"This document Copyright 2001-2003 Nathan Norris"
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Resident Evil Code Veronica X: PS2 Version
FAQ/Walkthrough - Version 1.5
Last Updated - 3/14/03
Written By - Minesweeper (Nathan Norris)
Email - minesweeper2[at]hotmail[dot]com
(PLEASE READ "CONTACT POLICY" BEFORE EMAILING)
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-Table of Contents-
1: Revision History
2: Introduction
3: Game Basics
4: Walkthrough
5: Weapons Section
6: Enemies Section
7: File Transcripts
8: Secrets
9: Frequently Asked Questions
10: Thanks
11: E-mail Policy
12: Copyright
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1: Revision History
Version 1.0 9/15/01 - First Edition (If you care, this is the first year
anniversary of the day I released my first guide!)
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Version 1.1 10/18/01 - All I am updating is putting in a notice that any
emails sent to me that say, "I have x amount of ammo and y amount of health
items, can I beat Tyrant/Alexia?" will likely be ignored. Sorry, but I
never got around to determining exactly how much ammo these two bosses take.
I recommend you at least TRY to beat the boss a few times before you come
to ask help for me. This will be repeated above the key newbie filters, as
I like to call them.
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Version 1.2 11/26/01 - This is a small copyright revision about psxcodez.com
hosting my guides, and not much else.
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Version 1.3 12/26/01 - I hope you all had a good Christmas. Anyway, I am
making a minor update concerning looking for the Serum. You DO NOT need the
Fire Extinguisher for the Serum. Okay, I'm glad we got that straight, so
please stop sending me irritating emails to ask if you need the Fire
Extinguisher.
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Version 1.4 8/14/02 - I have a small copyright revision today and a new
email address. http://faqs.ign.com may now host my guides, and my new email
address is minesweeper2[at]hotmail[dot]com.
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Version 1.5 3/14/03 - The walkthrough and the general strategies secion have
both undergone a major reconstruction. Hopefully the new objective headings
will help you navigate the guide better. Also, the file transcripts,
secrets section, and frequently asked questions section have been added on.
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2: Introduction
Welcome to my RECVX guide! Resident Evil Code Veronica X may be a fun game,
with the guns, the zombies, and the great graphics. But, it can also be
hair-pulling at times, especially around puzzles or in the boss encounters.
So, I've compiled this guide to help others through any difficulties they
may have with this game. I hope that this guide will help you through any
rough spots you get to!
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3: Game Basics
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3A - BASIC CONTROLS
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BUTTON FUNCTIONS
====================================
LEFT CONTROL STICK - move character
CONTROL PAD
X BUTTON - confirm selection
- examine surroundings
- action
- use weapon when R1 BUTTON is depressed
CIRCLE BUTTON - Cancel selection
- run while pressing up on Control Pad
- 180 spin while pressind down on Control Pad
R1 BUTTON - ready weapon
L1 BUTTON - change targets while holding R1 BUTTON
TRIANGLE BUTTON - display map
START BUTTON - display inventory screen
SELECT BUTTON - display options screen
- skip cutscene/FMV
MOVING ABOUT
====================================
This is the most basic of all controls. If you're a newbie to Resident
Evil, then you'll need to spend about an hour or so before you can get used
to the odd way your characters walk around. Pressing up on your Control Pad
does NOT move them up, it moves them in the direction they are facing. This
can be very disorienting at first. To turn, you have to push left or right
on the stick to rotate your character. They move like remote control cars
almost. You WILL get used to it eventually, so don't get discouraged when
you get killed the first few times because you got stuck turning a corner.
FIRING A WEAPON
====================================
This is another control function that gets a lot of newbies confused at the
start. To fire a weapon, you must hold down the R1 button to make your
character ready the weapon. You can't shoot unless you're holding the R1
Button. Next, to fire your weapon, press the X Button. When you're firing
a weapon you have to stand still, so make sure you have enough distance
between you and your enemies. Also, this game has auto aim, which means
you'll automatically turn to face the closest enemy when you ready your
weapon. If there's a zombie behind you, press R1 and you'll instantly turn
to face it.
180 SPIN
====================================
This move was newly introduced in Resident Evil 3 for Playstation. By
pressing down on the Control Pad/Left Control Stick, you can instantly turn
around and face the opposite direction. It's helpful because if an enemy's
getting too close for comfort and you're facing the wrong way, you can
quickly spin around and start running. It's helpful when you need to back
up from enemies while you're shooting at them.
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3B - HEALTH
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ELECTROCARDIOGRAM
====================================
In your inventory, you check your health on this. As you take damage, the
meter will decrease to mirror your health. There are several statuses you
can be in.
FINE - Everything's A'OK. You've taken little damage and you have no need
of using healing items.
YELLOW CAUTION - You've taken some damage from the enemies. Your character
will start to limp and you will move a little slower. One Green Herb will
usually fix you right up. If not, then two will certainly bring you back up
to FINE.
ORANGE CAUTION - You've sustained quite a few hits and you're still limping.
You should heal immediately, because you've lost over 2/3 of your health.
Two Green Herbs or a Full Healing Item ought to be used if you're in this
status.
DANGER - You're about to die! You'll move extremely slow even when you're
holding the run button! Find medical supplies IMMEDIATELY!!! You'll need a
Full Healing Item to take you back up to FINE status.
POISON - If you're hit with an attack that can poison you, you could enter
this status. You'll move as if in YELLOW CAUTION, ORANGE CAUTION or DANGER
status, depending upon how badly injured you are. This status also makes it
difficult to judge your health, because your life meter simply reads POISON.
You need a Blue Herb to cure poison. Find one fast because you're
gradually losing health while you're in this status.
HEALING ITEMS
====================================
If you're a newcomer to the Resident Evil universe, you're probably a little
confused about how to use the Red Herbs, Blue Herbs, and Green Herbs you
find around the place. This is what each healing item does:
GREEN HERB - heals 1/3 of your health.
BLUE HERB - cures poison.
RED HERB - has no effect by itself, but if you mix it with a GREEN HERB the
mixture will be able to heal you completely.
FIRST AID SPRAY - heals you completely.
This is a chart on what kind of mixes you can do and what their effects will
Be. Some of these mixtures must be mixed in order from left to right, so be
sure to make note of that:
GREEN = 1/3 health
GREEN + GREEN = 2/3 health
GREEN + GREEN + GREEN = full health
BLUE = cures poison
GREEN + BLUE = 1/3 health and cures poison
GREEN + GREEN + BLUE = 2/3 health and cures poison
RED = nothing
RED + GREEN = full health
RED + GREEN + BLUE = full health and cures poison
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3C - ITEMS, DOCUMENTS, AND MAPS
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INVENTORY SCREEN
====================================
This is what you will use to manage all three of the things in the heading
above. From here you can access your weapons and defense items, reread
files you've found about the mansion, and check maps you've either made
yourself or found lying about the mansion.
ITEM LIST -
On the right side of your screen is all the items you have in your
possession. At the start of the game you will have eight item slots.
However, you'll get a Side Pack to expand your inventory to ten slots. Both
of these things also occur when you change characters about two thirds of
the way through the game.
Make sure you have at least one weapon and ammo for it in your inventory at
ALL TIMES. Also, make sure you have at least one medical item with you at
ALL TIMES. You can't ward off the undead if you don't have a weapon, and
you can't do anything to heal damage unless you're carrying about some
medical supplies. Keep your eyes sharp when you're searching for items.
They can be very small and difficult to see. Sparkles will indicate the
more important items you find, such as keys.
CHARACTER ITEMS -
In the top right corner of the screen is one slot for your
character's special item. The item in the slot absorbs none of the main
inventory space. So, there's no real point in leaving your special item in
the item box (with the exception of one puzzle. Read about it in the guide.)
Claire begins the game with a Lighter, but she can get a Lockpick if you do
a small subquest. This subquest will also allow Chris to get the Lighter
once it's his turn to play. The subquest is to give the Hemostatic to
Rodrigo. Make sure you get the Lockpick, because you'll be able to unlock
simple locks on cases and cabinets to get more items.
ITEM CHESTS
====================================
These boxes you see around are where you'll keep all the junk you accumulate
during your adventure. You'll usually find them around Typewriters. Be
sure to stop at an Item Chest whenever you can to clear away things to make
room for new items. This is especially important to do if you're a newbie
who's trying to pick up every single item that you come across.
KEYS
====================================
These are VERY important to getting around. Keep keys on you as much as
possible. As soon as you have unlocked all doors that need the key, you'll
be asked if you want to discard the key. Do so, because there aren't any
more doors that will open for your key. This wil also open up some
inventory room.
CHARACTER CHANGES
====================================
A few times during the game, you will change characters. Items that are in
the first character's inventory will NOT transfer to the second character's
inventory, so make sure that you empty the first character's inventory as
much as possible before you make the change. If you don't, then you might
wind up stuck on a boss as Chris, but he can't use the Grenade Launcher
because Claire has it. I'll warn you ahead of time in the guide when you're
about to change characters.
FILES
====================================
You'll be finding many documents throughout your travels, which will provide
useful clues for proceeding through the game. Make sure you pick up files
you find, because they can provide useful clues for solving puzzles. Not
only that, they don't even absorb inventory space! I'll tell you where to
find them during the game because they will be useful to beginners.
MAPS
====================================
These will be your best friends in the game before you get to learn the
layout of the estate. As you move about the area, your character
will draw his or her own map. However, you can get the whole map if you
find it hidden somewhere in the area you are exploring. There are different
ways of acquiring maps other than simply finding a piece of paper with the
drawing on it, so stay sharp in looking for them.
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3D - COMBAT TACTICS
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I'M OUTTA BULLETS!
==================
If your weapon uses clips, make sure to reload it manually on the inventory
screen whenever you get the opportunity. You'll be vulnerable during the
automatic reload animation when your clip runs out. It's very frustrating
and deadly when you try to shoot an enemy, and then your character fumbles
for the next clip instead of firing.
OPEN YOUR EARS!
====================================
The first thing to do upon entering a new room is to listen for sounds that
indicate monsters are in the area. Stand still for a few moments and listen
for sounds like groaning, shuffling footsteps, barking, screeching, etc.
It'll keep you from accidentally running into a potential ambush.
WONDER WHAT'S AROUND THE CORNER...
====================================
Edge past a corner you can't see around, and press R. If your
character autoaims something, there's a monster or two back there.
FIGHTING
====================================
In general, the closer you are to the enemy, the more damage your shots will
inflict. This is especially true with the SHOTGUN. However, it's usually
not safe to stand next to an enemy. If you're using a weak weapon, like the
Handgun, fire from a distance. I advise you only use the knife on zombies.
Slash their legs, and they will fall down. You can then hack them to death
while they're on the floor. There's also a way to kill zombies in one hit
with the SHOTGUN. Stand right next to them and fire up at their heads.
This causes their brains to blow out of their skull and it kills them in one
hit.
IS IT DEAD?
====================================
You've busted five caps into that zombie's arse and now it's lying flat on
the floor. It ought to be okay to go on right? Not necessarily. The enemy
might just be pretending to be dead, so that when you walk past it'll get up
again and surprise you. There are three ways to tell if a monster is really
dead for good. If you see a blood pool spreading around the corpse, then
the enemy is dead. Try turning away from the enemy then pressing R. If the
enemy isn't dead, then your character will autoaim it. The last way is if
there is threatening music playing. When all enemies in the area are
killed, the music will stop.
YOU CAN'T CATCH ME SLOWPOKE!
====================================
In this game, you usually have little ammo to use. You simply can't kill
everything that gets in your way or you'll be out of bullets in no time. If
you can evade an enemy and not fight, DO IT! Enemies tend to respawn into
rooms over time. So, even if you do kill the enemies, more will be around
when you come through later. You can fake out enemies by going to one side
of the hall, then zipping past on the other side when the enemy gets close
to the wall on one side.
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3E - PUZZLES
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In between the action sequences, you'll have to solve some puzzles to gain
items necessary to move on. There are a few general tips that can be used
to solve most of the puzzles.
EXAMINE THE AREA CAREFULLY
====================================
Usually, you'll get all the clues you need to solve the puzzles in the
general area you find them in. Check the paintings you see in the rooms.
Look for strange holes and other things that seem to be out of place. You'd
be amazed how much easier the puzzles become simply by checking your
surroundings.
EXAMINE ITEMS CAREFULLY
====================================
Use the CHECK feature in your inventory screen to check items. Rotate them
and look at all sides of them. You may find an essential item you're
looking for just by flipping an item over and looking at it from a different
angle. It's especially important that you open up any books you find. You
do this by looking at the pages of the book opposite the spine, like you'd
open an ordinary book.
LISTEN TO CLUES AND DIALOGUES
====================================
If you listen to what your fellow comrades tell you, read any papers you
come across, and read the descriptions you get by checking surroundings,
some of these puzzles will be a heck of a lot easier to solve.
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3F - SAVING
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To save your game, you'll need to find a Typewriter, and have at least one
Ink Ribbon in your possession. These Ink Ribbons can usually be found near
Typewriters, so looking for them isn't that big a pain. However, I'll tell
you where they are for the newbies' sakes. I usually won't tell you when to
save, but feel free to save as often as you'd like. However, I will warn
you when there's a sticky situation coming up and I'll advise you to save
then. The rooms that contain these Typewriters are safe havens, so
go to a save room whenever you start getting put down by the monsters.
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4: Walkthrough
At the start of the game, the screen is black. A narrarator begins speaking
about the events in the past Resident Evils that have led up to this point,
while the text of his speech scrolls past. Be sure you listen in on what
the narrator has been saying if you've never played Resident Evil 2,
otherwise you won't have any idea what's going on once the game starts.
After the speech is over, we see a few helicopters flying towards an island
in a rough sea. They all have Umbrella logos on them. The scene shifts to
a person in a prison being uncuffed and having a shroud taken off her face.
We see that it's Claire Redfield. The guard says her prison number, and
says "Welcome to you new home," before giving her the butt of his rifle to
her face. Claire collapses inside a cell, while another guard says why she
has been brought to this prison. The scene then goes into a flashback to
show why Claire was captured.
We see Claire running down the hallway of Umbrella's Paris lab while dodging
bullets from two guards chasing her. As Claire reaches the end of the hall,
an attack helicopter appears in the window. It starts to warm up its
gattling gun. Claire quickly runs back past the two guards and ducks down
another hall. Meanwhile, the gattling gun completely destroys the guards
and the first hallway. It flies away to continue the pursuit.
Claire is sprinting down a windowed corridor now. The helicopter pilot
detects her inside the building with a thermal scope, and starts shooting
again. She's barely managing to stay ahead of the hail of bullets when she
jumps through a door at the end of the hall. The helicopter flies away, but
now Claire is faced with a new danger.
She looks on the other end of the room and sees several dozen guards
pointing their weapons at her. Claire rasies her hands to surrender. Then,
she sees an explosive canister behind the guards. Claire drops her gun, and
then she drops to the floor too and grabs the gun again before it can hit
the floor. She shoots three bullets into the canister, and that triggers a
massive exposion. After Claire gets up, she sees that all the guards in the
room are either dead or dying. She begins to walk for the exit when another
guard points his gun at her. Claire does the same, but unfortunately her
gun has no bullets left in it.
The scene shifts back to the prison again, where Claire is still unconscious
on the floor of her cell. Suddenly, an explosion outside awakens her. The
lights in the room fizzle out. Claire hears somebody approaching the door
to the room. A figure lurches into sight and stands in front of the bars...
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| ___| | _ | | _ / | | | | - ROCKFORT ISLAND
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OBJECTIVE: FIND THE HAWK EMBLEM
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CELL BLOCK
Once the FMV is over, equip the LIGHTER in your inventory. It's the guy who
captured you in the opening! He lets you go free, as he doesn't see any
point in keeping you locked up. The reason is because a "special forces
team" has attacked the complex.
He then falls asleep in a chair. Check the clipboard and you'll find out
his name is Rodrigo Juan Raval. If you check him, you'll be told he needs
hemostatic medicine. We'll need to come back later after we find some. Go
back inside your cell and take the GREEN HERB. Next, take the HANDGUN
BULLETS off the chair, and the COMBAT KNIFE off the desk. Also, read the
PLAYING MANUAL to make it vanish from your inventory. Make sure you pay
attention to what it's saying though if you're a first time Resident Evil
player. Also, read it in the future, as sometimes it will provide hints on
puzzles during the first half of the game. Leave through the only exit.
PRISON HALLWAY
Take the HANDGUN BULLETS near the Typewriter and go up the stairs at the end
of the corridor. You don't need the Ink Ribbons right now (since you just
started the game), so don't bother taking them.
GRAVEYARD
Go around the bend and walk past the truck that crashed through the wall
here. Suddenly, the truck will blow up and a briefcase will fall onto the
ground. After that happens, a guy who's on fire climbs out through the
windshield. When he looks up, you can see he's a zombie! Just then, about
three million more zombies will climb out of their graves! You're
surrounded! Because you are only armed with a Combat Knife, I advise you
don't try to fight with the zombies. Continue down the path, evading any
deadheads who try to stop you. It's okay if you get bitten once or twice.
Leave out the gate at the end of the path.
PRISON COURTYARD
You only manage to take a few steps before somebody in a guard tower puts a
light on Claire and starts shooting. She ducks behind a burning truck and
finds a handgun next to a dead guard. After she picks it up, the shooter in
the tower runs out of ammo. Claire shoots out his spotlight and manages to
get him to surrender. He then realizes you're not a zombie and says he'll
be down in a minute.
He leaps down from the tower to greet you. He introduces himself as Steve
Burnside. He's a Leonardo DiCaprio wannabe (a bad one at that), and
unfortunately you'll be spending a fair amount of time with him during the
first half of the game. He quickly runs off through a gate. Steve claims
he doesn't want you following him around because you'll slow him down.
Chris wrote to me and said that there's HANDGUN BULLETS on the corpse next
to the wrecked truck, so be sure you pick them up. The front gate is locked
and needs an emblem of some kind, and another one is nailed closed. So, you
have only one route to take from here. Choose the gate Steve left through.
OBJECTIVE: FIND THE M-100Ps
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BARRACKS
Run past the broken gutter then go up on the porch in front of the
bunkhouse. Take the GREEN HERB at the far end of the porch then enter the
house.
MESS HALL
Turn left after entering and climb up the stairs. Kill the zombie up here
and take the GREEN HERB from the table. Use all three GREEN HERBS to make a
FULL GREEN MIXTURE. If you're patient, you can wait up here and slash the
zombies with the Combat Knife when they climb up the stairs to get you.
This'll save some ammo. Take the HANDGUN BULLETS from the magazine shelf
and then take the PRISON MAP from the kitchen. You won't find anything
inside the toilet stall except for a really bad smell. Take the door you
didn't use to get in this room.
PRISONERS' BUNKS
You can hear a rapping noise, but ignore it for now. Take the PRISONER'S
DIARY from the bed on your left. After reading it, you can conclude there's
some pretty freaky stuff going on in the infirmary in this prison...
Continue into the room. After you pass the last of the prison bunks, you
can see a box of HANDGUN BULLETS on a shelf. You also can see that the
rapping is being caused by a zombie banging on the window. DON'T pick up
the ammo here yet though. Instead, go around behind the bunks to enter the
showers. Check the dead body in the last shower stall for a box of HANDGUN
BULLETS.
Go back and take the HANDGUN BULLETS off the shelf near the window. When
you do, the zombie crashes through the window. Note the pistols the zombie
drops. Knock down the zombie and take the M-100Ps he dropped, then run back
into the bunks. A crawling zombie has appeared on the floor. Scrape along
the bunks on the left to pass him and get out. If you manage to pull it off
you'll waste minimal ammo and life.
***NOTE***
I would only use the M-100Ps if you run out of ammo for your Handgun. The
only ammo available for the M-100Ps is what they're loaded with. If you run
out of bullets for them, you'll never be able to use them again. The
M-100Ps are good guns to give away to Claire when you're about to change
characters.
***NOTE***
MESS HALL
New zombies now take the places of the zombies you killed on your first run
through this room. Quickly get out the exit door before they can attack.
You don't need to kill the zombies, since you're never coming back to this
place anyway.
BARRACKS
Go down the stairs. You'll get a short POV shot of...something...underneath
the porch. Run forward and follow the path around the side of the building.
You then see a dead body, being dragged into a hole. Ewww, nasty. Follow
the path to the door at the end. Ignore the chainlink gate because it's
locked.
EXECUTION YARD
Kill both zombies in the area, but ignore the ones behind the fence. For a
weird reason, your bullets can't penetrate the wire fence. When you get to
the turn near the shutter, be careful because a zombie has been cleverly
hidden just out of sight behind the corner. Kill him then enter the door he
was in front of.
METAL DETECTOR HALL
Walk towards the metal detector, and a stern female voice will order you to
leave all your metal items in the security box. Do as the voice says, or
you will set off the metal detector. This will cause a shutter to lock down
the corridor, and that will prevent you from proceeding any further.
Deposit every metal item you have, including the Lighter, then proceed
through the metal detector. You will pass some zombies banging on the
windows. After you pass through a second metal detector, you find yourself
in a kind of workshop. But before you go looking for items, take the blue
door near the metal detector.
***NOTE***
Any items you put in a security boxes will stay in the security box. You
can't put your items in the security box and then get it at the other
security box, or at an Item Chest. Because of this, make sure you take
everything out of the security boxes while you're your way out.
***NOTE***
PRISON OFFICE
Take the FACILITY ENT. FAX nearby. If you read the file, it will point you
to your next clue. The briefcase mentioned in the file is the one you saw
fall out of the burning truck in the beginning. Remember to go back there
after we leave here.
When you walk around the corner, you'll find Steve operating a computer. He
is researching surveillance data...on Chris Redfield! Claire gets exicted
at this. She decides to contact Leon about it. Claire sends the data files
and the coordinates of the base to Leon Kennedy and Chris Redfield, in the
hopes that Chris will come to help. Steve believes that Chris won't come,
and gets very frustrated when Claire protests. He then angrily storms out
of the room.
Turn around and check the computer's desk again. You will find the HAWK
EMBLEM inside the drawer! Great! You found the key to get out of
here...but it's made out of metal, so we won't be able to take it past the
metal detector! D'oh! Throw the switch near the barricaded door, then leave
out the door you used to enter this room.
METAL DETECTOR HALL
Go over to the machine in the back corner of the room. Read the USER'S
MANUAL. It will tell you that the weird machine is a "3D Duplicator," used
to make exact copies of three-dimensional objects. Cool, why not take it
for a test drive? Turn on the 3D Duplicator and put the Hawk Emblem inside
it. The machine will scan the device. Unfortunately, you don't have any
materials to make the duplicate with, so you'll have to look for something
to use.
But before you go, take the FLAME ROUNDS, the B.O.W. GAS ROUNDS, and the
FIRST AID SPRAY from the tables in here. Put all of them inside the
security box at the metal detector, because all of these things are made of
metal. Don't worry, because we'll be able to come back later to get them
out. Go past the metal detectors and exit out the door at the end of the
hall. Organize your inventory at the first security box:
- Handgun
- Handgun Bullets
- Full Green Mixture
Leave out the door to the Execution Yard.
EXECUTION YARD
Run to the shutter and press the blue button next to it. The shutter will
raise up to reveal two zombies. Then, the zombies trapped in the cage will
crash out to make your life even harder. Run back around the corner to the
metal detectors, then aim at the explosive barrel. When you see a zombie
that's about to pass it, shoot to kill the enemies around it.
Kill the survivors and take the FIRE EXTINGUISHER from the little storage
room you opened up. Next, take the PADLOCK KEY from the guillotine.
There's a gate behind the guillotine, but you won't find the key for it
until much much later, so don't bother messing around with it. Take the
gate to the Barracks
BARRACKS
Run down the path. Dogs will then crash through the vents underneath the
bunkhouse to attack. If you keep running to the gate at the other end of
the path, then you should be able to escape without having to fight.
PRISON COURTYARD
Zombies have infested the courtyard while you were gone. Run to the door
leading to the Graveyard. Watch out for the surprise zombies standing right
next to the door.
GRAVEYARD
Run past the zombies and get to the flaming truck. Use the Fire
Extinguisher to put out the fire so you can take the BRIEFCASE. Check the
Briefcase on the inventory screen and rotate it so you are facing the side
with the handle. Press the red button to open the case and get the TG-01
you read about in the Prison Office. There's also a TG-01 PRODUCT DES. with
it. It says metal detectors cannot detect this alloy! We can use this
material to make a copy of the HAWK EMBLEM that we can take past the
detectors! Leave the Graveyard through the door to the Prison Courtyard.
PRISON COURTYARD
Run across the yard to the only other unlocked door.
BARRACKS
Turn right and use the Padlock Key to open the gate. Discard it and enter
the door just past it.
EXECUTION YARD
Enter the door past the open shutter.
METAL DETECTOR HALL
Dump everything inside the security box except for, of course, the TG-01 and
Green Herbs you might have left over. Run down the hall, and take something
out of the second security box. Use the metal object to purposely activate
the security system. This will keep the zombies from breaking through the
windows in a little bit. Use the TG-01 on the 3D Duplicator to get a
SPECIAL ALLOY EMBLEM.
Since you've activated the window shutters, the zombies won't be able to
break through the windows to attack you. Deactivate the alarm at the metal
detector, place the metal items in the security box, then laugh as you pass
the zombies still struggling to break in.
When you get back to the security box near the exit, take all your stuff,
INCLUDING THE EMPTY EXTINGUISHER! Many beginners make the mistake of not
taking the Empty Extinguisher with them. You'll be kicking yourself later
if you leave it behind. Purposely activate the security system again so the
zombies won't be able to get into this room when you come back later.
Leave.
OBJECTIVE: LEAVE THE PRISON
-----------------------------------------------------------------------
EXECUTION YARD
Take the gate past the fenced-off yard.
BARRACKS
Go through the gate you unlocked with the Padlock Key, and take the door to
your left.
PRISON COURTYARD
Use the Special Alloy Emblem on the entrance gate to unlock it. Go through
the gates.
OBJECTIVE: GET THE NAVY PROOF
-----------------------------------------------------------------------
TRANSPORT BRIDGE
A wrecked jeep is blocking the bridge. Get around the jeep by taking the
walkway beside the bridge. Use the GREEN HERBS at the other end of the
bridge to heal up if you're injured. Search the jeep on this side to get a
box of HANDGUN BULLETS. The next thing to do is to find a way around the
fire blocking the stairs. Shove the lone crate on the bridge over the fire
near the other crates to make a path. Head up the steps.
PALACE/MTF PASSAGEWAY
There's a fork here. You can take the pink door to the east to enter the
Military Training Facility (henceforth known as the MTF), or you can take
the path that leads north to the Palace. You ought to go to the Palace
first, since you don't have a key yet that you need to completely explore
the MTF. Run down the path straight ahead, while evading zombies, until you
come to a set of stairs. Go up them and Claire will automatically open the
gate.
***NOTE***
If you want to, you can make the zombies fall over the path's railing into
the pit. Simply let them grab you. Make sure you are between them and the
railing. Once Claire shoves them off, they'll fall over the railing and
into the pit.
***NOTE***
___ __ __ __ __
|__||__|| |__|| |__
| | ||__ | ||__ |__
FRONT WALK
Gun down the three dogs here, as you'll be passing through this area quite
frequently for the first half of the game. Look at the little sparkly near
the collapsed passageway. Take the NAVY PROOF then enter the front doors of
the grand building. If you have the item space, then take the GREEN HERB on
the porch.
OBJECTIVE: GET STEVE THE GOLDEN LUGERS
-----------------------------------------------------------------------
FOYER
Walk down the stairs in front of you, then go up the long flight of stairs
to the right. Turn right and go up yet another set of stairs. Enter the
door on the landing here.
WAITING ROOM
Walk around the desk to find your first Item Chest in the game. Temporarily
empty your inventory here so you can take all the other items in the room.
First, get the HANDGUN BULLETS on the shelf behind the desk, and the INK
RIBBONS near the Typewriter. Check the little nook on the other side of the
room to find another GREEN HERB. Take it, then examine the odd door here.
Instead of a key, you have to have a pair of guns to open the door. Shove
away the cabinet nearby to discover an ID CARD. Check the card and then
flip it over to find an employee's registration number: NTC0394.
***NOTE***
The "0" in the code NTC0394 is not the letter "O", it is the number zero.
***NOTE***
Also, read the SECRETARY'S NOTE on the coffee table. The secretary talks
about his boss, "Sir Alfred," which you might remember being mentioned in
the Prisoner's Diary. The secretary mentions he lives in a private house
nearby with his sister Alexia. You might wanna check out that place
later... Go back to the Item Chest and organize your inventory:
- Handgun
- Handgun Bullets
- Navy Proof
- Green Herb
FOYER
Go down to the main floor, then go behind the reception counter. Take the
HANDGUN BULLETS, then check the computer. Enter the number NTC0394 to
unlock a door in the northwest corner of the room. But before you check it
out, take the blue door behind a pillar on the western wall.
RESTROOM
Equip your Lighter so the bats won't torment you. Take the HANDGUN BULLETS
from the broken toilet stall, the FIRST AID SPRAY off the sink basin, and
last the DURALUMIN CASE in the back of the room. Leave.
FOYER
Enter the door you unlocked earlier.
PALACE CORRIDOR
Kill every zombie in here. Be sure not to miss the zombie standing next to
the double doors at the east end of the hall. Take the HANDGUN BULLETS from
near the vase, and search behind the bench for a RED HERB. Use it with a
GREEN HERB to make a RED-GREEN MIXTURE. Enter the single door at the east
end of the hall.
WAR MUSEUM
Unfortunately, you can't steal any of the guns in the display cases here.
When you are finished looking around, take the HANDGUN BULLETS from the
coffee table. Next, check the case with the jeweled ant inside it. Press
the button beneath the ant to start an interesting home movie. Two blonde
twins are playing with a dragonfly. They are tearing off the wings of it
before dropping it into an ant farm to be devoured. Aww, ain't dat cute?
The end of the film triggers a secret passage to open up. Look inside this
new room to take the STEERING WHEEL, then leave.
***NOTE***
Don't try to take the GOLD LUGERS in the secret room, or the passage will
close up again. There's nothing you can do to get the guns out of here, so
you'll just have to leave. There's no ammo in them anyway.
***NOTE***
PALACE CORRIDOR
Take the single door at the west end of the corridor. All the other doors
are locked anyway.
FOYER
Go to the main entrance and leave. But before you can do that, Steve cries
for help! He fell for the trap in the War Museum, so we'll have to come to
his rescue. Reenter the door you used to get into this room.
PALACE CORRIDOR
Run to the War Musuem.
WAR MUSEUM
The projection screen has now been replaced by a kind of control panel.
Check the panel, and it will tell you to choose a pair of items. Choose C
and E, then press Decide. The trap will be disabled, and Steve will come
out. He took the Gold Lugers from the secret room, and he refuses to hand
them over to Claire. He does agree to giving them to her if he finds her a
fully automatic weapon though. Follow him after he runs out the door.
OBJECTIVE: GET TO THE AIRPORT
-----------------------------------------------------------------------
PALACE CORRIDOR
For the THIRD time, go to the door at the other end of the corridor.
FOYER
Claire is caught in a sniper rifle's laser sight as she enters the room.
After the sniper takes a few shots at her, he identifies himself. The
sniper is Alfred Ashford, the man you have been reading about in everyone's
diaries. Finally we get to match the name to the face. Alfred is quite off
his rocker. Just listen to that insane voice of his!
He brags about how his family's so old and fine. In particular he brags
about his grandfather being one of the original founders of Umbrella. Well
whoop-dee-do for him, but who really cares? Claire doesn't apparently. He
yells at Claire to tell her who she's working for. Eventually he gives up
and says Claire is "a rat in a cage anyway." He walks up the stairs while
giving out a crazy giggle. Do what you were originally planning to do and
exit through the front doors.
FRONT WALK
Walk down the stairs and turn right. Go down the stairs at the west end of
the path.
MOAT
Before going to the area in front of you, walk around behind the staircase
to find a hidden nook underneath it. Take the HANDGUN BULLETS and the
PALACE MAP. Next, go the other way to find a supply pile. Take the BOWGUN
ARROWS, then use the Steering Wheel on the podium. Rotate the Steering
Wheel to summon a submarine. Go inside it.
SUBMARINE
Walk around the ladder to find a SIDEPACK on a bench. Equip it and you will
gain two extra item slots. They will be very handy, believe me. Pull the
lever on the control panel to send the submarine on its merry way. When it
docks, climb up the ladder.
___ __ __ __ __ ___
|__|||__||__|| ||__| |
| ||| \| |__|| \ |
OBJECTIVE: FIND THE BIOHAZARD CARD
-----------------------------------------------------------------------
UNDERWATER PASSAGEWAY
Walk down the stairs, and enter the door at the end of the passage. Check
out the cool underwater camera angles too!
AIRPORT RECEPTION
You can easily evade the zombies because there is a lot of floor space to
work with here. Take the HANDGUN BULLETS from the couch, then enter the
door near the aquarium.
SEAPLANE HANGAR
Equip your Lighter to keep the bats away. Go to the glowing screen to
activate the boarding lift. You can see a seaplane, in perfect condition,
waiting to get you out of here. Unfortunately, we don't have all the keys
needed to open the hatch yet. You have only one proof, and there are three
holes. So, there must be two others somewhere on the island. Use the Navy
Proof on the podium, then turn around and leave.
AIRPORT RECEPTION
Enter the shutter behind the desk. You can get some Ink Ribbons on the
boxes, but I'd just ignore them.
LOWER HANGAR BRIDGE
Go across the bridge.
CRANE ROOM
Far below in the elevator shaft, you can see a little sparkly. There's no
way to get down there, so you have to make the lift come up. Take the
one-man lift in the northwest corner to a little control box. Operate the
computer at the window to find controls for a crane. Push the crane up as
far as it will go, then push it to the left as far as it will go. The crane
will then pick up a box that was blocking a control panel. Take the little
elevator down again then operate the panel you moved the box from.
The big cargo elevator will rise up so you can get to the key, but it also
brings up a crowd of zombies with it. The zombies will all home in on you,
leaving a clear path behind them. Run around the crowd, then snatch the
BIOHAZARD CARD and the BOWGUN ARROWS off the crates. Now get out through
the shutter before you get surrounded.
OBJECTIVE: GET TO THE MILITARY TRAINING FACILITY
-----------------------------------------------------------------------
LOWER HANGAR BRIDGE
Run back across the bridge again.
AIRPORT RECEPTION
Exit out the first door beyond the desk.
UNDERWATER PASSAGEWAY
Run up the stairs and enter the submarine.
SUBMARINE
Throw the lever to go back to the palace. Then climb up the ladder.
___ __ __ __ __
|__||__|| |__|| |__
| | ||__ | ||__ |__
MOAT
Rotate the Steering Wheel, then go upstairs.
FRONT WALK
Go to the little gate at the other end of the path.
PALACE/MTF PASSAGEWAY
Run down the path while evading zombies. When you come to the fork at the
south end of the path, go through the little pink door next to the big pink
door.
___ __ __ ___ __ __ __ __
|\/||| | | |__||__|\_/ | |__||__|||\ |||\ || _ |__
| |||__ | | | || \ | | | \| ||| \||| \||__| | O
(there wasn't enough room to write "FACILITY")
OBJECTIVE: FIND THE BOWGUN
-----------------------------------------------------------------------
MTF COURTYARD
We have finally arrived at the MTF. This calls for a welcoming committee,
in the form of one giant Gulp Worm! If you want some ammo, you can get some
BOWGUN ARROWS on the oil drums on the south side of the courtyard. I'd
rather just run for the front door of the building though to avoid dealing
with the worm.
LOBBY
Go up the stairs to your immediate right. The first door you see has no
doorknob, so you'll have to take the second door.
FRONT OF MTF LAB
Search the table with the laptop computer to find the BOWGUN and PASS NUMBER
MEMO. It says that the code to the door nearby you is the number on the
painting in the back of the lab. Unfortunately, the lights are out in
there, so you can't see the number. You'll have to leave. Before you can
get out the door, an alarm goes off inside the lab behind the glass. A lab
tech is trapped inside, but Claire can't get the door to open. Suddenly,
the lab guy is killed by...something...and eaten. Do what you were
originally planning to do and exit the lab.
LOBBY
After exiting, the computer declares the air in the area to be contaminated.
Claire quickly runs down the stairs and just manages to get into the main
lobby before a shutter can lock her in the lab. Take the RED HERB on the
bench, and the BOWGUN ARROWS from the telephone booth. Go through the door
at the north end of the room that's near the other shutter.
OBJECTIVE: FIND THE SUBMACHINE GUNS
-----------------------------------------------------------------------
LOCKER ROOM
Kill all the zombies in here. Check the locker doors that are slightly ajar
to discover more items. After searching the two lockers you can open,
you'll get two packs of BOWGUN ARROWS. Search the dead body near the other
door in here to find one last pack of BOWGUN ARROWS. You should combine all
these Bowgun Arrows with the BOWGUN so they only take up one item slot.
Enter the door with the broken window.
SHOWERS
Go down the stairs and jump into the wading pool. Look around for a valve.
Turn it to stop the water from flowing out from the statue. You'll discover
the incredible KEY WITH TAG in the water after doing this. Take it and exit
the room. Don't bother searching the sauna, because you won't find anything
inside it.
LOCKER ROOM
Run to the door at the other end of the room.
LOBBY
Take the door between the two shutters.
MTF OFFICE
Kill the sleeping zombie to the left and take the GREEN HERB he was
protecting. Use it with the Red Herb you found in the LOBBY. Next, check
the big computer on the other wall. Print out the MTF MAP on the computer,
then take it from the printer. Search the table near the computer for more
BOWGUN ARROWS, then enter the cubicle behind the table. Use the Key With
Tag on the cabinet in the back of the room, then discard it. You'll find
BOWGUN POWDER. Combine it with the Bowgun Arrows to get some GUNPOWDER
ARROWS. Leave the room.
***NOTE***
Don't EVER use the GUNPOWDER ARROWS until I tell you to, or you might be
very sorry later.
***NOTE***
LOBBY
Open the shutter to the right with your Biohazard Key and run down the hall
to the door at the other end. The shutter will then go down again to keep
you from going back into the main room. Kind of scary, huh?
MTF OVERLOOK
As soon as you step out of the little nook, Alfred starts shooting at you.
His first shot misses you and hits an oil drum. This causes an explosion
that blocks a gate. Quickly go up the stairs to Alfred's sniper nest,
before he can take another shot. He'll get scared and run away. You have
no choice but to follow him, because the shutter locked down in the lobby
and the other door up here is locked. You know, it's almost like we're
being pushed, herded to where the game wants us to go...
SECURITY HALL
Walk down the corridor and take the two boxes of HANDGUN BULLETS near the
soda machine. Take the white door in this little area.
BREAK ROOM
Your inventory is laden with junk right now. So, for the moment, dump
everything inside the Item Chest. Take the HEMOSTATIC, the two GREEN HERBS,
and the INK RIBBONS. After doing that, go to the Item Chest again and
organize your inventory:
- Handgun
- Handgun Bullets
- Biohazard Card
- Full Healing Item
You might want to save before you leave the room, since things are going to
get a little tougher in a minute.
SECURITY HALL
Go to the tan door and try to open it. A shutter will slam down and lock
you into the room. Alfred then come on over the intercom with his annoying
voice again. He says he's got a nice little playground all set up for you
on the other side of the door. Isn't he sweet doing that for us? Let's go
inside and see his evil little playground.
WAREHOUSE
Turn left from the door and take the SUBMACHINE GUNS. Unfortunately, they
have no ammo. Don't worry though, because there's a clip on the other side
of the room for them. Go past the door you used to get in here. The door
will lock itself, and then another door in the room will open. A
bandersnatch monster then leaps out to greet you. It consists of a deformed
human body with one REALLY flexible arm.
Run away from the bandersnatch and head down the stairs. The bandersnatch
will jump down to follow you. Quickly run back up the stairs again. The
bandersnatch will use its arm to get up to where you are again. However, he
might be standing too far away now to slap you with his arm. From the top
of the stairs, you should be able to kill Bandy before he can get in range
again. Once he's dead, a door will open at the bottom of the stairs. Go
through that door.
As you enter the next room, another bandersnatch will appear. The
bandersnatch quickly grabs Claire by the head before she can get away.
Suddenly, Steve crashes through a window above the bandersnatch while
shooting his guns at it Matrix-style! After a flurry of bullets, the
bandersnatch lies dead against the wall. He boasts about being Claire's
"knight in shining armor." Claire brushes it off and offers him the
Submachine guns in exchange for the Gold Lugers.
Steve agrees to the trade and accepts the new guns. He then decides to test
them out, only to discover they have no ammo in them. "You cheated me!" he
yells in rage. Hey, you gave us an empty pair of Gold Lugers so who cheated
who? Anyway, Claire climbs up on top of the crate and gets him the ammo
clip. I wonder how just one clip can fill both guns... Just then, Alfred
activates the cargo lift they are standing on and says that you are now
heading for a "descent into DEATH..."
TURNTABLE ROOM
Steve runs off into the next room to play with his "new toys." You will now
get to play as Steve for a short time.
OBJECTIVE: KILL THE ZOMBIES AS STEVE
-----------------------------------------------------------------------
DARK CHAMBER
The point of this little mini-quest is to KILL EVERYTHING. This is a pretty
fun part of the game, since you don't have to worry about saving ammo!
Zombies + Double Uzis = FUN! After killing all the zombies in this room,
take the door on the north wall.
***NOTE***
If you need more ammo when you run out, go back to the TURNTABLE ROOM and
Claire will give you some .
***NOTE***
WEAPON MAINTENANCE ROOM
KILL EVERYTHING. Leave.
DARK CHAMBER
Go to the tan door across the room from you.
BOILER ROOM
KILL EVERYTHING. Take the door on the east side of the room.
B1F ELEVATOR LANDING
Run across the bridge to trigger another cutscene. Steve calls to Claire
that he's killed all the zombies. He says his guns are far more dependable
than any person. Claire tries to get Steve to talk about why he's here and
where his family is. Steve gets angry and shoots at the wall so she'll shut
up about it though. The two then board a nearby elevator. Steve sends the
elevator to go to the second floor.
2F ELEVATOR LANDING
Follow Steve into the next room.
JEEP GARAGE
Turn left and walk over to join Steve. Suddenly, the walkway collapses and
you two fall to the floor.
As Claire struggles to free herself, a zombie climbs up from its sleep and
advances on the pair. Steve aims his guns at the zombie, but for some
reason he just can't shoot it. While Claire is screaming at him to shoot
the zombie, Steve isn't moving at all. Just when the zombie's about to bite
Claire, Steve wakes up from his trance. He yells "FATHEEEEEEERRR!" while
emptying every bullet he has into the zombie. He's so dazed that he keeps
trying to shoot even when he runs out of ammo.
Steve explains that his dad used to work for Umbrella. He said his dad
tried to steal information about Umbrella, but he was caught. They killed
his mom and they brought him and his dad here. Steve gets angry at his dead
father for trying to do something so reckless. He then slumps down next to
his father to mourn.
Claire decides that it would be better if she left him alone. Climb up the
crates to the left of the double doors to find a box of HANDGUN BULLETS on
an oil drum. Take them and exit through the door to the left of Steve.
OBJECTIVE: GET THE EMBLEM CARD
-----------------------------------------------------------------------
1F ELEVATOR LANDING
Take the hard-to-see HANDGUN BULLETS to your immediate right. Kill all the
zombies, then enter the door at the far end of the hall.
MODEL ROOM
Examine the painting nearby you as you enter. It's a picture of this very
room. If you proceed further into the room, you'll notice that the picture
is different from the actual thing. In the place of the red painting in the
picture is an EAGLE PLATE. Take it and leave. I wouldn't fuss with the Ink
Ribbons near the Typewriter if I were you.
1F ELEVATOR LANDING
Go back to the door at the far end of the hall.
JEEP GARAGE
Take the double doors to the right of Steve.
TANK YARD
Run to the little pink door but don't go through it yet. This is the safest
place to take out the dogs from. After shooting them down, take the BOWGUN
ARROWS, then use the little pink door to exit the area.
MTF COURTYARD
Enter the front doors of the building.
LOBBY
The lab is still being ventilated, so use your Biohazard Card to unlock the
other shutter in this area. Enter the door at the end of the hall it was
blocking.
MTF OVERLOOK
Run past the sleeping dogs and get up the stairs. Use the Eagle Plate on
the podium-like thing in the railing to get the EMBLEM CARD. Enter the door
to the left.
***NOTE***
You can also use the Eagle Plate on the door in the Guillotine Yard back in
the prison. In this way, you'll be able to get to the infirmary early.
However, I think it's more convenient to get the Emblem Card first so you'll
be able to explore the MTF in one trip.
***NOTE***
OBJECTIVE: GET THE GRENADE LAUNCHER
-----------------------------------------------------------------------
SECURITY HALL
Unlock the shutter, then use the white door in this little area.
BREAK ROOM
Go to the Item Chest and load the Bowgun with the Bowgun Arrows you found
while searching the facility. Then organize your inventory:
- Handgun
- Handgun Bullets
- Biohazard Card
- Emblem Card
- Full Healing Item
SECURITY HALL
Since the tan door nearby is locked, enter the door past the shutter.
MTF OVERLOOK
Go down the stairs, then enter the area that is fenced off. Climb down the
ladder here.
BOILER ROOM
Run down the corridor and use the Emblem Card to raise the shutter. Jump
down then enter the door on the west side of the room.
DARK CHAMBER
Take the GRENADE ROUNDS from the shelf in the background, then use the
Emblem Card here to raise another shutter. Take the coveted GRENADE
LAUNCHER from its hiding place. Combine the Grenade Rounds with the Grenade
Launcher so that they only take up one item slot. Take the door on the
north wall.
***NOTE***
DO NOT use this Grenade Launcher, EVER, until I tell you to. You could
spare yourself lots of trouble later. Also, I advise you don't take the
door near the Grenade Launcher. It only leads to a dead-end room which has
nothing inside it but two bandersnatches and one measly quiver of BOWGUN
ARROWS.
***NOTE***
GUN MAINTENANCE ROOM
Get the HANDGUN BULLETS near the workbench, then leave.
DARK CHAMBER
Take the door across the room from the one you used to get in.
OBJECTIVE: GET THE ARMY PROOF
-----------------------------------------------------------------------
BOILER ROOM
Take the door on the east side of the room.
B1F ELEVATOR LANDING
Search the statue head for HANDGUN BULLETS, then take the elevator to 2F.
2F ELEVATOR LANDING
Unlock ANOTHER shutter with the Emblem Card, then discard it. On the other
side is some kind of control room. Walk up the stairs and search near the
commander's post for a bag of GRENADE ROUNDS. Combine them with the Grenade
Launcher. If you want to, you can check the computer screen on the wall for
information on a creature known as an albinoid. Take note, because the
information you read could come in handly later...
Go down the stairs again and turn right. Take the two GREEN HERBS and then
check the glowing monitor at the front of the room. You'll find the ARMY
PROOF here. Two proofs down, one to go. After collecting the proof, check
the glowing monitor to control a security camera. It's installed in the lab
where you saw the lab tech get killed before. Aim the camera at the red
painting on the back wall, and zoom in on it with the X button to get the
number 1126. You now know the code to unlock the laboratory in the MTF.
After you find out the number, the computer declares the lab's ventilation
process is complete. After you turn off the computer, the zombies in the
room will wake up. Quickly unlock and escape through the brown door in the
control room.
OBJECTIVE: GET THE GOLD KEY
-----------------------------------------------------------------------
MTF OVERLOOK
Go down the stairs, then enter the door in the nook down here.
LOBBY
Use the Biohazard Card to unlock the shutter to the lab, then discard the
key. Go upstairs and enter the lab again.
FRONT OF MTF LAB
Use 1126 on the door in this room, then enter the other half of the lab
through it.
BACK OF MTF LAB
Search the desk with the computer to find ACID ROUNDS, then take the
SKELETON PICTURE off the back wall. As you remove it from the wall, an
albinoid breaks loose from its tube and quickly scurries out through a
ventilation duct. The lab declares the air contaminated again, and a
45-second countdown begins. You have to get out of here before the
countdown finishes or it's GAME OVER! Get out of the lab as fast as you
can, while watching out for the baby albinoids.
FRONT OF MTF LAB
Get to the other door in this room.
LOBBY
Get down the stairs to escape the lab before it seals off. Whew, safe
again. Leave through the main entrance.
MTF COURTYARD
Turn left and enter the door at the east end of the yard.
TANK YARD
Take the double doors.
JEEP GARAGE
Take the door to the right.
1F ELEVATOR LANDING
Kill the zombies again and go to the door at the far end of the hall.
MODEL ROOM
Put the Skeleton Picture in its rightful place on the wall, and a model of
this facility will be revealed. Take the GOLD KEY, then check the podium to
the left of the model. You will read "Dedicated to the training facility's
completion. December 8th Alfred Ashford." Well whoop-de-doo, but be sure
to keep the date in mind, because it will important later. Leave the room.
***NOTE***
You may notice the hole in the model of the MTF, and the items behind the
podium. Don't concern yourself with these things right now. You can't get
the items or do anything with the hole until Part 3.
***NOTE***
OBJECTIVE: GET TO THE PRIVATE RESIDENCE
-----------------------------------------------------------------------
1F ELEVATOR LANDING
Exit out the door at the south end of the hall.
JEEP GARAGE
Exit out the double doors.
TANK YARD
Take the pink door nearby.
MTF COURTYARD
Instead of going back to the Lobby again, enter the other pink door at the
west end of the courtyard.
PALACE/MTF PASSAGEWAY
Turn right at the fork and enter the gate at the other end of the path
before the new bandersnatches can start a slap war.
___ __ __ __ __
|__||__|| |__|| |__
| | ||__ | ||__ |__
FRONT WALK
Go inside the palace.
FOYER
Zombies have found their way inside, but they won't cause a lot of trouble.
There are two on the ground floor, and two on the upstairs balcony. Kill
both zombies upstairs, and take the door into the Waiting Room.
WAITING ROOM
Organize your inventory:
- Gold Lugers
- Handgun
- Handgun Bullets
- Full Healing Item
Use the Gold Lugers to unlock the door with the indentation, then go through
it.
ALFRED'S OFFICE
Take the HANDGUN BULLETS from the coffee table, then examine the paper on
the desk near the...big...window (shudder). What is written on the paper is
rather cryptic. It reads:
(First digit: Left, Right)
(Second digit: Left)
(Third digit: Right)
(Fourth digit: Right, Right, Right)
You must not reset while maneuvering.
Well, while we're thinking about it, let's turn on the PC. You get a short,
edited version of the film you saw in the WAR MUSEUM, which concludes with
the strange, clock-like device in the corner activating. Check it and you
will receive the commands left and right. So, this is where we are supposed
to use those strange directions. Press the buttons as the paper tells you
to, and you should wind up with the number 1971.
Use it as the PC's password and the clock will slide aside to reveal a
secret passage. Hurray! But before you can get a party started, a
bandersnatch busts in through the big window and ruins the fun. Kill it if
you want to, but you'll save a lot more health and ammo if you simply run
for it. Leave through the new secret passageway.
SECRET BRIDGE
Whoa, is this Spooksville or what? Run down the bridge. On the other side
of the bridge is a staircase...leading up into mist...and at the top...is a
creepy house... Did we just step into the movie "Psycho"? All that's
missing is a dark figure of an old woman in one of the windows. As you go
up the stairs, spine-chilling laughter rings in your ears.
___ __ __ ___ __ __ __ __ __ __ __ __
|__||__||\ /|__| | |__ |__||__ |__ || \|__ |\ || |__
| | \| \/ | | | |__ | \|__ __|||__/|__ | \||__ |__
OBJECTIVE: FIND THE SILVER KEY
-----------------------------------------------------------------------
RUINS PASSAGEWAY
There are two bandersnatches hanging around. I wouldn't kill them, because
you'll save ammo and health by running away. After going up a staircase, be
sure to get the Red Herb hidden behind the railing. Enter the house.
SPIRAL STAIRCASE ROOM
Welcome...to the residence...of EVIL!!! Bwahahaha :) This has to be among
the freakiest rooms in the entire series. There are spooky dolls and
decorations everywhere. The crown jewel of the room, however, is the big
doll hanging from the ceiling that's all torn up. However, the only enemies
around are bats. All you have to do is flick on your good ol' Lighter and
you'll be safe. Before you head upstairs, take the door on the ground
level.
DINING ROOM
Turn left and take the HANDGUN BULLETS, then exit. It's not worth killing
the off-screen bandersnatch to get the BOWGUN ARROWS or the INK RIBBONS.
***NOTE***
You can light the fireplace in here with the Lighter, but I haven't
discovered anything that happens if you decide to do that.
***NOTE***
SPIRAL STAIRCASE ROOM
Go up the stairs and continue going up and circling the room until you at
long last come to the top of the room. Take the First Aid Spray and the
HANDGUN BULLETS on the table, then use the door nearby.
BEDROOM CORRIDOR
Claire does some eavesdropping on a conversation between Alfred and this
mysterious Alexia we've been hearing about. Alexia is angry with his
brother, since he can't seem to kill somebody who's only a little girl.
Alexia says that it is up to Alfred to restore the Ashford family's glory.
Suddenly, Alexia comes over to the window because she thinks she heard
something. Claire quickly moves away from the window. Alexia decides that
it was just her imagination. They then leave the room, but nobody comes
into the corridor...
Check the back corner you are hiding in for a GREEN HERB, then search around
on one of the stands for a box of HANDGUN BULLETS. Enter the door near
where you found the GREEN HERB.
ALEXIA'S BEDROOM
You hear a music box playing upon entering the room. Go over and check the
music box. There is writing on the inside. It reads: "Red queen and blue
king return. The path opens." Yet another cryptic phrase that we'll have
to decipher if we want to progress further, hmph... Anyway, turn off the
music box and a key is revealed on Alexia's bed. Take the SILVER KEY and
exit the room, because there is nothing else to do here.
OBJECTIVE: FIND THE QUEEN ANT OBJECT
-----------------------------------------------------------------------
BEDROOM CORRIDOR
I wouldn't bother searching Alfred's bedroom on the other end of the
corridor, because there is nothing to be found there, save a MESSAGE CARD
written by Alexia. Leave out the door at the midway point of the hall.
SPIRAL STAIRCASE ROOM
Run down the stairs and leave out the front door.
RUINS PASSAGEWAY
Go to the staircase at the other end of the path. Again don't bother to
attack the bandersnatches.
SECRET BRIDGE
Run across the bridge to the door at the other end. Nothing will jump out
at you.
___ __ __ __ __
|__||__|| |__|| |__
| | ||__ | ||__ |__
ALFRED'S OFFICE
Quickly exit the secret room and get out the front door before the
bandersnatch can attack.
WAITING ROOM
Go to the Item Chest and organize your inventory:
- Handgun
- Handgun Bullets
- Gold Key
- Silver Key
- Hemostatic
- Full Healing Item
Go into the Foyer.
FOYER
Unlock the door on the other side of the balcony, but don't go in there yet.
Instead, go downstairs and enter the door in the northwest corner.
PALACE CORRIDOR
Run down the hall towards the War Museum. Turn right into an alcove where a
set of double doors are. Use and discard the Gold Key, then enter the room.
FAMILY PORTRAIT GALLERY
Here we have the famous RE puzzle of pushing buttons underneath paintings in
a certain order. This puzzle's much harder than the first one in the
original Resident Evil. Walk to the front of the room where the big
portrait of Alfred is and take the MEMO TO NEW MASTER. Study this document
carefully, because you'll need the information inside it to solve this
difficult puzzle. If you can't figure out the solution from this file and
all the clues in the room, here's the solution:
1. The only woman.
2. The man with the twins.
3. The red-haired man with the teacup.
4. The red-haired man with the earthenware plate.
5. The man with the earthenware vase.
6. The man with the candlestick.
7. The large portrait at the front of the room.
When you get it right, the Alfred's portrait will rotate to reveal a
portrait of Alexia. Take the EARTHENWARE VASE. Look inside the vase to
find the QUEEN ANT OBJECT. Leave the room after collecting the Queen Ant
Object.
OBJECTIVE: FIND THE SECOND EAGLE PLATE
-----------------------------------------------------------------------
PALACE CORRIDOR
Go to the double doors at the west end of the hall. Use and discard the
Silver Key, then go through the doors.
CONFERENCE ROOM
Get ready when you come into this room, because you'll be attacked by two
bandersnatches. After entering, immediately run to the front of the room
where the video screen is, and shoot from there. They'll be unable to hit
you. When they get close enough to start slapping again, run to the other
side of the room and continue the attack. Repeat this maneuver until they
are dead.
Now that you are alone, search the room. You will find a box of HANDGUN
BULLETS on a chair, and HUNK'S REPORT at the front of the room. It does not
have any useful information, unless you would like to find out what Mr.
Death has been up to since Resident Evil 2. When you are finished
exploring, take the second EAGLE PLATE from the floor in the middle of the
room and leave.
OBJECTIVE: RETURN TO THE PRISON
-----------------------------------------------------------------------
PALACE CORRIDOR
Since there's nothing to do here right now, let's do some backtracking and
revisit the prison. Exit out the single door across the hall.
FOYER
Leave out the front entrance.
FRONT WALK
Turn left after going down the steps and take the gate there.
PALACE/MTF PASSAGEWAY
Evade the bandersnatches and go down the stairs at the fork.
TRANSPORT BRIDGE
Follow the route back into the prison's front gates.
___ __ __ __
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OBJECTIVE: GIVE THE HEMOSTATIC TO RODRIGO
-----------------------------------------------------------------------
PRISON COURTYARD
Take the door behind the wrecked truck.
GRAVEYARD
Evade the zombies and get to the stairs at the other end of the path. By
the way, how is it that the zombie that fell out of the burning truck at the
start of the game is STILL burning yet doesn't look any worse than he did
before?
PRISON HALLWAY
Run down the corridor to the door at the other end.
CELL BLOCK
Claire walks over to greet Rodrigo, and Rodrigo greets her with a pistol to
the face. He then realizes that she's not a zombie and slumps down again.
Claire hands him the Hemostatic and the Lighter, and Rodrigo thanks her. In
exchange, he gives her a LOCKPICK. I wonder how Rodrigo knows that Claire
knows how to pick locks... Anyway, there's absolutely nothing else to do
here, so leave.
OBJECTIVE: FIND THE M93R PART
-----------------------------------------------------------------------
PRISON HALLWAY
Run down the corridor to the door at the other end.
GRAVEYARD
Evade the zombies and get to the door at the other end of the path.
PRISON COURTYARD
Run across the courtyard to the BARRACKS.
BARRACKS
Turn right and go through the unlocked gate, then take the door just past
it.
EXECUTION YARD
Go inside the fence to the guillotine area, and use the Eagle Plate on the
door here to open it. Two zombies will come staggering out. Kill them, and
then go to the door that's behind the gate.
BACK ALLEY
Shoot the oil drum after entering to give yourself some breathing room, then
run down the path in front of you and shoot a second oil drum to kill more
zombies. After killing the survivors, take the chain-link gate at the back
of this passage.
BOX YARD
Search the oil drums to the left for a box of HANDGUN BULLETS, and then
climb over the one box in front of you. Push it away from the door so you
can enter the building.
PRISON OFFICE
Well, this looks familiar. Run around the filing cabinets and take the blue
door back there.
METAL DETECTOR HALL
If you "accidentally" set off the security system the last time you were
here, the zombies will not be hanging around. Go to the security box and
withdraw the B.O.W. Gas Rounds, the Flame Rounds, and the First Aid Spray.
Exit out the way you came in.
PRISON OFFICE
Go back outside.
BOX YARD
Go to the Item Chest and take out the Duralumin Case. Rotate the case so
you are facing the handle. Unlock it with the Lockpick and you will get
BOWGUN POWDER. Use it to make more GUNPOWDER ARROWS. Organize your
inventory:
- Handgun
- Handgun Bullets
Exit via the gate.
***NOTE***
Like the last batch of Gunpowder Arrows, never use these until I tell you
to.
***NOTE***
BACK ALLEY
Go near the door at the far end of the passage, then turn into a nook to
find another door and a GREEN HERB. Don't use it yet, as we'll find a RED
HERB inside. Enter the door.
MORGUE
Search around the cabinets to find a box of HANDGUN BULLETS and a FIRST AID
SPRAY. Then check the cubicle to the left. If you look on the desk, you'll
find the ANATOMIST'S NOTE. From what you read, he was REALLY sick, sicker
than any patient he ever had. The doctor has a secret room at the bottom of
this building, and he has the key.
But, he could be anywhere, or dead, so we'll just forget about it for now.
Leave the cubicle and take the door near the stacked body bags. Notice that
a body bag on the bed trembles. May I hear a shudder? *crowd shudders*
Thank you.
OBJECTIVE: GET THE PIANO ROLL
-----------------------------------------------------------------------
CREMATORIUM
Gun down the zombie to your right and take the Red Herb he was in front of.
You know what to do with it. Now, proceed further into this room and
eventually you'll find a DURALUMIN CASE and HANDGUN BULLETS on a shelf.
Check the case and rotate it until you are facing the handle. Use your
Lockpick to open the case and take the M93R PART. Combine this with your
Handgun to get a CUSTOM HANDGUN. It now gains rapid fire and can hold up to
20 bullets! Get out of this terrifying room.
MORGUE
As soon as you enter, you can see that the body bag on the bed is empty,
plus, there's a loud chomping noise on the other side of the wall... Walk
around the partiton and you'll see that Doc has come back to life. His
patient also wakes up to join him with his meal.
Too bad for them that you just got hold of the Custom Handgun. Rip them to
bloody pulps with auto fire. Watch out though, because Doc's very fast.
Search Doc's body for a GLASS EYE. Plug the GLASS EYE into the model of the
human body in the cubicle and a secret passage will open up. Go down the
stairs into what Doc refered to as "the sacred place."
MORGUE HALLWAY
There are bats down here, but as long as you walk and don't run, they won't
attack you. When you reach a bend in the path, take the GREEN HERB and
continue to slowly walk to the door at the other end of the hall.
TORTURE ROOM
Whoa, now this place is REALLY sick-o. Well-used torture devices are in
every available space. Blood covers everything else. Still worse, there's
a comfortable chair in the middle of the room where the doc could watch it
all happen at his leisure. Kill off the zombies and take the HANDGUN
BULLETS from the chair and the BOWGUN ARROWS from the restraining chair on
the right side of the room. Go down the stairs and use the door there.
KNIGHT ROOM
If you check the statue at the back of the room, you'll be asked if you
would like to take the RUSTED SWORD from its grasp. Do so, and the statue
in the middle of the room will rise up with its handle. The door will lock,
and then poison gas will leak into the room! Quickly shove the statue's
handle up and behind it.
Once you have pushed it 180 degrees, the statue lowers down. The statue
that had the Rusted Sword turns around to reveal an iron maiden. Stab the
Rusted Sword through the hole, and a zombie will pop out with the sword
impaled on it! Kill the skewered zombie, then take the PIANO ROLL from its
elusive hiding place. Leave the room.
***NOTE***
Something odd happens if you don't kill the zombie down here. When you go
up the stairs in the TORTURE ROOM, the skewered zombie will come through the
door and follow you up the stairs. Perhaps he's a relative of the zombie in
the original Resident Evil that went down the stairs and opened the door to
the kitchen.
***NOTE***
OBJECTIVE: GET THE KING ANT OBJECT
-----------------------------------------------------------------------
TORTURE ROOM
We've done everything the prison has to offer, so now we can get out of
here. Run up the stairs and take the door out of this place.
MORGUE HALLWAY
Tip-toe...through the baties...to the exit...with me...bleh...
MORGUE
Go out the front door.
BACK ALLEY
Take the door closeby.
EXECUTION YARD
Walk out of the fenced in area, then turn right into the door leading to the
BARRACKS.
BARRACKS
Turn left and go through the gate. Then enter the door just past the gate.
PRISON COURTYARD
Leave out the front gates.
TRANSPORT BRIDGE
Follow the path to the stairs.
SUBQUEST: EXPLORE THE MILITARY TRAINING FACILITY AGAIN
-----------------------------------------------------------------------
PALACE/MTF PASSAGEWAY
Since you have a Lockpick now, you can go back to the MTF and unlock every
locked cabinet in there to get more ammo, if you want to. If, like most
beginners, you have foolishly wasted lots of ammo, then go there to collect
more. You can find HANDGUN BULLETS in the MTF Office, a FIRST AID SPRAY in
the Model Room, and last but definitely not least, you'll get ACID ROUNDS in
the Weapon Maintenance Room. I'll be waiting here for you after you've
gotten the stuff. You're back? Okay, good. Now let's head back to the
palace. Remember to evade the bandersnatches.
END SUBQUEST
-----------------------------------------------------------------------
___ __ __ __ __
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| | ||__ | ||__ |__
FRONT WALK
Go inside the palace. However, before you can do that, a hearty voice
interrupts you. Claire turns around and she discovers it's Albert Wesker!
I guess he works for the Huge Cookie Factory now, since that's probably what
the HCF logo on the back of his uniform stands for.
He casually strides over to Claire, while revealing his evil plans to kill
Chris Redfield. Wesker wants to kill Chris because he despises him, which
is exactly what he wants Claire to understand very, very much. Claire gets
tossed across the yard by Wesker, and then he walks over to stomp her back
down to the ground.
However, before he can finish Claire off, somebody calls him with a CODEC he
stole fron Solid Snake. Wesker gives Claire one final kick, then walks
away. As he leaves, he says Claire might be of some further use to him, so
he's "letting her live...a little longer." He turns around with
Terminator-style laser eyes, before leaping over the courtyard wall with
this weird Matrix jump.
Anyways, lets go into the palace before Wesker decides to annoy us some more
with his robot laugh and his evil mad scientist British accent.
FOYER
Go upstairs and enter the one door that you still haven't explored yet. If
you haven't unlocked it yet, use the Silver Key to open the door.
CASINO
This place is thankfully free of zombie life. Plus, Alfred left behind a
lot of cool stuff for you to steal. Take the HANDGUN BULLETS from the
podium, the Bowgun Powder from the roulette table, and the two GREEN HERBS
from the bar.
The last thing to do here is use the Piano Roll in the piano to start that
song you've been hearing over and over ever since beginning the game. A
slot machine's door opens, revealing something blue... It's the KING ANT
OBJECT. You have finally gotten both the queen and king. We now need to
pack our bags for the private residence, since we did not explore that area
thouroughly enough the first time. Leave the casino.
OBJECTIVE: RETURN TO THE PRIVATE RESIDENCE
-----------------------------------------------------------------------
FOYER
Walk across the balcony to the Waiting Room.
WAITING ROOM
Use your Bowgun Powder to make another batch of GUNPOWDER ARROWS. Organize
your inventory:
- Handgun
- Handgun Bullets
- Bowgun
- King Ant Object
- Queen Ant Object
- Full Healing Item
You'll be facing stiff resistance unlike the last time you were at the
private house. That's why we're taking an extra gun. Take the Gold Lugers
door.
***NOTE***
Again DO NOT do anything at all with the Gunpowder Arrows. Sorry about
making such a big deal about it, but if you don't use them until I say go
ahead, you'll save yourself a very large quantity of pain and frustration in
the near future.
***NOTE***
ALFRED'S OFFICE
Quickly take cover in the secret passage before the bandersnatch can attack.
Get out the door.
SECRET BRIDGE
There are now zombies all over the place. I would recommend running. But,
if you must shoot at them, use the Bowgun because you probably have a ton of
ammo for it right now. Get up the stairs at the opposite end.
RUINS PASSAGEWAY
Run from the bandersnatches like always and get inside the house as fast as
you can.
SPIRAL STAIRCASE ROOM
The bats are gone, but now there are zombies everywhere. If you need to,
put them down with the Bowgun to conserve Hangun ammo. Your ultimate goal
is to take the door at the top of the stairs.
BEDROOM CORRIDOR
There are even more zombies in here! Go to Alexia's bedroom first. It's to
the right, remember?
ALEXIA'S BEDROOM
Place the Queen Ant Object in the music box and it will open up. Remove the
MUSIC BOX PLATE and leave the room.
BEDROOM CORRIDOR
Go to Alfred's bedroom, which is at the other end of the hall.
ALFRED'S BEDROOM
Use the King Ant Object on the music box, just like in Alexia's room, and it
will open up. Place the Music Box Plate here and yet another secret passage
will be revealed. Up the ladder you go now!
CAROUSEL
You emerge into a...playroom?! Get off the carousel and search around the
room for a GREEN HERB and a SILVER DRAGONFLY. You'll notice that one of the
drawings on the wall is an ant. Remember the old film you saw near the
start of the game? Check the Silver Dragonfly to remove the wings, just as
the boy did in the film. Place the de-winged insect in the mouth of the ant
drawing. The carousel will then start up, spinning around to give access to
a new area that's even higher up above you. Climb up the completed ladder.
PRIVATE LIBRARY
Search the stool to the left to find a NEWSPAPER CLIP. It tells of a girl
who graduated from a top university at age 10, probably Alexia. She was
then offered a high position at Umbrella Inc. Alexia is one VERY smart
girl... Check behind the chair at the desk to find another box of HANDGUN
BULLETS, then push the box on the right to the butterfly display case.
Climb on top of it to find the CONFESSION LETTER. Whoa, Alfred is EXTREMELY
psycho. After you finish reading, you'll find the AIR FORCE PROOF
underneath the paper. Take it, then climb down the ladder again. If you
want to, you can use the INK RIBBONS in here to save at the Typewriter,
though I usually don't.
OBJECTIVE: GET TO THE ESCAPE PLANE
-----------------------------------------------------------------------
CAROUSEL
Climb down the second ladder.
ALEXIA'S BEDROOM
Climb down from the bed. As you try to leave, Alexia will ambush Claire
from behind with Alfred's sniper rifle. Well, we get to be annoyed by yet
another person with a stereotypical evil British accent. After she's done
with small talk, she'll fire a shot. She misses Claire, but Alexia manages
to reload and get over to Claire before Claire can get out.
But before she can shoot Claire, Steve bursts in. He mutters in a
Barry-esque way "What's going on?" Alexia shoots at Steve, but
misses...AGAIN. Spoiled rich people should NOT use guns. Steve fires a
flurry of bullets her way and scores a hit. Alexia manages to escape
through a secret door behind a relief. That explains how she was able to
just pop up out of nowhere when she ambushed Claire. Steve nearly got hit
by the bullet, but fortunately it's only a scratch. They pursue Alexia
through the secret passage.
ALFRED'S BEDROOM
Hmm...a party dress, a trail of blood, and what's this? A blond wig? Let's
look a little closer... As Claire examines it, Alfred leaps down from above
the bed to attempt to crush her skull. Not only does Claire swiftly dodge
the attack, but Steve manages to shove him into a wall. He staggers up,
then sees his reflection in the window. He shrieks and runs off like a
little girl.
It turns out that Alfred was only PRETENDING there was an Alexia. Just
after this realization hits the two...*cough* a self-destruct sequence is
activated...*cough.* Not THIS again. Capcom must really think of better
ways to end Resident Evil games. Anyways follow Steve out the door. Our
destination is the airport. Forgive the long string of short sentences to
follow.
BEDROOM CORRIDOR
Exit out the door in the middle of the corridor.
SPIRAL STAIRCASE ROOM
Go down all the staircases to the bottom of the room. Then go out the front
door.
RUINS PASSAGEWAY
Follow the path down the second set of stairs.
SECRET BRIDGE
Sprint down the bridge to the patiently waiting door.
ALFERD'S OFFICE
Get out the front door before Bandy can launch an attack.
WAITING ROOM
Go to the chest and organize your inventory:
- Handgun
- Handgun Bullets
- Air Force Proof
- Army Proof
- Full Healing Item
Go out into the FOYER.
FOYER
Go down the long staircase and exit out the front door.
FRONT WALK
As you skip down from the porch, Steve catches up to you. Both of them spot
an amazing THREE planeloads of survivors overhead. Steve says they ought to
hurry up too. He sprints towards the MOAT. Follow him down the stairs.
MOAT
Join Steve at the podium and he will move the platform over to the docked
submarine.
SUBMARINE
Steve pulls the lever and the submarine quickly moves over to the airport.
___ __ __ __ __ ___
|__|||__||__|| ||__| |
| ||| \| |__|| \ |
UNDERWATER PASSAGEWAY
Follow Steve down the corridor and into the next room.
AIRPORT RECEPTION
Turn left at the fork and take the door over there.
SEAPLANE HANGAR
Plug in the crests...erm...the Air Force Proof and the Army Proof at the
podium then press the button to go down to the plane. If you didn't do it
earlier, also use the Navy Proof here. The platform will descend so that
you can get to the plane's hatch.
COCKPIT
Walk up the stairs nearby. Steve discovers that the bridge in the hangar is
blocking the way. Claire volunteers to go and fix the problem. Take the
CONTROL LEVER off the floor and exit the plane.
OBJECTIVE: RAISE THE AIRPORT BRIDGE
-----------------------------------------------------------------------
SEAPLANE HANGAR
After the lift carries you up, take the door out of here.
AIRPORT RECEPTION
Take the shutter behind the desk.
LOWER HANGAR BRIDGE
Run across the bridge to the the next door.
CRANE ROOM
Take the one-man lift up into the crane box, then take the door on the other
side of the overlook.
UPPER HANGAR BRIDGE
Insert the Control Lever into the console and then pull it. The bridge will
raise up, clearing the path for the plane, but this also means you'll have
to take a long detour through the MTF and the Palace. Go over the bridge
and take the door at the other end.
OBJECTIVE: GET TO THE ESCAPE PLANE AGAIN
-----------------------------------------------------------------------
AIRPORT MAINTENANCE ROOM
Search the dead bodies in here for the AIRPORT KEY, then turn tail and
leave. A reader has also told me that you can unlock a cabinet near the top
of the aquarium in here for a FIRST AID SPRAY. (Whoever contributed that
the First Aid Spray is in the cabinet, please email me back so I will know
who to credit.)
UPPER HANGAR BRIDGE
Go across the bridge again and out the door at the other end.
CRANE ROOM
Take the lift down, then use the Airport Key at the blocked-off shutter.
Discard the key and take the door behind the shutter.
CARGO ELEVATOR ROOM
In here, you find out why you couldn't use the cargo elevator in the MTF
Courtyard. It was because there were crates blocking the door down here.
Push the crate on the right under the door, then shove the second crate on
the left as far up as it will go, then push it under the door as well. This
will allow the door to close.
Before going up to the surface however, collect all the goodies in here.
Take the two GREEN HERBS, the HANDGUN BULLETS, and the GRENADE ROUNDS. It's
finally time to make use of the Grenade Launcher. Organize your inventory:
- Handgun
- Handgun Bullets
- Grenade Launcher (loaded with 10 Grenade Rounds minimum)
- Full Healing Item
You might want to save now. Take the elevator, and the computer will
announce the official countdown. There are five minutes remaining.
Elsewhere on the island, Alfred is talking to himself in his female voice
while punching in passwords. He says to "feel my revenge!" and releases
Tyrant T-078 from cold-storage to stalk you. Meanwhile, your elevator has
arrived at its destination.
___ __ __ ___ __ __ __ __
|\/||| | | |__||__|\_/ | |__||__|||\ |||\ || _ |__
| |||__ | | | || \ | | | \| ||| \||| \||__| | O
MTF COURTYARD
Run around the corner and take the pink door there.
PALACE/MTF PASSAGEWAY
Run towards the palace and an explosion will hike Claire off her feet. The
debris seals off the pathway behind her. Right after that happens, the
Tyrant manages to find Claire here, despite how slow it walks. He crashes
through the gate in front of you and steps out to block the path. You're
sandwiched between Tyrant and the fire! If you don't kill him he'll push
you back into the fire!
#######################################################################
BOSS FIGHT 1 - THE TYRANT
Tyrant's not as tough as he looks. If you try to run past him, he'll knock
you back with a punch. When you shoot him a few times, he'll slump down to
one knee. Don't try to run past him when he slumps though, because he'll
still punch you back. You can't get past Tyrant until you knock him down
completely.
Run up to Tyrant and blast him twice with the Grenade Launcher. He'll slump
down from the attack, but don't shoot him when he slumps because it won't
hurt him. Wait for him to get up and repeat the two-grenade attack three or
four times. Tyrant will then fall flat on his face to the ground.
#######################################################################
Sprint past Tyrant's corpse and resume your run to the airport.
___ __ __ __ __
|__||__|| |__|| |__
| | ||__ | ||__ |__
FRONT WALK
Run to the stairs at the far end of the path.
MOAT
Go to the Steering Wheel and summon the submarine again. Climb down.
SUBMARINE
Throw the switch to go to the airport.
___ __ __ __ __ ___
|__|||__||__|| ||__| |
| ||| \| |__|| \ |
UNDERWATER PASSAGEWAY
Go down the stairs and enter the door at the end.
AIRPORT RECEPTION
Take the door to the left.
SEAPLANE HANGAR
Take the lift down to the plane.
COCKPIT
Finally, the plane can take off! Steve kicks the plane into gear and they
fly away as the island is destroyed by various explosions. After they get
into the sky, Steve asks where they should go now that they're free. Claire
says Hawaii sounds nice, so Steve decides to set course for there.
Meanwhile, back on the island, we see Alfred drunkedly stumble towards the
tank in the Tank Yard. He reveals a hidden switch on the back of the tank.
When he presses the button, the tank rolls forward to expose yet another
secret passage. He uses a special key he has to unlock another hangar where
two Harrier VTOLs are stored. He promises to show Claire "what reeeeeeell
terror is ALL about!" He flies a Harrier out of the hangar and zooms off
into the night.
Meanwhile...back at the ranch...err seaplane, a sudden impact causes the
plane to shake violently. While an alarm blares, Steve checks the controls
and says that the cargo room door is open for some odd reason. Claire
volunteers to check it out. It's finally time to use those Gunpowder
Arrows. Go to the Item Chest and organize your inventory:
- Custom Handgun
- Handgun Bullets
- Bowgun (loaded with 30 Gunpowder Arrows)
- Full Healing Item
- Full Healing Item
I would recommend saving your game here, as things are going to get real
tough in just a few moments. When you're ready, walk out into the cargo
area.
CARGO AREA
As Claire looks into the cargo hold, she sees the Tyrant has somehow gotten
aboard the plane. Tyrant's hand has now mutated into a giant single claw.
The computer then announces that the catapult is ready to be fired.
OBJECTIVE: DEFEAT TYRANT AGAIN
-----------------------------------------------------------------------
#######################################################################
BOSS FIGHT 2 - THE TYRANT: THE REMATCH
Since I've gotten so many emails that read "I have x amount of ammo and y
amount of health, can I beat Tyrant?" I decided to make a chart on how much
ammo it takes from each weapon to kill Tyrant. This is how much ammo I had
to use per weapon in one trial run. Use it, because I've gone to a lot of
trouble to make this thing:
Knife - don't even bother
Handgun Bullets - 128
M-100P - 84%
Bowgun Arrows - 84
Gunpowder Arrows - 27
Grenade Rounds - 13
COMBOS - 3 B.O.W. Gas Rounds + 5 Flame Rounds
- 3 B.O.W. Gas Rounds + 2 Acid Rounds
- 3 B.O.W. Gas Rounds + 2 Grenade Rounds
***NOTE***
The grenades were fired at close range.
***NOTE***
This guy is usually the toughest boss in the whole game. It's not because
he's so hard to kill, no no... It's because most people who play this game
are way too trigger happy to conserve ammo. This is where the Rambo people
get spanked and are forced to start over, since they don't have enough ammo
to kill Tyrant. If you don't have the ammo or health to kill Tyrant, tough
luck, it's back to the start again for you!
Anyway, enough of my ranting. The way to win the fight is to use the
catapult to cause the big crate to knock Tyrant out of the plane. The
problem is, he's too strong to be pushed out by it. You have to weaken him
first by shooting him or hitting him a few times with the crate. You may
notice that during the battle, Tyrant will begin bleeding. When he starts
leaving big bloodspots and starts to limp a little, that means he's ready to
be knocked out of the plane. Watch closely for that limp for the signal to
press the button.
His favorite attack is to rush at you quickly when he gets close, knocking
you down. He then charges up an overhead slam punch to whack you hard. You
ought to move out of the way quickly. Don't let him trap you next to the
catapult controls, or you'll probably get whacked by him several times
before you can break free. He's also hard to evade in the narrow space of
the plane. If you have to run past him, do it on his left side, which is
the one with the smaller claw. His punches are weaker on that arm. Also,
be careful not to stand too close to the open cargo door at the back of the
plane. If you're not careful, Tyrant will knock you out of the plane and
you'll be killed instantly!
If you listened to me and saved all your Gunpowder Arrows for this fight, it
will be over in seconds, and you'll waste minimal ammo and life. Simply
plug all your Gunpowder Arrows into Tyrant, slap the catapult switch and say
"Buh-bye!" to Tyrant.
As you can see from this chart above, if you still have the B.O.W. Gas
Rounds, you can also kill Tyrant as easily as if you had the Gunpowder
Arrows. Fire off the three B.O.W. Gas Rounds at the start of the battle,
then shoot a few more of any type of other grenade ammo at close range to
get him weak enough to knock him out. If you don't have any of that stuff,
there's always the Bowgun or the Handgun, though it'll take a TON of ammo to
kill him as you can see from the chart.
Even if you don't have any ammo, you can still kill Tyrant by hitting him a
few times with the crate. I highly discourage doing this though, unless you
don't have any choice. You'll have to constantly run back and forth past
Tyrant while waiting for the catapult to charge up. I hope you saved
healing items better than you saved ammo, if you're forced into killing
Tyrant this way.
#######################################################################
After you win, retreat to the COCKPIT.
COCKPIT
Steve asks what was back there, and Claire casually says it was nothing but
a "giant bug that needed to be stepped on." I don't know about you, but
when I first beat Tyrant I almost felt like STRANGLING Claire for joking
about such a difficult boss battle... Anyway, the plane suddenly goes into
auto-pilot mode. Steve tries to fix it, but nothing works. Alfred comes on
over a video screen in the plane. STILL talking in a female voice, he says
he cannot allow you to escape. Claire yells "Cross-dressing freak!" at
Alfred before he switches off the monitor.
We now fast-forward ahead several hours. Night has gone to day, and Steve
and Claire are sleeping next to each other. Well, actually, Steve woke up
early, and we now must endure the "romance" between them for the rest of
Steve's screen time. Steve looks at Claire sleeping, and he decides to give
her a kiss. But, right before he can make it, Claire stirs. Steve gives up
the attempt and pretends to be just waking up. He then bangs the window.
Steve then looks outside, and sees...snow...and mountains! While Steve
checks their position, Claire rises and glances out the window. After
seeing that they're at a latitude of 82.1, Steve determines they are in the
Antartic!
-----------------------------------------------------------------------
______ _____ _____ _____ ____
| _ | | _ | | _ | |_ _| /__ \
| |_| | | |_| | | |_| | | | / /
| ___| | _ | | _ / | | / / - THE SECRET ANTARTIC BASE
| | | | | | | | \ \ | | / /__
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
Claire and Steve both strap into their seats. They see a kind of base
below, where all the other escape planes are! That probably means Umbrella
owns this base too! The auto-pilot tries to land the plane, but it's rather
unsuccessful in doing so. After the plane's wings are torn to bits by the
landing, the fuselage crashes through the wall of a building. Steve and
Claire are knocked unconsious by the impact.
Be sure you save your game when you're prompted to do so.
___ __ __ __ __ __ __ ___ ___ __ __ __
.| |__||__||\ ||__ |__|| ||__| | | |__ |__||\/|||\ ||__||
.| | \| || \| __|| |__|| \ | | |__ | \| ||| \|| ||__
A little later, they wake up. Steve bangs out the entrance hatch and drops
to the catwalk hanging from the wall of a huge shaft.
OBJECTIVE: FIND THE BAR CODE STICKER
-----------------------------------------------------------------------
AIR SHAFT
Steve then holds out his arms to catch Claire while she jumps from the
plane. He slips under the impact and they end up hugging each other on the
floor. Claire quickly rises to her feet and offers Steve a hand. Steve
refuses and gets up on his own. Hastily changing the subject, he points out
that the plane is wrecked and that they'll have to find another way out. He
then runs off alone again to explore. Don't worry about having to do lots
of exploration again, because you'll only be around here for a VERY short
time, especially when compared to Part 1. Part 1 I think is large enough to
be its own Resident Evil game.
After Steve leaves, run forward and go down the ladder. Ignore the double
doors to the left for now. Instead, proceed down the walkway to the second
door you see.
WORKERS' BUNKS
You'll notice that it's very dark in here. That's because the power is out.
Be sure to make getting the power back on your first priority. Walk
between the rows of bunks until you come to an area with a set of lockers
and a bookcase. You can see a sparkly on the table here. DON'T PICK IT UP
RIGHT NOW! Instead, scrape along the bookcases while searching them to find
HANDGUN BULLETS, then scrape along the lockers to find a FIRST AID SPRAY and
another box of HANDGUN BULLETS.
After taking these items, you may now take the BOWGUN POWDER which was the
sparkly. When you do this, a dead body will fall down from the bunks. Then
it will come to life! Kill all the freshly undead, then continue to search
the room. You can find a box of HANDGUN BULLETS on the lower bunk of the
bunk bed the first zombie fell off of, another box of HANDGUN BULLETS on the
other side of the bookcase, some INK RIBBONS beneath the overturned bed, the
TRANSPORT FACILITY MAP on the wall, and lastly the WORKER'S DIARY on the
table.
The worker writes he would rather be dead than do his job here. I think he
finally got his wish, heh heh. Anyway, he says that it's rumored there's a
monster imprisoned here called Nosferatu. You better hope you don't run
into him... Anyway, leave the room.
***NOTE***
About that Bowgun Powder you found, save it and don't use the explosive
arrows you make until I say so or you will be crying to mommy near the end
of the game.
***NOTE***
AIR SHAFT
Take the set of stairs nearby.
MOTH PASSAGEWAY
Go down the small set of stairs, then take the door directly in front of
you. DO NOT go down the corridor to the left.
ANTARTIC OFFICE
You can hear a "scritch-scritch" sound from somewhere in the room. Run to
the bookcase near the desk and push it backwards to reveal a secret room.
In here, you can see a small set of lockers. One of them is rattling, so
that's the source of the odd noise. You ought to go in closer to inspect
it... When you get near, the locker will burst open and a rat will jump
out. The rat will then run away.
If you look inside the locker you can find the BUTLER'S LETTER. It details
some of the events as to why Alfred is so insane. As his father Alexander
disappeared and his sister Alexia was killed during an experiment 15 years
ago, he was forced to assume the responsibilities of an adult at a young age
and nearly lost his sanity. So...there really WAS an Alexia, but she was
killed a decade and a half ago.
Okay, now that those plot points have been cleared up somewhat, try to press
the switch you see in the locker. There's no electricity, so it's not
working right now. Go back to the Item Chest in the room and temporarily
empty your inventory so that you can gather up all the items in here. Take
the BOWGUN ARROWS, the INK RIBBONS and the GREEN HERB, then search the stand
that has the record player on it.
You will find ALEXANDER'S MEMO, which details upon the creation of the
T-virus and the founding of Umbrella. Towards the end of the note,
Alexander also states that there is a room built in this facility to
resemble the design of his old mansion. The mansion...from the first
Resident Evil? Oh well, you have no time to think about this. Go to the
Item Chest and organize your inventory:
- Custom Handgun
- Handgun Bullets
- Grenade Launcher (loaded with Grenade Rounds)
We'll be gathering up a lot of stuff in a short while so we need to conserve
inventory space. Don't bother searching the cabinet, because there is no
way to make it open until Part Four. Leave the room.
MOTH PASSAGEWAY
Turn right and go down the corridor to see the appearance of the most
ANNOYING enemy ever in a RE game, the moth. Anyway, evade this first moth
and quickly escape through the double doors ahead of you.
CONVEYOR BELT ROOM
You can dodge or kill the zombies here, but it doesn't really matter.
Because the power is out, you can't use any machinery in here. Enter the
first set of double doors you come to.
B.O.W. STORAGE ROOM
Equip your Grenade Launcher and get ready for a fight. We are about to take
on the spiders, who have been beefed up A LOT from the past Resident Evil
games. Run out into the main part of the room to grab their attention, then
retreat to the alcove where the exit is and shoot from there. About two
shots from the Grenade Launcher ought to kill each one. Don't think of
using the Custom Handgun, because all it will do is annoy them. The spider
beneath the floor grating can't be killed, but it can still spit poison at
you. Watch out for it.
When you have exterminated both spiders above the floor, collect the items
in this room, which include two boxes of HANDGUN BULLETS on the box under
the conveyor belt, some BOWGUN ARROWS on the receiving platform, a GREEN
HERB and a BLUE HERB near the big cage in the back corner, and lastly the
BAR CODE STICKER next to the big spider web. Leave after looting the place
of all its items. On the way out, note there's a GASMASK inside an
emergency case. The case will only open if gas floods the area. That mask
could be useful later.
OBJECTIVE: ACTIVATE THE POWER GENERATOR
-----------------------------------------------------------------------
CONVEYOR BELT ROOM
Run to the north, deeper into the room, to another set of double doors.
Before you can open them, you'll get a brief cutscene indicating a sparkly
on an overhead conveyor belt. Ignore it for now and enter the double doors.
ARMORY
Gun down the zombies in here. Take the MINING ROOM KEY from the recieving
platform, then look in the back corner for a body that is truly dead. Take
the DETONATOR from its grasp, then use the Detonator on the plastique on the
locker next to you. You can't blow up the plastique right now, so you'll
have to leave it alone. On the way out, search the green lockers near the
rack of missiles for an ASSAULT RIFLE. You shouldn't use it right now.
Save it for later when you change to Chris. Leave the room.
CONVEYOR BELT ROOM
Go to the area with the door at the top of a small set of stairs. If you
search to the left, you'll find an alcove where the controls for the
conveyor belts are. Go to the box on the conveyor belt and post the Bar
Code Sticker on it. Turn around and unlock the door on the stairs with the
Mining Room Key. Discard the key and enter the room.
MINING SHAFT
After entering the room, climb up the ledges to your right and examine the
hole in the pipe on the work platform. You will be told it is a octagonal
hole, and that the hole is for sealing off poison gas if it leaks into the
area. The reason we are doing this is because eventually you will have to
check the hole to solve a puzzle. It's better to do it now while you're in
the area. Enter the other door in this room.
GENERATOR ROOM
There are three dogs in here, but currently they are sleeping. Immediately
turn left then hook right into an alcove where a dog is sleeping. Kill it ,
then wait for the other dog to foolishly rush into the path of your bullets.
The last dog is in an alcove further down the "corridor." As it is waking
up, kill it.
You are now free to safely explore the room. Walk around the X supports of
a platform above you, and eventually you'll come to a glowing panel.
Activate the panel to start up the generator. Next, go back to the alcove
where you killed the first two dogs and activate the switchboard there to
get the power running through the facility. The lights will come on and you
can now see clearly at long last.
Search the room for items. If you sniff around on the outer walls of the
chamber, you'll stumble upon four GREEN HERBS and two boxes of HANDGUN
BULLETS. If you look around on the middle piece of machinery, you'll
discover another GREEN HERB. Combine three of the Green Herbs to make one
FULL GREEN MIXTURE. You can use the last two to heal CAUTION status if you
were wounded during the battle. Leave the room.
OBJECTIVE: FIND THE GASMASK
-----------------------------------------------------------------------
MINING SHAFT
Cool, at long last we get some music. Leave the room through the other door
in this room.
CONVEYOR BELT ROOM
Go down the steps, then enter the alcove where the control panels were.
Activate the one with the blue light to send the mysterious sparkly on its
merry way. Then, throw the switch next to the belt to send the crate you
posted the Bar Code Sticker on to another room. Go back to the B.O.W.
STORAGE ROOM.
***NOTE***
The sparkly you saw on the crate was a MAGNUM. It will go to the ARMORY
after you turn on the conveyor belt, but you won't be able to pick it up
right now. The reason is because the power caused a broken wire to start a
fire in that room. The fire will keep you from getting the gun. You'll
have to wait until Part Four before you can pick up the Magnum.
***NOTE***
B.O.W. STORAGE ROOM
Collect the GAS MASK from the cabinet nearby, then leave the room.
OBJECTIVE: GET THE VALVE HANDLE
-----------------------------------------------------------------------
CONVEYOR BELT ROOM
Go back to the set of double doors you used to enter this room the first
time.
MOTH PASSAGEWAY
Snipe the moths from where you are with a gun, then enter the ANTARTIC
OFFICE.
ANTARTIC OFFICE
Because power is now supplied, you can push the switch in the locker. The
lockers will slide aside to reveal ANOTHER secret room. Go inside and
Claire will kneel down to see a downright hideous-looking guy under the wire
mesh. I believe we have found the Nosferatu mentioned in the Worker's
Diary. After the scene is over, look inside this room for the PLANT POT,
which has no herb for once. Check underneath it to discover the MACHINE
ROOM KEY taped to the bottom of it. Leave the secret room and go to the
Item Chest to organize your inventory:
- Custom Handgun
- Handgun Bullets
- Gasmask
- Machine Room Key
- Full Healing Item
Leave.
MOTH CORRIDOR
Run straight for the stairs. If you move fast enough you won't have to
fight the moths.
AIR SHAFT
Run to those double doors you passed by at the beginning of this part.
CONVEYOR BELT CATWALK
Turn left up here and unlock the door you come to with the Machine Room Key.
Discard it and enter the room.
MINE SHAFT CATWALK
DON'T check the machinery in front of you. Instead, go to the door at the
other end of the catwalk.
GENERATOR ROOM CATWALK
Take my most hated item in all of Resident Evi history, the VALVE HANDLE.
This thing really drove me nuts in Resident Evil 2. It has a square-shaped
end, so we can't use it yet to turn off the gas. See? It's already
irritating us! Turn around again and leave.
MINE SHAFT CATWALK
Steve pops up out of nowhere, and then tells you his plan to escape the
base. There's an Australian observation base only a few miles away. Steve
says they can get out of the building if they use the digging vehicle to
bust through the base's wall. Steve then gets to work using the crane to
lift the digging vehicle to the right ledge. Well, this plan WOULD have
gone smoothly, if Steve hadn't temporarily taken a moment off to check out
Clare. Claire then wakes him up from his trance, but not before he can
accidentally break a pipe that releases toxic gas into the area. They are
forced to retreat out of the room.
OBJECTIVE: SHUT OFF THE GAS
-----------------------------------------------------------------------
CONVEYOR BELT CATWALK
Steve frets about his mistake, and Claire gets him to calm down. Claire
says they will have a better chance of shutting off the gas if they split
up. I dunno what Steve could do, as he has neither the tool nor the gasmask
required to get into the room and shut it off. Anyway, he sprints off to
look for some way to help. Go to the other extreme end of the catwalk and
enter the door there.
METAL PROCESSING ROOM
There's lots of neat stuff in here, including two boxes of HANDGUN BULLETS,
an INK RIBBON, a BLUE HERB, and a GREEN HERB. Take it all, then use the
machine in the back of the room to make the Valve Handle an OCTA VALVE
HANDLE, so it can fit the hole in the Mining Shaft. Leave the room.
***NOTE***
If you didn't check the hole for shutting off the gas in the Mining Shaft,
then you won't be able to cut the Valve Handle into its proper shape. Go
and check the hole now if you haven't already. Also, don't bother trying to
get inside the cage the zombie is in, because you won't be able to get in
there until Part 4.
***NOTE***
CONVEYOR BELT CATWALK
Leave through the double doors.
AIR SHAFT
Go downstairs.
MOTH CORRIDOR
Snipe the moths from the stairs, then go inside the ANTARTIC OFFICE.
ANTARTIC OFFICE
If you got implanted or poisoned in the last room, DON'T use a Blue Herb
yet. You'll have to make another run through the moths anyway, so its kind
of stupid to use up a Blue Herb only to get poisoned again right after you
use it. Go to the Item Chest and organize your inventory:
- M-100P
- Gasmask
- Octa Valve Handle
- Full Healing Item
- Blue Herb (if you have one)
Save your game and then leave the room.
***NOTE***
You are about to change characters. Everything that you give to Claire
right now you won't be able to get back again until late in Part 4. So,
choose wisely what you decide to give to Claire, otherwise you'll be lacking
in supplies once you begin Chris' part of the game.
***NOTE***
MOTH CORRIDOR
Try to get out through the double doors without being poisoned/implanted.
CONVEYOR BELT ROOM
If you were poisoned/implanted, then use the Blue Herb. Try not to shoot at
the zombies as you move through the room, because you'll need to conserve
what ammo you have for the fight to come. Enter the door at the top of the
little staircase.
MINING SHAFT
Go to the hole in the pipe and use the Octa Valve Handle to shut off the
gas. At that point Alfred springs another ambush, but it gets foiled when
Steve suddenly launches his own surprise attack. After Alfred misses THREE
shots in a row, Steve fires a burst and manages to knock Alfred over the
railing. After hitting the floor near the cliff, Alfred is in extreme pain.
He reaches over to grab his rifle, but the cliff gives way beneath him.
He plummets into the fog and disappears. Suddenly, there is a loud
growling. Meanwhile, back at the ANTARTIC OFFICE, Nosferatu manages to
break free from captivity and is now on the loose in the base. The scene
will shift back to Claire and Steve.
Take the SNIPER RIFLE Alfred dropped to start the next cinema. Steve orders
you into the digging vehicle and he starts it up. The drill starts going
into the wall. The ice the drill is breaking through melts into water that
fills up the base as Steve drills on. They finally crash out of the base's
wall. Steve and Claire then leap out and climb a ladder up to a helipad
because "maybe we can escape through there!"
OBJECTIVE: ESCAPE THE ANTARTIC BASE
-----------------------------------------------------------------------
HELIPAD
Steve urges you onto the stairs, but before you go, check the heliport
beacons on the bottom of the heliport (from the camera's view) to discover a
box of HANDGUN BULLETS and a FIRST AID SPRAY. When you're ready, take the
stairs.
Claire starts down them, but then she sees someone coming up in the opposite
direction, someone with heavy footsteps... It's Nosferatu, and he's coming
after you! The first time I saw this, I was wondering how he was going to
attack me, as his hands were tied behind his back. My question was then
answered as tentacles sprouted from his body. "Oooohhhh...so THAT'S how
he's going to attack me..." I said.
Anyway, Nosferatu swats Steve off the helipad like a fly before he can fire
a shot. Claire runs to look over the edge, but fortunately Steve did not
fall to the ground. He just managed to grab onto one of the heliport's
supports before he could fall. Claire says she'll help him after she
"wastes that monster!"
#######################################################################
BOSS FIGHT 3 - NOSFERATU
Nosferatu has two attacks. The first one is to swings his tentacle around
in a long arc, while dropping poison vapors that blow in the direction of
the wind. If you are poisoned, don't bother using a BLUE HERB because it
will have no effect on Nosferatu's special poison. The arc can also slap
you around. You might fall off the helipad and die when this happens. His
second attack is to grab you if you get too close. After he grabs you,
he'll throw you with a mighty toss. This can also end up killing you,
because you might fall off the helipad.
You should have the Sniper Rifle equipped. Note how Nosferatu has a large,
exposed heart in the middle of his chest. That is what you ought to aim
for. If you PRECISELY hit him on the heart, you'll get a special scene of
Claire taking Nosferatu out with a single bullet. Get behind Nosferatu,
then aim with R1. Use L1 to zoom in and out. When Nosferatu turns around,
you'll have a good shot at his heart, and his poison gas clouds won't be
distracting you. You only get the seven bullets the rifle comes with, so
don't waste them. Even so, you should use up all the bullets for the rifle
here. The reason is because you won't get to use this gun again after the
battle.
Be careful when sniping, as Nosferatu appears much farther away than he
really is when you look at him through the scope. If you stand still for
too long, he might suprise you by hurling you off the helipad, so stay
mobile while sniping. If you run out of bullets for the Sniper Rifle, then
use the M-100P'S. Fire constantly and Nosferatu will be too busy being
pushed back by the bullets to attack. It will take about a third of your
ammo to kill him even if you already used the Sniper Rifle, so I hope you
didn't waste a lot of ammo for the guns on the way here.
#######################################################################
After you win, Claire helps Steve up to firmer ground, and they both head
down the stairs. They discover a large snow-cat that they can use to travel
to the Australian observation base. They take off into the tundra.
Meanwhile, deep inside the base... Alfred staggers down a corridor,
promising to Claire that he will never forget what she has done. He
stumbles into a lab, muttering "Alexia..." Suddenly, the computers in the
lab activate by themselves, releasing a woman from a tube. It is Alexia.
Alfred's final words after this occurs are "Alexia...you're finally
awake...Alexiaaaaaaaaahhhhh......." He then slumps dead.
A tentacle then crashes out of the complex, streaking across the tundra at
lightning speed. Steve spots it in the rearview mirror as it approaches
their vehicle. Claire tries to evade it but the tentacle is upon the
snow-cat before she can even turn the wheel. The vehicle is then beaten up
and down with Claire and Steve rolling over each other.
Again the scene returns to the secret lab. Alexia sits on the floor while
she strokes Alfred's hair. On a monitor, she sees the snowmobile burning
up.
-----------------------------------------------------------------------
______ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| |___ |
| |_| | | |_| | | |_| | | | ___| |
| ___| | _ | | _ / | | |___ | - ROCKFORT ISLAND REVISITED
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
While all this mess is happening in Antartica, a boat arrives at Rockfort
Island. Somebody gets out and prepares to scale the cliff. It turns out to
be Chris Redfield. Leon managed to contact Chris, and despite what Steve
said, he DID come to help.
We hear a awesome music score as he scales the cliff. Chris is doing really
good, but at one point he accidentally grabs a loose rock. After it breaks
in his hand, Chris drops his bag in the water below and nearly falls
himself. However, he bears with the loss and continues on without the extra
gear. Eventually, he climbs over the lip of a ledge where a cave is.
___ __ __ ___ __ __ __ __
|\/||| | | |__||__|\_/ | |__||__|||\ |||\ || _ |__
| |||__ | | | || \ | | | \| ||| \||| \||__| | O
OUTER CAVES
As soon as Chris enters the cavern, an earthquake causes a rockslide,
sealing off the entrance. Well, looks like the search for Claire is off to
a real good start. :) Anyway, take the GREEN HERB and proceed around the
corner. Chris finds Rodrigo down here.
Rodrigo tells Chris about what happened and says that he helped Claire
escape. Chris thanks him for helping Claire, and then suddenly Rodrigo is
swallowed by the Gulp Worm that Claire saw in the MTF Courtyard! Chris says
to himself that he must save him. Run around the corner to find a Item
Chest. Take the BOWGUN ARROWS, the INK RIBBONS, then organize your
inventory:
- Custom Handgun
- Handgun Bullets
- Full Healing Item
Take the door nearby.
OBJECTIVE: DEFEAT THE GULP WORM
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GULP WORM CAVE
#######################################################################
BOSS FIGHT 4 - THE GULP WORM
This worm's no big deal. Basically, all it does is pop out of the ground,
and then it will do one of three attacks. It will try to hit you as it
dives into the dirt again, it will cause rocks to fall from the ceiling and
then dive into the dirt, or it'll do a quick surface and dive that's
difficult to evade.
Turn right and head for the area where the tunnel curves. Run in circles in
this area, and the Gulp Worm will have a difficult time hitting you. Watch
for where the dirt moves so you'll know where the worm is. It's real easy
as long as you keep running around, only pausing to shoot when the worm
surfaces.
#######################################################################
If you kill the worm in time, it will spit out Rodrigo and the worm will
die. Rodrigo repays the favor by giving you the Lighter that Claire gave
him in Part 1. He then dies.
After that happens, gather up all the goodies in the room, which are a GREEN
HERB, a BLUE HERB, a box of HANDGUN BULLETS, and a quiver of BOWGUN ARROWS.
You can see an elevator in one end of this room, but don't take it yet.
Instead, go back to the door you used to get in here.
SUBQUEST: FIND THE SUBMACHINE GUNS
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OUTER CAVES
Walk around the corner to the left, then check the wall to your right. You
will find a relief of a monk holding an unlit torch. A phrase written here
reads "Dedicate a light on my right hand." Use your light to light the
torch and a secret compartment beneath the statue will open, revealing two
SUB-MACHINE GUNS! Take them, and then go to the Item Chest in the area to
organize your inventory:
- Custom Handgun
- Handgun Bullets
- Full Healing Item
Leave the room.
END SUBQUEST
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OBJECTIVE: FIND THE BATTERY PACK
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GULP WORM ROOM
Note that the Gulp Worm's corpse has vanished...how long were we in that
other room anyway? Take the elevator at the other end of the passageway.
JEEP GARAGE
Kill off all the zombies in here, as you will be passing through this room
quite frequently. As the single door in this room is blocked by an
"unmoveable" barrel, you'll have to take the double doors.
TANK YARD
Do as Alfred did in the cutscene at the end of Part One and press the switch
on the back of the tank. It will roll aside and reveal the secret passage
that Alfred used to escape the island. Before taking the elevator down,
pick up the HANDGUN BULLETS someone carelessly left underneath the tank.
VTOL CORRIDOR
Run down this dull corridor until you collide with a cache of items. Take
the SHOTGUN SHELLS, the BLUE HERB, and the GREEN HERB. At the end of the
hall you'll find the door Alfred opened to get into his VTOL hangar. You
don't have the special key Alfred used to get in, so you'll need to do some
exploring. DO NOT pick up the BATTERY PACK yet.
SUBQUEST: FIND THE LUGER REPLICA
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VTOL OFFICE
Take the INK RIBBONS, SHOTGUN SHELLS, and the HANDGUN BULLETS from the desk,
then take the GREEN HERB and the ACID ROUNDS from the lockers. Free up your
inventory a little at the Item Chest, then examine the drawers in the back
corner with the helmet on top of it. This is a small puzzle that you can
solve to get Steve in Battle Mode after you complete the game. If you know
the proper way to mix a BROWN MIXTURE from herbs, then this puzzle is cake.
1. Open the red drawer.
2. Open the green drawer.
3. Open the blue drawer. (something unlocks)
4. Open the brown drawer to receive the LUGER REPLICA.
***NOTE***
This model of the Golden Lugers can't be used as a weapon, and serves no
purpose in the main story game. You only get it to unlock Steve in the
Battle Game. Stow it away in the Item Chest and forget about it for the
rest of the game.
***NOTE***
END SUBQUEST
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