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Retro Game Walkthroughs For
"Resident Evil: Code Veronica X"
(PlayStation 2)

Retro Game Walkthroughs for Resident Evil: Code Veronica X (PlayStation 2)
Submitted By: Killer Nightmare
After viewing the AMAZING FMV sequences, you'll find yourself in a prison cell, along with a man who has captured you. You'll need to equip your lighter in order to activate the next real-time FMV scene. The man will tell you something about the prison being taken over, and that you're free to go. He then passes out because of blood loss. You will now take over as Claire.

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

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

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

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

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

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

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

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

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

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

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

Go to the 3-D duplicator, then place the TG-01 into the maker to the right of the actual scanner, and it will create it. Now you have a 3-D duplicate of the Hawk emblem that won't set off the metal detector! After you have collected the duplicate Hawk Emblem, attempt to leave. Three zombies will break in! Now might be a good time to save your game in the office where you met Steve, but it's your choice. When you attempt to exit, you'll have to avoid the zombies, because you have no weapons. After avoiding the living dead, grab your stuff from the first security box, then head back out to the graveyard (the place where you first met Steve). Go to the large gate, and use your duplicated Hawk Emblem on it to unlock it. Go through it.

Noticed that it stopped raining? Weird. Anyways, you are now on the Iron Bridge. As you walk forward, go down the stairs to the left of you, right before the jeep. Walk along the metal catwalk, and grab the two green herbs at the end. Run down the bridge and check the jeep for some handgun bullets. Now go back to where the fire is. See that white crate nearest to the bridge? Push it towards the fire, and when it can't go any farther, push it to the left, towards the other crates. When you have done this, climb on top of the crates, and use them to walk over to some stairs. Go up the stairs to escape from the prison.

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

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

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

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

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

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

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

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


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


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

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

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

You will go down some stairs, and you'll find yourself in a docking bay. At the foot of the stairs, go to Claire's left, and go underneath the stairs, in a small room, and grab the Handgun bullets and the Palace map on the wall. Now go back past the stairs, and at the end you'll find a control panel. You'll use this in a second, but first grab the Bow Gun Arrows near the control panel. Now go back to the control panel, and go to your inventory screen and use the steering wheel on it. A submarine will emerge from the water. Go into the submarine.

Once in the submarine, go behind the ladder to find the Side Pack. This nifty item allows you to carry two more items. Cool. Now go and push the lever to go down into the depths of the sea.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


[End of Claire's game]

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

[Begin Chris's game]

"In the meantime..."

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Here is what will come up:


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



And here is the answer:

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

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

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

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

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

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

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

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

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

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


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

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

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



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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Hmmm. A familiar room, is it not? Weird... Anyways, grab the shotgun shells and the handgun bullets off the table, and push the statue over to the crack in the floor, and it should break through the crack. Take the Lab Map from the statue, then go into the red hallway. Run to the end, until you reach another familiar thing...a Tiger statue. Anyways, when it asks you which jewel you want to take out, take the left one. The blue one. The statue will turn and reveal a Socket. Take it, then put back the blue eye, and take the red eye. It will turn again, and this time it will reveal some Magnum bullets. Take them, then put the red eye back. Now turn around and head through the elevator behind you.

Exit the elevator, and run forward. You'll find a HUGE anthill. Pick up the Wing Object off the floor in front of it, then goto your left. Grab the green herb in front of the door, then enter it. In here, run forward until you get to the small steps, then go to Chris's right, and examine the control panel, and you'll find the Virus Research Report. Now go up the stairs, go right, and you'll find another puzzle. It will ask you if you wish to press the button, and you will then have to imput a series of symbols. They are:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

This is my longest walkthrough yet and goes into great depth in how to get far into this zombie bulldozing game. Please note; there are SPOILERS, and many of them, but pay close attention, because those zombies don't waste any time.

Contents:
----------

1. The Beginning
2. Meeting Steve
3. The Abandoned Barracks
4. Secured Area
5. The Graveyard
6. The Wrecked Bridge
7. The Palace
8. The Underwater Lab
9. The Military Training Facility
10. Alfred's Trap
11. The Bandersnatch Attacks
12. Steve
13. Steve's Reunion
14. Alfred's Family Gallery
15. The Spooky Mansion
16. The Lock-Pick
17. Wesker Strikes
18. Escaping The Island
19. The Tyrant Returns
20. Credits

1. The Beginning
-----------------

You start in a prison cell; the first thing to do is equip your lighter so that Rodrigo - the jailer will unlock the cell door. He them slumps into a chair and you're left to your own devices. Take the Green Herb from inside your cell and the Bullets just to the right of the cell door. Head towards the exit and get the Knife from the desk on your way out. Next up is the first save area, pick up the ink Ribbon from the desk and the Bullets from the floor and save. Follow the corridor t6 the right and exit the door at the top of the stairs, this will put/you outside. Go forward and take a right by the crashed coach into the graveyard, a cut scene will follow introducing the all-important zombies. You'll see a Briefcase fall out of the coach but you can't get to it just yet. When play resumes run past the group of zombies to the metal gate and go through the iron door ahead.

2. Meeting Steve
-----------------
As you pass through the door a cutscene will introduce you to Steve. You now have the M93R Handgun, pick up the Bullets from the dead body near the overturned vehicle. The large metal door with the tyre tracks by it is locked so you'll have to go through the other door. This leads you into a passageway between two brick buildings. Go up the stairs on the wooden walkway to your right and take the Green Herb at the end, enter the door.

3. The Abandoned Barracks
--------------------------
Despatch the-three zombies that attack you the moment you enter, and then go around the table arid take the Bullets from the bookshelf. Then immediately take a left into the kitchen and get the Map from the wall. Head towards the raised section and up the wooden stairs to get the Green Herb from behind the messy table, and then head back to where you entered the main room. Ignore the bathroom, as there is nothing in there, instead head into the only remaining door. You should-now be in an area filled with bunks with blood everywhere, go forward and take the Prisoner's Diary from the top bunk to your left. Then carry on and take a right around the corner where you'll see a zombie outside head butting the window, take the Bullets from the shelf on the right and a cutscene will ensue. The zombie will burst through the window-and you'll be ambushed by two others, despatch them and then pick up the M-100P Pistols from by the window. Now head around to the shower room and pick up the Bullets from the last cubicle. Exit this area into the main room, there will be another zombie in your path, run past it and exit the building.

Go down the wooden stairs and go right to walk around the building, on your way round you'll see a body get dragged under the building, ignore it as best you can and carry on until you come to an impasse. Take the door on the left into the next location, move ahead and ignore the zombie in the caged area to your left. Kill the two zombies In front of you and follow the path to the right, kill the zombie and go through the door on the left.

4. Secured Area
----------------

Move forward, until you reach the metal detector and place all metal objects inside the box. Move through the detector and then on through the corridor until you reach a second box. Carry on into the main room, and get the B.O.W. and flame rounds from the messy cabinets on the left side of the room as well as the First Aid Spray and 3D Scanner Manual from the other side of the table. Now go through the door near the metal detector, take the Fax from the sideboard In front of you and walk around the corner. After the cut scene, get the Hawk Emblem from the computer desk drawer and the Ink Ribbon near the typewriter, save if you need to. Now walk over to the blocked door and flip the switch next to it, this will activate the power to the outside shutter. Now go to the 3D Scanning Machine in the previous room and place the Hawk Emblem in the machine to be scanned. Leaving the emblem with the machine go over to the metal detector and place all your newly acquired metal objects in the box. Head back to the first box, grab all your gear and exit the building.

Now activate the keypad next to the roller shutter door, this will also open the caged area now behind you. This will bring out four zombies, two in front and two behind, take out the two in front by shooting the barrel to destroy them instantly. Then turn around and waste the other two from the caged area. Now head into garage where the zombies came from and pick up the Fire Extinguisher, and then into the caged area and take the Key from by the bloody guillotine. Now go back to the iron door you entered this area through and leave. Walk back around the barracks building, here you will be attacked by two dogs, kill them and head back to the wooden walkway.

Take a left at the other side of the building and open the gate with the Key, this will give you easier access to the secured area you were just in. Now go back through the Iron door to the area where you first met Steve; kill the two zombies and go back through the door by the burnt out vehicle into the graveyard.


5. The Graveyard
-----------------

Zombies await you as enter the yard, kill them and head towards the burnt out coach and kill stray zombie. Now use the Fire extinguisher on the flames around the briefcase, and then pick it up. To find out what's inside examine It and adjust it so the handles are facing you then press X, this will open the case revealing a Report and some TG-01 Material. Head back to the secured area with the metal detectors, and put everything except the TG-01 in the box as you enter. Take the TG-01 to the 3D Scanning machine and place it in the Cutting Machine next to it to create a perfect non-metallic copy. As you leave the room with the emblem you'll hear the sound of breaking glass as three zombies break into the complex. Run past the zombies in the hallway between the detectors, grab your gear at-first detector and leave the building, go back to the area where you first met Steve, run past the three zombies to the large double iron doors to the right and use the newly sculpted Hawk Emblem on the doors to open them and then-go through.


6. The Wrecked Bridge
----------------------

In front of you is a wrecked bridge with a jeep barring your path, on the left is a metal walkway use that to get across. At the end of the walkway grab the pair of Green Herbs and approach the jeep from the other side and take the Bullets from the seat.

To get past the fire-blocked passageway at the top of the bridge you'll need to push the crate on the bridge forward and then to the right to cover the flames. Now you should be able climb over the smouldering crates to the/other side and head up the long steel stairway. When you reach the top you'll encounter two zombies kill them and continue forward down the passage past the burning barrels and up the steps to a wrought Iron gate. When you go through it you'll be attacked by three very angry dogs, kill them and continue into an open courtyard. From here go left and pick up the blinking Proof, then turn around and head up the stairs to the Palace picking up the Green Herb on the way. Go through the double doors and into the Palace.


7. The Palace
--------------

After a cutscene head up the stairs to your right and then-go the right and up another set of steps and round into a hallway. Enter the door Into a save room, take the Secretary's Note from the coffee table, the Bullets from the bookshelf and the Ink Ribbon from the desk. Save if you need to, otherwise carry on around to the passageway in the room towards the door with a golden crest on it missing a pair of guns. Take the Green Herb and then push the cabinet next to the door to one side to reveal an ID Card. Examine the back of It to reveal the ID number NTC0394.

Now go back downstairs to the lobby and access the computer behind the desk, enter the ID number when prompted to unlock the arched door in the far-left corner of the room. But don't go through it yet, instead take the Bullets Am the desk and head towards the blue/grey door on the same side as the one you just opened, inside are toilet cubicles, use your Lighter to scare off the bats, head towards the broken cubicle and pick up the Bullets and then the First Aid spray from the sink. At the rear of the room you'll find a Briefcase, but you can't open it so stash it in the item box next time you see one. Now go back to the arched door you unlocked and go through it, killing the three zombies on the other side. Get the Bullets from the alcove near the door and move down the long tiled hallway taking the Red Herb from by the bench. Kill the zombie to your right and the go through the door.

You are now in the study, take the Bullets from the coffee table and locate the glass enclosure on the wall containing a large ant with a flashing button on the front. Press the button and then after the weird cutscene the display case to your left will move to reveal a hidden room. Go inside and take the Steering Wheel from the floor, but leave the Golden Handguns where they are.

Head back to the main doors of the Mansion, as you try-to leave you'll hear Steve scream for help. Run back to the study room and go to the newly revealed computer screen on' the left wall and access It. On screen you'll see Steve trapped in a room, to get him out you have to choose two guns from a display, select c and E to free him. Once again head back to the Palace's exit. Just as you leave a cutscene will play introducing you to Arch-enemy Alfred. After the cutscene leave the Palace taking the Steering Wheel and the Proof with you. Go right from the Mansion stairs and through the arched gate and go down the stairs to a path that follows the water's edge. At the end of the path grab the Arrows off the green barrel, and put the Steering Wheel Into the console to your right. Head back towards the stairs and you'll find a secret room underneath them, take the Map and the Bullets and return to the steering wheel and turn it. A submarine will then emerge from the depths and the platform will move towards it, enter the submarine.

8. The Underwater Lab
----------------------

Once inside get the Side Pack from the bench behind the ladders to increase your inventory by two spots. Then activate the control panel to make the sub descend, climb out of the submarine into an underwater complex. Go down the stairs and follow the corridor round and enter the next door, kill the zombies, two in front and one behind. Take the Bullets from the sofa and then go through the corrugated metal door. This brings you outside, run across the bridge and through the next metal door.

In this room go to the far right corner and use the lift to go up to the next level and head towards the glowing blue control panel. This operates the crane, move it forward and then left and pick up the boxes blocking the doorway. Return to the lift and go down, then activate the switch to the left of the room. This lowers a large platform complete with five zombies, wipe em out and then take the Arrows and Biohazard Pass Card from the boxes on the far corner of the platform. Now go back to the office where you first came in and go through the door near the huge wall mounted fish tank. Using your lighter to scare of the bats go to the glowing computer at the far end of the room and press X. This moves the platform to the right, go over to the console and place the Proof into its relevant slot. Go back to the submarine and back to the surface and on to the Mansion to save. From here head back to the bridge area and head right to a single door near two huge double doors and enter.


9. The Military Training Facility
----------------------------------

This brings you into a courtyard and after a cutscene a huge Gulp worm attacks you. Simply run past it and through the iron double doors. Go up the stairs to your right, take a left and enter the door at the end of the corridor; take the bowgun and memo from the desk. When you attempt to exit the room an alarm bell will sound followed by a cutscene that shows a painting you'll need later. Upon exiting the room another cutscene ensues and you find yourself back in the lobby with the stairs sealed off. In the lobby take the Red Herb by the bench and the Arrows from the phone box, then go to the door at the far end of the room and enter. Advance through the locker room killing the zombies, take the Arrows from the open lockers and from the dead body near the door at the end of the room. Go through this door past the sauna room and down the stairs despatching the zombies as you go. When you reach the bottom get into the pool and turn off the water valve on the right side of the pool. Then go to the fountain and take the flashing Key from the underneath it and head back to the lobby. Go trough the door opposite the phones and kill the zombies, go to the control panel near the large printer and press the blue button to print off a copy of the Area Map. Take the Map from the printer, the Arrows off the desk and the Green Herb from the body near the other door. Now go through to the back office and open the cabinet with the Key from the pool to get some Explosive Arrow Powder. Head back to the lobby and use your Biohazard Card on the door, at the far right end of the lobby. Enter and walk to the end of the hall, enter the door and head into the courtyard.

10. Alfred's Trap
------------------

After a short cutscene you'll need to dodge Alfred's laser sight, do so by clinging to the wall and then heading up the steps. This scares Alfred off. Take a right into a dusty hallway and head towards the vending machines and grab the two boxes of Bullets. Go through the grey door to a save room take the Green herbs and the Haemostatic medicine on the cushions; use the Ink Ribbon near the typewriter to save.
When you attempt to enter the next room/Alfred explains over a loud speaker that this is an elaborately designed trap you are locked in, your only option to go through the brown door on the vending machine wall.

11. The Bandersnatch Attacks
-----------------------------

As soon as you go through the brown door go left and grab the pair of Uzis in the corner of walkway. Then equip your Bowgun with/Explosive Arrows, move into the room and the Bandersnatch attacks. Kill it with about four explosive/arrows then move down the stairs and a green door will open; go through it. Another huge creature attacks you but Steve saves you and you trade him the Uzis for the two Gold Lugers. The platform you're standing on then descends; and you take on the role of Steve.

12. Steve
----------

After a short cutscene you are dumped in a room with four zombies, kill them using the dual uzis and go through the grey door, killing the zombies. Now go back to the room you started in and through the rusty metal door on the right wall, kill the zombies and go up the stairs at the other end of the room and through the a door. You now meet up with Claire and following a cutscene Steve leaves and you reprise the role of Claire.

13. Steve's Reunion
--------------------

Go through the brown door and you'll meet Steve again; you both then fall through the floor to the area below. After short cutscene where Steve has to confront his zombified father grab the Bullets on top of the tall barrel near the door. Unlock and go through the wooden door next to the Jeep, take the Bullets near the door and kill all zombies. Go through the iron door directly ahead and you'll find yourself in a picture room, take the Blue Shield from the wall and the ink Ribbon from by the typewriter. Return back to the area where you left Steve and his dead father and exit through the double doors. Run past the dogs and enter the door on the right, go back through the Gulp Worm courtyard and enter the double doors. Now head back to the courtyard where Alfred tried to shoot you, dispose of the two dogs that are waiting for you and run up the stairs.

Now deposit the Blue Shield in the stone overlook to reveal a secret compartment. Inside is an Emblem Card, take it and return downstairs and go through the opening on the fence near the burning barrels and go down the ladder. Use the Emblem Card to open the gate and move through the room avoiding the steam pouring from the broken pipe. Go to your right and up the stairs entering the door at the top. Now use your Emblem Card on the scanner near the gate, when it lifts take the Grenade Launcher off the barrel and head through the door at the back. In the next room two Bandersnatches will attack, smoke them with your new grenade launcher and grab the Arrows in the corner of the room.

Return to the room with the leaky pipe and go up the opposing stairs. Move across the next passageway, taking the bullets from the gargoyles mouth and into the lift at the other side. Go up to level 2F and open the locked shutter with the Emblem Card, as it opens a zombie will lunge out at you, kill it and go into the lab. Go up the stairs to your immediate right and take the Grenade Rounds near the chair. Then go to the lit computer display to learn about the Albinoids, and go back down the stairs and take the Red Proof from the computer terminal. Then activate the security camera at the terminal, you now switch to the view of the camera use it to zoom in on the painting you saw earlier and take down the number 1126 written on it. Take the two Green Herbs near the end of the terminals and exit the room running past the zombies and into the lift.

Go back to the Gulp worm courtyard and through the double doors, use your ID on the first shutter on the right and head up the stairs. Go through the door at the end of the hall into the lab area. Use the code you got from the painting to open the locked lab door into the sealed area, enter and take the Acid Rounds from the desk and the Painting with the code on it from the wall. As you touch the painting an albinoid breaks out of quarantine and escapes through an air vent leaving some baby Albinoids to keep you busy. Ignore them and run out of the room and down the stairs, as you only have a certain amount of time to reach the shutter before it closes. Take the painting from the lab to the picture room you discovered earlier and place it on the wall to reveal a secret room. On the model of the complex grab the Key and read the message on the podium and note down the number- 12 8. Now head back towards the Palace, on the walkway hear the Palace you'll be attacked by two more Bandersnatch, waste em with the grenade launcher and move on. Go to the brown door at the rear of the Mansion, follow the hallway and then take a right turn and use your new Key on the gold embossed doors and enter.


14. Alfred�s Family Gallery
----------------------------

Inside the room you see yet more art, this time of Alfred's ancestors. Go to the large picture of Alfred up the steps and read the Message to New Master document. Now-focus on the portrait puzzle, you must select the paintings in the correct order, follow the sequence indicated on the drawing from painting 1 to 7.

|-------(4)-------------(2)--------|
| |
(6) (5)
| |
| |
| (center) |
| |
| |
(1) (3)
| |
| |
| (stairs) |
| ---------- |
| ---------- |
| |
|------------- (7) ----------------|


Completing the puzzle reveals a vase, take it, examine it and retrieve the Queen Ant object from inside. Now head back into the Palace and up to the save room, go around to the door with the space for the two Lugers in it and Insert them to unlock the door and enter.

Take the Bullets from inside and read the Memo on the desk, it contains the clues needed to complete the 1 puzzle that follows. Go over to the Music box near the desk and press the two buttons in the following sequence noting down the numbers in the space at the top.

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

You should get the number 1971, now go over to the computer on the desk and you'll see the sadistic dragonfly FMV again and then you'll be asked to input a password. Enter the number you got from the music box. It will then chime and move to reveal a secret passage. A Bandersnatch will then burst through the window, kill it with a couple of explosive arrows and enter the secret passageway, run across the bridge picking up the Blue Herb and head to the Mansion in the distance.

15. The Spooky Mansion
-----------------------

When you reach the Mansion's courtyard despatch the two Bandersnatch with explosive arrows and then run through the yard, up the stairs and through the door. Inside use your lighter to scare away the bats and head through the door to the left of the staircase. Kill the Bandersnatch and pick up the ink Ribbon from the small cupboard near the fireplace, then exit the room and go up the stairs. Follow the hallway round to the end, take the Bullets and First Aid Spray from the small table and go through the padded door.

After a cutscene take the Bullets from the table near the door and the Green Herb in the hallway to your right, then go inside the door to the left. Activate the music box to move the bed and reveal a key, pick it up d go back downstairs. Leave the Mansion and go back to the Palace, leave the save room and go directly across the upstairs hallway killing the zombies in your path. Now use your new key on the locked door and enter the casino room. Take the Bullets from behind the host stand, the Explosive Arrows at the end of the green table and the two Green Herbs from the bar and stash them back in the save room. Pick up the Haemostatic medicine and head back down stairs.

Go through the brown door at the back of the lobby, then use your key on the door directly across the hallway. Go inside and find the HUNK report In the U-shaped desk. You should take the Bullets on a chair and the Eagle Plate from the carpet in the middle of the room. Now leave the Mansion and go back to the prison where you started.

16. The Lock-Pick
------------------

Enter the prison with the lighter lit and Rodrigo will trade you a Lock-pick for the medicine and your lighter. Leave and go back to the bloody guillotine killing a few zombies on the way. Use the Blue Shield on the locked door, kill the two zombies and proceed through the door. Go through the next door, shooting the oil drum to take care of the zombies, turn left and take the Green Herb near the barrels. Go back out to the main path and head forward, enter the door. Take the Bullets from near the barrels and then climb over the stack of crates and make use of the item box. Then move the crate away from the door and enter. This is the back door to the research facility from earlier, go to the metal detector and get your items, put them in the Item box and go around to the other metal detector box to do-the same. Under no circumstances should you leave the Fire Extinguisher behind! The go back to the area where you blew up the zombies with the barrel.

Enter the wooden door, you should be in an Infirmary, take the Bullets from the table near the door and the First Aid Spray from the glass cabinet. Now go into the small office on the left and take the Red File from the desk. Then follow the partitions around and go through the door near the body bag, kill the two zombies and grab the Red Herb In the corner of the room. Kill the other two zombies and take the Bullets near the bloody torture bed. Take the White Case on the mantle and examine it. It will reveal some Handgun Parts, combine these with your pistol. Go back to the infirmary and kill the zombie doctor eating his patient. When he drops pick up the Glass Eyeball that falls out of his pocket. Take it into the office and place it in the human anatomy model to open a secret passage. Go down the stairs, run past the bats and get the Green Herb in the corner then go through the wooden door at the end of the hall.

Destroy the three zombies and grab the Bullets on the small circular table as well as the Arrows on the brown bench. Then go through the passage next to the portrait, down the stairs and through the door. This room has four statues in it, take the Sword from the statue near the wall and the room will start to fill with poisonous gas. Now push the lever on the centre statue to stop the gas, this will also cause the statue that had the sword to turn around revealing an iron maiden. Place the Sword in the Iron maiden to open it, kill the zombie inside and take the Piano Scroll from inside.

17. Wesker Strikes
-------------------

Head back to the Palace and after a cutscene where Wesker meets Claire go to the casino room. Place the Scroll in the piano, when it plays the nearest slot machine will open revealing a Blue Ant in the bottom, take It and return to the save room.

Grab the Queen Ant from your item box and head over to the Mansion, disposing of the zombies along the way and two more Bandersnatch In the Mansion's courtyard. Enter the Mansion killing the zombies in the foyer then go upstairs wasting the zombies along the way. Go through the padded door and once again kill the zombies and go into Alexia's room just off the right hallway. Put Queen Ant on top of the music box, when it opens take the Music Disc and go to the other side of the hallway into Alfred's room. Now place the Blue Ant on Alfred's music box to open it, place the Music Disk inside and it will play a tune revealing a ladder above the bed. Go up the ladder into a carousel room, take the Green Herb from near the stack of books and the Dragonfly from the chair near the leaning cello. Examine the Dragonfly to find out it is a Key and place it in the mouth of the ant on the large wall mural.

There should now be a ladder going up from the carousel into another room, climb it. This takes you to a save room, take the Bullets near the desk and the Ink Ribbon near the open book. Then read the press clippings on the broken steps, push the crate in the middle of the room all the way to the glass cabinet on the right side of the room. Climb on top of it and grab the Confession Letter and Blue proof hidden on top of the cabinet.

Now go back to Alfred's bedroom, after a cutscene you'll find yourself in a secret room. Look at the blonde wig on the music box and another cutscene will roll as a self-destruct mechanism is activated. With the klaxon blaring head back to the Palace save room and make sure you have the two Proofs, now head to the submarine. When you get there follow Steve into the sub and through the underwater lab, run past the two zombies in the office and through the fish tank door. Steve is waiting by the lift, place both Proofs in the console and then operate the
switch to board the plane.

18. Escaping The Island
------------------------

A cutscene reveals the plane can't take off because the bridge is in the way so Claire has to raise it. The plane's cockpit doubles as a save room with an item box, save if you need to and grab the lever on the floor. Return to the underwater office and then out through the corrugated door the other side of the desk. Go across the walkway, through the door and up the lift to the crane room. Go through the door at the end of the walkway and use the lever from the plane on the control panel to lift the bridge. Now run across the lifted bridge and inside the next room.

As you enter take a right and head to the furthest locker, open it for a First Aid Spray and then grab the Key from the middle corpse. Exit the room and go back across the bridge entering the other door. Go back down the lift and use the Key on door K-402. Open the galvanised door into another save room, take the Grenades, Bullets and two Green Herbs then save. Now push the two crates into the large cargo lift, push the right crate all the way left and then in. And the left crate all the way right and in, now enter-the lift, a countdown will begin giving you five minutes to reach the plane. After a cutscene you find yourself back in the Gulp worm courtyard, run back towards the sub. On the way you'll meet a monster called the Tyrant, simply keep your distance and take him out with grenades, aiming up to maximise the effect. After you defeat him, run back to the plane as quickly as possible.

19. The Tyrant Returns
-----------------------

Upon reaching the plane you take off and a nice cutscene ensues, but it seems as if you've picked up a stowaway. You guessed it The Tyrant, only now he's grown a massive claw on his right stump.

Save and head through the door into the cargo bay. As soon as you enter the cargo bay access the console right by the door, this will send a crate flying across the plane towards the Tyrant. However this only saps his strength marginally, from here you'll have to move into the cargo hold and blast him with explosive arrows. The main tactic is to keep moving to avoid his attacks, then rear around and blast him. Eventually he'll start leaving trails of blood on the floor.

Now head back to the console and launch another crate at him. This should throw him out the back of the plane, but if it doesn't, shoot him some more then try again. After you defeat the Tyrant a cutscene ensues revealing your plane is on autopilot. A little while later you crash into an Umbrella research base in the middle of Antarctica with both Steve and Claire left unconscious.

20. Credits
------------

Well there you have it. Most of the game gone through in depth and I hope that it has helped you. This walkthrough was written by me [Ruchir Gupta (Killer Nightmare)], and thanks for reading as this took me my weekend and Monday morning to write! Thanks again.

A Killer Nightmare Walkthrough ;)


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