Resident Evil: Code Veronica X Walkthrough :
This walkthrough for Resident Evil: Code Veronica X [Game Cube] has been posted at 22 Apr 2010 by muhammed and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up muhammed and share this with your freinds. And most important we have 9 other walkthroughs for Resident Evil: Code Veronica X, read them all!
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Walkthrough - FAQ/Walkthrough____ _____ ____ ___ ____ _____ _ _ _____ _______ ____ _ | _ \| ___/ ___|_ _| _ \| ___| \ | |_ _| | ___\ \ / / _| | | | \ | |_ | (___ | || | \ | |_ | \| | | | | |_ \ \ / /| || | | |_| | _| \___ \| || | || _| | | | | | _| \ \/ / | || | | _ <| |___ ___) | || |_/ | |___| |\ | | | | |___ \ / | || |___ |_| \_\_____|____/___|____/|_____|_| \_| |_| |_____| \/ |___|_____| ____ ___ ____ _____ __ __ _ / ___/ _ \| _ \| ____|_ \ \ / /__ _ __ ___ _ __ (_) ___ __ _ | | | | | | | | | _| (_) \ \ / / _ \ '__/ _ \| '_ \| |/ __/ _` | | |__| |_| | |_| | |___ _ \ | / __/ | | (_) | | | | | (_| (_| | \____\___/|____/|_____(_) \_/ \___|_| \___/|_| |_|_|\___\__,_| ------------------------------------------------------------------------ ************************************************************************ 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) N I N T E N D O G A M E C U B E U L T I M A T E O N L I N E G U I D E ************************************************************************ ------------------------------------------------------------------------ Version 3.0 June 17, 2007 =-=-=-=-=-=-=-=-= Table of Contents =-=-=-=-=-=-=-=-= 1. Introduction 2. Version 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 Alternate Scenes 19. New Events Guide 20. North America/Japan Changes 21. 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 the title "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. In 2006, Japan received a final version of CODE: Veronica Complete for the PlayStation 2, bundled with a soundtrack. This guide specifically covers the GameCube version of CODE: Veronica X although it may be used for the other versions as well. ======================================================================== ------------------------------------------------------------------------ 2. Version History ------------------------------------------------------------------------ ======================================================================== Version 1.5 ----------- June 17, 2007 - Rewrote most of the main walkthrough and cleaned up the formatting. Still have to rewrite most of the Battle Guide, but I've done my best to clean that section up for the moment. Version 1.0 ----------- August 14, 2003 - CODE: Veronica Complete is the same on the GameCube as it is on the Dreamcast and PlayStation 2. So, after playing it through, I took my walkthrough from the Dreamcast version, made a few changes, and put it in this walkthrough. Guide done. ======================================================================== ------------------------------------------------------------------------ 3. Controls ------------------------------------------------------------------------ ======================================================================== ---TYPE A--- A: OK/ATTACK/CHECK B: CANCEL/RUN X: UNUSED Y: STATUS Z: MAP R: ATTACK STANCE L: CHANGE AIM START: OPTION CONTROL STICK: LEFT/RIGHT/FORWARD/BACKWARD D-PAD: LEFT/RIGHT/FORWARD/BACKWARD C-STICK: AUTO-TURN ---TYPE B--- A: OK/ATTACK/CHECK B: CANCEL/RUN X: MAP Y: STATUS Z: UNUSED R: ATTACK STANCE L: CHANGE AIM START: OPTION CONTROL STICK: LEFT/RIGHT/FORWARD/BACKWARD D-PAD: LEFT/RIGHT/FORWARD/BACKWARD C-STICK: AUTO-TURN ---TYPE C--- A: OK/ATTACK/CHECK B: CANCEL X: STATUS Y: MAP Z: UNUSED R: FORWARD (Press Lightly)/RUN (Press Strongly) L: ATTACK STANCE START: OPTION CONTROL STICK: LEFT/RIGHT/FORWARD/BACKWARD D-PAD: LEFT/RIGHT/FORWARD/BACKWARD C-STICK: AUTO-TURN ======================================================================== ------------------------------------------------------------------------ 4. Characters ------------------------------------------------------------------------ ======================================================================== --------------- Claire Redfield --------------- Age: 19 Claire Redfield returns after co-starring in Resident Evil 2 with Leon. Sister of Chris Redfield, Claire's tough and intelligent for a 19 year- old, and has the ability to survive even the most dire circumstances. She went to Raccoon City to look for her brother, but instead found the city to be infested with zombies. She escaped with Leon and Sherry Birkin and continues her search in CODE: Veronica. -------------- Chris Redfield -------------- Age: 26 Chris, fresh off his experiences in the original Resident Evil, returns to rescue his little sister from Umbrella's evil clutches. After living through the Spencer Estate disaster, he dedicated his life to taking Umbrella down with his fellow S.T.A.R.S. members, Jill Valentine, Barry Burton and Rebecca Chambers. He just might be the guy we've seen in the Biohazard 5 trailer... -------------- Steve Burnside -------------- Age: 17 Steve Burnside is a teenage prisoner on Rockfort Island, where he was taken along with his father after offending the Umbrella Corporation. Like Claire, he too has a knack for surviving tense situations, and despite his brash, wreckless nature, Steve is generally a competent boy who can fly planes, shoot with both hands and look like a certain famous Hollywood actor... ------------- Albert Wesker ------------- Age: 38 He was the leader of the S.T.A.R.S. until he supposedly died in the Spencer Mansion incident. And now he's back, with a vengeance and a sinister plot that now forms the backbone of the Resident Evil series' plot. Supercharged thanks to a special virus, he's a forced to be reckoned with. -------------- Alfred Ashford -------------- Age: 27 Alfred is in charge of Rockfort Island, and believes Claire is the cause of the outbreak that's occurred on the island. Hence, he wants to murder her with a passion. He carries a terrible secret related to his family, who are key players in the history of the Umbrella Corporation. -------------- Alexia Ashford -------------- Age: 27 She is Alfred's twin sister who supposedly died in a freak accident. Before her death, she was a brilliant scientist at the young age of 10, a child prodigy if there were ever one. However, the truth regarding the circumstances that surround her will reveal itself in the game... ------------------ Rodrigo Juan Raval ------------------ Age: Unknown He captured Claire Redfield in Paris and after the attack on Rockfort Island, frees her. After all, he has nothing to lose if he's about to die from either the zombies or the wound on his abdomen. However cold as he may appear, Rodrigo's actually not so heartless and does have genuine good will in himself. ======================================================================== ------------------------------------------------------------------------ 5. STRATEGIES ------------------------------------------------------------------------ ======================================================================== ----------------- - Avoid Enemies - ----------------- In the game, many enemies can be avoided by running around them before they can react and attack you. Not only does this save you ammo, it can avoid getting you injured and making you use up a precious healing item. ---------------------- - Keep Your Distance - ---------------------- Very important should avoiding an enemy not be an option. Keep your distance while you're attacking. Thankfully, unlike the other Biohazard games, weapons don't seem to noticeably lose their effectiveness when fired from afar (they might, but you'd probably at most lose a bullet or two). By keeping your distance, you have a smaller chance of injury. ----------------- - Conserve Ammo - ----------------- You do not have unlimited ammo, which means you should make every effort to save your ammo for when you need it. Don't waste Magnum ammo on a zombie unless you're absolutely forced to (which shouldn't happen unless you're in danger condition). Conserving ammo while using it reasonably leaves you in a good position for a majority of the game. You'll be able to take on most challenges that come at you. --------------------------- - Use Your Weapons Wisely - --------------------------- A more powerful weapon many times is the worst possible weapon to use. Don't use the Magnum on one lone zombie, and don't use the Handgun against a group of zombies. The Magnum needs to be saved for powerful foes, and the Handgun should be used for lone enemies a fair distance away. Thankfully, the Shotgun and Grenade Launcher are flexible. The Shotgun will burn through groups of zombies in two or three shots, while the Grenade Launcher, depending on the type of ammo, will kill most enemies in a shot or two. ---------------------------- - Make Multiple Save Files - ---------------------------- What you should do is save on multiple save slots a few times in your adventure. If you make a mistake and become unable to proceed forward in the game due to that mistake (such as using up too much ammo or health), then reload an older save file and avoid making the mistake. --------------------------------- - Manage Your Item Slots Wisely - --------------------------------- Chris and Claire can initially hold eight items before finding the Side Pack items in the middle of their respective adventures. For each character, keep a health item, weapon, ammo and a powerful weapon at your disposal. At least two spaces should be unoccupied for items you can pick up. Make frequent trips to the item box and drop things off that you don't need. -------------------------------- - Use The Lighter Against Bats - -------------------------------- The light from the lighter will scare bats away so they won't damage you and you can save ammo. ======================================================================== ------------------------------------------------------------------------ 6. Walkthrough: Claire Redfield ------------------------------------------------------------------------ ======================================================================== ------------------------------------------------------------------------ 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 unequip the LIGHTER in your item screen, and equip the COMBAT KNIFE instead. Climb the stairs at the end of the hall. Graveyard --------- Run across the graveyard and make a U-turn past 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 past 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 past 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. Bunk Room --------- 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 later on. 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. 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 Hall ------------- Move forward, and then a small cut-scene will occur, instructing you to place ALL your items inside the security box, including the LIGHTER. Run across the hall, past 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 Hall ------------- Return to the Security Hall and then 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. After you turn a corner, the zombie dogs will emerge from below the barracks and 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 Hall. Security Hall ------------- Deposit all of your items into the security box, except the TG-01 alloy. The TG-01 isn't made of metal, so it can bypass security boxes. 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 gate. 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 at last. ------------------------------------------------------------------------ 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, but don't grab any items yet. Climb the stairs and run for the Palace. Head through the double doors into the house proper. Main Hall --------- In here, run over to the computer. Enter the following code into the computer: NTC0394. You will have saved some time getting the ID card in the save room if you entered the code automatically. 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 of the game, so rest easy. Head to the item box and drop off the COMBAT KNIFE. 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, in the left corner of the room. 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 in there, but don't grab the lugers on the wall, or else you'll be trapped in the room. Leave the room after you grab the STEERING WHEEL. 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 the first puzzle of the game. Simply press options C and E because they're both guns. Then, the puzzle will end, and you can return to the Hallway safely after watching the cutscene. 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 at this moment (you can, but it's best to just wait). Turn to Claire's right from the stairs and head through the gate at the end. Continue dodging the zombie dogs. Submarine Dock -------------- Run and make a U-turn and grab the PALACE MAP and some 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 and the dock will slide out to meet it, so head inside. Submarine --------- On the chairs is a SIDE PACK. Equip it to allow Claire hold two more items. Go to the control panel of the Submarine and flip the switch. After a short cutscene, head up the ladder and leave the submarine. ------------------------------------------------------------------------ Part Three: The Airport ------------------------------------------------------------------------ Airport Tunnel -------------- Run down the stairs and continue down the tunnel. Head through the first door. Fork Room --------- 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 once you're done. Bridge ------ Run across back into the Fork Room. Fork Room --------- Return to the Airport Tunnel. Airport Tunnel -------------- Return to the Submarine. Submarine --------- Ride the Submarine back to the surface. Submarine Dock -------------- Climb the stairs and go 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 Four: Military Training Facility ------------------------------------------------------------------------ Military Training Facility Yard ------------------------------- The Gulp Worm will appear and attack Claire by burrowing underground and emerging to uproot her. You can kill the Gulp Worm now by shooting it with all the ammo you have, but it's really just a waste of time and you'll get a proper battle with the Gulp Worm later. But if you do decide to kill it, the Gulp Worm won't bother Claire again. Enter the facility through the main doors. Facility Hall ------------- When you enter, go to the shutter on the far end of the hall and use the BIOHAZARD CARD to open it. When you pass through, it will lower again, trapping you. Ignore it for now and 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 quickly running up the stairs. Go past 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 ----------- Run down this long hall until you get to a wider area with the vending machines. Go through the silver door. MTF Save Room ------------- In this peaceful save room, be sure to manage your items and grab whatever's in here, including the HEMOSTATIC MEDICINE on the couch. Rodrigo will need this medicine. Exit after you're done. 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, which are just what Steve was looking for. Next, attempt to go down the stairs and a Bandersnatch will appear. Use 3 BOW GUN ARROWS to kill it quickly, or if you use something bullet-based, shoot from the side of without the arms. Once you kill the Bandersnatch, a door at the bottom of the stairs will open. Go down the stairs and through the door. Watch the cutscene, and then you will be in control of Steve. Steve Room 1 ------------ Steve is now in Steve Room 1. Since you'll only control Steve once, feel free to liberally use his Submachine Guns. They'll take out all the zombies relatively quickly. Head through the door to Steve's left. Steve Room 2 ------------ Kill all the zombies in here using the Submachine Guns, then exit the room. Steve Room 1 ------------ This time, go through the door next to the gate across from Steve. Steve Room 3 ------------ Head down the staircase and kill all the zombies; you can use the explosive canisters to save ammo, but since our time with Steve is almost up, just use all your ammo. Head up the next set of stairs and through the door. Sewer Balcony ------------- Run forward and another cutscene will occur. After the cutscene, you'll be back in control of Claire as you and Steve take the lift together. Control Room ------------ Steve will run ahead of you, so follow him through the door to the next room. 2F Steve's Dad Room ------------------- Run down the unstable, wooden walkway until you and Steve fall through. 1F Steve's Dad Room ------------------- Watch the cutscene, and then Steve won't be falling you anymore, instead sitting down looking at the zombie he just killed. Head to the door to the left of Steve. Elevator Hall ------------- Kill all the zombies in this long hallway, then go through the door at the very end. Model Room ---------- You are in the Model Room. Grab the EAGLE PLATE on the wall and then head back to the Elevator Hall. NOTE: Now that you have the EAGLE PLATE, you can use it either in the balcony where Alfred attacked you, or in the Prison's Guillotine Room. It doesn't really matter which order you do it in, although since you're in the Military Training Facility, you might as well finish it off to avoid having to come back later. If you decide to go to the Prison now, simply leave the Military Training Facility for now and skip ahead to the Prison part of the walkthrough, then double back to this section when you collect the second EAGLE PLATE in the Palace and proceed. The tasks stay the same, but the order of events change a little bit. Elevator Hall ------------- Head back to the first floor of the Steve's Dad Room. 1F Steve's Dad Room ------------------- This time, go through the double doors directly in front of Steve. Tank Room --------- There's a big tank in here, but beyond it is a single door next to a stack of crates (a conveniently placed stack of crates, as you'll see later...). Military Training Facility Yard ------------------------------- Back here, continue to avoid the Gulp Worm (if it's still alive) and head back into the Facility Hall. Facility Hall ------------- Inside the Facility Hall, head to the shutter at the far end and raise it with the BIOHAZARD CARD again. Go through the door to where Alfred sniped at you. Courtyard --------- Zombie dogs have appeared, so kill them or dodge them. You can dodge them simply by climbing up the stairs, although they'll be sure to ambush you when they go back down. On the balcony is the blue box I mentioned before. Use the EAGLE PLATE and collect the EMBLEM CARD. Head to the Alfred Hall afterwards. Alfred Hall ----------- Use the BIOHAZARD CARD to raise the shutter Alfred lowered earlier. Then, go into the MTF Save Room again. MTF Save Room ------------- Save some item space by placing the GOLD LUGERS inside the item box. If you failed to earlier, 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. NOTE: If you want, you can take the HEMOSTATIC back to Rodrigo to heal him, although it makes much more sense to do so when you're back in the Prison to use the EAGLE PLATE. No need to be in a hurry, as Rodrigo will be fine no matter how long you take to complete the task. Alfred Hall ----------- Run back to the Courtyard. Courtyard --------- Go down the stairs and then through the gate to the left of the fire. You'll see a ladder you should descend. Steve Room 3 ------------ Go past the lever to the gate. Remember that lever when you play as Chris. Use the EMBLEM CARD on the card reader next to the gate in order to raise it. 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 using the EMBLEM CARD and then take the GRENADE LAUNCHER if you're playing on Normal Mode. It'll really come in handy for the rest of the game. Head back to Steve Room 3. Steve Room 3 ------------ Go to the Sewer Balcony. Sewer Balcony ------------- In the Sewer Balcony, head down the balcony to the elevator and ride it to the Control Room. Control Room ------------ On 2F, go to the gate near the lift and use the EMBLEM CARD on the card reader. When it rises, discard the EMBLEM CARD as you'll have raised all EMBLEM CARD-compatible shutters. Run past the brown door towards the main screen. Examine the computer and then take the ARMY PROOF. You need that ARMY PROOF for the end of Disc/Part One. Examine the camera computer and you will see the laboratory room through infrared. Zoom in on the skeleton painting and remember the code "1126" that's written on it. Now exit the room through the brown door. Courtyard --------- You are now back in the Courtyard where you got the EMBLEM CARD. Go down the stairs, and go through the door 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, so don't worry about it while playing as Claire. Go through the open door. Laboratory ---------- Inside, look for the other door and enter the "1126" code. This will unlock the door, allowing you to enter. Albinoid Laboratory ------------------- Enter and collect the SKELETON PAINTING from the backwall. A cutscene will then occur, and an Albinoid will then escape the room, while a few more drop down from the ceiling. Don't bother killing the Albinoids as there are too many of them and they deal very little damage. You'll have less than a minute to get to the Facility Hall, so hurry and get out. Laboratory ---------- Run to the Facility Hall as quickly as possible. Facility Hall ------------- Run down the stairs before the shutters lock you in and you get a game over. Go back to the Military Training Facility Yard. Military Training Facility Yard ------------------------------- Continue to avoid the Gulp Worm if it's still around, and head over to the Tank Room. Tank Room --------- Go back to where Steve shot his dad. 1F Steve's Dad Room ------------------- Steve's no longer here, but forget him for now. Head back to the Elevator Hall. Elevator Hall ------------- Head into the room where you got the EAGLE PLATE, the one with the model of the Military Training Facility. Model Room ---------- Put the SKELETON PAINTING in the spot on the right wall where the EAGLE PLATE used to hang. Then, the back wall off of the room will rise, revealing a diorama of the training facility. There's a GOLD KEY on it. Grab it and leave the room. Elevator Room ------------- Run to 1F Steve's Dad 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 and head for the Passage. Passage ------- Run to the Palace Courtyard. ------------------------------------------------------------------------ Part Five: 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, look at the paintings. Then press those paintings in order. Press the female painting first. Then press the painting with the man and 2 babies. Then press the red-haired man with the 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 Palace Save Room. Palace Save Room ---------------- Deposit the BOW GUN and ARMY PROOF into the item box, and grab the GOLD LUGERS. Take them to the back door down the adjacent hallway and USE (not equip) the GOLD LUGERS to unlock the door. Go through. Secret Study ------------ Head inside this empty office and find the computer on the desk in the back. Enter the code "1971" and then a shelf will slide, revealing a passage. A Bandersnatch will then jump through the window and attack you, so use the GRENADE LAUNCHER or BOWGUN to kill it. Head into the secret passage, and into the door afterwards. Bridge ------ Follow the tunnel until you reach the stairs that lead into the Private Residence. ------------------------------------------------------------------------ Part Six: Private Residence ------------------------------------------------------------------------ Private Residence Courtyard --------------------------- In the yard, kill or dodge the Bandersnatch. Run forward and climb the stairs, and then enter the building with the LIGHTER equipped. Private Residence Main Hall --------------------------- The LIGHTER will prevent the bats in this room from attacking you. Avoiding all the zombies in here, climb the stairs and run down the walkways, up another set of steps (there are items all along the walkway) and head through the door at the end. U Hall ------ Watch the cutscene, and then enter the door near Claire. Alexia's Bedroom ---------------- Examine the Music Box and close it. Then, the bed will drop and reveal a SILVER KEY. You can't climb the ladder on Alexia's bed right now, so ignore it for now and go back to the U Hall. U Hall ------ Grab all the items in here, and then head back to the Private Residence Main Hall. Private Residence Main Hall --------------------------- Head back to the Private Residence Courtyard. Continue to avoid the Bandersnatches if you haven't killed them already. Private Residence Courtyard --------------------------- Head back to the Bridge. Bridge ------ Run back to the Secret Study. ------------------------------------------------------------------------ Part Seven: Palace Revisited Again ------------------------------------------------------------------------ Secret Study ------------ Head back to the Palace Save Room. Palace Save Room ---------------- Head back to the Palace Main Hall. Palace Main Hall ---------------- Once back, head down the small flight of stairs and run straight across the upper area to a door at the end. Use the SILVER KEY to unlock the door and go through. Casino ------ Inside this room id a casino, with a grand piano. Collect the herbs if you want to heal. Collect the EXPLOSIVE POWDER and create 10 EXPLOSIVE ARROWS by mixing them with regular arrows. (Deposit them in the item box.) Return to the Palace Main Hall. Palace Main Hall ---------------- Now go back through the door on the first floor that you unlocked with the computer earlier. Hallway ------- There, go to the nearest double doors and unlock them with the SILVER KEY. Discard the SILVER KEY and enter. Office ------ Launch a grenade at the 2 Bandersnatches, or dodge them (although it's rather difficult to). 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. NOTE: If you used the first EAGLE PLATE in the Prison's Guillotine Room, then double back to the Military Training Facility, and to the portion of the walkthrough after Steve killed his dad. Then skip ahead to the return to the Private Residence. Hallway ------- Head for the Palace Main Hall. Palace Main Hall ---------------- Go back to the Palace Save Room. Palace Save Room ---------------- Grab the HEMOSTATIC MEDICINE from the item box, and take the EAGLE PLATE with you. Head back to the Palace Main Hall. Palace Main Hall ---------------- Exit into the Palace Courtyard. Palace Courtyard ---------------- Head back into the Passage. Passage ------- Run down, avoiding the Bandersnatches, past the Military Training Facility, and head down the stairs to the Iron Bridge. Iron Bridge ----------- Head all the way down the stairs, over the crates, down the walkway and back into the Prison. ------------------------------------------------------------------------ Part Eight: Prison Revisited ------------------------------------------------------------------------ Prison Courtyard ---------------- When you are back in the room where you met Steve for the first time, head to where Rodrigo is, which is the prison cell Head for the Graveyard. Graveyard --------- Avoid the zombies here (or kill them, whichever you prefer) and head down the stairs at the very end. Cellblock Hallway ----------------- Run down the hall towards the Cellblock. Cellblock --------- Claire will feed Rodrigo the HEMOSTATIC and trade her LIGHTER for the LOCKPICK, which changes the game up a bit. After the cutscene, 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 Barracks again. Barrack ------- Turn right through the gate you unlocked earlier and head into the door nearby. Guillotine ---------- Inside, past the slick, use the EAGLE PLATE on the door. When it slides across, kill the zombies that emerge from hiding before they bite you. Go through the door that was behind the other door that you unlocked with the EAGLE PLATE. Behind The Guillotine --------------------- Kill all the zombies (you can blow them up with the explosive canister nearby) and head through the left door. NOTE: If you move ahead through a gate, you'll be in an area with a lot of crates, an item box and a blocked off door. If you unblock the door by moving the crates (this should be a rather simple task), then the door will lead back to the office where Claire sent the email to Leon. Now that the door's unblocked, you can take the B.O.W. GAS ROUNDS, FIRST AID SPRAY and other items that you couldn't take through the security boxes and place them in the item box. The B.O.W. GAS ROUNDS will be especially useful, and you can never have too many FIRST AID SPRAYS. Doctor Room ----------- You are in the Doctor Room. Pass through the room to another door at the end. Pass through that door, noting the body bag that moves as you leave the room. Torture Room 1 -------------- More zombies populate this room, so get rid of them. Towards the end of the room is a DURALUMIN CASE, which we can easily open now that we have Rodrigo's lockpick. Opening the DURALUMIN CASE yields the HANDGUN PARTS, which combine with Claire's HANDGUN to form the CUSTOM HANDGUN. The CUSTOM HANDGUN can fire 3 rounds at once, as well as hold 18 bullets. If you prefer to conserve ammo, you can set the gun back so it fires one bullet at a time. Head back to the Doctor Room afterwards. Doctor Room ----------- As you enter, you'll hear the sound of flesh being chewed on... and then you'll witness a zombie doctor eating what seems to be another zombie who is also still alive. The zombie doctor is faster and takes more rounds than the average zombie (almost as if it were like those Crimson Heads from the Resident Evil remake, except without the vicious claws), so get far away from it and kill it with your new CUSTOM HANDGUN or something stronger like the GRENADE LAUNCHER. Kill the other zombie as well. After you deal with them, look on the floor near where the zombie doctor was and pick up the GLASS EYEBALL. Take it to the side area of the room, where a plastic model of a human body lies. Place the GLASS EYEBALL in the eye socket of the human model, and a wall will rise, revealing a secret staircase. Go down. Secret Hallway -------------- Look out for the bats. As you don't have the LIGHTER anymore, you'll have to just run past them. They don't cause much damage, so don't worry too much. Head to the door at the very end. Torture Room 2 -------------- Yikes, another torture room, full of zombies too. Kill them all, and then head down the stairs in the back corner of the room. Head through the door. Torture Room 3 -------------- Grab the RUSTED SWORD from the large shield on one wall. The middle statue will then rise and gas will begin to spread throughout the room. Quickly push the bar protruding from the statue counter clock-wise and the gas will stop. If you are too slow, the gas will kill Claire instantly. Next up, the statue you got the RUSTED SWORD from will rotate. Insert the RUSTED SWORD in the hole that appears, and a zombie will suddenly burst out from the armor and attack you. Kill it completely and collect the PIANO ROLL from where the zombie was hiding. You have now explored every room in the Prison, so we ought to get out of here once and for all. Go back to the Torture Room 2. Torture Room 2 -------------- Go up the stairs and return to the Secret Hallway. Note that if you didn't kill the zombie with the rusted sword stabbed through it, then it'll follow you in here. However, it will be so far behind that you can continue to ignore it, and it'll stop following you here. Secret Hallway -------------- Run back to the Doctor Room, avoiding the bats as usual. 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 ----------- Cross the bridge, head past the crates and up the stairs. Run all the way to the Passage. ------------------------------------------------------------------------ Part Nine: 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 this side section and continue from the palace. -------------------------------------- Getting Extra Supplies with the Lockpick 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 found inside. 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. -------------------------------------- Palace Courtyard ---------------- Attempt to enter the Palace Main Hall and a cutscene will occur if you are playing CODE: Veronica X/Kanzenban. After the cutscene, enter the palace. Palace Main Hall ---------------- Go back to the Casino Room on the second floor. Casino Room ----------- Insert the PIANO ROLL into the grand piano and one of the slot machines' lower storage area near the entrance will open. Grab the KING ANT OBJECT inside and leave the room afterwards. Palace Main Hall ---------------- Go back to the Palace Save Room. Save Room --------- Head for the Secret Study. Secret Study ------------ Continue onto the Bridge. Bridge ------ Go up the stairs 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 inside it, then go back to the U Hall. U Hall ------ Head into Alfred's Bedroom on the other side of the hall. Alfred's Bedroom ---------------- Put the KING ANT OBJECT into the music box in this room. When it opens, put the MUSIC BOX PLATE in, and the music will start playing. Alfred's bed will lower, revealing a ladder. Climb it. Carousel -------- You'll be on a carousel. Step off toward the ant painting on the wall. Circle the carousal until you see a glittering object, a SILVER DRAGONFLY, on a chair. Examine the SILVER DRAGONFLY and remove its wings. Go back to the ant painting and insert the DRAGONFLY KEY. The carousal will rotate and a ladder will be reconnected, allowing you to climb up to the overlook above. Climb the ladder. There, push the crate right toward the bookshelf on the right. Then, climb the crate and then grab the file and AIRFORCE PROOF. Once you've grabbed |
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