------------------------------------------------------------------- Resident Evil: Code Veronica X Strategy Guide by Alasdair Lo System: Nintendo Gamecube Date: 14 March, 2004 Version 2.9 ------------------------------------------------------------------- Contents 1. Introduction 2. Updates 3. Story 4. Characters 5. Basics 6. Tips and Tricks 7. Swiss Family Redfield: Claire's Scenario in Disc 1 8. Claire in Winter Wonderland: Claire's Scenario in Disc 2 9. Saving Private Redfield: Chris' Scenario on Rockfort Island 10. Siblings Reunited: Chris' Scenario in Antarctica 11. After Beating the Game 12. Minigame: Battle Game 13. Secrets 14. Conclusion Appendix I. Feedback Information Appendix II. Wesker's Report Appendix III. File Index --------------- 1. Introduction --------------- Well, Capcom has promised the year before last year (that is, the year 2002, the year that I bought Resident Evil for the Nintendo Gamecube) to bring the entire series of Resident Evil to the Gamecube. They really have kept their promise. Although a few months earlier, people have lots of rumors that this game would not come out for the Nintendo Gamecube, Capcom has proven them wrong! After a long wait, this game was finally out in December 2003! As Hong Kong is still experiencing deflation, I was able to buy the game for a mere HK$300! (HK$7.8 = US$1) After all, their graphics are slightly improved from the Dreamcast and Playstation 2 Versions, charging more for this game is quite worth it. Besides, this game is just so long! It comprises of 2 Discs, and most people take more than 5 hours to beat this game. This guide is written for the benefit of those people who like to play at their own pace, so don't expect to get an A following this guide. But still, I will still tell you the requirements to get an A in this game. It's just so hard! There may be no Wesker's Report DVD and a Devil May Cry Demo Disc bundled with this game, well, I could not care less really, as when it comes to Survival Horror games, I will adopt a "Buy 1, Boycott the rest" approach so as to save money. After all, my most favorite genre of games is not the survival horror genre. Well, I cannot just chat with you all day, it's time to start the guide. Enjoy. I will include a section about Wesker's Report at the end of this guide. But don't expect me to directly copy every word Wesker said in that DVD, in fact, I will just write a short passage with similar meaning to what Wesker has said. That's all. People who have read my guides for Resident Evil Zero, Resident Evil Remake, Resident Evil 2 and Resident Evil 3 will be familiar with how I present the walkthrough. In case you haven't read them, I will just give a brief description. I will introduce the enemies, weapons and files of the game as they appear, and hence, you will not see any section about the weapons, enemies and files in the game. Besides, in each file, I will try to offer detailed explanations with footnotes after each file, so that you can understand what is going on better. All ready? Let's begin. Note that I have only finished the end of the main game of Resident Evil: Code Veronica X. This guide will cover the rest of the game as time passes. Please be patient. OK? --------------- 2. Updates --------------- Version 2.9: Added the File Index. Version 2.8: Finished the walkthrough for the Battle Game! Finally! Version 2.7: Added the walkthrough for the 15th and 16th Rooms of the Battle Game. Only 2 rooms left. I AM GETTING WARM! Version 2.6: Added the walkthrough for the 14th Room of the Battle Game. Version 2.5: Added the walkthrough for the 13th Room of the Battle Game. Version 2.4: Added the walkthrough for the Bonus Room 12a of the Battle Game. Version 2.3: Added the walkthrough for the 12th Room of the Battle Game. Version 2.2: Added the walkthrough for the 11th Room of the Battle Game. Version 2.1: Added the walkthrough for the 10th Room of the Battle Game. Version 2.0: Added the walkthrough for the 8th and 9th rooms of the Battle Game. Version 1.9: Added the walkthrough for the 7th Room of the Battle Game. Only 13 rooms remain. Sigh... Version 1.8: Added the walkthrough for the 5th and 6th Rooms of the Battle Game. Version 1.7: Added a little supplementary information about the Shotgun in Resident Evil: Code Veronica X. Version 1.6: Added the walkthrough for the first 4 rooms of the Battle Game. Version 1.5: Started writing the section about the Battle Game. The introductory section is complete. I will include the specific walkthroughs later. Version 1.4: Added a new section called, "After Beating the Game". Also Added Wesker's Report as Appendix II. Version 1.3: The main walkthrough is complete, now that I have added the walkthrough for Chris' scenario in the Antarctic Transport Terminal. Version 1.2: Added the walkthrough for Chris' Scenario on Rockfort Island. Version 1.1: Added the walkthrough for Claire's Scenario in the Antarctic Transport Terminal. --------------- 3. Story --------------- Now, the events of Resident Evil: Code Veronica X occur 3 months after Raccoon City was contaminated with the T-Virus in December, when everyone is busy celebrating Christmas, forcing the US Government to nuke the city, killing thousands and begin their crackdown on Umbrella Corporation, a pharmaceutical company that is actually a Bio Organic Warfare Research Company in disguise. As many of the characters in this game have been involved in past episodes of Resident Evil, it may be necessary to start the story from the beginning. There are all together 3 phases in the storyline of Resident Evil: The Forest Chapter, the Raccoon City Episode, the Post-Escape Chapter. *****THE FOREST CHAPTER***** The Forest Chapter in the game involves 2 games in the Resident Evil series. Resident Evil Zero and Resident Evil Remake. Their positions in the timeline are as follows: 1998 July 23-24 Resident Evil 0 | 1998 July 24-25 Resident Evil After a spate of recent murders of hikers and families in Raccoon Forest outside Raccoon City, an investigation was carried out by the Raccoon Police Department. Apparently, the victims were eaten alive by some cannibals. STARS then sent in their Bravo Team to investigate those murders in Raccoon City, and due to an engine failure, they were forced to make an emergency landing right in the middle of Raccoon Forest. Fortunately, no one was hurt, and Enrico Marini asked his team to investigate the surrounding areas, and Rebecca Chambers, a 18 year old rookie cop stumbled upon a crashed military police vehicle, and found that the MP were supposed to be transporting a court marshaled Marine Lieutenant Billy Coen for the murder of 23 people. Enrico Marini then made the wrong decision to order his team to separate and search for Billy Coen. Rebecca was lucky to be able to investigate a nearby train, and to find most of the passengers having turned into Zombies. She stumbled into Billy Coen, and tried to arrest him, but later, Billy saved her life, and they worked together to stop the train, and arrived at a Umbrella Training Facility, where they found a dilapidated Lab of some senior researcher Dr. James Marcus. They were able to meet the Doctor himself in the Treatment Plant near the lab. Apparently he was assassinated in 1988 by Albert Wesker and William Birkin, but he survived due to the T-Virus brought in by his Queen Leech. Shortly after, he mutated into a large Leech. Fortunately, Rebecca and Billy were able to defeat it by blinding it with sunlight. The two then escaped, and went their separate ways, with Rebecca investigating a mansion Umbrella uses for research. Meanwhile, Alpha Team has been busy searching for their lost teammates, and they found Bravo Team's helicopter's remains, along with the body of the pilot Kevin. They continued to search for Bravo Team, only to be ambushed by a group of Cerberus dogs, with Joseph Frost killed. Now, their own helicopter pilot Brad was scared and flied away, leaving the remaining STARS against those dogs. In the confusion, Albert Wesker lured the entire Alpha Team into the mansion mentioned in the last paragraph. The mansion was filled with Zombies, and the STARS members found out that it was used for research by Umbrella, and they found the lab beneath the mansion. They also made another discovery, Albert Wesker has betrayed them all along! He is now planning to leave Umbrella and to steal a prototype of one of Umbrella's buiweapons, the Tyrant to a new organization. Fortuantely, Jill Valentine and Chris Redfield were able to bring down this monster with the help of Brad's Rocket Launcher. Finally, they were able to escape from this mansion into civilization along with Barry Burton and Rebecca Chambers. However, as crazy as it seems, Wesker is not dead. He somehow survived and now plots revenge against the STARS members, especially Chris for destroying his Tyrant and ruining his plans. Now let's move on. *****THE RACCOON CITY EPISODE***** Having returned to Raccoon City, the STARS members told the RPD of their experiences in Raccoon Forest, but no one believed them. Even Chief Brian Irons was bribed by Umbrella to keep their activities secret. To search for the truth, Chris Redfield and company flew to Europe, for the Umbrella Headquarters to continue to pursue the case, while Jill Valentine stayed behind to investigate the underground labs. 1998 July 23-24 Resident Evil 0 | 1998 July 24-25 Resident Evil | 1998 Sept 28 Resident Evil 3: Nemesis Part 1* | 1998 Sept 29 Resident Evil 2* | 1998 Oct 1 Resident Evil 3: Nemesis Part 2* Bad move! In September, there was an accident in the underground Birkin lab which spilled the T-virus all over the sewers of Raccoon City. The number of people turning into zombies increased exponentially and Jill was caught up in the disaster, and has to make her escape, her last escape. She met a group of Mercenaries that were sent in by Umbrella to rescue the civilians. One of the friendlier ones was Carlos Oliveira, and together, they made their way through the uptown and downtown of Raccoon City, and managed to get a cable car running so that they an move to the St. Michael Clock Tower area to evacuate. You may have thought that would have been not so hard, as they are experienced against zombies, but no! There is actually a new bioweapon used by Umbrella called Nemesis to track down and kill all STARS members he could find. In fact, he has killed Brad already. But somehow, Jill managed to get to the clock tower area along with Carlos, and were very close to signaling a helicopter to take them away, when Nemesis destroys that helicopter using a rocket launcher, and infected Jill with the T-Virus. Jill was unconscious for some days until Carlos could find the vaccine for her from a nearby hospital. Meanwhile, Leon Scott Kennedy and Claire Redfield, arrived in Raccoon City with different intentions. Leon was there to join the Raccoon Police Department, as it was the first day of his job. Claire was there to find her brother Chris. The two met when they were ambushed by Zombies in the streets of Raccoon City. They drove for the Raccoon Police Station, but were separated by a fuel truck explosion. But still, the two were able to rendezvous in the police station, only to find that Chris Redfield was long gone. So, Leon decided to split up, look for any survivors and get out of Raccoon City as soon as possible. On their respective journeys, Leon met up with Ada Wong, a government agent sent in to spy on Umbrella, while Claire met Sherry Birkin, the daughter of a Umbrella Head Researcher William Birkin. They both managed to find different ways into the Sewer System of Raccoon, and ended up in the Birkin Lab. Apparently, some spies led by Agent Hunk were sent in from Umbrella to retrieve a sample of William Birkin's G-Virus, and William Birkin, stubbornly refused, and was shot badly by those agents, to save his life, William Birkin injected HIMSELF with the G-Virus, and turned into a very horrible monster. Leon and Claire have beaten up this monster several times on they way already, but it still stalks them in their escape transport train. It takes a final self destruct system of the train to blow up and completely sterilize William Birkin. Hence, Leon, Claire and Sherry survived, while Ada miraculously escaped, although Leon thought she was dead. Having recovered from her T-Virus infection, Jill Valentine managed to take a stroll through the Raccoon Park, and found an entrance to a Dead Factory at the back of the park. She met Carlos again, and he told her of the US Government's plan to nuke the city by dawn. That was only a few hours away. Jill had to act quick. She met Nemesis again, but was able to make use of strong corrosive acid to burn most of its body away. She was about to escape to the landing area when she found that Nemesis had mutated into another poisonous monster, but fortunately, an experimental Rail Gun left by the US Army was left lying around, and she could use it to liquidate Nemesis once and for all and make her last escape in a helicopter just before Raccoon City was nuked. *****POST-ESCAPE CHAPTER***** 1998 July 23-24 Resident Evil 0 | 1998 July 24-25 Resident Evil | 1998 Sept 28 Resident Evil 3: Nemesis Part 1 | 1998 Sept 29 Resident Evil 2 | 1998 Oct 1 Resident Evil 3: Nemesis Part 2 | 1998 Dec 28-29 Resident Evil: Code Veronica X (You are here) Having survived the mansion and a city infested with zombies, Leon, Jill and others knew all too well the evil of Umbrella's creations, and have begun their crackdown on the corporation themselves. Meanwhile, Claire is still minding her own business as she searches for Chris Redfield. She thought that Chris was inside a Paris Umbrella Facility, but she was wrong, she was spotted and captured, and taken to a prison on an isolated Island in the south pacific, Rockfort Island. That is when the adventure begins. --------------- 4. Characters --------------- Note that the introduction of the characters in this game are very superficial, so as not to reveal any plot holes before you read the walkthrough sections. More about each character's background will be explained in detail throughout the walkthrough. So there. Claire Redfield: This is who you will be playing with in the first half of the game. Claire is a college student who is looking for her Brother Chris since Resident Evil2. God knows why she wants to search for her brother. Maybe it is because she has not seen him a long time since she went in to college, or something like that. But still, Claire will be wearing another jacket with another pro-life motto on its back. To be honest, Claire is my second favorite female character of the Resident Evil series, after all she is still an "amateur gun user" as she is still stuck with a Bow Gun, and cannot use the Shotgun in her half of the game! She wanted to find Chris, but in the end, it was Chris who found her! Steve Burnside: This 17 year old kid was held prisoner by Umbrella on Rockfort Island for some reason, and he managed to escape during the attack on the island. He becomes a good friend of Claire as the game progresses. What is the secret behind this youngster's attitude in the beginning of the game? You will find out later. Steve Burnside likes to use dual weapons in this game. In fact, the only weapons he is seen using are in pairs. Maybe it is because it looks kind of cool for a nice lad like him. Heh heh heh... A lot of people have made jokes about him, saying that he is a lot like Leonardo DiCaprio, but I wholeheartedly disagree. After all, Leonardo DiCaprio is only 5 ft 3 in tall, while Steve is at least 3 inches taller than him! If you are expecting a lot of Leonardo DiCaprio jokes in this guide, you are wrong. That's that. Chris Redfield: Yup, you are right. Aged 25, almost 6 feet tall, weighing over 150 lbs, the all time Resident Evil hero is back for more! He is the person who started the investigation of Umbrella since the mansion incident in the first Resident Evil. He is also the big brother of Claire, and was searched by Claire for over 3 months now! Having notified by Leon S. Kennedy, Chris arrived at the Island where Claire was imprisoned, only to find that she was long gone. The rest of his adventure is more like the sequences of Saving Private Ryan. But all is not going smoothly for Chris, as he will run into an old enemy while looking for her sister. Chris is definitely my most favorite character in the entire Resident Evil series. Not only is he a Professional Gun User, he also uses the most number of weapons in the game. In fact, any item left by Claire in the Item Box will be usable by Chris when you get to play with him in the first half of the game! Don't worry, Claire, Big Brother's coming to save you! Rodrigo Juan Raval: He is an officer in the Umbrella Medical Division. He was the main escort for Claire Redfield during her internment in the Rockfort Island Prison. He was also the person responsible for the capture of Claire during her infiltration of the Paris Lab Facility. But later, after the island was attacked, he was injured, and he freed Claire Redfield from her cell and warned her that there is no escape from this island. A lot of people have said that Rodrigo has the best voice acting in this game, while some characters have poor voice actings. Those people are just too fussy, really. I am not a good judge when it comes to voice acting. --------------- 5. Basics --------------- Button Configuration Type A: A: Open doors, examine surroundings, shoot while in Attack Stance. Go up and down stairs B: Hold while pushing the control stick or Directional Pad forward to run, Cancel Selection C: Quick Turn (Down + B also works) X: Unused Y: Status Screen Z: Show Map Control Stick or Directional Pad: Press up to move in the direction the character is facing, press down to backtrack, press left and right to rotate character R: Attack Stance L: Change Target Ammo usage: As in many survival horror games, there are fewer handgun bullets relative to the enemies that are found in the game, so you must conserve ammo, and use the knife! However, I found out that ammo is only an issue in the earlier parts of the game, as stronger weapons like the shotgun become available, you can act as the exterminator, and kill anything that gets in your way. Your main goal in Claire's half of the game is to save at least 100 Handgun Bullets before you get to play as Chris Redfield. Then, Chris' Scenarios will be a cakewalk for sure. In fact, if you get all the optional weapons in the game, you most likely will end up with a large ammo surplus! Files: Files contain many clues to how to solve many puzzles in the mansion, so always pick them up if you are a beginner. However, if you are trying to complete the game as soon as possible, skip all files, and try to memorize the solutions to the puzzles. But still, the Files in this game have a lot of story in them, and they can give you some information on the History of Umbrella, so to truly enjoy the game, get all files you find. The files in this game are stored in 3 different folders. Health System: Green Fine: 50% - 100% Health Yellow Caution: 25% - 50% Health Orange Caution: 10% - 25% Health Red Danger: 0% - 10% Health Purple Poison: Health slowly drops As you can see, the HP range of yellow caution has dropped to that of orange caution in the Gamecube exclusive Resident Evil games like RE0 and REmake. So you should really start to be careful as the HP meter drops to caution, as one-hit kill moves will really work from then on. If your character is holding his or her shoulder, then he or she is in Caution condition. When he or she is in Danger condition, then he or she will stagger and will not be able to run. Be aware of that. Green Herbs, when used alone, heal about 25% of your health. Blue Herbs cure poisoning. A Red Herb is useless on its own, but when combined with Green herbs, a full healing item can be made. First Aid Sprays are also a full healing item, but I do not recommend using them if you are after a good rank. L-Targeting: Auto Aim is always on in Resident Evil: Code Veronica X. However, when a target moves, the character's aim will not follow. To ensure that the target is always within your line of fire, press the L button regularly to home in on the target. The L button can also be used to change the target. Use this while you use a dual weapon and it can hit a lot of enemies at once. Hmm... I am beginning to sound like my Legend of Zelda: The Wind Waker Guide now... About the maps: The maps in Resident Evil: Code Veronica are relatively advanced when compared to those in Resident Evils 2 and 3. Yellow doors are doors that can be gone through, red ones are those that are locked. Green ones are those that are locked, but you have the key to open it. If you found an item in a room and did not take it, it will be shown as a yellow diamond in that room. Hence, it is much more easier to know what you have overlooked before. Besides, to get a better rank, consider collecting all the maps you find in the game. Saving your game: To save in Resident Evil: Code Veronica X, you will have to make use of Ink Ribbons and typewriters. Whenever you save, you will use up one unit of Ink Ribbon. Although the ranking system in this game is so strict that saving is not even allowed to get an A, it is vital that you save before large boss battles, as they often can go wrong. Note that in the transition from Disc 1 to Disc 2, you will be allowed to save the 1st half end data. This save is not counted in the total number of saves, so if you are trying to get an A rank, consider saving there. Security Boxes: In a certain part of the game, there is a security checkpoint, and there will be a pair of metal detectors present. If you run through the detector with something metal in your inventory, you will be asked to deposit all metallic items into the security box. If you still proceed, the proceeding passage will be sealed off, and you would not be able to go through until you place all those items inside, and press the reset switch. When you place an item in the security box, you cannot take them in item boxes, so be careful, and remember to collect them when you are ready, or you will be very sorry indeed. The Inventory Screen: The Inventory Screen of Resident Evil: Code Veronica X is a lot like that of Resident Evil 2 in format. But they have made use of gold frames to make it look more high-class, due to all those high class enemies you meet in the game. Heh heh heh... Anyway, the File Section stores all off the files you find in the game, and are divided into 3 Folders, each folder can be considered to be of different special categories. The Map option lets you have a look at the map. The Item section is where you manage your items. On the left of the Inventory Screen, you will see a rather large picture of your current character, as well as his/ her full name, blood type, height and weight. Each character has his/ her logo to the right between the character profile and the item list. The character's standard item is displayed on the upper right hand corner of the screen. His/ her health is shown by a rather large electrocardiogram right in the center of the screen. Initially, each character would have 8 Item Slots available, and this can be extended to 10 if you find a Side Pack, the Side Packs are found in plain sight, so you should not miss them. ------------------ 6. Tips and Tricks ------------------ The new improved knife: The power of the knife has increased dramatically in Resident Evil: Code Veronica X. When you see a Zombie approaching, aim down and swipe at his legs. Most of the time, the Zombie will fall onto the ground within two swipes, allowing you to finish him off with another knife slashing combo. The knife can be used to perform multiple slashes if the knife goes through a long distance as it is swung. Use them to your own advantage and save ammo. Note that, some zombies will not fall, and will continue to bite you. So, consider L-targeting the zombie to ensure that you slash at the correct part of the zombie's leg. The use of the Lighter: As you may have noticed, the lighter can be equipped. Not only it can be used to light up dark hallways, it can also be used to keep bats at bay as they are so sensitive to light, they cannot fly over and bite you. They can only flutter around, but they will leave you alone. This can really save a lot of ammo and health in the long run. High Explosive Interactive Items: One of the things that have remained in Resident Evil: Code Veronica X are those high-explosive barrels. Whenever zombies are around, always wait until the majority hangs around the barrel, then shoot the barrel, and they will be blown away and reduced to ash. Note that some zombies have explosives on their backs, so try not to shoot them in the back while they are too close, otherwise, you will set off his bomb and you WILL get hurt! Cheap Cerberus Trick: Whenever, you are facing only one Cerberus Dog, fire one bullet into him and then equip the knife. Before he can get up again, aim downwards and stab the dog continuously, shouting "Bad dog! Bad dog!" continuously as you stab. Eventually, the dog will die, and you have just saved a lot of Handgun Bullets! With the multiple slash of the game, it gets a lot easier. What could be better? Dual Targeting: With weapons like the M-100P Machine Pistols and the Ingram Submachine Guns, you can target two enemies at once as you have a weapon in each hand. Just press the L-button to target different enemies. However, if you are facing stronger enemies, it is suggested that you focus fire on one enemy at a time, as they are unlikely to flinch when you have 1 gun shooting them. Quick way of getting used to the controls: It has been griped by the fans of the Resident Evil series and yet they still buy them by the million. That is, well the control system. This character rotating control stick is what drives millions insane as you control your characters like tanks! However, there is a reason for this design. Initially in 1996, the programmers of the game at Capcom wanted to produce Resident Evil as a first person shooter, however due to the limitations in space in a Playstation CD, they were forced to make it a third person game. As the game sold well, Capcom decided to keep this formula of 1st person control-3rd person game. Hence, if you want to help a friend to get the hang of the controls as quickly as possible, just tell him that this game has the controls of Goldeneye, only that it is a 3rd person game. In this case, you would be able to teach him how to play the game and kill monsters in the blink of an eye. I tried this on my best friend and it was only a matter of minutes before he mastered the controls and started to go on a killing spree! Optional Tasks: In this game, there are some tasks that are not required to be completed in order to advance in the game. However, in my opinion, it is absolutely essential that those tasks are completed. This is because, you most likely will suffer a disadvantage in the game when you are playing as Chris, and it will make things harder. Besides, you will have a lower rank if you do not complete any of the optional tasks. Interdimensional Item Boxes: When you switch control over from Claire to Chris, all the items left in the Item Box will stay there for Chris' taking. Hence if you visit some areas that Chris will visit later in his scenarios, it will always be wise if you take all you find, and store them in the Item Box, then Chris will not need to pick them up later on, and will save a lot of item space, by not having to collect them himself. Shotgun Skills: The Shotgun on the surface may look to be much weaker as a weapon in Resident Evil: Code Veronica X due to its lack of long range offensive power. However, this is not really the case. There is actually a way to use a Shotgun to kill a large group of enemies from a distance. For example, if a line of zombies is coming at Chris next to each other or in a single file, press R to go on an attack stance, and then press Up on the control stick to aim up. While Chris' arm has not reached the maximum angle of elevation to the horizontal, press A to fire! Then, the headshot capability of the Shotgun would have an enhanced range, and it won't be a problem to take out baddies using the Shotgun even from a considerable range. As for heavy duty enemies like Hunters, fire right up close to maximize the impact power, and then they can be taken out in 3 shots, much like those Hunters in Resident Evil Zero. ----------------------------------------------------- 7. Swiss Family Redfield: Claire's Scenario in Disc 1 ----------------------------------------------------- The instance you select the New Game option in the main menu, you will hear the narrator say that Raccoon City has been completely decimated by the T-virus outbreak instigated by the international enterprise Umbrella Corporation, and that Claire Redfield succeeded in escaping the city along with Leon Scott Kennedy, a survivor of the Raccoon Police Department. Now, 3 months later, Claire is being transported to a remote island by helicopter, her captor gave her her Identification Number, and another one knocks her out with his rifle butt. Now, her captor says that her name is Claire Redfield, and they caught her trespassing on their Paris Lab Facility in search of her brother Chris Redfield. Claire was under hot pursuit by 2 guards, and she saw a helicopter outside the end of the hallway, and is warming up its gattling gun at her, so, she ducks into a nearby corridor and let the 2 guards take the fire. Now, the helicopter seems to be trying to get Claire at any cost, even if it means it has to cause heavy damage to the office block. It uses an infra-red sensor to spot Claire, and fires at where they see her shadow. But Claire managed to outrun the bullets and jumped into another large room, and finds more than 2 dozen guards aiming their guns at her! She drops her gun, or I should say, pretend to drop her gun, and she snatches it back as it falls and shoots the explosive tanks behind the guards, blowing them all up. Claire thinks she's safe, but another guard by the name of Rodrigo Juan Raval points his gun at her, Claire points her gun at him, but realizes that she has just run out of ammo. Tough luck, and we come back to the scene at the prison. Claire hears the sound of gunfire and explosion, and the vibrations caused the light to turn off. Then, someone approaches her cell. If she equips her lighter, she would be able to see who it is. *****PRISON***** --------------- Cell Block --------------- At the Inventory Screen, read the Playing Manual yourself, I will not type it out here, then equip your lighter. Exit. You will see that he is Rodrigo Juan Raval, of the Umbrella Medical Division. He opens your cell door, and asks you to get out of there, as maybe a special forces team has attacked the island and has taken over. He says you are free to leave the premises, but you might as well know that you have absolutely no chance of getting off this island. He then sits down and looks down, feeling by gloomy. Now, you can play as Claire. As Claire, run back into your cell and get the Green Herb, and take the Handgun Bullets from the chair and the Combat Knife from the table. Then exit the room. New Weapon! Combat Knife The Combat Knife is really becoming very powerful in this game. It has a multiple swipe ability, that is, if your target is very big, it will be swiped several times as the knife travels through it. It can also be used to floor zombies by swiping at their legs. This will be your main weapon for this part of the game. Use the Handgun is little as possible and resort to knifing Zombies and Cerberus dogs and you can save plenty of ammo. You can be sure that the Zombie is dead when you do not hear SPLAT when you swipe at its body. Remember! Rodrigo Juan Raval seems to be in the dumps, and when you look at how sorry he is, you will find out that he is injured and needs Hemostatic Medicine. So, find some Hemostatic Medicine and bring it to him, it always pays to help people. --------------- Cell Block Hall --------------- There are more Handgun Bullets on the floor, take them, but do not take the Ink Ribbon. Then, run through the hallway and climb up the stairs. My, Claire must really be nervous now, you can hear her heart, beating, loud as a drum! --------------- Graveyard --------------- Notice that truck crashed through the wall, there is a briefcase up there, but Claire cannot get it yet. As you run along your way in the Graveyard, the truck explodes! The driver comes out to meet you, only that he is a Zombie! Meanwhile, more dead people have risen up as zombies, and they seem hungry and want breakfast. I wonder what do they want? I guess they want Claire and egs for breakfast! As soon as you have control of Claire, turn around and run for the exit. It is acceptable that you get bitten here, as there are just so many zombies in such a narrow path! New Enemy! Zombie Attacks: Grab 'n' bite "Oh, please spare me some money" Beggar leg grab bite "You make me sick" Vomit attack Strength: Combat Knife: 1-2 swipes at the leg to floor them, a further combination of downward swipes to kill them Handgun: 4 shots or more Bow Gun: At least 8 standard arrows Shotgun: 1 shot to the head That's right folks, the standard enemy of the Resident Evil series is here! They resort to old tactics like biting and nothing more. The zombies in this game are in general much more vulnerable to the knife. A few swipes to the leg and they will fall down in pain. Then you can just continue to swipe at them until they stay down. That's that. Use L target to ensure that your knife hits the correct spot. ---------------- Prison Exit Area ---------------- Run forwards, and there will be a scene where Claire gets attacked by machine gun fire from a watch tower above. She quickly darts for cover, and spots a handgun on the floor, she fires at the searchlight, and then at the person on the tower. That person had enough. "Whoa! Wait! Wait! Don't shoot!" Claire asks, "Who are you?" That person was surprised, "huh? You are not a zombie? Wait, I am coming over." He walks over to Claire in a casual mood. "Sorry for that little misunderstanding, I thought you were one of those monsters." Claire still does not trust him, "Shut up! Make one wrong move and I'll shoot!" That person stays calm, "Relax, beautiful, I said I was sorry. My name's Steve. I was a prisoner on this island, and I am guessing that you are not from Umbrella either." "No, my name's Claire, Claire Redfield." Steve says, "Claire, hmm... I will remember that. Hey, I hear that there's an airport around here. If I find it, I can finally get off this crazy island. I'll see ya." "Hey wait up!" Steve makes a "no" gesture. "Tsk, tsk, tsk. Hey, I don't want you following me, you will only slow me down." Now our new friend Steve has left, examine the body by the truck for some Handgun Bullets. Notice the gate with an Emblem Socket? That's the exit of this prison. You can't go through yet, so go through the other door that is not locked. New Weapon! Handgun Bullets per magazine: 15 --> 20 Ammo: Handgun Bullets in units of 15 The M93R handgun is the most commonly used Handgun in the Resident Evil series. STARS members have been using them in Resident Evils 0, 1 and 3. This is the most standard handgun in the game, as it holds 15 bullets. It is not bad against zombies and dogs, although you would want to use your Combat Knife more often in this stage of the game. This gun can be upgraded later. It's a secret. You will know later. --------------------------- Outside Prisoner's Quarters --------------------------- It is time to enter the Prisoner's Quarters, climb up the wooden steps, and get the Green Herb at the other end, then enter the quarters. ---------------------- Prisoner's Dining Room ---------------------- There are 3 zombies here, take out your Combat Knife, floor them and kill them. If you are lucky, I say again lucky, you will not take any damage here before killing all 3 of them. Climb up the steps and get the Green Herb behind the table. Combine all 3 Herbs for a Triple Green Herb mixture, then go over to the cooking stove. My, someone hasn't finished their soup, it's still warm. What a pity that Claire cannot drink it. Take the Prison Map from the wall, the Handgun Bullets on the shelf, and then go through the other door in this room. ------------------ Prisoner's Berths ------------------ So, many beds, so many prisoners "sleeping, as peaceful as babies", except that sleeping babies don't sleep with their heads down, and sleeping babies do not have a lot of decaying flesh. On the bed is a Prisoner's Diary. Take it. New 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. (1) 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. The "boss" named Alfred supposedly placed him here because of a tiny little mistake. (2) 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 guillotine stand. (3) 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 those REALLY large plastic bags constantly being removed from that place. I'd better pray for Bob... (4) May 21st I was wrong. I shouldn't have gone there. What is going on in there?! All I could hear was some insanely creepy laughter and the sound of Bob screaming! I don't know what to do. I can't stop thinking about it... (4) 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 were all here to be used as Alfred's guinea pigs (5), There' no way out! What am I going to do?!... Explanations: (1) Rockfort Island is on the southern hemisphere, probably in the Southern Pacific Ocean. (2) The person in charge of Rockfort Island is Alfred Ashford. He is a person that is very intolerant of mistakes. Claire will be able to meet the "man" of Rockfort Island much later in the game. (3) There is a small house behind the guillotine stand in the Prison area that Claire has to visit later on. (4) Obviously there must have been some medieval style torture chamber inside that building, and most of the people are killed as painfully as possible before they are removed. (5) There is a possibility that the prisoners are used in many hideous experiments in the prison on this island. I guess Umbrella is really as cold as those Nazi Concentration Camp administrations run by the SS during the Second World War... At the other end the bunks, there are some handgun bullets on a shelf. Don't take them yet. Instead, move to Claire's left, and take the bullets from the corpse under a shower before taking those. After you take those, the zombie outside would have burst in through the window. He has a pair of machine pistols, he drops them before facing Claire. I guess there is no need to draw in this duel! Quite the same goes for Claire. Just floor him with your Combat Knife, grab the pistols and get out of the Prisoner's Quarters. New Weapon! M-100P Dual Machine Pistols These Machine Pistols are rather powerful weapons of the game. As there are two guns, up to two enemies can be hit at once. It has a percentage ammo meter, and there are no refills for this weapon. I suggest you save this gun for later. Don't use it yet. Use it as a replacement for the Handgun later in the game if you want to save ammo. --------------------------- Outside Prisoner's Quarters --------------------------- Go down the steps, and you will hear a growling sound, who could that be? Then, run along the path, and you will notice a corpse being dragged underneath a wire netting! I wonder who's doing that? Anyway, go through the door at the other end of the path. ---------------- Guillotine Area ---------------- This is the area mentioned in the Prisoner's Diary. There are several Zombies outside the fence, while 2 others are banging on the fence to be let out. Swipe them down. Then enter the only door you can go through. -------------------- Security Checkpoint -------------------- Run through the metal detector. You will hear a voice, "Please deposit any metallic items you have in the security box." Do as you are told. Deposit all items in your inventory that are made of metal, including your lighter. Then run through the passage. Notice those Zombies window shopping out there. On the other side, you will find some Flame Rounds and BOW Gas Rounds as well as a First Aid Spray on the table. Don't take them yet, as they are all made of metal. Now, see that 3D Item Duplicator there, you will need to use it later, so read the User Manual on the table to the left. New File! User's Manual 3D Duplicator User's Manual Our new product, the "3D Duplicator" consists of two parts. 3D Scanner Portion This portion scans a 3D object. Simply 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 transferred to the duplicator portion. (1) Duplicator Portion If you place the material you wish to have converted on the machine, you can begin conversion based on the 3D data that was created by the 3D scanner portion. The conversion will be executed with complete data accuracy. The result will be an object precisely true to the original. Explanations: (1) The Scanner part of the 3D Duplicator is a lot like the scanner of computers. After placing the item into the scanner tray, the details of the object will be input into the computer, much like a picture of a scanner. (2) The Duplicator portion is like a printer of a computer. Once you place the raw material onto the duplicator, a diamond carving pen will carve an object completely identical to the original object. As simple as that, understand? Go through the door on this side of the passage. ------------------- Computer Data Room ------------------- Hmm... I hear the sound of someone typing on a computer. Who could that be? A guard? Anyway, take the file there, as it contains another important clue to something you will have to get a short time later. New File! Fax on the Facility Access Application Be sure to verify the content of the following facility access application form, and add the applicant's name to the expected visitors list. Chief, Prison guard room Paul Steiner I hereby apply for access permission for Prison Area D. Details follow. Visitor's name: Carl Grisham, Purpose of entry: Carrying in the following materials; 1. New product sample from Metal Industries Co.: "TG-01". (1) 2. Various daily commodities ordered by the prison. Note: 1. Will use a transportation truck. (2) 2. "TG-01" sample will be stored in a designated briefcase. (3) Explanations: (1) TG-01 is a new alloy that may prove useful to Claire Redfield. (2) The Truck that crashed into the Graveyard is the same as the truck mentioned in the file. (3) The briefcase surrounded by flames in the Graveyard contains the metal alloy "TG-01". Now, with this little piece of information, move around the corner. So, the person using the Computer is our man Steve Burnside. "Chris Redfield" he says, noticing Claire. Claire asks, "What are you doing here?" "Chris Redfield, is he a relative of yours or something?" "You mean my brother?" Claire asks. "Oh, your siblings. Well, your brother is currently under surveillance by Umbrella?" "What?" Claire asks in awe. "I got to contact Leon and ask him to tell my brother that he's being monitored. Good thing that I have access to an outside connection." "That file shows longitude and latitude of this place. Maybe you can send your brother the coordinates and let him come and help." "Thanks I'll do it." Claire says. "Hey, I'm just kidding. There is no way he could come here, even if he's your brother." "Yes he can, I'm sure of it." Well, the music changes at this point. Steve suddenly becomes deranged. "No, he won't come. You'll just end up disappointed if you relied on others. Believe me, I know!" He then leaves in a huff. Claire asks herself, "What was that all about?" Well, I guess Steve Burnside is one of those "problem" teenagers we hear about every day... Now, examine the tray on the computer desk. There is a Hawk Emblem there. That's what you need to open the prison gates. Take it. Also pull the lock release lever of the shutter. Then go back out the way you came in. ------------------- Security Checkpoint ------------------- You may think you can leave the prison now that you have the Hawk Emblem, but actually, things are not so easy! Remember that there are metal detectors around the place? You cannot take it past the detector. Maybe it would be a good idea to make a copy of the Emblem using TG-01 alloy. So, go over to the 3D Duplicator and turn on the machine. A tray will open for you to place something in. Place the Emblem in, and then they will start to scan it. Now, you have to place the raw material to duplicate the Emblem. So, go out through the other door, taking all items with you except the M-100P in the security box, you will get it back later. ---------------- Guillotine Area ---------------- Hmm... Now you can open that shutter. Press the button to raise the shutter, and a Fire Extinguisher is revealed, along with 2 zombies in front of it! Meanwhile, the zombies have burst out of that gate in the fence! Oh dear... Luckily, there is a high explosive barrel in there as well, wait until the majority of the Zombies are near the barrel before shooting it with your handgun. Most of the zombies will be killed, and the survivor(s) can be picked off one by one with the Combat Knife. Get the Fire Extinguisher, and enter the enclosure the 2 other zombies burst out of. Examine the guillotine, and you will find a Padlock Key. Take it as well, then return to the Graveyard. ---------------------------- Outside Prisoners' Quarters ---------------------------- As you run along the path, 2 Cerberus Dogs burst out of the wire netting! Run! There is no need to kill them, just run to the other door, unlocking that gate with the padlock key if you have the guts to do so. New enemy! MA-39 Cerberus Attacks: Jumping Bite Arm Bite Strength: Combined usage of the Handgun and Knife: 1 shot to floor them, a rapid slash combo to pin them on the ground and kill them These devilish zombie hellhounds of the Resident Evil Series are back! They haven't changed much really, they resort to the traditional attacks. The arm bite is a lot like a zombie bite, as your character can shove the Cerberus dog away, flooring it at the same time, then you don't have to use that single Handgun Bullet to knock it down to the ground before you slash them to death with your knife. You can also attempt to floor these dogs with your knife, but it is a lot more risky. Be warned. ----------------- Prison Exit Area ----------------- There are 2 new naked zombies by the door leading to the graveyard. Lure them out, and when they are far apart, run between them and go through the door leading to the graveyard. ---------------- Graveyard ---------------- There are so many naked zombies here, this time, they are completely blocking your path, so you would have to floor and kill them all with the knife. Use the fire extinguisher on the fire, and it will be put out, and you can grab the Briefcase. Examine the rim of the Briefcase to open it, and inside will be the Alloy TG-01, as well as documentation about it. New File! "TG-01" Product Description Thank you for your continued support and for using our products This time we have gathered out most advanced technologies, and have succeeded in creating the unique anti-metal detection alloy "TG-01". TG-01 Features? - 1. Cannot be detected by any metal detectors. (1) 2. Cannot be pictured by roengenography at the immigration check. (2) 3. Lightweight, yet durable.(2) We plan to develop various weapons utilizing this innovative new alloy. (2) We have 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 Explanations: (1) Now, you can take this alloy past the metal detectors in the security checkpoint without much trouble, and you can use this "TG-01" alloy to make a copy of the Hawk Emblem, and take it past the detectors to the main prison gates. (2) It seems that Metal Industries Co. is a company that supports terrorism! If you make weapons using the alloy, then hijackers and other terrorists can easily sneak guns past immigration onto the planes, and a lot of hijackings will result! Curse you, Carl Redhill! Anyway, go all the way back to the Security Checkpoint, to the 3D Duplicator. -------------------- Security Checkpoint -------------------- "Please deposit any metallic items you have into the security box". Now, you do not need to deposit the "TG-01" sample, as it will not be detected. Notice that the zombies outside are banging on the windows, crying to be let in. Oh dear... Place the TG-01 alloy sample onto the duplicator portion of the 3D Duplicator, and just enjoy the process, as the diamond pen carves out an identical replica of the Hawk Emblem out of the TG-01 alloy. Take the Special Alloy Emblem, and you will be shocked to find that some zombies have broken in and you do not have a single weapon to defend yourself. Never mind them, run! Get all the items you have left behind in the Security Box apart from the M-100P pistols, and get out of there! Remember! There is obviously a reason why you still get to keep the Fire Extinguisher after you have used up all the foam inside. In fact, there is! Make sure you take it with you or you will be very sorry later in the game. Go all the way pack to the Prison Exit area. ----------------- Prison Exit Area ----------------- More and more zombies are waiting to be served Claire Casserole. There is no need to fight these guys, just wait for them to be separated far enough and run between them to the gate. Place the special alloy emblem into the slot, and the gate will be unlocked. Go through the gates. You are now officially out of the prison! *****IRON BRIDGE***** Well, due to the recent attack, the road section of the Iron Bridge has collapsed, yet a jeep hangs dangerously over the long drop below. Fortunately, the pedestrian walkway part of the bridge is not damaged. So, cross the bridge via the pedestrian walkway. On the other side, there are 2 more Green Herbs. Take them, also take the Handgun Bullets on the jeep. Notice the fire and the crate? There is a single crate that you can push. Push it so that it covers that fire, then Claire can climb onto it and use the series of crates as a bridge over the flames. Then climb down on the other side and climb up the stairs. *****PASSAGE***** There are a total of four zombies here. Floor them and swipe them all to death. Then go through the door to your right. *****MILITARY TRAINING FACILITY***** --------------- Courtyard --------------- There are 2 Cerberus Dogs here. Ignore them and go through the double doors. ----------------------- Training Facility Lobby ----------------------- Climb up the stairs, and go through the door with a door knob. --------------------- Pass Number Lock Room --------------------- There is a Bow Gun on the table. Take it. Next to it, there is a file. It tells you how to unlock the pass number lock. New File! Memo on the Pass Number The emergency door lock system in the biology experiment room can be released when the 4 digit pass number. I hope you haven't forgotten about that already. I have just received 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 now 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 look at 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! Explanation: The number on the picture with the human skeleton in the room locked by the pass number lock is the combination for the pass number. After getting the file and the Bow Gun, attempt to leave, and you will find some researcher trapped in the Biology Experiment Room and he is banging on the window to be let out. However, Claire cannot get the door open, and the man's head was crushed by some orange long arm. Could it be you, Mr. Tickle? Meanwhile, you will notice the Red Skeleton Picture in the back of the room, but the number written on it cannot be seen. New Weapon! Bow Gun Ammo: Bow Gun Arrows in units of 30 Booster Pack: Bow Gun Powder in units of 10 The Bow Gun is back, this time it fires arrows one by one, and you can stuff as many arrows you can into this weapon at once. Shoot a normal arrow and watch it stick into the enemy, hardly ever slows them! However, when you combine Bow Gun Powder with your arrows, they become highly explosive, and can take out even tough enemies in one or 2 hits. Now, it's time to leave. ----------------------- Training Facility Lobby ----------------------- An announcer has announced that there is a BIohazardous contamination in the experiment room, hence the area Claire is in will be sealed off by a shutter. Claire manages to leave the area before the shutter is completely down. "Whew! That was close!: Now, now Claire, it may not be that bad if you ARE trapped behind the shutter, only that you will starve to death... Tee hee hee... Anyway, grab the Bow Gun Arrows on the phone booth and go through the door next to the other locked shutter. It is locked by a grey card reader, and you will need a Biohazard Card, found somewhere else to unlock it. ------------------ Men's Locker Room ------------------ There are a whole lot of zombies here, slash them all to death. There is also a large supply of Bow Gun Arrows in the lockers, and even more on a corpse by the other door. Take them all, load them all into your Bow Gun and go through the other door. -------------------- Men's Bath and Sauna -------------------- There are 2 naked zombies here, perhaps they got infected by the T-Virus while they were having their sauna. Ugh... Anyway, climb down to the swimming bath and look for a valve on a side. Turn the valve to stop the water flow, and you will be able to find a key with tag, which is actually a Storage Key. Take it, and go back to the lobby, and enter the other room left in this place. ------------------------- Training Facility Office ------------------------- More Zombies, one is already floored for your convenience. Slash them all down and take the goodies. In the other room, there is a closet that can be opened with the Storage Key. Open it, and you will find Bow Gun Powder inside. Take it, and make some Explosive Bow Gun Arrows. Also go over to the computer terminal and print out the map of the Military Training Facility. Take it, and return to the Passage. Take those herbs lying around as you wish. Remember! Take note of a drawer locked with a simple lock in the office. You will need a lockpick to open the lock. *****PASSAGE***** This time, go all the way to the other end of the passage and climb up the stairs, go through the gates. *****PALACE***** ----------------- Palace Courtyard ----------------- There are 3 Cerberus Dogs here. Proceed slowly and take them out one by one with combined usage of the knife and handgun. Then, go to the other end of the courtyard and climb down the stairs there. Ignore the green item for now, it's a Navy Proof. --------------------- Palace Submarine Dock --------------------- Take the Bow Gun Arrows and the Handgun Bullets. On the wall is a map of the palace. Take it. Notice that there is a platform over the water with an octagonal shaped socket. You will need a steering wheel to operate the platform. Remember that, go back up the stairs. ----------------- Palace Courtyard ----------------- If you have room, take the Green Herb by the double door entrance to the Palace. Otherwise, enter the Palace and come back for it later. ---------------- Palace Foyer ---------------- Go down the steps, and the camera will show the large portrait of whoever's in charge of this facility. Notice that there is a computer terminal that requests a valid ID number. Anyway, go upstairs and into the room to the right above. -------------------------- Secretary's Room Save Room -------------------------- This is the first real save room in the game. There is a file on the table. Take it. There are also some Handgun Bullets near the typewriter as well as a green herb by a second door that has 2 slots for 2 guns. You will also notice that there is something underneath that dresser by the door. Push it aside, and you will find an ID Card of an Umbrella Employee. Examine the back of the card to obtain the ID number. It is NTC0394. Save if you wish, then head back out. New File! 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 strictly prohibited from entering his private house! What is his problem anyway?! (1) 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. (2) 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 here again, I could put my life at risk. (3) After all, it is a mystery why he so desperately tries to keep his private life with Alexia a secret. (4) Robert Dorson Explanations: (1) This gives more information about the personality of Sir Alfred, the person in charge of Rockfort Island. In fact, he is a person who lacks trust in anyone, even his secretary, and does not allow him to enter his private house. (2) Alfred's Private Residence is located on top of the hill behind the Palace. He has also a twin sister named Alexia. (3) This again shows that Alfred is completely intolerant to a fault. It seems that he will not hesitate to impose very harsh penalties on even his closest employees, in fact, he does not hesitate to kill his employees if they make mistakes! Now you know what has happened to Bob in the prison! (4) Alfred seems to be a little bit overprotecting his twin sister Alexia. A normal person would allow his sister to come out to the sun and socialize with other people. Alfred must have been hiding something by not letting anyone come into contact with Alexia. Later, Claire will meet the mysterious extreme beauty queen Alexia on the island, or will she? --------------- Palace Foyer --------------- Before tempering with the computer terminal, enter the other door that is already unlocked. --------------- Men's Room --------------- Bats! Lot of them! Equip the lighter and they will just flutter around helplessly and will not attack you. New Enemy! Bat Attack: Flying Bite Strength: Handgun: 1 Shot Lighter: Equip to keep them at bay The Crows of previous Resident Evil games have been replaced by Bats to form an even thicker "Haunted House" theme in this game. These little guys will not give Claire rabies, but they will really drive her batty. These bats just fly around annoyingly, sucking your blood every now and then. How annoying. Fortunately, these bats are very sensitive to light, so whenever you are going around areas with bats, equip your lighter as often as possible. Then they will just be kept at bay and will not be able to suck our heroine's AB type blood. There is a Duralumin case in this room, it is locked, and cannot be opened unless Claire has a lockpick. There is also a First Aid Spray between the two sinks, as well as some more Handgun Bullets inside a toilet cubicle. With all of these goodies, return to the Secretary's Room to deposit the case, as well as the first aid spray if you do not need it. Then head back to the Foyer. --------------- Palace Foyer --------------- Go over to the computer terminal and check it. You will find a door lock program, requesting a valid ID number of an Umbrella Employee. Enter the ID number found on the card earlier, NTC0394, and once the number is verified, the other door in the foyer will be unlocked. Go through that door. ------------------------ Palace 1st Floor Corridor ------------------------ Zombies, zombies and even more zombies, floor them all and kill them. Get the Handgun Bullets and the Red Herbs. Combine the Red Herb with a Green Herb if you have one. In this hallway, the first set of doors is locked with a lock with a silver crest, the second single door is unlocked, while the double doors at the end of the corridor is locked with a lock with a Gold Crest on it. Remember those locks for now. Go through the only door that is not locked for now. ---------------------- Military Display Room ---------------------- This looks like Alfred's private military museum cum coffee lounge. There are some Handgun Bullets on the table. Let's have a look at the various weapons displayed, shall we? 3 Combat Knives are displayed, 2 Handguns are displayed, a model fighter plane is displayed, a battleship is displayed, 2 magnums are displayed, and a large golden ant is displayed. Beneath the Golden Ant, there is a switch. Press it. The lights will dim, and a projector will show a short film on the screen. The film shows a young boy pulling the wings off a dragonfly, and throwing the dragonfly's body into an ant farm, his twin sister comes over and watches the dragonfly as it writhes helplessly as the ants swarm over it. She smiles to the camera. The twins then look at each other and smile such SWEET smiles. Hmmm... Did I say they had such sweet smiles? Then, an exhibition will move aside, revealing a secret room. Inside the secret room, there are more exhibitions, and a steering wheel is on the floor. Take it. The Gold Lugers required to unlock the door in the Secretary's Room are also there, but do not take them, otherwise, Claire will be trapped in this secret room and the room will heat up. With the Steering Wheel, exit the room, and return to the Palace Foyer. --------------- Palace Foyer --------------- Attempt to get out of the Palace. "Yieaaaaa!!! Help me!!!!" It's Steve. It looks like our problem teenager is in trouble. There is no time to waste. Return to the Military Display Room. ---------------------- Military Display Room ---------------------- It seems that a mechanism behind the screen is revealed. Examine the mechanism, and you will find that Steve is "suffering". Then you will be shown the lock release mechanism. It's about time for the first puzzle in Resident Evil: Code Veronica X. Puzzle Time! Calming the Angry Room You will be given a message, "When two pairs complete, my anger will subside." There are 6 Buttons: A: Battleship B: Ant C: Handgun D: Combat Knife E: Magnum F: Fighter Plane Now remember the weapons displayed in the room, only the Handgun and Magnum are displayed in pairs, so press buttons C and E. Then decide. The exhibition will slide open and Steve will be released. Steve runs out. "That was too close, but I found something, thanks to, er, you." He shows Claire the Gold Lugers. Claire looks at the Lugers. "Oh, I need those. Give them to me." Steve promptly refuses, "You got to be kidding. I've found it, and I'm keeping it. Let's make a deal. I'll trade you for something fully automatic." Claire thinks about it. "See you round, Claire, adios." Steve leaves. "Hey wait! Steve!" Claire is then left with a headache. Tee hee hee... (Note that if you took too long in rescuing Steve, he will stumble out of that room and collapse, saying "Thought I was not going to make it" instead.) Now, there's nothing more of interest. Leave this room once more and leave the Palace. --------------- Palace Foyer --------------- As Claire is in the foyer, ready to leave, she notices that there is a lovely little red beam shining on her forehead. Someone's aiming at her! She darts behind a pillar just as the person opens fire. "Redfield! How dare you interfere with my operation?" That person asks Claire. Claire asks, "What are you talking about?" That person continues, "You let yourself be captured so that you can lead your people to this base." Claire denies everything. "I don't know what you are babbling about!" This man then reveals him face. "You don't fool me. I am Alfred Ashford, commander of this base!" "Oh, you must be one of Umbrella's lower level officers if you are in charge of a backward base like this one." Now, Alfred Ashford IS annoyed. He bangs the butt of his Sniper Rifle onto the railings. "How dare you! The Ashford family is one of the world's first and finest. My grandfather was one of the original founders of Umbrella Inc. Now tell me, why have you attacked this installation?" Claire was surprised. "Attacked?" "Shortly after you arrived, my base was attacked. You must have informed your people of its location." "I still don't follow you, I don't know anything about that." "How could you deny? My base has been destroyed, and thanks to you the experimental T-Virus leaked, creating countless zombies and monsters. Now, how do you work for? Who sent you?" Claire sticks her head out from a pillar a little bit too much, and Alfred almost got her with the sniper rifle. Almost. "Well, have it your way then, you are just a rat in a cage anyway, I'll be sure to keep you entertained before I dispose of you. Ha ha ha ha!" Well, it's time to introduce the first villain of the game, Alfred Ashford! New Villain! Alfred Ashford Alfred Ashford is the commander of the Umbrella Base in Rockfort Island. He has a really horribly high-pitched voice that sounds a lot like one of my classmates at school. Heh heh. This guy is obviously the most despised villain of the Resident Evil series, as he is so vain and silly! His voice and laughter, it's just plain stupid! He has another secret behind him, which you will learn about later. Luckily for Claire, the entertainment has not started yet, so let's just take care of business, shall we? Exit the palace. ----------------- Palace Courtyard ----------------- It's time to take that Navy Proof from the ground. Then, go down the stairs to the right. ---------------------- Palace Submarine Dock ---------------------- Place the Steering Wheel onto the octagonal socket, and turn it. A Submarine will be raised, and the platform will move out so that you can enter the sub. Enter the submarine. --------------- Submarine --------------- There is a side pack here. Take it, now Claire can hold 10 items instead of 8. Pull the lever down, and the Submarine will begin its dive. When it has stopped, climb up the ladder. You are in the airport now. *****AIRPORT***** ---------------------- Airport Submarine Dock ---------------------- Just run along this corridor and go through the door at the other end. -------------- Aquarium Room -------------- 3 zombies here, you know the drill. Floor and kill! Ha, that rhymes! There are 2 more doors here. Take the one to the left first. -------------------- Plane Boarding Area -------------------- Bats! Equip the lighter to keep them at bay. Go over to the screen. There is a switch that powers the Boarding Lift. Press it, and the lift will come over to you. On the lift, are 3 hexagonal sockets. Place the Navy Proof on one of the sockets, and you will find that you will need to place 2 more proofs before you can access the boarding lift and board the cargo plane. So, just leave for now. --------------- Aquarium Room --------------- This time, go through the door on your right. --------------- Lower Bridge --------------- You will see that this bridge is right in front of the transport plane. Cross the bridge and go through the door on the other side. --------------- Shutter Room --------------- There is a cargo lift blocked by a large crate, and a shutter marked K-402 that is locked. Go up the elevator and you will find the controls for the crane. You can use it to move that giant crate blocking your path. Puzzle Time! Moving the Crane This puzzle is a lot like those grab a doll machines in video arcades. You first get to move the crate forwards then to the left. Move the crate so that its shadow is directly over the middle of the crate. Then the crate can be lifted away. Now, go back down via the elevator. Press the lift control button there, and the lift will come up, along with 5 zombies! One of the zombies are floored for your convenience, but the rest are walking and very much alive! This time, use the handgun on them, and only use the knife when the floored one remains. With the threat taken care of, you can get onto the lift and get the Bow Gun arrows and the Biohazard Card from the goods there. Then you can leave. The Biohazard Card is to be used in the Military Training Facility. So, take the Sub back up and return to the passage. Then enter the Military Training Facility area again. *****MILITARY TRAINING FACILITY***** ---------------------------- Training Facility Courtyard ---------------------------- What the? The ground is shaking. A giant worm comes up. Meet our new enemy, the Gulp Worm. There is no need to fight this monster. Just enter the Military Training Facility and leave it alone! ------------------------ Training Facility Lobby ------------------------ Ventilation of the Biology Experiment Room is not complete, so the shutter leading to that room cannot be released. Use the Biohazard Card on the other card reader and the shutter will come up. Go through that hallway, and hey! The shutter is coming down behind you again! Anyway, go through the door at the other end. ----------------- Ambush Courtyard ----------------- Run out there, and you will find that Alfred Ashford has been waiting for you. He tries to shoot Claire, but missed again. Now, you are left to play as Claire. Run up the stairs and do not let the red beam shine on you, or you will be shot! When you have gone up the stairs, Alfred would have gone through the door to your right. Go through that door. Why, your heart is beating, loud as a drum! Take note of that socket on the rails of the balcony. ---------------- Shutter Hallway ---------------- Run along the hallway, and take the Handgun Bullets by the vending machine, then go through the door to the right. --------------------------- Staff Common Room Save Room --------------------------- There are herbs here, take them. Notice the Hemostatic Medicine on the sofa. It can be used to help someone stop bleeding. It will work well for our friend Rodrigo back at the prison. Store it in the Item Box for now. Take the Bow Gun out of the Item Box, as well as the Explosive Bow Gun Arrows. You will need those later. Then go back out. ---------------- Shutter Hallway ---------------- Now, attempt to open the other door, and the shutter behind Claire comes down! A white colored mouse managed to run underneath the shutter, but Claire was not so lucky. We know hear Alfred Ashford's horribly silly laughter from a loudspeaker. "Hehehehehehehe..." "Welcome Claire. Consider the area you are in a very special playground I have prepared JUST for you. Please try to keep me amused and do not disappoint me by dying too soon... For I will enjoy this. Hahahahahahahaha!" After listening to Alfred's statement, I felt like screaming. In fact, I WAS screaming, with laughter! Ha ha! So, the Alfred Games have begun! Don't worry, Alfred, you will not be disappointed! Go through the door now to our lovely little playground. ----------------------- Alfred Arena Warehouse ----------------------- Hmmm... This warehouse looks a little bit empty. Oh, what are those 2 things on the floor under the railings? It is a pair of Sub Machine Guns, and they are not loaded. This is something that is Fully Automatic, and can be traded with Steve for the Gold Lugers. There is ammo for the Submachine Gun on the crates on the crates on the turntable below. Most people will think that it is absolutely sensible to try and get the ammo there. Try to go down the stairs, suddenly, a shutter nearby opens, and something big, something who is orange with a long arm comes out. Is that you Mr. Tickle? Say, you must have taken cosmetic surgery or something, right? Unfortunately Mr. Tickle is not here just to tickle you, he is going to use his long arms to tickle you to death! Whip out your Bow Gun and kill this thing with your explosive Bow Gun arrows! But what was that thing? It's a new enemy in the game, not Mr. Tickle, you dummy! It's a... New Enemy! Bandersnatch Attacks: "Anyone for a tickle?" Arm Stretch Punch Arm Stretch Grab Strength: Bow Gun with Explosive Bow Gun Arrows: 2-3 shots Grenade Launcher with Flame Rounds: 1 Round This is a new enemy with only one arm. But this single arm is just so long. He can use it to stretch across a room to punch you, or grab your head, making you gasp for air. As these guys are practically made of rubber, most bullet based weapons just bounce off them. Fortunately as they are made of rubber or something soft like rubber. Fiery weapons have absolutely no problem in killing them. All you need a several Explosive Bow Gun Arrows or a Flame Round, and they will be dead in no time. After the Bandersnatch is dead, a new door will open for Claire. Go down the stairs and through that opened door. Suddenly, another Bandersnatch appears out of nowhere and starts squeezing on Claire's head! Claire is doomed! No, wait! Steve jumps in through the window. He fires a few rounds at the Bandersnatch, making him let go. Claire falls to the ground, gasping for air. Now, the Bandersnatch comes over to attack Steve. Steve looks away, yet he was able to continuously pepper the Bandersnatch with a long barrage of bullets from his Gold Lugers. Bang bang bang bang bang bang bang bang bang bang! I counted at least 30 shots fired from the 2 Lugers. That's 15 per luger! How is this possible, my best friend told me that a Luger Handgun can only hold 8 Bullets in a magazine at a time. How could Steve be able to fire that many rounds? I guess Capcom has not done any proper research on the properties of guns. Anyway, Steve uses his bullet barrage to knock the Bandersnatch towards the wall. He kicks it into the wall, and delivers one final shot to the Bandersnatch killing it finally. "Yeah, that felt good! Don't worry Claire, your knight in shining armor is here!" Steve remarks. But Claire is not amused by this problem teenager. "You wish." She hands the two Sub Machine Guns to Steve. "Here, take these!" "Machine Guns? For me?" Steve is happy. "You know the deal, in exchange for your Lugers." "OK! OK!" Ahh... Claire finally has the Gold Lugers. Steve is a little overexcited by his new guns. "Yes, this is my kind of weapon. All right!" He tries to fire the Submachine Gun, but no bullets fly out. "Hey! This thing's empty! You cheated me!" Now, Amateur Gun User Claire is ROTFL (Rolling On the Floor Laughing). "Right up there, plenty of ammo, just for you." Steve looks up. "Way up there?" "Give me a boost and I will get it for you." "All right." Claire steps on Steve's back. "Oww! You are heavier than you look. Hurry up!" Claire hands Steve the Submachine Gun Ammo. "Happy now?" Hey, there is only one Magazine, how can one Magazine fit into two Ingram Sub Machine Guns? Suddenly, the turntable the twp were on started to descend. "What?" Steve asked. We now here some more rubbish from Alfred Ashford. "Now that your knight has made his appearance, he can join you in your descent into death." Well, Alfred, you are wrong to underestimate Steve. You will see... When the Turntable has lowered to the bottom. Steve is much more enthusiastic than ever to go on a killing spree. "OK! Let's do it. Wait here, Claire, time to test out my new toys. Ha ha ha!" Now, Claire has nothing better to do than to hang around while the problem teenager kills everyone for you. You will now be playing as Steve. *****PLAYING AS STEVE***** ----------------------------- Grenade Launcher Shutter Room ----------------------------- New Weapon! Sub Machine Guns The Ingram Submachine Gun is back from Resident Evil 2, but this time, we will be holding 2 guns, one in each hand. Hence, you can pick off two targets at once by pressing the L button now and again. These bullets are just so fast! When facing stronger enemies, you should consider focus firing on one enemy so that they are more likely to be kept at bay. When playing as Steve, you can act as ruthless as you like, as ammo is not an important issue. After all, you will be switching back to Claire very soon. If you L Target enemies with Steve, he can sometimes cross his guns as he fires. Some people just think this is cool, but I do not! Arm your Sub Machine Guns, and kill every single Zombie. For some strange reason, Steve will always target the Zombies behind the shutters first. So you may have to aim manually by turning Steve around. There is a Grenade Launcher behind the shutter as well, but the shutter is locked, and there is a blue card reader next to it. Remember that. Now, go through the door to the left first. ---------------------- Gun Maintenance Room ---------------------- There are some Zombies here. Be merry and take them all down. Remember that there is a cupboard locked with a simple lock. Claire can open it when she finds a lockpick. Remember! On the table, is a part for a Handgun, and some Green Liquid used for gun maintenance is on the shelf. While Steve and Claire don't need to get these items, someone else will have to get them later in the game. So remember or you will be wasting a lot of game time. So there. Get back to the Grenade Launcher Shutter Room, and go through the door opposite the door you came in. --------------- Ventilator Room --------------- More zombies down the steps. There are also a number of explosive barrels here and there. Use them if you want to save your Sub Machine Gun Ammo, although I doubt you will ever want to conserve ammo. Tee hee hee... Note that shutter that is down and locked from the other side with a Blue Card Reader. Climb up the other set of steps and go through the other door. --------------- B1F Lift Lobby --------------- Run forwards and you can watch another interesting cutscene or FMV, after all the characters' mouths are moving when they talk, not stationary, as if they are painted on their faces in Resident Evils 2 and 3. "It was dirty work, but this area is now clean. Claire comes in. "You see, you can depend on me." He shows her the Ingram Sub Machine Guns. "You see, these are a lot more reliable than any person." Claire was a little amazed. "Than people?" Then, the music changes in tone again, and it seems that Claire has provoked our problem teenager once more again. Claire asks Steve, "Steve, what were you doing here. Why are you here and where is your family?" Steve had an emotional breakdown. He fires his Ingrams at the air. "Shut up! I don't want to talk about it! Never mind, let's get going." The two then enters the lift and goes up to the 2nd floor. You are back in control of Claire again. *****PLAYING AS CLAIRE***** -------------------------- Command Center and Hallway -------------------------- The Command Center portion of this room is blocked off by another shutter locked by a Blue Card Reader, so it's best to follow Steve and go through the door he has gone through. --------------- Motor Pool --------------- Run over to Steve, suddenly the floor beneath them gives way! They fall down to the Motor Pool below. Steve was all right, but Claire's legs were stuck beneath some debris. "Claire, are you OK?" Steve asks. "Steve, look behind you!" Another Zombie is walking towards Steve. Steve trains his guns at the zombie. Suddenly he stops, he hesitates. "What are you doing Steve? Shoot it!" But somehow, Steve is a little reluctant to do that. "I can't. No!" The zombie spots Claire, and goes over to bite her. In that critical moment, Steve turns around and shouts, "Father! Arrgh!" and empties his Sub Machine Guns into the zombie. Even when he ran out of ammo, he still tried to continue to shoot. Steve cannot take it anymore. He breaks down and cries. Now, our problem teenager tells his social worker Claire his story. "Dad used to work for Umbrella. He tried to steal information and sell it out to the highest bidder. He was caught. Mom was killed, and we were sent here. He was a fool to do something so reckless, so stupid." He puts his head down. Claire finally showed sympathy for the poor chap. "Oh Steve, it's OK now, just rest." Just leave Steve to mourn the death of his father, and go through that single door to the left. --------------- 1F Lift Lobby --------------- There are zombies here, floor them and kill them as usual. Then go through that single door at the other end of the hallway. --------------- Painting Room --------------- There is an Eagle Plate on the wall. Take it. Remember! Check the Eagle Plate and you will find that it is made entirely of special blue alloy except the halberd part, which is made of gold. Take note of the painting of the room, it seems that there is a supposed to be a red skeleton painting where the eagle plate once was. With the Eagle Plate, you can either use it on the socket at the Guillotine area or on the socket on the balcony of the Ambush Courtyard. This guide recommends you to use it on the one in the Ambush Courtyard first. So, go all the way back to the Ambush Courtyard. To get there, go back to the Motor Pool, and go through the double doors to the right. --------------- Tank Area --------------- There are two Stray Cerberus Dogs hanging around without a license. Kill them both, then get the Bow Gun Arrows on the floor by the door. My, that's a lovely tank you have there, Alfred. Go through the door. --------------------------- Training Facility Courtyard --------------------------- Hmmm... The Gulp Worm has not left the area yet. Avoid him, then enter the Military Training Facility. Head back to the Ambush Courtyard and use your Biohazard Card to open any shutters that stand in your way. ---------------- Ambush Courtyard ---------------- There are 2 Cerberus Dogs here. Kill them if you wish, as you will only be wasting 2 Handgun Bullets to the most if you do things right. Then climb up the stairs and place the Eagle Plate into the socket. A blue Emblem Card is revealed. Now you can unlock the shutters with the Blue Card Readers. Return to the Staff Common Room to deposit the Gold Lugers to free item space. Then get back out to the Courtyard. Climb down the stairs, and you will find a ladder hidden next to the burning barrels. Climb down. You will be in the basement again. ---------------- Ventilator Room ---------------- There are no enemies here. Go over to the blue card reader and use the Emblem Card. The Shutter will go up. Then climb down, and go through the door to Claire's right. ----------------------------- Grenade Launcher Shutter Room ----------------------------- Use the Emblem Card on the Blue Card Reader and the Shutter will rise. You can now take another new weapon in the game. The Grenade Launcher! New Weapon! Grenade Launcher Ammo: Grenade Rounds in units of 6 Acid Rounds in units of 6 Flame Rounds in units of 6 BOW Gas Rounds in units of 3 Another traditional weapon of Resident Evil, the Grenade Launcher can fire different type of Grenades with different flavors. The Grenade Rounds are the standard type of ammunition, and they work a lot like Cluster Bomb. When you fire, a lot of small rounds will fly out, hurting a bunch of enemies at the same time. The Acid Rounds are filled with Sulphuric Acid, while the Flame Rounds can burn enemies very easily. There is a new type of ammo for the Grenade Launcher, and they are the BOW Gas Rounds. They are unarguably the most powerful type of Grenade in the game. Claire can only find 3 in the entire game, and they are used for large and strong Bio Organic Weapons. With this new weapon, it's time to go to the lift lobby and take the lift all the way up to the 2nd floor again. ----------------------- Command Center and Hall ----------------------- Use the Emblem card on the reader, and the shutter will go up, revealing 2 corpses! Anyway, climb up the steps and take the Grenade Rounds under the chair. Examine the screen there. It talks about a new creature called the Albinoid, it is made by injecting T-Virus into the genes of a Salamander. An Albinoid can grow to over 7 feet in a short time frame, which is about 10 hours! With this interesting new information, go over to the main control panel and take the Army Proof. Then switch to the security camera on the screen. You can move the camera using the Control Stick, and zoom in with A. Move the camera to the Skeleton Painting and zoom in. You will find a number, 1126. Meanwhile, the Biology Experiment Room has finished ventilating. So, it is time to leave and get there. Go through the door closest to you, and ignore those 2 zombies. Go back to the lobby. ----------------------- Training Facility Lobby ----------------------- Use the Biohazard Card on the Grey Card Reader there, and the shutter will rise. Climb up the stairs and through the door on the end of the corridor there. --------------------- Pass Number Lock Room --------------------- Key in the pass number, 1126 and enter the Biology Experiment Room. ------------------------ Biology Experiment Room ------------------------ There are some Acid Rounds here on a table. Take them. Notice the corpse of the researcher on the floor. Check him if you like, he is not going to turn into a zombie and kill you. See the skeleton picture, that's what you need for the painting room. Take it. Attempt to leave, and CRASH! A baby Albinoid jumps out of a capsule and escapes into an air vent. The announcer says, "Biohazard Contamination, level 3. Emergency shutters will close. All personnel evacuate immediately." You hear her voice, get back to the lobby! Hurry! You have about a minute before the shutters close. Otherwise, Claire will be trapped in forever and will eventually starve to death. Whew, that was close again. Don't worry, you don't need to access that part of the facility in Claire in this game. Now, head back to the painting room by whatever route you want to take. Just be careful of the zombies in the hallway outside. ------------------------- Painting and Diorama Room ------------------------- Place the Red Skeleton Picture onto its position on the wall as specified in the painting, and the wall to the left of Claire will open. Wow. There is a large diorama of the facility here. There is something shining on the diorama. It's a Gold Key, to be used in the Palace. So, that's where you will want to go. Take note of the drawer to the right of the diorama locked with a simple lock. You know what to do later, do you? Remember! You should have a look at the sign to the left of the diorama. It says that the Military Training Facility was completed on December 8 some year ago. Remember this date at all costs. Return to the Palace for now. 2 Bandersnatches would have pulled themselves up in the passage. I suggest you take these out from a distance before proceeding. *****PALACE***** --------------- Palace Foyer --------------- Zombies! Clean this place out! Kill all 4 of them, then enter the 1st floor corridor. ------------------------ Palace 1st Floor Corridor ------------------------ Remember that door at the other end of this corridor locked by a lock with a Golden Crest? The Gold Key can unlock that door. Discard the Gold Key and go through the double doors. ------------------------ Ashford Family Gallery ------------------------ This is where they keep the portraits of each of the Ashford Family Masters. Notice that each portrait has a switch beneath it. Do not temper with any of the switches yet. Go up the steps, and you will find the portrait of Alfred Ashford, painted when he was a young boy. It seems that we have another puzzle in your hands. Puzzle Time! Tracing the Ashford Family Legacy Examine Alfred Ashford's portrait and you will find a file called the Message to New Master. Read it carefully, as it gives you clues to solving the puzzle. New File! Message to New Family Master Sir Alfred, Congratulations on your succession as master of 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 tea cup as a commemorative to Veronica. As founder of the Ashford family, her intelligence and beauty are legendary. The second and third masters, Stanley and his son Thomas, were also presented with similar tea cups. It was their hope to achieve glory as Veronica did before them. The position of family master then shifted from Sir Thomas to his twin sister Sir Arthur. It then went to Sir Edward, your grandfather. That was when the Ashford family enjoyed its golden age. It was also Sir Edward's achievement 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 its glory with your guidance, just as this vase continues to shine eternally. Scott Harman Butler, Ashford family Guidelines to completing the puzzle: The inscription on the picture of Alfred Ashford. "Trace the Ashford family legacy, reveal the true master." It seems that this puzzle requires you to press the buttons beneath the paintings of all past and present masters of the Ashford Family with respect to their order of succession. There are in total 6 pictures you will have to press their switches before pressing the one beneath Alfred Ashford's portrait. The portraits show the following people: A. A woman in a purple dress, holding a tea set B. A red hair man with a white candlestick next to him C. A red haired man, with an Earthenware Plate next to him D. A red haired man with a pair of red haired twins, with a tea set on the table E. A man's portrait with an Earthenware Vase next to him F. A red haired man with a tea set Now, we know that Veronica was the founder of the Ashford Family, and as she is the only female master. We can say that Portrait A is that of Veronica Ashford. The second master Stanley was the second master, his son Thomas was the third master, and Thomas' twin brother Arthur the fourth. Now, we know that Stanley Ashford was the father of a pair of twins, and hence the person in Portrait D is the portrait of Stanley Ashford. The third master Sir Thomas was given a tea set in his succession. You should know that he is also a redhead. As the only portrait remaining with a person holding a tea set is Portrait F. We can deduce that the person in Portrait F is Thomas Ashford. If you take a look at the pure white candlestick to the left of Alfred Ashford's Portrait, you will find that it is made in memory of Alexander Ashford, the sixth master's succession as Ashford family master. Portrait B clearly shows the candlestick. So, Alexander Ashford is the person in Portrait F. This leaves Portrait C and Portrait E. As the fourth Family Master Sir Arthur was the only other redhead left in all these people, Portrait C is that of Arthur Ashford, and Portrait E is that of Edward Ashford. Now, by the order of succession of the Ashford family, you now know you will have to press the switches in the following order: A --> D --> F --> C --> E --> B Having pressed the switches, go over to the portrait of Alfred Ashford and press the switch. His portrait will turn around, and will reveal the portrait of Alexia Ashford, as well as an Earthenware Vase. Take the Earthenware Vase. Examine the mouth of the Earthenware Vase, and you will see a red jewel in the shape of an ant, called the Queen Ant Object. With this new item. It is time to go back to the Secretary's Room. --------------------------- Secretary's Room Save Room --------------------------- Take the Gold Lugers out, and place them into the 2 slots on the other door. The door will unlock. Be sure to bring the Bow Gun with Explosive Arrows before you through. ----------------- Ashford's Office ----------------- Hmmm... A large storm is brewing. Take the Handgun Bullets from the table. Then go over to Alfred's desk. There is a computer terminal. Turn it on. You will be treated to the video showing Ashford throwing the helpless dragonfly's body into the ant farm again. Then, you will be asked for the password. There are 4 digits in total. Interesting. Meanwhile, the music box in the room has turned on. Is there some sort of puzzle here? Puzzle Time! Finding the password. On a piece of paper on the table to the left of the computer, is a weird set of instructions: First Digit: Left, Right Second Digit Left Third Digit: Right Fourth Digit: Right, Right, Right You must not reset while maneuvering. Go over to the music box. You can press a button on the left, and a button on the right. Press the one on the left, then the one on the right consecutively, and a digit 1 will appear. That's the first digit. Then press the left button, a new digit 9 appears, that's a second digit. Then press the button on the right, a new digit 7 appears, that's the third digit. Then press the button on the right 3 times sequentially, and a digit 1 will appear. That's the fourth digit. So, the password is 1971. If you have pressed the buttons in the wrong order, reset and start again. Type the password in the computer, and press the enter key. Then, the music box will play, and you see the man and the woman kissing or something in the music box, and it will move aside, revealing a secret passage. Attempt to go there and, surprise! Mr. Tickle jumps in through the window. Anyone for tickles? Oh, it's a Bandersnatch, and he wants to squash you head. Kill him with the Explosive Bow Gun Arrows, then enter the passage and go through the door there. *****BRIDGE***** Cross the bridge, and go up the stairs, you hear some woman's creepy laughter. You must be nervous now, eh? Your heart is beating loudly again! *****PRIVATE RESIDENCE***** ---------------------------- Private Residence Courtyard ---------------------------- Bandersnatches! If you have enough explosive Bow Gun Arrows, kill them. Otherwise, run! Enter the Private Residence. ----------------------- Private Residence Foyer ----------------------- Hmmm... This foyer has all the features of a Haunted House. There are somany bats flying around, as well as some haunted house music with the conjunction of organs. Hmmm... Anyway, equip your lighter, and go up the stairs, don't go through the door on the first floor, as there are 2 Bandersnatches inside guarding only Bow Gun Arrows this is not worth it. Go through the door on top of the stairs, and get the goodies on the table nearby. ------------------------------- Ashford Twins' Bedroom Corridor ------------------------------- You hear the voice of a woman. It is Alexia Ashford. "Keep focused, brother. Our enemy is only a little girl. Why is it taking you so long?" Alexia says. Alfred apologizes, "I'm sorry Alexia, but I have been trying my best." "The revival of the Ashford Family depends on your success brother." "Oh, I am aware of that, Alexia. I will revive the name of the Ashford Family myself, and make you the master of the glorious Ashford Family." Suddenly, Alexia spots Claire. "Who's there? Is someone at the corridor?" Claire ducks away. "What is it, Alexia?" "Nothing, I must have been imagining things. Let us go brother." After the cut-scene, Claire will be by a door, and a Green Herb. Take the Green Herb and go through the door. It's a tension zone here, your heart is beating again! ------------------------- Alexia Ashford's Bedroom ------------------------- No one's here. Strange. A music box is playing the same tune you've heard in the Ashford Family Home Video. Stop the music box, and it will close and will lock itself up. Meanwhile, the bed will rise up. Place the Queen Ant Object onto the socket of the Music Box, and then it will open up again. Do not take the music box plate yet. Instead, turn around and take the Silver Key revealed on the bed. It's time to go back to the Palace for now. So, go back to the Palace. *****PALACE***** --------------- Palace Foyer --------------- On the same level of the Secretary's Room, is another single door locked with a lock with a Silver Crest. You know what to do. Use the Silver Key to open the door. ----------------------- Alfred's Private Casino ----------------------- This is where Alfred Ashford and the other nobles gamble at their own leisure. Hmmm... There are 3 Slot Machines, one of them is turned on, take note of that, a poker table and a roulette game! On one of the tables, is something that looks like a pack of cards. It is in fact a box of Bow Gun Powder, so combine it with the Bow Gun Arrows to make Explosive Bow Gun Arrows, as you will need them shortly. See the piano? There is a slot there for a piano roll, to be found a little later. Take note of that as well. Get out of the Private Casino for now. --------------- Palace Foyer --------------- There is one room that has not been explored on the first floor of the palace. Check your map. The door to that room is green, which means that you can open it with the Silver Key. So, enter the Palace 1st Floor Corridor as planned. ------------------------ Palace 1st Floor Corridor ------------------------ Use the Silver Key on the double doors, and enter. The Silver Key should be useless now. So discard it before entering. --------------- Conference Room --------------- This is where Alfred Ashford and his high-level employees hold their meetings. In fact, someone else is having a meeting right now and isn't very happy with Claire butting in! Mr. Tickle says, "Who's there, is that you, Little Miss Curious? Oh, it's that pesky girl in red. Let's tickle her!" Heh heh... That was another Mr. Men and Little Miss joke I made up. In fact, there are 2 Bandersnatches in the room! Blow these rubber men to shape with your Explosive Bow Gun. Now, let's have a look around the room, there are some Handgun Bullets on a chair, and on the table by the projector is a report from Agent Hunk, the person who took the G-Virus of William Birkin in Resident Evil 2! New File! 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. (1) Extreme care was taken during transport, and all 108 check points were confirmed condition "green" in accordance with standard procedures. It is currently being stored in a freezer. (2) There's one thing that I don't understand. We are normally assigned to special missions. Why were we ordered to transport 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 during this transport. This is especially important if the contents are potentially harmful. (3) 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. (4) We will gear up for the next mission today at 23:00. Umbrella Special Forces Unit HUNK Explanations: (1) This shows that Umbrella has a Transport Terminal somewhere. Claire Redfield and the other characters in the game will eventually pay that terminal a visit. But I will not disclose the location of that Transport Terminal. Read on and see... (2) I guess Umbrella is again, up to no good, transporting another of their Bio Organic Weapons to the Rockfort Island facility. It is currently stored in a freezer. I wonder what could it be? Claire will find out soon enough. (3) Well, Agent Hunk, although famous for being the sole survivor in all the missions he is on, is actually more considerate than most people thinks. He is right about the contents of that capsule being harmful. It may not be harmful to Hunk, but it WILL be harmful to Claire later on! (4) Well, what do you know? The Military Training Facility on Rockfort Island has trained many dedicated operatives for Umbrella Corporation. I guess the Rockfort Island Facilities are not so meaningless after all. Alfred Ashford should be proud of the fact that he is the commander of a secret base in the middle of nowhere instead of considering it to be the downfall of the Ashford Family. He is a lot like Ernst Stavro Blofeld, the first James Bond villain in this respect. In the middle of that U-shaped table, you will find another Eagle Plate on the floor. Now you can use it on the other Eagle Plate Socket back at the Guillotine Area of the prison. So, that is where you are going next. Run along now. Just avoid all the zombies that get in the way. ---------------- Guillotine Area ---------------- There may be more zombies here. Take them all down. Before you place the Eagle Plate onto its socket inside the fence, enter the Security Checkpoint and take the M-100P pistols from the Security Box. It may be wise to upset the Metal Detector so that the passage becomes blocked up, so the zombies in the hallway are blocked off from the other end of this checkpoint. Having taken the M-100P pistols, place the Eagle Plate into its socket. The Guillotine's blade drops down. The gate will open, revealing two more zombies. Yawn... Take them down with the knife, as usual. Then go through the door revealed. ----------------------------------- Pathway outside Security Checkpoint ----------------------------------- It seems that not all of the Window Shopping Prisoner Zombies have jumped into the Security Checkpoint. So, make use of that lone barrel there, and blow them to pieces. Then, go through the door on the far end of the path. ------------------- Item Box Only Area ------------------- You are now on the other side of the door that was previously blocked and cannot be opened from the Computer Data Room earlier on. You now see what is responsible for the obstruction. It's a crate blocking the door. Push it aside and you can open the door. Deposit any useless items like the M-100P for now before hand. You can now go through that door back to the Security Checkpoint, and get the First Aid Spray, Flame Rounds and BOW Gas Rounds, and store them in the Item Box there. Now that you have stocked up on these items, go back to the Pathway outside the Security Checkpoint. ----------------------------------- Pathway outside Security Checkpoint ----------------------------------- Go through the other door that you have not gone through yet. ---------------- Anatomist's Hut ---------------- This is the house behind the Guillotine Area mentioned in the Prisoner's Diary Early. Look at the corpse lying down. He is being anatomized, and is not breathing. Look around the room and you will find a small enclosure with a dummy of the human body. Only that one of its eyes is missing. Take note of that. There is a red book on the table beside the dummy. Mmmm... Interesting. New File! Anatomist's Note There is a demon in my mind. I can't control the fierce impulses 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... (1) But, Sir Alfred was kind enough to acknowledge me, and has given me the facilities, the chemicals, and the "equipment" necessary to study everything. (2) 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. (3) 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. (3) Explanations: (1) Alfred Ashford is not the only crazy person on this island. In fact, this Anatomist is just as wicked. He admits that he has been possessed by a demon that makes him a very sadistic person, and causes him to enjoy torturing and killing people in the most painful ways possible. If I were you I would seek psychiatric help fast. But he actually likes to have such a mental disorder. I guess the demon must have helped him in writing this note! (2) It seems that this Anatomist is one of the people on the island that Alfred Ashford likes aside from his sister. Now you know what happened to the people like Bob and the prisoner who wrote the Prisoner's Diary in the prison. It seems that those people who get taken to this building will be used for medical "study". They will be cut open and anatomized, and made models of the insides of the human body, much like those mice and the frogs the A Level Biology Students cut open and stretch out, showing all the organs, guts and all that in their Biology experiments. Ugh... (3) There is a secret basement to this medical building. It is hidden by some strange lock. The key to this basement is always with the anatomists. So, if you find the anatomist, you should be able to find the key in his pockets or something... Now, go through the other door in this room. My, one of the body bags is moving! What's going on? --------------------- Burning Torture Room --------------------- Wow, this place really is so torn down and burning apart! Yet there are so many zombies hanging around. You know what to do. Send these undead back to their deaths, then take the Red Herb and the Duralumin Case and any other goodies you find. The Duralumin Case, like the one you found before, is locked with a simple lock, so you will have to find the Lockpick a little later before you can open it. Get out now. The medical room is becoming a tension zone, with all that heartbeat coming. ---------------- Anatomist's Hut ---------------- Hmm... What's the difference between the two pictures? Well, in the first picture, there was a body bag, in the second picture, the body bag is gone! Hear the splattering sound? Let's go over and check, shall we? Oh, it's the anatomist. He is performing anatomy on his patient using his mouth! Come on, Alfred Ashford gave you all the equipment to study everything, and yet you don't even have a scalpel to cut open that prisoner? Sigh... Oh, it seems that he would like to perform anatomy on you, Claire! Meanwhile, his patient has woken up and he is coming to get you as well! The Anatomist has a lot of HP compared with other zombies, but one Explosive Bow Gun arrow can easily take care of him. As for his patient, well, you can use your Combat Knife, and anatomize his leg, then his body. Have fun! When the music ends, the Biology lesson is over. You will notice something glimmering on the ground near the dead Anatomist. It's a glass eye. Remember that an eye in that human body model is missing? That is where you should put the glass eye in. Having inserted the Glass Eye into the eye socket, a wall beside Claire will open. Go down the stairs revealed. -------------- Bat Hallway -------------- Even more bats! Equip your lighter to keep them at bay. Then go through the door at the other end. --------------------- Aquatic Torture Room --------------------- This is the sacred place the Anatomist has talked about. There are more prisoner zombies here. Let's do the Anatomist a favor and clean this place up for him, OK? Take the Handgun Bullets, Bow Gun arrows and anything else you can find, and then go down the stairs and through the door. ----------------- Iron Maiden Room ----------------- There is a statue holding a Rusted Sword. Take the Rusted Sword. Suddenly, the door locks, and the statue in the middle of the room rises up. Its pipe blows out poison gas! Oh no! Fortunately, Claire can push the gas pipe and turn the statue at the same time. Turn the statue so that the shield is directly facing the other statue that was once holding the Rusted Sword. The gas will stop coming out, and the other statue will turn around. There is a slot for you to stick the Rusted Sword in. Stick it in, and surprise! The Iron Maiden opens up, revealing a zombie! That scared you, didn't it? Kill the zombie and take the Piano Roll that you find. You know where to use it, don't you? But first, let's get the Hemostatic Medicine to our jailer Rodrigo, shall we? Just avoid the zombies that get in the way, and only fight if you have to. --------------- Cell Block --------------- Apparently, Rodrigo is still down in the dumps. He sees Claire approaching. He asks, "What are you doing here?" Claire gives him a new bottle of Hemostatic Medicine. "Hemostatic Medicine? How kind of you." "Let me help you with that." "Thanks, but I can take care of myself. Just go." Claire leaves him the lighter. "Here, keep it. It was a gift from my brother but..." "Thanks, let me give you this in return, you might need it later on. Go on. Don't worry about me." Then Rodrigo slumps again, is he going to take that medicine? Now, Claire has the lockpick. She can open the Duralumin Case she has now, for some M93R parts! This enhances the power of the Handgun she has now. It now holds 20 bullets, and when set in Auto Mode, it can fire in 3 round bursts. With the lockpick, you can return to the Military Training Facility, and open the locks on some of the drawers in the following rooms: Training Facility Office: 15 Handgun Bullets Gun Maintenance Area: 6 Acid Rounds Diorama Room: First Aid Spray Apart from this, you can open the Duralumin Case you have found much much earlier and obtain 10 more units of Bow Gun Powder for use with your Bow Gun. Enjoy. Then, head back to the Palace. *****PALACE***** ----------------- Palace Courtyard ----------------- Attempt to enter the palace and suddenly someone behind you says, "Greetings! You must be the lovely Claire Redfield." That voice, sounds familiar doesn't it? Claire asks, "Who are you?" That person replies, "Let's just say I'm a ghost coming back to haunt your dear brother!" That person is Albert Wesker! "Wesker?" "It seems there's not much explaining to do, is there? I was the one who attacked this island. Who would of thought you'd be hanging around here? Ha ha ha ha! Now that the cat dragged in this surprise, your ever so caring brother is sure to show up!" "I don't know what went on between you but you have him all wrong! My brother is not kind of person you think he is... arrgh!" Claire upset Wesker with this phrase, and Wesker grabs her by the throat and starts to choke her. "I despise Chris!" Notice that Wesker's eyes are red? Claire asks, "What are you going to do to him?" Then Wesker throws Claire all the way to the other end of the courtyard! He then steps on her shoulder. "Oh, how your brother will weep to see you die!" Suddenly, one of Wesker's men called him. "What? What is it? Stay there! I'm coming!" Wesker turns over to Claire. "It appears you will still be of some use to me. I am going to let you live, a little longer!" Wesker then jumps over the railings into the void below! How could he do that? Who is he? Superman? It's time to introduce Villain No. 2 of the game! Albert Wesker! New Villain! Albert Wesker You have seen him getting skewered by the claws of the T-002 Tyrant in Resident Evil, you have seen the entire Spencer Mansion blow up! How could our old enemy, Albert Wesker be still alive?! Apparently, before the mansion incident, he took in a virus prepared by William Birkin that allows him to feign death for a while before revitalizing with Superhuman Powers. Unfortunately, this virus had another side effect, it causes its taker to have red pupils! How horrible. Albert Wesker has left Umbrella and is siding with a rival corporation. I wonder why he would have attacked this island in the first place. Now that Wesker is gone, get back up, and enter the Palace. --------------- Palace Foyer --------------- You know where to put the piano roll, don't you? Climb up the stairs and enter Alfred's Private Casino. ------------------------ Alfred's Private Casino ------------------------ Place the piano roll into the data slot of the piano, and it will play the same Ashford Family song again. For the 4th time in the game, I suppose? While the piano is playing the slot machine that is on will open up, revealing a blue jewel called the King Ant Object. Take it, and return to the Private Residence. *****BRIDGE***** So many zombies on the bridge, this time, use the Bow Gun's normal arrows and pluck them all from a distance. Then climb up the stairs. *****PRIVATE RESIDENCE***** ---------------------------- Private Residence Courtyard ---------------------------- Everything seems peaceful, but suddenly. Mr. Tickle decides to ambush Claire again! Blow them up with the Bow Gun, as usual, then enter the Private Residence. You just can't get enough of Mr. Tickle these days. ------------------------ Private Residence Foyer ------------------------ Hmmm... It seems that some zombies have decided to visit the Private Residence for tea. As Alfred Ashford is just too lazy to do any housework, let's spring clean the place up for him, shall we? The Combat Knife is just the perfect tool for Little Miss Neat here to finish the job. Just climb up the stairs and clean the entire place up. Then go through the door at the top. ------------------------------- Alfred Twins' Bedroom Corridor ------------------------------- 4 Zombies! Cut them down! Then enter Alexia Ashford's bedroom first. ----------------- Alexia's Bedroom ----------------- Hmmm... This room reminds me of Schumann's Scenes of Childhood. Take the music box plate from the music box for now. Then get back out to the Corridor and enter Alfred's Bedroom. ---------------- Alfred's Bedroom ---------------- There is a message card on the table. It was written to Alfred Ashford from his twin sister. New File! Message Card My dear brother, I firmly believe that the glory of the Ashford family will be revived through your courage and strength as an honored soldier. Yours faithfully, Alexia Ashford Explanation: This shows that Alexia Ashford has complete confidence in Alfred's ability to restore the honor of the Ashford Family. See the music box? Place the King Ant Object into the slot, and it will open up. Now, place the Music Box Plate into the box, and the Ashford melody will be played... again. How annoying. Meanwhile, the bed behind Claire will be lowered, and you can climb up the ladder there. Climb up. ---------------- Twin's Playroom ---------------- Oh, so, you are in the middle of a merry-go-round, designed for 2 people. Too bad you cannot ride on them. Tee hee hee. Get off the merry-go-round and you will notice a hole in the mouth of a giant ant in a painting on the wall. There is a Silver Dragonfly on a stool in this room as well. Take it and examine it. It seems that the wings can be detached. So, detach the wings, and you will be left with a Dragonfly Object. Now, you know what to do. You are to feed the dragonfly's "body" to the ant again! Insert the object into the hole in the ant's mouth, and the merry-go-round will turn, playing the Ashford family tune the 6th time in the game! You can now get back on the Merry-go-round and climb up the ladder on its axis. Climb up. ------------------------ Alfred's Private Library ------------------------ Being a library, there are two files to be found. One of them can be found on a stepladder to the left. It's a newspaper clip. New File! 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 her the position of head researcher. Explanation: This shows that Alexia Ashford is a genius. She graduated from university at the age of 10, and was made head researcher of Umbrella. This promotion upset one of the other head researchers at that time, William Birkin, aged 16, and many rivalries followed in the competition to create more powerful viruses. See that brown block on the ground? Push it to the right until it leans against the shelf. Climb up. On the top of the shelf, is a confession letter. New File! Confession Letter Alexia, my sister, is a genius and possesses unmatched beauty. (1) She is everything to me. I would overcome any obstacle and be willing to risk my life for her. For Alexia, I must revive the glorious Ashford family which fell during the era of my father, Alexander. (2) 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. (3) That is my dream, and how sweet it will be. Those accomplishments will be the poof of my love toward Alexia. It is the purpose of my existence. (4) All other people are meaningless, and they shall soon prostrate themselves before Alexia and I.(5) Devoted to my beloved Alexia, Alfred Ashford Explanations: (1) This further shows that Alexia is extremely intelligent. (2) For some strange reason, the glory of the Ashford family fell when Alexander Ashford became the master of the Ashford Family, and Alfred Ashford is determined to restore it for his twin sister. (3) Alfred Ashford admires Alexia so much that he is willing to do anything for her. In fact, he does not want commoners to mix with Alexia, and hence this explains why he went so angry when his secretary asked about Alexia Ashford. The palace is again built for Alexia. (4) Alfred Ashford is so obsessed with Alexia that he believes that he lives on Earth to serve and love Alexia. Sigh... get a life, Mr. Daydream! Can't you have any independent thinking? I guess it is just one of those psychological effects that occur all the time between twins. (5) Alfred looks down on anyone else apart from Alexia, and this also explains why he is so mean towards his prisoners and employees. Underneath the confession letter is the Air Force Proof. It is the last of the 3 proofs. Now, you can go and board the plane in the airport! So, it's time to leave. ----------------- Alexia's Bedroom ----------------- Attempt to leave, and suddenly... "Claire Redfield! Hold it right there!" It's Alexia Ashford! She is armed with Alfred's Sniper Rifle. "We meet each other at last, a pity that I must say goodbye so soon. I am Alexia Ashford. For the pride of the Ashford Family, I will kill you!" Alexia fires at Claire but misses. Claire lies on the ground. As Alexia is going to shoot gain, Steve bursts in! "What's going on?" He asks. Alexia shoots him in the arm, causing him to fall onto the ground. At the same time, that arm's pain reflexes caused it to spray bullets randomly at Alexia's direction. Alexia was hit in the elbow. She leaves using a secret door. Claire says. "A secret door!" "After her!" "Are you ok?" "It's only a scratch." Go through that wall and face Alexia! ----------------- Alfred's Bedroom ----------------- Alexia is no where in sight. But what's that thing on the music box? It's a wig! Claire says. "This must mean." Suddenly, Alfred Ashford jumps from the top of the bed, trying to make a ninja cry, but fails. He attempts to his Claire with his rifle butt but misses. Steve has him on gunpoint. Alfred looks scared now. He looks at himself in the mirror. He finds that he is still wearing Alexia's make-up and mascara. "What!? No!" Then he covers his eyes and runs out of the room screaming! Steve was shocked. "Wait a second, what just happened?" Claire finally jumps to conclusion. "So, there wasn't an Alexia after all!" "He thinks he's two people? That's it, we're out of here." Suddenly, the female announcer announces that the Self Destruct Sequence has been activated. Steve says, "That freak! He's trying to blow us up along with the entire facility! Come on! We got to get to that airport!" You know, when a person is schizophrenic, when he looks at himself in the mirror, his synapses in his brain will be subject to a lot of painful stimulations. The pain is similar to that of a cat who is being shocked by a steadily increasing electric current. Now you know what it is like to be Alfred! Anyway, it's time to get to that airport. Leave the Private Residence, and return to the palace. Take the Army Proof from the Item Box, and then head down to the Submarine Dock. On your way, Steve will tell you that the remaining survivors of Rockfort Island have left the island by plane, so you have got to get to the airport. The two will take the submarine down to the airport. Then you will be left to play as Claire again. *****AIRPORT***** ----------------------- Airport Submarine Dock ----------------------- Steve will run off. Wait for me! Mr. Rush! Just follow him through the door. --------------- Aquarium Room --------------- Zombies! Take them out if you want. Then go through the door on the left. -------------------- Plane Boarding Area -------------------- Go over to the boarding lift, and place the Army Proof and Air Force Proofs onto their respective sockets. Then you can press the activation switch of the boarding lift. The two will be lowered to the plane, and the door of the plane will open up, revealing a stairway for you two to climb aboard. --------------- Transport Plane --------------- Go over to Steve. "No! We can't take on until we raise the bridge!" "Leave that to me, you stay here and make preparations for take off!" So, go. Take the control lever there, and take the Grenade Launcher along with the acid Rounds from the Item Box. Then get off the plane. Go back to the Aquarium Room and go through the door on the right. Cross the bridge, and go through the door at the other end. --------------- Shutter Room --------------- Take the elevator up. Then go through the door. --------------- Upper Bridge --------------- See the machine used to raise the bridge? Insert the lever and raise the bridge. Then cross the bridge to the other side. Go through the door there. --------------------------- Oil Pressure Regulator Room --------------------------- Examine the corpses and take the Shutter Key. Then leave. Return to the shutter room. --------------- Shutter Room --------------- Now, you can open the grille marked K-402. Once the shutter is up, go through the shutter behind it. ----------------- Airport Elevator ----------------- There are some herbs, some Handgun Bullets and Grenade Rounds here. Take them all. Notice that the elevator door cannot come down because of the crates below. The answer to this predicament is simple. First. Push the crate to the right in. Then push the crate on the left all the way to the right, then push it in. The elevator will work. Enter the elevator. You have 5 minutes before this entire facility blows. While you are taking the elevator up, we are shown Alfred Ashford. Apparently he is still stuck in Alexia Mode. "I cannot let you fools to escape," He says in Alexia's voice, "This is what you get for trying to oppose me! Now, feel my revenge! Hmhmhmhmhmhm!" Meanwhile, in a BOW storage room, a capsule rises up. It is labeled, T-078, so Agent Hunk's men were transporting a Tyrant to Rockfort Island! The Tyrant is after you! When the lift has gone up to the upper floor, you will find yourself in the Military Training Facility Courtyard. Just get back to the passage. *****PASSAGE***** Run for the Palace gate. But suddenly, the barrels behind Claire explode, and the Tyrant bursts in through the gate on the side of the passage! He's coming for you! Boss Battle! T-078 Tyrant Strength: Grenade Launcher with combined usage of Acid Rounds and handgun: 12 Acid Rounds and 6 shots from the Handgun The first Tyrant battle is not that hard. This Tyrant will only walk slowly towards you. Just hit and run with the Grenade Launcher, and by the time you have used up the Acid Rounds and have fired 6 more Handgun bullets, he should be down. Don't use the BOW Gas Rounds on him yet. Save them for something later. When the Tyrant falls and the music returns to normal, continue your way and return to the airport. Board the plane. *****TRANSPORT PLANE***** "What took you so long? I was starting to get worried?" Steve asks. "No time to explain, let's go!" Claire says. "Right, we're out of here. Time to say goodbye to this death trap." Now, we will watch the FMV of the plane taking off while the facility on the island is in flames. Now on the plane, Mr. Happy and Little Miss Sunshine are beginning to celebrate. "Yahoo! We made it!" Steve exclaims. "Oh! It's finally over." Claire looks at Steve with a very happy expression. Steve then apologizes, "Claire, I am sorry. I caused a lot of trouble for you." "It's OK, it was hard for both of us." "I really hope you can find your brother. I know what it is like to be alone now." "Oh, Steve." Steve clears his throat. "So, where should we go now? I can take you anywhere you want, Claire." "Well, Hawaii's nice this time of year." The two then fly away laughing. Is this the end? NO! Meanwhile, back at the Military Training Facility, Alfred is having another plan. Watch this FMV carefully, as some of its contents can provide clues to help you later in the game. Alfred runs over to the back of his tank, and presses a remote control to reveal a switch on a panel in the back of the tank. He presses that switch, and the tank moves forward, revealing an elevator. Having descended in the elevator, Alfred uses a Halberd on a door with the Ashford Family Emblem on it, and it opens, revealing a secret hangar for jet fighter planes. Alfred is STILL stuck in Alexia Mode. He says in Alexia's voice, "This game is not over yet. Now, you will see what real terror is all about! Hmm hmm hmmm ha ha ha ha!" The jet takes off, and Alfred flies away with a nasty grin on his face. Now, back on the transport plane, a loud vibration is heard, and the alarm goes off. "Hey! The Cargo Room hatch is open!" Steve cries. "I'll go and check it out," Claire says. "Right, I have unlocked the Cargo Room door. Now, I strongly advise you to save the game here, as one of the toughest boss battles are coming up. After you have saved, take the BOW Gas Rounds from the Item Box and load it into your Grenade Launcher. Go through the door. Take a deep breath... Your heart is beating like a drum again... --------------- Cargo Room --------------- Now you know who is responsible for the alarm. It's the Tyrant! He's come in with a vengeance. Meanwhile, you are informed that the Goods Catapult is on. It's time for a fight to the death in the air with our friend Tyrant! Boss Battle! T-078 Tyrant Rematch Attacks: Charging Punch Punch Claw Slam Strength: Combined usage of the Grenade Launcher with BOW Gas Rounds and the Bow Gun with Explosive Bow Gun arrows: 3 Rounds and 4 arrows to weaken him In this battle, the whole point is to push the Tyrant off the plane. However, as the Tyrant is strong, you will have to hit him with the strongest weapons you got and weaken him before you hit the catapult button. This tyrant uses his claws the same way you would use the Combat Knife in the game. Having knocked you down in a punch, he will use his claw to continue slamming down at you to keep you down. So, if you are hit, mash the control stick to stand back up and run away from him! First, you will have to hit and run the Tyrant with the 3 BOW Gas Rounds. Make sure they all hit. Every hit counts! Then lure him over to the open end of the plane. Be careful, as a charging punch can send you out of the plane to fall to death. When the Tyrant is close enough, run back to the goods catapult and unload the goods. The crate will slide into the Tyrant, knocking him off the plane. Apparently the crate is packed with high explosives, so the Tyrant will be blown up before he hits the water. With this threat taken care of, return to the cockpit. "What was wrong?" Steve asks Claire. "Oh, nothing, just a giant cockroach that had to be stepped on." Suddenly, Steve loses control of the plane. "What? The plane just changed directions on its own. It's following auto-pilot. I can't switch over to manual control!" Steve cried. Suddenly, Alfred Ashford appears on a screen on the ceiling of the Cockpit. He is STILL in Alexia mode. "My apologies," he says in Alexia's voice, "But I cannot let you escape now! Hahahahahahaha!" "Alfred!" Claire shouts, "You cross-dressing freak!" Now, don't lose your temper, Claire, all that shouting can do you no good. We are then treated to a movie scene, with Steve sitting down, and Claire fast asleep and leaning against him. Some romantic music with saxophones is played, and Steve looks at Claire. He moves his face closer and closer to that of Claire, he's about to... Hey! Claire wakes up. Oh, that was so close! Steve almost French kissed Claire! So, Steve turns away and goes over to the windscreen of the plane. He looks out. He sees a large plain covered with snow. "Huh? Where are we? Latitude 82.7 degrees. The Antarctic, we are over the Antarctic!" Claire is shocked, "What?" Soon, the plane is going to land, unfortunately, it cannot land very well with auto pilot on. Claire looks down. "Hey, those were the seaplanes that left the island a little while ago!" Steve says, "Then this must mean, this facility belongs to Umbrella." Most planes would have lowered their undercarriage when they land, but there was no undercarriage for this plane! The plane skids on the icy runway, and crashes into the Antarctic Transport Terminal. It is time to change discs. Switch to Disc 2 now. This is the end of part 1 of Resident Evil: Code Veronica. --------------------------------------------------------- 8. Claire in Winter Wonderland: Claire's Scenario Disc 2 --------------------------------------------------------- Well, switched discs? Good. Now, let's make a recapitulation on what went on in Disc 1 shall we? Well, Claire infiltrated an Umbrella facility in Paris, and was captured and taken custody on Rockfort Island, somewhere in the South Pacific. She managed to escape along with Steve Burnside, a problem teenager who was another prisoner on the island, in a plane found in a subterranean airport. However, Alfred took control of their plane, and it changed course to Antarctica, and made a crash landing there. Is this the end of our heroes? (The most cliched remark in superhero cartoons!) Well, apparently not. We now return to the scene where Claire and Steve awoke to the crash. Claire wakes up with a giant headache. She goes over to Steve. "Hey! Wake up Steve." "Oh... We are still alive!" Steve wakes up. Sure bet, Steve! Steve now kicks open the side hatch of the plane and jumps down to the platform below. He tries to catch Claire as she jumps down from the plane, but he is sent sprawling onto the ground, with Claire in his arm lock. Well, I guess it drove our boy Steve into a er... how shall I put it? Fantasy? "Thanks," Claire says, and offers to pull him up. "The planes crashed," says Steve, clearing his throat, "Let's split up and find another way out of this oversized freezer. Let's do it!" *****ANTARCTIC TRANSPORT TERMINAL***** --------------- Central Shaft --------------- OK! Let's do it! That's the spirit, Steve! Go to the right of the platform, and climb down the ladder. Then go through the single door found there. Don't go through the double doors yet. Note: If you do go left, you will arrive at a sealed door, leading to a storage area for VTOL Jet Planes. I wonder what's behind that door. I guess you are just itching to find out. Tee hee! I guess that is because Claire Redfield cannot fly planes, while Chris can! I wonder... ----------------- Workers Lodgings ----------------- It is just so dark and dingy here. Wow, so many corpses here. What a mess! I wonder what happened around here. Anyway, explore the room and you will find a table in a dead end with a locker on the right. Examine the table and you will find some Bow Gun Powder there, take it. Then attempt to leave, and the corpse lying on the bed behind the table will fall onto the ground. Then move on and you will find him rising up! It's time for breakfast, and Claire and Eggs are certainly on the menu. Kill him, and his fellow diners. Then, after the music ends, you are free to search the room from top to bottom. There are some handgun bullets and a first aid pray lying here and there, and a worker's diary, a blue book on a table, and a Antarctic Base Map on the wall to the left of the table with the Worker's Diary. There are also 3 units of Ink Ribbon on the floor to the right and underneath the map. Take them if you wish, although you most likely will not need any Ink Ribbon as there are so many units found in your Item Box, so ignore it if you wish. New File! 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 about it. I'd rather be dead! (1) November 3rd My hard earned vacation was cancelled suddenly. I heard they failed to secure enough manpower due to a mistake made by the facility head, Alfred. That fool doesn't deserve forgiveness. He doesn't even treat us like human beings! (2) November 5th I heard an interesting story from a guy who's been working here for over 8 years. He must be really patient... He says that there is a man who has been confined for over 10 years, locked up in a cell located deep below here. People call him "Nosferatu" and are deathly afraid of him. (3) What an absurd story! November 10th At midnight I woke up to an ominous growling sound that seemed to be coming from deep underground... I'm so pathetic to have been frightened by such a foolish story... (3) The again, I suppose anyone would have a hard time maintaining their sanity if they were confined in a place like this!! (3) Explanations: (1) This shows the true side of Umbrella. They may look like a very successful international corporation with high worker morale. But actually there is a large difference in the working environments of the high ranking researchers and ordinary workers. It is always the researchers that get the gravy and the workers that get the suffering! (2) This gives you and idea that the facility is again run by Alfred Ashford, the current master of the "glorious" Ashford Family. Now, his leadership may account for the poor working conditions of the workers here. Well, Alfred Ashford thinks that all other people are meaningless, except for Alexia Ashford, his twin sister!!!! (3) It is rumored that there is a monster being imprisoned in a dungeon deep underground in this transport terminal. People call him "Nosferatu" and are very scared of him. Is there really a monster hidden deep underground, or people are starting to go crazy and hallucinate because of the poor working conditions this facility has to offer? It may interest you to know that the people who arrived in the seaplanes earlier have ordered the T-virus to be scattered in this complex before leaving in their planes. Hence, Alfred Ashford is somehow creating a new playground for you to play in. Oh, thank you! Alfred. Thank you for acting like Joseph Stalin during the German Invasion in the Second World War! (In fact, Stalin made use of the "scorched" earth policy, where he orders the civilians in the lands about to be captured to burn all the food, grain, fuel, houses and other equipment so that the Germans cannot get them when they have taken those lands.) I guess Alfred's initiatives are really scorching this terminal just for the sake of getting rid of you. Do they realize who hard it is to send people in to clean all the mess created by the virus up after getting rid of you? Oh, just kidding. Get out of this room. --------------- Central Shaft --------------- See the stairs to the right of the door leading to the room you were in? Go down the stairs. There is nothing of interest here, just a deep seemingly bottomless chasm down below. I wonder what is down there? --------------- Moth Hallway --------------- Now, climb down the stairs and go through the door right in front of you. Do not turn left yet, otherwise, you will trigger a cutscene causing Giant Moths to appear every time you enter this area. --------------------------------------------- Antarctic Transport Terminal Office Save Room --------------------------------------------- It's dark around here. Hmm... See that blue book near the Gramophone Record player? It's another file. New File! Alexander's Memo My father, Edward, discovered the mother virus in cooperation with Lord Spencer, who was also a noble man. They studied it for the purpose of military use. (1) Eventually their study took shape. They named a variation of the mother virus, the "T-virus". (2) To camouflage their research, they established Umbrella Chemical, Inc. (3) 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. (4) We are now at a major disadvantage against 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 our great ancestor Veronica established. (5) If nothing is done, Umbrella will be taken over by Spencer. I must expedite the protect to its fullest, without being detected by Spencer. (6) 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. (7) Within the facility, I'll have a room built. It will be similar to the design of my mansion, the legacy of the later Trevor. (8) I will be able to cherish my sweet memories there... For security purposes, this confidential project will be given a code name. It is the name of the beautiful ancestor of the Ashford family, "Veronica" whom I wish to revive so badly. (9) 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 once again. (10) Explanations: (1) Even before Umbrella was formed, there were already a group of scientists who started to create many viruses for the purpose of military use during the Cold War. I guess they were one of America's first pioneers in biological warfare. (2) Apparently, the T-Virus is not the first successful virus created by Umbrella. The Mother Virus was the root of everything! (3) Unfortunately, Biological Warfare is not an acceptable type of combat in the United States. Hence, Spencer and company cannot research their viruses legally. Hence they need a front for their organizations, which is why they formed Umbrella, a pharmaceutical company which is well known around the world. These people should have gone to some developing country where the development of Biological Weapons is legal. Like, Iraq at that time, perhaps? Tee hee hee... (4) Some die hard Resident Evil fans say that Alexander Ashford was directly responsible for his father's death. However, there is no indication that he was responsible for any accident. In fact, Edward Ashford most likely had died or old age or of illness rather than any accident caused by Alexander. (5) Apparently, the reason why the glory of the wonderful Ashford family began to sink during the time when Alexander Ashford was because he was not able to keep up with his father's work! What?! He has disgraced his family just because he cannot keep up to expectations. You cannot expect someone's son to pick up the pace that quickly, you know. Besides, this shows that Umbrella has a lot of internal competition in the study of viruses. Unfortunately, this will only lead to chaos, not efficiency, as you see what happened to different head researchers in Resident Evils Zero and 2! (6) The reason why everyone else considers the Ashford Family to be less glorious than ever before is that they are just so secretive. If they could disclose their research process to everyone, then they will have a much better chance to show their glory! (7) The Antarctic Transport Terminal you are in is not just a cheese bore through a lump of rock. It is connected to another advanced research lab deep down, deep down da dee da da da do da da! Deep down, deep down da dee da da! (Those were the lyrics of the Techno song by the band Eiffel 65 called Hyperlink (Deep Down), ha ha ha!) (8) There is going to be a certain foyer later in the game that looks a lot like the foyer of the Spencer Mansion of Resident Evil. I wonder where it is? (9) I guess naming the project Veronica is a sign of Alexander's dedication to his great ancestor. It seems that by the time of Edward Ashford, the Ashfords were already deeply involved in the affairs of Umbrella. Why can't another branch of the family go and develop somewhere else, but not in this horribly twisted organization? (10) Interesting. It seems that the Ashford's logic from Alexander Ashford's time is that, successful virus development is equivalent to bringing honor to the Ashford Family. Come on, don't be that vain, I don't think Veronica Ashford is someone who would create things of heavy destruction to bring honor to the family in the first place. These guys are obviously barking up the wrong tree! Here a soft banging sound? There is something behind that bookshelf behind the table. So, push it back, and you will find a secret room. There is another locker there. As you get close, a mouse bursts out! He's DIJ! He takes another look at Claire, then leaves, squeaking. Now, in the locker, there is yet another file! New File! Butler's Letter Sir Alfred, Please forgive me, as I must tell you of my abrupt departure by leaving this letter. I first your father Lord Alexander, and have so long shared in the joys and sorrows of the Ashford family. (1) Lord Alexander disappeared unexpected 15 years ago, then an accident during an experiment took the life of out dear Alexia. (2) 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. (3) There was nothing I could do, and I felt powerless. I first 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... (4) Scott Harman Butler, Ashford family Explanations: (1) Scott Harman has been the Ashford Family butler for a long time, maybe over 20 years by now! It's amazing that butlers can be that loyal, after all, there are many detective movies involving wealthy families, that in the end, it was found that it's the butler that always did it! (2) Actually, Alexander and Alexia did not die! But they disappeared in other circumstances which will be revealed later. However, the official reasons for their disappearances fooled more than half or even 75% of Umbrella! (3) This is one of the reasons that accounts for Alfred Ashford's craziness! After all, his lack of parents or siblings in a young age has caused him to feel horribly lonely, with no one to really talk to. In the end, he developed a split/dual personality, and alternates between Alexia Mode and Alfred Mode intermittently. He ends up schizophrenic, just like John Nash, except he did not win the Nobel Prize for Economics! Heh heh heh... Hence, there never was an Alexia Ashford on Rockfort Island, in fact, he thinks that he is Alexia! How horrible! (4) Scott Harman wanted to commit suicide, but decided to resign instead. Which proves that he is one of the people in Ashford Family who can think rationally, and are not mentally unstable; compared with other famous Umbrella researchers. Remember William Birkin, any one? There is also a switch in the locker. But you cannot press it yet. You will have to activate the power first. So now, get back out to the Moth Hallway. --------------- Moth Hallway --------------- Turn to Claire's left. Oh! There is a Poison Moth feasting on a corpse! Ugh! Run past it and go through the door. New Enemy! Poison Moth Attacks: Poison Dust Lay Cocoon These are mere annoyances in the game. You will only find Giant Moths in this hall, and no more. They fly around, drop poison dust onto you which may poison you. If you are poisoned, use the Blue Herbs in the planter there to recover. If they get on your back, they may lay a cocoon on you. The cocoon will show as a lump on Claire's back. If you see something on the back of her vest that does not belong to that bird symbol, then it is the cocoon. Eventually, the Cocoon will hatch, and you should shake the buttons rapidly to throw it off, otherwise, it will bite you and poison you. As simple as that. You can kill them with one shot of the Handgun, but these pests respawn infinitely, so it's better to run past them. (Or maybe treat them with an extra large dose of DDT! Oh, I forgot, it's banned already.) ------------------- Cargo Sorting Area ------------------- This is where Umbrella sends in the cargo from various transport planes and sorts them out to different storage areas depending on their properties. Thanks to those inconsiderate people performing the scorched earth tactic and releasing the T-virus all over the facility before leaving in their seaplanes, a lot of innocent workers have turned to zombies! Shoot them or slash them at your leisure. Then go through the door marked BOW here first. --------------- BOW Warehouse --------------- This is where they store the Bio Organic Weapons between transits. There are 2 Giant Spiders here, this time use the Grenade Rounds of the Grenade Launcher to take them out. There is a third spider underneath the grating, and you will have to avoid that, as it will spurt poison acid up towards you, when you see its thorax and abdomen leaning back, it is getting ready to fire acid at you. Look around the room, and you will find the Bow Gun Arrows at the end of the conveyor belt, a Bar Code Sticker in another corner opposite the herbs, as well as some Handgun Bullets. Having taken them all, get out. Take note of that Gas Mask inside the glass casing. This is not one of those "In the event of emergency, break glass" type of storage space. You cannot break the glass to get the mask though, the casing will open during gas leaks. There you are. So, get out for now. New Enemy! Giant Spider Attacks: Poison Acid Attack Grab and Bite Strength: Grenade Launcher with Grenade Rounds: 1-2 Rounds The Giant Spiders of Resident Evil: Code Veronica X are really tough cookies. Nothing has changed with the Poison Acid Attack, only that it does not always poison you now. However, the Giant Spiders are much more tougher, and normal bullets just bounce off them! They can grab and bite your character instead of just pinning them as well! Besides, sometimes, when you kill the spider, its upper body (thorax section with a few legs sticking out) may still survive and continue to hurt you! Hence, the Grenade Launcher is my weapon of choice against these creeps. Again, fire at a close range to maximize damage. ------------------- Cargo Sorting Area ------------------- Go over to the cargo sorter, and place the Bar Code Sticker onto the BOW Gas Crate. Then, go through the door opposite the one leading to the BOW Warehouse. It is labeled Weapon. In fact, it is a weapon storage area. ----------------- Weapon Warehouse ----------------- More zombies. You know what to do, take them all down. Then examine the end of the conveyor belt. It is a Mining Room Key. Check the map and you know you are to use it on that single door in the Cargo Sorting area above the steps. Now, explore the far end of this room, and you will find an Assault Rifle in a drawer, as well as a detonator in the hands of a corpse. Take the detonator and place it on the explosive of the drawer. However, the explosive is heat sensitive, so you will not be able to open it as Claire. Ah well, so, just return to the Office and deposit the Assault Rifle and your surplus of Handgun Bullets for now, and return to the Cargo Sorting Area. New Weapon! Assault Rifle Ammo: Assault Rifle Rounds in a unit of 50% The AK-47 Assault Rifle is one of the coolest weapons in the game. You will now know what it is like to be a terrorist, as terrorists always fire cheap AK-47 knock offs! This gun, like the sub-machine guns, fire bullets continuously, and can usually drop zombies after a short spray of rounds. However, you are advised against using this weapon against armored enemies like Giant Spiders, as bullets tend to bounce off them and they will just continue to hurt you. The Assault Rifle takes up 2 spaces, and will receive one set off ammo with 50% of ammunition. So, save this for later, OK? ------------------- Cargo Sorting Area ------------------- Go up the steps and go through the door into the Mining Room. Check the map to make sure you have gone through the right door. It is the only door on the map which is green in color, signifying that it is locked, but you have the key to the door. --------------- Mining Room --------------- Look around this big room. It does not look as if it has been excavated recently, but a digging machine is hanging on a crane. Anyway, notice a ledge to Claire's right? Climb up there, and you will find an octagonal shaped socket for a Valve Handle on a pipe. It says. Poison gas, in case of emergency, seal off. Remember that. Then climb back down and go through the other door in this room. --------------- Power Room --------------- This is the room which holds the electric generator and supplies power to the entire Antarctic Transport Terminal. Hear those sounds? Those sounds are made by the Cerberus Dogs that hang around here. Floor them, then slash them to their deaths. As simple as that. Then, you will find a power generator switch a little hidden in an alcove. Press it, and the power generator will run. There is a power main supply lever somewhere else in this room. Pull the lever up, and the facility will have power. Ah, light! Glorious light! Now, explore the power room and take all of the Green Herbs and Handgun Bullets you find. Return to the Cargo Sorting Area, again. ------------------- Cargo Sorting Area ------------------- Go over to the conveyor belt and turn it on, turn it on again! I need to feel the world spin! Turn it on! Turn it on again! I don't know why, but I still got to over my scale! (That was from Ronan Keating's new song, Turn it on! Heh heh heh...) A crate with something glittering on it will be delivered to the Weapon Storehouse. Then, go over to the lever on the side of the conveyor belt and pull it down. The BOW Gas Crate with the Bar Code Sticker will have its Bar Code Sticker read, and sent to the right place, that is the BOW Warehouse. Now, all you have to do is to enter the BOW Warehouse, again. --------------- BOW Warehouse --------------- Now, because the conveyor belt here is broken, the BOW Crate landed with a thud on the receiver and is now leaking BOW Gas. The gas is harmless to Claire, but the gas leak alarm has been raised, and the Gas Mask is hers for the taking. Take it, as you will need it later. Return to the Office, as there is now a switch that can be pressed now due to the availability of electricity. ---------------------------------------------- Antarctic Transport Terminal Office Save Room ---------------------------------------------- First, deposit those 30 Handgun Bullets you found in the Power Room in a different slot to that of the other set of Handgun Bullets you have stored earlier. Then, take the other box of Handgun Bullets out. You have just saved 30 Handgun Bullets in the Item Box, remember that. Go over to the locker. Press the switch. The locker closes and moves aside. Enter that hidden space there. Now, Claire now gets to get a glimpse of some person being blindfolded and gagged and bound to a seat with a heavy axe. She hears him cry in pain. So, that is Nosferatu, the man that the workers in this terminal can hear crying and moaning at night, and is so scared of! See that plant pot by the locker? Take it. My, who would place a plant pot there? It must have been hiding something. So, examine the bottom of the Plant Pot, and you will find a key underneath. In fact, it is a machine room key. Check the map, you are to use it in a room one level above, so go back out to the moth hallway and go up the stairs, running past the moths and avoiding their poison dust on the way. --------------- Central Shaft --------------- Now, go through the double doors I told you to ignore earlier. ------------------------- Above Cargo Sorting Area ------------------------- The door to the Machine Room is to Claire's left, that is right on the screen. Go over to the door, unlock it, and go through. --------------- Machine Room --------------- Do not touch the machines yet, or it will trigger an FMV with Steve, and will end up with Steve messing every thing up. Instead, go through the other door. ----------------- Above Power Room ----------------- You are now above the Power Room, see that red glittering thing? All that glitters is not gold, but well, it's a Valve Handle. If you examine the bottom closely, you will find that it has a square shaped handle, not an octagonal shaped one, so it does not match the socket of that emergency gas valve. Get out of the room now. --------------- Machine Room --------------- Attempt to leave, and you will trigger an FMV with Steve. "Claire, there is an Australian Observation Base about 7 miles from here. That should be our target." He says. "Right, if we can break through that wall with that digging vehicle, we might have a chance!" "Let's do it!" Steve cries with excitement. However, as he was using the crate to raise the digging vehicle, he lost concentration as he decided to look at Claire "lovingly". Claire turns around. "Steve watch out!" Well, Steve was not looking at what he was doing, and the digging vehicle broke a pipe, and that pipe is leaking toxic gas! Look what you have done, Mr. Clumsy! "It's toxic gas!" Steve cries. "Come on!" Claire drags Steve out of the room. ------------------------- Above Cargo Sorting Area ------------------------- Our problem teenager Steve is very, very ashamed of himself. He puts his head down in sorrow. "It's all my fault," he says miserably. "Don't worry about it. Look, we got to shut off the gas, if we split up, we will have a better chance of doing it." Claire cheers him up. "OK," Steve says before going off to look for a way to solve the problem. "Steve, remember, we are escaping together." So, now, after you have control of Claire again, go through the door on the opposite side of the catwalk you are on now. ---------------- Metallurgy Room ---------------- This room is so called due to that metal carving device in the room. See that zombie trapped inside that fenced in area along with a Duralumin Case and a box of Shotgun Shells? He bangs at the fence, trying to get at you, but he can't. How sad. Anyway, go over to the metal machine on the other end and place the Valve Handle on the other end. Again, the diamond cutting edge will cut through the valve handle, turning the square handle into an octagonal handle. Therefore, it will become the Octa Valve Handle. Simple as that. Note: If you have not taken a look at the valve handle socket on the pipe in the Mining Room, you will be given a message that the shape needs to be determined first when you try to place the valve handle into the machine. If that is so, then go back to the Mining Room, equipping the Gas Mask, and check the valve socket before coming back and placing the valve into the machine. Having obtained your Octa Valve Handle, exit the room. ------------------------- Above Cargo Sorting Area ------------------------- As you can see, a new group of zombies have appeared in the sorting room below. Go down there, kill them all, then return to the Office, deposit your large box of handgun bullets as well as all the other weapons you have except the Custom Handgun, withdraw the box of 30 bullets, a full healing item or 2 and SAVE. You will thank me for giving you this advice. It is about time for an inventory check, as you do not want Claire to be holding extra items that someone else could use later in the game. You should have the following in your inventory: A Custom Handgun Fully Loaded with 20 Bullets 30 Handgun Bullets Combat Knife 1 or 2 Full Healing Items Gas Mask Octa Valve Handle Then leave, and return to the mining room, equipping the Gas Mask before you enter, due to the poison gas inside. --------------- Mining Room --------------- The Gas Leakage Alarm is still on. Climb up the ledge to the gas valve. Use the Octa Valve Handle on the socket and Claire will seal off the gas. Another FMV follows. "We are safe now," Claire says, taking off her gas mask. Suddenly, someone bursts in behind her. It is Alfred Ashford, he is now alternating between Alexia Mode and Alfred Mode. "(Alexia Mode) Think again, Claire," He says, arming his Sniper Rifle, "(Alfred Mode) Now I shall enjoy watching you shriek in agony." Is this the end of our amateur gun user? No! At the same time, Steve bursts in. "Not this time!" He shouts. "You again?" Alfred asks in Alexia's voice. He attempts to shoot Steve, but Steve dodges his bullets, and lies down on the floor in front of Alfred. It's a one to one face off now. Fortunately, Steve opens fire first and knocks him off the catwalk using his dual Sub Machine Guns. Alfred falls, and lands at the edge of the large pit. He is very dizzy, and struggles to get to his feet, but suddenly, the piece of rock he is on gives way, and he falls into the pit below, still screaming in Alexia Ashford's voice. Suddenly, a loud roar is heard. Claire asks, "What was that?" Well, here's the answer to your question Claire. Nosferatu, disturbed by Alfred Ashford's fall, suddenly began to strain heavily against his bounds. He breaks them all with ease, and he gets so excited that his heart sticks out. He marches off, to the marching band melody played. I guess that should be called "Nosferatu's March"! You will be pleased to find that Alfred left his Sniper Rifle before his fall. So, go down and take it! New Weapon! Sniper Rifle The Sniper Rifle is another innovative breakthrough in Resident Evil: Code Veronica X. It is the first "First-Person Weapon" in the game. When you aim by pressing R, you will see through the scope of the Sniper Rifle, and can use the L-button to zoom in up to 100x magnification by holding it down. You use the control stick to aim up and down and left and right while you are aiming, so there. Now, Steve will ask you to come and enter the digging machine. Claire will go automatically. Now, you will watch another FMV showing Steve and Claire drilling through the wall of the facility. Their actions caused water to leak into the Mining Room, and it becomes flooded with icy water, apart from that, some of the water leaked through the door into the cargo sorting area, and the whole place is flooded. The two finally managed to drill through the wall. It's amazing that the two won't freeze to death while wearing short sleeve clothes and Claire's belly isn't even completely covered! Sigh... How impossible. Those two must have eaten a lot of whale blubber or something while they are in the base. "Claire!" Steve says, pointing up to a helipad with a set of stairs leading down. "Maybe we can escape through there!" The two then climb up the ladder. --------------- Helipad --------------- "Claire, come on! Finally we can get out of this insane place," Steve calls Claire. Now, go over to the stairs and go down. "OK! Let's go!" Claire says, going down the stairs for a few steps before stopping. "Come on, let's go! Are you scared?" Steve jokes. The two notice the person coming up the stairs. It's Nosferatu! Steve gets in front of Claire and trains his guns onto Nosferatu, "Keep moving!" Suddenly, a single long arm sticks out of Nosferatu's body and knocks Steve clear off the helipad! "Steve!" Claire cries. She looks down. Steve is hanging on a bar beneath the helipad. She offers to save Steve. Steve just cries, "Claire, forget about me! Run!" Now it's time for a little... Boss Battle! Nosferatu Attacks: Poison Gas Drift Long Arm Slap Grab and throw off the Helipad instant death attack Strength: Combined usage of the Sniper Rifle, Handgun and Combat Knife: 7 Sniper Rifle shots, 50 handgun Bullets and some more slashing with the Combat Knife Nosferatu is one of the meanest bosses in Resident Evil: Code Veronica X. He has this long insect like arm on his back that swings at a very large angle, and when Claire is hit, she most likely will be knocked clear off the Helipad, or if not, be knocked almost midway across the Helipad! The Poison Gas Drift attack is more of an annoyance than anything. It can be easily be avoided, as long as you are not downwind of the gas, and it will not be blown into you. Note that the wind direction changes all the time, so you will have to run a lot to keep clear of the gases. If you are poisoned by the gas, then you will stay poisoned, as the Blue herb has no effect against this type of poison, so watch out for that. To fight Nosferatu, keep your distance, and use your Sniper Rifle. Take out your scope. Zoom into Nosferatu and try to shoot him in the heart. If you manage to get it right, then you will have a FMV showing Claire shooting Nosferatu to death in the heart after saying, "I've got you now!". But this is very very difficult to pull off. It happens a lot that the heart is right at the center of the aiming reticule, and yet, by the time you pull the trigger, he has moved! Besides, the aiming reticule is represented by a wavy line but not a dot, so there is no telling where the bullet will hit. So, you will have to guess at where his heart will be next, and hence requires a lot of luck to pull it off. Anyway, try to shoot as close to his heart as possible, as this can help maximize the damage done. If you fail to shoot Nosferatu in the heart, then take out your Handgun and empty your 50 bullets into him. That should take him out. To give him as much damage as possible, all 7 shots of your Sniper Rifle should hit him in the chest, not on his back. I know it is very difficult to see him through the mist, but you will have to try, otherwise, you can just prepare your bungee jump rope and gear. If not, then you will have to take out your Combat Knife and stab him from behind. Whenever your knife sticks into his body, purple poison gas will come out, so watch out. Don't stab him from the front, otherwise, he can grab you and throw you into the void! When Nosferatu falls, you have defeated him, and you will have a rather exhausted Claire pull Steve from where he was hanging. Steve swears to protect Claire next time, but can he keep his promise? The two then find a snowmobile parking lot at the bottom of the stairs and commandeered one to navigate through the snow to the Australian Observation Base. However, back at the Antarctic Transport Terminal, Alfred Ashford is badly injured, and vows that things are not over between him and Claire. "I will not forget about this Claire," he enters a room deep inside the terminal. He falls down in front of a machine; there is some kind of tube completely filled with liquid, with a body inside the liquid. Suddenly, the room's supercomputers and various high tech machinery light up one by one, and the tube slowly bubbles up and lights up in front of Alfred. The tube's frozen fluid drains, revealing a naked woman. The naked woman walks out slowly, we don't get to see a shot of her upper body, I guess that would be too erotic for Capcom to bear, and the game will not be given a Mature Rating by the ESRB, and will be given the Adults Only rating, and will cause a lot of Resident Evil fans to complain to Capcom for all of this. But still, who could she be? What was she doing in that big tube? What kind of experiment is this all along? "Alexia!" Alfred cries weakly buy joyfully. So, it is Alexia Ashford, Alfred's twin sister. She must have been under cryogenic stasis for some time now. We then get to see Alexia's eyes; could she be sad or angry at her twin brother's death? I cannot tell, but more of the other Resident Evil fans say that she is burning with rage at that point. "You are finally awake, Alexia! Alexia..." He dies, happy. Meanwhile, a thick and very long tentacle shoots out of the Antarctic Transport Terminal and moves very quickly across the snow towards the snowmobile Claire and Steve are in. Steve notices the tentacle coming from the rear view mirror. But it is too late. The tentacle grabs the snowmobile and swings it up to the air, then drops it down to the ground with a big crash. Meanwhile, back at the Antarctic Transport Terminal, we are treated to some "holy" background music, with some choir oohs and aahs. We also get to see Alexia Ashford's entire face, and she is now stroking her dead brother's hair very caringly and gently. Meanwhile, on the screen next to her, we get to see the snowmobile that Claire and Steve were in burning ever so fiercely. Could this be the end of Claire and Steve? Hmm... Hopefully not. We cannot have such a bitter end just now, we have just finished part 2 of the game! I wonder what is going to happen next. I guess you too are itching to find out. Well... Read, er... I mean, play on! This time, you do not get to have any free saves. So, you will have to jump immediately to the next scenario of Resident Evil: Code Veronica X! --------------------------------------------------------------- 9. Saving Private Redfield: Chris' Scenario on Rockfort Island --------------------------------------------------------------- Now, where were we? Yes! Claire and Steve were sent to an Umbrella Transport Terminal in the Antarctic. They managed to drill their way out of the facility out to the open. Everything seems to be fine when a humanoid monster Nosferatu ambushed the two. However, Claire Redfield was lucky in enough to use Alfred's Sniper Rifle and her other weapons to barely stop this monster. She saved Steve, who was hanging on a loose bar under the edge of the Helipad just in the nick of time. The two then commandeered a snowmobile and attempted to ride it over to an Australian Observation Base 7 miles from the Transport Terminal, however, Alexia Ashford at the mean time, has just woken up from her stasis. She realized that Claire and Steve were responsible for her twin brother Alfred's death, so to avenge him, she sent a large tentacle after the snowmobile Claire and Steve were in. The Tentacle was so fast that it soon caught up with Claire and Steve, and it grabbed the snowmobile and banged it out of commission in the snow. Is this the end of our heroes? Maybe, maybe not, cannot say or sure, for we are taken out of the picture at this point, and we are diverted back to an isolated island in the South Pacific, Rockfort Island. A small boat is heading towards one of the cliffs alongside Rockfort Island. We hear a familiar voice. "Following the lead given to me by Leon has brought me here." It is Chris Redfield. Thanks to the information and coordinates given to him by Leon, Chris now thinks that his sister is on Rockfort Island. He has arrived on Rockfort Island to search and save Private Redfield, I mean er... Claire Redfield, his younger sister. We now get to see the FMV with Chris climbing up the steep cliff of Rockfort Island without the use of any safety equipment whatsoever. Do you realize that it is very dangerous to do so? In fact, Chris almost fell to his doom below when a rock he was about to grab onto gave way. His hand slipped, and he almost lost hold of the rock he is on! However, one of his bags fell down to the void below. Now you get the feeling what would have happened to Chris if he fell off the cliff! I wonder what was in the bag, I hope it doesn't have your wallet and passport in there! Heh heh heh... But still, he managed to climb up to a ledge, and there is an opening into a cave. He tells Claire, "Hang in there, Claire. I am coming for you." Now, Chris enters the cave. Chris has just entered the cave. Suddenly, he hears a scream, and the ground shakes, and a rock fall behind him blocked the opening he went in through! Well, I guess that is dead symbolic, isn't it? It means that well, there is no turning back for Chris! It is a do or die time now! You are now back in the Military Training Facility of Rockfort Island, only that you are in a part that has not been explored by Claire before. It is some kind of a mausoleum, with the graves of some of the early residents of Rockfort Island. Creepy. Another thing to note is that Chris arrived on Rockfort Island long after the facility's self-destruct sequence has been activated. So, parts of the island have completely been blown up. However, for some strange reason, the explosives have not dealt even damage to different areas of the island. In fact, some areas of Rockfort Island are only slightly damaged, and some are still completely intact. For your information, the following areas of Rockfort Island are still accessible, probably they were out of the blast radius of the explosives of the Self Destruct Sequence: Military Training Facility Airport While the following areas are inaccessible: Prison Iron Bridge Passage Palace Private Residence I guess the self destruct sequence is only focused on the Ashford Family's personal properties, and other places where Umbrella wants to get rid of all the evidence, like the Prison. (So that they won't be tried by the Hague Tribunal if they are found to be harshly treating their prisoners. Heh heh heh...) Even in the Military Training Facility that is still largely intact, the shock created by the explosion has caused parts of the Military Training Facility to collapse, and certain doors in the facility will also be blocked off. Hence, Chris will be forced to take the long long way round to reach certain rooms. For your information, the following doors are blocked: Door from Motor Pool to 1F Lift Lobby Door from Tank Area to Military Training Facility Courtyard Door from Military Training Facility Courtyard to the Passage Door leading into the Biology Experiment Room Door of the Men's Changing Room Door to the Staff Common Room Save Room All of this makes things much more annoying for Chris, and hence, this scenario would really be considerably lengthened, as Chris would have to travel a long way just to go between 2 adjacent areas.(For instance, to do from the Tank Area to the Military Training Courtyard!) Parts of the facility also have holes in the wall, allowing Chris to get to places via routes never known before; there are also areas that are now accessible in the facility that Claire was not able to reach. So, this really is not a remake of Claire's scenario. So there, enjoy. *****MILITARY TRAINING FACILITY***** ---------------------------- Underground Tombs Save Room ---------------------------- Take the Green Herb. Then move forward for the first intelligent conversation between Mr. Chatterbox and Rodrigo Juan Raval over his sister. It seems that after the self destruct sequence blew up the prison, the palace and the Private Residence, our man Rodrigo has to creep to somewhere else to feel sorry for himself. Oh well, I guess it takes time for the Hemostatic Medicine to kick in, so he has not recovered from his injuries yet. Even if he has, he may have been weakened by starvation over the hours. "I didn't expect to find another living person left on this island," Rodrigo says, noticing Chris. "I am looking for a certain girl. Have you seen anyone named Claire Redfield?" Chris asked Rodrigo. "Huh? Claire?" Rodrigo seems to remember Claire. Chris grabs him. "Go on, you know who she is," Chris says. "I helped her escape. Several planes took off from this island. Claire may be on one of them," Rodrigo tells Chris. "Oh, I see. Then I guess my sister owes you one," Chris says. "Everyone's gone, I may be the only one left. Go on, follow your sister and get off this island," Rodrigo says before looking down in sorrow again. However, the Gulp Worm bursts out of the ground all of a sudden, and lunges towards Chris and Rodrigo. Chris manages to get out of the way, but Rodrigo is not so lucky. In fact, he is swallowed whole by the Gulp Worm! I must say, I have found a lot of parallels between the above conversation and the actions of Captain Miller (Tom Hanks) in the movie Saving Private Ryan! (I quote, "Have you seen anyone named, Ryan? James Francis Ryan from Iowa? Hey you there? Anyone named Ryan?" and so on.) Oh dear... You must save him, Chris! But first, let's explore the room. There is something hidden in the wall under a lid. Pull the lid down, and you will see a pair of Dual Ingram Submachine Guns placed behind a grating. However, you cannot get at it yet. There is a torch for a flame to be lit above the grating. This tomb area is also a Save Room. Go over to the typewriter, and take the Bow Gun Arrows. Deposit them into the Item Box for now. See that the Item Box is loaded to the brim with items? Now, you see that leaving items in the item box before the transition from Claire's Scenario to Chris' Scenario does pay off! This is because, anything left in the Item Box in Claire's Scenario will be still be there in Chris' Scenario. So, take the dual M-100P Pistols out and go through the door. Also take the large surplus of Handgun Bullets, should have about 300 or more bullets left if you conserved ammo well enough in Claire's Scenario! It is time for a one to one cage match to the death with the Gulp Worm! --------------- Gulp Worm Arena --------------- Split Decision! Shall I Fight the Gulp Worm? Yes Popularity: 90% No Popularity: 10% The Gulp Worm battle is one of the optional tasks in the game. Now, I assume that you have given the Hemostatic Medicine to Rodrigo and have given him the lighter and you have also got the lockpick in return when you were playing as Claire. In fact, as you can see, Chris has no Standard Item. The lighter is currently in Rodrigo's hands, who in turn is in the Gulp Worm's stomach! It is highly recommended that you fight the Gulp Worm, as this is the only way Chris can get the lighter. If you choose to run like the wind, then you will never get to receive the lighter, and the lighter is needed to obtain extra ammunition and the Submachine Guns later in the game. So, always stay and fight! Of you are one of those people who have forgotten to give Rodrigo the hemostatic while you were playing as Claire, then just run like the wind and ride the elevator up! Of course, to fight the Gulp Worm, please follow the Boss Battle guidelines below: Boss Battle! Gulp Worm Attacks: Dig Bite Come out of the ground to pose, then dive back down to the ground bite Swallow you whole instant death attack Strength: M-100P Pistols: 17%-20% The Gulp Worm may seem to be a very tough enemy to beat, however, it has one major weakness. It is that its attacks lack range. Whenever you see dirt shuffling somewhere in the arena, you will know that it will surface there. So, run away from the area, and once the Gulp Worm pops out of the ground, fire your M-100P Pistols until he decides to dig back down to the earth again. The Gulp Worm's secondary attack is the Dig Bite. Where he will just come out of a ground for a short time, hoping to intercept Chris as he runs around the arena and bite him. Therefore, while you are fighting the Gulp Worm, you will have to run around constantly in a loopy pattern to avoid this attack, but still, it is rather difficult to avoid. Besides you will have to watch your health constantly while fighting the Gulp Worm. If your health is at Orange Caution or below, the Gulp Worm will be able to swallow you whole if he hits you! So, heal as soon as possible if you do drop down to that HP level. After you have fired about 17% of your M-100P Pistols' ammo, the Gulp Worm will spit scream one last time and spit out our friend Rodrigo before it dies out for good. Note: If you have not given the Hemostatic Medicine to Rodrigo while you were playing as Claire. This fight is completely meaningless and is only there to waste your ammo. Hence, just take all the goodies you find here and take the lift up. The Gulp Worm spits out Rodrigo, and Rodrigo is covered in yellow goo. He chokes and screams in pain. I guess the impact force to his body must have been very hard for him to withstand. He is now dying. Some sad music is played. Chris runs over to Rodrigo. "Hold on! Don't give up!" Chris cries. "At least I will meet my family again," Rodrigo chuckles in pain. Rodrigo holds out the lighter Claire has given to him earlier. "She gave this to me. I don't need it anymore. Take care of yourself." Those were Rodrigo's last words. He dies. Now, Chris has the lighter. Explore this large room, take all the goodies on the floor, and return to the Underground Tombs. ---------------------------- Underground Tombs Save Room ---------------------------- Now that you have the Lighter, you can go over to that grating storing the machine guns and use the Lighter to light up the torch above the grating. The grating moves up. Now, you can take the Sub Machine Guns! These Ingrams are to be saved for something special later. So, deposit them in the Item Box for now. Then, get back to the Gulp Worm Arena. Take the Grenade Launcher loaded with Grenade Rounds. ---------------- Gulp Worm Arena ---------------- Take the lift up. There is nothing more of interest in this area, but Rodrigo Diaz de Bivar's corpse on the floor on the same position where he died just a while ago. Having taken the lift up, you will be back at the Motor Pool of the Military Training Facility. --------------- Motor Pool --------------- Oooh! This place is really banged up! I am imitating the Construction Dozer of the USA. Heh heh... not really, nothing much has changed since the detonation of the Self Destruct System here. Except the door leading to the 1st Floor Lift Lobby is blocked. There are some zombies here. Use your Glock 17 and take them all down! After all, you have over 300 bullets to use now! The Glock 17 is a very powerful standard handgun, and most Zombies can be downed in no time. Now, notice that box like thing by the run down jeep there? It is actually some kind of elevator, but as you can see, there is no battery in there, so you will have to find a battery before you can use it. Now, the only door that you can go through are the double doors leading outside. In fact, check the map of the Training Facility. You will notice that routes that you were able to take while playing as Claire to get to some other place may have been blocked off, forcing Chris to go the long way round. How sad. Also, you will notice that you can only find the maps of the Military Training Facility and the Airport. This is because all the rest of the areas have been destroyed by the Self Destruct Sequence. It may seem a short scenario, but with all those running around it is actually a long one. So, you will not be disappointed. --------------- Tank Area --------------- The door leading out to the Training Facility Courtyard has been conveniently blocked off by a wooden crate, and you cannot move it aside as Chris. This makes things rather annoying and difficult, I am afraid. Now, look around the tank. What's the difference between the two pictures? You will notice that there is a switch on a panel on the back of the tank. If you have watched the FMV with Alfred Ashford during the initiation of the self destruct sequence, you will know that pressing the switch will reveal a hidden elevator leading down. So, press the switch, and the tank will move forwards, revealing the elevator Alfred used. Notice the handgun bullets on the floor underneath the tank. You can take them now as well. Then, ride the elevator down. --------------------------- VTOL Hangar Access Hallway --------------------------- There are some shotgun shells and some herbs on the floor in this hallway. Take them. Then go over to the other end of this hallway. Notice that door with an incomplete emblem of the Ashford Family? Remember that in the FMV before, Alfred Ashford used a halberd to open that door to access the fighter planes there. Therefore, Chris' objective while on Rockfort Island will be to recover a single Halberd to use on that door. There is a battery pack on the floor in front of the door. Well, that is what Chris will need if he wants to power up the elevator back at the motor pool! Take it, and attempt to leave. Suddenly, the music changes to a dramatic melody, and a Giant Spider bursts out from a ventilation hole in the hallway. Oh dear, take out your Grenade Launcher and kill him with one decisive hit with the Grenade Rounds. Bang! Direct hit! It dies. But note that the music still does not stop. So, Chris is not out of danger yet. Move back to the corner there, and another Giant Spider will come out in an attempt to ambush Chris. Kill it as well and the music will stop. Now, before you return to the motor pool, go through the door in the middle of the hallway. It is another Save Room. ----------------------------- Underground Hangar Save Room ----------------------------- Wow, this place has ammo galore! There are acid rounds in the locker, and Handgun Bullets and Shotgun Shells on the table. Take them all. Then examine the picture on the wall. It says, "Lava burns forest, flows to the sea, forms the earth." Meanwhile, there is a chest of drawers in this room by the typewriter with 4 drawers. If you examine it, you will be asked which drawer would you want to open. I wonder... Puzzle Time! The Drawers and the Earth Remember that statement on the picture. "Lava burns forest, flows to the sea, forms the earth." Now, there are 4 drawers there: Blue one, a Red one, a Green one and a Brown one. It seems that to open the Brown one, you will have to open the other 3 in a particular sequence. Although there are only 6 different orders in which to turn the drawers, the picture on the wall can really give you a hint. Now, let me ask you some General Knowledge questions: What is the color of lava? Red What is the color of a forest? Green What is the color of the sea? Blue Therefore you should open the drawers in the order: Red --> Green --> Blue Then, the Brown Drawer will be unlocked, and Chris will be able open it. Inside, is a Luger Replica. Note that the Luger Replica is completely useless in this game, as it cannot be used as a weapon. However, if you collect it and store it in the Item Box, you will be able to play as Steve Burnside during the Battle Game. Therefore, deposit the Luger Replica into the Item Box and save! This is because, there is a part of the game coming up that has no easily accessible rubbish bins, I mean er... Item Boxes after this point! To avoid unnecessary backtracking, you should only have these items in your inventory: Glock 17 Handgun Handgun Bullets Grenade Launcher with Grenade Rounds Battery Pack Then get back to the VTOL Hangar Access Hallway. --------------------------- VTOL Hangar Access Hallway --------------------------- Now, take the elevator back up and return to the motor pool. --------------- Motor Pool --------------- With the Battery Pack, go over to the elevator and place the battery in. Then, you can climb onto the elevator. Press the switch and the elevator will rise up to the catwalk above. To the left of the elevator is a Chemical Storage Key, and a file, which is a report about an enhanced anti-decay alloy. New File! 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 primarily based upon the fact that despite its excellent resistance to all kinds of liquid including strong acid, it easily dissolves when soaked with a mixture of the two chemicals, "Clement Alpha" and "Clement Sigma". (1) 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. (2) CLEMENT INFORMATION The Alpha type is used for gun maintenance and possesses no conspicuous characteristics. (3) However, the Sigma type will change its 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.) (4) Based upon our analysis of the Sigma type, we believe that Clement possesses more features. AS New information is learned, we will update this file. Explanations: (1) This is really a very silly reason not to use Deploid to create the storage capsules of their Bio Organic Weapons. There is nothing wrong with canceling the plan if it dissolves readily in a certain common liquid. But if you cancel it for the reason that Deploid will readily dissolve when soaked with a mixture of two uncommon liquids, then it is stupid. After all, who would bother wasting their time finding and mixing two of these liquids in order to dissolve the capsule? Sigh... (2) If you examined an Eagle Plate while playing the game as Claire. You will be told that the plate portion of the Eagle Plate is made with a special alloy. That special Alloy is Deploid. Also remember that the Halberd portion of the plate is made of Solid Gold. Hence by soaking an Eagle Plate with a mixture of Clement Alpha and Clement Sigma, the plate portion will be dissolved, leaving behind the golden Halberd which can be used on the door to the VTOL Jet Hangar. (3) Clement Alpha is used to maintain guns. Remember that while you were playing as Steve in the Military Training Facility basement, you came across a Green Liquid which is a chemical used for gun maintenance? That chemical is Clement Alpha. Now, you know where to look for Clement Alpha. (4) For your information, the Military Training Facility was built on December 8th, or 12/8 this tells you what temperature Clement Sigma will change color. It is 128F. It seems that our man Chris Redfield has two more objectives to complete while he is on Rockfort Island. 1. Find an Eagle Plate 2. Find and mix Clement Alpha and Clement Sigma together So, go through the door now. -------------------------- Command Center and Hallway -------------------------- As soon as Chris enters the Command Center, he notices a woman wearing a dress, holding a dead man and singing while she strokes his hair. It sort of sounds like: There once was a friendly but naive king Who wed a very nasty queen The king was loved, but the queen was feared 'Til one day strolling in his court, an arrow pierced the kind king's heart He lost his life and his lady love Everlasting Queen? Oh my God... Gee... that sounds rather megalomanic to me. Chris looks at that woman, "Who is that?" Meanwhile, in the airport by the boarding gate, Albert Wesker is also surprised. "Alexia? No! She is already awake!" He notices Chris on another monitor. "Chris, ooh little fishy come see my hook. I am sending you some company to keep you entertained." He activates some kind of a robot, and it shines out a beam. He opens a canister, revealing a Hunter inside. "Consider this a small welcoming gift. Enjoy! Ha ha ha ha ha!" The Hunter looks out of his canister and hugs himself with glee. The robot moves away under Wesker's control. I wonder what those robots do? Maybe Albert Wesker is going "peopling" today, and Chris Redfield is the catch of the day! Anyway, you should go through the door by the main control panel for now. Do not ride the lift down yet. ----------------- Ambush Courtyard ----------------- We get to see an Eagle Plate by a hole in the ground. There is a hidden passage underneath. However, the ground under the Eagle Plate suddenly breaks off, causing the Eagle Plate to fall into the sewer, shortly afterwards we hear the sound of an electric jolt. I wonder what is down there in the sewer. Feel free to climb down the stairs and look all you wish, because the other side of this courtyard is cut off by this big hole here. So the only thing to do is to go through the other door. ------------------------------------------------------- Remains of Shutter Hallway and Biology Experiment Room ------------------------------------------------------- This place is burning ever so fiercely. It seems the Self Destruct Sequence managed to set this room on fire, but did not manage to completely collapse the room. However, there is now a hole in the wall, and you can reach the area with the Pass Code lock leading to the Biology Experiment Room. There are zombies here and here. Shoot them all to death. You will notice a Side Pack on a table. Take it. You now can hold 10 items in your inventory. Although there are Bow Gun Arrows here, I do not advise taking any of them, because the Bow Gun is not very useful now, and you will have a large surplus of Bow Gun Arrows already if you have conserve ammo in Claire's scenario. Do not go through the other door yet. Instead, go out through the door you came in and return to the Command Center. --------------------------- Command Center and Hallway --------------------------- Now, you can take the lift all the way down to the Basement. --------------- B1F Lift Lobby --------------- Notice that there is a set of steps that wasn't there in Claire's Scenario. Go down those steps. You will see a Shotgun on a rack. Remember the Shotgun Rack in Resident Evil? This time, if you take it, you will not die because no wall is there to squish Chris. However, you still should not take it now, because doing so will cause the steps you came down on to rise up, and you will not be able to return to the lift. So, just leave the shotgun for now. But still, take the Flame Rounds and the Handgun Bullets, and then go through the door. --------------- B.O.W. Storage --------------- So, this is where the T-078 Tyrant came from. Take the Green Herbs and climb up the stairs. Up there, you see 3 storage capsules. One is gone, while 2 remain. By the other door, there is a control panel. Press the switch there, and the 3rd Capsule will be lowered into the storage space below, revealing some Assault Rifle Bullets on top of the capsule. Take it. It contains 50% ammo for the Assault Rifle. Having taking this ammunition, go through the double doors. --------------- Turntable --------------- Hmm... It seems that the shock resulting from the detonation of the self destruct sequence has done this area bad! It so dim and dark, and you can actually here the sounds of electric sparks in this place. There are some Bow Gun Arrows behind some crates here, and again, I do not recommend taking them. There is also a doorknob on the turntable. Do not take it yet. Or you will regret it as it will trigger an FMV with the Hunters. Instead, there is another door in this room that is electrically powered. You should go through that door. Claire has not explored this area yet, by the way. ------------------- Chemical Warehouse ------------------- This warehouse looks as if it has been built by someone who is a little bit paranoid. After all, who will have to build such a long series of automatic doors before you enter? Could it be Ernst Stavro Blofeld who was financing the construction of this warehouse. Oh well... Anyway, you will reach a rather run down room with a broken air vent that was possibly the source of the T-Virus outbreak on this island. There are some Shotgun Shells on the table there, take them. There are also a Blue Herb and a Red Herb on another table take them as well. Now, go over to that glass showcase like thing. It is actually a chemical store. Use your Chemical Storage Key on it and it will unlock and open. There is a large variety of chemicals inside the showcase, and Chris, who is lacking knowledge in Chemistry, cannot tell which one of them is useful. You are then asked if you want to set the temperature. Remember that a certain Clement will change color in a certain temperature. Let's try the temperature related to the date of completion of the Military Training Facility, shall we? So, let's set it to 128 degrees Fahrenheit. Shortly after you set the temperature, one of the beakers of chemicals in the chemical store changes in color from yellow to blue. So, that is the Clement Sigma that the report on the enhanced decay alloy was talking about. So, take it. Now, you only have to locate Clement Alpha now. GO, head back out. Note: If you did trigger the FMV with the Hunters on the turntable, then a Sweeper will burst in through the air vent. Therefore, I told you not to take the doorknob from the Turntable before you enter this room. Otherwise, you would have to waste a Grenade Round or two in fending this new threat off, and unfortunately, Grenade Rounds are rather scarce at this point... --------------- Turntable --------------- Now, it is time to take that doorknob I previously asked you to ignore earlier. After you take the door knob, a robot that Wesker sent after Chris shines its light beam at Chris. Having detected Chris, the alarm on the robot sounded. Oh dear, I guess an intruder is spotted. But what does that mean? We then get to see an FMV of some monster jumping down to the turntable from above. It is a Hunter, so these nasty enemies are back to attack Chris again! Once you have control of Chris, take out your Grenade Launcher, load it with Grenade Rounds and hit the Hunters in a point blank range. This is sure to kill them in one blast. There are 2 hunters in total. Kill them both. New Enemy! MA-121 Hunter Alpha Attacks: Low Claw Swipe Slam Dunk Jumping Swipe Strength: Grenade Launcher with Grenade Rounds: 1-2 Rounds Grenade Launcher with Acid Rounds: 1-2 Rounds Shotgun: About 3 shots That's right after those ugly looking Hunter Betas and Hunter Gammas in Resident Evil 3: Nemesis, we finally have the more handsome Hunters from Resident Evil 1! It seems that Wesker managed to steal the embryos of the Umbrella Prototype MA-121 Hunter Alpha from the Spencer Mansion, and was able to create a lot of these for whoever he is working with. These Hunters haven't changed much, but they now like to attack with low attacks in an attempt to avoid your guns. So, it is highly recommended that you aim downwards if they are coming real close. Their Slam Dunk Jumping Swipe is their all time favorite attack, and it is much more difficult for you to outrun now. But still, you can catch them in mid air just the same. The Hunters in this game are more intelligent and high tech than ever before. Whenever one of those security beam robots detect Chris by shining its beam on him, a Hunter will be sent in to investigate the area. So, prevention is better than cure, and you are really advised to be more careful when traveling in hallways with those robots. Fortunately, if you run into one, it only takes one close range Grenade Round to kill these things. Acid Rounds can also kill Hunters in one round, and from a longer range, but however, if the Hunters are up close, it is always better to use the Grenade Rounds, as their bomb clusters have a higher chance of hitting the Hunter, therefore stunning at least so you can finish it off much more easily. Otherwise, consider using the Acid Rounds to take them out from a distance. The shotgun is not too shabby against these guys either, one shot should send them sprawling to the floor, and then, all Chris has to do is to aim down and pin the Hunter down with 2 more shots from the SPAS-12 Shotgun and this oversized reptile will croak one last time. For your information, some of the rooms will have security beam robots on patrol now. So, you should be extra careful not to be spotted by those beams, or you will unnecessarily waste a lot of Grenade Rounds to hold them at bay. You will find Security Beam Robots in these locations now. Coming to a shop near you! VTOL Hangar Access Hallway Remains of Shutter Hallway and Biology Experiment Room 1F Lift Lobby Just avoid those buggers and you will be fine, although it is sometimes hard to avoid the robots, you will just have to get used to their patterns. Note that these security beam robots will not stay there forever, if you have experienced an important event like the collection of an important key item, the security beam robots will disappear, never to return to trap Chris. Check the map, there is a single door on the 2nd floor of the Military Training Facility that is locked but you have the key. In fact, the door knob is the key. Now, go through the double doors and go all the way back to the Command Center via the lift. --------------------------- Command Center and Hallway --------------------------- 2 militant zombies have appeared in this hallway. Kill them with your Glock 17. Then get back out to the Ambush Hallway. --------------- Ambush Hallway --------------- Go through the other door. ------------------------------------------------------- Remains of Shutter Hallway and Biology Experiment Room ------------------------------------------------------- Hmmm... It seems that Albert Wesker Security Systems Incorporated has paid a visit to this hallway. A security beam robot is being deployed to scan for the presence of Chris. Run under the robot when its beam pauses for a while, and go through the only other door in this room that is not blocked. ---------------------- Knobless Door Hallway ---------------------- This is actually the hallway that was separated from the Military Training Facility foyer by the shutter below. You can try to go down the stairs, to find a sturdy shutter blocking the door. Note that the shutter can never be opened in Chris' Scenario, so do not even waste time trying to open it. Instead, you should go over to the door without the door knob, and place the door knob on that door. Then, you can open the door and go through. ------------------------- Catwalk above Motor Pool ------------------------- You are now on the other side of the catwalk over the motor pool. There are some Handgun Bullets to Chris' right. Then, go over to Chris' left and you will find a Tank Object Take it. Remember that there is a slot on the diorama of the Military Training Facility? You will have to go there now. So, get back out through the door you came in. ---------------------- Knobless Door Hallway ---------------------- Go through the door to Chris' right. ------------------------------------------------------- Remains of Shutter Hallway and Biology Experiment Room ------------------------------------------------------- This time, wait until the security beam robot has gone to the far left before running into the hallway it is guarding and going through the door there. ----------------- Ambush Courtyard ----------------- Reenter the Command Center. --------------------------- Command Center and Hallway --------------------------- Enter the lift and take it down to the 1st Floor, in fact, this is the only way you can reach that hallway now that the door in the Motor Pool is blocked off. -------------------- 1st Floor Lift Lobby -------------------- This hallway is protected by Albert Wesker Security System. That's right! It is being guarded by a security beam robot! Run past the robot when its beam is not on, and enter the Painting and Diorama Room. -------------------------- Painting and Diorama Room -------------------------- Go over to the diorama of the Military Training Facility and place the Tank Object into the slot. The painting of the room behind Chris will move aside, revealing a lever guarded by a set of 3 Laser Beams, some Blue in color, some red in color and some Green in color. Beneath those lasers are 3 hexagonal slots, as well as a green book and a Turntable Key. We now have a new file in our hands. New File! 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. (1) Oh yes... I think I'll have those prisoners build a bridge. It must be a gorgeous bridge that befits the perfection that is Alexia. (2) 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 existence of our mansion. But that is okay, as I have no problem executing such matters. (3) 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 diorama trick, ensuring the secrecy of our mansion. (4) Alfred Ashford Explanations: (1) The passage revealed in the hole in the Ambush Courtyard is the underground waterway that used to lead to Alfred Ashford's Private Residence. (2) Apparently, the bridge that Claire Redfield used in her scenario to go over to Alfred's Ashford's Private Residence has been built using the forced slave labor of the prisoners of Rockfort Island. (3) Alfred Ashford resorted to killing all the witnesses of the construction of the bridge in order to destroy all evidence of the new bridge's construction so that other people will not know how to get to his Private Residence. (4) It seems that there is a potential way of getting into that underground waterway hidden under that hole in the Ambush Courtyard. Perhaps there is something under the diorama of the facility that can allow you to access the waterway. The diorama trick is of course, that lever in front of Chris that is guarded by all those brightly colored lasers. I wonder what will happen in Chris touches those lasers... Will he have his hand cut clean off and be amputated? I wonder... If you examine the 3 hexagonal holes, you can find a message beneath saying, "Lead 3 armies and the path will open." It seems that you will have to make use of the Navy, Army and Air Force Proofs on the holes again. So, leave this room and get back to the turntable. -------------------- 1st Floor Lift Lobby -------------------- The security beam robot is gone, so just enter the lift and take it down to the basement again. Then get back to the turntable. --------------- B1F Lift Lobby --------------- You can now take the Shotgun from its rack, as it does not matter whether you can get back to the lift anymore. Then go through the door next to the rack. New Weapon! Shotgun Ammo: Shotgun Shells in units of 7 This is my personal favorite Weapon of the game. The SPAS-12 Shotgun is like a Handgun, but its damage is much more spread out. Although this shotgun does not do as much damage to zombies as before if you shoot them in the chest, it still is capable of taking zombies out in one shot if you aim upwards. So, always shoot the zombies in the head when you use the shotgun. In fact, once you have enough ammo, you can dominantly use the Shotgun for the rest of Resident Evil: Code Veronica X! Enjoy. Note: Due to the scattering of the shrapnel from the shotgun shells, the damage given to enemies that are far away will be much lower than when you shoot an enemy up close. For instance, if you fire at a zombie from afar, it will take you 5 shells or more to down a zombie, but if you fire at his chest up close, then only 2 rounds will be needed. Most floored zombies take about 3 rounds to kill, so that is not worth it, as you cannot shoot them in the head for an instant kill. People may whine about the shotgun being tuned down in this game, but in my opinion, the programmers of this game are just making the shotgun more realistic, as shotguns in real life do not have a long range or accuracy due to the shells. Hot Tip! Shotgun Skills The Shotgun on the surface may look to be much weaker as a weapon in Resident Evil: Code Veronica X due to its lack of long range offensive power. However, this is not really the case. There is actually a way to use a Shotgun to kill a large group of enemies from a distance. For example, if a line of zombies is coming at Chris next to each other or in a single file, press R to go on an attack stance, and then press Up on the control stick to aim up. While Chris' arm has not reached the maximum angle of elevation to the horizontal, press A to fire! Then, the headshot capability of the Shotgun would have an enhanced range, and it won't be a problem to take out baddies using the Shotgun even from a considerable range. As for heavy duty enemies like Hunters, fire right up close to maximize the impact power, and then they can be taken out in 3 shots, much like those Hunters in Resident Evil Zero. --------------- B.O.W. Storage --------------- Attempt to go through the double doors and suddenly, Chris hears a familiar voice behind him. "Hmm Hmm Hmm Hmm! Long time no see, Chris." "Wesker! You are still alive?" Chris is surprised. "What are you doing here?" "I have come for Alexia," Wesker replies. "Who?" "An organization hired me to capture her." "Wait," Chris "You attacked the island, and my sister!" Chris attempts to draw his gun, but Wesker shoots across the room like a bullet train and punches Chris to the other end of the room. He then streaks over and grabs Chris by the throat. "You don't know how much I hate you, you have destroyed my plans, so now I have sold my soul to a new organization. Now die!" Chris attempts to punch Wesker in his face, but all that does is to knock off his sunglasses and reveal his horribly red eyes. Chris was shocked. "Let me tell you a little secret Chris, I figured out your sister is now in the Antarctic. It's too bad you won't be seeing her with you. Hmm. Hmm. Hmm!" Suddenly, Alexia Ashford appears on a screen and lets out a very evil laughter. I guess she has also figured out that Albert Wesker was the one who attacked her brother's installation on Rockfort Island, and time has come for revenge. "Alexia?" Wesker cries, and throws Chris across the room into the only remaining B.O.W. storage capsule there. Chris just managed to recover and to find Mr. Tickle escaping from the tube! Now, as soon as you have control of Chris, run past the Bandersnatch on its side with no arm and go through the double doors. Hurry up! Quick! --------------- Turntable --------------- Use the Turntable Key on the Turntable and move the turntable up. You will arrive at the Military Training Facility Lobby. --------------------------------- Military Training Facility Lobby --------------------------------- It seems that the Self Destruct Sequence of Rockfort Island has blown a hole in the wall in the Military Training Facility. In fact, you reach the foyer via that gap. See the Bow Gun Powder on top of the metal crates? Well, push the wooden crate on the left from the foyer onto the Turntable. Then push it against the crate when it is in front of the Bow Gun Powder. Climb up and take the Bow Gun Powder! Simple. If you have an extra item space (You should have one), then you can go through the other single door that is not blocked off in the Foyer. ---------------------------------- Military Training Facility Office ---------------------------------- There are even more zombies in the office now. Take out the Shotgun and head shot them all. Take the shotgun shells on the floor, then go over to the locker inside the alcove and take the Acid Rounds inside. As you can see, there is another gap in the wall next to the lockers, and there is a door there that leads to the other side of the ambush hallway. But don't go through that door yet, instead, return to the lobby and get out through the double doors. ------------------------------------- Military Training Facility Courtyard ------------------------------------- Hunters! 2 of them, but do not try to engage them. Just run for the elevator door, and get in. You should at most get swiped once. *****AIRPORT***** --------------------------- Airport Elevator Save Room --------------------------- Oh well... We are back at the old airport. Now, deposit any items that you think are useless into the item box. You will need to save 3 inventory slots for the proofs. So, I recommend you have the following items in your inventory: Glock 17 Handgun Handgun Bullets Bow Gun with Explosive Bow Gun Arrows Grenade Launcher with Grenade Rounds Full Healing Item Now, go out through the shutter. --------------- Shutter Room --------------- Do you hear the sound of something running towards Chris? It's a Hunter. Equip your Grenade Launcher and use auto aim to catch the Hunter. When he is in point blank range, fire! The Hunter should be knocked into the ground almost instantly, and even if he does not get killed in one shot, you can easily finish him off while he is on the floor with a few more Handgun Bullets into him. At this point, if you go through the lower shutters, you will find that the bridge is still up, and you cannot cross over to the other side. So, ride the small elevator up to the balcony above in the Shutter Room, and go through the door there. --------------- Upper Bridge --------------- Attempt to pull the lever down to lower the bridge, but you will find that you cannot, as the lever does not work due to the lost oil pressure, I guess the best solution to this predicament is to cross the bridge, and enter the room on the other side. ---------------------------- Oil Pressure Regulator Room ---------------------------- Go over to that interesting machine by the top of the aquarium. So, it controls the bridge's oil pressure. It seems that the pressure tank is completely empty, and you will have to reapply the pressure again. As you can see, when it comes to pressure in liquids in these meters, by Bernoulli's Principle, Pressure = Density of Liquid x Acceleration due to Gravity x Height of Liquid. It's time for another interesting puzzle, note that the above formula is not needed in solving this puzzle, I am just being "educational" after all, tee hee hee... Puzzle Time! Oil Pressure Puzzle You are given with 3 Oil Pressure gauges, one that adds 1 unit of oil into the central gauge and is broken, a second one that adds 3 units of oil into the central gauge and a third one that adds 5 units of oil into the central gauge. If you have read the notice, you will notice that that notice is really worth noticing if you want to know how much oil is needed to achieve the optimum oil pressure. In fact, the optimum pressure is achieved when there are 7 units of oil in the central gauge. However, the 1 unit gauge is cracked, and 3 + 5 = 8 > 7, so it seems impossible to add up to 7 units of oil in the central gauge. So, are you screwed? No! Otherwise, there would be no Resident Evil: Code Veronica X! As you can see, if you fill up the central gauge up to the brim at 10 units of oil, any oil from the gauge you add oil from will stay in the gauge. For instance, if the Central Gauge has 9 units of oil, and you choose to add more oil into the central gauge from the 3 unit oil gauge, 1 unit will be added, while 2 remain in the 3 unit oil gauge, while 4 will remain in the 5 unit oil gauge. Get it? Now, let's do some addition: Case 1: 1 + 3x2 = 7 Case 2: 2 + 5 = 7 Case 3: 4 + 3 = 7 So, if you create an instance that one of the gauges has 1 unit, 2 units or 4 units of oil in it, the puzzle practically is solved. This puzzle is my most favorite puzzle in Resident Evil: Code Veronica X, as it largely resembles those that require you to pour a specific amount of water into the jug using 2 glasses of known volume! As I am so good at Maths (Got A in Mathematics and in Additional Mathematics in last year's public exams, got the 1st in Pure Mathematics in this year's mid-year examination.) I will show you the solutions for each case! Case 1: To leave only 1 unit of oil in a gauge It is possible to leave 1 unit of oil in either the 3 unit oil gauge or the 5 unit oil gauge. Case 1a: For the 3 unit oil gauge Step 1: Add oil from the 5 unit oil gauge. Volume in Central Gauge: 5 Step 2: Add oil from the 3 unit oil gauge, it is possible to reverse steps one and 2 here. Volume in Central Gauge: 8 Step 3: Add Oil from the 3 unit oil gauge, 1 unit of oil remains in the 3 unit oil gauge Volume in Central Gauge: 10 (Full) Step 4: Press the button by the Central Gauge to drain it. Volume in Central Gauge: 0 (Empty) Step 5: Add the remaining 1 unit of oil into the Central Gauge from the 3 unit oil gauge. Volume in Central Gauge: 1 Step 6: Add oil from the 3 unit oil gauge twice. Then, you will hear the machine beep once. The optimal oil pressure is restored. Volume in Central Gauge: 7 Case 1b: For the 5 unit oil gauge Step 1: Add oil from the 3 unit oil gauge twice. Volume in Central Gauge: 6 Step 2: Add oil from the 5 unit oil gauge. 1 unit of oil remains in the 5 unit oil gauge. Volume in Central Gauge: 10 (Full) Step 3: Press the button by the Central Gauge to drain the oil. Volume in Central Gauge: 0 (Empty) Step 4: Add the remaining 1 unit of oil into the Central Gauge from the 5 unit oil gauge. Volume in Central Gauge: 1 Step 5: Add oil from the 3 unit oil gauge twice. Then, you will hear the machine beep once. The optimal oil pressure is restored. Volume in Central Gauge: 7 Case 2: To leave only 2 units of oil in a gauge It is only possible to leave 2 units of oil in either the 3 unit oil gauge. This is because, to leave 2 units of oil in the 5 unit oil gauge, you will have to add 3 units of oil to the central gauge and completely fill it up, and before you have done that, the central gauge has already achieved its optimal pressure with a volume of 7. Step 1: Add oil from the 3 unit oil gauge 4 times. 2 units of oil remain in the 3 unit oil gauge. Volume in Central Gauge: 10 (Full) Step 2: Press the button by the Central Gauge to drain the oil. Volume in Central Gauge: 0 (Empty) Step 3: Add the remaining 2 units of oil from the 3 unit oil gauge into the Central Gauge. Volume in Central Gauge: 2 Step 4: Add oil from the 5 unit oil gauge. Then, you will hear the machine beep once. The optimal oil pressure is restored. Volume in Central Gauge: 7 Case 3: To leave only 4 units of oil in a gauge It is only possible to leave 4 units of oil in the 5 oil gauge, as the 3 unit oil gauge can only have 3 units of oil in at most. Step 1: Add oil from the 3 unit oil gauge 3 times. Volume in Central Gauge: 9 Step 2: Add oil from the 5 unit oil gauge. 4 units of oil remain in the 5 unit oil gauge. Volume in Central Gauge: 10 (Full) Step 3: Press the button by the Central Gauge to drain the oil. Volume in Central Gauge: 0 (Empty) Step 4: Add the remaining 4 units of oil from the 5 unit oil gauge into the Central Gauge. Volume in Central Gauge: 4 Step 5: Add oil from the 3 unit oil gauge. Then, you will hear the machine beep once. The optimal oil pressure is restored. Volume in Central Gauge: 7 Have fun with this puzzle, after you have restored the oil pressure here, the corpses in this room will rise up and attack Chris! Take out your Handgun and take them out from a range. As simple as that. After you have taken these zombies out, go over to where they were and take the Shotgun Shells. Then, you can leave. Food for Thought! Once, when I played through the game, I decided to do things in the opposite way, and have Chris get the Clement Alpha from the Military Training Facility basement first, and have Chris' Glock 17 Handgun upgraded. Do you know what happened when I fired Chris' Modified Glock 17 at the zombies? They all fell at once after 2 shots! Now, I finally got a taste of what the modification to the Glock 17 does! --------------- Upper Bridge --------------- Now, cross the bridge, and go over to the lever. You can now lower the bridge by pulling the lever down. Go through the door in front of you to return to the shutter room. --------------- Shutter Room --------------- Take the elevator down, and go through the shutter that leads to the lower bridge. --------------- Lower Bridge --------------- In here, if you turn Chris to the side, and press R, he will auto aim at something across the bridge. Actually there is a Hunter on the other side of the bridge. Take out your Bow Gun loaded with Explosive Arrows, and fire across the bridge. These arrows really have an awesome range! Shoot about 2-3 arrows, and you will find Chris not auto aiming anymore. Then, the Hunter is dead, and it is safe for you to cross the bridge. Go through the shutter on the other side. --------------- Aquarium Room --------------- A few more militant zombies are hanging around here to look at the fishies! Heh heh heh... Be careful as you kill the zombie immediately in front of you, as he has an explosive charge on his back, and you may accidentally detonate it while you shoot him. The resulting explosion has a small area effect, so be careful and keep your distance while you are shooting him. As for the other two zombies. They look real cool! Tee hee... They are wearing infra-red night vision goggles, but who needs to wear night vision goggles to help them bite people! Silly. The red dots sort of move with his eyes, and tend to go out by the time you take them out! How stupid. Anyway, kill them, and go through the door by the aquarium. There is no need to check out the Submarine Pen, as the Submarine is gone, so you cannot return to the Palace! What a pity. --------------- Boarding Area --------------- This was where Albert Wesker hanged around when he released those security beam robots to search for Chris. There is a lone Hunter guarding the area, but fortunately he had his back turned to you, so take out your Bow Gun and fire an explosive Bow Gun Arrow into his back. It will knock him down, fire another arrow onto him and he will not get up and lie there as peacefully as a sleeping baby, except that sleeping babies do not bleed all over the place. Tee hee... Go over to the boarding lift. There are no planes to board here, as the one that was here was flown away by Claire and Steve, and crshed into the Antarctic Transport Terminal. It seems that the detonation of the Self Destruct Sequence on Rockfort Island has sort of like joggled the control panel of the boarding lift, and it is not buzzing like mad. If Chris walks over to the panel, he will get a nasty electric shock, so the answer to this predicament is right there, on the panel with the monitors. There is a power switch to the boarding lift there. Press it, and no more electricity will be run through the boarding lift control panel, and Chris can take the Navy Proof, Army Proof and Airforce Proof that is there. Don't worry, Claire does not need it anymore... Now, get back to the aquarium room and go all the way back to the Airport Elevator. Equip your Grenade Launcher with Acid Rounds before you take the elevator up, as something is waiting for you up there. Make sure that you have taken the Clement Alpha from the Item Box, and have at least one free item space in your inventory before going back up. *****MILITARY TRAINING FACILITY***** ------------------------------------- Military Training Facility Courtyard ------------------------------------- Two new Hunters that are red have made their appearances in the Military Training Facility Courtyard. It seems that you are being attacked from two sides, and if you fire your Grenade Launcher quickly enough, you may be able to kill them both without getting hit at all. You can also stand your ground, fire an Acid Round into the one immediately in front of you, then press L and quickly hit the other one. Either way, the two Hunters should be killed in only two rounds. Think about it carefully. If you do get hit, check your statue to ensure that you are not poisoned. This is because these monsters are a variant of the Hunters called: New Enemy! Hunter-R "Sweepers" Attacks: Low Swipe Slam Dunk Jumping Swipe Strength: Grenade Launcher with Grenade Rounds: 1-2 Rounds Grenade Launcher with Acid Rounds: 1-2 Rounds Shotgun: About 3 Rounds It seems that the organization that hired Wesker has some tricks up their sleeves. Having obtained the embryos of the MA-121 Hunter Alpha, they made some twists here and there with their genetic makeup, and were able to make this new kind of Bio Organic Weapon called the Hunter-R, or Sweeper. These Sweepers are just as agile as the Hunters. Except that they now have red streaky skin except of the plain green ones. Their claws are tipped with poison, so if Chris gets swiped, he sometimes may be poisoned, although this doesn't happen very often. So watch out, and have a blue herb or a blue herb mixture handy at all times. Fortunately, these Sweepers are not very common, and they will not appear if Chris triggers a security alarm by getting in contact with the beams of the security beam robots, no Sweepers will appear. Sweepers tend to appear on their own, and you will not find more than 2 Sweepers coming at you at once at any time, but they may choose to ambush Chris at their own leisure, so always be on your guard. When fighting Sweepers, you should have the same mode of engagement against the Hunters. Just take out your Grenade Launcher, wait for them to come as close as possible, then open fire! This way, you most likely will drop these enhanced poisonous reptiles in one round. Like the standard green Hunters, you can also take them out from a range before they begin charging at you using the Acid Rounds, usually, one hit does it. If not, run close to him and shoot downwards with a weak weapon until he stops moving. This is where even the simplest of handguns come in handy. Like the Hunters, Sweepers most likely will be sent sprawling when hit by a single Shotgun Shell. All Chris has to do is to fire two more rounds down at him while he is lying on the ground to ensure he croaks one last time. Watch the blood, Chris! With the threat neutralized, you can finally have an extensive look around the courtyard. There is a box of shotgun shells on the floor, as well as some Bow Gun Arrows. Take the Shotgun Shells, but I don't think you will need any more of these arrows, as they are so weak and they waste up your Item Spaces. Having taken all of the goodies in the courtyard, it is time to reenter the Military Training Facility. There is absolutely no way Chris can get back to the passage between the Military Training Facility and the Palace, as the door there has been completely jammed after the detonation of the Self Destruct Sequence. How sad. --------------------------------- Military Training Facility Lobby --------------------------------- It is time to enter the office. Do so now. --------------------------------- Military Training Facility Office --------------------------------- If you have followed the instructions given by my guide just now, you should have killed all the zombies here and have nabbed all of the goodies here. If not, just kill everything that moves, and take the Shotgun Shells from the floor, the Acid Rounds from the locker in the alcove there. Inside the alcove, you will notice that the Self-Destruct Sequence has blown a hole in the wall, and you can reach the other side of the Military Training Facility Lobby. However, you will not be able to enter the Men's Changing Room or the shower room. The door that leads to the Ambush Courtyard is still intact, so go through that door now. ----------------- Ambush Courtyard ----------------- You are now on the other side of the Ambush Courtyard. There is a zombie lying on the ground, begging for money here. Walk around him or go behind him and shoot him in the back to take him out of his misery. Or just let him grab your leg, so you can stomp on his head without using any ammo at all. You can look down the hole in the ground, or just be more practical and climb down the ladder in the hole. ---------------- Ventilation Room ---------------- Remember that there was a coolant machine leaking its gases during Claire's Scenario? Well, it did not matter then because the ventilator fan is working, but now, the fan has shorted out and the gas now fills the entire room! See the breaker of the fan on the wall? Pull the lever down and the fan will resume operation. The gas will be cleared, revealing zombies! It seems that they don't mind breathing refrigerant gas. Anyway, climb down the ledge you are on and take them all out with your Glock 17. Then climb up the steps to Chris' right (relative to the side he is facing when he climbed down here) and go through the door. Equip your Grenade Launcher before you go through the door, as you-know-what is behind the door. ------------------------------ Grenade Launcher Shutter Room ------------------------------ No, Voldemort is not behind the door, but a Hunter is! Wait for him to come close, and fire! Bang! One shot kill! Then go through the door opposite to the door Chris went in. --------------------- Gun Maintenance Room --------------------- Go over to the work desk. On the desk are a lot of tools, and a handgun part. Chris can modify is Glock 17 handgun here. So, modify it! The enhanced Glock 17 can deal more damage to enemies, I guess, I checked the description of the enhanced handgun, and yet it tells me that it is a modified version of the Glock 17. Oh well. A lot of guides (even those on IGN and by other people writing guides) have said negative things about this upgrade, saying that Chris' handgun lacks any real upgrade. But his upgrade must do "something". Now, let me clarify the benefits of adding this extra handgun part on Chris' Glock 17 Handgun. After testing it on several zombies and other enemies in this game, I found that this gun holds a chance of critically injuring zombies. That is, there is a chance that you can use a lot fewer bullets to take out a zombie than expected. Sometimes, the bullet that was fired from the gun will have enough kinetic energy to fire right through the zombie and hit whatever they are behind their backs! I once was able to take out 2 zombies in only a couple of shots because they were all lined up neatly for the slaughter! Try it! You'll like it! Something more important is on the shelf to Chris' left. It is Clement Alpha, a green liquid. Take it. At this point, combine Clement Alpha and Clement Sigma to form a purple Clement Mixture. You can use it to dissolve Deploid with this. But you will have to find something made of Deploid before you can use it. So, return to the Ventilator Room now. ---------------- Ventilator Room ---------------- Now, with all the gas gone, Chris can go through the other set of doors above the other set of stairs. So, go up the other set of stairs and through the door. --------------- B1F Lift Lobby --------------- Now, there is nothing more of interest here that the steps leading down are raised, so now, enter the lift and take it up to the 1st Floor. --------------- 1F Lift Lobby --------------- Don't worry, as Albert Wesker's security beam robots are all gone, so just run freely to the door leading to the painting and diorama room. So there. Run free! -------------------------- Painting and Diorama Room -------------------------- It is time for Chris to lead his three armies to battle here. Place the Navy Proof, Army Proof and Air Force Proofs into those 3 hexagonal honeycomb shaped sockets and as you can see. When you insert a proof into a honeycomb, the laser with the color that is the same as the color of the jewel on the proof inserted will disappear. For example, if you insert an Army Proof into a honeycomb, the red laser will disappear as there is a ruby on the Army Proof. When all the 3 proofs have been inserted into their respective honeycomb sockets, all 3 lasers guarding the lever will disappear. Now, Chris can place his hand in without fear of getting his hand cut off! So, pull down the lever, and the diorama of the Military Training Facility will slowly slide backwards into the wall, revealing a ladder that leads down. My, the wonderfully designed diorama trick of Alfred Ashford has been broken at last! That's not all the diorama revealed, there is a Green Herb to the left of the ladder as well as 2 boxes of shotgun shells behind the plaque there. Take them and go down the ladder. So, you are now entering another tension zone, as you can hear the sound of your heart, beating, loud as a drum! I wonder what is down there? Is it something icky, something slimy? I guess you are now about to find out. ------------------------------------ Secret Passage to Private Residence ------------------------------------ So, this is what the diorama trick reveals. It is just a dark and dingy passage with 2 Giant Spiders hanging around. Hmmmm... Hmm... this calls for... The EXTERMINATOR! Unfortunately, the nearest pest control company is probably miles away, so it is up to Chris to exterminate these virus enhanced arachnids. Take out your bug spray! I mean, er... Grenade Launcher loaded with DDT, I mean... Grenade Rounds and blast these guys down. With the pest dealt with, you can go over to that door by the ladder and try to get back to Alfred Ashford's Private Residence through the door. Unfortunately, that door has been sealed by that selfish Alfred, so you cannot visit his residence for tea or whatever. Note that there is a Green Herb and some Grenade Rounds on the floor. Take them, then go on along the passage. So, this is the passage you saw in the hole in the Ambush Courtyard! Interesting. Climb down the ladder there. This really is a tension zone here. --------------- Waterway --------------- This place looks a little bit empty. Hmm... There are some Green Herbs and a Blue Herbs in some pots. Everything seems peaceful around here. Go over to the large pool of water in the center of the room. You are then treated to a FMV that shows the Eagle Plate that fell into the sewer earlier at the bottom of the pool of water. However, the Eagle Plate is not the only thing that is in that large pool of water there. We also see another monster here. This thing sort of looks like a giant salamander, but it is just so long, icky, slimy and shocking! Having seen you, this pink monster lets out a single shockwave of electricity! So, it is an Adult Albinoid, and he was the monster who made those horrible shocking sounds when the Eagle Plate fell into the sewer. Perhaps he was trying to say, "That Eagle Plate is mine! Buzz off!" Remember the description of the Albinoid on the screen of the command center? It says that an Albinoid can discharge electricity. Apart from this, like other amphibians, the size and complexity of an Albinoid will change as it ages. It seems that an Albinoid can grow to over 7 feet long in a very very short time frame of a little bit more than 10 hours! So, now we know that Chris' and Claire's scenarios occur at least 10 hours within each other. Remember that when the baby Albinoids escaped during Claire's scenario, one of them managed to escape into the air vent, while all the others were trapped in the Biology Experiment Room? Well, I guess this lucky one has grown much larger since Claire's departure! Another interesting property is that the electrical property of an Albinoid will show the most as they are underwater and in their adult form! It seems that this Albinoid is so long, so it must be an adult, and is underwater, so it would prove to be a very shocking fight for Chris if he enters the water! Now, should we fight this Adult Albinoid? Actually it is best for Chris to ignore the Albinoid's existence as he ventures into the water. If Chris is not in water, then it would be very difficult for him to hit the Albinoid. After all, he swims around so quickly, making it very difficult to land a hit. Besides, the Albinoid is on a lower level relative to Chris. As most weapons just fire on the same level as the gun, and are not affected by gravity much, it would be very difficult to aim at the Adult Albinoid, let alone hitting it. If you run to the Albinoid, then he will just swim away from Link. If you attempt to fight him in water, the Albinoid will still be hard to hit, and will periodically release his electric shockwaves and will attempt to ram into Chris. In conclusion, so it is best for Chris to avoid the thing while he tries to get the Eagle Plate. Before entering the water, check your inventory. Do you have a full healing item handy? If yes, then enter the water, if no, then return to the nearest save room, and take one from the Item Box. Then, enter the water and run to the Eagle Plate. Avoid the Albinoid, and take the Eagle Plate, then climb back out of the water and leave. Note that while you are doing so, the Albinoid will periodically release a very powerful electric shockwave that is practically unavoidable in water. Chris will get shocked a little too often while he is in water, so make sure you check is condition every now and then. If he is in Danger, then it is time to use a full healing item to healing him back to full health. AS soon as you have the Eagle Plate, make a run for the nearest dry land! Then, you will be safe from this oversized electric eel. Now that you have the Eagle Plate, it is time to soak it in the Clement Mixture. After you have soaked the Eagle Plate in the Clements, all of the Deploid in the plate portion of the Eagle Plate will be completely dissolved, and only the Halberd will remain. As the Halberd is made of gold, it will not be dissolved in the Clement Mixture, and Chris will be able to use it to open the automatic door Alfred used to access the VTOL hangar. So, now it is time to go all the way back to the VTOL Hangar Access Hallway. Don't worry, all the Security Beam Robots in the Military Training Facility are gone now. I guess Albert Wesker must have used up his stock of Hunters in this facility, and has decided to move on to the Antarctic Transport Terminal! ------------------------------------ Secret Passage to Private Residence ------------------------------------ Don't even try to open that door, I tell you. Just climb up the ladder and move on. -------------------------- Painting and Diorama Room -------------------------- Just leave through the other door, no need to stay and admire the artwork. -------------------- 1st Floor Lift Lobby -------------------- The door leading back to the motor pool has been blocked off by a heavy oil drum on the other end, so you cannot return to the VTOL Hangar Access Hallway that easily. So, take the lift up to the 2nd floor. --------------------------- Command Center and Hallway --------------------------- Go through the door to Chris' left as he exits the lift. --------------- Motor Pool --------------- Take the elevator down, avoid the zombies if they are still there, and then go out through the double doors. --------------- Tank Area --------------- Now, take the elevator behind the tank, and return to the VTOL Hangar Access Hallway. --------------------------- VTOL Hangar Access Hallway --------------------------- All of Chris' mission objectives have been fulfilled in the Military Training Facility and the Airport of Rockfort Island, so now with the location of his sister confirmed, Chris can leave this island to find her now. So, go over to the door leading to the Hangar and insert the Halberd into the slot the same way Alfred Ashford did in the FMV, and you can find the hangar empty. So, does this mean that Chris will be trapped on Rockfort Island forever? Is this the end of our hero? NO! Is Chris ever going to find his sister Claire and get out of this situation alive? YES! YES! YES! Suddenly, Chris hears the sound of an alarm going off. So, a second VTOL fighter jet is being slided over to where Chris is standing. Chris moves out of the way of the fighter jet, and when it has stopped, he climbs into the cockpit. Chris starts the engine of the plane, and the VTOL jets produce an upward lifting force, causing the plane to slowly rise up to the sky. Chris says to himself, "Hold on Claire, I am coming for you." (I thought that VTOL aircrafts were supposed to all look like the Orcas of the original Command and Conquer game. Now, I must say that I am rather disappointed at the design of these VTOL jets. After all, such jets are meant to be taken off at runways in various aerodromes. You disappoint me, Capcom.) Then, Chris sets a course for the Antarctic Transport Terminal that was preprogrammed into the plane, and off he soars, into the night sky. (For your information, the wings of planes are designed in a shape so that the air current above the wing is faster than the air current deneath the wing. This leads to a higher air pressure beneath the wing, and this pressure difference is the thing which creates a net lifting force which keeps the plane up in the sky.) Well, I guess this concludes the Rockfort Island chapter of Resident Evil: Code Veronica X. This is the 3rd turning point of the game. After all, you will not be returning to Rockfort Island anymore. Although the self-destruct sequence of Rockfort Island has been set off, it is amazing that there are still many facilities and rooms that were still largely intact, I guess all Umbrella needs to do is to send a small cleanup team to refurbish the entire premises on the island, and then Rockfort Island could be open for business again. But still, who is going to report the destruction of the island to the Umbrella HQ? Oh well, life is tough. Anyway, now, get ready for the concluding Chapter of Resident Evil: Code Veronica X! You have now completed Part 3 of the longest Resident Evil game ever! Let's hope that Resident Evil 4 will be even longer than this one! Here's hoping! By the way, like the transition between Chapter 2 and Chapter 3, you do not get a free save between the two chapters. So, the only thing you can to is well, play on! ------------------------------------------------- Siblings Reunited: Chris' Scenario in Antarctica ------------------------------------------------- Remember the beginning of the game? Claire Redfield was taken prisoner to Rockfort Island for infiltrating an Umbrella Facility in Paris. On the island, she managed to slip out after an attack by Albert Wesker's forces. She planned her escape from the island with a fellow teenage inmate, Steve Burnside. Steve once suggested Claire to contact her brother and sent him the coordinates of the island so that he can come and rescue Claire. However, Claire did not need the help of her brother to leave the island, as they have found an airport beneath the Palace and Military Training Facility of the island, and have managed to commandeer a plane to fly away from Rockfort Island just minutes before the detonation of the Self Destruct Sequence on the facility of Rockfort Island. Claire and Steve were not out of the woods yet. Alfred Ashford, the commander of Rockfort Island managed to escape the facilities too via a VTOL Jet from a secret Hangar beneath the Military Training Facility. The Ashford's jet planes are programmed so that they can remotely control other planes that belong to them! In fact, Alfred managed to take control of Claire and Steve's plane from a distance, and managed to force the plane to fly to Antarctica. Now Claire and Steve are in the Umbrella Transport Terminal, they quickly plan their next escape attempt. They managed to get out and drive a snowmobile away. However, their attempt to leave failed as Alexia Ashford has just awakened from her cryogenic slumber. Due to the twins effect, a psychological effect between twins so that their share their thoughts and feelings, she immediately knew Claire and Steve were responsible for the killing of her twin brother. Alexia is of course, dying for revenge, as she has woken up after a long sleep only to find her brother dying before her. She immediately sent a giant tentacle out to catch the snowmobile. As the tentacle moved so fast, it proved impossible for a slow vehicle like a snowmobile top out run. It caught up with the snowmobile, smashed it around in the snow, and then managed to drag Claire and Steve all the way back into the Antarctic Transport Terminal, and then the two are unaccounted for. Meanwhile, Chris has received Claire's coordinates about 10-12 hours later and has arrived on Rockfort Island, only to find the place completely run down and that his sister has already escaped, and is now in the Antarctic. So, I guess Claire's backup plan in the beginning has really paid off. Chris managed to locate Alfred Ashford's secret VTOL Hangar and has now flown to the Antarctic to find his sister and locate the last pieces of the puzzle. Now, Chris took off from the secret VTOL Hangar in the dead of night, and set course for the Umbrella Antarctic Transport Terminal. As this course is preprogrammed into the plane, Chris only has to sit down in the Pilot's seat, twiddling his thumbs as the plane's auto-pilots fly towards the South Pole and arrives at the Antarctic Transport Terminal a few hours later. Soon, the plane turns a hard right towards the base by itself. (So much for Chris' flying training in the USAF, he doesn't even need to move a finger and the jet takes off and lands automatically for him. Flying such planes is really child's play, a baby could have done it, after all, just press a few buttons and you are off.) The plane slows down, and its vertical landing jets slowly guide the plane's descent into the hangar specially prepared for Chris. Then, his cockpit opens automatically, and a lift ladder slides over above Chris so that he can climb up to the catwalk above. Now, get ready for the final part of Resident Evil: Code Veronica X! It is time to save Claire and clear this mess up completely. Let's do it! *****ANTARCTIC TRANSPORT TERMINAL***** --------------- VTOL Hangar --------------- Chris should now be on the walkway above the VTOL Jet he landed in. God knows how Chris could climb so high up, as the ladder appeared rather out of reach during the FMV. Oh well. Now, do not chicken out and try to reenter the VTOL Jet, or you will receive a message telling you to save Claire first. Walk around the catwalk and you will notice that there is an elevator there. It is actually an emergency evacuation elevator, so people can have quick access to the hangar in emergency situations. But we are not in an emergency situation now, so that elevator will not be available for use. There is another sliding door that resembles the door of a cargo lift next to the elevator. This door can be gone through, as it is now unlocked. (Maybe it was locked from this side during Claire's scenario in Disc 2) So, go through the sliding doors into the Antarctic Transport Terminal. Here goes... You are sure to find that the Antarctic Transport Terminal ain't want it used to be... Anyway, as Chris probably still has over 300 Handgun Bullets and has not used a single shotgun shell, with more than 50 in his inventory. It is now time for a killing spree! Have fun, Chris! In fact, I must say, the last part of any Resident Evil game is ALWAYS the easiest, as you end up with a large surplus of ammunition and the zombies and other monsters do not respawn again and again! Once you kill all of the monsters, that room is basically clean! --------------- Central Shaft --------------- What are the differences in this room before Claire's departure between and the room after Chris' arrival? It seems that Alexia Ashford's awakening has done the Antarctic Transport Terminal bad! There are some weird looking things sticking out of the wall, and if Chris runs to close to it, it will give him a whip cracking session. Therefore, take out your new Modified Glock 17 Handgun and shoot those things from a distance. Note that these things have different HP. Some may be able to take more damage than the others. After enough shots, those things will shrivel into their holes in the wall, and Chris will be able to pass through. But what were those things? New Enemy! Giant Tentacle Attacks: "Yaaaa! Stay back, simba!" Whip Cracking attack Strength: Handgun: Just keep shooting until it shrivels back into the wall These giant tentacles are responsible for the recapture of Claire and Steve when they attempt to escape from the Antarctic Transport Terminal earlier in Disc 2. They are capable of stretching extremely long distances and in super speeds! Apparently, since Alexia's awakening, these things have grown all over the place. All of these tentacles seemed to be remotely controlled by Alexia Ashford's mind or something. I guess her cryogenic sleep or whatsoever has given her evil magic powers to control supernatural elements! Fortunately, these giant tentacles are nothing but annoyances. They just stay there and never move unless they detect a possible intruder nearby. Therefore they are also like those gates you find in car park entrances. There is practically no way of getting past these things unless you have enough ammo. Otherwise, getting rid of these things are a cinch. Just keep firing your handgun until it swings around randomly before withdrawing itself back into the wall. Note that they may shrivel in pain even before you manage to hurt them enough. Usually, 10 Handgun Bullets are all you need to make these things shrivel up; however, sometimes they may take over 20! There is an element of randomization around here. Just keep shooting! Having pumped enough rounds into both tentacles, they should withdraw into the wall, and give way for Chris. Besides the appearance of two giant tentacles from the wall, nothing much has changed, except that snow is drifting into the central shaft, and the wreckage of the transport plane Claire and Steve crashed is still here. Now, there are a set of double doors, a single door and a set of stairs here. This time, go through the double doors first. ------------------------- Above Cargo Sorting Area ------------------------- Steve Burnside! Come here, young man! Look what you have done! This Cargo Sorting Area has just been polished and waxed and yet you have flooded it all up! Remember that in his action of drilling out of the Antarctic Transport Terminal, Steve must have relentlessly drilled through a water pipe, causing water to leak from the mining room into the Cargo Sorting Area. As the Antarctic Transport Terminal seems to be experiencing Sub-Zero Temperatures, all the water flooding the cargo sorting area has frozen solid! Due to the frozen ice. You should be informed that the following areas are no inaccessible: Cargo Sorting Area B.O.W. Warehouse Mining Room Power Room Fortunately, this still leaves a lot of room in the Antarctic Base for Chris to explore. Your first order of business is to go through the first door on Chris' left. As you can remember, it leads to the Metallurgy Room. ---------------- Metallurgy Room ---------------- I guess the zombie who was whining and banging on the bars in his cage must be happy now. He has finally broken out! In fact, he must be even happier than usual, as there are 2 other friends who have stopped by to chat! Now, simply take out your shotgun and feed each of the zombies a shotgun shell to the head! They will all lie down for their siesta afterwards. Except that people having siestas do not have their faces sliced clean off! This is also any favorable spot to attempt those multi-zombie critical hit kills with the modified Glock 17 Handgun. Once, I fired 3 rounds at a zombie, then it dropped instantly and died. Then, I went forwards and found a second zombie dead behind it at a considerable distance away! Wow! Some of the items here, if not taken by Claire will still be there. Take them if they are there. If you were observant enough in Claire's scenario in Disc 2, you will notice that there are some items in the cage that has trapped that whining zombie. Enter his opened cage and you shall find a Duralumin Case and a box of Shotgun Shells. Note that the Duralumin Case, like the other two in the game is locked by a simple lock. However, Chris can only open it if he can find a lockpick. However, there are no lockpicks left lying around the Antarctic Transport Terminal. So, well, I guess we will have to leave this case for Claire to open it. If you will ever find her later in this scenario. Now, leave this room for now, as the metal carving machine is really banged up for further use. I wonder who could have torn it apart like that? Much be Alexia's awakening that has caused a stir or somewhat. ------------------------- Above Cargo Sorting Area ------------------------- Now, go through the door on the catwalk opposite to the one Chris is on to enter the Machine Room. --------------- Machine Room --------------- This is the room where Steve and Claire used the digging machine on. In fact, they must have done a great job in drilling through the wall of the Antarctic Transport Terminal! In fact, so much water has leaked into this room. It managed to fill up the entire "bottomless pit" that Alfred Ashford fell down, and the water has managed to flood up all the way to the catwalk of the machine room! Of course, don't worry, you won't drown, as all the water that had previously flooded the area is now completely frozen solid. Now, just go through the gap Alfred fell through in Claire's Scenario onto the ice. Ah... That is fun, need some ice-skates, Chris? Tee hee... Somehow Chris' boots seem to have a very tight grip, and he can run around on the ice without slipping at all. So, go over to the ledge, now level with the room because the ice has gone all the way up there. Take the Octa Valve Handle and attempt to leave. As Chris is about to leave, he hears some moaning behind him. It seems that the dead militants in this room are coming alive! Some that are frozen under the ice actually have enough strength to break through the ice! I guess they don't like the idea of cold storage! By the time you have control of Chris, you will find that all of the zombies have cornered Chris! Oh no! Be particularly aware of the single zombie on the bottom of the screen. This is because while you are busy fending off the other zombies with your SPAS-12 Shotgun, a single salamander like Parasite will burst out of that zombie's chest and start gnawing on Chris' back! Oh horrible, I ask you! While Chris is busy struggling to get the parasite off his back, he will provide a chance for the other zombies to bite at him! So, be extremely careful. This time as Chris is approached by zombies from many directions. Use your shotgun only! There is absolutely no time for the zombies to line up for you to take them all down. Be aware of that. Once the music stops, you will know that the threat has been completely neutralized. Chris is safe. Now that you have head shot all the zombies here. It is time to leave. Go out through the door you came in. If you actually bother to enter the room overlooking the power room, you will find that the Power Generator is still running smoothly as ever. I guess the door of the Power Room is waterproof, so no water will leak in! ------------------------- Above Cargo Sorting Area ------------------------- I know, there is much more to come in this room, but before we get to that, we should go back to where Chris was before he went into this area. So, go through the double doors back to the central shaft. --------------- Central Shaft --------------- Now, go through the single door into the workers' lodgings. ------------------ Workers' Lodgings ------------------ Brrrr... this place looks too cold to be of any suitable staff lodgings. If you have somehow forgotten to pick up any items while you were playing as Claire, then you should explore this room from top to bottom to ensure you have taken everything. If I had not mistaken, some Grenade Rounds that weren't there in Claire's scenario would have appeared on the bed to the left of the wall where Claire found the map. So, take them and get back out to the Central Shaft. --------------- Central Shaft --------------- This time, go down the flight of stairs to the now Mothless Hallway. ----------------- Mothless Hallway ----------------- Steve's reckless drilling of the wall of the Antarctic Transport Terminal has finally done good. Now that the icy cold water has flooded the Cargo Sorter Room, the rock bottom has fallen off the temperature! The Poison Moths, being poikiotherms (That is to say, animals whose body temperature is easily affected by surrounding temperatures), all froze to death, so Chris need not worry about poisoned by those annoying little moths. However, besides entering the Save Room, there is something else Chris has to do here. Since he has so many shotgun shells, it is time to go on a killing spree and liberate the planter of Blue Herbs in this hallway! So, charge into the corridor to the left of the save room. Engage the zombie there, but, suddenly a corpse hanging from some webs or something falls down behind Chris. Chris is again surrounded by zombies! Headshot them with the Shotgun as usual but take care that a parasite will burst out of the chest of the zombie who dropped down. Having liberated the Blue Herbs, you can try to open that door leading into the cargo sorting area, only to find it jammed due to the ice on the other side. I don't get it, I remembered that door had 2 gaps above. How come no water leaked through those two gaps? Anyway, we can just go back to the other corridor and enter the Antarctic Transport Terminal Office Save Room. ---------------------------------------------- Antarctic Transport Terminal Office Save Room ---------------------------------------------- We now are presented with the "Save Room Music" of Resident Evil: Code Veronica X now that Nosferatu is gone. See that slot in the wall with the shape of a halberd? That is where Chris should put the halberd. Now you know why Chris still has the halberd even after he used it on the door of the VTOL Jet Hangar in the Military Training Facility. Having inserted the halberd into the slot, a cupboard to the left of the slot is unlocked, and opens. Inside, is an ink ribbon, Alfred's Diary and a paperweight with different symbols on each side. Let's read Alfred's personal diaries. (Although Alfred would not like people to, but he's dead! Ha ha ha!) New File! Alfred's Diary January 30th There is a sealed room in the hallway located inside of the Antarctic facility. I don't know what is hidden there, but I do know how to get in. I can use the three jewels that each one of our three family members wear as proof of being a legitimate descendant of the Ashford family. The only problem is, I do not know how I can gain possession of my father's proof. (1) 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... (2) 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. (3) 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. (4) 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 completely out of control. (5) 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. (6) On top of that, she feels she must be kept asleep for 15 years in order to accomplish the experiment. (7) Thanks to that idiot, I can't see my dear Alexia for as along as 15 years. Alexia is going to sleep, with all her trust relying upon me. Now, I am the only one who can protect Alexia. Explanations: (1) There is a door in one of the rooms of the Antarctic Transport Terminal that is locked by a mechanism that will only open if all 3 of the Ashford family jewels were inserted in. If you looked closely at Alfred Ashford, you will notice that he is wearing a ring on his ring finger. Alfred's Jewel is on his ring. You will also notice that Nosferatu is wearing a Green Pierce on his ear. Alexander's Jewel is on his pierce. But why would a monster wear Alexander's Pierce? (2) From this, it may seem that Alfred and Alexia Ashford's birth are not very natural, and may have been carried out under very abnormal circumstances. I wonder... (3) Remember that Alfred Ashford became master of the Ashford Family at a very young age. It is amazing that Alfred could have found the meaning of his life at such a young age. When his portrait was painted, he was very young. I guess he must be also another highly intelligent person or something. But hating one's father at such an early age is always wrong! Don't you respect your father at all? (4) The problem with girl geniuses like Alexia Ashford is that they are also psychotic. Who would perform biological experiments on their own father? This also shows that Alfred and Alexia are already insane in a young age. (5) It seems that whatever experiment Alexia Ashford had performed on her own father had caused him to mutate into a very horrible monster! So, this shows that Nosferatu used to be Alexander Ashford!! (6) This is even sicker, really. This really is the extreme case of insane geniuses. They are not even afraid of performing experiments on their own human bodies! I wonder what kind of experiment has Alexia performed on herself that gave her the power to control giant tentacles upon her awakening. (7) So, it seems that Alexia has been under cryogenic sleep for 15 years. As Resident Evil: Code Veronica X takes place in 1998, we now know Alexia Ashford began her cryogenic stasis in 1983! Fortunately, she was a young girl when she began, and so she would not be an old woman by the time she has woken from her slumber. Heh heh heh... This can also explain Alfred Ashford's schizophrenia and other mental disorders Claire and Steve witnessed in their scenario. Apparently, Alfred missed his twin sister so much, and cannot bear the pain of not having his sister around him. Hence, he began to "take measures" to convince himself that Alexia Ashford is still with him. He developed a split personality, where he was sometimes Alexia Ashford. Therefore he did not allow anyone to come near Alexia Ashford on Rockfort Island, or people will know this horrible secret of Alfred Ashford. But of course, all this does not matter now, as Alfred has witnessed the awakening of Alexia from her sleep before he died. Happy. Now, before we leave this room to explore even deeper into the Antarctic Transport Terminal, we must perform an inventory check. This is because, you have so many powerful weapons, and you may run out of space if you do take them all with you. Also, take the Empty Extinguisher from the item box. You should have the following items in your inventory: Enhanced Handgun Handgun Bullets Shotgun and Shotgun Bullets*/ Assault Rifle*/ M-100P Machine Pistols* Grenade Launcher with Acid Rounds Grenade Rounds *=optional items So, it is up to you to take which items that are marked with a star. But still you should have taken up 6 blocks of your inventory, with one block left. Now, get out there and take care of business! This guide will assume you have chosen to take the Shotgun out with you, as it is the most fun weapon to use in this game (and it can blow zombies' heads to pulp, if not clean off in this game.). ----------------- Mothless Hallway ----------------- There is nothing more of interest aside from some corpses here and there that are wrapped in moth cocoons. So just climb up the stairs. --------------- Central Shaft --------------- Now, it is time for Chris to once again go through the double doors to the area above the Cargo Sorting Area. Don't go running like a wimp back to the VTOL Hangar now, son. Tee hee hee... ------------------------- Above Cargo Sorting Room ------------------------- Check the map. What's the difference between the two pictures. That is, between that of Claire's Scenario and the current Scenario. You will notice that a new catwalk has been revealed, with a new door over there. It seems that after the ice has filled this room all the way up to the catwalk, so Chris can climb down onto the ice, and do some ice-skating before climbing up the catwalk on the other side. Now, take note of some of the features on this room. Notice that giant ting scuttling around under the ice? It's the MOAGS! Or Mother of All Giant Spiders. Get the joke? (That is, from the MOAB of Command and Conquer: Generals Zero Hour, the Mother of All Bombs!) There is a crane at the far end of the catwalk. Something is hanging from the crane, but what is it? Unfortunately, the crane can only be powered up if you insert the Crane Key in. So, go through the door by the crane for now. ----------------- Terminal Passage ----------------- Warning! This passage is protected by Albert Wesker Security Systems! Sure enough, as soon as Chris enters this passage. He spots those security beam robots on the ceiling. Chris is surprised, "He's here?" You are right Chris, Wesker has somehow managed to get to the same Antarctic Transport Terminal to look for Alexia. Note that how hard you try to avoid that beam there, but it will always shine on Chris, and a Hunter will be sent to engage Chris. Equip the Grenade Launcher with Acid Rounds, once the Hunter comes up close, shell him once and he will fall. There is a set of double doors in this passage, but do not go through them yet. Instead, go to the other end of this passage and take the elevator up. Don't worry about the other security beam robot. As long as the first one is set off, the second one will not be active. So, just go up. ---------------- Water Pool Area ---------------- Walk a little out, and you should hear the sound of something walking in the water, then the sound of some familiar footsteps. In fact, there is a Sweeper in this area! Wait for him to come up close, and then kill him with one acid round. Then, go through the door opposite the elevator. ---------------- Frozen Corridor ---------------- This corridor may seem dark and empty, but actually, there is a throng of zombies around the corner. So, equip your Shotgun, go around the corner and blast their heads to pulp! The door at the other end of this corridor is powered by electricity, but no power is supplied at the moment, so go through the door by the one Chris came in. Take the herbs here if you need them. ------------------ Second Power Room ------------------ This is where the second power room of the Antarctic Transport Terminal. There is a typewriter and an item box here. As you can see, there is a power socket mover with an Octagonal Shaped socket, so take the Octa Valve Handle from the Item Box and use it on the socket. The electric plug will be plugged in. Now, Chris can go over to the main power switch and pull the lever up. Then, this area of the Antarctic Transport Terminal will receive power. Now, at such an intense part of the game, it is time to perform another inventory check. Make sure you have the following in your inventory: Shotgun Shotgun Shells Grenade Launcher with Acid Rounds Grenade Rounds Octa Valve Handle Empty Extinguisher (Optional, if you want to get an extra weapon and ammo) Paperweight Combat Knife With the above items in your inventory, return to the corridor. The Handgun is obsolete at this point, as you have so many Shotgun Shells saved. Enjoy. ---------------- Frozen Corridor ---------------- Now, the door at the other end of the corridor will open. So go through that door. --------------- Sterile Room --------------- This room resembles the Spencer Mansion Anteroom in one way. It is that there is a statue with a woman drawing water. Besides, there is a roll of something in the vase the woman is holding. But this time, there is no dresser to be pushed against the statue. However, the statue itself can be pushed around. Notice that there is a crack on the floor by the dresser. So, push the statue onto that crack, and the floor there cannot take the weight of the statue. The statue sways around a bit, then collapses into the floor. Now, Chris can take that item in the vase. It is a map of the Antarctic Lab, which is basically the map of the lower three levels of the Antarctic Transport Terminal. (That is, Basement Levels B4, B5 and B6) So Alexander was right about the secret labs beneath the Antarctic Transport Terminal. There is a set of double doors here. But they are locked for the moment. So, go into that alcove to the left of the electric door. In that alcove, there is a lift. But do not take it yet. Instead, go all the way to the far end of this corridor. There is a tiger statue on the wall, with two jewels, a red ruby and a blue sapphire on the tiger's eyes. The design of the statue is again, similar to the tiger statue of the Spencer Mansion that used to be in the middle of the Raccoon Forest. But this time, you remove jewels from the tiger's eyes, instead of placing them in. You get to remove one jewel. If you remove either jewel, the tiger statue will rotate 90 degrees in either the clockwise or anticlockwise direction, completely obscuring the other jewel, so that Chris cannot get it. If you remove the left jewel, you will reveal a socket. Take it. Then, replace the jewel into the eye. The Tiger Statue will rotate back to its original position, allowing Chris to take the jewel on the right. Take that jewel, and some Magnum Bullets will be revealed. If you want to use the Magnum in this game, take them. Otherwise, leave them and replace the jewel. If you examine the socket closely, you will notice that this socket has a square base, and a hole that is octagonal in shape. So, it is actually some kind of universal adapter for the valve handle. So, combine the socket with the Octa Valve Handle, and you will get a Valve Handle with a square base again. Now, take the lift up. I wonder why there is so much steam there? I guess it must be one of those sterilization gases, or something. Remember! This Tiger Statue is much more high-tech than the one in the Spencer Mansion in the Arklay Mountains. While you were tampering with the Tiger Statue, you will be told that the rotation mechanism of the Tiger Statue is again, electric powered. You know what this means? This means that if you can somehow cut off the power supply, the rotation mechanism of the Tiger Statue will not work at all, and Chris would be able to take both Jewels at once. However, if you do shut off the power supply to these rooms, you would not be able to enter this room because the electronic door will not work, and the non-electric powered double doors are locked. Therefore, by finding the key to those double doors, Chris would be able to enter this room and take both jewels. Keep that in mind. ----------------------- Alexia's Giant Anthill ----------------------- Move out of the alcove Chris is in, and be amazed! Look! So, there is a giant anthill in the middle of this room! I guess it has been built over the years thanks to Alexia's obsession with ants. As you can see, the whole place is crawling with ants and more ants! On the floor, there is a shiny object. Take it, it is a Dragonfly Wing. There are 4 dragonfly wings in total. You now have one. Collect them all! Now, go over to Chris' left. As there are ants everywhere, it is rather difficult not to be bitten at all. But still, these ants do pitiable damage to Chris, so just keep moving and you will be fine. You will arrive at another alcove, with a Green Herb by the door. Take the Green Herb and go through the door. ------------------- Mini Ant Farm Room ------------------- There are several zombies here. You know what to do. In the main section of the room, there are two zombies hidden from Chris' sight, blow their heads to pulp. There is an alcohol lamp with some alcohol left in the lamp. So, use your lighter and light the lamp up! Notice that alcove there? Go into it. There are a few more zombies here, and one is already floored for Chris' convenience. Take them all down as well. You will notice that there are several ant farms here, but they have all perished, as the Queen Ant is dead. I wonder why. Can't a new Queen Ant be born? There are two boxes of Handgun Bullets, but Chris does not need them anymore as he will be using the Shotgun against all the normal enemies he finds. So, just get back out to the main part of the room. There is a Green Herb and a Blue Herb in this room. Take them as needed. There is also a file on the table called the Queen Ant Report, written by Alexia when she was little and already a genius. New File! Research Report on Queen Ant After discovering the remains of an ancient virus within the genes of a queen ant, I have been concentrating on the research of ants. (1) 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. (2) The death of the queen ant means the doom of the entire anthill. However, the soldier and worker ants can be easily replaced as long as the queen ant is alive. This is exactly the same relationship between myself and the other ignorant masses. (3) I have succeeded in creating an ideal virus by implanting the queen ant's gene into the mother virus that Spencer found. (4) 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 the complete destruction of his brain and body flesh. (5) 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 emergency, and stored it inside of the weapon/chemical warehouse on the B2 floor. (7) I have decided to name this virus with unimaginable potential, the "T-Veronica" virus (8). When I find out how I can utilize the power the power of this wonderful virus, my great research will finally be complete. Alexia Ashford. Explanations: (1) The reason why Alexia Ashford was so fascinated by the world of ants is that she found an ancient virus in the genes of a Queen Ant. She is a lot like Dr. James Marcus of Resident Evil Zero in the respect that she likes to focus her research on simple minded, lower level life forms as the basis of her research. (Remember his leeches, anyone?) (2) This Alexia Ashford is into the extremes of the old feudal system in Europe, where the peasants serve the lords, while the lords serve the king, in some kind of tiered system. Except that Alexia Ashford believes that in the ideal society, everyone with a lower class than her should be her slaves! This again shows that child geniuses often think in rather extreme ways, and hence will be considered to be some sort of psychotic by the ordinary people! (3) This kinds of explains why the anthills in the alcove have perished. This is because the queen ant died, and chaos reigned in the anthill as there is no leader, and resulted in the ants killing each other for territory and such. Alexia Ashford is just so self centered. She thinks that she is the only salvation of the organization, and if she is gone, the entire Umbrella Corporation would be kaput as everyone else are nothing but ignorant drones. I guess she has yet to learn that there is always someone who is more capable than her out there in the world. But of course, she has to learn this the hard way in the end. After all, humans are not like ants! They have their own minds and will! Even if there is no leader, they could easily reorganize themselves. So Alexia's theories are really too radical and idealistic here. (4) To contend with William Birkin, the second youngest head research of Umbrella in the age of 16, Alexia Ashford has created a new virus by integrating the T-Virus with that ancient virus found in the genes of a queen ant. (5) Alexia looks down on everyone, even her own father. Of course, she lacks love despite of her intelligence and beauty. She is crazy enough to inject the virus into her own father! It seems that the acute symptoms of the virus is that the host's brain cells will be destroyed accompanied with the decay of his flesh, hence Alexander Ashford became a monster that was completely out of control, and had to be bound and gagged. (7) Now you know why Claire cannot use the blue herb to cure her poisons if Nosferatu poisoned her. If Claire was poisoned by Nosferatu earlier in the game, she would still be poisoned by the time Chris found her, and Chris has to find the antidote for her in the Weapons Warehouse. Only that he cannot reach it from the Cargo Sorting Area, but has to get there by other means. (8) The name of the virus is the "T-Veronica" virus. With this info, get back out to the giant anthill. ----------------------- Alexia's Giant Anthill ----------------------- Now, go all the way to the other end of this catwalk and into the alcove there. Take the Green Herb and enter the room. ---------------------- Cryogenic Stasis Room ---------------------- So, this is where Alexia Ashford spent her 15 years in solitary confinement in a tube. But where is the tube? There is a file on a computer panel to Chris' right. Take it. New File! 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 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. (1) My calculations indicate that it will take 15 years before my body will gain immunity, and become able to coexist with the virus. (2) Until then, I have no choice but to trust the capsule that I will be in, to that inept but loyal sloider (3) 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 world by my children. Every last creature on earth will exist to serve me. At that time, the world will achieve the perfect ecosystem, just like the anthill, but on a much greater scale. (4) Alexia Ashford (1) So, this is the experiment that Alexia Ashford has performed on herself. She implanted the T-Veronica Virus into her own body, and then she decides to slow down the mutation caused by the virus at an extremely low temperature. (2) Alexia Ashford calculated that she has to stay in a capsule for 15 years before she can exit without fear of turning into something like her father! This is why Alfred could not see her for 15 years, and had been driven quite insane with this stress. (3) What?! Solider ant? Hey Capcom, please, hire some proofreaders in the development team, or else, your dyslexia will continue to Resident Evil 4, and we don't want that to happen, do we? (4) Here we have more of Alexia Ashford's megalomania. Now, climb up the steps to where the stasis capsule used to be. There is a machine to the right of the platform. Examine it, and you will read a notice. It seems that we finally have another puzzle after a long hiatus in the game. Puzzle Time! Matching the Twins If you notice that notice you will notice that notice is again, worth noticing! It says, "As twins, alexia and I are like two sides of a coin." Alexia is represented by a sequence of symbols as follows: Heart, Spade, AA, Crown Then, you are to input the code that represents Alfred Ashford. The 6 symbols you get to key in are the 6 symbols on the 6 sides of the paper weight. Now, as Alfred and Alexia are considered to be two sides of a coin, Alfred would be represented by a sequence of symbols that are on the opposite sides those of Alexia's on the paperweight! Now, let's have a look at the paperweight, shall we? You know how to examine your items, do you? Now, Alexia's first symbol is a Heart. On the paperweight, there is an "AA" symbol on the opposite side of the Heart. Her second Symbol is a Spade. On the paperweight, there is a symbol of a Crown on the opposite side of the Spade. Her third symbol is an "AA". On the paperweight, there is a symbol of a heart on the opposite side of the "AA". Her last symbol is a Crown, and there is a Spade on the other side. Therefore, Alfred's code is as follows: AA, Crown, Heart, Spade Having keyed in the code, a drawer will open for Chris to place something in there. Place the Paperweight in and prepared to get the shock of your life! The Cryogenic Capsule will rise up, revealing Alfred Ashford's corpse. Once it opens, his body falls out. Giving Chris the shock of his life! Scared? Nah... Notice that Alfred has something shining on his hand. It is from his ring. Take it. Examine it and you will find that the jewel portion of the ring can be removed. So, remove it and you will be left with Alfred's Jewel. Robbing from the dead, eh... Chris? You will be serving 2 years for this! Heh... Only joking. You have found 1 out of 3 of the Ashford Family Jewels. Only 2 left. Now, go back out. ----------------------- Alexia's Giant Anthill ----------------------- Oh... just run past those pesky ants, while getting bitten every now and then and run back to the elevator and take the lift down. --------------- Sterile Room --------------- Everything is still sterile here. Just go back out through the electronic door. --------------- Frozen Corridor --------------- Go through the door on the other end of the corridor. --------------- Water Pool Area --------------- Ride the elevator down, now. ----------------- Terminal Passage ----------------- Watch out for the security beam robots, they are still at large. When their beams are not in the way, run under them, and then this time, go through the double doors I told you to ignore earlier. --------------- Water Tank Room --------------- Hmmm... Blood all over the place. What a mess. There are 2 elevators here. One leading up, and one leading down. Don't take either of them just yet. If you want an extra weapon, go over to the switch by the crane holding a very large barrel. Press the switch, and the barrel will be raised. Go over to the barrel to examine it. It is a barrel of extinguishing, that looks like foam, so, the Fire Extinguisher is a foam type fire extinguisher. Use the Empty Extinguisher there, and Chris can fill the Empty Extinguisher up with foam. God knows how can a Fire Extinguisher can be reusable. I thought once you have pulled the pin and sprayed the entire contents out, the Extinguisher is done for. I wonder... With the Extinguisher in hand, take the elevator that leads down. ----------------- Weapon Warehouse ----------------- You are back in the Weapons Storehouse. There are zombies here. Just take the shotgun and blow their heads to pulp! You can try to open the double doors that lead back into the Cargo Sorting Area, only to find that it is completely blocked due to the ice on the other side. I guess these doors are waterproof as well. Go over to the fire and use the Fire Extinguisher to put it out. Having put out the fire, you will finally know what caused the fire. It's a loose live wire that caused the fire after Claire switched on the main power supply in the Antarctic Transport Terminal! But there is something wrong here. Electric Fires are not to be taken out with Foam Fire Extinguishers, as the foam contains water, Chris most likely will get a nasty electric shock. I guess in a video game, anything can be reasonable. Sigh... Anyway, go over to the area that was once blocked by flames. See what's on the receiver pad at the end of the conveyor belt? It's a Magnum Revolver! Ahh... So this is why you are to keep the Empty Extinguisher early in the game! New Weapon! Magnum Ammo: Magnum Bullets in units of 6 That's right, the most powerful handgun is finally in Chris' hands! This Magnum is small, yet precise, and powerful! Its bullets are very high calibre, and hence they can really pack a punch. Any normal enemy can be killed in one shot of the Magnum. Although ammunition for this weapon is very scarce, Chris doesn't need to use it for the final boss, so it doesn't really matter anyway. For your information, these bullets have a very high kinetic energy when fired. They can shoot through several zombies and kill them all if lined up together! (To be more precise, these bullets can also smash their bodies into pulp) Ha ha ha! Enjoy these while you can! All those bullets you find in the game are practically more than enough when used properly. People keep relating the Magnum to Dirty Harry, but really, I cannot find any connections, as I don't even know what they are talking about! But it does look good with Clint Eastwood, I am sure. With your new Magnum, go over to the corpse on the other end of the room. If Claire has not placed the detonator already, the corpse should still be holding it. Anyway, if you have not done so already, place the detonator on the explosive on the cupboard there. The explosive is hear sensitive, so use Chris' Lighter to light up the fuse. Chris will duck behind the missiles and boom! (It is amazing that those missiles will not be set off by that explosion. Otherwise, an interesting chain reaction will result...) Now, go over to the cupboard and reveal your prize. It's... 3 boxes of Handgun Bullets! Now, take them if you need them, but I doubt that you will ever need them. So, with all the ammo stocked up, ride the elevator up back to the Water Tank Room. Remember! This is the room with the antidote for the poisons of Nosferatu. If Claire was poisoned by Nosferatu, you would have to return here later. ---------------- Water Tank Room ---------------- Now, go up the elevator in the room that goes up. Wow, there are marks of blood flowing down from there recently. I wonder what made that mess. On top, there is no bleeding corpse, but there is a ladder leading down into the water tank. Only that there is a key on the bottom of the water tank, and Chris cannot dive down to get it. However, there is a square shaped hole on a pipe next to the ladder leading down. So, you insert the valve handle and turn it to clean the tank or to exchange the water. Well, this tank does not need to be cleaned, but still, Chris had better drain the water so that he can get whatever that thing is in the water. So, now you know the use of the socket. So, insert the Square Valve Handle into the hole and turn it. The entire contents of the water tank will be drained. Now, Chris can climb down into the water tank to get that thingamajig. Well, it seems that shiny item is, a Crane Key. Perfect, now we can raise that body of a large man frozen in the ice in the Cargo Sorting Area. Just then, SMASH! A Sweeper jumps in through the glass to get at Chris! So, take out your Grenade Launcher and feed him some acid. That should take care of the Sweeper before he could blink! I was so fast that, as soon as the dramatic music starts, it stopped completely! With the Crane Key, climb up the ladder. Take the elevator down again, and exit this room. ----------------- Terminal Passage ----------------- If you are lucky, the Security Beam robots should be long gone, but if you are unlucky, they may still be there, so just run past their beams and go through the door leading back to the catwalk above the Cargo Sorting Area. ------------------------- Above Cargo Sorting Area ------------------------- Before you do anything, equip your Grenade Launcher with Grenade Rounds. (You should have a large surplus of Grenade Rounds by now. I could save up to 17 by this time.) Now, with the Crane Key, go over to the Crane Control Panel. Insert the key and get ready for the second shock of your life! After some strain on the crane cables, the crane managed to pull the body out of the ice. It was the body of Nosferatu, the mutated remains of Alexander Ashford. Chris was shocked at this point. "Who could have done this?" He asked. Alexander's Pierce falls of his ear and onto the ice. Suddenly, Alexia Ashford appears in the room. "This is how I dispose of any insignificant bugs. Send the spider to the fly. How do you wish to die! Ha ha ha ha ha!" She leaves the room. It seems that by making a large hole in the ice, Chris has also freed the Mother of All Giant Spiders out from its enclosure in the ice! The MOAGS then climbs out of the hole, and jumps to where Chris is, trying to crush the crane control compartment, where Chris is. Chris manages to run out of the control compartment before it is crushed completely by the MOAGS. It is time to fight! Split Decision! Shall I fight this MOAGS? Yes Popularity: 67% No Popularity: 33% Most strategy guides advocate running to Alexander's Pierce, and grabbing it before running out of this room again. I advise not to. This is because Chris is very likely to be hit by the MOAGS' legs or its poison acid. Therefore, I advise you to fight. After all, this MOAGS, although being the Mother of All Giant Spiders will take a few more Grenade Rounds to kill, it won't take that much, really. So, stay and fight. Only run if you are low on ammo! You are here to go on a killing spree, right? Boss Battle! Mother of All Giant Spiders Attacks: Grab and Bite Poison Acid Attack Ceiling Leg Flail Strength: Grenade Launcher with Grenade Rounds: 4 Rounds This Mother of All Giant Spiders looks bigger than it is stronger. It attacks with all the ways a Giant Spider would. All you have to use are 4 Grenade Rounds, and the Giant Spider would be dead, if not like other Giant Spiders, the MOAGS' abdomen will fall off, leaving its thorax and head. All it takes is one more Grenade Round and it will be dead for sure. When it dies, a lot of baby spiders will come out. Don't worry about them. Once the music stops, the threat is completely neutralized. Ignore them, and grab the Alexander's Pierce from the ice. Once Chris has obtained Alexander's Pierce. Go into his inventory and examine it. You will be informed that the jewel portion of the pierce can be removed. Remove it. You are left with a Green Jewel called Alexander's Jewel. You have just recovered 2 out of 3 of the Ashford Family Jewels. You still have one left. That final jewel is still worn by Alexia Ashford. I wonder how could you get it from her? Anyway, it is time to leave this place. You can try to squish all the tiny spiders, or make better use of the situation and go back to the Terminal Passage for now. ----------------- Terminal Passage ----------------- The Security Beam Robots should be completely gone by now, so just run along as freely as possible, and take the lift at the other end up. ---------------- Water Pool Area ---------------- Ah... Everything looks so bright now. Now, go out of the alcove you are in. You will find a big pool of water but the fountain's not working. Notice that there is something glimmering in the fountain. So, go over to that mini merry go round to get in the pool. There is another glimmering item by the merry-go-round. Take it. It is a Dragonfly Wing. You have now collected 2 out of 4 Dragonfly Wings. Collect all 4! The other glimmering object is on that jug like thing in the water pool. Take it. It is another Dragonfly Wing. You now have 3 out of 4 Dragonfly Wings! Get out of the pool. You can try to ride on the merry go round, only that you are too heavy for such childish games. Sigh... There are Green Herbs on either side of the double doors. Take them and then go through the double doors. Prepared to get the third shock in playing Resident Evil Code Veronica X! Inventory Check! Make sure that you have the following in your inventory before you enter: Combat Knife (To Free Claire) Magnum (To Fend off something nasty as Chris later) All check? Then let's go. Equip your Combat Knife before entering. I mean it. ------------------------------ Spencer Mansion Foyer Replica ------------------------------ I told you that this room will shock Chris. After all, it looks a lot like the foyer of the Spencer Mansion that used to be deep inside the Arklay Mountains outside Raccoon City. There still are some differences, however. For example, there is only one set of double doors in the lower level, and there is a large portrait of the Ashfords in the middle of the stairs here. There is also only one door on Chris; right on the catwalk above, and it's locked. If you examine the portrait of the Ashford Family closely, you will notice that there are 3 holes there. One on the boy's finger, one on the man's ear, and one on the girl's bosom. So, this is where you insert the Ashford Family Jewels. So, insert Alfred's Jewel and Alexander's Jewel in their respective holes, and then climb down the stairs again. The double doors there are locked, and they lead to the Sterile Room. SO, Chris has to find the key to that door in order to get into the Sterile Room with the power down. If you walk around the lobby here, you will find someone stuck in thick, sticky green goo on the wall under the stairs. It is Claire. This is where Chris' combat knife comes in. As soon as you hit the R-button on the Controller with the Knife equipped, Chris will start cutting through the sticky goo holding Claire, and she will be freed. Claire is still unconscious. She falls into Chris' arms. "Claire," he says. After some time, Claire regains consciousness. She sees Chris, the two hug. "Chris, I missed you so much." "Yeah, but we have to get out here." Chris says. "But we have to find Steve." "Who's Steve?" Chris asks. "He's a boy who has escaped from that island with me, but a monster attacked and we got separated." Claire says in a wimpy voice. "You mean Steve is still somewhere in this base?" "I am sure of it." At this point, the two will get up. If Claire were poisoned, then she will tell Chris that she is, and Chris has to go find the antidote. In that case. Read the Variation below. Otherwise, skip the Variation. *****VARIATION: IF CLAIRE IS POISONED***** ------------------------------ Spencer Mansion Foyer Replica ------------------------------ You should see the room with the antidote flashing on the map. That is the Weapons Storehouse, as mentioned in the file. Go back out through the double doors Chris has come in. ---------------- Water Pool Area ---------------- There is nothing of interest here. Just take the lift down. It's an emergency. ----------------- Terminal Passage ----------------- Go through the double doors in this hall. ---------------- Water Tank Room ---------------- Take the elevator that goes down to get to the Weapons Warehouse. ------------------ Weapons Warehouse ------------------ There are more zombies here. Take them all out, then you should see something red that is flashing on a shelf. Take it. It's serum, which is used as an antidote to Nosferatu's poison. Now, leave and return to the Spencer Mansion Foyer Replica. ------------------------------ Spencer Mansion Foyer Replica ------------------------------ Chris will give Claire the vial of Serum. Then Claire will talk about how Chris cares for his little sister and so on. *****END OF VARIATION***** Now that both Redfields are reunited, we hear the familiar sound of someone laughing. It is Alexia! "It's Alexia!" Chris cries. "What, there really IS an Alexia?" Claire asks. Alexia taunts them, "It is almost time, you genetically inferior siblings!" Well, Alexia Ashford is going neo-fascist as well! She leaves the two through the door that is now unlocked on the balcony. "After her! She might know where Steve is," Chris says. The two give chase, but suddenly, a giant tentacle bursts out of the wall and separates the two, Chris falls down the stairs onto the lower floor, while Claire managed to reach the door. Chris says, "I'm fine. Just go. You got to save Steve!" You will now be playing as Claire for a short time. Go through the door. *****PLAYING AS CLAIRE***** --------------- Anteroom --------------- If Claire has obtained a condition like Caution after fighting Nosferatu, she would still have the condition now. So, if she is badly injured, take the Green Herb and Red Herb, combine them together and use the mixture to regain full health. To Claire's convenience, there is an Item Box in this room. All of Chris' items can be taken there. First, take the Duralumin Case out, open it with the lockpick and get the Magnum Rounds inside. Then, deposit the Magnum Rounds for Chris' use. Then, withdraw all the Handgun Bullets. After all, Chris will not need them. Then take another full healing item with you and go through the door. ----------------- Tentacle Hallway ----------------- There are two tentacles waiting behind the pictures to ambush Claire, and Claire has no choice but to take damage. So once they are all, shoot them enough times to make them withdraw, and go through the door on the other end of the hallway. --------------- Cell Hallway --------------- There is a zombie banging on his cell. Ignore him. There is also another zombie in an open cell. Take this one out. Then, climb up the steps there to the cannon. There is a security file there. New File! Security File The Ashford family's most important secret is kept at this lab. As a safety precaution, I have installed a self-destruct device in the control room and have placed the activation code inside the computer. Once inputted, all door locks will be released to provide easy access to escape routes. By using the elevator that directly connects to the hangar, one should be able to escape from the lab easily. Please remember that I have used the name of my beautiful ancestor for the activation code. Glory to the Ashfords, Alexander Ashford Explanation: The activation code of the Antarctic Transport Terminal's self destruct sequence is "Veronica". There is a handle on the cannon. Turn it, and a crystal will be revealed, a large stone block will also be dropped down for a moment before rising up again. Take the crystal. There is a security card inside. You know what to do. Place the crystal under the stone, and Claire will back off while the stone block drops down, smashing the crystal, leaving the Security Card. Take it, and the stone block will click into place. Now, go down the steps and through the only door you can enter now. --------------- Steve's Cell --------------- The grille is down. So, swipe the security card in the slot, and it will rise up. Run along the cell until you reach Steve. "Steve?" Claire asks. She presses the switch next the Steve to release his bounds. "Claire?" Steve asks. Claire tries to remove the large axe holding Steve down, but cannot. "I can't do it," Claire cries. "Who did this to you?" "That crazy woman told me she was going to perform the same experiment she done on her own father. She's completely insane! Arrgh!" Suddenly, Steve is shaking in pain. "Claire! I can't breath! Claire..." The pitch of his voice suddenly lowers sharply, and he begins to mutate into a green monster, leaving his head unchanged. "Steve!" Claire cries. Oh, then the mutated Steve grabs the axe and looks at Claire with his red eyes. So, Steve has turned into the Incredible Steve! The Incredible Steve is invincible, so do not try shooting him. Run back to the grille! He will hit you now and then, and only heal when you reach Orange Caution or Red Danger condition. Once Claire reaches the grille. She is safe. Or is she? The Incredible Steve bangs his axe on the bars, hoping to get in. Suddenly, a tentacle bursts out from the wall and grabs Claire, hoping to help the Incredible Steve with his job. The Incredible Steve finally reaches Claire. He was about to cut through her with the axe, but suddenly, he stops. "Claire..." He mutters, and severs the tentacle. The tentacle thrashes about in pain and knocks the Incredible Steve very hardly against the wall. Now, Steve begins to return to the human form. "Oh, Steve," Claire says. She holds Steve's hand. "Claire, you're warm," Steve mutters. "Steve, it will be fine. Our brother's here to save us." Claire says. "Your brother Claire kept his promise. I am sorry I cannot." "What are you saying?" "I'm glad that I'd met you. I love you. Claire..." Those were Steve's last words. He dies... "Steve, Steve? STEVE!!??" Claire loses her mind, breaks down and cries now. Where's your head? Where's your head at? Where's our head at? *****PLAYING AS CHRIS***** ------------------------------ Spencer Mansion Foyer Replica ------------------------------ Meanwhile, Chris is hiding behind a pillar and watching something. Alexia Ashford lets out her evil laughter. She is being confronted by Albert Wesker. "At last, I found you Alexia. Come with me!" Wesker says. Alexia Ashford laughs again. "You were responsible for the creation of the T-Veronica Virus. The only existing sample is in your body. I want it. Now!" Wesker holds out his hand. "You want it?" Alexia asks. "You are not worthy of its powers. Hahahahahaha!" She gives an evil grin and walks down the stairs to Wesker. Now, Albert Wesker, women are emotional creatures. They can always burn in rage for no reason at all. But this item, Alexia Ashford is literally burning in rage! Her clothes, along with her choker are burnt off, her body goes grey and hardens. All of the areas of her body that Capcom would not like you to see are all covered! Alexia has mutated! This time, even Albert Wesker is surprised. Alexia now gives him a single uppercut, and knocks him across the other side of the room. Albert Wesker rolls to the side as Alexia is about to jump on her. Alexia sprays red liquid at Wesker, and the liquid almost immediately caught fire, burning Wesker. Wesker does a wall walk and attempts to punch Alexia, only to get burnt even more. Alexia spreads a line of liquid to Wesker, as Chris is behind Wesker, Chris has to dive out of the way as well. At this point, Wesker spots Chris. "Chris?!" Chris replies, "Wesker!" Wesker looks at Alexia and then looks at Chris. "Chris, since you were one of my best men. I'll let you handle this." He says this before running out through the double doors just a moment before Alexia erects a firewall on it. Chris tries to run up the stairs, but Alexia has the stairs set on fire. Chris is now trapped. It's time for a cage match to the death the Alexia the grey lady! Boss Battle! Alexia the Grey Lady Attacks: Red Liquid Firewall Acid Spit "Darling, you set my soul on fire." Grab and hug Chris, instantly burning him to death attack. Strength: Magnum Revolver: 5-6 shots Chris now gets to fight Alexia. At all costs, keep away from her at all costs. If she grabs Chris, she will set him on fire, killing him at once! Her Firewalls are easy to avoid. When she paints an area with Red Liquid, run away from that area to avoid the flames. Now, take out your Magnum and shoot her 5 to 6 times, and she should fall down. She will attempt to get up, but fail. At this point, the music will end, and this form of Alexia is down. Having taken Alexia out, it is time to grab her Choker. Again, the jewel portion of the Choker can be removed, leaving a red Alexia's Jewel. With the final Ashford Family Jewel, climb up the stairs to the picture, and insert the jewel into the hole. The portrait will slide away, revealing a door. Go through the door. Note that Alexia is not dead yet. She gets up and walks away. Oh dear... Here comes trouble. ---------------------- Twins' Bedroom Hallway ---------------------- There are militant zombies here, probably wanting to find Alexia for tea or something. Take you Shotgun and shoot them all in the head. As you can see, Alfred and Alexia's bedroom can be located on either ends of the branch in the hallway, but do not go into their bedrooms yet. Instead, go through the other single door in this hallway. --------------- Library --------------- There is a typewriter and ink ribbon here, so you can save here if you like. But do not do so yet. Instead, go over to the desk to the left of the portrait of Veronica Ashford, and examine it. There is a Sterile Room Key in a drawer, perfect for unlocking the double doors back at the foyer. With the Sterile Key, head back to the Foyer. ------------------------------ Spencer Mansion Foyer Replica ------------------------------ Use the Sterile Room key on the locked double doors in this foyer, and you can enter the Sterile Room through the doors. Go through them now. --------------- Sterile Room --------------- Do not take the jewels from the tiger statue yet. Instead, go through the electric door. --------------- Frozen Corridor --------------- Now, enter the power room. ------------------ Second Power Room ------------------ Go over to the power mains switch and pull up the lever. The electrical power to this area of the Antarctic Transport Terminal will be cut off. Now, go back out to the Frozen Corridor. --------------- Frozen Corridor --------------- With the electric power cut off, Chris cannot enter the Sterile Room through the electric door, so go back to the Water Pool Area through the other door. --------------- Water Pool Area --------------- It's dark in here again. Go back to the Foyer Replica. ------------------------------ Spencer Mansion Foyer Replica ------------------------------ Go through the double doors into the Sterile Room. --------------- Sterile Room --------------- With the electricity cut off, the Tiger Statue will no longer work. So, Chris can take both the Red Jewel and Blue Jewel with him. With the two jewels, return to the foyer. ------------------------------ Spencer Mansion Foyer Replica ------------------------------ Climb up the stairs and go through the door. ----------------------- Twins' Bedroom Hallway ----------------------- More zombies are here. Kill them all. If you check the map, you will find that the door to the southern bedroom is locked, so enter the bedroom on the north first. ----------------- Alfred's Bedroom ----------------- This bedroom looks identical to the one on Rockfort Island. This time, Alfred's Music Box is locked, and a blue sapphire is missing. Place the Blue Jewel in and it will open, and there is no music box plate inside, so it will not play. See that wall with a lady's impression on it? It is a secret door. Go through it. ----------------- Alexia's Bedroom ----------------- Alexia's music box is playing. Stop the music box, and it will lock itself up. Place the Red Jewel into the hole, and it will open. Now, take the Music Box Plate and go back into Alfred's Bedroom. ---------------- Alfred's Bedroom ---------------- Place the music box plate into the music box, and it will play the Ashford Family Tune again! Meanwhile, the top of the bed will be lowered, revealing a ladder. Climb up. -------------------- Secret Meeting Room -------------------- So, this is where the twins were filmed torturing the dragonfly! There are portraits of various Ashford Family members here, and the one of Alexander Ashford is scratched. Someone seems to have no respect for him. Anyway, there is a Dragonfly Object in that mini-ant farm there. Take it. Then leave. Once you have found the 4th Dragonfly Wing, you can combine the wing and the body. Once you are down the ladder, leave Alfred's Bedroom. ----------------------- Twins' Bedroom Hallway ----------------------- Before you do anything, enter the library and save, as the final boss battle is coming up shortly. Now, go through the double electric doors in this hallway. ---------------- Research Room ---------------- This is where Alexander Ashford conducted his experiments in secret. See that book on the control panel? It is a report on a project codenamed Veronica. New File! Code: Veronica Report After many long years of research, I finally identified the inheritance element that administers the intelligence of man. (1) I even succeeded in manipulating the absolute value of intelligence artificially, by recomposing the base alignment of the element. I then sampled the gene of our great ancestor, manipulated its element, then implanted it into the unfertilized egg of a surrogate mother. (2) 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 our great ancestor. (3) 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. (4) Explanations: (1) Such discoveries should benefit mankind. However, Umbrella is a Corporation that researches viruses, and hence everyone looked down on the Ashford's during the time of Alexander Ashford, and considered their family's glory to be completely sunk. I think Alexander will do better in a pharmaceutical company that only invents things to benefit mankind, instead of working for a twisted corporation like Umbrella Inc. (2) Apparently, Alfred and Alexia were testtube babies. Alexander implanted a fertilized embryo into a woman and hence Alfred and Alexia are born. By inserting intelligence genes into the embryo, the twins would have above average intelligence, with Alexia Ashford being a girl genius, and a university graduate at the age of 10. Apart from this, Alexia and Alfred have the genes of Veronica Ashford, so they are still members of the Ashford family. (3) The reason why the twins hated their father so much is because they felt that they are being used by their father. Besides, there are often side effects with giving birth to intelligent babies in an artificial way: It is that the babies that are born with abnormally high IQs are often, psychotics, like Alfred and Alexia. You know the rest. (4) No wonder Alfred said that he and Alexia were merely created to cover his father's blunder. Particularly if Alexander is so confident of Alexia, he will be given the impression that Alexander is largely at fault for ruining the Ashford Family's glory. As Alfred has an above average intelligence, it is not surprising that he can find the meaning of his life at such an early age. There is an elevator going down. Take it down there. There is a control panel with a blue switch. Press the switch and a glass casing beside it will slide open, revealing the 4th Dragonfly Wing. Now, combine the 4 Dragonfly wings with the Dragonfly Object to create a Gold Dragonfly. There are some Shotgun Shells on the other end of the control panel. Take them, and take the elevator up again. Then, go through the other single door. ----------------- Tentacle Hallway ----------------- Nope, no tentacles here, but return to the Anteroom, as the final boss battle is coming up. --------------- Anteroom --------------- There is a way to get extra ammo in this room, although Chris most likely does not need it. Anyway, see that bookshelf there? Push it to the left, and you will reveal a set of racks. Place the Shotgun on the racks, and a picture to the left will slide away, revealing some Grenade Rounds and Flame Rounds. Take them if you wish. Now, it is time to have another Inventory Check. Make sure you have the following items in your inventory: Shotgun Shotgun Shells Sub Machine Guns Gold Dragonfly Full Healing Items (Up to 3) With all of these items in hand, Chris is ready for the final battle. Go back to the Tentacle Hallway. ----------------- Tentacle Hallway ----------------- Go through the door at the other end of this hallway. --------------- Cell Hallway --------------- Chris will hear Claire still crying because of Steve's demise. Chris tries to enter the room Claire is in, but it is locked. Claire tells Chris that if he can activate the self destruct sequence in this facility, all doors will be unlocked, and Claire can be freed. She slides the security file under the door to Chris. Take the Security File. Open it and you will find the security card inside. There is an emergency escape elevator here, but Chris cannot take it yet, as it is not an emergency. With the security card, go to the end of this hallway and climb up the steps. The door to the control room is locked, and there is a hole to put in a Gold Dragonfly. So, place the Dragonfly into the hole, and the door will unlock. Enter the control room now. --------------- Control Room --------------- There are zombies in this room. Take them all out. Then, go over to the control panel overlooking all those large tanks of explosives. So, that's how a self destruct sequence works. In every Umbrella facility, there is a room packed with high explosives that can be detonated at will in a self destruct sequence. Slide the security card in the slot, and then you can key in the activation code of the self destruct sequence. The password is, of course, "VERONICA" I don't think I will have to spell it out for you. With the self-destruct sequence activated, all the tanks of explosives will be inserted into their tubes to be detonated. You have 5 minutes before the whole facility is blown sky high. Get out of the control room now. --------------- Cell Hallway --------------- We know have another FMV scene. Claire has managed to get out of Steve's cell. Chris and Claire are about to leave when suddenly, a tentacle drops Alexia in. "What do we do now?" Claire asks. Chris notices the Linear Launcher nearby. "Turn the key clockwise simultaneously on three!" Chris says. The two run over to where the Linear Launcher is. Chris counts to three, and the two turn their respective keys to charge up the Linear Launcher. Chris then tells Claire to leave first while Chris gets rid of Alexia. "You have to make it. Don't die on me!" Claire cries before leaving. Suddenly, Alexia creates a firewall in front of Claire. Oh dear... You must act quickly, otherwise, Alexia will grab Claire and roast her alive at once! So, fire one round from your shotgun and Alexia will begin to mutate while Claire runs away. Why, she grows bigger and bigger and smiles once more at Chris before growing into a giant dragonfly like monster on a stationary body. It's now time to fight! Boss Battle! Alexia the Insect Turret Attacks: Poison Acid Spit Tentacle Whip Scout Attack Strength: Submachine Guns: About 60% I called the second mutation of Alexia that because she is like a stationary artillery platform that fires different weapons at Chris. It is amazing that she will still have wings even though she is completely immobile. This mutation of Alexia is not as hard as it seems, so long as Chris has the right tools for the job. Alexia attacks by whipping Chris with her tentacles, by sending little scouts that bite Chris and hit him with their tentacles. She will spit acid at Chris which may poison him. The best thing to do is to run over to the corner of this platform by the door leading to the control room, and fire your Submachine guns at Alexia continuously. If any of her scouts gets near Chris, simply fire down on the floor to get rid of them. Eventually, Alexia will take enough damage and start mutating again. Now, all the ants from the anthill below frenzy and start to crawl over Alexia's dying lower body. They bite and gnaw at the lower body, causing Alexia to scream in pain. Now, Alexia's upper body detaches from her lower body and flies around happily like a Dragonfly while flashing her stupid smile. Sigh, don't tell me you would like to be queen of the world while being some stupid looking dragonfly. You are in no shape to be queen of the world looking like this, Alexia. Meanwhile, the Linear Launcher has finished charging. It is time to end this once and for all. Boss Battle! Alexia the Dragonfly Attacks: Flammable Liquid Attack Strength: Linear Launcher: 1 hit That's right, the final Alexia is now fluttering about as happily as a dragonfly. Cute, isn't it? She can only attack by firing flammable liquid at Chris. Therefore this fight will be a cinch. Just run periodically to avoid the liquid she sprays at Chris, and you will be fine. Don't be afraid of getting hit either, as the flames do very little damage to Chris. Now, go and take the Linear Launcher. It is actually some kind of plasma cannon or something. Take aim. You use it the same way you use the Sniper Rifle. Press and hold L to zoom in to 100x magnification. When Alexia is in the middle of the aiming reticule, fire! Although Alexia may be flying around, the aiming mechanism of the Linear Launcher is much more reliable than that of the Sniper Rifle. After some tries, Chris should be able to land a hit on Alexia, and she will swell up and explode into pulp and little bits of goo here and there. Alexia is toast! Well, I guess the power of the Ashford Family is a thing of a past now that Alexia Ashford is dead. Now, Chris has helped ease the internal chaos of Umbrella by completely destroying one faction. Hopefully, only the Spencer Family will be left in control, and Umbrella can be taken down much more easily. Meanwhile, such an explosion triggered a chain of explosions in this room, and Chris is just able to climb down the stairs in time before he gets roasted. Then, the ending FMV will start rolling. Enjoy the ending FMV! I won't spoil it for you, but to give you a hint, it involves the explosion of the entire Antarctic Transport Terminal! --------------------------- 11. After Beating the Game --------------------------- After you beat the game, you will be treated with very impressive credits. Then, you will be shown a picture of the two Redfields walking happily somewhere before you are given your game statistics. The statistics are as follows: Your Rank, which ranges from A to D. Your Time, which is the time taken for you to complete the game. The number of saves you made. The number of retries you made. (That is, when you die, you are asked whether if you want to retry, if you select yes, then you are considered to have retried once.) The rewards for people who do get an A rank are practically negligible. You will get an Infinite Rocket Launcher and nothing else. That's it. Besides, the requirements for getting an A in this game are far harder than that of Resident Evil 3! Hence, no one bothers to write any guides to tell people who to get an A in this game. Even the Speed Guides! Anyway, I will tell you how to get an A anyway. Don't worry. It's easier said than done. To get an A, you must: Collect all the maps you find: This is not hard, as the maps are not that hard to find. Do not use a single First Aid Spray: Again, not that hard to do so, as you most likely have a large surplus of herbs in your inventory all the time. Even if you get hurt a lot using the Combat Knife. Save Steve from the Gold Luger trap quickly: Remember the solution to the puzzle before hand and you can save him quickly, that is, he will run out of that chamber and say, "That was too close." Give the Hemostatic Medicine to Rodrigo: It is not that hard to achieve, although it will take sometime to get out of what you are up to now and go all the way back to the cell block to give him his medicine. Do not retry: If you die, do not retry, otherwise, your rank will be one grade lower. Do not save, not even once: This is VERY HARD to achieve! There is nothing wrong with playing through the game, and saving between the two discs. (That save does not count.) However, you most likely will be tempted to save right before the fight against the Tyrant on the plane or the fight with Nosferatu on the Helipad, as things are most likely to go wrong at those points! Hence, this criterion is practically impossible to achieve. Even if you save once, you cannot get an A. Complete the game in 4 and a half hours or less: Again, this objective is easier said than done. If you use the combat knife, you can take quite a long time to get through the game. If you choose to run past the zombies and other enemies to save time, you most likely will get seriously wounded, and will have to use a lot of First Aid Sprays, and resulting in a lower rank. If you want to be fast, you should skip all FMVs with the start button, or you will suffer. You should also try to allocate 2 hours 15 minutes for Claire's Scenario and 2 hours 15 minutes for Chris' Scenario. The reason why Claire's Scenario took up both Disc 1 and 2 is that she has a lot more FMVs in her Scenario than Chris' hence will take up more space. -------------------------- 12. Minigame: Battle Game -------------------------- Regardless of how badly you beat the game, you will be able to play a minigame called the Battle Game. This game is selectable from the main menu, and is available as soon as you restart the game after seeing your Rank. The whole point of the Battle Game really is kill, kill, kill and to get to the finish in the shortest time as possible. The rooms you will visit are not connected to each other as in the main game. For example, in one moment you will be at the Turntable of the Military Training Facility, the next moment you will be at the Cargo Sorting Room of the Antarctic Transport Terminal. Therefore, no tactics are available, it is just a matter of speed. You get to play as 5 characters. They are: *****THE CHARACTERS***** ---------------- Claire Redfield ---------------- ID Number: WKD4496 Age: 19 Sex: female Blood Type: O Height: 5.595 ft Weight: 115.5 lb What she has at her disposal: Combat Knife Handgun Bow Gun with infinite Explosive Arrows An infinite number of Handgun Bullets 4 RGB Mixed Herbs Target Time: 6 minutes or less Claire Redfield is one of the characters that are playable right off the bat. She is armed with the basics of an amateur gun user, only that she has infinite ammo for her weapons. She has a Combat Knife, a Handgun with Infinite Ammo (She cannot just shoot continuously, and must reload manually), a Bow Gun loaded with an infinite number of Explosive Arrows, as well as 4 Green-Blue-Red-Herb mixtures. She is one of the easiest players to use, and of course, the time limit is lower. Your target will be to beat the battle game with Claire in 6 minutes or less. Of course, her weapon of choice would be the Bow Gun, as it packs a punch against anything. Unless you want to show off to your friends how skilled (or lucky) you are, you have no reason to change weapons during this whole game. --------------- Chris Redfield --------------- ID Number: MRD6251 Age: 25 Sex: Male Blood Type: O Height: 5.938 ft Weight: 177.5 lb What he has at his disposal: Combat Knife Magnum with Infinite Ammo Shotgun An infinite number of Shotgun Shells 2 RGB Mixed Herbs Target Time: 6 minutes and a half or less The big man of the Resident Evil series is in the house for more! Of course, being a STARS Special Force Team member, he IS a professional gun user, and has all the weapons a pro will use. The basic Combat Knife is here, and the weapons Chris relies on in the first Resident Evil game are here. In particular the Shotgun and Magnum! Like Claire's Handgun, the Shotgun cannot be used to fire continuously, and must be manually reloaded after every 7 shots. The Magnum he has is the all powerful Colt Python, and in this game, it fires ever so quickly, and the bullets have enough energy to cut clean through several enemies at once if they are lined up closely together! He has fewer healing items than his sister, but with the Colt Python Magnum, will you need to heal that often? Never! One may expect Chris' time limit to be even lower than that of Claire's but it is not. This is because the boss he faces takes longer to kill. Therefore it took me a little more time to beat the Battle Game as Chris than Claire, and yet I still got an A. --------------- Steve Burnside --------------- ID Number: MFD2872 Age: 17 Sex: male Blood Type: AB Height: 5.676 ft Weight: 148.8 lb What he has at his disposal: Combat Knife A Pair of Gold Lugers with Infinite Ammo A Pair of Ingram Submachine Guns 2 RGB Mixed Herbs Requirement: Beat the Main Game with the Luger Replica in the Item Box Target Time: 10 minutes or less If you manage to take the Luger Replica from the Military Training Facility and store it in the Item Box while playing as Chris, you can unlock this problem teenager in the Battle Game. Steve, like in the main game, is armed with "paired" weapons, one in each hand. He has a pair of Gold Lugers, with Infinite Ammo, as well as a pair of Ingram Submachine Guns, also with Infinite Ammo. Now, with such weapons, zombies and other monsters will be taken damage gradually, and hence it will take Steve some more time to kill the monsters, and hence you will have a longer time limit relative to the other characters. Steve's Gold Lugers are capable of achieving Head Shots if he aims up while a zombie is very close to him. However, this trick will waste time and fat zombies are immune to this attack, so do not try using the Gold Lugers unless you are a German fan. His weapon of choice is, of course, the Sub Machine Guns! Another thing to note, is that as Steve is armed with a weapon in each hand, he can target two enemies at once. Therefore, if you are L-Targeting multiple enemies, he will move one hand at a time. Therefore, a large room can be sprayed with bullets relatively quickly if you L-Target with the Submachine Gun. When facing stronger enemies, always focus fire to maximize damage. ----------------- Alternate Claire ----------------- ID Number: WKD4496 Age: 19 Sex: female Blood Type: O Height: 5.595 ft Weight: 115.5 lb What she has at her disposal: Combat Knife Grenade Launcher Assault Rifle with Infinite Ammo (Takes 2 Item Blocks) An infinite number of Grenade Rounds An infinite number of Acid Rounds An infinite number of Flame Rounds RGB Mixed Herb Requirement: Beat the Battle Game with the original Claire Redfield Target Time: 8 minutes or less Having beaten the Battle Game with Claire Redfield, she will decide to go on a vacation. One of the activities involve running around in an obstacle course full to the brim with Umbrella's creations. She is still wearing her beach costume, and is now armed with an AK-47 assault rifle, along with a Grenade Launcher with 3 different flavors of Grenades. Grenade, Acid and Flame! Therefore, when you compare the Alternate Claire with the original Claire, you may find that Alt. Claire is practically a Claire Redfield with weapons that have a lower rate of fire. Therefore, her time limit is 2 minutes longer than that of the original Claire Redfield. There is absolutely no such things as a weapon of choice for this Claire Redfield, as different Grenades are effective against different things. However, you will be advised to use the Grenade Rounds the most often. This is because when a Grenade Round explodes, it produces a cluster of bearings that hit several enemies at once, and hence is the most rapid Grenade of the 3. Only switch to the Acid Rounds or the Flame Rounds when the need arises. Otherwise, Alternate Claire is not that hard to use. --------------- Albert Wesker --------------- ID Number: MSD6377 Age: 38 Sex: male Blood Type: O Height: 6.004 ft Weight: 186.3 lb What he has at his disposal: Combat Knife 3 RGB Mixed Herbs Requirement: Beat the Battle Game with Chris Redfield to unlock him Target Time: Take as long as you need for this one. We need results! Well, oh well, if it isn't our Superman, Albert Wesker! As you see! Supermen don't need any guns to work. All they need is a simple Combat Knife to get things done! Unfortunately, even if you are Superman, you cannot take too many bites and hits that often, or you will die in no time! I guess it is Capcom's job to give the bad guys the worst weapons in the game as a punishment for being bad. Remember Nicholai of Resident Evil 3: Nemesis? Wesker's items are even more inadequate than ever! Fortunately, the multi-hit slash feature of the Combat Knife is always there to help Wesker in his way. Therefore, whenever you see an enemy coming, you should position Wesker in a angle that he will cut through the most flesh through one swipe, then, a multiple hit slash and therefore maximum damage can be obtained. Of course, when you are up against zombies, the knee slash is a must-use if you want to survive! Another thing to watch out while you are playing as Albert Wesker is that whenever there are barrels nearby along with zombies, Albert Wesker will ALWAYS try to aim at that barrel, even though he cannot set it off! Therefore, always be ready to aim manually, otherwise, you will be killed in no time. Finally, another thing to note its that, if you examine the logo of Albert Wesker on the inventory screen, you will notice that it says HCF. I wonder that kind of company is Albert Wesker works for? I hope that it does not stand for Highest Common Factor! Heh heh heh... *****ENEMIES***** In the battle game, you will only face 3 types of enemies. I am going to list them out and describe the rules of engagement when dealing with them. --------------- Zombies --------------- Attacks: Attacks: Grab 'n' bite "Oh, please spare me some money" Beggar leg grab bite "You make me sick" Vomit attack Strength: Combat Knife* (Albert Wesker): 1-2 swipes at the leg to floor them, a further combination of downward swipes to kill them Handgun (Claire Redfield): 4 shots or more Bow Gun with Explosive Arrows* (Claire Redfield): 1 arrow Shotgun (Chris Redfield): 1 shot to the head Grenade Launcher with Grenade Rounds* (Alternate Claire): 1 shot plus group kill Gold Lugers (Steve Burnside): 2 shots to the head Submachine Guns* (Steve Burnside): Just keep holding down the fire button until they drop Magnum* (Chris Redfield): 1 shot *=weapons of choice That's right folks, the standard enemy of the Resident Evil series is here! They resort to old tactics like biting and nothing more. The zombies in this game are in general much more vulnerable to the knife. A few swipes to the leg and they will fall down in pain. Then you can just continue to swipe at them until they stay down. That's that. Use L target to ensure that your knife hits the correct spot. Of course in the battle game, it's a matter of speed, so, always use your character's weapon of choice against them. The rule of engagement varies from character to character in the Battle Game. Here is how you deal with zombies with different characters: Claire Redfield: With you Bow Gun, fire an explosive arrow at a zombie to kill it in one shot. After the shot, immediately press L with your left index finger to target the next zombie. If several zombies are queuing towards Claire, then don't bother pressing the L button, just press the A button repeatedly until you think they are all dead. Then run forwards to the next area. Chris Redfield: Take out your Magnum, take aim, and press A immediately to shoot the zombie you see. Then, press the L button as soon as the bullet leaves the gun to target another zombie. Then press A again. If zombies are all lined up, and are coming to Chris one by one, one shot may be able to cut right through ALL of them and hence can save a lot of time if you kill them this way. Steve Burnside: Arm your Submachine Guns, and take advantage of the fact that the guns can target two enemies at once. Now, press and hold A while holding R. Then, while you are shooting, press L now and then to spray the bullets in a way that can guarantee that every zombie can have his fair share of Submachine Gun bullets! Once Steve does not change targets upon pressing the L button, you can be sure that you can move on, as all enemies in front of you are killed. Alternate Claire: Take your Grenade Launcher out, and load it full of Grenade Rounds. Then run real close to the zombie hoard. Press R to lift the weapon, and use the control stick to aim at the center of the hoard. Then fire! The spreading effect of the Grenade bearing rounds should kill all the front line zombies, and they should all fall out of the way by the time Claire loads a second Grenade Round. That way, large ranks of zombies can be cleared in the shortest time possible. Albert Wesker: That's right. The superman of Resident Evil: Code Veronica X is armed with nothing more than, a simple Combat Knife. What are you waiting for? Take it out and fight! When the zombie hoard comes close, aim down and slash at the first zombie's legs. He should fall in one or two slashes. Once the zombie is floored, continue to multi-hit slash in fury until the zombie croaks. While you are doing this, you will be given a temporary barricade between you and other zombies by the one on the floor. This is because, the zombies cannot walk over their floored friend, and must walk around him instead of coming directly at Wesker. Usually, by the time they can get to Wesker, he has finished the floored zombie, and can go on flooring the rest of the mob. --------------- Bandersnatches --------------- Attacks: "Anyone for a tickle?" Arm Stretch Punch Arm Stretch Grab Strength: Combat Knife* (Albert Wesker): A whole series of multiple-hit slashes Bow Gun with Explosive Bow Gun Arrows* (Claire Redfield): 4 shots Grenade Launcher with Grenade Rounds (Alternate Claire): 2 Rounds Grenade Launcher with Flame Rounds* (Alternate Claire): 1 Round Magnum* (Chris Redfield): 1 shot Submachine Guns* (Steve Burnside): Just hold the fire button until they drop *=Weapon of choice This is a new enemy with only one arm. But this single arm is just so long. He can use it to stretch across a room to punch you, or grab your head, making you gasp for air. As these guys are practically made of rubber, most bullet based weapons just bounce off them. Fortunately as they are made of rubber or something soft like rubber. Fiery weapons have absolutely no problem in killing them. All you need a several Explosive Bow Gun Arrows or a Flame Round, and they will be dead in no time. Of course, if you are not playing as Claire Redfield, you need other rules of engagements to follow. Here they are: Claire Redfield: Speed is important here. Remember which weapon is the most effective against Bandersnatches in the main game? That's right. The explosive Bow Gun Arrows. Therefore, take your Bow Gun out, take aim, and continue to tap the A button until you hear the Bandersnatch scream. Then, he is dead. Afterwards, L-target the next one and fire a stream of explosive arrows at him. You should be able to take these guys out before they even have a chance to react! Chris Redfield: Again, time is money in Chris' scenario. So, always use the Magnum. As you can see, the Magnum always scores one hit kills. Press the R button to ready your weapon and then press A and fire. As soon as you hear the "paf" sound of the bullet fly out. L-target the next Bandersnatch and shoot him as soon as possible to save time. Like Claire, you should be able to take these enemies out before they even have a chance to react! Steve Burnside: This is not like the FMV in the main game that during which Steve shoots a single Bandersnatch to death by showering it with a barrage of over 30 bullets from his Gold Lugers. The Bandersnatches are actually very tough and can endure simple handgun fire. Therefore, ALWAYS I mean ALWAYS equip the Submachine Guns against these beasts. Even so, Mr. Tickle can still endure those bullets and hit Steve with his long arm in spite of Steve's constant shooting. Therefore, there are two rules of engagement for Steve whenever he faces Bandersnatches. When the Bandersnatches are close, always focus your submachine guns so that they both fire at the same Bandersnatch. This can minimize the chances of them retaliating while you are shooting. If the Bandersnatches are far away from Steve, then everything's going to be easy peasy. Just fire continuously, while constantly switching targets using the L button and they will all be dead in no time. Alternate Claire: What are the Bandersnatches made of, kiddies? Rubber-like stuff! That's what? As you can see, it seems that Bandersnatches are made of some kind of self-sealing rubber-like substance. If you shoot them with guns, the holes made will just seal themselves up and cause minimal damage. However, rubber has a low melting point, and hence they can be molten easily when you apply flames to them. Therefore, as the Alternate Claire, load the Grenade Launcher with Flame Rounds and fire away! The Bandersnatches will be guaranteed to burn to death in one hit! Of course, change target as soon as possible once Claire has reloaded to save time. Albert Wesker: Again, you have no choice but to use the Combat Knife against these oversized baddies. Unfortunately, Combat Knifes are a close range weapon, and you can get hit a lot while slashing the Bandersnatches from close range. So, run up to Mr. Tickle to the side where he has no arm, and tell him, "Hey, Mr. Tickle, we need to talk. You have been tickling people too often. Do you know how annoying you are?" Then start slashing through his orange body. If you position Wesker correctly, you may be able to land multiple-hit slashes on the Bandersnatches and sometimes even get away without getting hit once! Of course, if two Bandersnatches are near each other, you most likely WILL get hit at least once. --------------------------------------- MA-121 Hunters and Hunter-R "Sweepers" --------------------------------------- Attacks: Claw Swipe Slam Dunk Jumping Swipe Strength: Combat Knife* (Albert Wesker): A succession of multiple-hit-swipes Bow Gun with Explosive Bow Gun Arrows* (Claire Redfield): 3-4 Arrows Grenade Launcher with Grenade Rounds (Alternate Claire): 1-2 Rounds Grenade Launcher with Acid Rounds* (Alternate Claire): 1-2 Rounds Magnum* (Chris Redfield): 1 shot Submachine Guns* (Steve Burnside): Just keep shooting them until they drop Hunters: That's right after those ugly looking Hunter Betas and Hunter Gammas in Resident Evil 3: Nemesis, we finally have the more handsome Hunters from Resident Evil 1! It seems that Wesker managed to steal the embryos of the Umbrella Prototype MA-121 Hunter Alpha from the Spencer Mansion, and was able to create a lot of these for whoever he is working with. These Hunters haven't changed much, but they now like to attack with low attacks in an attempt to avoid your guns. So, it is highly recommended that you aim downwards if they are coming real close. Their Slam Dunk Jumping Swipe is their all time favorite attack, and it is much more difficult for you to outrun now. But still, you can catch them in mid air just the same. Fortunately, if you run into one, it only takes one close range Grenade Round to kill these things. Acid Rounds can also kill Hunters in one round, and from a longer range, but however, if the Hunters are up close, it is always better to use the Grenade Rounds, as their bomb clusters have a higher chance of hitting the Hunter, therefore stunning at least so you can finish it off much more easily. Otherwise, consider using the Acid Rounds to take them out from a distance. Sweepers: It seems that the organization that hired Wesker has some tricks up their sleeves. Having obtained the embryos of the MA-121 Hunter Alpha, they made some twists here and there with their genetic makeup, and were able to make this new kind of Bio Organic Weapon called the Hunter-R, or Sweeper. These Sweepers are just as agile as the Hunters. Except that they now have red streaky skin except of the plain green ones. Their claws are tipped with poison, so if Chris gets swiped, he sometimes may be poisoned, although this doesn't happen very often. So watch out, and have a blue herb or a blue herb mixture handy at all times. When fighting Sweepers, you should have the same mode of engagement against the Hunters. Just take out your Grenade Launcher, wait for them to come as close as possible, then open fire! This way, you most likely will drop these enhanced poisonous reptiles in one round. Like the standard green Hunters, you can also take them out from a range before they begin charging at you using the Acid Rounds, usually, one hit does it. If not, run close to him and shoot downwards with a weak weapon until he stops moving. Of course, not all characters have the Grenade Launcher. Therefore I would have to list out all the rules of engagement when you have to fight these Bio Organic Weapons. Claire Redfield: When facing a single Hunter or Sweeper. Take out your Bow Gun, aim and fire immediately before he can get close enough to swipe you or pounce at you. This single hit should floor the Hunter/Sweeper. Then, run over to his body and pump a few more Explosive Arrows into him until he croaks for good. If you are facing more than 1 Hunter/Sweeper at once. It is always a good idea to stun one and then quickly L-Targeting the other one and stun that one too. Then, Claire should have enough time to finish off the first one before the second one gets back up. Chris Redfield: What can I say? The Magnum sends fear down the spines of these overgrown reptiles. When you see then approach. Immediately take out your Magnum and shoot him dead. Then quickly use the L button on the controller to do a quick turn towards any other Hunters/Sweepers and shoot that one dead. You can often be fast enough that you can kill all of them before they can even land a single slash at Chris. He is not a professional gun user for nothing, I tell you. Steve Burnside: When facing these guys, will Gold Lugers do? No! That's where the Submachine Guns come in! The Ingram Submachine Guns are unexpectedly effective in keeping Hunters/Sweepers at bay. In fact, when they are close to Steve, always fire downwards. The Hunter will stick out his arm to slash Steve only to withdraw in a second, stick out again, withdraw repeatedly until they are dead. They just look so funny when they are peppered with bullets this way. Alternate Claire: The Grenade Launcher is the weapon that is meant to be used against Hunters. The Acid Rounds are preferred to Grenade Rounds because they have a greater range and can usually kill a Hunter in one hit. Of course, due to the slow rate of fire of the Grenade Launcher, you most likely will get hit at least once if you have 2 Hunters coming after you at the same time. Albert Wesker: That's right. Wesker's own Hunters are in the battle game. Only that they have become rebellious towards their master and are going to attack him! What can you do with a knife? That's right, Slash like mad. Run up close to the Hunter/Sweeper and perform multiple-hit slashes downwards at the Hunter. If you slash properly, the Hunter will die very quickly, and damage to Wesker can be greatly minimized. Otherwise, pray before you fight Hunters, as they are just so tough, particularly when you have 2 of them attacking at once! Now, let's get down to the actual walkthrough of the Battle Game, shall we? *****BATTLE GAME***** -------------------- Room 1: Bat Hallway -------------------- The Environment: In this room, your character will begin in front of the door leading to the Torture Room 2. There are about 4 zombies walking in a line along the hallway. Your target will be the door at the other end of the other end of the hallway. Rules of engagement for each character: Claire Redfield: Immediately take out the Bow Gun loaded with explosive arrows, then aim and open fire on the first zombie in front of you. Then, run forward to the corner and then press and hold the R button to auto aim and seek the other 2 zombies around the corner. Shoot them down very quickly, and then run around the corner. There is another zombie in front of Claire around the corner. Take him out, and the area's clear. Go through the door. Chris Redfield: Immediately take out the Magnum and fire exactly one magnum bullet at the zombie right in front of him, this single shot should kill him with a splat sound as the Magnum is dead accurate. Then go over to the corner there. Press and hold the R button to lock on to the first zombie around the corner and fire! Then immediately press L to target the second zombie and shoot him dead as well. Then go around the corner and kill the last zombie blocking his way, and then send him to the next area. Steve Burnside: Immediately take out the Ingram Sub Machine Guns and open fire at the zombie right in front of him. As soon as the zombie drops on the floor, he should dead. You can shoot at the body to make sure. Then run to the corner and lock on the two zombies. Keep shooting until you hear both of them cry in agony. Then, the zombies should be eliminated by then. If you are unsure, pepper their bodies with an extra burst. Then run around the corner and take out the last zombie in the hall. When he falls, he should be dead. Then go through the door at the other end. Alternate Claire: Immediately take out your Grenade Launcher, load it with Grenade Rounds. Then run over close to the first zombie and take him out with one single run. Then run over to the corner and then take out the two zombies round the corner with one well aimed round. Then go around the corner and kill the final zombie up close. Then, go through the door. Albert Wesker: Well, Wesker seems a bit helpless armed with only the knife, doesn't he? But that's all he has, so immediately equip your Combat Knife and run over in front of the first zombie. Then aim downwards and slash away. The zombie should be floored within 2 swipes, allowing Wesker to finish off the job very easily. After this, go around the corner and auto aim at the zombies there. Wait for them to come to you one by one, and slash at their legs. When the first zombie is floored, the second one will be blocked off due to the body on the floor. Therefore, Albert Wesker should be able to take out both zombies safely here. After this, run around the corner and do a low slash on the zombie there to floor him and finish him off. Then go through the door. ----------------------------------------------- Room 2: Pathway outside the Security Checkpoint ----------------------------------------------- The environment: Your character will begin in front of the door that leads to the Item Box only room. In front of him or her, is a high explosive barrel. On the other end of this room, is a large group of zombies marching towards you. Your target will be the door at the other end of this room that leads back to the Guillotine Area, but not the one leading into the Anatomist's Hut. There is a Green Herb on a barrel next to the door leading into the Anatomist's Hut. Rules of engagement for each character: Claire Redfield: Immediately equip your Bow Gun and open fire on the barrel. It will explode. Then, L-target all the zombies on the other end, killing them all with neat one hit kills. Then run over to the door. Take note of that zombie on the ground that is already floored. If he is still alive, fire an explosive arrow or two into him to kill him. The Green Herb is on a barrel to the right. Don't bother getting them as Claire already has 4 RGB Mixed Herbs at her disposal. Just go through the door to the next room. Chris Redfield: Immediately equip your Magnum Revolver and open fire on the barrel. It will explode. Then target and kill all the walking zombies on the other side of this pathway. Press L immediately after each shot to kill all the zombies in the shortest time possible. Then, run over to the door. See the floored zombie? Aim down and take him out with one shot. Then go through the door to the next room, as there is no time to waste if you are playing as Chris. Don't bother going for the Green Herb at all! Steve Burnside: Immediately take out your Ingram Submachine Guns and press R and hold A. Steve will spray Sub Machine Gun bullets at the barrel as well as that mob of zombies at the other end of the pathway. Remember to press L rapidly to maximize the spraying effect of your bullets. Or, if you are feeling lucky, you can arm the Gold Lugers, and run over in front of the zombies and head shot them rapidly. To speed up the process, while Steve's arms have not completely raised high up, press the A button. Then, Steve can headshot the zombies much quicker and from a longer distance. Kill the zombies either way, and then kill the floored zombie on the ground. Get the Green Herb unless you are feeling lucky. Then, go through the door to the next room. Alternate Claire: Take out your Grenade Launcher loaded with Grenade Rounds, and open fire on the explosive barrel. After it has exploded, run right in front of the approaching zombie mob, and aim at the middle of the mob. Fire. The scattering of the Grenade bearings should completely drop the front row of zombies. Then, move forwards and try to achieve more group kills. You should have taken out the floored zombie while you are doing all this. But just in case he's still alive, drop him with one Grenade Round. As Alternate Claire has so few healing items, you are advised to take the Green Herb in this room. Then, load your Grenade Launcher with Flame Rounds and go through the door to the next room. Albert Wesker: The Auto-aim of Resident Evil: Code Veronica X is supposed to help you right? In Wesker's case, it's wrong! It can be more of a hindrance than anything, particularly if there is a high explosive barrel around. Albert Wesker will always try to aim at that barrel, even if he cannot blow it up with the Combat Knife! Therefore, you will have to manual aim in this scenario. Run right up to the zombie mob, and aim down at the legs of the closest zombie and slash! With luck, you can floor him in one to two slashes, and you can finish the job easily. The zombies are not able to walk over the body of their own kind, and hence there always is the chance that Albert Wesker can take them all out one by one here. But it is also not unusual for him to be bitten at least once in this room. Anyway, you had better take that Green Herb on the barrel there! After all, there is absolutely no time limit for Albert Wesker's Battle Game. I quote John Clark, "Take as all you need for this one. We need results." Now, go through the door leading to the next room. ----------------------------------------- Room 3: Military Training Facility Lobby ----------------------------------------- The Environment: Your chosen character will begin in front of the double door main entrance of the Military Training Facility. There are 2 Mr. Tickles hanging around in the foyer right in front of the player, looking for someone to tickle. A 3rd Mr. Tickle is hanging around in the corridor to the right of the door leading into the Men's Locker Room. There are absolutely no healing items in the lobby. (Some guides say that there is a first aid spray at the phone booths, but I searched there, and found nothing.) Your target will be the door that leads out to the Ambush Courtyard. Rules of engagement for each character: Claire Redfield: Speed is very essential in this room. The Bandersnatches here, particularly the one closest to Claire will stretch their arms out to punch her as soon as you have control of her! Therefore, people with a slower reaction time most likely will get hit once here. Anyway, immediately draw your Bow Gun, and press the A button precisely 4 times. The Bandersnatches in the battle game have more HP than the Bandersnatches in the main game. After 4 hits, the first Bandersnatch should recoil in pain and die, while the second Bandersnatch would not have got up close. Immediately L-target the second Bandersnatch and give him 4 Explosive Arrows! He should die. Now, lean against the wall on Claire's left and then draw your Bow Gun as you are directly to the left of the corridor. Claire should have had the 3rd Bandersnatch in her sights, and can blow him up before he can punch her. With the threat neutralized, go through the door at the other end of the corridor. Chris Redfield: Even for Chris, speed is essential. As soon as you have control of Chris, DRAW! Then immediately fire at the Bandersnatch, most of the time you should be able to kill him while his arm has not stretched out at Chris. Then. Immediately L-target the second Bandersnatch and put him to sleep. With the 2 Bandersnatches taken out at an enormous speed, run over to the upper left corner of this room while leaning against the wall to the left. Then, immediately press the R-button and fire! The third Bandersnatch should be down in one shot. With all 3 Bandersnatches taken care of, run through the corridor and go through the door at the other end to the next room. Steve Burnside: The problem teenager will have problems in this room. After all, both of his weapons are bullet based, and bullets are not very effective in piercing silicone self sealing rubber creatures! Therefore, while you are shooting at the Bandersnatches, they will retaliate again and again and punch poor Steve! Therefore, it is best to focus fire at one Bandersnatch at a time to maximize damage to each individual one. After a lot of punches and tickles, the first two Mr. Tickles will be down, and there is a third one to deal with! So, run around the corner and fight like a man! Eventually, you would have taken him down as well; and if you are lucky, you may still be at "Fine" condition. Go through the door at the other end of the corridor to the next room. Alternate Claire: With Alternate Claire, you most likely WILL get hit once by the Bandersnatch closest to you. Sure, Flame Rounds are extremely effective in melting silicone rubber, but the speed of the Flame Round is slow, and therefore, you will get hit by the Bandersnatch while the round is in mid-flight towards the target. With the first Bandersnatch taken care off, immediately hit L and hit the second Bandersnatch before he has a chance to punch Claire. Afterwards, go around the corner and try to take out the third Bandersnatch from a distance. (Lean against the upper left corner to maximize your distance). If you are fast enough, Alternate Claire should be well out of range of the Bandersnatch when she opens fire at him. With the 3rd Bandersnatch down, go through the door leading to the next room. Albert Wesker: With the knife, is Albert Wesker helpless against Mr. Tickle? No! In fact, if you use the Combat Knife properly, you can get rid of these powerful enemies very quickly! Just act like Mr. Chatterbox run up close to the Bandersnatch and have a quick friendly chat with him like a man! While you two are chatting, aim down and slash! Albert Wesker should be able to land several Multiple Hit Slashes at the Bandersnatch, and would be able to take him out in no time! The only thing to worry about is that, a Bandersnatch can uppercut Albert Wesker while he is up close, but if you slash correctly, you may be able to take out a Bandersnatch WITHOUT taking any damage at all! Of course, with two Bandersnatches, it is impossible not to get hit, as they will support each other. With the first two down, run around the corridor and up close to the third Bandersnatch and slash him to death! If you are lucky, you should have at least "Yellow Caution" health. Then, go through the door leading to the next room. --------------------- Room 4: Sterile Room --------------------- The Environment: Your character starts right in front of the double doors leading to the Spencer Mansion Foyer Replica. Right in front of your character is a lone suicide bomber zombie with an explosive pack on his back (He wears a darker outfit than the other militant zombies). There is also another zombie in the same room. The electronic door leading to the frozen corridor is out of commission. Inside the alcove to the left, is a single zombie wearing infra-red night vision goggles. Around the corner are two more zombies. Your target will be the sliding doors of the elevator in the alcove. Rules of engagement for each character: Claire Redfield: Immediately take out your Bow Gun, and fire an explosive arrow at the suicide bomber zombie. One shot should kill him and set the explosives on his back off. When the explosion stops, run forward, and target the second zombie in this room. Kill him, and then aim into the alcove, and take out that zombie commando wearing infra red night vision goggles. With these 3 zombies killed, run along the hallway in that alcove, and stop when you reach the corner. Turn around the corner slowly, and then press R to aim at the zombies there. Fire 2 quick arrows, and they should be killed. Then, you can go through the sliding doors of the elevator to the next room. Weird. Chris Redfield: Immediately take out your Magnum, and fire one single bullet at the suicide bomber zombie. Wait until he has stopped exploding before proceeding. Then, L-target the second zombie and shoot him dead. Then, run over to the alcove, and fire a single shot at the zombie commando wearing infrared night vision goggles. With him dead, run forwards until you reach the corner. At the corner, aim left and shoot the two zombies there to their deaths. If you are lucky enough, Chris may be able to shoot one single Magnum bullet straight through the two zombies, and take them out in only one shot. With the two threats neutralized, enter the elevator to ride to the next area. How weird, must be some kind of teleport lift or something. Steve Burnside: This is one of the rooms that Steve can really have fun with his new toys. Immediately fire at the black suicide bomber zombie with explosives strapped on his back and watch the sparks fly! With him killed, you can then L-target the second zombie and pump him full of ammo, or just use the Gold Lugers and shoot him in the head. Then, with the first two zombies down, you can proceed to the alcove there. Either headshot or hose the zombie down, and then run along the hallway until you reach the corner. There are two zombies there. Now, if you have the Gold Lugers equipped, then you can always attempt a double headshot! That is, when the two zombies are right next to each other, one bullet from each of Steve's Lugers can kill the zombies in one shot per head! With the last two zombies gone, Steve can enter the elevator, and will be transported to the next room. How weird. Alternate Claire: The zombies in this room are so far apart that Alternate Claire would have a big problem in killing them all quickly. Anyway, fire a single Grenade Round at the black suicide bomber zombie and enjoy the fireworks. When the explosion has stopped, run up close to the second zombie and kill blow him to pieces. Then, you can send Alternate Claire into the alcove, and kill the zombie commando that is marching towards you. With the commando dead, you can run along the hallway until you reach the corner. At the corner, aim to the left and open fire at the two zombies there. If you are lucky enough, the two zombies will be packed closely enough together so that Claire can kill them with a single Grenade Round, saving her a few precious seconds. With all threats eliminated, you can enter the elevator and ride to the next room. Weird. Albert Wesker: Albert Wesker certainly will have no problems in dealing with a couple of zombies that are so far apart from each other. There is absolutely no danger of setting off the explosives of the suicide bomber zombie, as the Combat Knife cannot give out any sparks. However, that does not mean that you can run up close behind him to slash his legs from behind. For some strange reason, the zombies in Resident Evil: Code Veronica X will only be floored if you slash their legs from the front. So, wait for him to turn around and walk towards you before you start slashing his legs. The second zombie should be as easy as pie. Cut through him! Show no mercy! There may be a problem if you try to enter the alcove to get at the zombie commando there, as the Combat Knife most likely will hit the wall and not the zombie. Therefore, the best course of action is to lure him out to the open area of the room before you start slashing. You may also want to lure the two remaining zombies out from their hiding place around the corner before you start to slash them. Happy slashing. Take as long as you need for this one, after all, we need results. If you are confident enough, you can engage those two while standing on the outer side of the corner, as there may be just enough room for Wesker to swing his Combat Knife freely. Once the last zombie has fallen, you can send Wesker into the elevator and ride to the next area. How weird. ------------------------- Room 5: Ventilation Room ------------------------- The environment: Your selected character starts right in front of the door leading back to the B1F Lift Lobby (The one next to the ventilation caution sign in the main game, remember?). Right in front of the character as he or she enters is a zombie. At the bottom of the stairs of the platform he or she is on are even more zombies walking around here and there. The grille leading to the ladder that goes up to the Ambush Courtyard is down, so your character cannot go there. In total, there are about 6 zombies in this room. No healing items or any other goodies are present. Your job is to eliminate them all and go through the door up the other set of stairs in this room. The rules of engagement for each character: Claire Redfield: Like the Military Training Facility Lobby, speed and reaction time is very crucial in this room. After all, the first zombie in this room is practically in POINT-BLANK range of Claire! If you do not take action as soon as you enter, you most likely will get one bite from the zombie there. Therefore, go in a blitzkrieg here! As soon as you have control of Claire, press R to draw your Bow Gun and A immediately to fire! The zombie, like all the others before him will be blown to pulp in one arrow. While you are on the platform, a zombie or two may have been curious enough to wander around closely enough so that Claire can kill them with the Bow Gun by aiming downwards. With all these threats down, it is time to be brave and go down those steps. As soon as you are to the right of the steps, press R, A and L in sequence repeatedly to quickly clear the room. There is absolutely nothing else of interest in this room apart from the 6 or so corpses that lie motionless in this room. Go up the other set of stairs and through the door up there. Chris Redfield: I think that it is time for Chris to act the macho man in this room. As you enter, swing the door with as much force as you got here, and draw! Fire! Bang! The zombie in front of Chris will fall immediately after. Then, climb down the stairs, draw, kill, aim, kill, aim and kill until there is not a single zombie left in this room. Don't worry, the Magnum Revolver is so powerful that anything that gets hit will not survive the blow, and some zombies that are properly lined up and be taken out in one shot! Super! Now, climb up the stairs and through the door! Up you go! Steve Burnside: This is the room where Steve Burnside, the problem teenager, vows to Claire to test out his new toy! So, as soon as you have control of Steve, ready, draw, aim, fire! Kill the zombie in front of you as if he is his father! Then, climb down the stairs and gun down any zombie that gets in your way. Just randomly change targets again and again by pressing L, and all the zombies here will be massacred in no time! If you are a German fan, take out your Gold Lugers and give the zombies multiple head shots. With the zombies all down, climb up the stairs and go through the door to the next area. Have fun, boy! Alternate Claire: Alternate Claire's weapons have a poor rate of fire. But she is still deadly nonetheless. As soon as you have control of Claire, take out your Grenade Launcher and fire! POW! Then, you can make use of the Grenade Round's cluster bomb abilities to take out the large crown at the bottom of the stairs. As the spread effect is so large. It may only take 2 Grenades to down the entire hoard of zombies. However, you must still be aware that some hits may only amputate certain zombies, and will not kill them completely. So, if some zombies do refuse to go down, aim down and put them out of their misery. I warn you. Make sure that all zombies are killed before you attempt to go through that door there. Or you will receive a message informing you that you must defeat the monsters, and this will waste a rather large amount of time on Claire's part. Be sure you load you Grenade Launcher with Acid Rounds before you go through the door. Albert Wesker: This is another time to be the aggressive hitman Wesker is. As soon as you have control of Wesker, aim down and slash! The zombie should fall instantly. Then you can slash him to death before he can stand up. To deal with the remaining zombies, there is a neat trick for you to use. You should stand on top of the stairs, and let the remaining zombies come up the stairs after you one by one! Then, you can pick them off one by one without them being able to retaliate! That is, when a zombie falls back, then he is dead! Just repeat until all the zombies are dead. Don't worry, you have plenty of time. When all the zombies are down, you can send Wesker to the other door above the stairs and into the next area! ------------------ Room 6: Turntable ------------------ The environment: Your character starts in front of the door that leads to the Chemical Warehouse. To the right and left of him/her, are 2 Hunters. There is a single Green Herb on a crate to the character's right. Your target door will be the door next to the Green Herb to the character's right. The rules of engagement for each character: Claire Redfield: Oh dear, it looks like our lovely Claire Redfield is surrounded. Speed is very important in this room. If you do not react fast enough. The 2 Hunters will corner you, and fury-slash Claire to death before she knows it! Therefore, press and hold R as soon as you enter. Press A and fire a single explosive arrow at the nearest Hunter to stun him before he can close in on Claire. Then immediately press L and blast the second Hunter. Now, run to either end of the room before the two Hunters can stand up. Then, the rest is easy. Just fire your explosive arrows rapidly until they are both dead. I know that it is very difficult not to get hurt while fighting these Hunters, as they have just so many unpredictable tricks up their sleeves, er... claws. Although you may get hurt. There is absolutely no need to pick up the Green Herb there, as you do have a surplus of RGB Mixed Herbs. Just go through the door right next to the Green Herb. Note that the fun's not over yet. Chris Redfield: What more is there to say? The fighting in this room is as simple as clockwork. Aim, shoot, aim, shoot. That is all you need for Chris to get through this room. Of course, you would have to be as fast as Claire, otherwise, the Hunters will be able to score hits on Chris. You won't want that to happen, right? There is a Green Herb there on the crate by the door you have to go through. It is up to the player's discretion whether to take them or not. Note that the fun is not over yet, now that you have killed these 2 Hunters. As you go through the door, stay alert. I am warning you. Or you will be sorry. Steve Burnside: The strategy for Steve Burnside will be a little different than those of Claire and Chris. This time, run and position Steve in a part of the room that only one Hunter can approach Steve at a single moment. Then, aim down and fire. As the Hunters like to perform low attacks like in Resident Evil Zero and the Resident Evil Remake, they really cannot do anything against the constant stream of bullets that fly out. They will try to bend forward to swipe Steve, but they somehow will withdraw at the last moment, try again, and withdraw. It is so fun to watch. When you are sure that both Hunters are dead, grab the Green Herb on the crate there, and go through the door. Stay alert. The fun is not over yet. Alternate Claire: This is one of the shortcomings of Claire that she has only slow firing weapons. But still you would have to risk getting hit in this room. Immediately open fire on the first Hunter, and that shot should kill or stun him. As Claire is reloading a second Grenade, the other Hunter would have hit Claire. So, immediately aim down and take him out. If the other Hunter has recovered from the hit instead of dying. Take him out with a second Acid Round. I know that you will get hit two or three times, but that's practically unavoidable. Then, take the Green Herb on the crate and go through the door. Beware. There are more nasty surprises behind the door. Albert Wesker: Oh dead, oh dear... Wesker is up against his own Hunters, and yet they seemed to mistake their master for someone else! It is time to tame them. But with what? That's right, folks, the Combat Knife! Don't be a wimp here. You will have to hit them with everything you've got! Immediately run up to the first Hunter and perform repeated downward slashes on the Hunter and he will eventually die. The multiple hit slash is extremely crucial to Albert Wesker's survival in this room. As soon as the first Hunter is down, target the second one. Slash until he dies. Note that this is easier said than done! If you are lucky, you could be able to exit this room with only a yellow caution, but if you are super unlucky, you may get killed any moment by those Hunters! Good luck. Of course, grab the Green Herb on the crate by the door leading to the next area. You will need it. Obviously. Now, go through the door to the right. Pray. There are things worse than 2 Hunters behind that door. If there is anything worse than 2 Hunters, what could it be? Hmmm... I wonder. --------------------------- Room 7: Cargo Sorting Area --------------------------- The environment: The character you selected starts in front of the door leading into the B.O.W. Warehouse in the Antarctic Transport Terminal. To the character's left is a stationary conveyor belt, and there is a Green Herb on it. However, it is guarded by a Sweeper which you must defeat. Meanwhile, on the other side of the conveyor belt (the side where Claire Redfield controlled the cargo sorting conveyor belt in the Main Game), another Hunter lurks around, and there is a Blue Herb there. Your target will be the door up the steps leading into the Mining Room. Rules of Engagement for each character: Claire Redfield: Now you know why the fun is not over yet? Immediately after you have gone through the room with 2 Hunters, you will be another one with 2 more! This time, one of them is a Sweeper! Really poisonous, not good for you health. Therefore, take these guys out fast! This is just the tip of the iceberg. Immediately after you have control of Claire, press and hold R immediately to turn around! Then, before the Sweeper can get at you, press A to hit him and knock him down! Then, aim down and put a couple more blows to the Sweeper so that he may not stand up again! You have to be quick on this one, as the other Hunter may have heard the blasts and would have come running to get at Claire. As soon as he appears, do the same to him until he croaks. (No pun intended) I know that there are two herbs in this room, but Claire Redfield has such a large surplus of RGB Herb Mixtures that she won't need anymore to replenish her health. Right? The fun is over. Go over to the set of steps, climb up and go through the door to the next area. I guess you can breathe a sigh of relief, for now, that is, as no more Hunters or Sweepers will appear until much later. Chris Redfield: Now you know why the fun is not over yet? Immediately after you have gone through the room with 2 Hunters, you will be another one with 2 more! This time, one of them is a Sweeper! Really poisonous, not good for you health. Therefore, take these guys out fast! This is just the tip of the iceberg. Immediately after you have control of Chris, press and hold the R button to turn to the left, press A once. The Magnum will fire, and the Sweeper should be hit, and he will die instantly. If you do this quickly enough, the Hunter on the other side of the Cargo Sorting conveyor belt wouldn't even know what has happened, and won't come round to hurt you yet. Get the Green Herb on the Conveyor Belt if you need it, then run along the room, find the Hunter, and put him out of his misery with one and only one Magnum Bullet. With the threat down, simply climb up the steps and go through the door to the next area. I guess you can breathe a sigh of relief, for now, that is, as no more Hunters or Sweepers will appear until much later. Steve Burnside: Now you know why the fun is not over yet? Immediately after you have gone through the room with 2 Hunters, you will be another one with 2 more! This time, one of them is a Sweeper! Really poisonous, not good for you health. Therefore, take these guys out fast! This is just the tip of the iceberg. As soon as you have control of Steve, press and hold the R button to turn to your right. Then press and hold A button while holding down to hold the Sweeper at bay. Down boy, down! Well, the Sweeper can run through the bullets, but he really cannot attack. Laugh as he vainly attempts to claw Steve, only to withdraw in the last moment! While you are doing this, watch out, as the other Hunter in this room will definitely hear the shots and come over to help his red skinned brother. Therefore, kill the Sweeper as quickly as possible and turn round to face the Hunter. You know what to do. If you feel that you will be needing them later in the Battle Game, go over to take the Green Herb and Blue Herb. Then run over to the steps, climb up, and go through the door to the next area. I guess you can breathe a sigh of relief, for now, that is, as no more Hunters or Sweepers will appear until much, much later. But still, they are no match for his Submachine Guns as long as he continues firing. Alternate Claire: Now you know why the fun is not over yet? Immediately after you have gone through the room with 2 Hunters, you will be another one with 2 more! This time, one of them is a Sweeper! Really poisonous, not good for you health. Therefore, take these guys out fast! This is just the tip of the iceberg. As soon as you have control of Claire, press and hold the R button to turn to your right. Immediately open fire and send an Acid Round into the Sweeper before he can object. If you hear a sound that sounds like a tweet, the Sweeper is stunned, and would require and extra round to finish him off. If he makes a sound that sounds like "Rarr!" Then, he's dead, and you can go on to engage the Hunter. Wait for the Hunter to come up close and fire another Acid Round at him. Bang! Make sure the Hunter is dead, and you can go on. If you need the Herbs go get them. Then run over to the steps, climb up, and go through the door leading to the next area. I guess you can breathe a sigh of relief, for now, that is, as no more Hunters or Sweepers will appear until much, much later. Albert Wesker: Now you know why the fun is not over yet? Immediately after you have gone through the room with 2 Hunters, you will be another one with 2 more! This time, one of them is a Sweeper! The Sweeper is really poisonous, and is not good for you health. Therefore, take these guys out fast! This is just the tip of the iceberg. As soon as you have control of Wesker, turn to your right, and then run up close to the Sweeper as if you have to say some manly talk to him. Then, aim down and slash. Let's hope you can get a decent amount of multiple hit slashes, only then the Sweeper will be less likely to retaliate. Otherwise, Wesker and the Sweeper will end up exchanging blows until one of them is dead, and that is not very fun, indeed. If your luck holds, the Sweeper should be dead by the time the Hunter has come over to Albert Wesker. When the Hunter approaches, move over to him and engage him with all your heart. Good luck and pray. When this Hunter is down, you will be glad to be informed that all the threats in this room are neutralized. Of course, as Albert Wesker, you WILL be needing the Green Herb and the Blue Herb, so what are you waiting for? GO GET THEM! Use the Blue Herb if Albert Wesker has been poisoned by the Sweeper, as he may have taken quite a number of slashes from the poison tipped claws of the Sweeper. After all, time is not an issue in Albert Wesker's Battle Game. When you are done, simply run along the Cargo Sorting Area to the set of steps, climb up, and go through the door to the next area. I guess you can breathe a sigh of relief, for now, that is, as no more Hunters or Sweepers will appear until much, much later. ---------------------- Room 8: 1F Lift Lobby ---------------------- The environment: Your character starts right in front of the door leading to the Military Training Facility Motor Pool. Right in front of your character, with his back turned on you is a zombie. Right next to that zombie is a high explosive barrel leaning against the wall. Besides the zombie in front of your character, there are 3 more zombies walking around this lift lobby. Your target will be the door on the other end of this hallway, but not the lift. Rules of engagement for each character: Claire Redfield: This has got to be the cooldown room after you have just fought 3 Hunters and a Sweeper. Immediately open fire on the high-explosive barrel, then hit the zombie closest to you. After that, L-target and kill the remaining 3 zombies in this hallway. Then you can send Claire to the door at the far end of this hallway to the next area. As simple as that. Chris Redfield: All of these zombies aren't even a challenge for our professional gun user, right? Immediately shoot at the high explosive barrel, then target the zombie closest to you. Fire! Then L-target the other 3 zombies in the hallway and see if you can take them all out in one shot! If you can't simply L-target all zombies and blast them to pieces! After they are all dead, send Chris to the door at the far end of the hallway to the next area. As simple as that. Steve Burnside: The rule of engagement for Steve is much simpler even when compared to Chris'! Just whip out your Submachine Guns and fire at anything that moves! Keep pressing L and changing targets and all zombies will be down in no time! After they are all down, go through the door at the far end of this hallway to the next area. Alternate Claire: These zombies will make a lovely live target practice for Claire's Grenade Launcher. You know what to do. Pepper the zombies with Grenade Rounds and they will all fall in a very short time. Fire again if you are not sure that they are completely dead. Then, go through the door at the far end of this hallway to the next area. Albert Wesker: This room is a cakewalk for the first four characters, but really, I must say that it is a nightmare to Wesker! After all, the auto aim causes Albert Wesker to target the High Explosive Barrel all the time, even if he cannot set it off! This really can be a problem. So, you must use the Control Stick to aim manually in the case of Albert Wesker! Good luck on taking down all these zombies. When you are done, go through the door at the far end of this hallway to the next area. ----------------------- Room 9: Command Center ----------------------- The environment: Your character is in the Command Center of the Military Training Facility on Rockfort Island. Your character starts in front of the door leading to the balcony above the Motor Pool. To the character's right, is a zombie with a high explosive strapped onto his back. There are numerous zombies patrolling the main part of the Command Center. Your target will be the wooden door closest to the surveillance monitors. The Rules of Engagement for each Character: Claire Redfield: As this room is filled with only zombies, it's a small fry for Claire Redfield. As soon as you have control of Claire, take out your Bow Gun and fire an explosive arrow at the zombie to your right. He will explode due to the bomb strapped to his back. Don't worry, he won't get up again. Now, turn left, go over to the main part of the command center, and blow up all the militant zombies who are in "command" of the Military Training Facility! Watch out for the one coming down from the steps, as you may not be able to see him very well. There is a zombie near the main control panel that is sleeping on the job. Take him out as well. Then, you can go through the wooden door leading to the next area. Chris Redfield: It seems that all the zombies in the room should be treated with some ice lollies. Do you know what kind of ice lolly would these zombies like? Well, I have no idea either, but the Nestle Magnum will be fine! As soon as you have control of Chris, press R and face the Bomber Zombie! Fire and watch him blow! I guess he must be lactose intolerant or something, and his allergy reaction will cause him to explode. Hmmm... Then, just move on like Clint Eastwood, opening fire on any zombies that you find. Watch out for the one coming down the steps to get you! There is a zombie near the main control panel that has been floored for your convenience. You know what to do. I guess he is begging for a Magnum! Nah... Just open fire and watch him shrivel. Now, go through the wooden door leading to the next area. Steve Burnside: This is exactly the room where Steve Burnside, our problem teenager, ran away from Claire to calm down after he told Claire that Submachine Guns are a lot more reliable than any other person. Well, he could be wrong, but the Submachine Guns are really reliable in this room! As soon as you have control of Steve, aim at the Bomber Zombie, and pepper him with enough DOT380 Rounds until he blows. Then, we can get down to business. Move forward with your Submachine Guns and open fire on all the zombies you see. Just pick target randomly and we can have a lovely massacre! Crash Bang Wallop! Bang! Bang! When all the zombies are down, you will be amused to find that one of the zombies guarding the room is slacking. In fact, he is asleep on the floor on the job! Hammer him into the ground with even more DOT380 Rounds until he can't take it anymore. Then our problem teenager can go through the wooden door onto the next area. Alternate Claire: Lots of zombies here, lots of zombies for the cluster Grenade Rounds to hit! However, this bomber zombie who is already up close can be a problem to Alt. Claire, as he is a very potent suicide bomber. So, before he can get any closer, launch a Grenade at him! BOOM! With this annoyance got rid of, it's time to clean the house. Let's see how many zombies can you take down in one Grenade Round. As the zombies are packed so close together, killing two at once won't be a problem at all. Have fun. Just be aware of any zombies that will be floored but not killed by the Grenade. If you are lucky enough, one of the bearings may hit the zombie who is already floored, saving you time to kill that one. Otherwise, just run over in front of him, and fire a single round onto his body, and he will die. With all threats neutralized, it is time for Alt. Claire to go through the wooden door and on to the next area. Albert Wesker: With only the Combat Knife in hand, Albert Wesker needs not worry that he will set of a bomb accidentally. Take this as a bright side of using Albert Wesker. Just let the Bomber Zombie come up close, then slash at his legs. He should fall onto his knees in a slash or two. Now, just perform multiple hit slashes on the zombie until he croaks. Don't worry about setting off the bomb or anything, as the knife will not give out any sparks when it comes in contact with the zombie's back. Happy Slashing. Now, all you have to do is to let the rest of the hoard come to you one by one and you can take them down fast! Now, you know why the herb mentality is bad for your health! As for the zombie that is already floored, try to run around and behind him before you start slashing, and he can be killed without being able to retaliate at all. With all zombies killed, it is time for Albert Wesker to go through the wooden door and on to the next room. -------------------------- Room 10: Tentacle Hallway -------------------------- The environment: Your character is in the hallway in the Antarctic Transport Terminal of Disc 2 where the tentacles used to pop out of the paintings, hurting Claire in the Main Game. Your character starts in front of the door leading to the cell block. In this hall, is a very large hoard of zombies walking around here and walking around there. There must be about 6 zombies in total in this room. There are no healing items to be found in this room. 3 zombies are directly in front of the character, while 3 others are around the corner of the hallway waiting for your character. Your target will be the door on the far end of this hallway, that is, the one leading to the Anteroom, but not the metallic door leading to Alexander Ashford's Private Laboratory. Rules of engagement for each character: Claire Redfield: With a handy attack weapon like the Bow Gun, all of these zombies will only serve to slow Claire down. Don't worry, Claire, show no mercy. Immediately take out your Bow Gun and take out the 3 zombies that are right in front of you with 3 quick blasts of the Explosive Arrows. Then, run along the hallway until you reach the corner. Be careful here, as you may have a tendency to accidentally get bitten by the 3 other zombies that lurk around the corner in this hallway. I sometimes do, and I guess the viewing angles of this game to blame. This problem may be resolved by playing the game in first person, although I do not advocate playing in first person view. Anyway, as you turn around the corner, try to stick to the left of the screen, and that can minimize the chances of you getting bitten. Now, just turn around, take the Bow Gun, and fire 3 more Bow Gun Arrows consecutively and the 3 zombies should be down. Don't bother going through the metallic door here. Just go on along the hallway until you reach the door at the far end, and go through on to the next area. Chris Redfield: So many zombies, all lines up together for Mister Chris Redfield Softee, our ice-cream man. With a large stock of Magnum ice lollies to sell to the zombies, Chris will only be slightly slowed down by all of his enthusiastic customers. Don't worry, let's be generous shall we? Ready, aim, fire! If you are lucky enough, the 3 zombies may have the civic awareness to line up in a straight line, and that can allow one single Magnum Bullet to travel clean through them, saving you another two or so precious seconds. Now that we have 3 customers served, let's go around this busy neighbourhood and find some more, shall we? Now, I personally know 3 kids around the block that are more than enthusiastic to be served. So, be careful as you turn around that blind corner. As soon as you turn around, feed those zombies! Again, try to aim for a triple hit kill, and you can save another two or so seconds. I know you might want to knock on that metallic door there to find more customers, but it's locked, so it is best to run over to the far end of the hallway, and go through the door there to the next area. Steve Burnside: So many zombies, so few submachine guns, well. But still, this large mob of zombies will only slow Steve down, and I guess this is one of the things that will annoy our problem teenager Steve. Immediately after you have control of Steve, take out your Submachine Guns and let them rip! Now, it's time to play the fanatical terrorist, as you randomly L-target and eventually reduce the 3 zombies to mince meat. I know that this may be a bit time consuming, but with such automatic weapons, it's going to take some time to take out the first 3 zombies. The good thing is, if you have taken your time, the second trio of zombies may have already got out of their hiding place and will be looking for our problem teenager, to take him to the youth center or something. Kindly reject their offer with another stream of DOT380 rounds and they will get the point, that is, the points of the bullets! Ha ha! With the zombies down, Steve can simply run through the hallway and go through the door at the far end to the next area. Note: Another effective way to go through this hallway is to make use of the Luger Headshot Trick. Just aim up, and press A prematurely before the arms aim up to the highest position! Bang! Pop goes their heads and they'll soon be dead! Alternate Claire: I guess the first 3 zombies in this room will be sort of attracted by Alternate Claire's attractive beach costume! Nah maybe not, but still, I guess the zombies are grouped like that as they want to play ball with our Alternate Claire! Now, it is time to take out your Grenade Launcher, load it with Grenade Rounds, and fire! Again, if you are as lucky as in the case of Chris, all 3 will be packed together in a way that can be taken out using one single Grenade Round! Otherwise, the scattering all the Grenade Ball Bearing Rounds will most likely kill or blow the hoard's legs clean off, allowing Claire to finish them off with an additional Grenade Round down onto the floor. With the first three zombies down, it is time to turn around the corner to engage the other 3 zombies. As soon as you turn around the corner, open fire and let the area effect of the Grenade Ball Bearings do the rest! Fire another Grenade Round onto the floor if you are unsure whether the zombies are completely killed. With all zombies dead, it is time to send Claire to the far end of the hallway and through the door there to the next area. Albert Wesker: More zombies, even more conveniently lined up for Albert Wesker's Combat Knife. Now, try to stay in the center of the hallway, and wait for the zombies to come to you. Once the leader of the pack comes close, aim down and slash him in the legs a couple of times. The zombie will lie sprawling on the floor. Be the aggressor and continue to treat the zombie with multiple hit slashes while the other 2 waits for the same treatment. When the first zombie is dead, allow the second to come close and do the same thing to him. Then the third. Take your time, Wesker, time is not an issue in his game. Now, walk along the corridor, don't run, then you can react faster to the zombies that suddenly appear around the corner in this hallway. It is always a good idea to lure them into a better viewing angle so you can hit them more accurately. When slashing, stay away from the corner as much as possible, as it is just so easy for your knife to hit the wall and not the zombies while you are doing so. Otherwise, just attack as you normally would. When the three zombies around the corner are dead, it is time for Albert Wesker to run along the corridor and go through the door at the far end of the hallway and on to the next area. ------------------------- Room 11: Anatomist's Hut ------------------------- The Environment: Your character is inside Alfred Ashford's crazy anatomist's hut on Rockfort Island. That is, the room that you find the zombie of the anatomist feasting on a corpse that is being anatomized, as well as the Anatomist's note. You character starts in front of the door that leads back outside to the area outside the Security Checkpoint. There are a grand total of 4 or maybe 5 zombies walking around in this room. One of them is a fat worker zombie while the others are simply slim militia and worker zombies. In conclusion, this room is not very hard to get through. Your target will be the door in this room that leads to the torture chamber in the Main Game. There is a single First Aid Spray on a barrel by the target door. Rules of engagement for each character: Claire Redfield: This room is not very hard for our amateur gun user to get through, however, you still will have to be alert if you playing in third person mode. This is because, as soon as you get out of the area in front of the door, there will be a single zombie waiting for you, so, be careful, or you will most likely get bitten. So, it is always better to be safe than sorry. Run forward for a few paces then stop. Then press and hold R, if Claire can be observed to turn abruptly, then that single zombie is within her sights. Open fire! One Explosive Arrow should do the trick. As for the rest of the zombies, it is rather simple, just press and hold R, fire, then L-target the next, and fire! Just be aware of the single zombie by the target door that may not have come out yet. But fortunately, the screen covering that angle is transparent, and you can see the zombie behind the screen if he's there. Anyway, just run over there, and blast another explosive arrow into his head to get rid of him. As you can see, there is a single first aid spray on a barrel to the left of the target door. As Claire has such a surplus of Healing Items on her, there is absolutely no need to take the First Aid Spray. Just go on, and go through the door to the next area. Chris Redfield: This room is not very hard for our professional gun user to get through, and he can even get through even faster than the person above! However, you still will have to be alert if you playing in third person mode. This is because, as soon as you get out of the area in front of the door, there will be a single zombie waiting for you, so, be careful, or you will most likely get bitten. So, it is always better to be safe than sorry. Run forward for a few paces then stop. Then press and hold R, if Chris can be observed to turn abruptly, then that single zombie is within her sights. Open fire! The zombie will be down in one shot. Now, if you are interested in saving time, let's hope the next two zombies are lined up in a queue. I guess they had been nice at the doctor's and deserve a treat! If they are lined up in a row, one shot of the Magnum Revolver should be able to take them both out. Otherwise, just use the fire, L-target, fire trick to get rid of them sequentially. Just be aware of the single zombie by the target door that may not have come out yet. But fortunately, the screen covering that angle is transparent, and you can see the zombie behind the screen if he's there. Anyway, just run over there, and blast another magnum bullet into his head to get rid of him. As you can see, there is a single first aid spray on a barrel to the left of the target door. As Chris has such super stopping power, there is absolutely no need to take the First Aid Spray. Just go on, and go through the door to the next area. Steve Burnside: With such powerful dual handed weaponry, this room is not a very big problem for our problem teenager to handle. However, you still will have to be on the alert if you playing in third person mode. This is because, as soon as you get out of the area in front of the door, there will be a single zombie waiting for you, so, be careful, or you will most likely get bitten. So, it is always better to be safe than sorry. Run forward for a few paces then stop. Then press and hold R, if you see Steve make any sharp turns, the zombie is within Steve Burnside's sights. As there are only zombies in this room, it is a good place for you to practice giving head shots to zombies with the Gold Lugers. To do this from a range, start to aim up, and fire before Steve's arms are fully raised. Then, the range of the head shot can be increased. However, you should still be careful with the fat worker zombie, as head shots somehow do not work on fat zombies. So, you just have to shoot him in the chest several times to bring him down. As simple as that. As for the rest of the zombies, do the usual headshot from a range to get rid of them. Just be aware of the zombie by the target door, if he has not come out to find you yet. Take him out with another Gold Luger headshot, and I suggest you go and get the First Aid Spray, as Steve has a rather high tendency to get hurt, and he lacks Full Healing Items. With the First Aid Spray collected, you can send Steve through the door and on to the next area. Yeah, that felt good! Alternate Claire: This room is not very hard for our amateur gun user to get through, particularly if she is now armed with highly explosive weaponry. However, you still will have to be alert if you playing in third person mode. This is because, as soon as you get out of the area in front of the door, there will be a single zombie waiting for you, so, be careful, or you will most likely get bitten. So, it is always better to be safe than sorry. Run forward for a few paces then stop. Then press and hold R, if Claire can be observed to turn abruptly, then that single zombie is within her sights. Open fire! One cluster of Grenade Ball Bearing Rounds should kill and amputate the zombie as you see it. Now, you can move to the center of the room. If you want to speed things up, let's hope that the next 2 zombies will be bunch up closely enough for you to get rid of. If that is so, one Grenade Round should provide enough area damage to get rid of those two zombies. Otherwise, two separate Grenade Rounds should do the trick. Just be aware of the single zombie by the target door that may not have come out yet. But fortunately, the screen covering that angle is transparent, and you can see the zombie behind the screen if he's there. Anyway, just run over there, and blast another Grenade Round to get rid of him. As you can see, there is a single first aid spray on a barrel to the left of the target door. It is up to you to decide whether to take the First Aid Spray. Just go on, and go through the door to the next area. Albert Wesker: 4 zombies, all in a day's work for our "superman". Just run forward from where you begin and wait for the first zombie to come close. Then bend down and slash his legs once or twice. He will fall, and you can just perform some more multiple hit slashes on his body to get rid of him. Now, just stand ground to engage the three other zombies. You know what to do. Just take care not to be surrounded and you will be fine. There is a small easter egg for Albert Wesker here. If you send him over to examine the model of the human body. Albert Wesker will stare at it in a funny way. Now, with all 4 zombies down, go over to the target door, and get the First Aid Spray. You better get it, I am warning you! Then go through the door to the next area. As simple as that. ------------------------- Room 12: Shutter Hallway ------------------------- The Environment: Your character is in the very same hallway Claire was trapped in by the shutters and forced to participate in the Alfred Games. This room is not very difficult, not difficult at all. Just 4 zombies wandering around, and there is a single high explosive barrel in this room. There is a single Green Herb and a single Blue Herb by the vending machines. Your target will be the door at the other end of this hallway that is brown in colour, or the one that leads into the Alfred Games Arena in the main game. However, that is not the only door that can be gone through in his room. In fact the silver coloured door in this room, the one that leads into the Staff Common Room in the main game, can also be gone through. There is a special room hidden behind the door, and it contains something special for your character to enjoy... I wonder? Rules of engagement for each character: Claire Redfield: Don't worry Claire, this hallway is relatively safe when compared to the main game. After all, there is absolutely no danger of the shutters suddenly coming down behind you, trapping you inside. The only threat present in this room, are well, four zombies. Four, plain, old, boring zombies. You know what to do. For your information, the first zombie in the pack is blocking the high Explosive Barrel. So, blow him out of the way with one single Explosive Arrow, and that barrel is yours for the hitting. Open fire! Again, the consequences of this hit depends on your luck. If you are lucky, one single blast of that High Explosive Barrel will be enough to take out the 2 zombies at once, saving time. If you are very unlucky, the zombie at the back may somehow survive the hit! Anyway, finish him off with one more explosive arrow if this is so. As you march on forward to the vending machine. Stay alert. The final zombie there has a tendency to ambush Claire from the side, so as soon as the viewing angle changes, aim and open fire. That should neutralize the last threat in this room. There is really no need for you to take the Green Herb or the Blue Herb, nor is it necessary for you to go through the silver coloured door to the bonus room. However, if you are curious to know what's in store for Claire inside, proceed to the walkthrough for Room 12a, otherwise, just skip Room 12a and on to Room 13. Chris Redfield: This really is another quite neighborhood for Mr. Chris Redfield, the ice-cream man. After all, there are only 4 potential customers in this hallway! Anyway, as soon as you have control of Chris, fire one single Magnum Round into the first zombie of the pack! If you are lucky enough, the single magnum bullet would have enough kinetic energy to penetrate the first zombie, and still have enough energy to fly through the ones behind them! If this happens, a lot of time can be saved. Otherwise, just fire another bullet at the high explosive barrel, then the next 2 zombies can most likely be killed by the explosion. After this, send Chris over to the vending machines. You have to be extra careful here, as the zombie concealed there has a tendency to suddenly appear out of nowhere and biting Chris without him even knowing it. A good countermeasure to this threat may be to lean against the left side of the wall, that is, Chris' left, of course. Then, as soon as the viewing angle changes, press and hold R so that Chris can turn around and aim at the zombie. Fire one single shot to kill him, and that's that. There really is no need for Chris Redfield to take the Green Herb or the Blue Herb, nor is it completely necessary for Chris to go through the silver coloured door into the bonus room. However, if you are curious to know what's in store for Chris inside, proceed to the walkthrough for Room 12a, otherwise, just skip Room 12a and on to Room 13. Steve Burnside: Such a narrow hallway, such crowded zombies. Well, with his fully automatic weapons, this hallway can prove to be a free fire zone for our problem teenager Steve Burnside. Just clean the place out. As soon as you have control of Steve, it is time to play the manic terrorist. Open fire and let them rip! Now, just continue to hold A until nothing is moving. Of course, while you are at it, the High Explosive Barrel will get set off, and you can have a lovely fireworks display! (Typical of many action movies) Enjoy. Now, it is time for our teenage terrorist to run over to buy some soft drinks from the vending machines. A zombie will come over to intervene, apparently he is there first! Show him who's boss and spray him full of DOT380 rounds! When he's down, this hallway's clear. (You can also try going through the hall armed with a Gold Luger, it sometimes may take less time to clear the hallway than with the Submachine Gun, but you will have to master the headshots.) As Steve Burnside has a higher tendency to get himself hurt by the various monsters in the game, go and get the Herbs by the vending machine. Well, it is amazing that the youngsters nowadays are willing to take any drugs they find! It is also optional for Steve Burnside to go through the silver coloured door and into the bonus room, as the special item found there may provide some help to Steve in the final room of the Battle Game. If you are curious to know what's in store for Steve Burnside inside, proceed to the walkthrough for Room 12a, otherwise, just skip Room 12a and on to Room 13. Alternate Claire: Such a narrow hallway, such crowded zombies. Are you thinking what I am thinking? Well, as the zombies are just so crowded in the corridor. I guess you now know the principles of setting bombs in tight places like metro trains! Again, like normal Claire Redfield, it all depends on your luck. Fire a single Grenade Round into the first zombie of the pack, and quickly fire another one. If you are lucky enough, the next two zombies would have positioned themselves well enough so that the combined explosions of the oil barrel will be enough to take them all out with only one Grenade Rounds. Otherwise, you may have to waste another 2 seconds or so to finish off the rear zombie. Now, run over to the vending machine, taking care to lean against the wall on Claire's left to avoid the zombie there which may ambush you, and finish him off. As Alt. Claire is short of Healing Items, I suggest you take the Herbs. You may also want to send Claire into the bonus room in hopes of finding a very important item. If you are curious to know what's in store for Claire inside, proceed to the walkthrough for Room 12a, otherwise, just skip Room 12a and on to Room 13. Albert Wesker: This room is so narrow, and crowded. It may be good for the other characters, but for Albert Wesker, it really can be his worst nightmare at times. This high explosive barrel will really serve as a nasty distraction for Albert Wesker's knife slashes. So, you must act quickly, press R to aim, and quickly turn Wesker so he faces the incoming zombie. Then slash him a couple of times in the legs. He will fall down. Now, let's just hope Wesker's combat knife won't hit the wall while he is performing the multiple hit slashes on the zombies, otherwise, things can get very annoying as the first 3 zombies surround you. Good luck with the first 3 zombies. By the time Albert Wesker has finished them all off, the 4th zombie most likely would have marched out of his hiding place in search of Wesker, so he can be taken down as well. See the herbs by the vending machine? Of course, you MUST take these herbs if you are playing as Albert Wesker, and you MUST go through the Silver coloured door in this hallway. You will see why. So, simply move on to Room 12a. --------------------------------------------- Room 12a: Alfred's Private Casino Bonus Room --------------------------------------------- The environment: Your character is in Alfred's Private Casino in the Palace on Rockfort Island. There are absolutely no enemies here. There are several Green Herbs by the bar counter. The most important item of all, is found in the same Slot Machine Claire found the King Ant Object in the main game. There may be a First Aid Spray, the D.I.J. Diary, or if you are lucky enough, contain the special item for that character. Note that not all characters need to get the special item. Only certain players do. Claire's special items are the Ingram Submachine Guns, but as Claire's Explosive Bow Gun is so powerful anyway, there really is no need for her to get it. Chris Redfield will get the M-100P Dual Machine Pistols. With his trusty Magnum in his hand and such a tight time schedule, Chris won't be needing them at all. As for Steve Burnside, he may also find dual M100-P Machine Pistols in the Slot Machine, after he kicks it rather violently! This time, Steve WILL want to take the dual M100-Ps, as they are essential in beating the boss quickly in the final room. As for Alternate Claire, she may find B.O.W. Gas Rounds in the Slot Machine. Once combined into the Grenade Launcher, you will receive unlimited ammo for this weapon. But I do not recommend you to enter this room as Alt. Claire, as the chances of finding the B.O.W Gas Rounds are basically a thousand to one, I won't bother wasting my time with the Slot Machine. Remember that I said that it is absolutely essential that Albert Wesker enters this room? You will soon know why. It is because there is basically a 50 percent chance of finding a Magnum Revolver. This Magnum Revolver is the one and only weapon in Wesker's arsenal that has range! As the final boss has such a lethal close range attack, I sincerely hope that you would be able to find the Magnum here, or you will be in big trouble later. I am warning. If you are lucky (or unlucky enough, depends on how you look at things) enough, you may be able to find a secret file called the D.I.J. Diary, which is a diary written by, er... written by, it is hard to admit this, but... IT IS WRITTEN BY A MOUSE! Remember the FMV scene where Claire was trapped in the Shutter Hallway by the shutter, and a single mouse managed to slip under the shutters just as they seal off the area? That is the mouse! Did you remember a mouse jumping out of a locker in the Office Save Room in the Antarctic Transport Terminal? That is the mouse! This diary basically illustrates the entire flow of the game, but, from a mouse's point of view! How on earth could a mouse be that smart to write a diary? Anyway, here is the D.I.J. Diary. New File! D.I.J. Diary (Dreamcast Version, my preferred version to the one on the Playstation2 and the Nintendo Gamecube) December 27th Today, a woman in red was taken to my home on Rockfort Island. (1) 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...(2) 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. (3) 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... (4) 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... (5) 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! (6) 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 transportation base. Worse yet, the crews who took off with 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... (7) 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... (8) 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. (9) That is my story of how I survived from that insane world of horror. D.I.J. Explanations: (1) This woman in red is, of course, Claire Redfield. (2) Now, you have another piece of evidence regarding the atrocities committed by the concentration camp administration and Alfred Ashford on Rockfort Island. (3) The opposing corporation is Albert Wesker's so called HCF Corporation, which is just as violent and ruthless as Umbrella Corporation. (4) Remember that Claire was trapped in the Military Training Facility by a steel shutter that suddenly went down behind her? Apparently D.I.J. managed to creep under the shutter before it squashed him. Oh well... (5) How on earth could a mouse be able to creep into a plane that is overlooking water? Mice are obviously creatures that cannot swim! (6) D.I.J. somehow witnessed the Tyrant confronting Claire Redfield in the passage between the Military Training Facility and the palace. (7) Oh, this is just another of those "scorched earth" policies first adopted by Joseph Stalin during the Second World War to freeze the Germans to death. (8) This refers to the scene in the Office of the Antarctic Transport Terminal where D.I.J. burst out of the locker, and looked at Claire for a second before it ran away. (9) This shows that Albert Wesker has escaped in a submarine before the Antarctic Transport Terminal blew up. D.I.J. Diary (Gamecube Version) During a heavy squall, a girl in a red outfit was brought to this island of Rockfort. What could she have possibly done? I've been living here quite some time now, but many who are brought to this island seldom leave alive. Through the sounds of gun and fire, soldiers appeared. There was something going on. I went to the prison, but the girl in red was nowhere in sight. I hurried to the military training facility. The "man" of Rockfort was attacking her relentlessly. How stupid of me. I got too close and almost got myself smashed by the shutters. But, thanks to my natural agility, I was able to get out of the situation and got outside. Anyone other than me would not have been so lucky. Again, I was able to find the girl in red. There she was; in front of the residence. Then from behind her appeared a man with blonde hair. As he called her, he approached her in a friendly manner and started saying something to her... and it happened abruptly. The man in blonde hair started to hurt the girl in red. "I must save her." I thought to myself. But the man in blonde hair went away. Who was that blonde haired man? What did he want from the girl in red? The self-destruct announcement and emergency siren warned the end of Rockfort Island. I hurried to the hangar of the transport. The transport we were on took off as everything exploded into flames. With my neck risking effort, the girl kin red slammed the monster out into the open sky. Sure enough, she was a Valkyrie, a goddess of destruction. I couldn't believe it. The transport landed in Antarctica. And to top it all, the transport that landed before us spilled tons of the T-Virus and everything alive had already turned into zombies. If I stayed, there was no way I could stay alive. I had to find a way to get out of there, quickly. I parted with the girl in red. I started searching the base to see if there was anything I could use. As I was resting in the dark, someone was coming. Whatever it was, it was right there. The door suddenly closed and there was no escape. I kept slamming the doors. Then the door opened. I exploded out of there. But I was no chicken. I stopped to turn around and there she was, the girl in red, standing there looking at me. Where was this place? I was stuck in a room with an elevator and old cannon. Where was I supposed to go? I was stranded. I felt endless despair. Then that blonde man with the sunglasses appeared. He had the girl in an arm lock. Then a man in a black vest came running after them. The man in the black vest followed them. I also hurried to chase after them. It was a grueling fight. Was the man who also knew that girl a monster? The fight looked like it could last forever. Then suddenly there was an explosion, which interfered the fight. That was my last chance. I had to get out of there. I snuck through the hatch of the sub as it was about to close. Finally, I was released from the world of death and I was able to come back to a world where desire and power ruled. DIJ Notice any differences between the Dreamcast and Gamecube Versions of the diary? Anyway, it is time for our character to get back to the Shutter Hallway and go through the brown door to the next area. --------------------------- Room 13: Men's Locker Room --------------------------- The environment: Your character is in the Men's Locker Room of the Military Training Facility on Rockfort Island. In this hallway, hidden to the right of the vending machines, is a single Hunter. On the other side of the lockers, by the other door, is a single Sweeper. There is a single First Aid Spray in one of the lockers on the other side. Your target will be the other door in this room, that is, the one that should lead to the Men's Shower Room in the Main Game. Rules of engagement for each character: Claire Redfield: Immediately go around the corner to the right of the vending machine. Take it slow, walk if possible, as there is a single Hunter around there, and he will be more than happy to slash you any time. As Claire aims just so high up with her Bow Gun, I recommend aiming down to hit the Hunter at such a close range. (After all, the Bow Gun is somewhat inaccurate towards targets at close range). One single explosive Arrow should hit and stun the Hunter, and you can go finish him off with 2 or 3 more Bow Gun Arrows. Then you can go around the corner. As you walk past that side of the lockers, I suggest you lean to the lockers to Claire's left, as soon as you are around the corner, immediately press R, turn right, aim down and fire! Just don't miss, or you may as well endure a series of slashes from that annoying sweeper, and will risk getting poisoned. As with the Hunter before him, shoot at him a few more times while he is on the ground to finish him off. Then Claire can go through the door. Of course, Claire still has a large surplus of full healing items in hand, so there is absolutely no need for her to pick up that single First Aid Spray that is in plain sight inside the locker there. Just go. Chris Redfield: Immediately go around the corner to the right of the vending machine. Take it slow, walk if possible, as there is a single Hunter around there, and he will be more than happy to slash you any time. Immediately open fire and shoot the Hunter. Don't worry, the Magnum is just deadly accurate at targets at all ranges. If you are quick enough, the Hunter probably won't even have time to respond by the time you have got rid of him. With the first Hunter down and out, you can send Chris around the corner. I suggest you be very careful here. You can either wait for the Sweeper to go around the corner to get you, or simply lean against the lockers to the left of Chris, and fire as soon as you go around the corner. Then Chris Redfield can go through the door by the dead Sweeper. Of course, Chris is just so well armed with his Magnum Revolver, he does not need to take that single First Aid Spray that is hidden in plain sight in the locker there. Just go through the door over to the next area. You can breathe a sigh of relief now, as well, all the Hunters and Sweepers in the Battle Game have been killed! Now, the rest of the Battle Game will be easy as pie! Steve Burnside: With his fully automatic weapons, the last Hunter encounter for Steve Burnside should be as easy as pie! Just run around the corner, and fire to your heart's content! Of course, aim down when the Hunter is close up, and he can only wave, but not slash at Steve! When he's down, fire a few more bullets into the Hunter's body to ensure that he will not get up again. Note that there is an Easter Egg for Steve in this room. If you have time, go over to the vending machine, and press A. Steve Burnside will reach into his pocket for spare change, only to find that he has no money to buy any soft drinks! Anyway, go around the corner, and be the aggressor. Run over to where the Sweeper is hiding, immediately aim and fire! This should knock the Sweeper down, then empty some more DOT380 rounds into the Sweeper to kill him off! With the Sweeper down, this room is basically clear. Go over to the first aid spray which is in plain sight in an open locker, and take it. Now, you can send Steve through the door and on to the next area of the Battle Game. Congrats, you have just destroyed the last of the Hunter and Sweepers in the Battle Game! Alternate Claire: With her heavy duty weapons, this room can really be a cinch for Alternate Claire. But still, you cannot get too cynical at times. Anyway, run around the corner by the vending machine, and immediately turn to Claire's left, facing the Hunter. Wait for the Hunter to get close, and fire one single Grenade Round at him. As the path between the wall and the lockers is just so narrow, all those ball bearings will, well, be concentrated on the Hunter. Watch and listen for his death cry. When he really is dead (Hunters sometimes can feign death convincingly), run around the corner, and walk slowly across the passage between the other sets of lockers. I suggest you wait for the Sweeper to come out, rather than going around the next corner to engage him. Anyway, when the Sweeper is up close, open fire. Bang! Instant death guaranteed. Enjoy. This room is basically cleared now. Just get the single First Aid Spray that can easily be seen in an open locker, and you can go on your way. Congrats, as you have virtually defeated all the Hunters and Sweepers in the Battle Game! Albert Wesker: Ah... This is not a very high class locker room, and fights can happen very often. However, Albert Wesker is going a little bit too far this time, after all, he has the Combat Knife to slice and dice! Now, it's time to be aggressive! Immediately run around the corner by the vending machine to confront the Hunter. Tell him to get out of the way, but Hunter's don't speak English, so I guess you have to make him move by performing multiple hit slashes at him. As with any brawl, both sides are most likely going to get hurt around here! Let's hope Wesker isn't hit too hard, or things are really going to go out of hand. There is a Sweeper in a corner on the other side of the lockers looking for someone to fight with. Get over there and do the same thing to him. Let's hope you won't get poisoned by fighting the Sweeper. If you do, heal immediately, or you will be in trouble. With the Sweeper gone, this room is pretty much cleared. Just go over and pick up the first aid spray, and go through the door over to the next room. Congrats, all Hunters and Sweepers are down in the Battle Game. ------------------------- Room 14: Frozen Corridor ------------------------- The environment: Your character is not in the Frozen Corridor, that is the one outside the second Power Room of the Antarctic Transport Terminal. This room is brightly lit, and right in front of the character is a single zombie. Around the corner where the first zombie is, are two more zombies hidden in the mist generated by the fogging system of this corridor. Then around the second corner, is another cohort of 3 more zombies hidden in the mist (No pun intended, if you know which book I am talking about, tee hee hee, oh, well.). Therefore, there are in total, 6 zombies in this room. Of course, you are to kill them all. Your target will be the door at the other end of this hallway, the one that leads into the Sterile Room, but not the one that leads into the second power room. Rules of engagement for each character: Claire Redfield: Feeling a bit cold wearing short sleeved clothes, eh, Claire? Don't wory, all you need is a little more exercise and you can be warmed up in no time! As soon as you have control of Claire, don't move from your position, instead, just aim and fire! There is a zombie in front of you that needs to be taken out before you can proceed. With him taken care of, you can proceed to the corner there. Be careful, this is a rather tricky corner, as the zombies will ambush you from the right as soon as you go around the corner. So, lean against the wall to Claire's left to be on the safe side, and then turn around to fire. Fire two arrows and the next two zombies will be killed with ease. With those two killed, you can safely proceed through the corridor. Usually, the next three zombies should be curious enough to wander from their hiding places to confront Claire, and of course, can be taken down rather easily from the given viewing angle. Now, this room is clear. So, go through the door around the corner behind those zombies and on to the next area. Chris Redfield: Feeling a bit cold wearing short sleeved S.T.A.R.S., eh, Chris? Don't worry, all you need is a little more exercise and you can be warmed up in no time! As soon as you have control of Chris, don't move from your position, instead, just aim and fire! There is a zombie in front of you that needs to be taken out before you can proceed. With him taken care of, you can proceed to the corner there. Be careful, this is a rather tricky corner, as the zombies will ambush you from the right as soon as you go around the corner. So, lean against the wall to Chris' left to be on the safe side, and then turn around to fire. Fire two bullets and the next two zombies will be killed with ease. (Or, a double KO if they are packed close together, time really is the essence here.) With those two killed, you can safely proceed through the corridor. Usually, the next three zombies should be curious enough to wander from their hiding places to confront Chris, and of course, can be taken down rather easily from the given viewing angle. Now, this room is clear. So, go through the door around the corner behind those zombies and on to the next area. (Note: If you are lucky enough, all the zombies in this part of the corridor will be lined up for Chris to perform a QUINTUPLE KO with one single Magnum Bullet!!!) Steve Burnside: It's amazing how teenagers can stay warm in cold conditions nowadays. Just look at how little clothing he is wearing now! But don't worry, all he needs is a little more exercise and he can be warmed up in no time at all! In this room, we are going to play the German Fan. Take out your dual Gold Lugers! Do the head shot on the first zombie in front of you from a range. You have had enough practice with the Gold Lugers, haven't you? Aim up, and press A before Steve's arms are raised to their highest, and the angle of the shot will be just right to pop his head. With him taken care of, you can proceed to the corner there. Be careful, this is a rather tricky corner, as the zombies will ambush you from the right as soon as you go around the corner. So, lean against the wall to Steve's left to be on the safe side, and then turn around to fire. Attempt the head shots again. If you time it just right, both of the zombies will be shot in the head! Saving even more valuable time for our problem teenager. Now, just run through the corridor and do more headshots on the next few zombies and the room will be clear. After all, time is of the essence in the Battle Game! With the zombies dead, go through the door at the end of the corridor and onto the next area. Alternate Claire: I always thought that Claire would freeze to death in the Antarctic wearing only jeans and a short sleeved jacket revealing that does not cover her entire body. But now, she is back wearing only shorts! It's a amazing how characters in this game can keep warm while wearing so little clothing. Be more realistic, Capcom! Anyway, let's get back to the subject, shall we? As soon as you have control of Claire, don't move at all, hear me? Instead, just fire one single Grenade Round at the zombie in front of you. It should be enough to down him for good. Then, run around the tricky corner there, leaning against the wall to Claire's left. This should help prevent the zombie duo from ambushing Claire unexpectedly. Then immediately turn to the right and fire. Boom! Both zombies should be down in only one Grenade Round if you do it correctly. Then, run around the other corner, leaning against the wall to Claire's right, and immediately fire another Grenade Ball Bearing Round into the 3 zombies there, and you should be able to take them out with at most two Grenade Rounds. With this trio taken care of, the hallway is clear. Go through the door behind the zombies and on to the next area of the Battle Game. Albert Wesker: Being injected William Birkin's super duper virus, Albert Wesker, our superman, should have no problem dealing with the extreme coldness of the fogging system in this corridor. However, there is one thing that you will have to be afraid of, that is, you will have to engage six zombies in such a narrow corridor armed only with a Combat Knife! Oh dear, I think we should all pray and hope that Wesker won't be hurt too much here... As soon as you have control of Albert Wesker, calmly step forward so that you can see the zombie in front of you, or just wait for him to come near you. Then aim down, and slash the zombie in the legs one or two times to floor him. Then, perform multiple hit slashes on him as quickly as possible to finish him off. Then stand your ground, as the 2 zombies around the corner most likely would have come around to get you. Try to position Wesker so that the zombies have to form an orderly queue to get at Wesker. Then, you can slash the leader of the pack, floor him, finish him off, while the others wait patiently behind their fallen leader. In fact, such a procedure most likely will take a little too much time at times, and therefore I advocate you to stay where you are in the whole process until the last of the zombies in this room are killed. When the sixth zombie is that, it is time to send Albert Wesker through the corridor and through the door at the other end to the next area of the Battle Game. -------------------- Room 15: Motor Pool -------------------- The environment: Your character is in the Motor Pool of the Military Training Facility on Rockfort Island. He or she starts in front of the door leading to the 1F Lift Lobby. There are several zombies near a lot of high explosive barrels in this room. Your target will be the double doors that lead to the tank area. Rules of engagement for ALL Characters: Gee, with so many high explosive barrels, this room reminds me of the first Soviet Stage of Command and Conquer: Red Alert, where you only need to set a barrel off to destroy an entire village! Oh well. As soon as you have control of that character, open fire on the barrel closest to you, and a lovely chain reaction will begin, allowing you to kill all zombies in this room without any trouble at all! Now, just go through the double doors and on to the next area. As simple as that. --------------------------------------- Room 16: Grenade Launcher Shutter Room --------------------------------------- The environment: Your character is in the room in the basement of the Military Training Facility where Claire found the Grenade Launcher in the Main Game on Rockfort Island. There are various zombies wandering around in this room, I guess there are about 5 or 6 of them. One of the zombies carries a bomb pack on his back. Are you thinking what I am thinking? Your target will be the green door that leads to the Turntable Area. Rules of engagement for each character: Claire Redfield: It seems that the bomber zombie in black is currently blocked by another normal militia zombie. So, kill the zombie in the way and immediately fire another explosive arrow at the black bomber zombie! He will explode violently, and this time, as there are so many zombies packed together in one room, the resulting explosion sometimes can take out all the rest of them in this room! But, most of the time, one or two zombies can survive the blast, and will also have to be finished off before you proceed. So, it is always wise to check the area with the auto aim before you proceed to the Green door, otherwise, you WILL waste a couple of precious seconds when you are given the message "I must defeat the monster!" So, wipe out any survivors, and the room is clear. Go through the Green Door, not the other ones, and on to the next area. You now have 2 areas remaining! You are getting warmer! It's almost over. Chris Redfield: It seems that the bomber zombie in black is currently blocked by another normal militia zombie. So, kill the zombie in the way and immediately fire another magnum bullet at the black bomber zombie! (If you are lucky enough, the bullet may have enough kinetic energy to penetrate the first zombie AND set off the black zombie's bomb pack at the same time!!!!) He will explode violently, and this time, as there are so many zombies packed just so closely together in one room, the resulting explosion sometimes can take out all the rest of them in this room! But, most of the time, one or two zombies can survive the blast, and will also have to be finished off before you proceed. So, it is always wise to check the area with the auto aim before you proceed to the Green door, otherwise, you WILL waste a couple of precious seconds when you are given the message "I must defeat the monster!" So, wipe out any survivors, and the room is clear. Go through the Green Door, not the other ones, and on to the next area. You now have 2 areas remaining! You are getting warmer! It's almost over. Steve Burnside: It seems that the bomber zombie in black is currently blocked by another normal militia zombie. So, use your Gold Lugers, kill the zombie in the way with a headshot and immediately fire your Gold Lugers at the black bomber zombie! BOOM! He will explode violently, and this time, as there are so many zombies packed just so closely together in one room, the resulting explosion sometimes can take out all the rest of them in this room! But, most of the time, one or two zombies can survive the blast, and will also have to be finished off before you proceed. So, it is always wise to check the area with the auto aim before you proceed to the Green door, otherwise, you WILL waste a couple of precious seconds when you are given the message "I must defeat the monster!" So, wipe out any survivors, and the room is clear. Go through the Green Door, not the other ones, and on to the next area. You now have 2 areas remaining! You are getting warmer! It's almost over. Alternate Claire: It seems that the bomber zombie in black is currently blocked by another normal militia zombie. So, kill the zombie in the way and immediately fire another Grenade Round at the black bomber zombie! He will explode violently, and this time, as there are so many zombies packed together in one room, the resulting explosion sometimes can take out all the rest of them in this room! Of course, due to the scattering of the Grenade Rounds, more damage can be done in an instance compared to the normal Claire Redfield. But, most of the time, one or two zombies can survive the blast, and will also have to be finished off before you proceed. So, it is always wise to check the area with the auto aim before you proceed to the Green door, otherwise, you WILL waste a couple of precious seconds when you are given the message "I must defeat the monster!" So, wipe out any survivors, and the room is clear. Go through the Green Door, not the other ones, and on to the next area. You now have 2 areas remaining! You are getting warmer! It's almost over. Albert Wesker: It seems that the bomber zombie in black is currently blocked by another normal militia zombie. If you have the Magnum Revolver and have fired it once in the previous room, regardless of how tempting it is, DO NOT FIRE A SINGLE SHOT IN THIS ROOM. You will need the remaining 5 bullets for the final room. So, the old school knife slashing techniques apply. Position Albert Wesker in a corner, so that the zombies can only come at him one at a time. Then floor the closest zombie, and take him out. Repeat this procedure on the remaining 5 zombies. This time, you may have to consider repositioning Albert Wesker now and then, as it is really easy to be overrun in a situation like this. If the zombies do form an orderly queue towards you, treat it as a bonus. Kill the 6 zombies, and go through the Green door and on to the next area, let's hope you aren't too injured. You now have 2 areas remaining! You are getting warmer! It's almost over. ----------------------- Room 17: Aquarium Room ----------------------- The environment: Your character is in the room with a large fish tank in the airport on Rockfort Island. There are 3 Bandersnatches in this room, which are quite far away from the character. 2 are by the fish tank, and 1 is to the character's right of the room. There is a single First Aid Spray on the desk behind the counter in this room. Your target door will be the one that leads to the lower bridge area of the Airport, that is the one to the character's right. Rules of engagement for each charcter: Claire Redfield: Ha ha ha! It seems that Mr. Tickle's waiting to board a plane in this room, and yet they are just so far away! Oh well... Don't worry, as the Bow Gun has a very long range! Just fire a few explosive arrows at each of them and they will all die out. Now, just go through the door to Claire's right, and through to the final room of the Battle Game! There is absolutely no need for Claire to take the First Aid Spray in this room here. Just go! Chris Redfield: Ha ha ha! It seems that Mr. Tickle's waiting to board a plane in this room, and yet they are just so far away! Oh well... Don't worry, as the Magnum Revolver has a very long range! Just fire a few magnum bullets at each of them and they will all die out. Now, just go through the door to Chris' right, and through to the final room of the Battle Game! There is absolutely no need for Chris to take the First Aid Spray in this room here. Just go! Steve Burnside: Ha ha ha! It seems that Mr. Tickle's waiting to board a plane in this room, and yet they are just so far away! Oh well... Don't worry, as the Submachine Guns really have a longer range than their arms! Just shower your DOT380 Rounds at them and they will all die out. Now, just go through the door to Chris' right, and through to the final room of the Battle Game! Take the First Aid Spray if you need to. Alternate Claire: Ha ha ha! It seems that Mr. Tickle's waiting to board a plane in this room, and yet they are just so far away! Oh well... Don't worry, as the Grenade Launcher Flame Rounds have a very long range! Just fire a few Flame Rounds at each of them and they will all die out. Now, just go through the door to Claire's right, and through to the final room of the Battle Game! Take the First Aid Spray if you need to. Albert Wesker: This is another room for Albert Wesker to socialize with Mr. Tickle. Immediately run up to the closest one you find and perform multiple hit slashes at them. I know, I know, you WILL get hit quite a lot. You just have to get over it. When all the Bandersnatches are killed, you can send Wesker through the door and on to the final room! Take the First Aid Spray if you need to. MAKE SURE YOU HAVE AT LEAST 5 MAGNUM BULLETS IN YOUR MAGNUM! -------------------------- Room 18: Boss Battle Room -------------------------- The environment: Depending on which character you have chosen, your character will face a different boss. These are what you will face: Claire Redfield: Nosferatu on the Helipad Chris Redfield: Alexia the Insect Turret and Alexia the Dragonfly in the Cell Hallway Steve Burnside: Gulp Worm in Gulp Worm Arena Alternate Claire: T-078 Tyrant on the Helipad Albert Wesker: Alexia the Grey Lady in the Spencer Mansion Foyer Replica Rules of engagement for each character: Claire Redfield: Boss Battle! Nosferatu Attacks: Poison Gas Drift Long Arm Slap Grab and throw off the Helipad instant death attack Strength: Combined usage of the Sniper Rifle, Handgun and Combat Knife: 7 Sniper Rifle shots, 50 handgun Bullets and some more slashing with the Combat Knife Bow Gun with Explosive Arrows: Just keep firing until he falls. Nosferatu is one of the meanest bosses in Resident Evil: Code Veronica X. He has this long insect like arm on his back that swings at a very large angle, and when Claire is hit, she most likely will be knocked clear off the Helipad, or if not, be knocked almost midway across the Helipad! The Poison Gas Drift attack is more of an annoyance than anything. It can be easily be avoided, as long as you are not downwind of the gas, and it will not be blown into you. Note that the wind direction changes all the time, so you will have to run a lot to keep clear of the gases. If you are poisoned by the gas, then you will stay poisoned, as the Blue herb nor the RGB Herb Mixture has no effect against this type of poison, so watch out for that. To fight Nosferatu, keep your distance, and use your Bow Gun, use a hit and run technique and keep your distance. Keep firing don't stop. Only move when Nosferatu becomes dangerously close. When you see Nosferatu fall, then he is dead and you have completed the Battle Game as Claire Redfield!! Congratulations Chris Redfield: Boss Battle! Alexia the Insect Turret Attacks: Poison Acid Spit Tentacle Whip Scout Attack Strength: Submachine Guns: About 60% Magnum Revolver: Over 20 shots I called the second mutation of Alexia that because she is like a stationary artillery platform that fires different weapons at Chris. It is amazing that she will still have wings even though she is completely immobile. This mutation of Alexia is not as hard as it seems, so long as Chris has the right tools for the job. Alexia attacks by whipping Chris with her tentacles, by sending little scouts that bite Chris and hit him with their tentacles. She will spit acid at Chris which may poison him. The best thing to do is to run up close to Alexia and fire your Magnum at her continuously and without stopping. I know that her scouts will hit Chris and sometimes drag him away from Alexia, but just ignore them. When you hear Alexia cries, you know that she is going to mutate again. Now, Alexia's upper body detaches from her lower body and flies around happily like a Dragonfly while flashing her stupid smile. Sigh, don't tell me you would like to be queen of the world while being some stupid looking dragonfly. You are in no shape to be queen of the world looking like this, Alexia. Meanwhile, the Linear Launcher has finished charging. It is time to end this once and for all. Boss Battle! Alexia the Dragonfly Attacks: Flammable Liquid Attack Strength: Linear Launcher: 1 hit Magnum Revolver: over 10 shots That's right, the final Alexia is now fluttering about as happily as a dragonfly. Cute, isn't it? She can only attack by firing flammable liquid at Chris. Therefore this fight will be a cinch. Just run periodically to avoid the liquid she sprays at Chris, and you will be fine. Don't be afraid of getting hit either, as the flames do very little damage to Chris. However, if you have to kill her using a Magnum Revolver, it really WILL be a nightmare, as it is just so hard to aim in a third person mode here! If you see blood coming out, you know you have hit her. Eventually, you would have killed her. Let's hope you don't take too long, as Chris is a very tough schedule in the Battle Game. Steve Burnside: Boss Battle! Gulp Worm Attacks: Dig Bite Come out of the ground to pose, then dive back down to the ground bite Swallow you whole instant death attack Strength: M-100P Pistols: 17%-20% The Gulp Worm may seem to be a very tough enemy to beat, however, it has one major weakness. It is that its attacks lack range. Whenever you see dirt shuffling somewhere in the arena, you will know that it will surface there. So, run away from the area, and once the Gulp Worm pops out of the ground, fire your M-100P Pistols until he decides to dig back down to the earth again. The Gulp Worm's secondary attack is the Dig Bite. Where he will just come out of a ground for a short time, hoping to intercept Chris as he runs around the arena and bite him. Therefore, while you are fighting the Gulp Worm, you will have to run around constantly in a loopy pattern to avoid this attack, but still, it is rather difficult to avoid. Besides you will have to watch your health constantly while fighting the Gulp Worm. If your health is at Orange Caution or below, the Gulp Worm will be able to swallow you whole if he hits you! So, heal as soon as possible if you do drop down to that HP level. After you have fired about 17% of your M-100P Pistols' ammo, the Gulp Worm will spit scream one last time before it dies out for good. If you fail to obtain the M100-P, the fight could take up to two minutes or more, and of course, jeopardizing your chances of getting an A Rank in the battle game with Steve Burnside. Alternate Claire: Boss Battle! T-078 Tyrant Attacks: Charging Punch Punch Claw Slam Strength: Assault Rifle: Just keep firing until he falls Yes, you are back on the Helipad, and this time, the Tyrant is coming to get you! This is a lot like the fight aboard the Cargo Plane. After all, the Tyrant CAN knock Claire clear off the helipad to her doom! Your greatest friend in this battle is range. Acid Rounds have quite a long range but it is not enough. So, I would prefer the AK-47 Assault Rifle any day to the Grenade Launcher. Just keep you distance, and the rest is fire and forget. Remember to run when the Tyrant gets too close!! Albert Wesker: Hmmm... There is no one here, and yet the music of the boss battle is being played. Let's have a look up the stairs, shall we? It's Alexia the Grey Lady! This time, even Albert Wesker is surprised. Alexia now gives him a single uppercut, and knocks him across the other side of the room. Albert Wesker rolls to the side as Alexia is about to jump on her. Alexia sprays red liquid at Wesker, and the liquid almost immediately caught fire, burning Wesker. Wesker does a wall walk and attempts to punch Alexia, only to get burnt even more. "You're coming with me," Wesker says. I guess he has got the guts to face Alexia this time, instead of running away like a wimp in the main game. Attacks: Red Liquid Firewall Acid Spit "Darling, you set my soul on fire." Grab and hug Chris, instantly burning him to death attack. Strength: Magnum Revolver: 5 shots Wesker now gets to fight Alexia. At all costs, keep away from her at all costs. If she grabs Wesker, she will set him on fire, killing him at once! Her Firewalls are easy to avoid. When she paints an area with Red Liquid, run away from that area to avoid the flames. Now, take out your Magnum and shoot her 5 to 6 times, and she should fall down. She will attempt to get up, but fail. At this point, the music will end, and this form of Alexia is down. If you fail to obtain the Magnum Revoler, then you can only slash Alexia from behind and pray. Good luck if that happens! Congratulations, you have beaten the insane Battle Game as Albert Wesker! *****AFTER BEATING THE BATTLE GAME***** After beating the battle game, you will get to see a picture of each character. You can get to see Claire Redfield riding a motor bike, you can get to see Chris Redfield showing off a big fish he had caught from the lake at the base of a mountain. You get to see Steve with his parents. You get to see Alternate Claire on a military airfield, and you get to see Albert Wesker getting ready to escape in a submarine while he was surrounded by fire. If you manage to get an A with each character, you get to unlock the Linear Launcher for you use in the Battle Game ONLY. If you do use the Linear Launcher, you will not be given any rank at all. Be aware of that. --------------- 13. Secrets --------------- Resident Evil: Code Veronica X is a game with very few secrets. However, its long main game and battle game makes up for this inadequacy. Here are all the things you can unlock in the game. Beat the main game with an A rank to get an Infinite Ammo Rocket Launcher in the main game. As simple as that. Beat the game with any rank to activate the Battle Game. As Chris, take the Luger Replica in the Military Training Facility and store it in the item box, and you can play as Steve in the Battle Game after you have beaten the main game at least once. In the Battle Game, beat it as Claire to get an Alternate Claire with a different costume. In the Battle Game, beat the game as Chris to unlock Albert Wesker. Beat the battle game with an A rank with all characters to get a Linear Launcher, to be used only in the Battle Game. --------------- 14. Conclusion --------------- As Resident Evil: Code Veronica is such a long game, it has taken me quite some time to write the walkthrough for the entire game, and now the walkthrough is complete, but the battle game guide is not yet done. For now, only Gamefaqs can publish this guide, as it is only about 90% complete. Any e-mails asking for Publishing Permission will be rejected for now. So, please be patient. This guide is copyright 2004 by Alasdair Lo. You can print this guide out, read it in bed whatsoever, just do not copy it and say that it is your own. That is all I could say for now. See you later. --------------------------------- Appendix I: Feedback Information --------------------------------- Since the publishing of the original version of my side comparison guide, I decided that I must make some new rules for those people who want to give me a feedback about my guides. All future strategy guides will have this section. If the following rules are not observed, I will just consider your e-mail to be spam mail or flame mail, and I will delete it without reading it, and will blacklist your e-mail address so that all subsequent mails you send to me will not be received by my e-mail program at all. For publishing permission: I usually will allow people to publish my guides on their websites as long as I ask for permission. That's it. Although I do not have a lawyer to sue anyone if they do it without my permission, I expect everyone to have self discipline about these things. However, for now, only Gamefaqs can publish this guide, as it is only about 90% complete. Any e-mails asking for publishing permission will be rejected for now. So, please be patient. Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN UP) As I am a human, and we are all humans, we all make mistakes. Nobody is perfect. If I had made any mistakes in my guide, feel free to e-mail me. But however, you must follow these rules. You must: Be polite, as I will take these feedback letters as seriously as formal letters, and you should specify the version number of my guide, then I can check my guide out. However, it need not be as formal as business letters, after all it is only a game. You should also present yourself clearly, I won't even think about anything that I cannot understand at the first glance, as I am a busy person. You must not: Say any foul language and offend me. You are not going to make me listen by saying rude words to me, you will only give me the impression that you are either uneducated or have low EQ. (EQ stands for Emotional Quotient, it is a person's ability to control his feelings while interacting with other people. People with low EQ have a lower chance of promotion in jobs or even finding jobs, as they cannot socialize with people well enough.) Conduct any surveys about how good my guide is and give it to me, as I could not care less about your so-called surveys. In Hong Kong, I have witnessed different newspapers or political parties conducting surveys about the same topic. Yet, the results deviate a lot for different newspapers. This shows that each newspaper will ask a group of people whose majority will agree with their own views. Hence, I will not believe any of your so called surveys, as they most likely will favor the person conducting it. Start a petition to have my guide removed. We all have freedom of speech, right? If you manage to get an Administrator of the site to remove it, then I am afraid he is not respecting my rights. As human beings, aside from having your rights, you must follow your duties. One of them includes respecting other people's rights. Hence don't bother writing petitions even if you think my guide is sub-par. Otherwise, it just gives me the impression that you are uncivilized. You must not say anything I consider to be racist. I know, since World War II, there still exists a lot of people in this world who despise others because of their skin color or race. As we are all civilized people, I can't tolerate racism at all. Keep that in mind. Finally, you must not argue with anything said in this chapter, otherwise, I would just delete your mail without even reading it. Challenging authority is something I cannot tolerate, and will be considered as an insult. From all the 50 or so letters complaint I received, I decided to listen to less than 5 of them. Why? As only 5 of them could follow the rules stated above. So, you MUST take those points into consideration, or else, don't expect me to listen to you. Game Help: If you have read my guide and did not understand something, feel free to ask, but please do not do this too often, as my e-mail account has other uses. You may have wondered why I put this section up. This is a new "Anti-disturbance" ordinance I set up for my own use, in order to minimize all those annoying and insulting things I receive. In fact, during September alone, I received at least a hundred e-mails concerning my Side Comparison Guide, and I am now to make sure this will never ever happen again. Thank you for your cooperation. Yours, Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong) ----------------------------- Appendix II. Wesker's Report ----------------------------- Upon the release of the Resident Evil: Code Veronica X game for the Playstation, many fans have wondered, "How has Wesker survived?" In an attempt to answer their questions, Capcom decided to include a Wesker's Report DVD with the package of the game for those who have preordered the PS2 version. Of course, no DVD is included with the Gamecube Version, but still, I could download it from a file sharing program. This is what Albert Wesker said in his report. I will add my analysis to what he said later. Here's the report. My name is Albert Wesker. (You are shown Albert Wesker with the other STARS Alpha Team members in the opening FMV of the original Resident Evil) I aspired to become a leading researcher at Umbrella Inc. (You are shown the picture of Wesker with the other Umbrella researchers in a slide show.) A pharmaceutical enterprise who covertly conduction Bio Organic Weapons, better known as B.O.W., for development. (You are shown the empty streets of Raccoon City during the opening FMV of Resident Evil 2.) But at the leader development training ground situated in Raccoon City, I met a brilliant and talented researcher who decided to take a different path - William Birkin. (You are shown William Birkin gloating over his G-Virus.) In time I shifted my position to S.T.A.R.S., a Special Forces unit of the Raccoon Police Department. Umbrella, for crisis management reasons of their illegal Bio Organic Weapons development had many of its people working in the police department. (You are shown the Raccoon Police Department Police Station and a photograph of all the STARS members.) I became the leader of S.T.A.R.S. and conducted all sorts of intelligence activities for Umbrella. As I continued to serve I devised my own plans and waited for the right moment to execute them. Then at last, opportunity knocked. 24th July, 1998 The freak murder incidents had occurred in the forest near the mansion started it all. The mansion was Umbrella's secret BOW laboratory and it was clear that the in development T-Virus was the cause of the murder. Initially, Umbrella instructed me secretively to keep S.T.A.R.S. out of the case, but with the heightened emotions of the citizens S.T.A.R.S. had no choice but to move in. (You are shown the STARS walking in the forest.) That was when my next order was given. Dispatch S.T.A.R.S. to the mansion, dispose of them, then report the situation to headquarters so that their combat with the B.O.W. could be used for data analysis allowing Umbrella a comprehensive portrait of the B.O.W.'s combat abilities. (Meanwhile, you are shown Joseph Frost calling to his teammates before the Cerberus Dogs kill him.) From the 2 S.T.A.R.S. teams I first pitched in the Bravo Team. As expected, the top elite of S.T.A.R.S. gave all they had and became useful sample data. Then following, I geared up the Alpha Team to "search and rescue" the lost Bravo Team. (There is a problem with the pictures here. After all, Joseph Frost is not a Bravo Team member.) The members of the Alpha Team also proved their worth and as expected many died. There were 5 Survivors from the initial 11 S.T.A.R.S. members. From the Alpha Team were Chris Redfield, Jill Valentine, and Barry Burton. And from the Bravo Team were Rebecca Chambers and Enrico Marini. (You are shown each STARS Alpha team member as they run away from the Cerberus Dogs.) (You are shown Chris, Jill and Wesker talking in the main hall. You are then shown Chris Redfield and Jill Valentine as they fight against zombies, crows and Cerberus Dogs.) It was time to begin executing my plans. In the midst of the whole affair I could take Umbrella's ultimate Bio-Organic Weapon, the Tyrant, and join forces with an opposing corporation of Umbrella. To buy into that opposing corporation I would need the actual combat data of the Tyrant. (You are shown the prototype Tyrant. You also see the Hunters running into the Mansion in the older FMV.) The surviving privileged members of S.T.A.R.S. were just the perfect bait. I decided to have one of them play the Judas and draw them to the Tyrant. (Meanwhile, you get to see Chris and Jill fighting even more monsters here and there.) That Judas was Barry. (You are shown a cutscene involving Jill and Barry, as well as a photograph of Barry with his family.) Barry was the strong truth and justice kind and cherished his family more than anything. His type is easy to manipulate. I just took that most important thing away from him. My only miscalculation was the high potential of Chris and Jill. But with the family man Barry playing Judas the scheme went as planned. (You see Chris and Jill as they fight even more monsters.) Then the winds turned unexpectedly. I had to eliminate Enrico who found out what was behind it all. I used Barry to get to him. (You are shown Enrico talking to Jill underground before someone shoots him dead.) After I successfully got rid of that nuisance I awaited the sample specimen that Barry would bring to me in the Tyrants room. (You are shown the older cut-scene between Wesker, Barry and Jill. Jill is talking in a horrible voice.) I injected the virus I obtained from Birkin in advance. If I made Umbrella believe I was dead, it made it far more convenient to sell myself to the opposing corporation. According to Birkin the virus had profound effects. It would put my body in a state of temporary "death." It would then bring me back to life with super human powers. Therefore I unleashed an awesome Tyrant from its slumber and let it attack me. (You are shown the Tyrant knocking Wesker out.) As my consciousness faded away I was certain that the whole scheme would end in success. Never did I imagine that S.T.A.R.S. could slay the evil creation. (You are shown Chris blowing the Tyrant to bits with a Rocket Launcher) I lost the Tyrant and the plan I devised which cost me my humanity ended in failure. Now anything and anyone who stood in my way would be terminated. It's been that way for a long time and it always will be. At all costs I had to make S.T.A.R.S. pay. (You are shown Chris and Jill in the helicopter in the closing FMV.) September, 1998 Two months had passed since the mansion incident. To regain everything I had lost in my new organization I joined hands with Ada Wong, a female agent who was also sent to spy on Umbrella. (You are shown Ada Wong as she meets Leon in the Police Station Parking Lot. You also see Annette Birkin pointing her gun at Ada, saying that no one can take the G-Virus away from her.) I knew in my bones that the key developer was William Birkin, but what he didn't know was that Umbrella did not play games... with anyone. Eventually, Birkin would be assassinated, and the G-Virus would be in the hands of Umbrella. (You are shown William Birkin in his confrontation with 2 Umbrella Agents. An Umbrella Agent shot Birkin, badly injuring him while the other takes the case of the G-Virus and the two leave.) But the salvage team led by Hunk was ahead of us. By the time they got to Birkin, he'd already injected himself with the G-Virus... he became his own creation, and decimated them. (You are shown how all the agents attempt to fight William Birkin, and all of them were killed, except one.) Soon after, the T-Virus carried by rats spread throughout Raccoon City, and Umbrella faced its worst scenario. (You get to see the rats moving around the broken vials of T-Virus.) 28th September, 1998 The good citizens became zombies, and the city had headed for its devastating fate. Humans were no match against zombies. (You get to see the opening FMV of Resident Evil 3: Nemesis._ In the chaos, Umbrella Europe applied a new type B.O.W., called "Nemesis". The Nemesis would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It became imperative that our organization would also obtain the Nemesis data. (You get to see Jill meeting Brad Vickers outside the R.P.D. Precinct before the Nemesis kills Brad.) 29th September, 1998 (You are shown the opening FMV of Resident Evil 2, with Leon Scott Kennedy and Claire Redfield driving off in a car.) To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon and Claire, who were trying to unveil their secrets. (You are shown a T-103 Mr. X tyrant being airdropped into the Raccoon Police Department by helicopter.) Then, a new revelation. Birkin used to hide the findings of his studies in his daughter Sherry's pendant. (You are shown Sherry Birkin hugging Claire.) It was very possible that the G-Virus was there. While Umbrella was busy with their cover up, we had to capture Sherry before they did. I sent Ada undercover to seek the location of Sherry. I, the "dead man" on the other hand, had to work in the shadows. (You are shown Ada Wong and Sherry running around in the Sewer and the Sewage Disposal Plant.) A spy's obligation and priority is in the mission, to carry out the mission like a machine without any emotional interference. (You are shown Leon interacting with Ada here and there. You are shown Leon fighting William Birkin's 3rd form using a Gattling Cannon outside the train car on the turntable.) But through her interaction and involvement with Leon S. Kennedy, there'd been an affection growing inside her. (You are shown Leon talking with the injured Ada as she lies down on a bed in the Security Room of the Birkin Lab. My instincts sensed danger, something had to be done, quickly. My instincts did not disappoint me. Even though Ada almost had her hands on the G-Virus, which Leon had acquired from Sherry, that affection of hers drove her to her death. (You are shown the cut-scene between Ada and Leon over the Central Shaft, and Ada fell into the shaft.) But she was still of some use. I had to save her life. My people hurried to retrieve the G-Virus that Leon threw away. But Hunk, the only survivor of Umbrella's salvage team, was there before us. (You are shown Leon throwing the G-Virus into the shaft, and scenes of the 4th Survivor minigame, featuring Hunk. The Timers are still shown.) 30th September, 1998 (You are shown Leon in his final fight with the T-103 Tyrant. Leon finishes him off with a Rocket Launcher thrown to him by Ada.) Our only option left was to bring back Birkin, the monster, as the sample specimen and have him finish off Leon and Claire in order to obtain his combat data. Although Birkin lost the battle to Leon and Claire, we succeeded in gathering samples of the G-Virus from his dead body. 1st October, 1998 (You are shown the final FMV of Claire B Scenario of Resident Evil 2.) In the morning the government bombed Raccoon City in an attempt to stop for the viral outbreak. This was, of course, their feigned reason. (You are shown the ending FMV of Resident Evil 3, where Jill and Carlos Oliveira took off in a helicopter before Raccoon City was nuked.) Later, Claire left for Europe to find her lost brother Chris, and Leon joined forces with a underground anti-Umbrella organization. (You are shown the final FMV of Claire B Scenario of Resident Evil 2. Sherry is safe in our hands. I would never underestimate Birkin. (You are shown Sherry Birkin unconscious as she is imprisoned behind bars.) There's something about this little girl..." -------------------------- Appendix III. Files Index -------------------------- ----------------- 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. (1) 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. The "boss" named Alfred supposedly placed him here because of a tiny little mistake. (2) 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 guillotine stand. (3) 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 those REALLY large plastic bags constantly being removed from that place. I'd better pray for Bob... (4) May 21st I was wrong. I shouldn't have gone there. What is going on in there?! All I could hear was some insanely creepy laughter and the sound of Bob screaming! I don't know what to do. I can't stop thinking about it... (4) 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 were all here to be used as Alfred's guinea pigs (5), There' no way out! What am I going to do?!... Explanations: (1) Rockfort Island is on the southern hemisphere, probably in the Southern Pacific Ocean. (2) The person in charge of Rockfort Island is Alfred Ashford. He is a person that is very intolerant of mistakes. Claire will be able to meet the "man" of Rockfort Island much later in the game. (3) There is a small house behind the guillotine stand in the Prison area that Claire has to visit later on. (4) Obviously there must have been some medieval style torture chamber inside that building, and most of the people are killed as painfully as possible before they are removed. (5) There is a possibility that the prisoners are used in many hideous experiments in the prison on this island. I guess Umbrella is really as cold as those Nazi Concentration Camp administrations run by the SS during the Second World War... -------------- User's Manual -------------- 3D Duplicator User's Manual Our new product, the "3D Duplicator" consists of two parts. 3D Scanner Portion This portion scans a 3D object. Simply 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 transferred to the duplicator portion. (1) Duplicator Portion If you place the material you wish to have converted on the machine, you can begin conversion based on the 3D data that was created by the 3D scanner portion. The conversion will be executed with complete data accuracy. The result will be an object precisely true to the original. Explanations: (1) The Scanner part of the 3D Duplicator is a lot like the scanner of computers. After placing the item into the scanner tray, the details of the object will be input into the computer, much like a picture of a scanner. (2) The Duplicator portion is like a printer of a computer. Once you place the raw material onto the duplicator, a diamond carving pen will carve an object completely identical to the original object. As simple as that, understand? --------------------------------------- Fax on the Facility Access Application --------------------------------------- Be sure to verify the content of the following facility access application form, and add the applicant's name to the expected visitors list. Chief, Prison guard room Paul Steiner I hereby apply for access permission for Prison Area D. Details follow. Visitor's name: Carl Grisham, Purpose of entry: Carrying in the following materials; 1. New product sample from Metal Industries Co.: "TG-01". (1) 2. Various daily commodities ordered by the prison. Note: 1. Will use a transportation truck. (2) 2. "TG-01" sample will be stored in a designated briefcase. (3) Explanations: (1) TG-01 is a new alloy that may prove useful to Claire Redfield. (2) The Truck that crashed into the Graveyard is the same as the truck mentioned in the file. (3) The briefcase surrounded by flames in the Graveyard contains the metal alloy "TG-01". ---------------------------- "TG-01" Product Description ---------------------------- Thank you for your continued support and for using our products This time we have gathered out most advanced technologies, and have succeeded in creating the unique anti-metal detection alloy "TG-01". TG-01 Features? - 1. Cannot be detected by any metal detectors. (1) 2. Cannot be pictured by roengenography at the immigration check. (2) 3. Lightweight, yet durable.(2) We plan to develop various weapons utilizing this innovative new alloy. (2) We have 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 Explanations: (1) Now, you can take this alloy past the metal detectors in the security checkpoint without much trouble, and you can use this "TG-01" alloy to make a copy of the Hawk Emblem, and take it past the detectors to the main prison gates. (2) It seems that Metal Industries Co. is a company that supports terrorism! If you make weapons using the alloy, then hijackers and other terrorists can easily sneak guns past immigration onto the planes, and a lot of hijackings will result! Curse you, Carl Redhill! ----------------- 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 strictly prohibited from entering his private house! What is his problem anyway?! (1) 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. (2) 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 here again, I could put my life at risk. (3) After all, it is a mystery why he so desperately tries to keep his private life with Alexia a secret. (4) Robert Dorson Explanations: (1) This gives more information about the personality of Sir Alfred, the person in charge of Rockfort Island. In fact, he is a person who lacks trust in anyone, even his secretary, and does not allow him to enter his private house. (2) Alfred's Private Residence is located on top of the hill behind the Palace. He has also a twin sister named Alexia. (3) This again shows that Alfred is completely intolerant to a fault. It seems that he will not hesitate to impose very harsh penalties on even his closest employees, in fact, he does not hesitate to kill his employees if they make mistakes! Now you know what has happened to Bob in the prison! (4) Alfred seems to be a little bit overprotecting his twin sister Alexia. A normal person would allow his sister to come out to the sun and socialize with other people. Alfred must have been hiding something by not letting anyone come into contact with Alexia. Later, Claire will meet the mysterious extreme beauty queen Alexia on the island, or will she? ----------------------------- Message to New Family Master ----------------------------- Sir Alfred, Congratulations on your succession as master of 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 tea cup as a commemorative to Veronica. As founder of the Ashford family, her intelligence and beauty are legendary. The second and third masters, Stanley and his son Thomas, were also presented with similar tea cups. It was their hope to achieve glory as Veronica did before them. The position of family master then shifted from Sir Thomas to his twin sister Sir Arthur. It then went to Sir Edward, your grandfather. That was when the Ashford family enjoyed its golden age. It was also Sir Edward's achievement 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 its glory with your guidance, just as this vase continues to shine eternally. Scott Harman Butler, Ashford family Guidelines to completing the puzzle: The inscription on the picture of Alfred Ashford. "Trace the Ashford family legacy, reveal the true master." It seems that this puzzle requires you to press the buttons beneath the paintings of all past and present masters of the Ashford Family with respect to their order of succession. There are in total 6 pictures you will have to press their switches before pressing the one beneath Alfred Ashford's portrait. The portraits show the following people: A. A woman in a purple dress, holding a tea set B. A red hair man with a white candlestick next to him C. A red haired man, with an Earthenware Plate next to him D. A red haired man with a pair of red haired twins, with a tea set on the table E. A man's portrait with an Earthenware Vase next to him F. A red haired man with a tea set Now, we know that Veronica was the founder of the Ashford Family, and as she is the only female master. We can say that Portrait A is that of Veronica Ashford. The second master Stanley was the second master, his son Thomas was the third master, and Thomas' twin brother Arthur the fourth. Now, we know that Stanley Ashford was the father of a pair of twins, and hence the person in Portrait D is the portrait of Stanley Ashford. The third master Sir Thomas was given a tea set in his succession. You should know that he is also a redhead. As the only portrait remaining with a person holding a tea set is Portrait F. We can deduce that the person in Portrait F is Thomas Ashford. If you take a look at the pure white candlestick to the left of Alfred Ashford's Portrait, you will find that it is made in memory of Alexander Ashford, the sixth master's succession as Ashford family master. Portrait B clearly shows the candlestick. So, Alexander Ashford is the person in Portrait F. This leaves Portrait C and Portrait E. As the fourth Family Master Sir Arthur was the only other redhead left in all these people, Portrait C is that of Arthur Ashford, and Portrait E is that of Edward Ashford. Now, by the order of succession of the Ashford family, you now know you will have to press the switches in the following order: A --> D --> F --> C --> E --> B Having pressed the switches, go over to the portrait of Alfred Ashford and press the switch. His portrait will turn around, and will reveal the portrait of Alexia Ashford, as well as an Earthenware Vase. Take the Earthenware Vase. -------------- 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. (1) Extreme care was taken during transport, and all 108 check points were confirmed condition "green" in accordance with standard procedures. It is currently being stored in a freezer. (2) There's one thing that I don't understand. We are normally assigned to special missions. Why were we ordered to transport 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 during this transport. This is especially important if the contents are potentially harmful. (3) 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. (4) We will gear up for the next mission today at 23:00. Umbrella Special Forces Unit HUNK Explanations: (1) This shows that Umbrella has a Transport Terminal somewhere. Claire Redfield and the other characters in the game will eventually pay that terminal a visit. But I will not disclose the location of that Transport Terminal. Read on and see... (2) I guess Umbrella is again, up to no good, transporting another of their Bio Organic Weapons to the Rockfort Island facility. It is currently stored in a freezer. I wonder what could it be? Claire will find out soon enough. (3) Well, Agent Hunk, although famous for being the sole survivor in all the missions he is on, is actually more considerate than most people thinks. He is right about the contents of that capsule being harmful. It may not be harmful to Hunk, but it WILL be harmful to Claire later on! (4) Well, what do you know? The Military Training Facility on Rockfort Island has trained many dedicated operatives for Umbrella Corporation. I guess the Rockfort Island Facilities are not so meaningless after all. Alfred Ashford should be proud of the fact that he is the commander of a secret base in the middle of nowhere instead of considering it to be the downfall of the Ashford Family. He is a lot like Ernst Stavro Blofeld, the first James Bond villain in this respect. ----------------- Anatomist's Note ----------------- There is a demon in my mind. I can't control the fierce impulses 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... (1) But, Sir Alfred was kind enough to acknowledge me, and has given me the facilities, the chemicals, and the "equipment" necessary to study everything. (2) 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. (3) 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. (3) Explanations: (1) Alfred Ashford is not the only crazy person on this island. In fact, this Anatomist is just as wicked. He admits that he has been possessed by a demon that makes him a very sadistic person, and causes him to enjoy torturing and killing people in the most painful ways possible. If I were you I would seek psychiatric help fast. But he actually likes to have such a mental disorder. I guess the demon must have helped him in writing this note! (2) It seems that this Anatomist is one of the people on the island that Alfred Ashford likes aside from his sister. Now you know what happened to the people like Bob and the prisoner who wrote the Prisoner's Diary in the prison. It seems that those people who get taken to this building will be used for medical "study". They will be cut open and anatomized, and made models of the insides of the human body, much like those mice and the frogs the A Level Biology Students cut open and stretch out, showing all the organs, guts and all that in their Biology experiments. Ugh... (3) There is a secret basement to this medical building. It is hidden by some strange lock. The key to this basement is always with the anatomists. So, if you find the anatomist, you should be able to find the key in his pockets or something... --------------- Message Card --------------- My dear brother, I firmly believe that the glory of the Ashford family will be revived through your courage and strength as an honored soldier. Yours faithfully, Alexia Ashford Explanation: This shows that Alexia Ashford has complete confidence in Alfred's ability to restore the honor of the Ashford Family. --------------- 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 her the position of head researcher. Explanation: This shows that Alexia Ashford is a genius. She graduated from university at the age of 10, and was made head researcher of Umbrella. This promotion upset one of the other head researchers at that time, William Birkin, aged 16, and many rivalries followed in the competition to create more powerful viruses. ------------------ Confession Letter ------------------ Alexia, my sister, is a genius and possesses unmatched beauty. (1) She is everything to me. I would overcome any obstacle and be willing to risk my life for her. For Alexia, I must revive the glorious Ashford family which fell during the era of my father, Alexander. (2) 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. (3) That is my dream, and how sweet it will be. Those accomplishments will be the poof of my love toward Alexia. It is the purpose of my existence. (4) All other people are meaningless, and they shall soon prostrate themselves before Alexia and I.(5) Devoted to my beloved Alexia, Alfred Ashford Explanations: (1) This further shows that Alexia is extremely intelligent. (2) For some strange reason, the glory of the Ashford family fell when Alexander Ashford became the master of the Ashford Family, and Alfred Ashford is determined to restore it for his twin sister. (3) Alfred Ashford admires Alexia so much that he is willing to do anything for her. In fact, he does not want commoners to mix with Alexia, and hence this explains why he went so angry when his secretary asked about Alexia Ashford. The palace is again built for Alexia. (4) Alfred Ashford is so obsessed with Alexia that he believes that he lives on Earth to serve and love Alexia. Sigh... get a life, Mr. Daydream! Can't you have any independent thinking? I guess it is just one of those psychological effects that occur all the time between twins. (5) Alfred looks down on anyone else apart from Alexia, and this also explains why he is so mean towards his prisoners and employees. --------------- 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 about it. I'd rather be dead! (1) November 3rd My hard earned vacation was cancelled suddenly. I heard they failed to secure enough manpower due to a mistake made by the facility head, Alfred. That fool doesn't deserve forgiveness. He doesn't even treat us like human beings! (2) November 5th I heard an interesting story from a guy who's been working here for over 8 years. He must be really patient... He says that there is a man who has been confined for over 10 years, locked up in a cell located deep below here. People call him "Nosferatu" and are deathly afraid of him. (3) What an absurd story! November 10th At midnight I woke up to an ominous growling sound that seemed to be coming from deep underground... I'm so pathetic to have been frightened by such a foolish story... (3) The again, I suppose anyone would have a hard time maintaining their sanity if they were confined in a place like this!! (3) Explanations: (1) This shows the true side of Umbrella. They may look like a very successful international corporation with high worker morale. But actually there is a large difference in the working environments of the high ranking researchers and ordinary workers. It is always the researchers that get the gravy and the workers that get the suffering! (2) This gives you and idea that the facility is again run by Alfred Ashford, the current master of the "glorious" Ashford Family. Now, his leadership may account for the poor working conditions of the workers here. Well, Alfred Ashford thinks that all other people are meaningless, except for Alexia Ashford, his twin sister!!!! (3) It is rumored that there is a monster being imprisoned in a dungeon deep underground in this transport terminal. People call him "Nosferatu" and are very scared of him. Is there really a monster hidden deep underground, or people are starting to go crazy and hallucinate because of the poor working conditions this facility has to offer? ----------------- Alexander's Memo ----------------- My father, Edward, discovered the mother virus in cooperation with Lord Spencer, who was also a noble man. They studied it for the purpose of military use. (1) Eventually their study took shape. They named a variation of the mother virus, the "T-virus". (2) To camouflage their research, they established Umbrella Chemical, Inc. (3) 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. (4) We are now at a major disadvantage against 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 our great ancestor Veronica established. (5) If nothing is done, Umbrella will be taken over by Spencer. I must expedite the protect to its fullest, without being detected by Spencer. (6) 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. (7) Within the facility, I'll have a room built. It will be similar to the design of my mansion, the legacy of the later Trevor. (8) I will be able to cherish my sweet memories there... For security purposes, this confidential project will be given a code name. It is the name of the beautiful ancestor of the Ashford family, "Veronica" whom I wish to revive so badly. (9) 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 once again. (10) Explanations: (1) Even before Umbrella was formed, there were already a group of scientists who started to create many viruses for the purpose of military use during the Cold War. I guess they were one of America's first pioneers in biological warfare. (2) Apparently, the T-Virus is not the first successful virus created by Umbrella. The Mother Virus was the root of everything! (3) Unfortunately, Biological Warfare is not an acceptable type of combat in the United States. Hence, Spencer and company cannot research their viruses legally. Hence they need a front for their organizations, which is why they formed Umbrella, a pharmaceutical company which is well known around the world. These people should have gone to some developing country where the development of Biological Weapons is legal. Like, Iraq at that time, perhaps? Tee hee hee... (4) Some die hard Resident Evil fans say that Alexander Ashford was directly responsible for his father's death. However, there is no indication that he was responsible for any accident. In fact, Edward Ashford most likely had died or old age or of illness rather than any accident caused by Alexander. (5) Apparently, the reason why the glory of the wonderful Ashford family began to sink during the time when Alexander Ashford was because he was not able to keep up with his father's work! What?! He has disgraced his family just because he cannot keep up to expectations. You cannot expect someone's son to pick up the pace that quickly, you know. Besides, this shows that Umbrella has a lot of internal competition in the study of viruses. Unfortunately, this will only lead to chaos, not efficiency, as you see what happened to different head researchers in Resident Evils Zero and 2! (6) The reason why everyone else considers the Ashford Family to be less glorious than ever before is that they are just so secretive. If they could disclose their research process to everyone, then they will have a much better chance to show their glory! (7) The Antarctic Transport Terminal you are in is not just a cheese bore through a lump of rock. It is connected to another advanced research lab deep down, deep down da dee da da da do da da! Deep down, deep down da dee da da! (Those were the lyrics of the Techno song by the band Eiffel 65 called Hyperlink (Deep Down), ha ha ha!) (8) There is going to be a certain foyer later in the game that looks a lot like the foyer of the Spencer Mansion of Resident Evil. I wonder where it is? (9) I guess naming the project Veronica is a sign of Alexander's dedication to his great ancestor. It seems that by the time of Edward Ashford, the Ashfords were already deeply involved in the affairs of Umbrella. Why can't another branch of the family go and develop somewhere else, but not in this horribly twisted organization? (10) Interesting. It seems that the Ashford's logic from Alexander Ashford's time is that, successful virus development is equivalent to bringing honor to the Ashford Family. Come on, don't be that vain, I don't think Veronica Ashford is someone who would create things of heavy destruction to bring honor to the family in the first place. These guys are obviously barking up the wrong tree! ---------------- Butler's Letter ---------------- Sir Alfred, Please forgive me, as I must tell you of my abrupt departure by leaving this letter. I first your father Lord Alexander, and have so long shared in the joys and sorrows of the Ashford family. (1) Lord Alexander disappeared unexpected 15 years ago, then an accident during an experiment took the life of out dear Alexia. (2) 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. (3) There was nothing I could do, and I felt powerless. I first 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... (4) Scott Harman Butler, Ashford family Explanations: (1) Scott Harman has been the Ashford Family butler for a long time, maybe over 20 years by now! It's amazing that butlers can be that loyal, after all, there are many detective movies involving wealthy families, that in the end, it was found that it's the butler that always did it! (2) Actually, Alexander and Alexia did not die! But they disappeared in other circumstances which will be revealed later. However, the official reasons for their disappearances fooled more than half or even 75% of Umbrella! (3) This is one of the reasons that accounts for Alfred Ashford's craziness! After all, his lack of parents or siblings in a young age has caused him to feel horribly lonely, with no one to really talk to. In the end, he developed a split/dual personality, and alternates between Alexia Mode and Alfred Mode intermittently. He ends up schizophrenic, just like John Nash, except he did not win the Nobel Prize for Economics! Heh heh heh... Hence, there never was an Alexia Ashford on Rockfort Island, in fact, he thinks that he is Alexia! How horrible! (4) Scott Harman wanted to commit suicide, but decided to resign instead. Which proves that he is one of the people in Ashford Family who can think rationally, and are not mentally unstable; compared with other famous Umbrella researchers. Remember William Birkin, any one? ---------------------------------- 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 primarily based upon the fact that despite its excellent resistance to all kinds of liquid including strong acid, it easily dissolves when soaked with a mixture of the two chemicals, "Clement Alpha" and "Clement Sigma". (1) 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. (2) CLEMENT INFORMATION The Alpha type is used for gun maintenance and possesses no conspicuous characteristics. (3) However, the Sigma type will change its 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.) (4) Based upon our analysis of the Sigma type, we believe that Clement possesses more features. AS New information is learned, we will update this file. Explanations: (1) This is really a very silly reason not to use Deploid to create the storage capsules of their Bio Organic Weapons. There is nothing wrong with canceling the plan if it dissolves readily in a certain common liquid. But if you cancel it for the reason that Deploid will readily dissolve when soaked with a mixture of two uncommon liquids, then it is stupid. After all, who would bother wasting their time finding and mixing two of these liquids in order to dissolve the capsule? Sigh... (2) If you examined an Eagle Plate while playing the game as Claire. You will be told that the plate portion of the Eagle Plate is made with a special alloy. That special Alloy is Deploid. Also remember that the Halberd portion of the plate is made of Solid Gold. Hence by soaking an Eagle Plate with a mixture of Clement Alpha and Clement Sigma, the plate portion will be dissolved, leaving behind the golden Halberd which can be used on the door to the VTOL Jet Hangar. (3) Clement Alpha is used to maintain guns. Remember that while you were playing as Steve in the Military Training Facility basement, you came across a Green Liquid which is a chemical used for gun maintenance? That chemical is Clement Alpha. Now, you know where to look for Clement Alpha. (4) For your information, the Military Training Facility was built on December 8th, or 12/8 this tells you what temperature Clement Sigma will change color. It is 128F. -------------------- 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. (1) Oh yes... I think I'll have those prisoners build a bridge. It must be a gorgeous bridge that befits the perfection that is Alexia. (2) 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 existence of our mansion. But that is okay, as I have no problem executing such matters. (3) 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 diorama trick, ensuring the secrecy of our mansion. (4) Alfred Ashford Explanations: (1) The passage revealed in the hole in the Ambush Courtyard is the underground waterway that used to lead to Alfred Ashford's Private Residence. (2) Apparently, the bridge that Claire Redfield used in her scenario to go over to Alfred's Ashford's Private Residence has been built using the forced slave labor of the prisoners of Rockfort Island. (3) Alfred Ashford resorted to killing all the witnesses of the construction of the bridge in order to destroy all evidence of the new bridge's construction so that other people will not know how to get to his Private Residence. (4) It seems that there is a potential way of getting into that underground waterway hidden under that hole in the Ambush Courtyard. Perhaps there is something under the diorama of the facility that can allow you to access the waterway. The diorama trick is of course, that lever in front of Chris that is guarded by all those brightly colored lasers. I wonder what will happen in Chris touches those lasers... Will he have his hand cut clean off and be amputated? I wonder... --------------- Alfred's Diary --------------- January 30th There is a sealed room in the hallway located inside of the Antarctic facility. I don't know what is hidden there, but I do know how to get in. I can use the three jewels that each one of our three family members wear as proof of being a legitimate descendant of the Ashford family. The only problem is, I do not know how I can gain possession of my father's proof. (1) 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... (2) 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. (3) 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. (4) 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 completely out of control. (5) 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. (6) On top of that, she feels she must be kept asleep for 15 years in order to accomplish the experiment. (7) Thanks to that idiot, I can't see my dear Alexia for as along as 15 years. Alexia is going to sleep, with all her trust relying upon me. Now, I am the only one who can protect Alexia. Explanations: (1) There is a door in one of the rooms of the Antarctic Transport Terminal that is locked by a mechanism that will only open if all 3 of the Ashford family jewels were inserted in. If you looked closely at Alfred Ashford, you will notice that he is wearing a ring on his ring finger. Alfred's Jewel is on his ring. You will also notice that Nosferatu is wearing a Green Pierce on his ear. Alexander's Jewel is on his pierce. But why would a monster wear Alexander's Pierce? (2) From this, it may seem that Alfred and Alexia Ashford's birth are not very natural, and may have been carried out under very abnormal circumstances. I wonder... (3) Remember that Alfred Ashford became master of the Ashford Family at a very young age. It is amazing that Alfred could have found the meaning of his life at such a young age. When his portrait was painted, he was very young. I guess he must be also another highly intelligent person or something. But hating one's father at such an early age is always wrong! Don't you respect your father at all? (4) The problem with girl geniuses like Alexia Ashford is that they are also psychotic. Who would perform biological experiments on their own father? This also shows that Alfred and Alexia are already insane in a young age. (5) It seems that whatever experiment Alexia Ashford had performed on her own father had caused him to mutate into a very horrible monster! So, this shows that Nosferatu used to be Alexander Ashford!! (6) This is even sicker, really. This really is the extreme case of insane geniuses. They are not even afraid of performing experiments on their own human bodies! I wonder what kind of experiment has Alexia performed on herself that gave her the power to control giant tentacles upon her awakening. (7) So, it seems that Alexia has been under cryogenic sleep for 15 years. As Resident Evil: Code Veronica X takes place in 1998, we now know Alexia Ashford began her cryogenic stasis in 1983! Fortunately, she was a young girl when she began, and so she would not be an old woman by the time she has woken from her slumber. Heh heh heh... This can also explain Alfred Ashford's schizophrenia and other mental disorders Claire and Steve witnessed in their scenario. Apparently, Alfred missed his twin sister so much, and cannot bear the pain of not having his sister around him. Hence, he began to "take measures" to convince himself that Alexia Ashford is still with him. He developed a split personality, where he was sometimes Alexia Ashford. Therefore he did not allow anyone to come near Alexia Ashford on Rockfort Island, or people will know this horrible secret of Alfred Ashford. But of course, all this does not matter now, as Alfred has witnessed the awakening of Alexia from her sleep before he died. Happy. Research Report on Queen Ant After discovering the remains of an ancient virus within the genes of a queen ant, I have been concentrating on the research of ants. (1) 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. (2) The death of the queen ant means the doom of the entire anthill. However, the soldier and worker ants can be easily replaced as long as the queen ant is alive. This is exactly the same relationship between myself and the other ignorant masses. (3) I have succeeded in creating an ideal virus by implanting the queen ant's gene into the mother virus that Spencer found. (4) 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 the complete destruction of his brain and body flesh. (5) 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 emergency, and stored it inside of the weapon/chemical warehouse on the B2 floor. (7) I have decided to name this virus with unimaginable potential, the "T-Veronica" virus (8). When I find out how I can utilize the power the power of this wonderful virus, my great research will finally be complete. Alexia Ashford. Explanations: (1) The reason why Alexia Ashford was so fascinated by the world of ants is that she found an ancient virus in the genes of a Queen Ant. She is a lot like Dr. James Marcus of Resident Evil Zero in the respect that she likes to focus her research on simple minded, lower level life forms as the basis of her research. (Remember his leeches, anyone?) (2) This Alexia Ashford is into the extremes of the old feudal system in Europe, where the peasants serve the lords, while the lords serve the king, in some kind of tiered system. Except that Alexia Ashford believes that in the ideal society, everyone with a lower class than her should be her slaves! This again shows that child geniuses often think in rather extreme ways, and hence will be considered to be some sort of psychotic by the ordinary people! (3) This kinds of explains why the anthills in the alcove have perished. This is because the queen ant died, and chaos reigned in the anthill as there is no leader, and resulted in the ants killing each other for territory and such. Alexia Ashford is just so self centered. She thinks that she is the only salvation of the organization, and if she is gone, the entire Umbrella Corporation would be kaput as everyone else are nothing but ignorant drones. I guess she has yet to learn that there is always someone who is more capable than her out there in the world. But of course, she has to learn this the hard way in the end. After all, humans are not like ants! They have their own minds and will! Even if there is no leader, they could easily reorganize themselves. So Alexia's theories are really too radical and idealistic here. (4) To contend with William Birkin, the second youngest head research of Umbrella in the age of 16, Alexia Ashford has created a new virus by integrating the T-Virus with that ancient virus found in the genes of a queen ant. (5) Alexia looks down on everyone, even her own father. Of course, she lacks love despite of her intelligence and beauty. She is crazy enough to inject the virus into her own father! It seems that the acute symptoms of the virus is that the host's brain cells will be destroyed accompanied with the decay of his flesh, hence Alexander Ashford became a monster that was completely out of control, and had to be bound and gagged. (7) Now you know why Claire cannot use the blue herb to cure her poisons if Nosferatu poisoned her. If Claire was poisoned by Nosferatu earlier in the game, she would still be poisoned by the time Chris found her, and Chris has to find the antidote for her in the Weapons Warehouse. Only that he cannot reach it from the Cargo Sorting Area, but has to get there by other means. (8) The name of the virus is the "T-Veronica" virus. ---------------------- 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 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. (1) My calculations indicate that it will take 15 years before my body will gain immunity, and become able to coexist with the virus. (2) Until then, I have no choice but to trust the capsule that I will be in, to that inept but loyal sloider (3) 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 world by my children. Every last creature on earth will exist to serve me. At that time, the world will achieve the perfect ecosystem, just like the anthill, but on a much greater scale. (4) Alexia Ashford (1) So, this is the experiment that Alexia Ashford has performed on herself. She implanted the T-Veronica Virus into her own body, and then she decides to slow down the mutation caused by the virus at an extremely low temperature. (2) Alexia Ashford calculated that she has to stay in a capsule for 15 years before she can exit without fear of turning into something like her father! This is why Alfred could not see her for 15 years, and had been driven quite insane with this stress. (3) What?! Soldier ant? Hey Capcom, please, hire some proofreaders in the development team, or else, your dyslexia will continue to Resident Evil 4, and we don't want that to happen, do we? (4) Here we have more of Alexia Ashford's megalomania. -------------- Security File -------------- The Ashford family's most important secret is kept at this lab. As a safety precaution, I have installed a self-destruct device in the control room and have placed the activation code inside the computer. Once inputted, all door locks will be released to provide easy access to escape routes. By using the elevator that directly connects to the hangar, one should be able to escape from the lab easily. Please remember that I have used the name of my beautiful ancestor for the activation code. Glory to the Ashfords, Alexander Ashford Explanation: The activation code of the Antarctic Transport Terminal's self destruct sequence is "Veronica". ---------------------- Code: Veronica Report ---------------------- After many long years of research, I finally identified the inheritance element that administers the intelligence of man. (1) I even succeeded in manipulating the absolute value of intelligence artificially, by recomposing the base alignment of the element. I then sampled the gene of our great ancestor, manipulated its element, then implanted it into the unfertilized egg of a surrogate mother. (2) 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 our great ancestor. (3) 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. (4) Explanations: (1) Such discoveries should benefit mankind. However, Umbrella is a Corporation that researches viruses, and hence everyone looked down on the Ashford's during the time of Alexander Ashford, and considered their family's glory to be completely sunk. I think Alexander will do better in a pharmaceutical company that only invents things to benefit mankind, instead of working for a twisted corporation like Umbrella Inc. (2) Apparently, Alfred and Alexia were testtube babies. Alexander implanted a fertilized embryo into a woman and hence Alfred and Alexia are born. By inserting intelligence genes into the embryo, the twins would have above average intelligence, with Alexia Ashford being a girl genius, and a university graduate at the age of 10. Apart from this, Alexia and Alfred have the genes of Veronica Ashford, so they are still members of the Ashford family. (3) The reason why the twins hated their father so much is because they felt that they are being used by their father. Besides, there are often side effects with giving birth to intelligent babies in an artificial way: It is that the babies that are born with abnormally high IQs are often, psychotics, like Alfred and Alexia. You know the rest. (4) No wonder Alfred said that he and Alexia were merely created to cover his father's blunder. Particularly if Alexander is so confident of Alexia, he will be given the impression that Alexander is largely at fault for ruining the Ashford Family's glory. As Alfred has an above average intelligence, it is not surprising that he can find the meaning of his life at such an early age. -------------- D.I.J. Diary -------------- (Dreamcast Version, my preferred version to the one on the Playstation2 and the Nintendo Gamecube) December 27th Today, a woman in red was taken to my home on Rockfort Island. (1) 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...(2) 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. (3) 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... (4) 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... (5) 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! (6) 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 transportation base. Worse yet, the crews who took off with 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... (7) 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... (8) 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. (9) That is my story of how I survived from that insane world of horror. D.I.J. Explanations: (1) This woman in red is, of course, Claire Redfield. (2) Now, you have another piece of evidence regarding the atrocities committed by the concentration camp administration and Alfred Ashford on Rockfort Island. (3) The opposing corporation is Albert Wesker's so called HCF Corporation, which is just as violent and ruthless as Umbrella Corporation. (4) Remember that Claire was trapped in the Military Training Facility by a steel shutter that suddenly went down behind her? Apparently D.I.J. managed to creep under the shutter before it squashed him. Oh well... (5) How on earth could a mouse be able to creep into a plane that is overlooking water? Mice are obviously creatures that cannot swim! (6) D.I.J. somehow witnessed the Tyrant confronting Claire Redfield in the passage between the Military Training Facility and the palace. (7) Oh, this is just another of those "scorched earth" policies first adopted by Joseph Stalin during the Second World War to freeze the Germans to death. (8) This refers to the scene in the Office of the Antarctic Transport Terminal where D.I.J. burst out of the locker, and looked at Claire for a second before it ran away. (9) This shows that Albert Wesker has escaped in a submarine before the Antarctic Transport Terminal blew up. D.I.J. Diary (Gamecube Version) During a heavy squall, a girl in a red outfit was brought to this island of Rockfort. What could she have possibly done? I've been living here quite some time now, but many who are brought to this island seldom leave alive. Through the sounds of gun and fire, soldiers appeared. There was something going on. I went to the prison, but the girl in red was nowhere in sight. I hurried to the military training facility. The "man" of Rockfort was attacking her relentlessly. How stupid of me. I got too close and almost got myself smashed by the shutters. But, thanks to my natural agility, I was able to get out of the situation and got outside. Anyone other than me would not have been so lucky. Again, I was able to find the girl in red. There she was; in front of the residence. Then from behind her appeared a man with blonde hair. As he called her, he approached her in a friendly manner and started saying something to her... and it happened abruptly. The man in blonde hair started to hurt the girl in red. "I must save her." I thought to myself. But the man in blonde hair went away. Who was that blonde haired man? What did he want from the girl in red? The self-destruct announcement and emergency siren warned the end of Rockfort Island. I hurried to the hangar of the transport. The transport we were on took off as everything exploded into flames. With my neck risking effort, the girl kin red slammed the monster out into the open sky. Sure enough, she was a Valkyrie, a goddess of destruction. I couldn't believe it. The transport landed in Antarctica. And to top it all, the transport that landed before us spilled tons of the T-Virus and everything alive had already turned into zombies. If I stayed, there was no way I could stay alive. I had to find a way to get out of there, quickly. I parted with the girl in red. I started searching the base to see if there was anything I could use. As I was resting in the dark, someone was coming. Whatever it was, it was right there. The door suddenly closed and there was no escape. I kept slamming the doors. Then the door opened. I exploded out of there. But I was no chicken. I stopped to turn around and there she was, the girl in red, standing there looking at me. Where was this place? I was stuck in a room with an elevator and old cannon. Where was I supposed to go? I was stranded. I felt endless despair. Then that blonde man with the sunglasses appeared. He had the girl in an arm lock. Then a man in a black vest came running after them. The man in the black vest followed them. I also hurried to chase after them. It was a grueling fight. Was the man who also knew that girl a monster? The fight looked like it could last forever. Then suddenly there was an explosion, which interfered the fight. That was my last chance. I had to get out of there. I snuck through the hatch of the sub as it was about to close. Finally, I was released from the world of death and I was able to come back to a world where desire and power ruled. DIJ