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By oblivion437
Posted on 10/20/14
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Resident Evil: Code Veronica Walkthrough

Version .96 by
nemesis
01/23/04

A FAQ / Walkthrough for...




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     *              /  ____/              (_)     ___                 *
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     *            /   _/      / / / /   /  /    /  /                  *
     *           /  /____    /  v  /   /  /    /  /                   *
     *          /_______/    \____/   /__/    /__/                    *
     *                                                                *
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     *            -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-           *
     *           |  C  O  D  E :   V  E  R  O  N  I  C  A  |          *
     *            -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-           *
     *                                                                *
     *                                                                *
     *                                                                *
     *                  Resident Evil: Code Veronica                  *
     *                       Platform: Dreamcast                     *              
     *                          Version 0.96                          *
     *                    Brett "Nemesis" Franklin                    *
     *               E-Mail: pimpmasterbrett@hotmail.com              *                               
     *                                                                *
     *                            PROPERTIES:                         *
     *            Created: Tuesday, March 28, 2000 4:41:41 pm         *
     *         Last Updated: Wednesday, April 12, 2000 12:45:03 pm    *
     *                   Size: 232 KB (238,471 bytes)                 *
     *                                                                *
     ******************************************************************




                           : : : : : : : : : : 




                    =================================
                    T A B L E   O F   C O N T E N T S
                    =================================
                     1. INTRODUCTION
                     2. LEGAL STUFF
                     3. UPDATES/REVISION HISTORY
                     4. Controls
                     5. Walkthrough - Disc 1
                     6. Walkthrough - Disc 2 
                     7. Claire's Maps 
                     8. Chris's Maps
                     9. Main Characters
                    10. Quick Guide 
                    11. Puzzle Guide 
                    12. Items Chart 
                    13. Weapons Chart
                    14. Ammo Chart
                    15. Enemies 
                    16. Boss Guide 
                    17. Herb Mixing Guide
                    18. Files 
                    19. File Locations 
                    20. Tips / Strategies 
                    21. FAQ (Frequently Asked Questions)
                    22. Secrets 
                    23. Rankings 
                    24. Battle Mode *
                    25. Credits
                    26. Contact Info


* UPDATED
** NEW!!



=================================================================
1. INTRODUCTION
=================================================================
I just got this wonderful game a day ago, and I've only beaten it
once so far. You might be wondering where the walkthroughs are.
Well, I _have_ started on them, but I was too busy making up the
Item and Weapon lists for you, I couldn't write down the walkthrough.
But since I've already beaten it once, I now know what to do, and
that will make the walkthrough pretty easy to do. It will be coming
by Thursday or Friday, so hold your horses. At least I have the 
Item and Weapon Lists completed. Maybe those will help you for the
time being. 

Resident Evil Code: Veronica is awesome. The graphics are some of the 
best ever seen in a videogame ever, and features many cool things. 
One of the best aspects of the game are the enemies. The enemies are
very cool to look at, although fighting against them is another matter 
altoghter. Resident Evil Code Veronica is so much better than the "other" 
survival horror game for the Dreamcast: Carrier. Carrier is sloppy, 
and a blatant rip-off of all the Resident Evil games of PlayStation past. 
I mean, come on! Resident Evil created the Survival Horror genre with the 
original Resident Evil for both the Saturn and the PlayStation (then came 
the infamous Resident Evil: Director's Cut, which we will NOT talk about 
at this moment...). Nothing will beat Resident Evil Code Veronica in terms 
of graphics, sound, gameplay, and sheer "scary-ness". Nothing will come 
close. Well, that is not until the sequel to Resident Evil Code Veronica 
is released, and hopefully it will be on my beloved Dreamcast. Good hunting!

Let me say this: If you were to purchase one game this year, just one game,
it had better be Resident Evil Code: Veronica. Like I said earlier, Resident
Evil Code: Veronica is the best Dreamcast game this year, and probably
the best Dreamcast game of all time (which isn't very long though). If 
you don't have it yet, I have two things to say to you:

1) Why the hell you you reading this?  :p
2) Go out and buy it now!!!!!!!!!!!!!!!!!!!!!!

There, I said it. Now stop reading this and go and buy Resident Evil 
Code: Veronica at this very moment.

Resident Evil Code Veronica is one of the greatest Dreamcast games
this year, if not the best, and is definatly the best Resident Evil
game of all time. It's an actual sequel, unlike Resident Evil 3:
Nemesis. It's a long game, because I've been working day and night 
in order to get the Walkthroughs done. I hope to get them done soon, 
and I hope to get the Battle Mode section completed soon also. I'm 
getting plenty of positive feedback on this FAQ/Walkthrough, so I
am going to stick with it until my Dreamcast blows up or I blow up,
whatever comes first. :)

---------------------
MY REVIEW OF RE:CV:
---------------------
Resident Evil Code Veronica for the Dreamcast has everything a Dreamcast owner 
could want in a game: Wonderful graphics, superb sound quality, an awesome 
storyline, and over 30 hours of gameplay to boot. Resident Evil Code Veronica 
(RE:CV) is the best survival horror game on the mass market, and everyone who 
owns a Dreamcast should own it. And so should everyone else.

Graphics-10/10
The visuals in RE:CV are the some of the best on the Dreamcast. The character 
models are realistic and move just like their real-life counterparts would. The 
characters look real, and even the real-time cut-scenes look better than the FMV 
videos in the game. RE:CV has plenty of cool lighting and special effects. The 
games runs very smoothly, and there is no slow-down at all. My only gripe is 
that there is some fog deep in the background, but this is only used as a visual 
effect, not to hide pop-up. Key word here: Eye-Candy.

Sound-10/10
RE:CV has some of the best sound effects I've ever heard. From zombies wailing 
to bats screeching, every sound is reproduced realistically and is crystal 
clear. Thank god that RE:CV is on a GD-ROM, or else the sound quality would have 
greatly dropped. The music is also great. It really sets the mood of the game, 
and it changes as the flow and speed of the game changes. When an enemy 
approaches or you are in a boss-fight, the music becomes tense and can really 
make you quiver in fear. Spectacular.

Controls-9/10
Controlling your character was always somewhat of a problem of the past, and 
RE:CV is no different. Although moving your character can be troublesome at 
first for beginners, vets will know it by heart, and will have no trouble 
manuvering either Claire or Chris. Aiming your weapon is simple and targeting 
multiple targets was never so easy. You can even shoot two guns at once, and 
shoot two different enemies at the same time, John Woo-style. This adds another 
element to the game, and gives you a slight advantage in this creepy world of 
survival-horror.

Gameplay-10/10
The gameplay of RE:CV is what makes it stand out from the rest of the pack. 
Yeah, the visuals are nice, but it's when you get sucked into the Resident Evil 
world that you finally realize that this is as good as it gets. The game is 
deep, provided you know how to use the items presented for you, and the game has 
a fantasic storyline. RE:CV is an actual sequel to Resident Evil 2, unlike 
Resident Evil 3. RE:CV ties up most loose ends in the Resident Evil universe, 
but never fully reveals all of Umbrella's past. This is great, because it makes 
you want to play more, and therefore increasing the replay value way up. And 
speaking of replay value, RE:CV has plenty. It contains of over 30 hours of 
gameplay, plus extra modes that you can receive after beating the game. It comes 
on two discs, and has a zapping system simliar to Resident Evil 2. Overall, the 
best Resident Evil game in the series, and one of the best playing games of all-
time.

Rent/Buy
Buy it right now. Or wait until the retailers actually get some more copies of 
RE:CV in stock, because it's so hot right now. :)

Overall-10/10
RE:CV is one of the best reasons to own a Dreamcast, and if you don't own one 
yet, RE:CV is a game that will make you purchase a Dreamcast. Superb work 
Capcom. I salute you.

RECAP:
Graphics-10/10
Sound-10/10
Controls-9/10
Gameplay-10/10
Rent/Buy-Buy
Overall-10/10



==================================================================
2. LEGAL STUFF
==================================================================
***ATTENION WEBMASTERS***
FROM THIS POINT FORWARD, I WILL NOT BE ACCEPTING ANY MORE E-MAILS FROM ANYONE 
WHO WANTS TO PUT THIS, OR ANY OTHER OF MY FAQS ON THEIR SITES. I'M SICK AND 
TIRED OF PEOPLE ASKING ME IF THEY CAN PUT MY FAQ ON THEIR SITE. I'M NOT TRYING 
TO BE MEAN OR ANYTHING, BUT IT'S JUST THAT I KEEP ON RECEIVING E-MAILS FROM 
WEBMASTERS WHO WANT TO PUT MY FAQ ON THEIR SITE. ANY MORE E-MAILS THAT I GET 
FROM NOW ON THAT ARE ASKING ME IF THEY CAN USE MY FAQ ON THEIR SITE, WILL BE 
DELETED AND IGNORED. THE ONLY SITES THAT CAN HAVE ANY OF MY FAQS ARE THE ONES 
SPECIFIED IN THE LEGAL STUFF SECTION OF THIS FAQ. 

HOWEVER, IF YOU DO PUT THIS OR ANY OF MY FAQS ON YOUR SITE WITHOUT MY 
PERMISSION, LEGAL ACTION WILL BE TAKEN IMMEDIATLY. I'D LIKE TO THANK YOU FOR 
READING THIS, AND I WOULD LIKE TO SAY THAT IF YOU WANT TO PUT THIS OR ANY OF MY 
FAQS ON YOUR SITE, THE ANSWER IS NO AND WILL ALWAYS BE NO! SORRY IF I'M BEING 
RUDE, BUT I'M SICK OF PEOPLE JUST TAKING MY FAQS WITHOUT MY CONSENT. THANK YOU.


This FAQ can only appear on the following sites:

-Game Revolution
-GameFAQS 
-Cheat Code Central 
-GameSages 
-Vgstrategies.com http://vgstrategies.about.com


If anyone finds it on any other site, please inform me ASAP.

E-Mail Address: pimpmasterbrett@hotmail.com

Copyright:
© Copyright 1999-2000 Brett "Nemesis" Franklin. It may not be stolen, altered, 
or used for any type of profit. It may be reproduced electronically, and printed 
for PRIVATE, PERSONAL use. It may not be placed on a CD, printed in a magazine 
or any type of publication. If you would like to contribute to this FAQ (you 
will be credited,) please e-mail me, as well as any questions, comments, or 
corrections, to the address above.



====================================================================
3. UPDATES/REVISION HISTORY
====================================================================


Version 0.1 (03/28/00)
------------------------

* FAQ started



Version 0.3 (03/30/00)
------------------------

* Added some of Claire's walkthrough (Disc 1)

* Added some more Controls

* Added some more Q's in the FAQ section

* Added some more Character Profiles


Version 0.4 (03/31/00)
------------------------

* Added a bunch more to Claire's walkthrough

* Added some more tips and strategies

* Added a new section: Quick Guide. This guide shows what is in each   
  and every room in the game.


Version 0.45 (03/31/00)
-------------------------

* Added even more of Claire's Walkthrough. Almost done with it.

* Updated the Quick Guide Section

* Updated FAQ section

* Added some stuff to the Battle Mode Section, thanks to JL Lee


Version 0.5 (04/01/00)
--------------------------

* Finished up the Walkthrough: Disc One

* Added the Boss Guide Section

* Updated the Quick Guide Section

* Updated the Enemies Section

* Started the Disc Two Walkthrough

* Updated the Herb Mixing Guide



Version 0.55 (04/02/00)
---------------------------

* Added some more of the Disc Two Walkthough

* Added a new Section: Files. This section shows all of the Files.
  This section is not yet complete.

* Updated Tips/Strategies Section

* Updated Battle mode Section

* Added my review of RE:CV. It's in Introduction Section

* Updated the Enemies Section with a chart for each enemy telling 
  how much ammo for each gun it takes to kill that enemy.

* Updated the Quick Guide section

* Updated the FAQ section



Version 0.6 (04/04/00)
------------------------

* Finished up Claire's Walkthrough, started on Chris's Walkthrough

* Updated Enemies section

* Updated Boss Guide section

* Updated the Quick Guide section


Version 0.65 (04/05/00)
-------------------------

* Added some more of Chris's Walkthrough, Disc 2

* Added a new section: Puzzle Guide. This section lists out all of the major 
puzzles in Code Veronica and tells you how to solve them. This section is not 
yet complete.

* Updated the Quick Guide Section

* Updated the Enemies Section

* Updated the Boss Guide Section

* Updated the Files Section


Version 0.8 (04/07/00)
---------------------------

* Finished up the ENTIRE Walkthrough for both Discs, including the Final Boss

* Updated the Puzzle Guide Section

* Updated the Files Section

* Updated Enemies Section

* Updated Boss Guide Section

* Added the File Locations Section


Version 0.9 (04/09/00)
--------------------------

* Added Claire's Maps Section

* Fixed some stuff

* Next Big Update: Chris's Maps, the rest of the Files, and anything                       
  else I need


Version 0.91 (04/09/00)
---------------------------

* Added a ton of stuff in the Battle Mode Section


Version 0.95 (04/11/00)
----------------------------

* Finished up the Files Section

* Fixed some small stuff in the FAQ


Version 0.96 (04/12/00)
-------------------------

* Updated Battle Mode Section







====================================================================
4. Controls
====================================================================

Run........This helps you go faster and avoid confrontation with
           baddies

Shoot......This allows you to shoot enemies

Action button...This allows you to perform an "action" like pushing
                something or opening a door.

Aim........Allows you to aim your weapon



-=-=-=-=-
Controls:
-=-=-=-=-

Move Character..........Analog Stick
Start...................Button Option menu/Skip movie/Cut-scene

X.......................Action/Confirm selection
Y.......................Map Screen
B.......................Status Screen/Cancel
A.......................Run (with D-pad UP)/Cancel selection

L Trigger...............Aim/Change targets
R Trigger...............Ready weapon (press and hold)



====================================================================
5. Walkthrough - Disc 1
====================================================================

+-----------------+
| P R O L O G U E |
+-----------------+

The mid-western town of Raccoon City 
was completely decimated by the
T-Virus outbreak, and incident instigated 
by the international 
corporation: 
Umbrella.

Claire Redfield, who traveled to 
Raccoon City in search of her 
lost brother Chris,
managed to 
escape from
the city
along with rookie 
police officer Leon S. 
Kennedy.

But their ordeal is only a 
prelude of things to come.

Now, 3 months later...


+------------------------+
| E N D  P R O L O G U E |
+------------------------+


After viewing the AMAZING FMV sequences, you'll find yourself in 
a prison cell, along with a man who has captured you. You'll need to equip your 
lighter in order to activate the next real-time FMV scene. The man will tell you 
something about the prison being taken over, and that you're free to go. He then 
passes out because of blood loss. You will now take over as Claire. 

Once you have the lighter equipped, walk over to the corner of the room that's 
right across from the man. You'll find some handgun bullets. Once you've 
collected these, walk over to the desk and you should find a combat knife. This 
will be your first weapon, and you'll need it. After getting the combat knife, 
head back into your cell, and you should see a green herb towards the back of 
the cell. Pick this up then leave the room.

In this hallway, you'll see a typewriter and an ink-ribbon. Collect the ink-
ribbons, save your game (just to be sure), then head up the stairs at the other 
end of the hallway. 

Once you go up the stairs, you'll find yourself outside, in a graveyard in the 
rain. As you walk forward, there will be a short cut-scene involving a briefcase 
falling out of the burning plane or something. Then tons of zombies will emerge 
from the ground. Avoid these guys, then head over to the opposite door.

In the courtyard, you'll encounter Steve Burnside. After a brief cut-scene, 
he'll leave, and you'll be all by yourself again. But by the end of the cut-
scene, you'll have a handgun with 12 rounds. Head over to the dead zombie where 
you picked up the handgun to collect some more handgun bullets. Now exit through 
the unlocked door.

Here, head over to the wooden walkway, go to the end, and grab the green herb. 
Now go through the wooden door near it. In this room, there will be three 
zombies. Kill them, then go up the wooden stairs and collect the green herb on 
the table. Now go back down, go around the table in the middle of the room, and 
collect the handgun bullets that are on the shelf. Now go towards the back of 
the room, and grab the Prison Map that's on the wall near the sink. Now go 
through the door that's to the right of the one that you entered.

In this room, you'll pass by some bunk beds, and on one of them there is a 
Prisoner's diary. Collect it, then go to the end, then go right, and you'll see 
some handgun bullets on a shelf. Immediately after getting the bullets, a zombie 
will bust through the door, and he'll drop two MP-100s (automatic pistols). Kill 
him and the other two zombies, then collect the automatic pistols. Go into the 
shower area, and get the bullets in the end shower. Now exit the way you came, 
then go around the building, and go through that door. 

In here, you'll need to place any metallic items in the security box. Do this, 
then go to the other end. Go past the second security box, then grab the flame 
rounds to the right of it. Go a little bit further to find some BOW Gas Rounds. 
Now look on the table to find a first aid spray and a User's Manual for the 3-D 
duplicator. After getting these items, go into the next door that's to the left 
of the second security box. 

Right when you enter this room, you'll spot a piece of paper right in front of 
you. This is a Fax On The Faculty Access Application. Collect it, file it. Now 
walk a little bit farther into the room, and you'll encounter Steve again. After 
the short cut-scene involving Steve storming out of the room, turn around and 
search the desk with the computer. A drawer should open up, and you'll find the 
Hawk Emblem. Now collect the Ink Ribbon near the typewriter. Now go to the 
glowing blue switch on the wall, and turn it on. Go back to the previous room, 
the one with the 3-D duplicator, and place the Hawk emblem in it. Now place any 
metal items you have in the security box, then go back through the security 
hallway, grab some weapons from the first security box, the go back outside. 

Once outside, head over to the steel shutter that was previously locked. 
Zombies! Kill off the two in front of you, grab the fire extinguisher, then 
either run by or kill the othre zombies. Now go into the cage that the zombies 
broke out of. In here you'll find a gullotine. Grab the Padlock Key from the 
gullotine, and head all the way back to the graveyard. 

Once in the graveyard, use the Fire extinguisher to put out the fire where the 
briedcase was, then grab it. Now go to your inventory screen, then examine the 
briefcase by turning it so that you can see the top end of it (you know, where 
the handle is). Here you'll find a button. Push it, then you'll see that the TG-
01 was in it the whole time. Now go back to the route to the 3-D duplicator. 

Go past the graveyard, but when you enter the area with teh zombie dogs, 
immediatly go right and through the gate. It will be locked, but you have the 
key to open it. Now go through the door to the right of the open gate. You will 
now see that you are back in the area where the gullotine was. This route is a 
shortcut, and will help you avoid those pesky dogs. Go ahead, and go into the 
lab area again, and place all of your metallic items in the security box again, 
then head down to the 3-D duplicator.

Go to the 3-D duplicator, then place the TG-01 into the maker to the right of 
the actual scanner, and it will create it. Now you have a 3-D duplicate of the 
Hawk emblem that won't set off the metal detector! After you have collected the 
duplicate Hawk Emblem, attempt to leave. Three zombies will break in! Now might 
be a good time to save your game in the office where you met Steve, but it's 
your choice. When you attempt to exit, you'll have to avoid the zombies, because 
you have no weapons. After avoiding the living dead, grab your stuff from the 
first security box, then head back out to the graveyard (the place where you 
first met Steve). Go to the large gate, and use your duplicated Hawk Emblem on 
it to unlock it. Go through it.
 
Noticed that it stopped raining? Weird. Anyways, you are now on the Iron Bridge. 
As you walk forward, go down the stairs to the left of you, right before the 
jeep. Walk along the metal catwalk, and grab the two green herbs at the end. Run 
down the bridge and check the jeep for some handgun bullets. Now go back to 
where the fire is. See that white crate nearest to the bridge? Push it towards 
the fire, and when it can't go any farther, push it to the left, towards the 
other crates. When you have done this, climb on top of the crates, and use them 
to walk over to some stairs. Go up the stairs to escape from the prison.

Go forward, past the zombies, and go up the stairs at the end of the path and 
through the gate. Avoid the dogs here, then go right up the stairs, grab the 
green herb, then go into the large door. You are now in the Palace. Once you are 
inside, go down the small flight of stairs, and take the large set of stairs to 
Claire's right. At the top of these stairs, go right again and up another small 
flight of stairs. Once at the top, go through to door. Here is a great stopping 
point. In this room there is an Item Box and a typewriter to save your game. But 
before you save your game, you should grab the Secretary's Note on the table, 
the green herb at the end of the hallway, then push the chest near the green 
herb out of the way to find an ID Card, grab the Ink Ribbons near the 
typewriter, and the handgun bullets on the shelf behind the typewriter, near the 
Item Box. After doing all this, deposit whatever you need to, then save your 
game at the nearby typewriter.

Ok, now once you've saved your game and you're ready, leave the save room. Now 
go back downstairs to the main room where you first entered the Palace. Go over 
to the computer on the desk near the stairs. Grab the handgun bullets on the 
desk, then go to the computer. Go into your inventory screen and check the ID 
Card. It should have the code "NTC0 394" on the back of it. You must use this 
code in the computer to unlock a door in the main room. After entering this 
code, the security lock system will become deactivated. Discard the ID card, 
then go into the blue door thats to the left of where you first entered the 
Palace. In here, you'll find some bats. Use your lighter to keep them away, then 
grab the First Aid Spray on the sink, and the handgun bullets in the bathroom 
stall behind the sink. Towards the back of the bathroom is the duralumin case. 
Collect it, then go back to the main room.

Once in the main room, go into the door that you just unlocked with the 
computer. In here there will some zombies, so be prepared. After you've killed 
the zombies, grab the handgun bullets near the door, next to a vase. Now run to 
the end of the hallway, grab the red herb, then go back to the save room to put 
away the duralumin case into the Item Box, because you won't be needing it until 
you get some lockpicks. Now go back to the hallway where you got the red herb, 
run to the end, and head into the door at the end. 

In this room, you'll need to grab the handgun bullets on the table. Now go over 
to the small display case with the ant in it, with the glowing blue button. Push 
the button, and you'll get to see a short FMV with the twin sisters pulling the 
wings off a dragon fly, and then feeding the dragon fly to some ants. Anyways, 
after this is over, the giant display case with the tank in it will move, 
revealing a hidden door.

In this room you'll find a steering wheel right as you walk in. Take it, then go 
to the back and look at the two Golden Luggers. Ohhhhh. If you take them, the 
room locks up and it turns really hot in there. You can always put them back 
when you want to. After looking at the Golden Luggers, leave the hidden room, 
and head back to the main room.

In the main room, try to leave through the main doors. But wait! You hear Steve 
yelling for help! Go back to the display room (the one with the Golden Luggers). 
You'll find that Steve has decided to take the Golden Luggers, and he's trapped. 
To help him, you'll have to solve a puzzle. Go to the control panel next to the 
Tank display case, and examine it. You need to match up two of the six items 
that are the same type of thing. Here's what it looks like:

       _______      _______      _______
      |A      |    |B      |    |C  *   |
      |_______|    |_______|    |_______|

       _______      _______      _______
      |D      |    |E  *   |    |F      |
      |_______|    |_______|    |_______|


A- Ship
B- Ant
C- Gun <----\
D- Knife    |
E- Gun <----/
F- Airplane


You need to match up boxes C and E, because they are both guns. The diagram 
above shows which boxes you have to match up. They have the *'s in them. After a 
brief conversation with Steve, head back to the main room.

Here, you'll immediately enter a real-time cutscene where you'll encounter 
Alfred Ashford. He'll babble on about some stuff, then he'll leave. After this 
cut-scene, go back to the Item Box and leave some stuff behind, because you'll 
need to make some room in your inventory. Now leave the Palace through the main 
doors, then head outside.

Out here, go down the steps, and run forward until you see a flashing green 
object on the ground. This is the Navy Proof. Pick it up, then go back to the 
gate in that you didn't go into yet, and it should be open already. Go through 
it. 

You will go down some stairs, and you'll find yourself in a docking bay. At the 
foot of the stairs, go to Claire's left, and go underneath the stairs, in a 
small room, and grab the Handgun bullets and the Palace map on the wall. Now go 
back past the stairs, and at the end you'll find a control panel. You'll use 
this in a second, but first grab the Bow Gun Arrows near the control panel. Now 
go back to the control panel, and go to your inventory screen and use the 
steering wheel on it. A submarine will emerge from the water. Go into the 
submarine.
 
Once in the submarine, go behind the ladder to find the Side Pack. This nifty 
item allows you to carry two more items. Cool. Now go and push the lever to go 
down into the depths of the sea.

Once out, go down the flights of stairs and follow the white line on the ground 
and go through the door. Go to your right, kill the zombies, and grab the 
handgun bullets that are on the couch. Now head through the door near the fish 
tank. In here, equip your lighter to keep the bats away, and examine the control 
panel. Hit the button, and a lift will come up. Now examine the control panel on 
the lift, and use your Navy Proof on it. You still need two more proofs to get 
the lift to work.

Now head back to the main office, and go the other way, grab the Ink Ribbons on 
the boxes, and go through the shutter door. Now run across the bridge and 
through the other shutter door. In here, you need to go to Claire's right, and 
use the lift to go upstairs. In this small room, there is a control panel that 
moves a giant hook. The object of this puzzle is to use the hook to remove the 
giant box in the upper left corner of the room. The hook only moves two ways-
left and up-and you can only use each movement once. So all you have to do is 
push Up until the hook can't go any farther, then push left until it can't go 
any farther. Once it's over the box, the hook will automatically lift the box up 
and move it out of your way. After this is done, go back down the lift and go to 
where the box was taken away from.

Now hit the switch that was near the box. This will bring up a large lift, along 
with four zombies. Run away to put some distance in between you and the zombies, 
then kill them all. After they're dead, go onto the giant lift to find a 
Biohazard Card and some more Bow Gun Arrows. Now you need to get to the Military 
Training Facility. To get there, use the submarine to get back to the surface, 
and go back to the Palace courtyard. Once there, pass the Palace entrance, and 
go back to the gate at the other end. Either run past the zombies or kill them, 
then go down the path, then go to Claire's left and around the corner. Go 
through the small door.

Here you'll encounter a GIANT worm. Just avoid him, and go through the giant 
double doors that are right behind him, to Claire's right. When you enter the 
Military Training Facilty, go right and up the stairs. Once at the top, go down 
the short hallway and through the door. In this room, you'll find the Bow Gun on 
a table, along with a memo. Pick up both. As you try to leave, a cut-scene will 
come up, showing a guy getting decapitated. The alarm will go off. Now head back 
downstairs.

As you leave the room, another alarm will go off, and Claire escapes in the nick 
of time. Once you are at the end of the stairs, go through the first door to 
your right. 

This is the Copy room. In here there will be a zombie playing dead on the ground 
near the door. Kill him before he can grab you, then grab the green herb behind 
him. Now kill the other two zombies in the room, then collect the Bow Gun Arrows 
on the desk. After getting these, head towards the back of the room. There is a 
locked locker that you can't open just yet. Go back to where you got the arrows, 
and you'll see glowing blue light on the control panel. Push it, and you'll 
print out a map of the Military Training Facilty. Take the map from the copier, 
then leave.

Back in the Main room, grab the Red Herb on the chair, and search the phones for 
some more Bow Gun Arrows. After getting this stuff, go through the wooden door 
at the end of the hall. This is the Locker Room. Kill all of the zombies (there 
are five), then search the two open lockers for some Bow Gun Arrows, then run 
around to the back of the room and search the rotting corpse for some more Bow 
Gun Arrows. Go through the door next to the corpse. 

This is the Sauna Room. There is a zombie in the Sauna as you enter, so kill him 
then go down the stairs. Once you get to the bottom of the stairs, go to the 
pool of water, press the Action button to jump in, go to Claire's left, and turn 
the valve to shut off the fountain. Once the fountain is off, go and pick up the 
Key with Tag that's at the bottom of the pool. Now head back to the Copy Room.

Remember that locked locker in the copy room? Well now you can open it up. Just 
use that Key with Tag you found in the Sauna Room on it, and you'l find some Bow 
Gun Powder. 

Now go back to the main hall. Go to the end of the hall, and use that Biohazard 
Card on the shutter door. Go down the hall, and out the door. Outside you'll 
encounter Alfred again. He'll attempt to shoot you. Avoid his shots, and climb 
the stairs. He'll run away as you go up the stairs. Now follow him through the 
door he went through.

Here in the hallway, collect the two boxes of handgun bullets on the boxes at 
the end of the hallway, then go into the Save Room to your right. It's the steel 
door.

In the Save Room, grab the green herbs-behind the desk and near the couch, and 
get the Ink Ribbons from the desk, and get the Hemostatic Pills from the couch. 
You'll need these to give to that Prison Guard later. Now put some stuff back 
into the Item Box, and make sure you have some good weapons equipped and 2-3 
spaces open in your inventory. Now use an Ink Ribbon and save your game. This is 
a good place to stop for now.

After saving your game, leave the Save Room. Go through the door to your right. 
But wait! As you try to leave, Alfred locks you inside! Jerk. Anyways, go 
through the door that you tried a second ago. Once inside here, go to Claire's 
left, and you'll find some Sub-Machine guns. They're empty, but Claire spots 
some ammo downstairs. Try to go downstairs, but as you try to go, the door 
locks, and a gate opens. A Bandersnatch enters, and you are forced to fight with 
him. Use your MP-100s on him, and it should be pretty easy. After killing him, 
go downstairs and through the unlocked door. 

Wait! As you attempt to leave, a cut-scene comes on, and something cool happens. 
I won't tell you because I don't want to spoil it for you. After the really long 
cut-scene, you'll trade your Sub-Machine guns with Steve for his Gold Lugers. 
Yes! But once Steve finds out that there is no ammo for them, he is determined 
to get some. After another cut-scene, you will take control of Steve for a 
moment. 

Inside the first room with Steve, kill all of the zombies with your brand new 
Sub-Machine guns. After killing all the zombies, go through the door on the 
right, the one next to the large gate. In here, kill all of the zombies again. 
You can aim for the barrel so you can blow up all the zombies that are around 
it. Now head up the small flight of stairs, and through the door at the top. 

Now as you run down this hall, another cut-scene begins. Okay, after you take 
control of Claire again, follow Steve through the door, then meet with him on 
the wooden walkway. Yikes! You and Steve fall through, and another cut-scene 
starts. After the long cut-scene, you will take control of Claire once again.

Go around and grab the handgun bullets that are on the crates. Now exit through 
the wooden door that's next to the jeep. In here, you'll encounter more zombies. 
Kill them, grab the handgun bullets, then go through the next door. In here, you 
can save your game if you wish. Next, grab the Eagle Plate from the wall then go 
back to the garage with Steve and the Jeep. Once in the garage, exit outside 
through the large double doors. Outside, kill the dogs, then grab the Bow Gun 
Arrows that are out here. Now go through the nearby door that you can unlock. 
Once here, avoid the giant worm, and go through the big double  doors and back 
into the Military Training Facility. Be sure to have the Biohazard Card, because 
you'll need it. Now go the end of the main room, and go right and use the 
Biohazard Card to unlock this gate.

Go down this hall, and out the door at the end. Out here, avoid the dogs and go 
up the flight of stairs. Use the Hawk Emblem on the blue shield-shaped stone. An 
Emblem Card will be revealed. Take it, then go all the way back to where Steve 
shot his zombie dad. Now go through the door next to the Jeep, and take the 
elevator to the 2F.

Go out of the elevator, then use the Emblem Card on the shutter gate down the 
hall. Go up the stairs to your right, and examine the flashing white screen. 
This screen tells about the Albinoids. Creepy. Now take the grenade round next 
to the chair, then go back down the stairs. Go over to the control panel and 
grab the green herbs. Now examine the flashing computer. You will now be able to 
control a security camera. Use X to zoom in on things. Find the red picture to 
the right of the room and zoom in on it and read the numbers: "1126". Remeber 
that number for later. Now grab the Army Proof from the desk, then exit the 
camera. Kill the now alive zombies. Now use the door that's across from the 
stairs. You are now outside. Go back to the main room of the Military Training 
Facility.

Once back here, go to the closed gate that's near the entrance and use the 
Biohazard Card on it. Go up the stairs and into the lab. Use the number that you 
read from the Red Picture as the code to the lock. After releasing the lock, go 
into the room.

Go to Claire's right to get some Acid Rounds. Run over to the picture and take 
it. Immeditely after getting the picture, an Albinoid escapes into the vents. 
You now have 44 seconds to escape. Run for your life out the door and down the 
stairs. Now go all the way back to the garage where Steve shot his dad.

Once here, use the door near the Jeep and go to the room with they typewriter 
and the painting in it. Once there, go to the spot on the wall where you first 
grabbed the Eagle Plate and use the Skeleton Painting on it. This will reveal a 
hidden room. On the counter there is a Gold Key. Take it. Now go back and use 
the elevator, and ride it to B1F. Go across this bridge and out the door on the 
other side. Now go past the green gas, up the stairs, and out the door. In here, 
use the Emblem Card to open up the gate and take the Grenade Launcher.

Now head back to the elevator, go to 1F, and go back to the Courtyard with the 
giant worm. Once here, exit through the steel door at the other end of the 
courtyard. Now go around the bend to the right, and head back to the Palace. On 
your way back, you'll encounter two Bandersnatches. Avoid them, then go up the 
stairs. Now you are back in the Palace Courtyard. Avoid the dogs (if you can) 
and go in the Palace Main Entrance. Once inside, avoid the zombies and head to 
the wooden door that's almost behind the main desk. Once here, go down the 
hallway, and go right. You should see some double doors. Use the Golden Key to 
unlock them. Go inside.

This is the infamous Seven Paintings Room. This puzzle was difficult for many 
gamers who imported the Japanese version of Code Veronica. Here's how to do it:

_Solution to the Seven Paintings Puzzle_: About five hours in on the first disc 
you'll find a room with seven paintings, each with a switch below it. In order 
to solve the puzzle you must press the switches below each painting in the 
correct order. Below is the order in which this must be done:

1. Painting of the Woman
2. Man with two babies 
3. Man by himself
4. Man with plate
5. Man with book
6. Man with candle
7. Big painting

After solving this puzzle, the wall with the large painting will turn around, 
revealing a new painting and a vase. Take the vase. Now go into your inventory 
screen and rotate the vase until you can see inside it. Check to see what is 
inside...you'll find the Queen Ant Object. Now head back upstairs to the save 
room.

Once inside the save room, get the Gold Lugers and get plenty of firepower. Save 
your game and do whatever you need to do. Now go to the golden door at the end 
of the hallway. Place the Golden Lugers in the door to unlock it. Now go inside. 
Grab the handgun bullets if you need to, then examine the memo next to the 
computer. You will need to remember this code:

1) Left, Right
2) Left
3) Right
4) Right, Right, Right

This code will be used on the music box. Go over to it, and you'll see two 
buttons: Left and Right. Now first enter the first direction: Left, Right. It 
will land on a number: 1. Now enter the second direction: Left. This will bring 
up 9. Enter the third direction: Right. This will bring up 7. Now enter the last 
direction: Right, Right, Right. This will bring up 1. This acts as the code for 
the computer. The code is "1971". Go over to the computer and enter this as your 
password.

Entering the password correctly causes the music box to move, revealing a hidden 
doorway. As you try to go, a Bandersnatch jumps through the window. Kill him 
first, then go into the hidden passageway. Pick up the blue herb then go through 
the door at the end of the hall. Continue through until you reach the stairs. Go 
up these stairs. Kill the two Bandersnatches with your MP-100s right when you 
see them. After they are dead, go up the stairs, grab the red herb next to the 
stairs, then go through the double doors.

You are now in the Private Residence. It's freaky here. Go to Claire's right, 
past the stairs, and through the red door. Right when you enter this room, kill 
the Bandersnatch. Grab the Bow Gun Arrows on the mantle, get the handgun bullets 
near the door, then go back to the main room and go up the stairs. 

At the top of the stairs, there is a small table. Take the First Aid Spray off 
of it, and get the handgun bullets from the ground. Now go through the door at 
the end of the landing. After the cut-scene, go into the door to Claire's left. 
Inside here, examine the music box and turn it off. The lid will close and the 
bed will rise. Take the Silver Key off the bed, then climb up on top of the bed 
and climb the ladder...well, it seems that its sealed. Head back off the bed and 
into the hallway outside of Alexia's bedroom. Here, grab the green herb and the 
handgun bullets. Now run all the way back to the Palace. 

Back at the Palace, leave the Save Room, and go across the landing, past the 
main stairs, and use the Silver Key to unlock the door across from you. You are 
now in the Casino. Here you'll find some green herbs, and some handgun bullets. 
Head back to the Save Room and put back anything you need to. Make sure to take 
the Hemostatic Medicine, because you'll need it soon. Now head back downstairs. 
Go into the room that's almost right behind the computer desk. Once past this 
door, you should be in a hallway. Use the Silver Key to unlock the double doors 
right across from where you entered, equip either your MP-100s or your grenade 
launcher, then go inside. In here, there are some Bandersnatches. Kill them. Now 
run to the center of the room and grab the Eagle Plate off the ground. There is 
also a Hunk's Report on the desk near the large screen. There are also some 
handgun bullets on a chair towards the back of the room. Pick these up if you 
need them.
Now go all the way back to the Prison. Run by the Passage outside of the Palace 
and go to the Iron Bridge. Now go all the way back to the Cell, where that guy 
was passed out because he needed his medicine. Make sure you have the lighter 
and the hemostatic pills.  A cut-scene will begin with both Rodrigo and Claire. 
Claire will give him the lighter and Rodrigo will give Claire a lockpick. Now go 
back to the area with the Gullotine cage. 

Once there, head into the Lab area in the door past the roll up shutter gate, 
and take out anything that you might have left in the security box. If the 
extinguisher is in there, take it with you, and place it in an item box ASAP. 
Now exit and go into the gullotine cage, and use the Eagle Plate on the door. 
Two zombies will emerge. Kill them, then go through the door. Continue forward 
to find a chain-linked door. Go through it. There are some handgun bullets here, 
and if you climb over the crates, you will find an Item Box. Now push the crate 
over to make the door accessable. Go inside this door. 

You are now in the communcations room again. Use the typewriter to save your 
game. Now go and get everything out of the second security box, then put all of 
your extra stuff back in the Item Box. Now go back through the gate where you 
came from.

Go back down the path, turn right, grab the green herb, then enter this wooden 
door. Inside, you'll find some handgun bullets, and a First Aid Spray in the 
cabinets. Go to the back, turn right, and use the back door. You are now in the 
torture room. Kill all of the zombies, and grab the handgun bullets in the back 
on the room, on the table. Also in the back of the room is another duralumin 
case. Pick it up, and examine the lock on it. Use the lockpick to open it up to 
reveal the M93R parts. Just combine these with the handgun to create the custom 
handgun. Go back to the medical room. There will now be some more zombies. Kill 
the doctor zombie to get the Glass Eye. Go to the north western part of the room 
and use the eye on the fake body that is missing an eye. This will reveal 
another hidden stairway. Go down these stairs.

Now run down this passageway, and do it fast because there are bats around. Get 
the green herb on the way, then use the door at the end. Inside here is another 
torture room. Kill the three zombies, and get the Arrows and the handgun bullets 
that are in here. Now go down the other flight of stairs. Inside this room are 
some statues. Pull the Rusted Sword from one of the statues. The room will then 
fill up with gas. Push the lever in the middle of the room counterclockwise 
before the room fills up with gas. Now use the Rusted Sword on the hole on the 
statue where you got it from. A zombie will pop out, so kill it, then grab the 
Piano Roll. Now go all the way back to the Palace. 

Once at the Palace, go back to the Casino. Use the Piano Roll on the piano. A 
slotmachine pops open. Sucess! You have gotton the King Ant Object. You now need 
to go back to the Private Residence, but before you do that, save your game. 
Once there, go upstairs to Alexia's Room, and examine the Music Box and grab the 
Music Box Plate. Now go to the other side of the hallway and into the other 
bedroom. Look on the desk for the Message Card. Now use the Blue King Ant on the 
music box, and when it opens, place the Music Box Plate inside it. A ladder will 
be revealed. Now climb up the latter. You are now in the Secret Playroom. Here 
you'll find a green herb on the ground, and a Silver Dragonfly near it. To make 
it into a key, examine it, and tear off it's wings. Now its a key. Now use the 
key on the giant ant painting across from the carosel. At the top of the 
carosel, if you go left, you'll find the Newspaper clippings. Then push the box 
towards the glass case, and climb up it to grab the Confession Letter on the 
shelf. After reading it, you'll get the Air Force Proof. Now save your game at 
the nearby typewriter. Whew. I'm beat.

Ok, now head back down the ladder. Now go back down the second ladder. Now as 
you leave the room, another cut-scene will come one. After this cut-scene is 
over, you'll be in Alfred's room. Examine the blond wig on the Music Box 
and...another cut-scene. Once this short one is over, the self-destruct alarm 
goes off, and you'll need to get to the Airport. Now go back to the Palace as 
fast as you possibly can. Now back at the Palace, go into the Item Box and grab 
the other two Proofs, because you'll need them. Once you have what you need, 
leave the save room. Now leave the Palace through the main doors.

You'll meet up with Steve again. Follow him to the submarine. Now follow him 
into the room with the lift. In here, place the Air Force and the Army Proofs 
into the remaining slots on the lift. You and Steve will then enter the plane. 
Great! Now Steve tells you that you can't leave until the bridge is raised. 
That's your job. Grab the lever near the cockpit, then exit the plane. Now run 
back into the room with the fish tank. Run around the desk and go through the 
shutter door at the end. Now run across the bridge and through the door at the 
end. Here, go right and use the lift to go up. Once here, go through the door 
that's near the computer. In here, use the lever on the control panel right in 
front of you. The bridge should rise. Go across the bridge and through the door 
at the end.

In here, go forward to see some corpses. Pick up the Airport Key from one of 
them, then go back and check the cabinets near the door. Use the lockpick to 
open one of them and to find some First Aid Spray. Now go back to the lift and 
go downstairs. Once here, look for the door with a gate over it. It should be 
right next to the lift. Use the Airport Key to open it then go through the door. 
You are now in another save room. In here, pick up the handgun bullets, the 
grenade rounds, and the two herbs. You might want to save your game while you're 
at it. 

Now run over to the crates that are blocking the elevator door. Push the one 
that's already underneath it all the way underneath the door, then run around 
and push the other crate to the end towards the far wall, then push this crate 
underneath the elevator door too. Now face the elevator and press the action 
button. You'll ride on the elevator, and you'll find that you have only 5 
minutes until the place blows up. When the elevator stops, go to Claire's right, 
and through the door. Once here, take the path (up) towards the Palace. After 
the very-brief cut-scene, the Tyrant enters. Shoot him until he goes down, then 
when he gets back up, shoot him until he falls all the way down on his face. Now 
run past him and go up the stairs. Run past the Palace, and go down the stairs 
that lead to the submarine. Run over to the submarine, and enter it. Now run to 
the lift and go into the airplane. After the long scut-scenes, save your game at 
the nearby typewriter, equip yourself with all the ammo and healing items you 
have, then enter the cargo room at the back of the plane. 


#~#~#~#~#~#~#~#
BOSS: Tyrant 2
#~#~#~#~#~#~#~#

Okay, the Tyrant is a pretty tough boss, mainly because seems unstoppable. Your 
main objective is to keep the Tyrant at bay (near the opening in the back of the 
plane), and when the blue light turns blue, hit the button to launch the crate 
and push the Tyrant out with it. Here are some strategies for him:

-Use the Bow Gun Arrows against him. If you shoot enough of these at him, he'll 
stay away from you.

-If run out of Bow Gun Arrows, use grenade rounds or any type of rounds against 
him. Just make sure you keep him away from you. 

-Make sure you have plenty of healing items (herbs, First Aid Spray), because 
the Tyrant can do some SERIOUS damage. 

-Avoid him at all costs. Don't let him trap you in the corner near the door, or 
else you're toast (I'd know...). Run around a lot and keep him away from you.

-Don't ever let him near you if you are near the cargo door, or else he'll throw 
you off the plane, and it's game over for you

-Make sure your game is saved from the airplane ****-pit

-Make sure you have at least 20 Bow Gun Arrows, this way you have enough 
ammunition to keep him away long enough so you can run around him and lure him 
out to near the cargo door...


-Don't try to press the button unless it's blue, because it will have recharge, 
and you'll have to wait longer

-Watch out for his attacks. If he hits you more than once when you are at Fine 
Condition, then heal immediatly, because one or two more hits and you'll die. 
End of story.

-If you can, tear up the Tyrant so badly that he starts to bleed everywhere, 
then go and hit the blue button

-Don't go near him when you press the blue button, or else you're dead

-Lure him out. Run around the back of the plane, and when he's far enough from 
the blue button, wait for him to take a swipe at you, dodge it, then run over to 
the blue button and press it. Say goodbye to mister Tyrant. 

After the long cut-scenes and FMVs, you'll be prompted to insert the Second 
Disc. Go on!




====================================================================
6. Walkthrough -  Disc 2
====================================================================

Alright, now after the cut-scenes, you will take control of Claire once again. I 
know, you probably thought that you would be taking control of Chris right away, 
but it doesn't work that way. You'll get Chris later, so for now you'll have to 
be satisfied with Claire. Again. You are now in the Antarctic region. 
Antarctica. You are in the Antarctic Transport Terminal Basement. Wow. You 
really went far in your flight. After you and Steve wake up from your little 
sleep, you'll exit the plane.

Once you are out of the airplane, run underneath the crashed airplane and run 
over to the nearby ladder. Now go down the ladder. At the foot of the ladder, 
you should see some double-doors to the left of Claire. Run past these and go 
into the door that are past the stairs. 

Now you are in another bunk room. It's kinda dark in here, don't ya think? 
Anyways, run towards the back of the room, past the beds and go in between the 
lockers. Look for a small table. On that small table is some handy Bow Gun 
Powder. Collect the ever-so-useful Bow Gun Powder from the table, then head over 
to the lockers. Inside the lockers you'll find some Handgun Bullets as well as a 
bottle of First Aid Spray. There are also some more handgun bullets right near 
the shelves. 

Now head back over towards the beds, and when the zombies come to life and come 
at you, stand back near the table where you got the Bow Gun Powder and kill them 
all. Make sure you have enough ammo for them all, because you'll have to kill 
them all because of the small room. After you've killed all of the zombies, grab 
the handgun bullets off of the bunk bed then run over and around the shelves 
until you see another table. Here, you'll find the Worker's Diary. After you've 
filed it away, go to the shelf that's directly across from the table to see some 
more handgun bullets for you to take advatage of. Now the only thing left for 
you to get in here is the Antarctic Transport Terminal map. This is right next 
to the beds, and near the table where you just got the handgun bullets. It 
should be on the wall. When you're done, you should have at least 45 Handgun 
bullets. After getting the map, leave this dark, scary room.

Once outside of the room, head down the stairs, and go through the door that's 
at the bottom of the stairs, although you'll have to go ahead a bit at the foot 
of the stairs to get to the door. Once you've gone through the door here, you'll 
be in another room.

Once inside, you'll hear a sound that sounds like a zombie is trapped and 
waiting to get out. Get the Bow Gun Arrows off the table, the Ink Ribbons near 
the typewriter (and you might want to save your game too), and the Green Herb 
near the shelf towards the back of the room. Now go and examine the table next 
to the Item Box and you'll find Alexandar's Memo. After reading it, walk over to 
the bookcase that's in the back of the room and push it until it won't go any 
farther. Now go right and down the secret hallway. Approach the lockers with 
fear...because there is a rat in one of them. After the little guy runs away, 
get the Butlers Memo from the locker then press the switch in the locker. 
Nothing happens. You need an electrical source to operate it. Now leave the Save 
Room. 

Once outside the Save Room, go around the foggy corner to Claire's right and 
you'll encounter the Moth. Right when the Moth starts to fly, shoot at it. You 
should be able to kill it easily. After disposing of the moth, go into the 
nearby double-doors. In here, go to Claire's right and examine the metal 
cabinent. Use the lock-pick on it, and grab the Shotgun Shells. You'll need to 
take these and put them into the Item Box as soon as possible. Go back past the 
door to where the zombies are at, kill them all (all 3 of them), then go past 
the stairs, around the big thing in the middle of the room (go right), and 
through the double-doors that say "Weapon". After spotting something "shiny", go 
into the room, and kill the first two zombies in here. Run over to your left, 
and grab the Minig Room Key on the conveyor belt. Keep on going towards the back 
of the room, and kill the next zombie. Go past the open gate, and check the 
drawer that's in the upper right corner of the room. In here you'll find the 
Assault Rifle. After getting this awesome gun, and examine the dead corpse in 
the back of the room to get a Detonator.

Now turn and face towards the steel cabinet. Use the Detonator from your item 
screen, and Claire will put it here. Now leave this room, and run straight 
across to the room marked "BOW". Once in here, use either your Bow Gun Powder 
arrows or your Grenade launcher, and kill the two Spiders. There's another one 
in here, but it's underneath the grates, so you can't kill it. Grab the boxes of 
handgun bullets that are on the metal crate next to the door, the Herbs (green 
and blue) near the conveyor belt, and the Bow Gun Arrows on the conveyor belt. 
Now head over to the crates that are near the giant spiderwebs, and examine it. 
You'll find the Bar Code Sticker here. Now go over to the door (the one you came 
in), and make sure to see that there is an emergency box with a Gas Mask in it, 
but you can't get it yet. Now leave the room.

Now go right, and up the small flight of stairs, and use the Mining Room Key to 
unlock the door at the top. Enter it. Once inside, go up the giant steps to 
Claire's right. Now go up the stairs to the left and examine the pipes. It will 
say "Poison gas. In case of emergency, seal off." Hmmm... Alright, after doing 
this, go back down the stairs and the giant steps, then continue forward and 
around the giant pit in the inner part of the room, and go through the door.

Once through the door, walk forward, and go down the hall, only stopping to 
collect the green herbs to the right side, and the two handgun bullet boxes to 
the right of the herbs. Now kill the dog that comes running in. Now continue 
forward until you reach a control panel with a blue light. Now move the lever, 
and some generators begin to start. After doing this, go down to the end of the 
room, to the area right behind the switch you just pulled. Kill the sleeping dog 
in this corner, then take the Green Herb. Now turn around, and walk forward 
towards the door, and kill the next dog that comes running in. About halfway 
down the hall while walking towards the door, turn left and into a small space 
with the Power Switch. Pull the switch, and power will be restored to the base. 
Now exit the room.

Now leave the Icy room, and into the main room with the giant conveyor belt. Go 
down the stairs, and find the main control panel that's directly across from the 
small flight of stairs. Press the blue button to your left (Claire's right), 
then walk over to your right and to the crate marked "Anti-BOW Gas". Now use the 
Bar Code Sticker on it. Go and push the large switch that's next to the crate. 
This will move the crate to the BOW room. Head back to the BOW Room.

Once in here, you'll notice a greenish tint in the air. That's gas. Grab the Gas 
Mask that's right next to the door, then leave quickly. Now leave the main 
conveyor belt room, and into the hallway with the Moths. Kill the Moths before 
they can lay their eggs on your back. Run down this hall and go left at the end 
and go into the Save Room. 

Once in the Save Room, go back into the hidden hallway that's in the back of the 
room, and go to the lockers and press the button that's in the locker. Now go 
into the hidden room and grab the planter. Check the planter and you'll find the 
Machine Room Key. Ok, now leave the Save Room and go back through the Moth 
Hallway and run straight, then up the flights of stairs. Once here, go right 
past the door and into the double doors. 

Go right and follow the catwalk until you get to the door at the end. Enter it. 
Run past the control panel and enter the next door thats to the south. In here, 
go forward and grab the valve handle, then leave this room. In the room with the 
control panel, Steve waits for you. After the cut-scene, go around the catwalk 
and go through the door on the other side of the catwalk. In here, go past the 
cage with the zombie in it, and go towards the back of the room. Grab the Green 
and Blue herbs that are on the floor, and use the metal cutting machine near the 
herbs to cut the valve handle. After doing this, get the Ink Ribbons and the box 
of handgun bullets from off the desk. Now you'll have to head all the way back 
through the Moth Hallway, and into the main conveyor belt room. 

Once here, go right and through the door that's up the small flight of stairs. 
When prompted to use the Gas Mask, say yes. Once inside here, go left and up the 
giant steps, then left again and go up the stairs and use the valve handle on 
the valves. This will shut off the gas. After the cool ass cut-scene is over, 
run back to the save room.

Empty out as much as you can into the Item Box, except for a Healing Item, your 
Bow Gun, and some Bow Gun Powder Arrows. Now go back to the room where Steve 
shot Alfred. Here, grab the Sniper Rifle from the ground, and another cut-scene 
starts.

Once you are on the roof, search the bottom two corners of th roof to find some 
handgun bullets and a First Aid Spray. After getting these items, run back to 
where Steve is and go down the stairs. This will trigger another cut-scene, and 
you'll enter another Boss fight...


#~#~#~#~#~#~#~#~#~#~#
BOSS: Nosferatu
#~#~#~#~#~#~#~#~#~#~#

This guy can be easy and hard at the same time. First, run away from him. Once 
you are far enough away from him, use the Sniper Rifle on him. Press L to aim at 
him, then press R trigger to zoom in at him. Once you get him in your sights, 
shoot at his exposed heart until you run out of ammo. If he's still walking 
around when you run out of ammo for the sniper rifle, take out your Bow Gun, and 
shoot at himm with your Bow Gun Powder Arrows. One or two shots should take care 
of him. Once he's down, it'll trigger another set of cut-scenes.


[End of Claire's game]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

[Begin Chris's game]

"In the meantime..."

You'll start off with Chris in a cave. Walk forward a bit and grab the Green 
Herb on the ground. Walk forward a little more and you'll encounter Rodrigo. 
After the breif cut-scene, walk down the hall until you get to the Item Box and 
the typewriter. Take the Ink Ribbons and the Bow Gun Arrows from the chair, then 
save your game.

Now go to the Item Box, and grab the Assualt Rifle. Go through the door that's 
next to the Item Box. Walk forward and grab the Blue and Green herbs. Here 
you'll fight a mini-boss: The Gulp Worm...


#~#~#~#~#~#~#~#~#~
BOSS: Gulp Worm:
#~#~#~#~#~#~#~#~#~
The Gulp Worm isn't really a boss, since it's so easy to beat, but here is the 
strategy anyways. You'll need to use the Assault Rifle to beat the Gulp Worm. 
Run around the area until the Gulp Worm pops up, and when he does, blast him 
with your Assault Rifle. When your Assault Rifle has about 67% left over of 
ammo, then the Gulp Worm will cough up Rodrigo, and he'll fall over. Now he's 
dead.

After killing the Gulp Worm, Rodrigo will give you the Lighter that Claire gave 
him earlier. Now head back to the room where you first met Rodrigo. Go down the 
hall that's near the Item Box, and on the wall to your left, there is a small 
statue on the wall. Pull the lever down, and you'll see that there are two dual 
submachine guns. Use the new-found lighter to light the statue's hand, and the 
grate will lower and you'll get the Dual Submachine Guns. Now place the Assault 
Rifle back into the Item Box, and return to the room where you fought the Gulp 
Worm.

Run over to the other side of the cave, and grab the handgun bullets and the Bow 
Gun Arrows if you need them. Now call the nearby elevator and take it. You are 
now in the Military Training Facility. After exiting the elevator, kill the 
zombies around you. Walk over to the yellow lift that's to the right of the 
elevator. It needs a new battery. Now run over to the double doors behind the 
jeep and go through them. You are now in the tank yard, the yard with the tank. 
Run around to the back of the tank, and press the button on the back to cause 
the tank to roll away and reveal a hidden lift. Grab the handgun bullets from 
next to the lift, and take to lift down. 

Once in this hallway, run forward and past the manhole, and when you get to the 
corner with the Green Herb, Blue Herb, and the Shotgun shells, take them. Now go 
through the door thats near this corner. You'll enter another Save Room. Put 
some stuff in the Item Box that you won't need, and search the Save Room. There 
are some Acid Rounds in the locker, a green herb next to the locker, some Ink 
Ribbons near the Typewriter on the desk, a blue herb planter, and some handgun 
bullets on the desk. Save your game if you wish, then examine the drawers next 
to the desk.

You'll notice that there are four drawers, and the fourth one is locked. The 
only way to unlock it is to open the other three is the correct order. Here is 
the order:

 -----------------------
| Blue      [3rd]       |   
 -----------------------

 -----------------------
| Red       [1st]       |
 -----------------------

 -----------------------
| Green     [2nd]       |
 -----------------------

 -----------------------
| Brown  [Now Unlocked] |
 -----------------------

So you first have to open the red drawer (second one down), then the green 
drawer (third one down), and then the blue drawer (first one at the top). If you 
did this correctly, then the fourth drawer will have become unlocked. In the 
Brown drawer (the one that was just unlocked), you'll find the Luger Replicas. 
Take them, then put them away in the Item Box for safe keeping. Now leave the 
Save Room, and continue down the hall.

Out in the hall, you'll find a battery pack near some double-doors. Take the 
battery pack, then examine the door. After doing this, some spiders will emerge. 
Kill em fast, then run to the end of the hallway and take the lift back up to 
the Tank yard.

Once in the tank yard, go back through the double doors, and use the battery 
pack on the yellow lift, then ride the lift up. Once at the top, go right to 
find the Chemical Storage Key and the Alloy Report on the table. Now go back 
past the lift, and go through the door that's at the end of the catwalk. Once 
through the door, run down the hall and a cut-scene starts. After the cut-scene 
ends, run back a little and go through the door on your left. You are now in the 
Courtyard again, and Chris will spot and Eagle Plate below. But it then is swept 
away by the water current. Anyways, continue forward and run across the stone 
balcony and go through the door at the end. 

In here, there are about three zombies, and one of them will explode when you 
shoot it. Be careful when you are shooting so that you don't kill yourself in 
the process. After getting rid of the zombies, grab the Side Pack that's on the 
locker that has tipped over. There are also some Bow Gun Arrows near the far 
door. Now leave through the door you came in through, and go back across the 
balcony. After going through the door, take the elevator that's right across 
from the door and take it to the 1F. After killing the two zombies here, go 
through the door to Chris's right. In here, you'll find a typewriter and a 
replica of the Military Training Facility. Read the commorative plate to the 
left of this model. It mentions the date 12/8. Remember that date, then go back 
to the elevator and take it down to B1F.

You are now in the sewers. Gross. Anyways, walk down a little bit, then check 
the statue on the wall to Chris's right to find some handgun bullets. Now go 
down the stairs. At the foot of the steps, you'll find a handy Shotgun on the 
wall. Take it, and the stairs should move up. Oh well. Take the Ink Ribbons that 
are next to the shelf, and the handgun bullets on the ground. If you need to use 
a Save Room, then hop into the water, kill the zombie in the water, then climb 
up onto the cement walkway and grab the two red herbs, then climb up the ladder. 
Now you're in the hallway with the Save Room.

After you've put whatever items you needed to put in the Item Box, or if you 
Saved your game, leave the Save room, then go back down the hall and go back 
down the ladder that you just came up from, and go back into the sewers.

Now go through the door that was near where you got the handgun bullets. In this 
room, run forward and go left, grab the green herb in the corner near the 
stairs, then go up the stairs. Now run past the holding tanks, and examine the 
control panel next to the double doors. Now press the button, and one of the 
capsules will be lowered. Get the Assault Rifle bullets from where one of the 
capsules was lowered, then go through the double doors.

Now run forward a bit, and go through the door that's on your left. Once here, 
go right and through the next sliding automatic doors until you reach a torn up 
Lab. In the lab, grab the Shotgun shells and the handgun bullets that are on the 
table, and the blue herb that is on the counter and the red herb that is on the 
opposite counter. Now go over to the Chemical Storage Fridge that is next to 
where you got the blue herb and use the Chemcial Storage Key to open it. When it 
asks you to set the temperature, say "Yes". Here is what will come up:


 ---------------------------------------------
|     __        __           __               |  
|   _|  |_    _|  |_       _|  |_             |
|  |      |  |  __  |     |  __  | _          |
|  |   |  |  | |  | |     | |  | |(_) ___     |
|  |   |  |  | |__| |  _  | |__| |    |_      |
|  |_    _|  |_    _| (_) |_    _|    |       |
|    |__|      |__|         |__|              |
|                                       ___   |
|                                      |   |  |
|                                      |___|  |
|                                             |
 ---------------------------------------------



And here is the answer:

 ---------------------------------------------
|     __        __           __               |  
|   _|  |_    _|  |_       _|  |_             |
|  |      |  |  __  |     |  __  | _          |
|  |   |  |  |  __| |     | |__| |(_) ___     |
|  |   |  |  | |__  |  _  | |__| |    |_      |
|  |_    _|  |_    _| (_) |_    _|    |       |
|    |__|      |__|         |__|              |
|                                       ___   |
|                                      |   |  |
|                                      |___|  |
|                                             |
 ---------------------------------------------

So you should have entered the temperature 12.8 degrees F. That should have made 
the Clement E blue, instead of yellow. Now take the Clement E from the Chemical 
Storage Fridge. Now exit the torn up Lab. Once out of the Lab, run forward, and 
you should see something on the ground that is shiny. Pick it up; This is the 
Door Knob. Take it, then equip yourself with either a shotgun or your submachine 
guns. Two hunters emerge from the darkness. It'll take about 3 shots from your 
Shotgun to kill them, so about 6-7 shots total. After disposing of these 
Hunters, run back to the sewer and to the place where you got the Shotgun.

Hand the Shotgun back up, and go up the stairs. Take the elevator back up to the 
2F, kill the zombies, then go left and through the hallway and through the door 
to your left. Run across the balcony, but beware because there is a Spotter 
right above the doorway in the next room. Once you've entered the room, right 
right past it as fast as you can, and go through the hole in the wall before it 
spots you with it's laser. Once you are through the hole in the wall, go through 
the door that's right to the right of the hole in the wall. Once in this 
hallway, walk down the hall and use the Door Knob on the door with on knob. 
After using it, go through the door.

You are now on another catwalk. Go to Chris's right to find some handgun 
bullets, and go to his left to find the Tank Object. Now go back to the 
elevator, but be careful, because the Spotter is still in that room. Time the 
spotter so you run past it when it's away from the door, then go through it and 
back over the balcony and to the elevator. Once at the elevator, take it to 1F.

Once at the 1F, go left, but beware, because there is another spotter. Time it 
again, then run into the next room. In here, go over to the Model of the 
Facility, and place the Tank Object into it. This will reveal a hidden switch. 
Go to it, and take the Turn Table Key and the Secret Passage Note. Now run back 
to the elevator, and take it to B1, and to the spot where you first fought the 
Hunters. On your way, grab the Shotgun again. On your way back, you'll 
encounter...we'll, I'll let you find out. After the cut-scene, a Bandersnatch 
will escape, so kill him with your Shotgun.

Once you are back at the area where you first fought the Hunters, use the Turn 
Table Key on the Turn Table, and ride it up. One at the top, climb over one of 
the wooden crates, then push it back into the elevator as far as it will go, 
then climb up on it and check the metal crates for some Bow Gun Powder. Now head 
through the hole in the wall, and go to Chris's left. Kill the zombies, and grab 
the Shotgun Shells near the door. Now go to the back of the room, and check the 
lockers for some handy Acid Rounds. Go through the hole in the wall, and go 
through the door to your right. Once you are outside, run past the zombie on the 
ground, and go left and through the gate, and go down the ladder.

At the bottom of the ladder, pull the lever up next to the ladder. This will 
suck out all of the gas in the next room. You might need the Emblem Card to open 
this gate. If you do, then run all the way back to the sewer and up the ladder 
and go back to the save room and get the  Emblem Card from the Item Box. After 
getting the Emblem Card, go through the gate. Now either kill the zombies in 
here or avoid them, then go right and up the stairs. Go through the door at the 
top. Right when you enter this door, a Hunter attacks you. Kill him with your 
shotgun, then go through the door that's directly across from the door you came 
in through. Run to the back of this room, and take the Handgun bullets off the 
shelf, and get the Clement a off the other shelf. Now mix both Clements to get a 
purple mixture. Walk over to the worktable and Chris will modify his Glock 17. 
Now go back through the fan room, and go back to the Military Training Center's 
main room. 

Once you are back at the main room, leave through the main double doors. Kill 
the two Hunters out here, grab the Shotgun Shells on the ground, then go left 
and take the big elevator down. You are now in a Save Room. Save your game, then 
dump some stuff back into the Item Box, and make sure you have at least 3 open 
spaces in your inventory. Now leave through the shutter door.

Out here there is a Hunter. Kill it with your trusty Shotgun. Now take the lift 
that's next to the gate you just came through. Once at the top, go through the 
door that's towards the bottom of the screen. Out here, there is a bridge, but 
it seems to be broken. Go across the bridge and through the door at the other 
end. In this room, examine the Oil Gauges next to the door. 

The point of this puzzle is to get 7 liters of oil. The top 2 have 3 and 5 
liters of oil each. Here's how to solve it:


*NOTE: There is a picture, and the explaination for that picture is 
 right BELOW the picture.

   _____    _____    _____
  |  -  |  | -   |  |-----|
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  | -   |    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         | -       |
         |--10-----|
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Press the button under the 3 liter guage twice, so that 6 liters of oil will 
empty into the 10 liter guage. The 10 liter guage should now have 6 liters in it 
so far. What it should look like: 3 liters in the 3 liter guage. 5 liters in the 
5 liter guage. 6 liters in the 10 liter guage.



   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         |---------|
         | -       |
         | -       |
         | -       |
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the button on the five-liter guage once. 4 liters of that will be 
emptied into the 10 liter-guage, filling it up completly. What it should look 
like: 3 liters in the 3 liter guage. 1 liter left in the 5 liter guage. 10 
liters in the 10 liter guage.


   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         | -       |
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the button next to the 10 liter guage and it will empty. What it 
should look like: 3 liters in the 3 liter guage. 1 liter in the 5 liter guage. 0 
liters in the 10 liter guage. 


   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         |---------|
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the 3 liter button twice and the 5 liter button once, and it will 
empty exactly 7 liters in the 10 liter guage. The power will be shut on, and 
three zombies come to life. Kill them off, then grab the shotgun shells from the 
corner of the room. Now go back to the bridge and pull the lever to lower the 
bridge. Take the lift again, and go through the other door that's right across 
from the lift. 

Go across the bridge and kill the Hunter. Go through the door at the other end. 
Shoot the zombie in here and he'll blow up. Now run around the desk, and either 
shoot or dodge the two red-eyed zombies and go through the door. In this next 
room, kill the Hunter. Now check out the flashing control panel, and cut off the 
electricity. Walk over to the lift, and take all three of the proofs. Now you 
have to go all the way back to the room in the Training Facility with the model 
of the Facility. 

To do that, run back to the save room, and ride the elevator back up, and into 
the Yard. Here you'll encounter some Sweepers. Kill them before they can touch 
you, because they are poisonous. Now go into the main doors and into the main 
room of the Facility. Once inside, run to the other end and go through the door. 
Run through the gate and go down the ladder. At the bottom, go back through the 
Fan Room and go up the stairs that are towards the bottom of the room and take 
the elevator to the 1F. Once at the 1F, go to Chris's right and through the door 
at the end.

Once inside this room, use the three proofs on the laser-guarded lever. Once the 
lasers are gone, pull the lever, causing the model to move and a hidden ladder 
to be revealed. Take the green herb and the two boxes of shotgun shells then go 
down the ladder. Kill the big spiders, then grab the Green Herb and the Grenade 
rounds. Now climb down the next ladder and grab the two Green Herbs and the Blue 
Herb. Go into the water room. There is a large Albinoid in the water, but so is 
the Eagle Plate. If you have enough ammo, try to kill it from the balcony, and 
when it's dead, go into the water and grab the Eagle Plate. If you are running 
out of ammo, then run into the water when the Albinoid is far away, grab the 
Eagle Plate, then get the hell out of there. You may lose some life though if 
you chose to do the latter choice. After getting the Eagle Plate, combine it 
with the Combined Clement. You now have the gold Halberd. Go back to the room 
with the Model of the Facility and take the elevator to the 2F.

Exit the elevator, and go to Chris's left, and through this door. Once on the 
catwalk, take the yellow lift back down, and go through the double doors behind 
the jeep. Once outside, take the lift behind the Tank. You are now in the 
hallway with the Save Room. Enter it and save your game. Now exit the room and 
use the gold Halberd on the door to Chris's left. It's off to Antarctica...

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Antarctica]

Go to Chris's left and through the double doors. Kill the first tenticle, then 
run by it and kill the next tenticle then run by it and go down the ladder. At 
the bottom of the ladder, go past the double doors and down the stairs. Run 
forward until you reach the Save Room. 

In here, walk over to the Halberd-shaped hole in the wall. Use the gold Halberd 
on it and you will get the Paper Weight, some Ink Ribbons, and Alfred's Diary. 
Save your game. Now get the Empty Extinguisher out of your Item Box and then 
leave the Save Room. Once you are out of the save room, go back down the hall 
and up the stairs. At the top of the stairs, enter the door next to the stairs. 
Inside the bunk room, you'll find some handgun bullets on the shelf across from 
the lockers, and some Ink Ribbons and Grenade rounds to the left of the lockers. 
After collecting this stuff, leave the bunk room.

Once back outside of the bunk room, go through the double doors near the ladder, 
and once through, go right and down the catwalk and through the door at the end. 
In here, kill the three zombies, then search the shelf inside of the cage for a 
Duralumin Case and some Shotgun bullets. Now leave the room, and make sure you 
have some space in your inventory. Once outside of the room, press X to get off 
of the catwalk and onto the ice, then go forward a bit, and climb up the other 
side of the catwalk that's a few feet away. Now go through the nearby door. In 
here, you'll get spotted by a spotter, so kill the Hunter that comes running in, 
then go through the double-doors to Chris's left.

In here, go up to the flashing blue light and press it. It will bring up a 
canister full of extinguisher. Use the Empty Extinguisher on it to re-fill it. 
Now take the lift that's next to the button you pressed. Once at the bottom, use 
the now-filled extinguisher on the fire. Examine the crate and you'll find the 
Magnum. Run to the back of the room and past the missiles. Use the Lighter on 
the cabinet, and it will open. In here you'll find three boxes of handgun 
bullets. Now go back and take the lift back up.

Go back through the double-doors you just entered, and continue through the hall 
where you killed the Hunter, but beware because there are two more Spotters down 
the hall. After avoiding the Spotters, enter the door at the end of the twisting 
hallway. After going through the door, go straight and through the door directly 
across from you. Now go through the door to your right. Once in this room, run 
to the back of the room to a green-control panel. Use the Octa Valve Handle on 
it, and a fuse will be put into place. Now run to the other corner of the room 
to find a power switch. Flip it, and power will be restored once again. You will 
now realize you are in another Save Room. Grab the two boxes of handgun bullets 
off the desk, the 2 green herbs and blue herb off the floor, and the shotgun 
shells off the floor where the green control panel was. Grab the Ink Ribbons off 
the desk near the typewriter, and Save your game if you wish. When you're ready, 
leave the room.

Run around the corner, killing the zombies as you go, and grabbing the herbs on 
the ground. Now keep on going, and kill the rest of the zombies too around the 
next corner, and grab the other herbs on the ground too. Now exit through the 
door at the end. 

Hmmm. A familiar room, is it not? Weird... Anyways, grab the shotgun shells and 
the handgun bullets off the table, and push the statue over to the crack in the 
floor, and it should break through the crack. Take the Lab Map from the statue, 
then go into the red hallway. Run to the end, until you reach another familiar 
thing...a Tiger statue. Anyways, when it asks you which jewel you want to take 
out, take the left one. The blue one. The statue will turn and reveal a Socket. 
Take it, then put back the blue eye, and take the red eye. It will turn again, 
and this time it will reveal some Magnum bullets. Take them, then put the red 
eye back. Now turn around and head through the elevator behind you.
 
Exit the elevator, and run forward. You'll find a HUGE anthill. Pick up the Wing 
Object off the floor in front of it, then goto your left. Grab the green herb in 
front of the door, then enter it. In here, run forward until you get to the 
small steps, then go to Chris's right, and examine the control panel, and you'll 
find the Virus Research Report. Now go up the stairs, go right, and you'll find 
another puzzle. It will ask you if you wish to press the button, and you will 
then have to imput a series of symbols. They are: 

AA symbol, Crown symbol, Heart symbol, Spade symbol. 

If you need help with it, check the Paper Weight in your inventory, and start 
with the AA symbol, then press left to turn it. This is the order the symbols 
have to go. After you do this right, a drawer will open. Use the Paper Weight 
and Chris will put it in the drawer. A capsule will come up from the ground, and 
Alfred will fall out. Examine him, and you'll get Alfred's Ring. Check it in yor 
inventory screen, and remove the ring part so that all you have is the stone. 
Now you have Alfred's Jewel. Now exit the room, and run around the anthill to 
the other door.

Grab the green herb outside of the door, then enter it. Now kill the zombies in 
here, and walk over to the desk and you'll find the Research Paper. Grab the two 
green herbs from the floor next to the lamp, then go into the connected room. In 
here, grab the boxes of handgun bullets off the desk, then leave the room.

Go back to the elevator, and ride it back up. Now og back to the Save Room where 
you got the Power back on. Once there, put some stuff back in the Item Box, then 
save your game. LEAVE THE SHOTGUN IN THE ITEM BOX. You'll need it later. Just 
take the Magnum and some machine guns instead. Leave the Save Room and go 
through the door to the right of the save room. Go down the hallway and kill the 
Sweeper, then run around to the carosel and grab the second Wing Object from the 
ground. Now hop into the water and grab the third Wing Object from the statue. 
Now exit the water, and go through the double doors. 

Wow. Creepy. You are now in the old mansion from the first Resident Evil. Go up 
the stairs, and keep going to the top, then run around the carpet until your 
find the Combat Knife. Take it, then go back down the stairs. Once at the bottom 
of the stairs, check the back of the stairs to find Claire. Use the Knife on her 
to set her free. If she is still poisoned from the Nosferatu, you'll need to 
find the serum. If she's not, then skip this mini-guide and continue down.

------------------------------
GETTING THE SERUM FOR CLAIRE:
------------------------------
Go back to the elevator and ride it to B1F. Once here, go to the room where you 
found the barrel of extinguisher where you re-filled your empty extinguisher. 
Use the lift towards the back of the room. Kill the zombies in here, then grab 
the serum off the shelf right next to the lift. Now take it back to Claire.

Okay, now after Claire is better, or if she was ok to begin with, a cinema will 
begin. After the cinema, you'll regain control of Claire.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Start control of Claire]

When you begin as Claire, you'll already be upstairs. In this room, grab the 
handgun bullets off the table, the Red and Green Herbs from the floor, and the 
Shotgun bullets off the couch. Go to the Item Box and take out the shotgun, the 
Duralumin Case, some healing items, and either the Bow Gun or the grenade 
launcher. Use the lockpick to open the Case, and it'll reveal some Magnum 
rounds. Place these back into the Item Box. Walk over to the shelf and push it 
so it reveals a hidden picture. Place the shotgun in the holdster, and run over 
to the open hole in the wall and take the Flame and Grenade Rounds. Now put get 
the shotgun back and put it back in the Item Box. Now go through the other door.

Run aheah and kill the tenticle that comes out. Now pushe the middle cabinets to 
reveal some Bow Gun Arrows. Now go around the corner, and kill the next tenticle 
that comes out. Push the middle cabinet again to reveal some Grenade Rounds. 
Take these, then go through the door at the end of the hall. Out here, kill the 
one zombie who's wandering around, then go up the first set of stairs to your 
right. Run around the cannon and pick up the Security File, and when it asks you 
if you want to turn the handle, say "Yes". A glass ball falls out of the cannon. 
Run quickly under the giant slab of stone and pick it up. Now step just inside 
of the slab's shadow so it falls, then move out of the way. Now when is starts 
going up, run to the middle of the shadow, and select the Crystal quickly. Use 
it, and Claire will place it on the floor and move out of the way by hereself. 
Pick up the Security Card, and the trap will stop falling down. Now head back 
down the stairs.

Go through the door that's right next to the one that you just came in through. 
In here, there is a card reader. Use the Security Card on it and the gate will 
open. Now go down the hall. After the cinema, Steve will chase you. Performa 
quick-turn and run down the hall. If you did it right, Steve will hit you twice. 
After each hit, use a healing item. After he hits you twice, the Claire will run 
under the gate. After some more cinemas, you'll gain control of Chris again, and 
you'll be fighting Alexia. Shoot her five or six times with your Magnum and 
she'll go down. Search around the stairs to find Alexia's Choker. Take it, then 
check it and remove the necklace part of it, and you'll have Alexia's Jewel. Now 
go upstairs and use both Alexia's and Alfred's jewels on the picture. Now go 
back down the stairs and through the main doors. Run back to the Save room to 
save your game and to get the Octa Valve and the socket. Leave the save room and 
go back to the room where you re-filled your Fire Extinguisher. To get there, 
leave the save room, go out the top door, then use the elevator that's right 
across from you. Now run through the twisted halls until you get to some double-
doors.

Once you're in the room, take the rear lift and walk over to the valve hole near 
the water. Combine the socket and the octa valve and use it to drain the water. 
Go down the ladder and pick up the crane key. Now kill the Sweeper and go back 
up the ladder. Leave the room, then go through the door to your right. Out here, 
run over to the booth and use the crane key. Alexia's father emerges. And so 
does a giant spider. Avoid it, walk onto the ice and run to the hanging guy. 
Take his jewel, then run back onto the catwalk where you came from, and through 
the door. Now check the jewel, and remove the other part of it. Now you have 
Alexander's Jewel. Take it back to where you fought Alexia. 

Run up the stairs and use Alexander's jewel on the picture, and it slides over 
revealing a door. Go through it. Once inside this hall, kill any zombies then go 
to Chris's right at the intersection and go through the first door on your left. 
In this save room, grab theInk Ribbons, the shotgun shells from next to the 
desk, and the First Aid Spray from near the coat rack. Now search the desk to 
find the Sterile Room Key. Now go all the way back to the Save Room again. Get 
whatever you need, then turn the power off with the power switch in the Save 
Room. No go back to where you fought Alexia.

Use the Sterile Room Key on the double-doors that are to the right of you as you 
enter the main doors. Discard the key, and go in. Go through the red hall and 
when you reach the Tiger, take both eyes. Now go back to the main hall and up 
the stairs and through the hidden door.

Once you are back in this hall, kill the zombies, then go left again at the 
intersection and keep going down the hall until you get to some more green 
herbs. Take them if you can, then go through the door that is opposite of the 
herbs. In here, go to the statue next to the bed, and go through it. In this 
room, go to the music box and place the red jewel in it, after stopping it of 
course. Now take the Music plate, and go back through the revolving door again. 
In here, use the blue jewel on the music box, and it'll open. Place the Music 
Plate in here, and the bed will lower. Use the ladder and go upstairs. 

In here, go to the table and take the Dragonfly object. Take the green herbs in 
the corner of the room, then leave back to the door where you entered from the 
hidden picture. Once you are at the door, don't go through it. Instead, go 
through the double doors that are to the left of it. In here, grab the CODE: 
Veronica report that is on the control panel to the left, then grab the green 
herbs if you need to. Now take the lift down. At the bottom, push the flashing 
blue button and a glass case will reveal the last Wing Object. Take it, then 
combine all four of the objects with the Dragonfly object. Now go back up the 
lift, and go straight and up the stairs and through the door at the top.

If you go right instead of straight, there is a room with an Item Box. Use it to 
get some firepower. Take your Sub-machine guns and your Magnum and some healing 
items. Make sure you have at least one open space in your inventory. Now leave 
the room and go to the end of the hallway, around the corner, and try to go 
through the door. 

After the cut-scene, you'll get a file. Check it, and you'll get the security 
card. Run down the path and go up the stairs at the end. Here, run over to the 
door at the top. Use the Gold Dragonfly to unlock it and go in. Kill the zombies 
here, then climb the small ladder at the end. Go to the Control Panel and use 
the Security Card. The security code is VERONICA. Duh. After the alarm goes off, 
exit this room. You'll meet Claire and you'll encounter the FINAL BOSS:


#~#~#~#~#~#~#~#~#~#~#~#
FINAL BOSS: ALEXIA
#~#~#~#~#~#~#~#~#~#~#~#

Alexia is the hardest boss in the game, and it will take all or most of your 
skill to beat her. When it starts out, you'll need t equip your Submachine guns 
and just blast her as much as you can. Keep running around because of all the 
parasites and tenticles around you. After a few hits, use a healing item. Keep 
doing this until you run out of ammo or patience. After a while, take out your 
Magnum and shoot that b*tch until she almost dies and another cut-scene happens. 
When this happens, the Linear Launcher comes out. Grab it. She'll fly around you 
and spit fire at you. Wait until she stops, and then aim with R and zoom in with 
L. Fire at here until it hits her. Just blast away, because it has infinte ammo. 
When you hit her once, it's all over. Congratulations!



====================================================================
7. Claire's Maps
====================================================================

The following Maps are from Alvin C. Webcraft. These are his property,
so show proper respect for his work.

#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~


PRISON 1F
                            to Iron Bridge
           ________________ ______/\______
      ____|             C  |              |_
_____|||||________     ___|_____         | |______________________________
|                      |   |     |        \    ___________________         |
|    __________________|   |____/         |  _|H___________\___||||______  |
|                          |A             | |           |           ||| H| |
|______________________|___\______________|G|W _________\             |__| |
                                 |        | |________A|________A_______M_| |
                                 |    ____/________________________________|
                          _______|   \    |
                         |__/_____  _|  K |
                         |   |    \/ |  __|
                         |   |F______|/|________
                         |_____B___  |   ____/H_|__
                         |       DM| |  |         A|
                         |R        | |  |          |____
                         |R        | |  |               \
                         |    _____|S|  |     _____|    |
                         |_/_ _B_ ___|/_|___\____|||____/
                        |    | E |     A|H              |
                        |    |   /     _|_              |
                        |_______P|I___|  _|             |
                                        |A              |
                                        |C______________|


LEGEND

H - Herb              I - Item Box              DM - Duplicating Machine
A - Ammo              G - Gate                  E - Eagle Emblem
R - Grenade Round     K - Gate Key              S - Iron Shutter
C - Attache Case      B - Electronic Item Box   M - Map
W - 100% Weapon       P - Power Switch





PRISON B1F

         ____________                             ___________
        |   _________|||||                    ___|H _________||||||
        |  |                                 |   __|
        | A|                                 |  |
     ___| _|_______                          |/_|
    |H  |\  K      |                     _   |  |
    |   |          |                    | |__|  |____
    |______        |                    |            |_
           |_______|                    |_B___A______ _|
                                        |    __      |=|
                                        |   |__|--   |=|
                                        |            \_|
                                        |______S_____|

LEGEND

H - Herb
A - Ammo
B - Arrows
S - Sword
K - Knife




IRON BRIDGE
                           _
             _____________| | to Passage
        ____| |||||||||||||_|
   ____|H    _|
  |_ _      |
  |=| |     |
  | | |    /
  | | | /\/
  | | | \A\
  | | | /\/
  | | | \
  | | |  \
  | | |   \
  | | |    \
  | |_|    |
  |___||   |
      |    |
      |    |
      |_/\_|
    from Bridge



LEGEND

H - Herb
A - Ammo





PASSAGE

       __
      |==| to Palace 1F
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
     _|  |
    |    |
  __|    |_____
  \            / to Military Training Facility 1F
   |__   ______|
      | |
      |_||||||| from Iron Bridge




MILITARY TRAINING FACILITY 1F

                       _____________    _____________ ________
          ____________|             |  |             |        |
         |       B    |             |  |LD|          |        |
         |B  ______  B|__           |_ |__|        |=|/___BS__|
     ____|______   |__\_ |__          |   |        |=| |
    |=|         |_\___|___|||_________|___|  ______|=| |
    |=|     ____|    S____________________\_|_|L |___| |___ _
    |=|    |    |   |        B     |    IS|    \/    |  ___\_|L
    |____  |    |   |              |      |          | |
         |/| L  |B  \                     |          / |
         |_     |H  |_H____________|______|          |_|
     ______|____|/\__S________||||||______|_A__/\____|__________
    | L\                                  |B       __________   |
    |__/                                  /       |   Tank   |  |
    \                           __________|       |__________|  |
    |                       B  |          |_____________________|
    |__________________________|


LEGEND

H - Herb          IS - Safe

A - Ammo          BS - Blue Shield
L - Lift          LD - Ladder
B - Arrow
S - Iron Shutter




MILITARY TRAINING FACILITY 2F


                 _________                            ________
                |        I|                          |    CR  |
                |       PB|                          |H       |
     ___________|        H|                        |=|  ______|
    |  _______  |_______\_|                   __   |=| |      |
    |=|       | /         |_______________ __|  |__|=| |___R  |
    |=|     __| |A________________________\__________\  ||| __|
    |=|    |    |   |P      R     |       | |      |_|  ___\_|
    |      |    |   |             |     /_| |       _| |
    |__    |W___|   |             |   B|  | |      | / |
       |        |   |_____________\____|  \ |_     |_|_|
       |________|_____________||||||||____|___|______|


LEGEND

H - Herb            B - Arrows
A - Ammo            PB - Plastic Bottle
P - Picture         CR - Crest
W - 100% Weapon     I - Item Box
R - Grenade Rounds




MILITARY TRAINING FACILITY B1F


                     __________         __
                    |          |       |LD|
                    |  ___A____|       |P |
                    |       R  |       |  |
            ________|________\_|_______|S |________________ _
           |    |              R|            |__/____A_____\_|L
           |    \            /__|             ==|
           | L  |S          |_|||__             |
           |    |          G|      |____________|
           |____|_________/_|
           |                |
           |__________/     \
                       |B   |
                       |____|


LEGEND

L - Lift             LD - Ladder
A - Ammo             S  - Iron Shutter
B - Arrows
R - Grenade Rounds
G - Grenade Launcher




PALACE 1F
              _____________   _______
             |      A      | |_____ W|
             |   BS        | |     |_|
             |___/\________|_|  A   S|
    _________|A/____H___     /       |
   |__|A|____|   |____  |_/\_|_______|
   |C    ____|        |=|    _     |  \
   |_____||||\    A   |=|   |_|   ||| V|
             |__ /===\ _|__________|__/
                |     |
                 \/ \/
                 /   \
                |     |
   _____________|_===H|_____________
  |  ___________       ___________  |
  | |           | CR  |           | |
  |=|           |     |           |=|
  |=|            \___/            |=|


LEGEND

H - Herb          CR - Crest
A - Ammo          BS - Blue Sheild
S - Switch         W - Wheel
C - Attache Case
V - Vase



PALACE B1F

        ______
 /\    |M A   |
|  |   |=|    |
|  |   |=|    |
|  | __|      |
|  |(__       |
|  |   |_____B|
 \/
Submarine


LEGEND

A - Ammo
M - Map
B - Arrows




PALACE 2F

                       /
                      | |_______
                      | |       |
                      | |       |
                      |H    A   |
    __________________|_|____   |
   |         |||||____  |||  |\/|
   |H       A|_       |=|___/|A |
   |      E   _|      |=|I      |
   |___________|        |A______|


LEGEND

H - Herb
A - Ammo
I - Item Box
E - Explosive Arrow Heads





PASSAGE

       __
      |==|
      |==|
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |/\|



PRIVATE RESIDENTS 1F

   __   __
  |  |_|  |__   __
  |       /  |=|  |
  |_B____A|  |=|  |
||||||   |_    __|
|          |/\|___
|___       |      |
     |      |H_  __|
     |____|||||_|


LEGEND

H - Herb
A - Ammo
B - Arrows



PRIVATE RESIDENTS 2F

   __________________
  |H__/__  | |  ___  |
  |      | \ |=|   | |
  |___/__| | |_    | |
  |      |A|  A|___| |
  |___/__| |___|||___|
  |________|


LEGEND

H - Herb
A - Ammo



PRIVATE RESIDENCE 3F


     ___KH___
    /   __   \
   /   /  \   \
  |H  | L L|  K|
   \   \__/   /
    \________/

LEGEND

H - Herb
L - Ladder
K - Dragonfly Key
KH - Key Hole




PRIVATE RESIDENCE 4F

    ____________
   /    A       \
  |      _     CR|
  |____ |_|  ____|
       |____|
          L

LEGEND

A - Ammo
L - Ladder
CR - Crest





AIRPORT 1F

         /\ Submarine
        |  |
   ____ |  |                   ______
  |_|__)|  |                  |      |_
  |=|   |  |                  |     | _|SW
  |=|_  |  |                  |      |          ________
  |   |  \/        ___________|      |         |SW___   |_____
  |   |           |      A    /      |         |     |  | L\ H|
  |   |_________ _|    _______\______|         |     |  |__/ A|
  |_____________/_            |________________|__B_C|    |  R|
                  |___________\________________/__     ___S__I|
                                     Bridge       |___|_|L

LEGEND

H - Herb             B - Arrows
A - Ammo             L - Lift
I - Item Box         C - Card
S - Iron Shutter    SW - Switch
R - Grenade Rounds




AIRPORT 2F
             _
       _____| |__ ________________ __ _
      |__K____\__|________________|BS\ |__CS___
                                     |_______|_|L

LEGEND

L - Lift
K - Iron Shutter  Key
BS - Bridge Switch
CR - Crane Switch



TRANSPORT PLANE
   ____
  |    |
  |    |
  |   _|
  |S | |
  |/_|_|
  \   I|
  |L   |
  \____/


LEGEND

L - Lever
S - Switch
I - Item Box





====================================================================
8. Chris's Maps
====================================================================

Coming soon...



====================================================================
9. Main Characters
====================================================================

-=-=-=-=-=-=-=-=-
Claire Redfield:
-=-=-=-=-=-=-=-=-
AGE: 19
BLOOD TYPE: O
HEIGHT: 5'5"
WEIGHT: 115.5 lbs

Previous RE Games:
---------------
- Resident Evil 2 (PS, N64, DC)
- Resident Evil 2: Dual Shock (PS)

Claire Redfield, protaganist from Resident Evil 2, is back for Code Veronica. 
After getting caught in Umbrella's HQ, she is taken to a prision island and 
locked up. This is where you come in. Claire has a wide range of weapons to use, 
and makes up the most of the time you'll be playing CV. 

Claire's inquisitive bent makes her more than just an ordinary college student 
who loves riding motorcycles. She went to Raccoon City in search of her 
brotherChris, who was missing under mysterious circumstances. But almost 
immediatelyshe became involved in a series of eerie incidents engineered by the 
Umbrella Corporation. Teamiing up with Rookie cop Leon S. Kennedy, Claire 
managed to escape the city. Three months later, she now heads to Europe, 
following up on clues 
about Chris. However, she is soon caught by the Umbrella Corporation and 
transfered to the corporation's prison on an isolated island.



-=-=-=-=-=-=-=-
Chris Redfield:
-=-=-=-=-=-=-=-
AGE: 25
BLOOD TYPE: O
HEIGHT: 5'9"
WEIGHT: 177.5 lbs

Previous RE Games:
---------------
- Resident Evil (PS, Saturn)
- Resident Evil: Director's Cut (PS)

RE fav, Chris is back again for Code Veronica. After getting to Rockfort by 
ship, Chris explores the island to find out Claire isn't there anymore. Chris 
just has all the bad luck. 

A member of special tactics force S.T.A.R.S., Chris is tough with a will of iron 
and a body of steel. He is good at handling firearms. A former Air Force pilot, 
he's a top-notch airman. After solving the "mansion incident", he transfered to 
Europe with his team members Jill and Barry to seek the truth.




-=-=-=-=-=-=-=-=
Steve Burnside:
-=-=-=-=-=-=-=-=
AGE: 17
BLOOD TYPE: AB
HEIGHT: 5'7"
WEIGHT: 148.8 lbs

Previous RE Games:
----------------
- None

'Poster Boy' Steve plays an important role in Code Veronica. He's the only 
person who can use the Golden Luggers. Some say he "kicks ass."

Though young and often reckless, Steve is a good-hearted kid. He was
captured with his father and held in the Umbrella prison on an isloated island. 
He has bad feelings towards his family, though exactly why is a mystery. During 
a prison raid by an unknown organization, he escaped in the chaos. Steve now 
meets up with Claire and their adventure begins.



====================================================================
10. Quick Guide
====================================================================
This section was produced for those of you who have already beaten RE:CV, and 
just want to know what's in every room. So, here's a list of each room in the 
game, along with what's in it, and what's important inside the room:

-=-=-=-=-
DISC 1:
-=-=-=-=-

In Order...

------
CELL:
------
Items: Green Herb, Handgun Bullets, Combat Knife
Important Things: None


------------------
HALLWAY NEAR CELL:
------------------
Items: Handgun Bullets, Ink Ribbon
Important Things: Typewriter


---------------
GRAVEYARD:
---------------
Items: Briefcase
Important Things: Briefcase


-------------
COURTYARD:
-------------
Items: Handgun Bullets
Important Things: None


------------------------------
PRISON AREA W/WOODEN WALKWAY:
------------------------------
Items: Green Herb
Important Things: None



------------------------
MEETING ROOM W/KITCHEN:
------------------------
Items: Handgun Bullets, Green Herb
Important Things: Prison Map


-------------
BUNK HOUSE:
-------------
Items: Handgun Bullets, MP-100's
Important Things: None


------------------
OUTSIDE LAB AREA:
------------------
Items: None
Important Things: Steel garage shutter


-------
LAB:
-------
Items: Flame Rounds, First Aid Spray, Acid Rounds
Important Things: 3-D Duplicator


--------------------
COMMUNICATIONS ROOM:
--------------------
Items: Hawk Medallion, Ink Ribbons
Important Things: Wall Switch


-----------------------------
GARAGE (IN OUTSIDE LAB AREA):
-----------------------------
Items: Fire extinguisher
Important Things: Gullotine area, locked door



---------------
GULLOTINE AREA:
---------------
Items: Padlock Key
Important Things: None


-------------
GRAVEYARD:
-------------
Items: Briefcase
Important Things: None


-------
LAB:
-------
Items: Duplicate Hawk Emblem
Important Things: 3-D Duplicator


-------------
COURTYARD:
-------------
Items: None
Important Things: Main Doors


-------------
IRON BRIDGE:
-------------
Items: Handgun bullets (jeep), two green herbs
Important Things: Crates


---------------------
PRISON EXIT PASSAGE:
---------------------
Items: None
Important Things: Zombies (watch out!)



------------------
PALACE COURTYARD:
------------------
Items: Navy Proof, Green Herb
Important Things: None



--------------------
PALACE (MAIN ROOM):
--------------------
Items: Handgun Bullets
Important Things: Computer Terminal



-------------------
SAVE ROOM (PALACE):
-------------------
Items: Ink Ribbons, ID Card, Handgun Bullets, Green Herb
Important Things: Item Box, typewriter, locked golden door



-------------------
BATHROOM (PALACE):
-------------------
Items: First Aid Spray, Handgun Bullets, 
Important Things: Duralumin Case



-------------------
MAIN ROOM (PALACE):
-------------------
Items: None
Important Things: Computer Terminal



-------------
HALLWAY:
-------------
Items: Red Herb, Handgun Bullets
Important Things: None


------------------------
LOUNGE (ROOM W/ANT CASE:
------------------------
Items: Handgun Bullets, Steering wheel
Important Things: Golden Luggers



-------------
DOCKING BAY:
-------------
Items: Handgun Bullets, Bow Gun Arrows
Important Things: Palace Map, Control Panel



-------------
SUBMARINE:
-------------
Items: Side Pack
Important Things: Lever



--------------------
UNDERWATER PASSAGE:
--------------------
Items: None
Important Things: White line on ground



-------------------
UNDERWATER OFFICE:
-------------------
Items: Ink Ribbons, Handgun Bullets
Important Things: None



----------------
CARGO FACILITY:
----------------
Items: Biohazard Card, Bow Gun Arrows
Important Things: Lift, control panel



--------------------------------------
MILITARY TRAINING FACILITY COURTYARD:
--------------------------------------
Items: None
Important Things: Giant worm, double doors



--------------
MTF MAIN ROOM:
--------------
Items: Red Herb, Bow Gun Arrows
Important Things: None



-----------------
MTF MEMO ROOM 2F:
-----------------
Items: Bow Gun, Memo
Important Things: None



------------------
MTF COPY ROOM 1F:
------------------
Items: Bow Gun Arrows, MTF Map, Explosive Arrows (Bow Gun Powder)
Important Things: Copier


----------------
MTF LOCKER ROOM:
----------------
Items: Bow Gun Arrows
Important Things: None



-------------
SAUNA ROOM:
-------------
Items: Key with Tag
Important Things: None



---------------------
MTF INNER COURTYARD:
---------------------
Items: None
Important Things: Alfred



-------------------------------
HALLWAY (FROM INNER COURTYARD:
-------------------------------
Items: Handgun Bullets
Important Things: None


-----------------
SAVE ROOM (MTF):
-----------------
Items: Ink Ribbons, Hemostatic Pills, Green Herbs
Important Things: Typewriter, Item Box



------------------
STORAGE ROOM:
------------------
Items: Sub-Machine Guns
Important Things: Bandersnatch


------------------
BASEMENT:
------------------
Items: None
Important Things: None


------------------
GARAGE:
------------------
Items: Handgun Bullets
Important Things: None


------------------
HALLWAY:
------------------
Items: Handgun bullets
Important Things: None


------------------
PAINTING ROOM:
------------------
Items: Eagle Plate
Important Things: Typewriter


------------------
OUTSIDE:
------------------
Items: Bow Gun Arrows
Important Things: None


------------------
MONITOR ROOM:
------------------
Items: Grenade Rounds, Green Herbs (2x), Army Proof
Important Things: Security Camera


------------------
LAB AREA (MTF 2F):
------------------
Items: Skeleton Painting, Acid Rounds
Important Things: None


------------------
PAINTING ROOM:
------------------

Items: Gold Key
Important Things: None


--------------------
GATE AREA (MTF B1F):
--------------------
Items: Grenade Launcher
Important Things: None


---------------------
SEVEN PAINTINGS ROOM:
---------------------
Items: Vase, Queen Ant Object
Important Things: Seven Paintings


------------------
MUSIC BOX ROOM:
------------------
Items: Handgun Bullets
Important Things: Music Box, computer


-------------------------------
PRIVATE RESIDENCE (COURTYARD):
-------------------------------
Items: Red Herb
Important Things: None


--------------------
FIREPLACE ROOM (PR):
--------------------
Items: Handgun bullets, Ink Ribbon, Bow Gun Arrows
Important Things: Bandersnatch


---------------------
PR: ALEXIA'S BEDROOM:
---------------------
Items: Silver Key
Important Things: Music Box, ladder



------------------
HALLWAY:
------------------
Items: Handgun bullets, green herb
Important Things: None



------------------
CASINO:
------------------
Items: Handgun Bullets, 2x Green Herbs
Important Things: Piano




------------------------
BRIEFING ROOM (PALACE):
-------------------------
Items: Handgun bullets, Eagle Plate, Hunk's Report
Important Things: None



------------------
GULLOTINE HALLWAY:
------------------
Items: Green Herb
Important Things: Chain fence




-----------------------------
AREA OUTSIDE OF COMM. ROOM:
-----------------------------
Items: Handgun bullets
Important Things: Item Box



------------------
TORTURE ROOM:
------------------
Items: Handgun bullets, Red Herb, Duralumin case
Important Things: None



------------------
MEDICAL ROOM:
------------------
Items: Glass eye
Important Things: None



------------------
SECRET HALLWAY:
------------------
Items: Green Herb
Important Things: None



------------------
ALFRED'S BEDROOM:
------------------
Items: Message Card
Important Things: Ladder



------------------
SECRET PLAYROOM:
------------------
Items: Green herb, Silver Dragonfly 
Important Things: Ladder


-------------------
SECRET PLAYROOM 2F:
-------------------
Items: Newspaper Clip, Ink Ribbons, Confession Letter, Air Force Proof
Important Things: Typewriter


-------------------
AIRPLANE:
-------------------
Items: Lever
Important Things: Typewriter, Item Box


-----------------------
AIRPORT ELEVATOR ROOM:
-----------------------
Items: Green Herbs (2x), Handgun Bullets, Grenade Rounds
Important Things: Item Box, elevator, crates


[End of Disc One]

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[Start of Disc Two]

-=-=-=-=-=-
Disc Two...
-=-=-=-=-=-

------------------
BUNK ROOM:
------------------
Items: Handgun Bullets (3x), Bow Gun Arrows, First Aid Spray, Ink
       Ribbon
Important Things: Antarctic Transport Terminal Map


------------------
SAVE ROOM:
------------------
Items: Green Herb, Bow Gun Arrows, Ink Ribbons
Important Things: Item Box, typewriter, Alexandar's Memo


------------------
WEAPONS ROOM:
------------------
Items: Container Room Key, Assault Rifle, Detonator
Important Stuff: Cabinet


------------------
CONTAINER ROOM:
------------------
Items: None (Sniper Rifle later)
Important Stuff: Gas Valve


------------------
GENERATOR ROOM:
------------------
Items: Handgun Bullets (2x), Green Herbs (4x)
Important Stuff: Generator switch, Power switch



------------------
BOW ROOM:
------------------
Items: Handgun Bullets (2x), Bow Gun Arrows, Blue Herb, Green Herb, Bar Code 
Sticker, Gas Mask
Important Stuff: None



--------------------------
CONVEYOR BELT MAIN ROOM:
--------------------------
Items: None
Important Stuff: Control panel, crate



------------------
SAVE ROOM :
------------------
Items: Plant pot, Machine Room key
Important Stuff: Typewriter


------------------
CRANE ROOM:
------------------
Items: Valve Handle
Important Stuff: Steve



---------------------
DRILL MACHINE ROOM :
---------------------
Items: Handgun Bullets (2x), Green herb, Blue herb, Ink ribbons
Important Stuff: Metal Cutter



------------------
CONTAINER ROOM:
------------------
Items: Sniper Rifle
Important Stuff: Driller


------------------
ROOFTOP:
------------------
Items: Handgun Bullets, First Aid Spray
Important Stuff: Noresfatu


---------------------
SECRET CAVE :
---------------------
Items: Green Herb, Ink Ribbons, Dual Sub-machine guns
Important Things: Typewriter, Item Box, Rodrigo


---------------------
GULP WORM AREA:
---------------------
Items: Green Herb, Blue Herb, handgun bullets, Bow Gun Arrows
Important Stuff: Rodrigo, lighter


---------------------
GARAGE W/JEEP:
---------------------
Items: Handgun Bullets
Important Stuff: Lift




---------------------
TANK YARD:
---------------------
Items: Handgun Bullets
Important Stuff: Tank, hidden lift



---------------------
HALLWAY:
---------------------
Items: Blue Herb, Green Herb, battery pack, shotgun shells
Important Stuff: Save Room


---------------------
SAVE ROOM:
---------------------
Items: Green Herb, Shotgun Shells, Handgun Bullets, Ink Ribbons, Acid
       Rounds
Important Stuff: Typewriter, Item Box, Drawers, Replica Luger



------------------------------
CATWALK (UPPER GARAGE W/JEEP:
------------------------------
Items: Chemical Storage Key
Important Stuff: Alloy Report


---------------------
ON-FIRE LAB:
---------------------
Items: Bow gun Arrows, Side Pack
Important Stuff: None


---------------------
SEWERS:
---------------------
Items: Red Herbs (2x), Shotgun, Handgun Bullets 
Important Stuff: Shotgun on wall switch (moves stairs)




* More to Come! *

====================================================================
11. Puzzle Guide
====================================================================
After getting several requests from the readers, I have made this Puzzle Guide. 
This section lists out the MAJOR puzzles in the game, and how to solve them.


-------------------------------------
SAVING STEVE IN THE PALACE (DISC 1):
-------------------------------------
In the main room, try to leave through the main doors. But wait! You hear Steve 
yelling for help! Go back to the display room (the one with the Golden Luggers). 
You'll find that Steve has decided to take the Golden Luggers, and he's trapped. 
To help him, you'll have to solve a puzzle. Go to the control panel next to the 
Tank display case, and examine it. You need to match up two of the six items 
that are the same type of thing. Here's what it looks like:

       _______      _______      _______
      |A      |    |B      |    |C  *   |
      |_______|    |_______|    |_______|

       _______      _______      _______
      |D      |    |E  *   |    |F      |
      |_______|    |_______|    |_______|


A- Ship
B- Ant
C- Gun <----\
D- Knife    |
E- Gun <----/
F- Airplane


You need to match up boxes C and E, because they are both guns. The diagram 
above shows which boxes you have to match up. They have the *'s in them.


---------------------
SAUNA ROOM (DISC 1):
---------------------
This is the Sauna Room. There is a zombie in the Sauna as you enter, so kill him 
then go down the stairs. Once you get to the bottom of the stairs, go to the 
pool of water, press the Action button to jump in, go to Claire's left, and turn 
the valve to shut off the fountain. Once the fountain is off, go and pick up the 
Key with Tag that's at the bottom of the pool. Now head back to the Copy Room.



----------------------------
RED PAINTING ROOM (DISC 1):
----------------------------
The number on the Red Painting in this room is "1126".



------------------------------------
THE SEVEN PAINTINGS ROOM (DISC 1):
------------------------------------

This is the infamous Seven Paintings Room. This puzzle was difficult for many 
gamers who imported the Japanese version of Code Veronica. Here's how to do it:

_Solution to the Seven Paintings Puzzle_: About five hours in on the first disc 
you'll find a room with seven paintings, each with a switch below it. In order 
to solve the puzzle you must press the switches below each painting in the 
correct order. Below is the order in which this must be done:

1. Painting of the Woman
2. Man with two babies 
3. Man by himself
4. Man with plate
5. Man with book
6. Man with candle
7. Big painting

After solving this puzzle, the wall with the large painting will turn around, 
revealing a new painting and a vase. Take the vase. Now go into your inventory 
screen and rotate the vase until you can see inside it. Check to see what is 
inside...you'll find the Queen Ant Object.


---------------------------------------------------------------------
COMPUTER ROOM (WHERE YOU HAVE TO PLACE THE GOLD LUGERS IN THE DOOR TO GET TO- 
DISC 1)
---------------------------------------------------------------------
Place the Golden Lugers in the door to unlock it. Now go inside. Grab the 
handgun bullets if you need to, then examine the memo next to the computer. You 
will need to remember this code:

1) Left, Right
2) Left
3) Right
4) Right, Right, Right

This code will be used on the music box. Go over to it, and you'll see two 
buttons: Left and Right. Now first enter the first direction: Left, Right. It 
will land on a number: 1. Now enter the second direction: Left. This will bring 
up 9. Enter the third direction: Right. This will bring up 7. Now enter the last 
direction: Right, Right, Right. This will bring up 1. This acts as the code for 
the computer. The code is "1971". Go over to the computer and enter this as your 
password.


----------------------------------
GETTING KING ANT OBJECT (DISC 1):
----------------------------------
Once at the Palace, go back to the Casino. Use the Piano Roll on the piano. A 
slotmachine pops open. Sucess! You have gotton the King Ant Object. You now need 
to go back to the Private Residence, but before you do that, save your game. 



-----------------------------------------
GETTING THE LOCKPICK:
-----------------------------------------
After getting the Hemostatic Pills, go way back to the Prison, and to your cell 
where Rodrigo freed you at the begining of the game. Use the Lighter and walk up 
to Rodrigo, and you'll talk to him. Claire will give him the lighter, and 
Rodrigo will give Claire the lockpick in return.


-----------------------------------------
GETTING TO THE SECRET PLAYROOM (DISC 1):
-----------------------------------------
Once there (the Private Residence), go upstairs to Alexia's Room, and examine 
the Music Box and grab the Music Box Plate. Now go to the other side of the 
hallway and into the other bedroom. Look on the desk for the Message Card. Now 
use the Blue King Ant on the music box, and when it opens, place the Music Box 
Plate inside it. A ladder will be revealed. Now climb up the latter. You are now 
in the Secret Playroom. Here you'll find a green herb on the ground, and a 
Silver Dragonfly near it. 


---------------------------
SILVER DRAGONFLY (DISC 1):
---------------------------
To make it into a key, examine it, and tear off it's wings. Now its a key. Now 
use the key on the giant ant painting across from the carosel. At the top of the 
carosel, if you go left, you'll find the Newspaper clippings. Then push the box 
towards the glass case, and climb up it to grab the Confession Letter on the 
shelf. After reading it, you'll get the Air Force Proof.


--------------------------------------
GETTING THE MACHINE ROOM KEY (DISC 1:
--------------------------------------
Once in the Save Room (Antarctic Base), go back into the hidden hallway that's 
in the back of the room, and go to the lockers and press the button that's in 
the locker. Now go into the hidden room and grab the planter. Check the bottom 
of the planter and you'll find the Machine Room Key.


-----------------------------------------------------
GETTING THE DUAL SUBMACHINE GUNS FOR CHRIS (DISC 2):
-----------------------------------------------------
This is in the secret cave in the beginning if Disc 2. After killing the Gulp 
Worm, Rodrigo will give you the Lighter that Claire gave him earlier. Now head 
back to the room where you first met Rodrigo. Go down the hall that's near the 
Item Box, and on the wall to your left, there is a small statue on the wall. 
Pull the lever down, and you'll see that there are two dual submachine guns. Use 
the new-found lighter to light the statue's hand, and the grate will lower and 
you'll get the Dual Submachine Guns.


-----------------------------------------
FOUR DRAWERS PUZZLE (SAVE ROOM, DISC 2):
-----------------------------------------
You'll notice that there are four drawers, and the fourth one is locked. The 
only way to unlock it is to open the other three is the correct order. Here is 
the order:

 -----------------------
| Blue      [3rd]       |   
 -----------------------

 -----------------------
| Red       [1st]       |
 -----------------------

 -----------------------
| Green     [2nd]       |
 -----------------------

 -----------------------
| Brown  [Now Unlocked] |
 -----------------------

So you first have to open the red drawer (second one down), then the green 
drawer (third one down), and then the blue drawer (first one at the top). If you 
did this correctly, then the fourth drawer will have become unlocked. In the 
Brown drawer (the one that was just unlocked), you'll find the Luger Replicas. 
Take them, then put them away in the Item Box for safe keeping.



-----------------------------------
CHEMICAL STORAGE CONTAINER PUZZLE
-----------------------------------
Go over to the Chemical Storage Fridge that is next to where you got the blue 
herb and use the Chemcial Storage Key to open it. When it asks you to set the 
temperature, say "Yes". Here is what will come up:


 ---------------------------------------------
|     __        __           __               |  
|   _|  |_    _|  |_       _|  |_             |
|  |      |  |  __  |     |  __  | _          |
|  |   |  |  | |  | |     | |  | |(_) ___     |
|  |   |  |  | |__| |  _  | |__| |    |_      |
|  |_    _|  |_    _| (_) |_    _|    |       |
|    |__|      |__|         |__|              |
|                                       ___   |
|                                      |   |  |
|                                      |___|  |
|                                             |
 ---------------------------------------------



And here is the answer:

 ---------------------------------------------
|     __        __           __               |  
|   _|  |_    _|  |_       _|  |_             |
|  |      |  |  __  |     |  __  | _          |
|  |   |  |  |  __| |     | |__| |(_) ___     |
|  |   |  |  | |__  |  _  | |__| |    |_      |
|  |_    _|  |_    _| (_) |_    _|    |       |
|    |__|      |__|         |__|              |
|                                       ___   |
|                                      |   |  |
|                                      |___|  |
|                                             |
 ---------------------------------------------

So you should have entered the temperature 12.8 degrees F. That should have made 
the Clement E blue, instead of yellow.



--------------------------
OIL GUAGES PUZZLE
--------------------------
The point of this puzzle is to get 7 liters of oil. The top 2 have 3 and 5 
liters of oil each. Here's how to solve it:


*NOTE: There is a picture, and the explaination for that picture is 
 right BELOW the picture.

   _____    _____    _____
  |  -  |  | -   |  |-----|
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  | -   |    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         | -       |
         |--10-----|
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Press the button under the 3 liter guage twice, so that 6 liters of oil will 
empty into the 10 liter guage. The 10 liter guage should now have 6 liters in it 
so far. What it should look like: 3 liters in the 3 liter guage. 5 liters in the 
5 liter guage. 6 liters in the 10 liter guage.



   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         |---------|
         | -       |
         | -       |
         | -       |
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the button on the five-liter guage once. 4 liters of that will be 
emptied into the 10 liter-guage, filling it up completly. What it should look 
like: 3 liters in the 3 liter guage. 1 liter left in the 5 liter guage. 10 
liters in the 10 liter guage.


   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         | -       |
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the button next to the 10 liter guage and it will empty. What it 
should look like: 3 liters in the 3 liter guage. 1 liter in the 5 liter guage. 0 
liters in the 10 liter guage. 


   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         |---------|
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the 3 liter button twice and the 5 liter button once, and it will 
empty exactly 7 liters in the 10 liter guage. The power will be shut on.


-------------------------------------------
GETTING THE POWER BACK ON- ANTARCTIC BASE
-------------------------------------------
As Chris, you'll have to get the power back on. Here's how. Go to the save room 
in the Antarctic Base that's in the frozen hallway. It's the second save room so 
far. Once in this room, run to the back of the room to a green-control panel. 
Use the Octa Valve Handle on it, and a fuse will be put into place. Now run to 
the other corner of the room to find a power switch. Flip it, and power will be 
restored once again. 


-----------------------
GETTING ALFRED'S JEWEL
-----------------------
Now go up the stairs, go right, and you'll find another puzzle. It will ask you 
if you wish to press the button, and you will then have to imput a series of 
symbols. They are: 

AA symbol, Crown symbol, Heart symbol, Spade symbol. 

If you need help with it, check the Paper Weight in your inventory, and start 
with the AA symbol, then press left to turn it. This is the order the symbols 
have to go. After you do this right, a drawer will open. Use the Paper Weight 
and Chris will put it in the drawer. A capsule will come up from the ground, and 
Alfred will fall out. Examine him, and you'll get Alfred's Ring. Check it in yor 
inventory screen, and remove the ring part so that all you have is the stone. 
Now you have Alfred's Jewel.


------------------------------
GETTING THE SERUM FOR CLAIRE:
------------------------------
Go back to the elevator and ride it to B1F. Once here, go to the room where you 
found the barrel of extinguisher where you re-filled your empty extinguisher. 
Use the lift near wher you re-filled your extinguisher. Kill the zombies in 
here, then grab the serum off the shelf right next to the lift. Now take it back 
to Claire.

Okay, now after Claire is better, or if she was ok to begin with, a cinema will 
begin. After the cinema, you'll regain control of Claire.




*MORE COMING SOON!*

====================================================================
12. Items Chart
====================================================================

(In alphabetical order...)
 ______________________________________________________________
| Item Name                   Location                         |
|______________________________________________________________|
|                                                              |
| Acid Rounds                 Military Training Facility 2F    |
|                                                              |
| Air Force Proof             Private Residence 4F             |
|                                                              |
| Airport Key                 Airport 2F                       |
|                                                              |
| Alexandar's Jewel           Antarctic Transport Terminal B1  |
|                                                              |
| Alexandar's Piece           Antarctic Transport Terminal B1  |
|                                                              |
| Alexia's Choker             Antarctic Transport Terminal B5  |
|                                                              |
| Alexia's Jewel              Antarctic Transport Terminal B5  |
|                                                              |
| Alfred's Jewel              Antarctic Transport Terminal B6  |
|                                                              |
| Alfred's Ring               Antarctic Transport Terminal B6  |
|                                                              |
| Assault Rifle Bullets       Military Training Facility B1    |
|                                                              |
| Army Proof                  Military Training Facility 2F    |
|                                                              |
| Assault Rifle               Military Training Facility B2    |
|                                                              |
| Bar Code Sticker            Antarctic Transport Terminal B2  |
|                                                              |
| Battery Pack                Military Training Facility B1    |
|                                                              |
| Biohazard Card              Airport 1F                       |
|                                                              |
| Blue Herbs                  N/A                              |
|                                                              |
| Blue Jewel                  Antarctic Transport Terminal B5  |
|                                                              |
| Bow Gun Arrows              N/A                              |
|                                                              |
| Bow Gun Powder              N/A                              |
|                                                              |
| Bow Gas Rounds              N/A                              |
|                                                              |
| Bow Gun                     Military Training Facility 2F    |
|                                                              |
| Briefcase                   Prison 1F                        |
|                                                              |
| Chemical Storage Key        Military Training Facility 2F    |
|                                                              |
| Clement *                   Military Training Facility B1    |
|                                                              |
| Clement #                   Military Training Facility B1    |
|                                                              |
| Combat Knife                Prison B1                        |
|                                                              |
| Control Lever               Transport Plane                  |
|                                                              |
| Crane Key                   Antarctic Transport Terminal B4  |
|                                                              |
| Crystal                     Antarctic Transport Terminal B2  |
|                                                              |
| Detonator                   Antarctic Transport Terminal B2  |
|                                                              |
| Doorknob                    Military Training Facilty B1     |
|                                                              |
| Dragonfly Object            Antarctic Transport Terminal B3  |
|                                                              |
| Duralumin Case              Palace 1F, Prison 1F,A. T. T. B1 |
|                                                              |
|                                                              |
| Emblem Card                 Military Training Facility 2F    |
|                                                              |
| Eagle Plate                 Military Training Facility 1F,   |
|                             Palace 2F, Miltary Training      |
|                             Facility B2                      |
|                                                              |
| Earthenware Vase            Palace 1F                        |
|                                                              |
| Extinguisher                Prison 1F                        |
|                                                              |
| First Aid Spray             N/A                              |
|                                                              |
| Flame Rounds                N/A                              |
|                                                              |
| Gold Key                    Military Training Facility 1F    |
|                                                              |
| Gold Lugers                 Military Training Facility 1F    |
|                                                              |
| Green Herbs                 N/A                              |
|                                                              |
| Gas Mask                    Antarctic Transport Terminal 2F  |
|                                                              |
| Glass Eye                   Prison 1F                        |
|                                                              |
| Glock 17 Handgun            N/A                              |
|                                                              |
| Grendade Launcher           Military Training Facility B1    |
|                                                              |
| Grendade Rounds             N/A                              |
|                                                              |
| Gun Powder Arrow            N/A                              |
|                                                              |
| Halberd                     Military Training Facility B2    |
|                                                              |
| Handgun Bullets             N/A                              |
|                                                              |
| Hawk Emblem                 Prison 1F                        |
|                                                              |
| Hemostatic Medicine         Military Training Facility 2F    |
|                                                              |
|                                                              |
|                                                              |
| ID Card                     Palace 2F                        |
|                                                              |
| Ink Ribbons                 N/A                              |
|                                                              |
| King Ant                    Palace 2F                        |
|                                                              |
| Lighter                     Standard                         |
|                                                              |
| Linear Launcher             Antarctic Transport B4           |
|                                                              |
| Lockpick                    Prison B1                        |
|                                                              |
| Luger Replica               Military Training Facility B1    |
|                                                              |
| M-100P                      Prison 1F                        |
|                                                              |
| M93R Handgun                Prison 1F                        |
|                                                              |
| M93R Parts                  Prison 1F                        |
|                                                              |
| Machine Room Key            Antarctic Transport Terminal B2  |
|                                                              |
| Magnum                      Antarctic Transport Terminal B2  |
|                                                              |
| Magnum Rounds               N/A                              |
|                                                              |
| Mining Room Key             Antarctic Transport Terminal B2  |
|                                                              |
| Music Box Plate             Private Residence 2F             |
|                                                              |
| Navy Proof                  Palace 1F                        |
|                                                              |
| Padlock Key                 Prison 1F                        |
|                                                              |
| Paper Weight                Antarctic Transport Terminal B2  |
|                                                              |
| Piano Roll                  Prison B1                        |
|                                                              |
| Plant Pot                   Antarctic Transport Terminal B2  |
|                                                              |
| Queen Ant                   Palace 1F                        |
|                                                              |
| Red Herb                    N/A                              |
|                                                              |
| Red Jewel                   Antarcic Transport Terminal B5   |
|                                                              |
| Rusted Sword                Prison B1                        |
|                                                              |
| Security Card               Antarctic Transport Terminal B4  |
|                                                              |
| Security Fiile              Antarctic Transport Terminal B4  |
|                                                              |
| Serum                       Antarctic Transport Terminal B2  |
|                                                              |
| Shotgun                     Military Training Facility B2    |
|                                                              |
| Shotgun Shells              N/A                              |
|                                                              |
| Side Pack                   Submarine                        |
|                                                              |
| Silver Dragonfly            Private Residence 2F             |
|                                                              |
| Silver Key                  Private Residence 2F             |
|                                                              |
| Skeleton Picture            Military Training Facility 2F    |
|                                                              |
| Sniper Rifle                Antarctic Transport Terminal B2  |
|                                                              |
| Socket                      Antarctic Transport Terminal B5  |
|                                                              |
| Special Alloy Emblem        Prison 1F                        |
|                                                              |
| Steering Wheel              Palace 1F                        |
|                                                              |
| Sterile Room Key            Antarctic Transport Terminal B4  |
|                                                              |
| Storage Key                 Military Training Facility 1F    |
|                                                              | 
| Sub Machine Gun             Military Training Facility 2F    |
|                                                              |
| Tank                        Military Training Facility 2F    |
|                                                              |
| TG-001                      Prison 1F                        |
|                                                              |
| Turn Table Key              Military Training Facility 1F    |
|                                                              |
| Valve Handle                Antarctic Transport Terminal B1  |
|                                                              |
| Wing                        Antarctic Transport Terminal B6  |
|                                                              | 
 ______________________________________________________________





====================================================================
13. Weapons Chart
====================================================================

(Also in alphabetical order...)
 ______________________________________________________________
|  Weapon                    Location                          |
|______________________________________________________________|
|                                                              |
| Assault Rifle              Antarctic Transport Terminal B2   |
|                                                              |
| Combat Knife               Standard                          |
|                                                              |
| Bow Gun                    Military Training Facility 2F     |
|                                                              |
| Glock 17 Handgun           Standard on Chris                 |
|                                                              |
| Gold Luggers               Steve has these                   |
|                                                              |
| Grendade Launcher          Military Training Facility B1     |
|                                                              |
| Linear Launcher            Antarctic Transport Terminal B4   |
|                                                              |
| Magnum                     Antarctic Transport Terminal B5   |
|                                                              |
| M-100P Pistols             Prison 1F                         |
|                                                              |
| M93R Handgun               Prison 1F                         |
|                                                              |
| M93R Parts                 Prison 1F                         |
|                                                              |
| Shotgun                    Military Training Facility B2     |
|                                                              |
| Sniper Rifle               Antarctic Transport Terminal B2   |
|                                                              |
| Sub Machine Gun            Military Training Facility 2F     |               
 ______________________________________________________________



====================================================================
14. Ammo Chart
====================================================================

 ______________________________________________________________
|  Ammo                       Description                      |
|______________________________________________________________|
|                                                              |
| Assault Rifle Bullets       These come in clips. It          |
|                             increases your ammo by 50%.      |
|                                                              |
| Bow Gun Arrows              Arrows that are used with the    |
|                             Bow Gun. Use these on smaller    |
|                             zombies.                         |
|                                                              |
| Bow Gun Powder              Exlposive tipped arrows. Use     |
|                             only when necessary, since they  |
|                             are very potent, and are scarce. |
|                                                              |
| Handgun Bullets             Common bullets. Found everywhere.|
|                                                              |
| Acid Rounds                 Available in yellow containers.  |
|                             Kills zombies in one hit.        |
|                                                              |
| Flame Rounds                Available in red containers.     |
|                             Use against the Hunters, since   |
|                             it causes them to catch fire.    |
|                                                              |
| Grenade Rounds              Available in gray containers.    |
|                             Explodes on impact.              |
|                                                              |
| Magnum Rounds               Bullets used for the Magnum.     |
|                             These too are also hard to find. |
|                                                              |
| Shotgun Shells              Rounds used for the Shotgun. 12- |
|                             gauge shells. Able to kill a     |
|                             zombie in one shot.              |              
 ______________________________________________________________




====================================================================
15. Enemies
====================================================================
-=-=-=-=-=-=-=-=-
ALBINO JUVINILE:
-=-=-=-=-=-=-=-=-
Not very powerful enemies. You can either waste ammo and shoot them, 
or you can be smart and run away from them, and save your ammo.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 4-10 bullets
Bow Gun Arrows: 3-8 arrows
Grenade Rounds: 1 Round
Flame Rounds: 1 Round
Acid Rounds: 1 Round
Magnum Rounds: 1 Round
Shotgun: 1-2 Shots
Dual Automatic Guns: 1-5%   


-=-=-=-=-=-=-=-=-=-=-=-=
FINAL BOSS: ALEXIA
-=-=-=-=-=-=-=-=-=-=-=-=

Alexia is the hardest boss in the game, and it will take all or most of your 
skill to beat her. When it starts out, you'll need t equip your Submachine guns 
and just blast her as much as you can. Keep running around because of all the 
parasites and tenticles around you. After a few hits, use a healing item. Keep 
doing this until you run out of ammo or patience. After a while, take out your 
Magnum and shoot that b*tch until she almost dies and another cut-scene happens. 
When this happens, the Linear Launcher comes out. Grab it. She'll fly around you 
and spit fire at you. Wait until she stops, and then aim with R and zoom in with 
L. Fire at here until it hits her. Just blast away, because it has infinte ammo. 
When you hiy her once, it's all over. Congratulations!

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: Not enough
Bow Gun Arrows: Not enough
Grenade Rounds: A lot
Flame Rounds: A lot
Acid Rounds: A lot
Magnum Rounds: 10-12 rounds
Shotgun: Too many
Dual Automatic Guns: 70-100%   



-=-=-
ANT:
-=-=-
These ants are small and annoying. You can sometimes step on them, but 
they will team up on you, so you should just run away and save ammo.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 1-5 bullets
Bow Gun Arrows: 1-6 arrows
Grenade Rounds: 1 round
Flame Rounds: 1 round
Acid Rounds: 1 round
Magnum Rounds: 1 round
Shotgun: 1 Shot
Dual Automatic Guns: 1%   



-=-=-=-=-=-=-
BANDERSNATCH:
-=-=-=-=-=-=-
This huge monster is another Tyrant-type of creation. These things are 
able to stretch to far lengths, and can kill you easily. You should 
always avoid him by running in a zig-zag pattern. He shouldn't be able 
to catch you, since it's pretty slow.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 10-20 bullets
Bow Gun Arrows: 20+ Arrows
Grenade Rounds: 2-5 Rounds
Flame Rounds:  2-5 Rounds
Acid Rounds: 2-5 Rounds
Magnum Rounds: 1 Round
Shotgun: 5-9 Shots
Dual Automatic Guns: 10-12%   


-=-=-
BATS:
-=-=-
The bats are replacements for the crows from the previous RE games, and are just 
as annoying. You can try to kill them, but if you just use your lighter, they 
will stay away from you.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 1-4 bullets
Bow Gun Arrows: 1-6 arrows
Grenade Rounds: 1 Round
Flame Rounds: 1 Round
Acid Rounds: 1 round
Magnum Rounds: 1 round
Shotgun: 1 Shot
Dual Automatic Guns: 1-3%   



-=-=-=-=-=-=-
BLACK WIDOW:
-=-=-=-=-=-=-
These things are just like the giant spiders in the previous RE games. 
They are poisonous, so try to stay out of their way, and kill them quickly.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 5-10 bullets
Bow Gun Arrows: 5-13 arrows
Grenade Rounds: 1-2 rounds
Flame Rounds: 1-2 rounds
Acid Rounds: 1-2 rounds
Magnum Rounds: 1-2 rounds
Shotgun: 2-3 shots
Dual Automatic Guns: 1-5%   


-=-=-=-=-=-=-=-=-=-
BOSS: Gulp Worm:
-=-=-=-=-=-=-=-=-=-
The Gulp Worm isn't really a boss, since it's so easy to beat, but here is the 
strategy anyways. You'll need to use the Assault Rifle to beat the Gulp Worm. 
Run around the area until the Gulp Worm pops up, and when he does, blast him 
with your Assault Rifle. When your Assault Rifle has about 67% left over of 
ammo, then the Gulp Worm will cough up Rodrigo, and he'll fall over. Now he's 
dead.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: More than you have...
Bow Gun Arrows: N/A
Grenade Rounds: N/A
Flame Rounds: N/A
Acid Rounds: N/A
Magnum Rounds: N/A
Shotgun: N/A
Dual Automatic Guns: 30%


-=-=-=-=-
HUNTERS:
-=-=-=-=-
The Hunters are some S.O.B's. These guys were also in some of the previous RE 
games, so you should be used to them by now. The Hunters can kill you easily, so 
it's best to avoid confrontation altogther. They are fast and strong, so if you 
must kill them, kill them quickly with either a Magnum or Shotgun blast.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 10-20 bullets
Bow Gun Arrows:  20+ arrows
Grenade Rounds: 1-3 rounds
Flame Rounds: 1-3 rounds
Acid Rounds: 1-3 rounds
Magnum Rounds: 1-2 rounds
Shotgun: 1-2 shots
Dual Automatic Guns: 1-8%   



-=-=-=-
MOTH:
-=-=-=-
Moths are just like the Black Widows, since they are poisonous and huge. They 
can also lay cocoons on your back, which is very bad, because when the cocoon 
hatches, you will become poisoned. 

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 5-12 bullets
Bow Gun Arrows: 10-15 arrows
Grenade Rounds: 1-2 rounds
Flame Rounds: 1-2 rounds
Acid Rounds: 1-2 rounds
Magnum Rounds: 1 round
Shotgun: 1-2 shots
Dual Automatic Guns: 1-5%   



-=-=-=-=-=-=
MOTH COCOON:
-=-=-=-=-=-=
These are the things that are in the cocoons that the Moths lay on your back. 
They are poisonous, so keep some herbs handy.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: N/A
Bow Gun Arrows: N/A
Grenade Rounds: N/A
Flame Rounds: N/A
Acid Rounds: N/A
Magnum Rounds: N/A
Shotgun: N/A
Dual Automatic Guns: N/A  


-=-=-=-=-=-=-=-=
BOSS: NOSFARATU
-=-=-=-=-=-=-=-=
This guy can be easy and hard at the same time. First, run away from him. Once 
you are far enough away from him, use the Sniper Rifle on him. Press L to aim at 
him, then press R trigger to zoom in at him. Once you get him in your sights, 
shoot at his exposed heart until you run out of ammo. If he's still walking 
around when you run out of ammo for the sniper rifle, take out your Bow Gun, and 
shoot at himm with your Bow Gun Powder Arrows. One or two shots should take care 
of him. Once he's down, it'll trigger another set of cut-scenes.

-------------------------------------
How Much Ammo it Takes to Kill it:
-------------------------------------
Handgun Bullets: Way too many...
Bow Gun Arrows: At least 100+ (only a few if you have B.G Powder)
Grenade Rounds: 5+ rounds
Flame Rounds: 5+ rounds
Acid Rounds: 5+ rounds
Magnum Rounds: N/A
Shotgun Rounds: N/A
Dual automatic guns: 15-20%
Sniper Rifle: 7 Shots



-=-=-=-=-
PARASITE:
-=-=-=-=-
The Parasites are able to latch on to you and feed off your health. The only way 
to get them off is to wait for them to get off.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: N/A
Bow Gun Arrows: N/A
Grenade Rounds: N/A
Flame Rounds: N/A
Acid Rounds: N/A
Magnum Rounds: N/A
Shotgun: N/A
Dual Automatic Guns: N/A   



-=-=-=-=-=-=-=-
SMALL SPIDERS:
-=-=-=-=-=-=-=-
These are just like the ants, since they are small, and are a waste of ammo. 
Just run right by them and save ammo.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 1-2 bullets
Bow Gun Arrows: 1-4 arrows
Grenade Rounds: 1 round
Flame Rounds: 1 round
Acid Rounds: 1 round
Magnum Rounds: 1 round
Shotgun: 1 shot
Dual Automatic Guns: 1-3%   



-=-=-=-=-
SWEEPER:
-=-=-=-=-
A type of variation from the Hunter, the Sweepers are very deadly and 
poisonous. Keep some herbs handy just in case he poisons you.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 15-28 bullets
Bow Gun Arrows: 30+ arrows
Grenade Rounds: 1-3 rounds
Flame Rounds: 1-3 rounds
Acid Rounds: 1-3 rounds
Magnum Rounds: 1-2 rounds
Shotgun: 1-3 shots
Dual Automatic Guns: 5-8%   



-=-=-=-=-=-
TENTACLES:
-=-=-=-=-=-
The tenticle comes out of the wall ever so often, and will retreat after you 
shoot at it for a little bit. Can be dangerous, so keep your distance.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 10-20 bullets
Bow Gun Arrows: 15-25 arrows
Grenade Rounds: 1-3 rounds
Flame Rounds: 1-3 rounds
Acid Rounds: 1-3 rounds
Magnum Rounds: 1-3 rounds
Shotgun: 3-4 shots
Dual Automatic Guns: 5-9%   



-=-=-=-=-=-=-=-=
BOSS: Tyrant 1
-=-=-=-=-=-=-=-=
This guy is simple. Just whip out either your MP-100s (if you still have ammo 
for them) or your grenade launcher. Use this weapon on him until he falls to his 
knees. Reload and wait for him to get back up, then pump him full of lead until 
he falls down for good, and he's flat on his ugly mug. Easy...

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 10-40 bullets
Bow Gun Arrows: 30+ arrows
Grenade Rounds: 6-8 rounds
Flame Rounds: 6-8 rounds
Acid Rounds: 6-8 rounds
Magnum Rounds: N/A
Shotgun: N/A
Dual Automatic Guns: 10-15%   



-=-=-=-=-=-=-=-
BOSS: Tyrant 2
-=-=-=-=-=-=-=-

Okay, the Tyrant is a pretty tough boss, mainly because seems unstoppable. Your 
main objective is to keep the Tyrant at bay (near the opening in the back of the 
plane), and when the blue light turns blue, hit the button to launch the crate 
and push the Tyrant out with it. Here are some strategies for him:

-Use the Bow Gun Arrows against him. If you shoot enough of these at him, he'll 
stay away from you.

-If run out of Bow Gun Arrows, use grenade rounds or any type of rounds against 
him. Just make sure you keep him away from you. 

-Make sure you have plenty of healing items (herbs, First Aid Spray), because 
the Tyrant can do some SERIOUS damage. 

-Avoid him at all costs. Don't let him trap you in the corner near the door, or 
else you're toast (I'd know...). Run around a lot and keep him away from you.

-Don't ever let him near you if you are near the cargo door, or else he'll throw 
you off the plane, and it's game over for you

-Make sure your game is saved from the airplane ****-pit

-Make sure you have at least 20 Bow Gun Arrows, this way you have enough 
ammunition to keep him away long enough so you can run around him and lure him 
out to near the cargo door...

-Don't try to press the button unless it's blue, because it will have recharge, 
and you'll have to wait longer

-Watch out for his attacks. If he hits you more than once when you are at Fine 
Condition, then heal immediatly, because one or two more hits and you'll die. 
End of story.

-If you can, tear up the Tyrant so badly that he starts to bleed everywhere, 
then go and hit the blue button

-Don't go near him when you press the blue button, or else you're dead

-Lure him out. Run around the back of the plane, and when he's far enough from 
the blue button, wait for him to take a swipe at you, dodge it, then run over to 
the blue button and press it. Say goodbye to mister Tyrant. 

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: Too many...
Bow Gun Arrows: Too many...
Grenade Rounds: 10+ rounds
Flame Rounds: 10+ rounds
Acid Rounds: 10+ rounds
Magnum Rounds: N/A
Shotgun: N/A
Dual Automatic Guns: 20-40%   



-=-=-=-=-
ZOMBIES:
-=-=-=-=-
Your garden variety zombies, these are the living dead. Very common, the zombies 
can be dangerous when they are in groups. Avoid them to save health and ammo. 
There are several types of zombies in the game. Here are the one's that I've 
encountered:

- Prisoner Zombies
- Graveyard Zombies
- Soldier Zombies
- Police Officer Zombies
- Scientist Zombies
- Worker Zombies

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 5-8 bullets
Bow Gun Arrows: 8-12 arrows
Grenade Rounds: 1 round
Flame Rounds: 1 round
Acid Rounds: 1 round
Magnum Rounds: 1 round
Shotgun: 1 round
Dual Automatic Guns: 2-4%  


-=-=-=-=-=-=-
ZOMBIE DOGS:
-=-=-=-=-=-=
A different type of zombie, the zombie dogs are very fast. Stay away 
from them if you can, but if you have to fight, then you should just 
shoot them until they go down, then run away.

-----------------------------------
How Much Ammo it Takes to Kill it:
-----------------------------------
Handgun Bullets: 5-10 bullets
Bow Gun Arrows: 10+ arrows
Grenade Rounds: 1 round
Flame Rounds: 1 round
Acid Rounds: 1 round
Magnum Rounds: 1 round
Shotgun: 1-2 rounds
Dual Automatic Guns: 2-5%  



====================================================================
16. Boss Guide
====================================================================

#~#~#~#~#~#~#~#~
BOSS: Tyrant 1
#~#~#~#~#~#~#~#~

This guy is simple. Just whip out either your MP-100s (if you still have ammo 
for them) or your grenade launcher. Use this weapon on him until he falls to his 
knees. Reload and wait for him to get back up, then pump him full of lead until 
he falls down for good, and he's flat on his ugly mug. Easy...


#~#~#~#~#~#~#~#
BOSS: Tyrant 2
#~#~#~#~#~#~#~#

Okay, the Tyrant is a pretty tough boss, mainly because seems unstoppable. Your 
main objective is to keep the Tyrant at bay (near the opening in the back of the 
plane), and when the blue light turns blue, hit the button to launch the crate 
and push the Tyrant out with it. Here are some strategies for him:

-Use the Bow Gun Arrows against him. If you shoot enough of these at him, he'll 
stay away from you.

-If run out of Bow Gun Arrows, use grenade rounds or any type of rounds against 
him. Just make sure you keep him away from you. 

-Make sure you have plenty of healing items (herbs, First Aid Spray), because 
the Tyrant can do some SERIOUS damage. 

-Avoid him at all costs. Don't let him trap you in the corner near the door, or 
else you're toast (I'd know...). Run around a lot and keep him away from you.

-Don't ever let him near you if you are near the cargo door, or else he'll throw 
you off the plane, and it's game over for you

-Make sure your game is saved from the airplane ****-pit

-Make sure you have at least 20 Bow Gun Arrows, this way you have enough 
ammunition to keep him away long enough so you can run around him and lure him 
out to near the cargo door...

-Don't try to press the button unless it's blue, because it will have recharge, 
and you'll have to wait longer

-Watch out for his attacks. If he hits you more than once when you are at Fine 
Condition, then heal immediatly, because one or two more hits and you'll die. 
End of story.

-If you can, tear up the Tyrant so badly that he starts to bleed everywhere, 
then go and hit the blue button

-Don't go near him when you press the blue button, or else you're dead

-Lure him out. Run around the back of the plane, and when he's far enough from 
the blue button, wait for him to take a swipe at you, dodge it, then run over to 
the blue button and press it. Say goodbye to mister Tyrant. 


#~#~#~#~#~#~#~#~#~#~#
BOSS: Nosferatu
#~#~#~#~#~#~#~#~#~#~#
This guy can be easy and hard at the same time. First, run away from him. Once 
you are far enough away from him, use the Sniper Rifle on him. Press L to aim at 
him, then press R trigger to zoom in at him. Once you get him in your sights, 
shoot at his exposed heart until you run out of ammo. If he's still walking 
around when you run out of ammo for the sniper rifle, take out your Bow Gun, and 
shoot at himm with your Bow Gun Powder Arrows. One or two shots should take care 
of him.



#~#~#~#~#~#~#~#~#~
BOSS: Gulp Worm:
#~#~#~#~#~#~#~#~#~
The Gulp Worm isn't really a boss, since it's so easy to beat, but here is the 
strategy anyways. You'll need to use the Assault Rifle to beat the Gulp Worm. 
Run around the area until the Gulp Worm pops up, and when he does, blast him 
with your Assault Rifle. When your Assault Rifle has about 67% left over of 
ammo, then the Gulp Worm will cough up Rodrigo, and he'll fall over. Now he's 
dead.


#~#~#~#~#~#~#~#~#~#~#~#
FINAL BOSS: ALEXIA
#~#~#~#~#~#~#~#~#~#~#~#

Alexia is the hardest boss in the game, and it will take all or most of your 
skill to beat her. When it starts out, you'll need t equip your Submachine guns 
and just blast her as much as you can. Keep running around because of all the 
parasites and tenticles around you. After a few hits, use a healing item. Keep 
doing this until you run out of ammo or patience. After a while, take out your 
Magnum and shoot that b*tch until she almost dies and another cut-scene happens. 
When this happens, the Linear Launcher comes out. Grab it. She'll fly around you 
and spit fire at you. Wait until she stops, and then aim with R and zoom in with 
L. Fire at here until it hits her. Just blast away, because it has infinte ammo. 
When you hiy her once, it's all over. Congratulations!



====================================================================
17. Herb Mixing Guide
====================================================================

 
   _________________________________________________
  |             |                                   |
  | Herb Color/ | Amount of health it replentishes  |
  |   Combo     |                                   |
  |_____________|___________________________________|
  |             |                                   |
  | Green (G)   |    25% health                     | 
  | Blue (B)    |    Heals poison                   |
  | Red (R)     |    Increases the strength of the  |
  |             |    green herbs                    |
  |             |                                   |
  | G+G         |    50% health                     |
  | G+B         |    25% health and heals poison    |
  | G+R         |    100% health                    |
  | G+G+G       |    100% health                    |
  | G+B+R       |    100% health and heals poison   |
  |             |                                   |
  | F.Aid Spray |    100% health and heals poison   |
  |_____________|___________________________________|



                         -=-=-=-=-=-=-=-=-
                         How to Mix Herbs:
                         -=-=-=-=-=-=-=-=-
  _________________________________________________________________
 |               |                 |                 |             |
 |  FIRST HERB   |   SECOND HERB   |   THIRD HERB    | RESULT HERB |
 |_______________|_________________|_________________|_____________|
 |               |                 |                 |             |
 |  Green        |   Green         |     N/A         |  2x Green   |
 |_______________|_________________|_________________|_____________|
 |               |                 |                 |             |
 |  Green        |   Blue          |     N/A         | Green+Blue  |
 |_______________|_________________|_________________|_____________|
 |               |                 |                 |             |
 |  Green        |   Red           |     N/A         | Green+Red   |
 |_______________|_________________|_________________|_____________|
 |               |                 |                 |             |
 |  Green        |   Green         |     Blue        |2xGreen+Blue |
 |_______________|_________________|_________________|_____________|
 |               |                 |                 |             |
 |  Green        |   Green         |    Green        | 3x Green    |
 |_______________|_________________|_________________|_____________|
 |               |                 |                 |             |
 |  Green        |   Blue          |    Red          |  G+B+R      |
 |_______________|_________________|_________________|_____________|


 -=-=-=-=-=-=-
 Tips:
 -=-=-=-=-=-=-
 -From JL Lee: 
 I found out that the most cost-effective way is to mix dual-green  
 herbs for most of Claire's part and green-red herbs for the first
 part of Chris', esp. when you're running away from Hunters/Sweepers.
 This way you'll end up with more than enough herbs for the whole
 game. (not very useful is it ^^;)


 -=-=-=-=-=-=-=-=-
 Condition Guide:
 -=-=-=-=-=-=-=-=-
 ___________________________________________________________
|                    |               |                      |
| COLOR OF LIFE BAR  |  _CONDITION_  | AMOUNT OF LIFE LEFT  |
|____________________|_______________|______________________|
|                    |               |                      |
|  Green             |   Fine        |   100% - 50%         |
|____________________|_______________|______________________|
|                    |               |                      |
|  Yellow            |   Caution     |   50% - 25%          |
|____________________|_______________|______________________|
|                    |               |                      |
|  Orange            |   Caution     |   25% - 10%          |
|____________________|_______________|______________________|
|                    |               |                      |
|  Red               |   Danger      |   10% - 0%           |
|____________________|_______________|______________________|
|                    |               |                      |
|  Purple            |   Poisoned    |   100% - 0%          |
|____________________|_______________|______________________|



====================================================================
18. Files
====================================================================

-=-=-=-=-=
BLUE FILE
-=-=-=-=-=

------------------------
PLAYING MANUAL
------------------------
CHECK ALL ITEMS

When you obtain a new item, always remember to look at it with the "Check" 
command on the status screen. Remember, it's always best to rotate the item so 
you can check it from different angles. 


TRY TO PUSH OBJECTS

If you face an object and press and hold up on the directional button, sometimes 
you will be able to push it. You may find hidden rooms and items this way.


USE THE QUICK TURN

You can turn 180 degrees instantly by pressing the Cancel button whil holding 
the directional button down. This is a very effective move when you attack an 
enemy and then want to turn around and run.


USE THE MAP SCREEN

When you are lost or are unsure of what to do, check the map screen. You can 
easily tell where you've been and can see which doors you have unlocked.


CLIMB/DESCEND

You can climb/descend some objects. To do this, face the object and then push 
the Action button.


SECURITY BOXES

The items you store in a Security Box in the prison cannot be accessed through 
an Item Box. Make sure you remove all important items from a Security Box before 
exiting a room.


I CAN'T TAKE THE GOLD LUGERS FROM THE PROJECTION ROOM

You cannot release the trap by yourself. After certain events occur, you will be 
able to release the trap and obtain the Gold Lugers.


I CAN'T ENTER THE BIO-EXPERIMENT ROOM

Once the shutter near the bio-experiment room shuts, you can't open it until the 
ventilation process completes due to the in-room air pollution problems.


I CAN'T CLIMB THE LADDER IN THE BEDROOM

You will need to place a pair of items onto the two music boxes. Then you willl 
have to...


I CAN'T SEND LOADS PROPERLY WITH THE SORTER

The sorter judges which room each load will be sent to by an item that is posted 
on the load. You should check an already sorted load in the room you would like 
to send your load to and then...


CHARACTER SWITCHING

When your player character changes, make sure to leave enough weapons and ammo 
for the others.



-----------------------------------------
FAX ON THE FACILITY ACCESS APPLICATION
-----------------------------------------
Be sure to verify the content of the following facility access application form, 
and add the applicants's name to the expected visitor's list.
                    Chief, Prison guard room
                             Paul Steiner


I hereby apply for access permission for Prison Area D.

Details follow, 
Visitor's name: Carl Grisham

                 Puropse of Entry:
Carrying in the following materials;

1. New product sample from Metal Industries Co: "TG-01".
2. Various daily commodities orderd by the prison.

Note:
1. Will use a transportation truck.
2. "TG-01" sample will be stored in a designated briefcase.


-----------------------------
"TG-01" PRODUCT DESCRIPTION
-----------------------------
Thank you for your continued support and for our products.

This time we have gathered our most advaned technologies, and have succeeded in 
creating the unique anti-metal decection alloy "TG-01".

-TG-01 features?-
1. Cannot be detected by any metal detectors.
2. Cannot be pictured by roentgenography at the immigration check.
3. Lightweight, yet durable.

We plan to to develop various weapons utilizing this innovative new alloy. We 
enclosed a sample for you to review. We look forward to hearing from you 
regarding possible business opportunities.


Metal Industries Co.

Chief, 
Development Planning

Carl Redhill


----------------
USER'S MANUAL
----------------
3-D Duplicator User's Manual

Our new product, the "3-D Duplicator" consists of two parts.

_3-D Scanner Portion_
This portion scans the 3D object. Simpley place the material that you want to 
have scanned onto the tray of the scanner. The scanned object will be processed 
into 3D data, which will be transfered to the duplicator portion.

_Duplicator Portion_
If you place the material you wish to have converted on the machine, you can 
begin conversion based on the 3-D data that was scanned portion. The conversion 
will be executed with complete data accuracy. the result will be an object 
preciesly true to the original.


------------------------
MEMO ON THE PASS NUMBER
------------------------
The emergency lock system in the biology experiement room can be released with 
the four digit pass number. I hope you haven't forgotton about it already.

I have just reveived an order from the system administrator requesting us to 
change the pass number periodically. What bothers me is that you often lose 
important memos, pass numbers, or even chemicals...

So, in an attempt to solve that problem, I came up with an idea. You know the 
red human skeleton picture at the back of the biology experiment room? 

I have decided to use the number signed on the picture as the pass number. If 
you happen to lose the memo just use the picture.

Well, I don't think you would ever need to use the emergency pass number anyway. 
But just in case, now you know. Take it easy Mr. Careless!


---------------------------------
MESSAGE TO THE NEW FAMILY MASTER
---------------------------------
Sir Alfred,


Congratulations on your succession as master as the Ashford family. 

I hereby present you with an earthenware vase, according to the Ashford family 
tradition.

As you may know, this tradition first began when a butler presented a golden 
teacup as a commemorative to Veronica. As founder of the Asford family, her 
intelligence and beauty are legendary.

The second and third, masters, Stanly and his son Thomas were also presented 
with similar teacups. It was their hope to achieve glory as Veronica did before 
them.

The position as family master then shifted to Sir Thomas to his twin brother Sir 
Arthur. It then went to Sir Edward, your grandfather. That was when the Ashford 
family enjoyed it's golden age.

It was also Sir Edwards acheivement that established the large chemical 
enterprise, Umbrella Inc.

However, when Sir Edward passed away, and your father Sir Alexander succeeded 
the position, the glorious Ashford family gradually began to sink...

I sincerely hope that the Ashford family regains it's glory with your guidence, 
just as this vase continues to shine eternally.

                                             Scott Harman

                                       Butler, Ashford Family


-----------------------------------
REPORT: ENHANCED ANTI-DECAY ALLOY
-----------------------------------
Although we planned to utilize the enhanced anti-decay alloy called "Deploid" to 
create the storage capsule of the new B.O.W., we have had to cancel the plan. 
This is primarly based upon the fact that despite it's excellent resistance to 
all kinds of liquid including strong acid, it easily dissolves when soaked with 
a mixture of the two chemicals, "Clement a" and "Clement E". 

Due to the lethal nature of the new B.O.W., we cannot be too careful in choosing 
the material for their storage capsule.

We have instead decided to use Deploid to create the plate portion of the "Eagle 
Plate", which shines in indigo-blue.

                    CLEMENT INFORMATION


The a type is used for gun maintenance and possesses no conspicuous 
characteristics. However, the E type will change it's color to blue at a certain 
temperature. 

(It is an odd coincidence that the temperature is exactly the same as the date 
of completion of this training facility.)

Based upon our analysis of the E type, we believe that Clement possesses more 
features. As new information is learned, we will update this file.


-------------------------------------------------------------------

-=-=-=-=-=-=-
YELLOW FILE
-=-=-=-=-=-=-


-------------------
PRISONER'S DIARY
-------------------
May 13th
This room stinks of death. Based upon the information I've found, I believe that 
I'm far south of the equator.

Lucky for me that Bob in the bunk below me, is one of those interesting types of 
guys...


May 16th
Today Bob told some crazy story of why he was put this place with me. Bob said 
that he used to be an attendant of the head of this place. This "boss" named 
Alfred supposedly placed him in here because of a tiny little mistake.

What does that mean? What's going to happen to me?


May 20th
Without warning, a group of military men took Bob to the building behind the 
gullotine stand.

At midnight, I'll sneak out of here to see him.

I've been hearing that anyone taken to that building never comes back. On top of 
that, there are these REALLY large plastic bags being constantly being removed 
from that place. I'd better pray for Bob...


May 21st
I was wrong. I shouldn't have gone there. What is going on it there?! All I 
could here was some insanely creepy laughter and the sound of Bob screaming. I 
don't know what to do. I can't sto thinking about it...

Is that going to happen to me?! 
I can't let it...
I just can't...


May 27th
Since my last entry, all of my fellow inmates have been taken to that building! 
I know that I am next...It's obvious that we are all here to be used as Alfred's 
guinea pigs. There's no way out! 
What am I going to do?!...


--------------------
ANATOMIST'S NOTE
--------------------
There is a demon in my mind. I can't control the fierce impluses that the demon 
sometimes drives me to act upon. It is a brutal ceremony. With the demon next to 
me, I enjoy watching agonize in pain, screaming and convulsing repeatedly as 
they die...

But, Sir Alfred was kind enough to acknowledge me, and has given me the 
facilities, the chemicals, and the "equipment" necessary to study everything.

I must never betray Sir Alfred's kindness. It is especially critical that no one 
discovers the sacred place that only he and I know about. I swear, the basement 
of this medical building will be kept secret.

Of course, I keep the key to the sacred place with me at all times. Even if an 
outsider sees it, they will never be able to tell that it is the key. I must 
remember that my life ends when I lose Sir Alfred's trust.


-------------------
SECRETARY'S NOTE
-------------------
Four years have passed since I began serving Sir Alfred. 

He doesn't trust anyone! Even though I am his attendant, I am still stricktly 
prohibited from entering his private house! What is his problem anyway?!

They say he lives with his twin sister, Alexia in his private house on the hill.

Occasionally, I've seen someone standing by the window of the house. It might 
have been Alexia, whose extreme beauty is often talked about.

I once asked Sir Alfred about this, but it only enraged him. Even though I am 
his attendant. He will not show me any lenience. If I ask about her again, I 
could put my life at risk.

After all, it is a mystery why he so desperately tries to keep his private life 
with Alexia a secret.
      
                                      Robert Dorson



--------------------
D.I.J.'s Diary
--------------------
December 27th
Today, a woman in red was taken to my home on Rockfort Island. I wonder what she 
did to deserve such a fate? I've lived here for so long and have seen so many 
people taken to the prison, but rarely have I seen someone released alive...

Out of nowhere, these strange soldiers appeared with weapons in their hands. I 
suppose that the master of the island is being attacked by an opposing 
organization. Since I was worried about the woman in red, I ran to her prison 
but she was not there. I wonder if she is related to the attack on the island...

When I reached the military training facility, the master of Rockfort Island was 
chasing the woman in red. I got careless and was almost killed under a shutter. 
However, thanks to my natural agility, I managed to escape from the danger and 
went outside. I guess I should be thankful for my nature skills...

When I heard the self-destruct announcement and saw the emergency signal, I know 
that I had to get off the island. Was this all HER doing? I didn't have time to 
think about it because I had to hurry to the hanger of the transportation plane 
to escape...

On my way to the transportation plane, a huge monster appeared in front of the 
woman in red. It broke through the fences like they were made of paper! Although 
I wanted to see what happened to the woman in red, I decided to run to my 
destination...

Even with all the explosions and fires, the transportation plane took off with 
us on it. I thought that I was safe. But somehow, that huge monster got onto our 
plane. With help from me, the woman in red was able to drive the monster out of 
our plane. She is indeed a woman to be respected...

I can't believe it! Our transportation plane landed at an Antarctic 
tranportation base. Worse yet, the crews who took off witht another 
transportation plane before us, have scattered the T-Virus here. Now this base 
is just like the island, where zombies and monsters wander around...

I won't be able to survive long in a place like this! I must find a way to 
escape from here as soon as possible!! I will give up on that woman in red and 
will start searching for another way...

As I was resting in the darkness, I sensed someone approaching. They're right 
next to me! The door was closed and I couldn't escape so I just kept banging on 
the door like a maniac. Suddenly the door opened, so I ran for it! But then I 
realized that I should not be afraid, so I looked back. I found myself looking 
at the woman in red...

Finally, I found a blond haired man in sun glasses. It seemed he was going to 
escape in a submarine. I felt that it was my last chance to escape from this 
crazy place of white terror. So just before the submarine hatch closed, I 
successfully sneaked into the submarine.

That is my story of how I survived from that insane world of horror.

                                                      D.I.J.


-------------------
NEWSPAPER CLIP
-------------------
A 10 year old girl genius graduated at the top of her class, from a prestigious 
university.

The international corporation, Umbrella Chemical Inc., offered the position of 
head researcher.


--------------
MESSAGE CARD
--------------
My dear brother, 

I firmly believe that the glory of the Ashford family will be revieved through 
your courage and strength as an honored soldier.

                                   Yours faithfully,
                                     Alexia Ashford


-----------------
HUNK'S REPORT
-----------------
Attn: Mr. Alfred Ashford, head of the facility

Today at 16:32, I arrived successfully from the Umbrella transport base with the 
large-scale B.O.W. capsule.

Extreme care was taken during transport, and all 108 check points were comfirmed 
condition "green" in accordance with standard procedures.

It is currently being stored in a freezer.

There's one thing that I don't understand. We are normally assigned to special 
missions. Why were we ordered to trasport a frozen capsule this time?

I understand that this may be classified as top-secret, but without knowledge of 
the contents, our safety could be at risk durng this transport. This is 
especially important if the contents are pontentially harmful.

We would like to ask you provide us with more information, should we be assigned 
similar missions in the future?

I still remember the good old days in the military training center. Nothing has 
changed since then.

We will gear up for the next mission today at 23:00.

               Umbrella Special Forces Unit
                                       HUNK



-----------------------
WORKER'S DIARY
-----------------------
October 30th
When I joined Umbrella Inc., I thought that I would be able to live care-free 
for the rest of my life, being employed by this huge corporation.

It's a joke that I ended up being a driver at a place like this. I asked for a 
position change, but they completely ignored me. It feels more like a prison! 
Work is extremely demanding, and there's nothing fun about it. I'd rather be 
dead!


November 3rd
My hard-earned vacation was canceled suddenly. I heard they failed to secure 
enough manpower due to a mistake made by the facility head, Alfred. That fool 
doesn't deserved forgiveness. He doesn't even treat us like human beings!


November 5th
I heard an interesting story from a guy who's been working here for 8 years. He 
must be awfully patient...

He says that there is a man who has been confined for over 10 years, locked deep 
below here. People call him "Nosferatu" and are deathly afraid of him. What an 
absurd story!


November 10th
At midnight I woke up to an omnious growling sound that seemed to be coming from 
deep under ground...I'm so pathetic to have been fightened by such a foolish 
story.

Then again, I suppose anyone would have a hard time maintaining their sanity if 
they were confined in a place like this!


---------------------------------------------------------------------

-=-=-=-=-=-=
RED FILE
-=-=-=-=-=-=

-----------------------
ALEXANDER'S MEMO
-----------------------
My father, Edward, discovered the mother virus in cooperation with Lord Spencer, 
who was also a nobleman. They studied it for the purpose of military use.

Eventually their study took shape. They named a variation of the mother virus, 
the "T-virus".

To camouflage their research, they esablished Umbrella Chemical, Inc.

I majored in biogenetics and have been involved with a top secret project, 
supporting my father's research.

However, my research went through a difficult phase, and my father died in the 
middle of the project.

We are now at a major disadvantage against the other researchers, as there is 
great competition in the field of T-virus research. I have disgraced the 
honorable name of the Ashford family that out great ancestor Veronica 
established.

If nothing is done, Umbrella will be taken over by Spencer. I must expedite the 

project to its fullest, without being detected by Spencer.

After much thought, I decided to establish a large-scale advanced research 
facility. It will be located in the transport terminal that i created by using 
the abandoned mine in the Antarctic.

Within the facility, I'll have a room built. It will be similar to the design of 
my mansion, the legacy of the late Trevor.

I will be able to cherish my sweet memories there...

For security purposes, this confidential project will be given a codename. It is 
the same name if the beautiful ancestor of the Ashford family, "Veronica" whom I 
wish to receive so badly.

I am confident that the result of my research will be as glorious as her name, 
and that honor will be restored to the Ashford family again.




-----------------------
BUTLER'S LETTER
-----------------------
Sir Alfred,

Please forgive me, as I must tell you of my abrupt departure by leaving this 
letter.

I first served your father, Lord Alexandar, and have for so long shared in the 
joys and sorrows of the Ashford family. Lord Alexander disappeared unexpectedly 
15 years ago, then an accident during an experiment took the life of our dear 
Alexia.

You were forced to become the master of the family at a very young age, and 
nearly lost your sanity from the sorrow of having lost all of your family 
members at once.

There was nothing I could do, and I felt powerless.

I first though that I should kill myself to apologize. I then realized that it 
would be an insult to our dear Lord Alexander and Alexia, in the other world...

                                                          Scott Harman

                                                               Butler,
                                                        Ashford family



-------------------
CONFESSION LETTER
-------------------
Alexia, my sister, is a genius and possesses unmatched beauty. She is everything 
to me. I would overcome any obstacle and be willing to risk my life for her. For 
Alexia, I must revive teh glorious Ashford family which fell during the era of 
my father, Alexandar.

Together, we will restore our family name. Once that has been achieved, I'll 
build a palace where only nobles may gather. I cannot allow the unwashed to see 
my dear Alexia, to whom my life is devoted to. She reigns the world as queen, 
with I as her servant.

That is my dream, and how sweet it will be. Those accomplishments will be proof 
of my love toward Alexia. It is the purpose of my existance.

All other people are meaningless, and they shall prostrate themselves before 
Alexia and I.

       Devoted to my beloved Alexia,

                  Alfred Ashford



-----------------------
SECRET PASSAGE NOTE
-----------------------
The underground passage which leads to the mansion where Alexia and I live, has 
been badly damaged. Although I can never allow the unwashed to see Alexia, I 
cannot go on using the underground waterway that those local people made, 
either.

Oh yes...I think I'll have those prisoners build a bridge. It must be a gorgeous 
bridge that benefits the perfection that is Alexia.

Of course, I must kill everyone who's involved in the construction of the bridge 
after it is done, so that no one will know about the existance of our mansion. 
But that is okay, as I have no problems executing such matters.

Once the bridge is completed, I'll seal the mansion entrance door at the end of 
the underground waterway. The entrance of the waterway is locked by the dioama 
trick, ensuring the secrecy of our mansion.

                                              Alfred Ashford


-----------------------------
CODE: VERONICA REPORT
-----------------------------
After many long years of research, I finally identified the inheritance element 
that admisisters the intellegence of man.

I even succeeded in manipulating the absolute value of intelligence aftifically, 
by recomposing the base alignment of the element.

I then sampled the gene of out great ancestor, manipulated its element, then 
implanted it into the infertilized egg of a surrogate mother.

What I didn't expect was that twins, a boy and a girl, were born. The boy had 
higher intelligence than normal, but not high enough for him to be considered a 
genius.

However, the girl had unmatched intelligence that easily allowed her to be 
classified as a genius. She was exactly what I had been looking for, the revival 
of out great ancestor.

I already determined their names: the girl's name, Alexia, and the boy's name, 
Alfred.

I'm certain that Alexia will elevate the name of the Ashford family to extreme 
glory.

                                             Alexander Ashford



-----------------------------
ALFRED'S DIARY
-----------------------------
January 30th
There's a sealed room in the hallway located inside of the Antarctic facility. I 
don't know what is hidden there, but I do not know how to get in.

I can use the three jewels that each one of our three members wear as proof of 
being legitimate descendant of the Ashford family. The only problem is, I do not 
know how I can gain possession of my father's proof.


February 17th
I finally succeeded in entering that sealed room. I never could have imagined 
that such an insane secret existed regarding the birth of both Alexia and 
myself...

I hate my father. That fool, Alexander...Now it is obvious that we were merely 
created in an attempt to cover my father's blunder. I can never trust him again. 
I must regain the glory of the Ashford family with my sister.

I have nothing to be afraid of, as long as Alexia is with me.


March 3rd
Alexia carried out the experiment on the human body that we've been talking 
about. Our useless father must be happy now, since he can finally contribute to 
the Ashford family.

The only thing we should be careful about is that the butler, Harman, does not 
become wise to our activities.


April 22nd
The experiment resulted in failure. Our father was useless after all. Even 
worse, he turned into a dangerous monster that is competely out of control.

We tied him down and locked him up in an underground prison cell. However, 
Alexia seems to be close to a solution. Beyond all my expectations, she now says 
that she wishes to conduct the experiment on her own body.

On top of that, she feels she must be kept asleep for 15 years in order to 
accomplish the experiment. Thanks to that idiot, I can't see my dear Alexia for 
as long as 15 years.

Alexia is going to sleep, with all of her trust relying upon me. Now, I am the 
only one who can protect Alexia.


-------------------
QUEEN ANT REPORT
-------------------
After discovering the remains of an ancient virus within the genes of a queen 
ant, I have been concentrating on the research of ants.

The ecosystem of the ants seems truly ideal to me. There is one queen ant in 
each anthill, and the soldier and worker ants are the queen's slaves. They 
dedicate their lives to the queen.

The death of the queen ant means the doom of the entire anthill. However, the 
soldier and workder ants can be easily replaced as long as the queen ant is 
alive. This is exactly the same relationship between myself and other ignorant 
masses.

I have succeeded in creating an ideal virus by implanting the queen ant's gene 
into the mother virus that Spencer found.

I used my otherwise useless father as a test subject. However, as I expected, 
the virus caused a rapid change in his cells, triggering the complete 
destruction of his brain cells and body flesh.

Furthermore, a special type of poison gas was generated inside his body, that 
the blue herb had no effect against. Because of this, I created an antidote in 
case of an emergency, and stored it inside of the weapon/chemical warehouse on 
the B2 floor.

I have decided to name this virus with unimaginable potential, the "T-Veronica" 
virus. When I find out how I can fully utilize the power of wonderful virus, my 
great research will finally be complete.

                                          Alexia Ashford


----------------------
VIRUS RESEARCH REPORT
----------------------
Work continues on the "T-Veronica" virus which I extracted from the queen ant. 
The more research I conduct on it, the more I am impressed by how much potential 
it has.

I have finally implanted the virus into my own body, and discovered how to fully 
utilize its power. I will avoid making the mistake that I made on my father. I 
will suppress the activity of the virus at an ultra-low temperature, so that my 
cells will change slowly.

My calculations indicate that it will take 15 years before my body will gain 
immunity, and become able to coexist with the virus.

Until then, I have no choice but to trust the capsule that I will be in, to that 
inept but loyal soldier ant who is my brother. For me to obtain unlimited power, 
some risks need to be taken.

When I awaken, I will be the queen... And the "T-Veronica" virus will be 
unleashed upon the entire world by my children. Every last creature on earth 
will exist to serve me.

At that time, the world will achive the perfect ecosystem, just like an anthill, 
but on a much grander scale.

                                         Alexia Ashford


---------------------------------------------------------------------


 

====================================================================
19. File Locations
====================================================================
By popular demand, here are the locations for every File in the game:

-=-=-=-=-=-=-=
BLUE FILE:
-=-=-=-=-=-=-=
1. Playing Manual: You begin the game with this.

2. Facility Entrance Fax: In the monitor room in the Prison.

3. TG-01 Product Description: In the briefcase with the TG-01 plate, in
                              the Prison.

4. User's Manual: Next to the 3-D Duplicator, in the Prison.

5. Pass Number Memo: Right where you find the Bow Gun, in the Military   
                     Training Facility.

6. Memo to the New Master: Where the Seven Paintings are in the Palace.

7. Security File: Near the cannon, in the Antarctic Transport Terminal.

8. Alloy Report: Right where you find the Medical Storage Key, in the
                 Military Training Facility.


-=-=-=-=-=-=-=-=-
YELLOW FILE:
-=-=-=-=-=-=-=-=-
1. Prisoner's Diary: In the bunk room, in the Prison.

2. Anatomist's Note: Next to the fake body where you get the Glass Eye,
                     in the Prison.

3. Secretary's Note: In the Save Room, Palace 3F.

4. D.I.J's Diary: Get it with the Battle Mode.

5. Newpaper Clip: On the chair near the carosel in the Private 
                  Residence.

6. Message Card: In Alfred's room, in the Private Residence.

7. Hunk's Report: In the meeting room, in the Palace.

8. Worker's Diary: In the bunk room in the Antarctic Transport 
                   Terminal.


-=-=-=-=-=-
RED FILE
-=-=-=-=-=-
1. Alexander's Memo: In the save room in the Antarctic Transport.

2. Butler's Letter: In the locker where the rat escaped from in the
                    Antarctic Transport save room.

3. Confession Letter: In the secret playroom in the Private Residence.

4. Secret Passage Memo: Where the Turn Table Key is found, Military
                        Training Facility.

5. CODE: VERONICA Report: In the room where the fourth Dragonly wing is
                          located.

6. Alfred's Diary: Right underneath the Paper Weight, in the Antarctic 
                   Transport Terminal.

7. Queen Ant Report: In the room near the Anthill, on the table in
                     Alexia's lab.

8. Virus Report: Right by the computer in the other room near the 
                Anthill.

 
 
====================================================================
20. Tips / Strategies
====================================================================

- Avoid confrontation at all costs. Avoiding fights will save you
  plenty of ammo and health. 

- Run a lot. Running around a lot will cause you to solve puzzles
  faster and will shorten the game time overall. Running also allows
  you to avoid enemies easier.

- Save some ammo. You should always save your best ammo (i.e: Acid
  Rounds, Magnum bullets) for later bosses and stronger enemies. 
  Don't use your Magnum on zombies, or your Grenade Launcher on Bats,
  and stuff like that.

- Space out your saves. Spacing out your saves could cause you to 
  earn secrets and such. Try not to save very often, because it will
  bring your rank down.

- Try not to use First Aid Sprays. Using First Aid Sprays can also
  bring your overall rank down. Try to use herbs instead.

- Mix your herbs. Instead of using just one green herb, try mixing
  it with another green herb, or a red herb. This will reduce the 
  space in your inventory, and will help you out immensly.

- Save your blue herbs. Blue herbs can only be used for poison, so
  pick up any that you can, and save them for later.

- Use your Inventory Box. Duh. Using the inventory boxes will allow
  you to store items for later, and will save you inventory space.

- Save your ammo. Duh.

- Save your herbs. Use them to mix with each other. Try not to use
  a single green herb.
 
- Save your Bow Gun Arrows. The Bow Gun is a great replacement for 
  your handgun just in case you run out of bullets. Keep it handy.

- Save your larger weapons for later. Saving your larger weapons (like 
  your submachine guns or grenade launcher) allows you to have them 
  for boss fights, therefore giving you the edge in the boss fights.

- Only save your game if you really need to. This way you have less
  amount of saves, and your overall ranking will be better.

- Use the maps. Using the maps you have found decrease the chances of
  you getting lost, and will make the game easier to play and less
  frustrating in the long run. 

-Mixing Herbs: 
I found out that the most cost-effective way is to mix dual-green herbs for most 
of Claire's part and green-red herbs for the first part of Chris', esp. when 
you're running away from Hunters/Sweepers. This way you'll end up with more than 
enough herbs for the whole game. (not very useful is it ^^;) 


-Easy way to kill Cerebuses: 
Shoot them, then knife them to death. Saves lots of ammo, plus a knife swipe 
also deals about 3 hits each time. 

-Super-dupa Knife: 
This technique is not really that hard, but works wonderfully against zombies. 
First allow them to lunge at you, at that time you should be facing away from 
them already (preferble to the left or right) once the lunge is on, run onw step 
forward, and immdeiately aim and swipe. You will deal critical damage, and more 
often than not kill it with one to two swipes. No ammo wasted. But do this for 
fun, not for speed games though. 


*The above three tips came from JL Lee. Thanks!*

-Before you use the TG-01 set off the metal detector. this will keep the zombies 
from braking in when you use the TG-10!! Go to the 3-D duplicator, then place 
the TG-01 into the maker to the right of  the actual scanner, and it will create 
it. Now you have a 3-D duplicate of the  Hawk emblem that won't set off the 
metal detector! After you have collected the duplicate Hawk Emblem, attempt to 
leave. Three zombies will break in! Now might be a good time to save your game 
in the office where you met Steve, but it's  your choice. When you attempt to 
exit, you'll have to avoid the zombies, because you have no weapons. After 
avoiding the living dead, grab your stuff from the first security box. I haven't 
done it, if you set the off the metal detector again before you leave, *I think* 
they won't be back there when you come back the other way with the blue 
emblem.... 

-i read your FAQ and i must say its quite good. but i will  like to make some 
small suggestions. 
firstly concerns the fighting of the super tyrant at the end of disc 1. actually 
fighting him is quite easy and i only took one hit from him and the battle 
lasted for less than 2 min. however if you got a better way of fighting him you 
can ignore this. also this suggestion also suggest the best place to use the 
fire arrows round which i do not use in the whole game except in this boss and 
the other one alexander. simply stock up all your fire arrows.( you should have 
30 here ) upon entering the room immediately go in front of the box:

----------------------------=====---
             |                   |                |
             |      crate        |                |
             |                   |                | 
             ---------------     |
                   stand here
 
This way you can see him clearly. fire all your fire arrows as fast as possible. 
DUN stop even if he is going to hit you. just take the damage from him and run 
to the end of the plane and shoot all your ammo again. by then you should have 
finish all your 30 shots or mabbe less and he will be bleeding and walking. just 
avoid him and run to press the switch to send him flying. the reason for using 
fire arrow is that it kills him really fast. using grenade launcher is as not 
good.  tyrant will attack whenever you try to reload after shooting a 
round.(using arrows and bow need not reload) besides the fire arrows slows him 
down alot and its the best place to use plus you save the acid and BOW rounds 
for the last boss. if you dun have fire arrows you can still use the bow but 
instead try to use the crate at the rite time. the crate is used not to try your 
luck in pushing him out but to push him back thus allowing you time to attack 
him again. it will be tougher but can still be accomplish with minimum damage 
and in a short time. try it.
 
The other boss alexander can be killed easily also. other than the sniper rifle 
just carry your arrows and fire arrows(you should have at least 10 here) thats 
all. leave the rest of the weapons for chris. either used up all you fire arrows 
then use the sniper or used the sniper then used the fire arrows. should be 
enuff however if its still not enuff just used the normal arrows. the advantage 
of arrow is that it hits far and does non-stop attack( cos you dun need to 
reload ).
 
When i played the game and tried to get the rank S i completed the game with
-150++ handgun rounds
-40+ shotgun rounds
-200+ arrows 
-3 BOW rounds which is actually all i have
-all my flame rounds
-15+ grenade rounds
-80%++ of my Ak47
-4 fully mixed herbs(ie red+green)
-8+ green herbs
 
I got all this left and i finish with a rank S in a time of 3hr and 41mins. not 
very fast but enuff for me to get the rank S. no i didn't use the dagger at all.

Basically my feeling of this game as compared to the previous series is that 
there are too many ammos and lots of herbs. the main weapon i used is claire's 
custom handgun. when i used chris i didn't even used his cos i kept claire's in 
the box and let chris used it(chris handgun sux even after modifying). the auto 
feature of the gun makes it very very useful and i used it to kill zombies and 
dogs. and alternative is calico M10 which i used only in the early and last part 
of the game. around 50% of zombies and almost all dogs can be avoided. i used 
the ak 47 for chris's early part only. i fought the last boss with all my magnum 
and acid round which is very sufficient. also its wise to use herbs separately 
and used the mixed herb only at the last boss cos you need to also cure poison. 
grenade launcher is used only for the first tyrant and alexia 1.
 
My fastest time of completing this game is 2hrs and 21mins but for that time i 
used the rocket launcher.


*From: loooss@pacific.net.sg*


- Don't always kill the zombies. You should always shoot them until 
  they fall to the ground, and then run past them. This usually works,
  and helps you save ammo in the long run.

- I had this happen to me tonight while playing battle mode as alternate Claire. 
When Tyrant attacks you by the edge of the building, run out of the way quickly. 
If he is close enough to the edge, you can shoot him and he will fall of the 
building. I shot him with the AK-47 and he fell right off, saving me time. -
From: Chris Gerkin 




====================================================================
21. FAQ (Frequently Asked Questions)
====================================================================

1) Q: Is this the best RE game yet?

   A: Well, I've only played through it once (so far...), and I'd 
      have to say...yes. Yes it is.


2) Q: Are you going to post up a walkthrough soon?

   A: Yep. The reason it's not up now is because I've only played 
      through it once, so I can't be really sure of things. I've
      done enough so I could get the Item and Weapon lists done. 
      I should have most of the Disc one walkthrough by Thursday
      or Friday by the latest.


3) Q: How do I get the First-Person mode?

   A: To get this mode, just pick up the sniper rifle towards the
      end of the first disc.


4) Q: How come the "Infinite Ammo" code won't work?

   A: It doesn't. That's why I removed it.


5) Q: Hey whats up......i need you to help me out with resident evil  
      here. Alright....you know in the mansion where you put the gold
      lugers into the slot on the door and then the door unlocks and 
      you go into the room.   Well there a freakin puzzle in that room
      that i can not figure out.  Its the one where the music box has
      numbers and stuff on it and you have to turn left and right and
      what not.....welllllll help me out on this one becuz im kinda
      stuck on it.......thanx for your time man......-=peace=-


   A: Ok, here's what you do:

      First read the memo on the desk near the computer, because there       
      are the directions on how to turn the music box. They are:

      1)Left, Right
      2)Left
      3)Right
      4)Right, Right, Right

      That's the order you have to push the music box buttons. After
      each direction, a number will appear. After you are done (you
      can't reset it), you should have 4 numbers. Use this as the
      password on the computer.


6) Q: Are there any more difficulties in the game?

   A: No. They were removed from the American version of the game.





*More questions when people e-mail me!*




====================================================================
22. Secrets
====================================================================

- Battle Mode: Beat the game with ANY ranking (S-D)


- _Solution to the Seven Paintings Puzzle_: About five hours in on the first 
disc you'll find a room with seven paintings, each with a switch below it. In 
order to solve the puzzle you must press the switches below each painting in the 
correct order. Below is the order in which this must be done:

1. Painting of the Woman
2. Man with two babies 
3. Man by himself
4. Man with plate
5. Man with book
6. Man with candle
7. Big painting





====================================================================
23. Rankings
====================================================================

RANKINGS:
-=-=-=-=-

 ___________________________________
| Time (Hours:Min:Sec)  | Points    |
|_______________________|___________|
| 00:00:00 - 04:30:00   | 8250 pts  |
| 04:30:01 - 05:00:00   | 7550 pts  |
| 05:00:01 - 05:30:00   | 7000 pts  |
| 05:30:01 - 06:00:00   | 6450 pts  |
| 06:00:01 - 07:30:00   | 5500 pts  |
| 07:30:01 - 15:00:00   | 5000 pts  |
| 15:00:01 - 20:00:00   | 2500 pts  |
| 20:00:01 - and up     | 2000 pts  |
|_______________________|___________|


OTHER SCORES:

1) Did you give the Hemostatic Bottle to that prison guard?
Yes =  +250 pts
No =  -1000 pts


2) The speed it took you to save Steve
Fastest = +400 pts
Average =  0 pts
Slow = -1000 pts


3) Map discovery
100% = +100 pts
Anything less =  0 pts


4) First aid spray 
No use = +1800 pts
If used = 0 pts


5) Saves
No save = 0 pts
First time = -1000 pts
Everytime after = -50 pts


6) Retries
No Retries = 0 pts
First time = -1000 pts
Everytime after = -50 pts


 _________________________
|Final Score    | Rank    |
|_______________|_________|
|10000 or above | S rank  |
| 7000-9999     | A rank  |
| 4500-6999     | B rank  |
| 2500-4499     | C rank  |
| 2499 or below | D rank  |
|_______________|_________| 


*Thanks to Yarundora@cs.com and Mark "Maxim" Gottlieb for this wonderful info!



====================================================================
24. Battle Mode
====================================================================

Here are some strategies from JL Lee:


- There's not much strategy. Run, kill, maks sure you don't get hit, clear as 
fast as possible. 

- You have infinite ammo, so don't even consider conserving. Just let loose. 

- Using First-Aid Sprays WILL reduce your final rank. 

- Weapons of choice: 
Claire - Bow Gun (already has Explosive Arrows) 
Alternate Claire - Grenade Launcher w. Fire Rounds (Acid Rounds when fighting 
Boss) 
Chris - Magnum 
Steve - Sub-machine Guns 
Wesker - Combat Knife (he only has that weapon) 

- To get S rank, all characters have to clear Battle Mode in a set amount of 
time plus not picking up anything/using sprays (except Wesker) 

- Getting S rank for all characters will earn you the Linear Launcher for use in 
Battle Mode. It works exactly like the Linear Launcher Chris uses. 

- Be careful about the zombies with Bombs strapped to them. The blast may not 
kill the surrounding zombies, which will let you lose time to look for them. 

- Best way to play Battle Game will be with First-Person mode. This is because 
you can auto aim, which will make it very much easier (and trickier at times), 
especially for Chirs. 


Strategy - Claire: 
-=-=-=-=-=-=-=-=-=-
Nothing much, aim, shoot, aim shoot. The Bow Gun is the fastest non-auto weapon, 
so you can pratically skim through enemies. Bander Snatchers take 2 shots while 
moving (3 successive shots if you keep up continous firing), so remember to 
switch enemies after firing a shot in the two rooms you fight them. 

Hunters and Sweepers are more problematic since the Bow Gun can't hit them at 
close range. The first two Hunters you meet have to be avoided first, and then 
shoot them before they have a chance to swipe at you. They take 2~3 shots to 
die. 
The Norfestou (sp?) is easy. Stand your ground, fire like mad. If you get hit by 
the poison fumes, run away from the wind (easy if in third person) and fire 
again. 


Alternate Claire: 
-=-=-=-=-=-=-=-=-
Needs more time due to the reloading of the Grenade Launcher. There shouldn't be 
any problems at all because of the damage range execpt Banders and the first two 
Hunters. 
Boss is Tyrant (best music!! Even the demo had it. I do have the soundtrack 
^_^). The only way to kill it is do hit and run along all four corners (I liked 
this strategy since PEII) 


Chris: 
-=-=-=-
Easier still. The Magnum kills all in one shot, so you can breeze your way till 
you fight the boss, Alexia 2. Stay in the corner and shoot like crazy. After 
about 10 shots, move away before she spits poison at you, which will make life 
hell since you can't see your condition after that. 
Once she changes to Alexia 3, use the same method used to defeat her, except 
this time you need more than just one shot. 


Steve: 
-=-=-=-
Babababababababababababababababababababababababa 
That's about it. Shoot till they die. Boss is Gulp Worm, so same method, except 
that now you have automatics instead of using the GLock. 


Wesker: 
-=-=-=-
For battle mode for wesker there is a strategy that i came up with while using 
the knife you must let the zombies almost grab you but at the last second you 
have to slash there ankles they fall instantly then slash till they are dead 
after you get the magnum save it you will need it for alexia right when you find 
her go to the stairs this will open a cut scene immediatly run to the left stay 
aginst the wall and fire the magnum at her in 5 or 6 shots she will die.


This is for everyones battle game in room 12 instead of going into the
room with a wooden door take the room with the metal door there will be herbs 
and stuff in it also there is a slot machine that is lit up walk to it and push 
action the bottom will open reveiling a secret diary (i dont know who wrote it 
though by reading it it would seem that steve burnside wrote it but the initials 
dont match) after you get the diary die purposly(yes die to get the item each 
person needs to get there own diary) then start the battle game again with that 
character get back to the room open the slot machine and there will be a hidden 
item for each charachter these items are:

Claire 1: first aid spray 
Claire 2: Bow Gas rounds 
Chris: m-100p 
Steve: first aid spray 
Albert Wesker: Magnum (only 6 rounds)


*From: l.catlin@worldnet.att.net*


The diary your characters recieve for opening the Slot Machine in Battle Mode 
was written by the rat you released from the locker in Antarctica. Yes, that's 
right, a rat wrote this memo.


Recommendations for battle mode on views:
------------------------------------------

Claire: 3rd Person. You need to be able to see where certain enemies are, 
especially when using the Bow Gun.

Chris: 1st Person. The Magnum is one shot, one kill, and 1st person is the 
easiest view to shoot with. This is only an inconvienance against Alexia, 
because the game shifts temporarially to 3rd person when damage is recieved.

Alt. Claire: 3rd Person. The grenade launcher is NOT incredibly accurate at long 
ranges, so it's better to see what you're aiming at from ALL angles.(Especially 
against Tyrant).

Steve: Either. Steve is the only character where, in my opinion, it don't matter 
WHAT you see. First person is good because you get a better perspective, but 
third person is better for seeing everything coming at you. All in all, First 
person is better for the main battles, but Third Person is better for the boss. 
You decide.

Wesker: 3rd Person. If you REALLY want a chance of surviving, go 3rd Person, 
only because it makes it MUCH easier for avoiding getting surrounded and hitting 
what you aim at.


Also, make SURE you hit the slot machine as Wesker. You need need NEED that 
Magnum for Alexia (without it, she kills you in one shot.)

Strike for the enemies knees. The chance is greater that you'll knock them down.

Alt. Chris: 1st. C'mon, you're toting around a one shot one kill linear
particle accellerator. Do YOU think it matters WHAT you shoot at? I recommend 
first to better see what you're fragging.

Hunk: 3rd. Hunk has the misfortune of having limited ammo. Ergo, 3rd person is 
best, but only because you must change weapons to survive.


Funny stuff (Not redeeming, but fun to see.)
---------------------------------------------

Claire: In Claire's battle mode, stand in the freezer for a minute and watch
what she does.

Chris. First, look in the mirror in the locker rooms. Also, look at the Tiger
statue in the medical hallway.

Steve. Try the soda machine in the locker room.

Wesker: Look the one-eyed statue in the coroner's office.


And finally, four things for no reason (except that they are useful for
everyone)
-----------------------------------------------------------------------

1. Hands up for those that thought Wesker, who had superhuman speed and
strength in main game, should've been a WEE bit better in Battle mode.

2. Vanilla Ice ripped off Queen's beat to "Under Pressure" for "Ice Ice Baby".

3. The first band to ever make "Sweet Dreams" was Jefferson Starship.

4. The Tomato is really a fruit.


*From: Mark DrainHTS@aol.com*


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                   M Y   B A T T L E   M O D E   I N F O
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I've played through the Battle Mode EXTENSIVELY, and here is the info that I 
could come with to help you through Battle Mode. Battle Mode isn't hard, and 
it's rather easy, with the exception of Wesker because all he has is the Combat 
Knife (until you find the Magnum with limited bullets).

----------------
STARTING ITEMS:
----------------
Claire: - Combat Knife
        - M93R Handgun (Infinite Ammo)
        - Bow Gun (Infinite Explosive Arrows)
        - Handgun Bullets (Infinite)
        - Four Mixed Herbs

RECOMMENDED WEAPON: Bow Gun

- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Alternate Claire: - Combat Knife
                  - Grenade Launcher
                  - Assault Rifle
                  - Grenades (Infinite)
                  - Acid Rounds (Infinite)
                  - Flame Rounds (Infinite)
                  - One Mixed Herb

RECOMMENDED WEAPON: Grenade Launcher with Acid or Flame Rounds

- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Chris: - Combat Knife
       - Magnum (Infinite Ammo)
       - Spas 12 Shotgun (Infinite Ammo)
       - Shotgun Shells (Infinite)
       - Two Mixed Herbs

RECOMMENDED WEAPON: Magnum (1-Shot Kills :)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Steve: - Combat Knife
       - Gold Lugers
       - Sub-Machine Guns
       - Two Mixed Herbs
  
RECOMMENDED WEAPON: Sub-Machine Guns

- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Albert Wesker: - Combat Knife
               - Three Mixed Herbs
                 

RECOMMENDED WEAPON: Combat Knife, then save the Magnum for the boss

- - - - - - - - - - - - - - - - - - - - - - - - - - - - -

---------------
RANKING TIMES:
---------------

Claire:
 ___________________________________
| Time (Min/Sec/M.Sec)  |   Rank    |
|_______________________|___________|
| 06:09:99 - and lower  |     A     |
| 06:10:00 - 06:19:99   |     B     |
| 06:20:00 - 06:29:99   |     C     |
| 06:30:00 - 06:39:99   |     D     |
| 06:40:00 - and above  |     E     |
|_______________________|___________|


Alternate Claire:
 ___________________________________
| Time (Min/Sec/M.Sec)  |   Rank    |
|_______________________|___________|
| 07:59:99 - and lower  |     A     |
| 08:00:00 - 08:59:99   |     B     |
| 09:00:00 - 09:59:99   |     C     |
| 10:00:00 - 10:59:99   |     D     |
| 11:00:00 - and above  |     E     |
|_______________________|___________|


Chris:
 ___________________________________
| Time (Min/Sec/M.Sec)  |   Rank    |
|_______________________|___________|
| 06:29:99 - and lower  |     A     |
| 06:30:00 - 08:29:99   |     B     |
| 08:30:00 - 09:29:99   |     C     |
| 09:30:00 - 10:29:99   |     D     |
| 10:30:00 - and above  |     E     |
|_______________________|___________|


Steve:
 ___________________________________
| Time (Min/Sec/M.Sec)  |   Rank    |
|_______________________|___________|
| 09:59:99 - and lower  |     A     |
| 10:00:00 - 12:29:99   |     B     |
| 12:30:00 - 13:29:99   |     C     |
| 13:30:00 - 14:29:99   |     D     |
| 14:30:00 - and above  |     E     |
|_______________________|___________|


Albert Wesker:
 ___________________________________
| Time (Min/Sec/M.Sec)  |   Rank    |
|_______________________|___________|  (A is the only grade you can get
| 59:59:99 - and lower  |     A     |   with Wesker. Believe me, I've
|_______________________|___________|   tried)



----------------------
ROOM-BY-ROOM GUIDE:
----------------------

(1)Room 1: - 4 zombies
  \_________________/
           |
           V

(2)Room 2: - 6 zombies
           - Green Herb
  \_________________/
           |
           V

(3)Room 3: - 3 Bandersnatches
           - First Aid Spray
   \_________________/
           |
           V

(4)Room 4: - 4 zombies
   \_________________/
           |
           V

(5)Room 5: - 6 zombies
   \_________________/
           |
           V  

(6)Room 6: - Hunter
           - Sweeper
           - Green Herb
   \_________________/
           |
           V

(7)Room 7: - 2 Hunters
           - Green Herb
           - Blue Herb
   \_________________/
           |
           V

(8)Room 8: - 4 zombies
   \_________________/
           |
           V

(9)Room 9: - 6 zombies
   \_________________/
           |
           V

(10)Room 10: - 6 zombies
   \_________________/
           |
           V          

(11)Room 11: - 4 zombies
             - First Aid Spray
   \_________________/
           |
           V

(12)Room 12: - 4 zombies
             - Green Herb  --------------------------\
             - Blue Herb                             |
   \_________________/                               |
           |                                         |
           V                                         |
                                                     |
(S)Secret Room: - Green Herb                         |
                - Blue Herb                          |
                - First Aid Spray (sometimes)        |
                - Magnum (Wesker only)               |
                - D.I.J's Diary                      |
      \_________________/                            |
             |                                       |
             V                                       |
                                                     |
(13)Room 13: - Hunter  <-----------------------------/
             - Sweeper   
             - First Aid Spray
   \_________________/
            |
            V

(14)Room 14: - 7 zombies
   \_________________/
            |
            V

(15)Room 15: - 4 zombies
   \_________________/
            |
            V

(16)Room 16: - 5 zombies
   \_________________/
            |
            V

(17)Room 17: - 3 Bandersnatches
             - First Aid Spray
      \_________________/
              |
              V

(FB)Final Boss: - Nosferatu (Claire)
                - Tyrant (Alt. Claire)
                - Alexia (Chris)
                - Gulp Worm (Steve)
                - Alexia 1st form (Wesker)


--------------------------
SECRETS FOR BATTLE MODE:
--------------------------
Steve Playable: Get the single replica Luger on Disc 2

Wesker Playable: Get "Best Result" with Chris in Battle Mode


First-Person Mode: Pick up the Sniper Rifle after Alfred shoots
                   at you on Disc 2, before Nosferatu




====================================================================
25. CREDITS
====================================================================

- CJayC: For accepting all of my FAQS, and for creating the best web site on the 
net!

- http://www.new-evil.com/newblood: For some of the character summaries.

- Yarundora@cs.com: For his amazing Rankings Info. Thanks!

- Mark "Maxim" Gottlieb: Also for the Rankings Info. Thanks!

- Cheat Codes Central: For the infinite ammo code.

- Videogames.com: For the Seven Paintings Puzzle.

- JL Lee sleeping_psycho@hotmail.com- For the Battle Mode strategies

- loooss@pacific.net.sg- For some tips in the Tips Section. Thanks!

- l.catlin@worldnet.att.net- For some Battle Mode info. Thanks!

- Alvin C. Webcraft big_shamu@hotmail.com- For the wonderful ASCII 
  Maps. He is great at doing these things, and is a great guy. You
  should check out his Dino Crisis and Resident Evil 3 FAQs. They are
  amazing! Thanks a ton!!!!



====================================================================
26. CONTACT INFO
====================================================================
Shameless Self-Promotion: Other FAQs by me:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PLAYSTATION:
-Ape Escape
-Brave Fencer Musashi
-Crash Team Racing
-Gran Turismo 2
-Medal Of Honor
-NBA Live 2000
-Need for Speed: High Stakes
-Tony Hawk's Pro Skater
-R4: Ridge Racer Type 4
-Rollcage
-Syphon Filter 2 

NINTENDO 64:
-NBA Live 2000
-Mario Party 2

DREAMCAST:
-Carrier
-Crazy Taxi
-Hydro Thunder
-MDK 2
-Sega GT: Homologation Special
-Sega Rally 2 
-Sega Swirl
-Resident Evil Code: Veronica 


::::::::::::::::::::::::::::::::::::::::::::::::

 

E-Mail Address: pimpmasterbrett@hotmail.com


E-MAIL RULES:
---------------

Types I WILL accept:
- Small questions that are NOT answered in the FAQ
- Comments
- Any types of contributions that can be HELPFUL to others
- Corrections for this FAQ


Types I will NOT accept:
- Hate mail
- Small contributions that will NOT help anyone
- Chain letters
- Any mail that is in ALL CAPS
- Any mail that demands an answer
- Mail asking me to send you this FAQ 
- Unconstructive critism
- Any questions that are already answered in this FAQ
- Any mail asking if you can use this FAQ on your website. Read the  
  Legal Stuff section for all the details. NO MEANS NO! 


One final word: 

"Don't Do Drugs!"



   ~End of Document~



Special thanks to Revolution reader Brett "Nemesis" Franklin!
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