOM Put the SKELETON PAINTING in the spot where the EAGLE PLATE used to be and a wall will slide up. A model of the MTF will appear. There's a GOLD KEY on it. Grab it. ELEVATOR ROOM Run to 1F STEVE'S DEAD ROOM. 1F STEVE'S DAD ROOM Run to the TANK ROOM. TANK ROOM Run to the MILITARY TRAINING FACILITY YARD. MILITARY TRAINING FACILITY YARD Exit onto the PASSAGE. PASSAGE Run to the PALACE COURTYARD. ----------------------------------------------------------------------- RETURN TO THE PALACE ----------------------------------------------------------------------- PALACE COURTYARD Run into the PALACE MAIN HALL. PALACE MAIN HALL Once back in the PALACE MAIN HALL, go through the door you unlocked with the computer. HALLWAY Inside, pass the door where Steve got the GOLD LUGERS. Unlock those double doors with the GOLD KEY and discard it. PAINTING ROOM Inside, press these paintings in order. Press the WOMAN PAINTING first. Then press the painting with the MAN and 2 BABIES. Then press the RED-HAIRED MAN HOLDING A TEACUP. Then press the other RED-HAIRED MAN PAINTING with a plate in the background. Then press the painting with a GUY HOLDING PAPER. Then press the painting with the MAN WEARING BLUE. Then press the GIANT PAINTING. It will spin and a VASE will be revealed. Grab it and check the inside. A QUEEN ANT OBJECT is inside. Exit. HALLWAY Run to the PALACE MAIN HALL. PALACE MAIN HALL Run up to the SAVE ROOM. SAVE ROOM Deposit the BOW GUN and ARMY PROOF. Grab the GOLD LUGERS and use them on the door. The door will now open. SECRET STUDY Go through and find the computer on the desk. Enter the code "1971" and then a shelf will slide, revealing a passage. A Bandersnatch will appear. Use the GRENADE LAUNCHER to kill it. Go through the door in the tunnel. BRIDGE Follow the tunnel until you reach the stairs. You are now in the PRIVATE RESIDENCE. ----------------------------------------------------------------------- PRIVATE RESIDENCE ----------------------------------------------------------------------- PRIVATE RESIDENCE COURTYARD In the yard, blast/dodge the Bandersnatch and then enter the building with the LIGHTER equipped. PRIVATE RESIDENCE MAIN HALL Inside, climb the staircase until you reach a door. Go through. U HALL Claire will then hear Alexia Ashford talking to her brother, Alfred. After "they" leave, go inside the nearest door. ALEXIA'S BEDROOM Examine the Music Box and close it. The bed will drop and reveal a SILVER KEY. You can't climb the ladder on Alexia's bed right now. Go back to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head to the PRIVATE RESIDENCE COURTYARD. PRIVATE RESIDENCE COURTYARD Head to the BRIDGE. BRIDGE Run to the SECRET STUDY. ----------------------------------------------------------------------- PALACE REVISITED AGAIN ----------------------------------------------------------------------- SECRET STUDY Head to the SAVE ROOM. SAVE ROOM Head to the PALACE MAIN HALL. PALACE MAIN HALL Once back, use the SILVER KEY on the door across the SAVE ROOM. CASINO Inside, are a casino and a piano. Collect the HERBS if you want to heal. Collect the EXPLOSIVE POWDER and make 10 EXPLOSIVE ARROWS. (Deposit them in the item box.) Exit into the PALACE MAIN HALL. PALACE MAIN HALL Now go back through the door you unlocked with the computer. HALLWAY There, go to the nearest double doors and unlock them with the SILVER KEY. Discard the SILVER KEY and enter. OFFICE Launch a ROCKET at the 2 Bandersnatch, or dodge them. Now go to the floor between the two desks and collect another EAGLE PLATE. On a nearby desk is HUNK'S REPORT. Exit the room. HALLWAY Head for the PALACE MAIN HALL. PALACE MAIN HALL Go back to the SAVE ROOM. PALACE SAVE ROOM Grab the HEMOSTATIC MEDICINE. Now gear up with the HEMOSTATIC and EAGLE PLATE because you are going back to the PRISON! Exit to the PALACE MAIN HALL Exit into the PALACE COURTYARD. PALACE COURTYARD Head into the PASSAGE. PASSAGE Head into the IRON BRIDGE. IRON BRIDGE Head through the PRISON GATES. ----------------------------------------------------------------------- PRISON REVISITED ----------------------------------------------------------------------- PRISON COURTYARD When you are back in the room where you met Steve for the first time, head to where Rodrigo is. Head for the GRAVEYARD. GRAVEYARD Avoid the zombies here (or kill them, whichever you prefer) and head down the stairs. CELLBLOCK HALLWAY Head to the CELLBLOCK. CELLBLOCK Claire will feed Rodrigo the HEMOSTATIC and trade her LIGHTER for the LOCKPICK. After the scene, go back to the CELLBLOCK HALLWAY. CELLBLOCK HALLWAY Save if you like, and run up the stairs. GRAVEYARD Run to the PRISON COURTYARD. PRISON COURTYARD Head into the BARRACK. BARRACK Turn right and head into the door nearby. GUILLOTINE Inside, passed the slick, use the EAGLE PLATE on the door. When it slides, kill the zombies before they bite you. BEHIND THE GUILLOTINE Go through the door. Kill all the zombies and head through the left door. DOCTOR ROOM You are in the DOCTOR ROOM. Pass through the room to another door. Pass through that door. TORTURE ROOM NORMAL PLAYERS find the DURALUMIN CASE and use the LOCKPICK to open it. It will reveal HANDGUN PARTS. Combine it with the HANDGUN to create a CUSTOM HANDGUN. Go back into the DOCTOR ROOM. DOCTOR ROOM You'll see a DOCTOR ZOMBIE and a normal zombie. Kill both of them, especially the doctor, because the doctor is a CRIMSON HEAD like those seen in the SPENCER MANSION in the Resident Evil remake. The DOCTOR ZOMBIE drops a GLASS EYEBALL. Pick it up. Now go to the back area of the room and place the GLASS EYBALL in the cadaver. A secret stairway will form. Go down. BAT HALL Look out for the BATS. Cross the BAT HALL and go through the door to the TORTURE ROOM 2. TORTURE ROOM 2 Kill all the zombies and go down the stairs into the door. ARMOR ROOM You are in the ARMOR ROOM. Grab the RUSTED SWORD. The middle statue will rise and gas will begin to spread. Push the bar on the statue counter clock-wise and the gas will stop. The statue you got the Rusted Sword from will spin into an armor. Insert the RUSTED SWORD in and a zombie comes out. Kill it completely and collect the PIANO ROLL. You have now explored EVERY room in the PRISON! Go back to the TORTURE ROOM 2. TORTURE ROOM 2 Head into the BAT HALL. BAT HALL Run to the DOCTOR ROOM. DOCTOR ROOM Run to the area BEHIND THE GUILLOTINE. BEHIND THE GUILLOTINE Head to the GUILLOTINE. GUILLOTINE Head to the BARRACK. BARRACK Head to the PRISON COURTYARD. PRISON COURTYARD Head to the IRON BRIDGE. IRON BRIDGE Run all the way to the PASSAGE. ----------------------------------------------------------------------- RETURN TO PALACE AND PRIVATE RESIDENCE ----------------------------------------------------------------------- PASSAGE Choose 2 paths: 1. If you are playing a U.S. PS2 version, or on NORMAL MODE in the Japanese versions, take the subsection. 2. If you are playing a Japanese version of the Easy Modes, skip it. ================================================= ***GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY*** ================================================= Since a boss fight is coming at the end of DISC/PART 1, detour into the MILITARY TRAINING FACILITY. Go to the room where you used the KEY WITH TAG and find the drawer near the door leading to the back area. Use the LOCKPICK and then HANDGUN BULLETS will be revealed. Go to STEVE ROOM 2 and use the LOCKPICK on the cabinet with the ACID ROUNDS. Grab the Acid Rounds. Then go to the room with the MTF model. There's a drawer on the right. Use the LOCKPICK and a FIRST AID SPRAY will be revealed. Grab it and then continue back for the Palace. ===================================================== ***END GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY*** ===================================================== PALACE COURTYARD Attempt to enter the PALACE MAIN HALL and a CODE: Veronica Complete cut-scene with Wesker will occur. PALACE MAIN HALL Go back to the CASINO ROOM in the Palace. CASINO ROOM Insert the PIANO ROLL into the Piano and one of the slot machines will open. Grab the KING ANT OBJECT. Leave. PALACE MAIN HALL Go to the SAVE ROOM. SAVE ROOM Go to the SECRET STUDY. SECRET STUDY Go to the BRIDGE. BRIDGE Go to the PRIVATE RESIDENCE YARD. PRIVATE RESIDENCE YARD Head into the PRIVATE RESIDENCE MAIN HALL. PRIVATE RESIDENCE MAIN HALL Head to the U HALL. U HALL Head into ALEXIA'S BEDROOM. ALEXIA'S BEDROOM Insert the QUEEN ANT OBJECT into the Music Box and it will open. Grab the MUSIC BOX PLATE. Go back to the U HALL. U HALL head into ALFRED' ROOM on the other side of the hall. ALFRED' ROOM Put the KING ANT OBJECT into the music box in this room. When it opens, put the MUSIC BOX PLATE in. Alfred's bed will lower, revealing a ladder. Climb it. CAROUSAL You'll be on a CAROUSAL. Step off toward the ant painting. Circle the carousal until you see a glittering object- a SILVER DRAGONFLY, on a chair. Check it and remove the wings. Go back to the ant painting and insert the DRAGONFLY KEY. The carousal will spin and a ladder will be revealed. Climb the ladder. There, push the crate right toward the bookshelf. Climb it and then grab the file and AIRFORCE PROOF like the one you got in the MTF CONTROL ROOM. Now descend down the ladder to that carousal and down the ladder into ALEXIA'S ROOM. ALEXIA'S ROOM As you leave Alexia's Room, you'll see a cut-scene involving Steve shooting Alexia. As Claire gives chase into ALFRED' ROOM via a secret door, you find out Alfred has been dressing up like his fake sister, Alexia. After the cut-scene, head back to the yard of the Palace. (By now you should know your way back to the PALACE YARD.) PALACE YARD When you get there, grab the NAVY PROOF. The self-destruct system will then activate. After a cut-scene with Steve, go to the dock leading to the AIRPORT ----------------------------------------------------------------------- AIRPORT PART 2 ----------------------------------------------------------------------- At the dock, Steve will lead you to the SUBMARINE and the AIRPORT. Follow him to the FORK ROOM. This time, go to the left fork. You'll be at a SEAPLANE TERMINAL Use all 3 PROOFS and go into the plane. Steve is in control of the plane. Climb the stairs in the plane and a scene with Steve occurs. Claire needs to raise the bridge to fly off the island. Grab the LEVER and head back to the FORK ROOM. Go to the Right Fork again. Cross the BRIDGE into the CARGO ROOM. Ride the lift; pass the crane controls and head through the door. Insert the lever and raise the BRIDGE to level 2. Cross the bridge to the OIL ROOM. You'll find out why it's called "OIL ROOM" when playing as Chris. Go to the pile of dead zombies and get the AIRPORT KEY. After that, NORMAL PLAYERS use the LOCKPICK next to the OIL MACHINE to get an important FIRST AID SPRAY. Go back to the CARGO ROOM and use it on the gate next to the lift. Go through to the AIRPORT SAVE ROOM. Equip the LAUNCHER. Crates jam the elevator. Push the right crate into the elevator. Now push the left most crate all the way right and then push it in. NORMAL guys might wanna save the game. Grab all the FIRST AID SPRAY, GRENADE ROUNDS (load them into the GRENADE LAUNCHER) and HANDGUN BULLETS. NORMAL people, withdraw the DURALUMIN CASE from the Palace bathroom and use the LOCKPICK to open and reveal EXPLOSIVE POWDER. Combine it with normal arrows and then put it in the item box. Now board the elevator. It will rise while Alfred, still talking like a woman, releases something familiar- it's a naked version of the Tyrant from BioHazard 2! And it's out for Claire. Also, there's 5 minutes until detonation. When the elevator stops, head out. Claire is now in the MTF yard where she fought the worm. Head toward the Palace. On your way, Tyrant appears. Trapped, blast it with the GRENADE LAUNCHER using BOW GAS ROUNDS and it will kneel. When it gets up again, fire more shots and then fall, face down. Run passed it and head passed the PALACE for the DOCK. Call the SUB with the STEERING WHEEL and then head down. Get to the FORK ROOM and take the left into the plane. The seaplane flies off the exploding island. Steve and Claire apologize for everything that happened (notice the Biohazard 2 "A" Scenario Ending theme playing). Alfred, still talking in a girl's voice, escapes the island via an airport under the MTF's tank. Remember that for Chris' game. Back on Claire's plane, the Tyrant gets into the back area of the plane. Load the BOW GUN and enter through the door next to the item crate. Tyrant has returned. Save the game before heading in. ============ ***BOSS 1*** ============ Tyrant Difficulty: Easy From the door, fire ALL 27 EXPLOSIVE ARROWSS. The press the catapult. There! Tyrant isn't THAT hard in all difficulties. Return to the cockpit. ============ ***BOSS 1*** ============ Once back in the cockpit, Steve will lose control of the plane. Alfred seems to have put it in auto pilot mode. It then goes to Antarctica after another cut-scene. ***Dreamcast players switch to Disk 2 after the "free" save. PS2 players can simply start playing after the cut-scene. PS2 players get a free save, too.*** ----------------------------------------------------------------------- CLAIRE IN ANTARCTICA ----------------------------------------------------------------------- After Steve leaves, head to the right of the busted seaplane. Climb down the ladder and go further right. VERY EASY guys can pass the door and go down the stairs. Other players, enter. There, grab all the items lying around. HANDGUN BULLETS, EXPLOSIVE POWDER AND FIRST AID SPRAY are in this room. Dodge the now live zombies and exit. Proceed down the stairs. You are in the MOTH ROOM. Go to the door ahead. It is a SAVE ROOM. Grab the GRENADE LAUNCHER with GRENADE ROUNDS and a HANDGUN for EASY and NORMAL guys. Look at the bookshelf behind the desk. Push it forward and then turn right in the new passage. You'll see lockers. Run toward them and a mouse named DIJ will pop out and run. Examine the locker and you will find a button that doesn't work yet. You need power for it to work. Go back to the MOTH ROOM. You should have the ROCKET LAUNCHER, GRENADE LAUNCHER and ASSAULT RIFLE (VERY EASY and EASY). Arm the ASSAULT RIFLE or NORMAL PLAYER's HANDGUN. Turn the corner and you'll see a moth. Blast the moth before it poisons and sends a parasite to Claire's back. Whenever you enter this room as Claire, blast the moths with the ASSAULT RIFLE/HANDGUN. Enter through the door into the PRODUCTION. Blast the zombies with the ROCKET LAUNCHER or dodge them on NORMAL MODE. Turn left and go passed 2 doors and then turn right toward the GUN ROOM. Blast the zombies and then collect the MINING ROOM KEY. NORMAL PLAYERS collect the ASSAULTT RIFLE from the green drawers. Go back to the PRODUCTION ROOM. Go to the first door you passed and use the MINING ROOM KEY. Go through. You are in the MINING ROOM (duh!). Turn right and climb 2 sets of stairs until you reach an Octa Valve Handle hole. MAKE SURE YOU EXAMINE IT!!! Now go back down the stairs and turn right toward a door. It's called the POWER ROOM. Inside the dark POWER ROOM, use the ASSAULT RIFLE on the dogs. Now find the generator runner. Push it. To get to it, turn left from the entrance and then make a right. Keep going and turn left and then right again to reach it. Now go back to the entrance of the POWER ROOM and find the power switch. Turn it and the base now has electricity. Go back to the PRODUCTION ROOM. In the PRODUCTION ROOM, go to the only door you haven't gone through- the BOW Room. Inside, use the GRENADE LAUNCHER to blast the spiders. Then look on the silver crates and collect the Bar Code Sticker. Near the door, you'll notice a GAS MASK you can't get yet. Go back to the PRODUCTION ROOM. Back there, go to the conveyer belt area near the MINING ROOM entrance. Power up the conveyer belt and a crate will enter the GUN ROOM. Forget that on VERY EASY MODE. Attach the BAR CODE STICKER to the crate on the belt and press the button. The crate will go to the BOW ROOM. Head back to the BOW ROOM now. Grab the Gas Mask and then exit. Now go back to the SAVE ROOM. Go back to that locker where the mouse came from and press the button. The locker will slide, revealing a chamber. Inside, underneath the grating, is Nosferatu, a monster. You'll be fighting him soon, so beware. In that same area, look for a pot. Grab it and check the bottom for a key. It's the MACHINE ROOM KEY. Now go back to the MOTH ROOM and climb the stairs. Go passed the door (never go there!) until you see double doors. Go through and you are in the UPPER PRODUCTION ROOM. Go to the door left of Claire and use the MACHINE ROOM KEY. You are in the UPPER MINING ROOM. Go through the other door in this room. You are now in the Upper Power Room. Collect the VALVE HANDLE and then exit back into the UPPER MINING ROOM. Steve is there and after the cut- scene, you'll be back in the UPPER PRODUCTION ROOM. Go to the other door in the UPPER PRODUCTION ROOM. It is the VALVE HANDLE ROOM. Using the machine in the back, change the VALVE HANDLE to an OCTAGON VALVE HANDLE. Now go back to the save room. Put the ROCKET LAUNCHER in there so Chris can use it. Other players should put the ASSAULT RIFLE into the box for Chris. VERY EASY guys should bring the Magnum and bullets instead. NORMAL PLAYERS grab the COMBAT KNIFE. Now go back to the LOWER PRODUCTION ROOM. Enter the LOWER MINING ROOM and equip the GAS MASK. Go to the Valve Handle Hole and insert the OCTAGON VALVE HANDLE. After a cut-scene involving Alfred falling into a chasm, go and get his SNIPER RIFLE. After more cut-scenes you will be on a helipad battling Nosferatu. ============ ***BOSS 2*** ============ Nosferatu Difficulty: Medium VERY EASY players find Nosferatu a little harder than Tyrant because you don't have the ROCKET LAUNCHER. To make this fight quick, arm the MAGNUM, get away from Nosferatu and shoot until he falls. If the 8 Magnum Bullets aren't enough, use the Assault Rifle until he finally falls. Also, make sure Claire doesn't get poisoned. If she does, Chris' game will be affected. EASY and NORMAL guys should use the Sniper Rifle and aim for his open heart. After you run out, use the Knife up close to kill Nosferatu. You can also use any gun you may have brought... head away from Nosferatu and begin firing. ============ ***BOSS 2*** ============ After Nosferatu dies, Alfred will release his monster sister, Alexia. She actually DOES exist. She has psychic powers and attacks Steve and Claire. Alfred also dies. As Alexia causes havoc, the island Claire was taken to (where Disk 1 took place) has a new visitor; a man named Chris Redfield. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5. Walkthrough: Disc 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Remember when Claire e-mailed Leon at the beginning of the game? Well, Leon has forwarded the message to Chris, and now he has come to the island to save her. Apparently, Claire forgot about her e-mail to Leon, and left the island, but Chris doesn't know that... CAVE ROOM 1 After the cut-scenes, Chris will be in a cave. Walk up and talk to Rodrigo. If you fed him the HEMOSTAT as Claire, the GULP WORM that Claire fought in the yard will swallow Rodrigo whole! If not, Rodrigo will just die. After the scene, go to the ITEM BOX. Grab either the GRENADE LAUNCHER, the ASSAULT RIFLE, or the BOW GUN. Go through the door nearby. CAVE ROOM 2 ============ ***BOSS 3*** ============ GULP WORM Difficulty: EASY If you have the BOW GUN, this guy is extremely easy. Wait for the GULP WORM to surface. Now shoot GUN POWDER ARROWS into the worm. 5 or 6 clean shots should just about do it. If you have the ASSAULT RIFLE, just wait for it to surface and shoot as many shots as you possibly can. Repeat this pattern and after 20-30% of the clip, the WORM should die. If you have the GRENADE LAUNCHER, arm it with FLAME ROUNDS. Then wait for it to surface and fire 1-3 clean hits. 4-8 FLAME ROUNDS should be able to finish it. If you, by some terrible luck, don't have any of the above weapons, Chris' GLOCK 17 will have to do. 20-30 BULLETS should finish it. If you run out, there are bullets in this room. ============ ***BOSS 3*** ============ Once the boss is finished, it spits Rodrigo out! Just before dying, he gives Chris THE LIGHTER. If you didn't give Rodrigo the HEMOSTAT as Claire, then he won't give you the Lighter. If Rodrigo did give you the LIGHTER, return to CAVE ROOM 1. CAVE ROOM 1 Near where Rodrigo was swallowed, there is a wall with a little torch on it.Light it with your LIGHTER. You'll get super-important SUBMACHINE GUNS! These are exactly like the ones Steve had, but great anyway. Return to CAVE ROOM 2. CAVE ROOM 2 Activate the elevator at the end of the hall where you killed the worm. Ride the elevator up. STEVE'S DAD ROOM Chris will end up in the room where Steve killed his dad. A barrel blocks the single door leading to the ELEVATOR HALL, so take the double doors to the TANK ROOM. TANK ROOM In the TANK ROOM, crates block the door leading to the MAIN YARD. Remember when Alfred escaped the island, he pressed a button on the tank? Well, look on the tank for that button and press it. The Tank will move, revealing a lift. Go down into the HARRIER JET HALLWAY. HARRIER JET HALLWAY In the HARRIER JET HALLWAY, look for the double doors. It needs a HELBERD to open. So, you need to find an EAGLE PLATE. Didn't Claire use one in the balcony? That's where we are headed. DO NOT GRAB THE BATTERY YET. Head into the unlocked door nearby. HARRIER SAVE ROOM Grab the ACID ROUNDS, HERBS and other items. Deposit the SUBMACHINE GUNS. There is a drawer in this room. To open it, open the RED DRAWER first. Then open the GREEN DRAWER first. Then open the BLUE DRAWER. Then you should hear a click. Unlock the BROWN DRAWER. Inside is a LUGER REPLICA. Put it in the ITEM BOX- it has no use in the MAIN GAME. HARRIER JET HALLWAY Go back outside and pick up the BATTERY. Spiders will then attack, so hurry and ride the lift back up to the TANK ROOM. TANK ROOM Grab the HANDGUN BULLETS if you didn't before. Return to the STEVE'S DAD ROOM. STEVE'S DAD ROOM Look for the YELLOW LIFT over by the elevator leading to where Rodrigo died. Insert the BATTERY. Then ride the lift up and you will now be on 2F STEVE'S DAD ROOM. Look at the desk to the left of the lift and collect FILE and CHEMICAL STORAGE KEY. Head through the door to the CONTROL ROOM. CONTROL ROOM Run up and you'll see a cut-scene involving Alexia singing and Wesker sending a monster after Chris. Head through the brown door to the BALCONY. BALCONY In the Balcony, the Eagle Plate is gone. It fell into the SEWER. Also, the ground has broken so you can't get to the MAIN HALL yet. Go into the door leading to the HALL outside the SAVE ROOM where you got Rodrigo's Hemostat. HALL When you get there, the wall is crumbled. But there's a hole in the wall leading to the room where Claire got the SKELETON PAINTING. Collect the SIDE PACK on a table and then leave the way you came. Go back to the CONTROL ROOM. CONTROL ROOM There, go to the elevator and ride it to the SEWER BALCONY. SEWER BALCONY On the SEWER BALCONY, don't bother going to STEVE ROOM 3 because there's gas in the room. Instead, there's a set of stairs that weren't there before. Walk down them and you'll see a SHOTGUN. DON'T GRAB IT YET! Go to the door near the Shotgun. TYRANT STORAGE ROOM This is the TYRANT STORAGE ROOM. It's called that because this is the room Tyrant was stored in. Proceed through this room into the TURN TABLE ROOM. TURN TABLE ROOM In the TURN TABLE ROOM, proceed to the door on the left. It is a LAB. CHEMICAL ROOM Proceed through slide-up doors until you reach a room called the CHEMICAL ROOM. Find the storage fridge and use the CHEMICAL STORAGE KEY to open it. When it says to set the temperature, set it at "12.8". You'll then get an item called CLEMENT E. Grab it and the head back to the Turn Table Room. TURN TABLE ROOM You'll find a DOORKNOB on the ground. Grab it and Hunters will appear. Shoot them with the GRENADE LAUNCHER'S ACID ROUNDS. Beware that there are SEEKER MACHINES. If they sense Chris, Hunters will come and attack him. Head back through the TYRANT STORAGE ROOM. TYRANT STORAGE ROOM Run back through. Grab the GREEN HERB if you were injured by the Hunters. SEWER BALCONY Run up the stairs and run into the ELEVATOR. Ride it to FLOOR 2. CONTROL ROOM Run through the BROWN DOOR into the BALCONY. BALCONY Run across to the door leading to the HALL. HALL Avoid the SEEKER and head out through the other door in this room. STAIRS In the hall, attach the DOORKNOB into the other door in that hall. Enter. STEVE'S DAD ROOM 2F You are on the other side of the broken catwalk in the room where Steve shot his dad (remember when Claire and Steve fell through before Steve had to kill his dad?). Turn to Chris' left to see a desk. Grab the MINI TANK. Return to the HALL. HALL Avoid the SEEKERS again and head to the BALCONY. BALCONY Enter the CONTROL ROOM. CONTROL ROOM Ride the ELEVATOR to 1F. ELEVATOR HALL 1F Once there, head to the room with the MTF model. MTF MODEL ROOM Place the MINI TANK in the model and a painting will slide to reveal a TURN TABLE KEY and a FILE. There are also 3 holes and a lever behind lasers. The 3 holes are also in the shape of those PROOFS that Claire used to board the plane. Go back to the 1F ELEVATOR HALL. 1F ELEVATOR HALL Ride the ELEVATOR to the SEWER BALCONY. SEWER BALCONY Run down the stairs and head into the TYRANT STORAGE ROOM. DON NOT GRAB THE SHOTGUN. TYRANT STORAGE ROOM Run through the room. Wesker will confront you and virtually kick Chris' ass. After the cut-scene, use the GRENADE LAUNCHER on the Bandersnatch. Now go to the TURN TABLE ROOM. TURN TABLE ROOM Use the TURN TABLE KEY and the TURN TABLE will rise. When it stops, head out of the hole in the wall. You are now in the Main Hall of the MTF. MAIN HALL Head into the YARD. YARD In the YARD, kill the Hunters. The path to the PALACE is blocked by rubble, so enter the GIANT ELEVATOR leading to the AIRPORT SAVE ROOM. AIRPORT SAVE ROOM Once there, make sure you have 3 ITEM SPACES open. Enter the CARGO ROOM. CARGO ROOM Kill the Hunter. Then ride the lift up to the room with the crane controls. Go to the door passed the crane controls. You are now in the UPPER BRIDGE. UPPER BRIDGE The lever machine isn't working, so cross the bridge into the room where Claire got the Airport Key- the OIL ROOM. OIL ROOM To the left of the door, is an oil machine. You'll see cylinders with oil in them. Press the button with the 3 twice. Then press the 5 button once. Then press the 10 button once. Then press the 3 button twice and then press the 5 button once. The puzzle will finish. Zombies will also rise, but you don't have to kill them. UPPER BRIDGE Get back to the bridge lever and push it to lower the bridge. Now go back to the CARGO ROOM. CARGO ROOM. Now go to the bridge. BRIDGE Cross it and kill the Hunter. Now go to the AIRPORT OFFICE. AIRPORT OFFICE Kill the zombies and then head to the left fork. BOARDING AREA Go to the boarding lift, kill the Hunter and grab the ARMY, NAVY and AIRFORCE PROOFS. Return to the AIRRPORT OFFICE. AIRPORT OFFICE Don't bother going to the SUBMARINE because it isn't there. Return to the BRIDGE. BRIDGE Cross the BRIDGE to the CARGO ROOM. CARGO ROOM Return to the AIRPORT SAVE ROOM. AIRPORT SAVE ROOM On your way out of the airport, pick up the BOW GUN with EXPLOSIVE ARROWS. Ride the GIANT ELEVATOR up. YARD AVOID the MAIN HALL of the MTF. MAIN HALL In the MAIN HALL, go into the BROWN DOOR you. NAVIGATION ROOM Inside, blast the zombies. Then head through the open door. You'll see a hole in the wall. Go through and head through the final door. LOWER BALCONY You are now in the lower balcony on the other side of big hole. Kill the zombie and head down the ladder. STEVE ROOM 3 You are now in Steve Room 3. To the right of Chris is a lever. Pull it and the gas in the room will dissolve. Now go to STEVE ROOM 1. STEVE ROOM 1 There, blast the Hunter and head into Steve Room 2. STEVE ROOM 2 In the back area of that room, look for the green liquid and grab it. It is CLEMENT A. Combine it with CLEMENT E and you have CLEMENT MIXTURE. Go back to STEVE ROOM 1. STEVE ROOM 1 Run back to STEVE ROOM 3. STEVE ROOM 3 Run to the SEWER BALCONY. SEWER BALCONY Ride the elevator to FLOOR 1. FLOOR 1 Run into the MTF MODEL ROOM. MTF MODEL ROOM There, place the ARMY, NAVY and AIRFORCE PROOFS in the 3 slots. The MTF model moves and a ladder is revealed. Go down. ALFRED'S TUNNEL Go down the tunnels, blasting the Spiders with the GRENADE LAUNCHER. Collect the GRENADE ROUNDS and go down the other ladder. ALBINOID BOSS ROOM Down there, is another boss, called Albinoid Adult. It seems the Albinoid that escaped that room reached this area and has grown. ============ ***BOSS 4*** ============ Albinoid Adult Difficulty: Medium The only reason why this boss gets a medium is because it's hard to shoot. Switch to the GRENADE LAUNCHER or SUBMACHINE GUNS for this one. As it swims to the edge, hit it with a Grenade. Repeat this pattern until the Albinoid dies. -OR- You grab a full healing item. Jump into the water. Then run for the Eagle Plate and grab it. You'll get shocked at least twice. That'll bring you to Danger... heal then. ============ ***BOSS 4*** ============ After the Albinoid is dead, jump into the water and grab the EAGLE PLATE. Combine the EAGLE PLATE with the CLEMENT MIXTURE and you have the HALBERD you need. Go back to ALFRED'S TUNNEL. ALFRED'S TUNNEL Head back to the MTF MODEL ROOM. MTF MODEL ROOM Head back to FLOOR 1. FLOOR 1 Take the elevator to the SEWER BALCONY SEWER BALCONY There, go down the stairs and take the SHOTGUN this time. The stairs will rise into the position it was in when Claire was here. Go into the water the stairs were blocking and then get onto another platform. Climb the ladder and you are now back inside the HARRIER JET HALLWAY. HARRIER JET HALLWAY Go back into the Save Room. HARRIER JET HALLWAY Save the game and inspect the chest with 4 drawers. Open the top one, the third one and then the second one. Open the bottom one and you will get a LUGER REPLICA. Deposit the LUGER REPLICA, as it has no importance in the main game. Deposit the GRENADE LAUNCHER into the box. Now go to the HARRIER JET HALLWAY. Use the HALBERD on the double doors and they will open. Chris gets on the last harrier jet and flies to Antarctica. ----------------------------------------------------------------------- CHRIS IN ANTARCTICA ----------------------------------------------------------------------- JET STORAGE When the FMV is over, go through the double doors. MAIN TERMINAL You are now in the MAIN TERMINAL. Blast the Tentacles. Then go passed the seaplane wreckage and down the ladder. Head towards the save room. ANTARCTIC SAVE ROOM There, look at the display cabinet. To the right is a HALBERD engraving. Put the HALBERD in there and the bottom cabinet will open. Grab the PAOERWEIGHT and the FILE. Forget about the INK RIBBON. Now go to the UPPER PRODUCTION ROOM. UPPER PRODUCTION ROOM There, you will notice the place is filled with ice from when Steve and Claire tried to escape. Go to the room where Claire modified the VALVE HANDLE. There, kill the zombies and grab the DURALUMIN CASE. Go to the UPPER MINING ROOM. UPPER MINING ROOM The ice leads the area leading to where Claire left the OCTAGON VALVE HANDLE. Grab it and zombies will attack. Blast all of them. Now go back to the UPPER PRODUCTION ROOM. UPPER PRODUCTION ROOM Go to there the catwalk is broken (near the door leading to where Claire modified the VALVE HANDLE). Step into the ice and then climb to the other side of the broken catwalk. Go to the door nearby. SCANNER HALL You are in the SCANNER HALL because there are scanners that belong to Wesker's Hunters. You'll automatically be scanned, so kill the Hunter. Ignore the double doors for now and head down the hallway to an elevator. Take the elevator down. CAROUSAL ROOM When you are out of it, you are in the CAROUSAL ROOM. Go through the door in front of Chris. ICE HALL You are in the ICE HALL. Go to the door closest to Chris. POWER SAVE ROOM It is the POWER SAVE ROOM. Save the game. Then bring the COMBAT KNIFE. Deposit the DURALUMIN CASE and withdraw the EMPTY EXTINGUISHER. Now inspect the machinery. You'll see a hole you need to use the OCTAGON VALVE HANDLE in. Use it and then get turn the switch. Now there is power to the lower areas of the base. Go back to the ICE HALL. ICE HALL With caution, proceed down the ICE HALL. Blast the zombies you see and head through the door at the end. TIGER STATUE ROOM You are in the TIGER STATUE ROOM. Does it remind you of anything? Anyway, go down the red hall, passed the door until you reach a Tiger Statue (does THAT remind you of anything?). Inspect it and pull the BLUE JEWEL out. The tiger will spin, revealing a SQUARE VALVE HANDLE SOCKET! Combine that with the OCTAGON VALVE HANDLE so the VALVE HANDLE is square again. Now put the BLUE JEWEL back in. The statue will return to normal position. Grab the RED JEWEL to reveal MAGNUM BULLETS. Grab those and put the RED JEWEL back. Now go back to that door you just passed and enter through. That door is really another elevator. ANT HILL ROOM When it stops, you'll lots of ants. Just step on them. After a cut- scene involving that HUGE anthill, grab the nearby WING OBJECT. Then turn left and then turn right until you see blood on a wall. Enter the double doors into the STORAGE ROOM. STORAGE ROOM In the STORAGE ROOM, go up the flight of steps and inspect the computer right of the capsule. Examine it and you will have to press the code in order. Press the AA, then the CROWN, then the HEART and finally the SPADE. A little compartment will open. Put the PAPEERWEIGHT in there. The capsule will then open and Alfred Ashford's dead body will fall out. Inspect his hand and you will get ALFRED'S RING. Check it and it will turn into ALFRED'S JEWEL. SCANNER HALL Now go back to the SCANNER HALL. Go through the double doors. You are in the WATER TANK ROOM. Push that small button by the lift and then a huge barrel will rise. Use the EMPTY EXTINGUISHER on it to refill it. Now ride the far lift up. Proceed until you see a SQUARE VALVE HANDLE hole. Insert the SQUARE VALVE HANDLE and the water will vanish. Go down the ladder to the tank and grab the CRANE KEY. After you grab it, a Sweeper will jump in. Kill it by any means necessary. Now ride the other lift down. WEAPONS ROOM Use the EXTINGUISHER to put out the fire and then grab the MAGNUM where the MINING ROOM KEY was. UPPER PRODUCTION ROOM Go back to the UPPER PRODUCTION ROOM. There, find the crane to the right of the door leading to the SCANNER HALL. Use the CRANE KEY and Nosferatu's body will rise from the ice and a green jewel drops near him. Alexia will appear. After she leaves, another boss will appear. Resident Evil: Director's Cut players will recognize this boss as the Black Tiger. ============ ***BOSS 5*** ============ Black Tiger Difficulty: TOO easy This boss is TOO easy! Get on the ice. When it is on the ice, send one rocket into it and the Giant Spider is finished. Other players use the Custom Handgun against it and it will eventually die after about 20 bullets. -OR- Simply dodge the Spider and run to Nosferatu's body. Grab the GREEN JEWEL and head out through the door you just came from. You just saved ammo! ============ ***BOSS 5*** ============ When the Black Tiger is dead, go to Nosferatu's body. Near him is ALEXANDER'S PIERCE. Check it and it will turn to ALEXANDER'S JEWEL. Now go back to the CAROUSEL ROOM. *NOTE: Nosferatu is really Alexia and Alfred's "father", Alexander. Alexander was turned into a monster thanks to Alexia and her experiments with the T- Veronica Virus. CAROUSEL ROOM Once back in the CAROUSEL ROOM, blast the Sweeper. You'll also notice more WING OBJECTS, so pick them up. Now enter through the double doors. You are now in the MANSION HALL. Does it look familiar? MANSION HALL Anyway, go up the staircase and inspect the painting on the top. Attach ALFRED and ALEXANDER'S JEWELS into the painting and go back downstairs. No go behind the staircase and you will find Claire. She is wrapped in some gooey crap, so use the COMBAT KNIFE to free her. She'll regain her senses. After that, one of 2 things will happen. If she was poisoned during her fight with Nosferatu, she'll collapse. If she wasn't, you can continue on with the next section. If she was poisoned, you have to find SERUM. ======================== ***CLAIRE IS POISONED*** ======================== If she was poisoned, go back to the room where you got the CRANE KEY. Over by the big barrel, there is a lift that goes down. Take it down and you will be in the WEAPON ROOM, where you got the MAGNUM. On the shelf is SERUM. Take it and get back to Claire. ============================ ***END CLAIRE IS POISONED*** ============================ After she is cured, Alexia will appear again. She taunts. After the cut-scene, you will temporarily be in control of Claire again. ----------------------------------------------------------------------- CONTROLLING CLAIRE AGAIN ----------------------------------------------------------------------- SHOTGUN RACK ROOM Your next objective is to find and save Steve. Claire starts out in the SHOTGUN RACK ROOM. Ignore the Shotgun rack and check into the Item Box. Grab 1 FIRST AID SPRAY. Also, heal if you were poisoned. Arm Claire with the HANDGUN Chris began with. Bring 2 FIRST AID SPRAYS!!! Go through the next door. TENTACLE HALL You are now in the TENTACLE HALL. Pass through the hall and kill Tentacles that appear. Pass the locked door and enter through the other door at the end of the hall. You are now in the JAIL CELL ROOM. JAIL CELL HALL Go up the small flight of stairs passed the steel door. Grab the FILE near the cannon. Then, inspect the cannon and push it down to reveal a CRYSTAL. A slab of concrete will then fall and pull back up. When it rises, quickly grab the CRYSTAL BALL before Claire gets crushed. After you get it, go UNDER where the slab falls and quickly use the CRYSTAL BALL in the white area. Claire automatically backs up. The concrete falls and crushes the CRYSTAL BALL. The SECURITY CARD can now be taken. When the slab rises, grab the Security Card and the trap will disappear. Now go to the silver door you passed and enter. NOSFERATU ROOM You'll see a gate with a SECURITY CARD reader. Swipe the SECURITY CARD. Now run passed the armors to Steve. After the cut-scene, he'll be a monster. ============ ***BOSS 6*** ============ STEVE TYRANT Difficulty: Impossible Even if Claire brought the ROCKET LAUNCHER, it's impossible to even hurt Tyrant Steve so just run away. If you get hit twice, heal and then keep running for the door. ============ ***BOSS 6*** ============ After you finish running, a cut-scene will occur. We return to action as Chris. ----------------------------------------------------------------------- CHRIS CONCLUDES OUR ADVENTURE ----------------------------------------------------------------------- MANSION HALL Meanwhile, Wesker is challenging Alexia to a fight because he wants her T- Veronica Virus. Alexia suddenly turns into gray monster that resembles Nosferatu. After being punched by Alexia, Wesker will then run and punch Alexia before seeing Chris. After Wesker leaves, Chris will have to fight Alexia. Notice that she drops her necklace. ============ ***BOSS 7*** ============ Alexia I Difficulty: Fairly Easy After the cut-scene, arm the MAGNUM. People with the MAGNUM should fire 6 shots into her before she is down. The twin SUBMACHINE GUNS and ASSAULT RIFLE are also great to use. ============ ***BOSS 7*** ============ After Alexia is down, go to where she dropped her necklace by the stairs. Collect ALEXIA'S CHOKER and check it to become ALEXIA'S JEWEL. Go up the stairs and attach ALEXIA'S JEWEL to the painting. The painting will then slide to reveal a door. Go through that door to the Y-SHAPED HALL. As you leave the room, Alexia will rise. She isn't done for yet. Y-SHAPED HALL In the Y-SHAPED HALL, pass the double doors and turn left. You'll see a door. Go through. DESK ROOM This is the DESK ROOM. Search the desk without the Typewriter on it and you'll find the STERILE ROOM KEY. Go back to the MANSION HALL (where you fought Alexia). MANSION HALL Back here, go to the double doors and use the STERILE ROOM KEY to unlock them. Go through and you are in the room with the TIGER STATUE. TIGER STATUE HALL Go back to the POWER SAVE ROOM. POWER SAVE ROOM There, switch off the power. Now go back to the MANSION HALL via the CAROUSEL ROOM. MANSION HALL Back in the MANSION HALL, go though the double doors to the TIGER STATUE ROOM. TIGER STATUE ROOM Go to the Tiger Statue and take both of the JEWELS from the eye. Now go back to the Y-SHAPED HALL. Y-SHAPED HALL There, go passed the DESK ROOM to another door. Enter. ALFRED'S ROOM You are now in ALFRED'S ROOM. It is exactly like the one from the PRIVATE RESIDENCE. Look at the Music Box and insert the BLUE JEWEL from the TIGER STATUE in. The box opens. Now go through the door with the woman on into ALEXIA'S ROOM. ALEXIA'S ROOM In her Music Box, shut it off and place the RED JEWEL in. Then grab the MUSIC BOX PLATE. Go back to ALFRED'S ROOM. ALFRED'S ROOM Put the MUSIC BOX PLATE in his MUSIC BOX. The bed will lower a ladder. Climb it to the DINNER TABLE ROOM. DINNER TABLE ROOM There, look for a container and collect the DRAGONFLY OBJECT. Combine the WING OBJECTS with the DRAGONFLY OBJECT. Now go back to the Y-SHAPED HALL. Y-SHAPED HALL Remember the double doors by the entrance? Go through them now. COMPUTER ROOM You are now in the COMPUTER ROOM. Ride the lift down and you'll see a WINGG OBJECT in a glass casing. Examine the nearby computer to open the case. Grab the final WING OBJECT and combine it with the DRAGONFLY OBJECT to get a GOLD DRAGONFLY. Ride the lift up and go through the door up the stairs. TENTACLE HALL Chris is now in the TENTACLE HALL. Go to the SHOTGUN RACK ROOM to the right. SHOTGUN RACK ROOM Grab the SUBMACHINE GUNS and ASSAULT RIFLE. TENTACLE HALL Go back to the TENTACLE HALL and then go through the door at the end to the PRISON CELL ROOM. PRISON CELL ROOM There, Claire will be behind that locked steel door, crying because Steve died. She will hand Chris a SECURITY MANUAL. Check the inside of the book (where you can see the pages) and it will open. You will now have the SECURITY CARD. Since Claire is trapped, Chris has to set the self-destruct system to unlock the doors. Now go to the end of the room, passed the brown double doors to a flight of stairs. Go up and you will be in the UPPER ANTHILL ROOM. UPPER ANTHILL ROOM Go to the door and attach the GOLD DRAGONFLY to open it. Go through. SECURITY ROOM You are now in the SECURITY ROOM. Blast the zombies and go to the computer. Swipe the SECURITY CARD and type in the CODE: VERONICA (duh!). The self-destruct systems will activate. Go back to the UPPER ANTHILL ROOM. UPPER ANTHILL ROOM There, Claire will rejoin Chris and then Alexia will come back. As she morphs into a monster, the LINEAR LAUNCHER is activated, but you have to wait for it to charge. ============ ***BOSS 8*** ============ Alexia II & III Difficulty: Medium After the cut-scene, fire a shot at Alexia before she kills Claire. Claire then runs off. Alexia then becomes a BIG blob. When you regain control of Chris, fire 3 rockets until Alexia morphs into a Dragonfly monster. Other players, unload the SUBMACHINE GUNS and MAGNUM until she turns into flying form. The LINEAR LAUNCHER will then finish charging. Grab it. When you fire, a periscope will appear (first person like RESIDENT EVIL SURVIVOR and RESIDENT EVIL SURVIVOR 2: CODE VERONICA). Fire one shot at Alexia and she will finally die. ============ ***BOSS 8*** ============ After Alexia dies, you have officially defeated RESIDENT EVIL CODE: VERONICA X on ANY MODE!!! Watch the new ending theme involving Chris and Wesker. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6. Battle Mode Walkthroughs =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This game is earned by defeating the game once. After that, it becomes available in the main title screen, on Disc 1. Battle Game is a mini game where you control CLAIRE, ALTERNATE CLAIRE, CHRIS, STEVE and WESKER. They all have their own arsenal. They must run through a fixed stage from rooms that appear in the main game. Similar to the mini game on the Saturn version of Resident Evil, you run through the rooms, but they are all mixed up. For example, you run through the PRISON INFIRMARY, and the next door will lead to the TRAINING FACILITY COURTYARD, but it really doesn't. There are ZOMBIES, BANDERSNATCHES, HUNTERS and SWEEPERS to fight. For starters, you will want to use CLAIRE, because she is the easiest. WESKER is the hardest, because he is armed only with the COMBAT KNIFE in the PlayStation 2 version, although he has the LINEAR LAUNCHER from the start in the Dreamcast version. Also, STEVE BURNSIDE will not appear in ANY version unless you get the LUGER REPLICA from the Main Game. In the PlayStation 2 version, WESKER and ALTERNATE CLAIRE will not appear until you get them respectively. In the Japanese Dreamcast version, they are ready from the start (sans Steve). There is also a LINEAR LAUNCHER that can be unlocked. In the PlayStation 2 version, you must earn an A Rank with every character to get it in their inventory (it won't say in the character select screen, but they are there). In the Japanese Dreamcast version, it is there no matter what. Note that using the LINEAR LAUNCHER at any time during the game for any character voids your chance of a ranking. --------------------------- Claire Redfield Walkthrough --------------------------- Here is some information regarding Claire Redfield. WEAPONS: -BOW GUN W/ GUN POWDER ARROWS -HANDGUN -HANDGUN AMMO SLOT MACHINE: -SUBMACHINE GUNS -DIJ DIARY A RANK: -LESS THAN 7 MINUTES =========== WALKTHROUGH =========== ====== ROOM 1 ====== -Claire: Equip the Bow Gun and kill every zombie. ====== ROOM 2 ====== -Claire: Kill everyone with Bow Gun. ====== ROOM 3 ====== -Claire: Use the Bow Gun on all the Banders. ====== ROOM 4 ====== -Claire: Kill everyone with Bow Gun. ====== ROOM 5 ====== -Claire: Kill everyone with Bow Gun. ====== ROOM 6 ====== -Claire: Use Bow Gun. ====== ROOM 7 ====== -Claire: Use Bow Gun. ====== ROOM 8 ====== -Claire: Use Bow Gun. ====== ROOM 9 ====== -Claire: Use Bow Gun. ======= ROOM 10 ======= -Claire: Use Bow Gun. ======= ROOM 11 ======= -Claire: Use Bow Gun. ======= ROOM 12 ======= -Claire: Use Bow Gun. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Claire: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Claire: Use Bow Gun. Grab First Aid Spray. ======= ROOM 15 ======= -Claire: Use Bow Gun. ======= ROOM 16 ======= -Claire: Use Bow Gun. ======= ROOM 17 ======= -Claire: Use Bow Gun. ======= ROOM 18 ======= -Claire: Use Bow Gun at starting point to kill Nosferatu. ------------------------- Alternate Claire Redfield ------------------------- Here is some information regarding Alternate Claire Redfield WEAPONS: -GRENADE LAUNCHER -INFINITE FLAME ROUNDS -INFINITE ACID ROUNDS -INFINITE GRENADE ROUNDS -ASSAULT RIFLE SLOT MACHINE: -BOW GAS ROUNDS -DIJ DIARYS A RANK: -LESS THAN 10 MINUTES ====== ROOM 1 ====== -Alt. Claire: Equip the G. Launcher with Flame Rounds and kill every monster. ====== ROOM 2 ====== -Alt. Claire: Kill everyone with Flame Rounds. Grab the Green Herb. ====== ROOM 3 ====== -Alt. Claire: Use the Flame Rounds against the Banders. Grab First Aid Spray. ====== ROOM 4 ====== -Alt. Claire: Kill everyone with Flame Rounds. ====== ROOM 5 ====== -Alt. Claire: Kill everyone with Flame Rounds. ====== ROOM 6 ====== -Alt. Claire: Use Acid Rounds. Grab the Green Herb. ====== ROOM 7 ====== -Alt. Claire: Use. Acid Rounds Grab the Blue and Green Herbs ====== ROOM 8 ====== -Alt. Claire: Use Flame Rounds. ====== ROOM 9 ====== -Alt. Claire: Use Flame Rounds. ======= ROOM 10 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 11 ======= -Alt. Claire: Use Flame Rounds Grab First Aid Spray. ======= ROOM 12 ======= -Alt. Claire: Use Flame Rounds. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Alt. Claire: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Alt. Claire: Use Acid Rounds. Grab First Aid Spray. ======= ROOM 15 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 16 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 17 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 18 ======= -Alt. Claire: Use Assault Rifle when starting. Then run to far corners. Keep firing until he comes into sight. Run to next corner and repeat pattern. -------------- Chris Redfield -------------- Here is some information regarding Chris Redfield. WEAPONS: -MAGNUM W/ INFINITE AMMO -SHOTGUN -INFINITE SHOTGUN SHELLS SLOT MACHINE: -SUBMACHINE GUNS -DIJ DIARY -FIRST AID SPRAY A RANK: -LESS THAN 8 MINUTES ====== ROOM 1 ====== -Chris: Equip the Magnum and kill every monster. ====== ROOM 2 ====== -Chris: Kill everyone with Magnum. Grab the Green Herb. ====== ROOM 3 ====== -Chris: Kill everyone with the Magnum. Grab First Aid Spray. ====== ROOM 4 ====== -Chris: Kill everyone with Magnum. ====== ROOM 5 ====== -Chris: Kill everyone with Magnum. ====== ROOM 6 ====== -Chris: Use Magnum. Grab the Green Herb. ====== ROOM 7 ====== -Chris: Use Magnum. Grab the Blue and Green Herbs ====== ROOM 8 ====== -Chris: Use Magnum. ====== ROOM 9 ====== -Chris: Use Magnum. ======= ROOM 10 ======= -Chris: Use Magnum. ======= ROOM 11 ======= -Chris: Use Magnum. Grab First Aid Spray. ======= ROOM 12 ======= -Chris: Use Magnum. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Chris: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Chris: Use Magnum. Grab First Aid Spray. ======= ROOM 15 ======= -Chris: Use Magnum. ======= ROOM 16 ======= -Chris: Use Magnum. ======= ROOM 17 ======= -Chris: Use Magnum. ======= ROOM 18 ======= -Chris: Fire at Alexia until she morphs into ALEXIA III. Then keep firing Magnum. -------------- Steve Burnside -------------- Here is some information regarding Steve Burnside. WEAPONS: -SUBMACHINE GUNS -LUGERS SLOT MACHINE: -M 100 Ps -DIJ DIARY A RANK: -LESS THAN 15 MINUTES ====== ROOM 1 ====== -Steve: Equip Lugers and headshot every monster. ====== ROOM 2 ====== -Steve: Headshot everyone with Lugers. Grab the Green Herb. ====== ROOM 3 ====== -Steve: Use the Submachine Guns to kill them. Grab First Aid Spray. ====== ROOM 4 ====== -Steve: Headshot everyone with Lugers. ====== ROOM 5 ====== -Steve: Use Luger headshots. ====== ROOM 6 ====== -Steve: Use Submachine Guns. Grab the Green Herb. ====== ROOM 7 ====== -Steve: Use Submachine Guns Grab the Blue and Green Herbs ====== ROOM 8 ====== -Steve: Use Luger headshots. ====== ROOM 9 ====== -Steve: Use Luger headshots. ======= ROOM 10 ======= -Steve: Use Luger headshots. ======= ROOM 11 ======= -Steve: Use Luger headshots. Grab First Aid Spray. ======= ROOM 12 ======= -Steve: Use Luger headshots. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Steve: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Steve: Use Submachine Guns. Grab First Aid Spray. ======= ROOM 15 ======= -Steve: Use Luger headshots. ======= ROOM 16 ======= -Steve: Use Luger headshots. ======= ROOM 17 ======= -Steve: Use Submachine Guns. ======= ROOM 18 ======= -Steve: Use Submachine Guns on Gulp Worm when it surfaces. ------------- Albert Wesker ------------- Here is some information regarding Albert Wesker. WEAPONS: -COMBAT KNIFE SLOT MACHINE: -MAGNUM W/ 6 BULLETS -DIJ DIARY A RANK: -LESS THAN 60 MINUTES ====== ROOM 1 ====== Wesker: Equip the Knife and slash at the zombies legs. ====== ROOM 2 ====== -Wesker: Slash everyone at the knees. Grab the Green Herb. ====== ROOM 3 ====== -Wesker: Slash the Banders where they don't have an arm. Grab First Aid Spray. ====== ROOM 4 ====== -Wesker: Slash at the knees. ====== ROOM 5 ====== -Wesker: Slash everyone at the knees. ====== ROOM 6 ====== -Wesker: DON'T STOP SLASHING! Grab the Green Herb. ====== ROOM 7 ====== -Wesker: DON'T STOP SLASHING! Grab the Blue and Green Herbs ====== ROOM 8 ====== -Wesker: Slash at the knees. ====== ROOM 9 ====== -Wesker: Slash at knees. ======= ROOM 10 ======= -Wesker: Slash at knees. ======= ROOM 11 ======= -Wesker: Slash at knees Grab First Aid Spray. ======= ROOM 12 ======= -Wesker: Slash at knees. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Wesker: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Wesker: KEEP SLASHING! Grab First Aid Spray. ======= ROOM 15 ======= -Wesker: Slash at knees. ======= ROOM 16 ======= -Wesker: Slash at knees. ======= ROOM 17 ======= -Wesker: Slash Banders at armless sides. ======= ROOM 18 ======= -Wesker: If you got Magnum from Slot Machine, fire all 6 shots to kill Alexia. If not, Slash her from behind and GOOD LUCK. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7. Weapon Listing =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Handgun ------- Uses normal Handgun Bullets. Has enough power to take out zombies, but not any of the tougher enemies. Ammo is plentiful. Shotgun ------- Uses Shotgun Shells. Moderately powerful, but obtained too late in the game. Should only be used when necessary. Magnum ------ Very powerful gun which can kill all enemies with one hit. Should only be used against Alexia in all battles. Assault Ridle ------------- A somewhat powerful automatic weapon, it takes out all kinds of monsters. However, it's not that powerful against any of the stronger enemies like the Hunters, or bosses, so only use it once Chris runs out of Submachine Gun ammo. There is a 50% refill clip available. Submachine Gun -------------- Steve and Chris obtain these weapons. They're very powerful against every creature in the game, but ammo is limited. These should be used against Hunters, and the final Alexia boss. Grenade Launcher ---------------- Uses Flame Rounds, Grenade Rounds, Acid Rounds and BOW Gas Rounds. Flame and Grenade Rounds should be used against the Bandersnatches. The Acid and BOW Gas Rounds are useful against Hunters and especially the Tyrant. Bow Gun ------- When used with a normal quiver of arrows, the weapon's pretty worthless. However, when used with Fire arrows, it become a weapon of destruction. There are limited fire powder boxes around, and those become useful against Nosferatu and the Tyrant. Rocket Launcher --------------- A weapon of destruction. Defeats everything in one hit. Except final Alexia. Linear Launcher --------------- Another weapon of destruction. Only useful against final Alexia. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8. Item Listing =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------ Disc One Item List ------------------ =========== ACID ROUNDS =========== LOCATED: MANY PLACES USED: WITH GRENADE LAUNCHER =============== AIR FORCE PROOF =============== LOCATED: PRIVATE RESIDENCE USED: IN AIRPORT SEAPLANE LIFT =========== AIRPORT KEY =========== LOCATED: AIRPORT 1F USED: IN SHUTTER IN AIRPORT'S CARGO ROOM ========== ARMY PROOF ========== LOCATED: MILITARY TRAINING FACILITY A USED: IN AIRPORT SEAPLANE LIFT ============== BIOHAZARD CARD ============== LOCATED: AIRPORT USED: SEVERAL SHUTTERS WITH GREY SCANNERS ========= BLUE HERB ========= LOCATED: MANY PLACES USED: TO CURE POISON EXCEPT FOR NOSFERATU'S POISON ============== BOW GUN ARROWS ============== LOCATED: MANY PLACES USED: AMMO FOR BOW GUN ============== BOW GUN POWDER ============== LOCATED: MANY PLACES USED: MIXED WITH REGULAR BOW GUN ARROWS TO MAKE EXPLOSION ARROWS ============== BOW GAS ROUNDS ============== LOCATED: PRISON USED: AMMO FOR GRENADE LAUNCHER ======= BOW GUN ======= LOCATED: MILITARY TRAINING FACILITY USED: TO KILL MONSTERS ========= BRIEFCASE ========= LOCATED: PRISON USED: TO GET TG-01 SLAB ============ COMBAT KNIFE ============ LOCATED: PRISON USED: TO KILL MONSTERS ============= CONTROL LEVER ============= LOCATED: AIRPORT SEAPLANE USED: TO RAISE AIRPORT BRIDGE ============== DURALUMIN CASE ============== LOCATED: PRISON AND PALACE USED: TO GET WEAPON ACCESSORIES =========== EMBLEM CARD =========== LOCATED: MILITARY TRAINING FACILITY USED: OPENS SHUTTERS WITH BLUE SCANNERS =========== EAGLE PLATE =========== LOCATED: MILITARY TRAINING FACILITY AND PALACE USED: TO OPEN DOORS (PRISON) AND BOXES (MILITARY TRAINING FACILITY) ================ EARTHENWARE VASE ================ LOCATED: PALACE PAINTING ROOM USED: TO GET THE QUEEN ANT OBJECT ============ EXTINGUISHER ============ LOCATED: PRISON USED: TO PUT OUT FIRES IN PRISON AND ANTARCTICA =============== FIRST AID SPRAY =============== LOCATED: MANY PLACES USED: TO GET REGAIN HEALTH ============ FLAME ROUNDS ============ LOCATED: MANY PLACES USED: TO KILL MONSTERS ======== GOLD KEY ======== LOCATED: MILITARY TRAINING FACILITY MODEL ROOM USED: TO OPEN PALACE PAINTING ROOM DOOR =========== GOLD LUGERS =========== LOCATED: PALACE (ACQUIRED FROM STEVE IN MILITARY TRAINING FACILITY) USED: PALACE SAVE ROOM ========== GREEN HERB ========== LOCATED: MANY PLACES USED: TO HEAL SMALL AMOUNT OF HEALTH ========= GLASS EYE ========= LOCATED: PRISON USED: ON CADAVER TO OPEN UP SECRET PASSAGE IN PRISON ================ GRENADE LAUNCHER ================ LOCATED: MILITARY TRAINING FACLITY'S STEVE ROOM 1 USED: TO KILL MONSTERS ============== GRENADE ROUNDS ============== LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ================ GUN POWDER ARROW ================ LOCATED: MANY PLACES USED: AMMO FOR BOW GUN =============== HANDGUN BULLETS =============== LOCATED: MANY PLACES USED: AMMO FOR BOTH HANDGUNS =========== HAWK EMBLEM =========== LOCATED: PRISON SECURITY OFFICE USED: TO MAKE AN ALLOY COPY FOR THE PRISON'S MAIN GATE ================== HEMOSTATIC CAPSULE ================== LOCATED: MILITARY TRAINING FACILITY SAVE ROOM USED: TO HEAL RODRIGO'S BLEEDING AT PRISON ======= ID CARD ======= LOCATED: PALACE SAVE ROOM USED: TO GET PALACE COMPUTER'S PASSWORD ========== INK RIBBON ========== LOCATED: WHERE TYPEWRITERS ARE USED: TO SAVE GAME AT TYPEWRITERS =============== KING ANT OBJECT =============== LOCATED: PALACE GAMBLING ROOM USED: TO OPEN ALFRED'S MUSIC BOX AT PRIVATE RESIDENCE ======= LIGHTER ======= LOCATED: CLAIRE ALREADY HAS IT USED: TO SHRUG BATS OFF AND LIGHT DARKER AREAS ======== LOCKPICK ======== LOCATED: GIVEN FROM RODRIGO AFTER FEEDING HIM HEMOSTATIC CAPSULE USED: TO UNLOCK SMALL LOCKS ================== M100P TWIN PISTOLS ================== LOCATED: PRISON BARRACKS USED: TO KILL MONSTERS ============ M39R HANDGUN ============ LOCATED: PRISON ENTRANCE ROOM USED: TO KILL MONSTERS ================== M39R EXPANSION SET ================== LOCATED: PRISON (INSIDE PRISON'S DURALUMIN CASE) USED: TO MAKE M39R HANDGUN SEMI-AUTOMATIC =============== MUSIC BOX PLATE =============== LOCATED: ALEXIA'S MUSIC BOX PRIVATE RESIDENCE USED: TO PLAY MUSIC ON ALFRED'S MUSIC BOX IN PRIVATE RESIDENCE ========== NAVY PROOF ========== LOCATED: PALACE COURTYARD USED: ON AIRPORT SEAPLANE LIFT ========================== STORAGE KEY (KEY WITH TAG) ========================== LOCATED: MILITARY TRAINING FACILITY'S SWIMMING POOL USED: TO OPEN CABINET IN MILITARY TRAINING FACILITY =========== PADLOCK KEY =========== LOCATED: PRISON GUILLOTINE USED: TO UNLOCK GATE OUTSIDE PRISON'S BARRACKS ========== PIANO ROLL ========== LOCATED: PRISON STATUE ROOM USED: TO GET PALACE'S PIANO WORKING ================ QUEEN ANT OBJECT ================ LOCATED: PALACE PAINTING ROOM USED: TO OPEN ALEXIA'S MUSIC BOX ======== RED HERB ======== LOCATED: MANY PLACES USED: TO MAKE GREEN HERB STRONGER ============ RUSTED SWORD ============ LOCATED: PRISON STATUE ROOM USED: TO OPEN STATUE IN PRISON'S STATUE ROOM ========= SIDE PACK ========= LOCATED: SUBMARINE AT PALACE DOCK USED: TO HOLD MORE ITEMS ================ SILVER DRAGONFLY ================ LOCATED: PRIVATE RESIDENCE CAROUSEL ROOM USED: TO MAKE CAROUSEL TURN AT PRIVATE RESIDENCE ========== SILVER KEY ========== LOCATED: PRIVATE RESIDENCE USED: TO OPEN 2 ROOMS IN PALACE ================ SKELETON PICTURE ================ LOCATED: MILITARY TRAINING FACILITY'S EXPERIMENT ROOM USED: TO RAISE BACK WALL IN MILITARY TRAINING FACILITY 'S MODEL ROOM ========================= SPECIAL ALLOY HAWK EMBLEM ========================= LOCATED: PRISON SECURITY OFFICE AFTER COPYING IT USED: TO UNLOCK PRISON'S MAIN GATE ============== STEERING WHEEL ============== LOCATED: PALACE'S LUGER ROOM USED: TO CALL UP SUBMARINE AT PALACE'S DOCK ==================== TWIN SUBMACHINE GUNS ==================== LOCATED: MILITARY TRAINING FACILITY (FIRST BANDERSNATCH MEETING) USED: TO KILL MONSTERS (STEVE ONLY) ================ TG-01 ALLOY SLAB ================ LOCATED: PRISON'S BREIFCASE USED: TO FORGE HAWK EMBLEM -------------- Disc Two Items -------------- =========== ACID ROUNDS =========== LOCATED: MANY PLACES USED: AMMO WITH GRENADE LAUNCHER =============== AIR FORCE PROOF =============== LOCATED: AIRPORT'S SEAPLACE LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ================= ALEXANDER'S JEWEL ================= LOCATED: AFTER DETACHING IT FROM ALEXANDER'S PIERCE USED: TO LOWER PAINTING IN ANTARCTICA =============== ALEXIA'S CHOKER =============== LOCATED: ANTARCTICA'S RE1 MANSION MAIN HALL USED: TO GET ALEXIA'S JEWEL ============== ALEXIA'S JEWEL ============== LOCATED: AFTER DETACHING IT FROM ALEXIA'S CHOKER USED: TO LOWER PAINTING IN ANTARCTICA ============== ALFRED'S JEWEL ============== LOCATED: AFTER DETACHING IT FROM ALFRED'S RING USED: TO LOWER PAINTING IN ANTARCTICA ============= ALFRED'S RING ============= LOCATED: ALFRED'S DEAD BODY IN ANTARCTICA USED: TO GET ALFRED'S JEWEL =========================== ASSAULT RIFLE BULLETS (50%) =========================== LOCATED: MILITARY TRAINING FACILITY B'S TYRANT ROOM USED: AMMO FOR ASSAULT RIFLE ========== ARMY PROOF ========== LOCATED: AIRPORT SEAPLANE'S LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ============= ASSAULT RIFLE ============= LOCATED: ANTARCTICA'S WEAPON ROOM USED: TO KILL MONSTERS ================ BAR CODE STICKER ================ LOCATED: ANTARCITCA'S BOW ROOM USED: ON LOWER PRODUCTION ROOM'S BOW BOXES ======= BATTERY ======= LOCATED: MILITARY TRAINING FACILITY B'S HARRIER JET HALLWAY USED: TO POWER LIFT IN STEVE DAD'S ROOM (MILITARY TRAINING FACILITY B) ========= BLUE HERB ========= LOCATED: MANY PLACES USED: TO CURE POISON (EXCEPT NOSFERATU'S POISON) ========== BLUE JEWEL ========== LOCATED: TIGER STATUE ROOM IN ANTARCTICA USED: TO OPEN ALFRED'S MUIC BOX IN ANTARCTICA ============== BOW GUN ARROWS ============== LOCATED: MANY PLACES USED: AMMO FOR BOW GUN ============== BOW GUN POWDER ============== LOCATED: MANY PLACES USED: MIXES WITH BOW GUN ARROWS TO MAKE DIFFERENT BOW GUN AMMO ==================== CHEMICAL STORAGE KEY ==================== LOCATED: MILITARY TRAINING FACILITY B'S UPPER STEVE DAD'S ROOM USED: TO OPEN CHEMICAL LOCKER IN MILITARY TRAINING FACILITY B ========= CLEMENT @ ========= LOCATED: MILITARY TRAINING FACILITY B'S CHEMICAL LOCKER USED: MIXES WITH CLEMENT E TO MAKE CLEMENT MIXTURE ========= CLEMENT E ========= LOCATED: MILITARY TRAINING FACILITY B'S STEVE ROOM 2 USED: MIXES WITH CLEMENT @ TO MAKE CLEMENT MIXTURE =============== CLEMENT MIXTURE =============== LOCATED: AFTER MIXING CLEMENT @ AND CLEMENT E USED: TO DISSOLVE ALLOY ON EAGLE PLATE ============ COMBAT KNIFE ============ LOCATED: ANTARCTICA'S RE1 MANSION AND CHRIS STARTS WITH ONE USED: TO KILL MONSTERS AND FREE CLAIRE FROM GREEN SLIME ========= CRANE KEY ========= LOCATED: ANTARCTICA'S EXTINGISHANT ROOM USED: TO RAISE CRANE HOLDING NOSFERATU'S DEAD BODY ======= CRYSTAL ======= LOCATED: ANTARTICA'S PRISON ROOM USED: NEEDS TO BE SMASHED TO GET SECURITY CARD ========= DETONATER ========= LOCATED: ANTARCTICA'S WEAPON ROOM USED: TO DESTROY LOCKED CABINET ======== DOORKNOB ======== LOCATED: MILITARY TRAINING FACILITY B'S LOWER TURNTABLE AREA USED: TO UNLOCK KNOBLESS DOOR IN MILITARY TRAINING FACILITY B ================ DRAGONFLY OBJECT ================ LOCATED: ANTARTICA'S TABLE ROOM ABOVE ALFRED'S BEDROOM USED: ATTACHES WITH WING OBJECTS TO MAKE GOLD DRAGONFLY ============== DURALUMIN CASE ============== LOCATED: ANTARCTICA'S VALVE HANDLE MODIFICATION ROOM USED: TO GET MAGNUM ROUNDS =========== EAGLE PLATE =========== LOCATED: MILITARY TRAINING FACILITY B'S WATER POOL USED: TO GET HALBERD =============== FIRST AID SPRAY =============== LOCATED: MANY PLACES USED: TO HEAL DAMAGE ============ FLAME ROUNDS ============ LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ========== GREEN HERB ========== LOCATED: MANY PLACES USED: TO HEAL SMALL DAMAGE ======== GAS MASK ======== LOCATED: ANTARCTICA'S BOW ROOM USED: TO AVOID INHALING GAS IN ROOM WITH DIGGER ================ GLOCK 17 HANDGUN ================ LOCATED: CHRIS STARTS WITH IT USED: TO KILL MONSTERS ============== GRENADE ROUNDS ============== LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ================ GUN POWDER ARROW ================ LOCATED: COMBINED THROUGH BOW GUN ARROWS AND BOW GUN POWDER USED: AMMO FOR BOW GUN ======= HALBERD ======= LOCATED: AFTER DISSOLVING EAGLE PLATE WITH CLEMENT MIXTURE USED: OPENS HARRIER BAY IN MILITARY TRAINING FACILITY B/ CABINET IN ANTARCTICA =============== HANDGUN BULLETS =============== LOCATED: MANY PLACES USED: AMMO FOR GLOCK AND M39R HANDGUN ======= LIGHTER ======= LOCATED: GIVEN FROM RODRIGO IF CLAIRE GAVE HIM HEMOSTATIC CAPSULE USED: TO GET SUBMACHINE GUNS MILITARY TRAINING FACILITY B AND ACTIVATE DETONATOR IN ANTARCTICA =============== LINEAR LAUNCHER =============== LOCATED: ROOM WHERE ALEXIA II AND III IS FOUGHT IN ANTARCTICA USED: TO DESTROY ALEXIA II AND III ============= LUGER REPLICA ============= LOCATED: MILITARY TRAINING FACILITY B'S HARRIER JET SAVE ROOM USED: TO ACTIVATE STEVE'S BATTLE MODE GAME ================ MACHINE ROOM KEY ================ LOCATED: UNDER THE PLANT POT IN ANTARCTICA USED: TO OPEN MACHINE ROOM IN ANTARCTICA ====== MAGNUM ====== LOCATED: WEAPON ROOM IN ANTARCTICA USED: TO KILL MONSTERS ============== MAGNUM BULLETS ============== LOCATED: MANY PLACES USED: AMMO FOR MAGNUM =============== MINING ROOM KEY =============== LOCATED: IN ANTARCTICA'S WEAPON ROOM USED: TO OPEN MINING ROOM IN ANTARCTICA =============== MUSIC BOX PLATE =============== LOCATION: ALEXIA'S MUSIC BOX IN ANTARCTICA USED: TO PLAY ALFRED'S MUSIC BOX IN ANTARCTICA ========== NAVY PROOF ========== LOCATION: AIRPORT SEAPLANE'S LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ============ PAPER WEIGHT ============ LOCATION: ANTARCTICA'S FIRST SAVE ROOM AFTER OPENING CABINET USED: TO UNLOCK CAPSULE HOLDING ALFRED'S DEAD BODY IN ANTARCTICA ========= PLANT POT ========= LOCATION: ABOVE NOSFERATU'S CHAIR IN ANTARCTICA USED: TO GET MACHINE ROOM KEY ======== RED HERB ======== LOCATION: MANY PLACES USED: TO MAKE GREEN HERB STRONGER ============= SECURITY CARD ============= LOCATION: INSIDE BOKEN GLASS IN ANTARCTICA USED: TO UNLOCK GATE LEADING TO MONSTER STEVE AND TO UNLOCK SELF- DESTRUCT SEQUENCE IN ANTARCTICA ============= SECURITY FILE ============= LOCATION: GIVEN TO CHRIS BY CLAIRE AFTER CLAIRE SEES STEVE DIE IN ANTARCTICA USED: TO GET SECURITY CARD AS CHRIS IN ANTARCTICA ===== SERUM ===== LOCATION: ANTARCTICA'S WEAPON ROOM USED: TO HEAL CLAIRE IF POISONED BY NOSFERATU IN ANTARCTICA ======= SHOTGUN ======= LOCATION: MILITARY TRAINING FACILITY B'S SEWER USED: TO KILL MONSTERS ============== SHOTGUN SHELLS ============== LOCATION: MANY PLACES USED: AMMO FOR SHOTGUN ========= SIDE PACK ========= LOCATION: MILITARY TRAINING FACILITY B'S EXPERIMENT ROOM USED: TO EXPAND CHRIS' INVENTORY BY 2 ============ SNIPER RIFLE ============ LOCATION: MINING ROOM AFTER ALFRED DROPS IT IN ANTARCTICA USED: TO KILL NOSFERATU IN ANTARCTICA'S HELIPAD ====== SOCKET ====== LOCATION: BEHIND TIGER STATUE IN ANTARCTICA USED: TO MAKE VALVE HANDLE HAVE A SQUARE END IN ANTARCTICA ================ STERILE ROOM KEY ================ LOCATION: ANTARCTICA'S TYPEWRITER ROOM (BEHIND PAINTING IN RE1 MANSION) USED: TO UNLOCK DOUBLE DOORS IN RE1 MANSION =============== SUBMACHINE GUNS =============== LOCATION: FIRST ROOM CHRIS ARRIVES IN (LIGHTER NEEDED) IN MILITARY TRAINING FACILITY USED: TO KILL MONSTERS =========== TANK OBJECT =========== LOCATION: UPPER STEVE DAD'S ROOM ACCESSED FROM THE KBOBLESS DOOR IN MILITARY TRAINING FACILITY USED: TO SLIDE ROOM PAINTING IN MODEL ROOM IN MILITARY TRAINING FACILITY ============== TURN TABLE KEY ============== LOCATION: BEHIND ROOM PAINTING IN MODEL ROOM OF MILITARY TRAINING FACILITY USED: TO ACTIVATE TURN TABLE IN MILITARY TRAINING FACILITY ============ VALVE HANDLE ============ LOCATION: UPPER POWER ROOM (AS CLAIRE) AND UPPER MINING ROOM (AS CHRIS) IN ANTARCTICA USED: TO ACTIVATE POWER, LOWER WATER SUPPLY (CHRIS) AND SHUT OFF GAS PIPE (CLAIRE) =========== WING OBJECT =========== LOCATION: 2 IN CAROUSEL ROOM, 1 IN EXPERIMENT ROOM AND 1 IN LOWER ANTHILL ROOM ALL IN ANTARCTICA USED: TO ATTACH TO DRAGONFLY OBJECT TO MAKE IT A KEY ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 9. Enemy and Boss Listing =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Coming soon. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 10. File Transcripts =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Coming when the U.S. version is released... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 11. Frequently Asked Questions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Q. Which version is CODE: Veronica Complete for the GameCube ported from? A. It is ported from the Japanese Dreamcast version of CODE: Veronica Complete. It's essentially the same as any other version that contains the new cut-scenes not in the original Dreamcast version. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 12. Conclusion =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Thanks to: - Mom, for getting me damn collector's box. I know, I'm a compulsive buyer. - Everyone who hosts this guide. - Everyone else I missed. - Capcom; you'd better make RE4 good! -----------------------------------------------------------------------