____ _____ ____ ___ ____ _____ _ _ _____ _______ _____ _ | _ \| ____/ ___|_ _| _ \| ____| \ | |_ _| | ____\ \ / /_ _| | | |_) | _| \___ \| || | | | _| | \| | | | | _| \ \ / / | || | | _ <| |___ ___) | || |_| | |___| |\ | | | | |___ \ | / | || |___ |_| \_\_____|____/___|____/|_____|_| \_| |_| |_____| \_/ |___|_____| ____ ___ ____ _____ __ __ _ / ___/ _ \| _ \| ____|_ \ \ / /__ _ __ ___ _ __ (_) ___ __ _ | | | | | | | | | _| (_) \ \ / / _ \ '__/ _ \| '_ \| |/ __/ _` | | |__| |_| | |_| | |___ _ \ | / __/ | | (_) | | | | | (_| (_| | \____\___/|____/|_____(_) \_/ \___|_| \___/|_| |_|_|\___\__,_| ------------------------------------------------------------------------ ************************************************************************ R E S I D E N T E V I L C O D E : V E R O N I C A (X) B I O H A Z A R D C O D E : V E R O N I C A (COMPLETE) U L T I M A T E G U I D E B O O K ************************************************************************ ------------------------------------------------------------------------ Version 15.0 COVERS: ------ Resident Evil CODE: Veronica (Dreamcast) BioHazard CODE: Veronica (JPN Dreamcast) BioHazard CODE: Veronica LE (JPN Dreamcast) BioHazard CODE: Veronica Complete (JPN Dreamcast) Resident Evil CODE: Veronica X (PlayStation 2) BioHazard CODE: Veronica Complete (JPN PlayStation 2) BioHazard CODE: Veronica Complete: 5th Anniversary (JPN PlayStation 2) Will soon cover (assuming it stays as a port): ---------------------------------------------- Resident Evil CODE: Veronica X (GameCube) BioHazard CODE: Veronica Complete (GameCube) CONTENTS -------- 1. INTRODUCTION 2. FAQ HISTORY 3. CONTROLS 4. CHARACTERS 5. STRATEGIES 6. WALKTHROUGH- CLAIRE REDFIELD 7. WALKTHROUGH- CHRIS REDFIELD 8. BATTLE GAME 9. BATTLE GAME- CLAIRE REDFIELD 10. BATTLE GAME- ALTERNATE CLAIRE REDFIELD 11. BATTLE GAME- CHRIS REDFIELD 12. BATTLE GAME- STEVE BURNSIDE 13. BATTLE GAME- ALBERT WESKER 14. ITEM LIST 15. FILE TRANSCRIPTS 16. HERB GUIDE 17. MONSTER AND BOSS LIST 18. OPTIONAL AND ALTERABLE SCENES 19. NEW EVENTS GUIDE 20. HISTORY AND STORY 21. WESKER'S REPORT 22. FIFTH ANNIVERSARY PACKAGE FAQ 23. SPEED HANDGUN/KNIFE WALKTHROUGH 24. US/JAPAN CHANGES FAQ 25. SPOILER-FREE WALKTHROUGH 26. MY REVIEWS 27. CONCLUSION ======================================================================== ------------------------------------------------------------------------ 1. INTRODUCTION ------------------------------------------------------------------------ ======================================================================== Resident Evil CODE: Veronica was originally released on the Sega Dreamcast console in early 2000. The game featured the best graphics seen in any Resident Evil gave at that time. Later that same year, Capcom announced that they would re-release the game on Dreamcast and PlayStation 2 under the name "CODE: Veronica Complete." A year after the original CODE: Veronica came out, CODE: Veronica Complete was released. It featured extra storyline cut-scenes important to the Resident Evil series. A few months after CODE: Veronica Complete's release in Japan, it was released elsewhere under "CODE: Veronica X." Shortly after CODE: Veronica X's release, Capcom announced that the Resident Evil series would continue on Nintendo GameCube, and that announcement included a GameCube version of CODE: Veronica Complete. This FAQ covers the Japanese Dreamcast, the universal PlayStation 2 and the future GameCube version of CODE: Veronica Complete. It may only appear on: ------------------------------------------------------------------------ www.biohazardexe.com <--- Especially this site. ALWAYS visit BioHazardEXE for the latest versions of my guides. Also, visit BioHazardEXE for various Resident Evil information! It's run by John and I, so you can count on quick and accurate news about RE! ------------------------------------------------------------------------ www.gamefaqs.com faqs.ign.com www.neoseeker.com www.residentevilfan.com www.psxcodez.com www.meristation.net There are numerous other websites, but I forgot about them. :/ ======================================================================== ------------------------------------------------------------------------ 2. FAQ HISTORY ------------------------------------------------------------------------ ======================================================================== July 1, 2003 ------------ Thanks to ZoopSoul, I added two new files. Thanks to Minesweeper, I will soon add much needed ammo charts for bosses (refer to his FAQ if you need them now)! Thanks Nathan and Zoop! May 28, 2003 ------------ Just a few notable updates here and there. December 18, 2002 ----------------- This now covers every CODE: Veronica game available. All CV page links lead to this guide. Zero symopsis added. IGN also has permission to host this guide. www.cheatcc.com's permission to use this FAQ has been abolished. This update is for those folks who bought the Greatest Hits version. And yes, the future GameCube version will be covered. Now go and play. July 1, 2002 ------------ I made the FAQ a lot easier to navigate, and I changed my e-mail address, too. All format and line issues have also been fixed. March 4, 2002 ------------- After a small mistake, the FAQ is finished. February 19, 2002 ----------------- The remake of my FAQ finished. ======================================================================== ------------------------------------------------------------------------ 3. CONTROLS ------------------------------------------------------------------------ ======================================================================== ********************* PLAYSTATION 2 VERSION ********************* START Button: Start Game/Display Status Screen SELECT Button: Skip movie/cut-scene Left Stick: Highlight Menu Selections/Move Your Character Right Stick: Display Status Screen by pushing down TRIANGLE Button: Display/Hide Map Screen O Button: Cancel Menu Selection/DOWN + O= 180* Turn X BUTTON: Confirm menu selection/Attack/Action R1 Shoulder: Aim Weapon R2 Shoulder: Change targets with R1 pressed To move character: ------------------ UP: Forward DOWN: Backward RIGHT: Rotate right LEFT: Rotate left ***************** DREAMCAST VERSION ***************** R Trigger: Ready Weapon (press and hold) L Trigger: Change Targets (when R trigger is held) X Button: Action/Confirm Selection Y Button: Map Screen B Button: Status Screen/Cancel A Button: Dash (with D-button UP)/Cancel selection Start Button: Option menu, skip movie/cut-scene Analog Thumb Pad: Moves character and options D-Pad: Moves character and options To move character: UP: Forward DOWN: Backward RIGHT: Rotate right LEFT: Rotate left ======================================================================== ------------------------------------------------------------------------ 4. CHARACTERS ------------------------------------------------------------------------ ======================================================================== CLAIRE REDFIELD AGE: 19 Claire Redfield is the first controllable character in the game. If you played Resident Evil 2, you'll remember her. She is currently looking for her brother, Chris Redfield, from the first Resident Evil. She went to Raccoon City to find Chris, and ran into Leon in the process. Umbrella, a pharmaceutical company, had turned the city into a zombie town thanks to the T-Virus, a toxin that causes living things to become demos. But that wasn't the first outbreak. It was at the Spencer Mansion, where Chris Redfield had a mission at. Claire Redfield eventually escaped Raccoon City a few days before it was nuked, and followed up on clues that brought her to the Umbrella Headquarters in Paris, France. She is captured by Rodrigo Raval, and is taken to an island. After an outbreak on the island thanks to an attack by the supposedly dead captain of Chris Redfield, Albert Wesker, which prompted Rodrigo Raval to free her, she meets Steve Burnside and tries to fight her way off the insane asylum that has the maniac of all maniacs running around. CHRIS REDFIELD AGE: 26 He is a member of S.T.A.R.S. of the former Raccoon City Police Department. After cannibal attacks outside of Raccoon City, his tea was sent to investigate. Many of his team mates were killed by the zombies found there, but he, Jill Valentine, Barry Burton and Rebecca Chambers escaped and lived. Now he is up against Umbrella. He left Raccoon City before the outbreak and nuke of the town with Rebecca Chambers and now that he was told by Leon S. Kennedy that Claire was captured, the big brother sets out to save his little sister. But an old team mate who was murdered at the Spencer Mansion has returned to haunt him... STEVE BURNSIDE AGE: 17 Steve Burnside is a teenager. His family was captured and taken into the island after Umbrella had found out about his father's illegal activities with the company. Judging from his attitude, he hasn't been neglected by his family in the past. He was actually well raised, as he can operate seaplanes, and can shoot guns better than anyone in the Resident Evil series thus far. He is extremely cocky and evasive when Claire asks him personal questions. What exactly is he hiding? ALBERT WESKER AGE: 38 He was the leader of the S.T.A.R.S. until he was "murdered" by the T-002 Tyrant during the Spencer mission. He betrayed STARS and caused most of them to be murdered. After Jill Valentine discovered his plans, he was murdered, but let Tyrant attack him. He got a virus from William Birkin, a top Umbrella scientist. That virus gives him life and extreme power and speed. He also has deeper plans than hunting Alexia Ashford's T- Veronica Virus. Apparently, he has also had some involvement with the Raccoon City incident. Now that Chris is in the area, he intends on getting revenge, for Chris destroyed Wesker's precious Tyrant in Resident Evil. ALFRED ASHFORD AGE: Unknown Alfred Ashford is a strange man, indeed. He heads Umbrella after his father died. This guy is just as depraved as Umbrella is, and that's because his twin sister, Alexia, died when he was young. He misses her so much, that sometimes... well, you'll find out in the game. The guy is pretty rich, owning 2 Umbrella bases and even has competition with William Birkin to create a powerful virus. ALEXIA ASHFORD AGE: Unknown Alexia is as depraved as Alfred is. She did some strange experiments on herself and now she has become a monster. She never died to begin with, and that's a secret Alfred is keeping with him... during the game she turns into a monster because of her T- Veronica Virus. She is extremely pretty though, but looks can be extremely deceiving. She competes with William Birkin's G-Virus in order to get Umbrella's attention for a powerful virus. RODRIGO JUAN RAVAL AGE: Unknown He captured Claire Redfield in Paris and after Wesker's attack, he lets her go to survive. Besides Steve Burnside, he is Claire's only other ally on the island. He doesn't seem extremely useful until middle in the game, when he provides Chris Redfield with information about Claire. His role is not big in the game, but like Richard Aiken from Resident Evil, Marvin Branagh from Resident Evil 2, and Mikhail Victor from Resident Evil 3: Nemesis, Rodrigo has a small but arguably important roll in the game. ======================================================================== ------------------------------------------------------------------------ 5. STRATEGIES ------------------------------------------------------------------------ ======================================================================== CONSERVE AMMO! Resident Evil CODE: Veronica is hard, since it has no difficulties. It is easy to use up a lot of ammo. The Tyrant, and Alexia require a lot of ammo. To conserve ammo throughout the game, strictly use your Handgun and use the Knife. USE THE KNIFE! Aim the Knife at a zombie's knee and hack at it. This will cause them to trip and you can then hack them while they are down. But don't try hacking at a zombie's torso, as they will surely bite you. FIRE FROM A DISTANCE! Hunters and Bandersnatches are extremely versatile when close up to Chris and Claire. You will want to get to a distance and fire guns like the Submachine Gun (Chris), Grenade Launcher, M 100P (Claire) and Handgun. UPGRADE HANDGUNS! As Chris and Claire, you will get opportunities to upgrade your guns. Even if Chris' gun lacks in any real upgrade, simply use it anyway. The upgrade must do SOMETHING. Claire's Handgun NEEDS to be upgraded, as it is extremely powerful. KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU! Sometimes you can drop health because some monsters are stronger than others. Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can cover small damage, while the First Aid Spray can cover sudden health drops from Hunters or Banders. USE THE LIGHTER AGAINST BATS! Light scares bats away. Plain and simple. ONLY USE HANDGUN IN CLAIRE'S SECOND MISSION! When you control Claire again after playing as Chris, only equip the Handgun on her! She doesn't need anything more powerful, and if you do, this can tarnish your end game battle with Alexia II and III. SAVE THE ASSAULT RIFLE FOR CHRIS! Unless you are direly low on ammo, saving the powerful Assault Rifle for Chris' Rockfort Island mission is extremely smart. The gun can deal with Hunters and the Bandersnatch, as well as the occasional zombie. PLACE THE FIRE EXTINGUISHER IN THE ITEM BOX! Soon, you'll be able to place the Extinguisher in the Item Box, NOT SECURITY BOX. This will enable you to grab the Magnum later on. But if you don't, you can still beat the game, but the Magnum will not appear. GIVE RODRIGO THE LIGHTER AND HEMOSTATIC! This will guarantee Chris Redfield the Submachine Guns and Claire the Lockpicks. Both items can be used to obtain extra ammo, new guns and gun parts. Extremely important to beating the game with ease. MAKE MULTIPLE SAVES! Make at least 3 saves. Make one for the island, and progress on the game, but save onto another spot (preferable the post-Tyrant fight) and then save when you get Chris. Those are definite save areas. If you keep multiple saves, you can then start from and older save if you mess up (EX miss the Extinguisher). ======================================================================== ------------------------------------------------------------------------ 6. WALKTHROUGH- CLAIRE REDFIELD ------------------------------------------------------------------------ ======================================================================== Before beginning, I will tell you that this is the most drastically changed part from my old walkthrough. The FAQ is basically much more in depth than before, and offers more options and strategies, so things can be easier to understand. It is basically an easy to follow walkthrough, with room by room paragraphs describing items in the area, and the likes. Special !!ALERT!! Paragraphs will also be used to show important upcoming scenes and important information. Before starting the FAQ, you might want to grab pen and paper, as AI may make you jot some notes down. Grab some paper or pencil right now. . . . I thought I said grab some paper and pen! Do it right now! There, that is better! Now, we are ready to begin. Place the disc inside your PlayStation 2 or Dreamcast, select "New Game," watch the opening cut- scenes and you should be in a cell block. ------------------------------------------------------------------------ PART ONE- PRISON AREA ------------------------------------------------------------------------ CELLBLOCK ROOM We are in a cellblock. Start off by going to your item screen. Go to the LIGHTER you see and use "Select" with the action button. This will prompt a cut-scene. After the cut-scene, go back into the cellblock and grab the ever important GREEN HERB. In the small corner of the room, grab the HANDGUN BULLETS. On the desk near the unconscious jailer is a COMBAT KNIFE. Once you have all the items, you may exit the room. !!ALERT!! Rodrigo is injured. You will need to find him HEMOSTATIC MEDICINE, which can be found in about an hour through the game. If you do not, you will miss out on some useful items. CELLBLOCK HALLWAY Run across the typewriter and grab the INK RIBBON from the desk. Do not save the game, though. Grab the box of HANDGUN BULLETS on the ground also. Run across the hallway, and un-equip the LIGHTER in your item screen, and equip the COMBAT KNIFE instead. Climb the stairs. GRAVEYARD Run across the graveyard and make a U-turn passed the burning truck. A cut-scene will then trigger, and 4 zombies will appear. This battle is simply not worth it. Dodge the zombies and continue in the direction you are facing, pass the open gate to the door. If you get bitten, check your Health Status on the Item Screen. Only use the GREEN HERB from Rodigo's cellblock if you are on Yellow CAUTION health. Pass through the door. !!ALERT!! That BRIEFCASE that fell from the exploded truck is an item you will get in 10 minutes. But do not get it now, as fire surrounds the BRIEFCASE. COURTYARD Walk up some steps and another cut-scene will occur between Claire and Steve Burnside. After he leaves, you will want to grab the HANDGUN BULLETS on the truck next to the door you just passed through. Don't forget that you know have the HANDGUN equipped. Keep it equipped. Pass through the only unlocked door in this courtyard (besides the one you passed through). = !!ALERT!! The giant door is the gate of the Prison and the goal of this mission is to unlock it. It leads to the other areas of this entire island. We need a HAWK EMBLEM to unlock it. It is in this prison, somewhere. BARRACK In this circular room, you have the option to explore the barracks nearby. Climb the small set of steps, and pass a door to the GREEN HERB nearby. Go back to the door you just passed and enter through it. Those individuals who want to skip this area and a powerful weapon can meet me at the upcoming "GUILLOTINE CAGE" paragraph. PRISON HOUSE In this disgusting prison house, there are zombies. Shoot them. You have plenty of bullets to burn. Once they are all dead, climb the small steps up to the table and grab a GREEN HERB. Head back down the small stairs and to the door to the right from where you just entered from. BUNKROOM Run across this room and on the second bunk to the right, grab the PRISONER'S DIARY. After reading it, keep moving forward and turn 2 left turns. At the end, grab the HANDGUN BULLETS. Head back and where you see the window banging is another box of HANDGUN BULLETS. Suddenly, the zombie will break in. Shoot it and the other 2 zombies that get in your way. After the fierce battle, pick up the M 100 P guns. These guns are extremely powerful, but save them for the MILITARY TRAINING FACILITY. Return to the Main Room. PRISON HOUSE Zombies have invaded, so dodge them. Before exiting, re-explore the room and find a PRISON MAP in the corner. Now you can find your way back. BARRACKS Head down the small steps. Watch the cut-scene. Turn and continue along the path. Another cut-scene occurs. Continue along the path until you come to a locked gate and a door. Enter the door. !!ALERT!! The cut-scenes hint at some extremely familiar monsters. They are unfamiliar if you haven't played Resident Evil, Resident Evil 2 or Resident Evil 3: Nemesis yet. GUILLOTINE ROOM Kill every zombie in here. There are zombies behind the gate, but you cannot kill them. The door to your right is the other side of the "Nailed Door" in the COURTYARD, where you met Steve Burnside. The small door hidden in an alley ward in the corner is your next destination. !!ALERT!! That locked gate needs to be unlocked. You will do it in a few minutes. SECURITY PIRATE HALL No, there are no pirates. But you will find out soon on why it is called the Security Pirate Room. Head up and a cut-scene will occur, making you place ALL your items inside the SECURITY BOX, including the Lighter. Run across the hall, passed another SECURITY BOX. Turn to Claire's right. There is a table with GRENADE ROUNDS and FLAME ROUNDS. There is also a FIRST AID SPRAY. Deposit them in the nearest SECURITY BOX. Then take the door nearby. COMPUTER ROOM Run down and grab the document. Then turn around and watch a cut-scene with Steve. Afterwards, examine the yellow clipboard next to the computer. You'll get the HAWK EMBLEM, the Item you need to get out of the PRISON. The door nearby is blocked, but press the little switch to the right of the door. Now you can unlock the Gate in the GUILLOTINE ROOM. SECURITY PIRATE HALL Return to the SECURITY PIRATE ROOM. Go to the 3D Duplicator machine, to the right of the table. Examine the machine and place the Hawk Emblem in there. Now return to the first SECURITY BOX and grab the HANDGUN, BULLETS and HERBS. Return to the GUILLOTINE ROOM. GUILLOTINE ROOM Go to the Roll Up Gate. To the left is a blinking switch. Press it. The gate rises and zombies attack. Kill them ones in front of Claire by exploding the BARRELS nearby. Kill the rest of the zombies. Now go into the garage and grab the FIRE EXTINGUISHER. Head into the cage and grab the PADLOCK KEY from the guillotine slick. Return to the BARRACKS. BARRACKS Continue your way around. Eventually, cereberus will chase you, so keep running. Head through the door at the end, back into the COURTYARD. COURTYARD Zombies have entered this area, so dodge them. You may not have enough BULLETS to stop them. Enter the door leading to the GRAVEYARD. GRAVEYARD Kill every zombie in here with your HANDGUN. Now go over to the burning truck and use the EXTINGUISHER. Grab the BRIEFCASE. Open it in your ITEM SCREEN by EXAMINING it, and then spinning it to the top of the case, where you can open it. Inside is TG-01 and a file. Now return to the COURTYARD. COURTYARD Run into the Barracks. BARRACKS From the entrance, turn to Claire's right to a locked gate. Use the PADLOCK KEY to unlock it. It leads to the door leading to the GUILLOTINE ROOM, therefore you can avoid the cereberus now! Head into the GUILLOTINE ROOM. GUILLOTINE ROOM Return to the SECURITY PIRATE HALL. Drop your items into the SECURITY BOX, except the TG-01. That is not metal, so it can bypass it. Return to the machine where you left your HAWK EMBLEM. To the right is a gold mechanism. Use the TG-01 there. After a cut-scene, grab the SPECIAL ALLOY EMBLEM from where you placed the TG-01. Attempt to leave and then zombies will run in. You have no gun right now, so dodge them until you reach the first SECURITY BOX. Grab EVERY ITEM, including the FIRE EXTINGUISHER and the LIGHTER. Return to the GUILLOTINE ROOM. GUILLOTINE ROOM Run back to the BARRACKS. BARRACKS Turn to Claire's left, and enter the COURTYARD. COURTYARD Turn to the biggest door in this room- the PRISON GATES. Use the SPECIAL ALLOY EMBLEM on the gate. Exit the COURTYARD. IRON BRIDGE We aren't out of the PRISON yet. Run across the bridge, and turn left, down a smaller pathway. Cross it and then turn right, after grabbing 2 GREEN HERBS. See the crates? Push the one closest to the truck up toward the other crates, and then push them to the right, providing space over the fire. Now head to the truck in the middle of the bridge and grab the HANDGUN BULLETS. Now head over the crates, and up the stairs. We are out of the PRISON! ------------------------------------------------------------------------ PART TWO- WANDERING THE PALACE ------------------------------------------------------------------------ PASSAGE There are zombies here, so shoot them all. You should have enough ammo. You'll notice a door nearby, which leads to the MILITARY TRAINING FACILITY. Ignore the door for now, and follow the path to a gate. PALACE COURTYARD Dodge all the dogs here. Don't grab anything. Climb the stairs and run for the PALACE. Head through the door. MAIN HALL In here, run over to the computer. Enter the following code into the computer: NTC0394. You will have saved some time. The door nearby unlocks, but before going there, grab some HANDGUN BULLETS. Head up the long stairs and turn right. Head through the nearby door. PALACE SAVE ROOM This is the first SAVE ROOM, so rest easy. Head to the ITEM BOX and drop off: COMBAT KNIFE 1x GREEN HERB You should have enough space soon, but that will be find for now. Head around the corner from the door you entered and grab the file. Keep going until you reach a locked door. Grab the GREEN HERB nearby. Exit back into the MAIN HALL. MAIN HALL Head to the door to the very left of the room. It is the BATHROOM. BATHROOM Search the stalls for HANDGUN BULLETS. Search the sink for FIRST AID SPRAY. Grab the nearby DURALUMIN CASE. Now exit. MAIN HALL Head into the door you unlocked with the computer. HALLWAY Shoot all the zombies here. Grab the HANDGUN BULLETS and RED HERB. Combine the RED HERB with 1 GREEN HERB. Pass by the locked double doors until you see a single door. It is the GUN ROOM. GUN ROOM Grab the HANDGUN BULLETS. See the blinking button underneath a display? Press it and watch a cut-scene. After it ends, a new passage will have opened. Grab the STEERING WHEEL and leave. HALLWAY Run back to the MAIN HALL. MAIN HALL Attempt to exit the place completely, and you'll hear a scream. Return through the door you unlocked with the computer. HALLWAY Run to where you got the STEERING WHEEL. GUN ROOM Go to the computer console. It is a puzzle. Simple press options C and E. The puzzle will end, and you can return to the HALLWAY. HALLWAY Run back to the MAIN HALL. MAIN HALL In the MAIN HALL, a cut-scene will occur. After it ends, exit into the PALACE COURTYARD. PALACE COURTYARD Grab the nearby GREEN HERB. See the GREEN BLINKING OBJECT? It is called the NAVY PROOF. DO NOT grab it. Turn to Claire's right from the stairs and head through the gate. Dodge the monsters. SUBMARINE DOCK Run and make a U-turn and grab the PALACE MAP and HANDGUN BULLETS. Head to the dock and then grab the BOW GUN ARROWS. Go to the little platform and use the STEERING WHEEL. A SUBMARINE will rise, so head inside. SUBMARINE On the chairs is a SIDE PACK. Equip it to make Claire hold more items. Go to the control panel of the SUBMARINE and flip the switch. After a sequence, head up the ladder. ------------------------------------------------------------------------ AIRPORT ------------------------------------------------------------------------ AIRPORT TUNNEL Run down the stairs and continue down the tunnel. Head through the first door. AIRPORT OFFICE Kill all the zombies in here. If you are running low on ammo, use the M 100 P. After you kill all the zombies, take the door to the right. BRIDGE Run across this bridge. At the end is a gate. Go through. CARGO ROOM Here, take the small lift in the corner. Nearby is a control panel. Examine. You are now pushing a crane. Push the UP button until the crate stops moving. Then push it LEFT until it stops moving. Ride the lift back down. Go to where the crate was and then push the blinking button. An elevator rises, along with zombies. Kill them. Nearby, grab the BIOHAZARD CARD and the BOW GUN ARROWS. Return to the BRIDGE. BRIDGE Run across back into the AIRPORT OFFICE. AIRPORT OFFICE Return to the AIRPORT TUNNEL. AIRPORT TUNNEL Return to the SUBMARINE. SUBMARINE Ride the SUBMARINE back to the surface. SUBMARINE DOCK Climb the stairs back to the PALACE COURTYARD. PALACE COURTYARD Dodge the dogs. Head to the first gate and down into the PASSAGE. PASSAGE Run down until you are at the stairs leading to the PRISON. Don't go down into the IRON BRIDGE. Take the small door nearby. ------------------------------------------------------------------------ PART THREE- MILITARY TRAINING FACILITY ------------------------------------------------------------------------ MILITARY TRAINING FACILITY YARD The GULP WORM appears. Dodge it an head into the double doors on the LEFT. FACILITY HALL Head into the staircase to Claire's right. Up the stairs, turn left, passed the knobless door. Head into the LABORATORY. LABORATORY As you enter, a HUGE worm will attack Claire. Let it have a rocket and it will die. On EASY or NORMAL, dodge the thing and enter through the building. MAIN ROOM When you enter, go to the shutter on the far back and use the BIOHAZARD CARD to open it. When you pass through, it will lower again. Pass through the door into the COURTYARD. COURTYARD When you enter the COURTYARD, Alfred will try to shoot you with his Sniper Rifle. Evade by running up the stairs. Go passed the locked brown door and the blue box on the balcony handle. Enter through door Alfred went through. Remember where that blue box is! ALFRED HALL You will be in a hall. Go down and then to the gray door. It is a save room. MTF SAVE ROOM Make sure you have 3 spaces at least. Save the game and exit. ALFRED HALL Now go through the brown door. Alfred will lower a shutter and lock you in. Go through the brown door. BANDERSNATCH WAREHOUSE Turn left and collect the pair of SUBMACHINE GUNS. Now attempt to go down the stairs and a Bandersnatch will appear. 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 GOLD LUGERS. After it dies, Claire trades the 2 SUBMACHINE GUNS for the 2 GOLD LUGERS. Now Claire can access that door in the PALACE SAVE ROOM. The floor starts to lower. Then you will control Steve. STEVE ROOM 1 Steve is now in STEVE ROOM 1. Blast all the zombies and then head to the door on the left. That is STEVE ROOM 2. STEVE ROOM 2 Blast all the zombies in here and remember that green bottle in this room. Chris will need that. STEVE ROOM 1 Go back to STEVE ROOM 1 and head through the door next to the gate. STEVE ROOM 3 You are now in STEVE ROOM 3. Blast all the zombies. Now climb the stairs and then exit into the SEWER BALCONY. SEWER BALCONY Run forward. Steve will rant and then you are in control of Claire again. Claire and Steve ride an elevator up. CONTROL ROOM When you control Claire, follow Steve through a door. 2F STEVE'S DAD ROOM You are now on 2F STEVE'S DEAD ROOM, and you'll soon see why it is called the "STEVE'S DAD ROOM." Go to Steve and you will fall down into 1F STEVE'S DEAD ROOM. 1F STEVE'S DEAD ROOM Steve will suddenly see a zombie and empty his SUBMACHINE GUNS into. Steve tells Claire about why he is on the island and that he just killed his zombie dad. When the scene is over, head to the door left of Steve. ELEVATOR HALL Blast all the zombies and then head to the door at the end. MODEL ROOM You are in the MODEL ROOM. Grab the EAGLE PLATE and then head back to the ELEVATOR ROOM. ELEVATOR ROOM Head back to 1F STEVE'S DEAD ROOM. 1F STEVE'S DEAD ROOM Head through the double doors to the TANK ROOM. TANK ROOM Exit the TANK ROOM through the single door. MILITARY TRAINING FACILITY YARD You are back in the yard where you fought the worm. Head into the door you went through before. FACILITY HALL Inside the FACILITY HALL, head to the far shutter and raise it. Go through the door to where Alfred attacked you. COURTYARD Kill the dogs with the ASSAULT RIFLE or NORMAL players can dodge them. Then go to the blue box on the balcony. Insert the EAGLE PLATE and the box will reveal an EMBLEM CARD. Now go back through the door to the ALFRED HALL. ALFRED HALL Use the BIOHAZARD CARD to raise the shutter Alfred lowered. Then go into the SAVE ROOM. MTF SAVE ROOM Put the GOLD LUGERS inside the Item Box. Collect the HEMOSTATIC from the MTF SAVE ROOM on the couch and deposit it into the item box. Now go back to the ALFRED HALL. ALFRED HALL Run back to the COURTYARD. COURTYARD Go down the stairs and then through the gate left of the fire. You'll see a ladder. Go down. STEVE ROOM 3 Go passed the lever to the gate. Remember that lever when you play as Chris. Use the EMBLEM CARD on the gate. Climb down the step and you are now back in STEVE ROOM 3. Head back to STEVE ROOM 1. STEVE ROOM 1 Raise the gate next to the door and then take the GRENADE LAUNCHER if you want, although there's already one in the Item Box if you're an EASY or VERY EASY player. Now go back to STEVE ROOM 3. STEVE ROOM 3 Go to the SEWER BALCONY. SEWER BALCONY In the SEWER BALCONY, head through the elevator and ride it to the CONTROL ROOM. CONTROL ROOM On 2F, go to the gate and use the EMBLEM CARD on the blue gate. When it rises, discard the EMBLEM CARD. Run passed the brown door to the main screen. Examine the computer and then take the ARMY PROOF. You need that ARMY PROOF for the end of DISC 1 (DC Version). Examine the camera computer and you will see an infra red scope of a room. Zoom in on the Skeleton Picture and remember the code "1126". Now exit the room through the brown door. COURTYARD You are now back in the COURTYARD where you got the Emblem Card. Go down and back into the FACILITY HALL. Now go to the first shutter and use the BIOHAZARD CARD. Discard the BIOHAZARD CARD and then climb the stairs. Pass the door with no doorknob. Chris will open that door. Go through the open door. LABORATORY Inside, look for the other door and enter the "1126" code. ALBINOID LABORATORY Enter and collect the SKELETON PAINTING. An Albinoid will then escape. Dodge them and run for the LABORATORY before you get trapped. LABORATORY Run to the FACILITY HALL. FACILITY HALL Run down the stairs before the shutters lock you in. Go back to the MILITARY TRAINING FACILITY YARD. MILITARY TRAINING FACILITY YARD Go to the TANK ROOM. TANK ROOM Go to where Steve shot his dad. 1F STEVE'S DAD ROOM Go to the ELEVATOR ROOM. ELEVATOR ROOM Head into the room where you got the EAGLE PLATE. MODEL ROOM Put the SKELETON PAINTING in the spot where the EAGLE PLATE used to be and a wall will slide up. A model of the MTF will appear. There's a GOLD KEY on it. Grab it. ELEVATOR ROOM Run to 1F STEVE'S DEAD ROOM. 1F STEVE'S DAD ROOM Run to the TANK ROOM. TANK ROOM Run to the MILITARY TRAINING FACILITY YARD. MILITARY TRAINING FACILITY YARD Exit onto the PASSAGE. PASSAGE Run to the PALACE COURTYARD. ------------------------------------------------------------------------ RETURN TO THE PALACE ------------------------------------------------------------------------ PALACE COURTYARD Run into the PALACE MAIN HALL. PALACE MAIN HALL Once back in the PALACE MAIN HALL, go through the door you unlocked with the computer. HALLWAY Inside, pass the door where Steve got the GOLD LUGERS. Unlock those double doors with the GOLD KEY and discard it. PAINTING ROOM Inside, press these paintings in order. Press the WOMAN PAINTING first. Then press the painting with the MAN and 2 BABIES. Then press the RED-HAIRED MAN HOLDING A TEACUP. Then press the other RED-HAIRED MAN PAINTING with a plate in the background. Then press the painting with a GUY HOLDING PAPER. Then press the painting with the MAN WEARING BLUE. Then press the GIANT PAINTING. It will spin and a VASE will be revealed. Grab it and check the inside. A QUEEN ANT OBJECT is inside. Exit. HALLWAY Run to the PALACE MAIN HALL. PALACE MAIN HALL Run up to the SAVE ROOM. SAVE ROOM Deposit the BOW GUN and ARMY PROOF. Grab the GOLD LUGERS and use them on the door. The door will now open. SECRET STUDY Go through and find the computer on the desk. Enter the code "1971" and then a shelf will slide, revealing a passage. A Bandersnatch will appear. Use the ROCKET LAUNCHER or GRENADE LAUNCHER to blast it. Go through the door in the tunnel. BRIDGE Follow the tunnel until you reach the stairs. You are now in the PRIVATE RESIDENCE. ------------------------------------------------------------------------ PRIVATE RESIDENCE ------------------------------------------------------------------------ PRIVATE RESIDENCE COURTYARD In the yard, blast/dodge the Bandersnatch and then enter the building with the LIGHTER equipped. PRIVATE RESIDENCE MAIN HALL Inside, climb the staircase until you reach a door. Go through. U HALL Claire will then hear Alexia Ashford talking to her brother, Alfred. After "they" leave, go inside the nearest door. ALEXIA'S BEDROOM Examine the Music Box and close it. The bed will drop and reveal a SILVER KEY. You can't climb the ladder on Alexia's bed right now. Go back to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head to the PRIVATE RESIDENCE COURTYARD. PRIVATE RESIDENCE COURTYARD Head to the BRIDGE. BRIDGE Run to the SECRET STUDY. ------------------------------------------------------------------------ PALACE REVISITED AGAIN ------------------------------------------------------------------------ SECRET STUDY Head to the SAVE ROOM. SAVE ROOM Head to the PALACE MAIN HALL. PALACE MAIN HALL Once back, use the SILVER KEY on the door across the SAVE ROOM. CASINO Inside, are a casino and a piano. Collect the HERBS if you want to heal. Collect the EXPLOSIVE POWDER and make 10 EXPLOSIVE ARROWS. (Deposit them in the item box.) Exit into the PALACE MAIN HALL. PALACE MAIN HALL Now go back through the door you unlocked with the computer. HALLWAY There, go to the nearest double doors and unlock them with the SILVER KEY. Discard the SILVER KEY and enter. OFFICE Launch a ROCKET at the 2 Bandersnatch, or dodge them. Now go to the floor between the two desks and collect another EAGLE PLATE. On a nearby desk is HUNK'S REPORT. Exit the room. HALLWAY Head for the PALACE MAIN HALL. PALACE MAIN HALL Go back to the SAVE ROOM. PALACE SAVE ROOM Grab the HEMOSTATIC MEDICINE. Now gear up with the HEMOSTATIC and EAGLE PLATE because you are going back to the PRISON! Exit to the PALACE MAIN HALL Exit into the PALACE COURTYARD. PALACE COURTYARD Head into the PASSAGE. PASSAGE Head into the IRON BRIDGE. IRON BRIDGE Head through the PRISON GATES. ------------------------------------------------------------------------ PRISON REVISITED ------------------------------------------------------------------------ PRISON COURTYARD When you are back in the room where you met Steve for the first time, head to where Rodrigo is. Head for the GRAVEYARD. GRAVEYARD Avoid the zombies here (or kill them, whichever you prefer) and head down the stairs. CELLBLOCK HALLWAY Head to the CELLBLOCK. CELLBLOCK Claire will feed Rodrigo the HEMOSTATIC and trade her LIGHTER for the LOCKPICK. After the scene, go back to the CELLBLOCK HALLWAY. CELLBLOCK HALLWAY Save if you like, and run up the stairs. GRAVEYARD Run to the PRISON COURTYARD. PRISON COURTYARD Head into the BARRACK. BARRACK Turn right and head into the door nearby. GUILLOTINE Inside, passed the slick, use the EAGLE PLATE on the door. When it slides, kill the zombies before they bite you. BEHIND THE GUILLOTINE Go through the door. Kill all the zombies and head through the left door. DOCTOR ROOM You are in the DOCTOR ROOM. Pass through the room to another door. Pass through that door. TORTURE ROOM NORMAL PLAYERS find the DURALUMIN CASE and use the LOCKPICK to open it. It will reveal HANDGUN PARTS. Combine it with the HANDGUN to create a CUSTOM HANDGUN. Go back into the DOCTOR ROOM. DOCTOR ROOM You'll see a DOCTOR ZOMBIE and a normal zombie. Kill both of them, especially the doctor, because the doctor is a CRIMSON HEAD like those seen in the SPENCER MANSION in the Resident Evil remake. The DOCTOR ZOMBIE drops a GLASS EYEBALL. Pick it up. Now go to the back area of the room and place the GLASS EYBALL in the cadaver. A secret stairway will form. Go down. BAT HALL Look out for the BATS. Cross the BAT HALL and go through the door to the TORTURE ROOM 2. TORTURE ROOM 2 Kill all the zombies and go down the stairs into the door. ARMOR ROOM You are in the ARMOR ROOM. Grab the RUSTED SWORD. The middle statue will rise and gas will begin to spread. Push the bar on the statue counter clock-wise and the gas will stop. The statue you got the Rusted Sword from will spin into an armor. Insert the RUSTED SWORD in and a zombie comes out. Kill it completely and collect the PIANO ROLL. You have now explored EVERY room in the PRISON! Go back to the TORTURE ROOM 2. TORTURE ROOM 2 Head into the BAT HALL. BAT HALL Run to the DOCTOR ROOM. DOCTOR ROOM Run to the area BEHIND THE GUILLOTINE. BEHIND THE GUILLOTINE Head to the GUILLOTINE. GUILLOTINE Head to the BARRACK. BARRACK Head to the PRISON COURTYARD. PRISON COURTYARD Head to the IRON BRIDGE. IRON BRIDGE Run all the way to the PASSAGE. ------------------------------------------------------------------------ RETURN TO PALACE AND PRIVATE RESIDENCE ------------------------------------------------------------------------ PASSAGE Choose 2 paths: 1. If you are playing a U.S. PS2 version, or on NORMAL MODE in the Japanese versions, take the subsection. 2. If you are playing a Japanese version of the Easy Modes, skip it. ================================================= ***GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY*** ================================================= Since a boss fight is coming at the end of DISC/PART 1, detour into the MILITARY TRAINING FACILITY. Go to the room where you used the KEY WITH TAG and find the drawer near the door leading to the back area. Use the LOCKPICK and then HANDGUN BULLETS will be revealed. Go to STEVE ROOM 2 and use the LOCKPICK on the cabinet with the ACID ROUNDS. Grab the Acid Rounds. Then go to the room with the MTF model. There's a drawer on the right. Use the LOCKPICK and a FIRST AID SPRAY will be revealed. Grab it and then continue back for the Palace. ===================================================== ***END GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY*** ===================================================== PALACE COURTYARD Attempt to enter the PALACE MAIN HALL and a CODE: Veronica Complete cut- scene with Wesker will occur. PALACE MAIN HALL Go back to the CASINO ROOM in the Palace. CASINO ROOM Insert the PIANO ROLL into the Piano and one of the slot machines will open. Grab the KING ANT OBJECT. Leave. PALACE MAIN HALL Go to the SAVE ROOM. SAVE ROOM Go to the SECRET STUDY. SECRET STUDY Go to the BRIDGE. BRIDGE Go to the PRIVATE RESIDENCE YARD. PRIVATE RESIDENCE YARD Head into the PRIVATE RESIDENCE MAIN HALL. PRIVATE RESIDENCE MAIN HALL Head to the U HALL. U HALL Head into ALEXIA'S BEDROOM. ALEXIA'S BEDROOM Insert the QUEEN ANT OBJECT into the Music Box and it will open. Grab the MUSIC BOX PLATE. Go back to the U HALL. U HALL head into ALFRED' ROOM on the other side of the hall. ALFRED' ROOM Put the KING ANT OBJECT into the music box in this room. When it opens, put the MUSIC BOX PLATE in. Alfred's bed will lower, revealing a ladder. Climb it. CAROUSAL You'll be on a CAROUSAL. Step off toward the ant painting. Circle the carousal until you see a glittering object- a SILVER DRAGONFLY, on a chair. Check it and remove the wings. Go back to the ant painting and insert the DRAGONFLY KEY. The carousal will spin and a ladder will be revealed. Climb the ladder. There, push the crate right toward the bookshelf. Climb it and then grab the file and AIRFORCE PROOF like the one you got in the MTF CONTROL ROOM. Now descend down the ladder to that carousal and down the ladder into ALEXIA'S ROOM. ALEXIA'S ROOM As you leave Alexia's Room, you'll see a cut-scene involving Steve shooting Alexia. As Claire gives chase into ALFRED' ROOM via a secret door, you find out Alfred has been dressing up like his fake sister, Alexia. After the cut-scene, head back to the yard of the Palace. (By now you should know your way back to the PALACE YARD.) PALACE YARD When you get there, grab the NAVY PROOF. The self-destruct system will then activate. After a cut-scene with Steve, go to the dock leading to the AIRPORT ------------------------------------------------------------------------ AIRPORT PART 2 ------------------------------------------------------------------------ At the dock, Steve will lead you to the SUBMARINE and the AIRPORT. Follow him to the FORK ROOM. This time, go to the left fork. You'll be at a SEAPLANE TERMINAL Use all 3 PROOFS and go into the plane. Steve is in control of the plane. Climb the stairs in the plane and a scene with Steve occurs. Claire needs to raise the bridge to fly off the island. Grab the LEVER and head back to the FORK ROOM. Go to the Right Fork again. Cross the BRIDGE into the CARGO ROOM. Ride the lift; pass the crane controls and head through the door. Insert the lever and raise the BRIDGE to level 2. Cross the bridge to the OIL ROOM. You'll find out why it's called "OIL ROOM" when playing as Chris. Go to the pile of dead zombies and get the AIRPORT KEY. After that, NORMAL PLAYERS use the LOCKPICK next to the OIL MACHINE to get an important FIRST AID SPRAY. Go back to the CARGO ROOM and use it on the gate next to the lift. Go through to the AIRPORT SAVE ROOM. Equip the 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 the GRENADE LAUNCHER) and HANDGUN BULLETS. NORMAL people, withdraw the DURALUMIN CASE from the Palace bathroom and use the LOCKPICK to open and reveal EXPLOSIVE POWDER. Combine it with normal arrows and then put it in the item box. Now board the elevator. It will rise while Alfred, still talking like a woman, releases something familiar- it's a naked version of Tyrant from BioHazard 2! And it's out for Claire. Also, there's 5 minutes until detonation. When the elevator stops, head out. Claire is now in the MTF yard where she fought the worm. Head toward the Palace. On your way, Tyrant appears. Trapped, blast it with the GRENADE LAUNCHER or ROCKET LAUNCHER 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 ROCKET LAUNCHER and enter through the door next to the item crate. Tyrant has returned. Save the game before heading in. ============ ***BOSS 1*** ============ Tyrant Difficulty: Easy Since VERY EASY GUYS so conveniently have a ROCKET 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 ARROWSS. The press the catapult. There! Tyrant isn't THAT hard in all difficulties. Return to the cockpit. ============ ***BOSS 1*** ============ Once back in the cockpit, Steve will lose control of the plane. Alfred seems to have put it in auto pilot mode. It then goes to Antarctica after another cut-scene. ***Dreamcast players switch to Disk 2 after the "free" save. PS2 players can simply start playing after the cut-scene. PS2 players get a free save, too.*** ------------------------------------------------------------------------ CLAIRE IN ANTARCTICA ------------------------------------------------------------------------ After Steve leaves, head to the right of the busted seaplane. Climb down the ladder and go further right. VERY EASY guys can pass the door and go down the stairs. Other players, enter. There, grab all the items lying around. HANDGUN BULLETS, EXPLOSIVE POWDER AND FIRST AID SPRAY are in this room. Dodge the now live zombies and exit. Proceed down the stairs. You are in the MOTH ROOM. Go to the door ahead. It is a SAVE ROOM. Grab the GRENADE LAUNCHER with GRENADE ROUNDS and a HANDGUN for EASY and NORMAL guys. Look at the bookshelf behind the desk. Push it forward and then turn right in the new passage. You'll see lockers. Run toward them and a mouse named DIJ will pop out and run. Examine the locker and you will find a button that doesn't work yet. You need power for it to work. Go back to the MOTH ROOM. You should have the ROCKET LAUNCHER, GRENADE LAUNCHER and ASSAULT RIFLE (VERY EASY and EASY). Arm the ASSAULT RIFLE or NORMAL PLAYER's HANDGUN. Turn the corner and you'll see a moth. Blast the moth before it poisons and sends a parasite to Claire's back. Whenever you enter this room as Claire, blast the moths with the ASSAULT RIFLE/HANDGUN. Enter through the door into the PRODUCTION. Blast the zombies with the ROCKET LAUNCHER or dodge them on NORMAL MODE. Turn left and go passed 2 doors and then turn right toward the GUN ROOM. Blast the zombies and then collect the MINING ROOM KEY. NORMAL PLAYERS collect the ASSAULTT RIFLE from the green drawers. Go back to the PRODUCTION ROOM. Go to the first door you passed and use the MINING ROOM KEY. Go through. You are in the MINING ROOM (duh!). Turn right and climb 2 sets of stairs until you reach an Octa Valve Handle hole. MAKE SURE YOU EXAMINE IT!!! Now go back down the stairs and turn right toward a door. It's called the POWER ROOM. Inside the dark POWER ROOM, use the ASSAULT RIFLE on the dogs. Now find the generator runner. Push it. To get to it, turn left from the entrance and then make a right. Keep going and turn left and then right again to reach it. Now go back to the entrance of the POWER ROOM and find the power switch. Turn it and the base now has electricity. Go back to the PRODUCTION ROOM. In the PRODUCTION ROOM, go to the only door you haven't gone through- the BOW Room. Inside, use the GRENADE LAUNCHER to blast the spiders. Then look on the silver crates and collect the Bar Code Sticker. Near the door, you'll notice a GAS MASK you can't get yet. Go back to the PRODUCTION ROOM. Back there, go to the conveyer belt area near the MINING ROOM entrance. Power up the conveyer belt and a crate will enter the GUN ROOM. Forget that on VERY EASY MODE. Attach the BAR CODE STICKER to the crate on the belt and press the button. The crate will go to the BOW ROOM. Head back to the BOW ROOM now. Grab the Gas Mask and then exit. Now go back to the SAVE ROOM. Go back to that locker where the mouse came from and press the button. The locker will slide, revealing a chamber. Inside, underneath the grating, is Nosferatu, a monster. You'll be fighting him soon, so beware. In that same area, look for a pot. Grab it and check the bottom for a key. It's the MACHINE ROOM KEY. Now go back to the MOTH ROOM and climb the stairs. Go passed the door (never go there!) until you see double doors. Go through and you are in the UPPER PRODUCTION ROOM. Go to the door left of Claire and use the MACHINE ROOM KEY. You are in the UPPER MINING ROOM. Go through the other door in this room. You are now in the Upper Power Room. Collect the VALVE HANDLE and then exit back into the UPPER MINING ROOM. Steve is there and after the cut- scene, you'll be back in the UPPER PRODUCTION ROOM. Go to the other door in the UPPER PRODUCTION ROOM. It is the VALVE HANDLE ROOM. Using the machine in the back, change the VALVE HANDLE to an OCTAGON VALVE HANDLE. Now go back to the save room. Put the ROCKET LAUNCHER in there so Chris can use it. Other players should put the ASSAULT RIFLE into the box for Chris. VERY EASY guys should bring the Magnum and bullets instead. NORMAL PLAYERS grab the COMBAT KNIFE. Now go back to the LOWER PRODUCTION ROOM. Enter the LOWER MINING ROOM and equip the GAS MASK. Go to the Valve Handle Hole and insert the OCTAGON VALVE HANDLE. After a cut-scene involving Alfred falling into a chasm, go and get his SNIPER RIFLE. After more cut-scenes you will be on a helipad battling Nosferatu. ============ ***BOSS 2*** ============ Nosferatu Difficulty: Medium VERY EASY players find Nosferatu a little harder than Tyrant because you don't have the ROCKET LAUNCHER. To make this fight quick, arm the MAGNUM, get away from Nosferatu and shoot until he falls. If the 8 Magnum Bullets aren't enough, use the Assault Rifle until he finally falls. Also, make sure Claire doesn't get poisoned. If she does, Chris' game will be affected. EASY and NORMAL guys should use the Sniper Rifle and aim for his open heart. After you run out, use the Knife up close to kill Nosferatu. You can also use any gun you may have brought... head away from Nosferatu and begin firing. ============ ***BOSS 2*** ============ After Nosferatu dies, Alfred will release his monster sister, Alexia. She actually DOES exist. She has psychic powers and attacks Steve and Claire. Alfred also dies. As Alexia causes havoc, the island Claire was taken to (where Disk 1 took place) has a new visitor; a man named Chris Redfield. ======================================================================== ------------------------------------------------------------------------ 7. WALKTHROUGH- CHRIS REDFIELD ------------------------------------------------------------------------ ======================================================================== Remember when Claire e-mailed Leon at the beginning of the game? Well, Leon has forwarded the message to Chris, and now he has come to the island to save her. Apparently, Claire forgot about her e-mail to Leon, and left the island, but Chris doesn't know that... CAVE ROOM 1 After the cut-scenes, Chris will be in a cave. Walk up and talk to Rodrigo. If you fed him the HEMOSTAT as Claire, the GULP WORM that Claire fought in the yard will swallow Rodrigo whole! If not, Rodrigo will just die. After the scene, go to the ITEM BOX. Grab either the GRENADE LAUNCHER, the ASSAULT RIFLE, or the BOW GUN. Go through the door nearby. CAVE ROOM 2 ============ ***BOSS 3*** ============ GULP WORM Difficulty: EASY If you have the BOW GUN, this guy is extremely easy. Wait for the GULP WORM to surface. Now shoot GUN POWDER ARROWS into the worm. 5 or 6 clean shots should just about do it. If you have the ASSAULT RIFLE, just wait for it to surface and shoot as many shots as you possibly can. Repeat this pattern and after 20-30% of the clip, the WORM should die. If you have the GRENADE LAUNCHER, arm it with FLAME ROUNDS. Then wait for it to surface and fire 1-3 clean hits. 4-8 FLAME ROUNDS should be able to finish it. If you, by some terrible luck, don't have any of the above weapons, Chris' GLOCK 17 will have to do. 20-30 BULLETS should finish it. If you run out, there are bullets in this room. ============ ***BOSS 3*** ============ Once the boss is finished, it spits Rodrigo out! Just before dying, he gives Chris THE LIGHTER. If you didn't give Rodrigo the HEMOSTAT as Claire, then he won't give you the Lighter. If Rodrigo did give you the LIGHTER, return to CAVE ROOM 1. CAVE ROOM 1 Near where Rodrigo was swallowed, there is a wall with a little torch on it.Light it with your LIGHTER. You'll get super-important SUBMACHINE GUNS! These are exactly like the ones Steve had, but great anyway. Return to CAVE ROOM 2. CAVE ROOM 2 Activate the elevator at the end of the hall where you killed the worm. Ride the elevator up. STEVE'S DAD ROOM Chris will end up in the room where Steve killed his dad. A barrel blocks the single door leading to the ELEVATOR HALL, so take the double doors to the TANK ROOM. TANK ROOM In the TANK ROOM, crates block the door leading to the MAIN YARD. Remember when Alfred escaped the island, he pressed a button on the tank? Well, look on the tank for that button and press it. The Tank will move, revealing a lift. Go down into the HARRIER JET HALLWAY. HARRIER JET HALLWAY In the HARRIER JET HALLWAY, look for the double doors. It needs a HELBERD to open. So, you need to find an EAGLE PLATE. Didn't Claire use one in the balcony? That's where we are headed. DO NOT GRAB THE BATTERY YET. Head into the unlocked door nearby. HARRIER SAVE ROOM Grab the ACID ROUNDS, HERBS and other items. Deposit the SUBMACHINE GUNS. There is a drawer in this room. To open it, open the RED DRAWER first. Then open the GREEN DRAWER first. Then open the BLUE DRAWER. Then you should hear a click. Unlock the BROWN DRAWER. Inside is a LUGER REPLICA. Put it in the ITEM BOX- it has no use in the MAIN GAME. HARRIER JET HALLWAY Go back outside and pick up the BATTERY. Spiders will then attack, so hurry and ride the lift back up to the TANK ROOM. TANK ROOM Grab the HANDGUN BULLETS if you didn't before. Return to the STEVE'S DAD ROOM. STEVE'S DAD ROOM Look for the YELLOW LIFT over by the elevator leading to where Rodrigo died. Insert the BATTERY. Then ride the lift up and you will now be on 2F STEVE'S DAD ROOM. Look at the desk to the left of the lift and collect FILE and CHEMICAL STORAGE KEY. Head through the door to the CONTROL ROOM. CONTROL ROOM Run up and you'll see a cut-scene involving Alexia singing and Wesker sending a monster after Chris. Head through the brown door to the BALCONY. BALCONY In the Balcony, the Eagle Plate is gone. It fell into the SEWER. Also, the ground has broken so you can't get to the MAIN HALL yet. Go into the door leading to the HALL outside the SAVE ROOM where you got Rodrigo's Hemostat. HALL When you get there, the wall is crumbled. But there's a hole in the wall leading to the room where Claire got the SKELETON PAINTING. Collect the SIDE PACK on a table and then leave the way you came. Go back to the CONTROL ROOM. CONTROL ROOM There, go to the elevator and ride it to the SEWER BALCONY. SEWER BALCONY On the SEWER BALCONY, don't bother going to STEVE ROOM 3 because there's gas in the room. Instead, there's a set of stairs that weren't there before. Walk down them and you'll see a SHOTGUN. DON'T GRAB IT YET! Go to the door near the Shotgun. TYRANT STORAGE ROOM This is the TYRANT STORAGE ROOM. It's called that because this is the room Tyrant was stored in. Proceed through this room into the TURN TABLE ROOM. TURN TABLE ROOM In the TURN TABLE ROOM, proceed to the door on the left. It is a LAB. CHEMICAL ROOM Proceed through slide-up doors until you reach a room called the CHEMICAL ROOM. Find the storage fridge and use the CHEMICAL STORAGE KEY to open it. When it says to set the temperature, set it at "12.8". You'll then get an item called CLEMENT E. Grab it and the head back to the Turn Table Room. TURN TABLE ROOM You'll find a DOORKNOB on the ground. Grab it and Hunters will appear. Shoot them with the GRENADE LAUNCHER'S ACID ROUNDS. Beware that there are SEEKER MACHINES. If they sense Chris, Hunters will come and attack him. Head back through the TYRANT STORAGE ROOM. TYRANT STORAGE ROOM Run back through. Grab the GREEN HERB if you were injured by the Hunters. SEWER BALCONY Run up the stairs and run into the ELEVATOR. Ride it to FLOOR 2. CONTROL ROOM Run through the BROWN DOOR into the BALCONY. BALCONY Run across to the door leading to the HALL. HALL Avoid the SEEKER and head out through the other door in this room. STAIRS In the hall, attach the DOORKNOB into the other door in that hall. Enter. STEVE'S DAD ROOM 2F You are on the other side of the broken catwalk in the room where Steve shot his dad (remember when Claire and Steve fell through before Steve had to kill his dad?). Turn to Chris' left to see a desk. Grab the MINI TANK. Return to the HALL. HALL Avoid the SEEKERS again and head to the BALCONY. BALCONY Enter the CONTROL ROOM. CONTROL ROOM Ride the ELEVATOR to 1F. ELEVATOR HALL 1F Once there, head to the room with the MTF model. MTF MODEL ROOM Place the MINI TANK in the model and a painting will slide to reveal a TURN TABLE KEY and a FILE. There are also 3 holes and a lever behind lasers. The 3 holes are also in the shape of those PROOFS that Claire used to board the plane. Go back to the 1F ELEVATOR HALL. 1F ELEVATOR HALL Ride the ELEVATOR to the SEWER BALCONY. SEWER BALCONY Run down the stairs and head into the TYRANT STORAGE ROOM. DON NOT GRAB THE SHOTGUN. TYRANT STORAGE ROOM Run through the room. Wesker will confront you and virtually kick Chris' ass. After the cut-scene, use the GRENADE LAUNCHER on the Bandersnatch. Now go to the TURN TABLE ROOM. TURN TABLE ROOM Use the TURN TABLE KEY and the TURN TABLE will rise. When it stops, head out of the hole in the wall. You are now in the Main Hall of the MTF. MAIN HALL Head into the YARD. YARD In the YARD, kill the Hunters. The path to the PALACE is blocked by rubble, so enter the GIANT ELEVATOR leading to the AIRPORT SAVE ROOM. AIRPORT SAVE ROOM Once there, make sure you have 3 ITEM SPACES open. Enter the CARGO ROOM. CARGO ROOM Kill the Hunter. Then ride the lift up to the room with the crane controls. Go to the door passed the crane controls. You are now in the UPPER BRIDGE. UPPER BRIDGE The lever machine isn't working, so cross the bridge into the room where Claire got the Airport Key- the OIL ROOM. OIL ROOM To the left of the door, is an oil machine. You'll see cylinders with oil in them. Press the button with the 3 twice. Then press the 5 button once. Then press the 10 button once. Then press the 3 button twice and then press the 5 button once. The puzzle will finish. Zombies will also rise, but you don't have to kill them. UPPER BRIDGE Get back to the bridge lever and push it to lower the bridge. Now go back to the CARGO ROOM. CARGO ROOM. Now go to the bridge. BRIDGE Cross it and kill the Hunter. Now go to the AIRPORT OFFICE. AIRPORT OFFICE Kill the zombies and then head to the left fork. BOARDING AREA Go to the boarding lift, kill the Hunter and grab the ARMY, NAVY and AIRFORCE PROOFS. Return to the AIRRPORT OFFICE. AIRPORT OFFICE Don't bother going to the SUBMARINE because it isn't there. Return to the BRIDGE. BRIDGE Cross the BRIDGE to the CARGO ROOM. CARGO ROOM Return to the AIRPORT SAVE ROOM. AIRPORT SAVE ROOM On your way out of the airport, pick up the BOW GUN with EXPLOSIVE ARROWS. Ride the GIANT ELEVATOR up. YARD AVOID the MAIN HALL of the MTF. MAIN HALL In the MAIN HALL, go into the BROWN DOOR you. NAVIGATION ROOM Inside, blast the zombies. Then head through the open door. You'll see a hole in the wall. Go through and head through the final door. LOWER BALCONY You are now in the lower balcony on the other side of big hole. Kill the zombie and head down the ladder. STEVE ROOM 3 You are now in Steve Room 3. To the right of Chris is a lever. Pull it and the gas in the room will dissolve. Now go to STEVE ROOM 1. STEVE ROOM 1 There, blast the Hunter and head into Steve Room 2. STEVE ROOM 2 In the back area of that room, look for the green liquid and grab it. It is CLEMENT A. Combine it with CLEMENT E and you have CLEMENT MIXTURE. Go back to STEVE ROOM 1. STEVE ROOM 1 Run back to STEVE ROOM 3. STEVE ROOM 3 Run to the SEWER BALCONY. SEWER BALCONY Ride the elevator to FLOOR 1. FLOOR 1 Run into the MTF MODEL ROOM. MTF MODEL ROOM There, place the ARMY, NAVY and AIRFORCE PROOFS in the 3 slots. The MTF model moves and a ladder is revealed. Go down. ALFRED'S TUNNEL Go down the tunnels, blasting the Spiders with the GRENADE LAUNCHER. Collect the GRENADE ROUNDS and go down the other ladder. ALBINOID BOSS ROOM Down there, is another boss, called Albinoid Adult. It seems the Albinoid that escaped that room reached this area and has grown. ============ ***BOSS 4*** ============ Albinoid Adult Difficulty: Medium The only reason why this boss gets a medium is because it's hard to shoot. Switch to the GRENADE LAUNCHER or SUBMACHINE GUNS for this one. As it swims to the edge, hit it with a Grenade. Repeat this pattern until the Albinoid dies. -OR- You grab a full healing item. Jump into the water. Then run for the Eagle Plate and grab it. You'll get shocked at least twice. That'll bring you to Danger... heal then. ============ ***BOSS 4*** ============ After the Albinoid is dead, jump into the water and grab the EAGLE PLATE. Combine the EAGLE PLATE with the CLEMENT MIXTURE and you have the HALBERD you need. Go back to ALFRED'S TUNNEL. ALFRED'S TUNNEL Head back to the MTF MODEL ROOM. MTF MODEL ROOM Head back to FLOOR 1. FLOOR 1 Take the elevator to the SEWER BALCONY SEWER BALCONY There, go down the stairs and take the SHOTGUN this time. The stairs will rise into the position it was in when Claire was here. Go into the water the stairs were blocking and then get onto another platform. Climb the ladder and you are now back inside the HARRIER JET HALLWAY. HARRIER JET HALLWAY Go back into the Save Room. HARRIER JET HALLWAY Save the game and inspect the chest with 4 drawers. Open the top one, the third one and then the second one. Open the bottom one and you will get a LUGER REPLICA. Deposit the LUGER REPLICA, as it has no importance in the main game. Deposit the GRENADE LAUNCHER into the box. Now go to the HARRIER JET HALLWAY. Use the HALBERD on the double doors and they will open. Chris gets on the last harrier jet and flies to Antarctica. ------------------------------------------------------------------------ CHRIS IN ANTARCTICA ------------------------------------------------------------------------ JET STORAGE When the FMV is over, go through the double doors. MAIN TERMINAL You are now in the MAIN TERMINAL. Blast the Tentacles. Then go passed the seaplane wreckage and down the ladder. Head towards the save room. ANTARCTIC SAVE ROOM There, look at the display cabinet. To the right is a HALBERD engraving. Put the HALBERD in there and the bottom cabinet will open. Grab the PAOERWEIGHT and the FILE. Forget about the INK RIBBON. Now go to the UPPER PRODUCTION ROOM. UPPER PRODUCTION ROOM There, you will notice the place is filled with ice from when Steve and Claire tried to escape. Go to the room where Claire modified the VALVE HANDLE. There, kill the zombies and grab the DURALUMIN CASE. Go to the UPPER MINING ROOM. UPPER MINING ROOM The ice leads the area leading to where Claire left the OCTAGON VALVE HANDLE. Grab it and zombies will attack. Blast all of them. Now go back to the UPPER PRODUCTION ROOM. UPPER PRODUCTION ROOM Go to there the catwalk is broken (near the door leading to where Claire modified the VALVE HANDLE). Step into the ice and then climb to the other side of the broken catwalk. Go to the door nearby. SCANNER HALL You are in the SCANNER HALL because there are scanners that belong to Wesker's Hunters. You'll automatically be scanned, so kill the Hunter. Ignore the double doors for now and head down the hallway to an elevator. Take the elevator down. CAROUSAL ROOM When you are out of it, you are in the CAROUSAL ROOM. Go through the door in front of Chris. ICE HALL You are in the ICE HALL. Go to the door closest to Chris. POWER SAVE ROOM It is the POWER SAVE ROOM. Save the game. Then bring the COMBAT KNIFE. Deposit the DURALUMIN CASE and withdraw the EMPTY EXTINGUISHER. Now inspect the machinery. You'll see a hole you need to use the OCTAGON VALVE HANDLE in. Use it and then get turn the switch. Now there is power to the lower areas of the base. Go back to the ICE HALL. ICE HALL With caution, proceed down the ICE HALL. Blast the zombies you see and head through the door at the end. TIGER STATUE ROOM You are in the TIGER STATUE ROOM. Does it remind you of anything? Anyway, go down the red hall, passed the door until you reach a Tiger Statue (does THAT remind you of anything?). Inspect it and pull the BLUE JEWEL out. The tiger will spin, revealing a SQUARE VALVE HANDLE SOCKET! Combine that with the OCTAGON VALVE HANDLE so the VALVE HANDLE is square again. Now put the BLUE JEWEL back in. The statue will return to normal position. Grab the RED JEWEL to reveal MAGNUM BULLETS. Grab those and put the RED JEWEL back. Now go back to that door you just passed and enter through. That door is really another elevator. ANT HILL ROOM When it stops, you'll lots of ants. Just step on them. After a cut- scene involving that HUGE anthill, grab the nearby WING OBJECT. Then turn left and then turn right until you see blood on a wall. Enter the double doors into the STORAGE ROOM. STORAGE ROOM In the STORAGE ROOM, go up the flight of steps and inspect the computer right of the capsule. Examine it and you will have to press the code in order. Press the AA, then the CROWN, then the HEART and finally the SPADE. A little compartment will open. Put the PAPEERWEIGHT in there. The capsule will then open and Alfred Ashford's dead body will fall out. Inspect his hand and you will get ALFRED'S RING. Check it and it will turn into ALFRED'S JEWEL. SCANNER HALL Now go back to the SCANNER HALL. Go through the double doors. You are in the WATER TANK ROOM. Push that small button by the lift and then a huge barrel will rise. Use the EMPTY EXTINGUISHER on it to refill it. Now ride the far lift up. Proceed until you see a SQUARE VALVE HANDLE hole. Insert the SQUARE VALVE HANDLE and the water will vanish. Go down the ladder to the tank and grab the CRANE KEY. After you grab it, a Sweeper will jump in. Kill it by any means necessary. Now ride the other lift down. WEAPONS ROOM Use the EXTINGUISHER to put out the fire and then grab the MAGNUM where the MINING ROOM KEY was. UPPER PRODUCTION ROOM Go back to the UPPER PRODUCTION ROOM. There, find the crane to the right of the door leading to the SCANNER HALL. Use the CRANE KEY and Nosferatu's body will rise from the ice and a green jewel drops near him. Alexia will appear. After she leaves, another boss will appear. Resident Evil: Director's Cut players will recognize this boss as the Black Tiger. ============ ***BOSS 5*** ============ Black Tiger Difficulty: TOO easy This boss is TOO easy! Get on the ice. When it is on the ice, send one rocket into it and the Giant Spider is finished. Other players use the Custom Handgun against it and it will eventually die after about 20 bullets. -OR- Simply dodge the Spider and run to Nosferatu's body. Grab the GREEN JEWEL and head out through the door you just came from. You just saved ammo! ============ ***BOSS 5*** ============ When the Black Tiger is dead, go to Nosferatu's body. Near him is ALEXANDER'S PIERCE. Check it and it will turn to ALEXANDER'S JEWEL. Now go back to the CAROUSEL ROOM. *NOTE: Nosferatu is really Alexia and Alfred's "father", Alexander. Alexander was turned into a monster thanks to Alexia and her experiments with the T- Veronica Virus. CAROUSEL ROOM Once back in the CAROUSEL ROOM, blast the Sweeper. You'll also notice more WING OBJECTS, so pick them up. Now enter through the double doors. You are now in the MANSION HALL. Does it look familiar? MANSION HALL Anyway, go up the staircase and inspect the painting on the top. Attach ALFRED and ALEXANDER'S JEWELS into the painting and go back downstairs. No go behind the staircase and you will find Claire. She is wrapped in some gooey crap, so use the COMBAT KNIFE to free her. She'll regain her senses. After that, one of 2 things will happen. If she was poisoned during her fight with Nosferatu, she'll collapse. If she wasn't, you can continue on with the next section. If she was poisoned, you have to find SERUM. ======================== ***CLAIRE IS POISONED*** ======================== If she was poisoned, go back to the room where you got the CRANE KEY. Over by the big barrel, there is a lift that goes down. Take it down and you will be in the WEAPON ROOM, where you got the MAGNUM. On the shelf is SERUM. Take it and get back to Claire. ============================ ***END CLAIRE IS POISONED*** ============================ After she is cured, Alexia will appear again. She taunts. After the cut-scene, you will temporarily be in control of Claire again. ------------------------------------------------------------------------ CONTROLLING CLAIRE AGAIN ------------------------------------------------------------------------ SHOTGUN RACK ROOM Your next objective is to find and save Steve. Claire starts out in the SHOTGUN RACK ROOM. Ignore the Shotgun rack and check into the Item Box. Grab 1 FIRST AID SPRAY. Also, heal if you were poisoned. Arm Claire with the HANDGUN Chris began with. Bring 2 FIRST AID SPRAYS!!! Go through the next door. TENTACLE HALL You are now in the TENTACLE HALL. Pass through the hall and kill Tentacles that appear. Pass the locked door and enter through the other door at the end of the hall. You are now in the JAIL CELL ROOM. JAIL CELL HALL Go up the small flight of stairs passed the steel door. Grab the FILE near the cannon. Then, inspect the cannon and push it down to reveal a CRYSTAL. A slab of concrete will then fall and pull back up. When it rises, quickly grab the CRYSTAL BALL before Claire gets crushed. After you get it, go UNDER where the slab falls and quickly use the CRYSTAL BALL in the white area. Claire automatically backs up. The concrete falls and crushes the CRYSTAL BALL. The SECURITY CARD can now be taken. When the slab rises, grab the Security Card and the trap will disappear. Now go to the silver door you passed and enter. NOSFERATU ROOM You'll see a gate with a SECURITY CARD reader. Swipe the SECURITY CARD. Now run passed the armors to Steve. After the cut-scene, he'll be a monster. ============ ***BOSS 6*** ============ STEVE TYRANT Difficulty: Impossible Even if Claire brought the ROCKET LAUNCHER, it's impossible to even hurt Tyrant Steve so just run away. If you get hit twice, heal and then keep running for the door. ============ ***BOSS 6*** ============ After you finish running, a cut-scene will occur. We return to action as Chris. ------------------------------------------------------------------------ CHRIS CONCLUDES OUR ADVENTURE ------------------------------------------------------------------------ MANSION HALL Meanwhile, Wesker is challenging Alexia to a fight because he wants her T- Veronica Virus. Alexia suddenly turns into gray monster that resembles Nosferatu. After being punched by Alexia, Wesker will then run and punch Alexia before seeing Chris. After Wesker leaves, Chris will have to fight Alexia. Notice that she drops her necklace. ============ ***BOSS 7*** ============ Alexia I Difficulty: Fairly Easy After the cut-scene, arm the MAGNUM. People with the MAGNUM should fire 6 shots into her before she is down. The twin SUBMACHINE GUNS and ASSAULT RIFLE are also great to use. ============ ***BOSS 7*** ============ After Alexia is down, go to where she dropped her necklace by the stairs. Collect ALEXIA'S CHOKER and check it to become ALEXIA'S JEWEL. Go up the stairs and attach ALEXIA'S JEWEL to the painting. The painting will then slide to reveal a door. Go through that door to the Y-SHAPED HALL. As you leave the room, Alexia will rise. She isn't done for yet. Y-SHAPED HALL In the Y-SHAPED HALL, pass the double doors and turn left. You'll see a door. Go through. DESK ROOM This is the DESK ROOM. Search the desk without the Typewriter on it and you'll find the STERILE ROOM KEY. Go back to the MANSION HALL (where you fought Alexia). MANSION HALL Back here, go to the double doors and use the STERILE ROOM KEY to unlock them. Go through and you are in the room with the TIGER STATUE. TIGER STATUE HALL Go back to the POWER SAVE ROOM. POWER SAVE ROOM There, switch off the power. Now go back to the MANSION HALL via the CAROUSEL ROOM. MANSION HALL Back in the MANSION HALL, go though the double doors to the TIGER STATUE ROOM. TIGER STATUE ROOM Go to the Tiger Statue and take both of the JEWELS from the eye. Now go back to the Y-SHAPED HALL. Y-SHAPED HALL There, go passed the DESK ROOM to another door. Enter. ALFRED'S ROOM You are now in ALFRED'S ROOM. It is exactly like the one from the PRIVATE RESIDENCE. Look at the Music Box and insert the BLUE JEWEL from the TIGER STATUE in. The box opens. Now go through the door with the woman on into ALEXIA'S ROOM. ALEXIA'S ROOM In her Music Box, shut it off and place the RED JEWEL in. Then grab the MUSIC BOX PLATE. Go back to ALFRED'S ROOM. ALFRED'S ROOM Put the MUSIC BOX PLATE in his MUSIC BOX. The bed will lower a ladder. Climb it to the DINNER TABLE ROOM. DINNER TABLE ROOM There, look for a container and collect the DRAGONFLY OBJECT. Combine the WING OBJECTS with the DRAGONFLY OBJECT. Now go back to the Y-SHAPED HALL. Y-SHAPED HALL Remember the double doors by the entrance? Go through them now. COMPUTER ROOM You are now in the COMPUTER ROOM. Ride the lift down and you'll see a WINGG OBJECT in a glass casing. Examine the nearby computer to open the case. Grab the final WING OBJECT and combine it with the DRAGONFLY OBJECT to get a GOLD DRAGONFLY. Ride the lift up and go through the door up the stairs. TENTACLE HALL Chris is now in the TENTACLE HALL. Go to the SHOTGUN RACK ROOM to the right. SHOTGUN RACK ROOM Grab the SUBMACHINE GUNS and ASSAULT RIFLE. TENTACLE HALL Go back to the TENTACLE HALL and then go through the door at the end to the PRISON CELL ROOM. PRISON CELL ROOM There, Claire will be behind that locked steel door, crying because Steve died. She will hand Chris a SECURITY MANUAL. Check the inside of the book (where you can see the pages) and it will open. You will now have the SECURITY CARD. Since Claire is trapped, Chris has to set the self-destruct system to unlock the doors. Now go to the end of the room, passed the brown double doors to a flight of stairs. Go up and you will be in the UPPER ANTHILL ROOM. UPPER ANTHILL ROOM Go to the door and attach the GOLD DRAGONFLY to open it. Go through. SECURITY ROOM You are now in the SECURITY ROOM. Blast the zombies and go to the computer. Swipe the SECURITY CARD and type in the CODE: VERONICA (duh!). The self-destruct systems will activate. Go back to the UPPER ANTHILL ROOM. UPPER ANTHILL ROOM There, Claire will rejoin Chris and then Alexia will come back. As she morphs into a monster, the LINEAR LAUNCHER is activated, but you have to wait for it to charge. ============ ***BOSS 8*** ============ Alexia II & III Difficulty: Medium After the cut-scene, fire a shot at Alexia before she kills Claire. Claire then runs off. Alexia then becomes a BIG blob. When you regain control of Chris, fire 3 rockets until Alexia morphs into a Dragonfly monster. Other players, unload the SUBMACHINE GUNS and MAGNUM until she turns into flying form. The LINEAR LAUNCHER will then finish charging. Grab it. When you fire, a periscope will appear (first person like RESIDENT EVIL SURVIVOR and RESIDENT EVIL SURVIVOR 2: CODE VERONICA). Fire one shot at Alexia and she will finally die. ============ ***BOSS 8*** ============ After Alexia dies, you have officially defeated RESIDENT EVIL CODE: VERONICA X on ANY MODE!!! Watch the new ending theme involving Chris and Wesker. ======================================================================== ------------------------------------------------------------------------ 8. BATTLE GAME ------------------------------------------------------------------------ ======================================================================== If you are playing the PlayStation 2 version, you will have to beat the game once to earn this mini game. The Japanese Dreamcast version of CVX already has this from the start, probably because the original DC version didn't. Battle Game is a mini game where you control CLAIRE, ALTERNATE CLAIRE, CHRIS, STEVE and WESKER. They all have their own arsenal. They must run through a fixed stage from rooms that appear in the main game. Similar to the mini game on the Saturn version of Resident Evil, you run through the rooms, but they are all mixed up. For example, you run through the PRISON INFIRMARY, and the next door will lead to the TRAINING FACILITY COURTYARD, but it really doesn't. There are ZOMBIES, BANDERSNATCHES, HUNTERS and SWEEPERS to fight. For starters, you will want to use CLAIRE, because she is the easiest. WESKER is the hardest, because he is armed only with the COMBAT KNIFE in the PlayStation 2 version, although he has the LINEAR LAUNCHER from the start in the Dreamcast version. Also, STEVE BURNSIDE will not appear in ANY version unless you get the LUGER REPLICA from the Main Game. In the PlayStation 2 version, WESKER and ALTERNATE CLAIRE will not appear until you get them respectively. In the Japanese Dreamcast version, they are ready from the start (sans Steve). There is also a LINEAR LAUNCHER that can be unlocked. In the PlayStation 2 version, you must earn an A Rank with every character to get it in their inventory (it won't say in the character select screen, but they are there). In the Japanese Dreamcast version, it is there no matter what. Note that using the LINEAR LAUNCHER at any time during the game for any character voids your chance of a ranking. ======================================================================== ------------------------------------------------------------------------ 9. BATTLE GAME- CLAIRE REDFIELD ------------------------------------------------------------------------ ======================================================================== Here is some information regarding Claire Redfield. WEAPONS: -BOW GUN W/ GUN POWDER ARROWS -HANDGUN -Y HANDGUN AMMO SLOT MACHINE: -SUBMACHINE GUNS -DIJ DIARY A RANK: -LESS THAN 7 MINUTES =========== WALKTHROUGH =========== ====== ROOM 1 ====== -Claire: Equip the Bow Gun and kill every zombie. ====== ROOM 2 ====== -Claire: Kill everyone with Bow Gun. ====== ROOM 3 ====== -Claire: Use the Bow Gun on all the Banders. ====== ROOM 4 ====== -Claire: Kill everyone with Bow Gun. ====== ROOM 5 ====== -Claire: Kill everyone with Bow Gun. ====== ROOM 6 ====== -Claire: Use Bow Gun. ====== ROOM 7 ====== -Claire: Use Bow Gun. ====== ROOM 8 ====== -Claire: Use Bow Gun. ====== ROOM 9 ====== -Claire: Use Bow Gun. ======= ROOM 10 ======= -Claire: Use Bow Gun. ======= ROOM 11 ======= -Claire: Use Bow Gun. ======= ROOM 12 ======= -Claire: Use Bow Gun. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Claire: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Claire: Use Bow Gun. Grab First Aid Spray. ======= ROOM 15 ======= -Claire: Use Bow Gun. ======= ROOM 16 ======= -Claire: Use Bow Gun. ======= ROOM 17 ======= -Claire: Use Bow Gun. ======= ROOM 18 ======= -Claire: Use Bow Gun at starting point to kill Nosferatu. ======================================================================== ------------------------------------------------------------------------ 10. BATTLE GAME- ALTERNATE CLAIRE REDFIELD ------------------------------------------------------------------------ ======================================================================== Here is some information regarding Alternate Claire Redfield WEAPONS: -GRENADE LAUNCHER -INFINITE FLAME ROUNDS -INFINITE ACID ROUNDS -INFINITE GRENADE ROUNDS -ASSAULT RIFLE SLOT MACHINE: -BOW GAS ROUNDS -DIJ DIARYS A RANK: -LESS THAN 10 MINUTES ====== ROOM 1 ====== -Alt. Claire: Equip the G. Launcher with Flame Rounds and kill every monster. ====== ROOM 2 ====== -Alt. Claire: Kill everyone with Flame Rounds. Grab the Green Herb. ====== ROOM 3 ====== -Alt. Claire: Use the Flame Rounds against the Banders. Grab First Aid Spray. ====== ROOM 4 ====== -Alt. Claire: Kill everyone with Flame Rounds. ====== ROOM 5 ====== -Alt. Claire: Kill everyone with Flame Rounds. ====== ROOM 6 ====== -Alt. Claire: Use Acid Rounds. Grab the Green Herb. ====== ROOM 7 ====== -Alt. Claire: Use. Acid Rounds Grab the Blue and Green Herbs ====== ROOM 8 ====== -Alt. Claire: Use Flame Rounds. ====== ROOM 9 ====== -Alt. Claire: Use Flame Rounds. ======= ROOM 10 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 11 ======= -Alt. Claire: Use Flame Rounds Grab First Aid Spray. ======= ROOM 12 ======= -Alt. Claire: Use Flame Rounds. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Alt. Claire: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Alt. Claire: Use Acid Rounds. Grab First Aid Spray. ======= ROOM 15 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 16 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 17 ======= -Alt. Claire: Use Flame Rounds. ======= ROOM 18 ======= -Alt. Claire: Use Assault Rifle when starting. Then run to far corners. Keep firing until he comes into sight. Run to next corner and repeat pattern. ======================================================================== ------------------------------------------------------------------------ 11. BATTLE GAME- CHRIS REDFIELD ------------------------------------------------------------------------ ======================================================================== Here is some information regarding Chris Redfield. WEAPONS: -MAGNUM W/ INFINITE AMMO -SHOTGUN -INFINITE SHOTGUN SHELLS SLOT MACHINE: -SUBMACHINE GUNS -DIJ DIARY -FIRST AID SPRAY A RANK: -LESS THAN 8 MINUTES ====== ROOM 1 ====== -Chris: Equip the Magnum and kill every monster. ====== ROOM 2 ====== -Chris: Kill everyone with Magnum. Grab the Green Herb. ====== ROOM 3 ====== -Chris: Kill everyone with the Magnum. Grab First Aid Spray. ====== ROOM 4 ====== -Chris: Kill everyone with Magnum. ====== ROOM 5 ====== -Chris: Kill everyone with Magnum. ====== ROOM 6 ====== -Chris: Use Magnum. Grab the Green Herb. ====== ROOM 7 ====== -Chris: Use Magnum. Grab the Blue and Green Herbs ====== ROOM 8 ====== -Chris: Use Magnum. ====== ROOM 9 ====== -Chris: Use Magnum. ======= ROOM 10 ======= -Chris: Use Magnum. ======= ROOM 11 ======= -Chris: Use Magnum. Grab First Aid Spray. ======= ROOM 12 ======= -Chris: Use Magnum. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Chris: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Chris: Use Magnum. Grab First Aid Spray. ======= ROOM 15 ======= -Chris: Use Magnum. ======= ROOM 16 ======= -Chris: Use Magnum. ======= ROOM 17 ======= -Chris: Use Magnum. ======= ROOM 18 ======= -Chris: Fire at Alexia until she morphs into ALEXIA III. Then keep firing Magnum. ======================================================================== ------------------------------------------------------------------------ 12. BATTLE GAME- STEVE BURNSIDE ------------------------------------------------------------------------ ======================================================================== Here is some information regarding Chris Redfield. WEAPONS: -SUBMACHINE GUNS -LUGERS SLOT MACHINE: -M 100 Ps -DIJ DIARY A RANK: -LESS THAN 15 MINUTES ====== ROOM 1 ====== -Steve: Equip Lugers and headshot every monster. ====== ROOM 2 ====== -Steve: Headshot everyone with Lugers. Grab the Green Herb. ====== ROOM 3 ====== -Steve: Use the Submachine Guns to kill them. Grab First Aid Spray. ====== ROOM 4 ====== -Steve: Headshot everyone with Lugers. ====== ROOM 5 ====== -Steve: Use Luger headshots. ====== ROOM 6 ====== -Steve: Use Submachine Guns. Grab the Green Herb. ====== ROOM 7 ====== -Steve: Use Submachine Guns Grab the Blue and Green Herbs ====== ROOM 8 ====== -Steve: Use Luger headshots. ====== ROOM 9 ====== -Steve: Use Luger headshots. ======= ROOM 10 ======= -Steve: Use Luger headshots. ======= ROOM 11 ======= -Steve: Use Luger headshots. Grab First Aid Spray. ======= ROOM 12 ======= -Steve: Use Luger headshots. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Steve: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Steve: Use Submachine Guns. Grab First Aid Spray. ======= ROOM 15 ======= -Steve: Use Luger headshots. ======= ROOM 16 ======= -Steve: Use Luger headshots. ======= ROOM 17 ======= -Steve: Use Submachine Guns. ======= ROOM 18 ======= -Steve: Use Submachine Guns on Gulp Worm when it surfaces. ======================================================================== ------------------------------------------------------------------------ 13. BATTLE GAME- ALBERT WESKER ------------------------------------------------------------------------ ======================================================================== Here is some information regarding Albert Wesker. WEAPONS: -COMBAT KNIFE SLOT MACHINE: -MAGNUM W/ 6 BULLETS -DIJ DIARY A RANK: -LESS THAN 60 MINUTES ====== ROOM 1 ====== Wesker: Equip the Knife and slash at the zombies legs. ====== ROOM 2 ====== -Wesker: Slash everyone at the knees. Grab the Green Herb. ====== ROOM 3 ====== -Wesker: Slash the Banders where they don't have an arm. Grab First Aid Spray. ====== ROOM 4 ====== -Wesker: Slash at the knees. ====== ROOM 5 ====== -Wesker: Slash everyone at the knees. ====== ROOM 6 ====== -Wesker: DON'T STOP SLASHING! Grab the Green Herb. ====== ROOM 7 ====== -Wesker: DON'T STOP SLASHING! Grab the Blue and Green Herbs ====== ROOM 8 ====== -Wesker: Slash at the knees. ====== ROOM 9 ====== -Wesker: Slash at knees. ======= ROOM 10 ======= -Wesker: Slash at knees. ======= ROOM 11 ======= -Wesker: Slash at knees Grab First Aid Spray. ======= ROOM 12 ======= -Wesker: Slash at knees. Grab the Herbs. Duck into the silver door. ======= ROOM 13 ======= -Wesker: Look in the Slot Machine. Grab all the Herbs. Go back to ROOM 12. ======= ROOM 12 ======= EVERYONE: Head through the Brown Door. ======= ROOM 14 ======= -Wesker: KEEP SLASHING! Grab First Aid Spray. ======= ROOM 15 ======= -Wesker: Slash at knees. ======= ROOM 16 ======= -Wesker: Slash at knees. ======= ROOM 17 ======= -Wesker: Slash Banders at armless sides. ======= ROOM 18 ======= -Wesker: If you got Magnum from Slot Machine, fire all 6 shots to kill Alexia. If not, Slash her from behind and GOOD LUCK. ======================================================================== ------------------------------------------------------------------------ 14. ITEM LIST ------------------------------------------------------------------------ ======================================================================== ------------------------------------------------------------------------ ***ITEM LIST: PART/DISC 1*** ------------------------------------------------------------------------ =========== ACID ROUNDS =========== LOCATED: MANY PLACES USED: WITH GRENADE LAUNCHER =============== AIR FORCE PROOF =============== LOCATED: PRIVATE RESIDENCE USED: IN AIRPORT SEAPLANE LIFT =========== AIRPORT KEY =========== LOCATED: AIRPORT 1F USED: IN SHUTTER IN AIRPORT'S CARGO ROOM ========== ARMY PROOF ========== LOCATED: MILITARY TRAINING FACILITY A USED: IN AIRPORT SEAPLANE LIFT ============== BIOHAZARD CARD ============== LOCATED: AIRPORT USED: SEVERAL SHUTTERS WITH GREY SCANNERS ========= BLUE HERB ========= LOCATED: MANY PLACES USED: TO CURE POISON EXCEPT FOR NOSFERATU'S POISON ============== BOW GUN ARROWS ============== LOCATED: MANY PLACES USED: AMMO FOR BOW GUN ============== BOW GUN POWDER ============== LOCATED: MANY PLACES USED: MIXED WITH REGULAR BOW GUN ARROWS TO MAKE EXPLOSION ARROWS ============== BOW GAS ROUNDS ============== LOCATED: PRISON USED: AMMO FOR GRENADE LAUNCHER ======= BOW GUN ======= LOCATED: MILITARY TRAINING FACILITY USED: TO KILL MONSTERS ========= BRIEFCASE ========= LOCATED: PRISON USED: TO GET TG-01 SLAB ============ COMBAT KNIFE ============ LOCATED: PRISON USED: TO KILL MONSTERS ============= CONTROL LEVER ============= LOCATED: AIRPORT SEAPLANE USED: TO RAISE AIRPORT BRIDGE ============== DURALUMIN CASE ============== LOCATED: PRISON AND PALACE USED: TO GET WEAPON ACCESSORIES =========== EMBLEM CARD =========== LOCATED: MILITARY TRAINING FACILITY USED: OPENS SHUTTERS WITH BLUE SCANNERS =========== EAGLE PLATE =========== LOCATED: MILITARY TRAINING FACILITY AND PALACE USED: TO OPEN DOORS (PRISON) AND BOXES (MILITARY TRAINING FACILITY) ================ EARTHENWARE VASE ================ LOCATED: PALACE PAINTING ROOM USED: TO GET THE QUEEN ANT OBJECT ============ EXTINGUISHER ============ LOCATED: PRISON USED: TO PUT OUT FIRES IN PRISON AND ANTARCTICA =============== FIRST AID SPRAY =============== LOCATED: MANY PLACES USED: TO GET REGAIN HEALTH ============ FLAME ROUNDS ============ LOCATED: MANY PLACES USED: TO KILL MONSTERS ======== GOLD KEY ======== LOCATED: MILITARY TRAINING FACILITY MODEL ROOM USED: TO OPEN PALACE PAINTING ROOM DOOR =========== GOLD LUGERS =========== LOCATED: PALACE (ACQUIRED FROM STEVE IN MILITARY TRAINING FACILITY) USED: PALACE SAVE ROOM ========== GREEN HERB ========== LOCATED: MANY PLACES USED: TO HEAL SMALL AMOUNT OF HEALTH ========= GLASS EYE ========= LOCATED: PRISON USED: ON CADAVER TO OPEN UP SECRET PASSAGE IN PRISON ================ GRENADE LAUNCHER ================ LOCATED: MILITARY TRAINING FACLITY'S STEVE ROOM 1 USED: TO KILL MONSTERS ============== GRENADE ROUNDS ============== LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ================ GUN POWDER ARROW ================ LOCATED: MANY PLACES USED: AMMO FOR BOW GUN =============== HANDGUN BULLETS =============== LOCATED: MANY PLACES USED: AMMO FOR BOTH HANDGUNS =========== HAWK EMBLEM =========== LOCATED: PRISON SECURITY OFFICE USED: TO MAKE AN ALLOY COPY FOR THE PRISON'S MAIN GATE ================== HEMOSTATIC CAPSULE ================== LOCATED: MILITARY TRAINING FACILITY SAVE ROOM USED: TO HEAL RODRIGO'S BLEEDING AT PRISON ======= ID CARD ======= LOCATED: PALACE SAVE ROOM USED: TO GET PALACE COMPUTER'S PASSWORD ========== INK RIBBON ========== LOCATED: WHERE TYPEWRITERS ARE USED: TO SAVE GAME AT TYPEWRITERS =============== KING ANT OBJECT =============== LOCATED: PALACE GAMBLING ROOM USED: TO OPEN ALFRED'S MUSIC BOX AT PRIVATE RESIDENCE ======= LIGHTER ======= LOCATED: CLAIRE ALREADY HAS IT USED: TO SHRUG BATS OFF AND LIGHT DARKER AREAS ======== LOCKPICK ======== LOCATED: GIVEN FROM RODRIGO AFTER FEEDING HIM HEMOSTATIC CAPSULE USED: TO UNLOCK SMALL LOCKS ================== M100P TWIN PISTOLS ================== LOCATED: PRISON BARRACKS USED: TO KILL MONSTERS ============ M39R HANDGUN ============ LOCATED: PRISON ENTRANCE ROOM USED: TO KILL MONSTERS ================== M39R EXPANSION SET ================== LOCATED: PRISON (INSIDE PRISON'S DURALUMIN CASE) USED: TO MAKE M39R HANDGUN SEMI-AUTOMATIC =============== MUSIC BOX PLATE =============== LOCATED: ALEXIA'S MUSIC BOX PRIVATE RESIDENCE USED: TO PLAY MUSIC ON ALFRED'S MUSIC BOX IN PRIVATE RESIDENCE ========== NAVY PROOF ========== LOCATED: PALACE COURTYARD USED: ON AIRPORT SEAPLANE LIFT ========================== STORAGE KEY (KEY WITH TAG) ========================== LOCATED: MILITARY TRAINING FACILITY'S SWIMMING POOL USED: TO OPEN CABINET IN MILITARY TRAINING FACILITY =========== PADLOCK KEY =========== LOCATED: PRISON GUILLOTINE USED: TO UNLOCK GATE OUTSIDE PRISON'S BARRACKS ========== PIANO ROLL ========== LOCATED: PRISON STATUE ROOM USED: TO GET PALACE'S PIANO WORKING ================ QUEEN ANT OBJECT ================ LOCATED: PALACE PAINTING ROOM USED: TO OPEN ALEXIA'S MUSIC BOX ======== RED HERB ======== LOCATED: MANY PLACES USED: TO MAKE GREEN HERB STRONGER ============ RUSTED SWORD ============ LOCATED: PRISON STATUE ROOM USED: TO OPEN STATUE IN PRISON'S STATUE ROOM ========= SIDE PACK ========= LOCATED: SUBMARINE AT PALACE DOCK USED: TO HOLD MORE ITEMS ================ SILVER DRAGONFLY ================ LOCATED: PRIVATE RESIDENCE CAROUSEL ROOM USED: TO MAKE CAROUSEL TURN AT PRIVATE RESIDENCE ========== SILVER KEY ========== LOCATED: PRIVATE RESIDENCE USED: TO OPEN 2 ROOMS IN PALACE ================ SKELETON PICTURE ================ LOCATED: MILITARY TRAINING FACILITY'S EXPERIMENT ROOM USED: TO RAISE BACK WALL IN MILITARY TRAINING FACILITY 'S MODEL ROOM ========================= SPECIAL ALLOY HAWK EMBLEM ========================= LOCATED: PRISON SECURITY OFFICE AFTER COPYING IT USED: TO UNLOCK PRISON'S MAIN GATE ============== STEERING WHEEL ============== LOCATED: PALACE'S LUGER ROOM USED: TO CALL UP SUBMARINE AT PALACE'S DOCK ==================== TWIN SUBMACHINE GUNS ==================== LOCATED: MILITARY TRAINING FACILITY (FIRST BANDERSNATCH MEETING) USED: TO KILL MONSTERS (STEVE ONLY) ================ TG-01 ALLOY SLAB ================ LOCATED: PRISON'S BREIFCASE USED: TO FORGE HAWK EMBLEM ------------------------------------------------------------------------ ***ITEM LIST: PART/DISC 2*** ------------------------------------------------------------------------ =========== ACID ROUNDS =========== LOCATED: MANY PLACES USED: AMMO WITH GRENADE LAUNCHER =============== AIR FORCE PROOF =============== LOCATED: AIRPORT'S SEAPLACE LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ================= ALEXANDER'S JEWEL ================= LOCATED: AFTER DETACHING IT FROM ALEXANDER'S PIERCE USED: TO LOWER PAINTING IN ANTARCTICA =============== ALEXIA'S CHOKER =============== LOCATED: ANTARCTICA'S RE1 MANSION MAIN HALL USED: TO GET ALEXIA'S JEWEL ============== ALEXIA'S JEWEL ============== LOCATED: AFTER DETACHING IT FROM ALEXIA'S CHOKER USED: TO LOWER PAINTING IN ANTARCTICA ============== ALFRED'S JEWEL ============== LOCATED: AFTER DETACHING IT FROM ALFRED'S RING USED: TO LOWER PAINTING IN ANTARCTICA ============= ALFRED'S RING ============= LOCATED: ALFRED'S DEAD BODY IN ANTARCTICA USED: TO GET ALFRED'S JEWEL =========================== ASSAULT RIFLE BULLETS (50%) =========================== LOCATED: MILITARY TRAINING FACILITY B'S TYRANT ROOM USED: AMMO FOR ASSAULT RIFLE ========== ARMY PROOF ========== LOCATED: AIRPORT SEAPLANE'S LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ============= ASSAULT RIFLE ============= LOCATED: ANTARCTICA'S WEAPON ROOM USED: TO KILL MONSTERS ================ BAR CODE STICKER ================ LOCATED: ANTARCITCA'S BOW ROOM USED: ON LOWER PRODUCTION ROOM'S BOW BOXES ======= BATTERY ======= LOCATED: MILITARY TRAINING FACILITY B'S HARRIER JET HALLWAY USED: TO POWER LIFT IN STEVE DAD'S ROOM (MILITARY TRAINING FACILITY B) ========= BLUE HERB ========= LOCATED: MANY PLACES USED: TO CURE POISON (EXCEPT NOSFERATU'S POISON) ========== BLUE JEWEL ========== LOCATED: TIGER STATUE ROOM IN ANTARCTICA USED: TO OPEN ALFRED'S MUIC BOX IN ANTARCTICA ============== BOW GUN ARROWS ============== LOCATED: MANY PLACES USED: AMMO FOR BOW GUN ============== BOW GUN POWDER ============== LOCATED: MANY PLACES USED: MIXES WITH BOW GUN ARROWS TO MAKE DIFFERENT BOW GUN AMMO ==================== CHEMICAL STORAGE KEY ==================== LOCATED: MILITARY TRAINING FACILITY B'S UPPER STEVE DAD'S ROOM USED: TO OPEN CHEMICAL LOCKER IN MILITARY TRAINING FACILITY B ========= CLEMENT @ ========= LOCATED: MILITARY TRAINING FACILITY B'S CHEMICAL LOCKER USED: MIXES WITH CLEMENT E TO MAKE CLEMENT MIXTURE ========= CLEMENT E ========= LOCATED: MILITARY TRAINING FACILITY B'S STEVE ROOM 2 USED: MIXES WITH CLEMENT @ TO MAKE CLEMENT MIXTURE =============== CLEMENT MIXTURE =============== LOCATED: AFTER MIXING CLEMENT @ AND CLEMENT E USED: TO DISSOLVE ALLOY ON EAGLE PLATE ============ COMBAT KNIFE ============ LOCATED: ANTARCTICA'S RE1 MANSION AND CHRIS STARTS WITH ONE USED: TO KILL MONSTERS AND FREE CLAIRE FROM GREEN SLIME ========= CRANE KEY ========= LOCATED: ANTARCTICA'S EXTINGISHANT ROOM USED: TO RAISE CRANE HOLDING NOSFERATU'S DEAD BODY ======= CRYSTAL ======= LOCATED: ANTARTICA'S PRISON ROOM USED: NEEDS TO BE SMASHED TO GET SECURITY CARD ========= DETONATER ========= LOCATED: ANTARCTICA'S WEAPON ROOM USED: TO DESTROY LOCKED CABINET ======== DOORKNOB ======== LOCATED: MILITARY TRAINING FACILITY B'S LOWER TURNTABLE AREA USED: TO UNLOCK KNOBLESS DOOR IN MILITARY TRAINING FACILITY B ================ DRAGONFLY OBJECT ================ LOCATED: ANTARTICA'S TABLE ROOM ABOVE ALFRED'S BEDROOM USED: ATTACHES WITH WING OBJECTS TO MAKE GOLD DRAGONFLY ============== DURALUMIN CASE ============== LOCATED: ANTARCTICA'S VALVE HANDLE MODIFICATION ROOM USED: TO GET MAGNUM ROUNDS =========== EAGLE PLATE =========== LOCATED: MILITARY TRAINING FACILITY B'S WATER POOL USED: TO GET HALBERD =============== FIRST AID SPRAY =============== LOCATED: MANY PLACES USED: TO HEAL DAMAGE ============ FLAME ROUNDS ============ LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ========== GREEN HERB ========== LOCATED: MANY PLACES USED: TO HEAL SMALL DAMAGE ======== GAS MASK ======== LOCATED: ANTARCTICA'S BOW ROOM USED: TO AVOID INHALING GAS IN ROOM WITH DIGGER ================ GLOCK 17 HANDGUN ================ LOCATED: CHRIS STARTS WITH IT USED: TO KILL MONSTERS ============== GRENADE ROUNDS ============== LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ================ GUN POWDER ARROW ================ LOCATED: COMBINED THROUGH BOW GUN ARROWS AND BOW GUN POWDER USED: AMMO FOR BOW GUN ======= HALBERD ======= LOCATED: AFTER DISSOLVING EAGLE PLATE WITH CLEMENT MIXTURE USED: OPENS HARRIER BAY IN MILITARY TRAINING FACILITY B/ CABINET IN ANTARCTICA =============== HANDGUN BULLETS =============== LOCATED: MANY PLACES USED: AMMO FOR GLOCK AND M39R HANDGUN ======= LIGHTER ======= LOCATED: GIVEN FROM RODRIGO IF CLAIRE GAVE HIM HEMOSTATIC CAPSULE USED: TO GET SUBMACHINE GUNS MILITARY TRAINING FACILITY B AND ACTIVATE DETONATOR IN ANTARCTICA =============== LINEAR LAUNCHER =============== LOCATED: ROOM WHERE ALEXIA II AND III IS FOUGHT IN ANTARCTICA USED: TO DESTROY ALEXIA II AND III ============= LUGER REPLICA ============= LOCATED: MILITARY TRAINING FACILITY B'S HARRIER JET SAVE ROOM USED: TO ACTIVATE STEVE'S BATTLE MODE GAME ================ MACHINE ROOM KEY ================ LOCATED: UNDER THE PLANT POT IN ANTARCTICA USED: TO OPEN MACHINE ROOM IN ANTARCTICA ====== MAGNUM ====== LOCATED: WEAPON ROOM IN ANTARCTICA USED: TO KILL MONSTERS ============== MAGNUM BULLETS ============== LOCATED: MANY PLACES USED: AMMO FOR MAGNUM =============== MINING ROOM KEY =============== LOCATED: IN ANTARCTICA'S WEAPON ROOM USED: TO OPEN MINING ROOM IN ANTARCTICA =============== MUSIC BOX PLATE =============== LOCATION: ALEXIA'S MUSIC BOX IN ANTARCTICA USED: TO PLAY ALFRED'S MUSIC BOX IN ANTARCTICA ========== NAVY PROOF ========== LOCATION: AIRPORT SEAPLANE'S LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ============ PAPER WEIGHT ============ LOCATION: ANTARCTICA'S FIRST SAVE ROOM AFTER OPENING CABINET USED: TO UNLOCK CAPSULE HOLDING ALFRED'S DEAD BODY IN ANTARCTICA ========= PLANT POT ========= LOCATION: ABOVE NOSFERATU'S CHAIR IN ANTARCTICA USED: TO GET MACHINE ROOM KEY ======== RED HERB ======== LOCATION: MANY PLACES USED: TO MAKE GREEN HERB STRONGER ============= SECURITY CARD ============= LOCATION: INSIDE BOKEN GLASS IN ANTARCTICA USED: TO UNLOCK GATE LEADING TO MONSTER STEVE AND TO UNLOCK SELF- DESTRUCT SEQUENCE IN ANTARCTICA ============= SECURITY FILE ============= LOCATION: GIVEN TO CHRIS BY CLAIRE AFTER CLAIRE SEES STEVE DIE IN ANTARCTICA USED: TO GET SECURITY CARD AS CHRIS IN ANTARCTICA ===== SERUM ===== LOCATION: ANTARCTICA'S WEAPON ROOM USED: TO HEAL CLAIRE IF POISONED BY NOSFERATU IN ANTARCTICA ======= SHOTGUN ======= LOCATION: MILITARY TRAINING FACILITY B'S SEWER USED: TO KILL MONSTERS ============== SHOTGUN SHELLS ============== LOCATION: MANY PLACES USED: AMMO FOR SHOTGUN ========= SIDE PACK ========= LOCATION: MILITARY TRAINING FACILITY B'S EXPERIMENT ROOM USED: TO EXPAND CHRIS' INVENTORY BY 2 ============ SNIPER RIFLE ============ LOCATION: MINING ROOM AFTER ALFRED DROPS IT IN ANTARCTICA USED: TO KILL NOSFERATU IN ANTARCTICA'S HELIPAD ====== SOCKET ====== LOCATION: BEHIND TIGER STATUE IN ANTARCTICA USED: TO MAKE VALVE HANDLE HAVE A SQUARE END IN ANTARCTICA ================ STERILE ROOM KEY ================ LOCATION: ANTARCTICA'S TYPEWRITER ROOM (BEHIND PAINTING IN RE1 MANSION) USED: TO UNLOCK DOUBLE DOORS IN RE1 MANSION =============== SUBMACHINE GUNS =============== LOCATION: FIRST ROOM CHRIS ARRIVES IN (LIGHTER NEEDED) IN MILITARY TRAINING FACILITY USED: TO KILL MONSTERS =========== TANK OBJECT =========== LOCATION: UPPER STEVE DAD'S ROOM ACCESSED FROM THE KBOBLESS DOOR IN MILITARY TRAINING FACILITY USED: TO SLIDE ROOM PAINTING IN MODEL ROOM IN MILITARY TRAINING FACILITY ============== TURN TABLE KEY ============== LOCATION: BEHIND ROOM PAINTING IN MODEL ROOM OF MILITARY TRAINING FACILITY USED: TO ACTIVATE TURN TABLE IN MILITARY TRAINING FACILITY ============ VALVE HANDLE ============ LOCATION: UPPER POWER ROOM (AS CLAIRE) AND UPPER MINING ROOM (AS CHRIS) IN ANTARCTICA USED: TO ACTIVATE POWER, LOWER WATER SUPPLY (CHRIS) AND SHUT OFF GAS PIPE (CLAIRE) =========== WING OBJECT =========== LOCATION: 2 IN CAROUSEL ROOM, 1 IN EXPERIMENT ROOM AND 1 IN LOWER ANTHILL ROOM ALL IN ANTARCTICA USED: TO ATTACH TO DRAGONFLY OBJECT TO MAKE IT A KEY ======================================================================== ------------------------------------------------------------------------ 15. FILE TRANSCRIPTS ------------------------------------------------------------------------ ======================================================================== This is a chapter that reflects upon CODE: Veronica's Files scattered throughout the game. I will analyze them aswell. ============================ FILE: DIJ DIARY: CVX VERSION ============================ During a heavy squall, a girl in a red outfit was brought to this island of Rockfort. What could she have possibly done? I've been living here quite some time now, but many who are brought to this island seldom leave alive. Through the sounds of gun and fire, soldiers appeared. There was something going on. I went to the prison, but the girl in red was nowhere in sight. I hurried to the military training facility. The "man" of Rockfort was attacking her relentlessly. How stupid of me. I got too close and almost got myself smashed by the shutters. But, thanks to my natural agility, I was able to get out of the situation and get outside. Anyone other than me would not have been so lucky. Again, I was able to find the girl in red. There she was; in front of the residence. Then from behind her appeared a man with blonde hair. As he called her, he approached her in a friendly manner and started saying something to her... and it happened abruptly. The man in blonde hair started to hurt the girl in red. "I must save her." I thought to myself. But the man in blonde hair went away. Who was that blonde haired man? What did he want from the girl in red? The self-destruct announcement and emergency siren warned the end of Rockfort Island. I hurried to the hangar of the transport. The transport we were on took off as everything exploded into flames. With my neck risking effort, the girl kin red slammed the monster out into the open sky. Sure enough, she was a Valkyrie, a goddess of destruction. I couldn't believe it. The transport landed in Antarctica. And to top it all, the transport that landed before us spilled tons of the T-Virus and everything alive had already turned into zombies. If I stayed, there was no way I could stay alive. I had to find a way to get out of there, quickly. I parted with the girl in red. I started searching the base to see if there was anything I could use. As I was resting in the dark, someone was coming. Whatever it was, it was right there. The door suddenly closed and there was no escape. I kept slamming the doors. Then the door opened. I exploded out of there. But I was no chicken. I stopped to turn around and there she was, the girl in red, standing there looking at me. Where was this place? I was stuck in a room with an elevator and old cannon. Where was I supposed to go? I was stranded. I felt endless despair. Then that blonde man with the sunglasses appeared. He had the girl in an arm lock. Then a man in a black vest came running after them. The man in the black vest followed them. I also hurried to chase after them. It was a grueling fight. Was the man who also knew that girl a monster? The fight looked like it could last forever. Then suddenly there was an explosion, which interfered the fight. That was my last chance. I had to get out of there. I snuck through the hatch of the sub as it was about to close. Finally, I was released from the world of death and I was able to come back to a world where desire and power ruled. DIJ *NOTES: DIJ was thought to be a rat at first. I read this closely. It can be... the mouse! ==================== FILE: PLAYING MANUAL ==================== CHECK ALL ITEMS When you obtain a new item, always remember to look at it with the "Check" command on the status screen. Remember, it's always best to rotate the item so you can check it from different angles. TRY TO PUSH OBJECTS If you face an object and press and hold up on the directional button, sometimes you will be able to push it. You may find hidden rooms and items this way. USE THE QUICK TURN You can turn 180 degrees instantly by pressing the Cancel button while holding the directional button down. This is a very effective move when you attack an enemy and then want to turn around and run. USE THE MAP SCREEN When you are lost or are unsure of what to do, check the map screen. You can easily tell where you've been and can see which doors you have unlocked. CLIMB/DESCEND You can climb/descend some objects. To do this, face the object and then push the Action button. SECURITY BOXES The items you store in a Security Box in the prison cannot be accessed through an Item Box. Make sure you remove all important items from a Security Box before exiting a room. I CAN'T TAKE THE GOLD LUGERS FROM THE PROJECTION ROOM You cannot release the trap by yourself. After certain events occur, you will be able to release the trap and obtain the Gold Lugers. I CAN'T ENTER THE BIO-EXPERIMENT ROOM Once the shutter near the bio-experiment room shuts, you can't open it until the ventilation process completes due to the in-room air pollution problems. I CAN'T CLIMB THE LADDER IN THE BEDROOM You will need to place a pair of items onto the two music boxes. Then you will have to... I CAN'T SEND LOADS PROPERLY WITH THE SORTER The sorter judges which room each load will be sent to by an item that is posted on the load. You should check an already sorted load in the room you would like to send your load to and then... *NOTES: This is the file that tells you what to do during the games. It has no significance to the story-line of the game. ============================================ FILE: FAX ON THE FACILITY ACCESS APPLICATION ============================================ Be sure to verify the content of the following facility access application form, and add the applicants' name to the expected visitor's list. Chief Prison Guard Room Paul Steiner I hereby apply for access permission for Prison Area D. Details follow, Visitor's name: Carl Grisham Purpose of Entry: Carrying in the following materials; 1. New product sample from Metal Industries Co: "TG-01". 2. Various daily commodities ordered by the prison. Note: 1. Will use a transportation truck. 2. "TG-01" sample will be stored in a designated briefcase. *NOTES: This hints where to find a certain item in the game. ================================= FILE: "TG-01" PRODUCT DESCRIPTION ================================= Thank you for your continued support and for our products. This time we have gathered our most advanced technologies, and have succeeded in creating the unique anti-metal detection alloy "TG-01". -TG-01 features? 1. Cannot be detected by any metal detectors. 2. Cannot be pictured by roentgenography at the immigration check. 3. Lightweight, yet durable. We plan to develop various weapons utilizing this innovative new alloy. We enclosed a sample for you to review. We look forward to hearing from you regarding possible business opportunities. Metal Industries Co. Chief, Development Planning Carl Redhill *NOTES: This hints that the TG 01 Item you get in the game can be taken passed the Metal Detectors in the Prison. =================== FILE: USER'S MANUAL =================== 3-D Duplicator User's Manual Our new product, the "3-D Duplicator" consists of two parts. 3-D Scanner Portion This portion scans the 3D object. Simply place the material that you want to have scanned onto the tray of the scanner. The scanned object will be processed into 3D data, which will be transferred to the duplicator portion. Duplicator Portion If you place the material you wish to have converted on the machine, you can begin conversion based on the 3-D data that was scanned portion. The conversion will be executed with complete data accuracy. The result will be an object precisely true to the original. *NOTES: It hints at the puzzles of the game in the Prison Area. =============================== FILE: MEMO ON THE PASS NUMBER ============================= The emergency lock system in the biology experiment room can be released with the four digit pass number. I hope you haven't forgotton about it already. I have just received an order from the system administrator requesting us to change the pass number periodically. What bothers me is that you often lose important memos, pass numbers, or even chemicals... So, in an attempt to solve that problem, I came up with an idea. You know the red human skeleton picture at the back of the biology experiment room? I have decided to use the number signed on the picture as the pass number. If you happen to lose the memo just use the picture. Well, I don't think you would ever need to use the emergency pass number anyway. But just in case, now you know. Take it easy Mr. Careless! *NOTES: This hints at what you need to see in order to find the Pass Memo Number. =============================== FILE: MESSAGE TO THE NEW FAMILY =============================== Sir Alfred, Congratulations on your succession as master as the Ashford family. I hereby present you with an earthenware vase, according to the Ashford family tradition. As you may know, this tradition first began when a butler presented a golden teacup as a commemorative to Veronica. As founder of the Ashford family, her intelligence and beauty are legendary. The second and third, masters, Stanley and his son Thomas were also presented with similar teacups. It was their hope to achieve glory as Veronica did before them. The position as family master then shifted to Sir Thomas to his twin brother Sir Arthur. It then went to Sir Edward, your grandfather. That was when the Ashford family enjoyed it's golden age. It was also Sir Edward's achievement that established the large chemical enterprise, Umbrella Inc. However, when Sir Edward passed away, and your father Sir Alexander succeeded the position, the glorious Ashford family gradually began to sink... I sincerely hope that the Ashford family regains it's glory with your guidence, just as this vase continues to shine eternally. Ashford Family Butler, Scott Harman *NOTES: This helps solve the painting puzzle in the Palace on Disk 1. ======================================= FILE: REPORT: ENHANCED ANTI-DECAY ALLOY ======================================= Although we planned to utilize the enhanced anti-decay alloy called "Duploid" to create the storage capsule of the new B.O.W., we have had to cancel the plan. This is primarily based upon the fact that despite it's excellent resistance to all kinds of liquid including strong acid, it easily dissolves when soaked with a mixture of the two chemicals, "Clement a" and "Clement E". Due to the lethal nature of the new B.O.W., we cannot be too careful in choosing the material for their storage capsule. We have instead decided to use Duploid to create the plate portion of the "Eagle Plate", which shines in indigo-blue. CLEMENT INFORMATION The "a" type is used for gun maintenance and possesses no conspicuous characteristics. However, the E type will change its color to blue at a certain temperature. (It is an odd coincidence that the temperature is exactly the same as the date of completion of this training facility.) Based upon our analysis of the E type, we believe that Clement possesses more features. As new information is learned, we will update this file. *NOTES: This hints at the need to mix the Clements on Disk 2. ================================================ These following files appear on the Yellow Book. ================================================ ====================== FILE: PRISONER'S DIARY ====================== May 13th This room stinks of death. Based upon the information I've found, I believe that I'm far south of the equator. Lucky for me that Bob in the bunk below me, is one of those interesting types of guys... May 16th Today Bob told some crazy story of why he was put this place with me. Bob said that he used to be an attendant of the head of this place. This "boss" named Alfred supposedly placed him in here because of a tiny little mistake. What does that mean? What's going to happen to me? May 20th Without warning, a group of military men took Bob to the building behind the guillotine stand. At midnight, I'll sneak out of here to see him. I've been hearing that anyone taken to that building never comes back. On top of that, there are these REALLY large plastic bags being constantly being removed from that place. I'd better pray for Bob... May 21st I was wrong. I shouldn't have gone there. What is going on it there?! All I could here was some insanely creepy laughter and the sound of Bob screaming. I don't know what to do. I can't sto thinking about it... Is that going to happen to me?! I can't let it... I just can't... May 27th Since my last entry, all of my fellow inmates have been taken to that building! I know that I am next...It's obvious that we are all here to be used as Alfred's guinea pigs. There's no way out! What am I going to do?!... *NOTES: This hints that we have to explore the guillotine in the Prison Area. ====================== FILE: ANATOMIST'S NOTE ====================== There is a demon in my mind. I can't control the fierce impluses that the demon sometimes drives me to act upon. It is a brutal ceremony. With the demon next to me, I enjoy watching agonize in pain, screaming and convulsing repeatedly as they die... But, Sir Alfred was kind enough to acknowledge me, and has given me the facilities, the chemicals, and the "equipment" necessary to study everything. I must never betray Sir Alfred's kindness. It is especially critical that no one discovers the sacred place that only he and I know about. I swear the basement of this medical building will be kept secret. Of course, I keep the key to the sacred place with me at all times. Even if an outsider sees it, they will never be able to tell that it is the key. I must remember that my life ends when I lose Sir Alfred's trust. *NOTES: Hints there's a secret basement in the Prison Area behind the guillotine. Apparently where the people in the PRISONER'S DIARY were taken. ====================== FILE: SECRETARY'S NOTE ====================== Four years have passed since I began serving Sir Alfred. He doesn't trust anyone! Even though I am his attendant, I am still strictly prohibited from entering his private house! What is his problem anyway?! They say he lives with his twin sister, Alexia in his private house on the hill. Occasionally, I've seen someone standing by the window of the house. It might have been Alexia, whose extreme beauty is often talked about. I once asked Sir Alfred about this, but it only enraged him. Even though I am his attendant. He will not show me any lenience. If I ask about her again, I could put my life at risk. After all, it is a mystery why he so desperately tries to keep his private life with Alexia a secret. Robert Dorson *NOTE: This hints that Alfred has a secret house on the hill behind his Palace (Private Residence) ==================== FILE: NEWSPAPER CLIP ==================== A 10 year old girl genius graduated at the top of her class, from a prestigious university. The international corporation, Umbrella Chemical Inc., offered the position of head researcher. *NOTES: This hints Alexia is SUPER SMART!!! ================== FILE: MESSAGE CARD ================== My dear brother, I firmly believe that the glory of the Ashford family will be revived through your courage and strength as an honored soldier. Yours faithfully, Alexia Ashford *NOTES: Alfred seems to be in love with Alexia. Perhaps he loves her too much... =================== FILE: HUNK'S REPORT =================== Attn: Mr. Alfred Ashford, head of the facility Today at 16:32, I arrived successfully from the Umbrella transport base with the large-scale B.O.W. capsule. Extreme care was taken during transport, and all 108 check points were confirmed condition "green" in accordance with standard procedures. It is currently being stored in a freezer. There's one thing that I don't understand. We are normally assigned to special missions. Why were we ordered to transport a frozen capsule this time? I understand that this may be classified as top-secret, but without knowledge of the contents, our safety could be at risk during this transport. This is especially important if the contents are potentially harmful. We would like to ask you provide us with more information, should we be assigned similar missions in the future? I still remember the good old days in the military training center. Nothing has changed since then. We will gear up for the next mission today at 23:00. Umbrella Special Forces Unit HUNK *NOTE: HUNK is the 4th Survivor from Resident Evil 2. He was the one who stole the G- Virus from William Birkin and attacked William Birkin. ==================== FILE: WORKER'S DIARY ==================== October 30th When I joined Umbrella Inc., I thought that I would be able to live care free for the rest of my life, being employed by this huge corporation. It's a joke that I ended up being a driver at a place like this. I asked for a position change, but they completely ignored me. It feels more like a prison! Work is extremely demanding, and there's nothing fun about it. I'd rather be dead! November 3rd My hard-earned vacation was canceled suddenly. I heard they failed to secure enough manpower due to a mistake made by the facility head, Alfred. That fool doesn't deserved forgiveness. He doesn't even treat us like human beings! November 5th I heard an interesting story from a guy who's been working here for 8 years. He must be awfully patient... He says that there is a man who has been confined for over 10 years, locked deep below here. People call him "Nosferatu" and are deathly afraid of him. What an absurd story! November 10th At midnight I woke up to an ominous growling sound that seemed to be coming from deep under ground...I'm so pathetic to have been frightened by such a foolish story. Then again, I suppose anyone would have a hard time maintaining their sanity if they were confined in a place like this! *NOTES: This notes that Nosferatu has been around for a long time... ================================================== The documents below are the files in the Red Book. ================================================== ====================== FILE: ALEXANDER'S MEMO ====================== My father, Edward, discovered the mother virus in cooperation with Lord Spencer, who was also a nobleman. They studied it for the purpose of military use. Eventually their study took shape. They named a variation of the mother virus, the "T-virus". To camouflage their research, they established Umbrella Chemical, Inc. I majored in bio genetics and have been involved with a top-secret project, supporting my father's research. However, my research went through a difficult phase, and my father died in the middle of the project. We are now at a major disadvantage against the other researchers, as there is great competition in the field of T-virus research. I have disgraced the honorable name of the Ashford family that out great ancestor Veronica established. If nothing is done, Umbrella will be taken over by Spencer. I must expedite the project to its fullest, without being detected by Spencer. After much thought, I decided to establish a large-scale advanced research facility. It will be located in the transport terminal that I created by using the abandoned mine in the Antarctic. Within the facility, I'll have a room built. It will be similar to the design of my mansion, the legacy of the late Trevor. I will be able to cherish my sweet memories there... For security purposes, this confidential project will be given a code name. It is the same name if the beautiful ancestor of the Ashford family, "Veronica" whom I wish to revive so badly. I am confident that the result of my research will be as glorious as her name, and that honor will be restored to the Ashford family again. *NOTES: This is where the "CODE: Veronica" of the game comes in. It's the code for the explosion sequence. ===================== FILE: BUTLER'S LETTER ===================== Sir Alfred, Please forgive me, as I must tell you of my abrupt departure by leaving this letter. I first served your father, Lord Alexander, and have for so long shared in the joys and sorrows of the Ashford family. Lord Alexander disappeared unexpectedly 15 years ago, then an accident during an experiment took the life of our dear Alexia. You were forced to become the master of the family at a very young age, and nearly lost your sanity from the sorrow of having lost all of your family members at once. There was nothing I could do, and I felt powerless. I first though that I should kill myself to apologize. I then realized that it would be an insult to our dear Lord Alexander and Alexia, in the other world... Scott Harman Butler, Ashford family *NOTES: Scott Harman has discovered something strange about Alfred. It was that he discovered Alfred's secrets about Alexia and Alexander Ashford. ======================= FILE: CONFESSION LETTER ======================= Alexia, my sister, is a genius and possesses unmatched beauty. She is everything to me. I would overcome any obstacle and be willing to risk my life for her. For Alexia, I must revive the glorious Ashford Family which fell during the era of my father, Alexander. Together, we will restore our family name. Once that has been achieved, I'll build a palace where only nobles may gather. I cannot allow the unwashed to see my dear Alexia, to whom my life is devoted. She reigns the world as queen, with I as her servant. That is my dream, and how sweet it will be. Those accomplishments will be proof of my love toward Alexia. It is the purpose of my existence. All other people are meaningless, and they shall prostrate themselves before Alexia and I. Devoted to my beloved Alexia, Alfred Ashford *NOTES: Alfred seems to be VERY obsessed with Alexia. She vanished 15 years ago because she needed to perform an experiment... ========================= FILE: SECRET PASSAGE NOTE ========================= The underground passage, which leads to the mansion where Alexia and I live, has been badly damaged. Although I can never allow the unwashed to see Alexia, I cannot go on using the underground waterway that those local people made, either. Oh yes...I think I'll have those prisoners build a bridge. It must be a gorgeous bridge that benefits the perfection that is Alexia. Of course, I must kill everyone who's involved in the construction of the bridge after it is done, so that no one will know about the existence of our mansion. But that is okay, as I have no problems executing such matters. Once the bridge is completed, I'll seal the mansion entrance door at the end of the underground waterway. The entrance of the waterway is locked by the diorama trick, ensuring the secrecy of our mansion. Alfred Ashford *NOTES: Alfred loves secret passages. He built an underground tunnel that connects the Private Residence to the Military Training Facility. But it has no significance to the game, though. ==================== FILE: ALFRED'S DIARY ==================== January 30th There's a sealed room in the hallway located inside of the Antarctic facility. I don't know what is hidden there, but I do not know how to get in. I can use the three jewels that each one of our three members wear as proof of being legitimate descendant of the Ashford family. The only problem is, I do not know how I can gain possession of my father's proof. February 17th I finally succeeded in entering that sealed room. I never could have imagined that such an insane secret existed regarding the birth of both Alexia and myself... I hate my father. That fool, Alexander...Now it is obvious that we were merely created in an attempt to cover my father's blunder. I can never trust him again. I must regain the glory of the Ashford family with my sister. I have nothing to be afraid of, as long as Alexia is with me. March 3rd Alexia carried out the experiment on the human body that we've been talking about. Our useless father must be happy now, since he can finally contribute to the Ashford family. The only thing we should be careful about is that the butler, Harman, does not become wise to our activities. April 22nd The experiment resulted in failure. Our father was useless after all. Even worse, he turned into a dangerous monster that is completely out of control. We tied him down and locked him up in an underground prison cell. However, Alexia seems to be close to a solution. Beyond all my expectations, she now says that she wishes to conduct the experiment on her own body. On top of that, she feels she must be kept asleep for 15 years in order to accomplish the experiment. Thanks to that idiot, I can't see my dear Alexia for as long as 15 years. Alexia is going to sleep, with all of her trust relying upon me. Now, I am the only one who can protect Alexia. *NOTES: Alfred Ashford and Alexia turned their "father" into Nosferatu because Alexander did something... he made Alexia and Alfred through using Veronica's gene and putting it into an embryo and giving birth to them. Weird... ====================== FILE: QUEEN ANT REPORT ====================== After discovering the remains of an ancient virus within the genes of a queen ant, I have been concentrating on the research of ants. The ecosystem of the ants seems truly ideal to me. There is one queen ant in each anthill, and the soldier and worker ants are the queen's slaves. They dedicate their lives to the queen. The death of the queen ant means the doom of the entire anthill. However, the soldier and worker ants can be easily replaced as long as the queen ant is alive. This is exactly the same relationship between myself and other ignorant masses. I have succeeded in creating an ideal virus by implanting the queen ant's gene into the mother virus that Spencer found. I used my otherwise useless father as a test subject. However, as I expected, the virus caused a rapid change in his cells, triggering the complete destruction of his brain cells and body flesh. Furthermore, a special type of poison gas was generated inside his body, that the blue herb had no effect against. Because of this, I created an antidote in case of an emergency, and stored it inside of the weapon/chemical warehouse on the B2 floor. I have decided to name this virus with unimaginable potential, the "T- Veronica" virus. When I find out how I can fully utilize the power of wonderful virus, my great research will finally be complete. Alexia Ashford *NOTES: This is how the T- Veronica Virus was created. Alexia took an Ant gene and combined it with the T- Virus to create T- Veronica Virus. =========================== FILE: VIRUS RESEARCH REPORT =========================== Work continues on the "T-Veronica" virus , which I extracted from the queen ant. The more research I conduct on it, the more I am impressed by how much potential it has. I have finally implanted the virus into my own body, and discovered how to fully utilize its power. I will avoid making the mistake that I made on my father. I will suppress the activity of the virus at an ultra-low temperature, so that my cells will change slowly. My calculations indicate that it will take 15 years before my body will gain immunity, and become able to coexist with the virus. Until then, I have no choice but to trust the capsule that I will be in, to that inept but loyal soldier ant who is my brother. For me to obtain unlimited power, some risks need to be taken. When I awaken, I will be the queen... And the "T-Veronica" virus will be unleashed upon the entire world by my children. Every last creature on earth will exist to serve me. At that time, the world will achieve the perfect ecosystem, just like an anthill, but on a much grander scale. Alexia Ashford *NOTE: This is why Alexia vanished. She was put into sleep to adjust to the T- Veronica Virus. Nosferatu was a mess compared to Alexia because Nosferatu didn't cope with the T- Veronica Virus. ===================== FILE: SECURITY REPORT ===================== The Ashford family's most important secret is kept at this lab. As a safety precaution, I have installed a self-destruct device in the control room and have placed the activation code inside the computer. Once inputted, all door locks will be released to provide easy access to escape routes. By using the elevator that directly connects to the hangar, one should be able to escape from the lab easily. Please remember that I have used the name of my beautiful ancestor for the activation code. Glory to the Ashfords, Alexander Ashford ========================== FILE: CODE VERONICA REPORT ========================== After many long years of research, I finally identified the inheritance element that administers the intelligence of man. I even succeeded in manipulating the absolute value of intelligence artificially, by recomposing the base alignment of the element. I then sampled the gene of our great ancestor, manipulated its element, then implanted it into the unfertilized egg of a surrogate mother. What I didn't expect was that twins, a boy and a girl, were born. The boy had higher intelligence than normal, but not high enough for him to be considered a genius. However, the girl had unmatched intelligence that easily allowed her to be classified as a genius. She was exactly what I had been looking for, the revival of our great ancestor. I already determined their names; the girl's name, Alexia, and the boy's name, Alfred. I'm certain that Alexia will elevate the name of the Ashford family to extreme glory. Alexander Ashford ======================================================================== ------------------------------------------------------------------------ 16. HERB GUIDE ------------------------------------------------------------------------ ======================================================================== Throughout the game are healing items that will help you recover from injuries induced by the monsters and object in the game. They are limited, and the different medicines have different effects. Use them wisely. Along with weapons, these are your best friends. **************** HEALTH STANDARDS **************** FINE (GREEN) = 100% HEALTH Little to no damage suffered. CAUTION (YELLOW) = 75% HEALTH Some damage suffered. CAUTION (ORANGE) = 50% HEALTH A lot of damage suffered. DANGER (RED) = 25% HEALTH Extreme amount of damage suffered. Near death. POISON (PURPLE) = 100%-25% HEALTH Poisoned by a monster, gradually loses health. ------------------------------ |1. RED + GREEN = FULL HEALTH| +--------------------------------------------------------------------+ | This herb looks like a small red and green dot on a piece of paper.| +--------------------------------------------------------------------+ ---------------------------------------- |2. GREEN + GREEN + GREEN = FULL HEALTH| +-----------------------------------------------------------+ |This herb looks like one big green dot on a piece of paper.| +-----------------------------------------------------------+ ------------------------------- |3. GREEN + GREEN = 50% HEALTH| +------------------------------------------------------------+ |This herb looks like 2 small green dots on a piece of paper.| +------------------------------------------------------------+ ---------------------------------------------- |4. GREEN + BLUE = 25% HEALTH AND POISON HEAL| +--------------------------------------------------------------------+ |This herb looks like a small blue and green dot on a piece of paper.| +--------------------------------------------------------------------+ ----------------------- |5. BLUE = POISON HEAL| +------------------------------+ |This is a blue leaf-like herb.| +------------------------------+ ----------------------- |6. GREEN = 25% HEALTH| +-------------------------------+ |This is a green leaf-like herb.| +-------------------------------+ ------------------------------------------------------ |7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL| +----------------------------------------------------------------------+ |This looks like 2 small green dots and a blue dot on a piece of paper.| +----------------------------------------------------------------------+ ----------------------------------------------------- |8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL| +-----------------------------------------------------------+ |This herb looks like one big brown dot on a piece of paper.| +-----------------------------------------------------------+ ----------------------------------- |10. FIRST AID SPRAY = FULL HEALTH| +-----------------------------------------------+ |This is a silver can with a spray nozzle on it.| +-----------------------------------------------+ ======================================================================== ------------------------------------------------------------------------ 17. MONSTER AND BOSS LIST ------------------------------------------------------------------------ ======================================================================== =============== MONSTER: ZOMBIE =============== PISTOL BULLETS: 8-10 SHOTGUN SHELLS: 3-4 GRENADE SHOTS: 1-2 These guys are the most common monster in the game. They are slow when attacking. They aren't as durable as they were in RE3 and RE2- even the Combat Knife can kill them easily!!! ================== MONSTER: CEREBERUS ================== PISTOL BULLETS: 6-9 SHOTGUN SHELLS: 2-4 GRENADE SHOTS: 1-2 These dogs are the faster enemies in the game. But when they are hit with anything except the Non-Explosive Arrow Bow Gun, they fall and stay down for a few valuable seconds. Like zombies, they attack in a group, so the Handgun or Assault Rifle would be best. NOTE: The Rocket Launcher can't hit them. ============= MONSTER: BATS ============= PISTOL BULLETS: 1 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 Like the crows from RE3 and RE2, these guys are annoying. But they CAN damage. You'll see them in about 3 rooms so use the Lighter to shrug them off. ===================== MONSTER: BANDERSNATCH ===================== PISTOL BULLETS: 18-20 SHOTGUN SHELLS: 4-6 GRENADE SHOTS: 2-3 These guys are pretty quick. They are a cross between zombies and Mr. X from RE2. Only weapons that emit any type of acid or fire with damage them the most- bullet weapons aren't effective as much. You'll see them around the Military Training Facility and the Private Residence on Disk 1, while as Chris you only run into 1. ============= MONSTER: MOTH ============= PISTOL BULLETS: 2 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 These guys are annoying during Claire's game on Disk 2. It's best to run from them because they can implant Claire with a poisonous egg. Try popping them when you see them. Dodging them isn't very easy. After Claire kills Nosferatu, they vanish, so they don't appear in Chris' Game. ======================= MONSTER: HUNTER/SWEEPER ======================= PISTOL BULLETS: 18-20 SHOTGUN SHELLS: 4-5 GRENADE SHOTS: 3-4 These guys are back from RE3 and RE1! They are fast and can kill Chris with a few hits. Use the Submachine Guns against them to take them out quickly. Against lone ones, the Shotgun works best. Sweepers are just purple Hunters with poison claws- they can poison Chris. Beware that once you see the scene with Wesker near where Steve and Claire boarded the plane, their little scanners are everywhere in the MTF B. Watch out!!! ===================== MONSTER: GIANT SPIDER ===================== PISTOL BULLETS: 12-15 SHOTGUN SHELLS: 6-7 GRENADE SHOTS: 2-3 Stay away if you can! Only Grenade Launcher guns are truly effective. Gins don't work all that well with these. Even with their belly blown off, their limbs can still grossly function. Yuck! ================= MONSTER: TINY ANT ================= PISTOL BULLETS: 1 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 In one room in the Antarctic, Chris will run into these punks. Just smash them because they are too small to shoot. They, like bats, can't do that much harm. ====================== MONSTER: BABY ALBINOID ====================== PISTOL BULLETS: 2 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 In one room on Disk 1, these guys will attack Claire. They give a little shock when you hit them. One bullet can kill them, though. If you get hurt, a Green Herb can cover everything. ============ BOSS: TYRANT ============ PISTOL BULLETS: 50-60 (To be able to catapult from plane) SHOTGUN SHELLS: 30-40 (To be able to catapult from plane) GRENADE SHOTS: 15-25 (To be able to catapult from plane) He's probably the hardest, because unlike RE1 and RE2, the Rocket Launcher doesn't automatically turn him into puzzle pieces. What ever mode you play in, attack constantly and try manually reloading the weapons. After a while, he'll start bleeding severely- that's when you hit the catapult button. =============== BOSS: NOSFERATU =============== PISTOL BULLETS: 70-80 SHOTGUN SHELLS: 40-50 GRENADE SHOTS: 25-40 The Sniper Rifle is a good option. Aim at his heart and start firing away. Aim directly at his heart and he'll spasm. If you run out, take out any gun and start firing away from a distance. The Knife, when aimed at his heart, is VERY effective, too. Watch out for his poison gas and tentacles- they can kill Claire easily. =============== BOSS: GULP WORM =============== PISTOL BULLETS: 30 SHOTGUN SHELLS: 15 GRENADE SHOTS: 10 Kill this boss only when you meet it as Chris. Any weapon actually is effective- even the Bow Gun with Normal Arrows. Take any weapon and start firing when it rises from the ground. After about 10 bullets from anything minus the Bow Gun and Pistols, Gulp Worm will spasm and die. ============== BOSS: ALBINOID ============== PISTOL BULLETS: 30-40 SHOTGUN SHELLS: 20-25 GRENADE SHOTS: 15-25 This guy isn't very easy. The Acid Rounds work well. Stay in one place and wait until he nears you. Then aim down and fire. After about 10 clean shots, he'll spasm and die. ================== BOSS: GIANT SPIDER ================== PISTOL BULLETS: 25-35 SHOTGUN SHELLS: 15-25 GRENADE SHOTS: 10 He is a lot bigger than in RE1, but not smarter. Try using the Magnum or Grenade Launcher to avoid getting it's belly blown away. If it's belly gets blown away, it's hard to hit and it gets faster. After 5 Grenade or Magnum hits, it's collapses and died. ================== BOSS: TYRANT STEVE ================== PISTOL BULLETS: Not enough SHOTGUN SHELLS: Not enough GREBADE SHOTS: Not enough Even with the Linear Launcher, he'll never die. Just keep running and heal when he hits you (Unless your on VERY EASY, where 2 hits gets you down to Danger). Keep running and he can be avoided. ============== BOSS: ALEXIA I ============== PISTOL BULLETS: 20-25 SHOTGUN SHELLS: 15 GRENADE SHOTS: 10-15 The Magnum is a good choice. Get way from Alexia and then fire from a distance. The Submachine Guns are quicker, though, so those are great. But the best would be the Assault Rifle. It's so quick that Alexia will collapse in SECONDS. ===================== BOSS: ALEXIA II & III ===================== PISTOL BULLETS: 50-60 (Causes Alexia II to morph) SHOTGUN SHELLS: 30-40 (Causes Alexia II to morph) GRENADE SHOTS: 20-30 (Causes Alexia II to morph) For Alexia II, arm the Assault Rifle or Submachine Guns and then fire away, healing when hit by the monster. Eventually, Alexia III will arrive. Grab the Linear Launcher and then try hitting her with one hit. One hit will eventually LIQUIFY Alexia! HAHAHAHA for her! You beat the game! ======================================================================== ------------------------------------------------------------------------ 18. OPTIONAL AND ALTERABLE SCENES ------------------------------------------------------------------------ ======================================================================== ===================== SCENE: SAVING RODRIGO ===================== OPTIONAL: YES. EFFECT: IF YOU DON'T SAVE HIM, HE WILL DIE WHEN HE SEES CHRIS AND NOT GIVE HIM THE LOCKPICK. =========================== SCENE: STEVE IN BATTLE MODE =========================== OPTIONAL: YES. EFFECT: IF YOU DON'T GET THE LUGER REPLICA, STEVE WILL NOT BE IN BATTLE MODE. ==================== SCENE: STEVE'S WORDS ==================== CHANGEABLE: YES. EFFECT: IF YOU DON'T KILL ANY MONSTERS AS STEVE, HE SAYS SOMETHING DIFFERENT. ==================================== SCENE: TAKING LONG WHEN SAVING STEVE ==================================== CHANGEABLE: YES. EFFECT: STEVE SAYS SOMETHING DIFFERENT. ================================== SCENE: KILLING GULP WORM AS CLAIRE ================================== OPTIONAL: YES. EFFECT: THE GULP WORM IS EASIER TO KILL AS CHRIS. ================================= SCENE: KILLING GULP WORM AS CHRIS ================================= OPTIONAL: YES. EFFECT: IF RODRIGO WAS SWALLOWED, HE WILL DIE WHEN YOU KILL IT (IF YOU WANT TO KILL IT). ======================================================= SCENE: PAINTING PUZZLE AFTER BEING IN PRIVATE RESIDENCE ======================================================= CHANGEABLE: YES. EFFECT: IF CLAIRE SEES ALEXIA AT PRIVATE RESIDENCE, SHE SAYS SOMETHING DIFFERENT WHEN SEEING HER PAINTING. ======================================== SCENE: USING FIRST EAGLE PLATE IN PRISON ======================================== CHANGEABLE: YES. EFFECT: YOU END UP BEING ABLE TO USE LOCKPICK IN MTF AND EAGLE PLATE 2 IS USED IN MTF INSTEAD. ================================== SCENE: BEING POISONED BY NOSFERATU ================================== OPTIONAL: YES. EFFECT: CHRIS DOESN'T HAVE TO FIND THE SERUM. ================================================== SCENE: FIGHTING ALEXIA BEFORE EXPLORING ANTARCTICA ================================================== CHANGEABLE: YES. EFFECT: WHEN YOU GET TO ANTARCTICA, YOU CAN GO TO CLAIRE DIRECTLY AND CONTROL HER. THEN YOU CAN FIGHT ALEXIA. IF YOU DO, SHE WON'T APPEAR WHEN YOU FIGHT THE SPIDER AND WESKER'S HOVERCRAFTS WILL VANISH. ================================================= SCENE: TAKING ALFRED'S RING AFTER FIGHTING ALEXIA ================================================= CHANGEABLE: YES. EFFECT: IF YOU DO, ALEXIA II WILL BE SLIGHTLY EASIER FOR SOME REASON. ======================================== SCENE: WHICH KNIFE TO USE TO FREE CLAIRE ======================================== CHANGEABLE: YES. EFFECT: IF YOU USE THE KNIFE CHRIS BEGAN WITH, ALEXIA IS FOR ANOTHER STRANGE REASON EASIER (MAYBE I WAS SLEEPY WHEN PLAYING). ======================================================================== ------------------------------------------------------------------------ 19. NEW EVENTS GUIDE ------------------------------------------------------------------------ ======================================================================== ============== NEW EVENT 1 ============== Where: Palace Courtyard, Part 1 Who: Claire Redfield, Albert Wesker *Wesker*: Greetings! You must be the lovely Claire Redfield! *Claire*: Who're you? *Wesker*: Let's just say I'm a ghost... coming back to haunt you... DEAR BROTHER! *Claire*: Wesker? *Wesker*: It seems there's not much explaining to do, is there? I was the one who attacked this island. Who would of though you'd be here? HAHAHAHAH! Now that the cat dragged in this surprise, your ever so caring brother... is sure to show up! *Claire*: I don't know what went on between you but you have him all wrong! My brother is not kind of person you think he is... AHHH! [Wesker starts to choke Claire] *Wesker*: I despise Chris! *Claire*: What are you gonna do to him? *Claire*: AHHHHHH! [Claire gets thrown across the yard] *Wesker*: Oh, how your brother will weep to see you die. AHAHAHAHAHAHA! [Wesker receives call] *Wesker*: What? What is it? Stay there! I'm coming! *Wesker*: It appears you're still of some use to me. I'm gonna let you live... a little longer! ============== NEW EVENT 2 ============== Where: Underground Airport, Part 2 Who: Albert Wesker *Wesker*: Alexia? No! And she's already fully awake! *Wesker*: Chris! Oh little fishy, come see my hook! *Wesker*: Chris, I'm gonna send a welcoming gift from ME! ENJOY! *Wesker*: HAHAHA HAHAHAHA! ============== NEW EVENT 3 ============== Where: Antarctica Mansion Room, Part 2 Who: Albert Wesker, Alexia Ashford, Chris Redfield *Wesker*: ROAHHHH! [Wesker gets hit by Alexia] *Wesker*: You're coming with me! [Wesker dodges Alexia's fire and punches her] *Wesker*: CHRIS! *Chris*: Wesker! *Wesker*: Chris, since you're one of my best men... I'll let YOU handle this! [Wesker runs off and Chris battles Alexia] ============== NEW EVENT 4 ============== Where: Antarctica (After killing Alexia), Part 2 Who: Chris Redfield, Claire Redfield, Albert Wesker *Claire*: Chris! AHH! *Wesker*: HMHMHMHM. *Chris*: Claire! No! [Chris chases Wesker through a hall] *Wesker*: Well done Chris! It seems that Alexia's work wasn't much of anything! *Chris*: Let her go, Wesker! You don't want her! *Wesker*: Fine! *Chris*: Claire! *Claire*: Ahh! *Wesker*: Today's a good day! I came for Alexia, but killing you is even better! *Chris*: Sorry to disappoint you, but Alexia... is GONE! *Wesker*: That is no longer a concern for me. I have STEVE to work with! *Claire*: What? *Chris*: Steve? *Wesker*: In his body is still a living T-Alexia Virus. Steve should be a good speciman! Maybe he'll come back alive just as I did, and be able to see your sister again! *Chris*: You FREAK!!!! *Claire*: Don't you touch him! *Wesker*: Sorry dear heart! But my men have already taken him! *Chris*: You get out of here Claire! I have to finish this! *Claire*: Alright. But remember your promise! [Claire leaves the room] *Chris*: Let's end this once and for all! Say hello to my comrades who you've killed! *Wesker*: I don't know WHERE you get your confidence, Chris! [Chris and Wesker attack each other] [Scene switches to Claire] *Radio*: Self Destruct System has been activated! All personal... evacuate immediately! [Scene switches back to Chris and Wesker] [More fighting] [Chris smashes Wesker with MANY bars] [Wesker gets up] *Wesker*: Nice try! *Chris*: Wesker! [Explosion hurts Wesker's face] *Wesker*: Today's your lucky day. Next time we meet, don't count on another! *Chris*: Next time! *Wesker*: Until we meet again! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! [Chris and Claire escape] ======================================================================== ------------------------------------------------------------------------ 20. HISTORY AND STORY ------------------------------------------------------------------------ ======================================================================== I will give you a brief summary of all the games. If you want detail, check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com, where this guide can be found. ================== RESIDENT EVIL ZERO ================== July 1998 A train strolling through Raccoon Forest is attacked by leeches controlled by a robed, bare-foot man. The people on board are attacked, turned into zombies, and the train is stopped. As detailed in the REmake, Bravo Team goes to Raccoon Forest to look for the perpetrators to cannibal attacks that had occurred. When they land, ever Bravo Team member except for Kevin leaves the copter, and sees an overturned MP vehicle. The transporters were murdered as they were transporting now escaped convict Billy Coen. The Bravo Team searches the area. Rebecca Chambers finds a parked train, and finds zombies on board. Edward Dewey catches up to her, and is murdered by zombie dogs. Enrico Marini gives Rebecca more information about Billy's backgrounds, and that he's a murderer. Rebecca finds Billy Coen, and they don't get along at first. Billy saves Rebecca from the leeches, and they both work together, when the train begins running mysteriously. They run into a team of agents working for Albert Wesker and William Birkin, but they're attacked by the leeches as well. They were the ones who started the train. They explore, seeing the leeches form strong zombies, and giant man eating bugs. Together, Billy and Rebecca destroy all threats, and get around the train to the control room, where they stop the tunnel. However... The train crashes into a tunnel near a Training Facility, the Marcus Mansion. There, the robed man makes threats to Albert Wesker and William Birkin (in their hideout) as well as Billy and Rebecca, and demonstrates the power of the leeches. They explore the Marcus Mansion and cover each other whenever danger is near (such as monsters, puzzles traps, and more giant bugs). Billy eventually lets Rebecca know that he was part of a military group that killed 23 people in Africa for a no good reason. Unlocking the path to a chapel in the back of the estate, Rebecca and Billy discover a lab where the works of a Dr. James Marcus were done. Billy and Rebecca discover a cable car. Billy is attacked by a creature, and falls down a pit, leaving Rebecca the only on to use the cable car. The cable car takes Rebecca Chambers to a mysterious area with an elevator train (in RE2, Claire and Leon use this exact same area to get to the Birkin lab). Rebecca rides the elevator car down and sees Enrico, and she says she must find Billy. Enrico runs off after telling Rebecca to redirect her focus on an old mansion in the forest, and never sees Rebecca again. Rebecca finds and saves Billy, and they both run off to confront the robed man, Marcus. He becomes a monster, and William Birkin then activates the self destruct sequence for the Marcus Mansion (as Albert Wesker runs off to lead the STARS Alpha Team to the other estate in Raccoon Forest, the Spencer Estate, see the REmake synopsis). Rebecca and Billy use sunlight to kill Dr. Marcus, the robed man, and it takes Billy a Magnum to finish the job. As daylight of the next day hits (the morning before Alpha Team goes to the Spencer Estate), Rebecca and Billy are on a cliff. Rebecca takes Billy's dogtags from his neck and declares him officially dead, although Billy will now have to be a convict. Rebecca runs off toward the Spencer Mansion, as Billy goes the other way, thanking Rebecca. As if Rebecca's nightmare is over, think again. ================================= RESIDENT EVIL 1 (REBIRTH VERSION) ================================= NOTE: This synopsis combines Chris and Jill's games. July 1998 Raccoon City, a mid-western U.S. town is experiencing reports of cannibalism near its forest. The local police department sends in a special force to stop it, called STARS, Special Tactics and Rescue Service, to seek information about it. Umbrella Inc, a pharmaceutical, also controls Raccoon City. The STARS are divided into 2 teams, Bravo and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and Kenneth Sullivan. Enrico Marini was the team's leader. Bravo Team heads to the forest in the Arklay Mountains. They investigate the origins of the zombies that wandered into Raccoon City. A day later, Alpha Team loses communication with Bravo Team. Albert Wesker decides to send in the other STARS Team to find them. When their helicopter sees wreckage, they land. Wesker, Jill, Joseph, Barry and Chris examine the chopper. Inside are the remains of Kevin, the pilot of the Bravo Team. Joseph looks around, and is shocked by the sounds he hears. As he searches... he sees nothing. Suddenly, a skinless dog mauls Joseph. Jill Valentine, nearby, shoots the dogs several times, but the dogs don't seem to feel the bullets (or she's missing; it isn't clear). She runs out of ammo, and after the dogs finish Joseph off, a dog lunges toward Jill. Chris shoots the dog just before it gets Jill, and Jill and Chris start running for the others. Brad Vickers, the pilot, flies away because he is scared of the monsters he sees. Chris pauses in shock, and a dog is about to lunge at him, but Wesker saves Chris and shoots the dog into its death. After a merry dash to avoid the zombie dogs, the remaining STARS members run into a nearby mansion which belonged to Umbrella, Inc. It was the home of Ozwell Spencer in the 1960's, and was supposedly abandoned for years. Inside, Jill, Barry and Wesker realize Chris is missing. They hear a gunshot nearby, and Jill and Barry check it out. Jill Valentine and Barry Burton discover the destroyed body of Kenneth Sullivan of Bravo Team. Jill seems suspicious as she and Barry discover Forest Speyer's body, because of Barry's weird attitude. As Jill and Barry separate, Chris reaches the guardhouse behind the mansion, passed the courtyard. There, Chris and Rebecca duel with a vicious and giant plant called Plant 42. They destroy the plant with the help of a chemical and a little luck from draining a shark of its water. Jill, back at the mansion, destroys a giant snake. She then explores the basement of the mansion. Chris and Rebecca head to the mansion with nowhere else to go for now. There, they discover the scarred snake that Jill just fought. With new ammo from the guardhouse, the snake dies for good. As Chris and Rebecca look around, a new type of monster invades the mansion. It's called the Hunter. They are a lot worse than the zombies Jill, Barry, Chris and Rebecca have been running into. [Jill finds her way outside the mansion. She finds a cottage beside the mansion and its courtyard. Looking around, she is momentarily knocked out by a creature in chains. After regaining consciousness, she tries to shoot her attacker, but it seems she cannot even hurt the thing with even a Magnum (which she found in a graveyard beside the courtyard). Running away, she too explores the guardhouse. She hears a conversation with Barry and someone else, with Barry muttering something about his family. Barry discovers Jill and tells her that he was talking to himself. (O_O)] Jill finds her way into the underground tunnels with Barry. There, Jill finds Enrico Marini. He tells Jill Umbrella had planned this just before he is shot by a traitor. Marini was killed right before he can expose the perpetrator. [Jill chases the killer into some weird tunnel, where after a long chase, she finds Barry Burton. Taking a lift down into a big pit, she runs into that monster that attacked her in her in the cottage. Dodging it, she finds that Barry has ridden the lift up to abandon her. She gets irritably pissed off at that stunt.] [Dodging that thing once more, she finds a ladder leading up to the cottage where she was knocked out by that inhumane creature. Circling back to the mansion, she discovers a pathway to an altar, beneath where it all started; the mansion main hall.] [She sees Barry there, mysteriously. After an argument where Barry attempts to ambush Jill, that creature now known as Lisa returns (the chains monster), and a clear view shows it has tentacles and a giant eye on her back. Jill gives Barry his gun back, and Barry and Jill shoot the thing until it falls into a deep pit. Barry volunteers to keep out for it, in case it returns.] Jill follows the path into a lab from the altar. Finding some notes Jill and Barry left near some typewriters, Chris and Rebecca find their way to the tunnels. Chris and Rebecca kill a Giant Spider and find their way into a lab. Jill discovers Barry and Wesker were working together to kill all the STARS and to collect combat data. Barry didn't want to, but his family was in danger. Wesker also is planning to blow the lab up, and to betray Umbrella Inc. Barry betrays Wesker and gets him to get impaled by Tyrant, Wesker's creation. [Barry is knocked unconscious by the Tyrant. Jill battles the thing, and wins a close battle, thanks to a Grenade Launcher. Barry recovers from the Tyrant's attack. Outside the Tyrant room, they realize that the mansion is now going to explode. How?] Jill and Barry hurry out of the mansion. They run into Chris and Rebecca, and join each other to escape. They make it to the roof of the mansion, but the Tyrant has recovered from Jill's assault and catches up to the quartet. [Chris Redfield is knocked out by the Tyrant on the roof. Jill, Barry and Rebecca use their weapons to kick the Tyrant's ass. No weapons work, however, but Brad Vickers sends a bazooka out of the helicopter window after flying about the mansion roof.] [Chris recovers and catches the launcher, and destroys the Tyrant with it. After the thing is destroyed, all 4 people get on the helicopter and escape into the morning right before the mansion explodes. =============================== RESIDENT EVIL 3 NEMESIS: PART 1 =============================== SEPTEMBER 1998 Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the virus through the mansion. Chris and presumably Rebecca go to Europe to take out Umbrella, while Jill and Barry stay behind. On the 22nd, a scientist named William Birkin finishes his G- Virus, an upgrade of the T- Virus. Umbrella, impatient, sends a squat team that attacks Birkin and steals his virus. Birkin injects himself with his G- Virus and becomes a monster. He kills off the squat members. Because Birkin is now a monster, he causes a T- Virus leak and now the Raccoon citizens are zombies, courtesy of a virus spread through rats in the sewer. SEPTEMBER 28, 1998 Jill Valentine escapes infection. On the 28th of September, armed with an Assault Rifle, Jill fights her way out of town. She runs into Brad Vickers, the pilot of STARS. He tells Jill that something is coming for STARS members. What? As Jill makes it into the RPD Building, that thing Brad was speaking of arrives. Brad Vickers is murdered by the Nemesis. Jill's weapons don't damage it too much, so she retreats into the RPD Building. [The Nemesis bears a jump and tentacles similar to that of what Lisa had in the Spencer Estate. Hmmm.] The RPD STARS Office is untouched on the RPD second floor. Jill finds a Magnum, which is effective against Nemesis. After finding a set of lock- picks, Jill fights her way out of the RPD. Nemesis returns, but Jill's Assault Rifle and her new Magnum are powerful enough to put the thing down, but it rises up again quickly. Jill runs as fast as she can, loses the Nemesis and reaches the downtown area. She runs into a man named Carlos Oliveira. He is part of Umbrella BioHazard Countermeasure Service. They were sent by Umbrella to save Raccoon Citizens. But they don't know anything that Umbrella does. They are grunts, as in the lower Umbrella class. Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS. Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously injured, though. Jill runs to a trolley and plans for escape with them. Jill explores a power station over by the RPD and grabs a needed fuse. She also finds even more added power- a Grenade Launcher and a Shotgun. When she runs into Nemesis again, the Grenade Launcher puts it down almost instantly. The Shotgun puts zombie groups down with relative ease. Jill finds some oil at a gas station and some cables around town and prepares the trolley. On her way back, she sees Nicholai shoots someone and is then attacked by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and ride the trolley out of town. The Nemesis returns. Mikhail takes a grenade and blows himself and Nemesis out of the car. The car breaks and crashes in the clock tower. Carlos and Jill, now with Mikhail sadly dead, try to signal a helicopter by ringing the clock building's bell. Jill finds the keys to them and rings them with ease. As she signals, Nemesis uses his own Bazooka to destroy the chopper. With the help of Carlos, Nemesis' Rocket Launcher is destroyed. Nemesis then infects Jill with the virus. With her Magnum, Shotgun and Grenade Launcher, Jill manages to put Nemesis down. She then blacks out... =============== RESIDENT EVIL 2 =============== SEPTEMBER 29, 1998 As Jill lies unconscious, Claire Redfield, the sister of Chris Redfield, rides into town to find him. Leon Kennedy rides into town on his first day of job. Leon and Claire run into the zombies. Leon tries shooting them to no avail, and Claire tries running from them at a diner. After running from them, Claire runs into Leon. They work together to get to a police vehicle. Claire gets a hold of a gun. Suddenly, their police vehicle crashes thanks to a zombie. Since the RPD Building is nearby, they decide to meet there. (Notes: When Jill was in the RPD the day before in RE3, half the place was blocked off. It isn't anymore by the time Claire and Leon arrive because zombies broke through the barricades after Jill left.) Leon and Claire take different paths to the RPD Building. Leon enters through the front. Claire enters through the back. Leon finds a wounded cop who helps him unlock some doors. As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown reason. Claire sees Tyrant, which she nicknames Mr. X. She runs away from the terrorizing creature. They eventually meet in the STARS Office. Leon finds a Shotgun in the STARS Office and Claire finds a much needed Grenade Launcher in the main desk of the main lobby. Leon and Claire decide to find any survivors so they can have more weapons to get through the streets. Claire runs into a young 12-year old named Sherry Birkin, the daughter of William Birkin, who is now a monster. Leon runs into Ada Wong, a women looking for her boyfriend, John. Claire and Sherry meet the RPD chief, Brian Irons. He is obviously strange, and really, really creepy. At his possession is Ms. Warren, the daughter of the mayor of Raccoon City. Irons claims she died of zombie bite... but it looks like a bullet hole. Ada and Leon meet up with Ben Burtolucci. He seems to know something about John, but isn't cooperating. Ben encourages Leon and Ada to escape the city via the sewers. Doing just that, Ada and Leon try to escape via the sewers. Ada climbs into an area Leon cannot reach. She finds a key for some locked doors in the RPD. Passing them on to Leon, she finds a way to get back to him. Leon, impatient, decides to search the rest of the RPD on his own. He informs Claire that the cellblock is accessable now. Claire and Sherry reach an area under the RPD. Sherry hears her dad supposedly scream, and runs into an area Claire cannot reach. Basically she ends up in the area Ada explored, and only finds Acid Rounds for Claire's grenade launcher. She decides to take a roundabout route to get back to Claire. Leon explores the rest of the RPD, and finds 4 chess plugs which might work for a door near the cellblock. Using a chute from the RPD 3rd floor, he gets back to Ben and hears him scream... As Claire returns to explore the RPD thanks to a call from Leon, she runs into Mr. X 3 times. Eluding the thing, she finds keys for Chief Iron's office. She finds Sherry at the office. Using the keys, she discovers the chief's secret dungeon. He explains that Sherry's father, William, invented the G-Virus. Before he can shoot her, William Birkin attacks and cuts Irons in half. Eww... she goes down a ladder to confront William Birkin. Leon returns to Ben. William Birkin, the monster, implanted Ben with a parasite. The parasite escapes Ben's body, cutting him up. Leon contacts Sherry and Claire to go back to the sewers for escape. Leon sees the growing parasite. Earlier, Leon found a Magnum. It and his Shotgun are very effective against the G-Imago. The G-Imago dies. Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are effective against William. William falls into a pit. After receiving the call from Leon, Sherry and Claire find their way off the RPD building via an underground sewer connected from Chief Iron's office. Leon and Ada find the exit of the RPD to the sewer at last. As Leon and Ada go down a lift, a woman in a lab coat shoots Leon. Leon blacks out, but Ada chases the women through the sewer. The sniper then corners Ada after a merry chase through the sewers. Sherry and Claire see Mr. X continuing its unknown search. They run away. As they enter the sewer proper, leaving the RPD for good, Claire sees Sherry fall down a drain. She looks for her and runs into Leon, who just woke up from that bullet wound in his arm. Leon tells Claire to find Ada and Sherry. Claire moves ahead, leaving Leon to rest. Ada and the sniper are talking. Annette Birkin is William's husband and Sherry's mother. Annette tells how Umbrella stole the virus. Then Ada pushes Annette over the railing and she falls into a sewer after telling her that her boyfriend John is dead. Wanting to rejoin Leon, Ada runs down into a pit and sees... a GIANT ALLIGATOR! Claire runs into where Annette fell. She tells Annette that Sherry is in the sewer. Annette faints, just after telling Claire that Sherry has a sample of the G- Virus somewhere. Leon wakes up. He decides to look for Ada, Claire and Sherry. He eventually finds Ada being attacked by an alligator. He outs an explosive canister in its mouth, shoots it and the alligator goes kaboom. Ada tells Leon that John is dead. After healing his wound, Leon and Ada go to the tram and ride it across town. Claire finds Sherry eventually. She asks Sherry is she has G- Virus, like Annette had told her, but she says no. As Ada and Leon ride the tram, William Birkin attacks them. They shrug him off, though. Unable to find Leon and Ada, Sherry and Claire ride another tram to follow Ada and Leon. Ada and Leon ride an elevator car down. During the ride, Birkin wounds Ada. Leon uses his artillery to stop him. Claire and Sherry recall the elevator car. Mr. X interupts as Claire recalls it, but she kicks its ass. They eventually take the car down. Birkin, who just awoke from mutation sleep, since Leon had hurt it, is now mutating again. Birkin is about to lose the match, but runs away. In the lab, Leon decides to heal Ada. He looks around the lab. Claire loses Sherry again thanks to a power loss in the elevator car. She runs into Annette, who sees Sherry being stalked by Mr. X on a TV screen. She tells Claire that the G-Virus is in Sherry's pendant. Annette runs off, running into Leon. Leon runs into Annette Birkin. Annette is about to shoot Leon, but Birkin attacks Annette. Annette drops a G- Sample. Leon takes it and runs into Ada, who is now threatening him. Apparantly, Annette said Ada worked for some company out for the G- Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage, throws the G- Sample over. Since the lab's explosion sequence has now started, Leon must get out quickly. Claire runs to where Mr. X and Sherry are. Claire takes Sherry's pendant, and throws it into a lava pit, with Mr. X diving in for it. It's the end of Mr. X... Leon gets to the escape elevator. Birkin returns, but Leon deals with him accordingly. Claire and Sherry reach see a hurt Anette near where Ada fell. Annette tells Sherry to escape. Annette falls unconscious, giving Sherry and Claire an escape key. Claire and Sherry use an elevator to get to the train area. As Claire and Sherry power the train up, a hot and flaming Mr. X returns and now has grown a claw. Claire's weapons only slow it down. Claire knows she's about to die... but suddenly, Ada, a dark shadow of herself, throws a rocket launcher to save Claire! Ada runs off... Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be found, Claire powers up the train and Leon comes in. The lab then explodes in a blast, the train barely making it out. In the back of the train, Birkin returns from his fight with Leon. Since Leon was injured in his fight with Birkin, Claire tried to shoot Birkin with all the ammo she has left. It only holds it at bay for a few seconds. Birkin is still alive. The only solution is to destroy him in a blast. The train activates the train's explosion sequence, unexpectedly. Sherry, with Claire's help, stops the train and they all get out. Birkin is consumed in a blast with the lab's escape train. SEPTEMBER 30, 1998 Outside, Leon, Claire and Sherry recuperate. After a small argument, Claire runs off toward Europe to find her brother Chris. Leon and Sherry are captured by an unknown organization... [Meanwhile, down in the sewers between the Umbrella lab and the Police Station, HUNK, the man who had shot William Birkin, awakens from his sleep in the sewers. He seems to have gotten a sample of the G-Virus, and notifies his men. He is to get to the roof of the RPD to escape.] [He runs up to the RPD, and shoots many zombies, dogs and crows. On the second floor RPD, it seems that a Mr. X unit is after him. Avoiding the terror, he makes it the hallway leading to the heliport. Another Mr. X seems to be attacking him. Unloading all the ammo he has left, the creature falls unconscious. HUNK makes it to the helicopter and is picked up by his men.] [After riding away from the city, HUNK's comrades are congratulating him on another job well done. He is known as Mr. Death, and has survived once again.] ================================ RESIDENT EVIL 3: NEMESIS: PART 2 ================================ OCTOBER 1, 1998 Meanwhile, Jill is infected with the virus back at the clock tower. Carlos decides to find a cure in the hospital of Raccoon City, located behind the clock tower. There, Carlos discovers Nicholai is alive and working with Umbrella. Nicholai shoots UBCS member Tyrell Patrick. Carlos dodges Nicholai and finds Jill's cure. Returning to the Clock Tower, Carlos gives Jill the cure for the T-Virus and successfully recovers. Carlos runs off to fulfill a strange mission. Jill attempts to escape the Clock Tower. The Nemesis returns, but Jill can handle it again. On her way through Raccoon Park, she encounters Nicholai and finds his motives, she is forced to destroy a giant worm in the park. After that battle, she finds the last area of Raccoon left to explore. She gets to an escape plant, and sees a means of escape. She repowers the entire factory up, and finds herself in a trash compactor, full of corrosive acids. After dumping Nemesis into the corrosive acids following a heated confrontation, Carlos tells her that the town will be nuked. Jill sees Nicholai escape in a chopper. After letting him go in a negotiation, Jill kills Nemesis for the final time, thanks to a rail cannon. Nicholai stole their helicopter, and all seems grim. Carlos discovers that a copter is out there to save Jill. Carlos lights a flare and signals the rescue chopper to bring them on board. Barry Burton suddenly saves Jill and Carlos just before the town of Raccoon is nuked... Jill and Carlos have escaped, thanks to Barry Burton. After the nuke, the news cast is on in an unknown city. The final toll of victims in Raccoon City is 100,000. With that in mind, Jill Valentine vows to find Chris Redfield and take Umbrella down. --- Following the disaster, Leon S. Kennedy is given a strange offer by his captors. He is trying to conceal the information in his ordeal. It is unknown who the captors are. He makes his decision... Sherry Birkin is also questioned by her captors, and tells them that both her parents are dead. She tells them about Claire, and that she'll eventually return... After saving Jill and Carlos, Barry Burton, in his new home, is ready to leave his family to join his comrades. He is taking part in destroying Umbrella once and for all, and is leaving soon, for their suicide mission... Ada Wong is at her home, looking at where the William Birkin monster had slashed her. Apparently, she is changing her name and is really sad about it. Unfortunately, she has another mission to fulfill for HCF... In a restaurant somewhere, Chris Redfield signs a letter for Claire, his sister. He sees a woman about the same age as Claire... =========================== RESIDENT EVIL: GUN SURVIVOR =========================== NOVEMBER 1998 On an isolated island in the Atlantic, a guy named Ark Thompson sneaks into an Umbrella controlled city. He was sent by RE2's Leon to check up on the base and its commander, Vincent. When Ark gets to the base, he fights Vincent. Vincent, who was ready to get kicked out of Umbrella, spilled the T- Virus into the island, called Sheena Island. Ark Thompson loses his memory. The place has been zombified like Raccoon City. Ark only has one gun for protection. After a phone call from someone he questioned, Andy Holland, Ark thought he was Vincent. Ark goes through the city, uncovering secrets about Umbrella and how they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City, chases Ark around the island. Ark, still thinking he's Vincent, runs into Lott and Lily Klein. After joining them in an escape, Umbrella sends in a "Cleaner" crew team to wipe them out. Ark and the others eventually discover that many Mr. X were being produced on the island. Ark, Lott and Lily encounter a new type of Tyrant, similar to the one Chris Redfield saw on the Spencer Estate. They slay it and finally escape, before Vincent, the Cleaner crew and Andy Holland are consumed in a blast. One month after the Sheena Island incident and 3 months after the Raccoon City incident, Claire Redfield goes to Europe to find Chris. She eventually gets captured for trespassing on Umbrella's Paris Lab. She is taken to an island near Antarctica and that's where RESIDENT EVIL CODE: VERONICA X begins... ============================== RESIDENT EVIL CODE: VERONICA X ============================== Here is a detailed description of the story of CODE: Veronica. This will explain what's behind the Ashford Family, Albert Wesker's intentions, and the whereabouts of Steve Burnside. Unlike RE2 and RE3, there are VERY many things leaving you out in the blue. CODE: Veronica X first starts December 17, 1998 in Paris as Claire gains some leads on her brother, Chris and his whereabouts. It has been 2 and a half months since Claire and her new partner Leon escaped Raccoon City just a day before it was bombed. Claire and Leon traveled to Paris, once again, to gain a lead on Chris Redfield. Unable to contact his partners Jill, Barry and Rebecca, Claire and Leon invade Umbrella's Paris Lab. Leon and Claire are separated because the guards of the base see them. Leon manages to escape during the attack, but Claire isn't so lucky. Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire. (In the Beta Version, Jill's enemy from RE3 (Nicholai) is piloting the chopper.) The guards are still chasing her. She ducks into a hallway. The guns kill the guards chasing her. Claire runs down the hallway, barely missing the choppers' guns. She ends up on the base's rooftop. She uses a slick move to wipeout the guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is captured. 10 Days later, she is taken to an isolated Umbrella Base, called Rockfort Island. After being told her identity number, she is butted in the head by a rifle butt. Time passes and Claire wakes up to a huge explosion. Up above her seemingly underground cellblock, she hears guns roaring and people screaming. Moments later silence hits. The door to the cellblock opens. A heavily breathing man comes in. Somehow the guards managed to not see Claire's lighter. She lights the lighter and she sees the man who captured Claire at Paris. The man frees Claire and sits down because he was wounded in the chaos above. Claire discovers he needs Hemostat. Looking at the list, Claire finds out his name is Rodrigo Juan Raval. Grabbing a nearby Combat Knife, Claire leaves the cellblock. She eventually climbs a flight of stairs to a graveyard. As she passes through, a burning truck explodes. A burning man goes toward Claire. It's A ZOMBIE! It seems the attack caused a viral leak in the area. Claire was luckily to avoid the zombies. Claire arrives in the main hall of the prison complex. She is then attacked by a Gatling Gun. Claire sees a pistol and dispatches the gun. Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for not being a zombie. After rudely introducing himself, Steve runs off for the island's rumored airport. Claire looks around the prison, which is now a zombie's hell house. As she explores the prohibited areas, Claire catches up to Steve, who is looking up on Chris Redfield on a computer. Steve asks Claire to contact Chris to come save them. Claire does that, though Steve wasn't serious about the idea. Claire can't contact Chris directly, but she figures Leon can. She e-mails Leon to get Chris to help them. She gives Leon the coordinates of the island and Chris himself. Steve runs off angrily. [Chris Redfield, somewhere in the world, receives an e-mail from Leon, and discovers that Claire Redfield was caught by Umbrella...] After finding the right keys, Claire escapes through prison's main gate, near where she met Steve. After finding her way up a cliff, Claire sees a military training complex. She explores the area, but shutters block off most of the complex. She manages to find a Bow Gun, though. And she also sees a man get slaughtered by a yellow zombie in a locked lab. Claire sees a picture she think may be important later on. Claire decides to find the key cards elsewhere on the island. Leaving the military complex for now, she sees a big palace up ahead. She enters the palace and looks around for the key cards. She finds a few locked doors. One of them is different. It needs to be unlocked using 2 special pistols. Claire looks on the first floor and after unlocking a strange movie, she fins the 2 guns she needs. The movie was shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly to a hill of ants. Claire grabs the pistols, but then the room locks her in and the room heats up. She inserts them back in. She decides to exit the palace to look for the military complex's keys elsewhere. But as she exits, she hears Steve's scream. She runs back to the Luger trap to see Steve caught in it. Using the reflexes she learned in Raccoon City, she saves Steve. Steve has the Lugers Claire needs for the door. He offers to trade for 2 fully automatic weapons. But Claire's 3 pistols and her bow gun don't satisfy Steve. As Claire gears up to leave, she sees Alfred Ashford, the owner of the island. Alfred tells Claire she attacked the island. Alfred continues to shoot and miss at Claire with his sniper rifle. Alfred also says his grandfather founded Umbrella originally. Alfred leaves with a death threat to Claire. Seemingly not intimidated, Claire continues her mission to find the military complex's card keys. Claire sees a submarine beside the palace. She works the controls and sees it going down. It stops. She gets out to see she's at an underwater military airport. She looks around and finds an airplane she can use to get out. She needs 3 special keys to activate the plane, though. She looks around to find another locked shutter. Looking at some maps, she sees a giant elevator behind the shutter and remembering the maps of the military complex, she thinks the broken elevator in the military facility's yard leads down the airport. To her surprise, Claire finds a key card she needs for the military complex. Taking the submarine back to the palace, Claire continues for the military complex. As she passes by the palace gates, she notices a smaller private mansion on top of a hill behind the palace. Continuing for the military complex, Claire eventually arrives. In the yard, she sees a giant worm attack her. Like the dead alligator she saw in the sewers of Raccoon City, this thing is huge, but not too smart. Claire escapes the thing by ducking into the facility. She gets through the locked shutters. In a room, Claire is ambushed by Alfred, but thanks to his bad aim, Claire chases Alfred further into the complex. In a medical room, Claire finds the hemostat she needs for Rodrigo. Claire gears for the prison, but she then discovers that Alfred lowered a shutter that leads to the exit. Claire goes further. That yellow zombie that killed the scientist then attacks her. It is a cross between a zombie and tyrant. Using her twin pistols, she shrugs them off. Continuing, the another yellow zombie attacks her. But Steve them saves her with the Lugers. Claire trades Steve the Lugers for the Submachine Guns she found a few moments ago. Alfred suddenly lowers them into the complex's basement. Steve runs ahead of Claire and destroys a fresh set of zombies for her. Claire catches up to Steve. Questioning him about his family, Steve runs off. She catches up to Steve in an unstable balcony. They fall through. Suddenly, a zombie rises and then runs toward Claire. Steve hesitates to shoot it. When it is about to eat Claire, Steve unloads the rest of his bullets into the creature, while yelling, "father!!!" After the zombie dies, Steve starts crying. He tells Claire that his father took Umbrella info and sold it. Steve and his family were caught, his mom was killed and Steve hates his dad for doing this to him. Claire leaves Steve to mourn his dad's death. Apparently, Steve just shot his zombie dad. Claire finds Alfred's crest in a room with the facility's diorama. She uses it on a little box she found earlier. She finds the last key card needed to explore the facility. She finds a key for the airport's plane. Claire also finds her way into the lab where the yellow zombie killed that scientist. Claire sees the painting she wanted. Noticing a resemblance to a painting she saw in the facility's diorama room, she hooks it on to the wall where the eagle plate was. As she leaves, albinoid experiments escape the lab and run up vents. Claire escapes before the lab is locked. A wall in the diorama room is raised, revealing the actual diorama the wall was hiding. She sees a key, gold colored. Claire sees that this can open a door at the palace. Claire races for the palace. She opens the door she wants to open and sees a room full of paintings of Alfred's ancestors. After looking around, Claire finds a strange queen ant model. Claire travels to the door with the luger engravings. Using the lugers, Claire unlocks the door to an office. There, she discovers that Alfred has a twin sister, Alexia, and according to Alfred's butler, he's seen her in Alfred's private house. Claire finds her way to a bridge. Up ahead, Claire sees the private house on the hill she's been wanting to explore for more clues. She explores the house and nearly runs into Alexia Ashford. She's talking to her brother about Claire and Steve's destruction. They then leave. The house has been damaged by the island's attack, but Claire finds a key she needs for the palace's remaining doors. Heading back to the palace, Claire finds another eagle plate. She then remembers a door she saw in the prison complex that had an eagle engraving. After looking in a slot room, Claire decides to head back to the prison. There, she goes to the cellblock and sees a dying Rodrigo. Fortunately, Claire saves him in time with hemostat. After thanking each other, Claire trades her lighter for Rodrigo's lockpick. Claire explores the door behind the one with the eagle plate. Claire discovers an infirmary. After confronting a powerful zombie, Claire unlocks the path to a secret basement. There, she finds a piano roll that fits perfectly into the piano at the palace. Claire gears for the palace. In the yard, someone familiar attacks her: Albert Wesker. Wesker tells Claire he attacked the island and is after Chris now. As Claire is attacked, she notices a key she needs for the airport. Wesker tells Claire he'll use her to get to Chris. Wesker, after getting a call from his men, jumps over a wall, toward the palace's dock. Collecting the airport key, Claire heads into the palace's piano. Claire finds a king ant model, like the queen model she found earlier. Heading back to the private residence, Claire discovers the ant models where keys to a secret lair above Alfred and Alexia's bedrooms. Claire discovers the final airport key and decides to find Steve and Rodrigo and leave. Alexia Ashford attacks Claire on her way out. She has a sniper rifle like Alfred's. Suddenly, Steve comes in and shoots Alexia through a door. The door is easy passage between Alexia and Alfred's bedrooms. Claire sees Alfred with make up on. Apparently, he's been dressing like his sister. Claire decides that Alexia is just Alfred's imagination. Alfred runs off crying. He sets off the self-destruct sequence. Claire and Steve run to the palace gates, near where Claire was attacked by Wesker. Steve leads Claire to the airport. Claire inserts the keys to the plane. Unfortunately, the drawbridge is in the way of the plane. Claire volunteers to raise it. Claire runs to the controls and raises them. In a room she couldn't access before, Claire finds the keys to the shutter blocking the elevator. Claire decides to ride the elevator up to the military complex and head back to the plane via the palace's submarine. She does just that. After fixing the elevator, the 5 minute timer for the explosion begins. As Claire rides the elevator up, Alfred releases a monster after Claire... Can it be? Yeah it's... Claire steps out of the elevator and as she expected, she ends up in the military complex's yard. Dodging the giant worm, she gears for the palace. On her way, a fire traps Claire. Tyrant comes from the fence. Apparently, it's the monster Alfred released. Claire uses her bazooka she found earlier and manages to put Tyrant down. Claire dashes passed the palace and down the submarine into the airport. Steve manages to pilot the plane and then the plane lifts off from an exploding island. As the plane circles the island, the prison, palace and private mansion are consumed in the blast, but the military complex seems to withstand it. Not caring, Claire and Steve fly off. They apologize for everything mean they said to each other. Suddenly, the plane rocks. In the back, Claire sees Tyrant. Claire uses her bazooka to weaken it and then catapults it off the plane. It looks like her encounter with Mr. X on Raccoon City did her some good. Back on the exploding island, Alfred runs into the somehow surviving military complex. He sees the tank and moves it to reveal a secret lift. The lift leads to a different area of the airport. Alfred hitches a ride on one of the 2 harrier jets and flies away from the island. On Claire's plane, Alfred controls the plane and changes it's direction. Steve can't change it so they have no choice. Hours later Steve attempts to kiss a sleeping Claire, but fails. Moments later, the plane crashes into an Umbrella Base in Antarctica. Claire and Steve get off the broken plane and look around separately. Claire finds the diary revealing that a monster named Nosferatu is trapped somewhere in the base. Also, it seems Alfred Ashford spilled the T- Virus around the base, so there are now zombies in the area. Looking in a private office, Claire finds the evil monster trapped in a chair beneath wire mesh. What has Alfred been up to? Claire looks around and asks Steve to lift a digging car with a crane. Steve looks at Claire and causes a gas leak in the room. Claire fixes it. Suddenly, Alfred, still wearing make up and talking like Alexia, tries to shoot Claire, but Steve comes in and shoots Alfred down a deep chasm. Nosferatu suddenly feels agitated. He breaks free of his prison and runs off... Claire grabs Alfred's sniper rifle and Steve and Claire dig out of the room with the digging car. They eventually get to a heliport above the base. Nosferatu suddenly attacks Steve. Steve is KO'ed, while Claire must fight him on his own. Using the sniper rifle, Claire punctures Nosferatu's once human heart and kills him. Claire rescues Steve. They find a car and drive off to an Australian Base. Meanwhile, Alfred, nearly dead, releases his sister from cryogenic sleep. Alfred tells Alexia to kill Claire. Alfred then dies of blood loss. Alexia uses her mind to attack Claire and Steve's car. The car burns. Did Claire and Steve survive? Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to contact him. Chris climbs a cliff and arrives in a cave. There, he sees Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the island, that worm Claire saw swallows up Rodrigo. Chris chases the worm throughout the cave. Finding some Submachine Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly after, giving Chris the lighter before he dies. Chris finds his way into a lightly damaged military complex. Chris looks around and finds his way to Alfred's harrier jet bay. He needs a halberd that was on the eagle plates Claire found to open the harrier doors. Chris finds his way to the control room. He sees Alexia Ashford singing on the wide screen. Down in the airport where Claire boarded the plane with Steve, Wesker is happy that Chris is finally here. He sends Hunters after Chris. Chris finds the eagle plate Claire used to open the box. But unfortunately, it falls down into the sewers below thanks to a giant hole caused by the explosion. He finds his way into the lab area thanks to a hole in the wall. Chris sees a knob-less door Claire didn't explore. Chris decides to find a doorknob in the basement. There, he explores a lab where the T- Virus was leaked from. He finds a chemical he thinks he needs for getting the halberd. It's called Clement E. It, mixed with Clement A, can melt the alloy part of Alfred's eagle plate. Chris finds his doorknob and then is scanned by a scanner. Moments later, the Hunters Wesker sent attack Chris. Chris, using a shotgun he found, kills them. Chris sees the scanners when he gets back to the knob-less door. Avoiding them, Chris ends up on the other side of the broken balcony that Steve and Claire fell through right before Steve assassinated his father. Finding a small tank object resembling the tank outside the facility, Chris inserts it to the little hole in the diorama on the first floor. The paintings in the room slide to reveal 3 little keys needed and a turntable key. There's also a note from Alfred saying there's a passage beneath the diorama that takes Alfred from the military complex to his private residence. Chris notices the 3 key holes and notes them. On his way, Chris sees Albert Wesker. Wesker attacks Claire and says Claire won't live long and that she's in the Antarctic with Steve and the evil Alexia. Suddenly, Alexia Ashford appears on a screen and Laughs, as if she is expecting something to happen. Wesker seems to have super powers, as he has yellow eyes... Wesker vanishes and a yellow zombie attacks Chris. Using his submachine guns, he kills it. After finding his way to the main yard thanks to the turntable key, Chris sees that he can't get to the palace thanks to rubble blocking the entrance to the passage. Alternately, taking the elevator down to the airport, Chris sees the keys Claire used to board the plane. They also fit into the 3 key holes in Alfred's diorama room. Grabbing them, Chris tries to use a submarine he saw on a map to get to the palace. Unfortunately, the submarine somehow got docked up at the palace, so access to the palace is impossible. Taking the 3 keys back to the diorama in the military complex, Chris manages to find the ladder. Following a tunnel, Chris discovers that the door leading to the private residence is locked. But nearby, Chris sees Alfred's private swimming pool. In it is the eagle plate. There's also a monster on the pool. It's the albinoid Claire released from the lab. It matured really fast. Chris uses his shotgun to dispose of the electric monster. Chris grabs the eagle plate. But Clement E alone can't dissolve the alloy. Chris backtracks to the basement area, where Steve had a shooting spree. The explosion caused a gas problem, but a lever fixes the problem. He finds the final Clement A and then mixes it with Clement E. The mixture solution causes the eagle plate to dissolve, leaving the halberd. Using the halberd, Chris gains access to the harrier bay. He jumps on the last plane and flies to Antarctica. After he leaves Rockfort, he travels across the blue ocean. When he reaches the base, a docking bay at the base welcomes him. It seems as though Alexia has been expecting Chris. There, Chris immediately looks for Claire. It seems that the place was filled with ice from when Claire and Steve tried to escape. This helps Chris access new areas. In an area that looks like the Spencer Estate, Chris finally finds Claire. After saving her, Claire and Chris decide to find Steve. Alexia comes and curses at them, and threatens them. Claire and Chris give chase toward Alexia, but a giant tentacle separates them. Claire wakes to see Chris' foot and knees injured. Chris tells Claire to find Steve. Suddenly, they hear Steve scream. Obeying Chris' request, Claire chases Alexia through a few doors. Using her guns, she kills a few of Alexia's tentacles. Claire finally sees Steve in a prison, after nearly risking her life to find the appropriate keycard to enter. It's the room Nosferatu was stuck in. Steve tells Claire that Alexia performed the same experiment that she performed on her own father. Steve suddenly grows and mutates into a giant toad-like monster, unlike Nosferatu. It then begins to attack Claire with a giant ax. Claire runs off to the exit and makes it just as the gate lowers. But since the door was locked by Alexia, Steve begins to attack Claire. Suddenly, a tentacle grabs and constricts Claire. Steve is about to kill Claire, but his human personality comes back and Steve cut the tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve is flung into the wall. Steve tells Claire he loves her and that he can't keep his promise of leaving with her. Slowly, Steve dies due to a violent strike, as if he were hit by a truck. Claire cries and cradles over the body of Steve Burnside, crying. During the death of Steve, Wesker calls Alexia to come with him because she has her experiment, T- Veronica Virus, in her. Somehow, Alexia managed to elude Claire and returned to the main hall Alexia walks down the grand stairs of the Spencer estate-esque place, and then begins to burn. Her clothing begins to shrivel. Alexia's choker falls to the Floor at her feet, Chris taking notice over in the corner. Alexia is now a gray evil mad woman. She looks like a cross between a dragonfly and ant. Wesker attempts to capture her. Alexia raised her gray hand and Wesker gets punched across the room. He moves across, tells Alexia he's coming with her and then punches Alexia via a long spring from the walls. After punching Alexia, Wesker notices Chris. And he is armed with a weapon. Realizing that Wesker can't defeat Alexia, Wesker sees Chris take care of Alexia. Chris uses his shotgun to kill Alexia. He keeps moving and eventually 10 shotgun shells put Alexia down at Chris' feet. Chris, judging from a file he found earlier, thinks Alexia's choker can access a door behind the painting above the staircase of the mansion main hall replica. At Chris' feet is the choker. He uses it on the painting. Chris looks at the file some more and sees that Alexander Ashford was turned into a monster thanks to Alfred and Alexia. Chris leaves the main hall and then heads down an elevator. As Chris exited the mansion, Alexia rises to her feet from her slumber. She's still alive. Chris is now in a room with a giant anthill. Searching around, Chris finds the room Alexia was stored in for 15 years during her coping of the T-Veronica Virus. He plays with the controls and then out of the tube falls Alfred Ashford's dead body. At Chris' feet is Alfred's Ring. Chris grabs Alfred's ring. Looking around the base a second time, Chris learns that Nosferatu was implanted in the ice thanks to Alexia. In the file, Alfred said Alexander Ashford was turned into a monster. Thinking the dead Nosferatu will have the 3rd jewel to open up the Painting, he decides to look in the ice. At Chris' feet below the ice is Nosferatu's body. Using a crane to get Nosferatu's body, Chris grabs the 3rd jewel, after an argument with a gigantic spider similar to the one Jill saw beneath the real Spencer Estate. Chris opens up the painting in the Spencer Estate imitation hall and finds a lab just passed it. It's where Alexander Ashford tested the T- Veronica Virus. It also reveals Alfred and Alexia where created through inserting a sperm cell into an embryo that belonged to Veronica, their ancestor. Nearby are replicas of the bedroom from Rockfort Island's Private Residence. There, Chris finds a key detrimental to unlocking a room where he can blow the base up. That is all he finds, however. He returns to the lab, and goes through a door he hasn't gone through yet. The lab leads to where Steve died. Unfortunately, there's a locked door between Chris and Claire. Claire tells Chris that Steve is dead and tells him to set the explosion sequence like in the real Spencer Estate, Raccoon City and Rockfort Island. Chris does just that. Chris runs for the door leading to the computer which can set off the base's exploding sequence. Using the key he found above Alfred and Alexia's imitation bedrooms passed the lab, he unlocks the room and finds the appropriate computer, after killing off 2 zombies. After inserting the CODE: Veronica thanks to the file, Claire and Chris rejoin each other. Suddenly, a tentacle separates them once again. Alexia has returned. Chris and Claire see a good weapon to use nearby, called the Linear Launcher. Claire and Chris turn the keys simultaneously, but now it has to charge. Chris decides to keep Alexia busy as Claire decides to run off. After nearly destroying Claire, Chris shoots Alexia with a bullet and causes her to mutate into a large monster. Claire attempts to run for the elevator. Chris fires every weapon he has against the giant Alexia. He uses the Shotgun, his Handgun, the Submachine Guns and the Grenade Launcher against the mammoth beast that was Alexia. Dodging a bunch of tentacles and little parasites attacking him, his abuse to Alexia pays off. Suddenly, the ants beneath in the hill start to attack Alexia. Alexia shrugs them off by growing wings and is now flying. The bulk of her body dissolves just after Alexia leaves it. Apparently the bulk of the giant Alexia was a feeder for Alexia to grow wings. Coincidentally, the Linear Launcher has finished charging. Chris grabs it and shoots a ray into the base, with the plasma slamming into the walls of the base. The thing is heavy, and with Alexia spewing fire like her first form, it is hard for him to get a clear hit. But Chris gets lucky, and shoots a ray into Alexia's chest. Alexia screams and then the next second, she is liquefied by the impending blast, and is finally dead. Chris drops the Linear Launcher and starts to run as explosions begin to occur. As Chris gets down to the prison cells and to the elevator, he sees Wesker holding Claire by the neck. Nearby, the door leading to where Steve died is open... Wesker pushes Claire through a hole in the wall. Chris chases Wesker through a horde of zombies and catches up to them, in a submarine dock, which seems to be far enough from the base's explosion. Chris and Claire discover Wesker took Steve Burnside to get the T- Alexia Virus. Chris and Wesker decide to kill each other once and for all, and Claire returns to the plane. At the plane, Claire looks into the elevator to wait for Chris... Chris and Wesker battle. Chris tries using a pipe to hurt Wesker, but Wesker basically kicks Chris' ass. Wesker's superpowers are simply unbeatable for Chris. Explosions are still rocking the base. Chris sees a ton of iron bars supported by a rope. Chris trips the rope, causing the bars to land on Wesker. Too bad they were ineffective. Wesker rises to his feet, and stumbles a little, and gets ready to kill Chris for that stunt. Suddenly, an explosion rocks the entire room. Wesker and Chris are separated in a blast of fire. They vow to kill each other next time. Wesker laughs his ass off, as Chris runs back to the plane. Passing back through the zombie hall, the place is now on fire, and is ready to collapse. Chris calls the elevator and ducks his head to avoid the explosions and debris flying all over the prison cell walls. Luckily, they are made out of solid stone, and hold up for the time being. The elevator arrives, and Chris rides down. Amazingly, the glass around the elevator holds up as explosions rock it. Then the glass breaks all over Chris, but luckily the elevator door opens, and the final explosion blows him out of the elevator onto the plane, landing on his stomach. Ignoring it, he gets on the plane. Piloting the plane, he escapes the blasts and flies out of the base. Claire is happy to see Chris once again. They apologize for leaving each other and then decide to take out Umbrella once and for all. In the distance, the Umbrella Ashford Antarctica Base completes its detonation sequence, and the entire building explodes and collapses as they fly away. Well, that is CVX's story. I personally think the Plot Guide has a better synopsis. Check it out! ======================================================================== ------------------------------------------------------------------------ 21. WESKER'S REPORT ------------------------------------------------------------------------ ======================================================================== If you pre-ordered the American Version of Resident Evil CODE: Veronica X, bought the Japanese PS2 or DC version of CODE: Veronica Complete, or bought the BioHazard 5th Anniversary Briefcase, you got the Wesker's Report DVD. If you didn't, it's here for you to read, because it bursts with seams of the original PSX RE, RE2 and RE3 information. Others may hate the Report because they can't think what Capcom is aiming with that, but I love it! Sure, the information for the "Mansion Incident" may seem a little outdated when the remake is accounted for, since it covers the original PlayStation version, but it still contains the basic information about the storyline of Resident Evil. This can also help those folks out who have just started the series on GameCube, and want to find out more about Resident Evil 2 and Resident Evil 3: Nemesis, until the GameCube ports of those games come out. In any case, here is Wesker's Report I in its entirety. ------------------------------------------------------------------------ ============ INTRODUCTION ============ "My name is Albert Wesker. I aspired to become a leading researcher at Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio Organic Weapons, better known as B.O.W., for development. But at the leader development training ground situated in Raccoon City, I met a brilliant and talented researcher who decided to take a different path; William Birkin. In time I shifted my position to S.T.A.R.S., a special force unit of the Raccoon Police Department. Umbrella, for crisis management reasons of their illegal Bio Organic Weapons development had many of its people working in the police department. I became the leader of S.T.A.R.S. and conducted all sorts of intelligence activities for Umbrella. As I continued to serve I devised my own plans and waited for the right time moment to execute them. Then at last, opportunity knocked. ============== 1998 July 24th ============== The freak murder incidents that had occurred in the forest near the mansion started it all. The mansion was Umbrella's secret BOW laboratory and it was clear that the indevelopment T-Virus was the cause of the murder. Initially, Umbrella instructed me secretively to keep S.T.A.R.S. to the mansion, dispose of them, then report the situation to headquarters so that their combat with the B.O.W. could be used for data analysis allowing Umbrella a comprehensive portrait of the B.O.W.'s combat abilities. From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As expected, the top elite of S.T.A.R.S. gave all they had and became useful sample data. Then following, I geared up the Alpha Team to "search and rescue" the lost Bravo Team. The members of Alpha Team also proved their worth and as expected many died. There were five survivors from the initial eleven S.T.A.R.S. members. From the Alpha team were Chris Redfield, Jill Valentine and Barry Burton. And from the Bravo Team were Rebecca Chambers and Enrico Marini. It was time to begin executing my plans. In the midst of the whole affair I could take Umbrella's ultimate Bio- Organic Weapon, the Tyrant, and join forces with an opposing corporation of Umbrella. To buy into that opposing corporation I would need the actual combat data of the Tyrant. The surviving privileged members of S.T.A.R.S. were just the perfect bait. I decided to have one of them play the Judas and draw them to the Tyrant. That Judas was Barry. Barry was the strong truth and justice kind and cherished his family more than anything. His type is easy to manipulate. I just took that most important thing away from him. My only miscalculation was the high potential of Chris and Jill. But with the family man Barry playing Judas the scheme went as planned. Then the winds turn unexpectedly. I had to eliminate Enrico who found out what was behind it all. I used Barry to get to him. After I successfully got rid of that nuisance I awaited the sample specimen that Barry would bring to me in the Tyrant room. I injected the virus I obtained from Birkin in advance. If I made Umbrella believe I was dead, it made it far more convenient to sell myself to the opposing corporation. According to Birkin the virus had profound effects. It would put my body in a state of temporary "death". It would then bring me back to life with super human powers. Therefore I unleashed an awesome Tyrant from its slumber and let it attack me. As my consciousness faded away I was certain that the whole scheme would end in success. Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the Tyrant and the plan I devised which cost me my humanity ended in failure. Now anything and anyone who stood in my way would be terminated. It's been that way for a long time and it always will be. At all costs I had to make S.T.A.R.S. pay. ========= September ========= Two months had passed since the mansion incident. To regain everything I had lost in my new organization I joined hands with Ada Wong, a female agent who was also sent to spy on Umbrella. I knew in my bones that the key developer was William Birkin, but what he didn't know was that Umbrella did not play games...with anyone. Eventually, Birkin would be assassinated, and the G-virus would be in the hands of Umbrella. But the salvage team led by Hunk was ahead of us. By the time they got to Birkin, he'd already injected himself with the G-virus...he became his own creation, and decimated them. Soon after, the T-virus carried by rats spread throughout Raccoon City, and Umbrella faced its worst scenario. ============== September 28th ============== The good citizens became zombies, and the city had headed for its devastating fate. Humans were no match against zombies. In the chaos, Umbrella Europe applied a new type B.O.W., called "Nemesis". The Nemesis would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It became imperative that our organization would also obtain the Nemesis data. ============== September 29th ============== To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon and Claire, who were trying to unveil their secrets. Then, there was a new revelation. Birkin used to hide the findings of his studies in his daughter Sherry's pendant. It was very possible that the G-virus was there. While Umbrella was busy with their cover up, we had to capture Sherry before they did. I sent Ada undercover to seek the location of Sherry. I, the "dead man" on the other hand, had to work in the shadows. A spy's obligation and priority is in mission, to carry out the mission like a machine without any emotional interference. But through her interaction and involvement with Leon Scott Kennedy, there had been an affection growing inside her. My instincts sensed danger. Something had to be done, quickly. My instincts did not disappoint me. Even though Ada almost had her hands on the G-virus, which Leon had acquired from Sherry, that affection of her drove her to her death. But she was still of some use. I had to save her life. My people hurried to retrieve the G-virus that Leon threw away. But Hunk, the only survivor of Umbrella's salvage team, was there before us. ============== September 30th ============== Our only option left was to bring back Birkin, the monster, as the sample specimen and have him finish Leon and Claire in order to obtain his combat data. Although Birkin lost the battle to Leon and Claire, we succeeded in gathering samples of the G-virus from his dead body. =========== October 1st =========== In the morning the government bombed Raccoon city in an attempt to stop for the viral outbreak. This was, of course, their feigned reason... Later, Claire left to Europe to find her lost brother Chris, and Leon joined forces with an underground anti-Umbrella organization. Sherry is safe in our hands. I would never underestimate Birkin. There's something about this little girl..." ================== WESKER'S REPORT II ================== [The report is actually crucial to understanding Resident Evil Zero, so here it is. It is also good for CODE: Veronica information.] JAPANESE COPY: http://www.capcom.co.jp TRANSLATION COURTESY OF http://www.residentevilhorror.com This contains SPOILERS. Please consider that before reading. You have to have ALSO played Resident Evil 2 and Resident Evil CODE: Veronica X at the very LEAST to understand this. Play Resident Evil: Survivor and Resident Evil 3: Nemesis for a complete understanding. This was translated by GameFAQS user: Saiki. Thanks to him for the translation. I have done some editing. ----------------------------------------------------------------------- To Ada Wong: When I first visited that place, I was 18 and it was summer, twenty years ago. I still remember the smell when the helicopter landed and the rotor caused the wind to stir. From the air, the mansion seemed normal but from ground level, something was different. William Birkin, who was 2 years younger than me, seemed only interested in the research files he had as usual... July 31, 1978 (Monday) Two days ago, the two of us were assigned to that place. Everything could have been planned out from the beginning or it could have all been a coincidence. The only person to know the truth is most likely, Sir Ozwell Spencer. Spencer at that time, was using the Arklay labs for the research on the T-Virus. As soon as we got off the helicopter, the president of that lab stood In front of the elevator. I don't even remember that man's name. It didn't matter what was said officially. From that day, that lab belonged to Birkin and I. We were assigned to be chief researchers at the facility. This of course, was Spencer's will. We were the chosen ones. The two of us ignored the president as we entered the elevator. We had Already been briefed about the layout of the area and Birkin, with no bad intentions, ignored everyone as usual. Usually, when someone sees our actions, they would react within 5 seconds. But the president didn't even react at all. At the time, I was only a youngster so it didn't bother the president. The president understood what Spencer was thinking and didn't take notice of someone like me. While the three of us were on the elevator, Birkin still kept his eyes on the research files. The files contained information about a new faro- virus found 2 years ago in Africa called Ebola. Even now, their are thousands of people researching the Ebola. But the People are always divided in half, one group to save people from the virus and the other to kill people with the virus. As known, if a person is infected with the Ebola, the chances of dying is 90%. It has the capability to destroy the physical structure within 10 days and even now, a cure hasn't been found. If this is used as a bio-weapon, it would display incredible destruction. But because making a bio-weapon is against the law, we would not use the virus as a weapon. But I'm certain that someone out their would use this as a weapon. So to prepare for a case of like the virus being used as a weapon, it is good to do research on it now. But the line between finding a cure and making a bio-weapon is thin. This is because the actual research conducted do not differ at all between the two. So one could say that they are researching for a cure and be making a bio- weapon. But to Birkin, he was not interested in either cause just wanted to research the Ebola itself. The virus had too many things unknown at the time. One was that the fact that virus would die within a few days by itself and would die instantly when hit by sunlight. The second was the speed that it would kill its host. It kills the host extremely quickly that their is almost no time for the virus to infect another person. The third is how the virus is spread. The virus has to physically touch another person in order to infect them and therefore can easily be quarantined. But I would like to bring up the following thought. What if a person that was infected with the Ebola virus could stand up and walk around? And that infected person would have a disrupted chain of thought, and would infect others that weren't infected? What if the DNA of the Ebola, the RNA, had a direct impact on the DNA of a human, and due to that, would make the person not die so easily? The person would be dead from a humans point of view, but would still go around as a bio-weapon spreading the virus around. It is fortunate that the Ebola may have features like this. Even from now, we will be the only one to now about this. Umbrella, with Spencer as the head, was an organization made to do research on viruses with these qualities. As a cover, they tell the world that they are a company making cures, but the truth was a bio- weapon developing organization. The finding of the original virus which restructures the human DNA was the start of everything. Using the original virus as a base, an enhanced virus would be made to be a bio-weapon. This was the plan for the T-Virus. The original virus was also an RNA virus and would cause abnormalities, thus enhancing a host. Birkin was interested in the Ebola because he planned on combining the two virus's (Ebola anywhere outside the lab. From the records, she was here since this lab had been created. She was 25 at that time. But what her name is and why she is here is a mystery. She was a test subject for the research on the T-Virus. The research begun in November 10, 1967. For 11 years, she had gone through tests with many viruses. I heard Birkin whisper something. Whether those words were cursing, swearing or praising, I don't know. But we had come to a place where we couldn't back out of. We were to take the research to its completion or to be captured, and end up like the woman. For us we, only had one choice. The woman who lay on the pipe bed had moved something within both of our minds. Was this part of Sir Spencer's plan? ---The next records take place 3 years later Alexia - 1 July 27, 1981 ---3 years from the previous report Today, Umbrella assigned a ten year old girl to be the chief researcher at the Antarctica facility. Her name is Alexia Ashford. As of right now, I am 21 years old, and William Birkin is 19. It is very provoking that even in our own Arklay lab, everyone is talking about Alexia and the Antarctica facility. It is because all the old high staff members consider the Ashford family a legendary family. Every time something goes wrong with our research, those old fools always say the same thing. "If only Edward were still alive." It is true that he was the first one to find the original virus, and he may have been an incredible scientist for starting the T-Virus plan. But soon after Umbrella was formed, Edward Ashford had died. It has been 13 years since then. There would be no meaning in expecting anything from the Ashford Family. In fact, ever since Edward's death, the Antarctica facility that his son (Alexander) built has done nothing. This granddaughter of his is probably nothing useful as well... But one day, our useless workers started to say these statements. "If Alexia was here......." It angers me to think that our workers and researchers are filled with mindless people that judge people by their status. Because they think like that, they cannot do anything themselves and always have to be told what to do! But I, I still had good judgement. If I had let all of that go to my head, the research at the Arklay lab would have been delayed. As the head researcher, I always have to keep myself under control or success would not be possible. Then, a thought came to my head. I could use those old staff members to gain my success. Those old fools could die at any time and would serve as perfect test subjects. To be able to rise above everyone, I must be able to use all resources to my advantage. But the problem was Birkin. His reaction to Alexia was great. Although he never spoke of it, Birkin took pride in the fact that he was 16 when assigned to this lab. But his pride was completely destroyed by the fact Alexia was a genius at 10 years of age. Born as a genius, he had tasted his first defeat, since Alexia was ahead by a full 6 years. He could not handle the younger, legendary family, girl. To be out-done by a girl who hadn't even made any progress... The main thing was the fact that she was still a child. But for reasons, I have to have Birkin get back to his normal self again. The William Birkin I knew before he met Alexia. We had already reached phase 2 in our plan in the past 3 years. Currently, the T-Virus could be used to create a biological weapon also known as the zombie. But the effects of the T-Virus varies greatly between people and there is no 100% guarantee for it to work yet. Every person has a different DNA structure and some may react differently. Even then, 10 percent of those who turn into zombies die. This we can do nothing about. With the remaining 90%, it is easy to use them as a weapon, but Spencer thinks differently. He wants 100% and wants a perfectly confined weapon. Originally, the bio weapon was to be a weapon that could be made with very little cost. But now, the bio-weapon that we research now costs great amounts. If Spencer just wanted to make money, he would not have chosen this path. If used at the current state, we could easily make a profit from it. But to continue research would not add up. Why would he continue research if he would lose money? I don't understand what the hell Spencer was thinking. But going back to Birkin, the research that Birkin is currently in is a bio-weapon that possess combat skills. By using other DNA samples, we could create this bio-weapon. It was made to fight off any forces that opposed us. It was a fighting bio-weapon, also to known as a Hunter. But that research had to put on hold for now so we could protect the test subject from Birkin. To compete against Alexia, Birkin started to act differently than usual. He would stay at the research lab 24 hours a day, and would do tests without any perceived plan. I would usually use other researchers to collect samples and data from the test subjects before they died, but at the speed that Birkin goes at now, is impossible to keep up with him. The president would keep getting new test subjects as if nothing happened and that subject would die shortly after. It was hell in there. But even in that hell, that one test subject, the women, still lived. She was 28 and had spent 14 years in the lab. Over the 14 years, the effects from the Ebola Virus must have corrupted her mind. But if she were to still have a conscious mind, death is what she would want. But she lived on. How would she live on for so long? There is nothing different from her data and any other data from the other test subjects. More time is needed to solve this mystery. ---the next report takes place 2 years later December 31, 1983 (Saturday) It had been the 6th winter since I began working at the Arklay facility. During the last two years, we had made no real progress with our research as time passed by. But this had come to an end. We had received word that Alexia had suddenly died. The reason was the virus that Alexia herself created; the T-Veronica Virus. It seemed like the 12 year old Alexia was too young for such dangerous research. I had heard rumors that Alexia had injected the T-Veronica Virus in herself but I couldn't believe this. She probably couldn't handle her father's death a year ago and perhaps made a simple error in her research. Later, the research at the Antarctica facility was continued by Alexia's twin brother, but no one had expected anything from him. In the end, the Ashford family couldn't bring any results and fell. Like I had stated earlier, the Ashford family was a legend and will stay as a legend only. With Alexia's death, Birkin had changed, or I should say, changed back to what he was. But now, there was no one who could surpass him and all those researchers had to acknowledge him. But it was still a taboo to talk about Alexia in front of him. Even when I tried to get a sample of the T-Veronica Virus, he had strongly objected. I had to put aside finding out about Alexia's research for later. In the end, Birkin had changed not one bit when everything around him had changed. But to me, I had a much bigger problem in my hands. Our facility was located in a very dense forest. I went out walking into the woods many times, but because this facility was in the near center of the forest, we would never encounter any other human. The only way to get here was by a helicopter. It was a needed precaution dealing with a bio-weapon. Since if by chance, the virus is leaked out, it would prevent the chances of spreading. But a bio-weapon isn't so simple. The virus can also affect non-human beings as well. Any virus isn't guaranteed to only affect one kind of organism. For example, the Influenza virus not only affects humans, but birds, pigs, horses and even seals. And even in 3 each of these species, only certain ones are affected. For example, seagulls and chickens are affected by viruses, but all other birds are not. And the same virus may have different effects on different species. The problem lies in how the T-Virus can affect many different life forms. During the time when Birkin was useless, I had done my own research on the T-Virus. I had found out that the T-Virus can affect most life forms out there. And not just mammals, but plants, bugs, and fish can also be affected by the virus. Every time I walked in the woods, I always asked myself, "Why did Spencer choose this place?" There are many different forms of life in these woods. What would happen if the virus were to leak out? If only an insect were infected, it is small in size and probably would not go through a big mutation. But these insects could spread the virus at an incredible rate. If this were to happen, how far would the T-Virus spread? If it were a plant that was infected, the plant itself could not move and would seem safe. But what about the seeds the plants give out? It would be very dangerous for such a case to happen. Now that I think about it, it was very smart for the Ashfords= family to locate their facility in Antarctica. But here, it almost seems like someone wants the virus to spread. But that could not be possible. What is Spencer trying to make us do? This issue was far to great and I could not discuss this with any other researcher. The only one who I could talk to was Birkin, but he probably would not even be interested. I need more information. I had started to realize my limits as a simple researcher. To find out what Spencer was truly thinking, I need to be at a position where I could obtain more information. For that, I would throw away all my current positions. But I cannot do this quickly. I cannot let Spencer notice my plans for if he does, everything would be over. I had continued to do research with Birkin so that no one would know my intentions. During that time, that woman test subject was forgotten. She was a "failure" that just lived on until that day, 5 years later... The 11th summer had come since we started working at this facility. I was 28 at the time. Birkin had become a father to a 2 year old girl. The wife was a also a researcher at the facility. It was natural that people who conducted the same research at the same facility fell in love with each other and end up having children. But a normal person would not be able to continue research at this place. Anyone still here is crazy. We had gone into phase three of our plan in the ten years. A programmed life, to be used a soldier, is a bio-weapon for combat. It was to be called "Tyrant." But this project had a huge problem from the start. Gaining the test subject for this Tyrant was a problem. There were very few who were compatible with becoming a Tyrant. This was due to the nature of the T-Virus. Any human could be used to make a zombie or a hunter but their intelligence would be lost in the process. A certain amount of intelligence is needed to create a Tyrant. Birkin had used a different way of creating the Tyrant to compensate for this problem. But only a very small amount of people could be used for this different way. In the simulation, only 1 out of 100,000,000 turned into a Tyrant and the rest became zombies. If our research continued, we could create a different kind of T-Virus that was compatible for more people. But for this to happen, we needed another test subject. But even if we searched through all of America, we would only find ten or so people that were compatible for becoming a Tyrant. Other research facilities had reached the same problem. We had run into a wall even before our research began. But we had received word that the Europe facility had thought up of a plan to conquer this problem in phase 3. This was the "Nemesis Project." I had urged to get a sample of the project to put our research further. Although Birkin had strongly opposed, I had convinced him. Until we found a compatible host, our research would not move and Birkin needed to admit this. We had received the package a few days later with a number of precautions written on it. The package brought to heliport was a small box, titled "Nemesis Project" To gain this sample from the France facility required quite an effort but was mainly due to Spencer backing us up. Birkin took no interest in the package until the end but he had at least admitted to tests. The Sample was totally new and was thought up for test purposes. The Nemesis was a biological life form created by manipulating DNA. The intelligence was the only thing enhanced and this life form alone, could not do anything. But once it finds a host, it becomes a parasite and would take over that host and would cause it to have incredible combat ability. The host for the weapon and the parasite would be made separately and later the intelligence of the parasite and the body of the host would be combined to create a bio-weapon. If this were to succeed, it would overcome the problem of the intelligence and we could create a bio- weapon. But the problem was when the parasite takes over the host. In the research files, all that was recorded was the death of each host once taken over by the parasite sample. Within 5 minutes of the parasite taking over, the host would die. But we were already aware of the danger that lied in the prototype. My plan was to prolong the time in which the host would survive, so that we would gain the credit to the "Nemesis project". The host would be that women test subject. Her incredible life rate could survive longer against the Nemesis prototype. And even if it failed, nothing would change on our side. But the test had created a result I had not expected. The Nemesis prototype that tried to enter her brain had disappeared. At first, we could not tell what had happened. We did not expect her to consume the Nemesis. That was the beginning. Something was happening inside of that failed experiment. We had decided to start research on her from scratch. In the past ten years, we had conducted every research possible on her, but we had decided to throw all those files away. Within the 21 years that she lived, something was beginning to show. Only Birkin had begun to notice the change. Indeed, something had begun to change inside her. But that was something totally different from the T-Virus project. Something new and would bring a new idea to us. The "G-Virus" project was the project that had changed our destiny. ---the next log is 7 years later July 31, 1995 ---7 years from the previous When I came back to that place, it had been 17 years since I first came. Every time I came here, I remember the smell of the wind of that day. The buildings and the surroundings all looked the same from before. On the heliport, I could see Birkin. It has been a long time since I've seen him. Four years have passed since I left Arklay labs. 4 years ago, when Birkin's G-Virus project was authorized, I had requested to transfer to the secret (intelligence) service and this was easily approved. From everyone's point of view, it was a natural thing for me to stop my road as a researcher and go onto a different field. And in reality, the research conducted on the G-Virus was far above my level. Even if I didn't have a different motive, I could feel my limits as a researcher when finding out what Sir Spencer was up to. In the midst of the wind blowing, Birkin, as usual, didn't take his eyes off the research files. Birkin came to Arklay quite often, but Birkin was not under Arklay anymore. A little while ago, an underground lab under Raccoon City was made and this was the place that his G-Virus project would be made. But to be honest, I didn't think that Spencer would authorize "G". This is because "G" was far from being a weapon, and had too many unknown things about it. The reason the "G" was slightly different from "T-Virus" was that the host would keep spontaneously reacting to the virus. It was very easy for a mutation to occur since the DNA would be open to a virus. But this is just in the case of the virus itself and not the hosts DNA. Even if the virus did cause some form of change, the DNA of the host becoming mutated was a rare case. If there was an outside force like radiation, it would be a different story though. But the case of "G" was different. Even without an outside force, the "G" would keep mutating the host until death. Something very similar to this did exist in the T-Virus as well. When a bio-weapon is put in a specific area, the virus inside the host would causing some form of mutation has already been confirmed. But for this, an outside force was always needed. But the "G" had no need for such a thing. No one can even expect what lies ahead with the mutations. And even if we think of a way to stop the mutation, the virus would just mutate to accommodate. 7 years ago, Birkin found this in that woman. At first look, the woman had no changes on the outside, but inside, various mutations had occurred and had kept on consuming each kind of virus injected and had lived on. And over the 21 years of mutating, it had mutated so much that it would even consume the Nemesis. The G-Virus project was to take this mutation to highest point possible. But this could lead to the "Ultimate life form" or it could end due to a disaster .....could this even be called a weapon? What was Spencer thinking when he authorized this project? Even when I moved to the secret (intelligence) service, I could not find out anything about what Spencer was thinking during these 4 years. And now, Spencer doesn't even show up in Arklay labs. It seems he was expecting something to happen there. Spencer was slowly drifting away from me, just like an oasis in a desert. But my chance will come soon enough... That is, if I can live until then. The elevator took me and Birkin to the highest level in the lab. It was the place where Birkin and I first saw that woman. There, we met the new research leader, John. He had come from a Chicago lab and was an excellent researcher, but he was too normal to work in a place like this. He had started to question the motives of the research there and had repeatedly questioned the superiors. This had even reached my ears in the secret (intelligence) service. If information has been leaked out, he would be the first to go. This is what everyone had started say. We had both ignored John and had started the clean-up of that woman to kill her. When she consumed the Nemesis, although she had started to regain some intelligence, her behavior was extremely peculiar. Each time it would escalate. She would start to rip another woman's face off and would wear it herself. According to the records, she showed the same behaviors when she was first injected with the original virus. No one knew why she would behave like that, but recently, three researchers had been killed that way and this is when she was authorized to be killed. Because "G" was progressing steadily, there was no use for her. Her death was confirmed over the course of 3 days, and her "dead body" was carried somewhere by the president. In the end, no one knew who she was and why she was here. But this was also the case with any other test subjects. But if she had not been here, the G-Project would not have existed. If this were the case, both I and Birkin would had been in a different situation than the one now. I had this on my mind as I left the Arklay labs. How far was Spencer planning? ---the "incident" would happen 3 years later... ======================================================================== ------------------------------------------------------------------------ 22. FIFTH ANIVERSARY PACKAGE FAQ ------------------------------------------------------------------------ ======================================================================== =========== CONTENTS =========== Here are the items included within the depths of the briefcase. These are all different from the usual items purchased separately (this applies to the games). BIOHAZARD PSONE CD BIOHAZARD 2: DUAL SHOCK VERSION CD BIOHAZARD 3: LAST ESCAPE CD BIOHAZARD CODE: VERONICA COMPLETE DVD WESKER'S REPORT REGION 2 DVD DEVIL MAY CRY DEMO DVD BIOHAZARD BALL POINT PEN BIOHAZARD DOG TAG BIOHAZARD CD CASE BIOHAZARD KEY RING THE SUITCASE ITSELF ========================== CONTENT 1: THE SUITCASE ========================== The suitcase is comprised of aluminum. It has a key lock for locking the case's pretty valuable materials. Inside the depths of the case are leather or vinyl holding packets that hold the CD's included in the package, as well as all the other MISC. items. The BioHazard CODE: Veronica COMPLETE and Wesker's Report discs are covered under a cloth type blanket. This case has survived a nasty fall before and I LOVE it for storing my BioHazard games. Pretty cool decoration items! This case resembles the Duralumin Case found in BioHazard CODE: Veronica Complete. It's cool how everything in this package relates to BioHazard! ========================== CONTENT 2: BIOHAZARD CD ========================== The first CD available is the original Japanese PSONE CD. Its label is different from the original version. The game itself is the original BioHazard for PSONE. It plays just like any original BioHazard game. Nothing new has been seen. All the scenes are un-cut unlike the crappy American Versions and EUR PAL Versions. Here is some info on the game itself: GAME: BIOHAZARD PLATFORM: PSONE COUNTRY: JAPAN RELEASE DATE: MARCH 22, 1996 COUNTRY FORMAT: NTSC/J NUMBER OF DISCS: 1 CHARACTERS: CHRIS REDFIELD, JILL VALENTINE, REBECCA CHAMBERS Overall, the same game as originally released, but relabeled for the 5th Anniversary celebration of BioHazard. ================================================ CONTENT 3: BIOHAZARD 2: DUAL SHOCK VERSION CD ================================================ The second CD is the second BioHazard game, BioHazard 2. This version is not the original, but the rehashed version that Capcom released in late 1998, subtitled "BioHazard 2: Dual Shock Version." This is basically the same game, again, as released before, but relabeled to celebrate BioHazard 5th Anniversary. Here is some info about the game itself: GAME: BIOHAZARD 2 PLATFORM: PSONE COUNTRY: JAPAN RELEASE DATE: JANUARY 3, 1998 COUNTRY FORMAT: NTSC/J NUMBER OF DISCS: 2 CHARACTERS: CLAIRE REDFIELD, LEON KENNEDY, ADA WONG, SHERRY BIRKIN, HUNK Overall, the same game as originally released, but relabeled for the 5th Anniversary celebration of BioHazard. ========================================= CONTENT 4: BIOHAZARD 3: LAST ESCAPE CD ========================================= The third CD is the third BioHazard game, BioHazard 3: Last Escape. This version is the original, as this game was never rehashed. This is basically the same game, again, as released before, but relabeled to celebrate BioHazard 5th Anniversary. Here is some info about the game itself: GAME: BIOHAZARD 3: LAST ESCAPE PLATFORM: PSONE COUNTRY: JAPAN RELEASE DATE: NOVEMBER 15, 1999 COUNTRY FORMAT: NTSC/J NUMBER OF DISCS: 1 CHARACTERS: JILL VALENTINE, CARLOS OLIVEIRA, NICHOLAI GINOVAEF Overall, the same game as originally released, but relabeled for the 5th Anniversary celebration of BioHazard. =================================================== CONTENT 5: BIOHAZARD CODE: VERONICA COMPLETE DVD =================================================== The fourth CD is the FIFTH BioHazard game, BioHazard CODE: Veronica Complete. The 4th is BioHazard: Gun Survivor, which isn't included in this case for some reason. This version is the Complete Version, an extension of the original Dreamcast version with new scenes involving Albert Wesker. This is basically the Complete game, again, as released before. There isn't a special label. Here is some info about the game itself: GAME: BIOHAZARD CODE: VERONICA COMPLETE PLATFORM: PLAYSTATION 2 COUNTRY: JAPAN RELEASE DATE: MARCH 22, 2001 COUNTRY FORMAT: NTSC/J NUMBER OF DISCS: 2 (WITH DEVIL MAY CRY DEMO) CHARACTERS: CLAIRE REDFIELD, STEVE BURNSIDE, ALBERT WESKER, CHRIS REDFIELD Overall, the Complete game. ========================================== CONTENT 6: WESKER'S REPORT REGION 2 DVD ========================================== The fifth CD is a DVD where Albert Wesker outlines his information about the events in BioHazard, BioHazard 2 and BioHazard 3: Last Escape. This is a region 2 DVD, which only works in Japan, China, Korea and Europe. If you want this but can't afford the suitcase, get the American one at capcom.com. ================================ CONTENT 7: DEVIL MAY CRY DEMO ================================ The sixth CD is the FIFTH BioHazard game, BioHazard CODE: Veronica Complete. This version is the DEMO Version. This is basically the DEMO game, again. The FULL game is out in Japan now and the US. Here is some info about the game itself: GAME: DEVIL MAY CRY: DEMO VERSION PLATFORM: PLAYSTATION 2 COUNTRY: JAPAN RELEASE DATE: AUGUST 25, 2001 COUNTRY FORMAT: NTSC/J NUMBER OF DISCS: 2 (WITH BIOHAZARD CODE: VERONICA COMPLETE) CHARACTERS: DANTE... Overall, the DEMO game. ====================================== CONTENT 8: BIOHAZARD BALL POINT PEN ====================================== Nothing much, except a large ink pen. There are a few symbols around it representing the BioHazard world, but there isn't much though. ================================ CONTENT 9: BIOHAZARD DOG TAG ================================ This tag is VERY valuable. It is numbered from either 00001 to 10000. In case you haven't noticed, owners of this item have one of 100000 existing in Japan ONLY. Wear it around your neck or hide it. DON'T LOSE IT. ================================= CONTENT 10: BIOHAZARD CD CASE ================================= This CD case can hold all CDs that come in the suitcase. It can hold: BioHazard BioHazard 2 Leon Disc BioHazard 2 Claire Disc BioHazard 3: Last Escape BioHazard CODE: Veronica COMPLETE Devil May Cry Demo That makes 6 total discs it can hold. Pretty cool to hold your collection in one place. I like the case! ==================================== CONTENT 11: BIOHAZARD KEY RING ==================================== This can hold many keys. It also has a BioHazard theme to it. It's cool, but don't lose it! I've lost key rings before! Damn it! ;) =============================== MISC.: PRICE, AVAILABILITY... =============================== OFFICIAL PRICE: Y33,000. That translates to about $280. My Y and $ translates wrong at time- that may be the case here. EBAY PRICE: $250-350. These are prices I saw these going for on EBAY. Worth it if you ask me. IMPORT STORE PRICES: $250-400. Import stores are expensive. VERY expensive. AVAILABILITY: RARE. VERY RARE. Only a few stores sell it and they have it on back order, too. I recall only one place selling it so far: Videogamedepot.com They may be sold out. ======================================================================== ------------------------------------------------------------------------ 23. SPEED HANDGUN/KNIFE WALKTHROUGH ------------------------------------------------------------------------ ======================================================================== ============= PRISON PART 1 ============= After the cut-scene is over, equip the Lighter. You'll see a scene. If you play the game right, you'll be back in this room later. Grab the Combat Knife. Exit through the door. Pass the room and climb the stairs. When you're at the top, equip the Combat Knife. Walk passed the burning truck until a cut-scene happens. After it, DODGE the zombies for the door passed them. 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. Claire now has a Pistol. After he leaves, grab the ammo over by the burning truck (near corpse of door you just came from). Head through the door in front of Claire. 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. ======================= OPTIONAL AREA: BARRACKS ======================= There are M100P's within that area, but zombies, too! Be careful! ======================= OPTIONAL AREA: BARRACKS ======================= You are now in the Guillotine area. Slash 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 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, cut-scene. 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. 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 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. DODGE 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 encountered 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, Hawk Emblem Alloy, Bullets, Combat Knife and a First Aid Spray. Now go back to where you first met Steve. 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! ========================= PALACE AND AIRPORT PART 1 ========================= 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. 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 PART 1. 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. 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 PART 1. A panel will then open. Inside, grab the Steering Wheel. Now go back to the entrance of the Palace. When you try to exit, you'll hear a loud 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. A cut-scene will happen. 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 PART 1. 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, near the stairs leading down to the Prison. =================== MILITARY FACILITY A =================== *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. 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. 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. Use the Pistol at a far distance. A door at the bottom of the stairs will open. Go through it and another Bandersnatch will attack Claire. After the cut-scene 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. 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. Cut-scene 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. Sad, sad cut-scene... 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. Dodge and dogs and go to the blue box on the balcony. Insert the Eagle Plate and the box will reveal an Emblem Card. Put the Lugers inside the Item Box. Travel to the save room and 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. 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 PART 1. 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. =========================================== RETURN TO PALACE AND ONTO PRIVATE RESIDENCE =========================================== 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 background. Then press the painting with a guy holding paper. Then press the painting with the man wearing blue. Then press the giant painting. It will spin and a vase will be revealed. Grab it and check the inside. A Queen Ant Object is inside. Now go to the Save Room on the second floor, right of the area where Alfred first met you. Deposit the Bow Gun and Army Proof. Grab the Lugers and use them on the door in the back. 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. Dodge 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, dodge the Bandersnatch and then enter the building with the Lighter equipped. Inside, climb the staircase until you reach a door. Go through. Cut- scene. 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. 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. Dodge the Banders. 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. ================ RETURN TO PRISON ================ 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. Knife all the zombies. Find the Duralumin Case and use the lockpick to open it. It will reveal Handgun parts, useful against all bosses. 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. Aim for the Doctor with the Custom Gun. Try to ignore the other zombie. 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. Dodge 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. Dodge it and collect the Piano Roll. You have now explored EVERY room in the Prison! Go back to the Palace. ========================================== FINISHING THE PALACE AND PRIVATE RESIDENCE ========================================== Go back to the Casino Room in the Palace. As you enter the yard, a new scene will occur. Wait till it ends. 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 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. As Claire gives chase into Alfred's Room via a secret door, you find out Alfred has been... 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, go to the dock leading to the Airport. ======================== ESCAPING ROCKFORT ISLAND ======================== 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, 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. Collect as much healing items as you can and as much Pistol Ammo as you can. A preferred number is at least 50. If you don't have that, cheat and use the G. Launcher if you got it. 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. Now board the elevator. It will rise, while there is another cut-scene. 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, shoot it with the Custom Handgun LIKE CRAZY. Get far from it with the auto-turn. When it gets up again, fire more shots and then fall, face down. It will get fairly close to you, but it should fall. Reload manually when you are down to 5- bullets. 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. Pay close attention to Alfred in the next few cut-scenes... they'll be important for Chris' game. Back on Claire's plane, the Tyrant gets into the back area of the plane. Tyrant has returned. In the item box, pack ALL your bullets and FAS. Herbs, everything. Even the Knife. ============ ***BOSS 1*** ============ TYRANT Difficulty: HARD Hmmm... this isn't VERY hard. From the door, fire the catapult. Then shoot your Handgun and it will charge hopefully before Tyrant gets to you. Don't worry about wasting ammo. Keep shooting. If it gets close, run passed it. If it hits you, heal with a Green Herb. Now the method is to dodge. Shoot and dodge. Then heal and aim for the catapult and launch it again. Tyrant will probably survive. Repeat the above tactic, no matter how many healing items it takes. Tyrant will eventually be able to be taken out with the catapult. ============ ***BOSS 1*** ============ Once back in the cockpit, cut-scenes occur and you are now in Antarctica. Use the free save! It is important when playing A Rank games. ==================== CLAIRE IN ANTARCTICA ==================== After Steve leaves, head to the right of the busted seaplane. Climb down the ladder and go further right. You'll see a door. Enter. There, grab all the items lying around. Bullets, Explosive Powder and First Aid Spray are in this room, inside the lockers. Dodge/slash 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. 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 acut-scene will occur. 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. Arm the 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 Pistol. Enter through the door into the Production Room. Dodge the easily dodges zombies. 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. 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 Knife 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, QUICKLY shoot the spiders. They are very dangerous. 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. Grab the 2 Handgun Boxes. 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; you aren't getting the Magnum in this guide. 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 a cut-scene. 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. Gear up on Pistol Ammo. Grab the Knife, too. Bring LOTS of gun ammo. LOTS. Now go back to the Lower Production Room. Enter the Lower Mining Room and equip the Gas Mask. Go to the Valve , escape in the vehicle and you will be on a helipad battling Nosferatu. ============ ***BOSS 2*** ============ NOSFERATU Difficulty: Medium Get FAR, FAR away from Nosferatu. We must avoid his poison. Shoot your Handgun clean from the distance. Run around him to avoid poison. Nosferatu is vulnerable at a distance. Keep shooting. Don't forget to grab the Handgun Bullets and FAS on the edges of the helipad. Keep shooting and you will probably run clean on ammo. Nosferatu will be very weak by then. Run up to his chest with the Knife and SLASH. Slash upward. By chance, a clean hit will happen and you'll see a scene with him. Keep slashing if it doesn't and Nosferatu should die soon. If you die, you are basically screwed in getting an A, but you can restart from the area after Tyrant. ============ ***BOSS 2*** ============ A few cut-scenes later, Chris is now in control. ==================================== CHRIS EXPLORES THE MILITARY 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. Cut-scene. 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 any Handgun ammo Claire may have left behind. ============ ***BOSS 3*** ============ GULP WORM Difficulty: Medium We need to kill him. The Knife is basically useless, but 20 or so Handgun Bullets from the Glock can cut it. When it rises, shoot as many clean shots as you can. Repeat this pattern. The Gulp Worm doesn't have a strong body, so bullets are effective. Rodrigo will eventually be swallowed up if you fed him Hemostat. Grab his lighter. You need it for 45 crucial bullets. ============ ***BOSS 3*** ============ 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. Slash the zombies at the legs, as usual. In the Tank Room, crates block the door leading to the Main Yard. Remember the cut-scenes as the island exploded? 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, unload anything uneeded (probably not). 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. In the Control Room, head through the brown door to the Balcony. 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 PERIOD! 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. Dodge the Hunter because the Glock isn't strong against them. Be sure to dodge them! Go back to the room where Claire got the Skeleton Painting, via the brown door in the control room. In that room, avoid the seeker and head out through the other door in that room. Grab the Side Pack on the tables. 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, cut-scene. After the cut-scene, dodge the Bander. 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. ============================= CHRIS ESCAPES ROCKFORT ISLAND ============================= 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 dodge 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. Shoot the zombies and then head to the left fork. Go to the boarding lift, kill the Hunter (possible with Knife and a Green Herb) and grab the Army, Navy and Airforce Proofs. Don't bother going to the submarine because it isn't there. Go back to the Main Hall of the MTF, avoiding 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. Update your Glock on the table, too, because it is a little stronger. 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: Easy Objective: jump in the water and grab the Eagle Plate. Do it. Don't kill this guy. It wastes ammo. Heal when shocked by the monster. Or spell your F-U-N-E-R-A-L. Grab the Eagle Plate, and get out. Grab all the Handgun Ammo and Herbs. ============ ***BOSS 4*** ============ 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. Deposit the Shotgun (you won't use it) 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. Now go to the Harrier Jet Hallway. Use the Halberd on the double doors and they will open. Chris gets on the last harrier jet and flies to Antarctica. ========================= CHRIS IN ANTARCTICA ========================= 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. Dodge 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... You'll automatically be scanned, so kill the Hunter... the Knife puts it down. 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. Bring the Combat Knife. Collect all the Pistol Ammo. Bring 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. Don't grab the Red Jewel. 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. 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. Near the other lift is an Extinguishant barrel. Refill your Empty Extinguisher. If you left it in the Prison, too bad. You can't get 45 Handgun Bullets. Now ride the other lift down. Use the Extinguisher to put out the fire. Pass the Magnum. You won't get it. Run down and to the cabinet and grab the detonator. Attach it to the cabinet and use the Lighter. Grab the 45 Pistol Bullets. 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. Cut-scene. After it's over, 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! Like the ALBINOID ADULT, you can avoid this guy. Get on the ice. Run to Nosferatu and collect the Alexander Pierce. ============ ***BOSS 5*** ============ Check the Pierce and it will turn to Alexander's Jewel. Now go back to the Carousal Room. 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? BEFORE PROCEEDING, MAKE SURE YOU HAVE 25 HANDGUN BULLETS FOR THE GLOCK. 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 45 Bullets. On the shelf is Serum. Take it and get back to Claire. ============================ ***END CLAIRE IS POISONED*** ============================ After she is cured, Alexia will appear again. She taunts. After the cut-scene, you will temporarily be in control of Claire again. ============================== CONTROLLING CLAIRE AGAIN ============================== Your next objective is to find and save Steve. Claire starts out 2 First Aid Spray. YOU MUST HAVE 2 FULL HEALING ITEMS. Also, heal if you were poisoned. Deposit the Custom Handgun and pack the Knife. Head through. You are now in the Tentacle Hall. Pass through the hall and kill Tentacles that appear. Slash them at a distance. 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 a tank (THERE IS NO TANK IN RE, SO DON'T ASK ME HOW TO GET A TANK WEAPON), 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. This is a sad scene. VERY sad. ===================================== CHRIS EXPLORES THE ASHFORD LABS ===================================== Cut-scene. Now we are fighting MONSTER ALEXIA! ============ ***BOSS 7*** ============ ALEXIA I Difficulty: Hard Arm the Glock and run far from Alexia. Shoot her with as many bullets as you can and don't let her corner you. If you do, you're dead. Keep moving and shooting and utilize that 180* turn. Alexia will eventually fall. ============ ***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. Run back to the save room to get Claire's Custom Handgun. As you leave the room, Alexia will rise. She isn't done for yet. Go up the stairs in the mansion hall 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. 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. 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.. 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. ====================== CHRIS FINISHES THE JOB ====================== 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 Custom Handgun until she turns into flying form. During her blob form, heal when in Caution... this boss is surprisingly hard. The Linear Launcher will then finish charging. Grab it. It is the only Non-Handgun/Knife weapon used in the game. When you fire, a periscope will appear (first person like RESIDENT EVIL SURVIVOR). Fire one shot at Alexia and she will finally die. The periscope moves a little slow- be careful! ============ ***BOSS 8*** ============ ======================================================================== ------------------------------------------------------------------------ 24. US/JAPAN CHANGES FAQ ------------------------------------------------------------------------ ======================================================================== ======== CONTENTS ======== UPDATES RESIDENT EVIL WHAT IS BIOHAZARD? COMPLETE OR X? DEMO CODE: VERONICA ORIGINAL CODE: VERONICA (DC) BIOHAZARD CODE: VERONICA COMPLETE (DC) BIOHAZARD CODE: VERONICA COMPLETE(PS2) RESIDENT EVIL CODE: VERONICA (DC) RESIDENT EVIL CODE: VERONICA X (PS2) CHANGES FROM JAPANESE VERSION TO U.S. VERSION (CVC/CVX) COMPARISONS OF ALL VERSIONS FREQUENTLY ASKED QUESTIONS FUTURE OF RESIDENT EVIL CONCLUSION ============= RESIDENT EVIL ============= In March 22, 1996, Capcom released Resident Evil in Japan and 8 days later in America. It redefined survival horror, making Alone in the Dark a thing of the past. The game itself supported marvelous graphics, FMV and fun gameplay. Remakes of the game were imminent, knowing Capcom. Resident Evil: Director's Cut added to an already great game. Resident Evil 2 appeared on the PlayStation (PS one) and soon appeared on the Dreamcast and N64. It boasted even greater graphics, a wonderfully crafted storyline and to add, it sold faster than any PS one game to date, selling 1 Million copies within a month. Resident Evil 3: Nemesis or Last Escape was then released, adding flavor to the Resident Evil storyline, adding quick options, the auto- turn and a new nemesis. CODE: Veronica was released for Sega's Dreamcast shortly after. It had the best graphics of any Resident Evil game to date, and sported the best voice acting, etc. Capcom rereleased CODE: Veronica as CODE: Veronica Complete and CODE: Veronica X for both the PS2 and the Dreamcast. What were the differences? Read on to find out. ================== WHAT IS BIOHAZARD? ================== BioHazard is the name of Resident Evil in Japan (like Super Mario Bros. 2 is called Super Mario USA in Japan). The reason why it is called Resident Evil in Europe and America is because the band, Biohazard, copyrighted the name in those territories. So if you ever wanted to import Resident Evil from Japan but you could never find it, its because the name isn't called Resident Evil on the box. Remember that! Besides the name game, Resident Evil and BioHazard remain identical in game terms. But not completely identical. Look on to find out. ============== COMPLETE OR X? ============== So is it called Resident Evil CODE: Veronica Complete, Resident Evil CODE: Veronica X, BioHazard CODE: Veronica X for BioHazard CODE: Veronica Complete? Well... here is a chart, showing the names in their appropriate countries (including PAL EUROPE/ AUSTRALIA areas). AMERICA | JAPAN | EUROPE ------------------------ RECVX | BHCVC | RECVX RECVX= Resident Evil CODE: Veronica X BHCVC= BioHazard CODE: Veronica Complete Does that clear anything up? Other *UNOFFICIAL* names: | JAPAN | --------- BIOHAZARD CODE: VERONICA PERFECT EDITION BIOHAZARD CODE: VERONICA DIRECTOR'S CUT BIOHAZARD CODE: VERONICA SPECIAL EDITION | AMERICA/ PAL | ---------------- RESIDENT EVIL CODE: VERONICA COMPLETE RESIDENT EVIL CODE: VERONICA PERFECT EDITION RESIDENT EVIL CODE: VERONICA DIRECTOR'S CUT =================== DEMO CODE: VERONICA =================== The demo version of CODE: Veronica was released in Japan as a demo along with the Dreamcast version of BioHazard 2 Value Plus. It featured the first part of the game (of course) and eventually was outfitted to the final product. ============================ ORIGINAL CODE: VERONICA (DC) ============================ This version is identical to all future versions, except that a mini game, according to mysticcat, a friend of mine, a mini game, featuring the minor character, Rodrigo Raval, was removed from the final version. I don't know where he got this tid bit of information, but thanks to mysticcat for the information. ====================================== BIOHAZARD CODE: VERONICA COMPLETE (DC) ====================================== This is the original BioHazard CODE: Veronica with new cut-scenes that were absent from the original. The game, though, was basically the same as the original, gameplay-wise, except that Battle Mode is now unlocked. This game will never see the light of day in America or PAL areas because of the low Dreamcast support. The PS2 version of this game has been released, though. The original CODE: Veronica for DC is available now, for $19.95, the cheapest price from Capcom.com. ======================================= BIOHAZARD CODE: VERONICA COMPLETE (PS2) ======================================= This is the original BioHazard CODE: Veronica with new cut-scenes that were absent from the original, ported to the PS2. The game, though, was basically the same as the original, gameplay-wise. It also contains a Devil May Cry Demo, which isn't in any DC version. The game is available in all territories now. For comparisons, seek that particular section. ================================= RESIDENT EVIL CODE: VERONICA (DC) ================================= This is the original BioHazard CODE: Veronica without the new cut- scenes. The game, though, was basically the same as the complete version for DC, gameplay-wise, except that Battle Mode is locked. This game was released as a limited version in Japan and as unlimited versions in Japan, America and PAL areas, for Dreamcast. This game is available for amazingly cheap, $19.95, at Capcom.com or other retailers. ============================== RESIDENT EVIL CODE: VERONICA X ============================== The PS2 version of CODE: Veronica, this game supports the cut-scenes that were excluded from the original. The game is now one DVD ROM, as opposed to the dual GD-ROM on all Dreamcast versions. It also contains a Devil May Cry Demo, which isn't in any DC version. The game is available in all territories now. =============================================== CHANGES FROM JAPANESE VERSION TO U.S. (CVC/CVX) =============================================== FEATURE | US/PAL VERSION | JAPANESE VERSION ------------------------------------------- DIFFICULTY MODE | NONE | NORMAL/EASY/VERY EASY DISC NUMBER | 2 (DC), 1 (PS2) | 2 (DC), 1 (PS2) VOICE LANGUAGE | ENGLISH | ENGLISH JAPANESE SUBTITLE | NO | YES RELEASED FOR DC | NO | YES | RELEASED FOR PS2 | YES | YES | CONTAINS DMC DEMO | YES (PS2) | YES (PS2) MAIN NAME | RESIDENT EVIL | BIOHAZARD | SUBTITLE | CODE: VERONICA | CODE: VERONICA RERELEASE SUBTITLE | X | COMPLETE | =========================== COMPARISONS OF ALL VERSIONS =========================== Here are comparisons of every version of every CODE: Veronica game out right now, in all territories. These are all comparisons of all the detail and the big difference between all versions of CODE: Veronica. | GAMES | DISC # | NEW SCENES | DIFFICULTY | PLATFORM | COUNTRIES | ------------------------------------------------------------------ | RECV | 2 | NO | NO | DC | US/PAL | | BHCV | 2 | NO | YES | DC | US/PAL | | RECVX | 1 | YES | NO | PS2 | US/PAL | | BHCVC | 2 | YES | YES | DC | JP | | BHCVC | 1 | YES | YES | PS2 | JP | | DEMO | 1 | NO | NO | DC | JP | | BHCVC | 2** | PROBABLY***|PROBABLY****| GAMECUBE | JP(UR) | RECV: Resident Evil CODE: Veronica BHCV: BioHazard CODE: Veronica RECVX: Resident Evil CODE: Veronica X BHCVC: BioHazard CODE: Veronica Complete DEMO: Demo CODE: Veronica UR: Unreleased **Most likely amount of mini discs for GameCube version, since a Mini Disc holds 1.5 GIGS of data, which might not be enough to hold both data from the Dreamcast versions. ***CODE: Veronica Complete has been announced its own port on the Nintendo GameCube. It will most likely feature the new scenes from the PS2 version and the DC Complete version. This is not guaranteed, but the odds are that the GCN version will feature the new scenes. ****At least the Japanese version will probably have difficulty, as every other complete Japanese version of CV/CVC has had difficulty. The America/PAL version, if it arrives, will probably not have any difficulty. ========================== FREQUENTLY ASKED QUESTIONS ========================== QUESTION -------- Why aren't there any difficulty modes in the PAL/American versions? ANSWER ------ I don't know why they removed them. One can guess that Capcom games were getting too easy for Americans. QUESTION -------- Why is the Dreamcast version 2 disc when the PS2 version is 1? ANSWER ------ Well, each Dreamcast GD-ROM holds 1 GIG of data, versus the PS2's DVD- ROM, which holds 3.45 GIGS. QUESTION -------- I have a gameplay question! ANSWER ------ Ask! I made a FAQ for all CODE: Veronica games! QUESTION -------- I want CODE: Veronica X on Dreamcast! I don't have a PS2! Is importing a good idea? ANSWER ------ If you own the original CODE: Veronica, go ahead an import. The new scenes are worth it. You will need a Japanese Dreamcast, or preferably a DC-X boot disc, available at Electronics Boutique or other retailers. Grab one, because they will vanish once the Dreamcast is completely discontinued. Please note that some key elements, like puzzles, are in Japanese, so you'll need quite a few FAQS, if you haven't played or beaten the original. QUESTION -------- I spent money on the original CODE: Veronica. I don't want to spend more on a rehash! How do I find out the new scenes? ANSWER ------ I am partially against downloads, so refer to my "New Events Guide" available at GameFAQS.com. QUESTION -------- I bought CODE: Veronica Complete for DC, but I never bought the original, so I can't read files! Where can I find File Transcripts? ANSWER ------ I made a FAQ for File Transcripts at GameFAQS.com! Check them out! QUESTION -------- About importing, are the voices in Japanese like Shenmue or in English? ANSWER ------ All versions of RE/BH are in English voices. QUESTION -------- Why is RE/BH in English only? ANSWER ------ Seeing as how the voice acting isn't exactly top notch, Japanese voice acting would be expensive and dubbing would add to costs. Its an advantage for Americans. QUESTION -------- Which version is better? BHCVC for DC or RECVX for PS2? ANSWER ------ Graphics-wise, the PS2 version is dimmer, but sharper and clearer. If you don't know Japanese, the PS2 version is good. If you know Japanese and you have methods for playing Japanese games on your DC, then go for BHCVC (DC). For convenience, assuming you live in PAL/America, grab the PS2 version if you have a PS2. If you live in Japan, the DC version is advised. QUESTION -------- Which version do you prefer? ANSWER ------ That depends. I liked CODE: Veronica Complete for DC better, because I played the original and CVC had Battle Mode unlocked and better lighted graphics. If you have a universal DC or a PS2, and you played the original, grab the DC version. If you have a universal DC and a PS2 and never played the original, grab the PS2 version. QUESTION -------- Which version is more expensive? ANSWER ------ The DC version can be expensive to import, along with the DC-X. The PS2 version can be pricey if you don't have a PS2. Here are the prices... | PS2 VERSION | DREAMCAST VERSION | GAMECUBE VERSION | ------------------------------------------------------ | $50 | APPX $58**--$78***| APPX $60-70**** | APPX: Approximate value. **Without DC-X. ***With DC-X. ****Likely price for GameCube version import. GameCube can be modded easily, so boot disc not required. ======================================================================== ------------------------------------------------------------------------ 25. SPOILER FREE WALKTHROUGH ------------------------------------------------------------------------ ======================================================================== ============= PRISON PART 1 ============= After the cut-scene is over, equip the Lighter. You'll see a scene. If you play the game right, you'll be back in this room later. Grab the Combat Knife. Exit through the door. Pass the room and climb the stairs. When you're at the top, equip the Combat Knife. Walk passed the burning truck until a cut-scene happens. After it, DODGE the zombies for the door passed them. 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. Claire now has a Pistol. After he leaves, grab the ammo over by the burning truck (near corpse of door you just came from). Head through the door in front of Claire. 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. ======================= OPTIONAL AREA: BARRACKS ======================= There are M100P's within that area, but zombies, too! Be careful! ======================= OPTIONAL AREA: BARRACKS ======================= You are now in the Guillotine area. Slash 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 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, cut-scene. 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. 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 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. DODGE 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 encountered 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, Hawk Emblem Alloy, Bullets, Combat Knife and a First Aid Spray. Now go back to where you first met Steve. 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! ========================= PALACE AND AIRPORT PART 1 ========================= 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. 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 PART 1. 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. 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 PART 1. A panel will then open. Inside, grab the Steering Wheel. Now go back to the entrance of the Palace. When you try to exit, you'll hear a loud 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. A cut-scene will happen. 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 PART 1. 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, near the stairs leading down to the Prison. =================== MILITARY FACILITY A =================== *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. 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. 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. Use the Pistol at a far distance. A door at the bottom of the stairs will open. Go through it and another Bandersnatch will attack Claire. After the cut-scene 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. 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. Cut-scene 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. Sad, sad cut-scene... 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. Dodge and dogs and go to the blue box on the balcony. Insert the Eagle Plate and the box will reveal an Emblem Card. Put the Lugers inside the Item Box. Travel to the save room and 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. 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 PART 1. 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. =========================================== RETURN TO PALACE AND ONTO PRIVATE RESIDENCE =========================================== 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 background. Then press the painting with a guy holding paper. Then press the painting with the man wearing blue. Then press the giant painting. It will spin and a vase will be revealed. Grab it and check the inside. A Queen Ant Object is inside. Now go to the Save Room on the second floor, right of the area where Alfred first met you. Deposit the Bow Gun and Army Proof. Grab the Lugers and use them on the door in the back. 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. Dodge 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, dodge the Bandersnatch and then enter the building with the Lighter equipped. Inside, climb the staircase until you reach a door. Go through. Cut- scene. 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. 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. Dodge the Banders. 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. ================ RETURN TO PRISON ================ 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. Knife all the zombies. Find the Duralumin Case and use the lockpick to open it. It will reveal Handgun parts, useful against all bosses. 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. Aim for the Doctor with the Custom Gun. Try to ignore the other zombie. 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. Dodge 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. Dodge it and collect the Piano Roll. You have now explored EVERY room in the Prison! Go back to the Palace. ========================================== FINISHING THE PALACE AND PRIVATE RESIDENCE ========================================== Go back to the Casino Room in the Palace. As you enter the yard, a new scene will occur. Wait till it ends. 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 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. As Claire gives chase into Alfred's Room via a secret door, you find out Alfred has been... 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, go to the dock leading to the Airport. ======================== ESCAPING ROCKFORT ISLAND ======================== 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, 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. Collect as much healing items as you can and as much Pistol Ammo as you can. A preferred number is at least 50. If you don't have that, cheat and use the G. Launcher if you got it. 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. Now board the elevator. It will rise, while there is another cut-scene. 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, shoot it with the Custom Handgun LIKE CRAZY. Get far from it with the auto-turn. When it gets up again, fire more shots and then fall, face down. It will get fairly close to you, but it should fall. Reload manually when you are down to 5- bullets. 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. Pay close attention to Alfred in the next few cut-scenes... they'll be important for Chris' game. Back on Claire's plane, the Tyrant gets into the back area of the plane. Tyrant has returned. In the item box, pack ALL your bullets and FAS. Herbs, everything. Even the Knife. ============ ***BOSS 1*** ============ TYRANT Difficulty: HARD Hmmm... this isn't VERY hard. From the door, fire the catapult. Then shoot your Handgun and it will charge hopefully before Tyrant gets to you. Don't worry about wasting ammo. Keep shooting. If it gets close, run passed it. If it hits you, heal with a Green Herb. Now the method is to dodge. Shoot and dodge. Then heal and aim for the catapult and launch it again. Tyrant will probably survive. Repeat the above tactic, no matter how many healing items it takes. Tyrant will eventually be able to be taken out with the catapult. ============ ***BOSS 1*** ============ Once back in the cockpit, cut-scenes occur and you are now in Antarctica. Use the free save! It is important when playing A Rank games. ==================== CLAIRE IN ANTARCTICA ==================== After Steve leaves, head to the right of the busted seaplane. Climb down the ladder and go further right. You'll see a door. Enter. There, grab all the items lying around. Bullets, Explosive Powder and First Aid Spray are in this room, inside the lockers. Dodge/slash 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. 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 acut-scene will occur. 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. Arm the 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 Pistol. Enter through the door into the Production Room. Dodge the easily dodges zombies. 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. 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 Knife 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, QUICKLY shoot the spiders. They are very dangerous. 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. Grab the 2 Handgun Boxes. 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; you aren't getting the Magnum in this guide. 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 a cut-scene. 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. Gear up on Pistol Ammo. Grab the Knife, too. Bring LOTS of gun ammo. LOTS. Now go back to the Lower Production Room. Enter the Lower Mining Room and equip the Gas Mask. Go to the Valve , escape in the vehicle and you will be on a helipad battling Nosferatu. ============ ***BOSS 2*** ============ NOSFERATU Difficulty: Medium Get FAR, FAR away from Nosferatu. We must avoid his poison. Shoot your Handgun clean from the distance. Run around him to avoid poison. Nosferatu is vulnerable at a distance. Keep shooting. Don't forget to grab the Handgun Bullets and FAS on the edges of the helipad. Keep shooting and you will probably run clean on ammo. Nosferatu will be very weak by then. Run up to his chest with the Knife and SLASH. Slash upward. By chance, a clean hit will happen and you'll see a scene with him. Keep slashing if it doesn't and Nosferatu should die soon. If you die, you are basically screwed in getting an A, but you can restart from the area after Tyrant. ============ ***BOSS 2*** ============ A few cut-scenes later, Chris is now in control. ==================================== CHRIS EXPLORES THE MILITARY 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. Cut-scene. 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 any Handgun ammo Claire may have left behind. ============ ***BOSS 3*** ============ GULP WORM Difficulty: Medium We need to kill him. The Knife is basically useless, but 20 or so Handgun Bullets from the Glock can cut it. When it rises, shoot as many clean shots as you can. Repeat this pattern. The Gulp Worm doesn't have a strong body, so bullets are effective. Rodrigo will eventually be swallowed up if you fed him Hemostat. Grab his lighter. You need it for 45 crucial bullets. ============ ***BOSS 3*** ============ 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. Slash the zombies at the legs, as usual. In the Tank Room, crates block the door leading to the Main Yard. Remember the cut-scenes as the island exploded? 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, unload anything uneeded (probably not). 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. In the Control Room, head through the brown door to the Balcony. 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 PERIOD! 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. Dodge the Hunter because the Glock isn't strong against them. Be sure to dodge them! Go back to the room where Claire got the Skeleton Painting, via the brown door in the control room. In that room, avoid the seeker and head out through the other door in that room. Grab the Side Pack on the tables. 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, cut-scene. After the cut-scene, dodge the Bander. 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. ============================= CHRIS ESCAPES ROCKFORT ISLAND ============================= 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 dodge 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. Shoot the zombies and then head to the left fork. Go to the boarding lift, kill the Hunter (possible with Knife and a Green Herb) and grab the Army, Navy and Airforce Proofs. Don't bother going to the submarine because it isn't there. Go back to the Main Hall of the MTF, avoiding 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. Update your Glock on the table, too, because it is a little stronger. 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: Easy Objective: jump in the water and grab the Eagle Plate. Do it. Don't kill this guy. It wastes ammo. Heal when shocked by the monster. Or spell your F-U-N-E-R-A-L. Grab the Eagle Plate, and get out. Grab all the Handgun Ammo and Herbs. ============ ***BOSS 4*** ============ 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. Deposit the Shotgun (you won't use it) 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. Now go to the Harrier Jet Hallway. Use the Halberd on the double doors and they will open. Chris gets on the last harrier jet and flies to Antarctica. ========================= CHRIS IN ANTARCTICA ========================= 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. Dodge 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... You'll automatically be scanned, so kill the Hunter... the Knife puts it down. 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. Bring the Combat Knife. Collect all the Pistol Ammo. Bring 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. Don't grab the Red Jewel. 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. 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. Near the other lift is an Extinguishant barrel. Refill your Empty Extinguisher. If you left it in the Prison, too bad. You can't get 45 Handgun Bullets. Now ride the other lift down. Use the Extinguisher to put out the fire. Pass the Magnum. You won't get it. Run down and to the cabinet and grab the detonator. Attach it to the cabinet and use the Lighter. Grab the 45 Pistol Bullets. 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. Cut-scene. After it's over, 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! Like the ALBINOID ADULT, you can avoid this guy. Get on the ice. Run to Nosferatu and collect the Alexander Pierce. ============ ***BOSS 5*** ============ Check the Pierce and it will turn to Alexander's Jewel. Now go back to the Carousal Room. 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? BEFORE PROCEEDING, MAKE SURE YOU HAVE 25 HANDGUN BULLETS FOR THE GLOCK. 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 45 Bullets. On the shelf is Serum. Take it and get back to Claire. ============================ ***END CLAIRE IS POISONED*** ============================ After she is cured, Alexia will appear again. She taunts. After the cut-scene, you will temporarily be in control of Claire again. ============================== CONTROLLING CLAIRE AGAIN ============================== Your next objective is to find and save Steve. Claire starts out 2 First Aid Spray. YOU MUST HAVE 2 FULL HEALING ITEMS. Also, heal if you were poisoned. Deposit the Custom Handgun and pack the Knife. Head through. You are now in the Tentacle Hall. Pass through the hall and kill Tentacles that appear. Slash them at a distance. 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 a tank (THERE IS NO TANK IN RE, SO DON'T ASK ME HOW TO GET A TANK WEAPON), 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. This is a sad scene. VERY sad. ===================================== CHRIS EXPLORES THE ASHFORD LABS ===================================== Cut-scene. Now we are fighting MONSTER ALEXIA! ============ ***BOSS 7*** ============ ALEXIA I Difficulty: Hard Arm the Glock and run far from Alexia. Shoot her with as many bullets as you can and don't let her corner you. If you do, you're dead. Keep moving and shooting and utilize that 180* turn. Alexia will eventually fall. ============ ***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. Run back to the save room to get Claire's Custom Handgun. As you leave the room, Alexia will rise. She isn't done for yet. Go up the stairs in the mansion hall 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. 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. 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.. 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. ====================== CHRIS FINISHES THE JOB ====================== 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 Custom Handgun until she turns into flying form. During her blob form, heal when in Caution... this boss is surprisingly hard. The Linear Launcher will then finish charging. Grab it. It is the only Non-Handgun/Knife weapon used in the game. When you fire, a periscope will appear (first person like RESIDENT EVIL SURVIVOR). Fire one shot at Alexia and she will finally die. The periscope moves a little slow- be careful! ============ ***BOSS 8*** ============ ======================================================================== ------------------------------------------------------------------------ 26. MY REVIEWS ------------------------------------------------------------------------ ======================================================================== =================================== RESIDENT EVIL CODE: VERONICA REVIEW =================================== You gotta love this game! Great graphics, the works! Anyway, if you don't think CODE: Veronica is a good game, I don't know what to say. After the great atmosphere in Resident Evil 1, the great story in Resident Evil 2, the great action packed adventure in Resident Evil 3: Last Escape and the great general idea behind Resident Evil: Gun Survivor, CODE: Veronica INCOMPLETE is a must! Gameplay: 8 The controls are a little confusing. In about a half hour, you'll learn these controls by memory. Also, you control two characters named Chris and Claire, while another character names Steve Burnside is controlled briefly. There is also a Battle Game mode, a mini game where you go through a gaunlet of enemies. The mysterious character is also playable. It is overall fun, but gets boring after awhile. Story: 9 The story is very interesting, as it follows Claire as she looks for her brother, Chris Redfield. She is captured and is taken to an island, which because of this mysterious character, was turned into zombie hell. Chris comes later on to help Claire out. The story also focuses on the T- Veronica Virus, which was created by the Ashford family. Similar to the T and G- Viruses of the past RE games, the T- Veronica Virus is what turns things into strong monsters, hence the zombies in the game. The T- Veronica Virus turns you into a dragonfly monster type thing you must fight in the game. The G- Virus is featured in RE2 and the T- Virus is what the zombies are made of. Sound/Audio: 9 The sound was much better than RE2's! It was clear and improved. The character actors are great, also. Claire and Chris and Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and Alexia's voices are superior! Replay Value: 7 Unlike the past RE games, you need not beat the game more than once to get the story. But, it is always satisfying to replay the game to understand it more. But replaying and getting an A ranking can help you get a secret reward. Overall: 8 Well, this game is B ranked because the PS2 CODE: Veronica X was released with more storyline features. The extra footage is a must and the story is developed more in this new Code Veronica X for PS2. But the original still has an upbringing in the RE world. You just get less, that's all. ==================================================== BIOHAZARD CODE: VERONICA COMPLETE (DREAMCAST) REVIEW ===================================================== Well, Capcom released its remake of Resident Evil CODE: Veronica, dubbed Complete. It was to feature additional scenes, involving a certain character that rymes with fesker. The scenes were featured, and reveal more about this mysterious character. Gameplay: 8 The controls are a little confusing. In about a half hour, you'll learn these controls by memory. Also, you control two characters named Chris and Claire, while another character names Steve Burnside is controlled briefly. There is also a Battle Game mode, a mini game where you go through a gaunlet of enemies. The mysterious character is also playable. It is overall fun, but gets boring after awhile. Story: 9 The story is very interesting, as it follows Claire as she looks for her brother, Chris Redfield. She is captured and is taken to an island, which because of this mysterious character, was turned into zombie hell. Chris comes later on to help Claire out. The story also focuses on the T- Veronica Virus, which was created by the Ashford family. Similar to the T and G- Viruses of the past RE games, the T- Veronica Virus is what turns things into strong monsters, hence the zombies in the game. The T- Veronica Virus turns you into a dragonfly monster type thing you must fight in the game. The G- Virus is featured in RE2 and the T- Virus is what the zombies are made of. Sound/Audio: 9 The sound was much better than RE2's! It was clear and improved. The character actors are great, also. Claire and Chris and Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and Alexia's voices are superior! Replay Value: 7 Unlike the past RE games, you need not beat the game more than once to get the story. But, it is always satisfying to replay the game to understand it more. But replaying and getting an A ranking can help you get a secret reward. Overall: 8 Well, this game is B ranked because it was already released. The extra footage is a must and the story is developed more in this new Code Veronica. There are also difficulty rankings, absent in the original. It depends on your money and your RE liking if you want to get this cool game! This game will come out in America in May- June for PS2. It will be titled Resident Evil CODE: Veronica X. Enjoy the latest Resident Evil game and arguably the best one! -CVFREAK aka CVXFREAK Reviewer's Score: 9 / 10, Originally Posted on 3/31/2001 ===================================== RESIDENT EVIL CODE: VERONICA X REVIEW ===================================== Well, Capcom released its remake of Resident Evil CODE: Veronica, dubbed Complete. It was to feature additional scenes, involving a certain character that rhymes with fesker. The scenes were featured, and reveal more about this mysterious character. Gameplay: 8 The controls are a little confusing. In about a half hour, you'll learn these controls by memory. Also, you control two characters named Chris and Claire, while another character names Steve Burnside is controlled briefly. There is also a Battle Game mode, a mini game where you go through a gaunlet of enemies. The mysterious character is also playable. It is overall fun, but gets boring after awhile. Story: 9 The story is very interesting, as it follows Claire as she looks for her brother, Chris Redfield. She is captured and is taken to an island, which because of this mysterious character, was turned into zombie hell. Chris comes later on to help Claire out. The story also focuses on the T- Veronica Virus, which was created by the Ashford family. Similar to the T and G- Viruses of the past RE games, the T- Veronica Virus is what turns things into strong monsters, hence the zombies in the game. The T- Veronica Virus turns you into a dragonfly monster type thing you must fight in the game. The G- Virus is featured in RE2 and the T- Virus is what the zombies are made of. Sound/Audio: 9 The sound was much better than RE2's! It was clear and improved. The character actors are great, also. Claire and Chris and Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and Alexia's voices are superior! Replay Value: 7 Unlike the past RE games, you need not beat the game more than once to get the story. But, it is always satisfying to replay the game to understand it more. But replaying and getting an A ranking can help you get a secret reward. Overall: 8 Well, this game is B ranked because it was already released. The extra footage is a must and the story is developed more in this new Code Veronica. There are also difficulty rankings, absent in the original. It depends on your money and your RE liking if you want to get this cool game! This game will come out in America in May- June for PS2. It will be titled Resident Evil CODE: Veronica X. American and European fans aren't getting a DC version :( Enjoy the latest Resident Evil game and arguably the best one! -CVFREAK aka CVXFREAK Reviewer's Score: 8 / 10, Originally Posted on 5/6/2001 ======================================================================== ------------------------------------------------------------------------ 27. CONCLUSION ------------------------------------------------------------------------ ======================================================================== This was my first FAQ, and since then FAQ writing has been great. Hopefully you found this FAQ useful, and I hope you liked it. Thanks to: Myself, for writing this FAQ MysticCat: For various information CJayC: For posting this FAQ Minesweeper: For letting me use his FAQ style for this remake FAQ and the Ammo Charts! Rob McGregor: For being an RE guy. Whee. Stephen Ng/Hilary/Jon/Chris at IGN Saiki for Wesker's Report II's translation Peter Judson at NeoSeeker for posting this on NeoSeeker No Thanks to: People who constantly e-mail me for content found in this FAQ CVXFREAK FireEmblemPride@hotmail.com This FAQ is copyright 2001/2002 by CVXFREAK. All rights reserved. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* FAQ POLICY: ----------- With 2003 in as of this writing, I have created a new policy for my FAQs. Please follow this policy. E-MAIL POLICY: I no longer answer e-mails about anything found in these guides. My FAQs comprehensively answer the questions, and any e-mail about content found IN the guides is not tolerated. Please read this and make sure what you're e-mailing is within bounds of answering. If I haven't answered a question of yours, then you overstepped the boundaries. HOSTING POLICY: These following websites can host all of my guides in one form of another. NO MORE WEBSITES MAY HOST MY GUIDES UNLESS THEY HAVE ANY FORM OF COMPENSATION. It's not very fair to have one website offer me something, and another one not offer me anything. It's not a greed factor, or anything personal, it's just that some websites do much better than others to refavor me for my own hard work, and rewarded they shall be. www.gamefaqs.com faqs.ign.com www.neoseeker.com www.new-blood.com cubed.biohazardextreme.com www.a2zcheats.com www.cheats.de www.psxcodez.com www.meristation.net (I might have missed one or two, but they likely have less visitors). COPYRIGHT POLICY: All my FAQs have copyrights starting 2002. Any copyrights before that are ineffective as of January 1, 2003. You probably don't care, so don't violate the copyright and you'll be fine. Sorry to waste your time reading this, but it has to be said in the form of the new year. ---CVXFREAK FireEmblemPride@hotmail.com *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*