Sei sulla pagina 1di 159

------------------------------------------------------------------------------____

_____ ____
_ ____
_____ _
_ _____
_____ __
__ _ _
| _ \ | ____|/ ___| | || _ \ | ____|| \ | ||_
_| | ____|\ \
/ /| || |
| |_) || _| \___ \ | || | | || _| | \| | | |
| _|
\ \ / / | || |
| _ < | |___ ___) || || |_| || |___ | |\ | | |
| |___
\ V / | || |___
|_| \_\|_____||____/ |_||____/ |_____||_| \_| |_|
|_____|
\_/
|_||____/
- - ____ ___
____
_____
__
__
_
/ ___|/ _ \ | _ \ | ____| _ \ \
/ /___ _ __ ___
_ __ (_) ___ __ _
| |
| | | || | | || _| |_| \ \ / // _ \| '__|/ _ \ | '_ \ | | / __|/ _` |
| |___| |_| || |_| || |___ _
\ V /| __/| | | (_) || | | || || (__| (_| |
\____|\___/ |____/ |_____||_|
\_/ \___||_|
\___/ |_| |_||_| \___|\__,_|
_
_
\ \ / /
\ \/ /
- - - - - - - - - - - - - - - - ) (
- - - - - - - - - - - - - - - - - / /\ \
/_/ \_\
===============================================================================
__
__
_ _
_
_
_
\ \
/ /__ _ | || | __| |_ | |__
_ __ ___
_
_
__ _ | |__
\ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \
\ V V /| (_| || ||
< | |_ | | | || | | (_) || |_| || (_| || | | |
\_/\_/ \__,_||_||_|\_\ \__||_| |_||_|
\___/ \__,_| \__, ||_| |_|
|___/
- W A L K T H R O U G H ===============================================================================

R O C K F O R T

I S L A N D

- - - - - - - - - - - - - C L A I R E
R E D F I E L D - - - - - - - - - - == PRISON: HOLDING CELLS ==
--------------------------------------------------------------------- ITEM LIST
[ ] ++COMBAT KNIFE++, [ ] --Green Herb--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: CELL BLOCK HALLWAY ==
Look to Claire's right and pick up the --INK RIBBON-- on the cabinet to the
side. Snatch up the --HANDGUN BULLETS-- lying on the floor below the cabinet.
Save your game by interacting with the typewriter on the cabinet while the ink
ribbon is in Claire's inventory. Each save in Code Veronica X requires one ink
ribbon. Claire only has one at the moment, but she will get more later, so go
ahead and use it now if you want.
Run down the
at the end.
moves up the
you, this is

corridor up ahead then turn at the corner and walk up the stairs
Oh, you've got to love the tension in the heartbeats as Claire
stairs. What, you want to skip it!? You action horror vermin,
survival horror - be afraid!

--------------------------------------------------------------------- ITEM LIST


[ ] --Ink Ribbon x1--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: GRAVEYARD ==
Enemies: Zombies
The sound of falling rain is being interrupted by the sparking of the transport
truck up ahead. There is nothing that Claire can do near the truck now, so
move on into the graveyard. It would be a good idea to go into the inventory
and equip the combat knife right now. A cutscene will play as Claire moves
further into the graveyard.
Oh, wouldn't you know the living dead would come back to life at a time like
this. The naked zombies in the graveyard are weaker than normal zombies, so
Claire can easily kill them with a few slashes from the knife. The knife
actually hits multiple times per slash, so it's quite easy to kill zombies with

it. Aim toward their legs then slash at their legs to make them fall then keep
slashing until they stop moving.
It's really best to run by the zombies and dodge their attacks if you can
however. If Claire kills any of them, it won't matter later when she returns
since they will respawn in the graveyard.
With some quick running and maneuvering, Claire can run up to a zombie then
quickly run to the side of it and move safely by it as it reaches out to grab.
You'll have to run by two zombies from Claire's current position. Run to the
left side of the first one then to the right side of the second one as Claire
moves by them. Get to the door past the open gate on the other side of the
graveyard then enter the next area.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- The Terror Begins
Description: Escape from the graveyard of terror.
This will unlock shortly after Claire makes it to the other end of the
graveyard. Just take a few steps away from the starting of the game and...
instant achievement/trophy! How nice!
*******************************************************************************
== PRISON: OUTSIDE THE FRONT GATE ==
Ah, the dead body to the Claire's left has a handgun beside it! Run forward
and a cutscene will trigger. The cutscene introduces the character Steve
Burnside. SHOOT HIM NOW, CLAIRE, AND ABOUT 50% OF YOUR TROUBLES WILL BE OVER!
Oh, sorry. Claire will gain the ++HANDGUN++ after the cutscene.
Claire will be equipped with the handgun after the cutscene. The central gate
to the Prison is locked. It has a carving with the shape of a hawk in it, so
we shall have to find that item in the current area! Move back over toward the
dead body that is near the crashed truck. Check the body to find some
--HANDGUN BULLETS--.
The gate door to the side of the graveyard door Claire just exited from is
nailed shut and can't be opened. Walk over toward the door across from the
crashed truck and open it. The inhabitants of Rockfort Island really need to
oil their doors with all of that squeaking - it's like they want to build
tension for guest that enter a new area.
--------------------------------------------------------------------- ITEM LIST
[ ] ++HANDGUN++, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: OUTSIDE THE BARRACKS ==
The gate door to the left of Claire is locked with a padlock. Move past the
railing of the walkway off to Claire's right and run toward the steps of the
walkway. Move up the steps. Ignore the door to the barracks for now and run
to the other end of the walkway then collect the --GREEN HERB-- near the
railing at the end. Return to the door and enter the barracks. Ah, again with
the unnecessary door squeaks!
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb-------------------------------------------------------------------------------== BARRACKS: MESS HALL ==
Enemies: 3 Zombies
There is a zombie to the right of Claire as she steps into the barracks. Kill
him with either the handgun or the combat knife. If you use the combat knife,
aim downward and slash at his legs. I constantly hear players talk about
conserving ammo by using the combat knife for the beginning zombies, but
really, handgun ammo is not that much of a concern, so you can really just
blast the zombies with the handgun.

It's so very easy to kill zombies with a knife once you see how though. Just
aim at their legs then slash to make them fall and keep slashing! Be sure to
keep your distance from the walls while slashing or Claire will hit the nearby
wall with her knife. There is nothing quite like slashing at the living dead
and gaining the advantage only to be suddenly grabbed as your knife hits the
wall due to game realism.
There are three zombies in the Mess Hall. Move up the steps near the entrance
door then run around to the other side of the table and collect the --GREEN
HERB-- on the table. Move back down the steps then walk over to the alcove
near the table and pick up the --PRISON MAP-- that is plastered across the
wall. The map is viewable from the inventory menu by choosing the "MAP" option
in the upper left hand corner.
Pick up the --HANDGUN BULLETS-- from off the shelf near the table. The toilet
room to the side has nothing in it but a single toilet and plenty of roaches
climbing along the walls. Open the door to the side of the entrance door.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] Handgun Bullets x15, [ ] --Prison Map-------------------------------------------------------------------------------== BARRACKS: BUNKS ==
Something is hitting on the window up ahead! Move past the body that is
hanging off the bed to Claire's right and pick up the --PRISONER'S DIARY-- file
on the middle top bed off to Claire's left. Claire will stare at the dead
bodies as she moves by them. Notice the handgun bullets on the shelf to
Claire's right as she moves past the beds. If she takes those, the zombie
outside the window, near the shelf will bust the window open and attack, so
don't grab it just yet. It won't attack until Claire grabs the handgun
bullets.
Enter the shower area to Claire's left and move to the very back shower. There
is a dead body slumped against the wall. Examine it and pick up the --HANDGUN
BULLETS-- from it. Now, return to the box of --HANDGUN BULLETS-- on the shelf
near the window and take the handgun bullets.
Enemies: 3 Zombies
The zombie will bust through the window and attack. He will drop some dual
pistols. Quickly blast him with the handgun and make him fall by blasting him
when he staggers backward. Rush forward and grab the ++M-100P++. The zombie
in the shower area and the one that was on the floor near the beds will get up
shortly, so quickly run toward the entrance door and exit the area then step
back into the Mess Hall.
--------------------------------------------------------------------- ITEM LIST
[ ] ++M-100P++, [ ] Handgun Bullets x15, [ ] Handgun Bullets x15,
[ ] Prisoner's Diary
------------------------------------------------------------------------------== BARRACKS: MESS HALL ==
Enemies: 1 Zombie
One zombie will attack from Claire's right as she reenters the Mess Hall. He
isn't a threat at all though since he is the only zombie here if Claire killed
the other two earlier, so just run away from him. Exit the Barracks and step
back outside.
== PRISON: OUTSIDE THE BARRACKS ==
Something will watch and growl at Claire as she steps off the walkway during a
cutscene. Whatever it is will not attack right now however, so run on ahead
and move around the side of the barracks. There is a body up ahead and it will
be pulled under the barracks as Claire walks toward it. Follow the path to the
door at the end then open it.

== PRISON: OUTSIDE THE SECURITY STATION ==

Enemies: 3 Zombies

Two zombies will attack from off to the left as Claire steps away from the
door. Slash them or blast them with your handgun to easily kill them. Zombies
will bang on the gate to the left, but they can't get through the gate at the
moment. Once Claire steps past the blue dumpster another zombie will attack
from the corridor to the right so be ready to deal with him.
The switch for the shutter up ahead will not activate since it is locked. The
lock must be released inside the building. Run to the right and open the door.
== PRISON: SECURITY HALLWAY ==
As Claire steps toward the metal detector up ahead, the voice of the machine to
the right will tell her to put any metallic items into the security box. If
Claire steps past the metal detector with metallic items in her inventory, the
shutter to the windows in the hall ahead will seal off and the shutter for the
room at the end of the hall will fall as well. The only way to deactivate the
shutters is to press the switch on the wall to the side of the metal detector it will glow red when inactive and blue when active. The security box serves
as an item box for this area only and the items put inside of it can ONLY be
retrieved from the security box.
NOTE: Anything that Claire puts into the security box will remain in that
security item box, not in the item boxes that Claire will find later in the
game. So, whatever items that Claire leaves behind will stay there, which is
bad, so don't leave any behind after leaving the Prison area.
Open the security box and place your handgun, M-100P, handgun bullets, combat
knife and lighter into the security box. Keep in mind that the lighter is in
the top right hand space by itself - it must be placed in the security box
though. Now that Claire is totally defenseless, she can walk down the corridor
ahead where zombies can moan at her from the windows outside. Don't worry,
they won't attack.
There are some --FLAME ROUNDS--, --BOW GAS ROUNDS and a --FIRST AID SPRAY-- on
the tables on the other side of the security hallway, but it's really no use to
pick them up since Claire will have to put them into the security box on this
other side when she steps back across! Pick up the --USER'S MANUAL-- file from
off the table near the first aid spray.
There is a scanner and a duplicator off to the side near the tables, but they
serve no purpose just yet. Open the blue door to enter the Security Office.
--------------------------------------------------------------------- ITEM LIST
[ ] --Flame Rounds x6--, [ ] --BOW Gas Rounds x3--, [ ] --First Aid Spray--,
[ ] --User's Manual-------------------------------------------------------------------------------== SECURITY STATION: SECURITY OFFICE ==
Rush ahead and grab the --FAX ON THE FACILITY ACCESS APPLICATION-- file from
off the controls across from the entrance door. Someone is typing something
off to the side. Move further into the room and a cutscene will activate.
Haha, kids these days!
After the cutscene, examine the table that the PC is on then pick up the --HAWK
EMBLEM-- as Claire pulls out the shelf under the table. Claire can pick up the
--INK RIBBON-- to the side and use it to save at the typewriter near the PC.
Keep in mind that anything that is picked up must be placed in the security box
outside of this room. Go ahead and pick up the Hawk Emblem though, since it
serves a purpose outside of this room.

Walk over to the control panel that Steve was fiddling with and pull the lever
to release the lock on the shutter outside of the Security Station. Exit the
Security Office.
--------------------------------------------------------------------- ITEM LIST
[ ] **HAWK EMBLEM**, [ ] --Fax on the Facility Access Application--, [ ] --Ink
Ribbon x3-------------------------------------------------------------------------------== PRISON: SECURITY HALLWAY ==
Claire cannot pass by the metal detector with the Hawk Emblem since it is
metal. Claire will have to make a new hawk emblem at the duplicator over to
the side of this room. Run over to the scanner next to the duplicator and
examine it to make it open. Place the hawk emblem into the scanner (open the
menu then "use" the hawk emblem on the scanner). The duplicator is now ready
to be used, but we need some sort of metal to create a new hawk emblem!
Claire needs to get back to the shutter outside of the security station. Once
again, Claire will have to put any metallic items into the security box. The
security box on the current side is separate from the other one, so the items
put inside will remain on the current side. Put the ink ribbon into the
security box if Claire took it earlier. Run to the other side of the hall and
take out all the items in the security box since Claire will need some sort of
weapon. Exit the security station.
== PRISON: OUTSIDE THE SECURITY STATION ==

Enemies: 4 Zombies

The zombies are still banging at the gate outside. Run over to the switch that
glows blue next to the shutter and push it to raise the shutter.
Two zombies will be waiting in the room behind the shutter and the two zombies
that are banging on the gate will break through the gate and all of them will
surround Claire and move toward her. Target the white gas container to the
right of Claire and shoot it to damage/kill the two zombies in the room behind
the shutter. Rush inside the room and shoot the remaining zombies with the
handgun. Knife kill the final one to save ammo.
Grab the **EXTINGUISHER** from the back of the room behind the shutter. Enter
the area behind the gate and pick up the **PADLOCK KEY** from below the bloody
guillotine. The padlock can be used to unlock the gate in the area outside of
the barracks. The door behind the guillotine requires a blue plate in order to
be unlocked - remember this.
Claire needs to backtrack to the graveyard now. Run back to the area outside
the barracks.
--------------------------------------------------------------------- ITEM LIST
[ ] **EXTINGUISHER**, [ ] **PADLOCK KEY**
------------------------------------------------------------------------------== PRISON: OUTSIDE THE BARRACKS ==
Sadly, Claire cannot unlock the gate to the left from the current side.
have to unlock it from the other side once she makes her way around the
barracks building.

She'll

Enemies: 2 Zombie Dogs


Run to the other side of the barracks building and- oh, dear! A zombie dog
will bust through one of the wire barricades below the barracks building as
Claire runs around the building. Another zombie dog will rush at Claire from
her other side as well. Shoot them with the M-100Ps. The M-100Ps actually
works better than the handgun since it doesn't require as precise of aim and
the dogs are constantly moving, so it's hard to aim at them with the normal
handgun. Once the final dog is on the ground, Claire can slash it with the

combat knife easily to save ammo.


Once Claire makes it to the other side, examine the gate to use the padlock key
on the gate. This will make your trip back to the security station a bit
shorter and it will free up your inventory - discard the padlock key when
prompted since Claire won't need it anymore. Reenter the outside area.
== PRISON: OUTSIDE THE FRONT GATE ==
Enemies: 2 Zombies
Some zombies will be munching on the dead body near the burning vehicle in this
area. Run to the left side to see them - one of them is right near the door to
the graveyard. Ignore them for now and reenter the graveyard through the left
door.
== PRISON: GRAVEYARD ==

Enemies: 4 Zombies

There are altogether four zombies in the graveyard regardless of whether Claire
killed some earlier or not. The burning zombie is still one of them. It's
best to kill all the zombies in the graveyard this time. Kill them with the
combat knife or the M-100P.
Rush over to the burning vehicle and open the inventory while standing in front
of the fire then use the extinguisher to put out the flames. Pick up the
**BRIEFCASE** from off the ground near the wrecked vehicle after putting out
the fire. Open the inventory and "check" the briefcase. Use the left
thumbstick to tilt the briefcase so that the top faces you then press the
action button and choose to press the red button on the top of the case.
Claire will find the **TG-01** special alloy inside the case along with the
--"TG-01" PRODUCT DESCRIPTION-- file.
It just so happens that the TG-01 is an anti-metal detection alloy, so Claire
needs to get back to that scanner and duplicator in the security station to
make an anti-metal hawk medal! Leave the graveyard.
--------------------------------------------------------------------- ITEM LIST
[ ] **BRIEFCASE**, [ ] **TG-01**, [ ] --TG-01 Product Description-------------------------------------------------------------------------------== PRISON: OUTSIDE THE FRONT GATE ==

Enemies: 3 Zombies

The zombies that were standing around the dead body in this area are now
walking around the area. Dodge them on your way back to the barracks area or
kill them with the handgun or knife.
== PRISON: OUTSIDE THE BARRACKS ==
Move through the newly opened gate door and get back to the security station.
== SECURITY STATION: SECURITY HALLWAY ==

Enemies: 3 Zombies (Possible unless the metal


detector is set off. See note.)

Place all of the items in your inventory into the security box except for the
TG-01 special alloy and run to the other side of the room.
NOTE: Purposely walk past the metal detector on the current side with a metal
item (ink ribbon, grenade rounds, first aid spray) to make the shutters close.
This will prevent the zombies outside from breaking in after Claire uses the
Duplicator. If you don't have the shutters active, the zombies will break
through the window after Claire takes the Special Alloy Emblem, so leave them
down until returning to the metal detector with the Special Alloy Emblem.
Walk over to the duplicator and use the TG-01 special alloy item on it.

If the

hawk emblem has been placed in the scanner, the duplicator will make another
hawk emblem with the TG-01 alloy. Pick up the **SPECIAL ALLOY EMBLEM** once
the process is complete.
Press the switch on the wall to deactivate the shutters in the hall. If you
did not activate the shutter then the zombies outside the windows will break
through the windows and Claire will have to run by them while unarmed. Run
back to the other side of the hall and take ALL of the items in the security
box.
NOTE: If Claire leaves the Empty Extinguisher in the security box, you will
forfeit a very powerful and useful weapon (magnum) much later in the game, so
be sure to take the empty extinguisher with Claire.
Exit the security station and return to the area outside the front gate.
--------------------------------------------------------------------- ITEM LIST
[ ] **SPECIAL ALLOY EMBLEM**
------------------------------------------------------------------------------== PRISON: OUTSIDE THE FRONT GATE == Enemies: 3 zombies
Three zombies will be in this area. Run by them and place the Special Alloy
Emblem on the indention in the blue gate to Claire's right. Claire will not
need to return to this area for quite a while, so it's best to just run by the
zombies here. Open the gate after placing the emblem.
== PRISON: IRON BRIDGE ==
Both of the doors along the side walls are destroyed and cannot be opened. The
bridge up ahead is destroyed in the middle and a jeep hangs in the middle of
it. Move down the steps along the left side of the bridge then run across the
side walkway. If Claire has enough inventory space, she can pick up both of
the --GREEN HERBS (x2)-- on the other side of the bridge. If she doesn't have
enough space, leave them and they might come in handy later.
Run over to the jeep in the middle of the bridge and grab the --HANDGUN
BULLETS-- from off the driver's seat. Claire will need to push the crate on
the bridge over to the other crate near the stairs in order to step over to the
stairs. Push the bridge crate toward the rocks near the other crate and then
get on the left side of it and push it beside the other crate. Push it over
the flames near the stack of crates.
Climb on top of the crates then step over to the other side of them. Run up
both sets of stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: PASSAGE == Enemies: 4 Zombies
There are a total of four zombies in this area. Ignore the two zombies that
are close by and run past them. Ignore the door to the right that leads to the
training facility for the moment. Claire will have to return to this area
shortly once she gains a certain card that will allow her to access more rooms
in the training facility.
Run by the first two zombies as Claire moves off the steps and move down the
path ahead. There are two more zombies down the path and it is a tight path,
so kill them both to get rid of them. The other two in this area can be easily
avoided each time Claire reenters. Move up the stairs to enter the next area.
NOTE: Claire can wait for a zombie to move near the railing to the left side of
the screen then let it grab her struggle with the zombie then push it off the
side of the railing. It's a sort of special kill exclusive to this area. The
zombie has to be positioned to where Claire will push it against the railing

when it grabs her from the front or back.


== PALACE: COURTYARD ==

Enemies: 3 Zombie Dogs

There are a total of three zombie dogs along the path to the palace. Shoot
them with the handgun or the M-100P. Use the combat knife to slash them after
knocking them down if only one of them is in front of Claire.
Notice the shiny **NAVY PROOF** in front of the pillar debris across from the
Palace doors. If Claire doesn't have the inventory space for it then just
leave it. Claire will not need the item until much later in the game anyway,
so it doesn't matter. It can actually be saved until right before she needs
it.
Climb up the steps in front of the buildings doors. There is a --GREEN HERB-near the railing along the right side of the area. Open the double doors and
enter the Palace building.
--------------------------------------------------------------------- ITEM LIST
[ ] **NAVY PROOF**, [ ] --Green Herb-------------------------------------------------------------------------------== PALACE: LOBBY ==
Move down the steps. A cutscene will show a view of the painting on the
upstairs wall. Claire no doubt needs an item box right about now and there is
one upstairs, so it would be best to go up there right now most likely. The
door on the left side of the second floor is locked with a carving of a silver
crest on it, so open the door up the stairs to the right once Claire reaches
the top.
== PALACE: SAVE ROOM ==
It would be best to place the M-100P, empty extinguisher and combat knife into
the item box on the right side of the room. There is some --HANDGUN BULLETS-on the bookshelf behind the desk and an --INK RIBBON-- next to the typewriter
on the desk. Pick up the --SECRETARY'S NOTE-- on the table in the middle of
the room.
The door around the corner of the room is locked and has an indention for two
guns on it. There is a --GREEN HERB-- next to the door. There is a card up
under the wooden cabinet across from the door. Push the wooden cabinet from
either end then pick up the **ID CARD** from off the floor underneath it.
There is only one use for this card. Open up the inventory menu and check the
back of it to see a code. The code is always the same in every playthrough, so
this card does not even need to be collected at all really. Place the ID Card
into the item box after viewing the code.
Exit the Save Room and reenter the lobby.
--------------------------------------------------------------------- ITEM LIST
[ ] **ID CARD**, [ ] --Handgun Bullets x15, [ ] --Ink Ribbon--, [ ] --Green
Herb--, [ ] --Secretary's Note-------------------------------------------------------------------------------== PALACE: LOBBY ==
Run back down the stairs. There is a blue door to the side that leads to a
restroom and a brown door that is locked (it leads to a hall). Grab the
--HANDGUN BULLETS-- from off the front desk then examine the PC on the desk.
Input the code on the back of the ID card when prompted for an employee ID
number.
ID CODE: NTC0394

The brown door will unlock after the code has been entered. Open the blue door
to the side and enter the restroom before entering the hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PALACE: RESTROOM ==
Enemies: Bats
Equip Claire's lighter and the bats in this room will not attack Claire. Keep
in mind that bats will not attack when your character holds a lighter. Pick up
the --DURALUMIN CASE-- below the crack in the ceiling. If you check the top of
the case in the inventory menu, it has a simple lock on the top portion of it
that a lockpick could easily undo. Claire will have to stash this case in the
item box until she finds a lockpick however.
Pick up the --FIRST AID SPRAY-- on the sink and check the stall with the broken
door to the side to find some --HANDGUN BULLETS-- inside. Exit the restroom.
--------------------------------------------------------------------- ITEM LIST
[ ] --Duralumin Case--, [ ] --First Aid Spray--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PALACE: LOBBY ==
Open the brown door that Claire unlocked earlier on the bottom floor.
== PALACE: HALLWAY ==

Enemies: 4 zombies

There are three zombies that will attack Claire from off to the right. They
will walk toward her eventually. Take out the handgun and blast them. Pick up
the --HANDGUN BULLETS-- from off the left alcove where the pot sits. There is
a set of double doors across from the door that Claire just opened, but they
are locked - it has a carving of a silver crest on the door. As Claire moves
down the hall, there is a --RED HERB-- behind a bench off to the right. Pick
up the red herb only if you need it or plan to stash it in the item box up
stairs. Claire will be moving up and down this hall quite a bit, so she can
always pick it up later.
There is a zombie near the locked double doors off to the right at the end of
the hall. He can be easily avoided since he will always start out in the
alcove with the doors. The doors have a gold crest carving on them and cannot
be unlocked at the moment. Open the door at the end of the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Red Herb-------------------------------------------------------------------------------== PALACE: LIVING ROOM ==
Grab the --HANDGUN BULLETS-- from off the table in the center of the room. Run
to the other side of the room and watch for a blue flashing light. Examine the
ant jewel figure on the wall and press the blue button below it. A cutscene
will trigger. It will show two siblings playing with a dragonfly. Notice how
they smile happily after pulling the wings off the dragonfly and lay it down
into a bowl of ants that cover it and begin to eat it. How nice... and
horridly twisted.
The
and
the
few
up,

glass display with the tank off to the right will move out from the wall
reveal a hidden path behind the wall. Run into the secret area and pick up
**STEERING WHEEL** that is propped up against the right wall. There are a
guns in glass casing but Claire cannot take any of them. I'd be loading
myself, after watching that video.

There are two gold lugers (burst-fire handguns) on a display off to the left,
but if Claire takes them, it will set off an alarm and the display will move

back into the wall and she will be trapped in the secret passage as the room
heats up. She will have to place the gold lugers back into the indention
before the time limit is up to avoid burning to death. There is nothing else
to do here, so return to the front lobby!
--------------------------------------------------------------------- ITEM LIST
[ ] **STEERING WHEEL**, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PALACE: LOBBY ==
Try to leave the lobby and step back outside. As the double door entrance to
the lobby is examined, Steve will yell in the distance and cry "Help me". Some
loud music to build tension will start up now - the little ass in trouble, so
Claire must rush off to his rescue. Quickly return to the Living Room once
again.
== PALACE: LIVING ROOM ==
AHOHO! Someone didn't read my guide and took the gold lugers.
did, so your Claire can save the clueless Steve.

Luckily, you

Run over to the controls in between the two displays and examine them.
following message is wrote below a set of six pictures:

The

"When two pairs complete, my anger will subside"


Claire needs to choose the two pictures that are the same to form a pair.
Choose the two handgun pictures. When prompted to choose a switch, choose "C"
and "E" then choose "Decide".
NOTE: Steve's response to Claire will change depending on how long a player
takes to save Steve. He will run out of the secret area if Claire is quick and
he will limp out and collapse if Claire is slow. His dialogue will change a
bit depending on the length of the save.
IMPORTANT: The length of this save (how long you take to save him) will be
factored into your overall ranking at the end of the game.
Steve will not give up the gold lugers unless Claire can find something fully
automatic to replace them. He's such a big help in this island of horror, eh?
Anyway, enough with kids that have squeaky voices - return to the lobby.
== PALACE: LOBBY ==
A cutscene will trigger as Claire enters the lobby. I will always remember
Alfred Ashford for his crazed laughter. It only gets worse as the game
progresses also... in a disturbing sort of way!
INVENTORY NOTE: Make room for at least three items in your inventory. Run back
up to the save room and place some items in the item chest. Keep the handgun
with Claire. She doesn't need the M-100P now. Keep the steering wheel also.
Leave the palace and step back out into the courtyard.
== PALACE: COURTYARD ==
Run to the right side of the courtyard and move down the steps past the open
gate.
== PALACE: SUBMARINE DOCK ==
Find the path to the side of the bottom of the stairs then move along it to
find a hidden alcove below the steps. Pick up the --HANDGUN BULLETS-- from the

shelf and the --PALACE MAP-- that is plastered on the wall.


Run over to the oil drum on the other side and pick up the --BOW GUN ARROWS--.
The Bow Gun will be found soon. Walk over to the podium with the octagonal
hole on it and use the steering wheel in front of it. Turn the steering wheel
when prompted to do so. A submarine will emerge as the platform that Claire is
on extends over the top of it. Run over to the submarine hatch and climb down
into the submarine.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Bow Gun Arrows--, [ ] --Palace Map-------------------------------------------------------------------------------== PALACE: SUBMARINE DOCK ==
Don't mess with the controls just yet. Run over to the sitting area behind the
ladder and examine the --SIDE PACK-- then equip it. This will give Claire two
more inventory spaces in her inventory!
Run over to the controls and move the lever on the controls.
once the submarine docks in the next area.

Climb the ladder

--------------------------------------------------------------------- ITEM LIST


[ ] --Side Pack-------------------------------------------------------------------------------== AIRPORT: SUBMARINE DOCK ==
Run down the tunnel ahead and move down both sets of stairs. Keep moving down
the tunnel and open the door at the bottom. The camera angles used in the
tunnel will show a view of Claire from the water outside the windows. Very
creative camera angle.
== AIRPORT: RECEPTION ==
Enemies: 3 Zombies
This room has three zombies in it. Two of them are on the left side of the
room and one is on the right (Claire's left and right). They can be avoided by
running by them, but you can also kill them with the handgun. Pick up the
--HANDGUN AMMO-- on the black sofa. There is an --INK RIBBON-- on a box along
the right side of the room (in front of the shutters).
If you brought the navy proof with Claire, open the door on the left side of
the room. If not, don't worry about that room right now and open the shutter
on the right side of the room to step out onto the bridge and skip the Airplane
Dock area description below.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Ammo x15--, [ ] --Ink Ribbon----------------------------------------------------------------------------------------------------------------- OPTIONAL ----------------------------------== AIRPORT: AIRPLANE DOCK ==
Equip the lighter to keep the bats away from Claire. Walk over to the controls
and push the switch on them. The switch will bring the platform with the
control unit on it close to Claire. The control unit has three indentions for
proofs on it. If Claire has the navy proof, go ahead and place it in one of
the indentions now. That is all there is to do in this area for the moment.
------------------------------------------------------------------------------== AIRPORT: BRIDGE ==
Run across the bridge then open the shutter on the other side of the bridge.
== AIRPORT: CARGO AREA ==

A crane is suspended overhead in this area. The shutter that blocks the door
directly ahead is locked and it has a marking that says "K-402" above the
keyhole. There is a control box on the far side of this area, but it is
blocked off by a big crate. The control box has a lever on it that will raise
the lift in the middle of the area and allow Claire to grab that shiny item on
the small crate below.
Run over to the elevator and take it up to the floor above. The controls for
the crane are to the side. There is a door on the other side of the control
room, but it only leads out to a control panel that requires a lever. Claire
will have to revisit this area later once she gains the lever for the control
panel outside.
For now, choose to move the lever on the controls back in the cargo area. You
will enter a mini game where the crane must be moved above the crate that
blocks the way to the control panel below. Watch the shadow below the crane
arm to tell where it is as Claire moves it. Move the crane upwards until it
hits the wall then move it to the left until it is positioned over the metal
crate. The crane will move down and grapple the crate then lift it out of the
way.
NOTE: The crane mini game is much like those annoying games in arcades where
you only move the grappler hand in a few directions before it drops to pick up
the targeted item. Thankfully, unlike those games, it's not rigged to take
your money with its weak crane arm.
Take the elevator back down and run over to the control box below the crane
hand. Don't worry, the crane hand will not let go of the metal crate - there
is no way in hell, that I would stand below it, but our heroine Claire has gone
through much scarier situations, so she has no fear! The control panel will
raise the lift off to Claire's left. Choose to move the lever.
Enemies: 4 zombies, 1 crawling zombie
Oh my! Five zombies (one of them crawls) are on the lift and they start out
dangerously close to Claire. Move back behind the railing a bit and shoot them
from a distance. Once the tense music stops, they are all dead. Walk onto the
lift and pick up the --BOW GUN ARROWS-- and the **BIOHAZARD CARD**.
--------------------------------------------------------------------- ITEM LIST
[ ] **BIOHAZARD CARD**, [ ] --Bow Gun Arrows-------------------------------------------------------------------------------It's time to leave the airport now.
then return to the palace area.

Run back to the submarine and activate it

== PALACE: COURTYARD ==
It's up to you, but you can return to the upstairs save room in the palace and
save your game or put some items into the item box. Run back to the long path
- the "Passage" - that is down the stairs at the other end of the courtyard.
INVENTORY NOTE: Make sure you keep the biohazard card with Claire.
Bow Gun arrows as well.

Keep the

== PRISON: PASSAGE ==
Run toward the steps then open the door off to Claire's left.
enter the training facility now.

It's time to

== MILITARY TRAINING FACILITY: OUTSIDE THE FACILITY ==


A cutscene will play as Claire enters the area. The Gulp Worm from the
cutscene will attack afterwards. Don't try to attack it, just run from it!

Claire will waste too much ammo if she tries to fight it.
patterns to dodge it while moving.

Run in zigzag

Grab the --BOW GUN ARROWS-- from off one of the green oil drums in the middle
of the area. Open the set of double doors to enter the lobby of the training
facility.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
Move up the stairs to Claire's right. The first door at the top is missing the
doorknob and can't be opened just yet. Walk down the hall to the left and open
the door at the end.
== MILITARY TRAINING FACILITY: OBSERVATION ROOM ==
Move further into the room and walk around the side of the table. The Bioexperiment Room up ahead cannot be entered just yet. There is a door with
control panel that needs a pass code, but Claire can't do anything with it at
the moment. Walk over to the side of the table near the cages and pick up the
++BOW GUN++ and the --MEMO ON THE PASS NUMBER-- file.
NOTE: Be sure to combine all Bow Gun Arrows with the Bow Gun as Claire gets
them to save on inventory space!
When Claire tries to exit the room, a cutscene will trigger. Claire needs to
find a way to see the code on the painting inside the bio-experiment room later
- she can't do anything with it for the moment though. The alarm will keep
sounding while Claire is near the bio-experiment room and observation room.
Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] ++BOW GUN++, [ ] --Memo on the Pass Number-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
A cutscene will trigger as Claire reenters the top floor of the lobby.
"Biohazard contamination detected. Level 3, emergency shutters will close!"
Claire will barely make it up under the shutter at the bottom of the stairs
before it closes. She cannot deactivate the shutter until she finds a card to
use on the card reader to the side of the shutter - the Bio-Experiment Room
must be ventilated as well. There is a --RED HERB-- on the bench in the lobby
and there are some --BOW GUN ARROWS-- hidden inside of the slot near one of the
pay phones. Leave the red herb for now if Claire doesn't have the inventory
space.
Open the door on the furthest side of the lobby (near the shutter).
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows--, [ ] --Red Herb-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOCKER ROOM == Enemies: 3 Zombies
Take out the bow gun and shoot the zombie that moves toward Claire. It will
take about ten arrows to kill it but using the bow gun will save ammo for now.
Allow the next zombie to walk around the side of the lockers if he is near them
while entering the locker area then kill him. There are two zombies behind the
lockers on the other side as well.
Examine the open locker off to Claire's left as she steps into the locker area
and grab the --BOW GUN ARROWS-- from inside. There are more --BOW GUN ARROWS-inside the middle locker as Claire moves further ahead. Examine the body

slumped over against the wall near the next door and take the --BOW GUN
ARROWS-- from it. Open the door on the other side to enter the next room.
NOTE: Try to keep at least 20 arrows in the Bow Gun. Claire will receive a
bunch of them throughout the game, but always try to keep 20 to make sure that
she has enough for making explosive arrows once some Bow Gun powder is found.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows--, [ ] --Bow Gun Arrows--, [ ] --Bow Gun Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: BATHS ==
Enemies: 2 Zombies
Both of the zombies in the bath area can be easily avoided if Claire runs by
them. The first zombie will move out of the sauna room to the right as Claire
moves toward the stairs, so just rush down the stairs. He will follow Claire
down the stairs. Move by the zombie at the bottom and step into the water.
The zombies will not follow Claire into the water.
There is a lion head statue that is spraying out water into the bath against
the far wall. The blue switch to the right of the lion head will not turn off
the flow of water since it is broken. Find the valve handle on the left side
of the water pool as Claire steps down into the pool then rotate it to stop the
stream of water that flows out of the lion's mouth. There is a shiny object in
the water below the lion mouth. Pick up the **KEY WITH TAG** from out of the
water.
Step back out of the pool of water then dodge the zombies and exit this room.
Work your way back to the Lobby and enter open the door on the left side of the
Lobby.
--------------------------------------------------------------------- ITEM LIST
[ ] **KEY WITH TAG**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: CONTROL ROOM == Enemies: 2 Zombies, 1 Crawling Zombie
There are three zombies in this room. The zombie lying on the floor to
Claire's right is alive, so kill it. Use the Bow Gun to kill the zombies in
this room.
There is a --GREEN HERB-- behind the zombie that lies on the floor. There is
also a pack of --BOW GUN ARROWS-- on the counter on the other side of the room.
Walk over to the controls near the blue chair then examine the blue flashing
light. Choose to print out the map on the screen then pick up the --TRAINING
FACILITY MAP-- from the printer.
One of the drawers below the counter on the other side of the room is locked
with a simple lock that could be unlocked with a lockpick. Claire will have to
return to this room later to unlock it.
Enter the room through the open doorway. Walk over to the storage box in the
room and use the Key with Tag to unlock it. Take the --BOW GUN POWDER-- from
the storage box. The bow gun powder can be combined with bow gun arrows to
make ten of them explosive arrows, and they really come in handy for powerful
enemies and boss enemies. Since Claire shoots the bow gun so fast, a player
can literally spam an enemy with explosive arrows!
Be sure to combine the bow gun powder with some of the arrows right now to make
10 explosive arrows. They will come in handy in just a bit, so load the
explosive arrows into the crossbow. Exit the room and step back out into the
lobby.
NOTE: Combining the Bow Gun Powder with the Bow Gun Arrows will take 10 arrows
away from your total amount of normal arrows to make the 10 explosive arrows.
This might seem obvious, but I wanted to make a mention of it anyway because
I'm thorough like that and all.

--------------------------------------------------------------------- ITEM LIST


[ ] --Green Herb--, [ ] --Bow Gun Arrows--, [ ] --Training Facility Map--,
[ ] --Bow Gun Powder-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
Walk over to the shutter that is near the door to the control room and use the
Biohazard Card on the card reader to open it. The shutter will close behind
Claire as she moves down the hall. Run to the opposite end of the hall and
open the door.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Run to the right and a cutscene will play. Directly
will still be trying to shoot Claire. He will shine
try to shoot her. Immediately run toward the stairs
stairs. Alfred will run through the door at the top
want any of that Redfield ass-beating at this time.

after the cutscene, Alfred


his rifle laser on her and
and start moving up the
of the stairs. He doesn't

The door to the left is locked from the other side. Look at the plate on the
railing of the stairs to see it has an indention for some type of object.
Claire will have to backtrack to this area once she gets the item. Open the
door and let's follow Alfred for now. Claire's heart will beat as she steps
into the next room.
== MILITARY TRAINING FACILITY: BREAK ROOM ==
Run down the hall ahead. Take the two sets of --HANDGUN BULLETS (x2)-- on the
boxes to the right of the soda machine. Open the silver door to the right for
now. The heartbeat for the door opening animation is pretty hilarious once you
see what's on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SAVE ROOM ==
Oh, my god... a save room!

The horror!

Collect the --INK RIBBON-- from near the typewriter, the --GREEN HERB-- on the
floor near the entrance door, the --GREEN HERB-- from near the sofa and the
**HEMOSTATIC MEDICINE** on the sofa. The hemostatic medicine can be taken to
Rodrigo back at the Prison later in the game. Go ahead and stash the
hemostatic medicine in the item box for now. Claire won't be visiting Rodrigo
again until much later.
--------------------------------------------------------------------- ITEM LIST
[ ] --Ink Ribbon--, [ ] --Green Herb--, [ ] Green Herb, [ ] **HEMOSTATIC
MEDICINE**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: BREAK ROOM ==
Try to open the brown door. A cutscene will trigger as the shutter closes
behind Claire and Alfred will speak to Claire. I could easily picture Alfred
doing stand up - that laugh!
Open the brown door.
occur.

The usual slow opening animation with a heartbeat will

== MILITARY TRAINING FACILITY: CRATE STORAGE ==


Run to Claire's left. Pick up the **SUB MACHINE GUN(s)**. Claire will look
down at the crate below and see some ammo for the sub machine gun. Wow, one
clip for two machine guns! Run back toward the entrance door and a cutscene
will show off a new enemy shortly as the shutter near the door opens.

Enemies: 1 Bandersnatch
Claire will have to fight this new enemy - the Bandersnatch - after the
cutscene. Arm the bow gun with explosive arrows and fire explosive arrows at
him. There is a certain way you should hit the enemy. Fire at it once then
stop firing until it recovers then fire at it again once it fully recovers from
staggering. It will take three explosive arrow shots to kill it. It has some
slight frames of invincibility during its stagger animations.
NOTE: Be sure to fire extremely quick for the first explosive arrow shot since
the Bandersnatch will try to hit Claire with its arm immediately after the
cutscene.
The door on the bottom floor will open shortly after the Bandersnatch dies.
Move down the stairs off to the side. Run toward the open door and go through
it to trigger another cutscene. Claire will receive the **GOLD LUGERS** during
the cutscene.
--------------------------------------------------------------------- ITEM LIST
[ ] **GOLD LUGERS**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STORAGE AREA ==
You will be in control of Steve Burnside after the cutscene. While playing
Steve, it is best to kill all the zombies in the area so that Claire doesn't
have to kill them later. Any zombie that Steve leaves alive will still be
there when you regain control of Claire. Do not conserve ammo by running past
them.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- From the Young Lady
Description: Receive encouragement from a young lady.
In order to receive this achievement/trophy, once you gain control of Steve,
turn around and open the door that he just came through. Steve will reenter
the turntable room. Claire will speak to him during a cutscene. The
achievement/trophy will be unlocked after viewing the cutscene. Steve will
reenter the storage area afterwards.
*******************************************************************************
NOTE: You can open up the inventory and check out the picture of Steve's family
in the upper right hand corner of the menu. This is the only time it is
viewable.
Enemies: 4 Zombies
Shoot all the zombies in the current room. Blast the explosive canister behind
the shutter to Steve's right to damage the zombies behind the shutter. There
are four zombies in the current room. Steve cannot grab any of the items in
this room. Notice the grenade launcher behind the shutter - Claire can
retrieve that later. Open the door to the left.
== MILITARY TRAINING FACILITY: WORKSHOP ==

Enemies: 3 Zombies

Kill the three zombies in the room then leave. Steve cannot grab any of the
items in this room either. Open the door on the other side of the storage area
outside.
== MILITARY TRAINING FACILITY: VENTILATION ROOM ==

Enemies: 4 Zombies

Blast all four of the zombies down the stairs. Shoot the explosive canisters
to kill them quicker. The gas that spews out of the broken pipe is not of any
concern for now.

Claire will have to unlock the gate in the middle of the room with a keycard
later. Steve can't do anything with the shutter gate at the moment. Move up
the stairs on the other side of the room and open the door at the top.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Run to the other side of the walkway and a cutscene will play as Steve steps by
the face on the left wall. Steve and Claire will take the elevator to the
first floor afterwards.
== MILITARY TRAINING FACILITY: SECURITY ROOM ==
Steve will rush ahead of Claire when Claire starts in this area. Claire cannot
get back on the elevator at this time. The shutter to her right is locked and
she does not have the keycard for it. She will have to follow Stevie boy by
opening the door to the left for now.
== MILITARY TRAINING FACILITY: GARAGE ==
Walk over toward Steve. A cutscene will take place shortly.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- A Changed Father
Description: Liberate the changed man.
This achievement/trophy will be unlocked after all of the cutscenes in the
garage have been viewed.
*******************************************************************************
Claire will start near Steve as he continues to kneel down after the cutscenes.
Climb on top of the crate off to the right and grab the --HANDGUN BULLETS-- on
the oil drum nearby.
There is a lift behind the jeep but it will need a battery to activate it.
This lift will be used much later in the game, so don't worry about it for now.
Unlock the door to the left of Steve then enter the room on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: FIRST FLOOR HALL ==
Enemies: 2 Zombies
Use the handgun to shoot both of the zombies in the hall then grab the
--HANDGUN BULLETS-- in the corner to the left of the door that Claire just came
through. Open the door down the corridor at the other end of the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: GALLERY ==
If you look to the left and examine the painting, it shows off a picture of the
current room. Notice how there is a model and an extra painting displayed in
the painting on the wall.
Grab the **EAGLE PLATE** off the wall and pick up the --INK RIBBON-- near the
typewriter and save your game at the typewriter on the table if needed. Leave
the room and step back into the garage. Open the double doors in the garage.
--------------------------------------------------------------------- ITEM LIST
[ ] **EAGLE PLATE**, [ ] --Ink Ribbon-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: TANK AREA ==
Enemies: 2 Zombie Dogs
There are two zombie dogs in this area. They can be quite dangerous with the
way they both attack at once. Either kill them or run from them. They are not
too much of a problem to run from since your destination - the door to the

right - is nearby, so it's really best to ignore them.


Pick up the --BOW GUN ARROWS-- on the ground to the right before leaving the
area. Claire can't do anything with the tank at the moment. Unlock the door
to the right then leave the tank area.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows-------------------------------------------------------------------------------******************************* OPTIONAL ROUTES *******************************
Now that Claire is in possession of one of the two Eagle Plates found in the
game, she can go to one of two places and continue to collect items and unlock
various areas. There are two places where an Eagle Plate can be used:
1) On the pedestal along the railing in the Stairway of the Training Facility.
2) On the indention in the door near the guillotine behind the fence in the
Area Outside the Security Station back in the Prison.
It's really up to the player which route to take.
and downs.

Both routes have their ups

The good part about going to the Prison first is that she will be able to pick
the locks of the Training Facility locks with the lockpick she will receive
from Rodrigo after giving him the Hemostatic medicine while she is searching
around the Training Facility. Claire will not need the Biohazard Card for now
if she goes back to the Prison and she might as well take the Hemostatic
medicine to Rodrigo if she goes there.
The good part about staying in the Training Facility is that Claire will not
have to put up the Biohazard Card yet and she is already present in the area.
A player will have to return to the Training Facility exclusively for unlocking
the three locks with the lockpick once Claire gains the lockpick if she stays
at the Training Facility for now however.
This walkthrough follows the path as if the player chooses to stay in the
Training Facility.
*******************************************************************************
== MILITARY TRAINING FACILITY: OUTSIDE THE FACILITY ==
The Gulp Worm will still be burrowing through the dirt along the ground in the
courtyard of the training facility if Claire didn't scare it off by shooting it
several times. Dodge the worm then open the double door entrance to the
training facility once again.
== MILITARY TRAINING FACILITY: LOBBY ==
The shutter right beside the entrance doors cannot be opened at the moment
since the Bio-Experiment Room requires ventilation before the shutter can be
unlocked again. Use the Biohazard Card on the shutter card reader on the right
side of the back wall. Move down the hall again and open the door at the end.
== MILITARY TRAINING FACILITY: STAIRWAY ==

Enemies: 2 Zombie Dogs

There are now two zombie dogs in this area. Stand near the door and blast the
two dogs with the handgun. The good part about standing near the door is that
they can't easily surround Claire.
Run up the stairs. Walk toward the indention on the railing and use the eagle
plate on the indention. The pedestal will open and a card will be revealed.
Pick up the **EMBLEM CARD** from the pedestal. Reenter the break room through
the door to the right.
--------------------------------------------------------------------- ITEM LIST
[ ] **EMBLEM CARD**
-------------------------------------------------------------------------------

== MILITARY TRAINING FACILITY: BREAK ROOM ==


Run down the hall and use the Biohazard Card on the card reader to unlock the
shutter. It would be a good idea to enter the save room and drop off any
unneeded items and save.
INVENTORY NOTE: Put the Gold Lugers in the item box for now. Be sure to keep
both the Emblem Card and Biohazard Card. Keep some explosive arrows with
Claire in order to kill Bandersnatches.
The brown door to the side is locked now and the room cannot be entered again.
Go back to the stairway area.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Find the opening along the fence, near the flames at the bottom of the stairs,
and climb down the ladder behind the fence.
== MILITARY TRAINING FACILITY: VENTILATION AREA =
The breaker along the side wall will be used much later in the game - remember
where it is. It is used for ventilating the room up ahead.
Run toward the shutter in the distance then use the Emblem Card on the card
reader along the side wall and step down into the ventilation area. Open the
door up the stairs to Claire's right as she moves into the ventilation room.
== MILITARY TRAINING FACILITY: STORAGE AREA ==
Pick up the --GRENADE ROUNDS-- on the shelf off to the Claire's right. Don't
enter the workshop just yet. It's useless to go through the door to Claire's
left since it will only lead to a dead end turntable room.
Use the Emblem Card on the card reader beside the door that Claire just exited
from in order to raise the shutter to the side. Grab the ++GRENADE LAUNCHER++
off the box. Open the door in the back of the area.
--------------------------------------------------------------------- ITEM LIST
[ ] ++GRENADE LAUNCHER++, [ ] --Grenade Rounds-----------------------------------------------------------------------------== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR == Enemies: 2 Bandersnatches
Two Bandersnatches are in this room. Immediately take out the bow gun with
explosive arrows and shoot the one across from the door with two explosive
arrows to kill him. The other Bandersnatch is on the platform elevator to the
side. Wait for him to come into view then shoot him with two explosive arrows
as well. Pick up the --BOW GUN ARROWS-- from off the floor across from the
door.
NOTE: Grenade rounds can work just as well as explosive arrows for
Bandersnatches. They work REALLY well from up close. Claire can kill one with
a direct shot from up close, but the catch is that Claire must be in close
range to an enemy that can hit her so easily from close and long range.
It's no use to open the other door that leads to the Chemical Storage Area.
The door inside the Chemical Storage Area is sealed off since the area requires
ventilation. The platform elevator to the side requires power in order to
activate it. Claire will not be able to activate it. Leave this area and
enter the workshop on the other side of the storage area.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: WORKSHOP ==

The acid rounds cannot be retrieved off the shelf since they lie behind a glass
case that has a simple lock on it. Claire can return here later and use the
lockpick to unlock it. Grab the --HANDGUN BULLETS-- off the right shelf
further around the corner. There is nothing else that can be done in this
area, so leave. Go back to the ventilation area and open the door on the other
side of the area.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Examine the mouth of the stone creature head on the side wall and take the
--HANDGUN BULLETS-- from the mouth. Open the door to the elevator. Take the
elevator to the second floor (2F).
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SECURITY ROOM ==
Use the Emblem Card on the card reader to unlock the shutter along the right
wall. A body that was slumped against the shutter on the other side will fall
down as the shutter rises. You should get a message telling you that Claire no
longer needs the Emblem Card, so go ahead and discard it to free up Claire's
inventory.
Enter the new area behind the shutter and move up the steps to the right. Pick
up the --GRENADE ROUNDS-- near the chair in front of the control panel. Claire
can examine the screen to the side to learn about the Albinoid creature. Move
back down the steps.
There are two --GREEN HERBS (x2)-- off to the left along the way to the
controls up ahead. Only grab them if you have the inventory space for them.
Pick up the **ARMY PROOF** from off the controls.
Examine the controls for the Bio-experiment Room that the Army Proof was on.
Choose to switch to the security camera when prompted. Claire will be able to
look around the Bio-experiment Room with the security camera inside. Rotate
the camera to the right and press the action button to zoom in on the red
painting that hangs on the wall. There is a number on it - "1126". This is
the code for the control panel near the door to the Bio-experiment Room back in
the Observation Room. The Bio-experiment Room will finish ventilating after
the code message is received. The room outside the Bio-experiment Room
(Observation Room) can now be entered once again via the shutter in the Lobby
of the Training Facility!
Enemies: 2 Zombies
Run back toward the stairs and the dead bodies in the room will start to rise.
It doesn't really matter at this point though. Claire can just save her ammo
and leave the two zombies in the Security Room really. She will most likely
return here later so the player can decide to kill them or run by them both
times. Unlock the brown door on the left wall back near the stairs and open
it.
--------------------------------------------------------------------- ITEM LIST
[ ] --Grenade Rounds--, [ ] --Green Herb--, [ ] --Green Herb--, [ ] **ARMY
PROOF**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STAIRWAY ==
Claire is now back at the stairway once again.
INVENTORY NOTE: Make sure that you bring along a healing item for where Claire

is going now. Reenter the Break Room Save Room and get a healing item out of
the item chest in the save room in that area if needed.
Go back down the stairs and open the door at the bottom.
back to the Lobby.

This will lead Claire

== MILITARY TRAINING FACILITY: LOBBY ==


Follow the hall ahead then return to the entrance of the Lobby. Use the
Biohazard Card to unlock the shutter - you did examine the painting earlier,
right? If not, the room will not be ventilated.
Claire will not need the Biohazard Card anymore, so discard it when prompted.
Walk up the stairs and enter the Bio-experiment Observation Room once again.
== MILITARY TRAINING FACILITY: OBSERVATION ROOM ==
Walk over to the control panel on the wall beside the door to the Bioexperiment Room. Examine the control panel then enter the code "1126" to
unlock the door. Enter the Bio-experiment Room. Make sure you have a healing
item just in case.
== MILITARY TRAINING FACILITY: BIO-EXPERIMENT ROOM ==
Hey, Mr. Lab Worker, we have finally come to your rescue! Well it looks as if
Claire is WAY too late. So sad. His body is all mutilated beyond recognition
and...
Anyway, pick up the --ACID ROUNDS-- on the counter to Claire's right.
NOTE: Conserve the Acid Rounds for later in the game. They don't work well for
any enemies at the moment, so just stash them in the next item box that Claire
comes to.
The body of the lab worker blocks the way to the other side while on the side
with the acid rounds and Claire wouldn't dare step over it, since there is no
"JUMP" command when stands near it, so move around to the other side of the
room. Walk over to the red painting on the wall and take the **SKELETON
PICTURE** from off the wall.
--------------------------------------------------------------------- ITEM LIST
[ ] **SKELETON PICTURE**, [ ] --Acid Rounds x6-------------------------------------------------------------------------------NOTE: If you look on the ceiling, you can see the baby albinoids lying in wait
on the ceiling. They are waiting to ambush Claire. Claire can't shoot them
right now though.
A cutscene will trigger after Claire takes the skeleton picture. The baby
albinoid in the test tube to the side will bust out of its container and the
biohazard lockdown sequence will start again just like before. A timer will
start at 45 seconds before the full lockdown and Claire will have to make it
back to the shutter in the Lobby before the time limit is up.
Enemies: Baby Albinoids
Run back to the entrance of the Bio-experiment Room and reenter the Observation
Room. Baby Albinoids will fall from the ceiling and try to shock Claire. Run
by them and move as fast as you can to get back outside. They can easily trap
Claire and damage her badly at times, so be sure to heal if they start to hit
her too much. Back in the Observation Room, run to the brown door that leads
back to the lobby and reenter the lobby.
== MILITARY TRAINING FACILITY: LOBBY ==

Run to the stairs then move down the stairs.


under the shutter before it closes.

Claire will automatically run

Claire needs to get back to the first floor outside the elevator in the
Training Facility and reenter the Gallery. Run back to the stairway - down the
corridor at the end of the hall.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Claire can enter the Break Room here and drop off any items at the save room
there if needed. Move up the stairs then enter the door off to the left at the
top of the stairs.
== MILITARY TRAINING FACILITY: SECURITY ROOM ==
Step back into the elevator and take it to the first floor.
zombies if they are still in this room.
== MILITARY TRAINING FACILITY: FIRST FLOOR HALL ==

Kill or run by the

Enemies: 2 Zombies

Two zombies are now roaming this hall once again so get ready to blast them.
They most likely know where Claire is headed: "Aw hell she's done gone and
gotten that skeleton painting! Rise from the dead and stop that Redfield,
boys!"
Open the door down the corridor to the right after getting off the elevator.
== MILITARY TRAINING FACILITY: GALLERY ==
The Gallery room needs to be made to look like the room in the painting on the
left wall. Place the skeleton painting on the wall across from the other
painting. Once the painting is placed, the wall to the side will slide
downward and reveal a model of the Training Facility. Take the **GOLD KEY**
from off the middle portion of the model. The gold key has a carving of a
crest on it. It can only be used in one room back at the Palace.
The Training Facility model has a hole on the right side of it. The hole is
where the tank vehicle normally is. A tank object can be placed there later.
The desk drawer to the right of the model is locked with a simple lock that can
be undone with a lockpick once Claire receives the lockpick.
--------------------------------------------------------------------- ITEM LIST
[ ] **GOLD KEY**
------------------------------------------------------------------------------There is nothing else to do at the Training Facility. Leave the facility and
head back to the path in front of the facility that leads to the Palace.
Claire can go back the way she came and exit through the Lobby to avoid the
dogs in the tank area if Claire didn't kill them earlier or she can move out
the door back in the outside hallway and run across the Garage then exit out
into the Tank Area then the courtyard. It's up to you.
== PRISON: PASSAGE ==

Enemies: 2 Bandersnatches

While moving along the path to the Palace Courtyard, two Bandersnatches will
grab onto the left railing and pull up onto the path with Claire. Right when
they latch onto the side of the railing, run back down the path then shoot them
from long distance with a weak weapon - Claire can kill them with normal Bow
Gun arrows to save more powerful ammo. Reenter the courtyard afterwards.
== PALACE: COURTYARD ==
Run over to the Palace entrance and move up the steps then reenter the palace
lobby.

== PALACE: LOBBY ==

Enemies: 4 Zombies

Four zombies are now roaming the Lobby. It's really best to go ahead and kill
them. Two of them are on the bottom floor, one of them is on the upstairs
walkway and the last one is up the stairs right in front of the room that leads
to the save room.
NOTE: The zombie that is up the stairs can be lured down the stairs. Claire
can make him follow her to the stairs then kill him while he walks down the
stairs. Once he falls, he will slide down the stairs and hit every step along
the way. It's absolutely hilarious to make a zombie fall while it is on some
stairs in Code Veronica.
Run over to the door that leads to the hall on the bottom floor and open it.
== PALACE: HALLWAY ==
The room with the double doors at the end of the hall can now be opened with
the Gold Key. Run to the end of the hall and unlock the door with the Gold Key
then step inside the Masters' Room. Discard the Gold Key when prompted to do
so.
== PALACE: MASTERS' ROOM ==
Move up the stairs to the left and pick up the --MESSAGE TO THE NEW FAMILY
MASTER-- file from below the painting of the young boy. Examine the painting
of the young boy and it will have a message on it that says "Trace the Ashford
legacy, reveal the true master". Do not press the button below the painting
just yet. The button is the activation switch for the puzzle in this room once
it is solved.
Claire must move around to each of the paintings on the walls of the room and
press them in the order of the legacy of Ashfords mentioned in the "Message to
the New Family Master" file. The identification for each Ashford is the tricky
part. You need to read the "Message to the New Family Master" file very
closely.
First of all Veronica was presented with the gold tea cup and it is said that
her intelligence and beauty are legendary, therefore she has to be the female!
Both Stanley and Thomas were presented with the tea cup as well, so they can be
either one of two since only two males have tea cups. The position shifted
from Thomas to Arthur and they are both twin brothers, so they both look alike
in some way. Only two males look similar by having red hair in the pictures.
Arthur is not said to have a tea cup in the file - he must have been secretly
hated or something.
So Stanley has to be
two sons and he also
left with a tea cup,
cup, so he has to be
earthenware items at

the man with two babies since he is mentioned to have had


has a tea cup. The young red-haired man is the only one
so he has to be Thomas. The old red-haired man has no tea
Arthur! Evidently, the Ashfords began to pass down
this point, since it is shown in two of the paintings.

Edward is described as Alfred's grandfather, so he is most likely the oldest in


the set of pictures. Since the old red-haired man is Arthur, the gray-haired
man has to be Edward. We know that Alfred is the youngest, so he has to be the
child. That only leaves the man with the candle and by process of elimination,
that man has to be Alexander - basically the one that is looked down upon in
the Ashford family now. If you examine the candle on the stand to the left of
the picture of Alfred, it says "In memory of Alexander Ashford's succession",
so he has to be on the one with the candle. Strangely, Alfred does not have an
item of any kind - solve the puzzle to understand that.
From the file, we get the order as follows:

Veronica, Stanley, Thomas, Arthur, Edward, Alexander, Alfred


SOLUTION:
So the correct order to press the buttons below the paintings is as follows:
Veronica
Stanley
Thomas
Arthur
Edward
Alexander
Alfred

female with purple dress and tea cup


blond-haired man with two babies and tea cup
young red-haired man with tea cup
old red-haired man with earthenware vase
gray-haired man with book and earthenware vase
blond-haired man with candle
blond-haired child with blue ring on his right hand

NOTE: If you mess up the sequence and input the button presses in the wrong
order, Claire will have to reset the sequence at the picture of Alfred. Push
the button to reset the puzzle sequence.
Once Claire presses the button below the picture of Alfred after pushing the
other buttons in the order displayed above, the wall will revolve and reveal a
vase below a picture of a young woman. The woman in the painting is Alexia and
she has the earthenware vase, which means that she is the successor as family
master over Alfred. Pick up the **EARTHENWARE VASE** below the painting. Go
into the inventory and check this item. Rotate it so that you can look inside
it. Take the object out of the vase when prompted to receive the **QUEEN ANT
OBJECT**.
--------------------------------------------------------------------- ITEM LIST
[ ] --Message to the New Family Master--, [ ] **EARTHENWARE VASE**, [ ] **QUEEN
ANT OBJECT**
------------------------------------------------------------------------------There is nothing else to do in the Masters' Room so go back to the Lobby and
enter the Save Room at the top of the stairs.
== PALACE: SAVE ROOM ==

Place any unneeded items into the item box.

INVENTORY NOTE: Claire will not need the Acid Rounds if she still has them.
They come in handy much later into the game, so put them up. Put up the army
proof as well. Take out the Gold Lugers and be sure to keep the Queen Ant
Object with Claire. Make sure that Claire has the grenade launcher with
Grenade Rounds also.
Run over to the door with the gold insignia on it and place the gold lugers
into the indention to unlock it - select the bottom "use" action while standing
in front of the door. Enter the next room.
== PALACE: OFFICE ==
Take the --HANDGUN BULLETS-- off the table in between the sofas.
the desk and look at the memo. It mentions the following:
First digit:
Second digit:
Third digit:
Fourth digit:

Walk over to

Left, Right
Left
Right
Right, Right, Right

You must not reset while maneuvering.


Seems like some sort of code! Turn on the computer on the side of the table.
Claire will be greeted with a short video of the two Ashford siblings playing
with that dragonfly again. The music box to the right in the back of the room
will turn on as the PC comes on. Claire will prompted to enter a password.
Walk away from the PC and move over to the music box.

Examine the music box

and enter the directions on the memo to get the numbers for the passcode on the
PC. If you mess up the sequence, choose to reset.
First digit: Left, Right
Second digit: Left
Third digit: Right
Fourth digit: Right, Right, Right

=
=
=
=

1
9
7
1

Input the code "1971" into the computer on the desk. The music box will
activate and play. The music box will eventually move to the side and reveal a
hidden path behind the wall.
Enemies: 1 Bandersnatch
Try to run toward the hidden path and a Bandersnatch will hop through the
window behind the desk the second that Claire moves after the cutscene. Blast
the Bandersnatch with an explosive round or explosive arrows to kill it. It's
best to kill it since it will likely hit Claire if she tries to run by it.
Enter the secret path area and pick up the --BLUE HERB-- from off the floor
right upon entering. Open the door at the other end.
NOTE: Blue herbs are kind of rare in Code Veronica X, so be sure to pick up the
blue herb and store it in an item box either now or on your way back from the
area that Claire is going to.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Blue Herb-------------------------------------------------------------------------------== PALACE: BRIDGE ==
Run along the bridge then move up the steps. A cutscene will show off the
creepy mention up ahead. Be afraid! *Alfred laugh*
== PRIVATE RESIDENCE: COURTYARD ==

Enemies: 2 Bandersnatches

There are two Bandersnatches in this area. The first Bandersnatch will be to
Claire's right as the camera changes after stepping away from the stairs and
the second will be around the side of the broken statue to the right as Claire
moves further ahead. Claire can run past them both and keep running past them
every time she returns here or she can kill them now with some grenade rounds
or explosive arrows.
Either way, run to the staircase around the side of the debris off to the right
and move up the stairs. At the top of the stairs, near the railing to the
left, there is a --RED HERB--. Open the doors to the mansion.
--------------------------------------------------------------------- ITEM LIST
[ ] --Red Herb-------------------------------------------------------------------------------== PRIVATE RESIDENCE: FRONT HALL ==
Enemies: Bats
The front hall has bats in it, so be sure to equip the lighter.
through the door off to Claire's left.

Enter the room

Just to the side, Claire can examine the books on the bookshelf off to the
right side of the stairs and it will say: "Various books. Politics,
literature, science... Nothing useful."
I bet I could get a rise out of some of my old teachers with that message!
== PRIVATE RESIDENCE: DINING ROOM ==

Enemies: 1 Bandersnatch

Pick up the --HANDGUN BULLETS-- off the floor to Claire's left. If Claire
aims, she will autotrack something off to her right. There is a Bandersnatch
over by the fireplace so be ready to deal with him as Claire moves around the
side of the table. You can actually equip the Bow Gun with normal arrows and
shoot him from the long range and kill him easily - just listen to make sure
that the arrows hit him.
Pick up the --BOW GUN ARROWS-- in the groove above the fireplace. Claire can
light the fireplace with her lighter by selecting the "Use" option on the
lighter while standing in front of the fireplace. Walk over to the cabinet on
the other side of the room and pick up the --INK RIBBON--. There is nothing
more to do in this room so step back out into the front hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Ink Ribbon-------------------------------------------------------------------------------== PRIVATE RESIDENCE: FRONT HALL ==
Move up the stairs. Run along the walkway with the statues. There is a broken
door along the walkway that Claire cannot enter. Run to the next staircase at
the top then climb to the top floor.
Walk over to the small table and chairs to have a perfect view of the creepy
doll figure that is suspended in the middle of the front hall. Pick up the
--FIRST AID SPRAY-- off the table and the --HANDGUN BULLETS-- near the fallen
chair. Run over to the door to the side and open it.
--------------------------------------------------------------------- ITEM LIST
[ ] --First Aid Spray--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRIVATE RESIDENCE: BEDROOM HALLWAY ==
A cut scene will play as Claire enters the hallway. The cut scene will introduce
Alexia Ashford. This certain cut scene becomes much more disturbing when you
think about it later into the game.
Search the outside hall before entering either of the bedrooms. There is a
--GREEN HERB-- on the floor outside the door on the right side of the hall.
There are some --HANDGUN BULLETS-- on the side of the table right beside the
entrance door to this hall - they are kind of hidden. It's on the side
that Claire entered the hall from. There are no other items in the hall but
there is quite a bit of stuff to look at if you look around!
Enter the bedroom where Alexia was at - the bedroom on the right side of the
hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Green Herb-------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALEXIA'S BEDROOM ==
A music box plays in this room.

Run over to the music box and examine it.

It has the following message on it:


"Red queen and blue king return.

The path opens."

Choose to stop the music box. The platform on the bed to the side will rise.
Run over to the bed and pick up the **SILVER KEY** on the bed. The bed
platform will fall after Claire picks up the silver key. There is a ladder on
the platform but the trapdoor above the ladder is sealed.
If you brought the Queen Ant Object, place it on top of the music box now.

The

music box will open back up and Claire will be able to take the **MUSIC BOX
PLATE** but just leave it for now. If you leave the plate, Claire will have it
right next to the room where she will need it later and it won't have to be
stored in inventory as much until Claire needs it. Run back outside and open
the door to the bedroom on the other side of the hall - Alfred's bedroom.
--------------------------------------------------------------------- ITEM LIST
[ ] **SILVER KEY**
------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALFRED'S BEDROOM ==
Pick up the --MESSAGE CARD-- file off the desk in the back of the room. There
is nothing more in the room, so exit the room. Step back out into the front
hall.
== PRIVATE RESIDENCE: FRONT HALL ==
It's time to go back to the Palace so Claire can use the Silver Key.
the stairway and exit the mansion.

Move down

== PRIVATE RESIDENCE: COURTYARD ==


Run back to the bridge.
== PALACE: BRIDGE ==
Run across the bridge and open the door at the end to step back into the office
then step into the save room.
== PALACE: SAVE ROOM ==
Stash any items that Claire does not need.
with Claire.

Make sure to keep the Silver Key

== PALACE: LOBBY ==
The first door that Claire can unlock with the Silver Key is the door across
from the steps that leads to the save room. Run over to that door and go ahead
and unlock it.
== PALACE: GAME ROOM ==
Pick up the --HANDGUN BULLETS-- behind the reception counter and grab the --BOW
GUN POWDER-- on the table. There are also two --GREEN HERBS (x2)-- on the bar
table in the back. It's a good idea to take the two green herbs and stash them
in the item box since they are so close by - doesn't hurt to have a few in the
item box.
The piano in the back of the room is missing its piano roll. Claire will have
to find it and bring it back to this room eventually. Notice that only one of
the slot machines is lit up also. Anyway, there is nothing else to do in this
room for now, so leave.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] Bow Gun Powder, [ ] --Green Herb, [ ] --Green
Herb-------------------------------------------------------------------------------== PALACE: LOBBY ==
Run downstairs and enter the hallway through the bottom door.
== PALACE: HALLWAY ==
Unlock the double doors on the other side of the hall then discard the Silver

Key when prompted.

Enter the next room.

== PALACE: CONFERENCE ROOM ==


Enemies: 2 Bandersnatches
There are two Bandersnatches in this room and they will start attacking right
when Claire enters. You need to really watch out about having them double team
Claire. They can easily do so. Blast them with the grenade launcher with
explosive arrows to kill them quickly. Once the first one is killed, the other
one isn't near as bad.
Step into the space in between the long table and pick up the **EAGLE PLATE**
from off the insignia on the carpet. Run over to the smaller table and pick up
the --HUNK'S REPORT-- file. There is some --HANDGUN BULLETS-- on a chair along
the other side of the room as well. Claire should literally be drowning in
handgun ammo by now. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] **EAGLE PLATE**, [ ] --Hunk's Report--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PALACE: LOBBY ==
Stash any items that Claire doesn't need into the item box upstairs.
INVENTORY NOTE: Be sure to keep the Eagle Plate. Bring along the Hemostatic
Medicine if Claire hasn't given it to Rodrigo yet also. This will be your best
time to do so really. Bring along either the Bow Gun with explosive arrows
also.
Return to the Passage area outside the palace courtyard.
== PRISON: PASSAGE ==
Move down the stairs at the opposite end again.
Prison.

We're going back to the

== PRISON: BRIDGE ==
Run down the stairs then hop over the crates. If there are still any Green
Herbs near the crates, take them with Claire. Use the walkway to move across
the bridge then open the gate to the Prison once again.
== PRISON: OUTSIDE THE FRONT GATE ==
There are three zombies here, but they can be easily dodge. If you haven't
given Rodrigo the Hemostatic Medicine then go back to the Prison cell area now
and do so.
== PRISON: GRAVEYARD ==
Enemies: 3 Zombies
Three zombies are now in the graveyard. It's really best to shoot the first
one along the path. The other two tend to move near the wall on the other side
and can be easily dodged. Run toward the steps then move into the Cell Block
Hallway. Return to the Holding Cells.
== PRISON: HOLDING CELLS ==
A cutscene will play in which Claire will give Rodrigo the Hemostatic medicine.
Claire will leave her lighter behind for Rodrigo. Rodrigo will give Claire the
**LOCKPICK** during the cutscene. Be sure to unlock all the locks listed below
before going back to the Palace from the Prison once Claire finishes in the

Prison area. Be sure to get the Acid Rounds!


******************************** LOCKPICK LOCKS *******************************
Here are some areas/items where Claire can use the lockpick:
[ ] --FIRST AID SPRAY-The drawer with a simple lock on the right side of the model of the training
facility back in the gallery on the first floor of the training facility.
[ ] --HANDGUN BULLETS x15-The long drawer with a simple lock below the white counter in the control room.
This room is through the right door in the lobby of the training facility.
[ ] --ACID ROUNDS x6-The glass case cabinet in the workshop in the B1 level of the training
facility. This room is by the shutter where Claire finds the grenade launcher.
[ ] --BOW GUN POWDER-The duralumin case that was found in the Palace restroom. Open the inventory
when Claire has the locked case then check the top of it to unlock it with the
unlock.
*******************************************************************************
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- Duty and Humanity
Description: Deliver some medicine to a man in need.
This will unlock after the cutscene where Claire gives Rodrigo the Hemostatic
Medicine.
*******************************************************************************
Return to the area outside the front gate and enter the area outside the
barracks - across from the graveyard door.
--------------------------------------------------------------------- ITEM LIST
[ ] **LOCKPICK**
------------------------------------------------------------------------------== PRISON: OUTSIDE THE BARRACKS ==
Walk through the open gate to the right, if Claire used the padlock key on it
earlier, and open the door on the other side. Be prepared to run across the
entire barracks building if Claire didn't open the gate door.
I have done that before...
== PRISON: OUTSIDE THE SECURITY STATION ==

Enemies: 4 Zombies

Two zombies are in this area. One is behind the fence near the guillotine and
the other is outside the fence. Shoot them both.
NOTE: Now is a good time to retrieve any items that Claire left in the security
box on this current side of the Security Station if she didn't carry all of
them with her. Be sure to grab the Empty Extinguisher if she left it in the
box.
Walk through the opening in the fence and move toward the blue plate indention
on the door near the guillotine. Place the Eagle Plate on the plate indention.
The guillotine blade will fall and the door will open.
Loud music will play as two zombies move toward Claire from the other side of
the door. It's not like Claire just can't run away and blast them from a
distance. What a waste of intense music. Meh... Open the door down the path

up ahead.
== PRISON: BEHIND THE GUILLOTINE AREA ==

Enemies: 2 Zombies

Target the explosive barrel to Claire's left then blast it as the two zombies
approach her. She starts out far enough away to where the explosion will not
harm her. If either of the zombies survive the explosion, blast them with the
handgun. There is a --GREEN HERB-- in the corner in front of the building door
off to the left. Ignore the door to the left for right now and run straight
ahead then open the gate door at the other end.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb-------------------------------------------------------------------------------== PRISON: ITEM BOX AREA ==
There are some --HANDGUN BULLETS-- on the sandbags near the oil drum to
Claire's left. You can't see them until the camera switches.
Run over to the stack of wooden crates and hop on top of the crate that blocks
the door. This is the crate that was barring entry from outside the other side
of the Control Room in the Security Station. Push the crate away from the door
while on the side with the item box. Put up any unneeded items by using the
item box.
Open the door to the control room then open the door on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: SECURITY STATION ==
Enemies: 3 Zombies
Three zombies are on the side of the Security Station that Claire enters.
Blast them with the handgun or bow gun. Pick up the --FIRST AID SPRAY--, --BOW
GAS ROUNDS-- and the --FLAME ROUNDS-- on the counters. Pick up any item in the
security box as well. You most likely left an ink ribbon there - unless you're
a fan of saving your game three time in a row in the same area. Can't be too
careful I suppose, right? Leave the Security Station and step back outside the
other side of the control room.
--------------------------------------------------------------------- ITEM LIST
[ ] --First Aid Spray--, [ ] --BOW Gas Rounds x3--, [ ] --Flame Rounds x6-------------------------------------------------------------------------------== PRISON: ITEM BOX AREA ==
INVENTORY NOTE: Stash the BOW gas rounds and the flame rounds and any other
items that you don't need in the item box. The BOW gas rounds only help out
greatly in one battle in CVX - that will come later.
Open the gate to the side then run around the side of the building in the other
area and open the door off to the right.
== PRISON: AUTOPSY ROOM ==
Step past the wooden barricade in front of Claire and grab the --HANDGUN
BULLETS-- from off the crate against the far wall. There is a --FIRST AID
SPRAY-- in the glass cabinet against that same wall as well. A body is lying
along the table and there is a body bag on the far table.
Go through the doorway off to the left as Claire continues into the room. Pick
up the --ANATOMIST'S NOTE-- file from off the table in the small room. There
is model of a human body near the table. It is missing one of its eyes.
Exit the smaller room then walk behind the wooden barricade with the window on
the other side and open the door to continue on. A short cutscene will show
the body bag behind Claire as it moves while she exits the room.

--------------------------------------------------------------------- ITEM LIST


[ ] --Handgun Bullets x15--, [ ] --First Aid Spray, [ ] Anatomist's Note
------------------------------------------------------------------------------== PRISON: INCINERATOR ROOM == Enemies: 4 Zombies
One zombie will be to Claire's right and one burning zombie will be to Claire's
left as she enters the Incinerator room. Quickly shoot the zombie to the right
and make it fall then turn and shoot the burning zombie. There is a --RED
HERB-- in the corner near the door.
Two more zombies are lying in wait further into the blood-soaked room. Step
past the incinerators along the side of the room then pick up the --HANDGUN
BULLETS-- on the right side of the long table in the back of the room. Move
past the torture chair and look on the other side of the table where several
torture tools lie. Grab the --DURALUMIN CASE-- from off the other side of the
table.
Open the inventory and check the top of the Duralumin Case to find a simple
lock that can be undone with the lockpick. The --M93R PART-- is inside.
Combine the M93R Part with the M93R handgun in Claire's inventory. When
combined with the part, the M93R will fire a 3-round burst fire. Tap the
trigger for single shots. Reenter the Autopsy Room when finished - Claire's
heart will beat upon entry for good reason.
--------------------------------------------------------------------- ITEM LIST
[ ] --Red Herb--, [ ] --Handgun Bullets x15--, [ ] --Duralumin Case--,
[ ] --M93R Part-------------------------------------------------------------------------------== PRISON: AUTOPSY ROOM ==
Oh wow. Something is chowing down on something else further inside the room
and I really doubt its eating a watermelon. Run around the barricade with the
window and move toward the middle of the room.
Enemies: 1 Doctor Zombie, 1 Zombie
A doctor zombie will be eating the side of the dead body that lies on the table
in the middle of the room as Claire steps toward the middle. He will turn and
look at Claire during a cut scene then he will charge toward her and attack.
This doctor zombie is no ordinary zombie. Shoot him very rapidly with the
handgun. Fire at him with several 3-round burst shots to weaken him and make
him stay way from Claire.
He has higher defense and higher health than other zombies and he can withstand
attacks much better without getting pushed down. Use the grenade launcher with
grenade rounds or an explosive arrow to kill him if you must. The dead body
that the doctor was munching on will get up and attack also - it's just an
ordinary zombie.
Walk over to the doctor's corpse and pick up the **GLASS EYE**. Run over to
the smaller room with the anatomy model of a human in it and place the glass
eye on the face of the model. This will cause the wall to slide away and
reveal a hidden passage on the right wall. Move down the steps.
--------------------------------------------------------------------- ITEM LIST
[ ] **GLASS EYE**
------------------------------------------------------------------------------== PRISON: HIDDEN PASSAGE ==
Enemies: Bats
There are bats in this tunnel and Claire doesn't have a lighter anymore if she
gave the Hemostatic message to Rodrigo and got the lockpick, so Claire will
have to haul ass (run very quickly without hesitation) through this tunnel to

avoid getting munched on by the bats.


The bats will usually not start attacking until Claire reaches the other side
of the tunnel, so she can easily get past them while making her first trip
through the tunnel. There is a --GREEN HERB-- in a corner in the middle of the
tunnel.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb-------------------------------------------------------------------------------== PRISON: TORTURE ROOM ==
Enemies: 3 Zombies
Various torture devices are scattered throughout this room. Three zombies roam
around the room as well. Ready the handgun and blast them. Pick up the
--HANDGUN BULLETS-- on the small table near the chair by the red curtain up
ahead. There are some --BOW GUN ARROWS-- on a wooden torture device off to the
right. The thick red curtain appears to be hiding a door, but it is blocked
off.
Find the stairs in the left corridor then move down them. A player will get a
very nice looking camera angle of the bloody corridor as Claire goes down the
stairs - one of the more atmospheric camera angles in the game, I must say.
Open the door at the bottom of the stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Bow Gun Arrows x30------------------------------------------------------------------------------== PRISON: TORTURE CHAMBER ==
Claire will enter a gas chamber with a few statues in it. One left statue is
holding armor, the right statue is holding a helmet, the middle front statue is
holding a shield and the middle statue against the wall is holding a sword.
Walk over to the statue with the sword and take the ++RUSTED SWORD++.
After Claire takes the sword, the door will lock and gas will start to flood
the room from the vents along the floor. The middle statue with the shield
will rise up. Run over to the lever on the side of the statue with the shield
and push the lever to rotate the middle shielded statue counterclockwise so
that the shield that the statue holds faces the statue that used to hold the
sword.
The statue with shield will lock in place and lower and the gas will stop
flooding the chamber then the door will unlock. The statue that used to hold
the shield will slide into the wall and reveal an iron torture trap. Walk over
to the torture trap to see that it has a hole in the middle of it large enough
for a blade. Use the Rusted Sword on the opening of the trap to plunge the
sword into the trap.
Enemies: 1 Zombie
BACK AWAY from the torture trap immediately. A zombie will burst out of the
trap as it opens and it will move toward Claire while a rusted sword is stuck
through its chest. Claire added insult to injury with that sword stab and
someone is tired of taking stuff off of people on Rockfort Island. Blast the
zombie with the handgun. Walk over to the torture trap and pick up the **PIANO
ROLL** inside the trap. Exit the room after picking up the piano roll.
NOTE: If Claire leaves this room without killing the zombie, it will follow her
through the door into the Torture Room when she moves up the stairs. It's not
really that threatening at all, but kind of interesting and a fun little extra
to witness.
--------------------------------------------------------------------- ITEM LIST
[ ] **PIANO ROLL**
-------------------------------------------------------------------------------

== PRISON: TORTURE ROOM ==


Run back through the hidden passage and run back into the dark corridor. Run
very fast through the corridor since the bats will start attacking just as
Claire enters the corridor this time. If Claire doesn't have the lighter, the
bats might chomp on her a bit this time.
== PRISON: AUTOPSY ROOM ==
Exit the Autopsy Room and the entire Prison area altogether.
else to do here.

There is nothing

== PRISON: BEHIND THE GUILLOTINE AREA ==


Claire needs to go back to the palace now. Three zombies have spawned in the
area outside the Autopsy Room now. If you choose to move on back to the prison
gate then just fire at them to knock them down if they get in your way then run
past them.
There is really no major threats on the way back, so there is no need to save.
Keep the piano roll with Claire since she will pass by the room where she will
need it on the way back to the Palace.
Run back to the front gate of the Prison, past the guillotine area and area
outside the barracks, then open the gate door.
== PRISON: BRIDGE ==
Move across the bridge once again then run up the steps at the other end.
== PRISON: PASSAGE ==
Run back to the Palace Courtyard.
== PALACE: COURTYARD ==
When Claire tries to enter the palace, a cutscene will activate. "Greetings!"
A shadow from the past that plagued Chris Redfield will appear for the first
time in front of his sister.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- Beyond the Shades
Description: Encounter a former S.T.A.R.S. captain.
This will be unlocked after the cutscene with Wesker that plays in the
Courtyard after coming back from the Prison once Claire has the piano roll.
*******************************************************************************
Claire will start in the courtyard across from the stairs after the cutscene.
Run over to the Palace doors and step into the lobby.
== PALACE: LOBBY ==
Move up the stairs and enter the Game Room through the door off to the left.
== PALACE: GAME ROOM ==
Walk over to the piano on the left side of the game room and place the piano
roll on the front of the piano. The piano will start to play the familiar
lullaby theme for Alexia and Alfred and the slot machine with the "King Maker"
phrase on it will open at the bottom and reveal an item. Run over to the slot
machine and pick up the **KING ANT OBJECT**. Exit the room and return to the
save room.
--------------------------------------------------------------------- ITEM LIST

[ ] **KING ANT OBJECT**


------------------------------------------------------------------------------== PALACE: SAVE ROOM ==
INVENTORY NOTE: Put up any unneeded items but be sure to keep the King Ant
Object.
Save your game by now, obviously. Reenter the office then step back onto the
bridge that leads to the mansion after opening the door in the secret passage
on the left side of the office.
== PALACE: BRIDGE ==

Enemies: 5 Zombies

Run along the bridge then Claire will have to fight a total of five zombies
once the camera switches angles to show the bridge ahead of her. These are
literally here to make Claire waste ammo from the looks of it, considering she
should have quite a bit by now.
Stand at a distance and shoot each zombie until it falls. It's really best
just to go ahead and kill them all. Use the handgun or bow gun to shoot them.
Move up the steps that lead to the Courtyard of the mansion after finishing
with the zombies.
== PRIVATE RESIDENCE: COURTYARD ==

Enemies: 2 Bandersnatches

Once Claire approaches the stairs that lead up to the front of the mansion, a
Bandersnatch arm will latch onto the railing in front of her then it will pull
itself up onto the walkway with her. Ignore the Bandersnatches and keep on
moving - another Bandersnatch will be behind Claire for a total of two.
Run up the stairs then enter the mansion. The Bandersnatch that was behind
Claire earlier will latch onto the railing and pull itself up to the front of
the mansion, but if Claire keeps moving, it won't be able to hit her.
== PRIVATE RESIDENCE: FRONT HALL ==

Enemies: 4 Zombies

Two zombies will be on the bottom floor as Claire enters the mansion. Kill
them both then move up the stairs. One zombie will be walking on the center
walkway and one more zombie will be on the top walkway as Claire climbs the
stairs to reach the top floor. Shoot them all then open the door at the top.
== PRIVATE RESIDENCE: BEDROOM HALL == Enemies: 4 Zombies
A total of four zombies are now in this hall. Two of them are outside Alfred's
bedroom (left room) and two of them are outside of Alexia's bedroom (right
room). Kill all four of them. Enter Alexia's bedroom on the right side of the
hall.
== PRIVATE RESIDENCE: ALEXIA'S BEDROOM ==
Walk over to the music box and take the **MUSIC BOX PLATE** then leave the
room. Step back out into the hall then enter Alfred's bedroom - the room at
the other end.
--------------------------------------------------------------------- ITEM LIST
[ ] **MUSIC BOX PLATE**
------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALFRED'S BEDROOM ==
Walk over to the music box and place the King Ant Object on top of the music
box. The music box lid will open. Place the Music Box Plate into the music
box to turn it on. The platform above Alfred's bed will lower onto the bed as
the familiar lullaby theme of the Ashford's begins to play. Step up on top of
the platform then climb up the ladder.

== PRIVATE RESIDENCE: CAROUSEL ROOM ==


Move around to the back of the carousel then use the steps to step off of it.
There is a picture of an ant on the wall in front of Claire as she steps off.
It has a hole in its mouth. This mouth is a key hole, so she must find
something to insert into the hole.
Run to the left and pick up the --GREEN HERB-- on the floor in between some
stacked books and a covered lamp shade. Keep moving to the left and pick up
the **SILVER DRAGONFLY** on the chair that a violin is propped against.
Return to the ant picture on the wall. The dragonfly must be placed in the
hole but Claire will have to make some adjustments to it first. Open the
inventory menu and check the dragonfly. It's designed so that the wings can be
detached from its body. Go ahead and be a sadist like the Ashford's and tear
off the dragonfly's wings. Stick the wingless dragonfly into the mouth of the
ant.
The carousel behind Claire will activate and the ladder bars on the carousel
will revolve around and be positioned above some more ladder bars on an upper
floor above the current room. Get back onto the carousel and climb the ladder
in the middle of it.
--------------------------------------------------------------------- ITEM LIST
[ ] **SILVER DRAGONFLY**, [ ] --Green Herb-------------------------------------------------------------------------------== PRIVATE RESIDENCE: THE STUDY ==
The top floor has several bookcases along the sides and a desk with a chair
directly ahead. Grab the --HANDGUN BULLETS-- to the left of the desk (the
chair sort of hides them) and pick up the --INK RIBBON-- on the desk. Move
over to the left side of the area and pick up the --NEWSPAPER CLIP-- file on
the stepladder.
If you run over to the right side of the room, a green book can be seen on top
of one of the glass cases against that wall. Push the metal box over to the
glass casing that has the green book on top of it. Step up on the metal box
then take the --CONFESSION LETTER-- file from the top of the glass casing. Be
sure to read it since it is most revealing on Alfred's character!
There is an item below the letter also. Take the **AIR FORCE PROOF** from the
top of the glass casing. Now Claire has access to all three proofs for the
platform back at the airport. Leave The Study area and climb back down both
ladders and step back into Alexia's bedroom - since the carousel revolved
around earlier, the ladder will now lead to the opposite bedroom.
-------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Ink Ribbon--, [ ] --Newspaper Clip--,
[ ] --Confession Letter--, [ ] **AIR FORCE PROOF**
------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALEXIA'S BEDROOM ==
Step off the bed platform. A cutscene will trigger upon trying to leave
Alexia's bedroom via the door to the side.
== PRIVATE RESIDENCE: ALFRED'S BEDROOM ==
The cutscenes will take the player to Alfred's bedroom. Alexia's blood is on
the ground. She's somewhere in Alfred's bedroom. Steve is checking under the
bed. Alexia's dress is on the bed - she must be... naked!? Walk over to the
blonde wig on the music box and examine it to trigger another cutscene.
- - - - - - - - - - - - - - E X T R A I N F O - - - - - - - - - - - - - - NOTE 1: If Claire tries to leave the room, a cutscene will play where Steve
will ask her to help him check the room over again. Claire cannot leave the

room until examining the wig on the music box.


NOTE 2: If Claire has not taken all of the proofs yet, Alfred will not start
the triggering sequence on Rockfort Island shortly after he leaves - the
triggering sequence will start once Claire picks up the last proof. If Claire
has taken all of the proofs, the warning for the triggering sequence will start
during an extra cutscene after Alfred leaves the room.
An easy way to avoid the triggering sequence cutscene is to leave the navy
proof in front of the Palace. It is found across from the steps that lead up
to the front door. Once Claire picks that up AFTER the Alfred cutscene in his
bedroom, the triggering sequence will start. It really doesn't matter when the
triggering sequence is started since there will be no countdown for now either
way.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After the cutscene with Alfred, step back out into the hall. If the triggering
system has been activated, there is no timer and no need to hurry at the
moment. The timer will not start until a bit later, so there is no need to
rush right now.
== PRIVATE RESIDENCE: BEDROOM HALL ==
Step back out into the front hall then move down the steps and exit the
mansion.
== PRIVATE RESIDENCE: COURTYARD ==
Keep in mind that the Bandersnatches will still be in the courtyard if Claire
did not kill them earlier. One of them will be right outside the door to the
mansion so prepare to run by him and move down the steps. The one on the
bottom level might hit Claire as she moves by him unless you get lucky with
dodging his attacks and moving around him (run toward the side without an arm).
Run down the steps and get back to the bridge.
Run along the bridge then reenter the office and then step back into the save
room.
== PALACE: SAVE ROOM ==
Save your game if it has been a while since the last time that you saved.
INVENTORY NOTE: Be sure to grab all of the proofs - Navy, Army and Air Force.
Move out to the lobby then enter the courtyard.
== PALACE: COURTYARD ==
If Claire hasn't taken the navy proof from in front of the Palace, it will
still be in the courtyard, so grab it. A cutscene will trigger in front of
stairs in the courtyard once all of the proofs have been collected by Claire.
If the triggering system has not started yet, it will start in this courtyard
after Claire picks up the Navy proof.
After the cutscene with Steve, run down the stairs on the right side of the
area to go to the Submarine Dock.
== PALACE: SUBMARINE DOCK ==
Meet up with Steve at the steering wheel near the submarine and he will help
Claire with the submarine activation and take her to the Airport.
== AIRPORT: SUBMARINE DOCK ==

Claire will be taken to the submarine dock corridor at the airport. Run down
the stairs and enter the reception room - follow Steve as he runs ahead of
Claire.
== AIRPORT: RECEPTION ==

Enemies: 3 Zombies

It's really up to you whether you kill the three zombies in the reception room
or not. They can be easily run past. Open the door off to the left up ahead.
== AIRPORT: DOCK ==
If Claire has not done so yet, use the controls off to the left to bring the
platform off to the right closer to Claire and Steve. Walk over to the control
unit on the platform and place all three proofs on the indentions - Navy, Army,
Air Force.
The red light on the control panel will glow green once all proofs have been
placed into the slots. Press the switch to activate the lift platform.
== AIRPORT: INSIDE THE AIRPLANE ==
There is an item box directly in front of Claire when she starts in the
airplane, so use it if needed. The door to the left is locked for the moment.
Move up the steps to Claire's right.
Steve will talk to Claire in a short cutscene. I'll be damned - another
problem that needs Claire's attention! The bridge is in the way of the
airplane so it can't take off. Go figure.
Pick up the --INK RIBBON-- next to the typewriter off to the left if needed and
save your game at the typewriter. Pick up the **CONTROL LEVER** off the floor
near the steps. Stash the ink ribbon in the crate and leave the airplane by
stepping back through the door across from the item box.
--------------------------------------------------------------------- ITEM LIST
[ ] **CONTROL LEVER**, [ ] --Ink Ribbon-------------------------------------------------------------------------------== AIRPORT: DOCK ==
Reenter the reception and open the shutter on the other side.
zombies if they are still in the reception room.

Dodge the

== AIRPORT: BRIDGE ==
Run across the bridge and step back into the Cargo Area on the other side.
== AIRPORT: CARGO AREA ==
Use the lift off to the right to go to the control room on the top floor of the
cargo area. Run over to the door on the other side of the control room and
open the door.
== AIRPORT: UPPER BRIDGE ==
Use the Control Lever on the control panel to the side. Claire will place the
lever in the slot on the control panel. Raise the lever to raise the bridge to
the side.
Claire can't go back the way she came from to get back to the airplane since
the bridge is now raised, so she will have to find another way back. Run
across the bridge and enter the room through the door on the other side.
== AIRPORT: OIL PUMP ROOM ==

Walk over to Claire's right and use the lockpick to unlock the simple lock on
the second set of cabinet doors to the right. Take the --FIRST AID SPRAY-inside the cabinet.
Several dead bodies are lying across from the door. Wouldn't you know that an
item would be lying right in the middle of them all! Run over to the flashing
item and pick up the **AIRPORT KEY**.
Get ready as the body next to the key... no? Hmm, that's new. The dead bodies
have done given up the fight on the Rockfort Island so Claire is free to leave
the room in peace! Rush back across the bridge and reenter the cargo area.
--------------------------------------------------------------------- ITEM LIST
[ ] **AIRPORT KEY**, [ ] --First Aid Spray-------------------------------------------------------------------------------== AIRPORT: CARGO AREA ==
Use the lift to go back down then get off the lift and find the barred shutter
against the wall. Walk over to the small control panel on the wall next to the
shutter. Use the Airport Key on the control panel to raise the barred shutter
to the left. Open the metal shutter door behind the barred shutter.
== AIRPORT: PLATFORM ELEVATOR AREA ==
Ah, so that's why Claire couldn't use the platform elevator in the courtyard of
the training facility! It was jammed by crates. Ignore the platform for now
and collect the items around the area. There is an item box and a typewriter
to the side so save your game if needed and put up some items.
Pick up the two --GREEN HERBS (x2)-- against the far wall and grab the
--HANDGUN BULLETS-- and --GRENADE ROUNDS-- off the crate next to the item box.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Handgun Bullets x15--,
[ ] --Grenade Rounds x6-------------------------------------------------------------------------------Push the crate on the far side under the elevator doors. Push the other crate
over toward the control panel on the far wall then get on the right side of it
and push it under the elevator doors. The diagram below shows how to push the
two crates near the elevator door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (1)
| _
||_| Push
| _ under
||_|
-->
|

(2)
|
|
Push
| _ upward
| |_| -->
|

(3)
| _
||_| Push
|
under
|
-->
|

(4)

|
|
|
|
|

DONE!

(^ the straight line in each sequence is the elevator door)


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Make sure to save your game and grab items from the item box before
examining the elevator doors after pushing the crates underneath it - a
countdown sequence will start once Claire examines the door.
INVENTORY NOTE: Take the grenade launcher with Claire and carry all the Acid
Rounds and Grenade Rounds that you can carry. She will need these - around
five of each one. Carry some Flame Rounds just in case.
Once Claire examines the doors to the elevator a five minute countdown will

start during a cutscene as she gets on the platform elevator. Alfred has now
completed his transformation into his Alexia mode. There are no more male
hormones left in that vessel!
== MILITARY TRAINING FACILITY: COURTYARD ==
The Gulp Worm will still be in the courtyard if Claire didn't drive it away, so
ignore it and head for the door off to the left and open it to step out into
the passage.
== PRISON: PASSAGE ==
Run down the path to the Palace Courtyard.

A cutscene will trigger eventually.

Boss: Super Tyrant


Claire will have the Super Tyrant from the cutscene standing in front of her
once you regain control of her. The Tyrant will not attack aggressively unless
Claire moves close to him. He is like a brick wall coming down the path.
Claire cannot pass by him even when he is stunned. Claire must knock him down
and cause him to fall over by shooting him enough times to make him fall flat
on the ground. Flames are behind Claire's back end so she can't run too far
back. If the Tyrant pushes her all the way into the flames, the game is over.
Stand at a distance and shoot the Tyrant with Acid Rounds. After two acid
rounds, he will kneel over for quite a while. Run up to him and equip Grenade
Rounds into Claire's grenade launcher then shoot him with Grenade Rounds. When
he starts to get up, run away and reequip Acid Rounds then fire them at him
twice to stun him again. Spam him again with Grenade Rounds from close range
and he will fall. It will take 4 Acid Rounds and 5 Grenade Rounds to knock him
out so Claire can pass.
Do not use only Acid Rounds and do not use Flame Rounds if you can. Acid
rounds are needed much more later in the game and Flame Rounds are very weak
against him. Acid rounds work the best but you need to conserve them for
enemies that appear much later into the game.
Move back into the Courtyard in front of the Palace after the Tyrant falls.
== PALACE: COURTYARD ==
Claire needs to get back to the Dock in the Airport area.
of the Courtyard and enter the submarine dock area.

Run to the other end

== PALACE: SUBMARINE DOCK ==


Turn the steering wheel then step into the submarine.
via the lever inside then climb back up the ladder.

Activate the submarine

== AIRPORT: SUBMARINE DOCK ==


Move down the stairs then run along the corridor.
then race to the door on the left side.

Enter the Reception Area

== AIRPORT: DOCK ==
Rush over to the lift platform near the airplane and activate it to get back
inside the plane. Several cutscenes will play after Claire steps aboard.
== AIRPLANE: PASSENGER AREA ==
The cargo room hatch is open. Something is in the back of the plane!
your game at the typewriter - BE SURE TO DO THIS.

Save

Walk over to the item chest and take out the BOW Rounds. Walk over to the door
for the cargo room in the back of the plane and open the door.
== AIRPLANE: CARGO ROOM ==
When Claire enters the cargo room a cutscene will show off what is in the back
of the plane.
Boss: Tyrant
Wouldn't you know that ole' Super Tyrant would follow Claire like a lost puppy
dog. This boss can be a TOTAL ASS if you don't know how to fight him well.
THE CARGO CRATES...
From the start, the catapult controls will activate for release. They are to
Claire's left. Once activated the catapult will launch the cargo crates in the
middle directly ahead. It will always hit the Tyrant and push him back. This
is sort of your "off me" attack to get him away from Claire.
The cargo crates have to have a few seconds to go back into place after every
launch. The launch itself will damage the Tyrant even though he will grab the
cargo and shove it back toward the front of the room. It's possible to kill
him with catapult launcher only, but that takes a while!
THE TYRANT'S ATTACKS...
While moving around normally, the Tyrant will attack with several claw strikes.
He has a dash claw strike if Claire gets too far away from him. He will swipe
her with his claw if Claire gets too close to him. From close range, he will
raise his claw arm into the air and strike downward for some very intense
damage. If this guy manages to trap Claire, especially in a corner, you are
done for most likely.
Your main objective here is to damage the Tyrant to where his leg will bleed.
Once his leg is bleeding, he will start to limp and will not charge Claire at
all. He will still knock her around if she gets too close to him however.
Once his leg is bleeding, a catapult launch will send him flying out the plane
for good.
DAMAGING THE TYRANT...
BOW gas rounds do the most damage to the Super Tyrant out of any other grenade
round. If Claire doesn't have them, you'll need to use Acid Rounds since they
hurt him the best out of any other ammo type. The Bow Gun with Explosive
Arrows will annihilate him if Claire spams him with several of them, but it's a
really good idea to conserve these for later instead of using so many now.
COMPLETELY OBLITERATING HIS ASS...
The quickest way to beat the Tyrant is to fire all three BOW gas rounds after
gaining control of Claire while she stands near the catapult controls. Quickly
switch over to the Bow Gun with explosive arrows and fire three quick explosive
arrows at him. Use the controls to Claire's left to launch the catapult crates
forward and Tyrant will be sent out of the plane on the first catapult launch.
You lose, big guy!
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- The Fallen Tyrant
Description: Flatten an unstoppable enemy.
This will unlock shortly after the Tyrant flies out of the plane with the
cargo.
*******************************************************************************
NOTE: If you look up on the top shelf once the cargo is launched out of the

plane and look to the right side there is something white on the shelf. If
Claire stands near the door, the camera will zoom in to where you can see it
better. It's shaking (shivering). It's actually a mouse that is referenced in
a Battle Game file - D.I.J.
Return to the passenger room once the Super Tyrant is defeated. A cutscene
will trigger and you will get the option to save your game. This save does not
count as a save like a normal ink ribbon save at a typewriter. It is freebie
save that was used before switching discs in the original game of Code
Veronica. Since you're on Xbox or PS3 though and this game is saved to your
hard drive, there is no need to switch discs obviously.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

A N T A R C T I C

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

C L A I R E

B A S E

R E D F I E L D

- - - - - - - - - - -

== ANTARCTIC BASE: WALKWAY AREA ==


Claire will start out below the crashed airplane that hangs over the walkway
above her. The elevator door behind her is an emergency door and is locked, so
run on ahead the same way that Steve went. Climb down the ladder.
Ignore the double doors to Claire's left for now - they just lead to a dark
room that Claire will need to revisit later and a locked Machine Room door.
Open the door near the stairs further ahead.
== ANARCTIC BASE: BUNKS ==
Walk in between the beds to the left. There are several dead bodies in this
room. Many of them block the way to sections of the room at the moment. Move
around the right side of the bookcase in the back of the room. Pick up the
--HANDGUN BULLETS-- off to the left while near the lockers. Check the open
locker off to the right and take the --FIRST AID SPRAY-- and --HANDGUN
BULLETS-- from inside. Grab the --BOW GUN POWDER-- off the table.
Enemies: 4 Zombies
The body that hangs off the top bed behind Claire will fall after picking up
the bow gun powder. Notice the --HANDGUN BULLETS-- on the lower bed beside it
- be sure to grab them in a moment. Once Claire moves toward the dead body, it
will get up and attack. A total of four zombies will now attack Claire. Shoot
them all.
Run around the other side of the bookcase, now that it isn't blocked off by a
body, and collect the --HANDGUN BULLETS-- from the middle of the bookshelf on
that side. Check the table across from the bookshelf and pick up the
--WORKER'S DIARY-- file. Move in between the beds on the left side of the room
and check the wall to pick up the --ANTARCTIC TRANSPORTATION BASE MAP--. The
map is very hard to see because of the fog in the room.
Leave the room after collecting all of the goodies inside.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Handgun Bullets x15--, [ ] --Handgun Bullets
x15--, [ ] --Handgun Bullets x15--, [ ] --Bow Gun Powder--, [ ] --First Aid
Spray--, [ ] --Worker's Diary--, [ ] --Antarctic Transportation Base Map-------------------------------------------------------------------------------== ANTARCTIC BASE: WALKWAY AREA ==
Move down the stairs to the side of the door.
== ANTARCTIC BASE: MOTH HALLWAY ==

Continue down the stairs. A few bodies are attached to the walls with webbing
in the hall below. DO NOT MOVE TO THE LEFT just yet or Claire will activate
the new enemies in this hall. Open the door to the room directly ahead.
== ANTARCTIC BASE: ALEXANDER'S OFFICE ==
There is an item box to Claire's left upon entering.
something metal in the back of the room.

Something is shaking

Collect the --BOW GUN ARROWS-- from off the table. The cabinet beside the
table is locked for the moment. Pick up the --GREEN HERB-- on the floor next
to the column with the halberd insignia on it. Snatch the --ALEXANDER'S MEMO-file from off the desk and take the --INK RIBBON-- on the desk as well.
Walk over to the bookshelf. The clanging noises are coming from a passage
behind the bookshelf. Push the bookshelf forward. There is a locker off to
the right that has a shaking door! Walk toward the locker and a cutscene will
play.
NOTE: The mouse in the cutscene is the same mouse that was in the back of the
airplane during the second Super Tyrant fight.
Take the --BUTLER'S LETTER-- file from the locker. There is also a switch in
the locker. There is no point in pushing the switch now since the base does
not have power at the moment. Rush back to the office and save your game then
put up any unnecessary items.
INVENTORY NOTE: Be sure to keep the grenade launcher with Grenade Rounds with
Claire.
Step back out into thE hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows--, [ ] --Green Herb--, [ ] --Alexander's Memo--, [ ] --Ink
Ribbon--, [ ] --Butler's Letter-------------------------------------------------------------------------------== ANTARCTIC BASE: MOTH HALLWAY ==
Enemies: 1 Moth
Run down the corridor to the side. A new moth enemy will be introduced during
a cutscene as it flies off the body suspended on the ceiling. There is no use
in killing these moths since they will respawn in this hallway every time upon
returning to it. There is just one for now, but there will be three of them
when Claire returns.
They attack by either spreading a green pollen poison or by latching onto
Claire and laying an egg on her back. The liquid can poison your character there is a planter with blue herbs by the next door that can be used to cure
the poison. When they lay an egg on Claire's back, the egg will hatch
eventually and then the larva will damage your character. The egg will stay on
Claire's back until it hatches. It can continue to remain on Claire for quite
some time. It randomly hatches to attack. If you press the buttons and shake
the thumbstick enough, the moth won't be able to lay an egg if it grabs Claire.
Open the next set of doors down the hall.
== ANTARCTIC BASE: ASSEMBLY ROOM ==

Enemies: 3 Zombies

There are three zombies in this room. Only kill the zombies that get in
Claire's way to where she cannot easily pass by them. Run around the left side
of the assembly machine. The door up the stairs is locked. The controls on
the assembly machine to the right cannot be activated since there is no power.

Run to the back wall and ignore doors off to the left for now. Open the door
all the way down the right path - it is labeled as the Weapon Room. Once
Claire runs over to the door the camera angle will show a flashing item on a
crate above her. She can't get that item but she can move it to another room
later.
== ANTARCTIC BASE: WEAPON ROOM ==

Enemies: 4 Zombies

There are four zombies in this room. One of the zombies will be to Claire's
right as she enters, so be ready to blast him. Two more zombies will be past
the shelf further ahead and the final zombie is behind the fence in the back of
the room. Pick up the **MINING ROOM KEY** on the platform across from the
bookshelf.
Run to the back of the room. Check the second weapon rack on the row of green
weapon racks and then take the ++ASSAULT RIFLE++. Move past the missiles
stacked to the side and pick up the **DETONATOR** from the hand of the dead
body. Check the locker to the left. There are some explosives set on the
locker but there is not a Detonator. Place the Detonator on the locker.
If Claire gave the lighter to Rodrigo and got the lockpick on Rockfort Island
then she will have no way of activating the explosive. Later, in the game, the
explosive can be activated however, so don't worry about it for now. Leave the
room.
--------------------------------------------------------------------- ITEM LIST
[ ] **MINING ROOM KEY**, [ ] ++ASSAULT RIFLE++, [ ] **DETONATOR**
------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM ==
Open the door at the other end of the path directly ahead.
== ANTARCTIC BASE: B.O.W. ROOM ==

Enemies: 3 Black Widows

The gas mask in the glass casing along the left well cannot be taken just yet,
but remember that it is there. Arm the grenade launcher with Grenade Rounds in
this room. There are three large black widows off to Claire's right. They
cannot be seen when Claire first enters the room. It's best to let them come
to Claire really, but sometimes they won't come to her, so you might have to go
ahead and enter the room. They will take two explosive round shots to kill
usually - sometimes just one. It all depends on how much of the spread hits
them.
Only two of them can be killed. The third black widow is below the grated
floor in the middle portion of the room. Claire will have to run along the
grated floor and dodge his poison spit attacks. The spit attacks from a black
widow will poison, so be careful.
Pick up the two sets of --HANDGUN BULLETS (x2)-- on the crate off to Claire's
right when she steps into the middle area. Walk over to the assembly platform
in between the test tubes and pick up the --BOW GUN ARROWS--. On the other
side of the room and pick up the **BAR CODE STICKER** on one of the crates.
There is a --GREEN HERB-- and a --BLUE HERB-- on the floor near the right wall.
Be sure to take the blue herb since they are not that common.
Leave the room.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Handgun Bullets x15--, [ ] --Bow Gun
Arrows--, [ ] **BAR CODE STICKER**, [ ] --Green Herb--, [ ] --Blue Herb-------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM ==

Claire can get rid of the Bar Code Sticker item now. Run over to the conveyor
belt in the middle area of the assembly machine and place the bar code on the
box labeled "B.O.W.". The assembly machine still needs to be turned on
however. Run up the stairs to the side and use the Mining Key to unlock the
door. Discard the key then enter the Mining Area.
== ANTARCTIC BASE: MINING AREA ==
IMPORTANT: Run over to Claire's right. This is VERY important to do. Step up
onto the higher area then move up the stairs. Examine the hole in the pipe
against the wall. There is a hollow shaped like an octagon on it. Claire MUST
see this for grinding down a valve handle later.
Enter the room down the path from the door that Claire just entered the Mining
Area from.
== ANTARCTIC BASE: GENERATOR ROOM ==

Enemies: 3 Zombie Dogs

Take out the Assault Rifle or the handgun in this room. There are three zombie
dogs walking around the corridors of this room. Run to the far left then enter
the alcove off to the right at the end of the corridor. A zombie dog will get
up as Claire steps into the alcove. Run into the alcove so that Claire's back
is to the fence behind her then start blasting the dogs as they try to attack.
Running to the alcove will both attract the dogs and keep them from surrounding
Claire.
Pick up the two --GREEN HERBS (x2)-- in the alcove then move out once the dogs
have been defeated. Run down the first corridor to the side. Run to the very
back and there is an opening along the side of the barred walls. Enter that
opening then follow the path to the control panel with the blue light. Pull
the lever on the control panel to start the generator in the room.
Rush back toward the entrance doors and enter the alcove across from the
entrance doors. There is a --GREEN HERB-- near the alcove (left side). Use
the control panel with the blue light to activate the electric power for the
base. All power is restored now!
Before leaving, run down the far right path and collect the two sets of
--HANDGUN BULLETS (x2)-- and the two --GREEN HERBS (x2)--. The green herbs are
on the floor next to a metal structure with two boxes of handgun bullets on
top.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Green Herb--, [ ] Green Herb,
[ ] --Green Herb, [ ] --Handgun Bullets--, [ ] --Handgun Bullets-------------------------------------------------------------------------------== ANTARCTIC BASE: MINING AREA ==
Leave this room and step back into the assembly area.
== ANTARCTIC BASE: ASSEMBLY ROOM ==
Run over to the conveyor belt controls. Activate the controls off to Claire's
right along the assembly machine - this will activate the top conveyor belt.
The box with the item on top will be sent into another room. Claire cannot get
this item - it's a weapon (the magnum). It can be retrieved later in the game.
Walk over to the control panel near the box on the conveyor belt. Activate the
conveyor belt. This will activate the lower conveyor belt near Claire. If the
bar code was placed on the box, the box will be sent to the B.O.W. room.
Reenter the B.O.W. room - open the double doors near the stairs that lead to
the Mining Area.

== ANTARCTIC BASE: B.O.W. ROOM ==


The B.O.W. box was sent to this room from the outside conveyor belt. The box
crashed on the broken conveyor belt drop off and is now leaking anti-B.O.W. gas
in this room - it can be seen on the drop off in the room. Thanks to that
incident, the glass casing that was holding the gas mask to the left is now
open, so grab the **GAS MASK** from inside. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] **GAS MASK**
------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM ==
There is nothing more to do in this area, so go back to the entrance and step
back into the hall with moths.
== ANTARCTIC BASE: MOTH HALL ==

Enemies: 3 Moths

There are now three moths in this room. It's really best just to run past
them. They might cling onto Claire's back and lay an egg. If they poison her
with pollen, run back toward the assembly room doors and use the blue herbs in
the planter - there is an infinite number of them. Reenter Alexander's Office.
== ANTARCTIC BASE: ALEXANDER'S OFFICE ==
Stash any unnecessary items into the item box.
items if every herb was collected.
INVENTORY NOTE: Put up the assault rifle.

Claire should have quite a few

Be sure to keep the gas mask.

Now that power is restored, run to the secret passage in the back of the room
and press the button on the locker. The locker will slide into the wall.
Enter the new area to trigger a cutscene. An enemy is restrained in a cell
below Claire as she enters the new room.
Walk out onto the grated floor then take the **PLANT POT** from the corner on
the left side of the room (Claire's right). Open the inventory menu and check
the bottom of the pot. There is a key taped on the bottom of it! Claire will
take the **MACHINE ROOM KEY** and throw the pot away. Save your game and exit
the room.
--------------------------------------------------------------------- ITEM LIST
[ ] **PLANT POT**, [ ] **MACHINE ROOM KEY**
------------------------------------------------------------------------------== ANTARCTIC BASE: MOTH HALL ==
Move back up the stairs directly ahead.
== ANTARCTIC BASE: WALKWAY AREA ==
Find the double doors in the alcove near the ladder then open the door.
== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
The Assembly Room that Claire has been going in and out of is below the walkway
that she is now on. Run over to the door along the walkway to Claire's left
and use the Machine Room key to unlock the door then step inside the next room.
Discard the key when prompted as usual.
== ANTARCTIC BASE: MINING AREA (2nd floor) ==
Do not mess with the levers on the control panel just yet.

Run along the

walkway to Claire's left and open the door to the side.


== ANTARCTIC BASE: GENERATOR ROOM (2nd floor) ==
Move along the catwalk and pick up the **VALVE HANDLE** in the middle portion
of the catwalk. If you examine the valve handle, the end of it is square.
Claire needs an octagonal end on it to fit the hole in the pipe in the Mining
Room however. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] **VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC BASE: MINING AREA (2nd floor) ==
Steve will be over near the control panel with the levers now. He will use
them to move the drilling machine during the cutscene. Unfortunately, Steve
will get focused on the finer things in life and hit a pipe that will spew
toxic gas. The two will leave the room.
== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
Claire will have to put on the gas mask in order to go back into the Mining
Area thanks to Stevo. Run over to the door on the opposite side of the walkway
and step into that room.
== ANTARCTIC BASE: WORKSHOP ==
There is a zombie in the cage to the right, but he can't get out. Claire
cannot get inside to collect the shotgun ammo and duralumin case on the shelf
inside either. Run around the cage and collect the --HANDGUN BULLETS-- on the
counter directly across from the cage door. The camera view will not show the
handgun bullets.
Run further to the right and there will be some more --HANDGUN BULLETS-- and an
--INK RIBBON-- on the table to Claire's left. Pick up the --GREEN HERB-- and
--BLUE HERB-- on the floor as well.
There is a metal shop machine to the side. This can be used to file down the
end of the valve handle to make the end octagonal. Walk over to the machine
and use the valve handle on it. The valve handle will be placed on the diamond
cutter and the end will be filed down from square to octagonal. Claire will
receive the **OCTA VALVE HANDLE** after the machine finishes. Leave the room.
NOTE: If Claire cannot use the metal shop machine, she will have to run back to
the first floor of the Mining Area and examine the hole on the pipe to her
right as she enters - it's on a high platform. SHE MUST LOOK AT THIS BEFORE
THE MACHINE WILL CUT THE VALVE HANDLE. Game realism, for the win!
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Ink Ribbon--, [ ] --Green Herb--, [ ] --Blue
Herb--, [ ] **OCTA VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC BASE: MINING AREA (2nd floor) ==
Return to Alexander's Office (save room) and save your game along the way back
to the first floor of the mining room. This will be your last time to save
before a boss fight, so be sure to save your game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - V E R Y I M P O R T A N T
Place the majority of your items into the item box. Only take an automatic
weapon that does not require extra ammo with Claire. Carry the
M-100Ps (60% ammo at least) or the Assault Rifle with Claire. Leave behind
Claire's handgun ammo and the grenade launcher for sure. Whether you take the

Bow Gun or not is up to you. I usually keep Claire's handgun, but, if you want
it available to Chris then leave it in the item box - Chris has his own handgun
though.
ANY WEAPON THAT CLAIRE TAKES WITH HER WILL STAY WITH HER FOR THE REST OF THE
GAME. The game is about to switch over to Chris Redfield's side of the story
and any weapon that Claire does not put in the item box will not be available
for Chris.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Go back out to the Walkway Area, run through the hallway with moths and enter
the Assembly Area.
== ANTARCTIC BASE: ASSEMBLY AREA ==
Enemies: 5 Zombies
This room now has five zombies in it - blast them with your current weapon if
they get in Claire's way, but don't worry much about them if they don't bar
Claire's path to the stairs. Reenter the Mining Area via the door at the top
of the stairs. Claire will be prompted to put on the gas mask before entry, so
put it on when asked to do so!
== ANTARCTIC BASE: MINING AREA ==
Climb up to the higher area with the driller off to Claire's right. Move up
the stairs to the side and use the Octa Valve Handle on the hole on the pipe to
shut off the gas. A cutscene will trigger.
Once you regain control of Claire, DO NOT run toward Steve just yet. Turn to
Claire's right then step down off the high area and pick up the ++SNIPER
RIFLE++ that Alfred dropped when he fell off the ledge to the side. Another
cutscene will take place after Claire picks up the Sniper Rifle.
--------------------------------------------------------------------- ITEM LIST
[ ] ++SNIPER RIFLE++
------------------------------------------------------------------------------== ANTARCTIC BASE: ROOFTOP ==
Once you regain control of Claire take this chance to get a bit adjusted to the
sniper rifle controls. They are a bit different than more modern shooters now.
Sniper Controls:
RT - Sniper scope view
LT - Hold to zoom in, release to zoom out
A - Fire
Before running toward Steve, make a detour around the rooftop. Run to the
corner to Steve's right and pick up the --FIRST AID SPRAY-- off the platform
near the building marker. Try to move down the stairs in front of Steve to
activate a cutscene.
Boss: Nosferatu
Claire will be forced to fight Nosferatu after the cutscene. Nosferatu is very
dangerous from close range. He will attack with his back appendages. The back
appendages can lunge forward and hit Claire or he can slap her to the side with
them. Both attacks will cause Claire to fly in whatever direction she is hit
toward. Nosferatu can easily knock Claire off the side of the building if she
is standing too close to an edge.
Nosferatu will constantly spread a purple gas around the rooftop as well.
gas will be blown by the wind and carried toward Claire at times. It is

This

poisonous, so Claire will be poisoned eventually if she gets hit by the gas too
much. This special poison cannot be cured with a blue herb. Having Claire get
poisoned by Nosferatu will change an event later in the game. She will be
poisoned later as well and some extra steps will have to be taken to cure her.
Nosferatu has to be hit directly in the heart with a sniper rifle shot to
damage him the most. You can tell if you hit him in the heart by the way he
will hiss after a shot and turn to his left. After a direct hit to the heart,
he will be stunned for a few seconds. Claire can take that time to rush around
him and shoot him in the heart once again as he recovers. This takes some very
careful timing however. The knife slash cutscene video that I link to below
shows off this strategy the best. It's VERY risky if you're timing is not
perfect.
If you have problems hitting Nosferatu in the heart don't worry much about it.
Try to hit him in the heart as much as possible with all sniper rifle shots
then finish him off with another weapon such as the M-100P or the Assault
Rifle. It will take about 50% of each weapon's ammo including the 7 sniper
rifle shots to a portion of his body. He will stagger and hiss three times
before he dies. Whether those are caused from rifle shots directly to the
heart or built damage from other weapons depends on your aiming with the sniper
rifle.
There are two special cutscenes that a player can get by killing Nosferatu with
certain weapons:
--> Shoot him directly in the heart for the final hit.
Requirements: 4 direct shots to the heart
Video:
http://www.youtube.com/watch?v=EEboF7itWmQ
--> Knife slash him for the final hit.
Requirements: 3 direct shots to the heart + knife slash to heart
Video:
http://www.youtube.com/watch?v=U1WPUVZWvSE
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- The Prisoner Who Lost Everything
Description: Defeat the nameless man and end his suffering.
This will unlock after defeating Nosferatu.
*******************************************************************************
Several cutscenes will play after the battle.
to Chris Redfield back on Rockfort Island.

The game will shift focus over

--------------------------------------------------------------------- ITEM LIST


[ ] --First Aid Spray--------------------------------------------------------------------------------

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - __
_
__
_
[WT03]
/__\ ___
___ | | __ / _| ___
_ __ | |_
/ \// / _ \ / __|| |/ /| |_ / _ \ | '__|| __|
/ _ \| (_) || (__ |
< | _|| (_) || |
| |_
\/ \_/ \___/ \___||_|\_\|_|
\___/ |_|
\__|
_____
_
_
\_
\ ___ | | __ _ _ __
__| |
/ /\// __|| | / _` || '_ \ / _` |
/\/ /_ \__ \| || (_| || | | || (_| |
\____/ |___/|_| \__,_||_| |_| \__,_|
- - - - - - - - - - - - -

C H R I S

R E D F I E L D

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

== MILITARY TRAINING FACILITY: UNDERGROUND GRAVES ==


Now you are in control of Claire's brother, Chris Redfield. Keep in mind that
his inventory is 2 slots smaller than Claire's for the moment, so he will have
to make frequent trips to item boxes to stash items.
He starts with the following in his inventory:
Combat Knife
Glock 17 Handgun w/18 bullets
30 handgun bullets
First Aid Spray
Pick up the --GREEN HERB-- in front of Chris. Walk toward Rodrigo, who is
slumped against the wall up ahead. A cutscene will activate. Trouble follows
Rodrigo wherever he goes it seems! If you check the inscriptions on the graves
along the wall, they both have the last name "Raval" which means they are most
likely the remains of Rodrigo's parents.
Chris will have to save Rodrigo from the Gulp Worm after the cutscene. There
is a stone statue figure that holds a gold cup on the left wall as Chris passes
around the corner. Nothing can be done with it at the moment. Chris can only
slide the stone lid down on it for now.
Move around the side of the wall and take the --BOW GUN ARROWS-- off the stool
and the --INK RIBBON-- from off the table next to the stool. Save your game
and place any unneeded items into the item chest to the side. Take out the
handgun ammo if Claire placed hers into the chest in the Antarctic Base. Chris
should have TONS of handgun ammo if Claire did earlier - it depends on how a
player conserves though, obviously.
INVENTORY NOTE: Take the grenade launcher with Flame Rounds or the assault
rifle with Chris when entering the next room.
== MILITARY TRAINING FACILITY: UNDERGROUND TUNNEL ==
The Gulp Worm is burrowing around in the ground in this tunnel area. Directly
across from the entrance door there is a --GREEN HERB-- and a --BLUE HERB--, so
be sure to grab them later.
Boss: Gulp Worm
The Gulp Worm is very predictable in its attacks. It can only surface from the
ground in the middle areas of the tunnel for the most part and can't attack
Chris easily if he stands near a wall. The main way he can easily attack Chris
from a distance is banging his head against the ceiling to make debris fall on
Chris. You'll have to run to avoid the debris.

In order to dodge the majority of the Gulp Worm's attacks, simply stand near a
wall. Chris will need to stay constantly moving during this battle. Do not
run into the middle, always stay near a wall. The Gulp Worm can attack with
body strikes while he is surfaced or he can quickly bite Chris while quickly
surfacing while he is burrowing.
Wait for the Gulp Worm to surface in an area, to where it extends its head out
of the ground and yells, then shoot it with flame rounds from a distance.
Chris can usually hit the Gulp Worm with two flame rounds per surfacing. It
will only take four flame rounds to kill the Gulp Worm! If you're out of flame
rounds, take out the Assault Rifle and fire at the worm every time it surfaces.
The good part about using the Assault Rifle is that doesn't really have as much
use against many more powerful enemies, so Chris can feel free to use up all
the ammo here! Really, the flame rounds are the same way for the most part
aside from a Bandersnatch fight later.
NOTE: Chris can skip out on fighting the Gulp Worm. Run over to the elevator
controls and call the elevator. It will take a few seconds for the elevator to
come down and Chris will have to dodge the Gulp Worm until then. Chris will
forfeit the lighter item and the sub machine guns that can be obtained with the
lighter if he leaves the Gulp Worm behind however.
Once the Gulp Worm has taken enough damage, a cutscene will trigger. Chris
will receive the **LIGHTER** from Rodrigo after the cutscene. There are some
--BOW GUN ARROWS-- and a box of --HANDGUN BULLETS-- near the elevator on the
other side of the tunnel, but get them once Chris returns to this area. Go
back into the Underground Graves area.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Blue Herb--, [ ] **LIGHTER**, [ ] --Bow Gun Arrows--,
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: UNDERGROUND GRAVES ==
Walk over to the stone statue figure along the corner wall around the corner.
The image has the following phrase below it:
"Dedicate a light on my right hand."
Put the stone lid down to reveal 2 sub machine guns behind an iron grating.
Use the lighter on the stone statue figure and Chris will light its cup. The
iron grating will lower. Take the ++SUB MACHINE GUN++ when prompted - it's two
sub machine guns even though the game uses a singular name.
The Sub Machine Guns work just as well as the Assault Rifle for weaker enemies.
The Sub Machine Guns can be good against stronger enemies also. The best part
about them is how rapidly they fire. Chris can stand near an enemy and a
player can tilt the left thumbstick up and down to spray all portions of the
enemy with bullets.
Chris will only need a weapon for zombies where he is going, so take either the
handgun, sub machine guns or assault rifle with him. Reenter the Underground
Tunnel.
--------------------------------------------------------------------- ITEM LIST
[ ] ++SUB MACHINE GUN++
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: UNDERGROUND TUNNEL ==
Use the elevator button to the side of the elevator doors to call the elevator
to the bottom floor tunnel. Step inside to ride it up into the training

facility.
== MILITARY TRAINING FACILITY: GARAGE ==
It turns out the mural along the wall of the garage actually hid some elevator
doors. Aha!
Enemies: 3 Zombies
There are three zombies in this area. Chris can run past some of them to save
ammo if needed. Walk over to the lift over to Chris' left. The battery on the
lift has been removed. Chris will have to find it. Move toward the other side
of the garage. An oil barrel has fallen and blocked the door that leads to the
first floor hallway of the Training Facility.
Chris can't very well move that oil drum since he can't even perform Haymakers
or punch oversized boulders yet, so he will have to step out into the Tank Area
outside the door on the other side of the Garage.
== MILITARY TRAINING FACILITY: TANK AREA ==
The door to the Courtyard of the Training facility has crates that block it off
now. Run to the back of the tank. Alfred left the button panel on the tank
open, so press it to make the tank move forward and reveal a lift. Pick up the
--HANDGUN BULLETS-- on the ground behind the tank then take the lift down. The
camera angle kind of hides the handgun bullets, but I'm sure you saw them
earlier when Alfred moved the tank during the cutscene when Claire was escaping
Rockfort Island.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: HANGAR HALLWAY ==
There is a manhole cover in the first corner of the hall
firmly though, and cannot be opened at the moment. Pick
--GREEN HERB-- and --SHOTGUN SHELLS-- from off the floor
corridor with the door on the side wall. Enter the room

up ahead. It's sealed


up the --BLUE HERB--,
before moving down the
behind the door.

NOTE: There is a battery pack at the other end of the hall but DO NOT pick it
up if you're worried about dying before reaching a save room. Black widows
will attack after picking it up.
--------------------------------------------------------------------- ITEM LIST
[ ] --Blue Herb--, [ ] Green Herb, [ ] Shotgun Shells x7, [ ] **BATTERY PACK**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: HANGAR SAVE ROOM ==
Ah, so many items to collect. Let's see. Start by grabbing the --GREEN HERB-near the lockers then make a casual stroll over toward the open locker and pull
out the --ACID ROUNDS-- from inside. There is an --INK RIBBON-- on the table
near the typewriter and a box of --HANDGUN BULLETS-- and --SHOTGUN SHELLS-- on
the table as well. There is a planter full of blue herbs near the locker also.
Keep these in mind if Chris is poisoned anywhere near this room.
Find the painting on the wall near the item box then examine it.
following phrase on it:

It has the

"Lava burns forest, flows to sea, forms the earth."


This is a clue to unlocking the cabinet drawer on the other side of the room.

Walk over to the cabinet with the colored drawer designs and choose to open the
drawers. Open the drawers in this order:
- Red (lava)
- Green (forest)
- Blue (sea)
A click will sound. After the click the bottom drawer (brown - earth) will be
unlocked, so open it. Take out the --LUGER REPLICA--. This is just a replica
gun and can't be used as a weapon. It can't even be used in any portion of the
game. So, why the hell is it even an item? Well, it must be retrieved in
order to unlock Steve in the Battle Game mode that is unlocked after beating
Code Veronica X! Joy. Stash the luger replica into the item box.
NOTE: There is no need to collect the luger replica again on your next
playthrough. It is only used to unlock Steve in the Battle Game mode. Once it
is collected in a playthrough, there is no point in collecting it again on
another playthrough.
INVENTORY NOTE: Keep the handgun and the shotgun shells with Chris and bring
along the grenade launcher with Grenade Rounds.
Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Acid Rounds x6--, [ ] --Ink Ribbon--, [ ] --Handgun
Bullets--, [ ] --Shotgun Shells--, [ ] --Luger Replica-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: HANGAR HALLWAY ==
Enemies: 2 Black Widows
If you haven't already, run to the left and take the **BATTERY PACK** from off
the floor in front of the door at the end of the hall. There is an indention
on the insignia where a Halberd can be placed. Once Chris moves away from the
door, a black widow will break through the vent in the back of him. There are
two of them.
Kill them with the grenade launcher with Grenade Rounds - get up close and
shoot them so that the entire spread hits. Other types of ammo for the grenade
launcher does not work that well against them. Flame rounds are literally
useless basically. Other than Grenade Rounds, shoot with sub machine guns or
the assault rifle from a distance. The handgun can work well if you run from
them and shoot them. It will take a lot of hits without Grenade Rounds though.
Run back to the lift and take it back up to the Tank Area then enter the Garage
once again.
--------------------------------------------------------------------- ITEM LIST
[ ] **BATTERY PACK**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: GARAGE ==
Run over to the lift and place the battery pack on the slot on the right side.
Get up on the lift and use the control panel to the right to raise it up.
Run over to the left and grab the **CHEM. STORAGE KEY** and the --REPORT:
ENHANCED ANTI-DECAY ALLOY-- file from the pedestal that sticks out of the wall.
Open the door to the right of the elevator.

--------------------------------------------------------------------- ITEM LIST


[ ] **CHEM. STORAGE KEY**, [ ] --Report: Enhanced Anti-Decay Alloy-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: MONITOR ROOM ==
When Chris moves to the left, a cutscene will play.
see my hook!"

"Oh, little fishy, come

Yeah... Anyway, if this is your fist time playing and you want to figure stuff
out on your own then go to the elevator and take it down to the first floor.
There are a few zombies in that corridor. The date of the Training Facility
needs to be remembered for a puzzle that Chris will run across in just a few
minutes. The date is December 8. Going there is really a waste of time if you
want to save time on a playthrough however.
Take the elevator to the B1 floor.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
There is no use in entering the Ventilation Room directly across from the
elevator. It has poisonous gas below the stairs, so Chris cannot move down the
stairs at this time. Walk down the stairs to the left of the face on the wall.
Look on the mantle to the Chris' right. Ah, a shotgun! Pick up the
++SHOTGUN++ and the stairs to Chris' right will rise up once again. That
doesn't really matter though, since there is another way up there. Grab the
--HANGUN BULLETS-- off the ground across from the mantle then take the --FLAME
ROUNDS-- off the back shelf and the --INK RIBBON-- off the ground near the
shelf.
--------------------------------------------------------------------- ITEM LIST
[ ] ++SHOTGUN++, [ ] --Handgun Bullets x15--, [ ] --Flame Rounds x6--,
[ ] --Ink Ribbon-------------------------------------------------------------------------------NOTE: Chris' inventory might be screaming for room at this point, so it might
be a good idea to step off the side of the walkway below the suspended stairs
then run over to the water and climb the ladder on the other side then stash
some items in the save room in the hangar hallway above. Chris will open the
manhole cover in that hallway and be back in the Hangar Hallway.
Open the door next to the shelf.
== MILITARY TRAINING FACILITY: LAB ==
There is a --GREEN HERB-- in the corner below the stairs on the bottom floor of
the Lab. Only pick it up if Chris has enough inventory room to carry it. Move
up the stairs.
Run by the large capsules off to Chris' right on the top floor. The controls
near the door at the top can be used to lower the far right capsule. Chris can
collect the --ASSAULT RIFLE BULLETS-- from off the right capsule. Open the
sliding doors near the top floor controls.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Assault Rifle Bullets-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
DO NOT grab the shiny item on the platform elevator just yet. That will cause
a new set of enemies to attack Chris. It's best to enter the Chemical Storage

room first.
Open the door to the side to enter the Chemical Storage.
== MILITARY TRAINING FACILITY: CHEMICAL STORAGE ==
Open both sets of sliding doors by stepping up to them and going through the
decontamination chamber then step into the Chemical Storage room. Pick up the
--SHOTGUN SHELLS-- and the --HANDGUN BULLETS-- on the table in the middle of
the room. There is a --RED HERB-- and a --BLUE HERB-- on the counter near the
chemical storage refrigerator. Only pick up the herbs if you have the
inventory space.
Examine the chemical storage refrigerator (warehouse). Use the Chemical
Storage Key on the door of the refrigerator then discard it when prompted.
Chris will not be able to tell which of the chemicals to use. He will be
prompted to set the temperature.
The temperature must be set to the date of the training facility mentioned back
in the gallery room. The date was December 8th. So enter the following code
as the temperature:
Refrigerator Code - 128
Select the white button on the far right side to confirm the date and then
choose to finish the settings. Chris will close the door and most obvious
chemical bottle in the refrigerator will turn blue as if to stand out evem
more! Take the **CLEMENT SIGMA** chemical afterwards.
Leave the chemical storage.
NOTE: If Chris has fought any Hunters before collecting the Clement Sigma
chemical, a Sweeper (poison hunter) will bust through the vent cover on the
side wall as he leaves. If it does attack then run like hell out of the
Chemical Storage area and leave it.
--------------------------------------------------------------------- ITEM LIST
[ ] --Shotgun Shells--, [ ] --Handgun Bullets x15--, [ ] --Red Herb--,
[ ] --Blue Herb--, [ ] **CLEMENT SIGMA**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
Run over to the shiny item on the platform elevator - the one that screams out
"Pick me up please! :)". Pick up the **DOOR KNOB** on the platform elevator.
Seriously, out of any Resident Evil item, the door knob wins the battle in
being the most hilarious item. Come on? A door knob!?
Anyway, after picking up the doorknob item, Wesker's sentry robots (Seekers)
will appear during a cutscene. They will automatically see Chris during the
cutscene. Two Hunters (Hunter II) will attack Chris once you regain control of
him. One will start out near him and the other will hop off the crates to the
side.
Enemies: 2 Hunters
Take out the shotgun and shoot the Hunter II that is near Chris and get ready
to hit the other one that hops down. It's very vital that you knock them down
with shotgun blasts. The whole time they are standing Chris at risk of getting
hit. Try to move toward them as you blast them. Spam them with bullets.
Leave the room by stepping back into the lab after killing the Hunters.
will have to reenter this room, so it's best to go ahead and kill them.

Chris

--------------------------------------------------------------------- ITEM LIST


[X] **DOOR KNOB**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LAB ==
Use the Green Herb below the stairs if the Hunters hit Chris any. Run down the
stairs and then exit the Lab and step back into the Sewer Waterway.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Enemies: 1 Zombie
It's a good idea to go through the water below the stairs and get back to the
upper level save room in the hangar hallway and save your game at this point.
There is a zombie in the water, so be ready to blast him with the handgun.
There are two --RED HERBS (x2)-- on the opposite walkway below the ladder.
--------------------------------------------------------------------- ITEM LIST
[ ] --Red Herb--, [ ] --Red Herb-------------------------------------------------------------------------------Once you save, run back over to the mantle where the shotgun needs to be placed
and use the shotgun on the mantle to lay it back on the mantle and lower the
stairs. Move up the stairs and get in the elevator once again. Take the
elevator to the second floor.
== MILITARY TRAINING FACILITY: MONITOR ROOM ==
Enemies: 2 Zombies
There are now two zombies in this room. One of them will be right in front of
Chris as he gets off the elevator, so be ready to shoot it with the handgun.
Open the door across from the stairs.
== MILITARY TRAINING FACILITY: STAIRWAY ==
The camera angle will show the Eagle Plate that was on the indention of the
railing below. The piece of walkway that the plate lies on will crumble and
fall into the water below. Notice the electricity sound effects after it
falls. Hmm.
Going down the stairs is useless since there is a big gap in the walkway below
and Code Veronica X offers no button prompt jump commands like later games in
the series, so rush over to the opposite door on the top walkway and step into
the next room.
== MILITARY TRAINING FACILITY: OBSERVATION ROOM ==
Enemies: 1 Seeker (possible Hunter II fight)
A seeker will be moving along the ceiling and scanning the floor for possible
threats. Move toward it but stay away from the lit up scanner. Wait for its
scanner to go off then quickly run under the seeker and run through the gap in
the wall to Chris' left. If it sees Chris, a Hunter will enter the room and
attack.
NOTE: If Chris rushes directly ahead after entering the Observation Room from
the Stairway, he will avoid the seeker scanning light. It will not turn on
until he rushes underneath it.
Pick up the --SIDE PACK-- on top of the fallen locker to Chris' right.

Chris

can now carry two more items in his inventory! There are some --BOW GUN
ARROWS-- below the window near the Bio-experiment Room door. The Bio-experiment
Room cannot be entered from the Observation Room anymore. Open up the door off
to Chris' left.
--------------------------------------------------------------------- ITEM LIST
[ ] --Side Pack--, [ ] --Bow Run Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
The door off to Chris' left is missing a door knob. There is nothing down the
stairs. The stairs will only lead to a closed shutter with flames in front of
it. Stand in front of the door and use the door knob item on the door. Chris
will fix the door so that it can be opened.
== MILITARY TRAINING FACILITY: GARAGE (2nd floor) ==
Chris will step onto a high walkway in the Garage. Walk over to the left and
pick up the --HANDGUN BULLETS-- from the floor near the corner. On the left
side (Chris' left) of the walkway, pick up the **TANK OBJECT** on the pedestal.
Leave the area and run all the way back to the elevator in the Monitor Room.
Watch out for the seeker in the lobby on the way back. If it sees Chris, just
run right by it and keep going. Chris will not have to return to the second
floor for anything anyway.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] **TANK OBJECT**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: MONITOR ROOM ==
Take the elevator down to the first floor.
== MILITARY TRAINING FACILITY: HALLWAY ==
Enemies: 1 Seeker (possible Hunter II fight)
The door that leads to the garage is sealed off from the outside - remember the
oil drum fell in front of it in the Garage. There is a seeker down the hall to
the right. Time a run and quickly dash by it as the scanner turns off then
open the door to the Gallery.
== MILITARY TRAINING FACILITY: GALLERY ==
Walk over to the model of the Training Facility and examine it. There is a
hole on the right side of the model to place something. It is the same spot
where the tank is located in the actual facility, so place the tank object on
the model's indented area.
After placing the tank object on the model, the painting on the wall across
from the model will slide to the right and an area with colored lasers will be
exposed. The lasers block a lever and there are three circular indentions below
the lasers. Take the **TURN TABLE KEY** and the --SECRET PASSAGE NOTE-- file
from below the lasers.
Leave the room and step back onto the elevator. The seeker will not be on the
wall anymore now that Chris has placed the tank object and gotten the turn
table key. Take the elevator back to the B1 level floor.
--------------------------------------------------------------------- ITEM LIST
[ ] **TURN TABLE KEY**, [ ] --Secret Passage Note--

------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SEWER WATERWAY ==


Move down the stairs off the left and grab the shotgun once again.
the Hanger Hallway and save your game if you want.

Return to

INVENTORY NOTE: Keep the Clement Sigma chemical with Chris. Take out the
grenade launcher and place Acid Rounds in it. If Chris still has some flame
rounds bring them along also.
Open the door to the lab once again and step inside.
== MILITARY TRAINING FACILITY: LAB ==
Climb the stairs once again then rush past the test tubes.
the other side of the test tubes, a cutscene will trigger.

As Chris reaches

Enemies: 1 Bandersnatch
Right after the cutscene, the Bandersnatch from the cutscene will attack Chris.
Chris starts out at a distance from the Bandersnatch and it will hit Chris if
you don't fire immediately. It's best to take out the grenade launcher with
Flame Rounds and kill it with one or two Flame Round shots. If Chris does not
have flame rounds, shoot the Bandersnatch with the shotgun. Since he is at a
distance, the shotgun blasts will not take off as much as usual however, so it
will take around six shots. It's very important to fire immediately when the
you regain control of Chris.
Exit the lab via the sliding doors once again.
== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
Rush over to the controls for the platform elevator (turntable) then use the
turntable key on it. Move the turntable up.
== MILITARY TRAINING FACILITY: LOBBY ==
Run to the other side of the turntable and hop over the crate in front of the
broken wall. Stand on the other side of the broken wall and push the wooden
crate so it hits the debris on the elevator. Get on the right side of the
wooden crate then push it toward the metal stack of crates off to the left.
Get up on the wooden crate then turn toward the stack of metal crates and
collect the --BOW GUN POWDER-- from the top of the crate.
Move back through the hole in the wall. Chris is now free to explore the other
side of the lobby area. The flames and shutter block the stairs. Don't go out
the double doors right now. Open the door off to the left.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Powder-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: CONTROL ROOM ==
Enemies: 3 Zombies
Get ready to blast a zombie with the handgun right upon entry into this room
since it will be right across from the door. Run to Chris' right if the zombie
gets too close. There are a total of three zombies in this room.
Pick up the --SHOTGUN SHELLS-- on the floor by the shelves. Rush into the back
room and kill the zombie in the room then open the locker to the side and take

the --ACID ROUNDS-- from inside. Move through the hole in the wall on the
other side of the room. Debris blocks the path to the left so open the door to
the right.
--------------------------------------------------------------------- ITEM LIST
[ ] --Shotgun Shells x7--, [ ] --Acid Rounds x6-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STAIRWAY ==
Enemies: 1 Crawling Zombie
Chris will step out onto the other side of the bottom stairway. Move to the
left and kill the zombie that crawls along the ground. Just shoot him with the
handgun. Go through the fence opening then climb down the ladder behind the
fence to the left.
== MILITARY TRAINING FACILITY: VENTILATION ROOM ==
Chris can't step down into the middle of the Ventilation Room until the
poisonous gas in the middle is filtered out of the area. Examine the breaker
on the wall to Chris' right then raise the lever to turn on the fan beneath the
grated floor in the middle area. The poisonous gas will be filtered out of the
room.
Enemies: 4 Zombies
Move down the corridor then step down into the room and kill the four zombies
in the room below. Chris can run by some of them also. Stand up on the high
corridor if they get to close and point down then shoot them safely. Move up
the concrete stairs on the right side of the room (Chris' right) then open the
door.
== MILITARY TRAINING FACILITY: STORAGE AREA ==
Have the grenade launcher with acid rounds or the shotgun equipped since a
Hunter will dash up to Chris and try to slash him as he enters the Storage
Area. Blast the Hunter with a quick shot from either weapon to kill it
quickly. Enter the Workshop across from the door that Chris just came through.
== MILITARY TRAINING FACILITY: WORKSHOP ==
Run around the corner in the back of the room then take the **CLEMENT ALPHA**
chemical from the left set of shelves to the side of the workbench. The
Clement Alpha can be combined with the Clement Sigma that Chris found in the
Chemical Storage in order to make the **CLEMENT MIXTURE**. This solvent
chemical will be needed soon so keep it in Chris' inventory.
Examine the workbench. If Chris is carrying his Glock 17 handgun, it can be
upgraded in this room. Chris will receive the ++ENHANCED HANDGUN++ after
upgrading it. The upgrade will give it a chance to instantly kill enemies with
a critical shot per shot fired.
Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] **CLEMENT ALPHA**, [ ] **CLEMENT MIXTURE**, [ ] ++ENHANCED HANDGUN++
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STORAGE AREA ==
There is nothing more to do in this room. The door to the platform elevator to
the left is blocked off from the other side and the door past the open shutter

is blocked off from the other side as well.


Room.

Step back into the Ventilation

== MILITARY TRAINING FACILITY: VENTILATION ROOM ==


Chris needs to return to the Lobby. The shortest way is going back the way he
came. Step up onto the high corridor in the Ventilation Room and climb the
ladder at the end. Open the door on the other side of the fence in the
Stairway area. Open the door on the other side of the Control Room to reenter
the Lobby once again.
== MILITARY TRAINING FACILITY: LOBBY ==
Rush over to the left and open the double doors at the front of the Lobby.
This will lead Chris to the Courtyard of the Training Facility.
== MILITARY TRAINING FACILITY: COURTYARD ==
Enemies: 2 Hunters
This can be a really bad area to fight in. Hunters will start out on both
sides Chris. One will be to his right then another will be to his left.
Fighting them is just as risky as running from them.
If you fight them use the grenade launcher with Acid Rounds or the shotgun to
hit them quickly then move. You'll have to constantly move while fighting them
since they will try to hit Chris with their jump attacks. The main thing you
want to do is to knock one of them down with a shot then dodge the other and
knock it down with a shot. Constantly make sure that one is on the ground.
The shotgun can work better since the grenade launcher has a slight reload
animation, but the grenade launcher will sometimes kill faster with Acid Rounds
(sometimes one hit).
NOTE: Your miles may vary with this, but try to auto-aim and shoot the Hunter
to Chris' left with the shotgun or an acid round to (hopefully) knock it down
then quickly run across from the door as the other Hunter jumps toward Chris to
hit him - Chris will escape the attack. If the targeted Hunter was knocked
down, Chris can run to the door without getting hit.
If they both charge toward Chris at the same time, it's really best to run or
try to group them for shots. Pick up the --SHOTGUN SHELLS-- near the fallen
wooden crates. Open the door to the platform elevator off to the side near the
Courtyard entrance. The courtyard entrance is blocked off by debris and the
door on the other side of the courtyard that leads to the tank area is blocked
by fallen wooden crates on the other side.
--------------------------------------------------------------------- ITEM LIST
[ ] --Shotgun Shells x7-------------------------------------------------------------------------------== AIRPORT: PLATFORM ELEVATOR AREA ==
Stash any unneeded items into the item box and be sure to save your game.
the grenade launcher with Acid Rounds with Chris.

Take

NOTE: Have three open spaces in Chris' inventory for items that he will get in
the coming areas.
Open the shutter to the side of the elevator door when ready.
== AIRPORT: CARGO AREA ==
Enemies: 1 Hunter

A Hunter will dash toward Chris from off to his right. Move forward quickly to
make the camera switch then blast the Hunter with an Acid Round. Run to the
left and take the lift to the crane control room. Open the door on the other
side of the control room.
== AIRPORT: UPPER BRIDGE ==
Ignore the lever for raising and lowering the bridge since it cannot be used at
the moment since it needs oil pressure. Move across the bridge then open the
door on the other side.
== AIRPORT: OIL PUMP ROOM ==
There is a control device for the oil supplied to the bridge off to the side.
Oil Pressure needs to be restored to the bridge before it can be lowered. Read
the notice on the oil pump to see the following:
Manual Operation
1. Supply oil to the 10 liter tank using 3 cylinders.
2. The standard oil amount must be maintained. If oil isn't at the standard
amount of 7 liters, the device will not activate. Be careful.
Choose to operate the oil pump.
Liter gauge #1 is broken, so it can't be used. Chris can only choose between
liter gauge #3 and liter gauge #5. The objective here is to get a total of 7
liters in liter gauge #10.
SOLUTION:
Start by doing the following:
-

Press
Press
Press
Press

the
the
the
the

button
button
button
button

for liter gauge #3


for liter gauge #3
for liter gauge #5
beside liter gauge

(fills #10 with 3 liters)


again (fills #10 with 3 more liters)
(fills #10 all the way to the top)
#10 (empties gauge #10)

At that point, gauge #3 should have 6 liters and gauge #5 should have 1 liter
(3 + 3 + 1 = 7), so do the following to finish:
- Press the button for liter gauge #3
- Press the button for liter gauge #3
- Press the button for liter gauge #5
Enemies: 3 Zombies
Once the oil pressure is restored, the dead bodies in the back of Chris will
get up and attack. There are three zombies that attack. Chris can either run
out of the room or fight them off and pick up the --SHOTGUN SHELLS-- where they
were lying.
--------------------------------------------------------------------- ITEM LIST
[ ] --Shotgun Shells x7-------------------------------------------------------------------------------== AIRPORT: UPPER BRIDGE ==
The lever for the bridge can now be activated on the other side. Run to the
other side and lower the bridge. Now Chris can move across the bridge from the
bottom floor of the Cargo Area.

Reenter the Cargo Area then open the shutter across from the shutter that Chris
used to enter this area from. This will lead him onto the outside bridge.
== AIRPORT: BRIDGE ==
Enemies: 1 Hunter
A Hunter is now on the bridge. Move forward onto the bridge then stand and
shoot the Hunter with an Acid Round to knock him down then run toward him and
kill him with shotgun blasts or another Acid Round. Open the door on the other
side of the bridge.
== AIRPORT: RECEPTION ==
Enemies: 3 Zombies (1 with explosive)
Shoot the zombie directly ahead of Chris and it will explode. Some of the
zombies on the base have an explosive on their back at times now. Pick up the
--SHOTGUN SHELLS-- on the floor near the shelves to Chris' right.
There is no use in opening the door that leads to the submarine dock stairway
since the submarine cannot be used anymore. Run around the reception desk then
open the door near the fish tank.
--------------------------------------------------------------------- ITEM LIST
[ ] --Shotgun Shells x7-------------------------------------------------------------------------------== AIRPORT: DOCK ==
Enemies: 1 Hunter
A Hunter will have its back turned as Chris enters the area. Take out the
grenade launcher with acid rounds and shoot him. Finish him off from close
range if the first shot doesn't kill.
Chris will have to interact with the controls up ahead and cut off the
electricity for the platform lift to the right. If he doesn't, he will get
shocked while trying to move onto the lift. Cut off the electricity then move
over to the lift and take the **ARMY PROOF**, **NAVY PROOF** and the **AIR
FORCE PROOF**.
Leave the area after taking all three proofs and go back to the save room.
Reenter the reception area, run across the bridge and open the shutter near the
lift back in the cargo area to go back to the Platform Elevator Area save room.
--------------------------------------------------------------------- ITEM LIST
[ ] **ARMY PROOF**, [ ] **NAVY PROOF**, [ ] **AIR FORCE PROOF**
------------------------------------------------------------------------------== AIRPORT: PLATFORM ELEVATOR AREA ==
Be sure to save your game. The Courtyard above has a new enemy in it that can
poison Chris, so it's a good idea to have a herb mixture with blue herb mixed
in with it just in case.
INVENTORY NOTE: Take a blue and green herb mixture with Chris just in case he
is poisoned. Carry all three proofs in the inventory and have the Clement
Mixture with Chris. If Chris has any Grenade Rounds left, take the grenade
launcher with Grenade Rounds with Chris.
Take the elevator back up to the Courtyard above.

== MILITARY TRAINING FACILITY: COURTYARD ==


Enemies: 2 Sweepers
If you thought last time was dangerous in the Courtyard with the Hunter IIs,
wait until Chris steps off the platform elevator this time. A new type of
Hunter - the Sweeper - will be in the courtyard now. This new type of Hunter
can poison with each attack it has. Think about that for a moment - a Hunter
already takes extreme damage and is annoying as hell with the way it moves, now
it can poison!
There are two Sweepers in the Courtyard. Right when Chris enters, run in
between them and move directly ahead then quickly turn toward the double door
entrance to the Training Facility Lobby and open the doors. It's really best
to not fight them. Since there are two of them, one will likely hit Chris and
poison him if he fights them. They damage Chris fast!
== MILITARY TRAINING FACILITY: LOBBY ==
Chris needs to get back to the elevator so he can go to the Gallery on the
first floor. Open the door that leads to the Control Room in the back of the
lobby off to Chris' right.
Run through the hole in the back of the Control Room then open the next door
that leads to the stairway. Climb the ladder behind the fence in the stairway
area. In the Ventilation Room, move down the corridor then run up the metal
staircase to Chris' left then open the door at the top.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Chris will be on the top portion of the Sewer Waterway now... with his shotgun
still in his hands! Run over to the elevator door and take the elevator up to
the first floor. Reenter the Gallery down the corridor to Chris' right.
== MILITARY TRAINING FACILITY: GALLERY ==
Place all three proofs on the slots below the colored lasers on the side wall.
Pull the lever down. The model will slide into the wall and reveal a hidden
passageway below the room!
Pick up the 2 boxes of --SHOTGUN SHELLS (x2)-- and the --GREEN HERB-- from
behind the podium to the left when moving toward the ladder. Move down the
ladder.
--------------------------------------------------------------------- ITEM LIST
[ ] --Shotgun Shells x7--, [ ] --Shotgun Shells x7--, [ ] --Green Herb-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: DRAINAGE TUNNEL ==
If you look to the side of the ladder, there is a door that has been sealed.
That door leads out to the stairway area. It's too bad we don't have a hand
grenade to blow open weak walls, eh?
Enemies: 2 Black Widows
Two black widows will be in the upper corridor of the drainage area. They can
be very annoying without Grenade Rounds. The shotgun does not work that well
against them. Thankfully, for Chris, if he moves around the corner up ahead
there is a --GREEN HERB-- and some --GRENADE ROUNDS-- near the wall to his
right.
It's worth it to risk damage and grab the Grenade Rounds for the grenade

launcher in order to fight the black widows off better if Chris doesn't have
any when he first arrives. Fighting the black widows with the shotgun alone
does not damage them well and Chris will likely get hit even more if he fights
them with the shotgun.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Grenade Rounds x6-------------------------------------------------------------------------------Step out onto the catwalk bridge up ahead then climb down the ladder.
== MILITARY TRAINING FACILITY: DRAINAGE POOL ==
Run down the corridor ahead then take the two --GREEN HERBS (x2)-- and the
--BLUE HERB-- from the corner of the corridor ahead. Mix the green herbs if
you need the inventory space. You will need healing items in a second most
likely.
Enemies: Albinoid
Step out of the corridor and a cutscene will activate. The cutscene will
introduce the fully grown Albinoid enemy. The Albinoid is in the middle of the
drainage pool. Lucky for Chris, the **EAGLE PLATE** that he needs is in the
middle of the drainage pool. Wait...
A player can choose to fight the Albinoid or hop into the water and retrieve
the Eagle Plate then hop back out. Both methods are hard.
When fighting the Albinoid, Chris will have to wait until the Albinoid is right
next to the edge of the pool then fire downward at it. The shotgun can work
well or he can use the assault rifle or the sub machine guns. Fighting the
Albinoid is highly annoying though since it is SO hard to tell if Chris is
actually hitting the Albinoid or not with the small blood splatters that each
shot makes. It will take several shots with any weapon also!
It's really best to just jump into the pool and pick up the Eagle Plate in the
middle of the pool. The Albinoid is going to shock the water and electrocute
Chris and it might run up to him and headbutt him as well. All of its attacks
are very damaging and require you to heal constantly. CONSTANTLY check your
status in the inventory menu after every hit.
Rush to the middle of the pool then position Chris above the Eagle Plate then
pick it up. Be sure to heal after every two shocks that the Abinoid does to
the pool. Each shock will hit Chris multiple times, so more than two shocks
can easily kill him. Just one shock will send him into yellow caution status.
Once Chris is back out of the pool, combine the Clement Mixture with the Eagle
Plate to receive the **HALBERD**. Before leaving, be sure to pick up the
--HANDGUN BULLETS-- in the corner of the walkway that is right above the camera
showing the camera angle.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Blue Herb--, [ ] --Handgun
Bullets x15--, [ ] **EAGLE PLATE**, [ ] **HALBERD**
------------------------------------------------------------------------------After getting the Eagle Plate, exit the area. Go back the way that Chris came
from. He needs to go back to the Hangar Hallway now.
Climb the ladder to go back to the Drainage Tunnel, climb the ladder in the
Drainage Tunnel to reenter the Gallery. Step outside into the hallway then get
on the elevator. Take the elevator to the second floor.

== MILITARY TRAINING FACILITY: MONITOR ROOM ==


Run down the corridor to the left and open the door at that end.
== MILITARY TRAINING FACILITY: GARAGE ==
Get on the yellow lift on the high walkway then use the control panel to lower
it into the garage area below. Open the double doors in the garage to step out
into the Tank Area.
== MILITARY TRAINING FACILITY: TANK AREA ==
Get on the lift in the back of the tank then take it to the Hangar Hallway
below.
== MILITARY TRAINING FACILITY: HANGAR HALLWAY ==
Move around the corner like usual then make one final pit stop at the save room
off to the side in the Hangar Hallway if needed. Keep the Halberd item with
Chris. It's about to blow this pop stand!
Use the Halberd on the door with the insignia near the save room door in the
Hangar Hallway to trigger a cutscene. Chris will find another airplane in the
Hangar Bay and use it to fly all the way to the Antarctic Base to save his
sister.
== ANTARCTIC BASE: HANGAR ==
Chris will start out on a catwalk above the plane. Follow the walkway to the
next set of doors. The brown set of doors are for an emergency elevator. It
cannot be opened at this time. Open the sliding doors beside the elevator
doors.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- To the Frozen Land
Description: Begin the search for your sister.
This will unlock as soon as Chris lands in the Antarctic Base.
*******************************************************************************
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _
_
_
_
___
[WT04]
/_\
_ __ | |_ __ _ _ __ ___ | |_ (_) ___
/ __\ __ _ ___
___
//_\\ | '_ \ | __|/ _` || '__|/ __|| __|| | / __| /__\// / _` |/ __| / _ \
/ _ \| | | || |_| (_| || | | (__ | |_ | || (__ / \/ \| (_| |\__ \| __/
\_/ \_/|_| |_| \__|\__,_||_|
\___| \__||_| \___| \_____/ \__,_||___/ \___|
- - - - - - - - - - - - -

C H R I S

R E D F I E L D

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

== ANTARCTIC BASE: WALKWAY AREA ==


Enemies: 2 Tentacles
Tentacles are sticking out of the wall along the walkway ahead. Fire at each
of them with the handgun to make them retract back into the hole in the wall.
It should take around 13 handgun shots to make them move back into the wall.
Pass up under the wreckage of the sea plane that sticks out of the wall above
then climb down the ladder at the end of the walkway. Don't go through the
double doors off to the side just yet. Run on ahead and open the single door
next to the stairs.

== ANTARCTIC BASE: BUNKS ==


Walk toward the middle of the room. When the camera changes to show the
bookcase up ahead, move to the left to find a few item pickups. Grab the
--GRENADE ROUNDS-- on the bed to the left then pick up the --INK RIBBON-- on
the floor across from the bed. There is nothing else in the room unless Claire
left something behind earlier so exit the room and step back outside.
--------------------------------------------------------------------- ITEM LIST
[ ] --Grenade Rounds x6--, [ ] --Ink Ribbon-------------------------------------------------------------------------------== ANTARCTIC BASE: WALKWAY AREA ==
Move down the stairs to the side.
== ANTARCTIC BASE: MOTH HALLWAY ==
Enemies: 2 Zombies (one has a parasite inside of it)
At the bottom of the stairs, walk over to the door. Moving down the corridor
to the left will just place Chris in a trap. Two zombies will ambush him. A
cutscene will play as the one wrapped in webbing on the ceiling falls and
another will be in front of him.
One of the zombies has a parasite on it and it will try to launch it toward
Chris. The parasites will attach to Chris and slash him while the surrounding
zombies attack. These parasite zombies can be a real pain. There is no reason
to go down the hall to the left since the door is sealed from ice being on the
other side, so don't enter that side of the corridor.
Open the door to Alexander's Office - save room.
== ANTARCTIC BASE: ALEXANDER'S OFFICE ==
Chris still has that Halberd in his inventory for a purpose. Walk over to the
column with the Halberd insignia on it and use the Halberd on the column. The
bottom of the cabinet to the left of the column will open.
Take the **PAPER WEIGHT**, --ALFRED'S DIARY-- file and the --INK RIBBON-- from
inside. There is nothing else in this room, so stash any items that you don't
need, save your game then step back out into the hall and move up the stairs.
INVENTORY NOTE: Put up the Paper Weight. Be sure to take the empty
extinguisher item out of the item box. Chris will need it shortly. If it's
not there, then you left it back in the security box on Rockfort Island most
likely, which means you forfeit the magnum weapon!
--------------------------------------------------------------------- ITEM LIST
[ ] **PAPER WEIGHT**, [ ] --Alfred's Diary--, [ ] --Ink Ribbon-------------------------------------------------------------------------------== ANTARCTIC BASE: WALKWAY AREA ==
Move back to Chris' right and open the double doors near the ladder.
== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
The entire area in the middle of the room is now encased in one big chunk of
ice. Run along the walkway to Chris' left. Enter the room on that side.
== ANTARCTIC BASE: MINING ROOM (2nd floor) ==

The entire first floor of the Mining Room is now encased in ice. There is no
reason to open the door to the generator room to the side. Chris cannot do
anything in the generator room and there are no items along the catwalk inside.
Walk to the side of the walkway past the crane controls then step out onto the
ice. Several objects and dead bodies are trapped in the ice or either stuck to
it.
Run over to the valve handle on the pipe up ahead. Take the **OCTA VALVE
HANDLE** from the pipe. When Chris takes this item and tries to walk away a
cutscene will trigger.
Enemies: 5 Zombies (one of them has a parasite inside of it)
The dead bodies that are under the ice will come to life and attack Chris after
the cutscene. Chris will be surrounded by zombies once you regain control of
him. It's a good idea to take out the shotgun here to quickly kill any zombie
in Chris' way. Don't try to kill them all. Just knock them down to where
Chris has a clear path to the walkway then make a run for the walkway and exit
the room. There is no reason to reenter this room.
Some of them zombies have parasites on them that they will launch at Chris. If
one of them hits Chris with a parasite, it will stick to his chest and slash
him every now and then. Wiggle the left analog and tap the buttons to knock it
off.
--------------------------------------------------------------------- ITEM LIST
[ ] **OCTA VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
Run to the other side of the Assembly Room walkway then enter the room near the
side of the walkway with the broken railing.
== ANTARCTIC BASE: WORKSHOP ==
Enemies: 3 Zombies
There are three zombies in this room. The whole room is trashed. The cage to
the right side with the zombie in it is now open! Rush into the room and shoot
all the zombies. Use the shotgun if they try to gang up - aim for their heads.
Enter the broken cage and take the --DURALUMIN CASE-- and the --SHOTGUN
SHELLS-- from off the shelf inside. There is nothing else in the Workshop, so
leave the room.
--------------------------------------------------------------------- ITEM LIST
[ ] --Duralumin Case--, [ ] --Shotgun Shells x7-------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
Step off the walkway and step onto the ice. Alexander (Nosferatu) is attached
to the crane hook that is encased in ice in the middle of the ice floor. And,
holy god, look at the size of that black widow trapped under the ice!
Step onto the other side of the walkway on the other side of the room. The
crane controls further ahead are useless at the moment since Chris will need a
Crane Key to activate the crane in this room. He'll have to come back later.
Open the door to the side of the walkway near the crane.
== ANTARCTIC BASE: HALLWAY ==

Enemies: 2 Seekers (possible Hunter II fight)


A cutscene will play as Chris steps into the hall behind the door.
will be surveying the hall. Wesker is here!

A seeker

Immediately following the cutscene, the seeker's detector will almost be right
on top of Chris. It will almost always see him and call in a Hunter II to
attack. It is possible to avoid the seeker if you are extremely fast however.
Run to Chris' left immediately after the cutscene then move forward and Chris
might make it by the scanner light without being seen. It's a gamble, but it's
worth the shot since the seeker will see Chris if he stands near the door.
If the seeker sees Chris, which it most likely will, then get ready as a Hunter
II moves around the corner up ahead. Just stand at a distance and spam the
Hunter with shots from the shotgun until it falls then run up to it and finish
it off.
Open the double doors off to Chris' left.
== ANTARCTIC BASE: OBSERVATION ROOM ==
Find the lift up ahead but don't get on it just yet. Press the
the side of the lift to make a can of extinguishant rise out of
over to the can of extinguishant and use the Empty Extinguisher
fill it once again. The Empty Extinguisher will change back to
extinguisher in the inventory menu.

blue button to
the hole. Walk
on the can to
the

There is no reason to go up the lift in the very back of the room just yet. It
will lead to a pipe hole that needs a valve handle with a square end in order
to drain the water tank that holds an item to the side. Sadly, Claire filed
the current one valve handle down to octagonal, so Chris will have to find
another!
Use the lift beside the suspended extinguishant can in order to reach the
Weapon Room on the bottom floor.
== ANTARCTIC BASE: WEAPON ROOM ==
Enemies: 1 Crawling Zombie
The door to the Weapon Room cannot be opened since the outside area is all
encased in ice. Move to the right and use the extinguisher to put out the
flames in Chris' path. Stand in front of the flames and use the extinguisher.
Check on the box on the assembly dropoff and pick up the ++MAGNUM++ from off
the box. Run around the other side of the fence in the back of the room. Run
past the missiles to the side. Claire should have already set the detonator on
the locker near the dead body, so use the lighter on the detonator.
The dead body that lies in front of the locker will be a zombie right after the
detonator explodes, so run up to him and tell him "Berserker is the man for
warning me about your little ass, Mr. Zombie!" and then blast him with the
handgun to kill him so he doesn't grab your Chris and scare the hell out of
you. Check the locker and take the three boxes of --HANDGUN BULLETS (x3)--.
Exit the room by going back up the lift then reenter the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] ++MAGNUM++, [ ] --Handgun Bullets x15--, [ ] --Handgun Bullets x15--,
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== ANTARCTIC BASE: HALLWAY ==

Enemies: 2 Seekers (possible Hunter II fight)


The seekers are once again active in this hallway. There are two of them. The
one near the entrance door does not need any attention now since Chris doesn't
have to go back that way at the moment. Run to the other side of the hall then
dodge the scanner light on the seeker at that end then open the door at the end
of the hall.
== ANTARCTIC LAB: COURTYARD ==
Enemies: 1 Sweeper
Chris will hear the patter of little feet in the distance off to his left but
the camera will not allow him to see what is approaching. It's not a little
pink bunny rabbit, I assure you. It's actually a Sweeper, but Chris does not
have to worry about him now. Unless you want to go ahead and get him out of
the way, just ignore him and open the door right across from the door Chris
just exited from!
== ANTARCTIC LAB: FROZEN HALLWAY ==
This hallway and the entire area beyond the hallway does not have power at the
moment. Open the door to Chris' left.
== ANTARCTIC LAB: POWER ROOM ==
There are two boxes of --HANDGUN BULLETS (x2)-- on the file cabinet to Chris'
left upon entry. There is also an --INK RIBBON-- on the desk to the side of
the file cabinet. Two --GREEN HERBS (x2)-- are on the floor by the entrance
door and there is also a --BLUE HERB-- near the green herbs. Run to the back
of the room and pick up the --SHOTGUN SHELLS-- off the floor.
Walk over to the hole in the control device across from the item box. The hole
is octagonal, so use the Octo Valve Handle on it. Chris will rotate the valve
handle and make the connector to the right plug into the power socket. Move
over toward the "High Voltage" sign and examine the switchboard on the wall
then move the lever on the switchboard to turn the power on.
It's time to stash some items!
INVENTORY NOTE: Place the Duralumin Case into the item box - be sure to place
it there! Take out the Paper Weight item and take it with Chris before
leaving. Keep the Octo Valve Handle in Chris' inventory.
Be sure to save your game as usual then step back out into the outside hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Handgun Bullet x15--, [ ] --Ink Ribbon--,
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Blue Herb--, [ ] --Shotgun
Shells x7-------------------------------------------------------------------------------== ANTARCTIC LAB: FROZEN HALLWAY ==
Enemies: 7 Zombies
Run to the corner of the hall and stand near the herb pickup there. Four
zombies are around the corner so prepare to shoot them. Shoot them in the head
with the shotgun if they start to get too close or just run back down the hall
and shoot them from there. There is a --BLUE HERB-- in the corner and two
--GREEN HERBS (x2)-- at the other end of the hall.
At the other end of the hall there are three more zombies waiting around the

corner.

Be prepared to deal with them then open the door at the other end.

--------------------------------------------------------------------- ITEM LIST


[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Blue Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: GALLERY ==
If you have played the original Resident Evil, this room should look very
familiar. If you haven't played the original Resident Evil then... shame on
you!
There is no stepladder to push over toward the statue that holds the pot this
time around so Chris will have to find another way to get the item inside the
pot that doesn't involve a step ladder or a boulder-smashing punch. Find the
cracked tile on the floor next to the cabinet with ammo pickups on it. Push
the stone statue over to that tile and push it up against the cabinet so that
it is directly on the crack in the tile. Take the --MAP OF THE LAB-- once the
statue falls into the floor.
Collect the --HANDGUN BULLETS-- and --SHOTGUN SHELLS-- from the cabinet near
the doorway in the back of the room. The double doors in this room are locked
and they have a biohazard symbol carved by the keyhole. Move into the red hall
past the doorway near the cabinet. Make a left at the protective suit rack and
ignore the door for now then move to the other end of the corridor.
There is a tiger statue at the end of the corridor. Take out each of its eyes
- blue jewel and red jewel - to make it rotate to the side and reveal an item.
Take the blue jewel and pick up the **SOCKET**. Put the blue jewel back in the
eye of the tiger statue then take the red jewel. Pick up the --MAGNUM BULLETS- after the tiger statue turns then place the red jewel back into its eye.
If you still have the Octa Valve Handle in Chris' inventory, combine it with
the socket item to make the **SQUARE VALVE HANDLE**. Chris can't keep any of
the jewels for right now since the power is still on - and he must keep the
power on until he finds the key for the double doors! Open the elevator door
across from the tiger statue.
--------------------------------------------------------------------- ITEM LIST
[ ] --Map of the Lab--, [ ] --Handgun Bullets x15--, [ ] --Shotgun Shells x7--,
[ ] **SOCKET**, [ ] --Magnum Bullets--, [ ] **SQUARE VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC LAB: ANT HILL ==
Enemies: Ants
Move down the corridor to the side. A cutscene will show a giant anthill in
the middle of the room. The ants that crawl along the walls and floor will
damage Chris as he walks over them. Pick up the **WING OBJECT** on the walkway
portion in front of the ant hill. Run toward the side of the walkway on Chris'
right.
There is blood on the walls that leads to the double doors on that end. Pick
up the --GREEN HERB-- near the doors if needed then open the doors. There is a
--GREEN HERB-- near the door on the other side of the room also. The Green
Herbs are basically placed to make up for the health that the ants will take
from damaging Chris as he walks over them.
--------------------------------------------------------------------- ITEM LIST
[ ] **WING OBJECT**, [ ] --Green Herb--, [ ] --Green Herb--------------------------------------------------------------------------------

== ANTARCTIC LAB: INCUBATION ROOM ==


Follow the blood trails to the stairs, but make a quick right (Chris' right)
and grab the --VIRUS RESEACH REPORT-- file off the controls below the large
monitor. Run back to the stairs in the middle of the room and move up them.
Examine the console off to the right to get the following message:
As twins, Alexia and I are two sides of a coin.
name of Alexia.

A design is carved under the

HEART - SPADE - DOUBLE A (ACE) - KING


Press the button on the console when prompted. This requires a player to use
the paper weight to figure out the right sequence to enter the code in.
Basically, if you check the Paper Weight in the inventory, and hold up each
carving mentioned above then turn the Paper Weight clockwise all the way around
like a coin, you'll get the correct carving that should be entered.
SOLUTION:
An easy way to do this is take a look at the paper weight from the HEART side.
If you rotate it clockwise, you'll get the HEART - SPADE - DOUBLE A (ACE) KING sequence. The DOUBLE A (ACE) is on the back side of the paper weight when
you hold the paper weight with the HEART facing you, so starting from the
DOUBLE A (ACE) side and rotating the paper weight to the right clockwise (to
the right) will give you the correct sequence - like a coin. Rotate it
clockwise from default position.
The correct code is:
DOUBLE A (ACE) - KING - HEART - SPADE
A slot will move out from the bottom of the console once the above sequence is
entered. Place the paper weight into the slot. The test tube in the middle of
the area will rise up. Take **ALFRED'S RING** from his right hand then exit
the room. If you examine the ring in the inventory, the ring portion can be
removed and the item will change into **ALFRED'S JEWEL**
Enter the other room across from the outside ant hill.
--------------------------------------------------------------------- ITEM LIST
[ ] **ALFRED'S JEWEL**, [ ] --Virus Research Report-------------------------------------------------------------------------------== ANTARCTIC LAB: THE STUDY ==
Enemies: 4 Zombies, 1 Crawling Zombie
There are a total of five zombies in this room, but the room will be silent as
Chris enters. If you move forward enough to where the camera changes, two
zombies will attack Chris from in front of him. Back up and shoot them. Grab
the --RESEARCH REPORT ON QUEEN ANT-- file from the desk across from the door.
There is a --GREEN HERB-- and a --BLUE HERB-- on the floor against the wall
near the lamp. Chris can use his lighter on the lamp to light it and
illuminate the room.
Notice the dead body on the floor through the doorway. As Chris steps past it,
two zombies will attack and the dead body on the floor will turn into a zombie
and attack him. It's best to walk through the doorway then quickly move out of
the room by returning back to the other room then shoot the zombies inside.
The only items in the other room are two boxes of --HANDGUN BULLETS-- on the

desk to the right as Chris enters.

Leave the room.

--------------------------------------------------------------------- ITEM LIST


[ ] --Research Report on Queen Ant--, [ ] --Green Herb--, [ ] --Blue Herb--,
[ ] --Handgun Bullets x15--, [ ] --Handgun Bullet x15-------------------------------------------------------------------------------== ANTARCTIC LAB: ANT HILL ==
Run back to the elevator door and take the elevator back to the floor above.
== ANTARCTIC LAB: GALLERY ==
Run back to the Frozen Hallway and reenter the power room.
== ANTARCTIC LAB: POWER ROOM ==
THINGS TO DO IN THE SAVE ROOM:
1)
2)
3)
4)
5)
6)

Take the magnum with Chris. Extra bullets are really not needed.
Take the Square Valve Handle, Alfred's Jewel, and Wing Object with Chris.
Place the shotgun into the item box.*
Place the Duralumin Case in the item box if it already isn't there.
Make sure there are at least two healing items in the item box.
Make sure there is some type of weapon that will kill one zombie and two
tentacles in the item box.

* Placing the shotgun into the item box is kind of optional. Claire will be
able to pick up some Grenade Rounds and Flame Rounds early if Chris puts the
shotgun into the item box. Chris can retrieve the items after playing as her
though.
IMPORTANT: Use the switchboard to turn off the power and this will save you a
bit of time from having to return to the Power Room to do it again later!
NOTES:
a) If Claire was poisoned during the fight with Nosferatu, Chris will have to
return to the Observation Room, so bring along the Square Valve Handle and
continue to follow the walkthrough below.
b) If Claire was NOT poisoned during the fight with Nosferatu, take the Square
Valve Handle from the item box right now then go back to the Observation Room
right now. Skip down to the "ANTARCTIC LAB: HALLWAY" below (go there with
Chris now) and ignore the "IF CLAIRE WAS POISONED" portion of the walkthrough.
Be sure to collect the wing objects in the "ANTARCTIC LAB: COURTYARD" on the
way back before entering the Front Hall also.
The Courtyard is right outside the Frozen Hallway door to the side as Chris
exits the Power Room. Go to the Courtyard.
== ANTARCTIC LAB: COURTYARD ==
Chris will hear that patter of little feet in this area once again. Rush down
the corridor to the side and step to the area that has stone arches above it.
A Sweeper will run toward Chris, so ready the shotgun and blast him as he
approaches. Run into the courtyard to see several shiny objects in the pools
of the water to the side.
Approach the left side of the area then pick
around the pool. There is one on the middle
on the fountain in the water. Step into the
up the two --GREEN HERBS (x2)-- on the sides

up the two **WING OBJECTS (x2)**


platform near the carousel and one
water to get the other one. Pick
of the double doors if needed.

Enter the room through the double doors.


--------------------------------------------------------------------- ITEM LIST
[ ] **WING OBJECT**, [ ] **WING OBJECT**, [ ] --Green Herb--, [ ] --Green
Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
"There are only three S.T.A.R.S. members left now - Captain Wesker, Jill and
myself. We don't know where Barry is."
Ah, nostalgia! Chris will enter the front hall of the Spencer Mansion like in
the Arklay Mountains of Raccoon City. There is no door to a dining room on the
left side of the room, so we can't go to see if Barry is examining/tasting
"Chris' blood", so move up the stairs in the middle of the Front Hall.
There is a painting of the Ashford family on the wall in the middle of the
stairs. Examine it to see that it has three holes in it to place items. If
you brought Alfred's Jewel then go ahead and place it on the painting on the
wall in the center of the stairs.
Climb to the top of the stairs and take the ++COMBAT KNIFE++ from the walkway
that stretches across the bottom floor. The door at the top of the stairs is
locked. Run back down to the bottom floor then move around either set of white
pillars on the right or left side.
Claire is strapped to the wall behind the pillars (below the staircase) by some
sort of webbing. Take out the combat knife and either go into the inventory
and use it or attempt to slash Claire with it! A cutscene will play.
Now, one of two things will happen depending on if Claire was poisoned during
the Nosferatu fight or not:
a) If Claire was not poisoned, the cutscenes will continue then the player will
regain control of Claire and start on the upstairs walkway of the main hall.
You shouldn't even be reading this section if she wasn't poisoned.
b) If Claire was poisoned, the player will regain control of Chris will be
forced to find Serum for Claire. The Serum is on a shelf in the Weapon
Room. Follow the walkthrough below normally if she was poisoned.
--------------------------------------------------------------------- ITEM LIST
[ ] ++COMBAT KNIFE++
------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
Leave the room by going back through the double doors. Exit the Courtyard by
moving down the left corridor and opening the door off to the right down the
corridor.
== ANTARCTIC LAB: HALLWAY ==
Enemies: 2 Seekers (possible Hunter II fight)
There are two seekers in this hall still.
back to the double doors and open them.

Try to dodge their scanners and run

== ANTARCTIC LAB: OBSERVATION ROOM ==


The Serum is down the lift if Chris needs it, but Claire can wait if you're
here for that. Run toward the lift in the back of the room near the blood that

drips from the wall and take it to the top floor of this room. Use the Square
Valve Handle on the hollow in the pipe in order to drain the water in the tank
to the side.
Enemies: 1 Sweeper
Be sure to have the shotgun or grenade launcher with Acid Rounds equipped after
draining the water then climb down the ladder to get inside the tank. Pick up
the **CRANE KEY** from off the floor inside the tank. A Sweeper will bust
through the glass window to the side after Chris picks up the Crane Key so be
ready to blast it. Climb back out of the tank via the ladder. Take the lift
back down.
--------------------------------------------------------------------- ITEM LIST
[ ] **CRANE KEY**
------------------------------------------------------------------------------- - - - - - - - - - - - - - IF CLAIRE WAS POISONED - - - - - - - - - - - - - Get on the lift near the extinguishant can and take it to the bottom floor
Weapon Room.
== ANTARCTIC LAB: WEAPON ROOM ==
Enemies: 3 Zombies
Three zombies will attack Chris. Take the **SERUM** from off the shelf near
the elevator. Take the lift back up.
--------------------------------------------------------------------- ITEM LIST
[ ] **SERUM**
------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == ANTARCTIC LAB: OBSERVATION ROOM ==
Step back out into the hallway and open the door to the right in the hallway
outside to reenter the Assembly Room.
== ANTARCTIC LAB: ASSEMBLY ROOM ==
Now that Chris has the Crane Key, run over to the crane controls in the back of
the room and use the Crane Key to activate the crane. The crane will pull
Alexander's body out of the ice. It will also set free the Giant Black widow
during the cutscene as well.
It's much better to just avoid the Giant Black widow rather than fight it.
Chris will not have to enter this room for anything else after grabbing the
item near Alexander, so why fight it? Blast it with the magnum if you feel the
need to kill it.
Hop off the side of the walkway to the right then run over to Alexander's body
and collect **ALEXANDER'S PIERCE** off the ice to the left of his body.
Examine the item to make Chris take off the earring and it will become
**ALEXANDER'S JEWEL**. Exit the room by reentering the Hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] **ALEXANDER'S JEWEL**
------------------------------------------------------------------------------== ANTARCTIC LAB: HALLWAY ==

The seekers are now gone. Chris needs to get back to the Front Hall now. Get
on the elevator at the far end of this hall and take it to the Courtyard. Save
your game if needed at the Power Room in the Frozen Hallway. Reenter the Front
Hall.
== ANTARCTIC LAB: FRONT HALL ==
If Chris needed to get the Serum for Claire then a cutscene will play after
reentering the Front Hall if Chris now has the Serum.
- - - - - - - - - - - - - IF CLAIRE WAS NOT POISONED - - - - - - - - - - - - If this is Chris' first time entering the Front
combat knife item on the second floor walkway.
move behind the pillars in the back of the room
stairs. Use the combat knife to cut Claire out
encased in.
- - - - - - - - - - - - - - - - - - - - - - - -

Hall, run upstairs and grab the


Run back down the stairs then
and walk to the area below the
of the webbing that she is
- - - - - - - - - - - - - - - -

== ANTARCTIC LAB: LIVING ROOM ==


Claire will be in danger status if she was poisoned earlier. Pick up the
--GREEN HERB-- and the --RED HERB-- by the door that she just came through and
combine them then use them if she is in danger. Take the --HANDGUN BULLETS-from the table and the --SHOTGUN SHELLS-- from the sofa and stash them both in
the item box to the side.
Take out the shotgun from the item box if Chris put it in there. Find the
mantle behind the bookcase then push the bookcase to the left so that the
mantle is in full view. Place the shotgun on the mantle to make the painting
on the wall across from the item box slide upward and reveal some items. Take
the --GRENADE ROUNDS-- and --FLAME ROUNDS-- from the hole in the wall that is
below the painting. Place all of the items back into the item box. If Chris
did not put the shotgun in the item box, don't worry about it since there will
be another chance to get the grenade launcher ammo later when playing as Chris.
IMPORTANT: Take out the Duralumin Case from the item box and check the top of
it to unlock it with Claire's lockpick. Claire will take out the --MAGNUM
ROUNDS-- from inside it. Place the magnum rounds into the item box for Chris.
IMPORTANT: Make sure that Claire has two healing items that will completely
restore her health in her inventory before leaving this room.
Claire only needs a gun that will kill one zombie and make two tentacles
retract into the wall in the next few rooms. She does not need a powered
weapon. Her current handgun (with full ammo) and the handgun ammo she finds in
this room (15 bullets) will do perfectly. If you still have the M-100Ps, that
will work just as well! Claire's journey right now is not very long at all.
Open the door on the other side of the room (next to the painting).
NOTE: All of the ammo items in the two rooms ahead can be left for Chris. It's
really best to do so. Don't pick up the grenade rounds and bow gun arrows.
I'll point them out to you, but it's really best if you do not pick them up.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Red Herb--, [ ] --Handgun Bullets x15--,
[ ] --Shotgun Shells x7--, [ ] --Grenade Rounds x6--, [ ] --Flame Rounds x6-------------------------------------------------------------------------------== ANTARCTIC LAB: MANSION HALLWAY ==
Enemies: 2 Tentacles

Run forward and a tentacle will burst out of the right wall behind Claire.
Fire at the tentacle with the handgun to make it go back into the wall. Claire
can push the middle cabinet to one side and reveal --BOW GUN ARROWS-- beneath
it - leave them for Chris. At this point in the game, they have little value
unless you need them for explosive arrows. The door near the corner of the
hall is locked from the other side.
Move around the corner of the hall and another tentacle will burst forth from
the wall on the other side. Back away and shoot the tentacle. After it moves
back into the wall push the middle cabinet to the left to the side to reveal
some --GRENADE ROUNDS-- from on the floor - leave them for Chris though.
Open the door at the end of the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows x30--, [ ] --Grenade Rounds x6-------------------------------------------------------------------------------== ANTARCTIC LAB: CELL AREA ==
Enemies: 1 Zombie
There is a zombie rattling the cell door to the side, but he can't get through.
A zombie is inside the open cell to Claire's right as Claire moves ahead so be
ready to shoot him.
Opening the first door to Claire's right is useless at the moment since it will
only lead to a gate that has a card reader beside it that Claire does not have
the security card for just yet. The double door emergency elevator in the
middle of the area cannot be opened. It's no good to go up the stairs at the
end of the hall either since it will lead to an area that requires some sort of
dragonfly to be placed in a hollow.
Well damn. Claire will have to move up the steps to her left while moving down
the hall. There is a cannon to the side and a slab of concrete up above the
floor leading to the cell - the slab of concrete is actually a crusher, but it
is not yet active. Inside the cell there are two sets of --BOW GUN
ARROWS (x2)--. Leave the Bow Gun Arrows for Chris.
Pick up the --SECURITY FILE-- from off the floor near the cannon. Turn the
handle on the cannon when prompted. Claire will turn the cannon forward and it
will dump out a card that is encased in a crystal ball. The crusher to the
side will slam down. When the crusher rises, quickly run under it and collect
the **CRYSTAL** from the floor in front of the cannon.
Claire needs to break the crystal and the crusher is the only way to do so.
Claire will need to step under the crusher and then step back out in order to
get it to fall. You can either inch under the crusher then back away or
quickly run under it and enter the cell. Once the crusher slams down, walk
against it as it rises then walk to the middle of the floor under the crusher.
Quickly enter the inventory and use the Crystal item.
Claire will automatically place the Crystal on the floor up under the
then back away. The crusher will crush the Crystal and the card will
exposed. Move up under the crusher and take the **SECURITY CARD** as
once again. The crusher will lock in place after taking the Security

crusher
be
it rises
Card.

When you're ready, open the door beside the entrance door used to enter this
cell hallway.
** MAKE SURE THAT CLAIRE HAS AT LEAST 2 FULL HEALING ITEMS IN HER INVENTORY
BEFORE USING THE SECURITY CARD IN THE NEXT ROOM. **

--------------------------------------------------------------------- ITEM LIST


[ ] --Bow Gun Arrows x30--, [ ] --Bow Gun Arrows x30--, [ ] --Security File--,
[ ] **CRYSTAL**, [ ] **SECURITY CARD**
------------------------------------------------------------------------------== ANTARCTIC LAB: HOLDING AREA ==
Use the Security Card on the card reader. The gate will rise during a cutscene
and the door behind Claire will lock. Run down the corridor with knights along
the side. Steve is strapped to a chair at the end of the hall. Approach him
to activate a cutscene.
Boss: Steve Monster
Claire cannot fight this boss. She must run toward the closing barred door in
the back of her. Claire must turn at the beginning of the fight then run
toward the camera. Steve will constantly dash toward her and swing twice. You
MUST open the inventory and heal after each hit he does to Claire. Steve WILL
hit Claire twice. Heal after each hit and keep running until a cutscene plays.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- The Green Giant
Description: Say farewell to your fallen comrade.
This will unlock when the cutscenes shift focus back to Chris in the Front Hall
after the cutscenes with Steve.
*******************************************************************************
== ANTARCTIC LAB: FRONT HALL ==
The game will shift focus back to Chris in the Front Hall. Alexia and Wesker
will fight during a cutscene. As Chris' path up the stairs in the middle of
the hall is blocked off by Alexia, the player will regain control of Chris
after the cutscene.
Boss: Alexia 1
Chris will start below the stairs right near Alexia. Equip the magnum and
shoot her once then run away from her. Her main attack is to spread blood
across the floor. Once the blood is on the floor, it will burst into flames
shortly afterward. Avoid the flames and the blood since the flames will
stagger Chris for a second and allow Alexia to get close to him. If Alexia
grabs Chris, she will hold him up and burn him and kill him instantly.
Run around the room and fire the magnum at Alexia. Try your best not to get
trapped in between flames. Alexia can trap Chris easily if you're not careful
and watch your movement carefully. Run to the side just a little after every
shot since Alexia will have time to spread blood after every shot. It will
take five or six magnum shots to knock Alexia down and finish this fight. Spam
her with the final two magnum shots in one aim if necessary.
Once Alexia falls, she will no longer be a threat for now. Walk over to the
flashing item near the stairs and pick up **ALEXIA'S CHOKER**. Examine the
item in the inventory menu and take off the metal piece to change it to
**ALEXIA'S JEWEL**.
Chris should now have Alfred's Jewel, Alexander's Jewel and Alexia's Jewel, so
move up the stairs in the middle of the hall and place all three jewels on the
painting on the wall. The painting will slide away to reveal a hidden door.
Make sure that Chris has the handgun or shotgun in his inventory then open the
door. Alexia will get up during a cutscene as Chris opens the door - like we

didn't see that coming!


--------------------------------------------------------------------- ITEM LIST
[ ] **ALEXIA'S JEWEL**
------------------------------------------------------------------------------== ANTARCTIC LAB: BEDROOM HALLWAY ==
Enemies: 4 Zombies
There are four zombies in the hall ahead. Ignore the double doors to the side
for the moment and move down the hall ahead. Wait in the first corridor and
shoot the zombies as they step into the corridor.
Make a left (Chris' left) once he reaches the side of the hall with cabinets
and tables. There are two --GREEN HERBS (x2)-- around the right corner up
ahead, in front of a door. Don't enter either of the two bedrooms yet since
Chris doesn't have the items needed in those two rooms. Step into the room off
the left when moving down the left side of the hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: LIBRARY ==
Step into the room and pull out the drawer on the right side of the desk ahead
then take the **STERILE ROOM KEY**. The key has a biohazard symbol on it, so
it will unlock the double doors back in the Front Hall. To the left of the
desk, pick up the --FIRST AID SPRAY-- inside the coat on the coat rack then
grab the --SHOTGUN SHELLS-- on the small crate to the side of the coat rack all these items do not stand out well at all.
Take the --INK RIBBON-- and save your game at the typewriter. Reenter the
Front Hall from the outside hall - go back the way Chris came.
--------------------------------------------------------------------- ITEM LIST
[ ] **STERILE ROOM KEY**, [ ] --First Aid Spray--, [ ] --Shotgun Shells x7--,
[ ] --Ink Ribbon-------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
Chris needs to have the power in the Power Room turned off. If the power is
still on, run back into the courtyard and enter the Frozen Hallway on the left
side of the corridor then enter the Power Room (save room) and use the
switchboard inside to turn the power back off.
Once the power is off, walk over to the double doors in the Front Hall and use
the Sterile Room Key to unlock them. Discard the key afterwards then enter the
room.
== ANTARCTIC LAB: GALLERY ==
Run into the red corridor in the back of the room. Approach the tiger statue
and take both the **BLUE JEWEL** and the **RED JEWEL** from its eyes. The
tiger statue will not revolve if the power is off. Exit the room by stepping
back into the Front Hall.
--------------------------------------------------------------------- ITEM LIST
[ ] **BLUE JEWEL**, [ ] **RED JEWEL**
-------------------------------------------------------------------------------

== ANTARCTIC LAB: FRONT HALL ==


Move back up the stairs and step through the door at the top of the stairs.
== ANTARCTIC LAB: BEDROOM HALLWAY ==
Enemies: 5 Zombies
Five zombies are now in this hallway regardless if you killed the ones earlier.
They must not like when people rob them of their RE1 nostalgia (the tiger
eyes). Kill most of the zombies in the hall. There is no need to kill the one
outside the door at the right end of the hall since that side is locked anyway.
Only kill him if you want. Open the door to the bedroom past the corner on the
left side of the hall.
== ANTARCTIC LAB: ALFRED'S BEDROOM ==
This room should look very familiar!
the Antarctic Base as well!

Alfred and Alexia have their own rooms at

Run directly ahead and open the secret door against the wall - the stone
carving that revolves like the one back at Rockfort Island.
== ANTARCTIC LAB: ALEXIA'S BEDROOM ==
Chris can go ahead and unlock the door on the other side of the room. There is
really no need to though. Stop the music at the music box. The red ruby in
the back of the ant has been removed. Place the Red Ruby on the music box.
The music box will open back up. Take the **MUSIC BOX PLATE**. Go back
through the secret door to the side and reenter Alfred's Bedroom.
--------------------------------------------------------------------- ITEM LIST
[ ] **MUSIC BOX PLATE**
------------------------------------------------------------------------------== ANTARCTIC LAB: ALFRED'S BEDROOM ==
Walk over to the music box in Alfred's Bedroom and place the Blue Ruby on the
ant on top of the music box. The music box will open. Place the Music Box
Plate into the music box. The platform on top of the bed to the side will
lower and a ladder that leads to an opening above the bed will be revealed.
Hop up on the platform then climb the ladder.
== ANTARCTIC LAB: DINING ROOM ==
Move down the corridor ahead. You'll get a lovely camera angle showcasing the
counter to the side of Chris before he enters the middle portion of the room
with the large table. Take the --HANDGUN BULLETS-- from off the table then
pick up the two --GREEN HERBS (x2)-- off the floor in the corner below the
picture of Edward Ashford.
Find the glass pot on the table then walk over to it. Collect the **DRAGONFLY
OBJECT** from the top of the dirt inside the pot. The camera angle makes it
look like something is about to burst through the window after Chris grabs the
object, but it doesn't. Notice the picture of Alexander on the far end of the
wall - it has a large scratch through it. Talk about issues in the family...
Exit this room by stepping back into Alfred's Bedroom then step back outside to
the Bedroom Hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--, [ ] --Green Herb--, [ ] --Green Herb--,
[ ] **DRAGONFLY OBJECT**

------------------------------------------------------------------------------== ANTARCTIC LAB: BEDROOM HALLWAY ==


Return to the front of the Bedroom Hallway then open the set of sliding doors
to the left.
== ANTARCTIC LAB: CONTROL ROOM ==
Look near the controls to Chris' right and find the file on top of the second
chair in the distance - it blends in very well. Take the --CODE: VERONICA
REPORT-- file from that chair. There are two --GREEN HERBS (x2)-- against the
railing up ahead. Don't go up the stairs just yet. Walk onto the lift to the
side of the area and take it to the bottom floor.
Take the --HANDGUN BULLETS-- from in between the test tubes and the --SHOTGUN
SHELLS-- from off the top of the controls - the shotgun shells blend in very
well. There is a shiny item in the glass casing to the side of the controls
below. Press the flashing blue button on the controls to make the glass casing
slide to the side then take the **WING OBJECT** from the bed.
Chris should now have four Wing Objects and the Dragonfly Object. Combine them
to make the **GOLD DRAGONFLY**. Take the lift back up. The door at the top of
the stairs can be unlocked. It will lead to the hallway that Claire went down
earlier when you were in control of Claire.
IMPORTANT: At this point, there are no more save rooms left. Chris needs to
save at the Power Room in the Frozen Hallway or at the Library back in the
Bedroom Hallway. There is an item box up ahead if you make a right in the
Mansion Hallway up ahead, but the typewriter is back in the Library. This is
your last save before the final battle!
--------------------------------------------------------------------- ITEM LIST
[ ] --CODE: Veronica Report--, [ ] --Green Herb--, [ ] --Green Herb--,
[ ] --Handgun Bullets x15--, [ ] --Shotgun Shells x7, [ ] **WING OBJECT**,
[ ] **GOLD DRAGONFLY**
------------------------------------------------------------------------------== ANTARCTIC LAB: MANSION HALLWAY ==
If Claire left items in this hallway earlier then be sure to pick them up.
Open the door down the hall directly ahead.
NOTE: Go to the item box in the Living Room to the right down the hall and put
up or take any items that you need. Chris can use the shotgun on the mantle in
the room if Claire did not use it in order to reveal the Grenade Rounds and
Flame Rounds behind the painting.
INVENTORY NOTE: Be sure to have the Magnum with all the ammo Chris has and the
Bow Gun with all explosive arrows for sure. If Chris has around 20 explosive
arrows, the final battle will be nothing. Take the shotgun with Chris. Carry
some healing items with Chris also.
== ANTARCTIC LAB: CELL AREA ==
A cutscene will play in this room as Chris enters. Chris will receive the
**SECURITY FILE** after the cutscene. The heroic music will sound in the
distance as Chris' moment starts... and Jill is not here to screw up his moment
this time! Open the inventory and examine the security file item from the
opening end to open it up and receive the **SECURITY CARD**. Chris must
activate the self-destruct sequence to unlock all electronic doors in the
facility in order to free Claire.

Enemies: 2 Zombies
If Chris walks over to either of the two dead bodies in cells to the side in
this area, they will get up and attack him. If Chris needs the Bow Gun arrows
in the cells, he can collect them now. Run over to the stairs at the end of
the corridor and move up them.
--------------------------------------------------------------------- ITEM LIST
[ ] **SECURITY CARD**
------------------------------------------------------------------------------== ANTARCTIC LAB: CATWALK ABOVE ANT HILL ==
Walk over to the door on the left side of the area in the back. It's locked
and there is a hollow in the shape of a dragonfly to the left of the door. Use
the Gold Dragonfly on the hollow to unlock the door. Open the door and step
into the next area.
== ANTARCTIC LAB: TRIGGERING SYSTEM ==
Enemies: 2 Zombies
Two zombies are on the walkway. One of them is behind the bars to the side.
There is a --GREEN HERB-- at the end of the corridor with the bars. Blast the
zombie in Chris' way then step up onto the high platform. Pick up the --GREEN
HERB-- next to the terminal if needed.
Examine the terminal. The self-destruct sequence can be activated from here.
Use the Security Card when prompted. When asked for a security code, remember
that the Security File says:
"Please remember that I have used the name of my beautiful ancestor for the
activation code"
To put it simply, the code is "VERONICA".
The self-destruct sequence will now begin. Chris now has 5 minutes to escape
the Antarctic Base. Step off the platform then go back through the door.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: CATWALK ABOVE ANT HILL ==
A cutscene will play.

Claire will meet up with Chris then Alexia will arrive.

Right after the cutscene where Alexia blocks Claire's path with flames, control
will be given back to the player as Chris. Quickly fire at Alexia with the
shotgun or the magnum to keep her from hitting Claire. A single shotgun blast
from long range will do fine.
After stopping Alexia, Claire will leave and Alexia will transform in front of
Chris. Chris will have to face the mutated Alexia after the cutscene.
Boss: Alexia 2
This battle can be very annoying or it can be over with in a flash depending on
what ammo and weapons that Chris has. If Chris has the Bow Gun with explosive
arrows, equip the Bow Gun and fire all explosive arrows at Alexia while
standing in a corner away from her. Literally unload. Do not stop shooting
until a cutscene plays. With enough explosive arrows she will mutate into her
third form fast! It will take around 20 explosive arrows to make her mutate.

If Chris is forced to fight her with the magnum or any other weapon, the battle
will take longer. Alexia will send out small pods that extend tentacles to
slap Chris when they get close. The tentacle pods should be shot with the
shotgun when they get too close - just aim downward and shoot. The pods come
out of the middle sac attached to Alexia. Tentacles will move out of the three
sacs below her and try to slap Chris from close or mid range. Alexia will also
fire poison liquid at Chris. Be sure to check your status OFTEN to see if you
need to heal.
Stand in a corner away from Alexia and shoot at her with your most powerful
weapon. If Chris has the Bow Gun with explosive arrows then this battle is
very easy. Without explosive arrows, this battle can get annoying and you'll
have to constantly heal since Alexia will hit Chris often.
Boss: Alexia 3
Alexia now flies while transformed into her third mutation. She is much like a
dragonfly now. The linear launcher is now charged! Run toward the rack that
sticks out of the wall to the side and pick up the ++LINEAR LAUNCHER++. Equip
the Linear Launcher. Hold the aiming button to aim then find Alexia up above
and fire at her. Hitting her is not always an easy process though. She will
flail and hover about quite a bit.
She will fly around the catwalk and spew flames at Chris. She has a pattern
however. She will spew four flames then fly for a while. She will spew four
more flames eventually then go back to flying again. Try to quickly aim at her
and hit her with a shot from the linear launcher after every four flame spews.
The flames will stagger Chris and take off damage if he runs into them.
It's best to just fire randomly after an auto-aim (two shots after every four
flame spews) and hope to catch her. There is no trick to hitting her. Usually
shooting to one of her sides works the best since she might fly into the linear
launcher shot. Hitting her is mainly about luck and timing really. You should
have around 3 minutes to try and hit her, so you'll eventually hit her.
*************************** TROPHY/ACHIEVEMENT INFO ***************************
-- The Arrogant Queen
Description: Put an end to the Queen's reign.
This will unlock after shortly after shooting Alexia with the linear launcher.
It will appear during the cutscene where Chris shoots her with the linear
launcher.
*******************************************************************************
The ending cutscenes will play after the battle. The ending is quite extended
- literally one of the best Resident Evil endings. All the scenes involving
Wesker were added in the Code Veronica X version of the game. The Full Motion
Video portion used to be the entire ending in the original Code Veronica - now
it's broken in between cutscenes in Code Veronica X.
[EN00]
===============================================================================
_____
_
| ____| _ __
___ _ __ ___ (_) ___ ___
| _| | '_ \ / _ \| '_ ` _ \ | | / _ \/ __|
| |___ | | | || __/| | | | | || || __/\__ \
|_____||_| |_| \___||_| |_| |_||_| \___||___/
E N E M I E S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains a list of all normal enemies from the main game along
with a description of each and ways to fight them and kill them easily.
WARNING: This section contains spoilers!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--Ant
--Recommended Weapon: Redfield boot (aka. walk over them)
The Ant enemy is a slightly larger-than-normal winged ant from Alexia's ant
hill in the Antarctic Transport Terminal. They are only found in the room with
the giant ant hill in the bottom floor of the Antarctic Lab. Chris can easily
walk over these enemies to kill them but they will bite him. They are spread
all over a walkway, so they have the potential to bring him down to Caution
status while he runs over them since they bite frequently. Thankfully, the
chamber in which they are kept has two green herbs at each end that can be used
for healing.
-----------Bandersnatch
-----------Recommended Weapon: Grenade Rounds, Flame Rounds, Explosive Arrows
The Bandersnatch is basically a cheaper version of a Tyrant. It's literally a
Tyrant that was made on a budget. During the process of making this BOW,
portions of its anatomy started to dissolve. The creature lost its left arm in
the mutation process but the T-virus strengthened its right arm and gave it the
ability to extend and contract the arm.
The Bandersnatch attacks by extending its arm forward to hit its enemy. From
close range, it can grab an enemy over the head with its claw hand and attempt
to crush its skull - wiggle the left thumbstick to avoid this. It can also
strike an enemy with its right arm from close range.
Bandersnatches are best fought at a distance. The further they are, they safer
you'll be. In close range, try to run toward its left side to avoid its
attacks. These can be avoided in areas where they appear by running toward
their left side (armless side) when trying to run by them.
--Bat
--Recommended Weapon: Lighter (keeps them away), any weak weapon (instant kill)
Bats are normal vampire bats that have been injected with the T-virus. Only
Claire will encounter bat enemies. They lie dormant in most areas where they
are found and will attack once Claire gets close to them. There is really not
much advantage to shooting them since they are often hard to hit and they
spread out quite a bit while flying in a group.
The best way
attack while
enemies when
best just to
----------Black Widow

to deal with bats is to equip the lighter. The bats will not
Claire holds the lighter item. If Claire runs across these
she has given up her lighter in exchange for the lockpick, it's
run from them. Most of the time, they can be easily outrun.

----------Recommended Weapon: Grenade Rounds


The Black Widow is another attempt by Umbrella to develop another arachnidbased weapon much like the Web Spinner. Unlike other spiders developed by
Umbrella, the Black Widow has no hair on its body. The Black Widow can bite
from close range. It will wrap its front legs around a foe and bite with its
front teeth. It can also shoot a poisonous liquid from long range. The Black
Widow climbs along walls and ceilings very often while it attacks. It's not
surprising for it to attack from the ceiling or a wall very often.
The Black Widow is much tougher than the Web Spinner spider found in the
Spencer mansion of the original game. Shooting it with anything else but
Grenade Rounds will often take several hits. Grenade Rounds stand out as being
the best ammo type to use against a Black Widow since it can be shot from close
range and the grenade shots will spread all over the Black Widow. One shot
with a grenade round from close range will often kill a Black Widow.
--------------------------Hunter II (Enhanced Hunter)
--------------------------Recommended Weapon: Magnum, Acid Rounds, Shotgun
The Hunter II is a variation of the original MA-121 Alpha Hunter. It uses an
automated surveillance device known as a "Seeker" (robot sentry) which help the
Hunter to track down targets. The Hunter II looks much like the standard Alpha
Hunter from the original game of Resident Evil, but it has a green left eye
that allows it to keep in tune with a Seeker and basically track down its
enemies through the Seeker. The Hunter II is developed by the Organization
that Wesker works for.
Whenever a Seeker is found in an area, it will scan the area much like a
surveillance camera. Once the Seeker has found a target, it will illuminate
the room red and the Hunter II that is connected with the Seeker will enter the
room and attack. The Seeker's surveillance lights can be avoided, so try to
time runs to move by them without them spotting your character.
Hunter IIs attack much like the standard Alpha Hunter. They have the ability
to leap a great distance. They have jumping claw attack that takes off
considerable damage and they will slash while close to your character.
The best way to deal with them is to use the magnum - it's a one shot kill.
Acid Rounds are sometimes a one shot kill as well. In groups, it can be risky
to use Acid Rounds because of the reload per shot. The shotgun can work better
for groups. It's best to shoot them to knock them down then run toward them
and blast them from close range. Wait until it stands all the way up then
blast it again before it can attack or jump. Only Chris will encounter Hunter
enemies.
---Moth
---Recommended Weapon: Any weak weapon
The Moth is an oversized moth that is found in one hallway in the Antarctic
Base. It will flutter toward an enemy and spray a purple poisonous pollen in
its surrounding area. It can also grab a hold of an enemy and lay an egg on
its back. The egg will hatch eventually and the larva inside will attack.
Once the egg hatches, be sure to mash the buttons and rotate the left
thumbstick to make your character throw off the larva.

The moth is really best run away from. A moth only takes one hit from any
weapon to kill it, but it's quite hard to hit. It will also respawn in the
hallway it is found in, so killing one really does no good since it will be
back when your character returns.
-----------Small Spider
-----------Recommended Weapon: Redfield boot (aka. walk over them)
The small spider is one of the baby Spiders released from the Giant Black Widow
when it dies if you choose to fight it. The Giant Black Widow is trapped under
the ice floor in the Assembly Room of the Antarctic Base until Chris uses the
Crane Key on the crane controls and raises the body of Nosferatu out of the
ice. Chris can easily run from the Black Widow or fight it.
Once the Giant Black Widow dies, several small Spiders will move out of it and
attack Chris. He can kill them by running over them, but they can bite him.
Exiting the room and then returning will make them go away also. Overall,
there is no point in even killing the Giant Black Widow to release this enemy
however.
------Seeker
------Recommended Weapon: N/A (must avoid them)
A Seeker is automated surveillance device that is connected with the Hunter II
enemies found later in the game. These sentries direct a Hunter II to a target
with a special frequency once a target is found in its scanner - a Hunter II
will enter the room shortly after a Seeker finds its target. The Seeker will
move along walls or a ceiling and scan a certain portion of the area in search
of a target.
When these devices are found, they must be avoided. There is no way to shoot
them. Only Chris will encounter these. The Seekers will eventually shut down
for a few seconds in between their scanning process - that is the best time to
run under them without getting seen. Chris can run to the side of their
scanner as it moves to the right or left in order to avoid them as well.
------Sweeper
------Recommended Weapon: Magnum, Acid Rounds, Shotgun
The Sweeper is a variation of the Hunter II with a reddish skin. It has purple
veins and scales on its body as well. The Sweeper has all the standard attacks
that the Hunter II possesses but all of its attacks can poison your character.
Add in the fact that the Hunter is already a very highly damaging enemy along
with the fact that a Sweeper can poison and you have yourself one very
dangerous enemy!
Sweepers can be killed with the same types of ammo as the normal Hunter II.
The magnum, grenade launcher with Acid Rounds and shotgun all work well against
it - just don't let it get a hit in or you run the risk of getting poisoned.
--------------------Tentacle (Alexia-Pod)
---------------------

Recommended Weapon: Handgun


The tentacle is part of a plant-like organism found under the Antarctic
Transport Terminal. Alexia can control the plant and use its tentacles to
attack any enemy that she chooses. The tentacles that your character will face
will often stay suspended on a wall and only attack when your character gets
near it.
These tentacles only appear in a few areas and they are not that hard to fight
off. Shoot them with a handgun or other weak weapon to make them retract into
the wall that they stick out from.
-----Zombie
-----Recommended Weapon: Handgun, Knife, Shotgun (aim for head)
The zombie is the result of the T-virus coming into contact with a human or
dead body. As usual, zombies are accidental creations of the T-virus caused
from an outbreak. They are the most common type of enemy and are found on
Rockfort Island and the Antarctic Transport Terminal in several variations.
Zombie Variations:
Graveyard Zombie
Prisoner Zombie
Soldier Zombie
Worker Zombie
Wesker Subordinate
Researcher Zombie
The Graveyard zombie is the weakest of the zombie types. Most other zombies
are around the same. Wesker Subordinate zombies sometimes have explosives on
their backs that will cause them to explode when hit - this can be good or bad
since your character can take down multiple zombies with the explosion or the
zombie can hurt your character from close range with the explosion.
The best way to deal with most zombies is to shoot them from a distance with a
handgun. When they stagger from a shot, the next shot will knock them down.
Once they have fallen and have blood flowing from their body, they are "dead".
The knife can work very well against zombies in Code Veronica. Code Veronica's
knife will hit a zombie multiple times per slash, so it will damage a zombie
very quickly. Always aim for the legs and wait for a zombie to move toward
your characters then start slashing. A zombie will often fall within 2-3 knife
slashes. Continue slashing while the zombie is on the ground to finish it off!
The shotgun is good to use later in the game when Chris is overflowing with
shotgun ammo. Wait for a zombie to walk into close range then aim the shotgun
upward and fire to shoot it in the head for a one hit kill. Since Code
Veronica developers did not want to use head exploding animations, a big
splatter will occur and the zombie will fall down.
--------------------Zombie Dog (Cerberus)
--------------------Recommended Weapon: Rapid or burst fire weapon (M-100P, Sub Machine Guns,
Assault Rifle), Handgun, Knife
The zombie dog, codenamed "Cerberus", is a Doberman Pinscher that has been

infected with the T-virus by Umbrella.


highly aggressive and very fast!

Like in other games, the zombie dog is

When encountered, it is best to try to floor this enemy with a quick shot from
a weak weapon then run up to its fallen body and spam it with shots. These
enemies can be really bad in Code Veronica when found in groups. It's best to
find a wall and put your character's back to it in order to keep the dog from
getting behind your character. Once they surround a character, they are very
hard to fight since they will be able to attack from different sides.
The knife can actually help a great deal when fighting with a zombie dog just
like with the standard zombie. Blast the zombie dog with a quick shot to knock
it down then equip the knife and run up to it and slash it while it is on the
ground. It's best to use only firearms when they are found in groups however.
[CL00]
===============================================================================
____ _
_
_ _
_
/ ___|| |__
___
___ | | __| |(_) ___ | |_ ___
| |
| '_ \ / _ \ / __|| |/ /| || |/ __|| __|/ __|
| |___ | | | || __/| (__ |
< | || |\__ \| |_ \__ \
\____||_| |_| \___| \___||_|\_\|_||_||___/ \__||___/
C H E C K L I S T S
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section provides checklists for a few of the collectibles or any type of
item that can be listed in the main game. There isn't really much to list in
CVX, but... that doesn't stop me from making this section!
I don't list the normal items in the game since I feel that's more of a waste
of time overall. This is more of a list of items/places that are easy to
forget the location of.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
===============================================================================
FILE CHECKLIST
[CL01]
===============================================================================
----------BLUE FOLDER
----------------------------------------------------------------------------------------_
|_| Playing Manual
Location: Rockfort Island
Room Name: Holding Cells
Details: Claire starts with this file in her inventory at the beginning of the
game. Highlight it in the inventory menu and check it then the file will be
added to the blue folder.
------------------------------------------------------------------------------_
|_| Facility Ent. Fax (Fax on the Facility Access Application)
Location: Rockfort Island
Room Name: Security Station - Security Office
Details: Lying on the controls across from the entrance door.
-------------------------------------------------------------------------------

_
|_| TG-01 Product Des.
Location: Rockfort Island
Room Name: Prison - Graveyard
Details: Once Claire returns to the Graveyard with the Extinguisher, she can
put out the flames and grab the briefcase from near the truck. The Briefcase
contains the TG-01 alloy and this file.
------------------------------------------------------------------------------_
|_| User's Manual
Location: Rockfort Island
Room Name: Security Station - Security Hallway
Details: This is lying on the table with the first aid spray at the other end
of the Security Hallway. Claire will have to put all of her metallic items
into the security box in order to make it to the other end of the hall where
this file lies.
------------------------------------------------------------------------------_
|_| Pass Number Memo (Memo on the Pass Number)
Location: Rockfort Island
Room Name: Training Facility - Observation Room
Details: In the Observation Room outside the Bio-Experiment Room, Claire will
find this on the table with the Bow Gun. The table is next to some small
cages.
------------------------------------------------------------------------------_
|_| Memo to New Master
Location: Rockfort Island
Room Name: Palace - Master's Room
Details: This is lying below the painting of the young boy (Alfred) in the
Master's Room. Claire will have to have the Gold Key to open the door to this
room.
------------------------------------------------------------------------------_
|_| Security File
Location: Antarctic Base
Room Name: Antarctic Lab - Cell Area
Details: Shortly after regaining control of Claire much later into the game,
she will enter an area with several cells along the walls. This file is lying
on the floor below a cannon that Claire will have to lower.
Chris will receive this file after Claire gives it to him during a cutscene.
She will slip it under a door to Chris during a cutscene.
------------------------------------------------------------------------------_
|_| Alloy Report (Report: Enhanced Anti-Decay Alloy)
Location: Rockfort Island
Room Name: Military Training Facility - Garage
Details: This is lying on a pedestal next to the Chemical Storage Key item that
Chris can collect after using the battery on the lift in the Garage. This will
be off to his left after riding the lift to the ledge above him.
-------------------------------------------------------------------------------

------------YELLOW FOLDER
------------------------------------------------------------------------------------------_
|_| Prisoner's Diary
Location: Rockfort Island
Room Name: Barracks - Bunks
Details: Lying on the middle top bed to Claire's left as she enters the Bunks
area of the Barracks in the Prison area.
------------------------------------------------------------------------------_
|_| Anatomist's Note
Location: Rockfort Island
Room Name: Prison - Autopsy Room
Details: In the small room off to the left, this file is lying on a table near
a human anatomy figure.
------------------------------------------------------------------------------_
|_| Secretary's Note
Location: Rockfort Island
Room Name: Palace - Save Room
Details: Lying on the table in the middle of the room.
------------------------------------------------------------------------------_
|_| D.I.J.'s Diary
Location: Battle Game (unlockable mode)
Room Name: Game Room
Details: While in the 12th room in the Battle Game, open the gray door off to
the right at the end of the hall after killing the zombies. Your character
will enter the Game Room that was in the Palace of the main game. Examine the
lit up slot machine. Your character will hit the machine and the character
will receive one of a few possible items depending on the character.
D.I.J.'s Diary is one of the possible slot machine items for every character.
Once it is received, it will be viewable in the main game from the yellow
folder in the inventory menu.
See the Battle Game section for more details and look at Room 12 in the Room
listings.
------------------------------------------------------------------------------_
|_| Newspaper Clip
Location: Rockfort Island
Room Name: Private Residence - The Study
Details: After climbing the ladder in the Carousel Room, this file will be
lying on a stepladder off to the left on the floor above.
------------------------------------------------------------------------------_
|_| Message Card
Location: Rockfort Island

Room Name: Private Residence - Alfred's Bedroom


Details: This file is lying on the desk in the back of Alfred's Bedroom.
------------------------------------------------------------------------------_
|_| Hunk's Report
Location: Rockfort Island
Room Name: Palace - Conference Room
Details: Lying on a small table in the back of the Conference Room. There is
an eagle plate lying on a design on the carpet in the middle of the room.
------------------------------------------------------------------------------_
|_| Worker's Diary
Location: Antarctic Base
Room Name: Bunks
Details: This file is lying on the table across from the bookshelf. A set of
lockers is on the other side of the bookshelf. This room is very foggy and
dark when Claire first enters it.
---------------------------------------------------------------------------------------RED FOLDER
---------------------------------------------------------------------------------------_
|_| Alexander's Memo
Location: Antarctic Base
Room Name: Alexander's Office (save room)
Details: This is lying on the desk when Claire enters Alexander's Office.
Claire must go through a moth infested hall to reach this room.
------------------------------------------------------------------------------_
|_| Butler's Letter
Location: Antarctic Base
Room Name: Alexander's Office (save room)
Details: This file is inside the locker in the hidden passage behind the
bookshelf in Alexander's Office. Push the bookshelf back toward the wall to
enter the hidden passage. The locker has a mouse inside - the locker will
shake as Claire walks toward it.
------------------------------------------------------------------------------_
|_| Confession Letter
Location: Rockfort Island
Room Name: Private Residence - The Study
Details: After climbing the ladder in the Carousel Room, Claire will have to
push a box over to the right side of the room, below a glass case, to collect
this file off the top of the case. The Air Force Proof lies below the file.
------------------------------------------------------------------------------_
|_| Passage Memo (Secret Passage Note)
Location: Rockfort Island

Room Name: Training Facility - Gallery


Details: After Chris places the tank object on the model of the facility in the
Gallery area, the paining on the wall behind him will slide away and reveal a
lever protected by lasers. The turntable key and this file are below the
lasers.
------------------------------------------------------------------------------_
|_| Veronica Report (CODE: Veronica Report)
Location: Antarctic Base
Room Name: Antarctic Lab - Control Room
Details: As Chris first steps into the control room from the outside hallway,
this file will be propped up on the seat of a chair off to his right. This
gray file blends in very well with the gray chair.
------------------------------------------------------------------------------_
|_| Alfred's Diary
Location: Antarctic Base
Room Name: Alexander's Office (save room)
Details: When Chris arrives at the Antarctic Transport Terminal, enter
Alexander's Office then place the Halberd on the insignia on the column to his
left after entering. The bottom drawers of the cabinet to the side will unlock
and this file will be inside along with a paper weight and ink ribbon.
------------------------------------------------------------------------------_
|_| Queen Ant Report (Research Report on Queen Ant)
Location: Antarctic Base
Room Name: Antarctic Lab - The Study
Details: This file is lying on the desk across from the door in the Study.
This is on the left side of the chamber with the giant ant hill. There are
five zombies in The Study room.
------------------------------------------------------------------------------_
|_| Virus Report (Virus Research Report)
Location: Antarctic Base
Room Name: Antarctic Lab - Incubation Room
Details: In the Incubation Room, this file is on the controls to Chris' right
while he stands in front of the stairs. This is the room where Chris must
enter the correct shapes on a console in order to place the paper weight.
------------------------------------------------------------------------------===============================================================================
LOCKPICK ITEM LOCATIONS (SIMPLE LOCKS)
[CL02]
===============================================================================
The Lockpick is received after giving Rodrigo the Hemostatic Medicine in the
Holding Cell area of the Prison on Rockfort Island. The Hemostatic Medicine is
found on a sofa in the Save Room at the end of the long hall in the Lobby of
the Training Facility. The shutter that blocks the long hall must be unlocked
with the Biohazard Card, which is on a crate in the Cargo Area - use the crane
to move a crate out of the way then use the controls to raise the lift it is
on.
------------------------------------------------------------------------------_

|_| First Aid Spray


Location: Rockfort Island
Room Name: Training Facility - Gallery
Inside the drawer with a simple lock on the right side of the model of the
training facility back in the Gallery on the first floor of the Training
Facility.
------------------------------------------------------------------------------_
|_| Handgun Bullets x15
Location: Rockfort Island
Room Name: Training Facility - Control Room
Inside the long drawer with a simple lock below the white counter in the
Control Room. This room is through the right door in the lobby of the Training
Facility.
------------------------------------------------------------------------------_
|_| Acid Rounds x6
Location: Rockfort Island
Room Name: Training Facility - Workshop
Inside the glass case cabinet in the workshop in the B1 level of the Training
Facility. This room is by the shutter where Claire finds the grenade launcher.
------------------------------------------------------------------------------_
|_| Bow Gun Powder
Location: Rockfort Island
Room Name: Palace - Restroom
Inside the Duralumin Case that was found in the Palace restroom. Open the
inventory when Claire has the locked case then check the top of it to unlock it
with the lockpick. Claire will find the Duralumin Case containing this item
before she finds the lockpick.
------------------------------------------------------------------------------_
|_| Magnum Rounds x6
Location: Antarctic Base
Room Name: Workshop
The Duralumin Case that contains this item can be seen inside of a cage (on a
shelf) in the Antarctic Base as Claire enters the Workshop. The cage door that
this case is lying behind is closed and locked while in control of Claire
however. This item cannot be retrieved until Chris arrives in the Antarctic
Base and goes to the Workshop. By that time, the cage door will be destroyed
and Chris can walk into the cage and pick up the Duralumin Case.
This Duralumin Case must be placed in the item box by Chris then Claire must
take out it out and unlock the simple lock on the case before she moves on
further into the Antarctic Lab. The player will regain control of Claire
shortly after Chris saves her in the Front Hall of the Antarctic Base. She
will start out in the Living Room, which has an item box in it.
------------------------------------------------------------------------------===============================================================================
ACHIEVEMENTS AND TROPHIES
[CL03]
===============================================================================

------------------------------------------------------------------------------_
|_| The Terror Begins
Gamescore Points: 50g
Trophy Type: Bronze
Description: Escape from the graveyard of terror.
Extra Info: Unlocks while opening the door to exit the graveyard after escaping
from the zombie infested graveyard at the beginning of the game.
------------------------------------------------------------------------------_
|_| From the Young Lady
Gamescore Points: 50g
Trophy Type: Bronze
Description: Receive encouragement from a young lady.
Extra Info: After Claire gives Steve the sub machine guns and ammo, the player
will be in control of Steve. To unlock this achievement/trophy, go right back
through the door behind Steve while controlling him. Claire will talk to him
during a cutscene and this will be unlocked.
NOTE: This achievement/trophy can be missed if a player reaches the Sewer
Waterway bridge and the cutscene triggers without having went back to check on
Claire in the turntable room.
------------------------------------------------------------------------------_
|_| A Changed Father
Gamescore Points: 50g
Trophy Type: Bronze
Description: Liberate the changed man.
Extra Info: This unlocks after the cutscene in the Garage of the Training
Facility where Steve shoots the zombie that attacks Claire.
------------------------------------------------------------------------------_
|_| Duty and Humanity
Gamescore Points: 50g
Trophy Type: Bronze
Description: Deliver some medicine to a man in need.
Extra Info: The Hemostatic Medicine is found on a sofa in the save room right
outside the room where the first Bandersnatch attacks Claire. You can enter
the Lobby and move down the corridor behind the shutter to get to the room.
Take the Hemostatic Medicine back to Rodrigo (in the cell area of the Prison)
at any time before the cutscene where Alfred sets off the triggering system on
Rockfort Island.
NOTE: This achievement/trophy can be missed if Claire leaves Rockfort Island
without giving Rodrigo the Hemostatic Medicine.
------------------------------------------------------------------------------_
|_| Beyond the Shades
Gamescore Points: 50g
Trophy Type: Bronze
Description: Encounter a former S.T.A.R.S. captain.
Extra Info: This unlocks after the cutscene that plays in front of the Palace

doors once Claire returns from the area where one of the Eagle Plates is used.
Basically, Claire will be heading back to the Mansion to place the piano roll
on the piano in the Game Room. If you follow the walkthrough, the cutscene
will play once she examines the Palace doors on her way back from collecting
the piano roll in the Prison area.
------------------------------------------------------------------------------_
|_| The Fallen Tyrant
Gamescore Points: 100g
Trophy Type: Bronze
Description: Flatten an unstoppable enemy.
Extra Info: This unlocks after Claire launches the Super Tyrant out of the back
of the sea plane. Claire must use the cargo ejection to launch the Super
Tyrant out of the plane as the final hit - it's the only way to finish off the
Super Tyrant.
------------------------------------------------------------------------------_
|_| The Prisoner Who Lost Everything
Gamescore Points: 100g
Trophy Type: Bronze
Description: Defeat the nameless man and end his suffering.
Extra Info: This unlocks after defeating Nosferatu with Claire on the rooftop
of the building in the Antarctic Base area.
------------------------------------------------------------------------------_
|_| To the Frozen Land
Gamescore Points: 50g
Trophy Type: Bronze
Description: Begin the search for your sister.
Extra Info: This unlocks after Chris lands in the Antarctic Base hangar and
control is given back to the player. Basically, Chris will have to use the
Halberd in the Hangar Hallway in the Training Facility of Rockfort Island to
enter the hangar there then cutscenes will play as he flies to the Antarctic
and this will be received afterwards.
------------------------------------------------------------------------------_
|_| The Green Giant
Gamescore Points: 50g
Trophy Type: Bronze
Description: Say farewell to your fallen comrade.
Extra Info: This unlocks after escaping from the Steve monster in the Holding
Area of the Antarctic Lab area. Once the cutscenes start after Claire makes it
to the lowering gate, this will be received once the game switches back to
Chris.
------------------------------------------------------------------------------_
|_| The Arrogant Queen
Gamescore Points: 150g
Trophy Type: Silver
Description: Put an end to the Queen's reign.
Extra Info: After Chris shoots Alexia with the Linear Launcher at the end of
the game, this will unlock shortly after the cutscene where she is shot.
-------------------------------------------------------------------------------

_
|_| Weapon Crazy
Gamescore Points: 150g
Trophy Type: Gold
Description: Get the Rocket Launcher.
Extra Info: Achieve an A-rank once the main game is finished.
In order to get an A-rank, the following conditions must be met:
-

Complete the game in under 4 hours and 30 minutes


Do not save (except for the free save after Nosferatu boss fight)
Do not retry
Do not use a First Aid Spray (Herbs may be used)
Bring Rodrigo the Hemostatic Medicine
Save Steve from the Gold Luger trap as quick as possible

NOTE: The save that is made after fighting Nosferatu at the Antarctic Transport
Facility will NOT count against your number of saves. It is a free save that
does not count against ranking! The game will ask you if you want to save your
game.
See the A-rank Walkthrough section of this guide for more details.
------------------------------------------------------------------------------_
|_| Battle Master
Gamescore Points: 150g
Trophy Type: Silver
Description: Get the Linear Launcher from Battle Game.
Extra Info: Get an A-rank with all characters in the unlockable Battle Game
mode and this will unlock the linear launcher and this achievement/trophy. The
Battle Game is unlocked after completing the main story one time.
------------------------------------------------------------------------------[BG00]
===============================================================================
____
_
_
_
____
| __ )
__ _ | |_ | |_ | | ___
/ ___| __ _ _ __ ___
___
| _ \ / _` || __|| __|| | / _ \ | | _ / _` || '_ ` _ \ / _ \
| |_) || (_| || |_ | |_ | || __/ | |_| || (_| || | | | | || __/
|____/ \__,_| \__| \__||_| \___| \____| \__,_||_| |_| |_| \___|
B A T T L E G A M E
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Battle Game is unlocked once story mode has been completed. The data for it is
automatically saved to the system file and it will be available on the main
menu of the game once story mode has been completed.
Each character's starting weapon and ammo type in their inventory has an
infinite supply of ammo. Your objective is to kill every enemy in each room in
order to progress to the next room. All enemies in a room must fully die in
order to move on - it must fully complete its dying animation to count as being
defeated. All normal enemy setups are the same per character, but the final
boss will differ depending on the chosen character.
NOTE: Finishing Battle Game with an A-rank for all five characters will unlock
the "Battle Master" achievement/trophy.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

===========
Unlockables
===========
Alternate Claire
Wesker
Steve
Linear Launcher

Finish normal Claire's battle game


Finish Chris' battle game
Find the Gold Luger replica item in story mode*
Finish all character battle games with an A-rank**

* The Gold Luger replica is located in the Hangar Save Room in the Hangar
Hallway of the Training Facility while playing as Chris on Rockfort Island.
Open the drawers on the cabinet in the following order:
- Red
- Green
- Blue
The brown drawer will unlock. Take the Luger Replica and Steve will be
available in Battle Game. Stash the item in the item chest afterwards.
** The Linear Launcher will be available in the starting inventory for any
chosen character after getting an A-rank with all characters.
=================================
Characters and Starting Inventory
=================================
-- Claire Redfield
Combat Knife
Handgun
Bow Gun w/explosive arrows
Handgun Bullets

Mixed
Mixed
Mixed
Mixed

Herb
Herb
Herb
Herb

-- Alternate Claire Redfield


Combat Knife
Grenade Launcher
Assault Rifle
Mixed Herb

Grenade Rounds
Flame Rounds
Acid Rounds

-- Chris Redfield
Combat Knife
Magnum
Shotgun
Shotgun Shells

Mixed Herb
Mixed Herb

-- Steve Burnside
Combat Knife
Gold Lugers
Mixed Herb
-- Albert Wesker
Combat Knife
Mixed Herb
Mixed Herb
Mixed Herb
=================

Mixed Herb
Sub Machine Gun

Room Descriptions
=================
------Room 01
------ENEMIES:
- 4 Zombies
EXIT DOOR = Door at the end of the tunnel.
------Room 02
------ENEMIES:
- 5 Zombies
- 1 Crawling Zombie
EXPLOSIVE BARRELS:
- 1 Explosive Barrel
ITEMS:
- 1 Green Herb (on a green oil drum in the dead end area)
EXIT DOOR = Door at the other end (not in the dead end)
------Room 03
------ENEMIES:
- 3 Bandersnatches
ITEMS:
- 1 First Aid Spray (in one of the slots below the pay phones)
EXIT DOOR = Door down the back corridor
------Room 04
------ENEMIES:
- 4 Zombies
- 1 Zombie with explosive
EXIT DOOR = Door down the red corridor
------Room 05
------ENEMIES:

- 6 Zombies
EXIT DOOR = Door up the stairs on the other side of the room
------Room 06
------ENEMIES:
- 2 Hunter IIs
ITEMS:
- 1 Green Herb (on top of a metal crate near the exit door)
EXIT DOOR = Door near the stack of crates to the right
------Room 07
------ENEMIES:
- 1 Hunter II
- 1 Sweeper
EXPLOSIVE BARRELS:
- 1 Explosive Barrel
ITEMS:
- 1 Green Herb (off to the left upon entering on the conveyor belt)
- 1 Blue Herb (in the middle area on the conveyor belt)
EXIT DOOR = Door up the stairs across from the controls for the conveyor belt
------Room 08
------ENEMIES:
- 4 Zombies
EXPLOSIVE BARRELS:
- 1 Explosive Barrel
EXIT DOOR = Door at the end of the corridor
------Room 09
------ENEMIES:
- 4 Zombies
- 1 Zombie with explosive
- 1 Crawling Zombie
EXPLOSIVE BARRELS:

- 1 Explosive Barrel
EXIT DOOR = Door across from the stairs
------Room 10
------ENEMIES:
- 6 Zombies
EXIT DOOR: Door all the way at the other end of the hall
------Room 11
------ENEMIES:
- 5 Zombies
ITEMS:
- 1 First Aid Spray (on a covered crate behind the glass window wall)
EXIT DOOR = Door behind glass window wall
------Room 12
------ENEMIES:
- 4 Zombies
EXPLOSIVE BARRELS:
- 1 Explosive Barrel
ITEMS:
- 1 Blue Herb (on a waste container near the soda machine)
- 1 Green Herb (on the boxes near the soda machine)
EXIT DOORS:
- The gray door to the right leads to the Game Room
- The brown door directly ahead exits the room
--------Game Room
--------ITEMS:
-

1
1
1
1

Blue Herb (on the back bar table)


Blue Herb (on the back bar table)
Green Herbs (on the back bar table)
Random Item (inside the lit up slot machine)

The item inside the slot machine will differ per character.

CLAIRE:

STEVE

CHRIS

- Sub Machine Guns


- DIJ Diary

- M100-Ps
- DIJ Diary

- Sub Machine Guns


- First Aid Spray
- DIJ Diary

ALTERNATE CLAIRE:

WESKER

- BOW Gas Rounds


- DIJ Diary

- Magnum with 6 rounds


- DIJ Diary

EXIT DOOR = The entrance door is also the exit door


------Room 13
------ENEMIES:
- 1 Hunter II
- 1 Sweeper
ITEMS:
- First Aid Spray (inside the open locker)
EXIT DOOR = Door on the other side of the lockers
------Room 14
------ENEMIES:
- 7 Zombies
EXIT DOOR = Door at the end of the hall
------Room 15
------ENEMIES:
- 4 Zombies
EXPLOSIVE BARRELS:
- 4 Explosive Barrels
EXIT DOOR = Double doors to the left after entering
------Room 16
------ENEMIES:
- 4 Zombies
- 1 Zombie with explosive
EXIT DOOR = Green door in the area past the open shutter

------Room 17
------ENEMIES:
- 3 Bandersnatches
ITEMS:
- 1 First Aid Spray (on reception desk)
EXIT DOOR = The shutter near the shelves behind the reception desk (right side)
------Room 18
-------- BOSS
The boss fought in the final room depends on the selected character:
CLAIRE:
- Nosferatu
ALTERNATE CLAIRE:
- Super Tyrant
CHRIS:
- Alexia's 2nd and 3rd form
STEVE:
- Gulp Worm
WESKER:
- Alexia 1st form
===========
Claire Tips
===========
Ranking Times:
Rank
Rank
Rank
Rank
Rank

A:
B:
C:
D:
E:

6:09:99
6:10:00
6:20:00
6:30:00
6:40:00

and under
- 6:19:99
- 6:29:99
- 6:39:99
and over

Recommended Weapon: Bow Gun with Explosive Arrows


-- Auto-aim with the Bow Gun and fire single shots for zombies. Never
spam bow gun arrows on zombies. Run toward the exit door constantly in
between shots then raise and lower the Bow Gun in between shots to make sure
that Claire hits an enemy. Auto-aim helps out a bunch when using this
weapon.

-- Use the Bow Gun to shoot Hunters from a distance while aiming directly ahead
then run toward them and fire at them while they are on the ground. Each
one takes about three shots each.
-- Spam Bandersnatches with explosive arrows until they fall then start
shooting another.
-- Do not enter the room with the slot machine.
-- Do not pick up items.
starting inventory.

It only wastes time.

Claire has more than enough healing items in her

Boss: Nosferatu
From the starting of the battle with Nosferatu, raise the bow gun and unload on
him with constant explosive arrow shots. Do not let up until he gets close
enough to hit Claire. Run to a corner then spam him some more with Bow Gun
arrows. The main strategy for beating him quickly is to spam him constantly
with explosive arrows and do not let up.
=====================
Alternate Claire Tips
=====================
Ranking Times:
Rank
Rank
Rank
Rank
Rank

A: 7:59:99 and under


B: 8:00:00 - 8:59:99
C: 9:00:00 - 9:59:99
D: 10:00:00 - 10:59:99
E: 11:00:00 and over

Recommended Weapon: Grenade Launcher (flame rounds and acid rounds)


-- Use Flame Rounds to kill zombies. Try to hit them so that the flames will
kill multiple zombies with one shot. Flame Rounds are your main weapon with
Claire.
-- Use Flame Rounds to kill Bandersnatches.
each one.

It will take 1-2 shots to kill

-- Use Acid Rounds to kill Hunters. Sometimes these will kill with one shot.
When Hunters run up to Claire, aim downward then fire an Acid Round at them.
If the Hunter yells out after a shot, it just died. Acid rounds can hit
multiple Hunters from close range.
-- Always run toward enemies with Alternate Claire. She has a bit of a range
problem with her grenade ammo, so always try to dash toward an enemy a bit
before shooting.
-- Alternate Claire only has one inventory slot open for picking up items at
the beginning. Do not pick up items unless Claire needs them.
-- It can be good to go in the Game Room and collect the BOW rounds from the
Slot Machine. They will kill the Super Tyrant faster, but acid rounds can
work just as well. It's really arguable whether you should enter the Game
Room or not. I usually skip the slot machine and fight the Super Tyrant
with Acid Rounds.
Boss: Super Tyrant
Claire will fight the Super Tyrant on the rooftop of the Antarctic building
where Nosferatu was fought in the main story. If Claire has the BOW rounds

then fire those at the Super Tyrant but if Claire doesn't have BOW rounds, fire
Acid Rounds at the Super Tyrant. Constantly run from the Super Tyrant when he
gets close and stay away from the edge of the building.
The Super Tyrant will only attack when it gets within close range of Claire.
If you keep a distance from him, he will never attack and will continue to walk
toward Claire. He will stagger a bit with every two shots from the grenade
launcher. Claire needs to spam him with grenade ammo, but BE SURE to not left
him get too close. It's easy to get too involved in shooting him and not
realize his range. Move early if you think he is too close.
==========
Chris Tips
==========
Ranking Times:
Rank
Rank
Rank
Rank
Rank

A: 6:29:99
B: 6:30:00
C: 8:30:00
D: 9:30:00
E: 10:30:00

and under
- 8:29:99
- 9:29:99
- 10:29:99
and over

Recommended Weapon: Magnum


-- Constantly lower and raise your magnum in between shots when enemies are not
in view to make Chris auto-target the closest enemy.
-- Always move toward the exit door while fighting. Chris has needs to finish
his Battle Game mission fast, with very few mess-ups.
-- Do not grab items much at all. Grab the First Aid Spray in the third room
with Bandersnatches and the First Aid Spray in the eleventh room with
zombies (behind the wall structure) if you need extra healing. Do not grab
any other items.
-- Skip out on the Slot Machine in the Game Room.
-- When fighting Zombies in groups, try to aim so that Chris hits multiple
zombies at once with the magnum. Adjust aiming manually and aim for groups
that stand near each other or one behind the other.
-- When fighting Hunters, aim downward and fire when they get in close range to
Chris since they duck to hit him.
-- When shooting explosive barrels, keep an eye on the flaming zombies to make
sure they don't get up as Chris runs by them. If they move any, auto-aim
toward them and fire at them.
Boss: Alexia 2
Alexia's big form can be quite annoying with Chris. You'll have to constantly
heal. The main thing to do is to spam her with magnum shots regardless of what
is going on. Stand at the corner of the railing directly across from her then
shoot her. Her pod tentacles will be hitting Chris constantly and she'll spit
poison liquid at him often. Don't try to shoot her pod tentacle since that
will only waste time - spam her with magnum shots even while the tentacles hit
Chris. You'll have to constantly check your status and heal. Be sure to heal
often. Alexia can kill Chris very quickly with little warning.
Boss: Alexia 3
Alexia will detach from her bigger body and change into a dragonfly.

She must

be hit while she hovers in the air. The only catch is that Chris must aim
almost precisely at her in order to hit her. The trick to hitting her is to
stay near her and then aim up and shoot WHILE aiming up. Basically, you need
to fire the magnum while Chris raises it. This will take some practice, but
once you master it, Alexia won't be near as hard to hit.
Avoid her flame shots. She will always shoot out four flames. Try to run
toward her so that Chris is below her when she stops. Once she stops shooting
flames, auto-aim and fire while raising the magnum one time. Lower the gun
then auto-aim again then fire while raising the gun once again. Always lower
the gun then raise it again to make sure that Chris is aiming toward her. Hit
Alexia three times in between her flame attacks.
==========
Steve Tips
==========
Ranking Times:
Rank
Rank
Rank
Rank
Rank

A:
B:
C:
D:
E:

9:59:99
10:00:00
12:30:00
13:00:00
14:30:00

and under
- 12:29:99
- 13:29:99
- 14:29:99
and over

Recommended Weapon: Gold Lugers or Sub Machine Guns


-- The Gold Lugers can get instant kill headshots if you aim upwards while
right in front of a zombie. The only catch with this is that Steve has to
run straight up to it and aim upwards. Whether you use this or the Sub
Machine Guns is up to you.
-- The Sub Machine Guns will not instantly kill a zombie, but they will deal
constant damage to one. When shooting a zombie, continue shooting as it
falls. Just because a zombie falls does not mean that it is defeated. Many
times, zombies will fall but still remain alive, therefore, you should
continue to fire as they fall.
-- Blast Bandersnatches with the sub machine guns. Since Steve's weapons have
little stopping power, he will get hit at times while blast them, so be
ready to heal when fighting them.
-- Blast Hunters with the Sub Machine Guns. As they move toward Steve, aim
toward them and fire then start to aim downward. Steve will likely knock
them down. Run up to them and fire downward while they are on the ground.
-- Use the auto-aim and press the LT/L1 button to switch targets while
shooting. Constantly raising and lowering the dual weapons can be bad since
Steve takes longer to raise and lower them compared to other characters.
-- Pick up items along the way only if Steve needs them.
just to horde them.

Do not grab items

Boss: Gulp Worm


Stay along the sides of the cave while fighting the Gulp Worm and try to remain
in the middle area. The middle area will allow you to see the Gulp Worm the
best. Auto-aim and fire at the Gulp Worm with the Sub Machine Guns every time
it rises out of the dirt. Fire at it until it goes back under the ground.
It's important to have the Gulp Worm on the current camera angle when Steve
blasts it so you can tell that you're hitting it and so you can tell when to
run as it goes back under the ground. Constantly move in a direction while it

is under the ground then immediately auto-aim and fire at it when it surfaces
to yell.
===========
Wesker Tips
===========
Ranking Times:
Rank A: 59:99:99 and under
Recommended Weapon: Knife
-- You can basically take as long as you want to complete Wesker's Battle Game.
The time requirements require a player to finish within an hour basically.
If you take that long, you must have had many bathroom breaks in between!
Keep in mind that the game will add up time while on any type of menu
however.
-- Aim for the legs of zombies when slashing. After one or two slashes they
will fall. Continue to slash them on the ground.
-- In a room with any type of stairs, lure zombies toward the stairs then move
to the top of the stairs and slash them from the top as they walk up the
stairs. This can be done in Room 5 and Room 15.
-- Slash Bandersnatches from close range with normal standing slashes. When
running toward one, run toward the side of it without the arm to avoid its
attacks.
-- Slash Hunters with low slashes as they move close to Wesker.
-- Constantly check the status in the inventory menu. Wesker is going to get
hit a bunch. It's very important that you keep an eye on his health. Heal
immediately when he reaches orange caution.
-- Use first aid sprays first, since they will not cure poison.
mixed herbs for poison status healing.
-- Pick up ALL items if Wesker can hold them.

Conserve the

Mix herbs if needed.

-- Be sure to enter the Game Room and collect the magnum from the slot machine.
If you get the DIJ Diary from the slot machine, you're likely screwed since
Alexia will not go down easily with only a knife.
Boss: Alexia
Arrive to the this battle with the magnum. Try to move up the stairs to
trigger the cutscene for the fight. Alexia must be shot five or six times with
the magnum in order to defeat her. After each shot, run away from Alexia or
run to the side. Always stay moving to avoid her blood trails that burst into
flames and to avoid her acid spit. DO NOT let her corner Wesker. If you only
have the knife, you're going to have to slash her as she gets close and then
run afterwards - you're basically screwed with only the knife.
[AW00]
===============================================================================
_
_
/ \
_ __ __ _ _ __ | | __
/ _ \ _____ | '__|/ _` || '_ \ | |/ /
/ ___ \|_____|| | | (_| || | | ||
<
/_/
\_\
|_|
\__,_||_| |_||_|\_\

A - R A N K
W A L K T H R O U G H
===============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This walkthrough is a shortened version of the main walkthrough with timesaving routes to help you get an A-rank in the main game. This walkthrough
assumes that a player already knows most of the areas and doesn't go into
strong detail with each room. Beating the main game with an A-rank will unlock
the following:
1) Infinite Rocket Launcher weapon for new games in story mode*
2) The "Weapon Crazy" achievement/trophy.
* The rocket launcher will be in the item box when a new game is started.
The walkthrough has some different routes in order to save time in some areas.
The most notable differences are the Eagle Plate routes for Claire's Rockfort
Island game and the route for getting back to the Gallery for Chris's Rockfort
Island game.
NOTE: In the item checklist, I place an "[X]" beside the items that I think a
player should pick up. Other items are simply left with a "[ ]".
In order to get an A-rank, the following conditions must be met:
- Complete the game in under 4 hours and 30 minutes.
- Do not save (except for the free save after Nosferatu boss fight)
- Do not retry
- Do not use a First Aid Spray (Herbs may be used)
- Bring Rodrigo the Hemostatic Medicine
- Save Steve from the Gold Luger trap as quick as possible
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-- TIPS TO REMEMBER
- MAKE PRACTICE RUNS. Don't just jump into an A-rank trial after your first
time of play. Practice going from certain points of the game without saving
just a bit before trying for an A-rank.
- SKIP CUTSCENES, DO NOT PAUSE THE GAME AND DO NOT SPEND TOO LONG IN INVENTORY.
All of this will add extra time to your total time spent playing the game.
Press the Back/Select button to skip cutscenes.
- ALWAYS FORWARD. NEVER LEFT OR RIGHT. Only do what has to be done. Do not
stop to pick up needless items at all. Do not pick up ink ribbons or first
aid sprays. Run from enemies when possible.
- HEAL ON THE GO. Literally use environmental herbs to heal when you come upon
them most of the time. Don't go to a save room to heal very often.
- KEEP THE INVENTORY OPEN FOR ITEMS. Use up herbs early if needed to make room
for weapons or items that need to be carried.
- TAKE HERBS TO ITEM BOXES. When a herb is along the way to an item box and
you have the inventory space for it, take it with your character and place it
in the item box.
- DO NOT LET CLAIRE GET POISONED BY NOSFERATU. It kind of doesn't matter as
much if she is poisoned, but try to avoid getting poisoned if you can.
Claire getting poisoned will add the extra mission of getting the Serum for
her at the Antarctic Base with Chris, so it will delay you some.
- CONSERVE EXPLOSIVE BOW GUN ARROWS FOR ALEXIA 2.

Alexia 2 takes around 20

explosive arrows to finish during the final battle with Chris. Try to
conserve at least 20 for that battle. It will help out considerably if you
do.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - __
_
__
_
[AW01]
/__\ ___
___ | | __ / _| ___
_ __ | |_
/ \// / _ \ / __|| |/ /| |_ / _ \ | '__|| __|
/ _ \| (_) || (__ |
< | _|| (_) || |
| |_
\/ \_/ \___/ \___||_|\_\|_|
\___/ |_|
\__|
_____
_
_
\_
\ ___ | | __ _ _ __
__| |
/ /\// __|| | / _` || '_ \ / _` |
/\/ /_ \__ \| || (_| || | | || (_| |
\____/ |___/|_| \__,_||_| |_| \__,_|
- - - - - - - - - - - - -

C L A I R E

R E D F I E L D

- - - - - - - - - - -

== PRISON: HOLDING CELLS ==


Equip the lighter so Claire can see out of the cell door. Grab the --GREEN
HERB-- in the cell then take the --HANDGUN BULLETS-- then leave. Forget about
the Combat Knife - it's best to run by zombies in an A-rank playthrough or
shoot them until they fall. Keep the Green Herb in your inventory and use it
whenever Claire needs to heal. Try to make it last but use it if Claire needs
room for other items.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [ ] ++COMBAT KNIFE++, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: CELL BLOCK HALLWAY ==
Pick up the --HANDGUN BULLETS on the floor near the typewriter then enter the
Graveyard.
--------------------------------------------------------------------- ITEM LIST
[ ] --Ink Ribbon x1--, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: GRAVEYARD ==
Enemies: Zombies
Try to run past each of the zombies and make it to the exit door past the gate.
== PRISON: OUTSIDE THE FRONT GATE ==
Claire will gain the ++HANDGUN++ after the cutscene. Pick up the --HANDGUN
BULLETS-- off the fallen body near the crashed vehicle then enter the barracks
area through the door across from the graveyard entrance.
--------------------------------------------------------------------- ITEM LIST
[X] ++HANDGUN++, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: OUTSIDE THE BARRACKS ==
Enter the barracks building. Whether you pick up the --GREEN HERB-- or not is
up to you. It's really best just to leave it.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--

------------------------------------------------------------------------------== BARRACKS: MESS HALL ==


Enemies: 3 Zombies
Kill the three zombies. Grab the --HANDGUN BULLETS-- off the shelf.
map and the Green Herb alone then enter the bunks area.

Leave the

--------------------------------------------------------------------- ITEM LIST


[ ] --Green Herb--, [X] Handgun Bullets x15, [ ] --Prison Map-------------------------------------------------------------------------------== BARRACKS: BUNKS ==
Enemies: 3 Zombies
Take the --HANDGUN BULLETS-- from near the body in the stall area then grab the
--HANDGUN BULLETS-- on the shelf near the window that the zombie is banging on.
When the zombie breaks through the window, blast him with the handgun to knock
him down then grab the ++M-100P++ and exit the bunk area.
--------------------------------------------------------------------- ITEM LIST
[X] ++M-100P++, [X] Handgun Bullets x15, [X] Handgun Bullets x15,
[ ] Prisoner's Diary
------------------------------------------------------------------------------== BARRACKS: MESS HALL ==
Enemies: 1 Zombie
Ignore the zombie to Claire's left and step back outside.
== PRISON: OUTSIDE THE BARRACKS ==
Run to the area outside the Security Station by moving all the around the
barracks building and opening the door at the other end of the gate.
== PRISON: OUTSIDE THE SECURITY STATION ==
Enemies: 3 Zombies
Blast or dodge the zombies and enter the Security Station.
== PRISON: SECURITY HALLWAY ==
Place all metallic items into the security box then run to the other end of the
hall. Enter the Security Office.
--------------------------------------------------------------------- ITEM LIST
[ ] --Flame Rounds x6--, [ ] --BOW Gas Rounds x3--, [ ] --First Aid Spray--,
[ ] --User's Manual-------------------------------------------------------------------------------== SECURITY STATION: SECURITY OFFICE ==
Grab the **HAWK EMBLEM** from the shelf with the computer - the shelf that the
hawk emblem is on slides out. Pull the lever on the wall to activate the
shutter switch outside the Security Station. Leave the area and step back out
into the hallway.
--------------------------------------------------------------------- ITEM LIST
[X] **HAWK EMBLEM**, [ ] --Fax on the Facility Access Application--, [ ] --Ink

Ribbon x3-------------------------------------------------------------------------------== PRISON: SECURITY HALLWAY ==


Place the Hawk Emblem on the scanner. Leave the Security Hallway. Only take
the handgun, handgun bullets, and M-100Ps with Claire to save time.
== PRISON: OUTSIDE THE SECURITY STATION ==
Use the switch to open the shutter then blast
zombies appear. Grab the **EXTINGUISHER** in
zombies that broke through the gate then pick
the guillotine. Run back to the area outside

the explosive canister once the


the back of the room. Blast the
up the **PADLOCK** key from below
of the barracks.

--------------------------------------------------------------------- ITEM LIST


[X] **EXTINGUISHER**, [X] **PADLOCK KEY**
------------------------------------------------------------------------------== PRISON: OUTSIDE THE BARRACKS ==
Enemies: 2 Zombie Dogs
Blast the dogs when they break out from under the barracks building. Blast
them with the M100-Ps. Unlock the gate on the other side with the padlock key
later when Claire returns her - don't do it now.
== PRISON: OUTSIDE THE FRONT GATE ==
Enemies: 2 Zombies
Run by the zombies then step back into the graveyard.
== PRISON: GRAVEYARD ==
Enemies: 4 Zombies
Kill or run by the zombies then use the Extinguisher to put out the fire near
the vehicle. Take the **BRIEFCASE** then open it to get the **TG-01**. Return
to the Security Station.
--------------------------------------------------------------------- ITEM LIST
[X] **BRIEFCASE**, [X] **TG-01**, [X] --TG-01 Product Description-------------------------------------------------------------------------------== PRISON: OUTSIDE THE FRONT GATE ==
Enemies: 3 Zombies
Ignore the zombies and run by them then enter the barracks area.
== PRISON: OUTSIDE THE BARRACKS ==
Unlock the gate to Claire's right by using the padlock key on it then step
through and open the door then enter the Security Station.
== SECURITY STATION: SECURITY HALLWAY ==
Place all of the items in your inventory into the security box except for the
TG-01 special alloy and run to the other side of the room.
While on the other side, purposely walk past the metal detector on the current
side with a metal item (ink ribbon, grenade rounds, first aid spray) to make

the shutters close. This will prevent the zombies outside from breaking in
after Claire uses the Duplicator.
Place the TG-01 alloy on the duplicator and take the **SPECIAL ALLOY EMBLEM**.
Deactivate the security shutters then step back through the hall. Take ALL
items out of the security box - don't forget the empty extinguisher! Return to
the area outside of the front gate.
--------------------------------------------------------------------- ITEM LIST
[ ] **SPECIAL ALLOY EMBLEM**
------------------------------------------------------------------------------== PRISON: OUTSIDE THE FRONT GATE ==
Enemies: 3 Zombies
Ignore the zombies and place the special alloy emblem on the indention in the
front gate to unlock it then open the gate door.
== PRISON: IRON BRIDGE ==
Move across the bridge and grab the --HANDGUN BULLETS-- from the driver's seat
of the vehicle in the middle of the bridge. Ignore the two green herbs or pick
them up - Claire can stash them in the item box in the Palace, so if you have
the space, pick them up.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: PASSAGE ==
Enemies: 4 Zombies
Ignore the first two zombies then run down the path to the Palace Courtyard.
Blast the two zombies down that path if they get in Claire's way too much or
just run by them. Enter the Palace Courtyard.
== PALACE: COURTYARD ==
Enemies: 3 Zombie Dogs
Take out the M-100Ps and blast all three of the dogs. Ignore the **NAVY
PROOF**. Leave it on the ground until Claire needs it when she returns from
the mansion before leaving Rockfort Island. Only pick up the --GREEN HERB-near the railing if Claire has the inventory space for it. If not, leave it
and Claire can use it to heal while running back and forth with the Eagle
Plates later. Enter the Palace lobby then step into the restroom (blue door).
--------------------------------------------------------------------- ITEM LIST
[ ] **NAVY PROOF**, [ ] --Green Herb-------------------------------------------------------------------------------== PALACE: RESTROOM ==
Enemies: Bats
Equip the lighter to keep the bats away then grab the --DURALUMIN CASE-- from
the back of the room and the --HANDGUN BULLETS-- from the stall to the side
then exit the restroom.
--------------------------------------------------------------------- ITEM LIST
[X] --Duralumin Case--, [ ] --First Aid Spray--, [X] --Handgun Bullets x15--

------------------------------------------------------------------------------== PALACE: LOBBY/SAVE ROOM ==


Back out in the lobby, run up the stairs and enter the save room then stash the
Empty Extinguisher, M-100Ps and Duralumin Case into the item box. Toss in any
herbs that Claire might have as well then return to the downstairs lobby.
Don't mess with the **ID CARD** up under the cabinet.
Screw that ID card in the upstairs save room - just enter the ID code at the
computer behind the register desk.
ID CODE: NTC0394
The door in the back of the lobby will unlock.

Open the unlocked door.

(these are the items in the lobby and save room)


--------------------------------------------------------------------- ITEM LIST
[ ] **ID CARD**, [X] --Handgun Bullets x15, [X] --Handgun Bullets x15--,
[ ] --Ink Ribbon--, [X] --Green Herb--, [ ] --Secretary's Note-------------------------------------------------------------------------------== PALACE: HALLWAY ==
Enemies: 4 zombies
It's really best to kill all four zombies in this hall - even the one near the
door at the other end. Claire will enter this hall quite a bit and its easy to
forget about them when rushing.
Grab the --HANDGUN BULLETS-- off the alcove to Claire's left after entering
then step into the Living Room at the end of the hall. Leave the Red Herb on
the floor near the bench. When you come through this hall later, when Claire
has the gold key, grab it then.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [ ] --Red Herb-------------------------------------------------------------------------------== PALACE: LIVING ROOM ==
Pick up the --HANDGUN BULLETS-- on the middle table then press the flashing
button on the wall in the back to make the glass case move out of the wall.
Grab the **STEERING WHEEL** in the corner of the secret passage then and try to
exit the Palace via the Lobby.
--------------------------------------------------------------------- ITEM LIST
[X] **STEERING WHEEL**, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== PALACE: LOBBY ==
Examine the front doors to get the cutscene where Steve cries out for help then
rush back to the Living Room to save him.
IMPORTANT: The length of this save (how long you take to save him) will be
factored into your overall ranking at the end of the game, so... haul ass to
that Living Room.
== PALACE: LIVING ROOM ==
Examine the controls over to the left and press "C" then "E" and then "Decide"
to match up the pictures to save Steve. Step back into the Lobby.

== PALACE: LOBBY ==
The Alfred cutscene will take place in the Lobby.

Exit the Lobby.

== PALACE: COURTYARD ==
Run to the right side of the Courtyard and move down the steps past the open
gate.
== PALACE: SUBMARINE DOCK ==
Pick up the --HANDGUN BULLETS-- in the alcove below the stairs then grab the
--BOW GUN ARROWS-- on the oil drum. Use the steering wheel on the controls to
the side then spin the steering wheel and step into the sub.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Bow Gun Arrows--, [ ] --Palace Map-------------------------------------------------------------------------------== PALACE: SUBMARINE DOCK ==
Grab the --SIDE PACK-- then activate the sub.
--------------------------------------------------------------------- ITEM LIST
[X] --Side Pack-------------------------------------------------------------------------------== AIRPORT: SUBMARINE DOCK ==
Move down the stairs and enter the reception area.
== AIRPORT: RECEPTION ==
Enemies: 3 zombies
Pick up the --HANDGUN AMMO-- on the black sofa then blast the zombies on the
other side of the room and open the shutter on that side. It's best to go
ahead and kill the two zombies near the shutter.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Ammo x15--, [ ] --Ink Ribbon-------------------------------------------------------------------------------== AIRPORT: BRIDGE ==
Run across the bridge then open the shutter on the other side of the bridge.
== AIRPORT: CARGO AREA ==
Take the lift to the side up to the crane controls.
move the container below.

Use the crane controls to

Enemies: 4 Zombies, 1 Crawling zombie


Run away from the zombies then shoot them with the Handgun. Collect the
**BIOHAZARD CARD** and the --BOW GUN ARROWS-- off the back crate then exit the
room and head back to the Courtyard of the Palace.
--------------------------------------------------------------------- ITEM LIST
[X] **BIOHAZARD CARD**, [X] --Bow Gun Arrows--------------------------------------------------------------------------------

== PALACE: COURTYARD ==
Run over to the other side of the Courtyard then reenter the Passage area.
== PRISON: PASSAGE ==
Run toward the steps then open the door off to Claire's left to enter the
Training Facility Courtyard.
== MILITARY TRAINING FACILITY: OUTSIDE THE FACILITY ==
Ignore the Gulp Worm as usual. Pick up the --BOW GUN ARROWS-- on the oil drums
in the middle of the Courtyard if you can. If you're afraid of getting hit by
the worm, just leave them.
--------------------------------------------------------------------- ITEM LIST
[X] --Bow Gun Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
Move up the stairs to Claire's right. Walk down the hall to the left and open
the door at the end to step into the Observation Room.
== MILITARY TRAINING FACILITY: OBSERVATION ROOM ==
Pick up the ++BOW GUN++ off the counter across from the window to the BioExperiment Room then leave the room. Skip the cutscenes.
--------------------------------------------------------------------- ITEM LIST
[X] ++BOW GUN++, [ ] --Memo on the Pass Number-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
If you can carry it, pick up the --RED HERB-- and be sure to grab the --BOW GUN
ARROWS-- in the slot below the pay phones. Open the door near the shutter on
the other side of the Lobby.
--------------------------------------------------------------------- ITEM LIST
[X] --Bow Gun Arrows--, [X] --Red Herb-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOCKER ROOM ==
Enemies: 3 Zombies
Pick up all the --BOW GUN ARROWS (x3)-- in this room. There are two pickups in
the lockers and one pickup near the dead body on the other side. Kill all
three of the zombies with Bow Gun Arrows. Enter the Baths area through the
door on the other side.
--------------------------------------------------------------------- ITEM LIST
[X] --Bow Gun Arrows--, [X] --Bow Gun Arrows--, [X] --Bow Gun Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: BATHS ==
Enemies: 2 Zombies
Step past the zombies in this room. Beware the one in the sauna as Claire
passes by. Drop into the water then rotate the red valve handle on the wall to
Claire's left to make the lion head stop spewing water. Pick up the **KEY WITH

TAG** in the water in front of the lion head then exit the room.
Step back out into the Lobby then enter the Control Room off to the left.
--------------------------------------------------------------------- ITEM LIST
[X] **KEY WITH TAG**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: CONTROL ROOM ==
Enemies: 2 Zombies, 1 Crawling Zombie
If Claire has the room, kill the crawling zombie to her right and take the
--GREEN HERB-- then mix that with the red herb that was in the Lobby. Take the
--BOW GUN ARROWS-- off the counter then step into the back room. Kill the
zombies with Bow Gun Arrows along the way.
Use the Key with Tag to open the cabinet doors in the back room.
--BOW GUN POWDER--. Leave the room.

Take the

--------------------------------------------------------------------- ITEM LIST


[X] --Green Herb--, [X] --Bow Gun Arrows--, [ ] --Training Facility Map--,
[X] --Bow Gun Powder-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
Use the Biohazard Card to unlock the shutter off to the Claire's right then
enter then step out the door at the end of the hall.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Skip the cutscene then run toward the steps immediately so Alfred can't hit
Claire with his sniper rifle. Move up the steps to scare Alfred away then
follow him through the door.
== MILITARY TRAINING FACILITY: BREAK ROOM ==
Run down the hall ahead. Take the two sets of --HANDGUN BULLETS (x2)-- on the
boxes to the right of the soda machine. Open the silver door to the right to
enter the Save Room.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SAVE ROOM ==
Grab both --GREEN HERBS (x2)-- and stash them in the item chest. Pick up the
**HEMOSTATIC MEDICINE** as well. Place the Hemostatic Medicine and the
Biohazard Card into the item box. Be sure to keep the Bow Gun with explosive
arrows with Claire.
--------------------------------------------------------------------- ITEM LIST
[ ] --Ink Ribbon--, [X] --Green Herb--, [X] --Green Herb--, [X] **HEMOSTATIC
MEDICINE**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: BREAK ROOM ==
Try to open the brown door then skip the cutscene and then finally open it
afterwards.

== MILITARY TRAINING FACILITY: CRATE STORAGE ==


Pick up the **SUB MACHINE GUN** then skip the cutscene after stepping away from
them. Equip the Bow Gun with explosive arrows then kill the Bandersnatch that
attacks after the cutscene.
Move down the stairs and try go through the doorway at the bottom.
receive the **GOLD LUGERS** after the cutscene below the stairs.

Claire will

--------------------------------------------------------------------- ITEM LIST


[ ] **GOLD LUGERS**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STORAGE AREA ==
Enemies: 4 Zombies
Kill all the zombies then step into the Workshop.
== MILITARY TRAINING FACILITY: WORKSHOP ==
Enemies: 3 Zombies
Kill all the zombies then step back into the Storage Area and enter the
Ventilation Room.
== MILITARY TRAINING FACILITY: VENTILATION ROOM ==
Enemies: 4 Zombies
Kill all four zombies in the Ventilation Room then move up the stairs and enter
the Sewer Waterway.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Run to the other side then skip the cutscene.
== MILITARY TRAINING FACILITY: SECURITY ROOM ==
Follow Steve through the door.
== MILITARY TRAINING FACILITY: GARAGE ==
Walk over toward Steve then skip the cutscenes. Climb on top of the crate to
the right of Steve then collect the --HANDGUN BULLETS-- off the oil drum near
them. Unlock the door to the left of Steve then enter the room on the other
side.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: FIRST FLOOR HALL ==
Enemies: 2 Zombies
Use the handgun to shoot both of the zombies in the hall then grab the
--HANDGUN BULLETS-- in the corner to the left of the door that Claire just came
through. Open the door down the corridor at the other end of the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15--------------------------------------------------------------------------------

== MILITARY TRAINING FACILITY: GALLERY ==


Grab the **EAGLE PLATE** off the wall to the side then exit the room and step
back out into the Garage and open the double doors near Steve.
--------------------------------------------------------------------- ITEM LIST
[X] **EAGLE PLATE**, [ ] --Ink Ribbon-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: TANK AREA ==
Enemies: 2 Zombie Dogs
Ignore the Zombie Dogs and the Bow Gun Arrows. Run to the door that leads to
the Courtyard and unlock it then exit the Tank Area. The dogs are annoying to
fight and so is trying to grab the Bow Gun Arrows while they are around, so
just run to the door that leads to the Courtyard of the Training Facility and
open it.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: OUTSIDE THE FACILITY ==
Ignore the worm the and exit the Training Facility. Run back to the Palace
Courtyard area. Be ready to blast the two Bandersnatches that grapple onto the
railing while moving along the path to the Palace Courtyard. Run back down the
path as they pull themselves up on the walkway then shoot them from a distance
with normal Bow Gun Arrows - don't use explosive arrows.
The Palace Lobby now has four Zombies in it.
that stands in front of the save room door.

Be sure to watch out for the one

Return to the Palace and enter the save room at the top of the stairs.
== PALACE: SAVE ROOM ==
Place any unneeded items into the item box.
Run over to the door with the gold insignia on it and place the gold lugers
into the indention to unlock it. Enter the next room.
== PALACE: OFFICE ==
Take the --HANDGUN BULLETS-- off the table in between the sofas. Walk over to
the computer on the desk and enter the code "1971" to make the music box on the
side of the room slide to the side.
Enemies: 1 Bandersnatch
A Bandersnatch will attack as Claire moves so arm the Bow Gun with explosive
arrows and shoot it. Pick up the --BLUE HERB-- so it can be stashed in the
item box on the way back. Open the door at the end of the secret passage.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Blue Herb-------------------------------------------------------------------------------== PALACE: BRIDGE ==
Run along the bridge then move up the steps.

== PRIVATE RESIDENCE: COURTYARD ==


Enemies: 2 Bandersnatches
Arm the Bow Gun with explosive arrows and shoot the two Bandersnatches in
Claire's path. It's really up to you whether you take the --RED HERB-- at the
top of the stairs or not. It can be mixed with a green herb in a bit then
mixed with the blue herb. Enter the mansion.
--------------------------------------------------------------------- ITEM LIST
[ ] --Red Herb-------------------------------------------------------------------------------== PRIVATE RESIDENCE: FRONT HALL ==
Enemies: Bats
Equip the lighter to keep the bats away. Ignore the Dining Room door to the
left. It only has some Handgun Bullets and an Ink Ribbon inside and Claire
will have to fight a Bandersnatch inside, so it's not worth the trouble. Run
all the way to the top of the stairs in the front hall.
Pick up the --HANDGUN BULLETS-- near the fallen chair.
the side and open it.

Run over to the door to

--------------------------------------------------------------------- ITEM LIST


[ ] --First Aid Spray--, [ ] --Handgun Bullets x15-------------------------------------------------------------------------------== PRIVATE RESIDENCE: BEDROOM HALLWAY ==
Skip the cutscene then grab the --HANDGUN BULLETS-- on the table beside the
entrance door to the hall and collect the --GREEN HERB-- on the floor outside
the door on the right side of the hall. Enter the bedroom where Alexia was at
- the bedroom on the right side of the hall.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Green Herb-------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALEXIA'S BEDROOM ==
Choose to stop the music box. The platform on the bed to the side will rise.
Run over to the bed and pick up the **SILVER KEY** on the bed. The bed
platform will fall after Claire picks up the silver key. Return to the Palace
Save Room.
--------------------------------------------------------------------- ITEM LIST
[ ] **SILVER KEY**
------------------------------------------------------------------------------== PALACE: SAVE ROOM ==
Stash any items that Claire does not need. Take out the Hemostatic Medicine.
Put up the herbs if Claire has any. Make sure to keep the Silver Key with
Claire.
== PALACE: LOBBY ==
Use the Silver Key to unlock the door to the Game Room on the other side of the
top floor walkway. Step inside.

== PALACE: GAME ROOM ==


Pick up the --HANDGUN BULLETS-- behind the reception counter and grab the --BOW
GUN POWDER-- on the table. There are also two --GREEN HERBS (x2)-- on the bar
table in the back. Take everything then leave.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] Bow Gun Powder, [X] --Green Herb, [X] --Green
Herb-------------------------------------------------------------------------------== PALACE: LOBBY ==
Run downstairs and enter the hallway through the bottom door.
== PALACE: HALLWAY ==
Unlock the double doors on the other side of the hall then discard the Silver
Key when prompted. Enter the next room.
== PALACE: CONFERENCE ROOM ==
Enemies: 2 Bandersnatches
Get ready to shoot right away as Claire steps into the room since a
Bandersnatch will attack from off to her right. Blast both Bandersnatches with
explosive arrows. Take the --HANDGUN BULLETS-- from the other side of the room
and the **EAGLE PLATE** from in between the long table. Now Claire should have
both Eagle Plates!
--------------------------------------------------------------------- ITEM LIST
[X] **EAGLE PLATE**, [ ] --Hunk's Report--, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== PALACE: LOBBY ==
Stash any items that Claire doesn't need into the item box upstairs. Be sure
to keep at least one Eagle Plate and take the Hemostatic Medicine. Leave the
Palace then return to the Passage outside the Training Facility.
== PRISON: PASSAGE ==
Move down the stairs at the opposite end again.
Prison

Claire needs to return to the

== PRISON: BRIDGE ==
Run down the stairs then hop over the crates. If there are still any Green
Herbs near the crates, take them with Claire. Use the walkway to move across
the bridge then open the gate to the Prison once again.
== PRISON: OUTSIDE THE FRONT GATE ==
Run by the zombies in this area and return to the Graveyard through the door on
the other side of the crashed vehicle.
== PRISON: GRAVEYARD ==
Enemies: 3 Zombies
Shoot the zombies or run past them. It's really best to shoot them to avoid
taking damage. Return to the Holding Cells area.

== PRISON: HOLDING CELLS ==


Give Rodrigo the Hemostatic Medcine and he will give Claire the **LOCKPICK**.
Return to the Area Outside the Front Gate and enter the door across from the
Graveyard - Area Outside the Barracks.
--------------------------------------------------------------------- ITEM LIST
[X] **LOCKPICK**
------------------------------------------------------------------------------== PRISON: OUTSIDE THE BARRACKS ==
Walk through the open gate to the right, if Claire used the padlock key on it
earlier, and open the door on the other side.
== PRISON: OUTSIDE THE SECURITY STATION ==
Enemies: 4 Zombies
Shoot the two zombies in the area as Claire enters. Place an Eagle Plate on
the indention on the door behind the guillotine. Kill the two zombies that
move out from behind the door then open the door behind them.
== PRISON: BEHIND THE GUILLOTINE AREA ==
Enemies: 2 Zombies
Target the explosive barrel and shoot it to kill the two zombies. Grab the
--GREEN HERB-- off the ground in front of the door in the alcove then run to
the other side of the area and open the gate door.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb-------------------------------------------------------------------------------== PRISON: ITEM BOX AREA ==
Pick up the --HANDGUN BULLETS-- on the sandbags (the camera hides them a bit)
then push the crate away from the door. Place the Green Herb that you picked
up inside of the item box. Go through the security control room then step into
the Security Station hallway.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15-------------------------------------------------------------------------------== PRISON: SECURITY STATION ==
Enemies: 3 Zombies
Blast the three zombies in the Security Station corridor or dodge them then
take the --BOW GAS ROUNDS-- and the --FLAME ROUNDS--. Forget the first aid
spray.
--------------------------------------------------------------------- ITEM LIST
[ ] --First Aid Spray--, [X] --BOW Gas Rounds x3--, [X] --Flame Rounds x6-------------------------------------------------------------------------------== PRISON: ITEM BOX AREA ==
Place the grenade launcher ammo into the item box. Use this chance to unlock
the simple lock on the Duralumin Case in the item box to receive some extra Bow
Gun Powder - it's the one that Claire got in the restroom of the Palace. Take

out the Biohazard Card to keep from returning to this chest later to grab it.
Open the gate to the side then run around the side of the building in the other
area and open the door off to the right.
== PRISON: AUTOPSY ROOM ==
Step past the wooden barricade in front of Claire and grab the --HANDGUN
BULLETS-- from off the crate against the far wall. Open the door on the other
side of the room.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [ ] --First Aid Spray, [ ] Anatomist's Note
------------------------------------------------------------------------------== PRISON: INCINERATOR ROOM ==
Enemies: 4 Zombies
Blast the four zombies in the room. Take the --RED HERB--, --HANDGUN BULLETS-and --DURALUMIN CASE--. Use the lockpick to unlock the Duralimin Case and then
combine the --M93R PART-- with Claire's handgun to get the M93R Custom. Step
back into the Autopsy Room.
--------------------------------------------------------------------- ITEM LIST
[X] --Red Herb--, [X] --Handgun Bullets x15--, [X] --Duralumin Case--,
[X] --M93R Part-------------------------------------------------------------------------------== PRISON: AUTOPSY ROOM ==
Enemies: 1 Doctor Zombie, 1 Zombie
Have the Handgun Custom ready to kill the Doctor Zombie. Be sure to spam him
with burst fire as he runs toward Claire. Kill the other zombies then walk
over to the doctor's corpse and pick up the **GLASS EYE**.
Run over to the smaller room with the anatomy model of a human in it and place
the glass eye on the face of the model. Move down the steps once the secret
passage is revealed.
--------------------------------------------------------------------- ITEM LIST
[X] **GLASS EYE**
------------------------------------------------------------------------------== PRISON: HIDDEN PASSAGE ==
Enemies: Bats
Pick up the --GREEN HERB-- in the middle of the tunnel then run past the bats
and open the door at the end of the corridor.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb-------------------------------------------------------------------------------== PRISON: TORTURE ROOM ==
Enemies: 3 Zombies
Kill the zombies in the room. Pick up the --HANDGUN BULLETS-- on the small
table near the chair by the red curtain up ahead. There are some --BOW GUN
ARROWS-- on a wooden torture device off to the right - it's good to go ahead
and grab them if Claire can hold them. Just keep room for one more item.

Find the stairs in the left corridor then move down them and open the door at
the bottom.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Bow Gun Arrows x30-------------------------------------------------------------------------------== PRISON: TORTURE CHAMBER ==
Enemies: 1 Zombie
Take the **RUSTED SWORD**
counterclockwise when the
Sword on the torture trap
that bust out of the trap
statue. Grab the **PIANO

from the statue's hand. Push the


room starts to fill up with gas.
when the statue revolves into the
can be avoided if Claire lures it
ROLL** then exit the room.

middle lever
Use the Rusted
wall. The zombie
around the middle

--------------------------------------------------------------------- ITEM LIST


[ ] **PIANO ROLL**
------------------------------------------------------------------------------== PRISON: TORTURE ROOM ==
Claire needs to return to the Passage outside the Training Facility now. Be
sure to grab the Biohazard Card from the item chest outside the Security
Station if she doesn't have it with her already. Go through the corridor with
bats, Autopsy room, Guillotine Area, Area Outside the Front Gate, Iron Bridge
then move up the steps to return there.
== PRISON: PASSAGE ==
Step into the Courtyard of the Training Facility and enter the Lobby.
== MILITARY TRAINING FACILITY: LOBBY ==
Use the Biohazard Card on the shutter card reader on the right side of the back
wall. Move down the hall again and open the door at the end.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Enemies: 2 Zombie Dogs
Blast the two zombie dogs then run up the stairs. Walk toward the indention on
the railing and use the final eagle plate on the indention. Pick up the
**EMBLEM CARD** from the pedestal. Reenter the break room through the door to
the right.
--------------------------------------------------------------------- ITEM LIST
[X] **EMBLEM CARD**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: BREAK ROOM ==
It's good to enter this for the sole purpose of using the Biohazard Card on the
shutter so Claire will drop the card in a bit. Return to the Save Room over to
the side if needed. Keep the Biohazard Card and the Emblem Card. Claire can
put the Piano Roll into the item box in the Save Room for now. Return to the
Stairway.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Find the opening along the fence, near the flames at the bottom of the stairs,

and climb down the ladder behind the fence.


== MILITARY TRAINING FACILITY: VENTILATION AREA =
Run toward the shutter in the distance then use the Emblem Card on the card
reader along the side wall and step down into the ventilation area. Open the
door up the stairs to Claire's right as she moves into the ventilation room.
== MILITARY TRAINING FACILITY: STORAGE AREA ==
Pick up the --GRENADE ROUNDS-- on the shelf off to the Claire's right. Use the
Emblem Card on the card reader beside the door that Claire just exited from in
order to raise the shutter to the side. Grab the ++GRENADE LAUNCHER++ off the
box. Ignore the door behind the shutter. It will only lead to the platform
elevator room where Claire will have to fight off two Bandersnatches and it
only has some Bow Gun arrows in it.
Enter the Workshop.
--------------------------------------------------------------------- ITEM LIST
[ ] ++GRENADE LAUNCHER++, [ ] --Grenade Rounds-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: WORKSHOP ==
Use the lockpick to unlock the glass case then take the --ACID ROUNDS-- from
inside. Grab the --HANDGUN BULLETS-- off the right shelf further around the
corner. Go back to the Ventilation Area then move up the steps on the other
side of the room and open the door to enter the Sewer Waterway area.
--------------------------------------------------------------------- ITEM LIST
[X] --Acid Rounds x6--, [X] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Examine the mouth of the stone creature head on the side wall and take the
--HANDGUN BULLETS-- from the mouth. Open the door to the elevator. Take the
elevator to the second floor (2F).
--------------------------------------------------------------------- ITEM LIST
[ ] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SECURITY ROOM ==
Use the Emblem Card on the card reader to unlock the shutter along the right
wall. You should get a message telling you that Claire no longer needs the
Emblem Card, so go ahead and discard it to free up Claire's inventory.
Enter the new area behind the shutter and move up the steps to the right. Pick
up the --GRENADE ROUNDS-- near the chair in front of the control panel. There
are two --GREEN HERBS (x2)-- off to the left along the way to the controls up
ahead. Only grab them if you have the inventory space for them - mix them if
needed. Claire will likely need some healing items in a moment, so grab them
even if you have to waste them in a bit. Pick up the **ARMY PROOF** from off
the controls.
Examine the controls where the proof was lying and use the camera to zoom in on
the red painting in the Bio-Experiment Room. The room will ventilate after the
"1126" pass code is zoomed in on.
Enemies: 2 Zombies

Ignore the zombies as they get up and unlock the door across from the stairs
then step out to the Stairway outside.
--------------------------------------------------------------------- ITEM LIST
[X] --Grenade Rounds--, [X] --Green Herb--, [X] --Green Herb--, [X] **ARMY
PROOF**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STAIRWAY ==
Go back down the stairs and open the door at the bottom.
back to the Lobby.

This will lead Claire

== MILITARY TRAINING FACILITY: LOBBY ==


Follow the hall ahead then return to the entrance of the Lobby. Use the
Biohazard Card to unlock the shutter. If the shutter won't open then you
didn't ventilate the room back in the Security Room.
Claire will not need the Biohazard Card anymore, so discard it when prompted.
Walk up the stairs and enter the Bio-experiment Observation Room once again.
== MILITARY TRAINING FACILITY: OBSERVATION ROOM ==
Walk over to the control panel on the wall beside the door to the Bioexperiment Room. Examine the control panel then enter the code "1126" to
unlock the door. Enter the Bio-experiment Room. Make sure you have a healing
item just in case - if you have the two green herbs from the Security Room,
they will work perfectly!
== MILITARY TRAINING FACILITY: BIO-EXPERIMENT ROOM ==
Pick up the --ACID ROUNDS-- on the counter to Claire's right. Walk over to the
red painting on the wall and take the **SKELETON PICTURE** from off the wall.
--------------------------------------------------------------------- ITEM LIST
[X] **SKELETON PICTURE**, [X] --Acid Rounds x6-------------------------------------------------------------------------------After taking the skeleton picture, run out of the Bio-Experiment Room and dodge
the Baby Albinoids along the way. If Claire needs healing then use a herb
immediately. Step out of the Observation Room then reenter the Lobby.
== MILITARY TRAINING FACILITY: LOBBY ==
Run to the stairs then move down the stairs.
under the shutter before it closes.

Claire will automatically run

Claire needs to get back to the first floor outside the elevator in the
Training Facility and reenter the Gallery. Run back to the Stairway - down the
corridor at the end of the hall.
== MILITARY TRAINING FACILITY: STAIRWAY ==
Claire can enter the Break Room here and drop off any items at the save room
there if needed. Move up the stairs then enter the door off to the left at the
top of the stairs.
== MILITARY TRAINING FACILITY: SECURITY ROOM ==
Step back into the elevator and take it to the first floor.
zombies if they are still in this room.

Kill or run by the

== MILITARY TRAINING FACILITY: FIRST FLOOR HALL ==


Enemies: 2 Zombies
Kill the two zombies then open the door down the corridor to the right after
getting off the elevator.
== MILITARY TRAINING FACILITY: GALLERY ==
Place the skeleton picture on the side of the wall across from the painting.
Take the **GOLD KEY** from off the middle portion of the model when it is
revealed.
--------------------------------------------------------------------- ITEM LIST
[X] **GOLD KEY**
------------------------------------------------------------------------------Backtrack to the Lobby then step into the Courtyard then exit the Training
Facility.
== PRISON: PASSAGE ==
Run back to the Courtyard of the Palace.
== PALACE: COURTYARD ==
Run over to the Palace entrance and move up the steps then reenter the Palace
lobby. The Wesker cutscene will play, so skip it.
== PALACE: LOBBY ==
Step into the Hallway via the door in the back of the bottom floor area.
== PALACE: HALLWAY ==
Take the Red Herb near the bench in this hallway if Claire hasn't yet - only if
she has enough inventory for it though. Run to the end of the hall and unlock
the door with the Gold Key then step inside the Masters' Room. Discard the
Gold Key when prompted to do so.
== PALACE: MASTERS' ROOM ==
Press the buttons below the paintings as follows:
Veronica
Stanley
Thomas
Arthur
Edward
Alexander
Alfred

female with purple dress and tea cup


blond-haired man with two babies and tea cup
young red-haired man with tea cup
old red-haired man with earthenware vase
gray-haired man with book and earthenware vase
blond-haired man with candle
blond-haired child with blue ring on his right hand

NOTE: If you mess up the sequence and input the button presses in the wrong
order, Claire will have to reset the sequence at the picture of Alfred. Push
the button to reset the puzzle sequence.
Once Claire presses the button below the picture of Alfred after pushing the
other buttons in the order displayed above, the wall will revolve and reveal a
vase below a picture of a young woman. Pick up the **EARTHENWARE VASE** below
the painting. Go into the inventory and check this item. Rotate it so that
you can look inside it. Take the object out of the vase when prompted to
receive the **QUEEN ANT OBJECT**.

--------------------------------------------------------------------- ITEM LIST


[X] --Message to the New Family Master--, [X] **EARTHENWARE VASE**, [X] **QUEEN
ANT OBJECT**
------------------------------------------------------------------------------There is nothing else to do in the Masters' Room so go back to the Lobby.
== PALACE: LOBBY ==
Claire needs the Piano Roll for the piano in the Game Room. If you put it up
then just enter the save room and grab it from the item chest - no big loss of
time. Move up the stairs and enter the Game Room through the door off to the
left.
== PALACE: GAME ROOM ==
Walk over to the piano on the left side of the game room and place the piano
roll on the front of the piano. Run over to the slot machine and pick up the
**KING ANT OBJECT**. Exit the room and return to the save room.
--------------------------------------------------------------------- ITEM LIST
[X] **KING ANT OBJECT**
------------------------------------------------------------------------------== PALACE: SAVE ROOM ==
Keep both the King Ant Object and the Queen Ant Object with Claire. Run back
into the Office then open the door in the secret passage to the side and step
out onto the Bridge.
== PALACE: BRIDGE ==
Enemies: 5 Zombies
Kill all the zombies that stand in Claire's way and run up the steps at the
other end.
== PRIVATE RESIDENCE: COURTYARD ==
Enemies: 2 Bandersnatches
Kill or run by the Bandersnatches in the Courtyard. If you have enough Bow Gun
arrows or grenade rounds, it's best to go ahead and kill them just to be safe.
Enter the mansion.
== PRIVATE RESIDENCE: FRONT HALL ==
Enemies: 4 Zombies
Kill the zombies and move up the stairs.

Enter the Bedroom Hallway.

== PRIVATE RESIDENCE: BEDROOM HALL ==


Enemies: 4 Zombies
Kill the zombies then enter Alexia's bedroom on the right side of the hall.
== PRIVATE RESIDENCE: ALEXIA'S BEDROOM ==
Walk over to the music box and place the Queen Ant Object on it then take the
**MUSIC BOX PLATE** and then leave the room. Step back out into the hall then
enter Alfred's bedroom - the room at the other end.

--------------------------------------------------------------------- ITEM LIST


[X] **MUSIC BOX PLATE**
------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALFRED'S BEDROOM ==
Walk over to the music box and place the King Ant Object on top of the music
box. The music box lid will open. Place the Music Box Plate into the music
box to turn it on. The platform above Alfred's bed will lower onto the bed as
the familiar lullaby theme of the Ashford's begins to play. Step up on top of
the platform then climb up the ladder.
== PRIVATE RESIDENCE: CAROUSEL ROOM ==
After stepping off the Carousel, run to the left and pick up the --GREEN HERB-on the floor in between some stacked books and a covered lamp shade. Keep
moving to the left and pick up the **SILVER DRAGONFLY** on the chair that a
violin is propped against.
Return to the ant picture on the wall. Open the inventory menu and check the
Silver Dragonfly item then detach its wings. Stick the wingless dragonfly into
the mouth of the ant. After the carousel starts, get back onto the carousel
and climb the ladder in the middle of it.
--------------------------------------------------------------------- ITEM LIST
[X] **SILVER DRAGONFLY**, [X] --Green Herb-------------------------------------------------------------------------------== PRIVATE RESIDENCE: THE STUDY ==
Grab the --HANDGUN BULLETS-- to the left of the desk. Push the metal box over
to the glass casing that has the green book on top of it. Step up on the metal
box then take the --CONFESSION LETTER-- file from the top of the glass casing.
There is an item below the letter also. Take the **AIR FORCE PROOF** from the
top of the glass casing. Now Claire has access to all three proofs for the
platform back at the airport. Leave The Study area and climb back down both
ladders and step back into Alexia's bedroom - since the carousel revolved
around earlier, the ladder will now lead to the opposite bedroom.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [ ] --Ink Ribbon--, [ ] --Newspaper Clip--,
[X] --Confession Letter--, [X] **AIR FORCE PROOF**
------------------------------------------------------------------------------== PRIVATE RESIDENCE: ALEXIA'S BEDROOM ==
Step off the bed platform. A cutscene will trigger upon trying to leave
Alexia's bedroom via the door to the side.
== PRIVATE RESIDENCE: ALFRED'S BEDROOM ==
The cutscenes will take the player to Alfred's bedroom. Walk over to the
blonde wig on the music box and examine it to trigger another cutscene. Exit
the room after the cutscene.
== PRIVATE RESIDENCE: BEDROOM HALL ==
Step back out into the front hall then move down the steps and exit the
mansion.
== PRIVATE RESIDENCE: COURTYARD ==

Run across the mansion Courtyard, then the bridge, then go back through the
Office.
== PALACE: SAVE ROOM ==
Take both of the proofs that Claire has - Army and Air Force. The Navy Proof
should be right across from the stairs in the Courtyard of the Palace if you
left it there like I mentioned earlier in this walkthrough.
Move out to the Lobby then enter the Courtyard.
== PALACE: COURTYARD ==
Take the **NAVY PROOF** from in front of the debris across from the stairs that
leads to the Palace entrance. Cutscenes will play as Claire returns to the
Palace entrance. Now that all three proofs are in Claire's possession - Navy,
Army, Air Force - run to the Submarine Dock (down the stairs on the right side
of the Courtyard).
--------------------------------------------------------------------- ITEM LIST
[X] **NAVY PROOF**
------------------------------------------------------------------------------== PALACE: SUBMARINE DOCK ==
Meet up with Steve at the steering wheel near the submarine and he will help
Claire with the submarine activation and take her to the Airport.
== AIRPORT: SUBMARINE DOCK ==
Run down the stairs and enter the reception room - follow Steve as he runs
ahead of Claire.
== AIRPORT: RECEPTION ==
Enemies: 3 Zombies
Kill or run past the zombies then enter the dock through the door on the left
side of Reception area.
== AIRPORT: DOCK ==
Use the controls beside the platform to bring the platform next to the walkway
on the right - Steve is standing near it. Run over to the control of the
platform then place all three proofs on the indentions then activate the
platform.
== AIRPORT: INSIDE THE AIRPLANE ==
Pick up the **CONTROL LEVER** off the floor near the steps. Stash any items
that you need to and leave the airplane by stepping back through the door
across from the item box.
--------------------------------------------------------------------- ITEM LIST
[X] **CONTROL LEVER**, [ ] --Ink Ribbon-------------------------------------------------------------------------------== AIRPORT: DOCK ==
Reenter the reception and open the shutter on the other side.
zombies if they are still in the reception room.

Dodge the

== AIRPORT: BRIDGE ==
Run across the bridge and step back into the Cargo Area on the other side.
== AIRPORT: CARGO AREA ==
Use the lift off to the right to go to the control room on the top floor of the
cargo area. Run over to the door on the other side of the control room and
open the door.
== AIRPORT: UPPER BRIDGE ==
Use the Control Lever on the control panel to the side. Claire will place the
lever in the slot on the control panel. Raise the lever to raise the bridge to
the side. Run across the bridge and enter the room through the door on the
other side.
== AIRPORT: OIL PUMP ROOM ==
Run over to the flashing item near the dead bodies then pick up the **AIRPORT
KEY**. Leave the room then rush back across the bridge and reenter the cargo
area.
--------------------------------------------------------------------- ITEM LIST
[X] **AIRPORT KEY**, [ ] --First Aid Spray-------------------------------------------------------------------------------== AIRPORT: CARGO AREA ==
Use the lift to go back down then get off the lift and find the barred shutter
against the wall. Walk over to the small control panel on the wall next to the
shutter. Use the Airport Key on the control panel to raise the barred shutter
to the left. Open the metal shutter door behind the barred shutter.
== AIRPORT: PLATFORM ELEVATOR AREA ==
Pick up the two --GREEN HERBS (x2)-- against the far wall and grab the
--HANDGUN BULLETS-- and --GRENADE ROUNDS-- off the crate next to the item box.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Green Herb--, [X] --Handgun Bullets x15--,
[X] --Grenade Rounds x6-------------------------------------------------------------------------------Push the crate on the far side under the elevator doors. Push the other crate
over toward the control panel on the far wall then get on the right side of it
and push it under the elevator doors. The diagram below shows how to push the
two crates near the elevator door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - (1)
| _
||_| Push
| _ under
||_|
-->
|

(2)
|
|
Push
| _ upward
| |_| -->
|

(3)
| _
||_| Push
|
under
|
-->
|

(4)
|
|
|
|
|

DONE!

(^ the straight line in each sequence is the elevator door)


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Take the grenade launcher with Claire and carry all the Acid Rounds and Grenade
Rounds that you can carry. She will need these - around five of each one.

Carry some Flame Rounds just in case.


Examine the elevator doors when you're ready to leave the room.
== MILITARY TRAINING FACILITY: COURTYARD ==
Step back out into the passage outside the Training Facility.
== PRISON: PASSAGE ==
Run down the path to the Palace Courtyard.

A cutscene will trigger eventually.

Boss: Super Tyrant


Stand at a distance and shoot the Tyrant with Acid Rounds. After two acid
rounds, he will kneel over for quite a while. Run up to him and equip Grenade
Rounds into Claire's grenade launcher then shoot him with Grenade Rounds. When
he starts to get up, run away and reequip Acid Rounds then fire them at him
twice to stun him again. Spam him again with Grenade Rounds from close range
and he will fall. It will take 4 Acid Rounds and 5 Grenade Rounds to knock him
out so Claire can pass.
Move back into the Courtyard in front of the Palace after the Tyrant falls.
== PALACE: COURTYARD ==
Claire needs to get back to the Dock in the Airport area.
of the Courtyard and enter the submarine dock area.

Run to the other end

== PALACE: SUBMARINE DOCK ==


Turn the steering wheel then step into the submarine.
via the lever inside then climb back up the ladder.

Activate the submarine

== AIRPORT: SUBMARINE DOCK ==


Move down the stairs then run along the corridor.
then race to the door on the left side.

Enter the Reception Area

== AIRPORT: DOCK ==
Rush over to the lift platform near the airplane and activate it to get back
inside the plane. Several cutscenes will play after Claire steps aboard.
== AIRPLANE: PASSENGER AREA ==
Walk over to the item chest and take out the Grenade Launcher with BOW Rounds
and Bow Gun with explosive arrows. Take out some Grenade Rounds as well - to
keep from entering the Antarctic Base save room when Claire gets there. Walk
over to the door for the cargo room in the back of the plane and open the door.
== AIRPLANE: CARGO ROOM ==
Boss: Tyrant
The quickest way to beat the Tyrant is to fire all three BOW gas rounds after
gaining control of Claire while she stands near the catapult controls. Quickly
switch over to the Bow Gun with explosive arrows and fire three quick explosive
arrows at him. Use the controls to Claire's left to launch the catapult crates
forward and Tyrant will be sent out of the plane on the first catapult launch.
You lose, big guy!
3 BOW rounds + 3 explosive arrows + catapult launcher = dead Super Tyrant

Return to the passenger room once the Super Tyrant is defeated.


will trigger and you will get the option to save your game.

A cutscene

- - - - - - - - - - - - - - - - VERY IMPORTANT - - - - - - - - - - - - - - - This save does NOT count as a save like a normal ink ribbon save at a
typewriter. It is freebie save that was used before switching discs in the
original game of Code Veronica.
THIS SAVE WILL NOT AFFECT YOUR RANKING AT ALL!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _
_
_
_
___
[AW02]
/_\
_ __ | |_ __ _ _ __ ___ | |_ (_) ___
/ __\ __ _ ___
___
//_\\ | '_ \ | __|/ _` || '__|/ __|| __|| | / __| /__\// / _` |/ __| / _ \
/ _ \| | | || |_| (_| || | | (__ | |_ | || (__ / \/ \| (_| |\__ \| __/
\_/ \_/|_| |_| \__|\__,_||_|
\___| \__||_| \___| \_____/ \__,_||___/ \___|
- - - - - - - - - - - - -

C L A I R E

R E D F I E L D

- - - - - - - - - - -

== ANTARCTIC BASE: WALKWAY AREA ==


Climb down the ladder along the walkway up ahead. Ignore the double doors to
Claire's left for now. Open the door near the stairs further ahead.
== ANARCTIC BASE: BUNKS ==
Walk in between the beds to the left. Move around the right side of the
bookcase in the back of the room. Pick up the --HANDGUN BULLETS-- off to the
left while near the lockers. Check the open locker off to the right and take
the --HANDGUN BULLETS-- from inside. Grab the --BOW GUN POWDER-- off the
table.
Enemies: 4 Zombies
The body that hangs off the top bed behind Claire will fall after picking up
the bow gun powder. Notice the --HANDGUN BULLETS-- on the lower bed beside it
- be sure to grab them in a moment. Once Claire moves toward the dead body, it
will get up and attack. A total of four zombies will now attack Claire. Shoot
them all.
Run around the other side of the bookcase, now that it isn't blocked off by a
body, and collect the --HANDGUN BULLETS-- from the middle of the bookshelf on
that side. Leave the room after collecting all of the handgun and bow gun
ammo.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Handgun Bullets x15--, [X] --Handgun Bullets
x15--, [X] --Handgun Bullets x15--, [ ] --First Aid Spray--, [ ] --Worker's
Diary--, [ ] --Antarctic Transportation Base Map-------------------------------------------------------------------------------== ANTARCTIC BASE: WALKWAY AREA ==
Move down the stairs to the side of the door.
== ANTARCTIC BASE: MOTH HALLWAY ==
It is useless to enter the save room (Alexander's Office) right now since the
power is off and there is really nothing too important in the room. Only enter
the office if Claire needs to put an item in the item box. Be sure to have the
grenade launcher with Grenade Rounds with Claire - if not, enter the save room

and get them.


Enemies: 1 Moth
Move down the other end of the hall and avoid the moth then open the doors at
the end to enter the Assembly Room.
== ANTARCTIC BASE: ASSEMBLY ROOM ==
Enemies: 3 Zombies
There are three zombies in this room. Only kill the zombies that get in
Claire's way to where she cannot easily pass by them. Run around the left side
of the assembly machine. Run to the back wall and ignore the doors off to the
left for now. Open the door all the way down the right path - it is labeled as
the Weapon Room.
== ANTARCTIC BASE: WEAPON ROOM ==
Enemies: 4 Zombies
There are four zombies in this room. Kill them all.
KEY** on the platform across from the bookshelf.

Pick up the **MINING ROOM

Run to the back of the room. Check the second weapon rack on the row of green
weapon racks and then take the ++ASSAULT RIFLE++. Leave the room and forget
about placing the Detonator - once Chris reaches this area, handgun ammo will
be almost obsolete by then.
--------------------------------------------------------------------- ITEM LIST
[X] **MINING ROOM KEY**, [X] ++ASSAULT RIFLE++, [ ] **DETONATOR**
------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM ==
Open the door at the other end of the path directly ahead.
== ANTARCTIC BASE: B.O.W. ROOM ==
Enemies: 3 Black Widows
Arm the grenade launcher with Grenade Rounds in this room and kill or run by
the Black Widows on the floor.
Pick up the two sets of --HANDGUN BULLETS (x2)-- on the crate off to Claire's
right when she steps into the middle area. Walk over to the assembly platform
in between the test tubes and pick up the --BOW GUN ARROWS--. On the other
side of the room and pick up the **BAR CODE STICKER** on one of the crates.
There is a --GREEN HERB-- and a --BLUE HERB-- on the floor near the right wall.
Claire really needs to save inventory space around this time, so picking up the
herbs is really not needed.
Leave the room.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Handgun Bullets x15--, [X] --Bow Gun
Arrows--, [X] **BAR CODE STICKER**, [ ] --Green Herb--, [ ] --Blue Herb-------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM ==
Run over to the conveyor belt in the middle area of the assembly machine and
place the bar code on the box labeled "B.O.W.". Run up the stairs to the side

and use the Mining Key to unlock the door.


Mining Area.

Discard the key then enter the

== ANTARCTIC BASE: MINING AREA ==


IMPORTANT: Run over to Claire's right. This is VERY important to do. Step up
onto the higher area then move up the stairs. Examine the hole in the pipe
against the wall. There is a hollow shaped like an octagon on it. Claire MUST
see this for grinding down a valve handle later.
Enter the room down the path from the door that Claire just entered the Mining
Area from.
== ANTARCTIC BASE: GENERATOR ROOM ==
Enemies: 3 Zombie Dogs
Take out the Assault Rifle or the handgun in this room. There are three zombie
dogs walking around the corridors of this room. Run to the far left then enter
the alcove off to the right at the end of the corridor. A zombie dog will get
up as Claire steps into the alcove. Run into the alcove so that Claire's back
is to the fence behind her then start blasting the dogs as they try to attack.
Running to the alcove will both attract the dogs and keep them from surrounding
Claire.
Take
dogs
very
that
Pull

note of the two --GREEN HERBS (x2)-- in the alcove then move out once the
have been defeated. Run down the first corridor to the side. Run to the
back and there is an opening along the side of the barred walls. Enter
opening then follow the path to the control panel with the blue light.
the lever on the control panel to start the generator in the room.

Rush back toward the entrance doors and enter the alcove across from the
entrance doors. There is a --GREEN HERB-- near the alcove (left side). Use
the control panel with the blue light to activate the electric power for the
base. All power is restored now!
Before leaving, run down the far right path and collect the two sets of
--HANDGUN BULLETS (x2)-- and the two --GREEN HERBS (x2)--. The green herbs are
on the floor next to a metal structure with two boxes of handgun bullets on
top.
NOTE: Don't worry about collecting all of the green herbs in this room.
Collect them and combine them if possible. Claire really needs to keep her
inventory open for now as much as possible.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Green Herb--, [ ] Green Herb,
[ ] --Green Herb, [X] --Handgun Bullets--, [X] --Handgun Bullets-------------------------------------------------------------------------------== ANTARCTIC BASE: MINING AREA ==
Leave this room and step back into the assembly area.
== ANTARCTIC BASE: ASSEMBLY ROOM ==
Run over to the conveyor
right along the assembly
The box with the item on
retrieved later by Chris

belt controls. Activate the controls off to Claire's


machine - this will activate the top conveyor belt.
top will be sent into another room and it can be
(magnum).

Walk over to the control panel near the box on the conveyor belt. Activate the
conveyor belt. This will activate the lower conveyor belt near Claire. If the

bar code was placed on the box, the box will be sent to the B.O.W. room.
Reenter the B.O.W. room - open the double doors near the stairs that lead to
the Mining Area.
== ANTARCTIC BASE: B.O.W. ROOM ==
The B.O.W. box was sent to this room from the outside conveyor belt. Thanks to
that anti-BOW leakage, the glass casing that was holding the gas mask to the
left is now open, so grab the **GAS MASK** from inside. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[X] **GAS MASK**
------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM ==
There is nothing more to do in this area, so go back to the entrance and step
back into the hall with moths.
== ANTARCTIC BASE: MOTH HALL ==
Enemies: 3 Moths
Run past the moths.

Enter Alexander's Office (Save room).

== ANTARCTIC BASE: ALEXANDER'S OFFICE ==


Collect the --BOW GUN ARROWS-- from off the table. The cabinet beside the
table is locked for the moment. Pick up the --GREEN HERB-- on the floor next
to the column with the halberd insignia on it. Place all herbs into the item
box.
Push the bookshelf into the corridor then walk toward the locker and a cutscene
will play. Take the --BUTLER'S LETTER-- file from the locker. Press the
button on the locker. The locker will slide into the wall. Enter the new area
to trigger a cutscene.
Walk out onto the grated floor then take the **PLANT POT** from the corner on
the left side of the room (Claire's right). Open the inventory menu and check
the bottom of the pot. Claire will take the **MACHINE ROOM KEY** and throw the
pot away. Keep the Gas Mask with Claire. Save your game and exit the room.
--------------------------------------------------------------------- ITEM LIST
[X] --Bow Gun Arrows--, [X] --Green Herb--, [ ] --Alexander's Memo--, [ ] --Ink
Ribbon--, [X] --Butler's Letter--, [X] **PLANT POT**, [X] **MACHINE ROOM KEY**
------------------------------------------------------------------------------== ANTARCTIC BASE: MOTH HALL ==
Move back up the stairs directly ahead.
== ANTARCTIC BASE: WALKWAY AREA ==
Find the double doors in the alcove near the ladder then open the door.
== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
Run over to the door along the walkway to Claire's left and use the Machine
Room key to unlock the door then step inside the next room. Discard the key
when prompted as usual.
== ANTARCTIC BASE: MINING AREA (2nd floor) ==

Do not mess with the levers on the control panel just yet.
walkway to Claire's left and open the door to the side.

Run along the

== ANTARCTIC BASE: GENERATOR ROOM (2nd floor) ==


Move along the catwalk and pick up the **VALVE HANDLE** in the middle portion
of the catwalk. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[X] **VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC BASE: MINING AREA (2nd floor) ==
Steve will be over near the control panel with the levers now.
for a cutscene.

Move toward him

== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==


Run over to the door on the opposite side of the walkway and step into that
room.
== ANTARCTIC BASE: WORKSHOP ==
Run around the cage and collect the --HANDGUN BULLETS-- on the counter directly
across from the cage door. The camera view will not show the handgun bullets.
Run further to the right and there will be some more --HANDGUN BULLETS-- on a
table. Pick up the --GREEN HERB-- and --BLUE HERB-- on the floor as well.
Walk over to the metal shop machine and use the valve handle on it. Claire
will receive the **OCTA VALVE HANDLE** after the machine finishes. Leave the
room.
NOTE: If Claire cannot use the metal shop machine, she will have to run back to
the first floor of the Mining Area and examine the hole on the pipe to her
right as she enters - it's on a high platform. SHE MUST LOOK AT THIS BEFORE
THE MACHINE WILL CUT THE VALVE HANDLE.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [ ] --Ink Ribbon--, [X] --Green Herb--, [X] --Blue
Herb--, [X] **OCTA VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC BASE: MINING AREA (2nd floor) ==
Return to Alexander's Office (save room) and place most of Claire's weapons
into the item box along the way back to the first floor of the mining room. Be
sure to take some healing items with Claire - about two or three. And take the
M-100Ps or the Assault Rifle. The M-100Ps needs to have at least 60% ammo
left. If it doesn't take it, but take something else also - Assault Rifle.
NOTE: Make SURE that Claire grabs the Sniper Rifle in the Mining Room after the
cutscene with Alfred. It is VITAL to defeating Nosferatu.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - V E R Y I M P O R T A N T
Place the majority of your items into the item box. Only take an automatic
weapon that does not require extra ammo with Claire. Carry the
M-100Ps (60% ammo at least) or the Assault Rifle with Claire. Leave behind
Claire's handgun ammo and the grenade launcher for sure. Whether you take the
Bow Gun or not is up to you. I usually keep Claire's handgun, but, if you want
it available to Chris then leave it in the item box - Chris has his own handgun

though.
ANY WEAPON THAT CLAIRE TAKES WITH HER WILL STAY WITH HER FOR THE REST OF THE
GAME.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Go back out to the Walkway Area, run through the hallway with moths and enter
the Assembly Area.
== ANTARCTIC BASE: ASSEMBLY AREA ==
Enemies: 5 Zombies
This room now has five zombies in it - blast them with your current weapon if
they get in Claire's way, but don't worry much about them if they don't bar
Claire's path to the stairs. Reenter the Mining Area via the door at the top
of the stairs. Claire will be prompted to put on the gas mask before entry.
== ANTARCTIC BASE: MINING AREA ==
Climb up to the higher area with the driller off to Claire's right. Move up
the stairs to the side and use the Octa Valve Handle on the hole on the pipe to
shut off the gas. A cutscene will trigger.
Once you regain control of Claire, DO NOT run toward Steve just yet. Turn to
Claire's right then step down off the high area and pick up the ++SNIPER
RIFLE++ that Alfred dropped when he fell off the ledge to the side. Another
cutscene will take place after Claire picks up the Sniper Rifle.
--------------------------------------------------------------------- ITEM LIST
[ ] ++Sniper Rifle++
------------------------------------------------------------------------------== ANTARCTIC BASE: ROOFTOP ==
Try to move down the stairs in front of Steve to activate a cutscene.
Boss: Nosferatu
Stay away from the sides! If Claire gets knocked off by Nosferatu's appendage,
she will automatically die and it's VERY easy to get randomly knocked off.
Stay at a distance and blast Nosferatu with the sniper rifle. Claire doesn't
really need to hit him in the heart. Direct hits to the heart will take off
more damage, but the other weapon she brought should be enough to finish him
off if all shots from the rifle hit him.
Stand at a distance and try to run away from his poisonous gas. TRY NOT TO GET
POISONED if at all possible. In order to avoid getting poisoned, you'll likely
just have to spam him with rifle shots to any portion of the body then just
blast him with the M-100Ps afterwards. The fight needs to be very long range
in order to keep from getting poisoned. Be sure to watch your health. If
Claire gets poisoned, heal when you THINK Claire might be close to death.
--------------------------------------------------------------------- ITEM LIST
[ ] --First Aid Spray-------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - __
_
__
_
[AW03]
/__\ ___
___ | | __ / _| ___
_ __ | |_
/ \// / _ \ / __|| |/ /| |_ / _ \ | '__|| __|
/ _ \| (_) || (__ |
< | _|| (_) || |
| |_
\/ \_/ \___/ \___||_|\_\|_|
\___/ |_|
\__|

_____
_
_
\_
\ ___ | | __ _ _ __
__| |
/ /\// __|| | / _` || '_ \ / _` |
/\/ /_ \__ \| || (_| || | | || (_| |
\____/ |___/|_| \__,_||_| |_| \__,_|
- - - - - - - - - - - - -

C H R I S

R E D F I E L D

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

== MILITARY TRAINING FACILITY: UNDERGROUND GRAVES ==


Pick up the --GREEN HERB-- in front of Chris.
the cutscenes.

Walk toward Rodrigo, and skip

Move around the side of the wall and take the --BOW GUN ARROWS-- off the stool.
Place any unneeded items into the item chest to the side. Take out the handgun
ammo if Claire placed hers into the chest in the Antarctic Base and take out
the grenade launcher with flame rounds.
== MILITARY TRAINING FACILITY: UNDERGROUND TUNNEL ==
Directly across from the entrance door there is a --GREEN HERB-- and a --BLUE
HERB--, so be sure to grab them to place them into the item box upon returning
to the grave area.
Boss: Gulp Worm
The Gulp Worm is nothing with flame rounds. Shoot the Gulp Worm with four
flame rounds and it will cough up Rodrigo then Chris will receive the
**LIGHTER**.
There are some --BOW GUN ARROWS-- and a box of --HANDGUN BULLETS-- near the
elevator on the other side of the tunnel, but get them once Chris returns to
this area. Go back into the Underground Graves area.
NOTE: Really, Chris could skip out on the submachine guns and kill the worm
then leave the area to make this part quicker. It is better to kill the worm
however since the elevator takes a while to come down if Chris presses the
button and waits on it - killing it with four flame rounds takes less time than
waiting for the elevator usually. The sub machine guns are easy to do without.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Blue Herb--, [X] **LIGHTER**, [X] --Bow Gun Arrows--,
[X] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: UNDERGROUND GRAVES ==
Walk over to the stone statue figure along the corner wall around the corner
then put the stone lid down and use the lighter on the stone statue figure and
Chris will light its cup. Take the ++SUB MACHINE GUN++ when prompted. Step
back into the Underground Tunnel.
--------------------------------------------------------------------- ITEM LIST
[X] ++SUB MACHINE GUN++
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: UNDERGROUND TUNNEL ==
Use the elevator button to the side of the elevator doors to call the elevator
to the bottom floor tunnel. Step inside to ride it up into the training
facility.
== MILITARY TRAINING FACILITY: GARAGE ==

Enemies: 3 Zombies
There are three zombies in this area. Chris can run past some of them to save
ammo if needed. Step out into the Tank Area outside the door on the other side
of the Garage.
== MILITARY TRAINING FACILITY: TANK AREA ==
Run to the back of the tank and press the button to make the tank move forward
and reveal a lift. Pick up the --HANDGUN BULLETS-- on the ground behind the
tank then take the lift down.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: HANGAR HALLWAY ==
Pick up the --BLUE HERB--, --GREEN HERB-- and --SHOTGUN SHELLS-- from off the
floor before moving down the corridor with the door on the side wall. Enter
the room behind the door.
--------------------------------------------------------------------- ITEM LIST
[X] --Blue Herb--, [X] Green Herb, [X] Shotgun Shells x7, [ ] **BATTERY PACK**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: HANGAR SAVE ROOM ==
Grab the --GREEN HERB-- near the
and pull out the --ACID ROUNDS-BULLETS-- and --SHOTGUN SHELLS-Replica drawer puzzle unless you

lockers then mover over toward the open locker


from inside. There is a box of --HANDGUN
on the table as well. Forget the Luger
like wasting time.

Keep the handgun and the shotgun shells with Chris and bring along the grenade
launcher with Grenade Rounds. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Acid Rounds x6--, [ ] --Ink Ribbon--, [ ] --Handgun
Bullets--, [ ] --Shotgun Shells--, [ ] --Luger Replica-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: HANGAR HALLWAY ==
Enemies: 2 Black Widows
Run to the left and take the **BATTERY PACK** from off the floor in front of
the door at the end of the hall. Kill the two black widows that appears by
using the grenade launcher with Grenade Rounds - get up close and shoot them so
that the entire spread hits.
Run back to the lift and take it back up to the Tank Area then enter the Garage
once again.
--------------------------------------------------------------------- ITEM LIST
[X] **BATTERY PACK**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: GARAGE ==
Run over to the lift and place the battery pack on the slot on the right side.
Get up on the lift and use the control panel to the right to raise it up.

Run over to the left and grab the **CHEM. STORAGE KEY** from the pedestal that
sticks out of the wall. Open the door to the right of the elevator.
--------------------------------------------------------------------- ITEM LIST
[X] **CHEM. STORAGE KEY**, [ ] --Report: Enhanced Anti-Decay Alloy-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: MONITOR ROOM ==
When Chris moves to the left, a cutscene will play.
B1 floor afterwards.

Take the elevator to the

== MILITARY TRAINING FACILITY: SEWER WATERWAY ==


Walk down the stairs to the left of the face on the wall. Pick up the
++SHOTGUN++ on the mantle and the stairs to Chris' right will rise up once
again. Grab the --HANGUN BULLETS-- off the ground across from the mantle then
take the --FLAME ROUNDS-- off the back shelf. Open the door next to the shelf.
--------------------------------------------------------------------- ITEM LIST
[X] ++SHOTGUN++, [X] --Handgun Bullets x15--, [X] --Flame Rounds x6--,
[ ] --Ink Ribbon-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LAB ==
There is a --GREEN HERB-- in the corner below the stairs on the bottom floor of
the Lab. Leave it there and pick it up only if Chris needs it for healing when
moving in and out of this room - Chris can also take this Green Herb and
combine it with the Red Herb and Blue Herb in the Chemical Storage Room.
That's something to consider for you. Move up the stairs.
The controls near the door at the top can be used to lower the far right
capsule. Chris can collect the --ASSAULT RIFLE BULLETS-- from off the right
capsule. Only collect it if you actually use the Assault Rifle however. Open
the sliding doors near the top floor controls.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Assault Rifle Bullets-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
DO NOT grab the shiny item on the platform elevator just yet. That will cause
a new set of enemies to attack Chris and it will cause the appearance of a
Sweeper in the Chemical Storage. It's best to enter the Chemical Storage room
first.
Open the door to the side to enter the Chemical Storage.
== MILITARY TRAINING FACILITY: CHEMICAL STORAGE ==
Open both sets of sliding doors by stepping up to them and going through the
decontamination chamber then step into the Chemical Storage room. Pick up the
--SHOTGUN SHELLS-- and the --HANDGUN BULLETS-- on the table in the middle of
the room. There is a --RED HERB-- and a --BLUE HERB-- on the counter near the
chemical storage refrigerator. Don't worry about the herbs unless Chris has
the inventory space for them. Combine them with the Green Herb back from the
Lab if Chris has it though.
Use the Chemical Storage Key on the door of the refrigerator then discard it
when prompted. Set the temperature to "128" then take the **CLEMENT SIGMA**
chemical afterwards.

Leave the chemical storage.


NOTE: If Chris has fought any Hunters before collecting the Clement Sigma
chemical, a Sweeper (poison hunter) will bust through the vent cover on the
side wall as he leaves. If it does attack then run like hell out of the
Chemical Storage area and leave it.
--------------------------------------------------------------------- ITEM LIST
[X] --Shotgun Shells--, [X] --Handgun Bullets x15--, [ ] --Red Herb--,
[ ] --Blue Herb--, [X] **CLEMENT SIGMA**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
Pick up the **DOOR KNOB** on the platform elevator. Prepare to blast the two
Hunter IIs after regaining control of Chris. One will start out near him and
the other will hop off the crates to the side.
Enemies: 2 Hunters
Take out the shotgun and shoot the Hunter II that is near Chris and get ready
to hit the other one that hops down. It's very vital that you knock them down
with shotgun blasts. The whole time they are standing Chris at risk of getting
hit. Try to move toward them as you blast them. Spam them with bullets.
Leave the room by stepping back into the lab after killing the Hunters.
--------------------------------------------------------------------- ITEM LIST
[X] **DOOR KNOB**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LAB ==
Run down the stairs and then exit the Lab and step back into the Sewer
Waterway.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Run over to the mantle where the shotgun needs to be placed and use the shotgun
on the mantle to lay it back on the mantle and lower the stairs. Move up the
stairs and get in the elevator once again. Take the elevator to the second
floor.
== MILITARY TRAINING FACILITY: MONITOR ROOM ==
Enemies: 2 Zombies
There are now two zombies in this room. One of them will be right in front of
Chris as he gets off the elevator, so be ready to shoot it with the handgun.
Open the door across from the stairs.
== MILITARY TRAINING FACILITY: STAIRWAY ==
A cutscene will show the Eagle Plate as it falls below. Rush over to the
opposite door on the top walkway and step into the next room.
== MILITARY TRAINING FACILITY: OBSERVATION ROOM ==
Enemies: 1 Seeker (possible Hunter II fight)
A seeker will be moving along the ceiling and scanning the floor for possible
threats. Move toward it but stay away from the lit up scanner. Wait for its

scanner to go off then quickly run under the seeker and run through the gap in
the wall to Chris' left. If it sees Chris, a Hunter will enter the room and
attack.
NOTE: If Chris rushes directly ahead after entering the Observation Room from
the Stairway, he will avoid the seeker scanning light. It will not turn on
until he rushes underneath it.
Pick up the --SIDE PACK-- on top of the fallen locker to Chris' right. Chris
can now carry two more items in his inventory! There are some --BOW GUN
ARROWS-- below the window near the Bio-experiment Room door.
It's really up to you whether you still collect Bow Gun arrows from now on.
There's really no need to. Open up the door off to Chris' left.
--------------------------------------------------------------------- ITEM LIST
[X] --Side Pack--, [ ] --Bow Run Arrows-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LOBBY ==
Stand in front of the door and use the door knob item on the door.
fix the door so that it can be opened.

Chris will

== MILITARY TRAINING FACILITY: GARAGE (2nd floor) ==


Walk over to the left and pick up the --HANDGUN BULLETS-- from the floor near
the corner. On the left side (Chris' left) of the walkway, pick up the **TANK
OBJECT** on the pedestal. Leave the area and run all the way back to the
elevator in the Monitor Room.
Watch out for the seeker in the lobby on the way back. If it sees Chris, just
run right by it and keep going. Chris will not have to return to the second
floor for anything anyway.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] **TANK OBJECT**
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: MONITOR ROOM ==
Take the elevator down to the first floor.
== MILITARY TRAINING FACILITY: HALLWAY ==
Enemies: 1 Seeker (possible Hunter II fight)
There is a seeker down the hall to the right. Time a run and quickly dash by
it as the scanner turns off then open the door to the Gallery.
== MILITARY TRAINING FACILITY: GALLERY ==
Place the tank object on the model of the training facility.
After placing the tank object on the model, the painting on the wall across
from the model will slide to the right and an area with colored lasers will be
exposed. Take the **TURN TABLE KEY** from below the lasers.
Leave the room and step back onto the elevator. The seeker will not be on the
wall anymore now that Chris has placed the tank object and gotten the turn
table key. Take the elevator back to the B1 level floor.
--------------------------------------------------------------------- ITEM LIST

[X] **TURN TABLE KEY**, [ ] --Secret Passage Note-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Move down the stairs off the left and grab the shotgun once again.
This can be a good time to return to the save room in the Hangar Hallway - it's
optional though and not needed since the next item box isn't TOO far away.
Take both --RED HERBS (x2)-- with Chris if you decide to go. Keep the Clement
Sigma chemical with Chris. Take out the grenade launcher and place Acid Rounds
in it. If Chris still has some flame rounds bring them along also - he can get
by without them though (they work well against the Bandersnatch).
In the Sewer Waterway, open the door to the lab once again and step inside.
--------------------------------------------------------------------- ITEM LIST
[X] --Red Herb--, [X] --Red Herb-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: LAB ==
Climb the stairs once again then rush past the test tubes.
the other side of the test tubes, a cutscene will trigger.

As Chris reaches

Enemies: 1 Bandersnatch
It's best to take out the grenade launcher with Flame Rounds and kill the
Bandersnatch with one or two Flame Round shots. If Chris does not have flame
rounds, shoot the Bandersnatch with the shotgun. Since he is at a distance,
the shotgun blasts will not take off as much as usual however, so it will take
around six shots. It's very important to fire immediately when the you regain
control of Chris.
Exit the lab via the sliding doors once again.
== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
Rush over to the controls for the platform elevator (turntable) then use the
turntable key on it. Move the turntable up.
== MILITARY TRAINING FACILITY: LOBBY ==
Run to the other side of the turntable and hop over the crate in front of the
broken wall. Stand on the other side of the broken wall and push the wooden
crate so it hits the debris on the elevator. Get on the right side of the
wooden crate then push it toward the metal stack of crates off to the left.
Get up on the wooden crate then turn toward the stack of metal crates and
collect the --BOW GUN POWDER-- from the top of the crate.
Don't go out the double doors right now.

Open the door off to the left.

--------------------------------------------------------------------- ITEM LIST


[X] --Bow Gun Powder-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: CONTROL ROOM ==
Enemies: 3 Zombies
Get ready to blast a zombie with the handgun right upon entry into this room
since it will be right across from the door. Run to Chris' right if the zombie
gets too close. There are a total of three zombies in this room.

Pick up the --SHOTGUN SHELLS-- on the floor by the


room and kill the zombie in the room then open the
the --ACID ROUNDS-- from inside. Move through the
other side of the room. Debris blocks the path to
the right.

shelves. Rush into the back


locker to the side and take
hole in the wall on the
the left so open the door to

--------------------------------------------------------------------- ITEM LIST


[ ] --Shotgun Shells x7--, [ ] --Acid Rounds x6-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STAIRWAY ==
Enemies: 1 Crawling Zombie
Move to the left and kill the zombie that crawls along the ground. Go through
the fence opening then climb down the ladder behind the fence to the left.
== MILITARY TRAINING FACILITY: VENTILATION ROOM ==
Examine the breaker on the wall to Chris' right then raise the lever to turn on
the fan beneath the grated floor in the middle area. The poisonous gas will be
filtered out of the room.
Enemies: 4 Zombies
Move down the corridor then step down into the room and kill the four zombies
in the room below. Chris can run by some of them also. Move up the concrete
stairs on the right side of the room (Chris' right) then open the door.
== MILITARY TRAINING FACILITY: STORAGE AREA ==
Have the grenade launcher with acid rounds or the shotgun equipped since a
Hunter will dash up to Chris and try to slash him as he enters the Storage
Area. Blast the Hunter with a quick shot from either weapon to kill it
quickly. Enter the Workshop across from the door that Chris just came through.
== MILITARY TRAINING FACILITY: WORKSHOP ==
Run around the corner in the back of the room then take the **CLEMENT ALPHA**
chemical from the left set of shelves to the side of the workbench. The
Clement Alpha can be combined with the Clement Sigma that Chris found in the
Chemical Storage in order to make the **CLEMENT MIXTURE**. This solvent
chemical will be needed soon so keep it in Chris' inventory.
Examine the workbench. If Chris is carrying his Glock 17 handgun, it can be
upgraded in this room. Chris will receive the ++ENHANCED HANDGUN++ after
upgrading it. Exit the room.
--------------------------------------------------------------------- ITEM LIST
[X] **CLEMENT ALPHA**, [X] **CLEMENT MIXTURE**, [X] ++ENHANCED HANDGUN++
------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: STORAGE AREA ==
Step back into the Ventilation Room.
== MILITARY TRAINING FACILITY: VENTILATION ROOM ==
Chris needs to return to the Lobby. The shortest way is going back the way he
came. Step up onto the high corridor in the Ventilation Room and climb the
ladder at the end. Open the door on the other side of the fence in the
Stairway area. Open the door on the other side of the Control Room to reenter

the Lobby once again.


== MILITARY TRAINING FACILITY: LOBBY ==
Rush over to the left and open the double doors at the front of the Lobby.
This will lead Chris to the Courtyard of the Training Facility.
== MILITARY TRAINING FACILITY: COURTYARD ==
Enemies: 2 Hunters
This can be a really bad area to fight in. Hunters will start out on both
sides Chris. One will be to his right then another will be to his left.
Fighting them is just as risky as running from them.
If you fight them use the grenade launcher with Acid Rounds or the shotgun to
hit them quickly then move. You'll have to constantly move while fighting them
since they will try to hit Chris with their jump attacks. The main thing you
want to do is to knock one of them down with a shot then dodge the other and
knock it down with a shot. Constantly make sure that one is on the ground.
The shotgun can work better since the grenade launcher has a slight reload
animation, but the grenade launcher will sometimes kill faster with Acid Rounds
(sometimes one hit).
If they both charge toward Chris at the same time, it's really best to run or
try to group them for shots. Pick up the --SHOTGUN SHELLS-- near the fallen
wooden crates. Open the door to the platform elevator off to the side near the
Courtyard entrance.
--------------------------------------------------------------------- ITEM LIST
[X] --Shotgun Shells x7-------------------------------------------------------------------------------== AIRPORT: PLATFORM ELEVATOR AREA ==
Stash any unneeded items into the item box and be sure to save your game. Take
the grenade launcher with Acid Rounds with Chris. Make sure that Chris has
three open spaces in his inventory for the proofs.
Open the shutter to the side of the elevator door when ready.
== AIRPORT: CARGO AREA ==
Enemies: 1 Hunter
A Hunter will dash toward Chris from off to his right. Move forward quickly to
make the camera switch then blast the Hunter with an Acid Round. Run to the
left and take the lift to the crane control room. Open the door on the other
side of the control room.
== AIRPORT: UPPER BRIDGE ==
Move across the bridge then open the door on the other side.
== AIRPORT: OIL PUMP ROOM ==
Examine the oil pump then do the following:
-

Press
Press
Press
Press

the
the
the
the

button
button
button
button

for liter gauge #3


for liter gauge #3
for liter gauge #5
beside liter gauge

(fills #10 with 3 liters)


again (fills #10 with 3 more liters)
(fills #10 all the way to the top)
#10 (empties gauge #10)

At that point, gauge #3 should have 6 liters and gauge #5 should have 1 liter
(3 + 3 + 1 = 7), so do the following to finish:
- Press the button for liter gauge #3
- Press the button for liter gauge #3
- Press the button for liter gauge #5
Enemies: 3 Zombies
Once the oil pressure is restored, the dead bodies in the back of Chris will
get up and attack. There are three zombies that attack. Chris can either run
out of the room or fight them off and pick up the --SHOTGUN SHELLS-- where they
were lying.
--------------------------------------------------------------------- ITEM LIST
[X] --Shotgun Shells x7-------------------------------------------------------------------------------== AIRPORT: UPPER BRIDGE ==
The lever for the bridge can now be activated on the other side. Run to the
other side and lower the bridge. Reenter the Cargo Area then open the shutter
across from the shutter that Chris used to enter this area from. This will
lead him onto the outside bridge.
== AIRPORT: BRIDGE ==
Enemies: 1 Hunter
A Hunter is now on the bridge. Move forward onto the bridge then stand and
shoot the Hunter with an Acid Round to knock him down then run toward him and
kill him with shotgun blasts or another Acid Round. Open the door on the other
side of the bridge.
== AIRPORT: RECEPTION ==
Enemies: 3 Zombies (1 with explosive)
Shoot the zombie directly ahead of Chris and it will explode (it has an
explosive on it's back). Pick up the --SHOTGUN SHELLS-- on the floor near the
shelves to Chris' right. Run around the reception desk then open the door near
the fish tank.
--------------------------------------------------------------------- ITEM LIST
[X] --Shotgun Shells x7-------------------------------------------------------------------------------== AIRPORT: DOCK ==
Enemies: 1 Hunter
A Hunter will have its back turned as Chris enters the area. Take out the
grenade launcher with acid rounds and shoot him. Finish him off from close
range if the first shot doesn't kill. Use the controls to cut off the
electricity supplied to the lift off to the right then move over to the lift
and take the **ARMY PROOF**, **NAVY PROOF** and the **AIR FORCE PROOF**.
Leave the area after taking all three proofs and go back to the save room.
Reenter the reception area, run across the bridge and open the shutter near the
lift back in the cargo area to go back to the Platform Elevator Area save room.
--------------------------------------------------------------------- ITEM LIST
[X] **ARMY PROOF**, [X] **NAVY PROOF**, [X] **AIR FORCE PROOF**

------------------------------------------------------------------------------== AIRPORT: PLATFORM ELEVATOR AREA ==


Take a blue and green herb mixture with Chris just in case he is poisoned - it
is VERY vital that you do this. If Chris gets poisoned, it will be a while
before he will run across a blue herb! Carry all three proofs in the inventory
and have the Clement Mixture with Chris. If Chris has any Grenade Rounds left,
take the grenade launcher with Grenade Rounds with Chris.
Take the elevator back up to the Courtyard above.
== MILITARY TRAINING FACILITY: COURTYARD ==
Enemies: 2 Sweepers
There are two Sweepers in the Courtyard. Right when Chris enters, run in
between them and move directly ahead then quickly turn toward the double door
entrance to the Training Facility Lobby and open the doors. It's really best
to not fight them. Since there are two of them, one will likely hit Chris and
poison him if he fights them. They damage Chris fast!
== MILITARY TRAINING FACILITY: LOBBY ==
Chris needs to get back to the elevator so he can go to the Gallery on the
first floor. Step back through the hole in the wall to Chris' left then
activate the turntable elevator and take it back down.
== MILITARY TRAINING FACILITY: PLATFORM ELEVATOR ==
Reenter the Lab through the double doors near the crates.
== MILITARY TRAINING FACILITY: LAB ==
Enemies: 3 Zombies
Three zombies are now in the Lab. Kill them or run by them and then step out
to the Sewer Waterway through the door on the bottom floor.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Chris will have to put the shotgun on the mantle to lower the stairs. He has
the Grenade Launcher with Grenade Rounds though, so he won't need it. Take the
elevator down to the first floor. Step into the Gallery down the right
corridor.
== MILITARY TRAINING FACILITY: GALLERY ==
Place all three proofs on the slots below the colored lasers on the side wall.
Pull the lever down. The model will slide into the wall and reveal a hidden
passageway below the room.
Pick up the 2 boxes of --SHOTGUN SHELLS (x2)-- and the --GREEN HERB-- from
behind the podium to the left when moving toward the ladder. Move down the
ladder.
NOTE: Pick up ALL Green Herbs along the way to have something to heal with for
the Albinoid in the water.
--------------------------------------------------------------------- ITEM LIST
[X] --Shotgun Shells x7--, [X] --Shotgun Shells x7--, [X] --Green Herb--------------------------------------------------------------------------------

== MILITARY TRAINING FACILITY: DRAINAGE TUNNEL ==


Enemies: 2 Black Widows
Two black widows will be in the upper corridor of the drainage area. Use
grenade rounds to kill them. If Chris moves around the corner up ahead there
is a --GREEN HERB-- and some --GRENADE ROUNDS-- near the wall to his right so
use those grenade rounds if needed.
Step out onto the catwalk bridge up ahead then climb down the ladder.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Grenade Rounds x6-------------------------------------------------------------------------------== MILITARY TRAINING FACILITY: DRAINAGE POOL ==
Run down the corridor ahead then take the two --GREEN HERBS (x2)-- and the
--BLUE HERB-- from the corner of the corridor ahead. Mix the green herbs if
needed.
Enemies: Albinoid
Jump into the pool and pick up the **EAGLE PLATE** in the middle of the pool.
The Albinoid is going to shock the water and electrocute Chris and it might run
up to him and headbutt him as well. All of its attacks are very damaging and
require you to heal constantly. CONSTANTLY check your status in the inventory
menu after every hit.
Rush to the middle of the pool then position Chris above the Eagle Plate then
pick it up. Be sure to heal after every two shocks that the Abinoid does to
the pool. Each shock will hit Chris multiple times, so more than two shocks
can easily kill him. Just one shock will send him into yellow caution status.
Once Chris is back out of the pool, combine the Clement Mixture with the Eagle
Plate to receive the **HALBERD**. Before leaving, be sure to pick up the
--HANDGUN BULLETS-- in the corner of the walkway that is right above the camera
showing the camera angle.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Green Herb--, [X] --Blue Herb--, [X] --Handgun
Bullets x15--, [X] **EAGLE PLATE**, [X] **HALBERD**
------------------------------------------------------------------------------After getting the Eagle Plate, exit the area. Go back the way that Chris came
from. He needs to go back to the Sewer Waterway.
Climb the ladder to go back to the Drainage Tunnel, climb the ladder in the
Drainage Tunnel to reenter the Gallery. Step outside into the hallway then get
on the elevator. Take the elevator to the B1 floor.
== MILITARY TRAINING FACILITY: SEWER WATERWAY ==
Step down the stairs to the side then grab the shotgun off the mantle. The
stairs will rise once again. Move down into the water then run over to the
other side. Take the --RED HERBS (x2)-- near the ladder on the other side if
they are still there. They can be stashed in the item box in the Save Room at
the Antarctic Base Save Room.
NOTE: Don't enter a Save Room until Chris gets to the Antarctic Base. He will
not run into anything very threatening in between and this will help to save
time.

== MILITARY TRAINING FACILITY: HANGAR HALLWAY ==


Use the Halberd on the door with the insignia near the save room door in the
Hangar Hallway to trigger a cutscene. Chris will find another airplane in the
Hangar Bay and use it to fly all the way to the Antarctic Base to save his
sister.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _
_
_
_
___
[AW04]
/_\
_ __ | |_ __ _ _ __ ___ | |_ (_) ___
/ __\ __ _ ___
___
//_\\ | '_ \ | __|/ _` || '__|/ __|| __|| | / __| /__\// / _` |/ __| / _ \
/ _ \| | | || |_| (_| || | | (__ | |_ | || (__ / \/ \| (_| |\__ \| __/
\_/ \_/|_| |_| \__|\__,_||_|
\___| \__||_| \___| \_____/ \__,_||___/ \___|
- - - - - - - - - - - - -

C H R I S

R E D F I E L D

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

== ANTARCTIC BASE: HANGAR ==


Chris will start out on a catwalk above the plane. Follow the walkway to the
next set of doors. Open the sliding doors beside the emergency elevator doors.
== ANTARCTIC BASE: WALKWAY AREA ==
Enemies: 2 Tentacles
Fire at each of the tentacles with the handgun to make them retract back into
the hole in the wall. It should take around 13 handgun shots to make them move
back into the wall.
Pass up under the wreckage of the sea plane that sticks out of the wall above
then climb down the ladder at the end of the walkway. Don't go through the
double doors off to the side just yet. Run on ahead and open the single door
next to the stairs.
NOTE: A player could really skip the Bunks room.
aren't that useful anymore. Your choice.

The grenades rounds really

== ANTARCTIC BASE: BUNKS ==


Walk toward the middle of the room. When the camera changes to show the
bookcase up ahead, move to the left to find a few item pickups. Grab the
--GRENADE ROUNDS-- on the bed. Step back outside.
--------------------------------------------------------------------- ITEM LIST
[X] --Grenade Rounds x6--, [ ] --Ink Ribbon-------------------------------------------------------------------------------== ANTARCTIC BASE: WALKWAY AREA ==
Move down the stairs to the side.
== ANTARCTIC BASE: MOTH HALLWAY ==
Enemies: 2 Zombies (one has a parasite inside of it)
At the bottom of the stairs, walk
to the left will just place Chris
There is no reason to go down the
from ice being on the other side,

over to the door. Moving down the corridor


in a trap. Two zombies will ambush him.
hall to the left since the door is sealed
so don't enter that side of the corridor.

Open the door to Alexander's Office - save room.


== ANTARCTIC BASE: ALEXANDER'S OFFICE ==

Walk over to the column with the Halberd insignia on it and use the Halberd on
the column. The bottom of the cabinet to the left of the column will open.
Take the **PAPER WEIGHT** from inside. There is nothing else in this room, so
stash any items that you don't need, save your game then step back out into the
hall and move up the stairs.
Put up the Paper Weight. Be sure to take the empty extinguisher item out of
the item box. Chris will need it shortly. If it's not there, then you left it
back in the security box on Rockfort Island most likely, which means you
forfeit the magnum weapon!
NOTE 1: By now, Chris should have enough shotgun shells to where you can put up
the handgun. It would really be best just to place the handgun and its ammo
into the item box at this point.
NOTE 2: You can leave the empty extinguisher in the item box and take it out
while in the Power Room after Chris gets Alfred's Jewel then use it around the
time that Chris uses the Square Valve Handle. This will save a bit of time.
Chris will have to return to the Power Room to turn off the power around that
time anyway. Just BE SURE to get the magnum before confronting Alexia in the
Front Hall though.
--------------------------------------------------------------------- ITEM LIST
[X] **PAPER WEIGHT**, [X] --Alfred's Diary--, [ ] --Ink Ribbon-------------------------------------------------------------------------------== ANTARCTIC BASE: WALKWAY AREA ==
Move back to Chris' right and open the double doors near the ladder.
== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
The entire area in the middle of the room is now encased in one big chunk of
ice. Run along the walkway to Chris' left. Enter the room on that side.
== ANTARCTIC BASE: MINING ROOM (2nd floor) ==
The entire first floor of the Mining Room is now encased in ice. Walk to the
side of the walkway past the crane controls then step out onto the ice.
Run over to the valve handle on the pipe up ahead. Take the **OCTA VALVE
HANDLE** from the pipe. When Chris takes this item and tries to walk away a
cutscene will trigger.
Enemies: 5 Zombies (one of them has a parasite inside of it)
Chris will be surrounded by zombies once you regain control of him. It's a
good idea to take out the shotgun here to quickly kill any zombie in Chris'
way. Watch out for the parasites! Don't try to kill all the zombies. Just
knock them down to where Chris has a clear path to the walkway then make a run
for the walkway and exit the room. There is no reason to reenter this room.
--------------------------------------------------------------------- ITEM LIST
[ ] **OCTA VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
Run to the other side of the Assembly Room walkway then enter the room near the
side of the walkway with the broken railing.

== ANTARCTIC BASE: WORKSHOP ==


Enemies: 3 Zombies
There are three zombies in this room. Enter the broken cage and take the
--DURALUMIN CASE-- and the --SHOTGUN SHELLS-- from off the shelf inside. There
is nothing else in the Workshop, so leave the room.
--------------------------------------------------------------------- ITEM LIST
[ ] --Duralumin Case--, [ ] --Shotgun Shells x7-------------------------------------------------------------------------------== ANTARCTIC BASE: ASSEMBLY ROOM (2nd floor) ==
Step onto the other side of the walkway on the other side of the room.
the door to the side of the walkway near the crane.

Open

== ANTARCTIC BASE: HALLWAY ==


Enemies: 2 Seekers (possible Hunter II fight)
A cutscene will play as Chris steps into the hall behind the door.
will be surveying the hall.

A seeker

Immediately following the cutscene, the seeker's detector will almost be right
on top of Chris. It will almost always see him and call in a Hunter II to
attack. It is possible to avoid the seeker if you are extremely fast however.
Run to Chris' left immediately after the cutscene then move forward and Chris
might make it by the scanner light without being seen. It's a gamble, but it's
worth the shot since the seeker will see Chris if he stands near the door.
If the seeker sees Chris, which it most likely will, then get ready as a Hunter
II moves around the corner up ahead. Just stand at a distance and spam the
Hunter with shots from the shotgun until it falls then run up to it and finish
it off.
Open the double doors off to Chris' left.
== ANTARCTIC BASE: OBSERVATION ROOM ==
Press the blue button to the side of the lift to make a can of extinguishant
rise out of the hole. Walk over to the can of extinguishant and use the Empty
Extinguisher on the can to fill it once again. The Empty Extinguisher will
change back to the extinguisher in the inventory menu.
Use the lift beside the suspended extinguishant can in order to reach the
Weapon Room on the bottom floor.
== ANTARCTIC BASE: WEAPON ROOM ==
Move to the right and use the extinguisher to put out the flames in Chris'
path. Stand in front of the flames and use the extinguisher. Check on the box
on the assembly dropoff and pick up the ++MAGNUM++ from off the box.
Forget about the handgun bullets in the back cabinet. Chris doesn't really
need handgun ammo anymore. The shotgun should have enough shells to not have
to worry about it.
--------------------------------------------------------------------- ITEM LIST
[X] ++MAGNUM++, [ ] --Handgun Bullets x15--, [ ] --Handgun Bullets x15--,
[ ] --Handgun Bullets x15--------------------------------------------------------------------------------

== ANTARCTIC BASE: HALLWAY ==


Enemies: 2 Seekers (possible Hunter II fight)
The seekers are once again active in this hallway. There are two of them. The
one near the entrance door does not need any attention now since Chris doesn't
have to go back that way at the moment. Run to the other side of the hall then
dodge the scanner light on the seeker at that end then open the door at the end
of the hall.
== ANTARCTIC LAB: COURTYARD ==
Enemies: 1 Sweeper
Open the door right across from the door Chris just exited from.
== ANTARCTIC LAB: FROZEN HALLWAY ==
Open the door to Chris' left.
NOTE: Chris can take some of the Green Herbs down the hall really quick and
store them in the power room item box if he has room for them.
== ANTARCTIC LAB: POWER ROOM ==
There are two boxes of --HANDGUN BULLETS (x2)-- on the file cabinet to Chris'
left upon entry. Two --GREEN HERBS (x2)-- are on the floor by the entrance
door and there is also a --BLUE HERB-- near the green herbs. Run to the back
of the room and pick up the --SHOTGUN SHELLS-- off the floor.
Walk over to the hole in the control device across from the item box and use
the Octo Valve Handle on it. Chris will rotate the valve handle and make the
connector to the right plug into the power socket. Move over toward the "High
Voltage" sign and examine the switchboard on the wall then move the lever on
the switchboard to turn the power on.
Stash all of the herbs into the item box. Place the Duralumin Case into the
item box - be sure to place it there! Take out the Paper Weight item and take
it with Chris before leaving. Keep the Octo Valve Handle in Chris' inventory.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Handgun Bullet x15--, [ ] --Ink Ribbon--,
[X] --Green Herb--, [X] --Green Herb--, [X] --Blue Herb--, [X] --Shotgun
Shells x7-------------------------------------------------------------------------------== ANTARCTIC LAB: FROZEN HALLWAY ==
Enemies: 7 Zombies
Stand near the corner of the hall to the side and shoot the first four zombies.
There is a --BLUE HERB-- in the corner and two --GREEN HERBS (x2)-- at the
other end of the hall.
Around the corner, at the other end of the hall there are three more zombies.
Be prepared to deal with them then open the door at the other end.
--------------------------------------------------------------------- ITEM LIST
[ ] --Green Herb--, [ ] --Green Herb--, [ ] --Blue Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: GALLERY ==

Collect the --SHOTGUN SHELLS-- from the cabinet near the doorway in the back of
the room. Move into the red hall past the doorway near the cabinet. Take out
each of tiger statue's eyes - blue jewel and red jewel - to make it rotate to
the side and reveal an item. Take the blue jewel and pick up the **SOCKET**.
Put the blue jewel back in the eye of the tiger statue then take the red jewel.
Pick up the --MAGNUM BULLETS-- after the tiger statue turns then place the red
jewel back into its eye.
If you still have the Octa Valve Handle in Chris' inventory, combine it with
the socket item to make the **SQUARE VALVE HANDLE**. Open the elevator door
across from the tiger statue.
--------------------------------------------------------------------- ITEM LIST
[ ] --Map of the Lab--, [ ] --Handgun Bullets x15--, [X] --Shotgun Shells x7--,
[X] **SOCKET**, [X] --Magnum Bullets--, [X] **SQUARE VALVE HANDLE**
------------------------------------------------------------------------------== ANTARCTIC LAB: ANT HILL ==
Enemies: Ants
Move down the corridor to the side while crushing ants. Pick up the **WING
OBJECT** on the walkway portion in front of the ant hill. Run toward the side
of the walkway on Chris' right.
There is blood on the walls that leads to the double doors on that end.
up the --GREEN HERB-- near the doors if needed then open the doors.

Pick

--------------------------------------------------------------------- ITEM LIST


[X] **WING OBJECT**, [X] --Green Herb--, [ ] --Green Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: INCUBATION ROOM ==
Move up the stairs directly ahead.
Examine the console off to the right and enter the following code:
DOUBLE A (ACE) - KING - HEART - SPADE
A slot will move out from the bottom of the console once the above sequence is
entered. Place the paper weight into the slot. The test tube in the middle of
the area will rise up. Take **ALFRED'S RING** from his right hand then exit
the room. If you examine the ring in the inventory, the ring portion can be
removed and the item will change into **ALFRED'S JEWEL**. Step back outside.
--------------------------------------------------------------------- ITEM LIST
[X] **ALFRED'S JEWEL**, [ ] --Virus Research Report-------------------------------------------------------------------------------== ANTARCTIC LAB: ANT HILL ==
Ignore the room on the other side - The Study. The handgun ammo and herbs
inside are not worth the time wasted to collect them. Run back to the elevator
door and take the elevator back to the floor above.
== ANTARCTIC LAB: GALLERY ==
Run back to the Frozen Hallway and reenter the power room.
== ANTARCTIC LAB: POWER ROOM ==
Use the switchboard to turn off the power and this will save you a bit of time

from having to return to the Power Room to do it again later.


Read over the following and do all of this:
1)
2)
3)
4)
5)

Take the magnum with Chris. Extra bullets are really not needed.
Take the Square Valve Handle, Alfred's Jewel, and Wing Object with Chris.
Place the Duralumin Case in the item box if it already isn't there.
Make sure there are at least two healing items in the item box for Claire.
Make sure there is some type of weapon that will kill one zombie and one
tentacle in the item box.
6) To save a bit of time, take the Combat Knife out of the box and bring it
with Chris - he won't have to grab the knife on top floor in the Front Hall.
NOTES:
a) If Claire was poisoned during the fight with Nosferatu, Chris will have to
return to the Observation Room, so bring along the Square Valve Handle and
continue to follow the walkthrough below.
b) If Claire was NOT poisoned during the fight with Nosferatu, take the Square
Valve Handle from the item box right now then go back to the Observation Room
right now. Skip down to the "ANTARCTIC LAB: HALLWAY" below (go there with
Chris now) and ignore the "IF CLAIRE WAS POISONED" portion of the walkthrough.
Be sure to collect the wing objects in the "ANTARCTIC LAB: COURTYARD" on the
way back before entering the Front Hall also.
The Courtyard is right outside the Frozen Hallway door to the side as Chris
exits the Power Room. Go to the Courtyard.
== ANTARCTIC LAB: COURTYARD ==
Rush down the corridor to the side and step to the area that has stone arches
above it. A Sweeper will run toward Chris, so ready the shotgun and blast him
as he approaches.
Approach the left side of the area then pick
around the pool. There is one on the middle
on the fountain in the water. Step into the
up the two --GREEN HERBS (x2)-- on the sides
Enter the room through the double doors.

up the two **WING OBJECTS (x2)**


platform near the carousel and one
water to get the other one. Pick
of the double doors if needed.

--------------------------------------------------------------------- ITEM LIST


[X] **WING OBJECT**, [X] **WING OBJECT**, [X] --Green Herb--, [X] --Green
Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
If you brought Alfred's Jewel then go ahead and place it on the painting on the
wall in the center of the stairs. If Chris did not bring the combat knife
climb to the top of the stairs and take the ++COMBAT KNIFE++ from the walkway
that stretches across the bottom floor.
Run to backside of the stairs on the first floor and use the combat knife to
cut Claire out of the webbing that restrains her. A cutscene will play.
- If Claire was not poisoned, the cutscenes will continue then the player will
regain control of Claire and start on the upstairs walkway of the main hall.
You shouldn't even be reading this section if she wasn't poisoned.
- If Claire was poisoned, the player will regain control of Chris will be
forced to find Serum for Claire. The Serum is on a shelf in the Weapon Room.
Follow the walkthrough below normally if she was poisoned.

--------------------------------------------------------------------- ITEM LIST


[ ] ++COMBAT KNIFE++
------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
Leave the room by going back through the double doors. Exit the Courtyard by
moving down the left corridor and opening the door off to the right down the
corridor.
== ANTARCTIC LAB: HALLWAY ==
Enemies: 2 Seekers (possible Hunter II fight)
There are two seekers in this hall still.
back to the double doors and open them.

Try to dodge their scanners and run

== ANTARCTIC LAB: OBSERVATION ROOM ==


The Serum is down the lift if Chris needs it, but Claire can wait if you're
here for that. Run toward the lift in the back of the room near the blood that
drips from the wall and take it to the top floor of this room. Use the Square
Valve Handle on the hollow in the pipe in order to drain the water in the tank
to the side.
Enemies: 1 Sweeper
Be sure to have the shotgun or grenade launcher with Acid Rounds equipped after
draining the water then climb down the ladder to get inside the tank. Pick up
the **CRANE KEY** from off the floor inside the tank. A Sweeper will bust
through the glass window to the side after Chris picks up the Crane Key so be
ready to blast it. Climb back out of the tank via the ladder. Take the lift
back down.
--------------------------------------------------------------------- ITEM LIST
[ ] **CRANE KEY**
------------------------------------------------------------------------------- - - - - - - - - - - - - - IF CLAIRE WAS POISONED - - - - - - - - - - - - - Get on the lift near the extinguishant can and take it to the bottom floor
Weapon Room.
== ANTARCTIC LAB: WEAPON ROOM ==
Enemies: 3 Zombies
Three zombies will attack Chris. Take the **SERUM** from off the shelf near
the elevator. Take the lift back up.
--------------------------------------------------------------------- ITEM LIST
[ ] **SERUM**
------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == ANTARCTIC LAB: OBSERVATION ROOM ==
Step back out into the hallway and open the door to the right in the hallway
outside to reenter the Assembly Room.
== ANTARCTIC LAB: ASSEMBLY ROOM ==

Now that Chris has the Crane Key, run over to the crane controls in the back of
the room and use the Crane Key to activate the crane.
Ignore the Giant Black Window and run by it. Hop off the side of the walkway
to the right then run over to Alexander's body and collect **ALEXANDER'S
PIERCE** off the ice to the left of his body. Examine the item to make Chris
take off the earring and it will become **ALEXANDER'S JEWEL**. Exit the room
by reentering the Hallway.
--------------------------------------------------------------------- ITEM LIST
[ ] **ALEXANDER'S JEWEL**
------------------------------------------------------------------------------== ANTARCTIC LAB: HALLWAY ==
The seekers are now gone. Chris needs to get back to the Front Hall now.
on the elevator at the far end of this hall and take it to the Courtyard.
Reenter the Front Hall.

Get

== ANTARCTIC LAB: FRONT HALL ==


If Chris needed to get the Serum for Claire then a cutscene will play after
reentering the Front Hall if Chris now has the Serum.
- - - - - - - - - - - - - IF CLAIRE WAS NOT POISONED - - - - - - - - - - - - If this is Chris' first time entering the Front Hall, run upstairs and grab the
combat knife item on the second floor walkway if Chris doesn't have one
already. Run back down the stairs then move behind the pillars in the back of
the room and walk to the area below the stairs. Use the combat knife to cut
Claire out of the webbing that she is encased in.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == ANTARCTIC LAB: LIVING ROOM ==
Claire will be in danger status if she was poisoned earlier. Pick up the
--GREEN HERB-- and the --RED HERB-- by the door that she just came through and
combine them then use them if she is in danger. Take the --HANDGUN BULLETS-from the table and the --SHOTGUN SHELLS-- from the sofa and stash the shotgun
shells in the item box to the side.
IMPORTANT: Take out the Duralumin Case from the item box and check the top of
it to unlock it with Claire's lockpick. Claire will take out the --MAGNUM
ROUNDS-- from inside it. Place the magnum rounds into the item box for Chris.
IMPORTANT: Make sure that Claire has two healing items that will completely
restore her health in her inventory before leaving this room.
Claire only needs a gun that will kill one zombie and make one tentacle retract
into the wall in the next few rooms. She does not need a powered weapon. Her
current handgun (with full ammo) and the handgun ammo she finds in this room
(15 bullets) will do perfectly. If you still have the M-100Ps, that will work
just as well!
Open the door on the other side of the room (next to the painting).
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Red Herb--, [X] --Handgun Bullets x15--,
[X] --Shotgun Shells x7--, [ ] --Grenade Rounds x6--, [ ] --Flame Rounds x6-------------------------------------------------------------------------------== ANTARCTIC LAB: MANSION HALLWAY ==

Enemies: 2 Tentacles
Run forward and a tentacle will burst out of the right wall behind Claire.
Don't fire at the first tentacle - just run on ahead. Chris can deal with it
later if he needs to return to the item box in the Living Room. Move around
the corner of the hall and another tentacle will burst forth from the wall on
the other side. Back away and shoot the tentacle. Open the door at the end of
the hall.
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows x30--, [ ] --Grenade Rounds x6-------------------------------------------------------------------------------== ANTARCTIC LAB: CELL AREA ==
Enemies: 1 Zombie
A zombie is inside the open cell to Claire's right as Claire moves ahead so be
ready to shoot him.
Move up the steps to Claire's left while moving down the hall. Pick up the
--SECURITY FILE-- from off the floor near the cannon. Turn the handle on the
cannon when prompted. Claire will turn the cannon forward and it will dump out
a card that is encased in a crystal ball. The crusher to the side will slam
down. When the crusher rises, quickly run under it and collect the **CRYSTAL**
from the floor in front of the cannon.
Claire will need to step under the crusher and then step back out in order to
get it to fall. You can either inch under the crusher then back away or
quickly run under it and enter the cell. Once the crusher slams down, walk
against it as it rises then walk to the middle of the floor under the crusher.
Quickly enter the inventory and use the Crystal item.
Claire will automatically place the Crystal on the floor up under the
then back away. The crusher will crush the Crystal and the card will
exposed. Move up under the crusher and take the **SECURITY CARD** as
once again. The crusher will lock in place after taking the Security

crusher
be
it rises
Card.

When you're ready, open the door beside the entrance door used to enter this
cell hallway.
** MAKE SURE THAT CLAIRE HAS AT LEAST 2 FULL HEALING ITEMS IN HER INVENTORY
BEFORE USING THE SECURITY CARD IN THE NEXT ROOM. **
--------------------------------------------------------------------- ITEM LIST
[ ] --Bow Gun Arrows x30--, [ ] --Bow Gun Arrows x30--, [X] --Security File--,
[X] **CRYSTAL**, [X] **SECURITY CARD**
------------------------------------------------------------------------------== ANTARCTIC LAB: HOLDING AREA ==
Use the Security Card on the card reader. The gate will rise during a cutscene
and the door behind Claire will lock. Run down the corridor with knights along
the side. Steve is strapped to a chair at the end of the hall. Approach him
to activate a cutscene.
Boss: Steve Monster
Claire cannot fight this boss. She must run toward the closing barred door in
the back of her. Claire must turn at the beginning of the fight then run
toward the camera. Steve will constantly dash toward her and swing twice. You
MUST open the inventory and heal after each hit he does to Claire. Steve WILL

hit Claire twice.

Heal after each hit and keep running until a cutscene plays.

== ANTARCTIC LAB: FRONT HALL ==


Boss: Alexia 1
It will take five or six Magnum shots to defeat Alexia during this battle. Run
to the side to make sure that she doesn't hit Chris with trails of fire or her
poison liquid then blast her with the magnum.
Once Alexia falls, walk over to the flashing item near the stairs and pick up
**ALEXIA'S CHOKER**. Examine the item in the inventory menu and take off the
metal piece to change it to **ALEXIA'S JEWEL**.
Chris should now have Alfred's Jewel, Alexander's Jewel and Alexia's Jewel, so
move up the stairs in the middle of the hall and place all three jewels on the
painting on the wall. The painting will slide away to reveal a hidden door.
Make sure that Chris has the handgun or shotgun in his inventory then open the
door.
--------------------------------------------------------------------- ITEM LIST
[X] **ALEXIA'S JEWEL**
------------------------------------------------------------------------------== ANTARCTIC LAB: BEDROOM HALLWAY ==
Enemies: 4 Zombies
There are four zombies in the hall ahead. Ignore the double doors to the side
for the moment and move down the hall ahead.
Make a left (Chris' left) once he reaches the side of the hall with cabinets
and tables. There are two --GREEN HERBS (x2)-- around the right corner up
ahead, in front of a door, if you don't have enough herbs already. Step into
the room off the left when moving down the left side of the hallway.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Green Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: LIBRARY ==
Step into the room and pull out the drawer on the right side of the desk ahead
then take the **STERILE ROOM KEY**. The key has a biohazard symbol on it, so
it will unlock the double doors back in the Front Hall. To the left of the
desk, grab the --SHOTGUN SHELLS-- on the small crate to the side of the coat
rack.
Reenter the Front Hall from the outside hall - go back the way Chris came.
--------------------------------------------------------------------- ITEM LIST
[X] **STERILE ROOM KEY**, [ ] --First Aid Spray--, [X] --Shotgun Shells x7--,
[ ] --Ink Ribbon-------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
Chris needs to have the power in the Power Room turned off. If the power is
still on, run back into the courtyard and enter the Frozen Hallway on the left
side of the corridor then enter the Power Room (save room) and use the
switchboard inside to turn the power back off.
Once the power is off, walk over to the double doors in the Front Hall and use

the Sterile Room Key to unlock them.


room.

Discard the key afterwards then enter the

== ANTARCTIC LAB: GALLERY ==


Run into the red corridor in the back of the room. Approach the tiger statue
and take both the **BLUE JEWEL** and the **RED JEWEL** from its eyes. Exit the
room by stepping back into the Front Hall.
--------------------------------------------------------------------- ITEM LIST
[X] **BLUE JEWEL**, [X] **RED JEWEL**
------------------------------------------------------------------------------== ANTARCTIC LAB: FRONT HALL ==
Move back up the stairs and step through the door at the top of the stairs.
== ANTARCTIC LAB: BEDROOM HALLWAY ==
Enemies: 5 Zombies
Five zombies are now in this hallway regardless if you killed the ones earlier.
Kill most of the zombies in the hall. There is no need to kill the one outside
the door at the right end of the hall since that side is locked anyway. Open
the door to the bedroom past the corner on the left side of the hall.
== ANTARCTIC LAB: ALFRED'S BEDROOM ==
Run directly ahead and open the secret door against the wall - the stone
carving that revolves like the one back at Rockfort Island.
== ANTARCTIC LAB: ALEXIA'S BEDROOM ==
Stop the music at the music box. Place the Red Ruby on the music box. The
music box will open back up. Take the **MUSIC BOX PLATE**. Go back through
the secret door to the side and reenter Alfred's Bedroom.
--------------------------------------------------------------------- ITEM LIST
[ ] **MUSIC BOX PLATE**
------------------------------------------------------------------------------== ANTARCTIC LAB: ALFRED'S BEDROOM ==
Walk over to the music box in Alfred's Bedroom and place the Blue Ruby on the
ant on top of the music box. The music box will open. Place the Music Box
Plate into the music box. The platform on top of the bed to the side will
lower and a ladder that leads to an opening above the bed will be revealed.
Hop up on the platform then climb the ladder.
== ANTARCTIC LAB: DINING ROOM ==
Move down the corridor ahead. Only grab the extra items in the room if they
are needed. The two --GREEN HERBS (x2)-- might come in handy.
Find the glass pot on the table then walk over to it. Collect the **DRAGONFLY
OBJECT** from the top of the dirt inside the pot. Exit this room by stepping
back into Alfred's Bedroom then step back outside to the Bedroom Hallway.
--------------------------------------------------------------------- ITEM LIST
[X] --Handgun Bullets x15--, [X] --Green Herb--, [X] --Green Herb--,
[X] **DRAGONFLY OBJECT**
-------------------------------------------------------------------------------

== ANTARCTIC LAB: BEDROOM HALLWAY ==


Return to the front of the Bedroom Hallway then open the set of sliding doors
to the left.
== ANTARCTIC LAB: CONTROL ROOM ==
There are two --GREEN HERBS (x2)-- against the railing up ahead.
lift to the side of the area and take it to the bottom floor.

Walk onto the

Take the --SHOTGUN SHELLS-- from off the top of the controls. Press the
flashing blue button on the controls to make the glass casing slide to the side
then take the **WING OBJECT** from the bed.
Chris should now have four Wing Objects and the Dragonfly Object. Combine them
to make the **GOLD DRAGONFLY**. Take the lift back up. The door at the top of
the stairs can be unlocked. It will lead to the hallway that Claire went down
earlier when you were in control of Claire.
--------------------------------------------------------------------- ITEM LIST
[ ] --CODE: Veronica Report--, [X] --Green Herb--, [X] --Green Herb--,
[ ] --Handgun Bullets x15--, [X] --Shotgun Shells x7, [X] **WING OBJECT**,
[X] **GOLD DRAGONFLY**
------------------------------------------------------------------------------== ANTARCTIC LAB: MANSION HALLWAY ==
There is an item box up ahead if you make a right in the Mansion Hallway and
open the door at the end to step back into the Living Room.
Take out the Bow Gun with all explosive arrows. If Chris has over 20 explosive
arrows, there is no need to take the magnum. Take the shotgun with shotgun
shells to blast Alexia's pod tentacles. Have about three healing items with
Chris. It's best to have full herb heals that will heal poison.
== ANTARCTIC LAB: CELL AREA ==
A cutscene will play in this room as Chris enters. Chris will receive the
**SECURITY FILE** after the cutscene. Open the inventory and examine the
security file item from the opening end to open it up and receive the
**SECURITY CARD**.
Enemies: 2 Zombies
If Chris walks over to either of the two dead bodies in cells to the side in
this area, they will get up and attack him. Run over to the stairs at the end
of the corridor and move up them.
--------------------------------------------------------------------- ITEM LIST
[X] **SECURITY CARD**
------------------------------------------------------------------------------== ANTARCTIC LAB: CATWALK ABOVE ANT HILL ==
Walk over to the door on the left side of the area in the back. Use the Gold
Dragonfly on the hollow to unlock the door. Open the door and step into the
next area.
== ANTARCTIC LAB: TRIGGERING SYSTEM ==
Enemies: 2 Zombies
Two zombies are on the walkway.

One of them is behind the bars to the side.

There is a --GREEN HERB-- at the end of the corridor with the bars. Blast the
zombie in Chris' way then step up onto the high platform. Pick up the --GREEN
HERB-- next to the terminal if needed.
Examine the terminal. Use the Security Card when prompted.
security code, enter the code "VERONICA".

When asked for a

The self-destruct sequence will now begin. Chris now has 5 minutes to escape
the Antarctic Base. Step off the platform then go back through the door.
--------------------------------------------------------------------- ITEM LIST
[X] --Green Herb--, [X] --Green Herb-------------------------------------------------------------------------------== ANTARCTIC LAB: CATWALK ABOVE ANT HILL ==
A cutscene will play.

Claire will meet up with Chris then Alexia will arrive.

Right after the cutscene where Alexia blocks Claire's path with flames, control
will be given back to the player as Chris. Quickly fire at Alexia with the
shotgun to keep her from hitting Claire. A single shotgun blast from long
range will do fine.
After stopping Alexia, Claire will leave and Alexia will transform in front of
Chris. Chris will have to face the mutated Alexia after the cutscene.
Boss: Alexia 2
This battle can be very annoying or it can be over with in a flash depending on
what ammo and weapons that Chris has. If Chris has the Bow Gun with explosive
arrows, equip the Bow Gun and fire all explosive arrows at Alexia while
standing in a corner away from her. Literally unload. Do not stop shooting
until a cutscene plays. With enough explosive arrows she will mutate into her
third form fast! It will take around 20 explosive arrows to make her mutate.
If Chris is forced to fight her with the magnum or any other weapon, the battle
will take longer. Alexia will send out small pods that extend tentacles to
slap Chris when they get close. The tentacle pods should be shot with the
shotgun when they get too close - just aim downward and shoot. The pods come
out of the middle sac attached to Alexia. Tentacles will move out of the three
sacs below her and try to slap Chris from close or mid range. Alexia will also
fire poison liquid at Chris. Be sure to check your status OFTEN to see if you
need to heal.
Stand in a corner away from Alexia and shoot at her with your most powerful
weapon. If Chris has the Bow Gun with explosive arrows then this battle is
very easy. Without explosive arrows, this battle can get annoying and you'll
have to constantly heal since Alexia will hit Chris often.
Boss: Alexia 3
Alexia now flies while transformed into her third mutation. She is much like a
dragonfly now. The linear launcher is now charged! Run toward the rack that
sticks out of the wall to the side and pick up the ++LINEAR LAUNCHER++. Equip
the Linear Launcher. Hold the aiming button to aim then find Alexia up above
and fire at her. Hitting her is not always an easy process though. She will
flail and hover about quite a bit.
She will fly around the catwalk and spew flames at Chris. She has a pattern
however. She will spew four flames then fly for a while. She will spew four
more flames eventually then go back to flying again. Try to quickly aim at her
and hit her with a shot from the linear launcher after every four flame spews.
The flames will stagger Chris and take off damage if he runs into them.

It's best to just fire randomly after an auto-aim (two shots after every four
flame spews) and hope to catch her. There is no trick to hitting her. Usually
shooting to one of her sides works the best since she might fly into the linear
launcher shot. Hitting her is mainly about luck and timing really. You should
have around 3 minutes to try and hit her, so you'll eventually hit her.
The ending cutscenes will play after the battle. The ending is quite extended
- literally one of the best Resident Evil endings. All the scenes involving
Wesker were added in the Code Veronica X version of the game. The Full Motion
Video portion used to be the entire ending in the original Code Veronica - now
it's broken in between cutscenes in Code Veronica X.

Potrebbero piacerti anche