Resident Evil: Code Veronica (X) Walkthrough
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1. PRISON PART 1
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After the cut-scene is over, equip the Lighter. You’ll see a scene with
Rodrigo Raval, where he needs Hemostat. If you play the game right, you’ll
be back in this room later. If you’re playing on a mode other than VERY
EASY, grab the Combat Knife. Exit through the door.
You’ll see a Typewriter. Save the game. Now climb the stairs. When you’re at
the top, equip the Rocket Launcher or Combat Knife. Walk passed the burning
truck until a cut-scene happens. After it, blast all 5 zombies with the R.
launcher and run toward the briefcase. It is surrounded by fire and you need
an extinguisher. If you don’t have the R. Launcher, don’t bother trying to
kill the zombies. Just try to get through the exit. You’ll be back here.
Exit through the door passed the open gate.
Upon entry, walk and then you’ll see a cut-scene introducing Steve. Claire
now has a Pistol. After he leaves, grab the ammo over by the burning truck.
Head through the door in front of Claire. Since you have a strong amount of
health, you can skip the Barracks. EASY and NORMAL people, enter the
barracks.
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***BARRACKS SECTION***
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Inside, gun down all the zombies but one. Then use the Knife on the zombie’s
legs to put them down. Grab the green herb on the higher area of the room
and then enter the door to the right of the entrance.
There, run passed the bunks and turn right and to the shower stalls. Grab
the Pistol ammo at the far end of the shower stalls and then go to the
window with the zombie behind it. Grab the ammo near him and then the zombie
will push through the window. Kill the zombie and grab the M100P double
guns. Watch out for the other zombies. Go outside.
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***END BARRACKS SECTION***
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Upon entry to the area around the Barracks, turn right to see a chain link
fence. You’ll unlock it shortly. Go around the Barracks until you are on the
other side of that gate. Go through the last door.
You are now in the Guillotine area. Blast and shoot all the zombies. You
can’t get to the ones behind the cage yet. Turn the corner and enter.
You are now in the Security Area. You’ll see a metal detector. Insert your
R. launcher, Handgun, bullets, Lighter, everything except Herbs. Proceed
through the hall, passed the windows. You’ll see another metal detector.
Skip the door for now and activate the Duplicator machine to the left of the
metal detector. After turning it on, go through the door to the right of the
metal detector.
Inside, you’ll see Steve. After he leaves, go examine that yellow clip.
You’ll find a Hawk Emblem. Before leaving, examine the pad next to the
blocked door. After moving the lever, you can forget about this door. You
can open it later, but since you have the R. launcher, you don’t need many
items. Exit and head back to the duplicator.
Put the Hawk Emblem inside the glass part and watch it scan. Now go back to
the first metal detector. Pick up the R. launcher and Handgun with bullets.
Pick up a First Aid Spray, too. Go back to the Guillotine Cage.
Go passed the roll-up gate. Press the button and the red gate will rise.
Blast the 2 zombies and the ones that escape the guillotine. In the garage,
get the Extinguisher. Now go inside guillotine and get the Padlock key from
the slick. Now go back to the Barracks with the Pistol equipped.
As you circle the area again, zombie dogs will come out and attack Claire.
Use the Handgun on them because the Launcher can’t aim down. After killing
them, go to the chain gate and unlock. Now you can get back to the
guillotine without going all the way around! Now exit to the door leading
back to where Claire first met Steve. There, go back to the graveyard.
In the graveyard, use the Extinguisher on the fire and get the Briefcase.
Check the top with the “check” option and you’ll find TG-01. Now you have to
go back to the duplicator passed the metal detectors. Go there now, using
the shortcut in the barracks.
Deposit your weapons and ammo and since TG-01 is alloy, can be taken passed
the detector. Once back at the duplicator, place it in the machine right of
where the Hawk Emblem is. The TG-01 slab will now be a Hawk Emblem copy that
can be taken passed the metal detectors. Get the Hawk Emblem Alloy. You’ll
hear shattering glass and zombies, so run passed them. At the first metal
detector, take only the Pistol, M100Ps, R. Launcher, Hawk Emblem Alloy,
Bullets, Combat Knife and a First Aid Spray. Now go back to where you first
met Steve Burnside.
There, blast or avoid the zombies and look for the giant gate. Place the
Hawk Emblem Alloy and then go through. You are now out of the Prison- for
now!
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2. PALACE AND AIRPORT PART 1
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Claire is now out of that damn Prison, but remember the area well because
you will be back much later in the game. Send Claire across the Bridge.
You’ll see white crates. Grab the 2 green herbs. Push the far out one toward
the fire. Then push it right over the fire. Now climb over it. Climb the
stairs. You are now in the Passage.
Blast all the zombies in sight. Now run passed the first door toward the
gate. Remember where that door is- it leads to the Military Training
Facility. Climb the stairs and you are now in the Palace’s yard.
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***GETTING THE BOW GUN AND EXPLOSIVE ARROWS***
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NORMAL players, do this. VERY EASY and EASY guys proceed into the Palace and
continue the next section. Go into the Military Training Facility. Dodge the
dogs and then head into the building. Go up the first flight of stairs and
then passed the knobless door. Enter the next door. Go to the table near the
locked door and grab the Bow Gun and the file.
Then watch a cut-scene of a man getting killed by a Bandersnatch. Go back
downstairs before the timer runs out. Then proceed to the door next to the
locked shutter. Go through the locker room and kill the tougher zombies with
the M100Ps. Go through the door at the end and you’re at a pool. Kill the
zombies and go into the pool. Look for a valve handle on the left of the
pool. That’ll stop the water from that statue. Grab the key nearby and then
go back to the main hall.
There, go through the brown door between the 2 shutters. Grab the Green Herb
and then go to the back of the room and find a locked cabinet. Open it with
the Key with Tag and then it’ll reveal Explosive Powder. Combine that with
the Bow Gun to have Explosive Arrows, which are good against Tyrant!!!
Proceed toward the Palace now.
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***END GETTING THE BOW GUN AND EXPLOSIVE ARROWS***
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In the yard, use the Handgun on the zombie dogs. You’ll see a green glowing
key, but you don’t need to get it until the end of disk 1(DC Version). PS2
Version only has one disk. Enter the main doors into the mansion. Inside, go
to the computer and type in the code: NTC0394 and the northwest door will
open. The west door does NOT need to be explored unless you’re on NORMAL.
Explore the room and grab some bullets and a Duralumin Case. Enter the door
you just unlocked.
Blast all the zombies, pick up the Pistol bullets and head through the only
open door. Go to the right of the table and press the button to watch a
movie. Watch the movie closely, as it will be a clue to a puzzle at the end
of disk 1 (DC Version). A panel will then open. Inside, grab the Steering
Wheel. Now go back to the entrance of the Palace.
When you try to exit, Steve will scream. Go back to the room where you saw
that movie and now go to where the projector screen used to be. Examine the
computer and enter options C and E and then DECIDE. Steve will come out with
2 Gold Lugers. Claire needs those and you’ll find out why. After Steve
leaves without giving them to Claire, go back to the main hall.
When there, Alfred Ashford, the boy from the video, will attack Claire.
He’ll babble about the island and the zombies and then leave. Go up the
stairs to where you saw him. Climb another set of steps and enter the door.
You are in the game’s first save room. Look in the crate. Deposit the
Handgun and bullets and withdraw the Assault Rifle (VERY [EASY]). NORMAL
PLAYERS keep what you have except for the Duralumin Case and Extinguisher.
Now turn the corner of the room to see another door. The door is locked and
needs to be unlocked with 2 Gold Lugers. Steve has those Lugers. Make sure
you save the game and exit the mansion.
In the Palace yard, turn right from the entrance and down another gate.
You’ll see a dock. Use the Steering Wheel on the dock and then turn it. The
dock will move and a Submarine Elevator will rise. Go inside.
Inside the Submarine, equip the Side Pack on the bench. The Side Pack gives
2 extra item slots. Now press the glowing button and the Submarine will
descend. When it stops, climb the ladder and you are now in the Airport
Steve was talking about when you first met him. Go down the tunnel until you
reach a door. Go through.
You are now in the Fork Room. Go to the gate at the right fork. You are now
in the Bridge. Cross the Bridge with the Lighter equipped to fend off the
bats. Go through the other gate.
You are in the Cargo Room now. You’ll see a lift in the corner. Ride it up
to the crane controls. Operate them. Push the control pad up until it stops.
Then push it left all the way until it stops. Passed the crane controls,
you’ll see a door leading to the Bridge control. It is missing a lever.
Don’t worry about this puzzle for now- it is for the end of disk 1 (DC
Version). Go ride the lift back down.
Now go to where the crate was. Operate the cargo elevator. When it rises,
kill all the zombies. Grab the Biohazard Card. Now cross the bridge again
and head back to the Submarine. Press the button again and the Sub will rise
back to the dock.
Exit the Sub and use the Steering Wheel to push it back toward the pier. Now
climb the stairs back to the Palace yard. Pass the Palace entrance and
through the gate leading to the Passage. In the Passage, head into the door
leading to the Military Training Facility.
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3. MILITARY TRAINING FACILITY A
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*Note: The reason why I call this Military Training Facility “A” is because
when you control Chris, he explores the MTF as well. But what he explores is
quite different from what Claire explores. So try not to get mixed up with
Chris and Claire’s MTF missions.
As you enter, a HUGE worm will attack Claire. Let it have a rocket and it
will die. On EASY or NORMAL, dodge the thing and enter through the building.
When you enter, go to the shutter on the far back and use the Biohazard Card
to open it. When you pass through, it will lower again. Pass through the
door into the courtyard.
When you enter the courtyard, Alfred will try to shoot you with his Sniper
Rifle. Evade by running up the stairs. Go passed the locked brown door and
the blue box on the balcony handle. Enter through door Alfred went through.
Remember where that blue box is! You will be in a hall. Go down and then to
the gray door. It is a save room. Make sure you have 3 spaces at least. Save
the game and exit.
Now go through the brown door. Alfred will lower a shutter and lock you in.
Go through the brown door. Turn left and collect the pair of Machine guns.
Now attempt to go down the stairs and a Bandersnatch will appear. Blast it
with the Rocket Launcher or use 3 Bow Gun Arrows to kill it. A door at the
bottom of the stairs will open. Go through it and another Bandersnatch will
attack Claire. Steve then comes in “Matrix-style” and blasts the
Bandersnatch with the 2 Lugers. After it dies, Claire trades the 2 machine
guns for the 2 lugers. Now Claire can access that door in the Palace Save
Room.
The floor starts to lower. Then you will control Steve. Steve is now in
Steve Room 1. Blast all the zombies and then head to the door on the left.
That is Steve Room 2. Blast all the zombies in here and remember that green
bottle in this room. Chris will need that.
Go back to Steve Room 1 and head through the door next to the gate. You are
now in Steve Room 3. Blast all the zombies. Now climb the stairs and then
exit into the Sewer Balcony. Steve will rant and then you are in control of
Claire again. Claire and Steve ride an elevator up. When you control Claire,
follow Steve through a door.
You are now on 2F of the Steve’s Dad room, and you’ll soon see why it is
called the “Steve’s Dad” room. Go to Steve and you will fall down into 1F of
Steve’s Dad room. Steve will suddenly see a zombie and empty his Machine
guns into. He will then say “father!”...
Steve tells Claire about why he is on the island and that he just killed his
zombie dad. When the scene is over, head to the door left of Steve. Blast
all the zombies and then head to the door at the end.
You are in the Model Room. Grab the Eagle Plate and then head back to
Steve’s Dad Room 1F. Head through the double doors to the Tank Room. Exit
the Tank Room through the single door. You are back in the yard where you
fought the worm. Head into the door you went through before.
Inside the Main Hall, head to the far shutter and raise it. Go through the
door to where Alfred attacked you. Kill the dogs with the Assault Rifle or
NORMAL players can dodge them. Then go to the blue box on the balcony.
Insert the Eagle Plate and the box will reveal an Emblem Card. Now go back
through the door to the Save Room. Use the Biohazard Card to raise the
shutter Alfred lowered. Put the Lugers inside the Item Box. Collect the
Hemostat from the Save Room and deposit it into the item box. Now go back to
the yard where Alfred attacked you.
Go down the stairs and then through the gate passed the fire. You’ll see a
ladder. Go down. Go passed the lever to the gate. Remember that lever when
you play as Chris. Use the Emblem Card on the gate. Climb down the step and
you are now back in Steve Room 3. Head back to Steve Room 1. Raise the gate
next to the door and then take the Grenade Launcher if you want, although
there’s already one in the Item Box if you’re an EASY or VERY EASY player.
Now go back through Steve Room 3 to the Sewer Balcony.
In the Sewer Balcony, head through the elevator and ride it to 2F. On 2F, go
to the gate and use the Emblem Card on the blue gate. When it rises, discard
the Emblem Card. Run passed the brown door to the main screen. Examine the
computer and then take the Army Proof. You need that Proof for the end of
disk 1 (DC Version). Examine the camera computer and you will see an infra
red scope of a room. Zoom in on the Skeleton Picture and remember the code
“1126”.
Now exit the room through the brown door. You are now back on the balcony
where you got the Emblem Card. Go down and back into the Main Hall. Now go
to the first shutter and use the Biohazard Card. Discard the Biohazard Card
and then climb the stairs. Pass the door with no doorknob. Chris will open
that door. Go through the open door. Inside, look for the other door and
enter the “1126” code.
Enter and collect the Skeleton Painting. An Albinoid will then escape. Dodge
them and run for the Main Hall before you get trapped. Go back to where
Steve shot his dad. Head into the room where you got the Eagle Plate. Put
the Painting in the spot where the Eagle Plate used to be and a wall will
slide up. A model of the MTF will appear. There’s a Gold Key on it. Grab it.
Now leave the MTF and head back to the Palace.
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4. PRIVATE RESIDENCE AND PALACE PART 2
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Once back in the Palace, go through the door you unlocked with the computer.
Inside, pass the door where Steve got the Lugers. Unlock those double doors
with the Gold Key and discard it.
Inside, press these paintings in order. Press the women painting first. Then
press the painting with the man and 2 babies. Then press the red-haired man
holding a teacup. Then press the other red-haired man painting with a plate
in the back round. Then press the painting with a guy holding paper. Then
press the painting with the man wearing blue. Then press the giant painting.
It will spin and a vase will be revealed. Grab it and check the inside. A
Queen Ant Object is inside.
Now go to the Save Room. Deposit the Bow Gun and Army Proof. Grab the Lugers
and use them on the door. The door will now open. Go through and find the
computer on the desk. Enter the code “1971” and then a shelf will slide,
revealing a passage. A Bandersnatch will appear. Use the Rocket or Grenade
Launcher to blast it. Go through the door in the tunnel.
Follow the tunnel until you reach the stairs. You are now in the Private
Residence. In the yard, blast/dodge the Bandersnatch and then enter the
building with the Lighter equipped.
Inside, climb the staircase until you reach a door. Go through. Claire will
then hear Alexia Ashford talking to her brother, Alfred. After “they” leave,
go inside the nearest door. Examine the Music Box and close it. The bed will
drop and reveal a Silver Key. You can’t climb the ladder on Alexia’s bed
right now. Go back to the Palace.
Once back, use the Silver Key on the door across the save room. Inside, are
a casino and a piano. Collect the Herbs if you want to heal. Collect the
Explosive Power and make 10 Explosive Arrows. Deposit them in the item box.
Now go back through the door you unlocked with the computer.
There, go to the nearest double doors and unlock them with the Silver Key.
Discard the Silver Key and enter. Launch a rocket at the 2 Bandersnatch, or
dodge them. Now go to the floor between the two desks and collect another
Eagle Plate.
Go back to the Save Room and grab the Hemostat medicine. Now gear up with
the Hemostat and Eagle Plate because you are going back to the Prison! Head
back to the Passage and down to the Bridge. Head through the giant gate.
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5. PRIVATE RESIDENCE AND PALACE PART 2
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When you are back in the room where you met Steve for the first time, head
to where Rodrigo is. Claire will feed him the hemostat and trade her Lighter
for the Lockpick. After the scene, go back to the Guillotine. Inside, passed
the slick, use the Eagle Plate on the door. When it slides, blast the
zombies.
Go through the door. Blast the zombies and head through the left door. You
are in the Doctor Room. Pass through the room to another door. Pass through
that door. NORMAL PLAYERS find the Duralumin case and use the lockpick to
open it. It will reveal Handgun parts. Combine it with the Handgun to create
a 3 burst Handgun. Go back into the Doctor Room. You’ll see a Doctor zombie
and a normal zombie. Blast both of them. The Doctor Zombie dropped a Glass
Eyeball. Pick it up. Now go to the back area of the room and place the
eyeball in the cadaver. A secret stairway will form. Go down.
Cross the Bat Hall and go through the door to the Torture Room. Blast the
zombies and go down the stairs into the door. You are in the Armor Room.
Grab the Rusted Sword. The middle statue will rise and gas will begin to
spread. Push the bar on the statue counter clock-wise and the gas will stop.
The statue you got the Rusted Sword from will spin into an armor. Insert the
Rusted Sword in and a zombie comes out. Blast it and collect the Piano Roll.
You have now explored EVERY room in the Prison! Go back to the Palace.
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6. RETURN TO PALACE AND PRIVATE RESIDENCE
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***GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY***
=================================================
Since a boss fight is coming at the end of disk 1, detour into the Military
Training Facility. Go to the room where you used the Key with Tag and find
the drawer near the door leading to the back area. Use the lockpick and then
Pistol bullets will be revealed.
Go to Steve Room 2 and use the lockpick on the cabinet with the Acid Rounds.
Grab the Acid Rounds. Then go to the room with the MTF model. There’s a
drawer on the right. Use the lockpick and a First Aid Spray will be
revealed. Grab it and then continue back for the Palace.
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***END GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY***
=====================================================
Go back to the Casino Room in the Palace. As you enter the yard, a new scene
will occur between Albert Wesker and Claire. Wesker has superpowers and is
after Chris and Alfred Ashford. He beats Claire up and tells her that he
attacked the island. Wesker then jumps for the airport.
Ignore Wesker for now. Insert the Piano Roll into the Piano and one of the
slot machines will open. Grab the King Ant Object. Now go back to the rooms
of the Private Residence where you saw Alexia talking to Alfred. Watch out
for zombies and Bandersnatches.
Go to the room where you got the Silver Key. Insert the Queen Ant Object
into the Music Box and it will open. Grab the Music Box Plate. Go back out
the hall and head into Alfred’s Room. Put the King Ant Object into the music
box in this room. When it opens, put the Music Box Plate in. Alfred’s bed
will lower, revealing a ladder. Climb it.
You’ll be on a carousal. Step off toward the ant painting. Circle the
carousal until you see a glittering object- a Silver Dragonfly, on a chair.
Check it and remove the wings. Go back to the ant painting and insert the
Dragonfly Key. The carousal will spin and a ladder will be revealed. Climb
the ladder.
There, push the crate right toward the bookshelf. Climb it and then grab the
file and Airforce Proof like the one you got in the MTF Control Room. Now
descend down the ladder to that carousal and down the ladder into Alexia’s
Room.
As you leave Alexia’s Room, you’ll see a cut-scene involving Steve shooting
Alexia. As Claire gives chase into Alfred’s Room via a secret door, you find
out Alfred has been dressing up like his fake sister, Alexia. After the
cut-scene, head back to the yard of the Palace.
When you get there, grab the Navy Proof. The self-destruct system will then
activate. After a cut-scene with Steve, go to the dock leading to the
Airport.
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7. AIRPORT PART 2
====================
At the dock, Steve will lead you to the Sub and the Airport. Follow him to
the Fork Room. This time, go to the left fork. You’ll be at a seaplane
terminal. On the loading lift, insert the Navy, Army and Airforce Proofs and
go into the plane. Steve is in control. Climb the stairs in the plane and a
scene with Steve occurs. Claire needs to raise the bridge to fly off the
island. Grab the lever and head back to the Fork Room.
Go to the Right Fork again. Cross the bridge into the Cargo Room. Ride the
lift; pass the crane controls and head through the door. Insert the lever
and raise the bridge to level 2. Cross the bridge to the Oil Room. You’ll
find out why it’s called “Oil Room” when playing as Chris.
Go to the pile of dead zombies and get the Airport Key. After that, NORMAL
PLAYERS use the lockpick next to the Oil Machine to get an important First
Aid Spray. Go back to the Cargo Room and use it on the gate next to the
lift. Go through to the Airport Save Room. Equip the Rocket Launcher or
NORMAL and EASY players equip the Grenade Launcher. Crates jam the elevator.
Push the right crate into the elevator. Now push the left most crate all the
way right and then push it in.
NORMAL guys might wanna save the game. Grab all the First Aid Spray, Grenade
Rounds (load them into G. Launcher) and Pistol bullets. NORMAL people,
withdraw the Duralumin Case from the Palace bathroom and use the lockpick to
open and reveal Explosive Powder. Combine it with normal arrows and then put
it in the item box.
Now board the elevator. It will rise while Alfred, still talking like a
woman, releases something familiar- it’s a naked version of Tyrant from
Biohazard 2! And it’s out for Claire. Also, there’s 5 minutes until
detonation. When the elevator stops, head out. Claire is now in the MTF yard
where she fought the worm. Head toward the Palace.
On your way, Tyrant appears. Trapped, blast it with the G./R. Launchers and
it will kneel. When it gets up again, fire more shots and then fall, face
down. Run passed it and head passed the Palace for the dock. Call the Sub
with the Steering Wheel and then head down. Get to the Fork Room and take
the left into the plane.
The seaplane flies off the exploding island. Steve and Claire apologize for
everything that happened (notice the Biohazard 2 “A” Scenario Ending theme
playing). Alfred, still talking in a girl’s voice, escapes the island via an
airport under the MTF’s tank. Remember that for Chris’ game.
Back on Claire’s plane, the Tyrant gets into the back area of the plane.
Load the R. launcher and enter through the door next to the item crate.
Tyrant has returned. Save the game before heading in.
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***BOSS 1***
============
Tyrant
Difficulty: Easy
Since VERY EASY GUYS so conveniently have a R. launcher, simply fire two
rockets and then press the catapult button to the right of the door. A crate
will launch out of the plane and Tyrant will get pushed off. Your first boss
battle won in 10 seconds. EASY and NORMAL guys don’t have it easy. From the
door, fire ALL 27 Explosive Arrows. The press the catapult. There! Tyrant
isn’t THAT hard in all difficulties. Return to the cockpit.
============
***BOSS 1***
============
Once back in the cockpit, Steve will lose control of the plane. Alfred seems
to have put it in auto pilot mode. It then goes to Antarctica after another
cut-scene.
***Dreamcast players switch to Disk 2 after the “free” save. PS2 players can
simply start playing after the cut-scene. PS2 players get a free save,
too.***
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8. CLAIRE IN ANTARCTICA
==========================
After Steve leaves, head to the right of the busted seaplane. Climb down the
ladder and go further right. VERY EASY guys can pass the door and go down
the stairs. Other players, enter. There, grab all the items lying around.
Bullets, Explosive Powder and First Aid Spray are in this room. Dodge the
now live zombies and exit. Proceed down the stairs.
You are in the Moth Room. Go to the door ahead. It is a Save Room. Grab the
Grenade Launcher with Grenade Rounds and a Pistol for EASY and NORMAL guys.
Look at the bookshelf behind the desk. Push it forward and then turn right
in the new passage. You’ll see lockers. Run toward them and a mouse named
DIJ will pop out and run. Examine the locker and you will find a button that
doesn’t work yet. You need power for it to work.
Go back to the Moth Room. You should have the R. launcher, G. launcher and
Assault Rifle (VERY EASY and EASY). Arm the Assault Rifle or NORMAL PLAYER’s
Pistol. Turn the corner and you’ll see a moth. Blast the moth before it
poisons and sends a parasite to Claire’s back. Whenever you enter this room
as Claire, blast the moths with the A. Rifle/Pistol. Enter through the door
into the Production Room. Blast the zombies with the R. launcher or dodge
them on NORMAL MODE.
Turn left and go passed 2 doors and then turn right toward the Gun Room.
Blast the zombies and then collect the Mining Room Key. NORMAL PLAYERS
collect the Assault Rifle from the green drawers. Go back to the Production
Room. Go to the first door you passed and use the Mining Room Key. Go
through. You are in the Mining Room (duh!). turn right and climb 2 sets of
stairs until you reach an Octa Valve Handle hole. MAKE SURE YOU EXAMINE
IT!!! Now go back down the stairs and turn right toward a door. It’s called
the Power Room.
Inside the dark Power Room, use the A. Rifle on the dogs. Now find the
generator runner. Push it. To get to it, turn left from the entrance and
then make a right. Keep going and turn left and then right again to reach
it. Now go back to the entrance of the Power Room and find the power switch.
Turn it and the base now has electricity. Go back to the Production Room.
In the Production Room, go to the only door you haven’t gone through- the
BOW Room. Inside, use the G. launcher to blast the spiders. Then look on the
silver crates and collect the Bar Code Sticker. Near the door, you’ll notice
a Gas Mask you can’t get yet. Go back to the Production Room.
Back there, go to the conveyer belt area near the Mining Room entrance.
Power up the conveyer belt and a crate will enter the Gun Room. Forget that
on VERY EASY MODE. Attach the Bar Code Sticker to the crate on the belt and
press the button. The crate will go to the BOW Room. Head back to the BOW
Room now.
Grab the Gas Mask and then exit. Now go back to the save room. Go back to
that locker where the mouse came from and press the button. The locker will
slide, revealing a chamber. Inside, underneath the grating, is Nosferatu, a
monster. You’ll be fighting him soon, so beware.
In that same area, look for a pot. Grab it and check the bottom for a key.
It’s the Machine Room key. Now go back to the Moth Room and climb the
stairs. Go passed the door (never go there!) until you see double doors. Go
through and you are in the Upper Production Room.
Go to the door left of Claire and use the Machine Room Key. You are in the
Upper Mining Room. Go through the other door in this room. You are now in
the Upper Power Room. Collect the Valve Handle and then exit back into the
Upper Mining Room. Steve is there and after the cut-scene, you’ll be back in
the Upper Production Room.
Go to the other door in the Upper Production Room. It is the Valve Handle
Room. Using the machine in the back, change the Valve Handle to an Octagon
Valve Handle. Now go back to the save room. Put the R. Launcher in there so
Chris can use it. Other players should put the Assault Rifle into the box
for Chris. VERY EASY guys should bring the Magnum and bullets instead.
NORMAL PLAYERS grab the Combat Knife.
Now go back to the Lower Production Room. Enter the Lower Mining Room and
equip the Gas Mask. Go to the Valve Handle Hole and insert the Octagon Valve
Handle. After a cut-scene involving Alfred falling into a chasm, go and get
his Sniper Rifle. After more cut-scenes you will be on a helipad battling
Nosferatu.
============
***BOSS 2***
============
Nosferatu
Difficulty: Medium
VERY EASY players find Nosferatu a little harder than Tyrant because you
don’t have the R. Launcher. To make this fight quick, arm the Magnum, get
away from Nosferatu and shoot until he falls. If the 8 Magnum Bullets aren’t
enough, use the Assault Rifle until he finally falls. Also, make sure Claire
doesn’t get poisoned. If she does, Chris’ game will be affected. EASY and
NORMAL guys should use the Sniper Rifle and aim for his open heart. After
you run out, use the Knife up close to kill Nosferatu. You can also use any
gun you may have brought… head away from Nosferatu and begin firing.
============
***BOSS 2***
============
After Nosferatu dies, Alfred will release his monster sister, Alexia. She
actually DOES exist. She has psychic powers and attacks Steve and Claire.
Alfred also dies.
As Alexia causes havoc, the island Claire was taken to (where Disk 1 took
place) has a new visitor; a man named Chris Redfield.
===========================
9. CHRIS IN THE FACILITY
===========================
*The reason why this is called MTF B is because the place has changed from
when Claire was here due to the self-destruct sequence.
After the cut-scenes, Chris will be in a cave. Walk up and talk to Rodrigo.
He’ll tell Chris that Claire left the island with Steve, etc. If you fed him
the Hemostat as Claire, the Gulp Worm that Claire fought in the yard will
swallow Rodrigo whole! If not, Rodrigo will just die.
After the scene, go to the nearby item box and grab the R. launcher. NORMAL
and EASY guys grab the Assault Rifle. Now enter through the next door and
fight the worm.
============
***BOSS 3***
============
Gulp Worm
Difficulty: Easy
With the R. launcher, this boss is wimpy. When it pops up, fire one or 2
rockets from the R. Launcher and it will die. NORMAL and EASY guys dodge the
worm and empty the Assault Rifle into the thing. If Rodrigo was swallowed,
he’ll be coughed up and he’ll give you the lighter before dying. If he died
in the first cut-scene, he won’t give you the lighter.
============
***BOSS 3***
============
=================================
***GETTING THE SUBMACHINE GUNS***
=================================
NORMAL and EASY PLAYERS will want a pair of Submachine Guns like Steve had.
Go back to where Rodrigo was swallowed. Look for a little statue of a man
holding a little torch. If Rodrigo gave you the Lighter, use it and the
statue will reveal a pair of Submachine Guns. Grab them and then go back to
the room where the worm was killed.
====================================
***END GETTING THE SUBMACHINE GUN***
====================================
After the cut-scenes, activate the elevator at the end of the hall where you
killed the worm. Ride the elevator up and Chris will end up in the room
where Steve killed his dad. A barrel blocks the single door leading to the
Elevator Hall, so take the double doors to the Tank Room.
In the Tank Room, crates block the door leading to the Main Yard. Remember
when Alfred escaped the island, he pressed a button on the tank? Well, look
on the tank for that button and press it. The Tank will move, revealing a
lift. Go down into the Harrier Jet Hallway.
In the Harrier Jet Hallway, look for the double doors. It needs a Halberd to
open. So, you need to find an Eagle Plate. Didn’t Claire use one in the
balcony? That’s where we are headed. Inside the other room in this hall, a
save room, grab the Acid Rounds and grab the G. Launcher if you’re a
NORMAL/EASY guy/gal. Deposit the Submachine Guns. Go back outside and pick
up the Battery. Spiders will then attack, so hurry and get back to the room
where Steve killed his dad.
Back there, look for the yellow lift over by the elevator leading to where
Rodrigo died. Insert the Battery. Then ride the lift up and you will now be
on 2F Steve’s Dad Room. Look at the desk to the left of the lift and collect
the file and Chemical Storage Key. Head through the door to the Control
Room.
Upon entry, you’ll see a cut-scene involving Alexia singing and Wesker
sending a monster after Chris. In the Control Room, head through the brown
door to the Balcony.
In the Balcony, the Eagle Plate is gone. It fell into the sewer. Also, the
ground has broken so you can’t get to the Main Hall yet. Go into the door
leading to the hall outside the save room. When you get there, the wall is
crumbled. But there’s a hole in the wall leading to the room where Claire
got the Skeleton Painting. Collect the Side Pack on a table and then leave
the way you came. Go back to the Control Room.
There, go to the elevator and ride it to the Sewer Balcony. On the Sewer
Balcony, don’t bother going to Steve Room 3 because there’s gas in the room.
Instead, there’s a set of stairs that weren’t there before. Walk down them
and you’ll see a Shotgun. DON’T GRAB IT YET! Go to the door near the
Shotgun. It is the Tyrant Storage Room. It’s called that because this is the
room Tyrant was stored in. Proceed through this room into the Turn Table
Room.
In the Turn Table Room, proceed to the door on the left. Proceed through
slide-up doors until you reach a room called the Chemical Room. Find the
storage fridge and use the Chemical Storage Key to open it. When it says to
set the temperature, set it at “12.8”. You’ll then get an item called
Clement E. Grab it and the head back to the Turn Table Room. You’ll find a
Doorknob on the ground. Grab it and Hunters will appear. Blast them. Beware
that there are seeker machines. If they sense Chris, Hunters will come and
attack him. Kill the Hunter with the R. Launcher or the G. Launcher with
Acid Rounds.
Go back to the room where Claire got the Skeleton Painting. In that room,
avoid the seeker and head out through the other door in that room. In the
hall, attach the doorknob into the other door in that hall. Enter and you
are on the other side of the broken catwalk in the room where Steve shot his
dad (remember when Claire and Steve fell through before Steve had to kill
his dad?). Turn to Chris’ left to see a desk. Grab the Mini Tank. Now go
back to the elevator and ride it to 1F.
Once there, head to the room with the MTF model. Place the Mini Tank in the
model and a painting will slide to reveal a Turn Table Key and a note. There
are also 3 holes and a lever behind lasers. The 3 holes are also in the
shape of those proofs that Claire used to board the plane. Go back to the
Tyrant Room.
There, Wesker will confront you and virtually kick Chris’ ass. After the
cut-scene, use the R. launcher on the Bandersnatch. Now go to the Turn Table
Room. Use the Turn Table Key and the Turn Table will rise. When it stops,
head out of the hole in the wall. You are now in the Main Hall of the MTF.
Head into the yard.
============================
10. CHRIS ESCAPES ROCKFORT
============================
In the yard, blast the Hunters. The path to the Palace is blocked by rubble,
so enter the giant elevator leading to the Airport Save Room. Once there,
make sure you have 3 spaces open. Enter the Cargo Room and blast the Hunter.
Then ride the lift up to the room with the crane controls. Go to the door
passed the crane controls. You are now in the Upper Bridge.
The lever machine isn’t working, so cross the bridge into the room where
Claire got the Airport Key- the Oil Room. To the left of the door, is an oil
machine. You’ll see cylinders with oil in them. Press the button with the 3
twice. Then press the 5 button once. Then press the 10 button once. Then
press the 3 button twice and then press the 5 button once. The puzzle will
finish. Zombies will also rise, but you don’t have to kill them.
Get back to the bridge lever and push it to lower the bridge. Now go back to
the Cargo Room. Now go to the bridge. Cross it and kill the Hunter. Now go
to the Fork Room. Blast the zombies and then head to the left fork. Go to
the boarding lift, kill the Hunter and grab the Army, Navy and Airforce
Proofs.
Don’t bother going to the submarine because it isn’t there. On your way out
of the airport, pick up the Grenade Launcher with Explosive Rounds or the
Bow Gun with Explosive Arrows. Go back to the Main Hall of the MTF, blasting
Hunters and Sweepers (poison Hunters) that get in your way. In the Main
Hall, go into the brown door you never have gone through yet.
Inside, blast the zombies. Then head through the open door. You’ll see a
hole in the wall. Go through and head through the final door. You are now in
the lower balcony on the other side of big hole. Kill the zombie and head
down the ladder.
You are now in Steve Room 3. To the right of Chris is a lever. Pull it and
the gas in the room will dissolve. Now go to Steve Room 1. There, blast the
Hunter and head into Steve Room 2. In the back area of that room, look for
the green liquid and grab it. It is Clement A. Combine it with Clement E and
you have Clement Mixture. Go back to the room with the MTF model.
There, place the Army, Navy and Airforce Proofs in the 3 slots. The MTF
model moves and a ladder is revealed. Go down. Go down the tunnels, blasting
the Spiders with the Grenade Launcher. Collect the Grenade Rounds and go
down the other ladder.
Down there, is another boss, called Albinoid Adult. It seems the Albinoid
that escaped that room reached this area and has grown.
============
***BOSS 4***
============
Albinoid Adult
Difficulty: Medium
The only reason why this boss gets a medium is because it’s hard to shoot.
Switch to the Grenade Launcher or Submachine Guns for this one. As it swims
to the edge, hit it with a Grenade. Repeat this pattern until the Albinoid
dies.
-OR-
You grab a full healing item. Jump into the water. Then run for the Eagle
Plate and grab it. You’ll get shocked at least twice. That’ll bring you to
Danger… heal then.
============
***BOSS 4***
============
After the Albinoid is dead, jump into the water and grab the Eagle Plate.
Combine the Eagle Plate with the Clement Mixture and you have the Halberd
you need. Go back to the Sewer Balcony.
There, go down the stairs and take the Shotgun this time. The stairs will
rise into the position it was in when Claire was here. Go into the water the
stairs were blocking and then get onto another platform. Climb the ladder
and you are now back inside the Harrier Jet Hallway.
Go back into the Save Room.
Save the game and inspect the chest with 4 drawers. Open the top one, the
third one and then the second one. Open the bottom one and you will get a
Luger Replica. Deposit the Luger Replica, as it has no importance in the
main game.
Deposit the G. Launcher into the box. Now go to the Harrier Jet Hallway. Use
the Halberd on the double doors and they will open. Chris gets on the last
harrier jet and flies to Antarctica.
=========================
11. CHRIS IN ANTARCTICA
=========================
When the FMV is over, go through the double doors. You are now in the Main
Terminal. Blast the Tentacles. Then go passed the seaplane wreckage and down
the ladder. Head towards the save room.
There, look at the display cabinet. To the right is a Halberd engraving. Put
the Halberd in there and the bottom cabinet will open. Grab the Paperweight
and the file. Forget about the Ink Ribbon. Now go to the Upper Production
Room.
There, you will notice the place is filled with ice from when Steve and
Claire tried to escape. NORMAL players should go to the room where Claire
modified the Valve Handle. There, kill the zombies and grab the Duralumin
case. Go to the Upper Mining Room. Since the Lower Mining Room is filled
with ice, walk on the ice to where Claire left the Octagon Valve Handle.
Grab it and zombies will attack. Blast all of them.
Now go back to the Upper Production Room. Go to there the catwalk is broken
(near the door leading to where Claire modified the Valve Handle). Step into
the ice and then climb to the other side of the broken catwalk. Go to the
door nearby.
You are in the Scanner Hall because there are scanners that belong to
Wesker’s Hunters. You’ll automatically be scanned, so kill the Hunter.
Ignore the double doors for now and head down the hallway to an elevator.
Take the elevator down.
When you are out of it, you are in the Carousal Room. Go through the door in
front of Chris. You are in the Ice Hall. Go to the door closest to Chris. It
is the Power Save Room. Save the game. Then bring the Combat Knife. Deposit
the Duralumion Case and withdraw the Empty Extinguisher. Now inspect the
machinery. You’ll see a hole you need to use the Octagon Valve Handle in.
Use it and then get turn the switch. Now there is power to the lower areas
of the base. Go back to the Ice Hall.
With caution, proceed down the Ice Hall. Blast the zombies you see and head
through the door at the end. You are in the Tiger Statue Room. Does it
remind you of anything? Anyway, go down the red hall, passed the door until
you reach a Tiger Statue (does THAT remind you of anything?). Inspect it and
pull the Blue Jewel out. The tiger will spin, revealing a Square Valve
Handle Socket! Combine that with the Valve Handle so the Handle is square
again. Now put the Blue Jewel back in. The statue will return to normal
position. NORMAL PLAYERS grab the Red jewel to reveal Magnum Bullets.
Grab those and put the Red Jewel back. Now go back to that door you just
passed and enter through. That door is really another elevator. When it
stops, you’ll lots of ants. Just step on them. After a cut-scene involving
that HUGE anthill, grab the nearby Wing Object. Then turn left and then turn
right until you see blood on a wall. Enter the double doors into the storage
room.
In the storage room, go up the flight of steps and inspect the computer
right of the capsule. Examine it and you will have to press the code in
order. Press the AA, then the CROWN, then the HEART and finally the SPADE. A
little compartment will open. Put the Paperweight in there. The capsule will
then open and Alfred Ashford’s dead body will fall out. Inspect his hand and
you will get Alfred’s Ring. Check it and it will turn into Alfred’s Jewel.
Now go back to the Scanner Hall. Go through the double doors. You are in the
Water Tank Room. NORMAL PEOPLE push that small button by the lift and then a
huge barrel will rise. Use the Empty Extinguisher on it to refill it. Now
ride the far lift up. Proceed until you see a Square Valve Handle hole.
Insert the Square Valve Handle and the water will vanish. Go down the ladder
to the tank and grab the Crane Key. After you grab it, a Sweeper will jump
in. Kill it by any means necessary.
NORMAL GUYS now ride the other lift down. Use the Extinguisher to put out
the fire and then grab the Magnum where the Mining Room Key was.
Go back to the Upper Production Room. There, find the crane to the right of
the door leading to the Scanner Hall. Use the Crane Key and Nosferatu’s body
will rise from the ice and a green jewel drops near him. Alexia will appear.
After she leaves, another boss will appear. Resident Evil: Director’s Cut
players will recognize this boss as the Black Tiger.
============
***BOSS 5***
============
Black Tiger
Difficulty: TOO easy
This boss is TOO easy! Get on the ice. When it is on the ice, send one
rocket into it and the Giant Spider is finished. Other players use the
Custom Handgun against it and it will eventually die after about 20 bullets.
-OR-
Simply dodge the Spider and run to Nosferatu’s body. Grab the Green Jewel
and head out through the door you just came from. You just save ammo!
============
***BOSS 5***
============
When the Black Tiger is dead, go to Nosferatu’s body. Near him is
Alexander’s Pierce. Check it and it will turn to Alexander’s Jewel. Now go
back to the Carousal Room.
*NOTE: Nosferatu is really Alexia and Alfred’s “father”, Alexander.
Alexander was turned into a monster thanks to Alexia and her experiments
with the T- Veronica Virus, explained in the “Frequently Asked Questions”
Section.
Once back in the Carousal Room, blast the Sweeper. You’ll also notice more
wing objects, so pick them up. Now enter through the double doors. You are
now in the Mansion Hall. Does it look familiar?
Anyway, go up the staircase and inspect the painting on the top. Attach
Alfred and Alexander’s Jewels into the painting and go back downstairs. No
go behind the staircase and you will find Claire. She is wrapped in some
gooey crap, so use the Combat Knife to free her.
She’ll regain her senses. After that, one of 2 things will happen. If she
was poisoned during her fight with Nosferatu, she’ll collapse. If she
wasn’t, you can continue on with the next section. If she was poisoned, you
have to find serum.
========================
***CLAIRE IS POISONED***
========================
If she was poisoned, go back to the room where you got the Crane Key. Over
by the big barrel, there is a lift that goes down. Take it down and you will
be in the Gun Room, where you got the Magnum. On the shelf is Serum. Take it
and get back to Claire.
============================
***END CLAIRE IS POISONED***
============================
After she is cured, Alexia will appear again. She taunts. After the
cut-scene, you will temporarily be in control of Claire again.
========================
12. CLAIRE FINDS STEVE
========================
Your next objective is to find and save Steve. Claire starts out in a room.
Ignore the Shotgun rack and check into the Item Box. Grab 1 First Aid Spray.
Also, heal if you were poisoned. Arm Claire with the Handgun Chris began
with. VERY EASY PEOPLE bring ONE green herb. Other players bring 2 First Aid
Sprays!!! Go through the next door.
You are now in the Tentacle Hall. Pass through the hall and kill Tentacles
that appear. Pass the locked door and enter through the other door at the
end of the hall. You are now in the Jail Cell Room.
Go up the small flight of stairs passed the steel door. Grab the file near
the cannon. Then, inspect the cannon and push it down to reveal a Crystal
Ball. A slab of concrete will then fall and pull back up.
When it rises, quickly grab the Crystal Ball before Claire gets crushed.
After you get it, go UNDER where the slab falls and quickly use the Crystal
Ball in the white area. Claire automatically backs up. The concrete falls
and crushes the Crystal Ball. The Security Card can now be taken. When the
slab rises, grab the Security Card and the trap will disappear.
Now go to the silver door you passed and enter. You’ll see a gate with a
Security Card reader. Swipe the Security Card. Now run passed the armors to
Steve. After the cut-scene, he’ll be a monster.
============
***BOSS 6***
============
STEVE TYRANT
Difficulty: Impossible
Even if Claire brought the R. launcher, it’s impossible to even hurt Tyrant
Steve so just run away. If you get hit twice, heal and then keep running for
the door.
============
***BOSS 6***
============
After you finish running, a cut-scene will occur. It is about Steve saying,
“he loves Claire…” before he dies. After this sad death scene, we return to
action as Chris.
================================
13. CHRIS IN ANTARCTICA PART 2
================================
Meanwhile, Wesker is challenging Alexia to a fight because he wants her T-
Veronica Virus. Alexia suddenly turns into gray monster that resembles
Nosferatu. After being punched by Alexia, Wesker will then run and punch
Alexia before seeing Chris. After Wesker leaves, Chris will have to fight
Alexia. Notice that she drops her necklace.
============
***BOSS 7***
============
Alexia I
Difficulty: Fairly Easy
After the cut-scene, arm the R. Launcher or Magnum. Then fire 1 or 2 blasts
and Alexia is down. The R. launcher is REALLY a lifesaver! People with the
Magnum should fire 6 shots into her before she is down. The twin Submachine
Guns and Assault Rifle are also great to use.
============
***BOSS 7***
============
After Alexia is down, go to where she dropped her necklace by the stairs.
Collect Alexia’s Choker and check it to become Alexia’s Jewel. Go up the
stairs and attach Alexia’s Jewel to the painting. The painting will then
slide to reveal a door. Go through that door to the Y-Shaped Hall. As you
leave the room, Alexia will rise. She isn’t done for yet.
In the Y-Shaped Hall, pass the double doors and turn left. You’ll see a
door. Go through. This is the Desk Room. Search the desk without the
Typewriter on it and you’ll find the Sterile Room Key. Go back to the
Mansion Hall (where you fought Alexia).
Back here, go to the double doors and use the Sterile Room Key to unlock
them. Go through and you are in the room with the Tiger Statue. Go back to
the Power Save Room. There, switch off the power. Now go back to the Mansion
Hall via the Carousal Room.
Back in the Mansion Hall, go though the double doors to the Tiger Statue
Room. Go to the Tiger Statue and take both of the jewels from the eye. Now
go back to the Y-Shaped Hall.
There, go passed the Desk Room to another door. Enter. You are now in
Alfred’s Room. It is exactly like the one from the Private Residence. Look
at the Music Box and insert the Blue Jewel from the Tiger Statue in. The box
opens. Now go through the door with the woman on it to Alexia’s Room. In her
Music Box, shut it off and place the Red Jewel in. Then grab the Music Box
Plate. Go back to Alfred’s Room and put the Music Box Plate in his Music
Box. The bed will lower a ladder. Climb it to the Dinner Table Room.
There, look for a container and collect the Dragonfly Object. Combine the
Wing Objects with the Dragonfly Object. Now go back to the Y-Shaped Hall.
Remember the double doors by the entrance? Go through them now.
You are now in the Computer Room. Ride the lift down and you’ll see a Wing
Object in a glass casing. Examine the nearby computer to open the case. Grab
the final Wing Object and combine it with the Dragonfly Object to get a Gold
Dragonfly. Ride the lift up and go through the door up the stairs.
Chris is now in the Tentacle Hall. EASY/NORMAL PLAYERS go to the save room
to the right. Grab the Submachine Guns and Assault Rifle. Go back to the
Tentacle Hall and then go through the door at the end to the Prison Cells.
There, Claire will be behind that locked steel door, crying because Steve
died. She will hand Chris a Security Manuel. Check the inside of the book
(where you can see the pages) and it will open. You will now have the
Security Card. Since Claire is trapped, Chris has to set the self-destruct
system to unlock the doors.
==================
14. FINAL BATTLE
==================
Now go to the end of the room, passed the brown double doors to a flight of
stairs. Go up and you will be in the Upper Anthill Room. Go to the door and
attach the Gold Dragonfly to open it. Go through.
You are now in the Security Room. Blast the zombies and go to the computer.
Swipe the Security Card and type in the code: Veronica (duh!). The
self-destruct systems will activate. Go back to the Upper Anthill Room.
There, Claire will rejoin Chris and then Alexia will come back. As she
morphs into a monster, the Linear Launcher is activated, but you have to
wait for it to charge.
============
***BOSS 8***
============
Alexia II & III
Difficulty: Medium
After the cut-scene, fire a shot at Alexia before she kills Claire. Claire
then runs off. Alexia then becomes a BIG blob. When you regain control of
Chris, fire 3 rockets until Alexia morphs into a Dragonfly monster. Other
players, unload the Submachine Guns and Magnum until she turns into flying
form. The Linear Launcher will then finish charging. Grab it. When you fire,
a periscope will appear (first person like RESIDENT EVIL SURVIVOR). Fire one
shot at Alexia and she will finally die.
============
***BOSS 8***
============
After Alexia dies, you have officially defeated RESIDENT EVIL CODE: VERONICA
(X) on ANY MODE!!! Watch the new ending theme involving Chris and Wesker.
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