"Is it not? Then why are you reading this?"

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

RESIDENT EVIL: CODE VERONICA - ZOMBIES IN YOUR DREAMCAST

               THE 150 MINUTES WALKTHROUGH

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

000REVISION HISTORY

Removed some typos in the character section and updated a few quiggles hither 
and thither. Credit to Aya Brea, who noticed that my Oil Pressure puzzle was a 
bit too long for a speed guide. Revised the revision history, as well.

001DISCLAIMER

Resident Evil: Code Veronica and its full content (c)Capcom 2000. 

Hey, you! The intent of this FAQ is entirely non-profit and cannot be used for 
commercial purposes in any possible, conceivable way.

You want to publish this text, unaltered, respecting its non-profit nature? Then 
send me an e-mail. The address:

vip@padua.org.

The very same address can also be used to send comments, questions and flames 
regarding the guide and the Resident Evil saga in general. Vagrant Story related 
material's also greatly appreciated.



002BEGINNING


What to expect? Well basically, this is a two and a half hours run through the 
fourth 'real' episode of the Resident Evil series. At completion, you'll receive 
the Linear Launcher, not the greatest reward imaginable, but still. The Battle 
Game should be a yes by default. Straight out, 150 minutes is NOT optimised, but 
there was only a week to play the game. 



003YOU WANT TIPS? HERE'S A DOLLAR... (from the 'lamest joke of the year' awards)


01CONTROLS

Tap Down and A simultaneously. That's all it takes to perform the most useful 
move in the game, the turnaround. Use it to quickly move on after taking an item 
and/or to run away from a foe just before he/she/it was about to smack you.

The Start button mustn't be underestimated either. Its main function is to skip 
cut-scenes and FMVs, so try it whenever the cpu takes over. Sometimes it works, 
sometimes it doesn't.

Don't use the L button. The target switching-routine using it is simply 
horrible. It's much better and easier to run to another position, closer to the 
enemy you'd like to hurt and use the R button from there.


02ABOUT THE UNDEAD

Comparing RE:CV to RE3:N, it's clear that the RE:CV zombies have been dumbed 
down. However, there are a few things that should keep you on your toes at all 
times:

Firstly, the grab radius of a single zombie has been greatly enlarged, even 
beyond the natural extent of his arms. It's not that easy to pass one in a tight 
corridor. Keep this in mind if you decide to cross an infested room without 
using ammo.

Secondly, some zombies can still be dangerous. Such 'Ninja' zombies are usually 
quite fast and take up to nine Handgun bullets to finish off. They're remarkably 
agile, enabling them to turn around faster than you can run them by. Exert 
caution if you spot one. The game creates them at random.

A simple tip, that usually works, is to leave the room with the Ninja zombie(s), 
then immediately re-enter. The powerzombies usually disappear after that, one 
exception noted: the doctor zombie in the prison morgue.


03WEAPONRY

The weapons in RE:CV are a mixed bag. You'll be wielding a 9mm handgun for about 
95% of the game, because there's plenty of ammo and stronger weapons are only 
available much later in the game.

And even then, old classics like Shotgun and Grenade Launcher have been severely 
weakened and ammo is rather scarce. I sobbed when I found out just how 
ineffective my fave weapon, the Shotgun had become. Still, that didn't stop me 
from using it a lot.

Also, for some obscure reason, the decision was made to bring back the -gasp- 
Bow Gun and simply litter the game with ammo for it. Argh!It's a terrible 
weapon! No Capcom, don't give me that "But the Bow Gun is so FAST"-look.

Yes, it's fast, but since you need so many darts to pin down a single opponent, 
you might as well stick to the handgun. The only worthwhile gimmick of the Bow 
Gun is the ability to use explosive darts. These are powerful, but the gun 
powder needed is so rare that picking up Bow Gun darts is a tremendous waste of 
time.

The only weapon that's truly interesting is the good old Magnum. Ah yes, single 
shot killing power, even more so than in the previous games. But you only find 
it very late in the game, and even then the fact that only 18 rounds are 
available kills all the fun. 

The automatic weapons are nice, not overpowered or anything, but can only be 
found in hard-to-reach areas, so their use is limited as well... 

Finally, the Linear Launcher. Powerful yes, but the first-person perspective 
attached to it drains all the fun away. I'd rather have the good old Rocket 
Launcher. Oh well, times they are a-changing, to quote an icon of the past...


04DOS AND DON'TS

For the Linear Launcher, the requirements are:

-finish within 4:30 (shouldn't be a problem)
-no First Aid Sprays
-no Saves (excl. the midway save)
-no replays
-Operation Steve completed quickly
-Operation Rodrigo completed

So, First Aid Sprays and Ink Ribbons do not exist in RE:CV. Neither do Bow Gun 
darts and maps, consider them part of the (beautiful) scenery.

Also, keep menu access to a strict minimum. Only go to the menu when you're 
forced to, and use the occasion to heal and reload your handgun. In any other 
case, count shots and closely monitor your health status on the VMU.

Don't waste ammo. Only take out zombies when you need to run frequently through 
the corridor/passage they're guarding. In any other case, avoid or shoot until 
they drop and bleed.

Plan your mission in advance. In room A, think about your next goal, room B, and 
how to reach it asap. Nothing bites more than realizing that you're on the wrong 
path to the wrong room with the wrong items.

Finally, don't use drugs. Be yourself, and respect your family. Watch Pokemon on 
a frequent basis, forget about lame animes like Fist of the North Star and 
Akira. Learn Tao-Zen chants and worship the magnificent God Om. Believe in the 
concept of shareware, and accept all cookies even if they're your grandmother's.



003YOU TALK THE TALK, BUT DO YOU WALK THE WALK?

CD1 - Claire and the Crest Quest
---


Part01: Prisoner of the Undead

Start a new game, and while the CD's booting, commence tapping Start. You should 
see Rodrigo's darkened silhouette appear shortly. Enter the menu and equip the 
Lighter. Skip the ensuing cut-scene.

Pick up Handgun Ammo and exit. There's more Ammo near the typewriter. Now walk 
up the stairs, and notice how someone had the 'brilliant idea' (probably the 
same guy that brought back the Bow Gun) to add a heartbeat and tremendous slow-
down while switching rooms in order to 'increase tension'. Frustration and a big 
waste of time in my book.

Run through the cemetery until the vehicle behind you blows up. Tap Start and 
evade the oncoming zombie to its right. His buddy'll most likely get you. Don't 
worry about that, let Claire shake him off and continue to the exit.

A few steps forward and the flow of the game is interrupted by another cut-
scene. Hit Start to skip the introduction of your best friend 'Phtief 
Burnphide', then turn around to search the dead body near the crashed truck for 
a box of Handgun Ammo.

Turn around a second time and go through the door lying straight ahead. The door 
you want next is closeby, but a small gate is blocking the way. So run around 
the barracks to get there and let nothing take away your cool.

Two zombies are in awkward places here, but nothing that a small caress at the 
garbage bin and a sharp left turn can't help. A third zombie's around the 
corner, so smash into the shutter to evade him. Quickly exit.

Run forward until the security system asks you to 'put any metallic objects you 
have, IN the security box'. Stow away Handgun, Handgun Ammo AND THE LIGHTER 
(countless are the times that I forgot the Lighter, and had to restart the 
entire security procedure. That's why I put this part in caps). 

Proceed through the hallway to the next door. Twist around the bookcase to watch 
hacker Steve in action. Turn around after the cut-scene and open the desk drawer 
to find a Hawk Emblem (thank god, it's not an Eagle Medal).

Pick it up, then pull the lever controlling the outside shutter. Go back to the 
metal detector area and place the Hawk Emblem inside the 3D modelling apparatus. 
Go back to fetch Handgun and Handgun ammo in the first security box (leave the 
Lighter for now), then exit.

The three annoying zombies that were here a few minutes ago seem to have found a 
better party, as they're no longer here. Go to the shutter switch and push it to 
reveal a fire extinguisher and two zombies guarding it. 

Luckily, there's also an explosive unit nearby, so retreat to the corridor you 
came from, aim at the unit and count to three before firing a shot. The 
resulting explosion should seriously damage the zombie pair coming out of the 
shutter. Head in to get the Fire Extinguisher.

Meanwhile, another zombie duo is closing in. As they abandoned the guillotine 
area, you might as well search that place for the Gate Key, but first, kill the 
zombies that got caught in the explosion. This'll give you some breathing room 
later on.

Exit once you've got the Gate Key. Run around the barracks as you did before, 
but watch out: two dogs roam the area. They're very easy to avoid, however, 
simply run in a zig-zag pattern when they're close and they'll never get you.

Now go to the cemetery. Evade the first zombie, drop the remaining three and use 
the Fire Extinguisher on the fire to obtain a Duraluminum Case. Examine it to 
find an Alloy inside. Return to the Metal detector area and deposit Handgun and 
Handgun Ammo. Use the Alloy with the 3D modelling apparatus to get a non-
detectable copy of the Hawk Emblem.

As you head back to retrieve your items, zombies burst through the window. Let 
the first have a little gnaw, the other two are easily evaded. Open the security 
box and grab Handgun, Handgun Ammo and the Lighter.

Return to the area where you first met Steve. The front gate is then easily 
unlocked using the Hawk Emblem copy. 


Part02: Finding the Biohazard Card

Cross the Iron Bridge to find two Green Herbs (you probably need one of them by 
now) and some Handgun Ammo (in the wrecked jeep). Shove the box as demonstrated 
in one of the demo plays to negotiate the firewall, then climb the stairs.

Straight on you go, passing a couple of zombies on the way. Run up the stairs, 
then start zigzagging as three Zombie Dogs are in the vicinity. Once they're 
behind you, it's time to enter the palace.

After a small pan to the owner's painting, descend the stairway. At the desk, 
pick up Handgun Ammo and activate the computer. Hmm, you need to enter the ID of 
an Umbrella employee to deactivate the electronic locking system... let me 
think, here's a wild guess: 'NTC0394'. It worked?! Pure luck :)

Anyway, go through the unlocked door. Three zombies'll charge at you, so drop 
them quickly. Pick up Handgun Ammo and a Red Herb, which can be combined with 
one of the Green Herbs you found earlier. A fourth zombie's inside this hallway, 
but he'll never get you.

Take the door at the end of the hallway (not the one guarded by that fourth 
zombie). Inside is a box of Handgun Ammo and a small switch below the jeweled 
ant on the right side of the room. As the light dims, tap Start to speed the 
'secret-passage-opening' procedure.

Grab the Steering Wheel inside the secret passage before getting out. There's 
nothing left to do in the Palace for now, so might as well go to the main doors 
and exit. Unfortunately, a cry for help can be heard. It's Steve! Claire, being 
the good-hearted person she is, naturally wants to rescue him - sigh.

So quickly return to the Ant-room. The secret area is locked, and a control 
panel has activated. Examine it and match the two weapons 
(C-E-Decide) to save Steve from his lethal sauna session. In return, Steve 
decides not to give you the Gold Lugers that are necessary to escape. Thanks a 
lot, 'Phthief'.

Now you can almost exit the Palace, but first, you'll need to skip a little cut-
scene introducing your insane opponent Alfred Ashford and his demented voice 
actor. 'What, that's all the comment you're going to give on this guy?' Don't 
worry, there's a neat little character section closing this FAQ (hint;).

Descend (first, wait for a Dog to come up the stairs), then take the exit on the 
right. Use the Steering Wheel at the control unit to surface a submarine. Enter 
this neat substitution for an elevator and don't forget to equip the Backpack 
stored inside.

Proceed until you reach a forked room with three zombies wandering around. From 
Claire's viewpoint, take the right fork, the single zombie blocking it is easy 
to avoid. Cross the bridge, then use the service elevator in the next room. 
Operate the lever on the control table nearby and move the crane to lift the 
crate blocking a blue-lit control panel.

After the crate has been moved, go to the control panel and raise the lift. Four 
zombies and a crawler'll try to stop you from taking the Biohazard Key. 
Unfortunately for them, you've got enough Handgun Ammo to bring them all down. 
Once they're out of the way, the crawler's harmless.

You can now pick up the Biohazard Key. Return to the Palace, but don't enter the 
place, just avoid the dogs and go to the other exit. Three zombies are 
potentially dangerous, but Claire's nimble enough to evade them all. Don't 
descend to the Iron Bridge, but instead take the door nearby.


Part03: Alfred's wittle 'game'

The courtyard houses a new monster: a kind of worm, but nowhere near as 
dangerous as the Grave Digger from RE3, as he's never going to hit you. Head for 
the Military Training Facility (MTF) Entrance. Inside's a Red Herb, and at the 
back lies a shutter, which you can unlock using the Biohazard Key (the other 
shutter cannot be entered just yet).

As you proceed to the exit, notice how the shutter locks itself up. strange... 
anyway, as you run into the open, Alfred locks in for a surprise attack. Turn 
around and head for the stairs. As you climb them, your 'friendly' host escapes. 
Follow him inside.

Run to the vending machine and search for two boxes of Handgun Ammo. Take the 
grey door on the right. In this save room lie two Green Herbs and a bottle of 
Hemoglobine. Open the magic box and ditch Green-Red Herb mixtures and the empty 
fire extinguisher.

Now you may try to open the brown door outside, but Alfred interferes by 
dropping the exit shutter. Looks like you'll have to fight your way out... 
through the brown door it is.

This is some kind of storage area. To the left is an empty pair of Uzis, a 
perfect item to trade for Steve's gold Lugers. As you want to rush down the 
stairs, Alfred releases a Bandersnatch, aka Rubber Tyrant.

Retreat to the exact same spot where you found the Uzis and empty your Handgun 
from there - Rubber Tyrant will be unable to hit you. About 20 bullets should 
decimate him. Then go down the stairs, a small door opens simultaneously. While 
entering, a Matrix-like cut-scene involving Phthief triggers, so better press 
Start.

Tap Start again to send Steve on a mission of vengeance with his new toys. 
Destroy everything that moves in all rooms and should you run out of gas 
(unlikely), you can retreat to Claire for a refill. 

You have to follow Steve out of the elevator, resulting in a minor ceiling 
crash. Tap start several times until Claire's finally back under control. Unlock 
and enter the door on the left. Two zombies block your path, but you're armed, 
and some Handgun Ammo's nearby in the corner.

Destroy both zombies and go to the room at the end of the corridor. In this 
'picture room', pick up the Shield. Go back to Steve and exit through the double 
doors. Curb right in this garage boasting a tank and unlock-enter the door 
before a Dog manages to grab you.

Return inside the MTF and re-open the shutter at the end of the hall. A couple 
of Dogs block you this time instead of Alfred, but since they're both waking up 
from their sleep, it's easy to run by. Above is a small indentation on which you 
can use the Shield. Do this to obtain the Emblem Card. 

You're backpack is suffering from the weight of the gold Lugers, so better pull 
up for a pit-stop at the nearest save-room (where you found the Hemoglobine). 
Drop the gold Lugers and any superfluous items, then return to the elevator near 
the picture room. 

First, go to B1F. In one of the rooms Steve cleansed lies the Grenade Launcher, 
but it's barred by a shutter, which you can now unlock using the Emblem Card. 
Also grab the explosive rounds on the shelf. Go back to elevator, and this time 
choose 2F.

This is the place where you had to follow Steve, but the shutter can now be 
unlocked. Run to the end of the control room to pick up two Green Herbs and the 
Army Proof. Then, use the security camera to zoom into the red picture. It 
unveils a code, '1126'. 

After that, zombies awaken, so better get out of there. Unlock-enter the midway 
door and return to the MTF Hall. The experimental area is now accessible, so use 
and discard the Biohazard Card. Up the stairs Claire goes...

Take the only door that can be opened. Pick up the Bow Gun and unlock the test 
area door using the 1126 picture code. Inside, grab the picture to start a 45 
second countdown due to a bio-hazardous outbreak of a set of mini-Albinos. 
Ignore them and try to reach the stairs with 25 seconds on the clock.

Go outside and return to the picture room (two new zombies will try to stop 
you). Put the red picture on the spot once taken by the Shield. The back wall 
disappears, unveiling a model of the MTF. Pick up the Gold Key.

You no longer have any business at the MTF. Head for the Palace and don't be 
alarmed by the Bandersnatch duo making their entrance.


Part04: I'm not mad! I'm IN-dee-diddely-SANE!!!

Four zombies have installed themselves in the Palace's reception area, two in 
the lower part, two upstairs. You only need to dispose of the ones in the upper 
regions. Climb the stairs to finish them off, the go inside the little save 
room.

There, pick up Handgun Ammo and gold Lugers from the magic box. Drop the Bow 
Gun. Use the Lugers on the indentation at the back door and grab the Green Herb 
before going in. Activate the computer terminal and enter the passcode to shift 
the music box cabinet. 

Here's, again, a guess for the passcode: '1971'. It worked again?! Man, are we 
lucky or what :)? Anyway, a Rubber Tyrant decides to crash the party so better 
escape via the new-found exit. Run over the bridge and try to giggle even more 
insanely than what you get to hear while climbing the stairs.

Two Bandersnatchers await, but they're easy to evade once you know the trick: a 
Bandersnatch has only one 'stretch' arm, so simply run past their 'weak' arm. A 
Red Herb's upstairs, near the Private Residence's entrance, Take it and combine 
with the Green Herb found earlier.

Enter the Private Residence and scream in agony as it takes aeons to open the 
doors, somehow. Don't ever do this again, Capcom. Enfin, equip the Lighter and 
climb the staircase. The multitude of Bats should be kept at bay by the 
reassuring flame from the Lighter. 

By the way, this area has my vote for Best Room of the Game. Brilliant camera 
work. One last remark: the Lighter should become tremendously hot during use. 
How can Claire keep it in her hands that long? Must be a special alloy-Zippo...

Tap Start to skip the discussion between Alfred and Alexia, you'll end up in 
front of Alexia's bedroom door. Enter to stop the music box from playing. After 
some shifting, you should find the Silver Key on the bed. Now you can unlock 
everything inside the Palace, so better head back. Don't forget to pick up 
Handgun Ammo and a Green Herb outside the bedrooms.

Once back in the save room, arm the Handgun. Exit to the reception hall and use 
the Silver Key on the upstairs door. Don't go inside yet. Descend the stairs and 
go to the hall where you got the Steering Wheel. Unlock the nearest door with 
the Silver Key and discard.

Two Bandersnatchers will try to stop you from getting Handgun Ammo and a second 
Shield. Try to evade them as good as you can. You'll probably need to use the 
Green-Red Herb mixture after this little visit.

Back in the hallway, go to the final door, the one guarded by a zombie. Use and 
discard the Gold Key. Hmm, lots of neat pictures and buttons below them... 
brings back memories. Press keys in following sequence:

1 - The only woman present
2 - Geezer holding two babies
3 - Red-haired dude with tea set (the one with the intelligent face)
4 - Other red-haired dude (the one with the devious visage)
5 - Man reading book (smart looking fellar)
6 - Goatee man (Alexia's and Alfred's father)

Once you've got them all, press the button below Alfred's picture. You'll unveil 
Alexia's, as well as an earthenware vase. Examine it to find the Queen Ant 
object (look inside the vase). Okay, you've got the Queen, we obviously need the 
King. Return to the Prison area.


Part05: Of Eye and Sword

Two small missions await. Go to the 'guillotine' room and clean up the remaining 
two zombies. Use the Shield on the indentation next to the guillotine and hey 
presto: two more zombies come out of the magician's hat. 

Dispose of them and go in. Wait for a split-second, then aim at the explosive 
barrel to destroy two oncoming zombies. Don't go down the alley, rather sidestep 
into a little crevace. There's a Green Herb to take before entering the door.

Pick up the Handgun ammo before going to the door near the heap of bodybags. 
Speaking of bodybags, the contents of one are still pretty much the living 
dead... but more about that in a moment.

First, drop the zombie guarding a Red Herb, pick it up and exit. Now you may be 
afraid. A 'doctor' zombie has come out of the bodybag and is feasting on his 
former test subject. Upon spotting Claire, he, as well as the test subject smell 
the fresh flesh and launches a massive attack!

Exit through the front door and re-enter to start in a far better position. 
First, drop the test subject. Then run towards the operation table without 
switching viewpoint. Due to some bug, the doctor zombie will run straight for 
the room corner, far away from Claire. 

Fill him up with lead, but exert caution: doc is very fast and needs up to 15 
bullets before giving up. Search his body for a Glass Eye, and use it on the 
dummy in a small alcove in the room. A secret passage opens, so hurry on down.

Equip the Lighter and pick up a Green Herb. Run along the corridor to the next 
door. Three zombies await, but you only need to take out the two nearest ones. 
Get the Handgun Ammo before going down the stairs. Inside is the easiest puzzle 
I've ever encountered in the RE universe, and that's saying a lot.

Here's the rap: The only object you can pick up is a rusted Sword. Duhh. But oh 
the terror, the exit closes and the statue behind Claire rises up, showing off 
its handle. Poisonous gas fills the room! What to do? Gee, push the handle 
around? Duhh. 

The gas stops flowing, but oh the horror, now the previous statue turns around 
to show off the Iron Maiden with a cavity in the middle. What to do? Gee, put 
the rusted Sword into the cavity? Duhh. Yay, the exit's unlocked, but oh the 
terror now the Iron Maiden opens and a zombie's inside! What to do?

Gee, lure the zombie around the handle-statue, grab the Piano Roll and get the 
xxxx outta there? Duhh. I'm ashamed of having to write this part down, it's that 
obvious. Anyway, climb the stairs to find the one zombie you didn't shoot 
blocking the exit. 

And oh the terror, the zombie from the Iron Maiden's coming up the stairs! What 
to d.. ahh, sh'up, just lure the blocking zombie away from the exit and leave. 
Be sure to equip the Lighter in order to scare the Bats in the next corridor.

Go outside the building to find the a new batch of zombies awaiting Claire (must 
be the ones from the guillotine room that left early). Simply drop the nearest 
one and exit. Mission 'glass eye' finished.

Return to the cemetary. Three corpses are there and you've got more than enough 
ammo, so shoot them all back into their graves. Now say hi to Rodrigo. Claire'll 
give him the Hemoglobine and her Lighter, and he's so happy that she receives 
the Lockpick in return. Mission 'Rodrigo' finished.


Part06: Mmmmmmmmmmmwhhhhhhhhaaaaaaahhhhhh! - aka Cross-Dressing 101

Go all the way back to the Palace and enter the toilet (it's the only room in 
the reception hall that you haven't entered yet. Pick up Handgun Ammo (in the 
wrecked wc) and the Duraluminum Case. Retreat quickly before the bats get you 
(who was smart enough to give the Lighter away, hmm?). Check the Duraluminum 
Case for a box of explosive arrowheads.

Climb the stairs, turn left to enter the room you unlocked with the Silver Key, 
but haven't visited yet. Lots of goodies inside, like some Handgun Ammo, a 
second box of explosive arrowheads and two Green Herbs. Plus! Use the Piano Roll 
on the piano to start yet another rendition of the Ashford family theme, and 
receive the King Ant object. Ahh, Queen and King are finally joined.

We better use them - head for the Private Residence. However, things have 
changed, and you'll meet lots of zombies on the connecting bridge, the Private 
Residence staircase (with the monstrous doll) and the Bedroom corridor. However, 
you've got loads of ammo, so return the favor with a stream of hot lead.

Enter Alexia's bedroom first and use the Queen Ant object on the music box. Pick 
up the Music Wheel. In Alfred's bedroom, use the King Ant object on the music 
box (how original) and place the Music Wheel inside. You can now climb the 
ladder to the Ashford's secret hide-out.

Hmm, a carroussel... where have I seen that before... Silent Hill perhaps? Oh 
well, turn around to exit the carroussel, then quickly pick up the Dragonfly 
object and a Green Herb. Check the Dragonfly object and detach its wings before 
placing it into the big Ant's keyhole.

The carroussel spins around, its ladder connecting to a higher region. Go up. 
There, push the metal crate forward and climb it to get Alfred's confession 
letter. The dude's quite obviously a mental basket case, but we had some prior 
clues, like his dress sense (yes, the irony, considering what's coming in a few 
moments :), interior design preferences and a sick war fascination.

Below the confession letter is the Airforce Proof, which is rather important 
shortly. Go down the ladders until you come to Alexia's room (logical as the 
carroussel turned the exit around). But upon trying to leave the door, you'll be 
stopped by 'Alexia Ashford'. 

Anyway, Alexia tries to off Claire, but gets stopped by a pepped Steve. She 
escapes through the Woman motif in the middle of the bed room complex. Steve 
goes in, and so does Claire. The next scene is rather disturbing, however. 
Pepped Steve is down, and Alexia's clothing lies scattered, as is a blond wig.

Wig? Hmm... as Claire inspects it, Alfred attacks from above, but is violently 
stopped and falls down. Gazing upon his reflection in the window, Alexia's make-
up can be seen... wait a minute. Alfred's Alexia? Gross...

Still, respect to Alfred for putting down a perfect woman's voice. I sure as 
hell can't do that. Ah, the benefits of voice acting... There's nothing left to 
do in the Private Residence, so might as well head back for the Palace. The run 
should be a breeze.


Part07: Boom! Shake shake shake the room! Tick tick tick tick Boom!

In the save room (gold Luger room), open the Magic Box. Make sure you've got the 
Grenade Launcher holding twelve rounds, the Bowgun with 20 explosive arrowheads 
(combine the 30 default darts with the explosive arrowheads, then ditch the 10 
remaining darts), a Green-Red Herb mixture and the Army and Airforce Proof. 
Don't forget the Handgun either.

Leave the Palace. Hey cool, no more Doggies outside, so you've got all the room 
to get the Navy Proof, completing the collection. As you pick it up, Alfredzia 
initiates the self-destruct sequence. The escape plane in the Airport would be a 
good place to go for, but halfway, you'll get interrupted by Steve, who joins 
you in the escape.

Run to the submarine. Steve awaits, and guides you down. Run forward and descend 
the stairs. You're back in the forked room with the three zombies, but this 
time, you need to take the left fork. There, activate the elevator by pressing 
the appropriate switch near the flickering monitor.

Place the three Proofs in the elevator console and push the button. Claire and 
Steve are transported inside the escape plane. You still need to raise the gate, 
as Steve politely informs you, so take the Lever polluting the floor.

Run back to the forked room and take the other fork. Cross the bridge and use 
the service elevator. There's an exit nearby, so take it. The switchboard is in 
dire need of a Lever, and fortunately you have one such Lever at hand. Flick the 
switch and cross the bridge yet again.

Run straight to the pile of corpses, there should be an Airport Key somewhere. 
Return to the service elevator and go down. You can use the Airport Key on the 
shutter-locked door. Go through, and pick up Grenade Rounds as well as Handgun 
Ammo. Shift the crates into the blocked elevator, like this (Crate A goes 
first):

          Shutter
             ||
        <----------
             ||    |
             ||  __|_
             || |  | |
        <-------| A| |
             || |__|_|
             ||  __|_   ____
             || |    | |    |
             || | B  | |Pile|
             || |____| |____|
             ||
             ||

Enter the lift, a friendly voice (already featured in RE2) alerts you that the 
five minutes countdown has started. As the lift goes up and Alfredia concocts 
vicious plans, you recognise familiar terrain: it's the MTF courtyard! We need 
to reach the palace, so exit asap. Equip the Grenade Launcher, now holding 18 
rounds.

Midway the passage, a new Tyrant blocks your path, and the only possible escape 
from his terror gets sealed of by an explosion. Unfortunately for him, you've 
got the Launcher ready. Run up close, then fire two rounds. Tyrant'll drop to 
his knees for a second or two, giving you time to update/improve your position.

Repeat the two-rounds combo three more times to drop him - momentarily. Escape 
and head for the transport plane with over three minutes left on the timer: with 
the drawbridge raised, you're home free... or at least, that's what you think.

Because, Alexifred is hot in pursuit, escaping the base in a harrier jet. But 
that's not all, as Steve and Claire are interrupted by a strange noise coming 
from the cargo area. Steve kindly unlocks the room (but is too chicken to assist 
Claire). Equip the Bow Gun, its raw speed and explosive power will be needed in 
the oncoming fight...


Boss Fight: Tyrant

This is the hardest battle in the game. And yet, with the right weaponry, it's 
over in a matter of seconds. As the cut-scene ends, and a text about the 
catapult system (please - someone explain to me what on earth a catapult's doing 
in a transport plane) unfolds, take a deep breath.

Press X, then run a few steps forward to change camera perspective. You'll see 
Tyrant coming, so immediately open fire. Count the shots, and notice how Tyrant 
attacks at the same time that you land the 20th hit. You'll be floored into the 
corner.

Quickly stand up and escape from the corner before he's able to do his mega 
combo killer move. Don't go too far away: you'll need to stay in Grenade Round 
radius. Equip the Launcher and shoot two rounds. At the second shot, Tyrant'll 
floor you again, but this time, he's severely wounded, which slows his 
movements.

That's the moment you've waited for. Run around Tyrant and push the catapult 
activation switch - kaboom! Your worst nightmare's history!
Exit the cargo area and hit start to skip cut-scenes.


END OF CD1

You'll be asked if you want to save the game at this point. Seize the 
opportunity, as it's the only allowed save you get. After that, throw in the 
second compact disc. You should have about 1:25 on your stopwatch (what, you 
don't use a stopwatch while playing RE games? Shame on you ;).

I'd like to use the moment and share a thought that's been lingering in my mind: 
Looking at everything Claire had to do, how on earth could the (nonzombified) 
Umbrella employees escape the base if there were an emergency?

Imagine that you're Joe, an honest Umbrella employee working in the Military 
Training Facility, and suddenly the alarm sounds: "Five minutes until 
detonation". What's he to do?

Joe <reaching for his mobile, shouting to nearby comrades>

"Okay, let's get organised! Beth, you make sure to get the Shield and use it 
upstairs for the Emblem Key for the Army Proof. On the way, shout to Fred that 
he has to pick up the red picture and use it for the Gold Key. I'll contact the 
boss to get the Silver Key in his bedroom and tell him to give it to Randy 
who'll get the Shield from the conference room."

<two minutes later, Joe's in the Palace>

"Okay, we're halfway. Randy tossed the Shield over to Bert, who's going to kill 
that lunatic doctor for his glass eye. Hopefully, he'll be able to bring us the 
Piano Roll from there in time. <over the mobile> Ah, Fred, you solved the 
picture puzzle and got the vase? Aisa's saying to me that you've gatta look 
inside for the Queen Ant. Bring it to the boss.

Jo Randy, Bert was successful in retrieving the Piano Roll? Good, use it 
upstairs to get King Ant, bring it to the boss, he should retrieve the Airforce 
proof. I'll just go outside and pick up the Navy proof while you're at it."

<two minutes later>

"Yippie, we got all the proofs! Now everybody, head for the transport plane! 
We've got one minute left, hurry people! Hurry! Ahh, there's the boss with the 
Airforce Proof in his Harrier jet. Yo, boss, throw us the Proof and we're home 
free! Hey.. why are you grinning like that, Boss? Alfred? NOOOOOOOOOOOOOOOOOOO"

<Kablammo>

Anyway, back to the serious stuff...


CD2 - Claire's failed escape and Big Brother Chris to the rescue
---

Part08: Steve's hickup

Tap Start to drop Claire off at a circular runway. Go down the ladder and 
proceed to the stairs. Descend. As you run forward, a small door amidst a giant 
moth nest can be seen. Turn left to activate a small scene introducing the giant 
moths. For some reason, they always manage to give me cold shivers.

Be careful running through this hall from now on, okay? Those pesky moths throw 
poisonous vapor clouds all over the place, and are able to plant small embryo's 
on Claire's back. Once they hatch, they're able to poison her, which gets 
annoying very fast. We'll try to visit this room as rarely as possible.

Anyway, go through the double doors to find a zombie charging to get you in this 
giant sorting machine center. He, and another zombie midway the sorter can be 
lured out to where you entered and are then easily evaded. 

Beyond the sorting unit and the locked Mining Room door, are two exits, marked 
'BOW' and 'Weapon'. Go for 'BOW' first. The two spiders (boy, are they tiny 
compared to previous RE games) are easy to trick, and in the back lies the 
object of your dreams: the ominous Bar Code Sticker. 

Grab it, exit and head for the 'Weapon' door. Use the Handgun on the zombies 
patrolling the area, and be sure to pick up Mining Room Key and the Assault 
Rifle. Equip the latter.

With the Mining Room Key in your possession, you can unlock the Mining Room door 
(pure logic, Captain). Should anything have the bad manners to interfere with 
this brilliant scheme, well, you've got enough persuasive arguments to get it 
out of the way.

In the Mining Room, it's beneficial to climb up to the digging machine. Next to 
it is a small area with an octagon-shaped hole - examine it closely. Go back 
down to the only other exit. In this generator room, three Dogs are asleep, so 
stalk them and let the M4A7 show its teeth. 

Start the generators and activate it, then retreat to the sorting center. Use 
the Bar Code on a Biohazard crate and activate the sorter. Pull the console 
lever, and off the crate goes - where it ends, only Claire knows: the 'BOW' 
room.

Enter said 'BOW' room and take the Gas Mask. We're done with this area, so 
proceed to the Moth corridor, and take the small door next to the nest. In this 
save room, ditch everything except for a Green-Red herb mixture.

Go to the back of the room and push the bookcase to reveal a secret area. Hmm, a 
locker, and something inside is banging against the door; another Silent Hill 
reference or just a clever way of introducing D.I.J. the mouse a second time?

Whatever, pick-up-skip the Butler's Confession, then press the button inside the 
locker, which gently shifts aside revealing an even more secret area. Skip the 
scene with Nosferatu and pick up the Plant Pot. What, no Herb? Better check the 
thing and voila: the Machine Room key's available.

Exit to the moth corridor and go up the stairs. Enter the double doors at the 
end of the clearing, then enter the Machine Room. It's the door on the left from 
Claire's perspective. A brisk moment later, you'll be joined by Steve, who 
casually unleashes an onslaught of poisonous gas in the area.

Another cut-scene later, you'll find Claire outside the Power Room. Re-enter 
thanks to the Gas Mask, and go for the next room, where you'll find a.. VALVE 
HANDLE?! Oh, that brings back painful memories... from RE2. Well, what can I 
say? The Handle's back, and even worse than before.

Pick up the Valve Handle and go outside the Power Room. Now take the opposite 
door. Whoa, zombie alert, we're lucky that the booger's trapped inside a cage. 
At the back of the room's a workbench, so use the Valve 'square' Handle and 
refine it to a Valve 'octagon' Handle.

Now return all the way back to the Mining Room, which is filled by gas. The 
entire opposition you'll meet on the way over is perfectly avoidable. Once 
there, use the Valve 'octagon' Handle on the octagonal hole to cleanse the area 
of the poisonous gas. Steve'll join you to escape, but Alfredia's back to cause 
more mischief.

Tap Start because it's painful to see a man fall into a 6 million feet deep 
chasm, and pick up the Sniper Rifle your 'good friend' left behind. Steve'll get 
impatient and urges you to step into the digging machine.

A few cut-scenes later (Start goes all the way), Claire's facing Alexander 
Ashford, or, at least, what's left of him...


Boss fight: Nosferatu

This isn't even a fair fight. Simply equip the Sniper Rifle, aim for Nosferatu's 
pulsating heart, and say 'Cheese!' and 'Click!' as you pull the trigger three 
times. Should you run out of bullets due to unfortunate aiming, simply switch to 
the Assault Rifle and finish him off from a distance. 

Important: for optimum speed gain later on, try not to get poisoned. This saves 
cut-scenes and a whole lot of extra work. The remaining walkthrough is based on 
this assumption. Claire has to stay poison-free.


Part09: 'Long time no see, Chris.'

Start-Start and you should see Chris near a Green Herb. Pick it up, then 
continue to have a chat with Rodrigo, who unfortunately becomes worm fodder. You 
better save him, but first, take a small breather at the save box.

Pick up Grenade Launcher (should be about 8 explosive rounds left) and Handgun 
Ammo. By the way, you'll need at least five extra boxes of Handgun Ammo for the 
remainder of the game. Pick them up as you progress through the game. As for 
Shotgun Ammo, whenever you see a box, take it, one can never have enough of 
those.

Enter the next room to start the fight against the megaworm. Too bad for him 
that you've got the Grenade Launcher with you... just wait for him to surface, 
then draw in close and fire two rounds. Repeat until the launcher's empty. 
Meanwhile, create a Green-Blue Herb mixture with the Herbs available in this 
room.

Should the worm have survived your onslaught, switch to the Glock 17. A few more 
bullets should finish him off. In agony, the worm barfs up Rodrigo, who'll give 
you Claire's Lighter before passing on to a better world. 

Take the elevator, then slay the three roaming zombies... hey, this is where 
Steve had to shoot his dad! So we're in the Military Training Facility, then. 
Search the back of the tank in the adjacent room for a red button and press it 
to uncover a service elevator.

Go down into a small winding corridor - make another Blue-Green Herb mixture. 
Pick up the Battery at the end of the corridor, and enter the nearby save room 
before those wimp spiders get you. Here, you can arm the Grenade Launcher with 
Acid Rounds and pick up the Emblem Card from the save box. Drop the Herb 
mixtures.

Leave and return to the Steve room. There's a lift unit somewhere, but it's out 
of juice. Luckily, you brought the Battery, so shove it in. Take the lift up, 
and examine the small desk to the left, earning you the Chemical Storage Key.

Go through the door. Two cut-scenes need to be put out of their misery by 
pressing Start. Head for the Elevator and go to B1F. You'll notice that a 
drawbridge has been lowered (who could've done this...?). Go down to the next 
room and exit that place as well.

You're in the turntable area. Enter the biohazard room to the left, a few 
sliding doors later you hit the jackpot: Shells, Handgun Ammo, and a small 
cabinet that can be opened using the Chemical Storage Key. Enter '128' to 
discern the Clemens Sigma and pick it up.

Go back to the turntable area and pick up the Door Knob (this might just be 
stupid ole me, but what's a Door Knob doing there?). You'll be ambushed by two 
Hunters, but you don't have time to mingle. Just run back to the lab area behind 
the double doors.

Return to the elevator and punch the 2F button. Remove any obstacles on your way 
with the Handgun to the courtyard where Claire got the Emblem Key. Chris needs 
the Shield, but the earlier explosion crumbled the area, and the Shield's now in 
somewhere in the sewers...

Just continue to the next room. Avoid the drone's beam (because if you don't, 
you'll summon a Hunter), and equip the Backpack available in this room. Take the 
only other exit, and use the Door Knob in the knobless door. Hmm, another small 
desk to examine, and this time, you get a Miniature Tank.

Return to the elevator once again and choose the only floor you didn't visit 
yet: 1F. Here's another little drone, but he's surveilling far better than his 
previous colleague. Time Chris' motion to enter the painting room. 

Use the Miniature Tank on the facility model. A secret compartment opens, and 
inside lies a document for your read-skipping pleasure and the Turntable Key. 
Back to the elevator it is. Select B1F, then proceed as usual, but this time, 
pick up the Shotgun near the drawbridge. You should've picked up at least 14 
Shells by now, just keep'm coming.

Inside the lab area, Chris is surprised by Wesker, who practices his new 
superhuman powers on him, but just before he's able to kill Chris after telling 
him his masterplan, Alexia decides to sing a small lullabye, drawing Wesker's 
attention away. Hmm, that's almost as if Wesker got 'programmed' to find 
Alexia... like a machine...

But, you didn't see any of this as you tapped Start, only to find a Bandersnatch 
in near vicinity! Use the Shotgun? Noo, equip the Grenade Launcher with Acid 
rounds, two of those should finish him off safely. Continue on to the turntable 
area and use the Turntable Key.
This should bring you to the MTF's first floor, but the lay-out's been changed 
due to the explosion.

Don't go outside yet, but arm the Handgun and take the small door on the side. 
Kill the three zombies and pick up a pack of Shells. At the back of the room, 
beyond the lockers, is a fresh opening. Go through to reach the courtyard again, 
but this time from another side.

Pelt the sleeper on the floor, then go down the ladder. Switch the breaker to 
clean up the mess inside, then use and discard the Emblem Card to open the 
shutter.

Evade the three zombies and go up the stairs on Chris' right (leading to the 
room where Steve started his little carnage earlier on). Don't forget to equip 
the Shotgun, because a Hunter's near. Very near. Shooting Hunters with the 
Shotgun's easy, blast until it drops, then run up close, aim down and shoot each 
time the fellar wants get back up.

Take the door straight ahead. At the back of the room is the Clemens Alpha 
element. Pick it up, and mix it with Clemens Sigma. While you're here, you might 
as well modify the Glock 17 (although I've never quite found out what the 
'improvement' does, actually) and pick up the box of Handgun Ammo.

We're almost complete. Go outside the MTF (through the main entrance), and run a 
broad zig-zag pattern to avoid the two Hunters. Head for the emergency elevator 
and take her down. Here, you can pick up two Green Herbs, but make sure to use 
the save box so you have three empty slots.

Take the next door and shoot the surprise Hunter. Use the service elevator, then 
go to the console near the raised drawbridge. Activate the lever... but whoa, 
the pressure's entirely gone. Cross the drawbridge and, in the next room, 
activate the pressure terminal. Press following buttons:

5 - 3 - 3 - 10 - 3 - 3 - 3

Trust me, the sequence makes sense once you see the pressure gauges in action. 
Meanwhile, the three zombies in the back decide to end their nap and attack 
Chris, but he's more than ready to exchange three Shotgun Shells for a whole new 
box.

Return to the drawbridge console and push the lever to lower the drawbridge. 
Exit, take the service elevator and exit through the double doors (not the 
emergency doors). You can now cross the area, but beware, a Hunter's ready for 
attack. But so are you.

The explosive zombie in the forked room is best decapitated, the remaining crew 
can be avoided. Take the other door (not the one leading to the submarine - it 
isn't there anyhow) and annihilate the patrolling Hunter. 

Pick up Army, Navy and Airforce Proof and return all the way back to the 
painting room (you might meet a few poisonous Hunters on the way (marked in 
bright colors, like frogs), but broad curves should render them helpless). 
You'll need to put the Shotgun back in its original position before you can do 
that. Use the proofs to break the powerlines, then pull the lever. 

The MTF model drops into the floor. You can now pick up 2 boxes of Shells (oh 
yeah) before going down the ladder. Evade the two spiders, and continue on down. 
You found the Shield, but it's guarded by an adult Albino...

Stay out of the water at all costs, unless you like to see Chris get 
electrocuted. Arm the Handgun and try to shoot the Albino as he nears the 
borders of the little cesspool. You'll waste 30 bullets before your foe turns 
around, but don't even bother to think about it, just pick up the Shield and use 
the combined Clemens mixture to get the Halberd.

Proceed to the B1F drawbridge. Pick the Shotgun up and enter the sewage. Wade to 
the other side and pick up two Red Herbs. Climb the ladder, you'll end up inside 
the spider corridor. Enter the save room and mix the Red Herbs with the two 
Green-Blue mixtures to get two Supermixtures. Keep one, drop the other.

Nothing more to do here, just go outside and use the Halberd on the door where 
you found the Battery. 


Part10: Antarctica, here I come!

One cut-scene later and you're already in another continent. Exit the airplane 
hangar, then shoot the two large 'tentacles' with the Shotgun. This'll take you 
about 12 shells. Go down the ladder, and run to the save room (where Claire 
liberated D.I.J. from the closet).

Use the Halberd to receive a Paper Weight (hmm.. AA-King-Heart-Club.. must 
rememer that..). Go to the Save Box and give Chris the following:

Handgun+Ammo
Paper Weight
Shotgun+Ammo

Return to the main silo, and go through the double doors. Take the door on 
Chris' right and slay zombies until you've got the Duraluminum Case and the 
Shotgun Shells. Go back out and this time, head for the Machine Room. As you 
enter, notice how the entire area's been filled up with ice.

Step on the ice to get the Valve 'octagonal' Handle and use the Shotgun should 
the surprise zombies get too close. Return from whence you came and step down on 
the ice as well. A new door can be entered.

Inside, another one of Wesker's drones await, and this time, you're cooked. 
Waste the Hunter with the Shotgun and go to the second door you come across. 
Elevator1 takes you to the immediate vicinity of another door. Go in and enter 
the room marked 'High Voltage'. 

Here, use the Valve 'octagonal' Handle on the opening in the back and pull the 
lever to restore the power. You might want to pick up Herbs (don't miss the 
Shotgun Shells!) and re-organise your inventory, until it looks like:

Shotgun+Shells
Paper Weight
Combat Knife
Valve 'octagonal' Handle
Wing Object

That's all you need for the up and coming part. Exit the high voltage room and 
go back to the door near Elevator1. Do you hear that noise? It's a poisonous 
Hunter, so arm that Shotgun and fire away. Search the area for two Wing Objects, 
then enter the double doors.

Yowza! This looks a LOT like the entrance hall of RE1. Hmm, I wonder if 
something's at the back of the staircase... (the original had nothing) oh my 
god, CLAIRE! Stuck in the goo, like in Aliens, Claire's completely unconscious.

Use the Combat Knife to free her, and press Start. Since Claire wasn't poisoned 
at the Nosferatu fight, she'll end up upstairs under your control. Go through 
the door, pick up and mix the Herbs, get the Shotgun Shells and go for the save 
box. Drop the Shells and take the Duraluminum Case. Check the latter to reveil 
Magnum Rounds and put those back in the save box.

Now heal Claire completely and make sure that she's got at least a Green-Red 
herb mix. Let her keep the Assault Rifle. Now exit to a very famous and familiar 
corridor... but instead of Dogs, you now have two 'tentacles' bursting through 
the windows! 

Only the second tentacle has to be disposed of, however. The Assault Rifle goes 
all the way, even for the lone zombie in the next room. Climb the small 
staircase and pick up the Security File. Turn the cannon handle, a Crystal Ball 
will come out, simultaneously activating a crushing trap.

Place the Crystal Ball under the trap without becoming tomato juice, then pick 
up the Security Card. Use it in the Card Reader in a small room close to the 
prison cells. You'll gain access to some kind of throne room.

You'll find Steve, trapped, at the back of the room. However, Alexia conducted 
an experiment similar to Nosferatu on him, and soon enough, dude's transforming 
into a biig green horror. And if that wasn't enough, the entrance gate's 
starting to close.

It's obvious what to do next: turn around and escape! however, 'Steve' will 
whack you two times - heal immediately after the first whack, or you're toast. 
'Steve' sure packs a mean punch all of a sudden. If you ran correctly, Claire 
should just about make it in time before the gate closes.

Start is the key for you sensitive people out there, because the ensuing tear-
jerker (or comedy caper in my case) will lower your concentration. Back to 
Chris, who has quite a few things on his mind right now...

Wesker made it to the entrance hall somehow and demands Alexia to hand over the 
T-Veronica virus. In response, the fair lady transforms into some kind of 
goddess bug and only needs a few gentle slaps to show Wesker who's the one 
holding the winning hand. 

Wesker ain't stupid, and knows when to flee. Over-confident, Alexia grins at 
Chris: either she has a boon for him, or he's next on the list. Chris sure isn't 
staying to find out, however, he might grant her a little dance.

I'd like to call this the 'Alexia Waltz', and it goes a little bit like this: 
Think of Strauss' waltz masterpiece, but replace the final four notes with 'Aim-
Shoot', 'Shoot-Run'. With good timing, you'll always run away just before 
Alexia's fire-liquids catch flame, pumping two shells into her body each time.

14 Shells later, she's history - momentarily. Pick up Alexia's Choker, then 
return to the corridor right outside the High Voltage area. In case you didn't 
know, you need to collect three family jewels. We're about to do just that.

Destroy the oncoming zombie mob using the Shotgun: up to three double decaps can 
be scored here. Enter the door at the end and.. hey, neato, the RE entrance art 
gallery with the cool woman statue. Yes, she's still holding a map, and yes, 
you're still not taking it. Rather pick up the Shotgun Shells closeby.

Also, the Tiger Statue's back! Use the familiar 'take out one eye - pick up a 
goodie' trick to get Magnum Rounds and a Valve Piece (as if some omen KNEW that 
someone'd be coming to this place with a Valve Handle - jeez).

Use the Piece immediately on the Valve 'octagonal' Handle to get a Valve 
'square' Handle. Now take Elevator2 down. Chris gets to see a giant Anthill and 
it ain't pretty. Pick up the Wing Object (you now have three) and follow the 
pathway to the right.

Don't bother reading documents or notes in this laboratory, run to the back of 
the place and activate the switchboard. Enter the sequence 'AA-King-Heart-Club', 
a small compartment will open for you to put the Paper Weight in. In return, 
there's a neat sequence involving Alfredia and Chris, who gets to pick up 
Alfred's Ring.

Okay, nothing more to do in this place, take Elevator2 back up and return to the 
High Voltage room. Use the save box until your inventory is this:

Shotgun+Shells
Magnum Rounds
Empty Fire Extinguisher
Wing Object
Valve 'square' Handle
Alexia's Choker
Alfred's Ring

Take Elevator1 and enter the room you haven't searched yet in this corridor. 
There's a switch somewhere, press it to raise a barrell filled with powder for 
the Empty Fire Extinguisher (?what's that doing here?!). Fill her up, then take 
the service elevator near the barrel down.

Since Claire mowed down the zombies in this area, you're free to move. Use the 
Fire Extinguisher on the flames and pick up the... Magnum. Oh yes. Go back 
upstairs and use a second service elevator.
Here, you can finally get rid of that pesky Valve 'square' Handle in order to 
drain the water basin.

Enter the Basin to obtain the Crane Key, but as Chris gets up, a poisonous 
Hunter crashes in! He really shouldn't have done that, because you've got the 
Magnum, a Hunter's worst nightmare. Fire a single shot to end the dramatic music 
as fast as it began.

Now go back to the icy area, and lookie there: a crane. Might as well try the 
Crane Key, but as you raise Nosferatu out of the ice, a HUGE spider (I take back 
everything I said before, 'wimpy' spiders and the like...) comes out and crushes 
the crane with ease.

Make a quick break for Nosferatu's body, somewhere on the ice should be 
Alexander's jewel piece. Pick it up, then head for the exit. Check  all three 
jewel pieces to get a red, blue and green gem, then return to the RE entrance 
hall beyond elevator1.

Use the three gems to unlock a secret door and enter. Slay zombies with the 
Shotgun and as you leave a set of double doors behind you, notice a small black 
door to Chris' left. Go inside and search the desk for a key with the Biohazard 
sign on it.

Return to the entrance hall and use that key on the now unlockable doors. From 
there, go to the high voltage room and deactivate the power. Make sure you've 
got:

Shotgun+Shells
Magnum+Rounds
Wing Object
Herb mixture
Herb mixture

Run back to the entrance hall (via the 'main entrance' this time) and go to the 
Tiger Statue from there.

Pick up Red and Blue gem, then return to the hallway beyond the secret door in 
the RE entrance hall. Notice that, apart from a few extra exits, this is an 
exact replica of Alexia's and Alexander's bedrooms in the Private Residence, 
including the music box playing in Alexia's room!

Perform the switch-Music-plate trick, using the Red and Blue gem from the tiger 
statue. Again, the bed collapses, making way for a small ladder. Climb it, but 
this time, you won't see a carroussel. This is more like a conference room, with 
familiar pictures scattered all over the place. 

Grab the Dragonfly Object, then return to the hallway. Go for the double doors, 
and descend the umpteenth service elevator. At push of a button, you'll receive 
the fourth and final Wing Object. Combine Wing Objects with the Dragonfly Object 
and thus obtain the Dragonfly Key. We're nearly there.


Part11: Linearising Alexia

Use the service elevator and unlock/exit the remaining unexamined door. You're 
now in that famous RE corridor again, Claire having removed any obstacles. Go to 
the exit to trigger a cut-scene with Claire sobbing about poor Steve. She's 
locked in, however, so we need to rescue her.

Claire'll push you the security manual from under the door, an amazing feat 
considering how thick the manual is. Check it for a Security Card, then climb 
the long staircase. To the left is a door with an insect-like hole next to it. 
Use the Dragonfly Key in this hole and enter.

There are two zombies nearby, but only one is dangerous. Take him out with the 
Shotgun, then head for the console. Use the Security Key and, when asked, enter 
the magic word: 'VERONICA'. You might want to pick up the single Green Herb next 
to the console. 

In the meantime, the self-destruct sequence has been activated, meaning that (a) 
all doors are unlocked and (b) only five minutes left until detonation. It's 
showtime, folks!


Boss Fight: Alexia Ashford

Outside, Claire runs happily to Chris, but the family reunion gets cancelled as 
Alexia makes a final appearance in her Insect-human form. You take control as 
she's about to slap a hard one up Claire's face. Fire a single shell to stop 
her. Claire manages to escape in the elevator, but Alexia's metamorphosizing 
again.

A huge Queen ant rises into the air, and Chris realizes that she's not going to 
let them go. He's ready to face her, even if the odds are strongly against 
him...

..wait a minute, they're not! You have the Magnum, remember? Equip it and start 
blasting away. You have 17 rounds, count them carefully. After a while, Alexia's 
ground defense kicks into play, with little stinging drones hampering Chris, and 
large tentacles coming in for the occasional hit.

Run up and down, each time firing a round or two. After a while, the Magnum's 
empty, but you still have plenty of shells left. A few buckshots later and this 
form of Alexia's history. But she still won't give up... abandoning the base 
hull, she's now airborne! How to stop that?

'Thou shalt have a WEAPON', said God, and a hatch thus openeth, unveiling the 
so-called Linear Launcher, or 'first-person Rocket Launcher' for good measure. 
Pick it up (wow, infinite ammo, only one inventory slot, where have you been all 
this time?) and run a few laps in circles.

Keep running until Alexia shoots her four bolts of fire, then immediately aim up 
to get two shots in at her. Repeat, and hopefully you'll get lucky sooner or 
later (preferably sooner ;). Once she's toast - literally, enjoy the great end 
sequence.


END OF CD2
----------

Nothing more after this, take a small tea-break or something during credits, 
then have a look at the stats screen: 2:30? Congratulations! One Linear Launcher 
and Battle Game coming up!



004RETROSPECTIVE: CHARACTER SECTION (in order of appearance, and I'm only 
reviewing characters that are actually able to speak in coherent sentences)


Claire Redfield
---------------

Like Jill Valentine in RE3:N, Claire's spent some time and money in the 3D 
Modelling clinic, resulting in a new set of improved polygons as compared to 
RE2.

Her character didn't change that much. She's still quite the tomboy, and her 
experience with biohazard creatures shows. I enjoyed her company in CD1, 
especially the way she interacted with Steve. No stupid cliches, Claire simply 
looked at Steve as a friend. Good.

Unfortunately, this all changes in CD2, when you get to play Chris. Suddenly, 
Claire transforms into an emotional cesspit, becoming Chris' 'little sister' and 
the 'crying widow' all at once. Overall, however, she wasn't at all bad.


Rodrigo
-------

It's clear that Rodrigo wasn't thinking straight. A shortage of hemoglobine can 
do that to a man, otherwise he wouldn't have liberated Claire Redfield, the girl 
that got away with destroying half the Paris facility and survived the horrors 
of Raccoon city.

But then again, keeping someone with that kind of track record locked up would 
be a serious mistake, especially when you're on your last breath. And maybe 
there'd be a bonus in it for him? He wasn't wrong, as Claire got him the 
medicine he needed and threw in her cool Zippo for good measure.

In short: Rodrigo's a filler character. Few things to say, few things to do, 
boiling down to giving Claire her 'trademark Lockpick' and Chris his 'trademark 
Lighter'. His voice acting's good, though.


Steve Burnside
--------------

No, I'm not going to state the obvious fact that Steve looks a lot like a 
certain Hollywood moviestar. It's just a coincidence, I'm sure. 

It occurred to me that Steve is quite comparable to Carlos from RE3:N. Like 
Carlos, Phthief has a little 'accent' that girls go crazy about - or so they 
claim -, except that the trick doesn't work for Jill and Claire, let alone for 
the spectator, who can barely restrain laughter.

It's also clear that Carlos and Steve develop a boon for Jill and Claire, but 
their advances are hardly noticed. Jill gets showered with presents (Grenade 
Rounds-all flavors) but is used to things like that, as Barry used to do the 
very same thing in RE.

Steve doesn't exactly use the presents approach, but rather relies on his good 
looks and romantic gestures in order to score. Of course, his good looks and 
romantic gestures are not up to par, so the score remains a big fat zero.

I had loads of fun watching the transport plane sequence, where Steve homes in 
at sleeping Claire, who wakes up just before he 'got in'. Almost instinctively, 
I banged on the table, only to see Steve do the very same thing on the plane's 
window :). Knew just how he felt there.

Another great laugh is Steve's transformation into a huge toad, his face nearly 
unaltered, and the tear-inducing confession sequence after that... I could swear 
I saw some slime dripping off my trusty trinitron.

Anyway, if you thought Steve to be a pretty whacky character (which he is), 
think again...


Alfred Ashford
--------------

Thank you, Capcom. After the pretty good cast in RE3:N, I yearned for a new 
chief Irons. Alfred's been more than worth the wait, I must say.

This is, hands down, the most insane character ever to appear in the RE saga. 
Forget Irons. Forget Birkin. This is the King of Crazy Hill.  For starters, he's 
so nuts that the developers could barely contain him in one voice actor. Two 
were needed, one of them being female!

Yes, that's right, in his mind, Alfred's male and female. Not able to cope with 
his sister Alexia being absent, he simply created her in his mind. And likes to 
wear her clothes when she surfaces. And is able to talk like her as well, 
something a man could only achieve by removing his t--.... nahh, he wouldn't be 
THAT crazy. Would he?

I love him to bits. This is one helluva cartoon villain and no mistake. I 
thought Chief Irons was sick, but Alfred easily steals the crown. Man, it really 
brings back the fun in destroying Umbrella, and hopefully, Capcom can retain 
this high standard in RE4. ;)


Alexia Ashford
--------------

Referring to T Wilde's RE thesis, it's astounding how Veronica awakened from 
cryogenic sleep without any outside help and immediately knew that Claire and 
Steve were bad guys that had to be destroyed using giant mind-controlled 
tentacles.

It made her look seemingly invincible, and my first reaction was, 'Whoa! How am 
I going to beat THAT?!'. Well, as it turned out, all you need is a Shotgun and 
heavy calibre Magnum. And a rocket launcher to finish the job, but that's 
customary in the RE universe.

Alexia doesn't say much, and she doesn't have to. She radiates fear. She's the 
kind of girl that turns up at a party, and everyone knows that things are going 
to be bad. That it means certain death to all the visitors is novel, but still, 
you get the picture.

Her constant grins at Chris disturb me. It's as if she knows that Chris -or you, 
the player- is her only threat, the only one that can stop her from becoming the 
ultimate being. And she knows that she hasn't got a chance -you're gonna win 
anyway-, so she decides to mock fate right in the face. 

There's a lot of symbolism in this game. Shinji Mikami decided to grin at his 
own universe. Or I'm simply looking too deep. After all, it's just a video game 
but then again, a lot of people are inhabiting it and write a thesis about the 
subject. Or inventing crazy theories about it. Hmm...


Albert Wesker
-------------

I don't care. So he's back and likes to wear novelty contact lenses. I don't 
mind about the scenario hickup here, as long as he's back. Wesker and his shades 
are cool, and I'm slightly disappointed to see that he only has a minor role in 
the story - and gets to say even less.

"But it's just not possible! He's DEAD! Tyrant cut him up in front of my face!" 

Hey, I said I don't care. He's back, programmed to get superior viruses and work 
out his vendetta with Chris for the higher glory of a yet unknown rival company 
(maybe it'll be called "Acid Rain", the kind that melts umbrellas? ;). What more 
do you want? I welcome The Man back with open arms.

Only one thing: where are Wesker's superior abilities in the Battle Game? There 
I sat, going like "Oh yeah. Let's clobber some Hunters with bare hands. Come and 
get some! (for some reason, Wesker brings back memories from the almighty Duke. 
Have no clue why)"

But then, all I got was a standard RE character, and felt kinda ripped. Oh well, 
at least Chris is fun. You gatta love that Magnum. Especially when you don't 
need to reload all the time. 


005VARIOUS

This guide was started July 17th, completed July 18th and updated August 5th, 
August 11th. I hope that you enjoyed reading it, and maybe take on the 
challenge. Happy hunting!

There's still much room for improvement, because:

*No need to improve the Glock 17
*Lots of unnecessary Herbs picked up
*A few boxes of shells too many
*Loads of Handgun Ammo left

Those are just a few things I noticed while writing the FAQ, so I reckon that a 
2:00-2:15 is definately possible. But I'll leave the optimising to you and the 
message boards... peace out!


Vincent Merken, Belgium.

vip@padua.org


PS: Greeting

My happy colleagues at IMO/LUC and Future Press, Nadine, Frank, Tim, Stijn, 
Koen, Bart, Gert, Griet, Geert, Ken, Els, Jo, Frank Michlick, Frank Glaser, 
Joerg Kraut, Ives Brabant, Geert Verschueren, Fredrik, Marco, Mikko, Yariv, my 
former colleague-students at KUL, my fraternities Filii Lamberti and Wina, JR 
Kerr, Aya Brea, Mermaid, Xbow, Deekay, Jeff and the entire human civilization

from a dusty rock in Scotland. Damn, the wind's blowing my kilt     
up!  ;)










 














