Resident Evil: Code Veronica X - Sinjin's Ultimate Survival Guide (c) 2001 by Mark Smith Text Version - Version 1.0 - Last Update: 9/28/2001 NOTE: The online version of this guide is fully illustrated with more than 20 full-color maps. You can view the online guide at www.sinjinsolves.com Introduction Welcome to Resident Evil: Code Veronica - Sinjin's Ultimate Survival Guide. You are about to embark on a terrifying adventure as you try to escape from an island prison infested with zombies and other horrible creatures. There are no "secrets" or bonus items to be found in this game, but I will detail all the available item pick-ups and note them in blue text. I've divided this guide into two parts to make the load-times a bit faster. The guide is split just like the game. On the Dreamcast this would be when you are prompted for Disc 2, and on the PS2 you are simply offered a Free Save. I've also included additional sections for Game Tips, Weapons, and Monsters, which will provide some useful information. This guide has been thoroughly tested with both the Dreamcast and PlayStation 2 versions. Even though the PS2 has additional movie footage the games are identical. As with all of my guides, the walkthrough is only one of many ways you can play the game. Feel free to explore the areas and play the game anyway you want. On a final note, this game is all about begin scared, so I have tried my best not to give away any of the "surprise moments" in the game. If I don't comment on a particular movie or event it was probably to preserve the "scare factor". Make sure you don't ready too far ahead when using this guide or you could spoil some good moments.. Weapons Combat Knife This is your most basic of weapons and is only useful against Zombies and Zombie Dogs. Learning to use this weapon effectively can save you many boxes of ammo in the earlier parts of the game. Extra damage can be done if you use a downward slashing motion in your attacks. M93R and Glock 17 These 9mm handguns are your second line of defense. Zombies can be killed with 3-5 well placed shots while other monsters will require many more shots. These weapons can be upgraded to hold additional ammo and modified for rapid fire. Clair gets the M83R while Chris will get the Glock 17. Bow Gun This is essentially a crossbow weapons that fires small darts. It does less damage than the pistols but ammo is plentiful and the weapon can hold ALL of the available ammo eliminating any reload time. The darts can also be modified to allow for exploding tips that do considerable damage. M-100P These semi-automatic handguns are very powerful and allow you to target two enemies at once. Ammo is limited so save these weapons for group encounters. Sub Machine Guns These dual machine guns allow you to target two enemies and unleash a continuous stream of fire. Due to this weapon's rapid rate of fire ammo can be exhausted very quickly. Save this for the biggest enemies. Shotgun This is a close range weapons that delivers a concentrate blast of buckshot. This makes it highly effective on multiple targets that are grouped closely together. Remember that the further away the target, the less damage it will take. Assault Rifle This is one of the most powerful weapons in the game. It is fully automatic and causes considerable damage allowing you to empty a room of enemies in just a few seconds. Grenade Launcher This weapons is very strong but has a very limited range as it lobs grenades of various kinds to the target. It is a versatile weapon due to the different grenades it can use. It shoots BOW gas, Flame Rounds, Grenades, and Acid Rounds. Certain enemies have a weakness to certain grenades. Experiment and find out each enemy's weakness (or take my recommendations). Magnum When fired, the .357 Magnum bullet will take out most enemies in a single shot and if they are all lined up in a row, it will go through all of them. Magnum bullets are very rare so use this weapon wisely. Sniper Rifle This long range, high-powered rifle shoots very slowly, but using the scope, it can shoot very accurately at a distance. This weapon is used only once in the game, so make your shots count. Linear Launcher Once it charges up, this weapon has an unlimited amount of ammo. It fires balls of energy that travel very slowly, but when they hit, it completely obliterates its target. Monsters Zombie These slow-moving walking dead are not very challenging by themselves but when you encounter a small group they can quickly surround you and start biting your shoulder and ankles until you find yourself quite dead. Use your knife or weakest weapon on these guys and in the case of a group encounter try to position yourself so they have to attack you in single file. Zombie Dogs These dogs are very vicious and can cause serious damage if you let them get to close. They will leap onto you and bite at your throat. While they can be killed with precision knife-combat you will probably just want to unload a box of ammo into them. Bats These annoying creatures are only in a few locations. While they can be shot they are hard to hit and you can end up wasting a lot of ammo. The best defense is to have your lighter equipped and they will avoid you. Later in the game you have to make a decision to part with your lighter. If you do you will have to fight at least a few of these evil creatures. Giant Worm This huge worm occupies the courtyard outside the Military Training facility. It senses your location and burrows under the ground trying to erupt under your location. The best defense is to move - stop - then move again when the worm as locked onto your former location. The creature can be killed if you want to spend the ammo, but your best bet is to just duck inside and avoid this creature. Bandersnatch This genetic mutation is very powerful and can attack you from clear across the screen with his long rubbery arm. Your best attack with these creatures is two quick attacks with any explosive weapon. Hunter This is one of the fastest and deadliest creatures in the game. They have deadly claws that can kill you in just a few attacks. There is also a red version of this creature that will also poison you when it hits. Albinoid These headless creatures are an experimental bio-weapon that can emit a powerful shock that can induce a heart attack. Successive shocks can easily be fatal. Tyrant This is the boss character you encounter in part one of the game. He is a prototype for a new super soldier and can actually morph his limbs into deadly weapons. He moves slowly until he gets within striking range then he moves with lightning speed. Nosferatu This deadly creature is one of the first experiments involving the T-Virus. He lives underground in the Antarctic facility. His deadly tentacles combined with his poisonous gas attacks make him a formidable opponent. Strategy and Survival Tips Botany 101 During your adventure you will come across a variety of plants. These can be used individually to restore health or cure poison, but they become even more powerful when combined. Here are the effects of each plant and the various combinations: G - The most frequently found plant restores a portion of your health. R - This plant has no value by itself. It must be combined with a Green Herb. B - Taken by itself, this plant will cure any effects of poison. G + G - When combined restores more health than if taken separately. G + R - When combined restores Full health. G + B - Cures poison and restores health. G + R + B - Restores Full health and cures poison. G + G + G - Restores Full health. Inventory Management Your character's ability to carry items is extremely limited. Even after equipping the side pack you will still find yourself having to make some tough decisions about what to carry. During the walkthrough I may tell you to pick up an item and you might not have room to take it. It is important to only keep the bare essentials with you at any time. Throughout the game are several Storage Boxes that allow you to transfer your inventory then reclaim it from any box anywhere in the game later on. Only you can determine what items you feel comfortable putting in these boxes but here are some handy tips. - Always store your Typewriter Ribbons (after you have saved your game) - Always COMBINE items when possible. (i.e. Bow Darts can always be combined with the bow) - Don't carry too much healing material with you. There is plenty lying around. - If you need a slot for an important item and you are injured - use some healing. - Don't carry ammo for weapons you aren't carrying (like grenade rounds). Ammo Conservation There are a lot more monsters in this game than ammo to kill them with. This means you need to be very careful in choosing your battles. Whenever possibly, just run past the slow moving Zombies. Remember, this is a game of survival and nobody is keeping score of how many kills your make. If you are forced into a fight then try using the least powerful weapon that is still effective against the attacker. Early in the game you can save a lot of ammo by using the Knife instead of your pistol. The Knife is very effective and if you use a downward thrusting attack you can do extra damage. Watch out for monsters that fall down and play dead. If you do not see an expanding pool of blood then the monster is still alive and waiting for you to get close enough to launch a surprise attack. Library Materials Throughout the adventure you will encounter notes, papers, books, and journals. These are all filed into your inventory allowing you to read them at anytime. While many of these items exist simply to further the story, others contain valuable clues that are crucial in solving the many puzzles in this game. This walkthrough will always give you the answers and solutions to the puzzles, so if you ever wonder where I get them from then try reading and deciphering the clues in the various written materials. Examine Your Inventory You now have the ability to CHECK the various items in your inventory. This allows you to rotate the items in 3D and check for any hidden items or concealed clues. Items like briefcases cannot be opened until you spin them around so you can see the front latch. Efficient Medical Care Check your health often and use the most appropriate healing item for any given situation. To this end it is a good idea to keep a variety of healing items on you at any time. If you only have a First Aid Spray then you will want to save it until you are "really hurting". Using your healing items effectively will allow you conserve these items for later in the game when you will really need them. Bonus Games and Scoring Code Veronica features several Bonus Games and alternate modes of gameplay. These include: Battle mode: Successfully complete the game under any difficulty setting. The game will automatically save after the credits have completed. A battle mode option will be unlocked at the main menu. First person view: Successfully complete the game under the easy or normal difficulty setting. Linear launcher: Get an A ranking with Steve Burnside, Chris and Albert Wesker and both versions of Claire in battle mode to unlock the linear launcher. It will appear in your inventory during the next battle mode game. Play as Steve Burnside in battle mode: Get the gold Lugar replica from the basement office in Disc 2. The correct drawer sequence is red, green, blue, and bottom. You can also unlock Steve Burnside by performing well in battle mode as Chris. Steve Burnside cross-fire with sub machine guns: While playing in battle mode, kill all but one zombie in any room. While equipped with sub machine guns, walk up to the zombie and press X, and Steve will cross his sub machine guns. For best results, play in third person so you can see the crossfire. If there is more than one zombie, Steve might aim at two zombies rather than cross firing at one. Play as alternate Claire in battle mode: Perform well with the original Claire in battle mode. Play as alternate Chris in battle mode: Complete battle mode as Wesker. Note: He is armed only with a knife. Play as Albert Wesker in battle mode: Take Albert Wesker's sunglasses from the floor in the Incubation Lab after the intermission sequence when playing as Chris. Alternately, perform well in battle mode with Steve Burnside. First unlock Steve Burnside. Then, play as Chris and finish with the best grade to unlock Albert Wesker. He is armed only with a knife and has two mixed herbs. Find a magnum for Wesker: Locate the casino room where everyone got a first aid from the slot machine. Wesker will hit it and the bottom will open and reveal a magnum instead of a first aid spray. Note: Although it only has six shots, it will only take five to kill Alexia type 1. Extra animations in battle mode: Chris When playing as Chris, after killing the Hunter and the Sweeper in the locker room, go back to the smashed mirror and press Action. Chris will do his hair. Steve When you get to the junction room, where you have the choice of going into the casino room or continuing on with battle mode, check the soda machine after killing everything. Steve will get upset about not having money for the machine. Note: You may also need to try the machine in the locker room. Walk up to one zombie and press R to aim, then press L to auto aim with the sub-machine guns. Steve will cross his guns just like in the FMV sequences. Wesker Look at the human torso in the insane doctor's office. Wesker will tilt his glasses down and look at it disgusted. When Claire is in the freezing hallway, after killing the zombies. Walk (do not run) back to the door you came in by and press Action. She will be affected by the cold. Press Action when Chris goes to the tiger statue. He will put his hand into it and will get cut. SCORING and RANKS Basic score TIME 00:00:00~04:30:00 8250 points 04:30:01~05:00:00 7550 points 05:00:01~05:30:00 7000 points 05:30:01~06:00:00 6450 points 06:00:01~07:30:00 5500 points 07:30:01~15:00:00 5000 points 15:00:01~20:00:00 2500 points 20:00:01~ 2000 points Special score 1)Did you give the Hemostatic Bottle to that prison guard? Yes = +250 No = -1000 2)The speed it took you to save Steve Fastest = +400 Average = 0 Slow = -1000 3)Map discovery 100% = +100 Anything less = 0 4)First aid spray No use = +1800 If used = 0 5)Save No save = 0 First time = -1000 Every time after = -50 6)Retry No Retry = 0 First time = -1000 Every time after = -50 Final score 10000 or above = S rank 7000-9999 = A rank 4500-6999 = B rank 2500-4499 = C rank 2499 or below = D rank Escape from the Island You are Claire Redfield and you are on a mission to find your missing brother, Chris. After getting captured in the Umbrella Facility in Paris you have been flown to a remote island that serves as Umbrella's own private prison. As you sit in your cell the island is attacked by unknown forces. The facility rocks with each blast and then the lights go out... The first thing you need to do is go into your inventory and "equip" your Lighter so you can see your surroundings. The man on the other side of your cell will set you free then go sit down leaving you free to explore. Head back into your cell and search the dark corner to get your first Green Herb. Now search the outer area and get the bullets to the right as you exit the cell. You can also look at the empty medicine bottle to get a valuable clue for later in the game. Now go get the Combat Knife from the table and exit the room. On the other side of the door is your first save location (typewriter) complete with some Ribbons. Since you haven't done that much yet there is no need to waste a ribbon so early. Move on down the hall and head around the corner and up the stairs. It's raining outside and a bombed transport burns at the top of the stairs. Don't get too close or you will get burned. As you head deeper into the graveyard an explosion rocks the area. Note the briefcase that tumbles out of the wreckage then get ready for some Zombie combat. There will be at least four Zombies and one of them will even be on fire. This would be a good time to practice with your knife, as the Zombies are spaced out pretty well. Head through the door into the next area and dive for cover behind the transport as you find yourself under heavy fire from a sentry tower. After you shoot out the spotlight with your new Beretta M92F you are introduced to Steve. He takes off for now, but you will meet up with him later in the adventure. For now, go get the bullets on the other side of the burning wreck and look at the large double doors for a clue on what you need to open them. Head through the door near the rubble opposite of where you entered. The gate to your right is locked for now so continue forward then go up the steps to the porch. Head to the far end and pick up the Green Herb then return to the door and enter. The Zombies inside are spaced out so try to use your knife if you feel comfortable with it, otherwise blast them with your gun. Expect to use 5-7 shots per Zombie. The upper area has a table with another Green Herb and there is some bullets on the main table. The small kitchen in the back corner has a map that you can take. Head through the only other door in this room to enter the bunk area. Get the Blue Book from the middle bunk then investigate that banging noise. As you round the corner you can see a Zombie banking on the window. Get the bullets from the shelf and the Zombie will crash through. Don't let him distract you from the second Zombie crawling around the corner behind you. Kill them both then search the body to get the Twin Calico 100-P's. Check out the back shower stall for some more bullets then go back outside. Head down the steps and follow the path around this building until you arrive at the door just on the other side of that locked gate. Go through the door into the next area filled with more Zombies. Ignore the ones inside the fenced area for now and kill the ones that are attacking you. Head toward the large metal door and turn right then go in the door at the end. The security system in this area is a real pain. You need to dump ALL your metallic items into the drawer. This includes your lighter and any ribbons. Now you may proceed through the hall into the machine shop. Search the area and get the BOW Rounds and Flame Rounds for the Grenade Launcher (that you don't have yet) and get the First Aid Spray from the other table. You can play with the machine in the corner but you don't have the necessary objects to do anything yet. Go through the door into the next area and read the Fax that provides a subtle clue to a non-metallic substance that won't trip metal detectors. Go around the corner to find Steve typing away on the computer and after you talk to him you can get the ribbons and open the drawer to get the Gold Emblem. You will probably want to save our game now. Press the button on the wall by the door (where Steve was messing around) to activate the power outside then return to the machine shop and use the Gold Emblem in the scanning machine in the corner. With the design loaded into memory you now need to find that special material mentioned in the fax. Dump all your new items into the drawer on this side of the hall and go to the other side. Claim your items from that drawer and head back outside. Head to the large metal garage door and press the button on the left to open the door. More Zombies attack and you can take out several by shooting the explosive barrel inside the garage. When the area is clear you can go to the back of the garage and get the Fire Extinguisher. Search the fenced area and the bloody guillotine for the Gate Key. Make a note of the shield indentation on the door then being the trip back to the graveyard. As you make your way back around the bunkhouse you will be attacked by a pair of dogs. Kill them then continue around to the other side. Use the Gate Key to unlock the gate and toss the key. This will shorten your trip on return visits. Head through the next compound and kill (or dodge) any Zombies lurking there and return to the graveyard. More Zombies are waiting. Kill them as you make your way to the burning wreckage. Use the fire extinguisher to put out the flames and get the Briefcase. Check this item in your inventory and rotate until you see the button then you can open it and get the Material inside. Now make your way back to the machine shop and use the material on the machine so it can create a replica of the emblem. Take this item back through the security hall which is not infested with 3 Zombies. You will have to dodge them since you have no weapons. Get your gear from the drawer then head back to the compound with the double doors. Use the emblem on the doors to unlock them then enter the next area. You are now on a long metal bridge that has a huge chunk blown out of the middle with a jeep stuck in it. A side catwalk allows you to cross over (tap the action key to go up and down the steps). Collect the pair of Green Herbs at the other end of the catwalk then double-back across the bridge to get some bullets from the front seat of the jeep. Locate the silver metal box that is out of place and push it toward the other two creating a safe path across the flames. Climb up onto the box and cross over then climb up the steps. A pair of Zombies greet you at the top. Dispose of them then head to the large doors to the right. They are locked but you can go through the single door just to the left and enter the Military Training compound. Kill the pair of dogs that attack when you enter then make your way to the doors at the building to your left. You are now in the lobby of the training facility. Make a right and go up the stairs. Follow the hall and enter the lab office where you can collect the Crossbow and read the Memo that gives you a clue to the access code. Now go back downstairs and get the Red Herb from the bench and the Bow Ammo from the phone booth. Ignore the door behind you for now and go to the far door opposite where you entered the lobby. Enter the locker room and kill the Zombies that are stumbling around inside. Search the locker that is ajar and get the First Aid Kit and search the body next to the other door for some arrows. Enter the pool area and kill the Zombie who stumbles out of the sauna. Another one waits down by the pool. Climb in the water and examine the switch next to the fountainhead. Now move to the opposite corner and turn the red valve to shut off the water. Note the sparkle under the fountain. Return and get the Locker Key. Now return to the main lobby and go through that door across from the phones. Kill the Zombies that lurk in this room then go to the copy machine and press the button to print out a map. Make sure to get the Green Herb from the body near the door. You can combine this with the Red Herb you got in the hall to make a full health potion and free up an inventory slot. Make a note of the locked drawer. This can be opened later after you have gotten the lockpick. Head to the back office and use the locker key on the cabinet in the back corner to get the Explosive Bolts. Actually this is a mixture that you must combine with your normal arrows to create 10 exploding tip darts. These are very powerful so save them for the big monsters. Leave the building and exit the compound through the same door you entered. Follow the Palace Path around to the right and kill more Zombies. Climb the steps at the end and go through the gate to enter the Palace Area. Three dogs attack as you move along the sidewalk. Kill them all then go up the main steps and get the Green Herb by the railing before entering the Palace. The Palace is a big place with lots of places to go, many of which are locked right now. Head to the main reception desk and get the bullets. Check out the computer to learn you need a password then head up the main stairs and turn right. Climb some more steps and enter the study. This is one of the most important "save rooms" in this part of the game. Get the ribbons from the desk and the Green Herb from the table the use the storage box to unload some of your inventory. Use the typewriter to save your game then search the back part of this room. Note the indentation of the twin guns on the door. Also note the sparkle under the cabinet. Push the cabinet aside and get the ID Card. Spin it around in your inventory to get the passcode, N T C 0 3 9 4. Go back downstairs and use the computer. Enter the passcode to unlock the door in the corner behind you then toss the access card. Make a quick detour to the gray door and go inside. Equip your lighter and the bats will leave you alone as you get the First Aid Spray from the sink and the briefcase from the small alcove. You cannot open the briefcase until you have the lockpick so put it in the storage box on your next trip upstairs. Now go to the door you just unlocked with the computer and enter the hall filled with Zombies. Kill them all and don't get ambushed by the one hiding around the far corner. Get the Red Herb then head to the door at the end and enter the study. Get the bullets from the table then press the button under the Ant. This starts a movie and when it's over a display case moves forward revealing a secret room. Enter this narrow room and get the Ship Wheel. DO NOT take the Gold Lugars no matter how bad you want them. Trust me! Make your way back to the main foyer of the palace and head toward the exit. As you start to leave you will hear Steve scream from somewhere in the mansion. Run back to the room you were just in and you will find that he tried to take the Gold Lugars and is now trapped in the room. Examine the puzzle on the wall and choose options C and E to disarm the trap and free Steve. After a brief conversation he takes off with the Gold Lugars. Leave the palace and get the Green Crest, which is lying on the ground opposite the stairs. Head down the path to the right and go through the gate at the other end. Go down the stairs to the dock area. Make a U-turn at the bottom of the stairs and search under the stairs for some bullets and a map. Head to the other corner of the dock and get the arrows then approach the pedestal and use the Ship Wheel. Give it a spin to raise the mini-sub and extend the platform so you can board the sub. Inside the sub you will want to search behind you to get the Side Pack that allows you to carry two more items. Now press the lever to submerge the sub. Follow the passage around and down the stairs to enter the dark office area. Kill all the Zombies and get the bullets from the chair and some ribbons from the shelf. Go to the door by the aquarium and enter. Equip your lighter to keep the bats off of you and approach the console at the far end. Activate the console then insert the Green Crest into the socket. Only two more to go. Return to the previous room and go through the other large door. Cross over the bridge and enter the next area. Find the lift in the corner and ride it to the control room where you can use the controls to move the overhead arm UP then LEFT until the circular shadow is over the large crate. The arm will pick-up the crate giving you access to the blue control panel. Ride the lift back down and activate the console to raise the large lift in the center of the room. Have a good weapon ready when the lift arrives as it is full of Zombies. When they are dead you can search the crate in the corner to get the Umbrella Key Card and some arrows. Exit the lift and get the pair of Green Herbs near the control panel then make your way back to the palace. Your next objective is back at the Military Training area but you may want to stop by the palace to save your game and adjust your inventory. Make sure to keep your new key card before proceeding. When you enter the courtyard of the Military Training area a giant worm bursts from the ground. Dodge the monster and make your way back to the doors leading to the lobby. Once inside, head toward the card reader next to the door leading to the locker room. This opens the shutters and gives you access to a new passage. Go down the passage and the door shuts behind you. Exit out the other side into an open courtyard. Alfred is waiting for you on the upper landing. Quickly dodge his sniper laser and run up the stairs forcing him to run away. Ignore the locked door on the left and make a note of the shield impression on the central pedestal (identical to the one by the guillotine) before going through the door on the right. Head down the long hall and you will find yourself trapped by Alfred. Get the two boxes of bullets then go through the door on the right to enter a room with a storage box and a typewriter as well as a Green Herb, ribbons, and some Hemostatic Medicine. Organize your inventory making sure you have the Bow Gun, some explosive arrows, and a few empty slots before leaving this room and going through the only other door. Head to the corner of the landing and get the Twin MAC-11 Ingrams that are just lying there. This triggers a movie where the Bandersnatch if released. He's not as bad as he looks, and you can kill him with exploding tip arrows. Pause between your shots to allow him to recover from the blast or you may have to shoot additional darts to finish him off. Go down the stairs and through the door that opens for you. After the exciting movie Claire is now in possession of the Gold Lugars and you are now in control of Steve who is armed with some deadly machine guns. This is your only opportunity to play as Steve so let the bullets fly freely as you go on a multi-room Zombie rampage. Kill the Zombies in the first room including the one behind the bars then go through the door on the back wall and clean out that room. Ignore the items inside - Claire will be back for them later. Leave the small room and go through the other door. Go down the stairs and shoot the barrels that will blow-up killing several Zombies. When this room is cleansed you can go up the steps and through the next door. Claire will now join you. Now that you are in control of Claire again you can follow Steve to the garage area. After an emotional movie you can search the garage and get the bullets from the top of the barrel. You will need to climb up on a crate to get them. Exit the garage through the double doors and you will be in an area with a large tank and a pair of nasty dogs. When they are dead you can pick up two loads of arrows then unlock the door and return to the main compound with the giant worm. As you make your way across the shaking compound make a quick stop by the barrels to pick up two more loads of arrows then sprint for the exit. SPECIAL NOTE: Now that you have the medicine you can return to the guard who let you out of your cell at any time. In exchange for your lighter and the medicine he will give you a Lockpick, which is very useful in opening the briefcase, you currently have in storage and some locked cabinets and drawers. The only downside to this is that there are some upcoming areas with bats, and you will not have to fight them if you part with your lighter. The choice is yours, but I recommend going for the lockpick at this point in the game. With or without the lockpick your next objective is that door where you need to use the Gold Lugars. Return to the palace and be prepared for a swarm of Zombies all over the foyer and the landing upstairs. Kill them or avoid them and make your way to the upstairs study where you can use the Lugars to unlock the door. You will probably want to save your game and adjust your inventory before proceeding. If you have the lockpick you can open that briefcase you got earlier and get 10 more exploding darts. Make sure you have the Bow Gun and exploding tip darts with you before proceeding. In the next room you can get some bullets from the table then approach the large desk and use the computer to view a movie. When prompted for a password, enter 1971 and the musical clock slides away to reveal a hidden passage. Of course the Bandersnatch that just jumped through the window is probably more important. Unload a pair of exploding tip arrows and he won't bother you anymore. Enter the secret passage and get the Green Herb in the corner just as you enter. Follow the bridge that leads to the classic haunted mansion high on the hill. At the top of the stairs a Bandersnatch drops in behind you and another climbs over the wall. Kill them both quickly with a pair of explosive shots each then continue up the steps and enter the mansion. The foyer is full of bats. You can use your lighter (if you still have it) or kill them with your pistol. Now head to the door to the left of the stairs and enter the dark room. Another Bandersnatch is lurking in the shadows. Two more exploding darts will take him down. If you have the lighter you can light the fireplace and shed some light on the area. Search the room and get the bullets and ribbons from the far corner and the two sets of bow darts from the mantle. Return to the foyer and go up the stairs. Get the bullets and First Aid Spray from the upper landing then enter the red padded door. After the movie, go to the right and enter the bedroom around the corner. Look at the music box and the bed will move allowing you to get the Ashford Key. Now return to the palace. Back at the palace you need to exit the study and go across the upper landing to the locked door on the left. Use your new key to enter the bar and collect the bullets, grenades, and a pair of Green Herbs. Make a note of the piano then leave the room and go downstairs to the main foyer. Go to the door in the corner that you unlocked with the computer and enter the hall. Use the key on the door directly across from you then toss it. Enter the new room and kill another pair of Bandersnatch monsters. Get the bullets from the chair and the Shield lying on the carpet and search the area around the TV screen to get the HUNK file. You now need to make the long trip back to the prison area and use the Shield in the socket by the guillotine. If you haven't already gotten the lockpick this will be your last good opportunity to do so. Fresh Zombies guard the area around the guillotine. Kill them all then use the shield in the door to open it. Kill the Zombies on the other side and enter. Quickly shoot the exploding barrel to kill even more Zombies that attack as you enter the new area. Go down the longer of the two paths and through the door. Get some bullets by the barrel then push the crate so you can open the door. Make a note of the storage box - you may need it. Go through the door and you will find yourself in the computer room from the first part of the game. You can now access the security drawer in the machine shop and get the items you placed there earlier including lots of grenade rounds. Collect your items (especially the Fire Extinguisher) and put them in the storage box back outside. Head back through the door to the corner where you shot the exploding barrel and go down the shorter path. Search near the barrel for a Green Herb then enter the door to the infirmary. Get the bullets and search the cabinet for some First Aid Spray then enter the office where you can get the Red File. Make a note of the human model with the missing eye then return to the main room and go to the door in the far corner. Kill the Zombies in this room and collect the bullets, briefcase, and a Red Herb. Inside the case are parts to modify your handgun for rapid fire and will increase the ammo capacity. Return to the previous room and you will find a doctor eating a patient. The doctor is fast and strong. Blast him with your new modified weapon and kill the patient who also gets up and attacks. Search the doctor's body and get the Glass Eye. Return to the office and insert the eye to open a secret door. Go down the stairs and fight off the bats (or use the lighter if you still have it). Get the Green Herb as you head for the other door and enter the torture chamber. Kill some more Zombies and get the arrows and bullets then go downstairs to the dungeon. Take the sword from the statue and the room fills with gas. Quickly turn the central statue counter-clockwise to disarm the trap. An iron maiden spins into view. Insert the sword into the slot and the door open. Put a few bullets into the Zombie then collect the Music from inside the iron maiden. The music fits in the player piano back in the palace bar. That is your next objective so go there now. When you insert the music the piano plays and the slot machine opens up revealing a Blue Ant. Return to the study and save your game. Adjust your inventory. Leave the ant in the box and make sure you have the Biohazard Key Card before leaving the palace and heading back to the Military Training area. Dodge the giant worm as you run across the compound and enter the area with the tank. Go in the garage and unlock the door leading to the dark hall. Kill the Zombies in the hall and get the bullets in the corner. Go down the hall and through the door into the next room. Get the ribbons from the typewriter stand and take the Shield from the wall. Return to the compound with the worm and duck into the main lobby. If you have the lockpick now would be a good time to stop in the office and unlock that drawer and get the bullets. Use the key card back out in the lobby to open the security door by the locker room and go down the long hall to return to the courtyard where Alfred was shooting at you earlier. A pair of dogs will attack as you make your way to the stairs. At the top you can insert the shield and the lid opens allowing you to take the Blue Key Card. Go back down the stairs and move toward the burning barrels until the camera angle changes allowing you to see the fenced area with the ladder leading down. Climb down and use the key card to open the gate. You are now down inside the boiler room where you got to play as Steve earlier. Take the stairs to the right and use the key card again to open the cage and get the Grenade Launcher. The door inside the cage leads to a room with a pair of Bandersnatch monsters. The only thing inside is some arrows, so you can decide if it's worth the risk. Along the back wall of the main room there are some grenades on the shelf. Enter the other door and use the lockpick on the cabinet to get the acid grenades inside. Go around the corner to the work area and get the bullets. Everything else in this area is for later in the game when you are playing as Chris. Go back through the door leading to the boiler room and up the other stairs. Get the bullets from the gargoyle head then get in the elevator and ride it up to 2F. Use the key card one final time to open the door then toss it. Go up the steps to the right and get the grenades near the command chair. A pair of Green Herbs are down on the lower area along the left wall near the computers. Get the Red Crest near the lit monitor then use the security camera to view the lab and zoom in on the picture to get the access code, 1126. A pair of Zombies attack when you try to leave. Kill them then unlock the door on the left wall and exit back out to the upper balcony overlooking the courtyard. Go down the stairs and back down the long hall to the main lobby. You can use your other access card to open the other closed door then toss the card. Go up the stairs and reenter the lab office. Enter the code and go into the lab. Get the acid rounds from the table then take the picture off the wall. Shoot or dodge the creatures as you make your way out of the lab and back down to the lobby. You have to reach the lobby before the timer expires. Head back outside to the area with the giant worm and run back to the area with the tank. Go in the garage and through the door leading to the dark passage. Go back to the room where you got the blue shield earlier and put the painting on the wall. The back wall moves revealing a model of the complex and a Gold Key. Use the lockpick on the small cabinet to the right and get the First Aid Spray. Finally, read the document on the pedestal and remember the numbers 12 and 8. Return to the mansion and go through the corner door in the main foyer. Head down the hall and turn right where you can use the gold key on the large double doors. Toss the key and enter the art gallery. There are many paintings in this room and a button under each. Go up the stairs and read the clue to figure out the family tree then go press the buttons under each painting in the proper order. If you don't want to figure it out here is the answer: 1. Lady Ashford 2. Man holding 2 babies 3. Man with teacup 4. Man with red hair 5. Old man next to the man with teacup 6. Man next to Lady Ashford 7. Alfred Ashbury (picture at top of steps) Get the Vase that pivots into view and examine it in your inventory to look inside and get the Red Ant. Return to the foyer and go upstairs to the study. Get both ants and load up on ammo then head back to the mansion. The covered bridge is swarming with Zombies and another pair of Bandersnatch monsters are waiting at the top of the stairs. Continue into the mansion, which is now overrun with Zombies. Kill or dodge the Zombies and make your way upstairs where even more Zombies are waiting in the hall. Head to the bedroom on the right and use the Red Ant to open the music box so you can take the music disc. Exit the room and go around to the other bedroom killing any Zombies along the way. Use the Blue Ant to open this music box and insert the disc to play the music. The bed lowers allowing you access to the ladder leading to the third floor. Get the Green Herb and the Dragonfly from the chair. Examine the dragonfly and pick off the wings resulting in a key that you can use in the ant mural on the opposite wall. This rotates the carousel giving you access to a new ladder leading to a loft. Climb this ladder and get the ribbons by the typewriter. There are also some bullets by the chair and a newspaper article on the steps to the left. Now push the box to the right and climb up to get the Green Book and the final Blue Crest that was under it. Make your way back down to the bedroom to trigger a movie. When you are in control examine the blonde wig and watch another movie where Alfred initiates a self-destruct sequence. Time to get off this island! There's no real time limit at first although the annoying klaxon will get on your nerves. Head back to the palace and save your game in the study. Adjust your inventory as needed and make sure you have both the red and blue crests before heading to the submarine. Kill or avoid everything that gets in your way as you make your way through the underwater complex. Go through the door by the aquarium and insert the remaining two crests into the console giving you access to the cargo plane. Grab the Control Lever from inside the plane and head back to the main office. Go through the other large door and run across the bridge to the warehouse where you used the mechanical claw earlier. Ride the lift up to the control room and go out the other door. Use the control lever on the console and raise the bridge. Run across the raised bridge and enter the new area. Search the locker and get the First Aid Kit then search the dead body in the other corner and get the Key. Run back across the bridge and ride the lift down. Approach the red K-402 door and use the key to unlock and open the door and enter. Collect the bullets and grenades from the crate and get the pair of Green Herbs. Use the storage box to adjust your inventory. Get a powerful weapon and save your game then push the two boxes into the lift. The first box goes straight in. The other box needs to be pushed to the back wall then pushed into the lift. This starts a 5:00 countdown. You exit the lift in the area with the giant worm. Make a quick U-turn and exit to the palace path. Head toward the palace and you will have your first encounter with the Tyrant. Keep your distance and unload some powerful weapons. He will fall to his knees several times but do not try to pass until he is lying flat on the ground. Quickly make your way to the sub and through the underwater complex until you are back on the plane. The movie will take over and you escape the island. Looks like you have a stowaway onboard. Get the ribbons by the typewriter and adjust your inventory using the storage box to the right of the rear door. Load up on healing and explosive weapons like grenades and any remaining arrows. Save your game then enter the hatch... The strategy for beating Tyrant is simple to explain but very hard to do. Tyrant moves very slowly until he gets close then he attacks with lightning speed and is very deadly. You need to constantly check your health and keep it in the yellow or green range. Try to stay along either wall and as he gets close switch sides and run past him. Turn and fire 1-3 shots from your most powerful weapons then wait and repeat. Stay away from the rear of the plane or he can toss you out the back. As he takes damage he will start to slow down and when he starts to bleed you can make your move. Go to the hatch and press the switch to eject the cargo container. It will smash into Tyrant and send him flying out the back of the plane. If you do this too early he will shove the crate back into the plane and you have to wait up to a minute for the eject button to reset. Return to the cockpit and enjoy the movie then save your game before proceeding to Part #2 of the adventure. Antarctic Facility Welcome to Antarctica! After you and Steve hop out of the plane you split up and head around to the right until you can climb down the ladder. Follow the catwalk past the double doors and the single door and take the steps down to B2. Go through the creepy hall and through the next door into the study. Take the arrows and the ink ribbon. There is also a Green Herb on the floor and a Blue File you can get from the desk and read. Save your game and adjust your inventory to free up some slots. Investigate the rattling and push the bookcase back to reveal a secret passage leading to a locker. Open the locker and read the Letter. Ignore the button for now and exit the study. Head left through the web-covered wall into the long passage filled with giant poisonous moths. There is a Blue Herb at the end of the hall. You cannot take it with you, but you can eat it and it will grow back so you can use it infinitely. Make sure to eat from this plant before ducking into the double doors. You are now in a large warehouse filled with several Zombies. They are scattered so you can use your knife and save some ammo. There is a lot to do in this room but none of it is working right now since the power is off. Head to the back of the room and go through the door marked B.O.W. Have a good weapon ready when you enter the room (I recommend acid rounds) and kill the two giant spiders. A third spider is under the floor grate and will spit at you. You cannot kill him, so run around and pick up the two boxes of bullets, the arrows, and the pair of Green Herbs. Do not overlook the very important Barcode Sticker in the back corner. Return to the warehouse and go under the machinery opposite the steps leading to the door. There is a button on the wall and a lever on a console. These do not work yet, but there is a box next to the lever that you can put the barcode sticker on. Go back toward the B.O.W. door and this time turn right and go under the machines to the WEAPONS door. Enter and kill the Zombie that attacks then move deeper into the room killing more Zombies. Get the Red Key and the Detonator from the Zombie in the very back corner. Insert the detonator into the explosives then leave. On your way out of this area check the green locker to get the AK-47 Assault Rifle. Return to the main warehouse and go up the short steps to the door. Use the key and toss it before entering. Explore the section to the left (climb up two ledges) and note the stairs that go up to the Emergency Gas Shutoff Valve. Continue straight following the wall and enter the next door to the dark room. There are three dogs in this area and the camera angle makes it difficult to see them until its too late. Have your modified handgun ready to go and slowly move around killing the dogs and collecting the five Green Herbs and the bullets. Locate the switch under the catwalk and turn on the generator. Head back to the door you just entered and locate the other switch to turn on the lights all over this facility. Return to the middle section of the warehouse and press the button the wall then pull the lever to start the boxes moving. You can now return to the room with the spiders and get the Gas Mask from the opening in the wall just as you enter. Exit this area and return to the study and save your progress. Note: Chances are you will always be poisoned by the moths when leaving the warehouse. Assuming you don't have any Blue Herbs in your inventory the best strategy is to just "stay poisoned" until you return to the warehouse at which time you can eat another Blue Herb from the hall. If you start to walk slowly then use a First Aid Spray or Herb. Return to the locker in the back of the study and press the button to open a secret door. Enter the new room and get the flowerpot. Spin this item in your inventory until you can take the Blue Key from the bottom. Make sure you have at least four open inventory slots then exit the study and go up the stairs. Back out on the catwalk make a U-turn and enter the single door next to the stairs. A glimmer of light catches your eye between the lockers. Head to the back and get the Gun Bow Powder to make ten explosive arrows. Search the lockers for bullets and a First Aid Spray and there are more bullets, and ribbons on the floor next to the map of the facility. There are also some more bullets on the shelf. You will have to kill a few zombies while getting these items, but they are pretty easy by this point in the game. Exit this room and continue to the left and go through the double doors. Go to Claire's left and use the key on the door then toss it. Enter and ignore the console for now. Head to the other door and enter. Walk out onto the catwalk and get the Valve Handle. Return to the previous room for an encounter with Steve. After he has screwed up you need to shutoff the gas back down on the lower level. Here comes a BIG CHEAT! The valve handle you currently have has a square adapter but the valve requires an octagonal adapter. The game designers want you to run all the way down and find this out the HARD WAY. I'll let you benefit from my experience and save you a lot of time and probably a lot of health. Continue to the other side of the catwalk and go in the other door. Ignore the Zombie beating on the cage and go to the back corner of the room. Use the Valve Handle on the machine and it will reshape the adapter to fit the gas valve. Before leaving you will want to search this room and collect the two boxes of bullets, the ribbons, a Green Herb, and a Blue Herb. Exit this room and return back to the outer catwalk. Go right and back down the stairs. Dodge the moths the best you can and eat a fresh Blue Herb before ducking back into the warehouse. OH NO! More Zombies. Four of them and they are closing fast. Kill them however you see fit then head back up the steps and into the next room. Climb up the ledges then the stairs and use the valve to clear up the air. Head back to the study and save your game and adjust your inventory making sure you have a pair of slots open. This is an important save as you are about to turn control over to Chris and he will have access to whatever items you leave behind. I recommend leaving behind your Grenade Launcher and the AK-47 Assault Rifle. Make sure you have a couple healing items and your ten explosive arrows and some handgun rounds. Return to the room where you just shut off the gas and get the Sniper Rifle from the right side of the room. Get in the drilling machine and drive off. Before heading down the stairs search the two bottom corners of the helipad. You will find some bullets and a First Aid Spray behind the large boxes. Head down the stairs to trigger the encounter with the big boss. Killing this guy isn't too hard. Quickly move to the opposite side of the pad and face him. Target him with your sniper scope and zoom in to shoot him in his exposed heart. After you have used all your sniper ammo switch to the Bow Gun and the explosive arrows. Keep moving as you fire so he cannot sweep you off the pad with his long arms. If he is still alive after this then pump him full of hand gun rounds until he dies. Enjoy the movie. Chris Redfield We now join our hero as he is climbing a sheer rock face leading up to the prison complex. When Chris reaches the top you can get the Green Herb then talk with the man who helped Claire earlier. Your conversation is cut short when that Giant Worm rumbles in and swallows the poor guy whole! Make a note of the carving on the wall as you run around the corner to the storage box and typewriter. Get the arrows and the ribbons then save your game before going through the door. Prepare to do battle with that Giant Worm. He only takes about 20 hits from your hand gun, so keep moving so he can't burrow up under you. You have lots of room to run around as you fight. A pair of Green Herbs and a Blue Herb are available when you enter the cave. Just before the worm dies it will spit out your "friend" who gives you Claire's Lighter. Head back to the carving on the wall and open the lower section. Use your lighter to ignite the flame and get the Twin Uzi's. Adjust your inventory then return through the worm cave and use the elevator at the opposite end to ride up to the garage in the Military Facility. Kill the three Zombies waiting for you when you arrive (I recommend using the knife) then head through the large doors to the outside area with the tank. Go to the back of the tank and press the red button to move the tank and reveal the lift and some bullets. Ride the lift down and follow the passage gathering the shotgun shells, Green Herb, and the Blue Herb. Enter the first door where you will find a storage box and typewriter along with more shotgun shells, bullets, and acid rounds in the closet. There is also a Green Herb, and an infinite supply of Blue Herbs that can only be eaten in this room. Check out the drawers in the back corner and open them in this order: RED - GREEN - BLUE then BROWN after the click. Get the Gold Lugar. Note: This is a special item that has no use in the game. When you finish the game with this item in the storage box you will unlock Steve as a playable character in Battle Mode. Go ahead and put it in the chest and don't worry about it ever again. After you have saved and adjusted your inventory to free up some spaces you can leave and continue down the passage to the dead end. Get the Battery and then prepare to kill a pair of giant spiders that drop in to visit. Return to the lift and ride up and reenter the garage. Go to the other side and insert the battery into the lift. Climb up and activate the controls to ride up to the top ledge. Go left to get the letter and the Chem Key then go through the door. After the movie you can go in the nearby elevator and ride it down to B1F. The new camera angle shows you some stairs leading down to a new area. Go down and ignore the shotgun as taking it will raise the stairs blocking your exit. Get the bullets, ribbons, and flame rounds. Go through the door into the lab and get the Green Herb before going up the stairs. On the next level is a computer you can use to lower a cylinder allowing you to get the AK-47 Ammo (50%). Go through the next door into the warehouse area and search the far wall where you will see a flickering on the floor. Get the Door Knob that triggers an encounter with a pair of Hunters. These creatures are very deadly if you give them a chance to attack. The trick is to open fire with your Uzi's and knock them to the ground them pump a few more rounds into them to finish them off. Now retrace your path all the way back through the lab to the elevator. Ride it up to 2F and go into the control room and exit through the door to the left. You are now outside on that balcony where Alfred was shooting at Claire earlier. Watch as the blue shield you need tumbles into the water below. Cross the balcony and enter the opposite door. This hall is guarded by a security robot. Watch the beam of light and make your way down the hall staying out of the light. If you get caught in the beam you will be fighting another Hunter. Duck through the hole in the wall and get the side pack and some arrows. Go through the door in the corner and enter the next hall. Use the doorknob on the broken door and enter. Search the walkway for some bullets and a model tank mounted on a square piece of wood. Retrace you path back to the control room and enter the elevator and ride it to 1F. When you exit you will have to dodge another robot-cam as you make your way to the room with the typewriter and the model of the military complex. Put the tank on the model to open the picture behind you. Get the Turntable Key and the green book and note the three sockets for the crests that Claire used at the airport. Return to the elevator and ride it down to B1F and return to the lab for an exciting encounter with Wesker. After he throws you into the cylinder a Bandersnatch is released. Kill him, then go through the doors into the warehouse area and use your new key. Activate the switch and ride the lift to the top. Climb over the box and enter the main lobby of the Military Facility. Go through the door across the lobby and kill the Zombies inside. Go into the back office and kill another Zombie then get the Acid Rounds from the locker before going out through the other hole in the wall. Go through the next door and you will be back outside. Kill the crawling Zombie then go into the fenced area and down the ladder. Flip the switch and the fan will clear out the poison gas. Enter the boiler room and go through the door at the back of this room. Kill the Hunter when you enter then go into the room opposite where you entered. Get the hand gun upgrade and the Green Chemical on the shelf. Exit this room and get on the big turntable lift and ride down to the lower level. Cross the room and go through the two automatic doors to get into the lab. Collect the bullets, shotgun shells, Green Herb, Red Herb, and the Blue Herb. Use the Chemical Key to open the cabinet and set the temperature to 128 (remember that 12 and 8 number I told your to remember). This will turn the one of the chemicals inside a new color allowing you to get the Blue Chemical. Mix the two chemicals then kill the Hunter that comes through the vent. Leave the lab then go through the warehouse and the lab and get the Shotgun. This causes the stairs to go up. Walk where the stairs used to be and jump into the water. Kill another Zombie and exit on the other side where you can collect a pair of Red Herbs before climbing the ladder and exiting through the manhole. You are now in the hall leading to the save room from earlier. Head there and stash some of your items and save your game. Now make the long trip back to the turntable lift and ride it to the top. Head out into the worm-free compound and kill the pair of Hunters that attack. Make your way to the cargo lift and ride it down to the airport. Use the storage box and/or typewriter as necessary (make sure to have 3 open slots) then enter the next room. Kill the Hunter that attacks as you enter then ride the lift to the control room above. Go out the other door to the control tower where Claire raised the bridge earlier. The controls are jammed so cross the bridge and enter the other door. Look at the controls on the wall to the left of the door you just entered. This is a challenging puzzle that requires you to measure out 7 units of oil in the bottom container by manipulating the two other containers that feed it. To quickly solve this puzzle do the following: Push the 3-unit button 4 times Push the 10-unit button to drain all the liquid Push the 3-unit button Push the 5-unit button The bridge is now active and so are the three Zombies in this room. You can easily ignore them and exit the room or you can fight them and get the shotgun shells in the corner as your reward. Run back across the bridge and flip the lever to lower the bridge. Go back through the control room and ride the lift down. Exit out onto the bridge and kill another Hunter then cross over and enter the door to the underwater facility. Kill the three Zombies that stagger around this room then enter the door by the aquarium and kill the Hunter. He has his back turned when you enter so you can get off a free shot. When the monster is dead you can flip the control switch to turn off the power and take the Army, Navy, and Air Force Crests. Return to cargo lift and save your game before riding to the top. A pair of Poisonous Hunters are waiting in the courtyard. A few grenades wipe them out allowing you to enter the lobby of the Military Facility. Make your way through the complex and down through the boiler room until you reach the elevator. Ride it to 1F and enter the room with the model of the complex. Use the three military crests to disable the lasers and flip the switch to retract the model into the wall. Grab the shotgun shells and the Green Herb then climb down the ladder. Kill the pair of Giant Spiders that are crawling along the ceiling then get the Grenade Rounds and the two Green Herbs and the Blue Herb. Enter the large pool area and check out the location of the Blue Shield and the giant monster that guards it. You can try to kill this creature but it will take lots of time and ammo (about 20 hits with the shotgun). You should have enough herbs to survive a dash through the electrified water. Walk out to the bullets and after you take them wait for the creature to swim to the far side of the pool. Quickly climb into the water and run to the shield and pick it up. Then run to the nearest edge (away from monster) and climb out. Heal if you need to then retrace your path back to the elevator. Ride it to 2F and return to the garage. Take the portable lift down to the ground and exit out to the area with the tank and ride that lift down to the passage below. Return to the save room and adjust your inventory and save your game as you are about to leave the island. Combine the chemical with the blue shield to get the Gold Halberd and open the locked door where you picked up the battery at the beginning of Chris' adventure. Jump in the Harrier and fly off to Antarctica. Go out the double doors and blast the tentacles until they retract into the wall. Go down the ladder and you should recognize your surroundings. Go down the steps and enter the study. Use the halberd on the column to unlock the cabinet and get the Diary, ribbons, and Dice. Save if you want and grab the Fire Extinguisher from the storage box before leaving. Head up the stairs and go in the first small door. Search the room and get the Grenade Rounds from the bunk bed any other items Claire may have left behind. Exit this room and go to the large double doors. Go to the right and enter. This is the room that flooded when Claire and Steve tunneled out of here, and the water is now frozen. Walk out onto the ice and get the Valve Wheel. A bunch of Zombies break out of the ice and surround you as you try to escape. You can kill or dodge them as you leave this room. Back in the main area, go to the opposite door and enter the machine room. Three Zombies are staggering around in here. Kill them, then raid the cage for shotgun shells and a briefcase. Leave this room and climb down onto the ice where the railing is missing. Go to the opposite catwalk (note the giant spider under the ice) and climb up and enter the room on the right. One of Wesker's droids is patrolling the hall. Duck through the door next to you before it can summon another Hunter. Flip the switch to raise the drum that you can use to refill your Fire Extinguisher. Now ride the left down below and put out the flames. Get the Colt Magnum from the conveyor then head to the back of the room and use your lighter on the detonator that Claire inserted a long time ago. Inside are a lot of bullets and a Gun Part. Return to the lift and ride back up and enter the hall with the security droid. Follow the corridor and go through the door. Ride the lift and when you reach the bottom go through the door and into the Power Room to the right. Use the valve handle on the console to the right to insert the plug then flip the lever on the left to restore power. Exit this room and kill a small army of Zombies then enter the gray door. Push the statue onto the crack next to the cabinet and get the map, then kill some more Zombies as you make your way to the door. Follow the hall to the tiger statue and remove the blue eye to get the 4-side brass fitting then put the blue gem back and take the red one to get some magnum ammo. Return that gem and combine the brass fitting with the valve handle then exit through the opposite door and down the lift. Enter the nest area and get the Dragonfly Wing then move to the left crushing the wasps as you make your way to the next room. Kill a lot more Zombies in the next two rooms then get the two boxes of bullets and read the letter on the disc. Return to the nest and go right to enter the control room where Alexia was being kept. Use the control panel on the right and enter the code: AA - Crown - Heart - Spade to open the drawer. Insert the dice you have been carrying around and watch Alfred drop out of the pod. Take his Ring then examine it closer in your inventory to get the Blue Gem. Retrace your path back to the room where you filled your Fire Extinguisher and ride the lift up to where you can use your modified valve handle to drain the water from the tank. Get the Crane Key and kill the red Hunter that attacks. Return to the large icy area with the spider underneath and use the key on the crane. Watch the movie then dodge the giant spider as you run out onto the ice and get the Green Earring. Go back through the door then examine the jewelry to get the Green Gem. Now head back toward the Power Room. When you reach the bottom of the lift go left and kill the Hunter. Follow the water around and get the Dragonfly Wing then get in the water and locate another Dragonfly Wing before going through the large double doors. Deja Vu! You are now in a replica of the mansion from the first Resident Evil game, so you may know your way around. Go behind the stairs to find Claire trapped in a cocoon. Use your combat knife to cut her free. If you left it in the storage box you can go upstairs and get it. Once you have cut her free two things can happen and you will have to react accordingly. Scenario 1: Claire is fine and you continue the game as her. Scenario 2: Claire is poisoned and you must race back to the room where you used the fire extinguisher and get the Blood Bag from the shelf. Either way, you are now playing as Claire. Head to the room with the storage box and load up on herbs, weapons, and ammo. Now that you have a lockpick you can also open that briefcase and get some magnum ammo. Push the bookshelf next to the box and put the shotgun on the hooks to open the painting behind you so you can get the Grenade and Flame Rounds. Once you have the ammo retrieve your shotgun and leave the room. Blast the pair of tentacles in this next area then push the middle display case to reveal some more hidden Grenade Rounds. Looks like they are stocking you up for a boss battle, eh? Continue on and exit through the door. Enter the prison area and kill the Zombie that comes out of the cell then head up the stairs and enter the cell to get two sets of arrows from the dead body. Find and read the note then lower the cannon and watch the plastic ball come out. A block crashes down next to you. Duck underneath and get the ball then stand so you can put the ball under the block when it is up. It will smash the ball and let you get the Emergency Key Card. Return to the prison area and go through the gray door. Use the card in the slot to open the door. When you have control you need to run away from Steve as fast as you can. Heal as necessary and get under those bars. You are now playing as Chris for the rest of the game. The battle with Alexia is easy if you have the grenade launcher. Three hits and she is down for the count. Collect the Red Gem and head upstairs to put all three of them in the family portrait to reveal a secret door. A pair of Green Herbs are inside the door to the left. Get those then kill some Zombies and ride the lift down to the lower lab. Use the computer to open the glass chamber and get the forth and final Dragonfly Wing. Exit the lab and kill more Zombies in the hall. Before you round the corner go through the door on the left and enter the study. Get the First Aid Spray and shotgun shells then open the drawer near the painting and get the Mansion Key. Go downstairs and use the key to open the brown double doors then toss the key. Continue through the gray door and make your way back to the Power Room where you can turn off the power. Head back to the courtyard and reenter the mansion through the front door. Go through the brown double doors you just unlocked and return to the tiger statue. With the power turned off you can now take the Red and Blue Gems. Go back upstairs and down the hall. Go around the corner and enter Alfred's bedroom. Use the secret door to get into Alexia's room and use the red gem to get the music from the music box. Return to Alfred's room and use the blue gem to open his music box then insert the disc and it will play lowering the bed and giving you access to the ladder. Climb the ladder and take the ribbons from the shelf then locate the jar and get the Dragonfly Body. Combine this with your four wings to create the Dragonfly Key. Note: You may want to save at this point. The Power Room is the nearest location to do this. Make sure you have plenty of health and the key then go to the lab area that leads to the room with the cannon. You will meet up with Claire who gives you a folder. Examine the folder to get the Emergency Key Card then go through the door around the corner. Cross the grating and use the key in the slot to open the door. Kill the three Zombies after you enter and use the key card on the console then enter the code - VERONICA. Exit the room and watch the movies. Take a shot at Alexia with any weapon to stop her then prepare to battle the final boss of the game. As with most boss battles, the trick is to have plenty of good weapons and healing items. Do not waste time with the tiny creatures that Alexia launches at you. You can however, bait her into smacking them with her own tentacles saving you some ammo. You will probably get poisoned a few times so make sure to have a blue herb or better yet, a red/blue/green mixture handy. Keep hitting her with your best weapons (Colt Magnum to start) and eventually you will gain access to a Plasma Cannon. Keep moving and dodge her acid attacks. Wait for your shot and hit her once with the cannon to kill her. CONGRATULATIONS! You have completed Resident Evil: Code Veronica and unlocked the Battle Mode.