Resident Evil Code: Veronica X Walkthrough :
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Walkthrough - FAQ/Walkthrough"This document Copyright 2001-2003 Nathan Norris" *********************************************************************** Resident Evil Code Veronica X: PS2 Version FAQ/Walkthrough - Version 1.5 Last Updated - 3/14/03 Written By - Minesweeper (Nathan Norris) Email - minesweeper2[at]hotmail[dot]com (PLEASE READ "CONTACT POLICY" BEFORE EMAILING) *********************************************************************** _____ ____ ____ _ ____ ____ _ _ _____ ____ _ _ _ _ | || __|| __|| || \| __|| || ||_ _| | __|| || || || | | [] || |__ | |__ | || || || |__ | \| | | | | |__ | || || || | | || __||__ || || || || __|| | | | | __|| || || || | | |\ \| |__ __| || || || || |__ | |\ | | | | |__ | || || || |__ |_||_||____||____||_||____/|____||_||_| |_| |____|\____/|_||____| __ __ __ __ __ __ __ __ __ | | | | \ |__ 0 | | |__ |__| | | |\ | | | |__| \__/ |__ |__| |__/ |__ 0 \__/ |__ | \ |__| | \| | |__ | | / \ -Table of Contents- 1: Revision History 2: Introduction 3: Game Basics 4: Walkthrough 5: Weapons Section 6: Enemies Section 7: File Transcripts 8: Secrets 9: Frequently Asked Questions 10: Thanks 11: E-mail Policy 12: Copyright ----------------------------------------------------------------------- ####################################################################### ----------------------------------------------------------------------- 1: Revision History Version 1.0 9/15/01 - First Edition (If you care, this is the first year anniversary of the day I released my first guide!) *********************************************************************** Version 1.1 10/18/01 - All I am updating is putting in a notice that any emails sent to me that say, "I have x amount of ammo and y amount of health items, can I beat Tyrant/Alexia?" will likely be ignored. Sorry, but I never got around to determining exactly how much ammo these two bosses take. I recommend you at least TRY to beat the boss a few times before you come to ask help for me. This will be repeated above the key newbie filters, as I like to call them. *********************************************************************** Version 1.2 11/26/01 - This is a small copyright revision about psxcodez.com hosting my guides, and not much else. *********************************************************************** Version 1.3 12/26/01 - I hope you all had a good Christmas. Anyway, I am making a minor update concerning looking for the Serum. You DO NOT need the Fire Extinguisher for the Serum. Okay, I'm glad we got that straight, so please stop sending me irritating emails to ask if you need the Fire Extinguisher. *********************************************************************** Version 1.4 8/14/02 - I have a small copyright revision today and a new email address. http://faqs.ign.com may now host my guides, and my new email address is minesweeper2[at]hotmail[dot]com. *********************************************************************** Version 1.5 3/14/03 - The walkthrough and the general strategies secion have both undergone a major reconstruction. Hopefully the new objective headings will help you navigate the guide better. Also, the file transcripts, secrets section, and frequently asked questions section have been added on. ----------------------------------------------------------------------- ####################################################################### ----------------------------------------------------------------------- 2: Introduction Welcome to my RECVX guide! Resident Evil Code Veronica X may be a fun game, with the guns, the zombies, and the great graphics. But, it can also be hair-pulling at times, especially around puzzles or in the boss encounters. So, I've compiled this guide to help others through any difficulties they may have with this game. I hope that this guide will help you through any rough spots you get to! ----------------------------------------------------------------------- ####################################################################### ----------------------------------------------------------------------- 3: Game Basics *********************************************************************** 3A - BASIC CONTROLS *********************************************************************** BUTTON FUNCTIONS ==================================== LEFT CONTROL STICK - move character CONTROL PAD X BUTTON - confirm selection - examine surroundings - action - use weapon when R1 BUTTON is depressed CIRCLE BUTTON - Cancel selection - run while pressing up on Control Pad - 180 spin while pressind down on Control Pad R1 BUTTON - ready weapon L1 BUTTON - change targets while holding R1 BUTTON TRIANGLE BUTTON - display map START BUTTON - display inventory screen SELECT BUTTON - display options screen - skip cutscene/FMV MOVING ABOUT ==================================== This is the most basic of all controls. If you're a newbie to Resident Evil, then you'll need to spend about an hour or so before you can get used to the odd way your characters walk around. Pressing up on your Control Pad does NOT move them up, it moves them in the direction they are facing. This can be very disorienting at first. To turn, you have to push left or right on the stick to rotate your character. They move like remote control cars almost. You WILL get used to it eventually, so don't get discouraged when you get killed the first few times because you got stuck turning a corner. FIRING A WEAPON ==================================== This is another control function that gets a lot of newbies confused at the start. To fire a weapon, you must hold down the R1 button to make your character ready the weapon. You can't shoot unless you're holding the R1 Button. Next, to fire your weapon, press the X Button. When you're firing a weapon you have to stand still, so make sure you have enough distance between you and your enemies. Also, this game has auto aim, which means you'll automatically turn to face the closest enemy when you ready your weapon. If there's a zombie behind you, press R1 and you'll instantly turn to face it. 180 SPIN ==================================== This move was newly introduced in Resident Evil 3 for Playstation. By pressing down on the Control Pad/Left Control Stick, you can instantly turn around and face the opposite direction. It's helpful because if an enemy's getting too close for comfort and you're facing the wrong way, you can quickly spin around and start running. It's helpful when you need to back up from enemies while you're shooting at them. *********************************************************************** 3B - HEALTH *********************************************************************** ELECTROCARDIOGRAM ==================================== In your inventory, you check your health on this. As you take damage, the meter will decrease to mirror your health. There are several statuses you can be in. FINE - Everything's A'OK. You've taken little damage and you have no need of using healing items. YELLOW CAUTION - You've taken some damage from the enemies. Your character will start to limp and you will move a little slower. One Green Herb will usually fix you right up. If not, then two will certainly bring you back up to FINE. ORANGE CAUTION - You've sustained quite a few hits and you're still limping. You should heal immediately, because you've lost over 2/3 of your health. Two Green Herbs or a Full Healing Item ought to be used if you're in this status. DANGER - You're about to die! You'll move extremely slow even when you're holding the run button! Find medical supplies IMMEDIATELY!!! You'll need a Full Healing Item to take you back up to FINE status. POISON - If you're hit with an attack that can poison you, you could enter this status. You'll move as if in YELLOW CAUTION, ORANGE CAUTION or DANGER status, depending upon how badly injured you are. This status also makes it difficult to judge your health, because your life meter simply reads POISON. You need a Blue Herb to cure poison. Find one fast because you're gradually losing health while you're in this status. HEALING ITEMS ==================================== If you're a newcomer to the Resident Evil universe, you're probably a little confused about how to use the Red Herbs, Blue Herbs, and Green Herbs you find around the place. This is what each healing item does: GREEN HERB - heals 1/3 of your health. BLUE HERB - cures poison. RED HERB - has no effect by itself, but if you mix it with a GREEN HERB the mixture will be able to heal you completely. FIRST AID SPRAY - heals you completely. This is a chart on what kind of mixes you can do and what their effects will Be. Some of these mixtures must be mixed in order from left to right, so be sure to make note of that: GREEN = 1/3 health GREEN + GREEN = 2/3 health GREEN + GREEN + GREEN = full health BLUE = cures poison GREEN + BLUE = 1/3 health and cures poison GREEN + GREEN + BLUE = 2/3 health and cures poison RED = nothing RED + GREEN = full health RED + GREEN + BLUE = full health and cures poison *********************************************************************** 3C - ITEMS, DOCUMENTS, AND MAPS *********************************************************************** INVENTORY SCREEN ==================================== This is what you will use to manage all three of the things in the heading above. From here you can access your weapons and defense items, reread files you've found about the mansion, and check maps you've either made yourself or found lying about the mansion. ITEM LIST - On the right side of your screen is all the items you have in your possession. At the start of the game you will have eight item slots. However, you'll get a Side Pack to expand your inventory to ten slots. Both of these things also occur when you change characters about two thirds of the way through the game. Make sure you have at least one weapon and ammo for it in your inventory at ALL TIMES. Also, make sure you have at least one medical item with you at ALL TIMES. You can't ward off the undead if you don't have a weapon, and you can't do anything to heal damage unless you're carrying about some medical supplies. Keep your eyes sharp when you're searching for items. They can be very small and difficult to see. Sparkles will indicate the more important items you find, such as keys. CHARACTER ITEMS - In the top right corner of the screen is one slot for your character's special item. The item in the slot absorbs none of the main inventory space. So, there's no real point in leaving your special item in the item box (with the exception of one puzzle. Read about it in the guide.) Claire begins the game with a Lighter, but she can get a Lockpick if you do a small subquest. This subquest will also allow Chris to get the Lighter once it's his turn to play. The subquest is to give the Hemostatic to Rodrigo. Make sure you get the Lockpick, because you'll be able to unlock simple locks on cases and cabinets to get more items. ITEM CHESTS ==================================== These boxes you see around are where you'll keep all the junk you accumulate during your adventure. You'll usually find them around Typewriters. Be sure to stop at an Item Chest whenever you can to clear away things to make room for new items. This is especially important to do if you're a newbie who's trying to pick up every single item that you come across. KEYS ==================================== These are VERY important to getting around. Keep keys on you as much as possible. As soon as you have unlocked all doors that need the key, you'll be asked if you want to discard the key. Do so, because there aren't any more doors that will open for your key. This wil also open up some inventory room. CHARACTER CHANGES ==================================== A few times during the game, you will change characters. Items that are in the first character's inventory will NOT transfer to the second character's inventory, so make sure that you empty the first character's inventory as much as possible before you make the change. If you don't, then you might wind up stuck on a boss as Chris, but he can't use the Grenade Launcher because Claire has it. I'll warn you ahead of time in the guide when you're about to change characters. FILES ==================================== You'll be finding many documents throughout your travels, which will provide useful clues for proceeding through the game. Make sure you pick up files you find, because they can provide useful clues for solving puzzles. Not only that, they don't even absorb inventory space! I'll tell you where to find them during the game because they will be useful to beginners. MAPS ==================================== These will be your best friends in the game before you get to learn the layout of the estate. As you move about the area, your character will draw his or her own map. However, you can get the whole map if you find it hidden somewhere in the area you are exploring. There are different ways of acquiring maps other than simply finding a piece of paper with the drawing on it, so stay sharp in looking for them. *********************************************************************** 3D - COMBAT TACTICS *********************************************************************** I'M OUTTA BULLETS! ================== If your weapon uses clips, make sure to reload it manually on the inventory screen whenever you get the opportunity. You'll be vulnerable during the automatic reload animation when your clip runs out. It's very frustrating and deadly when you try to shoot an enemy, and then your character fumbles for the next clip instead of firing. OPEN YOUR EARS! ==================================== The first thing to do upon entering a new room is to listen for sounds that indicate monsters are in the area. Stand still for a few moments and listen for sounds like groaning, shuffling footsteps, barking, screeching, etc. It'll keep you from accidentally running into a potential ambush. WONDER WHAT'S AROUND THE CORNER... ==================================== Edge past a corner you can't see around, and press R. If your character autoaims something, there's a monster or two back there. FIGHTING ==================================== In general, the closer you are to the enemy, the more damage your shots will inflict. This is especially true with the SHOTGUN. However, it's usually not safe to stand next to an enemy. If you're using a weak weapon, like the Handgun, fire from a distance. I advise you only use the knife on zombies. Slash their legs, and they will fall down. You can then hack them to death while they're on the floor. There's also a way to kill zombies in one hit with the SHOTGUN. Stand right next to them and fire up at their heads. This causes their brains to blow out of their skull and it kills them in one hit. IS IT DEAD? ==================================== You've busted five caps into that zombie's arse and now it's lying flat on the floor. It ought to be okay to go on right? Not necessarily. The enemy might just be pretending to be dead, so that when you walk past it'll get up again and surprise you. There are three ways to tell if a monster is really dead for good. If you see a blood pool spreading around the corpse, then the enemy is dead. Try turning away from the enemy then pressing R. If the enemy isn't dead, then your character will autoaim it. The last way is if there is threatening music playing. When all enemies in the area are killed, the music will stop. YOU CAN'T CATCH ME SLOWPOKE! ==================================== In this game, you usually have little ammo to use. You simply can't kill everything that gets in your way or you'll be out of bullets in no time. If you can evade an enemy and not fight, DO IT! Enemies tend to respawn into rooms over time. So, even if you do kill the enemies, more will be around when you come through later. You can fake out enemies by going to one side of the hall, then zipping past on the other side when the enemy gets close to the wall on one side. *********************************************************************** 3E - PUZZLES *********************************************************************** In between the action sequences, you'll have to solve some puzzles to gain items necessary to move on. There are a few general tips that can be used to solve most of the puzzles. EXAMINE THE AREA CAREFULLY ==================================== Usually, you'll get all the clues you need to solve the puzzles in the general area you find them in. Check the paintings you see in the rooms. Look for strange holes and other things that seem to be out of place. You'd be amazed how much easier the puzzles become simply by checking your surroundings. EXAMINE ITEMS CAREFULLY ==================================== Use the CHECK feature in your inventory screen to check items. Rotate them and look at all sides of them. You may find an essential item you're looking for just by flipping an item over and looking at it from a different angle. It's especially important that you open up any books you find. You do this by looking at the pages of the book opposite the spine, like you'd open an ordinary book. LISTEN TO CLUES AND DIALOGUES ==================================== If you listen to what your fellow comrades tell you, read any papers you come across, and read the descriptions you get by checking surroundings, some of these puzzles will be a heck of a lot easier to solve. *********************************************************************** 3F - SAVING *********************************************************************** To save your game, you'll need to find a Typewriter, and have at least one Ink Ribbon in your possession. These Ink Ribbons can usually be found near Typewriters, so looking for them isn't that big a pain. However, I'll tell you where they are for the newbies' sakes. I usually won't tell you when to save, but feel free to save as often as you'd like. However, I will warn you when there's a sticky situation coming up and I'll advise you to save then. The rooms that contain these Typewriters are safe havens, so go to a save room whenever you start getting put down by the monsters. ----------------------------------------------------------------------- ####################################################################### ----------------------------------------------------------------------- 4: Walkthrough At the start of the game, the screen is black. A narrarator begins speaking about the events in the past Resident Evils that have led up to this point, while the text of his speech scrolls past. Be sure you listen in on what the narrator has been saying if you've never played Resident Evil 2, otherwise you won't have any idea what's going on once the game starts. After the speech is over, we see a few helicopters flying towards an island in a rough sea. They all have Umbrella logos on them. The scene shifts to a person in a prison being uncuffed and having a shroud taken off her face. We see that it's Claire Redfield. The guard says her prison number, and says "Welcome to you new home," before giving her the butt of his rifle to her face. Claire collapses inside a cell, while another guard says why she has been brought to this prison. The scene then goes into a flashback to show why Claire was captured. We see Claire running down the hallway of Umbrella's Paris lab while dodging bullets from two guards chasing her. As Claire reaches the end of the hall, an attack helicopter appears in the window. It starts to warm up its gattling gun. Claire quickly runs back past the two guards and ducks down another hall. Meanwhile, the gattling gun completely destroys the guards and the first hallway. It flies away to continue the pursuit. Claire is sprinting down a windowed corridor now. The helicopter pilot detects her inside the building with a thermal scope, and starts shooting again. She's barely managing to stay ahead of the hail of bullets when she jumps through a door at the end of the hall. The helicopter flies away, but now Claire is faced with a new danger. She looks on the other end of the room and sees several dozen guards pointing their weapons at her. Claire rasies her hands to surrender. Then, she sees an explosive canister behind the guards. Claire drops her gun, and then she drops to the floor too and grabs the gun again before it can hit the floor. She shoots three bullets into the canister, and that triggers a massive exposion. After Claire gets up, she sees that all the guards in the room are either dead or dying. She begins to walk for the exit when another guard points his gun at her. Claire does the same, but unfortunately her gun has no bullets left in it. The scene shifts back to the prison again, where Claire is still unconscious on the floor of her cell. Suddenly, an explosion outside awakens her. The lights in the room fizzle out. Claire hears somebody approaching the door to the room. A figure lurches into sight and stands in front of the bars... ----------------------------------------------------------------------- ______ _____ _____ _____ ___ | _ | | _ | | _ | |_ _| /_ | | |_| | | |_| | | |_| | | | | | | ___| | _ | | _ / | | | | - ROCKFORT ISLAND | | | | | | | | \ \ | | _| |_ |_| |_| |_| |_| \_\ |_| |_____| ----------------------------------------------------------------------- ___ __ __ __ |__||__|||__ | ||\ | | | \| __||__|| \| OBJECTIVE: FIND THE HAWK EMBLEM ----------------------------------------------------------------------- CELL BLOCK Once the FMV is over, equip the LIGHTER in your inventory. It's the guy who captured you in the opening! He lets you go free, as he doesn't see any point in keeping you locked up. The reason is because a "special forces team" has attacked the complex. He then falls asleep in a chair. Check the clipboard and you'll find out his name is Rodrigo Juan Raval. If you check him, you'll be told he needs hemostatic medicine. We'll need to come back later after we find some. Go back inside your cell and take the GREEN HERB. Next, take the HANDGUN BULLETS off the chair, and the COMBAT KNIFE off the desk. Also, read the PLAYING MANUAL to make it vanish from your inventory. Make sure you pay attention to what it's saying though if you're a first time Resident Evil player. Also, read it in the future, as sometimes it will provide hints on puzzles during the first half of the game. Leave through the only exit. PRISON HALLWAY Take the HANDGUN BULLETS near the Typewriter and go up the stairs at the end of the corridor. You don't need the Ink Ribbons right now (since you just started the game), so don't bother taking them. GRAVEYARD Go around the bend and walk past the truck that crashed through the wall here. Suddenly, the truck will blow up and a briefcase will fall onto the ground. After that happens, a guy who's on fire climbs out through the windshield. When he looks up, you can see he's a zombie! Just then, about three million more zombies will climb out of their graves! You're surrounded! Because you are only armed with a Combat Knife, I advise you don't try to fight with the zombies. Continue down the path, evading any deadheads who try to stop you. It's okay if you get bitten once or twice. Leave out the gate at the end of the path. PRISON COURTYARD You only manage to take a few steps before somebody in a guard tower puts a light on Claire and starts shooting. She ducks behind a burning truck and finds a handgun next to a dead guard. After she picks it up, the shooter in the tower runs out of ammo. Claire shoots out his spotlight and manages to get him to surrender. He then realizes you're not a zombie and says he'll be down in a minute. He leaps down from the tower to greet you. He introduces himself as Steve Burnside. He's a Leonardo DiCaprio wannabe (a bad one at that), and unfortunately you'll be spending a fair amount of time with him during the first half of the game. He quickly runs off through a gate. Steve claims he doesn't want you following him around because you'll slow him down. Chris wrote to me and said that there's HANDGUN BULLETS on the corpse next to the wrecked truck, so be sure you pick them up. The front gate is locked and needs an emblem of some kind, and another one is nailed closed. So, you have only one route to take from here. Choose the gate Steve left through. OBJECTIVE: FIND THE M-100Ps ----------------------------------------------------------------------- BARRACKS Run past the broken gutter then go up on the porch in front of the bunkhouse. Take the GREEN HERB at the far end of the porch then enter the house. MESS HALL Turn left after entering and climb up the stairs. Kill the zombie up here and take the GREEN HERB from the table. Use all three GREEN HERBS to make a FULL GREEN MIXTURE. If you're patient, you can wait up here and slash the zombies with the Combat Knife when they climb up the stairs to get you. This'll save some ammo. Take the HANDGUN BULLETS from the magazine shelf and then take the PRISON MAP from the kitchen. You won't find anything inside the toilet stall except for a really bad smell. Take the door you didn't use to get in this room. PRISONERS' BUNKS You can hear a rapping noise, but ignore it for now. Take the PRISONER'S DIARY from the bed on your left. After reading it, you can conclude there's some pretty freaky stuff going on in the infirmary in this prison... Continue into the room. After you pass the last of the prison bunks, you can see a box of HANDGUN BULLETS on a shelf. You also can see that the rapping is being caused by a zombie banging on the window. DON'T pick up the ammo here yet though. Instead, go around behind the bunks to enter the showers. Check the dead body in the last shower stall for a box of HANDGUN BULLETS. Go back and take the HANDGUN BULLETS off the shelf near the window. When you do, the zombie crashes through the window. Note the pistols the zombie drops. Knock down the zombie and take the M-100Ps he dropped, then run back into the bunks. A crawling zombie has appeared on the floor. Scrape along the bunks on the left to pass him and get out. If you manage to pull it off you'll waste minimal ammo and life. ***NOTE*** I would only use the M-100Ps if you run out of ammo for your Handgun. The only ammo available for the M-100Ps is what they're loaded with. If you run out of bullets for them, you'll never be able to use them again. The M-100Ps are good guns to give away to Claire when you're about to change characters. ***NOTE*** MESS HALL New zombies now take the places of the zombies you killed on your first run through this room. Quickly get out the exit door before they can attack. You don't need to kill the zombies, since you're never coming back to this place anyway. BARRACKS Go down the stairs. You'll get a short POV shot of...something...underneath the porch. Run forward and follow the path around the side of the building. You then see a dead body, being dragged into a hole. Ewww, nasty. Follow the path to the door at the end. Ignore the chainlink gate because it's locked. EXECUTION YARD Kill both zombies in the area, but ignore the ones behind the fence. For a weird reason, your bullets can't penetrate the wire fence. When you get to the turn near the shutter, be careful because a zombie has been cleverly hidden just out of sight behind the corner. Kill him then enter the door he was in front of. METAL DETECTOR HALL Walk towards the metal detector, and a stern female voice will order you to leave all your metal items in the security box. Do as the voice says, or you will set off the metal detector. This will cause a shutter to lock down the corridor, and that will prevent you from proceeding any further. Deposit every metal item you have, including the Lighter, then proceed through the metal detector. You will pass some zombies banging on the windows. After you pass through a second metal detector, you find yourself in a kind of workshop. But before you go looking for items, take the blue door near the metal detector. ***NOTE*** Any items you put in a security boxes will stay in the security box. You can't put your items in the security box and then get it at the other security box, or at an Item Chest. Because of this, make sure you take everything out of the security boxes while you're your way out. ***NOTE*** PRISON OFFICE Take the FACILITY ENT. FAX nearby. If you read the file, it will point you to your next clue. The briefcase mentioned in the file is the one you saw fall out of the burning truck in the beginning. Remember to go back there after we leave here. When you walk around the corner, you'll find Steve operating a computer. He is researching surveillance data...on Chris Redfield! Claire gets exicted at this. She decides to contact Leon about it. Claire sends the data files and the coordinates of the base to Leon Kennedy and Chris Redfield, in the hopes that Chris will come to help. Steve believes that Chris won't come, and gets very frustrated when Claire protests. He then angrily storms out of the room. Turn around and check the computer's desk again. You will find the HAWK EMBLEM inside the drawer! Great! You found the key to get out of here...but it's made out of metal, so we won't be able to take it past the metal detector! D'oh! Throw the switch near the barricaded door, then leave out the door you used to enter this room. METAL DETECTOR HALL Go over to the machine in the back corner of the room. Read the USER'S MANUAL. It will tell you that the weird machine is a "3D Duplicator," used to make exact copies of three-dimensional objects. Cool, why not take it for a test drive? Turn on the 3D Duplicator and put the Hawk Emblem inside it. The machine will scan the device. Unfortunately, you don't have any materials to make the duplicate with, so you'll have to look for something to use. But before you go, take the FLAME ROUNDS, the B.O.W. GAS ROUNDS, and the FIRST AID SPRAY from the tables in here. Put all of them inside the security box at the metal detector, because all of these things are made of metal. Don't worry, because we'll be able to come back later to get them out. Go past the metal detectors and exit out the door at the end of the hall. Organize your inventory at the first security box: - Handgun - Handgun Bullets - Full Green Mixture Leave out the door to the Execution Yard. EXECUTION YARD Run to the shutter and press the blue button next to it. The shutter will raise up to reveal two zombies. Then, the zombies trapped in the cage will crash out to make your life even harder. Run back around the corner to the metal detectors, then aim at the explosive barrel. When you see a zombie that's about to pass it, shoot to kill the enemies around it. Kill the survivors and take the FIRE EXTINGUISHER from the little storage room you opened up. Next, take the PADLOCK KEY from the guillotine. There's a gate behind the guillotine, but you won't find the key for it until much much later, so don't bother messing around with it. Take the gate to the Barracks BARRACKS Run down the path. Dogs will then crash through the vents underneath the bunkhouse to attack. If you keep running to the gate at the other end of the path, then you should be able to escape without having to fight. PRISON COURTYARD Zombies have infested the courtyard while you were gone. Run to the door leading to the Graveyard. Watch out for the surprise zombies standing right next to the door. GRAVEYARD Run past the zombies and get to the flaming truck. Use the Fire Extinguisher to put out the fire so you can take the BRIEFCASE. Check the Briefcase on the inventory screen and rotate it so you are facing the side with the handle. Press the red button to open the case and get the TG-01 you read about in the Prison Office. There's also a TG-01 PRODUCT DES. with it. It says metal detectors cannot detect this alloy! We can use this material to make a copy of the HAWK EMBLEM that we can take past the detectors! Leave the Graveyard through the door to the Prison Courtyard. PRISON COURTYARD Run across the yard to the only other unlocked door. BARRACKS Turn right and use the Padlock Key to open the gate. Discard it and enter the door just past it. EXECUTION YARD Enter the door past the open shutter. METAL DETECTOR HALL Dump everything inside the security box except for, of course, the TG-01 and Green Herbs you might have left over. Run down the hall, and take something out of the second security box. Use the metal object to purposely activate the security system. This will keep the zombies from breaking through the windows in a little bit. Use the TG-01 on the 3D Duplicator to get a SPECIAL ALLOY EMBLEM. Since you've activated the window shutters, the zombies won't be able to break through the windows to attack you. Deactivate the alarm at the metal detector, place the metal items in the security box, then laugh as you pass the zombies still struggling to break in. When you get back to the security box near the exit, take all your stuff, INCLUDING THE EMPTY EXTINGUISHER! Many beginners make the mistake of not taking the Empty Extinguisher with them. You'll be kicking yourself later if you leave it behind. Purposely activate the security system again so the zombies won't be able to get into this room when you come back later. Leave. OBJECTIVE: LEAVE THE PRISON ----------------------------------------------------------------------- EXECUTION YARD Take the gate past the fenced-off yard. BARRACKS Go through the gate you unlocked with the Padlock Key, and take the door to your left. PRISON COURTYARD Use the Special Alloy Emblem on the entrance gate to unlock it. Go through the gates. OBJECTIVE: GET THE NAVY PROOF ----------------------------------------------------------------------- TRANSPORT BRIDGE A wrecked jeep is blocking the bridge. Get around the jeep by taking the walkway beside the bridge. Use the GREEN HERBS at the other end of the bridge to heal up if you're injured. Search the jeep on this side to get a box of HANDGUN BULLETS. The next thing to do is to find a way around the fire blocking the stairs. Shove the lone crate on the bridge over the fire near the other crates to make a path. Head up the steps. PALACE/MTF PASSAGEWAY There's a fork here. You can take the pink door to the east to enter the Military Training Facility (henceforth known as the MTF), or you can take the path that leads north to the Palace. You ought to go to the Palace first, since you don't have a key yet that you need to completely explore the MTF. Run down the path straight ahead, while evading zombies, until you come to a set of stairs. Go up them and Claire will automatically open the gate. ***NOTE*** If you want to, you can make the zombies fall over the path's railing into the pit. Simply let them grab you. Make sure you are between them and the railing. Once Claire shoves them off, they'll fall over the railing and into the pit. ***NOTE*** ___ __ __ __ __ |__||__|| |__|| |__ | | ||__ | ||__ |__ FRONT WALK Gun down the three dogs here, as you'll be passing through this area quite frequently for the first half of the game. Look at the little sparkly near the collapsed passageway. Take the NAVY PROOF then enter the front doors of the grand building. If you have the item space, then take the GREEN HERB on the porch. OBJECTIVE: GET STEVE THE GOLDEN LUGERS ----------------------------------------------------------------------- FOYER Walk down the stairs in front of you, then go up the long flight of stairs to the right. Turn right and go up yet another set of stairs. Enter the door on the landing here. WAITING ROOM Walk around the desk to find your first Item Chest in the game. Temporarily empty your inventory here so you can take all the other items in the room. First, get the HANDGUN BULLETS on the shelf behind the desk, and the INK RIBBONS near the Typewriter. Check the little nook on the other side of the room to find another GREEN HERB. Take it, then examine the odd door here. Instead of a key, you have to have a pair of guns to open the door. Shove away the cabinet nearby to discover an ID CARD. Check the card and then flip it over to find an employee's registration number: NTC0394. ***NOTE*** The "0" in the code NTC0394 is not the letter "O", it is the number zero. ***NOTE*** Also, read the SECRETARY'S NOTE on the coffee table. The secretary talks about his boss, "Sir Alfred," which you might remember being mentioned in the Prisoner's Diary. The secretary mentions he lives in a private house nearby with his sister Alexia. You might wanna check out that place later... Go back to the Item Chest and organize your inventory: - Handgun - Handgun Bullets - Navy Proof - Green Herb FOYER Go down to the main floor, then go behind the reception counter. Take the HANDGUN BULLETS, then check the computer. Enter the number NTC0394 to unlock a door in the northwest corner of the room. But before you check it out, take the blue door behind a pillar on the western wall. RESTROOM Equip your Lighter so the bats won't torment you. Take the HANDGUN BULLETS from the broken toilet stall, the FIRST AID SPRAY off the sink basin, and last the DURALUMIN CASE in the back of the room. Leave. FOYER Enter the door you unlocked earlier. PALACE CORRIDOR Kill every zombie in here. Be sure not to miss the zombie standing next to the double doors at the east end of the hall. Take the HANDGUN BULLETS from near the vase, and search behind the bench for a RED HERB. Use it with a GREEN HERB to make a RED-GREEN MIXTURE. Enter the single door at the east end of the hall. WAR MUSEUM Unfortunately, you can't steal any of the guns in the display cases here. When you are finished looking around, take the HANDGUN BULLETS from the coffee table. Next, check the case with the jeweled ant inside it. Press the button beneath the ant to start an interesting home movie. Two blonde twins are playing with a dragonfly. They are tearing off the wings of it before dropping it into an ant farm to be devoured. Aww, ain't dat cute? The end of the film triggers a secret passage to open up. Look inside this new room to take the STEERING WHEEL, then leave. ***NOTE*** Don't try to take the GOLD LUGERS in the secret room, or the passage will close up again. There's nothing you can do to get the guns out of here, so you'll just have to leave. There's no ammo in them anyway. ***NOTE*** PALACE CORRIDOR Take the single door at the west end of the corridor. All the other doors are locked anyway. FOYER Go to the main entrance and leave. But before you can do that, Steve cries for help! He fell for the trap in the War Museum, so we'll have to come to his rescue. Reenter the door you used to get into this room. PALACE CORRIDOR Run to the War Musuem. WAR MUSEUM The projection screen has now been replaced by a kind of control panel. Check the panel, and it will tell you to choose a pair of items. Choose C and E, then press Decide. The trap will be disabled, and Steve will come out. He took the Gold Lugers from the secret room, and he refuses to hand them over to Claire. He does agree to giving them to her if he finds her a fully automatic weapon though. Follow him after he runs out the door. OBJECTIVE: GET TO THE AIRPORT ----------------------------------------------------------------------- PALACE CORRIDOR For the THIRD time, go to the door at the other end of the corridor. FOYER Claire is caught in a sniper rifle's laser sight as she enters the room. After the sniper takes a few shots at her, he identifies himself. The sniper is Alfred Ashford, the man you have been reading about in everyone's diaries. Finally we get to match the name to the face. Alfred is quite off his rocker. Just listen to that insane voice of his! He brags about how his family's so old and fine. In particular he brags about his grandfather being one of the original founders of Umbrella. Well whoop-dee-do for him, but who really cares? Claire doesn't apparently. He yells at Claire to tell her who she's working for. Eventually he gives up and says Claire is "a rat in a cage anyway." He walks up the stairs while giving out a crazy giggle. Do what you were originally planning to do and exit through the front doors. FRONT WALK Walk down the stairs and turn right. Go down the stairs at the west end of the path. MOAT Before going to the area in front of you, walk around behind the staircase to find a hidden nook underneath it. Take the HANDGUN BULLETS and the PALACE MAP. Next, go the other way to find a supply pile. Take the BOWGUN ARROWS, then use the Steering Wheel on the podium. Rotate the Steering Wheel to summon a submarine. Go inside it. SUBMARINE Walk around the ladder to find a SIDEPACK on a bench. Equip it and you will gain two extra item slots. They will be very handy, believe me. Pull the lever on the control panel to send the submarine on its merry way. When it docks, climb up the ladder. ___ __ __ __ __ ___ |__|||__||__|| ||__| | | ||| \| |__|| \ | OBJECTIVE: FIND THE BIOHAZARD CARD ----------------------------------------------------------------------- UNDERWATER PASSAGEWAY Walk down the stairs, and enter the door at the end of the passage. Check out the cool underwater camera angles too! AIRPORT RECEPTION You can easily evade the zombies because there is a lot of floor space to work with here. Take the HANDGUN BULLETS from the couch, then enter the door near the aquarium. SEAPLANE HANGAR Equip your Lighter to keep the bats away. Go to the glowing screen to activate the boarding lift. You can see a seaplane, in perfect condition, waiting to get you out of here. Unfortunately, we don't have all the keys needed to open the hatch yet. You have only one proof, and there are three holes. So, there must be two others somewhere on the island. Use the Navy Proof on the podium, then turn around and leave. AIRPORT RECEPTION Enter the shutter behind the desk. You can get some Ink Ribbons on the boxes, but I'd just ignore them. LOWER HANGAR BRIDGE Go across the bridge. CRANE ROOM Far below in the elevator shaft, you can see a little sparkly. There's no way to get down there, so you have to make the lift come up. Take the one-man lift in the northwest corner to a little control box. Operate the computer at the window to find controls for a crane. Push the crane up as far as it will go, then push it to the left as far as it will go. The crane will then pick up a box that was blocking a control panel. Take the little elevator down again then operate the panel you moved the box from. The big cargo elevator will rise up so you can get to the key, but it also brings up a crowd of zombies with it. The zombies will all home in on you, leaving a clear path behind them. Run around the crowd, then snatch the BIOHAZARD CARD and the BOWGUN ARROWS off the crates. Now get out through the shutter before you get surrounded. OBJECTIVE: GET TO THE MILITARY TRAINING FACILITY ----------------------------------------------------------------------- LOWER HANGAR BRIDGE Run back across the bridge again. AIRPORT RECEPTION Exit out the first door beyond the desk. UNDERWATER PASSAGEWAY Run up the stairs and enter the submarine. SUBMARINE Throw the lever to go back to the palace. Then climb up the ladder. ___ __ __ __ __ |__||__|| |__|| |__ | | ||__ | ||__ |__ MOAT Rotate the Steering Wheel, then go upstairs. FRONT WALK Go to the little gate at the other end of the path. PALACE/MTF PASSAGEWAY Run down the path while evading zombies. When you come to the fork at the south end of the path, go through the little pink door next to the big pink door. ___ __ __ ___ __ __ __ __ |\/||| | | |__||__|\_/ | |__||__|||\ |||\ || _ |__ | |||__ | | | || \ | | | \| ||| \||| \||__| | O (there wasn't enough room to write "FACILITY") OBJECTIVE: FIND THE BOWGUN ----------------------------------------------------------------------- MTF COURTYARD We have finally arrived at the MTF. This calls for a welcoming committee, in the form of one giant Gulp Worm! If you want some ammo, you can get some BOWGUN ARROWS on the oil drums on the south side of the courtyard. I'd rather just run for the front door of the building though to avoid dealing with the worm. LOBBY Go up the stairs to your immediate right. The first door you see has no doorknob, so you'll have to take the second door. FRONT OF MTF LAB Search the table with the laptop computer to find the BOWGUN and PASS NUMBER MEMO. It says that the code to the door nearby you is the number on the painting in the back of the lab. Unfortunately, the lights are out in there, so you can't see the number. You'll have to leave. Before you can get out the door, an alarm goes off inside the lab behind the glass. A lab tech is trapped inside, but Claire can't get the door to open. Suddenly, the lab guy is killed by...something...and eaten. Do what you were originally planning to do and exit the lab. LOBBY After exiting, the computer declares the air in the area to be contaminated. Claire quickly runs down the stairs and just manages to get into the main lobby before a shutter can lock her in the lab. Take the RED HERB on the bench, and the BOWGUN ARROWS from the telephone booth. Go through the door at the north end of the room that's near the other shutter. OBJECTIVE: FIND THE SUBMACHINE GUNS ----------------------------------------------------------------------- LOCKER ROOM Kill all the zombies in here. Check the locker doors that are slightly ajar to discover more items. After searching the two lockers you can open, you'll get two packs of BOWGUN ARROWS. Search the dead body near the other door in here to find one last pack of BOWGUN ARROWS. You should combine all these Bowgun Arrows with the BOWGUN so they only take up one item slot. Enter the door with the broken window. SHOWERS Go down the stairs and jump into the wading pool. Look around for a valve. Turn it to stop the water from flowing out from the statue. You'll discover the incredible KEY WITH TAG in the water after doing this. Take it and exit the room. Don't bother searching the sauna, because you won't find anything inside it. LOCKER ROOM Run to the door at the other end of the room. LOBBY Take the door between the two shutters. MTF OFFICE Kill the sleeping zombie to the left and take the GREEN HERB he was protecting. Use it with the Red Herb you found in the LOBBY. Next, check the big computer on the other wall. Print out the MTF MAP on the computer, then take it from the printer. Search the table near the computer for more BOWGUN ARROWS, then enter the cubicle behind the table. Use the Key With Tag on the cabinet in the back of the room, then discard it. You'll find BOWGUN POWDER. Combine it with the Bowgun Arrows to get some GUNPOWDER ARROWS. Leave the room. ***NOTE*** Don't EVER use the GUNPOWDER ARROWS until I tell you to, or you might be very sorry later. ***NOTE*** LOBBY Open the shutter to the right with your Biohazard Key and run down the hall to the door at the other end. The shutter will then go down again to keep you from going back into the main room. Kind of scary, huh? MTF OVERLOOK As soon as you step out of the little nook, Alfred starts shooting at you. His first shot misses you and hits an oil drum. This causes an explosion that blocks a gate. Quickly go up the stairs to Alfred's sniper nest, |
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