*RESIDENT EVIL CODE: VERONICA X (BIOHAZARD CODE: VERONICA COMPLETE) *SONY PLAYSTATION 2 & SEGA DREAMCAST *WRITTEN BY: CVXFREAK *COPYRIGHT 2001 CVXFREAK *VERSION 12.0 Nothing inside this game guide can be removed, altered or used in any public or commercial use AT ALL! I wrote this guide and I want proper credit. To be used on a website, e-mail me at ReBiohazard6587@aol.com. E-mail me there with any add on, suggestions, mistakes or etc. also. Remember, for public and profitable use, JUST ASK AND I WILL MOST LIKELY SAY “YES”. Unlike other authors, I don’t make my life around making money. Thank you, and I hope RESIDENT EVIL fans will be able to use this guide for their needs with RESIDENT EVIL CODE: VERONICA X (AKA BIOHAZARD CODE: VERONICA COMPLETE)! DISCLAIMER: I’m literally sick of receiving e-mail asking to “Defeat Tyrant” or “Extinguisher” questions. If you have trouble with Tyrant, DON’T E-MAIL ME. START OVER AND SAVE THOSE BOW GUN ARROWS. If you e-mail me I won’t respond. Period. If you have something to e-mail me with, put “CVX Guide-_______” and in the blank, put what you need. I will answer to the best of my ability. Don’t send me theories, either. I come up with many my own already. To ask to post this guide, NO! GameFAQS.com keeps them up to date and no more websites can post this unless I give them permission. This guide can be found in: GameFAQS.com Cheatcc.com Neoseeker.com Gamewinners.com AnewBlood.com Ps2fan.com PSXCodez.com http://forums.compuserve.com/gvforums/default.asp?SRV=Gamers&loc=us. GamePilot.de PSXextreme.com Please e-mail me if I gave you permission to post and you’re not on here. NOTES: BIOHAZARD is the JAPANESE name for RESIDENT EVIL. RESIDENT EVIL is the EUROPE and USA name of BIOHAZARD. But essentially, besides the name, they are usually the same game! MORE NOTES: THERE ARE DIFFICULTIES IN THE JAPANESE VERSIONS. IF I ASSIGN A TASK TO NORMAL OR EASY MODE PLAYERS, THAT APPLIES TO AMERICAN/PAL PLAYERS. REMEMBER THAT! THERE IS NO DIFFICULTY SELECTION IN THE AMERICAN/EUR VERSIONS! ********* *CONTENT* ********* 1. Introduction/ Updates and FAQ History 2. My CODE: Veronica X Reviews 3. Dreamcast and Playstation 2 Differences 4. Controls/ Combat Tips/ Herb Mixing Chart 5. Story/ History 6. Character Bios 7. Monster and Boss List 8. Item and Weapon List 9. Quick Walkthrough 10. Area 1: Prison Part 1 11. Area 2: Palace Part 1 and Airport Part 1 12. Area 3: Military Training Facility A 13. Area 4: Private Residence and Palace Part 2 14. Area 5: Prison Part 2 15. Area 6: Private Residence Part 2 and Palace Part 3 16. Area 7: Airport Part 2 17. Area 8: Claire in Antarctica 18. Area 9: Chris and Military Training Facility B Part 1 19. Area 10: Airport and Military Training Facility B Part 2 20. Area 11: Chris in Antarctica 21. Area 12: Controlling Claire Again 22. Area 13: Chris in Antarctica Part 2 23. Area 14: Final Battle 24. Speed Guide 25. Gameshark Codes 26. Changeable and Optional Scenes 27. CODE: Veronica X’s Ranking Systems 28. CODE: Veronica’s Files 29. CODE: Veronica’s Story Line 30. Battle Mode 31. Differences between CODE: VERONICA and CODE: VERONICA X 32. Versions of CODE: Veronica and other RE games 33. Frequently Asked Questions 34. Rumors and Facts 35. Wesker’s Report DVD 36. The Trevor Letters 37. Conclusion ****************************************** *1: Introduction/ Updates and FAQ History* ****************************************** =========== INTRODUCTON =========== Welcome! This is CVXFREAK’s RESIDENT EVIL CODE: VERONICA X Game Guide. BIOHAZARD/Resident Evil are trademarks of CAPCOM ENTERTAINMENT, so I have no ownership over BIOHAZARD/Resident Evil. This guide is made to understand easily. It is divided into “areas.” Areas are sections in the game. Within an area are puzzles and locked doors, etc. Areas end usually when you leave a certain area of the game (ex: Prison) and begin whether you have gained new areas, gotten a new item or have beaten a boss. When fighting bosses, a special paragraph is available for each boss, even if it is a boss you don’t have to kill. This guide will be structured to follow item needs as well and will follow all the modes in the game, as this guide is intended for players who need help with the game. Now on to the game, RESIDENT EVIL CODE: VERONICA X. ======================= HISTORY (NOT STORYLINE) ======================= Now here’s a little stroll on memory lane of RESIDENT EVIL… ======================= INCOMING: RESIDENT EVIL ======================= When the first Resident Evil was released in March of 1996, it was called the best game of 1996. With incredibly great graphics at the time, it sparked a starting point for Survival Horror, with the exception of Aline in the Dark, which came out before Resident Evil. You controlled 2 characters named Chris and Jill as they explored a creepy, puzzle-full mansion. As usual, there was a traitor and zombies around. ============================== DIRECTOR’S CUT THEIR PROMISES! ============================== Then came Resident Evil: Director’s Cut. It was released later that year to feature the edited scenes in the original Resident Evil in Japan. Despite extra modes, different camera angles and slightly better graphics, the scenes were edited and this version of RE1 was shrugged off. Capcom also said that the scenes that were cut were going to be in it, but they lied. It even said on the box! Capcom did post the scenes on their website for awhile, but ack, the quality stinks! ============================= RESIDENT EVIL FLIES TO SATURN ============================= Then came Resident Evil for Saturn. It had considerably worse graphics than the PSX Version, but featured still edited scenes. But there were more costumes and an extra mini-game. This version is pretty rare and expensive (COST ME $40 USED! At mcvans.com) ======================= 2 CAN PLAY AT THAT GAME ======================= Then, in January 1998, in came Resident Evil 2 (FINALLY). It was twice the size of the original Resident Evil. It had 1 disk for each character and featured disk swapping. The graphics were really improved and the characters had MUCH more detailed. ========================== DUAL RERELEASE SHOCKS PSX! ========================== When Dual Shock controllers arrived for the Playstation, Resident Evil: Director’s Cut and Resident Evil 2 were re-released with Dual Shock support. While Resident Evil: Director’s Cut remained intact, aside from the different soundtrack, Resident Evil 2 was renamed Resident Evil 2: DUAL SHOCK VERSION. This had Dual Shock capabilities, but more difficulty modes and another mini game were added. ======== NEMESIS! ======== Finally, in November 1999, the third of the series, Resident Evil 3: Nemesis, arrived. It had better graphics and back rounds than RE2 and had a strange relationship to RE2. Part of it took place BEFORE RE2. It made sense, since some RE2 areas work their way into RE3. RE3 had only one character. It was RE1’s Jill valentine as she tried to escape Raccoon City. RE3 was like RE2’s 3rd scenario. It was the same story from another view! ============================ IMPOSSIBLE! BACKWARD IN TIME ============================ Later that month, Capcom took another step, but it was a back step. They released Resident Evil 2 AGAIN! But this time it was for Nintendo 64. The N64 was basically the original PSX Version, with updated graphics and grainy sound and FMVs. But it had EX Files, which tied RE2 and RE3 and RECVX together, because previous versions of RE2 didn’t really fit with RE3’s storyline. ================== BACK TO THE FUTURE ================== About a few months later, in March 2000, CODE: Veronica hit Dreamcast. It had the best graphics of ANY RE. It was 2 disks, but longer than RE2. It had 2 characters again. They were RE1’s Chris and RE2’s Claire. But something was missing from CV. Wesker didn’t have a big enough roll. Even with those restrictions, people still enjoyed CV as the best RE since RE2 and RE3. How would they fix it…? ======================== SURVIVOR GETS VOTED OFF! ======================== In September 2000, Capcom headed back to PSX and released Resident Evil Survivor. It was a first person RE game. It was supposed to solve any questions raised in RE2 and RE3. It took place between the end of RE3 and the start of CV. It was mediocre, with graphics worse than RE2. But the game did have more re-playability. =========================== REVISITING THE PAST! AGAIN! =========================== Capcom’s RE series had taken a downfall thanks to Survivor, and CODE: Veronica fans on Dreamcast needed more RE games. So Capcom decided to port Resident Evil 3: Nemesis over to Dreamcast. It had better graphics than the PSX Version, too. It also sold amazingly cheap for $20 USD. But nothing new in terms of storyline came. Only new costumes arrived and the mini game, Mercenaries, was unlocked. It’s the best version. =========================== LEAVING THE PAST- FOR GOOD? =========================== RE3 and CODE: Veronica sold well on Dreamcast. But Capcom needed another RE game for Dreamcast. Resident Evil 2 had sold well on PSX and N64, so why not Dreamcast? Capcom ported over the Dual Shock Version of RE2 and released it on Dreamcast. Like Nemesis for Dreamcast, it had great and unblocky graphics like any previous version. But as did the N64 Version, the storyline stayed intact. Sigh. But this wouldn’t be the last of the past… 0… Zero… =================== RACING THROUGH TIME =================== In October 2000, the PS2 arrived. It had MUCH better graphical features than the Dreamcast. In order to keep PSX fans hooked, they ported RE CV to PS2, called RECVX. The game has more cut-scenes about Wesker. This game is it. RECVX is the best game of the series, at least to me. The American Version is due out August 22, 2001. =============================== VISITING THE PAST IN THE FUTURE =============================== In end-2001 and start-2002, Capcom will release Resident Evil 0 and Resident Evil 4 for Nintendo’ GameCube and PS2. RE0 takes place before RE1 and RE4 takes place after CV. No other details yet. This guide is for RESIDENT EVIL CODE: VERONICA X. ============= ***UPDATES*** ============= ================= September 7, 2001 ================= UPDATE: I fixed the Paper Weight Puzzle. Sorry for anyone who got thrown off. I added ALL the websites permitted to use this FAQ. So don’t ask me anymore. I patched a few sections up. Enjoy! ================= September 3, 2001 ================= UPDATE: I fixed up my Speed Walkthrough thanks to Vincent Merken, It doesn’t make much sense. He nicely pointed that out to me! Thanks Vincent! Please check out Vincent’s Speed Guide for the original CV. It is more specific. =============== August 28, 2001 =============== UPDATE: Changed DIJ Diary to reflect how it is in CVX of the American Versions. I added an Herb Mixing Chart into the Combat Tips and Controls Section. I added a new version of the game in, called Gun Survivor 2: BioHazard CODE: Veronica. In addition to that section, I added information on all the RE games to date, including PC Versions and the hidden RE2 game! Enjoy! =============== August 10, 2001 =============== UPDATE: I am adding the Trevor Letters to the FAQ, because it has some importance to the RE series. This will be great for the American Versions. In addition, I am also using a new separation format to the guide (notice the new headers for the UPDATES sign above?). It’s easier to navigate around. ============== August 8, 2001 ============== UPDATE: I replaced the Roman Numerals for numbers to be easier to update. I also am re-organizing the entire FAQ. Some things are out of place, like the quick walkthrough and speed guides. With the American Version bound soon, I have to make this guide much better to reflect everything on the American Versions. So with everything moved around, you can now find everything in one place and navigate a lot easier. All 3 guides are in 1 place and the monster and item list are next to each other. ============= July 31, 2001 ============= UPDATE: I added a Speed Walkthrough to the guide for beating the game in less than 3.5 hours. ============= July 26, 2001 ============= UPDATE: I added a Quick Walkthrough. I added a “HP” section within the Monster and Boss section to see how many hits can kill any RECVX character. I also added a Shotgun and Grenade Launcher section to the monster list to see how many shots they can sustain. I then added a Rumors section with facts, too! I also added a MUCH deeper synopsis for all the RE games in the Story and History section! Also, I added a few words in the introduction. To put the icing on the cake, I added BIOHAZARD CODE: VERONICA: LIMITED EDITION and BIOHAZARD CODE: VERONICA to the CODE: Veronica Versions section. Enjoy! ============= July 24, 2001 ============= UPDATE: I added a lengthy synopsis of CVX to the FAQ/Walkthrough. I also added the Slot Machine Area to Battle Mode. I’m also adding Gameshark Codes, thanks to mysticcat’s FAQ for them. I am now adding a step by step walkthrough for every character in Battle Mode. I’m also adding how many bullets it takes to kill in the Monster Section. ============= July 21, 2001 ============= UPDATE: Yet again I’m updating this to make this guide the best it can be. I never added this into the FAQ: The A Rank!!! SO I’m adding that now, near the bottom section. I’m fixing a few spelling errors, too. ============= July 19, 2001 ============= UPDATE: I added a Monster and Boss List to the FAQ. I am also adding an Item and Weapon List for both Chris and Claire. ENJOY!!! ============= July 17, 2001 ============= UPDATE: I played through my old CODE: Veronica and transferred the files over to the document. I also added “Combat Tips” in the Controls section. I also added a RESIDENT EVIL SURVIVOR synopsis. ============= July 13, 2001 ============= UPDATE: I have added a transcript of Wesker’s Report, which I got from mysticcat’s great FAQ for RE CVX. You should read his FAQ, too. The Wesker’s Report, which I analyzed, too. ENJOY! ============ July 9, 2001 ============ UPDATE: I added a TON of CV questions to the Frequently Asked Games Section. I changed some of the BIOHAZARD terms into Resident Evil, since this game is now gonna be out with the Resident Evil names soon. Cleaned some more sections up, such as special thanks. ============= June 28, 2001 ============= UPDATE: I’ve found a lot of feedback for this guide and am now converting this guide to cover all the modes of the game. The “Easy and Normal Mode” section has been removed and you can now find that the guide will cover optional areas. I also added Alfred, Alexia and Rodrigo’s bios. ============ May 17, 2001 ============ UPDATE: When it was posted on GameFAQS.com, it was formatted incorrectly. I also added a “Easy and Normal Mode” Section. Once the game reaches America, I’ll add the files of the game. I also corrected the “Thanks” section. ============ May 24, 2001 ============ UPDATE: This guide can now be found at neoseeker.com and cheatcc.com! Gamefaqs.com, too! I have made some more changes and added an “Important Dates” Section near the bottom. It concentrates on upcoming RE games. Also, any Japanese readers reading this, can they please send me the translated files of the game? Thanks. ******************************** *2. My CODE: Veronica X Reviews* ******************************** This is my review for both the PS2 and DC Versions, taken straight from my GameFAQS.com review! ===================== PLAYSTATION 2 REVIEW: ===================== Well, Capcom released its remake of Resident Evil CODE: Veronica, dubbed Complete. It was to feature additional scenes, involving a certain character that rhymes with fesker. The scenes were featured, and reveal more about this mysterious character. Gameplay: 8 The controls are a little confusing. In about a half hour, you'll learn these controls by memory. Also, you control two characters named Chris and Claire, while another character names Steve Burnside is controlled briefly. There is also a Battle Game mode, a mini game where you go through a gaunlet of enemies. The mysterious character is also playable. It is overall fun, but gets boring after awhile. Story: 9 The story is very interesting, as it follows Claire as she looks for her brother, Chris Redfield. She is captured and is taken to an island, which because of this mysterious character, was turned into zombie hell. Chris comes later on to help Claire out. The story also focuses on the T- Veronica Virus, which was created by the Ashford family. Similar to the T and G- Viruses of the past RE games, the T- Veronica Virus is what turns things into strong monsters, hence the zombies in the game. The T- Veronica Virus turns you into a dragonfly monster type thing you must fight in the game. The G- Virus is featured in RE2 and the T- Virus is what the zombies are made of. Sound/Audio: 9 The sound was much better than RE2's! It was clear and improved. The character actors are great, also. Claire and Chris and Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and Alexia's voices are superior! Replay Value: 7 Unlike the past RE games, you need not beat the game more than once to get the story. But, it is always satisfying to replay the game to understand it more. But replaying and getting an A ranking can help you get a secret reward. Overall: 8 Well, this game is B ranked because it was already released. The extra footage is a must and the story is developed more in this new Code Veronica. There are also difficulty rankings, absent in the original. It depends on your money and your RE liking if you want to get this cool game! This game will come out in America in May- June for PS2. It will be titled Resident Evil CODE: Veronica X. American and European fans aren’t getting a DC version :( Enjoy the latest Resident Evil game and arguably the best one! -CVFREAK aka CVXFREAK Reviewer's Score: 8 / 10, Originally Posted on 5/6/2001 ========================= DREAMCAST VERSION REVIEW: ========================= Well, Capcom released its remake of Resident Evil CODE: Veronica, dubbed Complete. It was to feature additional scenes, involving a certain character that rymes with fesker. The scenes were featured, and reveal more about this mysterious character. Gameplay: 8 The controls are a little confusing. In about a half hour, you'll learn these controls by memory. Also, you control two characters named Chris and Claire, while another character names Steve Burnside is controlled briefly. There is also a Battle Game mode, a mini game where you go through a gaunlet of enemies. The mysterious character is also playable. It is overall fun, but gets boring after awhile. Story: 9 The story is very interesting, as it follows Claire as she looks for her brother, Chris Redfield. She is captured and is taken to an island, which because of this mysterious character, was turned into zombie hell. Chris comes later on to help Claire out. The story also focuses on the T- Veronica Virus, which was created by the Ashford family. Similar to the T and G- Viruses of the past RE games, the T- Veronica Virus is what turns things into strong monsters, hence the zombies in the game. The T- Veronica Virus turns you into a dragonfly monster type thing you must fight in the game. The G- Virus is featured in RE2 and the T- Virus is what the zombies are made of. Sound/Audio: 9 The sound was much better than RE2's! It was clear and improved. The character actors are great, also. Claire and Chris and Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and Alexia's voices are superior! Replay Value: 7 Unlike the past RE games, you need not beat the game more than once to get the story. But, it is always satisfying to replay the game to understand it more. But replaying and getting an A ranking can help you get a secret reward. Overall: 8 Well, this game is B ranked because it was already released. The extra footage is a must and the story is developed more in this new Code Veronica. There are also difficulty rankings, absent in the original. It depends on your money and your RE liking if you want to get this cool game! This game will come out in America in May- June for PS2. It will be titled Resident Evil CODE: Veronica X. Enjoy the latest Resident Evil game and arguably the best one! -CVFREAK aka CVXFREAK Reviewer's Score: 9 / 10, Originally Posted on 3/31/2001 ******************************************** *3: Playstation 2 and Dreamcast Differences* ******************************************** On March 22, 2001, in the country of Japan, BIOHAZARD CODE: VERONICA COMPLETE was released for 2 different systems. They were SONY’S PLAYSTATION 2 and SEGA’S DREAMCAST. Both games were considerably different in features, but not in story line. The PLAYSTATION 2 version had fewer features than DREAMCAST’S. It didn’t have “Battle Mode” from the start, as opposed to having it automatically in DC’s version. Another difference is that in “Very Easy Mode” for DC, a Rocket Launcher with unlimited ammo, but isn’t in the PS2 version, which is a bummer. But the PS2 gets the graphical advantage, as the PS2 version’s graphics are better than DC’s by a notch. The PS2 uses a better color scheme and has a better “blur” effect, as evidenced with Wesker. PS2 also gets a better controller because it doesn’t turn the character as much, as the DC’s controller isn’t as controlled as DC’s. Also, the PS2 Version has one disk, as opposed to DC’s 2 disks. Anyway, those are the MAJOR differences. There may be others, but I haven’t seen them. E-mail me if you do! ******************************************** *4: Controls/Combat Tips/ Herb Mixing Guide* ******************************************** DREAMCAST VERSION: R Trigger: Ready Weapon (press and hold) L Trigger: Change Targets (when R trigger is held) X Button: Action/Confirm Selection Y Button: Map Screen B Button: Status Screen/Cancel A Button: Dash (with D-button UP)/Cancel selection Start Button: Option menu, skip movie/cut-scene Analog Thumb Pad: Moves character and options D-Pad: Moves character and options To move character: UP: Forward DOWN: Backward RIGHT: Rotate right LEFT: Rotate left PLAYSTATION 2 VERSION: Start Button: Starts game/Pauses game Select Button: Access Option mode from gameplay Directional Button: Selects mode and moves character X Button: Action Button/ Opens doors/ attack SQUARE Button: Run R1 Button: Draw Weapon O Button: Access Status screen TRIANGLE Button: Cancel previous action Left Stick: Move character Right Stick: Switch to sub screen ANALOG MODE SWITCH: Analog switch To move character: UP: Forward DOWN: Backward RIGHT: Rotate right LEFT: Rotate left ================= ***COMBAT TIPS*** ================= Be sure to dodge any monsters when necessary, minus Hunters and Banders, because they have great reach that can get you hurt while running. When you have the Shotgun, be sure to try to kill zombies/ zombie groups with the head cap. It saves ammo and pain. Try to aim at 2 targets when you have the M100Ps or Submachine Guns equipped. It saves ammo and pain. Be sure to use the right type of Grenade Launcher ammo against the right enemies. EX: Acid Rounds hurt Hunters, but zombies can withstand it. Flame Rounds hurt Banders, but Sweepers can easily shrug them off. Make great management. Don’t use the Glock that much. You’ll get plenty of Shotgun and Assault Rifle and Submachine Gun ammo to be wasting your time with the Glock. Try to avoid First Aid Sprays and retries and saving to get a better score, but make a good balance by saving every time you beat a boss. But on Disk 1, there’s only one boss… so make 2 saves on Disk 1. Save only after you gain access to the Palace (after escaping Prison) and Private Residence (After finishing Military Training Facility). These tips can help you beat the game quicker and get a better score! Good luck!!! ======================= ***HERB MIXING GUIDE*** ======================= RED + GREEN = FULL HEALTH GREEN + GREEN + GREEN = FULL HEALTH GREEN + GREEN = 50% HEALTH GREEN + BLUE = 25% HEALTH AND POISON HEAL BLUE = POISON HEAL GREEN = 25% HEALTH GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL ****************** *5: Story/History* ****************** RESIDENT EVIL CODE: VERONICA X isn’t the first game of its series. So far, there have been 5 chapter of the series. RESIDENT EVIL, RESIDENT EVIL 2, RESIDENT EVIL 3: NEMESIS, RESIDENT EVIL SURVIVOR and RESIDENT EVIL CODE: VERONICA X. Each game was unique with its own special features. RESIDENT EVIL featured many endings, while RESIDENT EVIL 2 had the “zapping” scenario system where you start with Leon Kennedy and end the game with Claire, or vice versa. RESIDENT EVIL 3 NEMESIS had live selections that would affect the game’s ending. RESIDENT EVIL SURVIVOR was a game in the first person. RESIDENT EVIL CODE: VERONICA X features things from all the games, such as different paths (sorta), a first person mode, two characters and a minigame. Those are all the games. I will give you a brief summary of all the games. If you want detail, check out TWILDE’S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com, where this guide can be found. =============== RESIDENT EVIL 1 =============== July 1998 Raccoon City, a mid-western U.S. town is experiencing reports of cannibalism near its forest. The local police department sends in a special force to stop it, called STARS, Special Tactics and Rescue Service, to seek information about it. Umbrella Inc, a pharmaceutical, also controls Raccoon City. The STARS are divided into 2 teams, Bravo and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and Kenneth Sullivan. Enrico Marini was the team’s leader. Bravo Team heads to the forest in the Arklay Mountains. They investigate the origins of the zombies that wandered into Raccoon City. A day later, Alpha Team loses communication with Bravo Team. Albert Wesker decides to send in the other STARS Team to find them. When their helicopter sees wreckage, they land. Wesker, Jill, Joseph, Barry and Chris examine the chopper. Joseph finds a hand separated from its body. Suddenly, a skinless dog mauls Joseph. Brad Vickers, the pilot, flies away because he is scared. The remaining STARS members run into a nearby mansion. Inside, Wesker tells all of them to separate to find the remaining Bravo Team members. Jill Valentine and Barry Burton discover the destroyed body of Kenneth Sullivan of Bravo Team. Chris Redfield sees the dead body of Richard Aiken. When he sees the body, Rebecca Chambers of Bravo Team, alive, meets Chris. Jill seems suspicious as she and Barry discover Forest Speyer’s body. As Jill and Barry separate, Chris reaches the guardhouse behind the mansion. There, Chris and Rebecca duel with a vicious and giant plant called Plant 42. They destroy the plant. Jill, back at the mansion, destroys a giant snake. Teaming up with Barry, she explores the basement of the mansion. Chris and Rebecca return to the mansion with nowhere to go for now. There, they discover the scarred snake that Jill just fought. With new ammo from the guardhouse, the snake dies for good. As Chris and Rebecca look around, a new type of monster invades the mansion. It’s called the Hunter. They are a lot worse than the zombies Jill, Barry, Chris and Rebecca have been running into. Jill finds her way into the underground tunnels with Barry. There, Jill finds Enrico Marini. He tells Jill Umbrella had planned this just before he is shot. Jill and Barry chase the sniper into a lab. Finding some notes Jill and Barry left near some typewriters, Chris and Rebecca find their way to the tunnels. Chris and Rebecca kill a Giant Spider and find their way into a lab. Jill discovers Barry and Wesker were working together to kill all the STARS. Barry didn’t want to, but his family was in danger. Barry betrays Wesker and gets him to get impaled by Tyrant, Wesker’s creation. Chris and Rebecca find Jill and Barry and they signal Brad to escape. Tyrant catches up to them, but Chris destroys the thing with a Rocket Launcher. All 5 STARS members escape. =============================== RESIDENT EVIL 3 NEMESIS: PART 1 =============================== SEPTEMBER 1998 Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the virus through the mansion. Chris and presumably Rebecca go to Europe to take out Umbrella, while Jill and Barry stay behind. On the 22nd, a scientist named William Birkin finishes his G- Virus, an upgrade of the T- Virus. Umbrella, impatient, sends a squat team that attacks Birkin and steals his virus. Birkin injects himself with his G- Virus and becomes a monster, worse than the zombies and Tyrant, kills off the squat members. Because Birkin is now a monster, he causes a T- Virus leak and now the Raccoon citizens are zombies. SEPTEMBER 28, 1998 Jill Valentine escapes infection. On the 28th of September, armed with an Assault Rifle, Jill fights her way out of town. She runs into Brad Vickers, the pilot of STARS. He tells Jill that something is coming for STARS members. What? As Jill makes it into the RPD Building, that thing Brad was speaking of arrives. Brad Vickers is murdered by the Nemesis. Jill’s weapons don’t damage it too much, so she retreats into the RPD Building. The RPD STARS Office is untouched. Jill finds a Magnum, which is effective against Nemesis. After finding a set of lock-picks, Jill fights her way out of the RPD. Nemesis returns, but Jill’s Assault Rifle and her new Magnum are powerful enough to put the thing down, but it rises up again quickly. Jill runs as fast as she can, loses the Nemesis and reaches the downtown area. She runs into a man named Carlos Oliveira. He is part of Umbrella BioHazard Countermeasure Service. They were sent by Umbrella to save Raccoon Citizens. But they don’t know anything that Umbrella does. They are grunts. Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS. Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously injured, though. Jill runs to a trolley and plans for escape with them. Jill explores a power station over by the RPD and grabs a needed fuse. She also finds even more added power- a Grenade Launcher and a Shotgun. When she runs into Nemesis again, the Grenade Launcher puts it down almost instantly. The Shotgun puts zombie groups down with relative ease. Jill finds some oil at a gas station and some cables around town and prepares the trolley. On her way back, she sees Nicholai shoots someone and is then attacked by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and ride the trolley out of town. The Nemesis returns. Mikhail takes a grenade and blows himself and Nemesis out of the car. The car breaks and crashes in the clock tower. Carlos and Jill, now with Mikhail sadly dead, try to signal a helicopter by ringing the clock building’s bell. Jill finds the keys to them and rings them with ease. As she signals, Nemesis uses his own Bazooka to destroy the chopper. With the help of Carlos, Nemesis’ Rocket Launcher is destroyed. Nemesis then infects Jill with the virus. With her Magnum, Shotgun and Grenade Launcher, Jill manages to put Nemesis down. She then blacks out… =============== RESIDENT EVIL 2 =============== SEPTEMBER 29, 1998 As Jill lays unconscious, Claire Redfield, the sister of Chris Redfield, rides into town to find him. Leon Kennedy rides into town on his first day of job. Leon and Claire run into the zombies. After running from them, Claire runs into Leon. They work together to get to a police vehicle. Claire and Leon get hold of guns. Suddenly, their police vehicle crashes thanks to a zombie. Since the RPD Building is nearby, they decide to meet there. (Notes: When Jill was in the RPD the day before in RE3, half the place was blocked off. It isn’t anymore by the time Claire and Leon arrive because zombies broke through the barricades after Jill left.) Leon and Claire take different paths to the RPD Building. They eventually meet in the STARS Office. Leon finds a Shotgun in the STARS Office and Claire finds a much needed Grenade Launcher in the main desk of the main lobby. Leon and Claire decide to find any survivors so they can have more weapons to get through the streets. As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown reason. Claire sees Tyrant, which she nicknames Mr. X. Her Grenade Launcher puts it down though. Claire runs into a young 12-year old named Sherry Birkin, the daughter of William Birkin, who is now a monster. Leon runs into Ada Wong, a women looking for her boyfriend, John. Claire and Sherry meet the RPD chief, Brian Irons. He is strange. Ada and Leon meet up with Ben Burtolucci. He seems to know something about John, but isn’t cooperating. Ada and Leon try to escape via the sewers, but they only find keys for the RPD’s locked rooms. Claire and Sherry run to the sewers to look for Sherry’s parents. They don’t find them, but they find keys which might work in Chief Irons’ room. They return to the RPD. Sherry and Claire run to the chief and discover his secret layer. On the way, Mr. X returns several times to haunt Claire. They find out Irons was working for Umbrella. William Birkin, now a monster, kill Irons. Ada and Leon get back to Ben after exploring the rest of the RPD. William Birkin implanted Ben with a parasite. The parasite escapes Ben’s body, cutting him up. Leon and Ada contact Sherry and Claire to go back to the sewers for escape. Leon and Ada see the growing parasite. Earlier, Leon found a Magnum. It and his Shotgun are very effective against the G-Imago. The G-Imago dies. Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are effective against William. William falls into a pit. After receiving the call from Leon and Ada, Sherry and Claire find their way off the RPD building via and underground sewer. Leon and Ada find the exit of the RPD to the sewer at last. As Leon and Ada go down a lift, a woman in a lab coat shoots Leon. Leon blacks out, but Ada chases the women through the sewer. The sniper then corners Ada after a merry chase through the sewers. Sherry and Claire see Mr. X looking for something. They run away. As they enter the sewer proper, leaving the RPD for good, Claire sees Sherry fall down a drain. She looks for her and runs into Leon, who just woke up from that bullet wound in his arm. Leon tells Claire to find Ada and Sherry. Claire moves ahead, leaving Leon to rest. Ada and the sniper are talking. Annette Birkin is William’s husband and Sherry’s mother. Annette tells how Umbrella stole the virus. Then Ada pushes Annette over the railing and she falls into a sewer after telling her that her boyfriend John is dead. Wanting to rejoin Leon, Ada runs down into a pit and sees… a GIANT ALLIGATOR! Claire runs into where Annette fell. She tells Annette that Sherry is in the sewer. Annette faints, just after telling Claire that Sherry has a sample of the G- Virus somewhere. Leon wakes up. He decides to look for Ada, Claire and Sherry. He eventually finds Ada being attacked by an alligator. His Shotgun and Magnum put the thing down. Ada tells Leon that John is dead. After healing his wound, Leon and Ada go to the tram and ride it across town. Claire finds Sherry eventually. She asks Sherry is she has G- Virus, like Annette had told her, but she says no. As Ada and Leon ride the tram, William Birkin attacks them. They shrug him off, though. Unable to find Leon and Ada, Sherry and Claire ride another tram to follow Ada and Leon. Ada and Leon ride an elevator car down. During the ride, Birkin wounds Ada. Leon uses his artillery to stop him. Claire and Sherry reach another elevator car. Birkin, since Leon had hurt it, is now mutating again. Mr. X interrupts Claire as she powers the place up. Birkin is then defeated in a fight with Claire. In the lab, Leon decides to heal Ada. He looks around and runs into Annette Birkin. Annette is about to shoot Leon, but Birkin attacks Annette. Annette drops a G- Sample. Leon takes it and runs into Ada, who is now threatening him. Apparantly, Annette said Ada worked for some company out for the G- Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage, throws the G- Sample over. Since the lab’s explosion sequence has now started, Leon must get out quickly. Claire and Sherry run into Mr. X. Words from Annette then add up on why Mr. X is after Sherry. Sherry has the G- Virus in her pendant. Sherry and Claire use the pendant to cause Mr. X to fall into a lava pit. Mr. X disrupted a power surge, which is why the lab will explode in only a few minutes. Leon gets to the escape elevator. Birkin returns, but Leon deals with him accordingly. Claire and Sherry reach see a hurt Anette near where Ada fell. Annette tells Sherry to escape. Annette falls unconscious, giving Sherry and Claire an escape key. Claire and Sherry use an elevator to get to the elevator. As Claire and Sherry power the train up, a hot and flaming Mr. X returns and now has grown a claw. Claire’s weapons only slow it down. Claire knows she’s about to die… but suddenly, Ada, a dark shadow of herself, throws a launcher to save Claire! Ada runs off… Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be found, Claire powers up the train and Leon comes in. The lab then explodes in a blast, the train barely making it out. In the back of the train, Birkin returns. Since Leon was injured in his fight with Birkin, Claire deals with the Birkin monster. But Birkin is still alive. The only solution is to destroy him in a blast. They activate the train’s explosion sequence. Sherry, with great reflexes, stops the train and they all get out. Birkin is consumed in a blast with the lab’s escape train. SEPTEMBER 30, 1998 Outside, Leon, Claire and Sherry recooperate. After a small argument, Claire, Leon and Sherry decide to find Chris Redfield, whom back at the RPD Building they discovered he went to Europe, decide to find him there. They run off into the morning of September 30, 1998. ================================ RESIDENT EVIL 3: NEMESIS: PART 2 ================================ OCTOBER 1, 1998 Meanwhile, Jill is infected with the virus back at the clock tower. Carlos decides to find a cure in the hospital. There, Carlos discovers Nicholai is alive. Nicholai shoots UBCS member Tyrell Patrick. Carlos dodges Nicholai and finds Jill’s cure. Jill is cured. The Nemesis returns, but Jill can handle it again. She gets to an escape plant. After dumping Nemesis into corrosive acids, Carlos tells her that the town will be nuked. Jill sees Nicholai escape in a chopper. After letting him go, Jill kills Nemesis for the final time. Barry Burton suddenly saves Jill and Carlos just before the town of Raccoon is nuked… Jill and Carlos have escaped. Now they wanna kill off Umbrella! =========================== RESIDENT EVIL: GUN SURVIVOR =========================== NOVEMBER 1998 On an isolated island in the Atlantic, a guy named Ark Thompson sneaks into an Umbrella controlled city. He was sent by RE2’s Leon to check up on the base and its commander, Vincent. When Ark gets to the base, he fights Vincent. Vincent, who was ready to get kicked out of Umbrella, spilled the T- Virus into the island, called Sheena Island. Ark Thompson loses his memory. The place has been zombified like Raccoon City. Ark only has one gun for protection. After a phone call from someone he questioned, Andy Holland, Ark thought he was Vincent. Ark goes through the city, uncovering secrets about Umbrella and how they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City, chases Ark around the island. Ark, still thinking he’s Vincent, runs into Lott and Lily Klein. After joining them in an escape, Umbrella sends in a “Cleaner” crew team to wipe them out. Ark and the others eventually discover that many Mr. X were being produced on the island. Ark, Lott and Lily encounter a new type of Tyrant, similar to the one Chris Redfield saw on the Spencer Estate. They slay it and finally escape, before Vincent, the Cleaner crew and Andy Holland are consumed in a blast. One month after the Sheena Island incident and 3 months after the Raccoon City incident, Claire Redfield goes to Europe to find Chris. She eventually gets captured for trespassing on Umbrella’s Paris Lab. She is taken to an island near Antarctica and that's where RESIDENT EVIL CODE: VERONICA begins... ******************* *6: Character Bios* ******************* =============== Claire Redfield =============== Age: 19 Hit Points: 30 Claire is a college student who loves motor bikes. She went to Raccoon to search for Chris. She didn’t find him, so went to Europe. She eventually is captured and taken to Rockfort Island. After ebing freed by Rodrigo and saved by Steve, she escapes… ============== Steve Burnside ============== Age: 17 Hit Points: 35 He was a prisoner on the island when things went wrong. He is cocky and seems not to trust people. At 17, he is a crack gunman, pilot and operates machinery!!! But after he lets his feelings out on his father, he slowly changes... Slowly we hear why he was on the island and thanks to Albert Wesker, he meets the worst fate ever… ============== Chris Redfield ============== Age: 25 Hit Points: 35 Claire’s brother, is a member of STARS of the RPD. He is tough with guns and loves Claire to death. After escaping the mansion, he went with Rebecca and Jill to find the truth. Now Claire is looking for him. His nemesis from the Spencer Estate has also returned, seeking revenge because Chris had destroyed his Tyrant…. ============= Albert Wesker ============= Age: 38 Hit Points: 40 He is a betrayer of STARS. He led them into a trap and got most of them killed. But now he is changed. He is VERY different and has superpowers. He isn’t working for Umbrella, though. He is working for HCF, a company competing with Umbrella. Now that Chris is in the area, he seeks revenge because he destroyed Tyrant in RESIDENT EVIL. ============== Alfred Ashford ============== Age: 27 (An assumption based on the puzzles of the game) Hit Points: Not Available Alfred Ashford is a strange man, indeed. He heads Umbrella after his father died. This guy is just as depraved as Umbrella is, and that’s because his twin sister, Alexia, died when he was young. He misses her very much… ============== Alexia Ashford ============== Age: 27 (An assumption based on the puzzles of the game) Hit Points: Not Available Alexia is as depraved as Alfred is. She did some strange experiments on herself and now she has become a monster. She never died to begin with, and that’s a secret Alfred is keeping with him… during the game she turns into a monster because of her T- Veronica Virus… ================== Rodrigo Juan Raval ================== Age: Unknown (Probably Wesker’s age, 40) Hit Points: Not Available He’s the guard that sent Claire to the island. After being wounded in a fight with Wesker, Rodrigo frees Claire. Along with Steve, Rodrigo becomes Claire only other ally on Rockfort Island. He seems like the silent and serious type, unlike Steve. ================= Alexander Ashford ================= Age: Unknown (Probably 50+) Hit Points: 200 (As the monster, Nosferatu) He did some experiments that created Alexia and Alfred. He also was in the field work for the T- Veronica Virus. Now thanks to Alfred and Alexia, he was turned into Nosferatu… now he’s after anything that gets in his way. ************************** *7: Monster and Boss List* ************************** =============== MONSTER: ZOMBIE =============== PISTOL BULLETS: 8-10 SHOTGUN SHELLS: 3-4 GRENADE SHOTS: 1-2 These guys are the most common monster in the game. They are slow when attacking. They aren’t as durable as they were in RE3 and RE2- even the Combat Knife can kill them easily!!! ================== MONSTER: CEREBERUS ================== PISTOL BULLETS: 6-9 SHOTGUN SHELLS: 2-4 GRENADE SHOTS: 1-2 These dogs are the faster enemies in the game. But when they are hit with anything except the Non-Explosive Arrow Bow Gun, they fall and stay down for a few valuable seconds. Like zombies, they attack in a group, so the Handgun or Assault Rifle would be best. NOTE: The Rocket Launcher can’t hit them. ============= MONSTER: BATS ============= PISTOL BULLETS: 1 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 Like the crows from RE3 and RE2, these guys are annoying. But they CAN damage. You’ll see them in about 3 rooms so use the Lighter to shrug them off. ===================== MONSTER: BANDERSNATCH ===================== PISTOL BULLETS: 18-20 SHOTGUN SHELLS: 4-6 GRENADE SHOTS: 2-3 These guys are pretty quick. They are a cross between zombies and Mr. X from RE2. Only weapons that emit any type of acid or fire with damage them the most- bullet weapons aren’t effective as much. You’ll see them around the Military Training Facility and the Private Residence on Disk 1, while as Chris you only run into 1. ============= MONSTER: MOTH ============= PISTOL BULLETS: 2 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 These guys are annoying during Claire’s game on Disk 2. It’s best to run from them because they can implant Claire with a poisonous egg. Try popping them when you see them. Dodging them isn’t very easy. After Claire kills Nosferatu, they vanish, so they don’t appear in Chris’ Game. ======================= MONSTER: HUNTER/SWEEPER ======================= PISTOL BULLETS: 18-20 SHOTGUN SHELLS: 4-5 GRENADE SHOTS: 3-4 These guys are back from RE3 and RE1! They are fast and can kill Chris with a few hits. Use the Submachine Guns against them to take them out quickly. Against lone ones, the Shotgun works best. Sweepers are just purple Hunters with poison claws- they can poison Chris. Beware that once you see the scene with Wesker near where Steve and Claire boarded the plane, their little scanners are everywhere in the MTF B. Watch out!!! ===================== MONSTER: GIANT SPIDER ===================== PISTOL BULLETS: 12-15 SHOTGUN SHELLS: 6-7 GRENADE SHOTS: 2-3 Stay away if you can! Only Grenade Launcher guns are truly effective. Gins don’t work all that well with these. Even with their belly blown off, their limbs can still grossly function. Yuck! ================= MONSTER: TINY ANT ================= PISTOL BULLETS: 1 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 In one room in the Antarctic, Chris will run into these punks. Just smash them because they are too small to shoot. They, like bats, can’t do that much harm. ====================== MONSTER: BABY ALBINOID ====================== PISTOL BULLETS: 2 SHOTGUN SHELLS: 1 GRENADE SHOTS: 1 In one room on Disk 1, these guys will attack Claire. They give a little shock when you hit them. One bullet can kill them, though. If you get hurt, a Green Herb can cover everything. ============ BOSS: TYRANT ============ PISTOL BULLETS: 50-60 (To be able to catapult from plane) SHOTGUN SHELLS: 30-40 (To be able to catapult from plane) GRENADE SHOTS: 15-25 (To be able to catapult from plane) He’s probably the hardest, because unlike RE1 and RE2, the Rocket Launcher doesn’t automatically turn him into puzzle pieces. What ever mode you play in, attack constantly and try manually reloading the weapons. After a while, he’ll start bleeding severely- that’s when you hit the catapult button. =============== BOSS: NOSFERATU =============== PISTOL BULLETS: 70-80 SHOTGUN SHELLS: 40-50 GRENADE SHOTS: 25-40 The Sniper Rifle is a good option. Aim at his heart and start firing away. Aim directly at his heart and he’ll spasm. If you run out, take out any gun and start firing away from a distance. The Knife, when aimed at his heart, is VERY effective, too. Watch out for his poison gas and tentacles- they can kill Claire easily. =============== BOSS: GULP WORM =============== PISTOL BULLETS: 30 SHOTGUN SHELLS: 15 GRENADE SHOTS: 10 Kill this boss only when you meet it as Chris. Any weapon actually is effective- even the Bow Gun with Normal Arrows. Take any weapon and start firing when it rises from the ground. After about 10 bullets from anything minus the Bow Gun and Pistols, Gulp Worm will spasm and die. ============== BOSS: ALBINOID ============== PISTOL BULLETS: 30-40 SHOTGUN SHELLS: 20-25 GRENADE SHOTS: 15-25 This guy isn’t very easy. The Acid Rounds work well. Stay in one place and wait until he nears you. Then aim down and fire. After about 10 clean shots, he’ll spasm and die. ================== BOSS: GIANT SPIDER ================== PISTOL BULLETS: 25-35 SHOTGUN SHELLS: 15-25 GRENADE SHOTS: 10 He is a lot bigger than in RE1, but not smarter. Try using the Magnum or Grenade Launcher to avoid getting it’s belly blown away. If it’s belly gets blown away, it’s hard to hit and it gets faster. After 5 Grenade or Magnum hits, it’s collapses and died. ================== BOSS: TYRANT STEVE ================== PISTOL BULLETS: Not enough SHOTGUN SHELLS: Not enough GREBADE SHOTS: Not enough Even with the Linear Launcher, he’ll never die. Just keep running and heal when he hits you (Unless your on VERY EASY, where 2 hits gets you down to Danger). Keep running and he can be avoided. ============== BOSS: ALEXIA I ============== PISTOL BULLETS: 20-25 SHOTGUN SHELLS: 15 GRENADE SHOTS: 10-15 The Magnum is a good choice. Get way from Alexia and then fire from a distance. The Submachine Guns are quicker, though, so those are great. But the best would be the Assault Rifle. It’s so quick that Alexia will collapse in SECONDS. ===================== BOSS: ALEXIA II & III ===================== PISTOL BULLETS: 50-60 (Causes Alexia II to morph) SHOTGUN SHELLS: 30-40 (Causes Alexia II to morph) GRENADE SHOTS: 20-30 (Causes Alexia II to morph) For Alexia II, arm the Assault Rifle or Submachine Guns and then fire away, healing when hit by the monster. Eventually, Alexia III will arrive. Grab the Linear Launcher and then try hitting her with one hit. One hit will eventually LIQUIFY Alexia! HAHAHAHA for her! You beat the game! ************************* *8: Item and Weapon List* ************************* ======================= ***ITEM LIST: DISK 1*** ======================= =========== ACID ROUNDS =========== LOCATED: MANY PLACES USED: WITH GRENADE LAUNCHER =============== AIR FORCE PROOF =============== LOCATED: PRIVATE RESIDENCE USED: IN AIRPORT SEAPLANE LIFT =========== AIRPORT KEY =========== LOCATED: AIRPORT 1F USED: IN SHUTTER IN AIRPORT’S CARGO ROOM ========== ARMY PROOF ========== LOCATED: MILITARY TRAINING FACILITY A USED: IN AIRPORT SEAPLANE LIFT ============== BIOHAZARD CARD ============== LOCATED: AIRPORT USED: SEVERAL SHUTTERS WITH GREY SCANNERS ========= BLUE HERB ========= LOCATED: MANY PLACES USED: TO CURE POISON EXCEPT FOR NOSFERATU’S POISON ============== BOW GUN ARROWS ============== LOCATED: MANY PLACES USED: AMMO FOR BOW GUN ============== BOW GUN POWDER ============== LOCATED: MANY PLACES USED: MIXED WITH REGULAR BOW GUN ARROWS TO MAKE EXPLOSION ARROWS ============== BOW GAS ROUNDS ============== LOCATED: PRISON USED: AMMO FOR GRENADE LAUNCHER ======= BOW GUN ======= LOCATED: MILITARY TRAINING FACILITY USED: TO KILL MONSTERS ========= BRIEFCASE ========= LOCATED: PRISON USED: TO GET TG-01 SLAB ============ COMBAT KNIFE ============ LOCATED: PRISON USED: TO KILL MONSTERS ============= CONTROL LEVER ============= LOCATED: AIRPORT SEAPLANE USED: TO RAISE AIRPORT BRIDGE ============== DURALUMIN CASE ============== LOCATED: PRISON AND PALACE USED: TO GET WEAPON ACCESSORIES =========== EMBLEM CARD =========== LOCATED: MILITARY TRAINING FACILITY USED: OPENS SHUTTERS WITH BLUE SCANNERS =========== EAGLE PLATE =========== LOCATED: MILITARY TRAINING FACILITY AND PALACE USED: TO OPEN DOORS (PRISON) AND BOXES (MILITARY TRAINING FACILITY) ================ EARTHENWARE VASE ================ LOCATED: PALACE PAINTING ROOM USED: TO GET THE QUEEN ANT OBJECT ============ EXTINGUISHER ============ LOCATED: PRISON USED: TO PUT OUT FIRES IN PRISON AND ANTARCTICA =============== FIRST AID SPRAY =============== LOCATED: MANY PLACES USED: TO GET REGAIN HEALTH ============ FLAME ROUNDS ============ LOCATED: MANY PLACES USED: TO KILL MONSTERS ======== GOLD KEY ======== LOCATED: MILITARY TRAINING FACILITY MODEL ROOM USED: TO OPEN PALACE PAINTING ROOM DOOR =========== GOLD LUGERS =========== LOCATED: PALACE (ACQUIRED FROM STEVE IN MILITARY TRAINING FACILITY) USED: PALACE SAVE ROOM ========== GREEN HERB ========== LOCATED: MANY PLACES USED: TO HEAL SMALL AMOUNT OF HEALTH ========= GLASS EYE ========= LOCATED: PRISON USED: ON CADAVER TO OPEN UP SECRET PASSAGE IN PRISON ================ GRENADE LAUNCHER ================ LOCATED: MILITARY TRAINING FACLITY’S STEVE ROOM 1 USED: TO KILL MONSTERS ============== GRENADE ROUNDS ============== LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ================ GUN POWDER ARROW ================ LOCATED: MANY PLACES USED: AMMO FOR BOW GUN =============== HANDGUN BULLETS =============== LOCATED: MANY PLACES USED: AMMO FOR BOTH HANDGUNS =========== HAWK EMBLEM =========== LOCATED: PRISON SECURITY OFFICE USED: TO MAKE AN ALLOY COPY FOR THE PRISON’S MAIN GATE ================== HEMOSTATIC CAPSULE ================== LOCATED: MILITARY TRAINING FACILITY SAVE ROOM USED: TO HEAL RODRIGO’S BLEEDING AT PRISON ======= ID CARD ======= LOCATED: PALACE SAVE ROOM USED: TO GET PALACE COMPUTER’S PASSWORD ========== INK RIBBON ========== LOCATED: WHERE TYPEWRITERS ARE USED: TO SAVE GAME AT TYPEWRITERS =============== KING ANT OBJECT =============== LOCATED: PALACE GAMBLING ROOM USED: TO OPEN ALFRED’S MUSIC BOX AT PRIVATE RESIDENCE ======= LIGHTER ======= LOCATED: CLAIRE ALREADY HAS IT USED: TO SHRUG BATS OFF AND LIGHT DARKER AREAS ======== LOCKPICK ======== LOCATED: GIVEN FROM RODRIGO AFTER FEEDING HIM HEMOSTATIC CAPSULE USED: TO UNLOCK SMALL LOCKS ================== M100P TWIN PISTOLS ================== LOCATED: PRISON BARRACKS USED: TO KILL MONSTERS ============ M39R HANDGUN ============ LOCATED: PRISON ENTRANCE ROOM USED: TO KILL MONSTERS ================== M39R EXPANSION SET ================== LOCATED: PRISON (INSIDE PRISON’S DURALUMIN CASE) USED: TO MAKE M39R HANDGUN SEMI-AUTOMATIC =============== MUSIC BOX PLATE =============== LOCATED: ALEXIA’S MUSIC BOX PRIVATE RESIDENCE USED: TO PLAY MUSIC ON ALFRED’S MUSIC BOX IN PRIVATE RESIDENCE ========== NAVY PROOF ========== LOCATED: PALACE COURTYARD USED: ON AIRPORT SEAPLANE LIFT ========================== STORAGE KEY (KEY WITH TAG) ========================== LOCATED: MILITARY TRAINING FACILITY’S SWIMMING POOL USED: TO OPEN CABINET IN MILITARY TRAINING FACILITY =========== PADLOCK KEY =========== LOCATED: PRISON GUILLOTINE USED: TO UNLOCK GATE OUTSIDE PRISON’S BARRACKS ========== PIANO ROLL ========== LOCATED: PRISON STATUE ROOM USED: TO GET PALACE’S PIANO WORKING ================ QUEEN ANT OBJECT ================ LOCATED: PALACE PAINTING ROOM USED: TO OPEN ALEXIA’S MUSIC BOX ======== RED HERB ======== LOCATED: MANY PLACES USED: TO MAKE GREEN HERB STRONGER ============ RUSTED SWORD ============ LOCATED: PRISON STATUE ROOM USED: TO OPEN STATUE IN PRISON’S STATUE ROOM ========= SIDE PACK ========= LOCATED: SUBMARINE AT PALACE DOCK USED: TO HOLD MORE ITEMS ================ SILVER DRAGONFLY ================ LOCATED: PRIVATE RESIDENCE CAROUSEL ROOM USED: TO MAKE CAROUSEL TURN AT PRIVATE RESIDENCE ========== SILVER KEY ========== LOCATED: PRIVATE RESIDENCE USED: TO OPEN 2 ROOMS IN PALACE ================ SKELETON PICTURE ================ LOCATED: MILITARY TRAINING FACILITY’S EXPERIMENT ROOM USED: TO RAISE BACK WALL IN MILITARY TRAINING FACILITY ‘S MODEL ROOM ========================= SPECIAL ALLOY HAWK EMBLEM ========================= LOCATED: PRISON SECURITY OFFICE AFTER COPYING IT USED: TO UNLOCK PRISON’S MAIN GATE ============== STEERING WHEEL ============== LOCATED: PALACE’S LUGER ROOM USED: TO CALL UP SUBMARINE AT PALACE’S DOCK ==================== TWIN SUBMACHINE GUNS ==================== LOCATED: MILITARY TRAINING FACILITY (FIRST BANDERSNATCH MEETING) USED: TO KILL MONSTERS (STEVE ONLY) ================ TG-01 ALLOY SLAB ================ LOCATED: PRISON’S BREIFCASE USED: TO FORGE HAWK EMBLEM ======================= ***ITEM LIST: DISK 2*** ======================= =========== ACID ROUNDS =========== LOCATED: MANY PLACES USED: AMMO WITH GRENADE LAUNCHER =============== AIR FORCE PROOF =============== LOCATED: AIRPORT’S SEAPLACE LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ================= ALEXANDER’S JEWEL ================= LOCATED: AFTER DETACHING IT FROM ALEXANDER’S PIERCE USED: TO LOWER PAINTING IN ANTARCTICA =============== ALEXIA’S CHOKER =============== LOCATED: ANTARCTICA’S RE1 MANSION MAIN HALL USED: TO GET ALEXIA’S JEWEL ============== ALEXIA’S JEWEL ============== LOCATED: AFTER DETACHING IT FROM ALEXIA’S CHOKER USED: TO LOWER PAINTING IN ANTARCTICA ============== ALFRED’S JEWEL ============== LOCATED: AFTER DETACHING IT FROM ALFRED’S RING USED: TO LOWER PAINTING IN ANTARCTICA ============= ALFRED’S RING ============= LOCATED: ALFRED’S DEAD BODY IN ANTARCTICA USED: TO GET ALFRED’S JEWEL =========================== ASSAULT RIFLE BULLETS (50%) =========================== LOCATED: MILITARY TRAINING FACILITY B’S TYRANT ROOM USED: AMMO FOR ASSAULT RIFLE ========== ARMY PROOF ========== LOCATED: AIRPORT SEAPLANE’S LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ============= ASSAULT RIFLE ============= LOCATED: ANTARCTICA’S WEAPON ROOM USED: TO KILL MONSTERS ================ BAR CODE STICKER ================ LOCATED: ANTARCITCA’S BOW ROOM USED: ON LOWER PRODUCTION ROOM’S BOW BOXES ======= BATTERY ======= LOCATED: MILITARY TRAINING FACILITY B’S HARRIER JET HALLWAY USED: TO POWER LIFT IN STEVE DAD’S ROOM (MILITARY TRAINING FACILITY B) ========= BLUE HERB ========= LOCATED: MANY PLACES USED: TO CURE POISON (EXCEPT NOSFERATU’S POISON) ========== BLUE JEWEL ========== LOCATED: TIGER STATUE ROOM IN ANTARCTICA USED: TO OPEN ALFRED’S MUIC BOX IN ANTARCTICA ============== BOW GUN ARROWS ============== LOCATED: MANY PLACES USED: AMMO FOR BOW GUN ============== BOW GUN POWDER ============== LOCATED: MANY PLACES USED: MIXES WITH BOW GUN ARROWS TO MAKE DIFFERENT BOW GUN AMMO ==================== CHEMICAL STORAGE KEY ==================== LOCATED: MILITARY TRAINING FACILITY B’S UPPER STEVE DAD’S ROOM USED: TO OPEN CHEMICAL LOCKER IN MILITARY TRAINING FACILITY B ========= CLEMENT @ ========= LOCATED: MILITARY TRAINING FACILITY B’S CHEMICAL LOCKER USED: MIXES WITH CLEMENT E TO MAKE CLEMENT MIXTURE ========= CLEMENT E ========= LOCATED: MILITARY TRAINING FACILITY B’S STEVE ROOM 2 USED: MIXES WITH CLEMENT @ TO MAKE CLEMENT MIXTURE =============== CLEMENT MIXTURE =============== LOCATED: AFTER MIXING CLEMENT @ AND CLEMENT E USED: TO DISSOLVE ALLOY ON EAGLE PLATE ============ COMBAT KNIFE ============ LOCATED: ANTARCTICA’S RE1 MANSION AND CHRIS STARTS WITH ONE USED: TO KILL MONSTERS AND FREE CLAIRE FROM GREEN SLIME ========= CRANE KEY ========= LOCATED: ANTARCTICA’S EXTINGISHANT ROOM USED: TO RAISE CRANE HOLDING NOSFERATU’S DEAD BODY ======= CRYSTAL ======= LOCATED: ANTARTICA’S PRISON ROOM USED: NEEDS TO BE SMASHED TO GET SECURITY CARD ========= DETONATER ========= LOCATED: ANTARCTICA’S WEAPON ROOM USED: TO DESTROY LOCKED CABINET ======== DOORKNOB ======== LOCATED: MILITARY TRAINING FACILITY B’S LOWER TURNTABLE AREA USED: TO UNLOCK KNOBLESS DOOR IN MILITARY TRAINING FACILITY B ================ DRAGONFLY OBJECT ================ LOCATED: ANTARTICA’S TABLE ROOM ABOVE ALFRED’S BEDROOM USED: ATTACHES WITH WING OBJECTS TO MAKE GOLD DRAGONFLY ============== DURALUMIN CASE ============== LOCATED: ANTARCTICA’S VALVE HANDLE MODIFICATION ROOM USED: TO GET MAGNUM ROUNDS =========== EAGLE PLATE =========== LOCATED: MILITARY TRAINING FACILITY B’S WATER POOL USED: TO GET HALBERD =============== FIRST AID SPRAY =============== LOCATED: MANY PLACES USED: TO HEAL DAMAGE ============ FLAME ROUNDS ============ LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ========== GREEN HERB ========== LOCATED: MANY PLACES USED: TO HEAL SMALL DAMAGE ======== GAS MASK ======== LOCATED: ANTARCTICA’S BOW ROOM USED: TO AVOID INHALING GAS IN ROOM WITH DIGGER ================ GLOCK 17 HANDGUN ================ LOCATED: CHRIS STARTS WITH IT USED: TO KILL MONSTERS ============== GRENADE ROUNDS ============== LOCATED: MANY PLACES USED: AMMO FOR GRENADE LAUNCHER ================ GUN POWDER ARROW ================ LOCATED: COMBINED THROUGH BOW GUN ARROWS AND BOW GUN POWDER USED: AMMO FOR BOW GUN ======= HALBERD ======= LOCATED: AFTER DISSOLVING EAGLE PLATE WITH CLEMENT MIXTURE USED: OPENS HARRIER BAY IN MILITARY TRAINING FACILITY B/ CABINET IN ANTARCTICA =============== HANDGUN BULLETS =============== LOCATED: MANY PLACES USED: AMMO FOR GLOCK AND M39R HANDGUN ======= LIGHTER ======= LOCATED: GIVEN FROM RODRIGO IF CLAIRE GAVE HIM HEMOSTATIC CAPSULE USED: TO GET SUBMACHINE GUNS MILITARY TRAINING FACILITY B AND ACTIVATE DETONATOR IN ANTARCTICA =============== LINEAR LAUNCHER =============== LOCATED: ROOM WHERE ALEXIA II AND III IS FOUGHT IN ANTARCTICA USED: TO DESTROY ALEXIA II AND III ============= LUGER REPLICA ============= LOCATED: MILITARY TRAINING FACILITY B’S HARRIER JET SAVE ROOM USED: TO ACTIVATE STEVE’S BATTLE MODE GAME ================ MACHINE ROOM KEY ================ LOCATED: UNDER THE PLANT POT IN ANTARCTICA USED: TO OPEN MACHINE ROOM IN ANTARCTICA ====== MAGNUM ====== LOCATED: WEAPON ROOM IN ANTARCTICA USED: TO KILL MONSTERS ============== MAGNUM BULLETS ============== LOCATED: MANY PLACES USED: AMMO FOR MAGNUM =============== MINING ROOM KEY =============== LOCATED: IN ANTARCTICA’S WEAPON ROOM USED: TO OPEN MINING ROOM IN ANTARCTICA =============== MUSIC BOX PLATE =============== LOCATION: ALEXIA’S MUSIC BOX IN ANTARCTICA USED: TO PLAY ALFRED’S MUSIC BOX IN ANTARCTICA ========== NAVY PROOF ========== LOCATION: AIRPORT SEAPLANE’S LIFT USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B ============ PAPER WEIGHT ============ LOCATION: ANTARCTICA’S FIRST SAVE ROOM AFTER OPENING CABINET USED: TO UNLOCK CAPSULE HOLDING ALFRED’S DEAD BODY IN ANTARCTICA ========= PLANT POT ========= LOCATION: ABOVE NOSFERATU’S CHAIR IN ANTARCTICA USED: TO GET MACHINE ROOM KEY ======== RED HERB ======== LOCATION: MANY PLACES USED: TO MAKE GREEN HERB STRONGER ============= SECURITY CARD ============= LOCATION: INSIDE BOKEN GLASS IN ANTARCTICA USED: TO UNLOCK GATE LEADING TO MONSTER STEVE AND TO UNLOCK SELF-DESTRUCT SEQUENCE IN ANTARCTICA ============= SECURITY FILE ============= LOCATION: GIVEN TO CHRIS BY CLAIRE AFTER CLAIRE SEES STEVE DIE IN ANTARCTICA USED: TO GET SECURITY CARD AS CHRIS IN ANTARCTICA ===== SERUM ===== LOCATION: ANTARCTICA’S WEAPON ROOM USED: TO HEAL CLAIRE IF POISONED BY NOSFERATU IN ANTARCTICA ======= SHOTGUN ======= LOCATION: MILITARY TRAINING FACILITY B’S SEWER USED: TO KILL MONSTERS ============== SHOTGUN SHELLS ============== LOCATION: MANY PLACES USED: AMMO FOR SHOTGUN ========= SIDE PACK ========= LOCATION: MILITARY TRAINING FACILITY B’S EXPERIMENT ROOM USED: TO EXPAND CHRIS’ INVENTORY BY 2 ============ SNIPER RIFLE ============ LOCATION: MINING ROOM AFTER ALFRED DROPS IT IN ANTARCTICA USED: TO KILL NOSFERATU IN ANTARCTICA’S HELIPAD ====== SOCKET ====== LOCATION: BEHIND TIGER STATUE IN ANTARCTICA USED: TO MAKE VALVE HANDLE HAVE A SQUARE END IN ANTARCTICA ================ STERILE ROOM KEY ================ LOCATION: ANTARCTICA’S TYPEWRITER ROOM (BEHIND PAINTING IN RE1 MANSION) USED: TO UNLOCK DOUBLE DOORS IN RE1 MANSION =============== SUBMACHINE GUNS =============== LOCATION: FIRST ROOM CHRIS ARRIVES IN (LIGHTER NEEDED) IN MILITARY TRAINING FACILITY USED: TO KILL MONSTERS =========== TANK OBJECT =========== LOCATION: UPPER STEVE DAD’S ROOM ACCESSED FROM THE KBOBLESS DOOR IN MILITARY TRAINING FACILITY USED: TO SLIDE ROOM PAINTING IN MODEL ROOM IN MILITARY TRAINING FACILITY ============== TURN TABLE KEY ============== LOCATION: BEHIND ROOM PAINTING IN MODEL ROOM OF MILITARY TRAINING FACILITY USED: TO ACTIVATE TURN TABLE IN MILITARY TRAINING FACILITY ============ VALVE HANDLE ============ LOCATION: UPPER POWER ROOM (AS CLAIRE) AND UPPER MINING ROOM (AS CHRIS) IN ANTARCTICA USED: TO ACTIVATE POWER, LOWER WATER SUPPLY (CHRIS) AND SHUT OFF GAS PIPE (CLAIRE) =========== WING OBJECT =========== LOCATION: 2 IN CAROUSEL ROOM, 1 IN EXPERIMENT ROOM AND 1 IN LOWER ANTHILL ROOM ALL IN ANTARCTICA USED: TO ATTACH TO DRAGONFLY OBJECT TO MAKE IT A KEY Those are all the items. If I missed one, let me know ASAP!!! Thanks. ********************** *9: Quick Walkthrough* ********************** This is a quick walkthrough for those who don’t want the entire game spoiled. ============== PART 1: PRISON ============== Use lighter and let Rodrigo free you. Then go to graveyard and to the room where you meet Steve. Then go passed the barracks to the metal detector area. There, e-mail Leon and then take the Hawk Emblem from the drawer. Press the button near the blocked door. Take the Hawk Emblem to the Duplicator Machine and place it in there. Go to Guillotine and open the shutter. Grab the Extinguisher. Then go to graveyard and put fire out. Grab the Briefcase, open it and then take the TG-01 back to the Metal Detector Area. Use the TG-01 in the machine and now take the hawk Emblem copy to the gate where you first saw Steve. Exit Prison. ============== PART 2: PALACE ============== Go up the stairs at the end of the bridge. Pass Military Training Facility entrance to Palace. Enter. Enter the CODE: NTC0390 into computer. Then go to unlocked door. Go to only open room. There, press the ant button, watch movie, grab Steering Wheel and try to exit. Steve will scream. Go back to the movie room and select “C” and “E” options on the computers to free Steve. Exit Palace and see Alfred Ashford. Go to the dock and use the Steering Wheel. Call the Submarine. =============== PART 3: AIRPORT =============== Get Side Pack and take Submarine down. Go down the stairs, to the right fork and cross bridge. In Cargo Room, ride lift up and use crane on box blocked elevator. Then go back down, call the elevator, kill zombies and then grab Biohazard Card. Take Submarine back to Palace and go to Military Training Facility. ================================== PART 4: MILITARY TRAINING FACILITY ================================== Go inside main building after dodging worm. Then go to far shutter and use Biohazard Card. Go up the stairs after seeing Alfred. Pass by the Blue Box. Remember that. Go inside the next hall and to the save room. Dump Extinguisher. Grab Hemostatic Medicine. Now go out and try the brown door. After cut-scene go through. There, grab Submachine Guns. Then try going down stairs. Kill Bandersnatch. Then follow all cut-scenes and now you are in control of Steve. Take him through a few rooms until he starts complaining. Now as Claire, follow him to balcony and watch him kill his dad. Now go to door on the left. In Elevator Hall, go to Diorama Room and grab Eagle Plate. Now go to Blue Box by going through double doors near Steve’s dad. Go through main yard and trace steps back there, using Biohazard Card, Get the Emblem Card. Go down ladder in that room and use emblem Card on the gate. Go down and into the room where you first controlled Steve. There, use Emblem Card to get the Grenade Launcher. Then go back to area where Steve was complaining. Go to elevator, ride it to Floor 2 and use Emblem Card on blue shutter. Discard Emblem Card and grab Army Proof. Look at camera. Inspect the Skeleton Painting. Now unlock brown door. You are in front of the Blue Box. Go back to Save Room and use Biohazard Card on shutter. Now save and go back to main hall. Use Biohazard Card on the first shutter. Discard and go upstairs passed Knob-less to Lab. There, enter code: 1126 and enter lab. Grab the Skeleton Painting. Then avoid Albinoids. Go back to Steve’s Dad Room and to the room where you got Eagle Plate. Place Skeleton Painting on wall. Grab Gold Key and go back to Palace. ======================== PART 5: RETURN TO PALACE ======================== Go to the hall you unlocked with the computer. Through the farthest double doors, finish the painting puzzle. Do the women, guy with 2 babies, the smiling red hair, the other red hair, the gray hair man, man in blue and big painting. The Vase will be revealed. Look inside for Queen Ant. Go to Save Room upstairs and use Lugers on door. Go through, look for computer and insert the CODE: 1976. No go to Private Residence. ========================= PART 6: PRIVATE RESIDENCE ========================= In main room, climb stairs. Go to Alexia’s Room and insert Queen Object into Music Box. Grab Silver Key and Music Box Plate. Return to Palace. ============== PART 7: PALACE ============== In Palace, go to locked door on second floor. Unlock it and go to double doors passes the door you unlocked with computer. Inside, grab Eagle Plate and exit. Go back to Prison. ======================== PART 8: RETURN TO PRISON ======================== Go to Guillotine and use Eagle Plate on locked door. Go to Infirmary and through the next door. Go back to Infirmary. Kill Doctor. Grab Eyeball and use on cadaver. Go down and into statue rooms. There, grab Sword, turn the middle statue counter-clockwise. Insert Sword back in to the new statue and grab Piano Roll. Go to Rodrigo and heal him with Hemostat. Go back to Palace. ================================ PART 9: BACK TO THE PALACE AGAIN ================================ There, talk to Wesker. Now go to Piano and use Piano Roll. Get King Ant Object and go back to Private Residence. ==================================== PART 10: RETURN TO PRIVATE RESIDENCE ==================================== Go to Alfred’s Room and use King Ant. Then use Music Box Plate. Go up ladder, put wingless dragonfly into ant mouth and then grab Airforce Proof. Go to Alexia’s Room and then see Alexia. After the scenes, go back to Airport. ========================== PART 11: RETURN TO AIRPORT ========================== In Palace yard, grab Navy Proof. Go to Airport with Steve. Go to Plane, use the 3 proofs and then go into plane. Grab Lever and go back to Cargo Room. Ride lift up and raise bridge with lever. Cross bridge and then grab Airport Key. Go back to Cargo Room and use it on Shutter. Go through, fix elevator and ride it to Military Training Facility. From there, go through palace yard to Submarine and down to airport. Tyrant will be in the way, so kill him. Go to plane and escape. After scenes, kill Tyrant. Now switch to disk 2 after save. =================== PART 15: ANTARCTICA =================== Pass by doors to the Production Room. Then go to Weapon Room. Grab Mining Room key and Assault Rifle. Go to Bow Room and grab Bow Sticker. Go to Production Room and place sticker on bexes. Go to Mining Room and inspect Valve Handle hole. Go to next room and restore power. Go to Save Room and then push the book case back. Go to lockers, scare the mouse and into the room above Nosferatu. Grab the Plant Pot and look under it. Go to Upper Production Room. Go to Machine Room. Go to next room and grab Valve Handle. Go back and then after the scenes, to the Upper Production Room. Go to Valve Handle Modification Room. Modify it and go back to Mining Room. Go to Lower Production Room. Power the sorters and go to Bow Room. Grab Gas Mask and then go to Mining Room. Use Valve Handle. Then grab Alfred’s Rifle. You’ll end up on roof. Kill Nosferatu. =================================== PART 13: CHRIS IN MILITARY FACILITY =================================== Now you are Chris. Go to Rodrigo. Then kill worm. Now use Lighter to get Submachine Guns in Rodrigo Room. Then go to Steve’s Dad Room via elevator. Go to Tank Room. Move tank with button. Go down lift. Grab Battery. Return to Steve’s Dad Room and power up Yellow Lift with Battery. Go up, grab the Chemical Key and head through the next door to see the cut-scene with Alexia and Wesker. Go to basement and down a new set of steps. Go passed Tyrant Room. Go to Chemical Room. In Storage, enter CODE: 128 and then get Clement A. Go to Turn Table Room and grab Door Knob. Kill Hunters. Go back to where you saw Wesker and Alexia. Go through Brown Door. Then see Eagle Plate drop. Then go to door. Inside the lab, go to the Knob-less door and use Knob. Then go through, grab the Tank Object and go to Diorama Room. Insert Tank and then grab Turn Table Key. Go to Turn Table Room. A cut-scene with Wesker will appear in Tyrant Room. Use the key to raise Turn Table. Go through hole to the main hall. Go to yard. ========================= PART 14: CHRIS IN AIRPORT ========================= There, go down to Airport. There, lower bridge by solving oil puzzle in the room where Claire got the Airport Key.. Then go get the 3 proofs. Then go back to MTF. ============================================ PART 15: ESCAPING MILITARY TRAINING FACILITY ============================================ Go to Main hall and through Brown Door. Go through the room to the ladder leading to Steve Room 3. There, go through Steve Room 1 to Steve Room 2 and then grab Clement E. Mix it with Clement A. Go to Diorama Room and use 3 proofs to move the diorama. Go down and kill Albinoid. Grab Eagle Plate. Go down the lift near the tank. Mix the Clement with the Eagle Plate and use Halberd. Now Chris is in Antarctica. ============================ PART 15: CHRIS IN ANTARCTICA ============================ Go to Save Room and use Halberd to get Paper Weight. Go to Upper Production Room. There, head into the Machine Room. Grab the Valve Handle. Now go to the Upper Production Room, cross the ice and head into s new room. From there, ride the far elevator down. Now in the Carousel Room, go to the door across from Chris. In the next room, turn left to the Power Save Room. Use the Valve Handle to restore power. Then turn the switch to turn the lights on. Go back out, kill the zombies and go into the Statue Room. There, look for the Tiger Statue and pluck it’s jewels to get Magnum Bullets and a Valve Socket. Insert the Socket into the Valve Handle. Now go to the door you just passed. Passed it is an elevator. Ride it down and grab the Wing Object. Go to the door with blood on it. Solve the stupid Paper Weight puzzle and then grab Alfred’s Ring from Alfred’s dead body. Go back to the Elevator Hall. Go to the Aquarium. Use the Valve Handle to drain the water. Grab the Crane Key and go to the Upper Production Room. There, go to the Crane and activate it with the key. Nosferatu’s dead body rises. Go to him and get his Jewel before the Big Spider gets you. Go back to the Carousel Room. >From there, grab the 2 Wing Objects. Go through the double doors and find Claire behind the staircase. If she’s poisoned, go to the Aquarium, ride another lift down and then get the Serum. Once Claire is healed, you have to control her again. ================================= PART 16: CONTROLLING CLAIRE AGAIN ================================= Heal if needed. Bring 2 full healing items and a weapon. Go through the tentacle halls and then to the Cell Room. Solving another puzzle, get the Security Card. Use it inside the room passed the silver door. Now go to Steve. After that, RUN from him. If he hits you, heal immediately. After Steve dies in the next scene, Wesker will call Alexia to a battle. ====================== PART 17: FINAL CHAPTER ====================== After Wesker leaves, kill Alexia. Grab her jewel by the staircase. Inspect all 3 jewels. Then put them all in the painting above the staircase. Go through the revealed door. Then go to the door by Alexia’ Room. There, grab the Sterile Room Key. Go to the double doors in the mansion. Unlock those and shut off the power in the Power Save Room. Then grab the jewels from the Tiger Statue. Go to Alexia’s Room. Put the Red Jewel into her Music Box. Grab her Music Box Plate. Then go to Alfred’s Room. Put the Blue Jewel in his box. Then put the Music Box Plate in and climb. Then grab the Dragonfly Object. Go to the hall outside Alfred’s Room. Go into the final door. In the lab, grab the Wing Object and combine all of them to make a Silver Dragonfly. Go through the next door to where Claire is. She says Steve is dead. Look inside the Security File for the security card and then go to control room above staircase in prison room. Enter the CODE: Veronica. Go back out. After the scenes, shoot Alexia. Then, when she morphs again, keep shooting her. She morphs again. Kill her with the Linear Launcher. The game is over now. That was the quick walkthrough. For the specific one, refer below. This isn’t a Speed Guide. It’s a simplified version of the main walkthrough. For the Speed Guide, refer to the Speed Guide Section below! *************************** *10: Area 1: Prison Part 1* *************************** After the cut-scene is over, equip the Lighter. You’ll see a scene with Rodrigo Raval, where he needs Hemostat. If you play the game right, you’ll be back in this room later. If you’re playing on a mode other than VERY EASY, grab the Combat Knife. Exit through the door. You’ll see a Typewriter. Save the game. Now climb the stairs. When you’re at the top, equip the Rocket Launcher or Combat Knife. Walk passed the burning truck until a cut-scene happens. After it, blast all 5 zombies with the R. launcher and run toward the briefcase. It is surrounded by fire and you need an extinguisher. If you don’t have the R. Launcher, don’t bother trying to kill the zombies. Just try to get through the exit. You’ll be back here. Exit through the door passed the open gate. Upon entry, walk and then you’ll see a cut-scene introducing Steve. Claire now has a Pistol. After he leaves, grab the ammo over by the burning truck. Head through the door in front of Claire. Since you have a strong amount of health, you can skip the Barracks. EASY and NORMAL people, enter the barracks. ====================== ***BARRACKS SECTION*** ====================== Inside, gun down all the zombies but one. Then use the Knife on the zombie’s legs to put them down. Grab the green herb on the higher area of the room and then enter the door to the right of the entrance. There, run passed the bunks and turn right and to the shower stalls. Grab the Pistol ammo at the far end of the shower stalls and then go to the window with the zombie behind it. Grab the ammo near him and then the zombie will push through the window. Kill the zombie and grab the M100P double guns. Watch out for the other zombies. Go outside. ========================== ***END BARRACKS SECTION*** ========================== Upon entry to the area around the Barracks, turn right to see a chain link fence. You’ll unlock it shortly. Go around the Barracks until you are on the other side of that gate. Go through the last door. You are now in the Guillotine area. Blast and shoot all the zombies. You can’t get to the ones behind the cage yet. Turn the corner and enter. You are now in the Security Area. You’ll see a metal detector. Insert your R. launcher, Handgun, bullets, Lighter, everything except Herbs. Proceed through the hall, passed the windows. You’ll see another metal detector. Skip the door for now and activate the Duplicator machine to the left of the metal detector. After turning it on, go through the door to the right of the metal detector. Inside, you’ll see Steve. After he leaves, go examine that yellow clip. You’ll find a Hawk Emblem. Before leaving, examine the pad next to the blocked door. After moving the lever, you can forget about this door. You can open it later, but since you have the R. launcher, you don’t need many items. Exit and head back to the duplicator. Put the Hawk Emblem inside the glass part and watch it scan. Now go back to the first metal detector. Pick up the R. launcher and Handgun with bullets. Pick up a First Aid Spray, too. Go back to the Guillotine Cage. Go passed the roll-up gate. Press the button and the red gate will rise. Blast the 2 zombies and the ones that escape the guillotine. In the garage, get the Extinguisher. Now go inside guillotine and get the Padlock key from the slick. Now go back to the Barracks with the Pistol equipped. As you circle the area again, zombie dogs will come out and attack Claire. Use the Handgun on them because the Launcher can’t aim down. After killing them, go to the chain gate and unlock. Now you can get back to the guillotine without going all the way around! Now exit to the door leading back to where Claire first met Steve. There, go back to the graveyard. In the graveyard, use the Extinguisher on the fire and get the Briefcase. Check the top with the “check” option and you’ll find TG-01. Now you have to go back to the duplicator passed the metal detectors. Go there now, using the shortcut in the barracks. Deposit your weapons and ammo and since TG-01 is alloy, can be taken passed the detector. Once back at the duplicator, place it in the machine right of where the Hawk Emblem is. The TG-01 slab will now be a Hawk Emblem copy that can be taken passed the metal detectors. Get the Hawk Emblem Alloy. You’ll hear shattering glass and zombies, so run passed them. At the first metal detector, take only the Pistol, M100Ps, R. Launcher, Hawk Emblem Alloy, Bullets, Combat Knife and a First Aid Spray. Now go back to where you first met Steve Burnside. There, blast or avoid the zombies and look for the giant gate. Place the Hawk Emblem Alloy and then go through. You are now out of the Prison- for now! ********************************************** *11: Area 2: Palace Part 1 and Airport Part 1* ********************************************** Claire is now out of that damn Prison, but remember the area well because you will be back much later in the game. Send Claire across the Bridge. You’ll see white crates. Grab the 2 green herbs. Push the far out one toward the fire. Then push it right over the fire. Now climb over it. Climb the stairs. You are now in the Passage. Blast all the zombies in sight. Now run passed the first door toward the gate. Remember where that door is- it leads to the Military Training Facility. Climb the stairs and you are now in the Palace’s yard. ============================================== ***GETTING THE BOW GUN AND EXPLOSIVE ARROWS*** ============================================== NORMAL players, do this. VERY EASY and EASY guys proceed into the Palace and continue the next section. Go into the Military Training Facility. Dodge the dogs and then head into the building. Go up the first flight of stairs and then passed the knobless door. Enter the next door. Go to the table near the locked door and grab the Bow Gun and the file. Then watch a cut-scene of a man getting killed by a Bandersnatch. Go back downstairs before the timer runs out. Then proceed to the door next to the locked shutter. Go through the locker room and kill the tougher zombies with the M100Ps. Go through the door at the end and you’re at a pool. Kill the zombies and go into the pool. Look for a valve handle on the left of the pool. That’ll stop the water from that statue. Grab the key nearby and then go back to the main hall. There, go through the brown door between the 2 shutters. Grab the Green Herb and then go to the back of the room and find a locked cabinet. Open it with the Key with Tag and then it’ll reveal Explosive Powder. Combine that with the Bow Gun to have Explosive Arrows, which are good against Tyrant!!! Proceed toward the Palace now. ================================================== ***END GETTING THE BOW GUN AND EXPLOSIVE ARROWS*** ================================================== In the yard, use the Handgun on the zombie dogs. You’ll see a green glowing key, but you don’t need to get it until the end of disk 1(DC Version). PS2 Version only has one disk. Enter the main doors into the mansion. Inside, go to the computer and type in the code: NTC0394 and the northwest door will open. The west door does NOT need to be explored unless you’re on NORMAL. Explore the room and grab some bullets and a Duralumin Case. Enter the door you just unlocked. Blast all the zombies, pick up the Pistol bullets and head through the only open door. Go to the right of the table and press the button to watch a movie. Watch the movie closely, as it will be a clue to a puzzle at the end of disk 1 (DC Version). A panel will then open. Inside, grab the Steering Wheel. Now go back to the entrance of the Palace. When you try to exit, Steve will scream. Go back to the room where you saw that movie and now go to where the projector screen used to be. Examine the computer and enter options C and E and then DECIDE. Steve will come out with 2 Gold Lugers. Claire needs those and you’ll find out why. After Steve leaves without giving them to Claire, go back to the main hall. When there, Alfred Ashford, the boy from the video, will attack Claire. He’ll babble about the island and the zombies and then leave. Go up the stairs to where you saw him. Climb another set of steps and enter the door. You are in the game’s first save room. Look in the crate. Deposit the Handgun and bullets and withdraw the Assault Rifle (VERY [EASY]). NORMAL PLAYERS keep what you have except for the Duralumin Case and Extinguisher. Now turn the corner of the room to see another door. The door is locked and needs to be unlocked with 2 Gold Lugers. Steve has those Lugers. Make sure you save the game and exit the mansion. In the Palace yard, turn right from the entrance and down another gate. You’ll see a dock. Use the Steering Wheel on the dock and then turn it. The dock will move and a Submarine Elevator will rise. Go inside. Inside the Submarine, equip the Side Pack on the bench. The Side Pack gives 2 extra item slots. Now press the glowing button and the Submarine will descend. When it stops, climb the ladder and you are now in the Airport Steve was talking about when you first met him. Go down the tunnel until you reach a door. Go through. You are now in the Fork Room. Go to the gate at the right fork. You are now in the Bridge. Cross the Bridge with the Lighter equipped to fend off the bats. Go through the other gate. You are in the Cargo Room now. You’ll see a lift in the corner. Ride it up to the crane controls. Operate them. Push the control pad up until it stops. Then push it left all the way until it stops. Passed the crane controls, you’ll see a door leading to the Bridge control. It is missing a lever. Don’t worry about this puzzle for now- it is for the end of disk 1 (DC Version). Go ride the lift back down. Now go to where the crate was. Operate the cargo elevator. When it rises, kill all the zombies. Grab the Biohazard Card. Now cross the bridge again and head back to the Submarine. Press the button again and the Sub will rise back to the dock. Exit the Sub and use the Steering Wheel to push it back toward the pier. Now climb the stairs back to the Palace yard. Pass the Palace entrance and through the gate leading to the Passage. In the Passage, head into the door leading to the Military Training Facility. ****************************************** *12: Area 3: Military Training Facility A* ****************************************** *Note: Th reason why I call this Military Training Facility “A” is because when you control Chris, he explores the MTF as well. But what he explores is quite different from what Claire explores. So try not to get mixed up with Chris and Claire’s MTF missions. As you enter, a HUGE worm will attack Claire. Let it have a rocket and it will die. On EASY or NORMAL, dodge the thing and enter through the building. When you enter, go to the shutter on the far back and use the Biohazard Card to open it. When you pass through, it will lower again. Pass through the door into the courtyard. When you enter the courtyard, Alfred will try to shoot you with his Sniper Rifle. Evade by running up the stairs. Go passed the locked brown door and the blue box on the balcony handle. Enter through door Alfred went through. Remember where that blue box is! You will be in a hall. Go down and then to the gray door. It is a save room. Make sure you have 3 spaces at least. Save the game and exit. Now go through the brown door. Alfred will lower a shutter and lock you in. Go through the brown door. Turn left and collect the pair of Machine guns. Now attempt to go down the stairs and a Bandersnatch will appear. Blast it with the Rocket Launcher or use 3 Bow Gun Arrows to kill it. A door at the bottom of the stairs will open. Go through it and another Bandersnatch will attack Claire. Steve then comes in “Matrix-style” and blasts the Bandersnatch with the 2 Lugers. After it dies, Claire trades the 2 machine guns for the 2 lugers. Now Claire can access that door in the Palace Save Room. The floor starts to lower. Then you will control Steve. Steve is now in Steve Room 1. Blast all the zombies and then head to the door on the left. That is Steve Room 2. Blast all the zombies in here and remember that green bottle in this room. Chris will need that. Go back to Steve Room 1 and head through the door next to the gate. You are now in Steve Room 3. Blast all the zombies. Now climb the stairs and then exit into the Sewer Balcony. Steve will rant and then you are in control of Claire again. Claire and Steve ride an elevator up. When you control Claire, follow Steve through a door. You are now on 2F of the Steve’s Dad room, and you’ll soon see why it is called the “Steve’s Dad” room. Go to Steve and you will fall down into 1F of Steve’s Dad room. Steve will suddenly see a zombie and empty his Machine guns into. He will then say “father!”... Steve tells Claire about why he is on the island and that he just killed his zombie dad. When the scene is over, head to the door left of Steve. Blast all the zombies and then head to the door at the end. You are in the Model Room. Grab the Eagle Plate and then head back to Steve’s Dad Room 1F. Head through the double doors to the Tank Room. Exit the Tank Room through the single door. You are back in the yard where you fought the worm. Head into the door you went through before. Inside the Main Hall, head to the far shutter and raise it. Go through the door to where Alfred attacked you. Kill the dogs with the Assault Rifle or NORMAL players can dodge them. Then go to the blue box on the balcony. Insert the Eagle Plate and the box will reveal an Emblem Card. Now go back through the door to the Save Room. Use the Biohazard Card to raise the shutter Alfred lowered. Put the Lugers inside the Item Box. Collect the Hemostat from the Save Room and deposit it into the item box. Now go back to the yard where Alfred attacked you. Go down the stairs and then through the gate passed the fire. You’ll see a ladder. Go down. Go passed the lever to the gate. Remember that lever when you play as Chris. Use the Emblem Card on the gate. Climb down the step and you are now back in Steve Room 3. Head back to Steve Room 1. Raise the gate next to the door and then take the Grenade Launcher if you want, although there’s already one in the Item Box if you’re an EASY or VERY EASY player. Now go back through Steve Room 3 to the Sewer Balcony. In the Sewer Balcony, head through the elevator and ride it to 2F. On 2F, go to the gate and use the Emblem Card on the blue gate. When it rises, discard the Emblem Card. Run passed the brown door to the main screen. Examine the computer and then take the Army Proof. You need that Proof for the end of disk 1 (DC Version). Examine the camera computer and you will see an infra red scope of a room. Zoom in on the Skeleton Picture and remember the code “1126”. Now exit the room through the brown door. You are now back on the balcony where you got the Emblem Card. Go down and back into the Main Hall. Now go to the first shutter and use the Biohazard Card. Discard the Biohazard Card and then climb the stairs. Pass the door with no doorknob. Chris will open that door. Go through the open door. Inside, look for the other door and enter the “1126” code. Enter and collect the Skeleton Painting. An Albinoid will then escape. Dodge them and run for the Main Hall before you get trapped. Go back to where Steve shot his dad. Head into the room where you got the Eagle Plate. Put the Painting in the spot where the Eagle Plate used to be and a wall will slide up. A model of the MTF will appear. There’s a Gold Key on it. Grab it. Now leave the MTF and head back to the Palace. ************************************************* *13: Area 4: Private Residence and Palace Part 2* ************************************************* Once back in the Palace, go through the door you unlocked with the computer. Inside, pass the door where Steve got the Lugers. Unlock those double doors with the Gold Key and discard it. Inside, press these paintings in order. Press the women painting first. Then press the painting with the man and 2 babies. Then press the red-haired man holding a teacup. Then press the other red-haired man painting with a plate in the back round. Then press the painting with a guy holding paper. Then press the painting with the man wearing blue. Then press the giant painting. It will spin and a vase will be revealed. Grab it and check the inside. A Queen Ant Object is inside. Now go to the Save Room. Deposit the Bow Gun and Army Proof. Grab the Lugers and use them on the door. The door will now open. Go through and find the computer on the desk. Enter the code “1971” and then a shelf will slide, revealing a passage. A Bandersnatch will appear. Use the Rocket or Grenade Launcher to blast it. Go through the door in the tunnel. Follow the tunnel until you reach the stairs. You are now in the Private Residence. In the yard, blast/dodge the Bandersnatch and then enter the building with the Lighter equipped. Inside, climb the staircase until you reach a door. Go through. Claire will then hear Alexia Ashford talking to her brother, Alfred. After “they” leave, go inside the nearest door. Examine the Music Box and close it. The bed will drop and reveal a Silver Key. You can’t climb the ladder on Alexia’s bed right now. Go back to the Palace. Once back, use the Silver Key on the door across the save room. Inside, are a casino and a piano. Collect the Herbs if you want to heal. Collect the Explosive Power and make 10 Explosive Arrows. Deposit them in the item box. Now go back through the door you unlocked with the computer. There, go to the nearest double doors and unlock them with the Silver Key. Discard the Silver Key and enter. Launch a rocket at the 2 Bandersnatch, or dodge them. Now go to the floor between the two desks and collect another Eagle Plate. Go back to the Save Room and grab the Hemostat medicine. Now gear up with the Hemostat and Eagle Plate because you are going back to the Prison! Head back to the Passage and down to the Bridge. Head through the giant gate. **************************** *14: Area: 5: Prison Part 2* **************************** When you are back in the room where you met Steve for the first time, head to where Rodrigo is. Claire will feed him the hemostat and trade her Lighter for the Lockpick. After the scene, go back to the Guillotine. Inside, passed the slick, use the Eagle Plate on the door. When it slides, blast the zombies. Go through the door. Blast the zombies and head through the left door. You are in the Doctor Room. Pass through the room to another door. Pass through that door. NORMAL PLAYERS find the Duralumin case and use the lockpick to open it. It will reveal Handgun parts. Combine it with the Handgun to create a 3 burst Handgun. Go back into the Doctor Room. You’ll see a Doctor zombie and a normal zombie. Blast both of them. The Doctor Zombie dropped a Glass Eyeball. Pick it up. Now go to the back area of the room and place the eyeball in the cadaver. A secret stairway will form. Go down. Cross the Bat Hall and go through the door to the Torture Room. Blast the zombies and go down the stairs into the door. You are in the Armor Room. Grab the Rusted Sword. The middle statue will rise and gas will begin to spread. Push the bar on the statue counter clock-wise and the gas will stop. The statue you got the Rusted Sword from will spin into an armor. Insert the Rusted Sword in and a zombie comes out. Blast it and collect the Piano Roll. You have now explored EVERY room in the Prison! Go back to the Palace. ******************************************************** *15: Area 6: Private Residence Part 2 and Palace Part 3* ******************************************************** ================================================= ***GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY*** ================================================= Since a boss fight is coming at the end of disk 1, detour into the Military Training Facility. Go to the room where you used the Key with Tag and find the drawer near the door leading to the back area. Use the lockpick and then Pistol bullets will be revealed. Go to Steve Room 2 and use the lockpick on the cabinet with the Acid Rounds. Grab the Acid Rounds. Then go to the room with the MTF model. There’s a drawer on the right. Use the lockpick and a First Aid Spray will be revealed. Grab it and then continue back for the Palace. ===================================================== ***END GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY*** ===================================================== Go back to the Casino Room in the Palace. As you enter the yard, a new scene will occur between Albert Wesker and Claire. Wesker has superpowers and is after Chris and Alfred Ashford. He beats Claire up and tells her that he attacked the island. Wesker then jumps for the airport. Ignore Wesker for now. Insert the Piano Roll into the Piano and one of the slot machines will open. Grab the King Ant Object. Now go back to the rooms of the Private Residence where you saw Alexia talking to Alfred. Watch out for zombies and Bandersnatches. Go to the room where you got the Silver Key. Insert the Queen Ant Object into the Music Box and it will open. Grab the Music Box Plate. Go back out the hall and head into Alfred’s Room. Put the King Ant Object into the music box in this room. When it opens, put the Music Box Plate in. Alfred’s bed will lower, revealing a ladder. Climb it. You’ll be on a carousal. Step off toward the ant painting. Circle the carousal until you see a glittering object- a Silver Dragonfly, on a chair. Check it and remove the wings. Go back to the ant painting and insert the Dragonfly Key. The carousal will spin and a ladder will be revealed. Climb the ladder. There, push the crate right toward the bookshelf. Climb it and then grab the file and Airforce Proof like the one you got in the MTF Control Room. Now descend down the ladder to that carousal and down the ladder into Alexia’s Room. As you leave Alexia’s Room, you’ll see a cut-scene involving Steve shooting Alexia. As Claire gives chase into Alfred’s Room via a secret door, you find out Alfred has been dressing up like his fake sister, Alexia. After the cut-scene, head back to the yard of the Palace. When you get there, grab the Navy Proof. The self-destruct system will then activate. After a cut-scene with Steve, go to the dock leading to the Airport. **************************** *16: Area 7: Airport Part 2* **************************** At the dock, Steve will lead you to the Sub and the Airport. Follow him to the Fork Room. This time, go to the left fork. You’ll be at a seaplane terminal. On the loading lift, insert the Navy, Army and Airforce Proofs and go into the plane. Steve is in control. Climb the stairs in the plane and a scene with Steve occurs. Claire needs to raise the bridge to fly off the island. Grab the lever and head back to the Fork Room. Go to the Right Fork again. Cross the bridge into the Cargo Room. Ride the lift; pass the crane controls and head through the door. Insert the lever and raise the bridge to level 2. Cross the bridge to the Oil Room. You’ll find out why it’s called “Oil Room” when playing as Chris. Go to the pile of dead zombies and get the Airport Key. After that, NORMAL PLAYERS use the lockpick next to the Oil Machine to get an important First Aid Spray. Go back to the Cargo Room and use it on the gate next to the lift. Go through to the Airport Save Room. Equip the Rocket Launcher or NORMAL and EASY players equip the Grenade Launcher. Crates jam the elevator. Push the right crate into the elevator. Now push the left most crate all the way right and then push it in. NORMAL guys might wanna save the game. Grab all the First Aid Spray, Grenade Rounds (load them into G. Launcher) and Pistol bullets. NORMAL people, withdraw the Duralumin Case from the Palace bathroom and use the lockpick to open and reveal Explosive Powder. Combine it with normal arrows and then put it in the item box. Now board the elevator. It will rise while Alfred, still talking like a woman, releases something familiar- it’s a naked version of Tyrant from Biohazard 2! And it’s out for Claire. Also, there’s 5 minutes until detonation. When the elevator stops, head out. Claire is now in the MTF yard where she fought the worm. Head toward the Palace. On your way, Tyrant appears. Trapped, blast it with the G./R. Launchers and it will kneel. When it gets up again, fire more shots and then fall, face down. Run passed it and head passed the Palace for the dock. Call the Sub with the Steering Wheel and then head down. Get to the Fork Room and take the left into the plane. The seaplane flies off the exploding island. Steve and Claire apologize for everything that happened (notice the Biohazard 2 “A” Scenario Ending theme playing). Alfred, still talking in a girl’s voice, escapes the island via an airport under the MTF’s tank. Remember that for Chris’ game. Back on Claire’s plane, the Tyrant gets into the back area of the plane. Load the R. launcher and enter through the door next to the item crate. Tyrant has returned. Save the game before heading in. ============ ***BOSS 1*** ============ Tyrant Difficulty: Easy Since VERY EASY GUYS so conveniently have a R. launcher, simply fire two rockets and then press the catapult button to the right of the door. A crate will launch out of the plane and Tyrant will get pushed off. Your first boss battle won in 10 seconds. EASY and NORMAL guys don’t have it easy. From the door, fire ALL 27 Explosive Arrows. The press the catapult. There! Tyrant isn’t THAT hard in all difficulties. Return to the cockpit. ============ ***BOSS 1*** ============ Once back in the cockpit, Steve will lose control of the plane. Alfred seems to have put it in auto pilot mode. It then goes to Antarctica after another cut-scene. ***Dreamcast players switch to Disk 2 after the “free” save. PS2 players can simply start playing after the cut-scene. PS2 players get a free save, too.*** ********************************** *17: Area 8: Claire in Antarctica* ********************************** After Steve leaves, head to the right of the busted seaplane. Climb down the ladder and go further right. VERY EASY guys can pass the door and go down the stairs. Other players, enter. There, grab all the items lying around. Bullets, Explosive Powder and First Aid Spray are in this room. Dodge the now live zombies and exit. Proceed down the stairs. You are in the Moth Room. Go to the door ahead. It is a Save Room. Grab the Grenade Launcher with Grenade Rounds and a Pistol for EASY and NORMAL guys. Look at the bookshelf behind the desk. Push it forward and then turn right in the new passage. You’ll see lockers. Run toward them and a mouse named DIJ will pop out and run. Examine the locker and you will find a button that doesn’t work yet. You need power for it to work. Go back to the Moth Room. You should have the R. launcher, G. launcher and Assault Rifle (VERY EASY and EASY). Arm the Assault Rifle or NORMAL PLAYER’s Pistol. Turn the corner and you’ll see a moth. Blast the moth before it poisons and sends a parasite to Claire’s back. Whenever you enter this room as Claire, blast the moths with the A. Rifle/Pistol. Enter through the door into the Production Room. Blast the zombies with the R. launcher or dodge them on NORMAL MODE. Turn left and go passed 2 doors and then turn right toward the Gun Room. Blast the zombies and then collect the Mining Room Key. NORMAL PLAYERS collect the Assault Rifle from the green drawers. Go back to the Production Room. Go to the first door you passed and use the Mining Room Key. Go through. You are in the Mining Room (duh!). turn right and climb 2 sets of stairs until you reach an Octa Valve Handle hole. MAKE SURE YOU EXAMINE IT!!! Now go back down the stairs and turn right toward a door. It’s called the Power Room. Inside the dark Power Room, use the A. Rifle on the dogs. Now find the generator runner. Push it. To get to it, turn left from the entrance and then make a right. Keep going and turn left and then right again to reach it. Now go back to the entrance of the Power Room and find the power switch. Turn it and the base now has electricity. Go back to the Production Room. In the Production Room, go to the only door you haven’t gone through- the BOW Room. Inside, use the G. launcher to blast the spiders. Then look on the silver crates and collect the Bar Code Sticker. Near the door, you’ll notice a Gas Mask you can’t get yet. Go back to the Production Room. Back there, go to the conveyer belt area near the Mining Room entrance. Power up the conveyer belt and a crate will enter the Gun Room. Forget that on VERY EASY MODE. Attach the Bar Code Sticker to the crate on the belt and press the button. The crate will go to the BOW Room. Head back to the BOW Room now. Grab the Gas Mask and then exit. Now go back to the save room. Go back to that locker where the mouse came from and press the button. The locker will slide, revealing a chamber. Inside, underneath the grating, is Nosferatu, a monster. You’ll be fighting him soon, so beware. In that same area, look for a pot. Grab it and check the bottom for a key. It’s the Machine Room key. Now go back to the Moth Room and climb the stairs. Go passed the door (never go there!) until you see double doors. Go through and you are in the Upper Production Room. Go to the door left of Claire and use the Machine Room Key. You are in the Upper Mining Room. Go through the other door in this room. You are now in the Upper Power Room. Collect the Valve Handle and then exit back into the Upper Mining Room. Steve is there and after the cut-scene, you’ll be back in the Upper Production Room. Go to the other door in the Upper Production Room. It is the Valve Handle Room. Using the machine in the back, change the Valve Handle to an Octagon Valve Handle. Now go back to the save room. Put the R. Launcher in there so Chris can use it. Other players should put the Assault Rifle into the box for Chris. VERY EASY guys should bring the Magnum and bullets instead. NORMAL PLAYERS grab the Combat Knife. Now go back to the Lower Production Room. Enter the Lower Mining Room and equip the Gas Mask. Go to the Valve Handle Hole and insert the Octagon Valve Handle. After a cut-scene involving Alfred falling into a chasm, go and get his Sniper Rifle. After more cut-scenes you will be on a helipad battling Nosferatu. ============ ***BOSS 2*** ============ Nosferatu Difficulty: Medium VERY EASY players find Nosferatu a little harder than Tyrant because you don’t have the R. Launcher. To make this fight quick, arm the Magnum, get away from Nosferatu and shoot until he falls. If the 8 Magnum Bullets aren’t enough, use the Assault Rifle until he finally falls. Also, make sure Claire doesn’t get poisoned. If she does, Chris’ game will be affected. EASY and NORMAL guys should use the Sniper Rifle and aim for his open heart. After you run out, use the Knife up close to kill Nosferatu. ============ ***BOSS 2*** ============ After Nosferatu dies, Alfred will release his monster sister, Alexia. She actually DOES exist. She has psychic powers and attacks Steve and Claire. Alfred also dies. As Alexia causes havoc, the island Claire was taken to (where Disk 1 took place) has a new visitor; a man named Chris Redfield. **************************************************** *18: Area 9: Chris and Military Training Facility B* **************************************************** *The reason why this is called MTF B is because the place has changed from when Claire was here due to the self-destruct sequence. After the cut-scenes, Chris will be in a cave. Walk up and talk to Rodrigo. He’ll tell Chris that Claire left the island with Steve, etc. If you fed him the Hemostat as Claire, the Gulp Worm that Claire fought in the yard will swallow Rodrigo whole! If not, Rodrigo will just die. After the scene, go to the nearby item box and grab the R. launcher. NORMAL and EASY guys grab the Assault Rifle. Now enter through the next door and fight the worm. ============ ***BOSS 3*** ============ Gulp Worm Difficulty: Easy With the R. launcher, this boss is wimpy. When it pops up, fire one or 2 rockets from the R. Launcher and it will die. NORMAL and EASY guys dodge the worm and empty the Assault Rifle into the thing. If Rodrigo was swallowed, he’ll be coughed up and he’ll give you the lighter before dying. If he died in the first cut-scene, he won’t give you the lighter. ============ ***BOSS 3*** ============ ================================= ***GETTING THE SUBMACHINE GUNS*** ================================= NORMAL and EASY PLAYERS will want a pair of Submachine Guns like Steve had. Go back to where Rodrigo was swallowed. Look for a little statue of a man holding a little torch. If Rodrigo gave you the Lighter, use it and the statue will reveal a pair of Submachine Guns. Grab them and then go back to the room where the worm was killed. ==================================== ***END GETTING THE SUBMACHINE GUN*** ==================================== After the cut-scenes, activate the elevator at the end of the hall where you killed the worm. Ride the elevator up and Chris will end up in the room where Steve killed his dad. A barrel blocks the single door leading to the Elevator Hall, so take the double doors to the Tank Room. In the Tank Room, crates block the door leading to the Main Yard. Remember when Alfred escaped the island, he pressed a button on the tank? Well, look on the tank for that button and press it. The Tank will move, revealing a lift. Go down into the Harrier Jet Hallway. In the Harrier Jet Hallway, look for the double doors. It needs a Halberd to open. So, you need to find an Eagle Plate. Didn’t Claire use one in the balcony? That’s where we are headed. Inside the other room in this hall, a save room, grab the Acid Rounds and grab the G. Launcher if you’re a NORMAL/EASY guy/gal. Deposit the Submachine Guns. Go back outside and pick up the Battery. Spiders will then attack, so hurry and get back to the room where Steve killed his dad. Back there, look for the yellow lift over by the elevator leading to where Rodrigo died. Insert the Battery. Then ride the lift up and you will now be on 2F Steve’s Dad Room. Look at the desk to the left of the lift and collect the file and Chemical Storage Key. Head through the door to the Control Room. Upon entry, you’ll see a cut-scene involving Alexia singing and Wesker sending a monster after Chris. In the Control Room, head through the brown door to the Balcony. In the Balcony, the Eagle Plate is gone. It fell into the sewer. Also, the ground has broken so you can’t get to the Main Hall yet. Go into the door leading to the hall outside the save room. When you get there, the wall is crumbled. But there’s a hole in the wall leading to the room where Claire got the Skeleton Painting. Collect the Side Pack on a table and then leave the way you came. Go back to the Control Room. There, go to the elevator and ride it to the Sewer Balcony. On the Sewer Balcony, don’t bother going to Steve Room 3 because there’s gas in the room. Instead, there’s a set of stairs that weren’t there before. Walk down them and you’ll see a Shotgun. DON’T GRAB IT YET! Go to the door near the Shotgun. It is the Tyrant Storage Room. It’s called that because this is the room Tyrant was stored in. Proceed through this room into the Turn Table Room. In the Turn Table Room, proceed to the door on the left. Proceed through slide-up doors until you reach a room called the Chemical Room. Find the storage fridge and use the Chemical Storage Key to open it. When it says to set the temperature, set it at “12.8”. You’ll then get an item called Clement E. Grab it and the head back to the Turn Table Room. You’ll find a Doorknob on the ground. Grab it and Hunters will appear. Blast them. Beware that there are seeker machines. If they sense Chris, Hunters will come and attack him. Kill the Hunter with the R. Launcher or the G. Launcher with Acid Rounds. Go back to the room where Claire got the Skeleton Painting. In that room, avoid the seeker and head out through the other door in that room. In the hall, attach the doorknob into the other door in that hall. Enter and you are on the other side of the broken catwalk in the room where Steve shot his dad (remember when Claire and Steve fell through before Steve had to kill his dad?). Turn to Chris’ left to see a desk. Grab the Mini Tank. Now go back to the elevator and ride it to 1F. Once there, head to the room with the MTF model. Place the Mini Tank in the model and a painting will slide to reveal a Turn Table Key and a note. There are also 3 holes and a lever behind lasers. The 3 holes are also in the shape of those proofs that Claire used to board the plane. Go back to the Tyrant Room. There, Wesker will confront you and virtually kick Chris’ ass. After the cut-scene, use the R. launcher on the Bandersnatch. Now go to the Turn Table Room. Use the Turn Table Key and the Turn Table will rise. When it stops, head out of the hole in the wall. You are now in the Main Hall of the MTF. Head into the yard. ************************************************************** *19: Area 10: Airport and Military Training Facility B Part 2* ************************************************************** In the yard, blast the Hunters. The path to the Palace is blocked by rubble, so enter the giant elevator leading to the Airport Save Room. Once there, make sure you have 3 spaces open. Enter the Cargo Room and blast the Hunter. Then ride the lift up to the room with the crane controls. Go to the door passed the crane controls. You are now in the Upper Bridge. The lever machine isn’t working, so cross the bridge into the room where Claire got the Airport Key- the Oil Room. To the left of the door, is an oil machine. You’ll see cylinders with oil in them. Press the button with the 3 twice. Then press the 5 button once. Then press the 10 button once. Then press the 3 button twice and then press the 5 button once. The puzzle will finish. Zombies will also rise, but you don’t have to kill them. Get back to the bridge lever and push it to lower the bridge. Now go back to the Cargo Room. Now go to the bridge. Cross it and kill the Hunter. Now go to the Fork Room. Blast the zombies and then head to the left fork. Go to the boarding lift, kill the Hunter and grab the Army, Navy and Airforce Proofs. Don’t bother going to the submarine because it isn’t there. On your way out of the airport, pick up the Grenade Launcher with Explosive Rounds or the Bow Gun with Explosive Arrows. Go back to the Main Hall of the MTF, blasting Hunters and Sweepers (poison Hunters) that get in your way. In the Main Hall, go into the brown door you never have gone through yet. Inside, blast the zombies. Then head through the open door. You’ll see a hole in the wall. Go through and head through the final door. You are now in the lower balcony on the other side of big hole. Kill the zombie and head down the ladder. You are now in Steve Room 3. To the right of Chris is a lever. Pull it and the gas in the room will dissolve. Now go to Steve Room 1. There, blast the Hunter and head into Steve Room 2. In the back area of that room, look for the green liquid and grab it. It is Clement A. Combine it with Clement E and you have Clement Mixture. Go back to the room with the MTF model. There, place the Army, Navy and Airforce Proofs in the 3 slots. The MTF model moves and a ladder is revealed. Go down. Go down the tunnels, blasting the Spiders with the Grenade Launcher. Collect the Grenade Rounds and go down the other ladder. Down there, is another boss, called Albinoid Adult. It seems the Albinoid that escaped that room reached this area and has grown. ============ ***BOSS 4*** ============ Albinoid Adult Difficulty: Medium The only reason why this boss gets a medium is because it’s hard to shoot. Switch to the Grenade Launcher or Submachine Guns for this one. As it swims to the edge, hit it with a Grenade. Repeat this pattern until the Albinoid dies. ============ ***BOSS 4*** ============ After the Albinoid is dead, jump into the water and grab the Eagle Plate. Combine the Eagle Plate with the Clement Mixture and you have the Halberd you need. Go back to the Sewer Balcony. There, go down the stairs and take the Shotgun this time. The stairs will rise into the position it was in when Claire was here. Go into the water the stairs were blocking and then get onto another platform. Climb the ladder and you are now back inside the Harrier Jet Hallway. Go back into the Save Room. Save the game and inspect the chest with 4 drawers. Open the top one, the third one and then the second one. Open the bottom one and you will get a Luger Replica. Deposit the Luger Replica, as it has no importance in the main game. Deposit the G. Launcher into the box. Now go to the Harrier Jet Hallway. Use the Halberd on the double doors and they will open. Chris gets on the last harrier jet and flies to Antarctica. ********************************** *20: Area 11: Chris in Antarctica* ********************************** When the FMV is over, go through the double doors. You are now in the Main Terminal. Blast the Tentacles. Then go passed the seaplane wreckage and down the ladder. Head towards the save room. There, look at the display cabinet. To the right is a Halberd engraving. Put the Halberd in there and the bottom cabinet will open. Grab the Paperweight and the file. Forget about the Ink Ribbon. Now go to the Upper Production Room. There, you will notice the place is filled with ice from when Steve and Claire tried to escape. NORMAL players should go to the room where Claire modified the Valve Handle. There, kill the zombies and grab the Duralumin case. Go to the Upper Mining Room. Since the Lower Mining Room is filled with ice, walk on the ice to where Claire left the Octagon Valve Handle. Grab it and zombies will attack. Blast all of them. Now go back to the Upper Production Room. Go to there the catwalk is broken (near the door leading to where Claire modified the Valve Handle). Step into the ice and then climb to the other side of the broken catwalk. Go to the door nearby. You are in the Scanner Hall because there are scanners that belong to Wesker’s Hunters. You’ll automatically be scanned, so kill the Hunter. Ignore the double doors for now and head down the hallway to an elevator. Take the elevator down. When you are out of it, you are in the Carousal Room. Go through the door in front of Chris. You are in the Ice Hall. Go to the door closest to Chris. It is the Power Save Room. Save the game. Then bring the Combat Knife. Deposit the Duralumion Case and withdraw the Empty Extinguisher. Now inspect the machinery. You’ll see a hole you need to use the Octagon Valve Handle in. Use it and then get turn the switch. Now there is power to the lower areas of the base. Go back to the Ice Hall. With caution, proceed down the Ice Hall. Blast the zombies you see and head through the door at the end. You are in the Tiger Statue Room. Does it remind you of anything? Anyway, go down the red hall, passed the door until you reach a Tiger Statue (does THAT remind you of anything?). Inspect it and pull the Blue Jewel out. The tiger will spin, revealing a Square Valve Handle Socket! Combine that with the Valve Handle so the Handle is square again. Now put the Blue Jewel back in. The statue will return to normal position. NORMAL PLAYERS grab the Red jewel to reveal Magnum Bullets. Grab those and put the Red Jewel back. Now go back to that door you just passed and enter through. That door is really another elevator. When it stops, you’ll lots of ants. Just step on them. After a cut-scene involving that HUGE anthill, grab the nearby Wing Object. Then turn left and then turn right until you see blood on a wall. Enter the double doors into the storage room. In the storage room, go up the flight of steps and inspect the computer right of the capsule. Examine it and you will have to press the code in order. Press the AA, then the CROWN, then the HEART and finally the SPADE. A little compartment will open. Put the Paperweight in there. The capsule will then open and Alfred Ashford’s dead body will fall out. Inspect his hand and you will get Alfred’s Ring. Check it and it will turn into Alfred’s Jewel. Now go back to the Scanner Hall. Go through the double doors. You are in the Water Tank Room. NORMAL PEOPLE push that small button by the lift and then a huge barrel will rise. Use the Empty Extinguisher on it to refill it. Now ride the far lift up. Proceed until you see a Square Valve Handle hole. Insert the Square Valve Handle and the water will vanish. Go down the ladder to the tank and grab the Crane Key. After you grab it, a Sweeper will jump in. Kill it by any means necessary. NORMAL GUYS now ride the other lift down. Use the Extinguisher to put out the fire and then grab the Magnum where the Mining Room Key was. Go back to the Upper Production Room. There, find the crane to the right of the door leading to the Scanner Hall. Use the Crane Key and Nosferatu’s body will rise from the ice and a green jewel drops near him. Alexia will appear. After she leaves, another boss will appear. Resident Evil: Director’s Cut players will recognize this boss as the Black Tiger. ============ ***BOSS 5*** ============ Black Tiger Difficulty: TOO easy This boss is TOO easy! Get on the ice. When it is on the ice, send one rocket into it and the Giant Spider is finished. Other players use the Custom Handgun against it and it will eventually die after about 20 bullets. ============ ***BOSS 5*** ============ When the Black Tiger is dead, go to Nosferatu’s body. Near him is Alexander’s Pierce. Check it and it will turn to Alexander’s Jewel. Now go back to the Carousal Room. *NOTE: Nosferatu is really Alexia and Alfred’s “father”, Alexander. Alexander was turned into a monster thanks to Alexia and her experiments with the T- Veronica Virus, explained in the “Frequently Asked Questions” Section. Once back in the Carousal Room, blast the Sweeper. You’ll also notice more wing objects, so pick them up. Now enter through the double doors. You are now in the Mansion Hall. Does it look familiar? Anyway, go up the staircase and inspect the painting on the top. Attach Alfred and Alexander’s Jewels into the painting and go back downstairs. No go behind the staircase and you will find Claire. She is wrapped in some gooey crap, so use the Combat Knife to free her. She’ll regain her senses. After that, one of 2 things will happen. If she was poisoned during her fight with Nosferatu, she’ll collapse. If she wasn’t, you can continue on with the next section. If she was poisoned, you have to find serum. ======================== ***CLAIRE IS POISONED*** ======================== If she was poisoned, go back to the room where you got the Crane Key. Over by the big barrel, there is a lift that goes down. Take it down and you will be in the Gun Room, where you got the Magnum. On the shelf is Serum. Take it and get back to Claire. ============================ ***END CLAIRE IS POISONED*** ============================ After she is cured, Alexia will appear again. She taunts. After the cut-scene, you will temporarily be in control of Claire again. *************************************** *21: Area 12: Controlling Claire Again* *************************************** Your next objective is to find and save Steve. Claire starts out in a room. Ignore the Shotgun rack and check into the Item Box. Grab 1 First Aid Spray. Also, heal if you were poisoned. Arm Claire with the Handgun Chris began with. VERY EASY PEOPLE bring ONE green herb. Other players bring 2 First Aid Sprays!!! Go through the next door. You are now in the Tentacle Hall. Pass through the hall and kill Tentacles that appear. Pass the locked door and enter through the other door at the end of the hall. You are now in the Jail Cell Room. Go up the small flight of stairs passed the steel door. Grab the file near the cannon. Then, inspect the cannon and push it down to reveal a Crystal Ball. A slab of concrete will then fall and pull back up. When it rises, quickly grab the Crystal Ball before Claire gets crushed. After you get it, go UNDER where the slab falls and quickly use the Crystal Ball in the white area. Claire automatically backs up. The concrete falls and crushes the Crystal Ball. The Security Card can now be taken. When the slab rises, grab the Security Card and the trap will disappear. Now go to the silver door you passed and enter. You’ll see a gate with a Security Card reader. Swipe the Security Card. Now run passed the armors to Steve. After the cut-scene, he’ll be a monster. ============ ***BOSS 6*** ============ STEVE TYRANT Difficulty: Impossible Even if Claire brought the R. launcher, it’s impossible to even hurt Tyrant Steve so just run away. If you get hit twice, heal and then keep running for the door. ============ ***BOSS 6*** ============ After you finish running, a cut-scene will occur. It is about Steve saying, “he loves Claire…” before he dies. After this sad death scene, we return to action as Chris. ***************************************** *22: Area 13: Chris in Antarctica Part 2* ***************************************** Meanwhile, Wesker is challenging Alexia to a fight because he wants her T- Veronica Virus. Alexia suddenly turns into gray monster that resembles Nosferatu. After being punched by A