NOTE: This guide now covers both the Dreamcast and PlayStation 2 versions of
Resident Evil CODE: Veronia (X).
__________ .__ .___ __
\______ \ ____ _____|__| __| _/____ _____/ |_
| _// __ \ / ___/ |/ __ |/ __ \ / \ __\
| | \ ___/ \___ \| / /_/ \ ___/| | \ |
|____|_ /\___ >____ >__\____ |\___ >___| /__|
\/ \/ \/ \/ \/ \/
___________ .__.__
\_ _____/__ _|__| |
| __)_\ \/ / | |
| \\ /| | |__
/_______ / \_/ |__|____/
\/
_________ .___
\_ ___ \ ____ __| _/____ /\
/ \ \/ / _ \ / __ |/ __ \ \/
\ \___( <_> ) /_/ \ ___/ /\
\______ /\____/\____ |\___ > \/
\/ \/ \/
____ ____ .__
\ \ / /___________ ____ ____ |__| ____ _____
\ Y // __ \_ __ \/ _ \ / \| |/ ___\\__ \
\ /\ ___/| | \( <_> ) | \ \ \___ / __ \_
\___/ \___ >__| \____/|___| /__|\___ >____ /
\/ \/ \/ \/
____ ____
\ \ / /
\ \/ /
\ /
/ \
/ /\ \
/___/ \___\
[ Title ] Resident Evil CODE: Veronica X™
[ Platform ] Dreamcast/PlayStation 2™
[ Version ] v1.00
[ Authors ] Brett "Nemesis" Franklin
[ E-Mail ] nemesis@flipmode.com
[ Plug ] http://nemmysresource.cjb.net
[ Updated ] October 6th, 2001
+---------------------------------------------------------------------+
| N O T I C E: |
| If you have any questions about Code Veronica, PLEASE check the |
| Walkthrough first (use Crtl + F to help you...), and then please |
| check the FAQ Section, because maybe your question can be answered |
| there. If then you STILL cannot find the answer to your question, |
| then e-mail me. But a word of warning: If your question CAN be found|
| somewhere in this document, then I will NOT respond to you. Please |
| try to help yourself before you come to me. I get over 40 e-mails a |
| day, and I do not have time to respond to e-mails asking me |
| questions that can be found in this FAQ. Thank you. |
+---------------------------------------------------------------------+
: : : : : : : : : :
+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+
T A B L E O F C O N T E N T S
+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+
1. INTRODUCTION
2. LEGAL STUFF
3. UPDATES/REVISION HISTORY
4. Controls
5. Walkthrough - Disc 1
5.1 - Prison
5.2 - Palace
5.3 - Palace Courtyard
5.4 - Submarine Docking Bay
5.5 - Submarine
5.6 - Airport
5.7 - Military Training Facility
5.8 - Palace
5.9 - Private Residence
5.10 - Prison
5.11 - Palace
5.12 - Private Residence
5.13 - Submarine
5.14 - Airport
5.15 - Submarine/Airplane
5.16 - Boss Fight: Tyrant 2
6. Walkthrough - Disc 2 (Dreamcast Version has 2 discs)
6.1 - Antarctic Base
6.2 - Boss Fight: Nosferatu
6.3 - Deserted Island
6.4 - Boss Fight: Gulp Worm
6.5 - Military Training Facility
6.6 - Sewers
6.7 - Military Training Facility Labs
6.8 - Military Training Facility
6.9 - Military Training Facility Labs
6.10 - Military Training Facility
6.11 - Antarctic Base
6.12 - Getting Serum for Claire
6.13 - Mini-Guide for Claire
6.14 - Boss Fight: Alexia 1st Form
6.15 - Boss Fight: Alexia
7. Claire's Maps
8. Chris's Maps
9. Main Characters
10. Quick Guide
11. Puzzle Guide
12. Items Chart
13. Weapons Chart
14. Ammo Chart
15. Enemies
16. Boss Guide
17. Herb Mixing Guide
18. Files
19. File Locations
20. Tips / Strategies
21. FAQ (Frequently Asked Questions)
22. Secrets
23. Rankings
24. Battle Mode
25. Spoiler Story
26. Rumors
27. Differences between Japanese and US
28. Credits
===============================================================================
1. INTRODUCTION
===============================================================================
Resident Evil Code: Veronica is awesome. The graphics are some of the
best ever seen in a videogame ever, and features many cool things.
One of the best aspects of the game are the enemies. The enemies are
very cool to look at, although fighting against them is another matter
altoghter. Resident Evil Code Veronica is so much better than the
"other" survival horror game for the Dreamcast: Carrier. Carrier is sloppy,
and a blatant rip-off of all the Resident Evil games of PlayStation
past. I mean, come on! Resident Evil created the Survival Horror genre with
the original Resident Evil for both the Saturn and the PlayStation (then
came the infamous Resident Evil: Director's Cut, which we will NOT talk about
at this moment...). Nothing will beat Resident Evil Code Veronica in
terms of graphics, sound, gameplay, and sheer "scary-ness". Nothing will come
close. Well, that is not until the sequel to Resident Evil Code Veronica
is released, and hopefully it will be on my beloved Dreamcast. Good
hunting!
Let me say this: If you were to purchase one game this year, just one
game,it had better be Resident Evil Code: Veronica. Like I said earlier,
ResidentEvil Code: Veronica is the best Dreamcast game this year, and probably
the best Dreamcast game of all time (which isn't very long though). If
you don't have it yet, I have two things to say to you:
1) Why the hell you you reading this? :p
2) Go out and buy it now!!!!!!!!!!!!!!!!!!!!!!
There, I said it. Now stop reading this and go and buy Resident Evil
Code: Veronica at this very moment.
Resident Evil Code Veronica is one of the greatest Dreamcast games
this year, if not the best, and is definatly the best Resident Evil
game of all time. It's an actual sequel, unlike Resident Evil 3:
Nemesis. This guide was based on the Dreamcast version of RE:CV, but will
also work for Resident Evil CODE: Veronica X for the PS2.
===============================================================================
2. LEGAL STUFF
===============================================================================
This FAQ can only appear on the following sites (w/out having to ask me):
• GameFAQS <www.gamefaqs.com>
• Cheat Code Central <www.cheatcc.com>
• GameSages <www.gamesages.com>
• Vgstrategies.com <http://vgstrategies.about.com>
• GameShark.com <www.gameshark.com>
• The Resource <http://nemmysresource.cjb.net>
• Happy Puppy <http://www.happypuppy.com>
_____________________________NOT WWW.MEGAGAMES.COM_____________________________
If anyone finds it on any other site or MegaGames.com, please inform me ASAP.
E-Mail Address: nemesis@flipmode.com
Copyright:
© Copyright 2001 Brett "Nemesis" Franklin. This FAQ and everything
included within this file cannot be reproduced in any way, shape or
form (physical, electronical, or otherwise) aside from being placed on
a freely-accessible, non-commercial web page in it's original, unedited
and unaltered format. This FAQ cannot be used for profitable purposes
(even if no money would be made from selling it) or promotional
purposes. It cannot be used in any sort of commercial transaction. It
cannot be given away as some sort of bonus, gift, etc., with a purchase
as this creates incentive to buy and is therefore prohibited.
Furthermore, this FAQ cannot be used by the publishers, editors,
employees or associates, etc. of any company, group, business, or
association, etc., nor can it be used by game sites and the like. It
cannot be used in magazines, guides, books, etc. or in any other form
of printed or electronic media (including mediums not specifically
mentioned) in ANY way, shape, or form (including reprinting, reference
or inclusion), without the express written permission of the author,
myself. This FAQ was created and is owned by me, Brett Franklin. All
copyrights and trademarks are acknowledged and respected that are not
specifically mentioned in this FAQ.
This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't
want it to be put up on any other web site and am not above explaining
this to your ad banner guys or whoever else I can get ahold of if you
decide to violate this disclaimer.
To continue, this FAQ and everything included herein is protected by
the Berne Copyright Convention of 1976, not to mention International
Copyright Law. Remember that plagiarism is a crime, and that this is a
copyrighted work--stealing from this guide is putting yourself at risk,
plain and simple, because the law is on my side. If you would like to
contribute to this FAQ (you will be credited,) please e-mail me, as
well as any questions, comments, or corrections, to the address above.
===============================================================================
3. UPDATES/REVISION HISTORY
===============================================================================
-----------------------------------------------------------------------------
Version: 1.00 (10/06/01)
-----------------------------------------------------------------------------
• Updated the guide to better fit the PS2 version of the game.
===============================================================================
4. Controls
===============================================================================
Run........This helps you go faster and avoid confrontation with
baddies
Shoot......This allows you to shoot enemies
Action button...This allows you to perform an "action" like pushing
something or opening a door.
Aim........Allows you to aim your weapon
-=-=-=-=-
Controls:
-=-=-=-=-
Dreamcast version:
Move Character..........Analog Stick
Start...................Button Option menu/Skip movie/Cut-scene
X.......................Action/Confirm selection
Y.......................Map Screen
B.......................Status Screen/Cancel
A.......................Run (with D-pad UP)/Cancel selection
L Trigger...............Aim/Change targets
R Trigger...............Ready weapon (press and hold)
PlayStation 2 version:
Start...................Pause
Select..................Skip FMVs
Square..................Cancel your menu selections
Triangle................Map
Circle..................Fire
X.......................Fire your weapon or examine items and open doors
R1......................Hold to Aim your weapon
L1......................Change target
===============================================================================
5. Walkthrough - Disc 1
===============================================================================
+-----------------+
| P R O L O G U E |
+-----------------+
The mid-western town of Raccoon City
was completely decimated by the
T-Virus outbreak, and incident instigated
by the international
corporation:
Umbrella.
Claire Redfield, who traveled to
Raccoon City in search of her
lost brother Chris,
managed to
escape from
the city
along with rookie
police officer Leon S.
Kennedy.
But their ordeal is only a
prelude of things to come.
Now, 3 months later...
+------------------------+
| E N D P R O L O G U E |
+------------------------+
--------------
5.1- PRISON:
--------------
After viewing the AMAZING FMV sequences, you'll find yourself in
a prison cell, along with a man who has captured you. You'll need to
equip your lighter in order to activate the next real-time FMV scene.
The man will tell you something about the prison being taken over, and
that you're free to go. He then passes out because of blood loss. You
will now take over as Claire.
Once you have the lighter equipped, walk over to the corner of the room
that's right across from the man. You'll find some handgun bullets. Once
you've collected these, walk over to the desk and you should find a
combat knife. This will be your first weapon, and you'll need it. After
getting the combat knife, head back into your cell, and you should see a
green herb towards the back of the cell. Pick this up then leave the
room.
In this hallway, you'll see a typewriter and an ink-ribbon. Collect the
ink-ribbons, save your game (just to be sure), grab the handgun bulltes
from the ground next to the table, then head up the stairs at the other
end of the hallway.
Once you go up the stairs, you'll find yourself outside, in a graveyard
in the rain. As you walk forward, there will be a short cut-scene
involving a briefcase falling out of the burning plane or something.
Then tons of zombies will emerge from the ground. Avoid these guys, then
head over to the opposite door.
In the courtyard, you'll encounter Steve Burnside. After a brief cut-
scene, he'll leave, and you'll be all by yourself again. But by the end
of the cut-scene, you'll have a handgun with 12 rounds. Head over to the
dead zombie where you picked up the handgun to collect some more handgun
bullets. Now exit through the unlocked door.
Here, head over to the wooden walkway, go to the end, and grab the green
herb. Now go through the wooden door near it. In this room, there will
be three zombies. Kill them, then go up the wooden stairs and collect
the green herb on the table. Now go back down, go around the table in
the middle of the room, and collect the handgun bullets that are on the
shelf. Now go towards the back of the room, and grab the Prison Map
that's on the wall near the sink. Now go through the door that's to the
right of the one that you entered.
In this room, you'll pass by some bunk beds, and on one of them there is
a Prisoner's diary. Collect it, then go to the end, then go right, and
you'll see some handgun bullets on a shelf. Immediately after getting
the bullets, a zombie will bust through the door, and he'll drop two MP-
100s (automatic pistols). Kill him and the other two zombies, then
collect the automatic pistols. Go into the shower area, and get the
bullets in the end shower. Now exit the way you came, then go around the
building, and go through that door.
In here, you'll need to place any metallic items in the security box. Do
this, then go to the other end. Go past the second security box, then
grab the flame rounds to the right of it. Go a little bit further to
find some BOW Gas Rounds. Now look on the table to find a first aid
spray and a User's Manual for the 3-D duplicator. After getting these
items, go into the next door that's to the left of the second security
box.
Right when you enter this room, you'll spot a piece of paper right in
front of you. This is a Fax On The Faculty Access Application. Collect
it, file it. Now walk a little bit farther into the room, and you'll
encounter Steve again. After the short cut-scene involving Steve
storming out of the room, turn around and search the desk with the
computer. A drawer should open up, and you'll find the Hawk Emblem. Now
collect the Ink Ribbon near the typewriter. Now go to the glowing blue
switch on the wall, and turn it on. Go back to the previous room, the
one with the 3-D duplicator, and place the Hawk emblem in it. Now place
any metal items you have in the security box, then go back through the
security hallway, grab some weapons from the first security box, the go
back outside.
Once outside, head over to the steel shutter that was previously locked.
Zombies! Kill off the two in front of you, grab the fire extinguisher,
then either run by or kill the othre zombies. Now go into the cage that
the zombies broke out of. In here you'll find a gullotine. Grab the
Padlock Key from the gullotine, and head all the way back to the
graveyard.
Once in the graveyard, use the Fire extinguisher to put out the fire
where the briedcase was, then grab it. Now go to your inventory screen,
then examine the briefcase by turning it so that you can see the top end
of it (you know, where the handle is). Here you'll find a button. Push
it, then you'll see that the TG-01 was in it the whole time. Now go back
to the route to the 3-D duplicator.
Go past the graveyard, but when you enter the area with teh zombie dogs,
immediatly go right and through the gate. It will be locked, but you
have the key to open it. Now go through the door to the right of the
open gate. You will now see that you are back in the area where the
gullotine was. This route is a shortcut, and will help you avoid those
pesky dogs. Go ahead, and go into the lab area again, and place all of
your metallic items in the security box again, then head down to the 3-D
duplicator.
Go to the 3-D duplicator, then place the TG-01 into the maker to the
right of the actual scanner, and it will create it. Now you have a 3-D
duplicate of the Hawk emblem that won't set off the metal detector!
After you have collected the duplicate Hawk Emblem, attempt to leave.
Three zombies will break in! Now might be a good time to save your game
in the office where you met Steve, but it's your choice. When you
attempt to exit, you'll have to avoid the zombies, because you have no
weapons. After avoiding the living dead, grab your stuff from the first
security box, then head back out to the graveyard (the place where you
first met Steve). Go to the large gate, and use your duplicated Hawk
Emblem on it to unlock it. Go through it.
Noticed that it stopped raining? Weird. Anyways, you are now on the Iron
Bridge. As you walk forward, go down the stairs to the left of you,
right before the jeep. Walk along the metal catwalk, and grab the two
green herbs at the end. Run down the bridge and check the jeep for some
handgun bullets. Now go back to where the fire is. See that white crate
nearest to the bridge? Push it towards the fire, and when it can't go
any farther, push it to the left, towards the other crates. When you
have done this, climb on top of the crates, and use them to walk over to
some stairs. Go up the stairs to escape from the prison.
-------------
5.2- PALACE:
-------------
Go forward, past the zombies, and go up the stairs at the end of the
path and through the gate. Avoid the dogs here, then go right up the
stairs, grab the green herb, then go into the large door. You are now in
the Palace. Once you are inside, go down the small flight of stairs, and
take the large set of stairs to Claire's right. At the top of these
stairs, go right again and up another small flight of stairs. Once at
the top, go through to door. Here is a great stopping point. In this
room there is an Item Box and a typewriter to save your game. But before
you save your game, you should grab the Secretary's Note on the table,
the green herb at the end of the hallway, then push the chest near the
green herb out of the way to find an ID Card, grab the Ink Ribbons near
the typewriter, and the handgun bullets on the shelf behind the
typewriter, near the Item Box. After doing all this, deposit whatever
you need to, then save your game at the nearby typewriter.
Ok, now once you've saved your game and you're ready, leave the save
room. Now go back downstairs to the main room where you first entered
the Palace. Go over to the computer on the desk near the stairs. Grab
the handgun bullets on the desk, then go to the computer. Go into your
inventory screen and check the ID Card. It should have the code "NTC0
394" on the back of it. You must use this code in the computer to unlock
a door in the main room. After entering this code, the security lock
system will become deactivated. Discard the ID card, then go into the
blue door thats to the left of where you first entered the Palace. In
here, you'll find some bats. Use your lighter to keep them away, then
grab the First Aid Spray on the sink, and the handgun bullets in the
bathroom stall behind the sink. Towards the back of the bathroom is the
duralumin case. Collect it, then go back to the main room.
Once in the main room, go into the door that you just unlocked with the
computer. In here there will some zombies, so be prepared. After you've
killed the zombies, grab the handgun bullets near the door, next to a
vase. Now run to the end of the hallway, grab the red herb, then go back
to the save room to put away the duralumin case into the Item Box,
because you won't be needing it until you get some lockpicks. Now go
back to the hallway where you got the red herb, run to the end, and head
into the door at the end.
In this room, you'll need to grab the handgun bullets on the table. Now
go over to the small display case with the ant in it, with the glowing
blue button. Push the button, and you'll get to see a short FMV with the
twin sisters pulling the wings off a dragon fly, and then feeding the
dragon fly to some ants. Anyways, after this is over, the giant display
case with the tank in it will move, revealing a hidden door.
In this room you'll find a steering wheel right as you walk in. Take it,
then go to the back and look at the two Golden Luggers. Ohhhhh. If you
take them, the room locks up and it turns really hot in there. You can
always put them back when you want to. After looking at the Golden
Luggers, leave the hidden room, and head back to the main room.
In the main room, try to leave through the main doors. But wait! You
hear Steve yelling for help! Go back to the display room (the one with
the Golden Luggers). You'll find that Steve has decided to take the
Golden Luggers, and he's trapped. To help him, you'll have to solve a
puzzle. Go to the control panel next to the Tank display case, and
examine it. You need to match up two of the six items that are the same
type of thing. Here's what it looks like:
_______ _______ _______
|A | |B | |C * |
|_______| |_______| |_______|
_______ _______ _______
|D | |E * | |F |
|_______| |_______| |_______|
A- Ship
B- Ant
C- Gun <----\
D- Knife |
E- Gun <----/
F- Airplane
You need to match up boxes C and E, because they are both guns. The
diagram above shows which boxes you have to match up. They have the *'s
in them. After a brief conversation with Steve, head back to the main
room.
Here, you'll immediately enter a real-time cutscene where you'll
encounter Alfred Ashford. He'll babble on about some stuff, then he'll
leave. After this cut-scene, go back to the Item Box and leave some
stuff behind, because you'll need to make some room in your inventory.
Now leave the Palace through the main doors, then head outside.
-----------------------
5.3- PALACE COURTYARD
-----------------------
Out here, go down the steps, and run forward until you see a flashing
green object on the ground. This is the Navy Proof. Pick it up, then go
back to the gate in that you didn't go into yet, and it should be open
already. Go through it.
----------------------------
5.4- SUBMARINE DOCKING BAY:
----------------------------
You will go down some stairs, and you'll find yourself in a docking bay.
At the foot of the stairs, go to Claire's left, and go underneath the
stairs, in a small room, and grab the Handgun bullets and the Palace map
on the wall. Now go back past the stairs, and at the end you'll find a
control panel. You'll use this in a second, but first grab the Bow Gun
Arrows near the control panel. Now go back to the control panel, and go
to your inventory screen and use the steering wheel on it. A submarine
will emerge from the water. Go into the submarine.
------------------
5.5- SUBMARINE:
------------------
Once in the submarine, go behind the ladder to find the Side Pack. This
nifty item allows you to carry two more items. Cool. Now go and push the
lever to go down into the depths of the sea.
-----------------
5.6- AIRPORT:
-----------------
Once out, go down the flights of stairs and follow the white line on the
ground and go through the door. Go to your right, kill the zombies, and
grab the handgun bullets that are on the couch. Now head through the
door near the fish tank. In here, equip your lighter to keep the bats
away, and examine the control panel. Hit the button, and a lift will
come up. Now examine the control panel on the lift, and use your Navy
Proof on it. You still need two more proofs to get the lift to work.
Now head back to the main office, and go the other way, grab the Ink
Ribbons on the boxes, and go through the shutter door. Now run across
the bridge and through the other shutter door. In here, you need to go
to Claire's right, and use the lift to go upstairs. In this small room,
there is a control panel that moves a giant hook. The object of this
puzzle is to use the hook to remove the giant box in the upper left
corner of the room. The hook only moves two ways-left and up-and you can
only use each movement once. So all you have to do is push Up until the
hook can't go any farther, then push left until it can't go any farther.
Once it's over the box, the hook will automatically lift the box up and
move it out of your way. After this is done, go back down the lift and
go to where the box was taken away from.
Now hit the switch that was near the box. This will bring up a large
lift, along with four zombies. Run away to put some distance in between
you and the zombies, then kill them all. After they're dead, go onto the
giant lift to find a Biohazard Card and some more Bow Gun Arrows. Now
you need to get to the Military Training Facility. To get there, use the
submarine to get back to the surface, and go back to the Palace
courtyard. Once there, pass the Palace entrance, and go back to the gate
at the other end. Either run past the zombies or kill them, then go down
the path, then go to Claire's left and around the corner. Go through the
small door.
---------------------------------
5.7- MILITARY TRAINING FACILITY:
---------------------------------
Here you'll encounter a GIANT worm. Just avoid him, and go through the
giant double doors that are right behind him, to Claire's right. When
you enter the Military Training Facilty, go right and up the stairs.
Once at the top, go down the short hallway and through the door. In this
room, you'll find the Bow Gun on a table, along with a memo. Pick up
both. As you try to leave, a cut-scene will come up, showing a guy
getting decapitated. The alarm will go off. Now head back downstairs.
As you leave the room, another alarm will go off, and Claire escapes in
the nick of time. Once you are at the end of the stairs, go through the
first door to your right.
This is the Copy room. In here there will be a zombie playing dead on
the ground near the door. Kill him before he can grab you, then grab the
green herb behind him. Now kill the other two zombies in the room, then
collect the Bow Gun Arrows on the desk. After getting these, head
towards the back of the room. There is a locked locker that you can't
open just yet. Go back to where you got the arrows, and you'll see
glowing blue light on the control panel. Push it, and you'll print out a
map of the Military Training Facilty. Take the map from the copier, then
leave.
Back in the Main room, grab the Red Herb on the chair, and search the
phones for some more Bow Gun Arrows. After getting this stuff, go
through the wooden door at the end of the hall. This is the Locker Room.
Kill all of the zombies (there are five), then search the two open
lockers for some Bow Gun Arrows, then run around to the back of the room
and search the rotting corpse for some more Bow Gun Arrows. Go through
the door next to the corpse.
This is the Sauna Room. There is a zombie in the Sauna as you enter, so
kill him then go down the stairs. Once you get to the bottom of the
stairs, go to the pool of water, press the Action button to jump in, go
to Claire's left, and turn the valve to shut off the fountain. Once the
fountain is off, go and pick up the Key with Tag that's at the bottom of
the pool. Now head back to the Copy Room.
Remember that locked locker in the copy room? Well now you can open it
up. Just use that Key with Tag you found in the Sauna Room on it, and
you'l find some Bow Gun Powder.
Now go back to the main hall. Go to the end of the hall, and use that
Biohazard Card on the shutter door. Go down the hall, and out the door.
Outside you'll encounter Alfred again. He'll attempt to shoot you. Avoid
his shots, and climb the stairs. He'll run away as you go up the stairs.
Now follow him through the door he went through.
Here in the hallway, collect the two boxes of handgun bullets on the
boxes at the end of the hallway, then go into the Save Room to your
right. It's the steel door.
In the Save Room, grab the green herbs-behind the desk and near the
couch, and get the Ink Ribbons from the desk, and get the Hemostatic
Pills from the couch. You'll need these to give to that Prison Guard
later. Now put some stuff back into the Item Box, and make sure you have
some good weapons equipped and 2-3 spaces open in your inventory. Now
use an Ink Ribbon and save your game. This is a good place to stop for
now.
After saving your game, leave the Save Room. Go through the door to your
right. But wait! As you try to leave, Alfred locks you inside! Jerk.
Anyways, go through the door that you tried a second ago. Once inside
here, go to Claire's left, and you'll find some Sub-Machine guns.
They're empty, but Claire spots some ammo downstairs. Try to go
downstairs, but as you try to go, the door locks, and a gate opens. A
Bandersnatch enters, and you are forced to fight with him. Use your MP-
100s on him, and it should be pretty easy. After killing him, go
downstairs and through the unlocked door.
Wait! As you attempt to leave, a cut-scene comes on, and something cool
happens. I won't tell you because I don't want to spoil it for you.
After the really long cut-scene, you'll trade your Sub-Machine guns with
Steve for his Gold Lugers. Yes! But once Steve finds out that there is
no ammo for them, he is determined to get some. After another cut-scene,
you will take control of Steve for a moment.
Inside the first room with Steve, kill all of the zombies with your
brand new Sub-Machine guns. After killing all the zombies, go through
the door on the right, the one next to the large gate. In here, kill all
of the zombies again. You can aim for the barrel so you can blow up all
the zombies that are around it. Now head up the small flight of stairs,
and through the door at the top.
Now as you run down this hall, another cut-scene begins. Okay, after you
take control of Claire again, follow Steve through the door, then meet
with him on the wooden walkway. Yikes! You and Steve fall through, and
another cut-scene starts. After the long cut-scene, you will take
control of Claire once again.
Go around and grab the handgun bullets that are on the crates. Now exit
through the wooden door that's next to the jeep. In here, you'll
encounter more zombies. Kill them, grab the handgun bullets, then go
through the next door. In here, you can save your game if you wish.
Next, grab the Eagle Plate from the wall then go back to the garage with
Steve and the Jeep. Once in the garage, exit outside through the large
double doors. Outside, kill the dogs, then grab the Bow Gun Arrows that
are out here. Now go through the nearby door that you can unlock. Once
here, avoid the giant worm, and go through the big double doors and
back into the Military Training Facility. Be sure to have the Biohazard
Card, because you'll need it. Now go the end of the main room, and go
right and use the Biohazard Card to unlock this gate.
Go down this hall, and out the door at the end. Out here, avoid the dogs
and go up the flight of stairs. Use the Hawk Emblem on the blue shield-
shaped stone. An Emblem Card will be revealed. Take it, then go all the
way back to where Steve shot his zombie dad. Now go through the door
next to the Jeep, and take the elevator to the 2F.
Go out of the elevator, then use the Emblem Card on the shutter gate
down the hall. Go up the stairs to your right, and examine the flashing
white screen. This screen tells about the Albinoids. Creepy. Now take
the grenade round next to the chair, then go back down the stairs. Go
over to the control panel and grab the green herbs. Now examine the
flashing computer. You will now be able to control a security camera.
Use X to zoom in on things. Find the red picture to the right of the
room and zoom in on it and read the numbers: "1126". Remeber that number
for later. Now grab the Army Proof from the desk, then exit the camera.
Kill the now alive zombies. Now use the door that's across from the
stairs. You are now outside. Go back to the main room of the Military
Training Facility.
Once back here, go to the closed gate that's near the entrance and use
the Biohazard Card on it. Go up the stairs and into the lab. Use the
number that you read from the Red Picture as the code to the lock. After
releasing the lock, go into the room.
Go to Claire's right to get some Acid Rounds. Run over to the picture
and take it. Immeditely after getting the picture, an Albinoid escapes
into the vents. You now have 44 seconds to escape. Run for your life out
the door and down the stairs. Now go all the way back to the garage
where Steve shot his dad.
Once here, use the door near the Jeep and go to the room with they
typewriter and the painting in it. Once there, go to the spot on the
wall where you first grabbed the Eagle Plate and use the Skeleton
Painting on it. This will reveal a hidden room. On the counter there is
a Gold Key. Take it. Now go back and use the elevator, and ride it to
B1F. Go across this bridge and out the door on the other side. Now go
past the green gas, up the stairs, and out the door. In here, use the
Emblem Card to open up the gate and take the Grenade Launcher.
Now head back to the elevator, go to 1F, and go back to the Courtyard
with the giant worm. Once here, exit through the steel door at the other
end of the courtyard. Now go around the bend to the right, and head back
to the Palace. On your way back, you'll encounter two Bandersnatches.
Avoid them, then go up the stairs. Now you are back in the Palace
Courtyard. Avoid the dogs (if you can) and go in the Palace Main
Entrance.
--------------------
5.8- PALACE:
--------------------
Once inside, avoid the zombies and head to the wooden door
that's almost behind the main desk. Once here, go down the hallway, and
go right. You should see some double doors. Use the Golden Key to unlock
them. Go inside.
This is the infamous Seven Paintings Room. This puzzle was difficult for
many gamers who imported the Japanese version of Code Veronica. Here's
how to do it:
_Solution to the Seven Paintings Puzzle_: About five hours in on the
first disc you'll find a room with seven paintings, each with a switch
below it. In order to solve the puzzle you must press the switches below
each painting in the correct order. Below is the order in which this
must be done:
1. Painting of the Woman
2. Man with two babies
3. Man by himself
4. Man with plate
5. Man with book
6. Man with candle
7. Big painting
After solving this puzzle, the wall with the large painting will turn
around, revealing a new painting and a vase. Take the vase. Now go into
your inventory screen and rotate the vase until you can see inside it.
Check to see what is inside...you'll find the Queen Ant Object. Now head
back upstairs to the save room.
Once inside the save room, get the Gold Lugers and get plenty of
firepower. Save your game and do whatever you need to do. Now go to the
golden door at the end of the hallway. Place the Golden Lugers in the
door to unlock it. Now go inside. Grab the handgun bullets if you need
to, then examine the memo next to the computer. You will need to
remember this code:
1) Left, Right
2) Left
3) Right
4) Right, Right, Right
This code will be used on the music box. Go over to it, and you'll see
two buttons: Left and Right. Now first enter the first direction: Left,
Right. It will land on a number: 1. Now enter the second direction:
Left. This will bring up 9. Enter the third direction: Right. This will
bring up 7. Now enter the last direction: Right, Right, Right. This will
bring up 1. This acts as the code for the computer. The code is "1971".
Go over to the computer and enter this as your password.
Entering the password correctly causes the music box to move, revealing
a hidden doorway. As you try to go, a Bandersnatch jumps through the
window. Kill him first, then go into the hidden passageway. Pick up the
blue herb then go through the door at the end of the hall. Continue
through until you reach the stairs. Go up these stairs. Kill the two
Bandersnatches with your MP-100s right when you see them. After they are
dead, go up the stairs, grab the red herb next to the stairs, then go
through the double doors.
------------------------
5.9- PRIVATE RESIDENCE:
------------------------
You are now in the Private Residence. It's freaky here. Go to Claire's
right, past the stairs, and through the red door. Right when you enter
this room, kill the Bandersnatch. Grab the Bow Gun Arrows on the mantle,
get the handgun bullets near the door, then go back to the main room and
go up the stairs.
At the top of the stairs, there is a small table. Take the First Aid
Spray off of it, and get the handgun bullets from the ground. Now go
through the door at the end of the landing. After the cut-scene, go into
the door to Claire's left. Inside here, examine the music box and turn
it off. The lid will close and the bed will rise. Take the Silver Key
off the bed, then climb up on top of the bed and climb the
ladder...well, it seems that its sealed. Head back off the bed and into
the hallway outside of Alexia's bedroom. Here, grab the green herb and
the handgun bullets. Now run all the way back to the Palace.
Back at the Palace, leave the Save Room, and go across the landing, past
the main stairs, and use the Silver Key to unlock the door across from
you. You are now in the Casino. Here you'll find some green herbs, and
some handgun bullets. Head back to the Save Room and put back anything
you need to. Make sure to take the Hemostatic Medicine, because you'll
need it soon. Now head back downstairs. Go into the room that's almost
right behind the computer desk. Once past this door, you should be in a
hallway. Use the Silver Key to unlock the double doors right across from
where you entered, equip either your MP-100s or your grenade launcher,
then go inside. In here, there are some Bandersnatches. Kill them. Now
run to the center of the room and grab the Eagle Plate off the ground.
There is also a Hunk's Report on the desk near the large screen. There
are also some handgun bullets on a chair towards the back of the room.
Pick these up if you need them.
-----------------
5.10- PRISON:
-----------------
Now go all the way back to the Prison. Run by the Passage outside of the
Palace and go to the Iron Bridge. Now go all the way back to the Cell,
where that guy was passed out because he needed his medicine. Make sure
you have the lighter and the hemostatic pills. A cut-scene will begin
with both Rodrigo and Claire. Claire will give him the lighter and
Rodrigo will give Claire a lockpick. Now go back to the area with the
Gullotine cage.
Once there, head into the Lab area in the door past the roll up shutter
gate, and take out anything that you might have left in the security
box. If the extinguisher is in there, take it with you, and place it in
an item box ASAP. Now exit and go into the gullotine cage, and use the
Eagle Plate on the door. Two zombies will emerge. Kill them, then go
through the door. Continue forward to find a chain-linked door. Go
through it. There are some handgun bullets here, and if you climb over
the crates, you will find an Item Box. Now push the crate over to make
the door accessable. Go inside this door.
You are now in the communcations room again. Use the typewriter to save
your game. Now go and get everything out of the second security box,
then put all of your extra stuff back in the Item Box. Now go back
through the gate where you came from.
Go back down the path, turn right, grab the green herb, then enter this
wooden door. Inside, you'll find some handgun bullets, and a First Aid
Spray in the cabinets. Go to the back, turn right, and use the back
door. You are now in the torture room. Kill all of the zombies, and grab
the handgun bullets in the back on the room, on the table. Also in the
back of the room is another duralumin case. Pick it up, and examine the
lock on it. Use the lockpick to open it up to reveal the M93R parts.
Just combine these with the handgun to create the custom handgun. Go
back to the medical room. There will now be some more zombies. Kill the
doctor zombie to get the Glass Eye. Go to the north western part of the
room and use the eye on the fake body that is missing an eye. This will
reveal another hidden stairway. Go down these stairs.
Now run down this passageway, and do it fast because there are bats
around. Get the green herb on the way, then use the door at the end.
Inside here is another torture room. Kill the three zombies, and get the
Arrows and the handgun bullets that are in here. Now go down the other
flight of stairs. Inside this room are some statues. Pull the Rusted
Sword from one of the statues. The room will then fill up with gas. Push
the lever in the middle of the room counterclockwise before the room
fills up with gas. Now use the Rusted Sword on the hole on the statue
where you got it from. A zombie will pop out, so kill it, then grab the
Piano Roll. Now go all the way back to the Palace.
-------------------
5.11- PALACE:
-------------------
Once at the Palace, go back to the Casino. Use the Piano Roll on the
piano. A slotmachine pops open. Sucess! You have gotton the King Ant
Object. You now need to go back to the Private Residence, but before you
do that, save your game.
--------------------------
5.12- PRIVATE RESIDENCE:
--------------------------
Once there, go upstairs to Alexia's Room, and examine the Music Box and
grab the Music Box Plate. Now go to the other side of the hallway and
into the other bedroom. Look on the desk for the Message Card. Now use
the Blue King Ant on the music box, and when it opens, place the Music
Box Plate inside it. A ladder will be revealed.
Now climb up the latter. You are now in the Secret Playroom. Here you'll
find a green herb on the ground, and a Silver Dragonfly near it. To make
it into a key, examine it, and tear off it's wings. Now its a key. Now
use the key on the giant ant painting across from the carosel. At the
top of the carosel, if you go left, you'll find the Newspaper clippings.
Then push the box towards the glass case, and climb up it to grab the
Confession Letter on the shelf. After reading it, you'll get the Air
Force Proof. Now save your game at the nearby typewriter. Whew. I'm
beat.
Ok, now head back down the ladder. Now go back down the second ladder.
Now as you leave the room, another cut-scene will come one. After this
cut-scene is over, you'll be in Alfred's room. Examine the blond wig on
the Music Box and...another cut-scene. Once this short one is over, the
self-destruct alarm goes off, and you'll need to get to the Airport. Now
go back to the Palace as fast as you possibly can. Now back at the
Palace, go into the Item Box and grab the other two Proofs, because
you'll need them. Once you have what you need, leave the save room. Now
leave the Palace through the main doors.
----------------------
5.13- SUBMARINE:
----------------------
You'll meet up with Steve again. Follow him to the submarine. Now follow
him into the room with the lift. In here, place the Air Force and the
Army Proofs into the remaining slots on the lift. You and Steve will
then enter the plane. Great! Now Steve tells you that you can't leave
until the bridge is raised. That's your job. Grab the lever near the
cockpit, then exit the plane.
------------------
5.14- AIRPORT:
------------------
Now run back into the room with the fish tank. Run around the desk
and go through the shutter door at the end. Now run across the bridge
and through the door at the end. Here, go right and use the lift to
go up. Once here, go through the door that's near the computer. In
here, use the lever on the control panel right in front of you. The
bridge should rise. Go across the bridge and through the door at the end.
In here, go forward to see some corpses. Pick up the Airport Key from
one of them, then go back and check the cabinets near the door. Use the
lockpick to open one of them and to find some First Aid Spray. Now go
back to the lift and go downstairs. Once here, look for the door with a
gate over it. It should be right next to the lift. Use the Airport Key
to open it then go through the door. You are now in another save room.
In here, pick up the handgun bullets, the grenade rounds, and the two
herbs. You might want to save your game while you're at it.
Now run over to the crates that are blocking the elevator door. Push the
one that's already underneath it all the way underneath the door, then
run around and push the other crate to the end towards the far wall,
then push this crate underneath the elevator door too. Now face the
elevator and press the action button. You'll ride on the elevator, and
you'll find that you have only 5 minutes until the place blows up. When
the elevator stops, go to Claire's right, and through the door. Once
here, take the path (up) towards the Palace. After the very-brief cut-
scene, the Tyrant enters. Shoot him until he goes down, then when he
gets back up, shoot him until he falls all the way down on his face. Now
run past him and go up the stairs. Run past the Palace, and go down the
stairs that lead to the submarine. Run over to the submarine, and enter
it.
--------------------------
5.15- SUBMARINE/AIRPLANE:
---------------------------
Now run to the lift and go into the airplane. After the long cut-
scenes, save your game at the nearby typewriter, equip yourself with all
the ammo and healing items you have, then enter the cargo room at the
back of the plane.
----------------------------
5.16- BOSS FIGHT: TYRANT 2:
----------------------------
#~#~#~#~#~#~#~#
BOSS: Tyrant 2
#~#~#~#~#~#~#~#
Okay, the Tyrant is a pretty tough boss, mainly because seems
unstoppable. Your main objective is to keep the Tyrant at bay (near the
opening in the back of the plane), and when the blue light turns blue,
hit the button to launch the crate and push the Tyrant out with it. Here
are some strategies for him:
-Use the Bow Gun Arrows against him. If you shoot enough of these at
him, he'll stay away from you.
-If run out of Bow Gun Arrows, use grenade rounds or any type of rounds
against him. Just make sure you keep him away from you.
-Make sure you have plenty of healing items (herbs, First Aid Spray),
because the Tyrant can do some SERIOUS damage.
-Avoid him at all costs. Don't let him trap you in the corner near the
door, or else you're toast (I'd know...). Run around a lot and keep him
away from you.
-Don't ever let him near you if you are near the cargo door, or else
he'll throw you off the plane, and it's game over for you
-Make sure your game is saved from the airplane cock-pit
-Make sure you have at least 20 Bow Gun Arrows, this way you have enough
ammunition to keep him away long enough so you can run around him and
lure him out to near the cargo door...
-Don't try to press the button unless it's blue, because it will have
recharge, and you'll have to wait longer
-Watch out for his attacks. If he hits you more than once when you are
at Fine Condition, then heal immediatly, because one or two more hits
and you'll die. End of story.
-If you can, tear up the Tyrant so badly that he starts to bleed
everywhere, then go and hit the blue button
-Don't go near him when you press the blue button, or else you're dead
-Lure him out. Run around the back of the plane, and when he's far
enough from the blue button, wait for him to take a swipe at you, dodge
it, then run over to the blue button and press it. Say goodbye to mister
Tyrant.
After the long cut-scenes and FMVs, you'll be prompted to insert the
Second Disc. Go on!
===============================================================================
6. Walkthrough - Disc 2
===============================================================================
---------------------
6.1- ANTARCTIC BASE:
---------------------
Alright, now after the cut-scenes, you will take control of Claire once
again. I know, you probably thought that you would be taking control of
Chris right away, but it doesn't work that way. You'll get Chris later,
so for now you'll have to be satisfied with Claire. Again. You are now
in the Antarctic region. Antarctica. You are in the Antarctic Transport
Terminal Basement. Wow. You really went far in your flight. After you
and Steve wake up from your little sleep, you'll exit the plane.
Once you are out of the airplane, run underneath the crashed airplane
and run over to the nearby ladder. Now go down the ladder. At the foot
of the ladder, you should see some double-doors to the left of Claire.
Run past these and go into the door that are past the stairs.
Now you are in another bunk room. It's kinda dark in here, don't ya
think? Anyways, run towards the back of the room, past the beds and go
in between the lockers. Look for a small table. On that small table is
some handy Bow Gun Powder. Collect the ever-so-useful Bow Gun Powder
from the table, then head over to the lockers. Inside the lockers you'll
find some Handgun Bullets as well as a bottle of First Aid Spray. There
are also some more handgun bullets right near the shelves.
Now head back over towards the beds, and when the zombies come to life
and come at you, stand back near the table where you got the Bow Gun
Powder and kill them all. Make sure you have enough ammo for them all,
because you'll have to kill them all because of the small room. After
you've killed all of the zombies, grab the handgun bullets off of the
bunk bed then run over and around the shelves until you see another
table. Here, you'll find the Worker's Diary. After you've filed it away,
go to the shelf that's directly across from the table to see some more
handgun bullets for you to take advatage of. Now the only thing left for
you to get in here is the Antarctic Transport Terminal map. This is
right next to the beds, and near the table where you just got the
handgun bullets. It should be on the wall. When you're done, you should
have at least 45 Handgun bullets. After getting the map, leave this
dark, scary room.
Once outside of the room, head down the stairs, and go through the door
that's at the bottom of the stairs, although you'll have to go ahead a
bit at the foot of the stairs to get to the door. Once you've gone
through the door here, you'll be in another room.
Once inside, you'll hear a sound that sounds like a zombie is trapped
and waiting to get out. Get the Bow Gun Arrows off the table, the Ink
Ribbons near the typewriter (and you might want to save your game too),
and the Green Herb near the shelf towards the back of the room. Now go
and examine the table next to the Item Box and you'll find Alexandar's
Memo. After reading it, walk over to the bookcase that's in the back of
the room and push it until it won't go any farther. Now go right and
down the secret hallway. Approach the lockers with fear...because there
is a rat in one of them. After the little guy runs away, get the Butler's
Memo from the locker then press the switch in the locker. Nothing
happens. You need an electrical source to operate it. Now leave the Save
Room.
Once outside the Save Room, go around the foggy corner to Claire's right
and you'll encounter the Moth. Right when the Moth starts to fly, shoot
at it. You should be able to kill it easily. After disposing of the
moth, go into the nearby double-doors. In here, go to Claire's right and
examine the metal cabinent. Use the lock-pick on it, and grab the
Shotgun Shells. You'll need to take these and put them into the Item Box
as soon as possible. Go back past the door to where the zombies are at,
kill them all (all 3 of them), then go past the stairs, around the big
thing in the middle of the room (go right), and through the double-doors
that say "Weapon". After spotting something "shiny", go into the room,
and kill the first two zombies in here. Run over to your left, and grab
the Minig Room Key on the conveyor belt. Keep on going towards the back
of the room, and kill the next zombie. Go past the open gate, and check
the drawer that's in the upper right corner of the room. In here you'll
find the Assault Rifle. After getting this awesome gun, and examine the
dead corpse in the back of the room to get a Detonator.
Now turn and face towards the steel cabinet. Use the Detonator from your
item screen, and Claire will put it here. Now leave this room, and run
straight across to the room marked "BOW". Once in here, use either your
Bow Gun Powder arrows or your Grenade launcher, and kill the two
Spiders. There's another one in here, but it's underneath the grates, so
you can't kill it. Grab the boxes of handgun bullets that are on the
metal crate next to the door, the Herbs (green and blue) near the
conveyor belt, and the Bow Gun Arrows on the conveyor belt. Now head
over to the crates that are near the giant spiderwebs, and examine it.
You'll find the Bar Code Sticker here. Now go over to the door (the one
you came in), and make sure to see that there is an emergency box with a
Gas Mask in it, but you can't get it yet. Now leave the room.
Now go right, and up the small flight of stairs, and use the Mining Room
Key to unlock the door at the top. Enter it. Once inside, go up the
giant steps to Claire's right. Now go up the stairs to the left and
examine the pipes. It will say "Poison gas. In case of emergency, seal
off." Hmmm... Alright, after doing this, go back down the stairs and the
giant steps, then continue forward and around the giant pit in the inner
part of the room, and go through the door.
Once through the door, walk forward, and go down the hall, only stopping
to collect the green herbs to the right side, and the two handgun bullet
boxes to the right of the herbs. Now kill the dog that comes running in.
Now continue forward until you reach a control panel with a blue light.
Now move the lever, and some generators begin to start. After doing
this, go down to the end of the room, to the area right behind the
switch you just pulled. Kill the sleeping dog in this corner, then take
the Green Herb. Now turn around, and walk forward towards the door, and
kill the next dog that comes running in. About halfway down the hall
while walking towards the door, turn left and into a small space with
the Power Switch. Pull the switch, and power will be restored to the
base. Now exit the room.
Now leave the Icy room, and into the main room with the giant conveyor
belt. Go down the stairs, and find the main control panel that's
directly across from the small flight of stairs. Press the blue button
to your left (Claire's right), then walk over to your right and to the
crate marked "Anti-BOW Gas". Now use the Bar Code Sticker on it. Go and
push the large switch that's next to the crate. This will move the crate
to the BOW room. Head back to the BOW Room.
Once in here, you'll notice a greenish tint in the air. That's gas. Grab
the Gas Mask that's right next to the door, then leave quickly. Now
leave the main conveyor belt room, and into the hallway with the Moths.
Kill the Moths before they can lay their eggs on your back. Run down
this hall and go left at the end and go into the Save Room.
Once in the Save Room, go back into the hidden hallway that's in the
back of the room, and go to the lockers and press the button that's in
the locker. Now go into the hidden room and grab the planter. Check the
planter and you'll find the Machine Room Key. Ok, now leave the Save
Room and go back through the Moth Hallway and run straight, then up the
flights of stairs. Once here, go right past the door and into the double
doors.
Go right and follow the catwalk until you get to the door at the end.
Enter it. Run past the control panel and enter the next door thats to
the south. In here, go forward and grab the valve handle, then leave
this room. In the room with the control panel, Steve waits for you.
After the cut-scene, go around the catwalk and go through the door on
the other side of the catwalk. In here, go past the cage with the zombie
in it, and go towards the back of the room. Grab the Green and Blue
herbs that are on the floor, and use the metal cutting machine near the
herbs to cut the valve handle. After doing this, get the Ink Ribbons and
the box of handgun bullets from off the desk. Now you'll have to head
all the way back through the Moth Hallway, and into the main conveyor
belt room.
Once here, go right and through the door that's up the small flight of
stairs. When prompted to use the Gas Mask, say yes. Once inside here, go
left and up the giant steps, then left again and go up the stairs and
use the valve handle on the valves. This will shut off the gas. After
the cool ass cut-scene is over, run back to the save room.
Empty out as much as you can into the Item Box, except for a Healing
Item, your Bow Gun, and some Bow Gun Powder Arrows. Now go back to the
room where Steve shot Alfred. Here, grab the Sniper Rifle from the
ground, and another cut-scene starts.
Once you are on the roof, search the bottom two corners of th roof to
find some handgun bullets and a First Aid Spray. After getting these
items, run back to where Steve is and go down the stairs. This will
trigger another cut-scene, and you'll enter another Boss fight...
--------------------------------
6.2- BOSS FIGHT: NOSFERATU
--------------------------------
#~#~#~#~#~#~#~#~#~#~#
BOSS: Nosferatu
#~#~#~#~#~#~#~#~#~#~#
This guy can be easy and hard at the same time. First, run away from
him. Once you are far enough away from him, use the Sniper Rifle on him.
Press L to aim at him, then press R trigger to zoom in at him. Once you
get him in your sights, shoot at his exposed heart until you run out of
ammo. If he's still walking around when you run out of ammo for the
sniper rifle, take out your Bow Gun, and shoot at himm with your Bow Gun
Powder Arrows. One or two shots should take care of him. Once he's down,
it'll trigger another set of cut-scenes.
[End of Claire's game]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Begin Chris's game]
"In the meantime..."
------------------------
6.3- DESERTED ISLAND:
------------------------
You'll start off with Chris in a cave. Walk forward a bit and grab the
Green Herb on the ground. Walk forward a little more and you'll
encounter Rodrigo. After the breif cut-scene, walk down the hall until
you get to the Item Box and the typewriter. Take the Ink Ribbons and the
Bow Gun Arrows from the chair, then save your game.
Now go to the Item Box, and grab the Assualt Rifle. Go through the door
that's next to the Item Box. Walk forward and grab the Blue and Green
herbs. Here you'll fight a mini-boss: The Gulp Worm...
----------------------------
6.4- BOSS FIGHT: GULP WORM:
----------------------------
#~#~#~#~#~#~#~#~#~
BOSS: Gulp Worm:
#~#~#~#~#~#~#~#~#~
The Gulp Worm isn't really a boss, since it's so easy to beat, but here
is the strategy anyways. You'll need to use the Assault Rifle to beat
the Gulp Worm. Run around the area until the Gulp Worm pops up, and when
he does, blast him with your Assault Rifle. When your Assault Rifle has
about 67% left over of ammo, then the Gulp Worm will cough up Rodrigo,
and he'll fall over. Now he's dead.
After killing the Gulp Worm, Rodrigo will give you the Lighter that
Claire gave him earlier. Now head back to the room where you first met
Rodrigo. Go down the hall that's near the Item Box, and on the wall to
your left, there is a small statue on the wall. Pull the lever down, and
you'll see that there are two dual submachine guns. Use the new-found
lighter to light the statue's hand, and the grate will lower and you'll
get the Dual Submachine Guns. Now place the Assault Rifle back into the
Item Box, and return to the room where you fought the Gulp Worm.
Run over to the other side of the cave, and grab the handgun bullets and
the Bow Gun Arrows if you need them. Now call the nearby elevator and
take it.
---------------------------------
6.5- MILITARY TRAINING FACILITY:
---------------------------------
You are now in the Military Training Facility. After exiting
the elevator, kill the zombies around you. Walk over to the yellow lift
that's to the right of the elevator. It needs a new battery. Now run
over to the double doors behind the jeep and go through them. You are
now in the tank yard, the yard with the tank. Run around to the back of
the tank, and press the button on the back to cause the tank to roll
away and reveal a hidden lift. Grab the handgun bullets from next to the
lift, and take to lift down.
Once in this hallway, run forward and past the manhole, and when you get
to the corner with the Green Herb, Blue Herb, and the Shotgun shells,
take them. Now go through the door thats near this corner. You'll enter
another Save Room. Put some stuff in the Item Box that you won't need,
and search the Save Room. There are some Acid Rounds in the locker, a
green herb next to the locker, some Ink Ribbons near the Typewriter on
the desk, a blue herb planter, and some handgun bullets on the desk.
Save your game if you wish, then examine the drawers next to the desk.
You'll notice that there are four drawers, and the fourth one is locked.
The only way to unlock it is to open the other three is the correct
order. Here is the order:
-----------------------
| Blue [3rd] |
-----------------------
-----------------------
| Red [1st] |
-----------------------
-----------------------
| Green [2nd] |
-----------------------
-----------------------
| Brown [Now Unlocked] |
-----------------------
So you first have to open the red drawer (second one down), then the
green drawer (third one down), and then the blue drawer (first one at
the top). If you did this correctly, then the fourth drawer will have
become unlocked. In the Brown drawer (the one that was just unlocked),
you'll find the Luger Replicas. Take them, then put them away in the
Item Box for safe keeping. Now leave the Save Room, and continue down
the hall.
Out in the hall, you'll find a battery pack near some double-doors. Take
the battery pack, then examine the door. After doing this, some spiders
will emerge. Kill em fast, then run to the end of the hallway and take
the lift back up to the Tank yard.
Once in the tank yard, go back through the double doors, and use the
battery pack on the yellow lift, then ride the lift up. Once at the top,
go right to find the Chemical Storage Key and the Alloy Report on the
table. Now go back past the lift, and go through the door that's at the
end of the catwalk. Once through the door, run down the hall and a cut-
scene starts. After the cut-scene ends, run back a little and go through
the door on your left. You are now in the Courtyard again, and Chris
will spot and Eagle Plate below. But it then is swept away by the water
current. Anyways, continue forward and run across the stone balcony and
go through the door at the end.
In here, there are about three zombies, and one of them will explode
when you shoot it. Be careful when you are shooting so that you don't
kill yourself in the process. After getting rid of the zombies, grab the
Side Pack that's on the locker that has tipped over. There are also some
Bow Gun Arrows near the far door. Now leave through the door you came in
through, and go back across the balcony. After going through the door,
take the elevator that's right across from the door and take it to the
1F. After killing the two zombies here, go through the door to Chris's
right. In here, you'll find a typewriter and a replica of the Military
Training Facility. Read the commorative plate to the left of this model.
It mentions the date 12/8. Remember that date, then go back to the
elevator and take it down to B1F.
--------------
6.6- SEWERS:
--------------
You are now in the sewers. Gross. Anyways, walk down a little bit, then
check the statue on the wall to Chris's right to find some handgun
bullets. Now go down the stairs. At the foot of the steps, you'll find a
handy Shotgun on the wall. Take it, and the stairs should move up. Oh
well. Take the Ink Ribbons that are next to the shelf, and the handgun
bullets on the ground. If you need to use a Save Room, then hop into the
water, kill the zombie in the water, then climb up onto the cement
walkway and grab the two red herbs, then climb up the ladder. Now you're
in the hallway with the Save Room.
After you've put whatever items you needed to put in the Item Box, or if
you Saved your game, leave the Save room, then go back down the hall and
go back down the ladder that you just came up from, and go back into the
sewers.
------------------
6.7- M.T.F LABS:
------------------
Now go through the door that was near where you got the handgun bullets.
In this room, run forward and go left, grab the green herb in the corner
near the stairs, then go up the stairs. Now run past the holding tanks,
and examine the control panel next to the double doors. Now press the
button, and one of the capsules will be lowered. Get the Assault Rifle
bullets from where one of the capsules was lowered, then go through the
double doors.
Now run forward a bit, and go through the door that's on your left. Once
here, go right and through the next sliding automatic doors until you
reach a torn up Lab. In the lab, grab the Shotgun shells and the handgun
bullets that are on the table, and the blue herb that is on the counter
and the red herb that is on the opposite counter. Now go over to the
Chemical Storage Fridge that is next to where you got the blue herb and
use the Chemcial Storage Key to open it. When it asks you to set the
temperature, say "Yes". Here is what will come up:
---------------------------------------------
| __ __ __ |
| _| |_ _| |_ _| |_ |
| | | | __ | | __ | _ |
| | | | | | | | | | | |(_) ___ |
| | | | | |__| | _ | |__| | |_ |
| |_ _| |_ _| (_) |_ _| | |
| |__| |__| |__| |
| ___ |
| | | |
| |___| |
| |
---------------------------------------------
And here is the answer:
---------------------------------------------
| __ __ __ |
| _| |_ _| |_ _| |_ |
| | | | __ | | __ | _ |
| | | | | __| | | |__| |(_) ___ |
| | | | | |__ | _ | |__| | |_ |
| |_ _| |_ _| (_) |_ _| | |
| |__| |__| |__| |
| ___ |
| | | |
| |___| |
| |
---------------------------------------------
So you should have entered the temperature 12.8 degrees F. That should
have made the Clement E blue, instead of yellow. Now take the Clement E
from the Chemical Storage Fridge. Now exit the torn up Lab. Once out of
the Lab, run forward, and you should see something on the ground that is
shiny. Pick it up; This is the Door Knob. Take it, then equip yourself
with either a shotgun or your submachine guns. Two hunters emerge from
the darkness. It'll take about 3 shots from your Shotgun to kill them,
so about 6-7 shots total. After disposing of these Hunters, run back to
the sewer and to the place where you got the Shotgun.
---------------------------------
6.8- MILITARY TRAINING FACILITY:
---------------------------------
Hand the Shotgun back up, and go up the stairs. Take the elevator back
up to the 2F, kill the zombies, then go left and through the hallway and
through the door to your left. Run across the balcony, but beware
because there is a Spotter right above the doorway in the next room.
Once you've entered the room, right right past it as fast as you can,
and go through the hole in the wall before it spots you with it's laser.
Once you are through the hole in the wall, go through the door that's
right to the right of the hole in the wall. Once in this hallway, walk
down the hall and use the Door Knob on the door with on knob. After
using it, go through the door.
You are now on another catwalk. Go to Chris's right to find some handgun
bullets, and go to his left to find the Tank Object. Now go back to the
elevator, but be careful, because the Spotter is still in that room.
Time the spotter so you run past it when it's away from the door, then
go through it and back over the balcony and to the elevator. Once at the
elevator, take it to 1F.
Once at the 1F, go left, but beware, because there is another spotter.
Time it again, then run into the next room. In here, go over to the
Model of the Facility, and place the Tank Object into it. This will
reveal a hidden switch. Go to it, and take the Turn Table Key and the
Secret Passage Note. Now run back to the elevator, and take it to B1,
and to the spot where you first fought the Hunters.
--------------------
6.9- M.T.F LABS:
--------------------
On your way, grab the Shotgun again. On your way back, you'll
encounter...well, I'll let you find out. After the cut-scene, a
Bandersnatch will escape, so kill him with your Shotgun.
Once you are back at the area where you first fought the Hunters, use
the Turn Table Key on the Turn Table, and ride it up. One at the top,
climb over one of the wooden crates, then push it back into the elevator
as far as it will go, then climb up on it and check the metal crates for
some Bow Gun Powder. Now head through the hole in the wall, and go to
Chris's left. Kill the zombies, and grab the Shotgun Shells near the
door. Now go to the back of the room, and check the lockers for some
handy Acid Rounds. Go through the hole in the wall, and go through the
door to your right. Once you are outside, run past the zombie on the
ground, and go left and through the gate, and go down the ladder.
At the bottom of the ladder, pull the lever up next to the ladder. This
will suck out all of the gas in the next room. You might need the Emblem
Card to open this gate. If you do, then run all the way back to the
sewer and up the ladder and go back to the save room and get the Emblem
Card from the Item Box. After getting the Emblem Card, go through the
gate. Now either kill the zombies in here or avoid them, then go right
and up the stairs. Go through the door at the top. Right when you enter
this door, a Hunter attacks you. Kill him with your shotgun, then go
through the door that's directly across from the door you came in
through. Run to the back of this room, and take the Handgun bullets off
the shelf, and get the Clement a off the other shelf. Now mix both
Clements to get a purple mixture. Walk over to the worktable and Chris
will modify his Glock 17. Now go back through the fan room, and go back
to the Military Training Center's main room.
----------------------------------
6.10- MILITARY TRAINING FACILITY:
----------------------------------
Once you are back at the main room, leave through the main double doors.
Kill the two Hunters out here, grab the Shotgun Shells on the ground,
then go left and take the big elevator down. You are now in a Save Room.
Save your game, then dump some stuff back into the Item Box, and make
sure you have at least 3 open spaces in your inventory. Now leave
through the shutter door.
Out here there is a Hunter. Kill it with your trusty Shotgun. Now take
the lift that's next to the gate you just came through. Once at the top,
go through the door that's towards the bottom of the screen. Out here,
there is a bridge, but it seems to be broken. Go across the bridge and
through the door at the other end. In this room, examine the Oil Gauges
next to the door.
The point of this puzzle is to get 7 liters of oil. The top 2 have 3 and
5 liters of oil each. Here's how to solve it:
• NOTE: There is a picture, and the explaination for that picture is
right BELOW the picture.
_____ _____ _____
| - | | - | |-----|
|None | | - | | - |
| | |--3--| | -5 |
| | | - | | - |
| | | - | | - |
|_____| |_____| |_____|
|_________|________|
|
_________
| - |
| - |
| - |
| - |
|--10-----|
| - |
| - |
| - |
| - |
| - |
|_________|
Press the button under the 3 liter guage twice, so that 6 liters of oil
will empty into the 10 liter guage. The 10 liter guage should now have 6
liters in it so far. What it should look like: 3 liters in the 3 liter
guage. 5 liters in the 5 liter guage. 6 liters in the 10 liter guage.
_____ _____ _____
| - | | - | | - |
|None | | - | | - |
| | |--3--| | -5 |
| | | - | | - |
| | | - | |-----|
|_____| |_____| |_____|
|_________|________|
|
_________
|---------|
| - |
| - |
| - |
| -10 |
| - |
| - |
| - |
| - |
| - |
|_________|
Now press the button on the five-liter guage once. 4 liters of that will
be emptied into the 10 liter-guage, filling it up completly. What it
should look like: 3 liters in the 3 liter guage. 1 liter left in the 5
liter guage. 10 liters in the 10 liter guage.
_____ _____ _____
| - | | - | | - |
|None | | - | | - |
| | |--3--| | -5 |
| | | - | | - |
| | | - | |-----|
|_____| |_____| |_____|
|_________|________|
|
_________
| - |
| - |
| - |
| - |
| -10 |
| - |
| - |
| - |
| - |
| - |
|_________|
Now press the button next to the 10 liter guage and it will empty. What
it should look like: 3 liters in the 3 liter guage. 1 liter in the 5
liter guage. 0 liters in the 10 liter guage.
_____ _____ _____
| - | | - | | - |
|None | | - | | - |
| | |--3--| | -5 |
| | | - | | - |
| | | - | |-----|
|_____| |_____| |_____|
|_________|________|
|
_________
| - |
| - |
| - |
|---------|
| -10 |
| - |
| - |
| - |
| - |
| - |
|_________|
Now press the 3 liter button twice and the 5 liter button once, and it
will empty exactly 7 liters in the 10 liter guage. The power will be
shut on, and three zombies come to life. Kill them off, then grab the
shotgun shells from the corner of the room. Now go back to the bridge
and pull the lever to lower the bridge. Take the lift again, and go
through the other door that's right across from the lift.
Go across the bridge and kill the Hunter. Go through the door at the
other end. Shoot the zombie in here and he'll blow up. Now run around
the desk, and either shoot or dodge the two red-eyed zombies and go
through the door. In this next room, kill the Hunter. Now check out the
flashing control panel, and cut off the electricity. Walk over to the
lift, and take all three of the proofs. Now you have to go all the way
back to the room in the Training Facility with the model of the
Facility.
To do that, run back to the save room, and ride the elevator back up,
and into the Yard. Here you'll encounter some Sweepers. Kill them before
they can touch you, because they are poisonous. Now go into the main
doors and into the main room of the Facility. Once inside, run to the
other end and go through the door. Run through the gate and go down the
ladder. At the bottom, go back through the Fan Room and go up the stairs
that are towards the bottom of the room and take the elevator to the 1F.
Once at the 1F, go to Chris's right and through the door at the end.
Once inside this room, use the three proofs on the laser-guarded lever.
Once the lasers are gone, pull the lever, causing the model to move and
a hidden ladder to be revealed. Take the green herb and the two boxes of
shotgun shells then go down the ladder. Here is a cool secret for this room
only:
_Infinite Shotgun Ammo_: On Disc 2 with Chris, go to the room with the
model of the Training Facility (2F I beleive of the M.T. Facility).
In here, after placing the Tank Object into the slot on the model,
it will move back, revealing a hidden ladder that goes into the sewers.
Go down the ladder, and there are some spiders. Kill them, then go back
up the ladder. There are some shotgun shells next to the ladder(to the
left I think). These shotgun shells reappear EVERY-OTHER time you go up
and down the ladder. If you go up and down the ladder enough times, you'll
end up with TONS of shotgun shells. Go down and up the ladder 28 times
to get 100 shells. You can do this until you have as many shotgun shells
as you want. THANKS TO JIM MAZUREK OF EXPERT GAMER FOR THIS AWESOME SECRET!
Kill the big spiders, then grab the Green Herb and the Grenade rounds.
Now climb down the next ladder and grab the two Green Herbs and the
Blue Herb. Go into the water room. There is a large Albinoid in the
water, but so is the Eagle Plate. If you have enough ammo, try to kill
it from the balcony, and when it's dead, go into the water and grab the
Eagle Plate. If you are running out of ammo, then run into the water
when the Albinoid is far away, grab the Eagle Plate, then get the
hell out of there. You may lose some life though if you chose to do
the latter choice. After getting the Eagle Plate, combine it with the
Combined Clement. You now have the gold Halberd. Go back to the room
with the Model of the Facility and take the elevator to the 2F.
Exit the elevator, and go to Chris's left, and through this door. Once
on the catwalk, take the yellow lift back down, and go through the
double doors behind the jeep. Once outside, take the lift behind the
Tank. You are now in the hallway with the Save Room. Enter it and save
your game. Now exit the room and use the gold Halberd on the door to
Chris's left. It's off to Antarctica...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Antarctica]
-----------------------
6.11- ANTARCTIC BASE:
-----------------------
Go to Chris's left and through the double doors. Kill the first
tenticle, then run by it and kill the next tenticle then run by it and
go down the ladder. At the bottom of the ladder, go past the double
doors and down the stairs. Run forward until you reach the Save Room.
In here, walk over to the Halberd-shaped hole in the wall. Use the gold
Halberd on it and you will get the Paper Weight, some Ink Ribbons, and
Alfred's Diary. Save your game. Now get the Empty Extinguisher out of
your Item Box and then leave the Save Room. Once you are out of the save
room, go back down the hall and up the stairs. At the top of the stairs,
enter the door next to the stairs. Inside the bunk room, you'll find
some handgun bullets on the shelf across from the lockers, and some Ink
Ribbons and Grenade rounds to the left of the lockers. After collecting
this stuff, leave the bunk room.
Once back outside of the bunk room, go through the double doors near the
ladder, and once through, go right and down the catwalk and through the
door at the end. In here, kill the three zombies, then search the shelf
inside of the cage for a Duralumin Case and some Shotgun bullets. Now
leave the room, and make sure you have some space in your inventory.
Once outside of the room, press X to get off of the catwalk and onto the
ice, then go forward a bit, and climb up the other side of the catwalk
that's a few feet away. Now go through the nearby door. In here, you'll
get spotted by a spotter, so kill the Hunter that comes running in, then
go through the double-doors to Chris's left.
In here, go up to the flashing blue light and press it. It will bring up
a canister full of extinguisher. Use the Empty Extinguisher on it to re-
fill it. Now take the lift that's next to the button you pressed. Once
at the bottom, use the now-filled extinguisher on the fire. Examine the
crate and you'll find the Magnum. Run to the back of the room and past
the missiles. Use the Lighter on the cabinet, and it will open. In here
you'll find three boxes of handgun bullets. Now go back and take the
lift back up. You'll need the Octa Valve soon so here's how to get it:
It can be easily found by going through the double doors below the ladder
which you climbed dow after you started in antarctica again, and go into
the door on the left, walk across the ice and past all the zombies and the
valve handle can be found on a pipe.
Go back through the double-doors you just entered, and continue through
the hall where you killed the Hunter, but beware because there are two
more Spotters down the hall. After avoiding the Spotters, enter the door
at the end of the twisting hallway. After going through the door, go
straight and through the door directly across from you. Now go through
the door to your right. Once in this room, run to the back of the room
to a green-control panel. Use the Octa Valve Handle on it, and a fuse
will be put into place. Now run to the other corner of the room to find
a power switch. Flip it, and power will be restored once again. You will
now realize you are in another Save Room. Grab the two boxes of handgun
bullets off the desk, the 2 green herbs and blue herb off the floor, and
the shotgun shells off the floor where the green control panel was. Grab
the Ink Ribbons off the desk near the typewriter, and Save your game if
you wish. When you're ready, leave the room.
Run around the corner, killing the zombies as you go, and grabbing the
herbs on the ground. Now keep on going, and kill the rest of the zombies
too around the next corner, and grab the other herbs on the ground too.
Now exit through the door at the end.
Hmmm. A familiar room, is it not? Weird... Anyways, grab the shotgun
shells and the handgun bullets off the table, and push the statue over
to the crack in the floor, and it should break through the crack. Take
the Lab Map from the statue, then go into the red hallway. Run to the
end, until you reach another familiar thing...a Tiger statue. Anyways,
when it asks you which jewel you want to take out, take the left one.
The blue one. The statue will turn and reveal a Socket. Take it, then
put back the blue eye, and take the red eye. It will turn again, and
this time it will reveal some Magnum bullets. Take them, then put the
red eye back. Now turn around and head through the elevator behind you.
Exit the elevator, and run forward. You'll find a HUGE anthill. Pick up
the Wing Object off the floor in front of it, then goto your left. Grab
the green herb in front of the door, then enter it. In here, run forward
until you get to the small steps, then go to Chris's right, and examine
the control panel, and you'll find the Virus Research Report. Now go up
the stairs, go right, and you'll find another puzzle. It will ask you if
you wish to press the button, and you will then have to imput a series
of symbols. They are:
AA symbol, Crown symbol, Heart symbol, Spade symbol.
If you need help with it, check the Paper Weight in your inventory, and
start with the AA symbol, then press left to turn it. This is the order
the symbols have to go. After you do this right, a drawer will open. Use
the Paper Weight and Chris will put it in the drawer. A capsule will
come up from the ground, and Alfred will fall out. Examine him, and
you'll get Alfred's Ring. Check it in yor inventory screen, and remove
the ring part so that all you have is the stone. Now you have Alfred's
Jewel. Now exit the room, and run around the anthill to the other door.
Grab the green herb outside of the door, then enter it. Now kill the
zombies in here, and walk over to the desk and you'll find the Research
Paper. Grab the two green herbs from the floor next to the lamp, then go
into the connected room. In here, grab the boxes of handgun bullets off
the desk, then leave the room.
Go back to the elevator, and ride it back up. Now og back to the Save
Room where you got the Power back on. Once there, put some stuff back in
the Item Box, then save your game. LEAVE THE SHOTGUN IN THE ITEM BOX.
You'll need it later. Just take the Magnum and some machine guns
instead. Leave the Save Room and go through the door to the right of the
save room. Go down the hallway and kill the Sweeper, then run around to
the carosel and grab the second Wing Object from the ground. Now hop
into the water and grab the third Wing Object from the statue. Now exit
the water, and go through the double doors.
Wow. Creepy. You are now in the old mansion from the first Resident
Evil. Go up the stairs, and keep going to the top, then run around the
carpet until your find the Combat Knife. Take it, then go back down the
stairs. Once at the bottom of the stairs, check the back of the stairs
to find Claire. Use the Knife on her to set her free. If she is still
poisoned from the Nosferatu, you'll need to find the serum. If she's
not, then skip this mini-guide and continue down to section 6.13.
-------------------------------------
6.12- GETTING THE SERUM FOR CLAIRE:
-------------------------------------
Go back to the elevator and ride it to B1F. Once here, go to the room
where you found the barrel of extinguisher where you re-filled your
empty extinguisher. Use the lift towards the back of the room. Kill the
zombies in here, then grab the serum off the shelf right next to the
lift. Now take it back to Claire.
Okay, now after Claire is better, or if she was ok to begin with, a
cinema will begin. After the cinema, you'll regain control of Claire.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Start control of Claire]
-----------------------------
6.13- MINI-GUIDE FOR CLAIRE:
-----------------------------
When you begin as Claire, you'll already be upstairs. In this room, grab
the handgun bullets off the table, the Red and Green Herbs from the
floor, and the Shotgun bullets off the couch. Go to the Item Box and
take out the shotgun, the Duralumin Case, some healing items, and either
the Bow Gun or the grenade launcher. Use the lockpick to open the Case,
and it'll reveal some Magnum rounds. Place these back into the Item Box.
Walk over to the shelf and push it so it reveals a hidden picture. Place
the shotgun in the holdster, and run over to the open hole in the wall
and take the Flame and Grenade Rounds. Now put get the shotgun back and
put it back in the Item Box. Now go through the other door.
Run ahead and kill the tenticle that comes out. Now push the middle
cabinets to reveal some Bow Gun Arrows. Now go around the corner, and
kill the next tenticle that comes out. Push the middle cabinet again to
reveal some Grenade Rounds. Take these, then go through the door at the
end of the hall. Out here, kill the one zombie who's wandering around,
then go up the first set of stairs to your right. Run around the cannon
and pick up the Security File, and when it asks you if you want to turn
the handle, say "Yes". A glass ball falls out of the cannon. Run quickly
under the giant slab of stone and pick it up. Now step just inside of
the slab's shadow so it falls, then move out of the way. Now when is
starts going up, run to the middle of the shadow, and select the Crystal
quickly. Use it, and Claire will place it on the floor and move out of
the way by hereself. Pick up the Security Card, and the trap will stop
falling down. Now head back down the stairs.
Go through the door that's right next to the one that you just came in
through. In here, there is a card reader. Use the Security Card on it
and the gate will open. Now go down the hall. After the cinema, Steve
will chase you. Performa quick-turn and run down the hall. If you did it
right, Steve will hit you twice. After each hit, use a healing item.
After he hits you twice, the Claire will run under the gate. After some
more cinemas, you'll gain control of Chris again, and you'll be fighting
Alexia.
-----------------------------------
6.14- BOSS FIGHT: ALEXIA 1ST FORM:
-----------------------------------
#~#~#~#~#~#~#~#~#~#~#~
BOSS: ALEXIA 1ST FORM
#~#~#~#~#~#~#~#~#~#~#~
Alexia's first form (the one that you first encounter in the old mansion
with Chris on Disc 2, after she "takes care" of Wesker), is a pretty damn
easy "boss" to defeat, if you have the right weapon. First, when she starts
to come at you, take out your Magnum and run away to get some distance
between you and her, because if she gets ahold of you, then it's game over,
because if she grabs you, you WILL die, and you also must stay away from any
and all flames she swipes at you. Once you've got some distance, then
unload about 5-6 shots from your Magnum. After a few shots, she'll go down,
but she should get back up again. After she gets back up, shoot her some
more with your Magnum, about 2-3 more shots, thus totaling around 5-6 shots
from your Magnum. Note that it may take more than this if you are far away
from her. She should go down after these 5-6 shots, and you'll know that
she's down for the count when you see that the flames surrounding her are
dissapearing, leaving her to burn...
Once she's down for the count (you should have killed her by now...),
search around the stairs to find Alexia's Choker. Take it, then check it
and remove the necklace part of it, and you'll have Alexia's Jewel. Now
go upstairs and use both Alexia's and Alfred's jewels on the picture.
Now go back down the stairs and through the main doors. Run back to the
Save room to save your game and to get the Octa Valve and the socket.
Leave the save room and go back to the room where you re-filled your
Fire Extinguisher. To get there, leave the save room, go out the top
door, then use the elevator that's right across from you. Now run
through the twisted halls until you get to some double-doors.
Once you're in the room, take the rear lift and walk over to the valve
hole near the water. Combine the socket and the octa valve and use it to
drain the water. Go down the ladder and pick up the crane key. Now kill
the Sweeper and go back up the ladder. Leave the room, then go through
the door to your right. Out here, run over to the booth and use the
crane key. Alexia's father emerges. And so does a giant spider. Avoid
it, walk onto the ice and run to the hanging guy. Take his jewel, then
run back onto the catwalk where you came from, and through the door. Now
check the jewel, and remove the other part of it. Now you have
Alexander's Jewel. Take it back to where you fought Alexia.
Run up the stairs and use Alexander's jewel on the picture, and it
slides over revealing a door. Go through it. Once inside this hall, kill
any zombies then go to Chris's right at the intersection and go through
the first door on your left. In this save room, grab theInk Ribbons, the
shotgun shells from next to the desk, and the First Aid Spray from near
the coat rack. Now search the desk to find the Sterile Room Key. Now go
all the way back to the Save Room again. Get whatever you need, then
turn the power off with the power switch in the Save Room. No go back to
where you fought Alexia.
Use the Sterile Room Key on the double-doors that are to the right of
you as you enter the main doors. Discard the key, and go in. Go through
the red hall and when you reach the Tiger, take both eyes. Now go back
to the main hall and up the stairs and through the hidden door.
Once you are back in this hall, kill the zombies, then go left again at
the intersection and keep going down the hall until you get to some more
green herbs. Take them if you can, then go through the door that is
opposite of the herbs. In here, go to the statue next to the bed, and go
through it. In this room, go to the music box and place the red jewel in
it, after stopping it of course. Now take the Music plate, and go back
through the revolving door again. In here, use the blue jewel on the
music box, and it'll open. Place the Music Plate in here, and the bed
will lower. Use the ladder and go upstairs.
In here, go to the table and take the Dragonfly object. Take the green
herbs in the corner of the room, then leave back to the door where you
entered from the hidden picture. Once you are at the door, don't go
through it. Instead, go through the double doors that are to the left of
it. In here, grab the CODE: Veronica report that is on the control panel
to the left, then grab the green herbs if you need to. Now take the lift
down. At the bottom, push the flashing blue button and a glass case will
reveal the last Wing Object. Take it, then combine all four of the
objects with the Dragonfly object. Now go back up the lift, and go
straight and up the stairs and through the door at the top.
If you go right instead of straight, there is a room with an Item Box.
Use it to get some firepower. Take your Sub-machine guns and your Magnum
and some healing items. Make sure you have at least one open space in
your inventory. Now leave the room and go to the end of the hallway,
around the corner, and try to go through the door.
After the cut-scene, you'll get a file. Check it, and you'll get the
security card. Run down the path and go up the stairs at the end. Here,
run over to the door at the top. Use the Gold Dragonfly to unlock it and
go in. Kill the zombies here, then climb the small ladder at the end. Go
to the Control Panel and use the Security Card. The security code is
VERONICA. Duh. After the alarm goes off, exit this room. You'll meet
Claire and you'll encounter the FINAL BOSS:
-------------------------
6.15- BOSS FIGHT: ALEXIA
-------------------------
#~#~#~#~#~#~#~#~#~#~#~#
FINAL BOSS: ALEXIA
#~#~#~#~#~#~#~#~#~#~#~#
Alexia is the hardest boss in the game, and it will take all or most of
your skill to beat her. When it starts out, you'll need t equip your
Submachine guns and just blast her as much as you can. Keep running
around because of all the parasites and tenticles around you. After a
few hits, use a healing item. Keep doing this until you run out of ammo
or patience. After a while, take out your Magnum and shoot that b*tch
until she almost dies and another cut-scene happens. When this happens,
the Linear Launcher comes out. Grab it. She'll fly around you and spit
fire at you. Wait until she stops, and then aim with R and zoom in with
L. Fire at here until it hits her. Just blast away, because it has
infinte ammo. When you hit her once, it's all over. Congratulations!
===============================================================================
7. Claire's Maps
===============================================================================
The following Maps are from Alvin C. Webcraft. These are his property,
so show proper respect for his work.
#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~
PRISON 1F
to Iron Bridge
________________ ______/\______
____| C | |_
_____|||||________ ___|_____ | |______________________________
| | | | \ ___________________ |
| __________________| |____/ | _|H___________\___||||______ |
| |A | | | ||| H| |
|______________________|___\______________|G|W _________\ |__| |
| | |________A|________A_______M_| |
| ____/________________________________|
_______| \ |
|__/_____ _| K |
| | \/ | __|
| |F______|/|________
|_____B___ | ____/H_|__
| DM| | | A|
|R | | | |____
|R | | | \
| _____|S| | _____| |
|_/_ _B_ ___|/_|___\____|||____/
| | E | A|H |
| | / _|_ |
|_______P|I___| _| |
|A |
|C______________|
LEGEND
H - Herb I - Item Box DM - Duplicating Machine
A - Ammo G - Gate E - Eagle Emblem
R - Grenade Round K - Gate Key S - Iron Shutter
C - Attache Case B - Electronic Item Box M - Map
W - 100% Weapon P - Power Switch
PRISON B1F
____________ ___________
| _________||||| ___|H _________||||||
| | | __|
| A| | |
___| _|_______ |/_|
|H |\ K | _ | |
| | | | |__| |____
|______ | | |_
|_______| |_B___A______ _|
| __ |=|
| |__|-- |=|
| \_|
|______S_____|
LEGEND
H - Herb
A - Ammo
B - Arrows
S - Sword
K - Knife
IRON BRIDGE
_
_____________| | to Passage
____| |||||||||||||_|
____|H _|
|_ _ |
|=| | |
| | | /
| | | /\/
| | | \A\
| | | /\/
| | | \
| | | \
| | | \
| | | \
| |_| |
|___|| |
| |
| |
|_/\_|
from Bridge
LEGEND
H - Herb
A - Ammo
PASSAGE
__
|==| to Palace 1F
| |
| |
| |
| |
| |
| |
| |
_| |
| |
__| |_____
\ / to Military Training Facility 1F
|__ ______|
| |
|_||||||| from Iron Bridge
MILITARY TRAINING FACILITY 1F
_____________ _____________ ________
____________| | | | |
| B | | |LD| | |
|B ______ B|__ |_ |__| |=|/___BS__|
____|______ |__\_ |__ | | |=| |
|=| |_\___|___|||_________|___| ______|=| |
|=| ____| S____________________\_|_|L |___| |___ _
|=| | | | B | IS| \/ | ___\_|L
|____ | | | | | | |
|/| L |B \ | / |
|_ |H |_H____________|______| |_|
______|____|/\__S________||||||______|_A__/\____|__________
| L\ |B __________ |
|__/ / | Tank | |
\ __________| |__________| |
| B | |_____________________|
|__________________________|
LEGEND
H - Herb IS - Safe
A - Ammo BS - Blue Shield
L - Lift LD - Ladder
B - Arrow
S - Iron Shutter
MILITARY TRAINING FACILITY 2F
_________ ________
| I| | CR |
| PB| |H |
___________| H| |=| ______|
| _______ |_______\_| __ |=| | |
|=| | / |_______________ __| |__|=| |___R |
|=| __| |A________________________\__________\ ||| __|
|=| | | |P R | | | |_| ___\_|
| | | | | /_| | _| |
|__ |W___| | | B| | | | / |
| | |_____________\____| \ |_ |_|_|
|________|_____________||||||||____|___|______|
LEGEND
H - Herb B - Arrows
A - Ammo PB - Plastic Bottle
P - Picture CR - Crest
W - 100% Weapon I - Item Box
R - Grenade Rounds
MILITARY TRAINING FACILITY B1F
__________ __
| | |LD|
| ___A____| |P |
| R | | |
________|________\_|_______|S |________________ _
| | R| |__/____A_____\_|L
| \ /__| ==|
| L |S |_|||__ |
| | G| |____________|
|____|_________/_|
| |
|__________/ \
|B |
|____|
LEGEND
L - Lift LD - Ladder
A - Ammo S - Iron Shutter
B - Arrows
R - Grenade Rounds
G - Grenade Launcher
PALACE 1F
_____________ _______
| A | |_____ W|
| BS | | |_|
|___/\________|_| A S|
_________|A/____H___ / |
|__|A|____| |____ |_/\_|_______|
|C ____| |=| _ | \
|_____||||\ A |=| |_| ||| V|
|__ /===\ _|__________|__/
| |
\/ \/
/ \
| |
_____________|_===H|_____________
| ___________ ___________ |
| | | CR | | |
|=| | | |=|
|=| \___/ |=|
LEGEND
H - Herb CR - Crest
A - Ammo BS - Blue Sheild
S - Switch W - Wheel
C - Attache Case
V - Vase
PALACE B1F
______
/\ |M A |
| | |=| |
| | |=| |
| | __| |
| |(__ |
| | |_____B|
\/
Submarine
LEGEND
A - Ammo
M - Map
B - Arrows
PALACE 2F
/
| |_______
| | |
| | |
|H A |
__________________|_|____ |
| |||||____ ||| |\/|
|H A|_ |=|___/|A |
| E _| |=|I |
|___________| |A______|
LEGEND
H - Herb
A - Ammo
I - Item Box
E - Explosive Arrow Heads
PASSAGE
__
|==|
|==|
| |
| |
| |
| |
| |
| |
| |
| |
|/\|
PRIVATE RESIDENTS 1F
__ __
| |_| |__ __
| / |=| |
|_B____A| |=| |
|||||| |_ __|
| |/\|___
|___ | |
| |H_ __|
|____|||||_|
LEGEND
H - Herb
A - Ammo
B - Arrows
PRIVATE RESIDENTS 2F
__________________
|H__/__ | | ___ |
| | \ |=| | |
|___/__| | |_ | |
| |A| A|___| |
|___/__| |___|||___|
|________|
LEGEND
H - Herb
A - Ammo
PRIVATE RESIDENCE 3F
___KH___
/ __ \
/ / \ \
|H | L L| K|
\ \__/ /
\________/
LEGEND
H - Herb
L - Ladder
K - Dragonfly Key
KH - Key Hole
PRIVATE RESIDENCE 4F
____________
/ A \
| _ CR|
|____ |_| ____|
|____|
L
LEGEND
A - Ammo
L - Ladder
CR - Crest
AIRPORT 1F
/\ Submarine
| |
____ | | ______
|_|__)| | | |_
|=| | | | | _|SW
|=|_ | | | | ________
| | \/ ___________| | |SW___ |_____
| | | A / | | | | L\ H|
| |_________ _| _______\______| | | |__/ A|
|_____________/_ |________________|__B_C| | R|
|___________\________________/__ ___S__I|
Bridge |___|_|L
LEGEND
H - Herb B - Arrows
A - Ammo L - Lift
I - Item Box C - Card
S - Iron Shutter SW - Switch
R - Grenade Rounds
AIRPORT 2F
_
_____| |__ ________________ __ _
|__K____\__|________________|BS\ |__CS___
|_______|_|L
LEGEND
L - Lift
K - Iron Shutter Key
BS - Bridge Switch
CR - Crane Switch
TRANSPORT PLANE
____
| |
| |
| _|
|S | |
|/_|_|
\ I|
|L |
\____/
LEGEND
L - Lever
S - Switch
I - Item Box
ANTARCTIC TRANSPORT TERMINAL B1F
____ ________________
|__ | | |
___ | | ______ | |
_| |__________| | | A | | |
| | _____|___ | F | | |
|_____ / | |A | | B |_ | |
|____|_|____|H___| |______| | | |
| | / ____ \ |________________|
| |_/ / |__ \_| |
| \_ ___/___ |
|______/_________| \ \____/ / | |
_________| | | \______/ | |
| V | _| | |
|__ | | |______________|
| / |
\____________|___|
LEGEND:
A- Ammo
B- Arrows
F- First Aid Spray
H- Herbs
V- Valve
ANTARCTIC TRANSPORT TERMINAL B2F
___
| I |___ ______________
__ | B / HP______ |
_______________| |_ _| K |_ | | |
| K ___|_______|___________| |
| AR | | |
| DK | | |
|________________| |_|
| U A | |
| B |__/____\______________|_
|_____________G______| | |
| SR | A |
|__ | |
| / H |
\__________|______________|
LEGEND:
I- Item Box HP- Herb Pot
B- Arrows K- Key
A- Ammo AR- Assault Rifle
U- UPC Label DK- Doorknob
G- Gas Mask
SR- Sniper Rifle
ANTARCTIC TRANSPORT TERMINAL B4F
_______________ _______
| | __ | \ |
| | | | |______| |
| | |__| /______ |
| | __ | |___/___|
| | | | | | |
| | |__| |______| |
|________|_____/| |_______|
| I H | |
| A ___|_____/__
|__/_________ |
| |
_______________ |B |
_____| |___|G |
| | |
|_____ |_\|_
|_______________| / |
|___| |
|_ |__
_____ | |
/ \ |__ B |
/ \___| |
________________/__ ___| K |
| | ||||____|
|___________________/____/
LEGEND:
B- Arrows
K- Key
G- Grenades
I- Item Box
H- Herbs
A- Ammo
===============================================================================
8. Chris's Maps
===============================================================================
DESERTED ISLAND
___
| L | ___
|___|_/ \__________
| H A LT |
| U |
|__________ |
) |
| | ___
| | _______ | A |
| || |__| I |
\_________/ ____________|
| |_
|___|
LEGEND:
L- Lift A- Ammo
H- Herbs I- Item Box
LT- Lighter
U- Uzis
MILITARY TRAINING FACILITY B2F
__________________
| |
| H |
| |
| |
| |
|_____________ __|
| |
___| |
|_____|
LEGEND:
H- Herbs
SEWERS
_______
| |
| S H |
____| |_
| |
(to MTF Labs) \_______________|
LEGEND:
S- Shells
H- Herbs
MILITARY TRAINING FACILITY 1F
_____________ _____________ ________
____________| | | | SS |
| | | |LD| | H |
| ______ B|__ |_ |__| |=|/___BS__|
____|______ |__\_ |__ | | |=| |
|=| |_\___|___|||_________|___| ______|=| |
|=| ____| S____________________\_|_|L |___| |___ _
|=| | | | B | IS| \/ | ___\_|L
|____ | | | | | | |
|/| L | \ | / |
|_ | |_H____________|______| |_|
______|____|/\__S________||||||______|_A__/\____|__________
| L\ |B __________ |
|__/ / | Tank | |
\ __________| |__________| |
| B | |____________A________|
|__________________________|
LEGEND
H - Herb IS - Safe
A - Ammo BS - Blue Shield
L - Lift LD - Ladder
SS- Shotgun Shells
S - Iron Shutter
MILITARY TRAINING FACILITY 2F
_________ ________
| I| | CR |
| IR| |H |
___________| H| |=| ______|
| _______ |_______\_| __ |=| | |
|=| | / |_______________ __| |__|=| |___R |
|=| __| |A________________________\__________\ ||| __|
|=| | | |P R | | | |_| ___\_|
| | | | | /_| | _| |
|__ | ___| | | B| | | | / |
| | |_____________\_SP_| \ |_ |_|_|
|________|_____________||||||||____|___|T__K__|
LEGEND
H - Herb B - Arrows
A - Ammo IR- Ink Ribbons
P - Picture CR - Crest
I - Item Box SP- Side Pack
R - Grenade Rounds K- Key
T- Tank Object
MILITARY TRAINING FACILITY B1F
__________ __
| GL1 | |LD|
| ___U____| | |
| | | |
________|________\_|_______| |________________ _
| | | |__/____ _____\_|L
| \ /__| ==|
| | |_|||__ |
| | | |____________|
|____|_________/_|
| |
|__________/ \
| | ____________
|____| | _______B A
____________ ______ | | | |
| DK | |__________ | |_______ | |
|_________ __/_A____________ | | \A H || |
_________/__ ||||___| | |___GL__|| |
| |_ | | | |
| BL | | | \_/
| A H | \
|______________|
LEGEND
L - Lift LD - Ladder
A - Ammo S - Iron Shutter
B - Battery GL- Gold Luger
R - Grenade Rounds GL1- Green Liquid
G - Grenade Launcher H- Herbs
DK- Doorknob
AIRPORT 1F
/\ Submarine
| |
____ | | ______
|_|__)| | | P |_
|=| | | | | _|SW
|=|_ | | | | ________
| | \/ ___________| | |SW___ |_____
| | | A / | | | | L\ |
| |_________ _| _______\______| | | |__/ I|
|_____________/_ |________________|_____| | |
|___________\________________/__ ___S__R|
Bridge |___|_|L
LEGEND
A - Ammo L - Lift
I - Item Box C - Card
S - Iron Shutter SW - Switch
R - Grenade Rounds
AIRPORT 2F
_
_____| |__ ________________ __ _
|__S____\__|________________|BS\ |__CS___
|_______|_|L
LEGEND
L - Lift
S- Shells
BS - Bridge Switch
CR - Crane Switch
ANTARCTIC TRANSPORT TERMINAL B1F
____ ________________
|__ | | |
___ | | ______ | |
_| |__________| | | | | |
| K | _____|___ | | | |
|_____F / | | SC | | | | |
|____|_|____|_A__| |______| | | |
| | / ____ \ |________________|
| |_/ / |__ \_| |
| \_ ___/___ |
|______/_______G_| \ \____/ / | |
_________| | | \______/ | |
| | _| | |
|__ | | |______________|
| / |
\____________|___|
LEGEND:
K- Key
F- Fire Extinguisher Re-fill
SC- Briefcase
G- Green Jewel
A- Ammo
ANTARCTIC TRANSPORT TERMINAL B2F
___
| I |___ ______________
__ | D / ________ |
_______________| |_ _| |_ | | |
| ___|_______|___________| |
| M | | |
| S | | |
|____A___________| |_|
| | |
| |__/____\______________|_
|____________________| | |
| | |
|__ | |
| / |
\_____OV___|______________|
LEGEND:
M- Magnum
S- Serum
A- Ammo
I- Item Box
D- Paper Weight
ANTARCTIC TRANSPORT TERMINAL B3F
___________
| |
| A |
| |
| H |
| DF |
|___________|
LEGEND:
A- Ammo
H- Herbs
DF- Dragonfly Key
ANTARCTIC TRANSPORT TERMINAL B5F
____________ ________________
| |__| |
| H | |
| / |
| DW | C |
|__ | |
| | RJ |
| __________| |
| | A |__/_____________|
| | H | |
__| |______I___| |
|__/_\________ | |
| | |_
| |_/__ |T|
|_H____| |A|
|___\|
|L|
LEGEND:
H- Herbs I- Item Box
A- Ammo
L- Lift
C- Claire
RJ- Red Jewel
DW- Dragonfly Wing
ANTARCTIC TRANSPORT TERMINAL B6F
___
|_\ | ____
| | | |
________ / \ | A |
| BJ |_________/ /-\ \____| H |
| _\_____ ___/____|
|________| \ AH /
\ /
\____/
LEGEND:
BJ- Blue Jewel
AH- Anthill
A- Ammo
H- Herbs
ANTARCTIC TRANSPORT TERMINAL B4F
_______________ _______
| | __ | \ |
| | | | |______| |
| | |__| /______ |
| | __ | K |___/___|
| |K| | |F | R |
| | |__| |___A__| |
|________|_____/| |_______|
| A | H |
| I ___|___DW_/__
|__/_________ |
| |
_______________ | |
_____| |___| |
| | |
|_____ |_\|_
|_______________| / |
|_V_| |
|_ |__
_____ | |
/ \ |__ |
/ \___| |
________________/__ LL ___| |
| H | ||||____|
|___________________/____/
LEGEND:
A- Ammo LL- Linear Launcher
K- Combat Knife DW- Dragonfly Wing
F- First Aid Spray
R- Record
I- Item Box
H- Herb
V- Veronica Card Key
===============================================================================
9. Main Characters
===============================================================================
-=-=-=-=-=-=-=-=-
Claire Redfield:
-=-=-=-=-=-=-=-=-
AGE: 19
BLOOD TYPE: O
HEIGHT: 5'5"
WEIGHT: 115.5 lbs
Previous RE Games:
---------------
- Resident Evil 2 (PS, N64, DC)
- Resident Evil 2: Dual Shock (PS)
Claire Redfield, protaganist from Resident Evil 2, is back for Code
Veronica. After getting caught in Umbrella's HQ, she is taken to a
prision island and locked up. This is where you come in. Claire has a
wide range of weapons to use, and makes up the most of the time you'll
be playing CV.
Claire's inquisitive bent makes her more than just an ordinary college
student who loves riding motorcycles. She went to Raccoon City in search
of her brotherChris, who was missing under mysterious circumstances. But
almost immediatelyshe became involved in a series of eerie incidents
engineered by the Umbrella Corporation. Teamiing up with Rookie cop Leon
S. Kennedy, Claire managed to escape the city. Three months later, she
now heads to Europe, following up on clues
about Chris. However, she is soon caught by the Umbrella Corporation and
transfered to the corporation's prison on an isolated island.
-=-=-=-=-=-=-=-
Chris Redfield:
-=-=-=-=-=-=-=-
AGE: 25
BLOOD TYPE: O
HEIGHT: 5'9"
WEIGHT: 177.5 lbs
Previous RE Games:
---------------
- Resident Evil (PS, Saturn)
- Resident Evil: Director's Cut (PS)
RE fav, Chris is back again for Code Veronica. After getting to Rockfort
by ship, Chris explores the island to find out Claire isn't there
anymore. Chris just has all the bad luck.
A member of special tactics force S.T.A.R.S., Chris is tough with a will
of iron and a body of steel. He is good at handling firearms. A former
Air Force pilot, he's a top-notch airman. After solving the "mansion
incident", he transfered to Europe with his team members Jill and Barry
to seek the truth.
-=-=-=-=-=-=-=-=
Steve Burnside:
-=-=-=-=-=-=-=-=
AGE: 17
BLOOD TYPE: AB
HEIGHT: 5'7"
WEIGHT: 148.8 lbs
Previous RE Games:
----------------
- None
'Poster Boy' Steve plays an important role in Code Veronica. He's the
only person who can use the Golden Luggers. Some say he "kicks ass."
Though young and often reckless, Steve is a good-hearted kid. He was
captured with his father and held in the Umbrella prison on an isloated
island. He has bad feelings towards his family, though exactly why is a
mystery. During a prison raid by an unknown organization, he escaped in
the chaos. Steve now meets up with Claire and their adventure begins.
===============================================================================
10. Quick Guide
===============================================================================
This section was produced for those of you who have already beaten
RE:CV, and just want to know what's in every room. So, here's a list of
each room in the game, along with what's in it, and what's important
inside the room:
-=-=-=-=-
DISC 1:
-=-=-=-=-
In Order...
------
CELL:
------
Items: Green Herb, Handgun Bullets, Combat Knife
Important Things: None
------------------
HALLWAY NEAR CELL:
------------------
Items: Handgun Bullets, Ink Ribbon
Important Things: Typewriter
---------------
GRAVEYARD:
---------------
Items: Briefcase
Important Things: Briefcase
-------------
COURTYARD:
-------------
Items: Handgun Bullets
Important Things: None
------------------------------
PRISON AREA W/WOODEN WALKWAY:
------------------------------
Items: Green Herb
Important Things: None
------------------------
MEETING ROOM W/KITCHEN:
------------------------
Items: Handgun Bullets, Green Herb
Important Things: Prison Map
-------------
BUNK HOUSE:
-------------
Items: Handgun Bullets, MP-100's
Important Things: None
------------------
OUTSIDE LAB AREA:
------------------
Items: None
Important Things: Steel garage shutter
-------
LAB:
-------
Items: Flame Rounds, First Aid Spray, Acid Rounds
Important Things: 3-D Duplicator
--------------------
COMMUNICATIONS ROOM:
--------------------
Items: Hawk Medallion, Ink Ribbons
Important Things: Wall Switch
-----------------------------
GARAGE (IN OUTSIDE LAB AREA):
-----------------------------
Items: Fire extinguisher
Important Things: Gullotine area, locked door
---------------
GULLOTINE AREA:
---------------
Items: Padlock Key
Important Things: None
-------------
GRAVEYARD:
-------------
Items: Briefcase
Important Things: None
-------
LAB:
-------
Items: Duplicate Hawk Emblem
Important Things: 3-D Duplicator
-------------
COURTYARD:
-------------
Items: None
Important Things: Main Doors
-------------
IRON BRIDGE:
-------------
Items: Handgun bullets (jeep), two green herbs
Important Things: Crates
---------------------
PRISON EXIT PASSAGE:
---------------------
Items: None
Important Things: Zombies (watch out!)
------------------
PALACE COURTYARD:
------------------
Items: Navy Proof, Green Herb
Important Things: None
--------------------
PALACE (MAIN ROOM):
--------------------
Items: Handgun Bullets
Important Things: Computer Terminal
-------------------
SAVE ROOM (PALACE):
-------------------
Items: Ink Ribbons, ID Card, Handgun Bullets, Green Herb
Important Things: Item Box, typewriter, locked golden door
-------------------
BATHROOM (PALACE):
-------------------
Items: First Aid Spray, Handgun Bullets,
Important Things: Duralumin Case
-------------------
MAIN ROOM (PALACE):
-------------------
Items: None
Important Things: Computer Terminal
-------------
HALLWAY:
-------------
Items: Red Herb, Handgun Bullets
Important Things: None
------------------------
LOUNGE (ROOM W/ANT CASE:
------------------------
Items: Handgun Bullets, Steering wheel
Important Things: Golden Luggers
-------------
DOCKING BAY:
-------------
Items: Handgun Bullets, Bow Gun Arrows
Important Things: Palace Map, Control Panel
-------------
SUBMARINE:
-------------
Items: Side Pack
Important Things: Lever
--------------------
UNDERWATER PASSAGE:
--------------------
Items: None
Important Things: White line on ground
-------------------
UNDERWATER OFFICE:
-------------------
Items: Ink Ribbons, Handgun Bullets
Important Things: None
----------------
CARGO FACILITY:
----------------
Items: Biohazard Card, Bow Gun Arrows
Important Things: Lift, control panel
--------------------------------