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================
ASCII Art by Atom Edge
================
Resident Evil Code: Veronica
Sega DreamCast
written by: David "Zoop" McCutcheon
e-mail: zoopnova@aol.com
version: 2.0
date: 08/26/03
this document is Copyright 2003 David McCutcheon.
______________________________________________________________________
/~ NOTE ~ Due to new regulations, this document will ONLY BE HOSTED BY\
| GAMEFAQS.COM, NEOSEEKER, AND IGN.COM! Do NOT post it without my |
|permission. I DEFINITELY WILL TAKE LEGAL ACTION, as my lawyer is one |
\of the BEST IN THE STATE OF MISSOURI. Thank you. /
??????????????????????????????????????????????????????????????????????
~ Revision History ~
~ 2.0 ~
Corrected a few major mistakes. My bad!
~ 1.0 ~
After writing for RECVX, I decided to make it completely Sega DreamCast
compatible, for all of you cheapskates out there. Enjoy!
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
T A B L E o f C O N T E N T S
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
~!~NOTE~!~
If you need to find a certain something in the guide, press and hold
Control (Ctrl) and press the F key. Type out the word you are looking
for, and search. If you're too lazy to do this, don't bother e-mailing
or IMing me. Thank you.
Table of Contents:
I. Introduction
Ia. Contact Me
II. Controls/Game Basics
III. Story
IV. Characters
V. Weapons
VI. Walkthrough
VI.1 - Prison/Graveyard
VI.2 - Ashford Mansion
VI.3 - Military Training Facility
VI.TRADE - Optional Lighter/Hemostatic Medicine for Lockpick Trade
VI.4 - Private Residence
VI.5 - Prison Revisited
VI.6 - Alfred's Secret
VI.7 - Self-Destruct System...
VI.8 - Antarctic Facility
VI.9 - Meanwhile, At The Island...
VI.10 - Escape From Rockfort
VI.11 - Frozen Scenery
VI.12 - Memories of Arklay
VI.CURE - Cure Claire Redfield From Poison
VI.13 - Serve Your Queen!
VII. Puzzle Solutions
VIII. Enemies/Boss Lists
VIII.a Enemies
VIII.b Bosses
IX. Items List
X. File List
XI. Wesker's Report
XII. Codes/Secrets
XIII. FAQ
XIV. Credits
XV. Disclaimer
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION I. - INTRODUCTION ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
Hey guys! I thought, in the midst of writing for Mega Man 5 with Psycho
Penguin, and writing for Super Mario 64 with Brian Sulpher, that I would
alter my Resident Evil Code: Veronica X FAQ/Walkthrough for the
PlayStation 2 into a full walkthrough for your DreamCast owners out
there with the original version of Resident Evil Code Veronica, which
is, of course, the better version!
Having been a huge Resident Evil fan since the original's release (yes,
it that big, bulky case, as well), I know how you feel when it comes to
indulging yourself into the world of Resident Evil. I was a bit too
scared to play the original after I purchased it, but then after I got
Resident Evil 2, I decided to finally beat the original, and I am
pleased to say I did. As a Resident Evil fan, I know that the spook
factor is important, which is why I will do my best to not give away any
of the scary details, and I'll try even harder to avoid spoiling those
monsters that may pop out of nowhere, but sometimes I will just have to
bring them up, for the sake of strategy.
The FAQ will go a little something like this: In the Controls/Game
Basics section, I will run down the Controls (duh) and helpful tips to
save some effort. In the Characters and Weapons sections, I will
describe who each person is, and their dark histories with many spoilers
to previous Resident Evil titles, but none here. The Walkthrough will
guide you through the game, step by step. The Enemies List and
Walkthrough contain spoilers, however, let me go ahead and note that I
do not spoil anything that should not be spoiled in the first place. The
Bosses are listed in the Enemies List, so don't go there unless you have
already beaten the game, or you already know who the bosses are. The
Puzzle Solution section is full of non-spoiler solution taken from my
Walkthrough. The File List will contain the text messages from each
file, as well as their location. The Items List is an A to Z list of
every item you will find in the game, and where it is located. And you
already know what the Credits and Disclaimers sections are by now, don't
you? Note that this FAQ is based on the Normal Difficulty of Resident
Evil Code: Veronica, as the Easy version is fairly simple enough as is.
This is my first FAQ for a game that has been covered by such greats as
the wonderful CVXFREAK (whom I have a joint project in Onimusha 2 with,
so check it out), the wonderful Mindsweeper, CeLL, and last but not
least, Nemesis (Brett Franklin). All four of these FAQers are amongst
the most well respected in the history of writing these damn guides, and
it will be very tough to live up to the "norm" with this game. I promise
to make this FAQ a fun read, and a very insightful one, as well. Maybe
one day soon, I will be considered amongst these guys. If you would like
to leave me feedback, feel free. I love my fan mail, and I read every
letter I get. Thanks, and enjoy.
-David "Zoop" McCutcheon
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
~~~~~~~~~~~~~~
Ia. Contact Me
~~~~~~~~~~~~~~
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
If you need me for anything whatsoever that IS NOT covered in the guide,
and that means SEARCHING THE GUIDE by pressing Control and F together
and typing out what you are looking for, and then hitting enter. But as
long as it has to do with the game. Sorry, but I don't feel like hearing
about how cute your kitten is if I don't really know you, yanno?
Actually, kittens are cute... Ahem. You can contact me via e-mail, or
sometimes IM. I check my e-mail several times a day; so don't hesitate
if you have a question! But please read the long paragraph below my
contact info.
E-Mail address: ZoopNOVA@aol.com
AIM: Zoop NOVA
Please only e-mail me if it's something you do NOT see in the guide. Try
to look for it; If it's not there, feel free to e-mail me.
If you don't know how to e-mail me, just simply bring up a new,
unwritten mail (this varies with different services. It should say
"Write Mail" on the button, though) and write out my e-mail address. For
the subject, type Code Veronica DC FAQ. In the body of the mail, write
whatever you like, even hate mail! Just one request: Only e-mail in
English. Any foreign language e-mails will be discarded. Sorry, I'm not
smart enough to know a second language. I don't care what you send, but
positive feedback is always nice. But if you're into the hate mail
thing, I can dig that, too.
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: SECTION II. - CONTROLS/GAME BASICS ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
____________________
/______CONTROLS______\
<<>
Analog Stick = Moves your character
Start = Brings up the Status screen
Select = Brings up Options menu
R Trigger = Readies weapon
L Trigger = Changes target
X = Action Button
Y = Brings up your Map
B = Status screen
A = Run (hold while moving your character)/Cancel menu selection
_______________________
/______GAME BASICS______\
<<<<>>>
\/ HERBs [don't even go there]
/\??????????????????????????????????????????????????????????????????????
Herbs and other healing items, such as Medicines and the like, all
account for usage when you are damaged. Herbs come in three different
colors, in which you can mix to your liking for the best results. They
are...
_______________________________________________________________
|BLUE | Blue herbs cure poison |
???????????????????????????????????????????????????????????????
_______________________________________________________________
|GREEN| Green herbs will cure health |
???????????????????????????????????????????????????????????????
_______________________________________________________________
|RED | Combine with Green to create stronger a healing herb |
???????????????????????????????????????????????????????????????
You can combine Green + Green to create a stronger version of your
normal healing Green herb. Mix Green + Red, and yet again, the normal
Green herb will double in strength (kinda like Advil. heh). Use Green +
Blue to create a healing plus poison curing herbal medicine. Yippee for
Herbs!
\/ HEALTH [because you need it]
/\??????????????????????????????????????????????????????????????????????
Your health can be at different colors, depending on the amount of
damage that you have received. The colors will determine different
aspects of damage, ranging from Green (Great) to Red (Danger). Here is
the chart for damage. Enjoy.
_______________________________________________________________
|GREEN| Perfect health, or near perfect |
???????????????????????????????????????????????????????????????
_______________________________________________________________
|YELLOW| Could be better, but you can go without healing |
???????????????????????????????????????????????????????????????
_______________________________________________________________
|ORANGE| Now is the time to use a small herb |
???????????????????????????????????????????????????????????????
_______________________________________________________________
|RED | DEFINITELY use a large Green herb, or a Medicine |
???????????????????????????????????????????????????????????????
\/ TIPs [for the novices]
/\??????????????????????????????????????????????????????????????????????
* Conserve ammo. There's no reason to kill every enemy in the entire
game, especially if you never return to the area you are in. Let them
run about, eating the survivors. THIS IS NOT YOUR CONCERN. Thank you. *
* Do not heal every five seconds. Herbs and Medicines are not common,
and thus, this creates a problem when you use a full Medicine after a
Zombie bites you. Wait until you are practically limping to heal. *
* Save often, unless you are aiming for one of the very nice Class
rankings. If you are wanting to get the nice Class rankings, do not even
save at all. You get one free save after the end of the first disc. *
* Always keep a few of your inventory slots open for Herbs, Ammo, or
special Key Items for the long haul ahead. This will save time and
frustration along the way. *
* NEVER, and I mean NEVER, EVER use a weapon as great as a Grenade
Launcher, Assault Rifle, or anything else on Cereberus dogs, Zombies, or
any other "common" enemy. Definitely save your "big guns" for the
bosses, or Hunters/Poison Hunters, etc. *
* Always keep at least one healing item in your inventory. Nothing lower
than two green herbs mixed, though. *
* Check your VMU consistently to check your health! *
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION III. - STORY ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
[NOTE: This is very little in the researched department, and mainly off
of the top of my head. If there is something that is not accurate in
this section, please e-mail me with the correct. Keep in mind that this
section WILL spoil the games Resident Evil and Resident Evil 2 for SURE.
Read at your own risk.]
July, 1998...
In a small town, Raccoon City, several reports have been filed on recent
attacks directly outside of the city, in a nearby wooded area. In the
Arklay Mountains, several citizens of Raccoon City have been injured and
killed in grizzly deaths. The Raccoon City Police Department has
investigated these murders, but have come to no conclusion. The deaths
are recorded as being extremely violent, with the victims being eaten
alive in some cases. The reports were filed as being executed by wild
animals, and nothing more.
However, after several more reports of horrible deaths in the area, the
Raccoon City Police Department filed to organize two separate
departments of specialists in combat and field research: The Special
Tactics And Rescue Squad. S.T.A.R.S. Bravo and Alpha teams. The Raccoon
City Police Department decides that the complaints have been too severe
as of late, and decide to ship the S.T.A.R.S. Bravo team into the
Raccoon Forest to see who, or what, is causing these brutal murders.
Shortly after the S.T.A.R.S. Bravo has left via helicopter from the
Police Department, word hit the RCPD hard that the chopper had came
crashing down somewhere in the woods towards the Arklay Mountains. They
could not get a signal to the S.T.A.R.S. Bravo Team, so the Alpha Team
was sent in to investigate the situation and report back to HQ after
they receive word of the analysis on the situation at hand.
Upon landing, the S.T.A.R.S. Alpha Team noticed the S.T.A.R.S. Bravo
Team's helicopter has crashed, and the pilot has been chewed to death by
some sort of beast. Taking guard on the situation at hand, the
S.T.A.R.S. Alpha Team slowly investigates, until one of the Team finds
more casualties to the beasts in the area. What could have caused such a
thing?
Slowly after discovering the other body parts and the victims' bodies,
the group of the S.T.A.R.S. Alpha team is attacked by ravage dogs. In a
petrified startle, the helicopter pilot for the Alpha team, Bradley
Vickers, decides to take off without the remaining four members; Barry
Burton, Jill Valentine, Chris Redfield, and Team Captain, Albert Wesker.
With nowhere to go, the S.T.A.R.S. Alpha Team simply runs away, and
visions a gigantic mansion in the distance.
The Alpha Team runs with all of their might towards the Mansion, which
they reach right at the brink of time. After closing the solid double
doors to the front of the mansion, the team loses a member (picked
decidedly on whom you chose in the beginning of the first Resident
Evil), and you must search for that team member throughout this huge
mansion.
The only problem with this was the fact that the mansion was filled with
those mutated dogs that the Alpha Team, and likely the Bravo Team found,
as well. Not only this, but humans that were subjected as test
experiments also run about the mansion, being in the form of undead
zombies, hellish frogs, and more. After learning that the mansion was
used by the pharmaceutical company Umbrella, Incorporated to do ghastly
experiments on tortured souls, the Alpha Team decides to escape from
this mansion from hell... But first, the Alpha Team must find a way to
exit, and look for survivors from the Bravo Team, as well.
After finding all of the members of the S.T.A.R.S. Bravo Team
dismembered, or barely living, the S.T.A.R.S. Alpha Team focuses on
escaping from the deadly mansion that they have been trapped inside of
for hours now. Once reaching an underground passage, Enrico Marini, the
leader of the S.T.A.R.S. Bravo Team is found injured. He speaks of a
traitor in the S.T.A.R.S. Alpha Team that led them to the mansion to get
killed. After he mentions this huge detail, he is shot in the chest, and
murdered by a man in the shadows...
Once finding out how to exit the mansion, the S.T.A.R.S. Alpha Team
prepares to leave via helicopter after discovering the secret lab
beneath the Mansion's fountain in the "backyard." That's right, the
chicken Brad Vickers has returned to make up for his mishap back in the
forest. However, after being led to the main sector of the lab by the
secretly misleading Albert Wesker (with the help of Barry Burton, whose
family was being held hostage by Albert Wesker), the group encounters a
gigantic monster of a human... The ultimate Bio Organic Weapon, the
Tyrant.
After the Tyrant breaks from its huge test tube, it attacks and
supposedly murders Albert Wesker, and then faces the remaining members
of the S.T.A.R.S. Alpha Team. After a short fight, the Tyrant falls, but
not for long. The Alpha Team looks around to find that Wesker is gone,
and suddenly, the "Self-Destruct Sequence Has Been Activated" (tm).
With the Self-Destruct Sequence Activated, the S.T.A.R.S. Alpha Team
must reach the rooftop so that Brad Vickers can land and get the
remaining members out of the forest before the mansion explodes. Out of
nowhere, the Tyrant crashes through the ceiling, and attacks the
S.T.A.R.S. Alpha Team. After a grueling battle, you receive the Rocket
Launcher, and blow up the Tyrant to end its suffering.
Barry Burton, Jill Valentine, Chris Redfield, Rebecca Chambers (who was
a crucial part of Chris' game, but not story-wise), and Brad Vickers are
the only survivors of the Spencer Mansion incident... or so we thought.
However, in Code: Veronica X, we learn that Albert Wesker not only
survived the explosion, but he happened to be "reborn" during the
explosion, as well. But we will get to that after I explain where
exactly Claire Redfield comes into the picture...
September, 1998...
A couple of months after the Spencer Mansion incident, the Raccoon City
Police Department has "investigated" the situation very loosely, which
has upset the survivors of the Spencer Mansion explosion. Chris Redfield
and Barry Burton have set out to travel to Europe, so that they can meet
with Umbrella, Inc. to "discuss" matters. Jill Valentine is leaving
town, and along the way, meets up with a nasty demon created by
Umbrella, Inc. to eliminate the remaining S.T.A.R.S. officers on
command, including Jill, even though she has since resigned.
After Chris and Barry's departure, the town seems to become...
different. In fact, it seems as if the T-Virus has broken loose amongst
the civilians of Raccoon City, and the entire town is overrun with
zombies. Talk about good timing on Chris and Barry's part, but Jill is
not so lucky. Amongst the zombies and ghastly ghouls in the city, The
Nemesis, which is the actual demon I spoke of, chases Jill Valentine
around Raccoon City, and murders Brad Vickers along the way.
While the Nemesis is chasing the poor Jill Valentine from downtown to
uptown, two new arrivals enter Raccoon City at the grandest of times.
Leon S. Kennedy is a rookie cop that just got transferred to the Raccoon
City Police Department, and his luck just got worse. As he arrives, he
notices that the town isn't exactly how he envisioned it to be, and soon
learns that the undead walk amongst the town.
On the other hand, Claire Redfield, the little sister to S.T.A.R.S.
member Chris Redfield, has come into town looking for her older brother.
Chris did not tell her of what he was going to do, or where he was going
to go, and she wants to know why. As she zooms into town on her
motorcycle, she encounters the same horrors that young Leon S. Kennedy
did, as well. As she reaches a diner, she is attacked by the legion of
undead, and who should save her except Leon.
After they find out what is going on, they agree to split up, and meet
at the Raccoon City Police Department, as they both have business going
there. They jump into a squad car and take off, only to find out that a
zombie is in their backseat, and lounges forward to attack. A dead truck
driver is behind them, and crushes the car as it explodes. They both
jump out of opposites sides of the car, and yell to each other to meet
at the police station.
After the two reach the Raccoon City Police Department in various ways,
they both soon realize that they were better off outside. Leon finds
that he had a very happy, warm welcome coming to him, but soon realizes
that one of the officers that was supposed to be welcoming him, Marvin
Branagh, is wounded, and may not live very long. Marvin locks Leon out
of the room so he can die in peace.
Claire, on the other hand, finds out more about her brother Chris, and
soon discovers his whereabouts. However, along the way, Leon and Claire
meet, and they find a small girl by the name of Sherry Birkin. Curious
as to why the girl was there, Claire decides to follow the girl, only to
get into more trouble than she should have in the first place.
Leon meets up with a mysterious woman by the name of Ada Wong, who was
supposedly searching for her long lost lover, John. She is also
searching for a journalist whom might know more about the situation and
such. The journalist is a man by the name of Ben Burtolucci, whom is
being held in a jail cell in the zombie-invested city as they spoke.
Leon agrees to help Ada in finding this journalist, and helps her move a
big truck to reach a door in agreement.
Around this time, we learn that the major, Brian Irons, was up to no
good all along. It's in the open now that Chief Irons was sneaking money
from Umbrella into his pocket so he could cash in some innocent victims
amongst the city. With a former record including rape weighing on his
shoulders, Brian Irons is found by Claire with a young woman, who has a
shotgun hole through her stomach. He claimed to have put her out of her
misery before she became a zombie, but it seems as if he is lying.
Ben Burtolucci seems to have a grudge with certain members within the
city, as well as a hefty amount of information to provide to Ada Wong,
our new gal pal, and Leon, our old gal pal. After learning a decent
amount of history with what is going on, Ben Burtolucci is killed by an
odd looking creature which planted a seed within his body, and, yes, the
spawn popped OUT of his body. Bloody. Very, very bloody.
Alas, we learn that the devilish Brian Irons is behind it all, and made
a deal with Umbrella, Inc. so that they could conduct experiments in the
Spencer Mansion, however, it got kind of outta hand with the whole "City
Infested With Zombies" thing. Regardless, Irons seemingly gets killed by
evil monsters (as opposed to the good monsters). Once again, Bloody.
Very, very bloody. Indeed.
We find out that Sherry Birkin is the daughter of scientists, William
and Annette Birkin. William Birkin also happened to be responsible for
the whole lab ordeal with the creation of the G-Virus. Below in the
sewers, several Umbrella, Inc. agents, including special agent HUNK,
decide to destroy Mr. Birkin, and steal his G-Virus. They succeed, or so
they thought.
William Birkin had consumed the G-Virus as he was shot to death, meaning
two things for our heroes, and our enemies: For our enemies, it means
that a mutant William Birkin will tear them from limb to limb. For our
heroes, and William's daughter Sherry, it means a bit of a stalking
issue. William Birkin stalks Sherry, and by now, Claire is all over
Sherry. Meaning one thing: Bad stuff. Very bad stuff.
Meanwhile, Ada Wong and Annette Birkin have a brief encounter, which
leaves Leon S. Kennedy shot and wounded from Annette's stray bullet.
Annette gets away, and Ada will have none of it. We soon learn that, not
only does Ada like ditching a wounded partner, but Sherry Birkin also
has a G-Virus sample in her pendant, which is why the mutant version of
her father, William, is chasing her and Claire around so much.
As for Jill, Jill is in the midst of avoiding the Nemesis creature with
her new buddy Carlos, who was sent in by S.T.A.R.S. to do some dirty
work. Honestly, nothing of much importance happens in Resident Evil:
Nemesis, besides the fact that you meet a couple of awesome Russian
guys, one of which (Nicholai) was tipped off by Umbrella to do even
dirtier of work. So enough of that and back to Resident Evil 2.
Quite a while away from now, Ada, who was working with a living-dead-
superhuman Albert Wesker behind everyone's back, was using Leon and
everyone else to get to the G-Virus, and she is attacked by the Tyrant.
Yup. And Sherry Birkin has come down with a sort of illness that must be
cured! Claire goes off to grab the antidote, and Leon presumes Ada Wong
dead due to the Tyrant, whom he disposes of. Yes, it is all a big
cluster now in this paragraph! Speaking of deaths, Annette is also
presumed dead.
After Claire saves Sherry Birkin, they go and get on the train which
runs through the lab that everyone is in now. But Leon must deal with
the mutant William Birkin, once and for all. After a heated battle and
close preparations, the group of Claire Redfield, Leon S. Kennedy, and
Sherry Birkin make it out alive, and vow to seek revenge against
Umbrella. Ada Wong, and Annette & William Birkin are all presumed dead,
but presumed is the word. In fact, it looks as if Ada Wong made it out
alive. Once in the vast sunlight, Claire wishes to search for her
brother, which she does...
Claire sets a trip for the European Umbrella Facility where her brother
and Barry Burton had planned to go to, and breaks in quietly. Until
someone hears her, anyway. This, my friends, is where and when Resident
Evil Code: Veronica takes place...
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION IV. - CHARACTERS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
This section is a dedicated glossary of Resident Evil characters that
get mentioned in the game that impact the story. This is good for the
entire series in general. Enjoy.
___________________________
/______CLAIRE REDFIELD______\
<<<<<<>>>>>>
Claire is the snazzy little sister of Chris Redfield, the S.T.A.R.S.
member from the very first Resident Evil title, is the main character of
Resident Evil Code: Veronica X. After learning of Umbrella's secrets in
Resident Evil 2, She is attempting to foil Umbrella, Inc's plans to
destroy millions of lives with their G-Virus, and further plans into
chemicals. She is caught when breaking into one of their Europe plants,
and sentenced to an island, where more experiments are taking place
there...
__________________________
/______CHRIS REDFIELD______\
<<<<<<>>>>>
Chris Redfield is the old S.T.A.R.S. team member from the first Resident
Evil (and the Remake on the GameCube), and he is back and ready for
vengeance. After the Resident Evil Spencer Mansion explosion, Chris has
tried to reveal Umbrella to the public throughout current events, over
and over again, but to no avail. Someone HAS to listen...
__________________________
/______STEVE REDFIELD______\
<<<<<<>>>>>
Steve is the little whiny kid that Claire will find very early in the
game. Steve seems like somewhat of a loner, and tends to jerk away from
Claire. There's something funny about this kid, and it is not the whole
Leonardo DiCaprio look-a-like thing, either. And secondly, why the heck
is he on this island, anyway?
__________________________
/______ALFRED ASHFORD______\
<<<<<<>>>>>
A little bit on the crazy side of things, poor old Albert has always
lived in the shadow of his twin sister, Alexia Ashford, due to her
genius brain. Still, Alfred is a very intelligent young man, if he can
get his mind straight, anyway. Alfred seems to be slipping from being on
this isolated island, and he wants to prove that the Ashford legacy has
not faded, and will stop at no means doing so...
__________________________
/______ALEXIA ASHFORD______\
<<<<<<>>>>>
Alexia Ashford is the brainy twin sister to the loose Alfred Ashford.
Born a complete genius and studying chemicals at a very young age,
Alexia is known for having been held in high regard, as she may be able
to turn the Ashford family's recent turn of mishaps into dust in the
wind, per se. But what is this odd obsession that Alfred has with her?
Hmm...
_________________________
/______ALBERT WESKER______\
<<<<<>>>>>
The supreme ass-kicker of them all, Albert Wesker was originally with
the S.T.A.R.S. Captain, and secretly working for Umbrella, Inc. in
agreement with Chief Irons as a cover-up so Brian Irons could pocket
some of Umbrella's money. Dirty bastard. Anyways, presumed dead, Albert
Wesker has returned, but for what reasons? And how the hell is he still
alive, anyway?
_____________________________
/______ALEXANDER ASHFORD______\
<<<<<<<>>>>>>>
The father of both Alexia Ashford and Alfred Ashford, and the son of the
great Edward Ashford, whom was the creator of the Virus scheme, and co-
founder of Umbrella. The Ashfords were a supreme family of wealth,
power, and respect, until Alexander Ashford ruined the family's glory.
What did he do? Whatever it was, it is obvious that it has affected the
entire family, considering poor Alfred is running a broken down mansion
on an island (in the middle of nowhere, no less).
_______________________________
/______LORD OZWELL SPENCER______\
<<<<<<<<>>>>>>>>
Lord Ozwell Spencer was the owner of the original Resident Evil Mansion,
which was built by the very talented and deranged mind of George Trevor.
Lord Ozwell Spencer was the co-founder of Umbrella, Incorporated with
Edward Ashford (Alexander's father, the Twins' grandfather), and was
also a figure head in the experiments that went down with the company,
as well. For the record, he is alive and well... Must be pretty old,
too. Thanks to CVXFREAK for clearing this up.
_________________________
/______GEORGE TREVOR______\
<<<<<>>>>>
Old George here was the architect for the big, scary Mansion in the
original Resident Evil (or the Remake, either way you go about it).
George Trevor built the Mansion for Lord Ozwell Spencer, and then found
out that his doom was to be sealed inside of it. You will find his grave
in the Remake inside of the mansion. His wife and daughter were used as
B.O.W. subjects in a very cruel manner. Kind of sad, really.
______________________________
/______RODRIGO JUAN RAVAL______\
<<<<<<<<>>>>>>>
Considered the greatest voice actor in Resident Evil Code: Veronica X
(which isn't much of a compliment, but regardless, his acting was
superb!), Rodrigo is the guard very early in the game that allows Claire
to escape from the prison cell. Now, if only he had his medicine to
prevent from dying...
___________________________
/______LEON S. KENNEDY______\
<<<<<<>>>>>>
Leon S. Kennedy was a new rookie recruit for the Raccoon City Police
Department. As he strolled into town, he noticed that the city was a
little... Well, deserted. He then found that the city was overrun by
legions of the undead. This was Claire's partner in Resident Evil 2, and
he is mentioned several times in Resident Evil Code: Veronica X. Rumors
were that he was dead, however, this is not the case. Expect to see the
cult icon as the leading hero in Resident Evil 4.
__________________________
/______JILL VALENTINE______\
<<<<<<>>>>>
Jill "Break My Heart" Valentine is not only a hottie for a video game
character, but she is also the former partner of Chris Redfields, and
the co-main character of the original Resident Evil. She has since left
the S.T.A.R.S. and was the main character of Resident Evil 3:
Nemesis/Last Escape.
__________________________
/______WILLIAM BIRKIN______\
<<<<<<>>>>>
Albert Wesker's partner in crime that is often noted in Wesker's Report
(the file included in this FAQ, in fact) is William Birkin. Created a
new type of virus that was highly regarded in Resident Evil. Was shot
several times, and then used the virus on himself. He then proceeded to
destroy the troops that stole the virus from him whilst in mutation
form, but one got away, which was...
_________________________
/______SHERRY BIRKIN______\
<<<<<>>>>>
The daughter of the great scientist whom created the G-Virus, William,
this poor girl barely knew her father, nor did she know much of her
scientist mother (Annette), either. Claire and Leon adapted to the
little girl quite well... However, the little girl's pendant holds a
sample of the G-Virus in a test tube. Sadly, Umbrella knows this, and we
learn at the end of Resident Evil 3: Nemesis that Umbrella has kidnapped
poor Sherry... Oh, poor Sherry...
_______________________________
/______SPECIAL AGENT: HUNK______\
<<<<<<<<>>>>>>>>
Hunk is what you could call a cult icon. The lone survivor from the
William Birkin assault back in Resident Evil 2, he does a lot of
Umbrella's dirty workings. However, he is beginning to question his
supervisors... Only Hunk knows what his real thoughts are. I can't wait
to find out, though.
________________
/______TOFU _____\
<>
Okay, so Tofu has absolutely nothing to do with this game, I just wanted
to mention him. Why? He's a block of fighting Tofu with a knife! Why the
hell not??
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION V. - WEAPONS ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
In this section, you will find a nice little list of weaponry that you
can find in the game, from A-Z. Enjoy.
----------\ /----------
-----------\ /-----------
------ASSAULT RIFLE------
-----------/ \-----------
----------/ \----------
Ahhh, yes! The lovely AK47. This is what every thug, or every 15 year
old that lives in the suburbs, dreams of! This is one smokin' puppy that
you will love to whip out in crowded areas, or against bosses, as well!
I, personally, enjoy using this baby on those pesky Spiders that crowd
the walls in certain areas of the game. Another good enemy to use this
weapon on is those damn Hunters, but never use it against a Sweeper, as
it is risky business to do so. Instead, break out a Shotgun and blast
them away. This is also a decent weapon to use against crowds of
Zombies. Yup, it will certainly clear the area in just a slight amount
of time.
----------\ /----------
-----------\ /-----------
---------BOW GUN---------
-----------/ \-----------
----------/ \----------
The Bow Gun is a fairly simple weapon that can be used mainly against
Zombies, or even the Cereberus dogs. The ammunition for the Bow Gun
relies in... well... arrows. This is your classic Bow And Arrow type of
weapon, only AUTOMATIC! Yes, Robin Hood never had this bad baby! You can
take out the enemies with regular arrows (which stick into them), or you
can use the very nice Fire Arrows to do a lot more damage than those
puny, regular ones. Yeehaw!
----------\ /----------
-----------\ /-----------
------COMBAT KNIFE-------
-----------/ \-----------
----------/ \----------
The Combat Knife is a very basic weapon that you will grab very early in
the game. The thing to remember about this Combat Knife that stands out
amongst the first few Combat Knives in the Resident Evil series, as well
as the games after Code: Veronica/X, is that it is extremely strong.
This is hands down the best Combat Knife out of all of the Resident Evil
games, as it does a decent amount of damage, and can be used instead of
bullets as a substitute to your big guns.
----------\ /----------
-----------\ /-----------
-------GOLD LUGERS-------
-----------/ \-----------
----------/ \----------
The Gold Lugers are one of the weapons that you cannot use in the game,
and they are actually used in a trade-off with Steve Burnside. If you
trade Steve the Sub Machine Guns, you will get the Gold Lugers to put
into the door of the Safe Room in the Ashford "Mansion." This will
unlock the doors, leading to the Ashford Office.
----------\ /----------
-----------\ /-----------
-----GRENADE LAUNCHER----
-----------/ \-----------
----------/ \----------
The Grenade Launcher is an extremely cool weapon, indeed. Unlike most of
the other "bigger" weapons in the game that damage a lot more than the
smaller ones, the Grenade Launcher focuses on being close. If you are
too far away from your enemy, the Grenades may not connect with
him/her/it. However, you must keep your distance whilst being close, if
that makes sense. While the distance is very crappy, I suggest you do
use it against enemies such as the bosses, or Hunters/Poison Hunters.
There are four kinds of ammo for this gun: Regular, Fire, Acid, and
B.O.W. All four are very effective, however, my personal favorite tends
to be the Acid Rounds. A very good weapon.
----------\ /----------
-----------\ /-----------
---------HANDGUN---------
-----------/ \-----------
----------/ \----------
Ahhh, yes, the Handgun. The Handgun is the most basic weapon in the
game, and yet it is still one of the most preferred amongst gamers, as
well as myself. Why is this, you ask? Because of the fact that, unlike
most starting guns in games, it is just as effective towards enemies
from the beginning to the end of the game. Both Chris and Claire will
use their Handguns respectively, and to make it even better, each of the
awesome Handguns have upgrades, too. You can find Claire's Handgun
upgrade in the Crematory of the Anatomist's Office (you will need the
Lockpick to open the Duralumin Case it is in), and you can find Chris'
Handgun upgrade in the room with Clement a in the Military Training
Facility. He will modify it himself, as to where with Claire, you will
have to combine the Handgun with the Handgun Parts.
----------\ /----------
-----------\ /-----------
-----LINEAR LAUNCHER-----
-----------/ \-----------
----------/ \----------
The Linear Launcher is pretty classified, and you will only use it in
one period of the game against the last boss. All I can say about it is,
if you thought the Rocket Launcher was smooth, then this thing is B.B.
King.
----------\ /----------
-----------\ /-----------
---------M100 Ps---------
-----------/ \-----------
----------/ \----------
These bad babies can be found in the very first Cabin that you find in
the game. Yes, the one with the pooches underneath it. You will grab the
Handgun Bullets on the shelf in the back room to trigger a zombie coming
through the window. He will drop these guns. In other words, these guns
are optional, and can be overlooked, by some means. Regardless, if you
are curious where to find there, that's where they are at, in case you
skipped them. They are powerful in a moderate sense, and should be saved
for Bandersnatches, which you will find at the Military Training
Facility.
----------\ /----------
-----------\ /-----------
---------MAGNUM----------
-----------/ \-----------
----------/ \----------
Now this, my friends, is a weapon. A weapon and a half, in fact. This
was known as Barry Burton's weapon of choice in the first Resident Evil
title, and now it is even more powerful. This will take a Zombie's head
smooth off, and knock a Hunter or a Sweeper clean on their ass. Another
thing to save this for is the last boss, as it works even better than
any other weapon in the game against it. Well, except for the Linear
Launcher, which you use against the last boss, anyway.
----------\ /----------
-----------\ /-----------
-----ROCKET LAUNCHER-----
-----------/ \-----------
----------/ \----------
Ohhhhh baby! You want it? You got it! The Rocket Launcher has returned
in Resident Evil Code: Veronica X, and boy, is it smokin' or what?
Absolutely amazing is all I can say to describe the wonderful Rocket
Launcher in this game. Need to get away from those Zombies? Don't get
away from them, make THEM get away from YOU by blowing them to bits!
However, you cannot really use your wonderful Rocket Launcher on just
Zombies! After all, why would you want to waste your Rocket Launcher on
a stupid Zombie or two, anyway?
----------\ /----------
-----------\ /-----------
---------SHOTGUN---------
-----------/ \-----------
----------/ \----------
Ahhh, yes, the lovely and talented Shotgun. I am sure that you have met,
correct? Known as a fan favorite in the Resident Evil series for it's
decapitation skills, the Shotgun returns in Resident Evil Code: Veronica
X, and a very worthy one, at that. This bad boy will take down Spiders
and Hunters alike with great ease, and will free your worried mind from
the terror they represent. You can find the Shotgun in the Underground
Sewer Passage in the Military Training Facility on the island. Getting
it is a puzzle and a half, of sorts, and will require quite a few free
inventory slots, if you want to pick up those lovely herbs, as well.
----------\ /----------
-----------\ /-----------
------SNIPER RIFLE-------
-----------/ \-----------
----------/ \----------
The choice weapon of one Alfred Ashford, you can pick this one up after
Alfred tumbles a bit in the Antarctic Facility. This is one of the few
"Key" weapons in the game, meaning there is more than just blowing
zombies away with it. In fact, "Key" weapons tend to be used for a
certain boss battle or two. This is no exception. You will use this
awesome rifle in a hardcore battle with the boss Nosferatu. Shoot him in
the heart with the seven bullets you're given. And no, you cannot find
additional ammo for the Sniper Rifle.
----------\ /----------
-----------\ /-----------
-----SUB-MACHINE GUNS----
-----------/ \-----------
----------/ \----------
If you are curious as to why the Sub-Machine Guns are listed in the
weapons section, it is simply because of the fact that you have to trade
these to Steve for the Gold Lugers, since he wants something automatic
and all. Of course, you use the Gold Lugers on the door in the Safe Room
of the Ashford "Mansion." You can find the Sub-Machine Guns inside of
the Military Training Facility, after you square dance with the
Bandersnatch in the "boss" sequence. Best of luck, as they say. In the
second part of the game, Chris can get these Sub-Machine Guns by
lighting the Wall Statue on fire with the Lighter. Save them for the
Hunters, baby.
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
::: ::: ::: ::: SECTION VI. - WALKTHROUGH ::: ::: ::: :::
::---::---::---::---::---::---::---::---::---::---::---::---::---::---::
If you are looking for a certain part of the walkthrough, I suggest
typing out the number (V, in all cases) with the sub-number after a
period next to it (V.1, V.2, etc). This will gravely help you avoid
spoilers and the like, if you are just browsing the guide itself.
Thanks, and enjoy.
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.1 --------------- PRISON/GRAVEYARD
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
After watching the explosive opening sequence where Claire breaks into a
European Umbrella, Inc. facility looking for more dirt on the infamous
pharmaceutical company, she is found out, and attempts to escape. After
a very good effort, she is taken down by a stealthy guard, and knocked
out. After a nice helicopter ride, she is thrown into a prison cell,
where it is very dark... Where on Earth are you at? This is where your
game begins. Enjoy the ride to one of the greatest games ever created...
Start off by equipping your Lighter in the Menu Selection Screen. After
you equip the lighter, Claire will light it up to find that a DEMON IS
STARING AT HER! AHHH!!!!! Actually, that's Rodrigo. He's not a demon. He
is, however, something that you would not expect from a Resident Evil
Voice Actor: Talented. Yes, his lines are not that frequent in the game,
but most people would consider him the best voice actor the series has
ever seen.
After some dialog, you will be set free to roam amongst the evils on the
island. No, not the B-52's. We're talking about zombies. Once again, not
the B-52's. Actual zombies. Before leaving the room, you can take note
that Rodrigo will need some Medication. Hint, hint. So when we find some
extra Medication, don't swallow it! That's grown-ups medicine! We'll
take them back to Rodrigo so that he will give us some goodies!
Something you can also take before leaving the room is some Hand Gun
Bullets over in the icky area of the room, and the herb. Don't forget
the Combat Knife. Personally, I never even pick it up when I play, but
it IS a useful weapon.
Once you exit the room, you can go ahead and grab the Ink Ribbons that
are on the table with the extra lovely Typewriter. Grab the Handgun
Bullets, as well. If you're very worried about dying, or if you've a
novice, you will want to go ahead and save your game progress right now.
After you do this, keep heading down the hall and go up the stairs. This
is where the game gets goooooood...
After watching the cut-scene, you will be thrown into action, literally!
Okay, so no one throws you. I lied. But you are in the middle of quite a
few hungry, naked zombies. Ewww... At least their privates have rotted
off. *thinks about that sentence* ...Ewwwwwwww... Anyways, novice
players might have a hard time here, due to the fact that you pretty
much have to zig-zag past the nekked zombies that want to bite you. No,
the one on the left is NOT Ron Jeremy. If you get bitten, do not throw a
fit over it. Even as I play this game, I cannot get past this part
without getting bitten at least once. So ignore the zombies and follow
the "U" path to get out of the graveyard, and go through the heavy door
that you will notice dead ahead and to the right.
Upon going through the door, and after walking a little bit, you will
watch another cut-scene. After you meet Steve Burnside, you fall
overboard and turn into ice cubes as the Titanic sinks. Yes, get
prepared for a gaggle of longrunning Leonardo DiCaprio jokes in this
FAQ/Walkthrough. You'll get the Handgun, which is always nice. Go
through the middle door (lowest door) after being saved by Kathy Bates
on a boat.
You will notice that this area is a little... well, spooky. Go ahead and
run over to the porch steps and climb up, and then head over to the very
end of the porch to grab a single Green Herb. These things are very
helpful, as you can use them to heal yourself with. After collecting the
Green Herb, head inside the door, and expect the unexpected. God, I hate
that saying.
Upon coming into your first hellish, nightmarish, Neverland Ranch-ish,
Zombie-infested area, you will be greeted by a hungry zombie. You can
avoid him, if you are fast enough to, anyway. There are three zombies in
total in this area, and they will regenerate if you kill them, so there
is no point in doing so. The camera angle will provide it so you see a
zombie up close from the second floor area. You will want to kill him
with a few shots from your snazzy Handgun. Climb up the steps after
destroying him, and collect the Green Herb on the table.
Now that you have a second Green Herb, it will be wise to open up your
menu by pressing the Start button. After doing this, combine both of the
Green Herbs by highlighting them, and selecting the "Combine" option.
Not only will this free up space in your inventory, but it will also
make a stronger healing property, which is always nice. Now that we have
that basic tip out of the way...
Head down the steps and turn to your left, and keep trailing over,
avoiding the two zombies as you go along. Turn to the left again to
reach the open Kitchen area. Notice the map on the left wall. Take it
down. This is the Prison Map, and will come in handy, since you will be
visiting this area a few times and such. After taking it, avoid the
zombies yet again (I know you want to waste them, but hold on, tiger),
and grab the Handgun Bullets on the shelf, and then run into the first
door you come across.
Inside of here, you will hear a deadly banging. You will later find out
by seeing that it is a zombie knocking on the window. I think he wants a
cigarette, but you aren't Solid Snake, so he will probably get angry
with Claire being a non-smoker. Regardless, read the Prisoner's Diary on
the bed to your right. After reading that chilling article, keep heading
down and turn to the right.
Go into the shower stalls, and search the dead body for some Handgun
Bullets. Now turn around and go back to collect the other set of Handgun
Bullets that are sitting on the shelf. When you do this, it will trigger
a cut-scene. Kill the zombie and grab the dual guns, and then head
straight for the exit, avoiding the zombie coming from the shower
stalls, and the one crawling on the ground. Run out the door, and then
run out of the cabin itself.
As you walk down the steps, you will endear a cut-scene. It looks as if
some wild beasts are after you! AHHH!!! Actually, nothing is chasing you
yet, Pilgrim. Go around into the back of the Cabin to discover a dead
zombie body that is being drug underneath the building. Spooky! Continue
forward and around the building to reach a door. Go inside the door.
Yes, that spook was just for kicks.
When you reach this area, you will discover a jail cell type of place
that is holding two zombies. That, however, is not your problem. Your
problem resides in the fact that there are several zombies outside of
the jail cell area, and waiting to fall into your open arms. Or rip them
off for you. There are three zombies in this area, and your best bet is
to avoid them. I know you want to kill stuff, but you see, unless you
have infinite ammo, which I doubt, you have to save that ammo for when
you REALLY need it. You can waste them, if you prefer. Go through the
door at the end of the alley-ish hall.
Now that we are in here, you can go straight... But wait! You have to
deposit all metal items into the deposit box before continuing. Why, you
ask? Because the shutters will close, as well as the doors. So drop off
your Handgun, Handgun Bullets, Lighter, M100 P guns, Ink Ribbons, and
Combat Knife. Yes, I know you are nervous without having a weapon, and
all of those zombies making noises outside, but trust me, it's okay.
Walk through to the other side.
Once on the other side, do NOT pick up the B.O.W. Grenade Rounds, nor
should you pick up the Fire Grenade Rounds, NOR should you pick up the
First Aid Spray. You see, you can find an alternate route to reach this
place later, and you cannot take any of this stuff to begin with, with
the whole anti-metal objects security system thing going on. Ignore the
machine in the corner for now, but pick up a copy of the User's Manuel
file on the table. Now go through the door.
Upon entering, you hear keyboard keys clicking on the other side of the
room. We must have extremely intelligent undead on this island. Maybe I
am undead? Okay, enough nerd crap... Before heading over there, read a
copy of the Fax On The Facility Access Application on the command
center. Now travel over there to watch the cut-scene. Afterwards, turn
around and search the desk to find the Hawk Emblem. Do not pick up the
Ink Ribbons unless you plan to save right now. Otherwise, leave them.
Hit the switch near the blocked door to turn the power on to the
shutters outside. Exit this room.
Run on over to the machine I told you to ignore before, and press the
action button to open up the machine's door. Place the Hawk Emblem
inside of the machine's tray. That's all you can do as of right now.
Now, we should backtrack to the outside, so place any metal items you
may have into the anti-metal storage box, and travel on through. Once
you reach the other side, take out your Handgun and your Handgun
Bullets. Equip your Handgun, reload your bullets in case you have used
any, and step outside, partner.
Walk out a bit, and you will notice that on the left of the shutters,
there is a blue flashing switch. Walk over to it and press the switch.
This will open the shutters, and you will find that the zombies inside
of the cages, as well as the ones inside of the shutter, are fairly
hungry. Sadly, you are the only piece of meat in sight, so they
naturally come after you. Aim your Handgun at the oil tank, and shoot
it, much like in the intro to the game. This will explode, and badly
injure both of the zombies that were inside. Keep in mind that, chances
are, they are NOT dead yet. You can pick up the Padlock Key from the
guillotine and use it on the gate in the next area. If you do, ignore my
directions when I say to run around the building in the next paragraph.
Anyways, run over and pick up the Fire Extinguisher inside of the
shutters, and make a run for it, past the lot of zombies that await you
with arms wide open, and through the door leading to...
Yes, the puppies are in here, and want to rock and roll with you, so
watch out for them. Dart straight, and they will miss you despite being
extremely close to you. If you zig-zag, you are putting yourself at risk
of getting bitten by their sharp toofers. Head around the building, and
zoom for the gate. Or if you have the Padlock Key, simply use it on the
gate and discard the Padlock Key.
Once inside the "Meet And Greet With Steve" area, as we have come to
recognize it as, you will notice that there is one zombie that is
blocking the door leading to the graveyard area, and another one which
is munching down on that dead body in the corner, where you found the
Handgun at. Just run past both of them, which sounds and looks hard, but
it really isn't.
Now that you are back in the graveyard, you can kill those pesky zombies
as you see fit. Wasting all of them is fine and dandy, but I suggest
taking out two or three of the four, since you CAN easily dodge the
single zombies, or even two of them split into separate sections of the
area itself, so leave one near the entrance, and one near the fire. Now,
kill/dodge the zombies, and get close to the fire. Not too close,
however, since you don't want to get burnt. Now, open up the menu and
select the Fire Extinguisher, and now use it. This will put out the
fire.
Now that the fire has been put out, grab the Briefcase. Now that you
have one of the many items that you will backtrack for in the game, open
up your Menu Screen and investigate the Briefcase. Upon examining the
Briefcase, you will notice that there is a red button on top of it. Go
ahead and press X, which will prompt you to press the button. This will
make the Briefcase open up, giving you the TG-01 material, as well as a
document describing the product. Now that we have this out of the way, I
guess we should go back to the metal detector area once more. I know you
are tired of going from place to place that you have already visited,
but trust me, you are nearing the end of this run-around craze for a
short amount of time. Yay for discovering new areas, Columbus!
Now that we have the TG-01, let's go through the door. Upon entering,
those two Zombies will still be standing there, unless you offed them
the last time you ran through here. Go through the Doggy Door (hehe, I
made funny) again, and go around the building. Watch out for the
Cerberus dogs in here, and I truly hope that you did not kill them last
time, since they are simple to avoid. After this, go through the door.
Avoid the loose Zombies from when you opened the shutter, and zoom into
the anti-metal building. This is the last time we will visit this place
for quite a while.
Put away your metal objects, including your Handgun and Handgun Bullets.
Keep in mind that the TG-01 is NOT metal, and you are supposed to take
it to the machine. So do so. Once you reach the machine, go over to the
right side and drop the TG-01 onto the machine. It will make a non-metal
replica of the metal Hawk Emblem, which will get discarded after the
replica is finished. Now you will have the Sp. Alloy Emblem. Now go save
your game in the command station.
Come back out after you save (or if you decided not to save), set your
sights on playing Marshall Faulk and running through the newly crashed
through Zombies in the hall without your weapons. There will be three
Zombies in this hall. If you wait long enough at the foot of the metal
storage box, the first Zombie will come towards you, making it easy to
dodge him if you lean towards the right wall.
After you dodge the first Zombie, keep running, but sway to the opposite
direction of where you were running to, that way you can dodge the
second Zombie. The third and final Zombie will be around the next corner
and towards the middle of the hall. You may get bitten by this Zombie.
Try to dodge it by tricking it into looking into a different direction,
and then traveling through the backway. Grab your Handgun, Handgun
Bullets, M100 Ps, Fire Extinguisher, Ink Ribbons, and whatever else I am
forgetting. You COULD leave the Combat Knife here, as you should have
plenty of ammo throughout the game by following my FAQ/Walkthrough
closely, but I don't suggest it. See? Aren't I nice for taking such
great responsibility? [DISCLAIMER: I am not responsible for your
actions. Thank you.]
Now, we must head for the "Steve Meet & Greet" Area yet again. Sorry,
man, I know that you are sick of it. Once you go outside, Zombies
galore. Avoid them, and run for the Doggy Door again. Yup, avoid the
pooches. See! You're getting good at guessing how Resident Evil games
work, tiger!
Upon entering the "Steve Meet & Greet" Area, you will notice two naked
Zombies (ewwww...) and one flaming Zombie. They are placed in this
order: [NOTE: the numbers indicate the order of encounter, and the D
represents the door you must reach. "S" represents Starting Place.]
<3>
<2>
<1>
This will give you a good map of where to move, and when to move to
where. If that makes since. Slide in between one to two, and quickly
slide between two to three. From here, three can leap towards you,
however, simply quickly hit the Start button and slip the Sp. Alloy
Emblem into the double doors, and open them upon returning to the game.
Yay for new areas!
This next area is not all that exciting, however, it is kind of creepy,
and we learn how to push boxes! Yay for learning! Upon entering the
area, you notice that a jeep is blocking the way across the bridge, so
look for the side platform to walk across. Once across, turn around and
investigate the jeep to find a pack of Handgun Bullets. Now turn around
and go to the fire and boxes.
See that lone crate? Walk up against it and after a second or two, you
will begin to push it. Push it all the way up, until you cannot push it
any farther. After this, move to the left of the crate, and push it to
the right until it covers the fire completely. Grab the Green Herb over
there in the corner, and then hop up on the recently pushed crate by
holding the forward pad against the crate and press X. Go to the crate
on the top, and hop off of the crate by holding the forward pad and
press X. Now climb the stairs, and the second set, as well.
Once you reach the top, you will see two construction worker Zombies in
the closest area available. To the right is the Military Training
Facility, but we will ignore that for now. Instead, let us go straight
forward. The first two Zombies are easy to avoid, but you will encounter
two more Zombies along the bridge. If they bite you, and they are facing
against the bridge, you can knock them over the ledge. Sweeeeeet. As
soon as you hit the stairs, press X to climb them and reach a new area,
that way the second Zombie will miss you.
In this area, you will encounter... POOCHIES! AHHHH!!! Dash along the
path and dodge the Cerberus dogs by running along the upper path.
There's a few items out here, but let's forget about them for now. There
is a mansion in this area that is hard to miss. Climb the steps and
enter the building. We will come out here after we drop some items off
at the item box inside.
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.2 ---------------- ASHFORD MANSION
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Ahhh, yes! Finally, a change of scenery! We will be around the compound
for quite a while. Congratulations, you are now in the second chapter of
the FAQ/Walkthrough. Let us ignore everything right now, and head up
those stairs on the right. Once you reach the top of them, hook a right
and go up more stairs. Now go right and through the door.
Now that we are in the Safe Room, we can listen to beautiful music, and
grab some Ink Ribbons and Handgun Bullets. Be sure to save your game
right now, considering the fact that we definitely do not want to waste
everything we just did, now do we?
After you save our game, you will have to check the table, that way you
can read the Secretary's Note, which will soon be filed for your Files.
Hehe. Anyways, go ahead and go over towards the longer end of the room,
and you will notice a shining dot underneath an end table. Push the end
table, and press X to investigate. You will find an ID Card. This will
come in handy downstairs, so let us head down there!
After leaving the room, head down both stairways, and go over towards
the computer on the desk. Search the top of the desk to find a pack of
Handgun Bullets. After this, open up your menu and look at the ID Card.
If you flip it over, you will notice a few digits that are filled with
letters and numbers. The code is NTC0394. Keep in mind that the 0 is a
"zero," not an "o." Go over and boot up the computer, and enter this
code. This will unlock the door towards the top of the screen on the
first floor, to your left.
Instead of going there just yet, there is something we should do first.
Notice the door below and on the left wall to the one that you just
unlocked? Equip your Lighter and go inside of the door.
Once you enter the Bathroom area, you will notice that there are several
Bats in this room. They cannot attack you, as long as you have the
Lighter equipped. Walk down the steps and over to your left, inside of
the open stall. Press X to find some hidden Handgun Bullets. Now, search
the sink to find a First Aid Spray. Finally, there is a Duralumin Case
over in the corner. Pick it up. You will need the Lockpick to get it
open. Exit the room.
Head up the stairs and store the Duralumin Case and First Aid Spray in
the storage box. After this, come back down and go through the door you
unlocked. Upon entering the door, you will notice a box of Handgun
Bullets near the vase on the ledge. Grab them, as you will need them to
waste the three Zombies which are coming after you. After you shoot the
three Zombies until they are dead, head straight down the hall and go
through the door at the end. Beware, as there is a Zombie to your right,
right before you enter the door. There's a 99% chance that you will
dodge it's attack, though, so no worries.
Now that you are in the Study, you can choose who was the killer. I
think it was Mr. Green with the Wrench. er... Wrong game. You can look
around in this room a bit, but once you are done, grab the Handgun
Bullets on the table, and then press the blue flashing light on the
right side of the room to view a movie on the projector. Thing is some
messed up, creepy [bleeeeep], I tell ya.
After the creepy movie, a part of the wall will open up to let you in.
Do not worry, nothing will destroy you upon entering. Once you enter,
you will notice a Steering Wheel on the ground, so go ahead and pick it
up to put it into your inventory. There's also a new set of weapons in
this room, the Gold Lugers. Sadly, though, you cannot take them, as you
will be locked in the room if you do, so just leave them for now, and
head out of the room and for the exit of the palace.
But wait... Is that... Is that... Arnie from What's Eating Gilbert
Grape? Yes! It is! And he's stuck on that water tower again! Oh, Arnie!
You're so silly! ...Dammit! It's just Steve? Man... And I thought it was
Arnie. Oh well. Steve is locked inside the room back there in the study
from taking the Gold Lugers. Hurry back there, as the faster you get
back there, the better the scenario. Once you get back there in the
room, you will see that the control panel is lit up. So go over there
and press X to start the puzzle. This puzzle is simple.
_________________
| | | |
| A | B | C |
|_____|_____|_____|
| | | |
| D | E | F |
|_____|_____|_____|
There's your chart. Your selections are the two guns, which happen to be
choices C, and E. Once you release Steve, he is, sadly, still alive. You
will be treated to some commentary between Claire and Steve, which
pretty much results in Steve keeping the Gold Lugers to go waste the
ammo in them on empty beer cans. At least that's what I think. NOW you
can exit the palace.
Er.. No, you can't. Once you exit the Zombie Hall, you will be prompted
into a discussion battle with one of the sick freaks in that "Dragonfly"
movie, Alfred Ashford. After the movie sequence, it is save to go about
the area. So go ahead and exit the Ashford "Mansion." If you wonder why
I refer to the mansion part in quotations, just look at it.
Now that we are out in the courtyard area, grab the lone Green Herb on
the right of the screen (on the porch). Watch out for those three
Cerberus dogs in the area, and step down the steps. Dart straight
towards the rubble and avoid the sleepy pooch, and grab the shining
green dot. It is the Navy Proof. You can take this with you. Now, go
back to the path, and follow it to the right, and go down the
steps/doorway once you reach the end.
Once you reach the bottom of the stairs, go around and in back of the
stairway. You will find a hidden area that includes the Palace Map, as
well as a box of Handgun Bullets. After you grab these two items, head
back around and go left. You will notice some Bow Gun Arrows on a gas
can, so grab those, as well. You will find the Bow Gun soon enough, so
these will come in handy.
Now, go over to that stand on the dock and inspect it. Open up your Menu
by pressing Start, and use the Steering Wheel on the stand. This will
add the Steering Wheel permanently to the stand. Afterwards, select to
turn the Steering Wheel. This will make a submarine come up from the
water, and yes, you will get inside of it. Don't worry, there aren't any
mutant sharks in the water... Or is there?
Once you are inside of the submarine, look around in back in the
submarine and search to find a Side Pack. This is extremely helpful in
comparison to before, so press X and select to equip it. You now have
ten (10) inventory slots compared to your former eight (8) slots for
inventory. How cool is that? Now, go and pull the lever in front of the
submarine. Once you travel to the other side, climb the ladder to reach
an underwater facility area.
After you have climbed the ladder, go down the two stairways, and turn
the corner. Go through the door to reach the Aquarium Room. There are
two ways to exit, which are the Shipping way (down/right) and the
Aquarium way (up/left). Kill the Zombie on the right, and one of the two
Zombies on the left. Leave one, which is easy to dodge, on the left.
Grab the Handgun Bullets from the sofa. Head over to the Aquarium path,
and go through the door.
Now that we are through the door, quickly equip your Lighter instead of
your Handgun. There is a set of Bats out here, in case you are wondering
why you are going to hold a Lighter like an idiot. Which reminds me, how
does that flame stay lit all of that time without going out from the
wind or anything? Anyways, run up to the lit up computer screen and
press X. This will bring a panel up on the side. Go over to it, and drop
the Navy Proof inside of the panel, that way we have it out of the
inventory. Now you can go back into the Aquarium Room.
Dodge the Zombie, which looks a lot like James Cromwell, and follow the
path around the desk and such, leading to another door in the shipment
department. Enter. This will lead you to a very big bridge. The camera
zooms out so you can see it in full. This is noteworthy, as you see a
plane in the background. Keep that in mind. Go across the bridge and
through the door.
When you get inside of the lift station, go over and take the lift up to
the second floor. There is a computer that you can operate up here, so
do so. You will want to hold up until the shadow of the crane is
centered perfectly to go across to the left. Now, press and hold left
until the shadow of the crane is centered directly over the crate, and
release. This will lift those heavy crates out of your way. Yay for
completing things! Take the lift back down.
Now that you are back down here, you will want to go towards the lower
part of the screen until the camera changes, and then get under the
crates that you have lifted from above. They will FALL ON YOU!!!
Kidding. heh. Anyways, see that control panel? Press the button to make
the center stage lift up from the ground. But what's this? You've got
company...
Quickly do a 180 degree turn (away on the d-pad + circle) to turn
around, and run away. Get back far enough until the camera changes, and
position yourself so that you can see ahead of you quite well. Get out
your Handgun and reload it on the menu, and then start pumping every
Zombie full of led until they all up and die! YEEHAW! Except the
crippled one on the ground, whom you can avoid extremely easily. Kinda
sad looking, though. =(
Once the bodies are scattered, you can now search for the treasure. You
will find a Biohazard Card, which you can use at the lovely Military
Training Facility back before the Ashford "Mansion," or The Palace,
whichever you prefer. You will also find some Bow Gun Arrows. Yay for
investigating crime scenes! So you can now leave, and head back towards
the Military Training Facility. Let's go!
Go through the door, and dash to the tunnels. Go through the tunnels and
into the submarine. Hit the lever and climb out of the submarine once
you land. Turn the Steering Wheel and go up the steps. Run along the
upper part of the path to dodge the doggies, and go through the door to
exit the courtyard/Ashford "Mansion" area. Run past the bridge with the
Zombies, and turn to the right and enter the steel door to reach the
front yard of the Military Training Facility.
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.3 ----- MILITARY TRAINING FACILITY
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Once you arrive in the front yard of the Military Training Facility, you
will notice that the ground is shaking violently. Why this is shaking
inside the front yard, but not directly outside of the steel door
leading to the front yard, I will never know. Anyways, the reason it is
shaking so violently is due to the fact that a gigantic Gulp Worm is
extremely mad, and wants to eat you. I will tell you now that this is
not a good thing, however, you probably know that. So with that said,
ignore the Gulp Worm and go into the door. Note that you CAN kill the
Gulp Worm now, if you ever so wish, however, the fact is that it will
come back to life later on in the game, regardless of your actions now,
so to save health and ammo, let us ignore it, shall we?
Now that we are inside of the Military Training Facility, my vote for
the scariest place in the entire game, we can let the creepy fun begin!
Ooh! I'm all hot and bothered by it! Kidding... At least that's what YOU
think. =P Anyways, the first thing we will want to do is to go upstairs
to Claire's right. Ignore the door with no doorknob, and go to the one
farther down the hall.
Once inside of the office, go around and look inside of the dark room.
Sure looks creepy. Anyways, go over to the desk and you will notice
something flashing. This means that it can be picked up. Oh, you already
knew that? WELL THEN PICK IT UP ALREADY! Jeez... Anyways, it is the Bow
Gun. Yes, the thing that we have collected all of that ammo for is
coming into use finally! After this, you will get the Memo On The Pass
Number file automatically. Try to exit, watch the cut-scene, and then
actually exit.
We have to solve the puzzle, Watson! Before we do that, however, we have
to watch another cut-scene, and then we have to do a few things that
need to be completed first. Let's start off by grabbing the Red Herb
from the bench, and the Bow Gun Arrows from the telephones, which you
cannot see until you grab them. After this, go down the hall and enter
the door.
We are in the locker room of the Military Training Facility. Smelly. Oh,
and there is a single Zombie coming right for you. Equip your awesomely
new Bow Gun, and combine the Bow Gun with all of the Bow Gun Arrows that
you have. Now, unpause the game and pump him full of arrows until he
drops! Continue forward and you will see a row of lockers. Once you turn
to enter the "center" of the lockers, you will notice three Zombies in
the region.
You can either kill all of them with the Bow Gun, or you can kill two
with the Bow Gun and the last with the Handgun. Either way you go about
it, they are hard to dodge, so killing them is recommended unless you
have a lot of stuff to heal with on you. After they are dead, or left,
search the locker against the wall for some Bow Gun Arrows, and search
the center locker on the popular-with-the-zombie-crowd side to find more
Bow Gun Arrows. These things are a-plenty! Go through the door to reach
the sauna.
Ahhh, yes, a zombie-fied sauna! Watch out before you go charging into
things, though. There are two zombies in this area, and one of them is
in the actual sauna, so dart through to the steps, that way the zombie
cannot bite you. Do not worry, there are no items in the sauna. There is
a zombie standing near the bottom of the steps, however, his back is
turned, and he will not notice you until you are away from him. Go into
the pond of water and turn the valve. This will stop the water. Go over
to the front of the lion's head, and pick up the Key With Tag. Now you
can go for the exit to both doors, and to the main hall.
Once in the main hall, there is one door left to explore before opening
the next area. It is located in the middle of the hall, and in between
the stairs you accessed and the door you came from. It is the Printing
Room, as I like to call it. So go inside already!
Once inside, take note of the grounded zombie right below you. He will
not crawl towards you, and will not attack unless you come towards him.
I think the reason he is just laying there is to take your auto-aim
focus off of the other two zombies in the room, and onto him.
Regardless, run over and press the blue flashing button on the computer.
This will print out a Military Training Facility Map on the printer, so
pick it up.
After this, you can either kill, or avoid, the zombie coming right for
you. Either way, you will have to go into the room next door, which has
a VERY worthy item to grab. There is a zombie that is moderate to avoid
waiting inside of here. The camera will do this creepy, "Requiem For A
Dream" thing at zooming in, so go over to that filing cabinet and use
the Key With Tag on it to get the ever so important Bow Gun Powder. The
Bow Gun Powder can be combined with the Bow Gun to create a special kind
of arrow that is... well, on fire. So fire-tipped arrows are yours, but
do not use them all up. In fact, save them for a new enemy, the
Bandersnatch. We'll meet one of those in a little bit. As for now, exit
the room.
Now that we have the three other paths done, use the Biohazard Card on
the red-lit panel along the back wall. This will open the... um, thing,
and you can go on through. Go through the door, and watch the cut-scene.
Alfred Ashford is trigger happy, and a bad aim, at that. As soon as the
sequence stops, you will be thrown into the action, so dart to the left
and go up the stairs. If you aren't fast enough, you will get hit, and
it will hurt. Alfred runs to the door on the right once you are up the
stairs, so run after him!
Once inside, jog through the hallway and grab the two boxes of Handgun
Bullets amidst the cluttered junk in the corner, and go through the door
on the right to enter a Safe Room. Yay for those. Combine a Green and
Red Herb, and keep your Biohazard Card. You can put away all but one
healing item. Basically, all you need is your Bow Gun, Bow Gun Arrows,
Bow Gun Powder (which you should equip into your Bow Gun right now), one
healing item, the Biohazard Card, and some Ink Ribbons (which you should
store AFTER you save). Now, grab the Ink Ribbons on the side of the
table, the Green Herb from the floor, and the Hemostatic Medicine from
the couch. Take the Hemostatic Medicine with you,but put it in your
inventory storage box. Save your game, store your Ink Ribbons, and head
outside the door.
As you try to enter the door, the shutters will close. Be sure to take
note of the mouse that runs underneath it as it does! He is a neat
little character that will be known as DIJ throughout the game. For more
info, after you beat the game, read DIJ's Diary in the File Section of
this FAQ. Watch the cut-scene with Alfred's girly laughing, and go
through the door. With all of this heart-beating, you would think the
next area would be climatic, but it is simple.
Head on over to the right once you are in the door and grab the Sub-
Machine Guns. You will need a clip for them, though, and it appears to
be downstairs. Before we continue, make sure you have the Bow Gun with
the Bow Gun Powder equipped. Now, head back, since the stairs are to the
left. Wait... What is that? Uh oh. It's a Bandersnatch. These things are
very tough, since they have Stretch Armstrong abilities, but they will
quickly fall to three Bow Gun Powder Arrows. Yes, only three. So now go
downstairs, and equip the regular Arrows back onto the Bow Gun, and go
through the door that recently opened for you. You will watch an
extremely long cut-scene now. Enjoy.
When you come back into gameplay, you will take place as Leonardo
DiBadactor. You will be Juliet's Romeo! Get it? Third movie reference in
four appearances, that isn't too bad! Anyways, destroy every Zombie in
sight in the first room with your Sub-Machine Guns, and DO NOT PICK UP
ANY ITEMS WITH STEVE. Anyways, you can go through the door on the left,
if you feel like killing more zombies randomly. If not, go through the
door to the right. Be sure to note the Family Picture in Steve's
inventory for the short while that you control Steve.
After going through the next room, you are in a control fan place-
thingy. There's quite a big number of Zombies in this area, but it's
nothing that Steve "Let's Waste A Lot of Ammo" Burnside can't handle!
You can cross your guns by pressing L1 whilst holding R1. This is a
pretty cool thing that not a lot of gamers know about. You will want to
head for the stairs that lead to a door on the bottom part of the
screen, and go through the door to trigger a trigger happy cut-scene!
Hehe!
Now that we are Claire, grab the hidden Handgun Bullets inside of the
Lion's mouth on the wall, and go follow Steve through to the elevator,
and you will go up. Steve runs away, crying, and throwing a fit. Hey, it
is not like he is living in This Boy's Life or anything, so why is he so
upset? (Yes, four movie references. Another one and I'll have a bingo!)
So follow him through the door to your right. In the next area, you can
find Steve to the right, so go ove...r... oops. Watch the touching cut-
scene between Frank Abagnale Jr. and Christopher Walken... er... Steve
and his Pops. Ohh yeah, two references in one paragraph! BINGO!
After the touching cut-scene with Steve, go to the left, past Steve, and
into the next door. This is the Elevator Room, and there are two hungry
Zombies in this area. Equip the Bow Gun, and make sure those arrows are
Regular ones and not the Bow Gun Powder ones. Shoot the first Zombie for
sure, and you can kill the second if you still have a bit of ammo left
for it. There is a box of Handgun Bullets in the corner near the
entrance. After you grab those, go straight in the hall to reach the
Very Oddly Disturbing Room.
Once you have walked through the door of the Very Oddly Disturbing Room,
you can save if you like, considering there is a typewriter with a set
of three Ink Ribbons. This room is Oddly Disturbing. Why? Because it is.
Look at the picture on the wall, which is a picture of the room AFTER
you unlock everything inside of it. We can start now. Go pick up the
Eagle Plate from the right side of the wall. You will despise the Eagle
Plate by the time we get done on this island. Enjoy! Now exit the room.
Head straight for the door where you found Steve at, which is down the
hall. Once reaching it, there is a box of Handgun Bullets that you can
grab. To the right of Steve, climb the crate, and the box of Handgun
Bullets is to the right on top of the gas container. Step down, and go
through the main entrance in back of Steve.
There are a few nasty Cerberus puppies in this area. Watch out for them.
You will have to unlock the door before you can exit, and be sure to
grab the Bow Gun Arrows near the exit. Now you can exit. We are in the
front yard of the Military Training Facility again, so grab those Bow
Gun Arrows on the gas container, and run into the entrance of the
Military Training Facility. We are going to do something we could save
for later, but for the sake of getting it done, we will do it now.
Mmmkay?
Now, head down the hall and use the Biohazard Card on the shutter-ish
door again, and head through. In the place where Alfred shot at you with
that Hunting Rifle, there will be two Cerberus dogs. You can easily
avoid them and go up the steps very quickly. In the center of the
railing will be a hollow space. Place the Eagle Plate into it to reveal
the Emblem Card. This will access parts of the Military Training
Facility that we could not have before. However, we won't bother
anything like this until later. Go into the door to the right again.
Go down the hall and use the Biohazard Card on the shutter-ish door from
where Alfred locked you in. Now, go into the Safe Room. Store quite a
few items, and combine your previous Bow Gun Arrows with your current
ones, if you had not already, and combine your Handgun Bullets, as well.
Put away everything except a few key items. You will want the following
and the following ONLY in your inventory: Biohazard Card, Emblem Card,
Handgun, Handgun Bullets, one healing item, and the Bow Gun with regular
Bow Gun Arrows equipped. Before we leave, you can do an optional side
quest right now, or you can leave it for later on. The up side to doing
it now is that you will gain the Lockpick, and because of that, you can
unlock the Duralumin Case in your storage box to reveal some Bow Gun
Powder, and you can unlock a simple lock in the basement of the Military
Training Facility containing Acid Rounds for your soon-to-be Grenade
Launcher. The down side is, you will be attacked by Bats several times
in the game, because you will lose your Lighter in the trade.
Personally, I would do it now, that way you can gain ammo and such
without losing a lot of time. THIS IS YOUR CHOICE. It is 100% completely
up to you, and you CAN do it later in the game, if you wish. If you
decide to, here is what you should do.
VI.TRADE
[[[{{{-------------------BEGIN-------------------}}}]]]
******OPTIONAL LIGHTER/HEMOSTATIC MEDICINE FOR LOCKPICK QUEST******
Exit the Military Training Facility, and go outside of the front yard to
the MTF while you are at it. In case you forgot where to find the
Graveyard area, go to where you enter the Military Training Facility's
front yard but do not go in, and instead go down to the steps and cross
over the crates, as well as the lovely bridge that helps us get over the
Jeep-crashed-through bridge. Go through the door. Dodge the three
Zombies, and go to the door on the upper right hand corner of the
screen. Resurrected Zombies are in the Graveyard, so avoid them and get
to the other side and down the steps. Go through the hall, open the
door, watch the cut-scene, and deliver the Hemostatic Medicine and the
Lighter to Rodrigo for the Lockpick, which believe it or not IS an even
trade. See? You could be the General Manager for the Montreal Expos.
Hey, you would make better trades that way. Remember to get out that
Duralumin Case and unlock it...
******OPTIONAL LIGHTER/HEMOSTATIC MEDICINE FOR LOCKPICK QUEST******
[[[{{{--------------------END--------------------}}}]]]
Now, return to the Military Training Facility, to the outside room where
Alfred shot at you, where the fire is, and also where the two Cerberus
dogs are. Once you enter the area, run over along the gates and enter
the opening. Quickly climb down the ladder which is placed inside of the
manhole.
When we come back to playing, you find out that you are in the second
room that you controlled the guy from the Basketball Diaries in. Run
down the hall and use the Emblem Card on the locked control panel on the
side of the wall. Hop down once the gate has been lifted, and go up.
Climb the steps, and go through the door to the first area that you
controlled the guy from the Beach in.
Once in here, you will notice some Grenade Rounds to Claire's right.
Pick them up. Move down a bit and notice a gate with another Emblem Card
control panel on slight ledge of the wall. Use the Emblem Card to unlock
the gate, and grab the Grenade Launcher from the containers that it sits
on.
Be sure NOT TO GO INTO THE DOOR IN THIS DIRECT AREA. It will only lead
to one set Bow Gun Arrows, and two Bandersnatches that guard them. It is
DEFINITELY NOT WORTH IT. Also, PLEASE don't use the Grenade Launcher,
okay? We need to at least TRY to attempt to keep our ammo concealed.
Yanno? Good. Now load any regular Grenade Rounds we find along the way
into the Grenade Launcher to save space. This includes the Grenade
Rounds that you just recently picked up on the shelf over there.
Speaking of which, there is another door over there, so go over to it
and enter!
Once you enter this door, the coast should be clear from when you ran
into here with Steve. If you have the Lockpick, as I advised, then you
can grab some of the nicest ammo in the game, the Acid Rounds. You can
load these into the Grenade Launcher whenever you wish, but do not use
it now. Around the corner, you can also grab a nice box of Handgun
Bullets.
After you grab these items, run towards the place you came from (the
second Leonardo DiCraprio room), and go through the door on the bottom
of the screen that you have to climb the steps to reach. Well, all exits
make you climb something, so I guess that wouldn't really matter...
Anyways, run on through this area and reach the elevator. Go up to the
second floor.
Once the elevator opens, run over to the Emblem Card control panel and
swipe the Emblem Card through it. You can now discard the Emblem Card,
which is good, because it clears up room for some Herbs that you can
combine in the room. First thing's first: Climb the steps to the right
and grab the Grenade Rounds on the floor, and read the Albinoid Report
on the wall computer monitor. Descend the steps.
Run over to the Green Herbs (2) on the floor next to the command center.
After you pick them up, open up the Menu by pressing Start, and combine
the two Green Herbs. After this, walk over to the flashing monitor and
press X. This will let you pick up the Army Proof. After this, press X
again to investigate the Scientist's Room beyond the Office on the
second floor.
With the camera in control, you can look around the room and search a
bit. You can check out the dead body of the person that Claire watched
as he died. Sucker! Anyways, you will want to zoom in on the Skeleton
Picture in back of the dead body. There is an access number that you can
use to reach the Scientist's Room. Once you zoom in, you learn that the
access number is 1126.
After you learn this new information regarding the Scientist's Room,
head for the exit along the left side of the wall, in between the two
Zombies that just woke up from their living-dead nap. Ignore them, and
quickly unlock the door, and then go through it. You can drop off the
Grenade Launcher, Acid Rounds, Army Proof, and Save in the Safe Room in
our now-familiar area, and then head for the Main Hall of the Military
Training Facility.
Once you are in the Main Hall of the Military Training Facility, please
feel free to use up that Biohazard Card one last time on the stairway
leading to the Office near the entrance. Afterwards, discard the
Biohazard Card. It's tough to depart from it after all of those times
you spent together, I know. Once you reach the Office, go to the door
and activate the password system. Enter 1126, and go through the sliding
door thingy. Whee!
Once inside, search the desk for some Acid Rounds for your Grenade
Launcher. Sweet. Next, go around the dead body and grab the Skeleton
Picture off of the wall. Now, this could get a little messy. Baby
Albinoids are coming from everywhere, and you have 45 seconds to exit to
the Main Hall of the Military Training Facility. This is not THAT bad,
and you should definitely ignore the Baby Albinoids, and they will
probably give you a good zapping here and there, but just run for the
exit! Nothing else matters, only the exit!
Once you are at the Main Hall, you can go outside to the front yard, and
ignore the Gulp Worm that is STILL hungry. Notice how shaky the ground
is out here, but once inside the Military Training Facility, it doesn't
shake at all? This, my friends, has to be one of Zoop's Top Ten
Mysteries of The World. Anyways, go to the back yard with the couple of
Cerberus dogs. Ignore them, and go into the Steve's-A-Crybaby room. Once
in here, go through the door to the left.
Once you are in the Elevator Hall, there will be two Zombies that you
can very easily dodge in the hall. You will want to head to the Very
Oddly Disturbing Room. Once inside, run over to where you removed the
Eagle Plate and set the Skeleton Picture in the undusted space. This
will cause the wall to move.
Once the wall moves, you will see a replica of the Military Training
Facility that is missing the Tank from the back yard. Go ahead and pick
up the Gold Key from the replica, and read the note to the left of the
replica. If you have the Lockpick, pick the lock on the drawer to the
right and take the First Aid Spray from the drawer. Now that we have
this, we can FINALLY go to the next chapter in the game. To do this, we
will want to exit the Military Training Facility. Watch out for the
Zombies in the Elevator Hall. See you once you get outside of the
Military Training Facility!
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.4 -------------- PRIVATE RESIDENCE
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Once you are outside of the Military Training Facility, you will notice
that the four Zombies are gone that were in the area. They have been
replaced with a couple of Bandersnatches that will hang out on the
bridge, waiting for you. Dart through to the other side and up the steps
of the bridge. The Bandersnatches will throw their arms over the
railings to pull themselves up, but you should be up the steps by time
this happens. In the next area, you will want to get to the Ashford
"Mansion" Palace, so do so. Watch out for the poochies, though. They are
not very nice today.
Once you enter the Ashford "Mansion," you will see that something is
extremely different... It could be the four Zombies in the main
corridor. Yup, I think it is. There are two Zombies on the first floor,
so avoid them. Run up the stairs. Once you reach the top of the stairs,
there will be a Zombie on the left, which you can avoid, and one at the
top of the second set of stairs leading to the Safe Room. Make sure the
Handgun is equipped and pop his ass once you get up that set of steps.
Now go inside of the Safe Room.
Once inside of the Safe Room, heal if you have to (just slightly, unless
you are in orange caution/red danger), and get out the following items:
Bow Gun with Fire-Tipped Arrows, Handgun, Handgun Bullets, Gold Lugers,
one healing item, and Ink Ribbons. Go over and load the Gold Lugers into
the locked door. These will work as the key to get into Alfred's Office.
After you load these into the door, run back and save your game, and
then store your Ink Ribbons in the storage box. Now, go through the door
with the Gold Lugers inside of it to reach Alfred's Office.
Once inside of Alfred's Office, you will be greeted by a loud bang of
thunder. Do not worry, no one, or nothing for that matter, is waiting
for you. Grab the box of Handgun Bullets on the coffee table in the
middle of the room. Go over and gaze outside through the window at the
beautiful view, looking down upon the Prison Cabins' rooftops. Very
pretty.
Read the memo on the table. This will give you the solution to the
puzzle that lies inside of this room. The memo states the following...
"First digit: Left, Right. Second digit: Left. Third digit: Right.
Fourth digit: Right, Right, Right. You must not reset while
maneuvering."
Now, go over to the computer right next to the memo, and boot'er up.
After this, you will be prompted by another replay of that ghastly
disturbing video that you saw inside of the Study with Alfred and Alexia
killing the dragonfly. Alfred must be obsessed with this video, I say.
After this, the grandfather-esque clock will light up over on the right
side of the wall. It will ask you for the password, so can cancel out of
the computer program.
Walk over to the clock and touch the light blue panel that lit up once
you activated the computer. This will bring up a way to control the
numbers on the clock. Quite clever, indeed. Move the controls Left, and
then Right. 1 is your first number. After this, move it Left. This will
reveal 9 as the second number. Next, you must move it Right once. Then
unveils that number 7 is the third digit to the password. Finally, move
the controls Right three times to reveal that the last digit is 1. 1971
is the puzzle solution.
Run over to the computer and enter 1, then 9, then 7, and finally 1. Hit
enter. This will make the clock move, revealing a doorway where the
clock once was. Tadaaaaa! Puzzle solved. Move forward an inch, and a
Bandersnatch will crash through the window. Damn! And the view was good,
too! Ignore it and run for the newly discovered doorway, and exit via
the new door in the hall of the doorway. You will cross through to this
path several times during the game, but always ignore that Bandersnatch.
You can easily dodge his attacks, and he is always near the desk, so he
is not a problem. Just remember he is there throughout the game, and you
should be fine.
After you exit the Office Hallway, you will be on the Private Residence
Way. This path is cleared, for now, so go ahead and run through it, and
climb the steps. As soon as you are up the stairs, go to your Menu and
equip your Bow Gun with Fire-Tipped Arrows, if you want to kill the
Bandersnatches, but I STRONGLY SUGGEST YOU DO NOT KILL THEM. Otherwise,
you're your Handgun equipped for now. There are two Bandersnatches in
this area, however, you should ignore them. They might rough you up a
bit, so if you are low on health after they beat you up, do not worry,
since there is nothing else in the Private Residence that can hurt you
too much. If you are orange caution/red danger, you should heal.
While there are only two Bandersnatches in the Private Residence Balcony
area, it seems as if there are four, since they will climb the balcony
after you climb the sets of stairs. Head into the door once you reach
the top of the stairs. Notice how long it takes Claire to enter the
Private Residence, despite there being two huge Bandersnatches by her
side, waiting to kill her? Maybe they were caught in the suspense, as
well?
Once you enter the Private Residence, equip your Lighter right away, if
you have it. If not, just run like a bat out of hell, no pun intended.
There are several bats in this area that will attack you if you do not
have the Lighter. Enter the door on Claire's left, which will lead you
to an extremely messy room. Quickly equip the Bow Gun with the Fire-
Tipped Arrows. Quickly auto-aim and fire three fire-tipped arrows. In
case you are wondering WHY we just shot an seemingly nothing, there was
a Bandersnatch in the corner, which takes a lot of people by surprise.
Grab the Bow Gun Arrows near the Fire Place, and the box of Handgun
Bullets in the corner. Grab the Ink Ribbons on the end table while you
are at it, and equip your Lighter again, if you got one. Exit the room.
Once in the Private Residence Main Hall again, you can head up the
stairways that wrap around the entire building. Make sure your Lighter
IS equipped, though. If you have the Lighter from the trade, then you
are like me, and since I'm a tough cookie, then you must be one, too.
The Bats do not harm you THAT much, so don't fret over it. Once
completely up, you can find a First Aid Spray and Handgun Bullets on the
children's furniture. Now go into the door and watch the cut-scene.
After the cut-scene, grab the Green Herb right near you. Return to the
door that you entered in and find a box of Handgun Bullets on the well-
lit end table, and go back to the door that they dropped you at once the
cut-scene was over, and go through it.
Once inside, run over to the music box and check it by pressing X.
Choose to stop playing the music, and the box will close, and the bed in
back of you will lift. After it lifts, you can grab the Silver Key,
which can be used inside of the Ashford "Mansion"/Palace, whichever name
you fancy. Exit the room.
If you wish, once you have exited the door to the siblings' first room,
you can go grab a note which you can file inside of the Notes in their
second room. Basically, go to the opposite end of the hall and enter the
door. From where you enter, it is on the opposite side of the room, on a
desk. It is the Message Card, which Alexia has written to her whacko
brother, Alfred. Now you can exit the Private Residence, and remember to
keep that Lighter equipped. If you don't got one, run like the wind,
Rambo.
On the way down to the Private Residence Way, you will notice that an
extra Bandersnatch has been added to the Private Residence Balcony area,
and he wants to play with you. Awwwww, isn't it just adorable? Once
again, I strongly advise that you do not kill any of the three
Bandersnatches along the way, and just leave them be. They've been
through enough trauma, having lost one of their family members to the
Man In The Iron Mask back there in the Military Training Facility, and
all.
Once you enter the Office Hallway, remember that when you walk into the
room that the Bandersnatch will be waiting for you near the desk, so
don't get too jumpy and get hit. Just head straight for the entrance to
the Safe Room, which is to the left. And do NOT kill this one. He is
just too easy to avoid to waste the ammo on, I tell ya.
Once inside of the Safe Room, run over to the storage box and bring only
the following objects: The Silver Key, The Bow Gun with Regular Bow Gun
Arrows loaded. These are the only two items you will need for the next
few minutes. Walk out of the door and go down the first set of steps,
and equip the Bow Gun and blow away the Zombie to your left. After he is
dead, go far left and hop up the stairs. Use the Silver Key on the door
and go through.
Once inside of the Casino (yes, you heard me right, the Casino), you can
go around to the desk on the right and grab the box of Handgun Bullets.
After you do this, go over to the gambling table and pick up the Bow Gun
Powder. Load the Bow Gun Powder into the Bow Gun to turn the Bow Gun
Powder into ammunition, and replace the Fire-Tipped Arrows with Regulars
again. After you do this, go over to the counter and pick up the two
Green Herbs on it and mix them both. We will return shortly, but for
now, exit the room and head for the Safe Room again.
Once in the Safe Room, make sure you keep out the Gold Key, Silver Key,
Bow Gun with Fire-Tipped Arrows (combine your fire-tipped arrows),
Regular Bow Gun Arrows, Handgun with Handgun Bullets, and One Healing
Item. Exit the room and go down the stairs. You will want to head for
the Zombie Hall that we went through to save Steve in the Puzzle with
the control panel. There is a Zombie that is guarding the door, though,
so shoo him away before attempting to enter.
Once inside of the Zombie Hall, you will notice a door directly across
from the one you just entered. Go over to it and press X. Agree to use
the Silver Key on the door, and also agree to discard the Silver Key
after you unlock the door with it. After this, press X again to enter,
and make sure your Fire-Tipped Arrows are equipped on your Bow Gun.
As soon as you walk into the Meeting Room, you will be greeted by two
Bandersnatches. Dispose of the two of them with three shots of the Fire-
Tipped Bow Gun Arrows a piece, amounting to six. You're like the Count
on Sesame Street, that is how smart you are! After this, head down and
around to where the second Bandersnatch was standing. You will notice
another Eagle Plate on the ground, so pick it up.
After you grab the second Eagle Plate, head around to the back of the
room and read HUNK's Report on a desk. They didn't call this the Meeting
Room for nothing. You will learn what has been up in HUNK's world (read
the characters section for a bit more on HUNK), and file the report. Yay
for special agent HUNK! After this, you can pick up some Handgun Bullets
on a chair near the right side of the room. After you grab them, exit
the room.
Go down the Zombie Hall, but before you go over to the right to the door
that we have not attempted to open up yet, take note that there is a
Zombie here, so you will want to lure him away from the door (which is
easy), and go around him. Unlock the door with the Gold Key by examining
it with the X button and discard the Gold Key afterwards. It's amazing
how much backtracking you do in Resident Evil games. Anyways, enter the
door already!
Once inside, go downwards and run up the steps. Check the front part of
the picture, and you will be able to file the Message To The New Family
Master note. Once this is done, it is PUZZLE TIME! *cheesy music blasts
in the background, repeating "Puzzle Time" like Morris Day* YEAH!
This puzzle solution seems hard, but it is, in fact, not hard at all.
All it takes is a little knowledge of the game. First, press the button
underneath the picture of the female, Veronica. After this, you shall go
over and press the button beneath the man with two baby boys in his
arms. After this, walk over to the man on the right without the book and
press the button underneath its' picture. The fourth button that wishes
to be pressed resides underneath the picture of the man that looks like
Ben Folds with red hair. After this, select the picture of the man
reading the book, and push the button to it. We're getting close to the
end. Press the button underneath the picture of the blond man middle-
aged man, which is the last of the bottom pictures. Now, press the
button underneath Alfred Ashford, the one above the steps.
This will bring forth a new item in the game, the Earthenware Vase. How
do you pronounce Vase? Do you say "Vase," or "Vah-ze"? Personally, I say
Vah-ze, as if I have an accent. Anyways, examine the VAHZE and do so by
looking inside of it. You will notice the Queen Ant Object. So pull it
out of there. The Earthenware VAHZE is no longer, so now we must exit
the entire Ashford "Mansion," and head back towards the Prison area.
Hey! HEY! Quit throwing things at me! I didn't make the game! OW! GLASS!
GAH!
Be highly aware of the two Zombies that await outside of the next two
doors that you exit from. Once out of the palace area, dodge the dogs
and go left and onto the Bandersnatch Bridge area. Avoid the two of
them, and go below, down the stairs. Down the stairs, over the crates,
to Grandmother's house we go! WHEE! After this, cross over the bridge
and through the door.
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.5 --------------- PRISON REVISITED
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Welcome back to the Prison area! We will want to dodge those Zombies,
and go through the door on the bottom, which leads to the area with the
two Cerberus dogs. There are three Cerberus dogs now, actually, but who
is keeping track, right? Just dodge them, as there is no sense in
killing them. Go through the door on the opposite side, and get your
Handgun out.
You will want to kill the first two Zombies in this area, one of which
is outside of the cells, and the other of which is near the guillotine.
The Handgun is the weapon of choice, since it will give them a nice pop.
After those two are dead, run over to the hollow space towards the right
of the first cell and throw the Eagle Plate inside of it. The guillotine
will drop, and two more Zombies will come from a newly opened area. Try
to lure them away from the entrance to the Anatomist's Yard, or you can
just bust a cap. Your choice.
Once you go through the door, you are in the Anatomist's Yard. Quickly
take aim to the gas container and blow it up. This will take down a
couple of Zombies very quickly, and you will look good while doing it.
Do NOT auto aim and blow up the second Gas Container, but instead jog
down the alley and through the gate.
Once through here, pick up the box of Handgun Bullets on the crates near
the entrance. After this, hop over the crates and push the second one
from out of the door's distance that it is blocking. Now go through the
door to see some familiar scenery. Go through this area, and pick up the
Fire Rounds, B.O.W. Rounds, First Aid Spray, and the Ink Ribbons from
wherever you left them at.
After this, exit the building from the side exit again, and store the
Fire Rounds, B.O.W. Rounds, First Aid Spray, and the Ink Ribbons, as
well as every bit of healing equipment/items you have in your inventory
inside of the storage box outside of the building. Sounds scary, I know,
but you will gain two great healing items very shortly without
confrontation, so no worries. Now that we have this done, hop over the
crate that you moved and exit through the gate. Once in the Anatomist's
Yard, go towards the entrance to the Anatomist's Office and enter.
Once inside of the Anatomist's Office, head over to the cluttered junk
in the right corner and search to receive a First Aid Spray. From here,
run forward a bit and go into the small area to the left. Read the
Anatomist's Note on the desk. Very creepy stuff. Probably the creepiest
note in the game. Notice that the Anatomy Dummy is missing an Eye. Now
exit this tiny room.
If you want to, you can investigate the area a little bit more, looking
at the dead body and such. Not that exciting, though. So once you have
taken a nice gander here and there, you will want to go through the door
beyond the glass towards the back of the room... Did that body bag
just...? Nah... It couldn't have... or did it...?
Once you are inside of the Crematory, two Zombies, one of which is on
fire, will come after you. Pump them full of Handgun Bullets with that
handy dandy Handgun of yours. Until they are dead, in fact. Grab the Red
Herb in the upper right-hand corner near the door. Two other Zombies are
in the area, so equip the Bow Gun with Regular Arrows and pump them full
of arrows until they drop and stop. Yeaw!
After all four Zombies have kicked the bucket, search the mixture of a
Crematory and a Torture Room to find a Duralumin Case. Unlock it with
your Lockpick to find the Handgun parts for Claire's Handgun. What this
does is it will increase the speed that you shoot your Handgun. In other
words, it turns your simple Handgun into an Automatic Weapon. Combine
the parts with the Handgun, and BAM! There's your enhanced Handgun,
which I will still refer to as the Handgun. After this, pick up the
Handgun Bullets on the other side of the... um... thingy. Now exit this
filthy room! Um... It seems as if Claire is scared, which means...
Chewing. Crunching. Icky, icky sounds. That is what fills the once dead
room. But now, it is obvious that something is in here, and having quite
a dandy meal on top of that. Equip your Bow Gun with Fire-Tipped Arrows.
Now confront the operating table and you will notice the sicko Anatomist
is alive in a living-dead type of way. And guess what else? His main
course is also hungry... FOR HUMAN FLESH!
\\// \\// \\//
BOSS BATTLE: ANATOMIST
//\\ //\\ //\\
Yes, the undead little bugger just will not go away, will he? First, he
tortures all of those helpless prisoners on the island from the Cabins,
and now he wants to eat you! Geez, when will this stuck up, self-
centered Zombies just leave us alone and let us be?? Oh well, I guess we
will have to deal with him head-on, right? Right.
A lot of folks suggest just using the enhanced version of the Handgun on
him, however, I suggest that you do the opposite of that. The Bow Gun
with Fire-Tipped Arrows shoots really fast, since you will more than
likely have plenty to spare, anyway. So go ahead and use your Bow Gun
with the Fire-Tipped Arrows (Bow Gun Powder). It will only take one hit
(!!!) to kill him, so he goes down very easily.
Remember to heal if he ends up biting you too much. As for his little
friend, bust out the Regular Bow Gun Arrows and equip them to your Bow
Gun, and finish him off. After the Anatomist is dead, search his body to
find the Glass Eye key.
Do you remember that Anatomist Dummy inside of the extremely small
office? You can use the Glass Eye on that dummy to make the wall shift,
so you can reach the Anatomist's secret Torture Chamber. No wonder he
went crazy, look how tiny his office is! If that were my place of
relaxation, I would want a torture chamber, too! Enough of my ranting,
go ahead and go down the stairs.
Once you are down the stairs, you are placed into a very dark tunnel
with lots of Bats! GASP! Run like hell and grab the Green Herb along the
way. Quickly enter your Menu screen by pressing Start, and combine the
Green Herb with the Red Herb (or vice versa) and exit the Menu. Keep on
running, and go through the door to the Torture Chamber when you reach
it. You may get bitten by a Bat or two, but you should be fine, right?
Once inside of the Torture Chamber, which is my favorite room in the
entire game, you will be greeted by a few loving Zombies. You can either
kill them all with your Bow Gun (Regular Bow Gun Arrows, as always), or
leave them/most of them be. Grab the Handgun Bullets of the miniature
table in the center of the room.
There is also some Bow Gun Arrows on the chair contraption to the right
of the room... Not sure what the hell in is. You can explore the room a
bit, if you can dodge the Zombies while doing so, to take a look at what
the Anatomist used to torture his "patients" with. That me put it this
way: If I were sick on this island, I would just die eventually from my
illness than be taken to THIS medical center. Go down the stairs to the
Basement Torture Chamber, and go through the door.
Once you are inside of the Basement Torture Chamber, you will notice
that it is oh, so quiet. Run over to the statue holding the Rusted Sword
and pick it up. This will lock the door that you came from, and the
center statue will rise and turn. Also, poison gas will leak in through
the floor... WAIT! POISON GAS!? AHHHH!!! CAN'T BREATHE!!! Oh, wait, I'm
not in the game... Never mind...
You will have to turn the center statue counter-clockwise by pushing up
against the long handle. Once you push it to where the statue is facing
the statue that you pulled the Rusted Sword from, the gas will stop, and
the center statue will lock back down into the ground. You will have to
take note of the standing coffin that just appeared on the other side of
where you pulled the Rusted Sword from... Creepy...
Walk over to the giant coffin, and open your menu. Select the Rusted
Sword and use it. This will unlock the door you came from. It will also
open up the giant standing spiked coffin, and a Zombie will leap out
from it! Quickly do a 180 degree turn around and run like the wind! Wait
for the Zombie to walk out a bit, and then run around him and grab the
Piano Roll from inside of the spiked coffin. Now that you have this,
head for the exit!
Now, since you have the Piano Roll, we will want to leave the Prison
area for good. Wave goodbye to all of the friends you have made! Watch
out for all of the Zombies on the way out, including the ones that are
back alive outside of the Anatomist's Office, in the yard. Be aware of
the Bandersnatches on the bridge, and notice that the Cerberus puppies
are no longer there in the Palace Courtyard. Quickly enter the Ashford
"Mansion."
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.6 ---------------- ALFRED'S SECRET
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Once inside, ignore the Zombies on the first floor and run up the stairs
to the second floor. Go left and go inside of the Casino area. Once in
here, run over to the Piano at the back of the room and throw the Piano
Roll in it by using it near the Piano. This opens up the bottom of the
working Slot Machine. Go over and grab the King Ant Object from inside
of the Slot Machine. Now, return to the Safe Room.
Once you are in the Safe Room, you will want to prepare for an onslaught
of Zombies, all of which you should destroy. So grab your Bow Gun with
Regular Bow Gun Arrows, One Healing Item, Handgun, Handgun Bullets,
Queen Ant Object, and King Ant Object. Get out your Ink Ribbons, too, so
you can save. Put them away after you save, and go into Alfred's Office.
Avoid the Bandersnatch and go through the door leading to the Private
Residence Way. Out here, there will be five hungry Zombies. Equip the
Bow Gun (which should have only Regular Arrows, since we didn't pack the
Fire-Tipped ones) and blast through all of them. By time this trip is
over, you won't have much ammo left in your Bow Gun. Go up the stairs.
The Private Residence Balcony area is simple, since the Bandersnatches
are hiding. They will pop up as you make your turn to go up the stairs
leading to the Private Residence, but you can easily avoid them. Go into
the Private Residence right away so the Bandersnatch will not attack
you.
Once inside the Private Residence, there will be two Zombies to greet
you as you enter. Aim the Bow Gun and take them both out. If they get
too close, back away and shoot. Head up the stairs and take out the
third Zombie, and you will notice a fourth that you cannot see due to
obstructed view. Boooo! Refund! Refund! Go to the foot of the steps, aim
upwards, and kill him from here. Climb the steps once he is dead and
enter the Twins' Hall.
Now that you are in the Twins' Hall, auto aim and you should be facing
the screen. Start shooting with the Bow Gun until that Zombie is dead.
Towards Alexia's Room (the one to the right of the entrance), there will
be two Zombies. You can destroy the first to come after you with the Bow
Gun, and avoid the second one. Or you could kill him, your choice,
really. Enter Alexia's Room.
After entering Alexia's Room, we have a brief mission. Run over to the
music box and place the Queen Ant Object (the red one). This will open
up the music box. It will ask you if you would like to take the Music
Box Plate, which is what plays that creepy song that Alfred is obsessed
with so much. Take it. We will want to put this in Alfred's Music Box.
When you exit the room, the Zombie you left (if you did, anyway) will be
to Claire's left, or in the upper part of the screen, so dart downwards.
Run down the hall towards Alfred's Room, but take alert that when you
round the corner, a Zombie will be standing there. So kill him with the
Bow Gun. By time this is over with, you should only have about 70 Bow
Gun Arrows remaining. Kinda sad how fast all of that ammo went, isn't
it? Go into Alfred's Room.
Once inside of Alfred's Room, head over to the Music Box and throw the
King Ant Object (the blue one) into the Music Box. This will open up the
Music Box. Place the Music Box Plate into the Music Box, and it will
play the creepy music that Alfred loves. This will send the top of the
bedpost tumbling down, allowing you access to a ladder on top of the
top. Grab the Message Card from the desk, if you hadn't before, and then
get on the bed, and climb up the ladder.
Once up the ladder, you will notice that you are in the attic, and there
is a room above the attic (and horse carousel) that you must reach. Exit
the carousel and walk around the round room until you see something
shining on a chair. Pick up the Silver Dragonfly. Go to the Menu by
pressing Start and examine the Silver Dragonfly. You can pull off its'
wings, just like the sickos in the movie sequence. So do so.
Walk around the round room until you see a painting of an ant on the
wall (near where you walked out of the horse carousel) and open the
Menu. Select the detached Silver Dragonfly and use it. This will insert
the Silver Dragonfly into the hole in the wall, which will allow you to
access the ladder leading up to the attic's... Well, attic.
Enter the carousel again and climb up the ladder. Once you are up the
ladder, walk forward and take the Ink Ribbons from the table. After you
do this, head over to the left of the room and grab the Newspaper Clip
from the step ladder. After reading it, you learn that Alexia Ashford
was a child genius. Like Gary Coleman! Now go over to the middle of the
room and push the box all the way to the right.
Once the box is pushed as far as possible to the right side of the room,
climb the box and take the file which is laying on the case of
butterflies. The file is the Confession Note, which you learn that
Alfred is absolutely obsessed with Alexia. Underneath the file, you can
walk away with the Air Force Proof, the last of the three Proofs that
you need to access your getaway plan! WHEE! Now, step down from the
down, and go down the ladder.
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.7 -------- SELF-DESTRUCT SYSTEM...
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Once you go down both ladders and hop down from the bed, head for the
exit door. This will activate a cut-scene between Claire and Alexia. All
of the sudden, who shows up but Steve! And guess who gets shot in the
arm? Steve! YAY! Damn, it didn't kill him... Just my luck, too...
Anyways, once you are in the next room, examine the wig to activate yet
another cut-scene... DUDE! ALFRED WAS ALEXIA??? Somebody must have
watched Psycho before this game was created. *hint, hint* Once you exit,
the SELF-DESTRUCT SYSTEM HAS BEAN (yes, the lady has a very thick
British accent) ACTIVATED. You know what that means...
Head for the exit to every room in the Private Residence and make your
way back to the Submarine area. You remember where that is, right? Right
outside of the Ashford "Mansion" and to the right. Watch out for the
Bandersnatch, and say goodbye to him while you are at it. In the Safe
Room, get in the storage box and take the Handgun, Handgun Bullets, Army
Proof, Air Force Proof, and one healing item. Exit the room.
Go down the stairs and avoid your Zombie buddies. Kiss them goodbye and
exit the door. Walk down the steps to watch the cut-scene, and follow
Steve down the steps to the Submarine area. Once down here, go over to
Steve to watch another cut-scene. Once out of the Submarine, follow the
path and watch ANOTHER cut-scene. Follow the path and enter the Waiting
Room.
Go in the path of the Aquarium, and just dodge the two Zombies, since
there's no reason to waste ammo on something so easy to avoid. Once in
this room, go over to the standing control panel and place the Army
Proof and the Air Force Proof into the control panel. Hit the switch,
and you and Steve will enter the plane.
After learning that you will need to raise the bridge in order to take
off, Claire decides to go while the kitten stays in the plane. As
Claire, enter the Waiting Room again and dodge both Zombies, then go
around and through the other entrance, which is guarded by a Zombie.
Once here, cross the bridge and go through the entrance.
From here, go up and get on the lift. Take the lift up, and go through
the door once you are up here. Go over to the control system and place
the Control Lever into it. Switch the lever up. Now Steve can get out,
but that would be without you. And while you would get away from Steve,
a definite good thing, you would also blow up, a definite bad thing. So
I guess we have to get back with Steve on the plane. Cross the bridge
and go through the new door.
First thing's first, go down a bit and you will notice a group of dead
bodies in the corner. Near one of the Zombies... um... crotch, is the
Airport Key. Take the Airport Key and forget where you found it at. Head
over to the lockers and unlock one of them with the Lockpick, and grab
the First Aid Spray. After this, go ahead and leave the room, cross that
bridge again, and go through the door.
Jog over to the lift and take it down. After this, we can go ahead and
use that Airport Key so we can discard it. You can use it on the panel
against the ledge in the wall right below the lift. This will unlock the
gate leading to the shutter door that leads to a dire room loaded with
goodies! YAY FOR GOODIES!
In this room, it is the last salvation you will receive for quite a
while, as you have an important boss fight coming up. Take the Handgun
Bullets from atop of the crates, as well as the Grenade Rounds. There
are two Green Herbs on the ground that you can mix and take with you for
your boss battle. Grab that set of Ink Ribbons near the Typewriter
while you're at it, sparky.
Go over to the storage box near the Typewriter and take out the
following items: Grenade Launcher (remove and store regular Grenade
Rounds), Acid Rounds, Handgun, Handgun Bullets, and two to three healing
items (First Aid Sprays or two mixed Green Herbs will do). Take out the
Ink Ribbons and save NO MATTER WHAT HERE (unless you are going for a
great grade ranking). Store the Ink Ribbons after you save.
Go over to the crates that are jamming the elevator door from closing.
Push in the second crate into the elevator, and go over to the left and
push the first crate past the second crate, and then push it into the
elevator also. Now enter the elevator. This will activate the SELF-
DESTRUCT SEQUENCE TIMER (tm). It is set at five (5) minutes.
Watch the cut-scene, which you will see that it is TYRANT TIME! The
Tyrant is back, and is badder than ever! Well, not ever, just since
Resident Evil 2. Once you exit the elevator, you will be in the front
yard to the Military Training Facility. Exit the Military Training
Facility front yard and run up the Bandersnatch Bridge... Uh oh... Boss
time...
\\// \\// \\//
BOSS BATTLE: TYRANT
//\\ //\\ //\\
The first form of the Tyrant will come out of nowhere, pretty much
literally in a sense that it charges through a wall suddenly. Oh well, I
guess we will have to kill it and hopefully eat it. Did I say eat it? =P
Anyways, the best bet to use up against the first form of the Tyrant is
the Acid Rounds from your Grenade Launcher. Why, you ask? Because these
rounds will stun the Tyrant even after impact.
After a couple of shots, the Tyrant will fall to its knees. Wait until
it stands up again before shooting some more. If you get too close to
the Tyrant, it will show you how much it despises you by eating you.
Just kidding, but it will destroy poor Claire. Be sure to do a quick 180
degree turn by pressing away on the D-pad plus X, and run away. Stand
within firing range, however, as the closer you are, the harder the
impact of your weapons. Best of luck!
After the Tyrant falls flat on his face, that is your green light, or
when you are allowed to go. Go straight past his lifeless body and up
the steps. Basically, take the path back to the airplane with Steve,
which is to the Submarine, through the hall, through the Waiting Room
via Aquarium route, and over to the control panel. Once you board the
airplane, you will be treated to a cut-scene.
When you take control again, it is due to a huge crash that came from
the cargo part of the airplane. Anybody who has played any Resident Evil
title enough knows that if it crashes, it is usually the Tyrant. And
this is no exception, so I highly suggest saving after you get out the
Grenade Launcher with normal rounds and load the rest of your inventory
up with First Aid Sprays. Seriously. You'd be surprised at how much a
bio organic weapon can hurt you. Here we go...
\\// \\// \\//
BOSS BATTLE: TYRANT 2
//\\ //\\ //\\
Most notably called the "Airplane Form," you will fight this bad boy
after the cut-scene upon getting on the Airplane with Steve. After
trotting towards the cargo pit, you will find him. You will have to
watch the switch very carefully which releases the crates to zoom
forward.
Lure the Tyrant towards the end of the airplane, however, do NOT get
hit. As if I had to tell you that. The Tyrant can knock you out of the
plane like this, so one hit is a kill on his part, which doesn't favor
you very well, now does it? Weaken him with the B.O.W. Rounds from the
Grenade Launcher, Fire Rounds, and plain ol' regular Grenade Rounds.
He has a fierce way of attacking twice before you can even get up, much
less run away, so don't let him get too close, and be sure to shoot him
no more than twice while standing in one spot.
Once he is weakened enough, run towards the front and flip the switch to
release the cargo. If you do this well enough, the Tyrant will fly out
of the airplane. If not, you will have to distract him until the switch
lights up again for you to press it. The farther back he is, the easier
it will be to destroy him.
Also be sure and remember to heal frequently, too, as this will anger
you extremely to get close to defeating the Tyrant, and failing to do
so.
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.8 ------------- ANTARCTIC FACILITY
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
After you destroy the Tyrant, once and for all, you can go through the
door, back with Steve. You will be treated to both a couple of cut-
scenes, as well as a cool movie sequence. Before the plane crashes into
the Antarctic Facility, you will be treated to some music that sounds
like it is from a Lifetime movie, and Steve will be daydreaming that
Claire is Rose from that movie Titanic that Steve had such a success
with.
You will be treated to a free save here. Yeehaw. After the plane has
crashed, you are treated to another touching cut-scene between Jack and
Rose. You know what I never got about that movie? The fact that Rose
tells Jack that she will never let go, and right after that, she lets
go! What up wit that? Anyways, after the cut-scene, you take control
again.
Now that you are in control, go to the right and down the ladder. Do not
go into the double doors just yet; instead, head into the single door
area. This is the Workers' Bunks. Follow the path and cut off to the
right. Grab the Bow Gun Powder, and watch the quick cut-scene. After
this, grab the First Aid Spray and Handgun Bullets from the open locker
to the right.
Walk a little bit to activate another cut-scene, as well as a herd of
Zombies coming after you. Since this area is very pleasing on the ammo
for your Handgun, I suggest to go ahead and fire up every Zombie in here
with the Handgun. It works wonders, I tell ya. There is an extra pack of
Handgun Bullets to the left in this area.
Cross over to the left section of the Workers' Bunks and read the
Worker's Diary on the table. Oooooohhhh, Nosferatu sound SCARY, MOMMY!
After this, you can grab the Antarctic Transportation Base Map on the
left wall in between Bunks. Have you noticed that the Zombies in this
area resemble Builder Bob a lot? I sure have. Exit the room, and head
into the double doors to the left.
Once in the double doors, go over to the door on the left. It is dark in
here, and you will notice a Zombie staggering in a cage. I will refer to
him as the Annoying Zombie in the game. Yes, he takes the cake. Directly
across from him is an invisible pack of Handgun Bullets. Go over and
search the table for some Ink Ribbons and Handgun Bullets, and you can
search the floor all the way to the right (in front of the table) for a
Blue Herb. Blue Herbs cure poison, which will come in handy in the
Antarctic Facility. Exit the room and the double doors.
Now, there is only one place left to explore, which is the basement!
Let's go! Once we reach the bottom of the stairs, go straight to reach
our Safe Room. There's a lot of stuff in here, including a peculiar
banging noise... On the coffee table, you can find some Bow Gun Arrows,
and across from the coffee table you can find Alexander's Memo. On the
desk, there's some Ink Ribbons and to the right of the desk, you can
find a Green Herb.
Push the bookcase back, and the banging sound will increase in sound and
quantity. This must mean that the banging is coming from this secret
passage! Go down the hall and... !!! Whew... Now, search the opened
locker and read the Butler's Letter. Interesting stuff. You can try to
push the button now, but since the electricity is out, it won't do much
of anything. So let's get that electricity back on, shall we?
Store all of your items into the storage box except the following:
Handgun, Handgun Bullets, One Healing Item, Bow Gun with Regular Bow Gun
Arrows. Exit the room and head to the left. As you walk, you notice
giant Moths that spit poisonous "pixie dust" at you. If you get
poisoned, there is an unlimited supply of Blue Herbs opposite of the
door, but you cannot carry them with you. They are here only for when
you get poisoned in this region. Go through the door.
Once inside of the Main Conveyer Belt Room, a Zombie (a Builder Bob
Zombie, I believe) comes after you, so break out with Bow Gun with the
regular Bow Gun Arrows and start shooting. Go the way to Zombie came
from and take out two more Zombies with the Bow Gun in this area. There
is one last Zombie, but you can leave him, since he is arguably the
easiest Zombie to avoid in the entire game. Enter the door past the one
on the stairs. It is marked "B.O.W." for Bio Organic Weapon. Yee.
Now that you are inside, take note of the locked up Gas Mask to Claire's
left. There are two Spiders in this room that will spit acid at you that
can poison you, but rarely. Head straight forward and turn a bit to
reach a corner covered in spider webs. Search the box in this corner to
find the Bar Code Sticker.
Head over to the conveyer belt, completely avoiding the Spiders, and
pick up the Bow Gun Arrows. Lastly, to the right of the conveyer belt,
you can pick up not one, but two boxes of Handgun Bullets for that
lovely Handgun of yours. We will return shortly to grab that Gas Mask.
But for now, you must exit.
Once you exit, equip your Handgun and go straight forward. Ignore the
Zombie that staggers as if he came from happy hour at the local brewery
and go through the door up ahead entitled "Weapon." This is where things
become a little more... fire-powered, I guess you could say. Basically,
we are gonna kill a lot of Zombies. How's that for an explanation?
Once you come into you room, aim your gun and blast the first Zombie
full of caps. Yeaw. After he is down for the count, start blasting the
second Zombie whom is around the corner. After he drops, go grab the
Mining Room Key on the conveyer belt, and take care of yet another
Zombie.
Head towards the back of the room, and notice that the locker in the
back in somewhat open. Check it to find the Assault Rifle (AK47). If you
do not have much space, go store some items and come back. Make sure you
have at least three spaces in your inventory. Store this Weapon for
Chris in the second part of the game.
Go back farther, and you will notice a dead Zombie on the floor. Pick up
the Detonator right by his hands, and use it on the locker right next to
you. Later on in the game, once we have the Lighter again, we can light
the puppy on fire (not an actual puppy. I love puppies. And kittens.
Awww, so cute.) and grab the goodies inside of it. Now, exit the room.
Dodge that Zombie, and go to the hollow opening across from the
staircase that leads to the Mining Room. You will notice a box on a
conveyer belt. Go again and splat the Bar Code Sticker across it, and go
up the stairs to the Mining Room shortly after. Use the Mining Room Key
on the door, and discard it. Go through, and to the back of the Mining
Room. Now go through the door in the back.
Now that we are in the Generator Room, go straight. When the camera
changes, look along the right side of the wall very carefully to find
two packs of Handgun Bullets. After this, round the corner and take down
the Cerberus doggy. Keep on rolling until you reach a gated maze, which
is simple to figure out (go in the first chance you get). You will end
up at the Power Generator, which has a blue flashing light on the panel.
Activate the Generator.
After you do this, exit the "maze" and go in the direction we did not
come from. Go around in the back and kill the sleeping Cerberus, and
grab the two Green Herbs he was "protecting" and mix them together. Now
get out of the hole and go to the right and continue along the path.
Before you reach the door, go over and enter the hollow space where the
last of the three Cerberus dogs is getting up to attack. Destroy him
with the Handgun, and turn on the Power. Viola! Power restored!
Exit both rooms and you will end up in the Main Conveyer Belt Room. Go
ahead and walk down the steps, and then go into the hollowed space I
mentioned before. To the left of the box, against the machinery is the
Power switch. Turn it on. After this, go over to the control lever and
pull it. This will shift the boxes around.
Now, go on over to the B.O.W. Room again. You see, the fragile box that
got transported and busted up inside of this room contained a poisonous
gas, and thus, the Gas Mask has been released. So once you enter, grab
the Gas Mask and head on out, unless you really want to fight with those
Spiders for no apparent reason, which I doubt.
Exit the Main Conveyer Belt Room and dodge the poisonous pixie dust that
the Moths are letting free to blow through the air, and enter the Safe
Room again. Now that the power has been restored, you can press the
button on the locker in the back room. Walk into the room once the
locker moves, and watch the brief cut-scene with the deadly Nosferatu
below.
In this room, look in the upper left-hand corner and take the Plant Pot
from the ground. What an odd little item... Maybe we should plant some
daisies in it? Wait... Check the bottom of the Plant Pot by examining
it. Ahhh, yes, so THAT was the purpose of it. The Machine Room Key was
under the Plant Pot. The Machine Room is upstairs, and through the
double doors, to the right. So let's go!
Once through the double doors, go right and use the Machine Room Key on
the door, and discard it afterwards. Now go through the door. Once you
are inside, go through the door to the right. Take the Valve Handle from
the tiny catwalk, and go back into the Machine Room. Search the levers
to activate a cut-scene. Watch Steve be a huge loser again, and run off.
Now that we have the Valve Handle, we will have to fix it up to be the
Octa Valve Handle before we can turn off that poisonous gas that is
leaking in the Machine Room. Go over through the door to the left in
this corridor, and you will be in the room with the annoying Zombie
again.
In here, walk past the Zombie and into the small room with the Diamond
Cutting machinery. You will notice a Green Herb that you could not see
the last time you were in here. Grab it, and go over to the Diamond
Cutting machinery. Use the Valve Handle towards the right side of the
Diamond Cutting machinery to create the Octa Valve Handle. Now, exit
both rooms and go downstairs.
Be SURE to stop at the Safe Room and save. Get out two to three healing
items, put away the Bow Gun and all arrows. Basically, just keep out the
following and the following ONLY: Handgun, Handgun Bullets (see if you
can divide them, that way Claire has near 100, yet leaves the rest), two
to three healing items, the Gas Mask, and the Octa Valve Handle. This is
ALL you need. Now Save and store your Ink Ribbons.
Go through the Moth Hall, and watch out in case the Moths attached a
baby poisonous egg to your back. If it does, ignore the baby until it
crawls, then tap buttons vigorously. This will kill it. Go through the
door leading to the Main Conveyer Belt Room, and you will notice there
are four easily avoidable Zombies coming after you. Dodge your defenders
and run up the stairs, and equip the Gas Mask as you go into the Mining
Room.
Once inside of the Mining Room, go to your left and climb up the huge
steps. Once up, climb the stairs and go over to where you can place the
Octa Valve Handle and turn it. Once you do, watch the cut-scene. Yay!
Steve is finally good for something! Now, once the cut-scene is over
with, DO NOT LEAVE YET. Go down the huge steps and collect Alfred's
beloved Sniper Rifle. YOU WILL NEED THIS WEAPON NO MATTER WHAT. After
you collect it, you will be treated to a cut-scene and a movie sequence.
Once you are done with the cut-scenes and such, you will be on a rooftop
that a lot of Resident Evil players have grown to hate. Search the two
lower corners of the rooftop to find a box of Handgun Bullets (to the
left) and a First Aid Spray (to the right). After you have collected
these two items, attempt to go down the stairs... Ohhh boy... Not
another one...
\\// \\// \\//
BOSS BATTLE: NOSFERATU
//\\ //\\ //\\
Let me go ahead and say this: Nosferatu is one of my favorite looking
enemies in any game, ever! I love Nosferatu's story, as well. Oh well,
who cares what I like? Let's kill his ass!
The main thing to remember about poor ol' Nozzieferry is that you MUST
stay away from the edges of the building which you are standing out. If
you were smart, you haven't used any ammo in that Sniper Rifle that you
grabbed from Alfred's stupid behind. Now that you have that equipped, do
some damage by aiming directly at Nozzieferry's heart, which is quite a
feat to do when avoiding the poison tentacles that whip from side to
side, as well as the whole poison gas part.
Just make sure that you have a good aim, and that you are clear from his
attacks. If you get hit, get up and safely walk to a clear path (I
suggest in the corners, but not too close. More towards the middle) that
will not send you over the edge once you're hit. If you need to, be sure
to heal.
Fire Arrows work decent, as well, but be sure to use up all of the
Hunting Rifle on his heart, or at least attempt to do that. Besides, I
didn't TELL you to take out the Bow Gun, because whatever is in your
inventory, Chris will not be able to use. Hence, I think you should just
stick to the Sniper Rifle, and once that runs out, start shooting him
from a safe distance with your Handgun.
Before you know it, Nozzieferry should be toasted. Just make sure to
check your health frequently to see if you are poisoned or not. If you
are, cure it RIGHT AWAY. This will play a big part in the story, and
gameplay, if you are poisoned, so if you're going for a good time,
staying poisoned is NOT an option. Don't worry, though, I provide
everything you need in this Walkthrough in case Claire IS poisoned.
Enjoy the cut-scenes, movie sequences, and everything else that follows.
You are pretty much done with the main part of Claire's quest. Now, my
friends, it is time to take on evil with our old pal, and Claire's
brother, Chris Redfield...
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.9 ---- MEANWHILE, ON THE ISLAND...
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Once you take control of Chris, you should go to the corner-ish area and
pick up the single Green Herb. Walk forward and confront Rodrigo Juan
Raval (I love saying that name) about Claire. All of the sudden, the
Gulp Worm appears out of nowhere and eats him! AHHH!!! You will have to
get Rodrigo back from the Gulp Worm's stomach before he dies! But
first...
Investigate the statue along the wall and lower the side panel for
viewing. The Sub-Machine Guns are in here, and they are VERY nice. We
will get those in a second. But first, go over to the table and pick up
the Bow Gun Arrows, the Ink Ribbons, and Save your game, if you wish.
Take only the M100 Ps with you. Yeah, remember those? All the way back
in the game? Yup. Time to use them.
\\// \\// \\//
BOSS BATTLE: GULP WORM
//\\ //\\ //\\
When you enter the room, grab both of the herbs (one Green Herb, one
Blue Herb) which are directly ahead of the door that you came from.
Avoid the Gulp Worm's attacks and head over to the opposite side of the
room and pick up the pack of Handgun Bullets, as well as the Bow Gun
Arrows, from the ground.
This big guy certainly is not very friendly. Claire will find him as the
rattling little sucker in the front yard of the Military Facility, and
you can fight him off with Claire in that area, if you wish, however, I
suggest holding off on that idea. "Why?" you ask? Because once you are
Chris, regardless if you destroyed the Gulp Worm with Claire or not, you
will have to fight it.
Once you fight it as Chris, I suggest taking out those 2 M100 Ps that
you found very early on in the game with Claire on the zombie that
crashed through the window in the Cabin. It takes near 12 shots of the 2
M100 Ps to pump this worm to his grave... and trust me, that will take
an awfully large grave.
The time to shoot him is when he raises high into the air and screams.
Pump him full of four to five shots at a time, and keep running to keep
him off guard. Another thing to remember about this battle is that you
MUST run, and change your patterns of running every now and then, or the
Gulp Worm will hit you hard.
This is a fairly simple boss battle compared to, say, Nosferatu. You
will get the Lighter back from Rodrigo once the Gulp Worm has been
killed.
After you have killed the Gulp Worm, go back into the room with the
Typewriter and the Wall Statue. Go over to the Wall Statue and use your
Lighter on it. This will give you access to the Sub-Machine Guns.
Yeehaw! Now, go store them. Yes, I know, you just got them, but you have
to store them for the Hunters that we will encounter later.
Now that this is done, bring one healing item, the Handgun, Handgun
Bullets, and exit the room. Run along over to the Elevator and enter it.
This will take you to the room where Steve cried himself a river, like
Justin Timberlake. JUSTIFIED! There are several Zombies in this room, so
dodge all of them and head for the exit to the outside.
Once you are out here, go around to the back of the Tank and push the
button to make the Tank move, and provide a lift. Do not forget to grab
the Handgun Bullets in back of the Tank. Now take the lift down. In this
next area, you will find some Shotgun Shells at the bend of the room, as
well as a Green Herb and a Blue Herb. Take them all, and head into the
new Safe Room, which is to the right after the bend.
Once inside, grab the Acid Rounds from the locker, and the Green Herb
beside the locker. Mix the two Green Herbs together. Whee. If you get
poisoned by something we find outside in a little bit, there is an
unlimited supply of Blue Herbs in the permanent Blue Herb Container.
On the Table, grab the Shotgun Shells, and the pack of Handgun Bullets.
Now you can go over to the storage box and store the Acid Rounds,
Shotgun Shells, Blue Herbs, and keep out only one of the healing items
you have collected. After this, pick up the Ink Ribbons on the table and
store those. By the way, I love that picture on the wall. Keep out only
the following: Handgun, Handgun Bullets, and one healing item.
Easily the simplest puzzle in the entire game resides inside of this
room, and it is over inside of that Drawer. The Drawer sports a nice
Gold Luger Replica which you cannot use. You should just store the Gold
Luger Replica inside of your storage box, that way you can unlock Steve
Burnside in Battle Mode once you beat the game. Here's the solution.
______________________
|________BLUE________| 3
|________RED_________| 1
|________GREEN_______| 2
| BROWN | 4
??????????????????????
The numbers beside them are the order of the puzzle. Red, Green, Blue,
and Brown. Once you get the Gold Luger Replica, store it inside of the
storage box for good. Now, Save your game if you would like to, and exit
the room.
From here, have Chris go to his left, which leads down. You will notice
the Battery Pack just laying on the ground. Now who would go do a thing
like that? Pick it up, and you will activate a spooky movie sequence.
Run away from the Spider and to the lift. He will call a friend over
next time. Take the lift up...
Once in the Tank Yard, go through the door to reach the room where Steve
whined a lot. You can ignore the immediate Zombies in the room, but be
sure to bust a cap in the one near the yellow lift in the back of the
room. This lift is where we want to be, so run over and place the
Battery Pack inside of it and hop up. Go over to the control panel and
decide to go up. Once up here, go left and take the Chemical (Chem.)
Storage Key. You will also find the Report: Enhanced Anti-Decay Alloy
file. Be sure to keep in mind what it says about the date the Military
Training Facility was completed (December 8th).
Once you have this, you can go through the door on the right, where
leads to more familiar territory. Walk a little bit to activate another
cut-scene. After this, take the door leading outside. This will trigger
another cut-scene, involving the Eagle Plate. *sigh* And yes, we WILL
have to get that back.
Once done with that, head over to where the Safe Room used to be. When
you walk in, you will be greeted by tons of fire, and three Zombies.
Only one is near you, though, so kill it, and kill the second closest
one. Run over to the cluttered desk and grab the Side Pack. Yay! We can
fit two more items! There's a quiver of Bow Gun Arrows near the door
leading to the Scientist's Room. After this, exit to the outside again.
From here, go to the elevator again and go to the Basement Floor. When
you arrive, you will notice a few things, and one of the most important
is the fact that the steps have been lowered, so now you can reach even
more important areas to discover inside of the Military Training
Facility. When you touch down, you should grab the Flame Rounds and the
Handgun Bullets box. There are also a pack of Ink Ribbons, but we can
wait on those. Go through the door.
Once inside of this area, walk up to the stairs and pick up the Green
Herb on the ground. This will come in handy. Climb the staircase and run
over to the controls to the left of the room. Press the switch for the
capsule to go underground. Walk over to the capsule and pick up the
Assault Rifle Bullets. Now, go through the door.
In this room, go to the right of the entrance. In the small corner,
there are some Bow Gun Arrows. Collect them, and go over to the Turn
Table area to the right. Take note that there is a door to the left of
this area. Now pick up the Door Knob and watch the cut-scene. After the
cut-scene, run like a maniac to the door I just mentioned to the left of
where you grabbed the Door Knob. Go inside.
Once inside, we are in the Chemical Storage Facility. Yay. Go through
the two automatic doors. In here, you will find some Shotgun Shells on
the table, as well as the box of Handgun Bullets in the area. Take the
Red Herb and mix it with the Green Herb to save space. This is where
things get a bit tricky. Use the Chemical (Chem.) Storage Key on the
Chemical Storage Facility and discard it. Set the temperature to 128.
This is Clement E.
Once you take Clement E, you will be treated (if that is the appropriate
word) to a cut-scene, and you will face off with a Sweeper. Head
straight for the exits without delay! He may swipe you a couple of
times, and if so, be SURE to heal. Dart back into the room with the
Assault Rifle Bullets from the room with the two Hunters, and check your
health very frequently.
Now that we have the first Clement (E) and the Door Knob, you can exit
this area. In the sewer area, use the herbs to heal, as you probably got
knocked around a bit in there, and pick up the Shotgun from the wall
rack. This will make the staircase raise. Once this has risen, hop into
the water and run past the Zombie that you will wake up. Hop up where
the Red Herbs are, and climb the ladder.
We are in a familiar corridor now, the one where we found the Battery
Pack. Watch out for the two Spiders on the ceiling, and head for the
Safe Room. We have opened up the manhole cover, which is good. Only
problem is, the lift is up above the ground, so we cannot exit that way.
Store a whole bunch of the stuff you've gotten, leaving out only two
healing items, Handgun, Handgun Bullets, Shotgun, Clement E, and the
Door Knob. Save, store the Ink Ribbons, and exit the room.
Go back down into the manhole, and grab the two Red Herbs. Run them back
up to the Safe Room and store them. Now, go back into the manhole.
Distract the Zombie before you get into the water, and now you can avoid
him. Hop back up onto the opposite side of dry land, and place the
Shotgun back on the wall rack to bring the staircase back down. Climb
it, and go into the elevator.
Take the elevator to the second floor again, and kill the Zombie whom is
right near the elevator. There will be another Zombie who is near the
exit, but just ignore him and dart through. Once outside, go to the
Flaming Hall. Enter, and you will be treated to something very
unpleasant...
The unpleasantness is the fact that Albert Wesker has installed some
"Spot Where Chris Is And Kill Him" cameras(tm). If these lasers on the
camera spot you, it will send a Hunter to your area to dispose of you.
In other words, do NOT get caught in the light of the laser. As soon as
the laser disappears, take off FAST! It will reappear and hit the door
the second time around, thus, viewing you if you stand still. Go through
the door leading to the Main Hall of the Military Training Facility.
Use the Door Knob on the door with no door knob in the hall. Yay for
Door Knobs! Now you can enter the door, since you placed the Door Knob
there. After entering, look to the right and investigate the end table
to receive the Tank Object. After you take the Tank Object, go grab the
Handgun Bullets in the corner bend to the left, and then go back into
the elevator. Be aware of the nasty Hunter Laser in the Burning Hall,
though.
Avoid the Zombies in the command station, and hit the elevator. Take it
to the first floor. Watch where you step, as there is a Hunter Laser in
this corridor, and trust me, once a Hunter is in this corridor, it is a
pain in the ass. Keep in mind that the door leading out to the Steve's
sappy room is blocked. Head towards the Very Oddly Disturbing Room,
which is where the Hunter Laser zooms in and out. Go inside.
Run over to the scale model of the Military Training Facility and drop
off the Tank Object into the hollow space in the scale model. This will
pull the photograph of the room to the side. You will spot the Turn
Table Key, as well as the Secret Passage Note where the picture was. It
looks as if you will have to grab the three Proofs and slide them into
the slots in this room. Now, return to the elevator.
Once inside of the elevator, go to the Basement Floor and go down the
staircase. Take the Shotgun with you, for good. After this, you will
have to go into the room with the test tubes, where you got the Assault
Rifle Bullets. Once you go up the stairs and walk a bit, a cut-scene
will ensue between Chris and Wesker. Touchy, isn't it? After Wesker
throws Chris into one of the tubes, a Bandersnatch crashes out of it and
attacks you. Just dodge its attacks and head straight for the room where
the Hunters were!
Now that we are back here, it looks as if the Hunters are no longer
around. I guess there was a party or something that they had to attend.
Go over to the Turn Table and use the Turn Table Key. Discard it, and
choose to move it. Once the Turn Table lifts you to the Main Hall of the
Military Training Facility.
Climb over the crate in the middle of the room, and then push it back
towards where you came from. Notice the Bow Gun Powder on top of the
crates up high? Push the big crate to where the Bow Gun Powder is, and
then climb up and take it. This will come in handy, for sure.
Now that we have that done, go inside of the room where we got the map
to the Military Training Facility. As soon as you go into the room,
there will be two Zombies near your face. As Ice Cube would say, gonna
hit'em wit da Bopgun! So do so. After you destroy the two of them, go
into the next portion of the room and search the lockers for some Acid
Rounds. Lure the Zombie from the blown up hall into your room, and kill
him with the Handgun. Go through the door in back.
You can either let the Zombie whom is grounded bite your leg, and you
can kill him without using ammo, or you can shoot him four times to get
rid of him. Personally, I would say just shoot him, since you need all
of the health you can get, even the tiny bit that depletes when you get
bitten on the leg. Go through the gate and down the ladder to reach the
basement again.
As soon as you get off of the ladder, to Chris' right you will find a
lever to pull, so do so. What this will do is it will clear the room of
all of that poisonous smoke. Run over to where you hop off, but shoot
the Zombie standing there until he dies. There's a couple of other
Zombies here, but you can avoid them. Go to the steps towards the upper
part of the screen, and go through the door.
QUICKLY RUN TO THE DOOR DIRECTLY ACROSS FROM THE ONE YOU CAME FROM.
There is an extremely nasty Hunter in these parts, and if you charge
straight to the door and enter, he may not even notice you, which would
be amazingly wonderful, I tell ya.
Once inside of this room, go around to the other side and search the
left shelf to find the ever-so-important Clement a. Open up your Menu by
pressing Start, and combine Clement a and Clement E. This will create
the Clement Mixture. After this, you should search the work table and
modify your Glock 17 Handgun, kind of like how Claire modified hers. Now
you're smokin'!
Now we will want to retrace our footsies to the Main Hall of the
Military Training Facility. Once you are back in the Main Hall, we will
have to go into the front yard of the Military Training Facility. While
it may seem safe with the fact that there is no more Gulp Worms around,
it is, in fact, NOT safe. There are not one, but TWO Sweepers out here.
Ouch. Run straight for the elevator that we got into before the Tyrant
battle with Claire...
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
VI.10 ---------- ESCAPE FROM ROCKFORT
X=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=X
Once you are in the front yard, you can pick up some Shotgun Shells a
few feet from the door. Otherwise, avoid the Sweepers and run into the
elevator. After you get out of the elevator, go to the door and exit.
There is a Hunter in here, so be aware of the Hunter and go up the lift
above.
Once you are up on the second floor of the lift room, travel over to the
door and exit the way. Before you pull the lever to lower the bridge,
cross over the bridge and enter the door. Now that you are inside of the
second floor of the Waiting/Aquarium Room, you will have to complete a
puzzle.
The Oil Gauge puzzle is probably the trickiest puzzle in the entire
game. The reason? Because it is simply hard to tell exactly when to stop
filling the gauges up. However, once you see the puzzle solution on
paper, it becomes less confusing, and plus, let's face it, it isn't too
easy to screw up directions.
The solution is simple and not as complicated as it seems. Press X when
you are near the oil gauges to begin to activate the sequences to solve
the puzzle. The basic concept is that you will need to fill the 10 gauge
to the red line. Not under, not over, but exactly on the line of the 10
gauge.
The first thing that we will want to move is the number three (3). This
will pour some of the oil into the number ten (10). After this, you will
want to press number three (3) again. This fills the ten (10) gauge up
to six meters.
Once this is done, take the five (5) gauge and empty it into the ten
(10) gauge. After this is done, press down and empty out the ten (10)
gauge. Since we have that under control, go back up and pour the five
(5) gauge (well, what is left of it, anyway) into the ten (10) gauge.
Now that this is out of the way, fill up the ten (10) gauge the rest of
the way by emptying out two of the three (3) gauges. This will put it at
the red line where it needs to be. Afterwards, you will have to fend off
the Zombies that have just awakened. Blow off their heads with the
Shotgun, and then collect the Shotgun Shells towards the back of the
room.
After you exit the room, you will have to cross over the bridge once
more. Go over to the lever controls and move the bridge down in the
southern region. Now walk back into the second floor of the lift room.
Once in here, walk over and take the lift down. Keep in mind that a
well-placed Hunter is still in the area, so avoid it as well as possible
and run out of the door to the right.
Once you are out here on the bridge again, only in a different region,
make sure that you Shotgun is equipped, and run over the bridge. As you
get closer to the other side of the bridge, a very strategically placed
Hunter will leap from, what seems to be, the sky. Quickly auto-aim your
Shotgun and blast him away. Shoot the Hunter a few times until it dies,
and then go through the door.
In the Waiting Room, you will notice that there are three Zombies in the
same exact places in this room. Avoid them all. One of them has a bomb
strapped to him, and the others are wearing some VERY fashionable,
sleek, and sexy night vision goggles. Apparently, Wesker put them up to
wearing all of this stuff. Jog past the other two Zombies and through
the door.
In this area, you will remember that back in one of the cut-scenes with
Albert Wesker, he was putting the Hunters up to no good. Well guess
what? One of them is playing watch dog. Auto-aim the Shotgun and blast
it away until it cannot be blasted any further. After the Hunter is
dead, run over to the computer with the monitor that is lit up, and turn
off the power.
After the power has been turned off, you can go over to the control
panel where you dropped off the three Proofs: the Navy Proof, the Army
Proof, and the Air Force Proof. Now I want to sing that Nelly song about
shoes, which he calls "Air Force Ones." Whee. After you have all three
of the Proofs, it is time to return to the Very Oddly Disturbing Room.
"But how do we get back there?" You are probably pondering. Do not fear,
I shall post directions in the next paragraph.
Exit this room. Avoid all three of the Zombies and return to the bridge
on the other side of the room. Go past the bridge and into the next
area. Avoid the Hunter and go straight forward and into the "Pre-Tyrant"
room. Save if you wish. Now exit into the elevator. Once in the front
yard, head for the front door whilst zig-zagging to avoid the Sweepers.
From here, go to through the room where you printed out the map of the
Military Training Facility. Go through to the other side and out the
door to the outside. Go down the ladder through the gate, and hop down
the big step once you reach it. From here, go up the stairs towards the
bottom of the screen and through the door. Keep jogging and hop into the
elevator, and take it to the first floor. From here, go into the Very
Oddly Disturbing Room.
Once inside of the Very Oddly Disturbing Room, walk over to the space
where the picture of the room in complete form once was. Throw in the
Navy Proof, Air Force Proof, and Army Proof. This will move the Scale
Model to reveal a new ladder, leading to a new area. Behind the memorial
are two cases of Shotgun Shells (which you will need badly) and a Green
Herb. Grab everything, and go down the ladder.
In this hall, you will find two VERY annoying Spiders that have an odd
obsession with blocking you way, and thus attacking you while you cannot
get through. Avoid the first one, and grab the Grenade Rounds, and the
Green Herb near the bend of the hall. Mix the two Green Herbs in your
inventory together to save room. Pop a few Handgun Bullets into the
second Spider, but ONLY if it is blocking your way. Otherwise, leave it
be. Go down the next ladder to reach the Albinoid Pool.
Once you are down the ladder, there are two Green Herbs and one Blue
Herb. Pick up both of the Green Herbs and mix them with one another. Now
that this is out of the way, you can leave the Blue Herb, if you like.
Run down the hall and watch the cut-scene. Grab the Handgun Bullets to
the left. Time for another boss battle...
\\// \\// \\//
BOSS BATTLE: ALBINOID
//\\ //\\ //\\
This thing guards a nice little item (that damned Eagle Plate again)
that waits in the water below. Call me crazy, but I truly do think that
the Albinoid is really cute. I want to hug it really tightly and stuff.
The main thing to remember when squaring off against the Albinoid is to
NOT GO INTO THE WATER. Never. Never ever. Once you learn this, it should
be a piece of cake to defeat it. mmmm... Cake.
The thing to remember about the Albinoid is that it isn't too hard, and
more of an annoyance than anything else. It will not attack you out of
the water, so don't even dream of going into it. If you do step foot
inside of the water, it will send shockwaves throughout the water.
Honestly, I'm not sure how much damage this will do, considering I've
never been stupid enough to get in the water while this thing is alive.
The best thing about the Albinoid is that, while it is a boss, it will
not attack you. Just keep shooting it with the Shotgun once it swims
towards you. Make sure to re-auto-lock onto the enemy before shooting
it, as you do not want to waste any of your Shotgun Shells.
Running from side to side only scares it into running away from you,
which is definitely an annoyance. After a lon