RESIDENT EVIL CODE: VERONICA: DREAMCAST EDITION
SEGA DREAMCAST
VERSION 1.0
CREATED BY: CVXFREAK
FEBRUARY 21, 2002

CONTENTS
--------

1.  INTRODUCTION
2.  FAQ HISTORY
3.  CONTROLS
4.  CHARACTERS
5.  STRATEGIES
6.  WALKTHROUGH- CLAIRE REDFIELD
7.  WALKTHROUGH- CHRIS REDFIELD
8.  BATTLE GAME
9.  BATTLE GAME- CLAIRE REDFIELD
10. BATTLE GAME- ALTERNATE CLAIRE REDFIELD
11. BATTLE GAME- CHRIS REDFIELD
12. BATTLE GAME- STEVE BURNSIDE
13. BATTLE GAME- ALBERT WESKER
14. ITEM LIST
15. FILE TRANSCRIPTS
16. HERB GUIDE
17. MONSTER AND BOSS LIST
18. OPTIONAL AND ALTERABLE SCENES
19. NEW EVENTS GUIDE
20. HISTORY AND STORY
21. WESKERS REPORT
22. FIFTH ANNIVERSARY PACKAGE FAQ
23. SPEED HANDGUN/KNIFE WALKTHROUGH
24. US/JAPAN CHANGES FAQ
25. SPOILER-FREE WALKTHROUGH
26. MY REVIEWS
27. CONCLUSION

1. INTRODUCTION
---------------

Resident Evil CODE: Veronica is Copyright 2000 by Capcom Japan. It is available
for the Sega Dreamcast, which is copyright by Sega, respectively. This is not
an official Capcom FAQ, but an independently made FAQ for www.GameFAQS.com.

No other website may host this FAQ from now and on. Please do not ask.
GameFAQS.com is the only reliable website on the web for independent FAQS, as
no other website to my knowledge has kept any of my documents updated.

With the legal stuff out of the way, I would like to welcome you to the brand
spanking new version of my Resident Evil CODE: Veronica FAQ. I have remodeled
the entire FAQ, removed worthless information and rewrote the walkthrough to be
more in depth and specific. This FAQ will cover the Dreamcast version.

I made this FAQ mainly to refresh my skills of writing FAQS. I havent written
a new walkthrough for a game since Devil May Cry. I have big plans for a
FAQ/Walkthrough for GameCubes BioHazard, and I intend it to be the best FAQ
ever. This will give way to what you should expect from the upcoming GC
BioHazard FAQ.

So basically this FAQ is practice. But that will definitely not tarnish the
quality intended for this FAQ. I am making this FAQ extremely prolific, and
will be a FAQ that I use for examples, should I ever want to work for the big
guys at Brady, Prima, etc. So basically this FAQ will be useful to everyone.
Well, this introduction has gone extremely long. Now, onto the FAQ.

2. FAQ HISTORY
--------------

FEBRUARY 21, 2002
Converted my RECVX FAQ to cover original CODE: Veronica.

3. CONTROLS
-----------

DREAMCAST VERSION:

     R Trigger: Ready Weapon (press and hold)
     L Trigger: Change Targets (when R trigger is held)
     X Button: Action/Confirm Selection
     Y Button: Map Screen
     B Button: Status Screen/Cancel
     A Button: Dash (with D-button UP)/Cancel selection
     Start Button: Option menu, skip movie/cut-scene
     Analog Thumb Pad: Moves character and options
     D-Pad: Moves character and options

To move character:

     UP: Forward
     DOWN: Backward
     RIGHT: Rotate right
     LEFT: Rotate left

Remember, this FAQ is for the Dreamcast Version!

******************
To move character:
******************

UP: Forward

DOWN: Backward

RIGHT: Rotate right

LEFT: Rotate left

4. CHARACTERS
-------------

CLAIRE REDFIELD
AGE: 19
Claire Redfield is the first controllable character in the game. If you played
Resident Evil 2, youll remember her. She is currently looking for her brother,
Chris Redfield, from the first Resident Evil. She went to Raccoon City to find
Chris, and ran into Leon in the process. Umbrella, a pharmaceutical company,
had turned the city into a zombie town thanks to the T-Virus, a toxin that
causes living things to become demos. But that wasnt the first outbreak. It
was at the Spencer Mansion, where Chris Redfield had a mission at. Claire
Redfield eventually escaped Raccoon City a few days before it was nuked, and
followed up on clues that brought her to the Umbrella Headquarters in Paris,
France. She is captured by Rodrigo Raval, and is taken to an island. After an
outbreak on the island thanks to an attack by the supposedly dead captain of
Chris Redfield, Albert Wesker, which prompted Rodrigo Raval to free her, she
meets Steve Burnside and tries to fight her way off the insane asylum that has
the maniac of all maniacs running around.

CHRIS REDFIELD
AGE: 26
He is a member of S.T.A.R.S. of the former Raccoon City Police Department.
After cannibal attacks outside of Raccoon City, his tea was sent to
investigate. Many of his team mates were killed by the zombies found there, but
he, Jill Valentine, Barry Burton and Rebecca Chambers escaped and lived. Now he
is up against Umbrella. He left Raccoon City before the outbreak and nuke of
the town with Rebecca Chambers and now that he was told by Leon S. Kennedy that
Claire was captured, the big brother sets out to save his little sister. But an
old team mate who was murdered at the Spencer Mansion has returned to haunt
him

STEVE BURNSIDE
AGE: 17
Steve Burnside is a teenager. His family was captured and taken into the island
after Umbrella had found out about his fathers illegal activities with the
company. Judging from his attitude, he hasnt been neglected by his family in
the past. He was actually well raised, as he can operate seaplanes, and can
shoot guns better than anyone in the Resident Evil series thus far. He is
extremely cocky and evasive when Claire asks him personal questions. What
exactly is he hiding?

ALBERT WESKER
AGE: 38
He was the leader of the S.T.A.R.S. until he was murdered by the T-002 Tyrant
during the Spencer mission. He betrayed STARS and caused most of them to be
murdered. After Jill Valentine discovered his plans, he was murdered, but let
Tyrant attack him. He got a virus from William Birkin, a top Umbrella
scientist. That virus gives him life and extreme power and speed. He also has
deeper plans than hunting Alexia Ashfords T-Veronica Virus. Apparently, he has
also had some involvement with the Raccoon City incident. Now that Chris is in
the area, he intends on getting revenge, for Chris destroyed Weskers precious
Tyrant in Resident Evil.

ALFRED ASHFORD
AGE: Unknown
Alfred Ashford is a strange man, indeed. He heads Umbrella after his
father died. This guy is just as depraved as Umbrella is, and that's
because his twin sister, Alexia, died when he was young. He misses her so much,
that sometimes well, youll find out in the game. The guy is pretty rich,
owning 2 Umbrella bases and even has competition with William Birkin to create
a powerful virus.

ALEXIA ASHFORD
AGE: Unknown
Alexia is as depraved as Alfred is. She did some strange experiments on
herself and now she has become a monster. She never died to begin with,
and that's a secret Alfred is keeping with him... during the game she
turns into a monster because of her T- Veronica Virus. She is extremely pretty
though, but looks can be extremely deceiving. She competes with William
Birkins G-Virus in order to get Umbrellas attention for a powerful virus.

RODRIGO JUAN RAVAL
AGE: Unknown
He captured Claire Redfield in Paris and after Weskers attack, he lets her go
to survive. Besides Steve Burnside, he is Claires only other ally on the
island. He doesnt seem extremely useful until middle in the game, when he
provides Chris Redfield with information about Claire. His role is not big in
the game, but like Richard Aiken from Resident Evil, Marvin Branagh from
Resident Evil 2, and Mikhail Victor from Resident Evil 3: Nemesis, Rodrigo has
a small but arguably important roll in the game.

5. STRATEGIES
-------------

CONSERVE AMMO!
Resident Evil CODE: Veronica is hard, since it has no difficulties. It is easy
to use up a lot of ammo. The Tyrant, and Alexia require a lot of ammo. To
conserve ammo throughout the game, strictly use your Handgun and use the Knife.

USE THE KNIFE!
Aim the Knife at a zombies knee and hack at it. This will cause them to trip
and you can then hack them while they are down. But dont try hacking at a
zombies torso, as they will surely bite you.

FIRE FROM A DISTANCE!
Hunters and Bandersnatches are extremely versatile when close up to Chris and
Claire. You will want to get to a distance and fire guns like the Submachine
Gun (Chris), Grenade Launcher, M 100P (Claire) and Handgun.

UPGRADE HANDGUNS!
As Chris and Claire, you will get opportunities to upgrade your guns. Even if
Chris gun lacks in any real upgrade, simply use it anyway. The upgrade must do
SOMETHING. Claires Handgun NEEDS to be upgraded, as it is extremely powerful.

KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU!
Sometimes you can drop health because some monsters are stronger than others.
Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can
cover small damage, while the First Aid Spray can cover sudden health drops
from Hunters or Banders.

USE THE LIGHTER AGAINST BATS!
Light scares bats away. Plain and simple.

ONLY USE HANDGUN IN CLAIRES SECOND MISSION!
When you control Claire again after playing as Chris, only equip the Handgun on
her! She doesnt need anything more powerful, and if you do, this can tarnish
your end game battle with Alexia II and III.

SAVE THE ASSAULT RIFLE FOR CHRIS!
Unless you are direly low on ammo, saving the powerful Assault Rifle for Chris
Rockfort Island mission is extremely smart. The gun can deal with Hunters and
the Bandersnatch, as well as the occasional zombie.\

PLACE THE FIRE EXTINGUISHER IN THE ITEM BOX!
Soon, youll be able to place the Extinguisher in the Item Box, NOT SECURITY
BOX. This will enable you to grab the Magnum later on. But if you dont, you
can still beat the game, but the Magnum will not appear.

GIVE RODRIGO THE LIGHTER AND HEMOSTATIC!
This will guarantee Chris Redfield the Submachine Guns and Claire the
Lockpicks. Both items can be used to obtain extra ammo, new guns and gun parts.
Extremely important to beating the game with ease.

MAKE MULTIPLE SAVES!
Make at least 3 saves. Make one for the island, and progress on the game, but
save onto another spot (preferable the post-Tyrant fight) and then save when
you get Chris. Those are definite save areas. If you keep multiple saves, you
can then start from and older save if you mess up (EX miss the Extinguisher).

6. WALKTHROUGH- CLAIRE REDFIELD
-------------------------------

Before beginning, I will tell you that this is the most drastically changed
part from my old walkthrough. The FAQ is basically much more in depth than
before, and offers more options and strategies, so things can be easier to
understand. It is basically an easy to follow walkthrough, with room by room
paragraphs describing items in the area, and the likes. Special !!ALERT!!
Paragraphs will also be used to show important upcoming scenes and important
information.

Before starting the FAQ, you might want to grab pen and paper, as AI may make
you jot some notes down. Grab some paper or pencil right now.

.
.
.

I thought I said grab some paper and pen! Do it right now! There, that is
better! Now, we are ready to begin. Place the disc inside your PlayStation 2,
select New Game, watch the opening cut-scenes and you should be in a cell
block.

*********************
PART ONE- PRISON AREA
*********************

CELLBLOCK ROOM
We are in a cellblock. Start off by going to your item screen. Go to the
LIGHTER you see and use Select with the action button. This will prompt a
cut-scene. After the cut-scene, go back into the cellblock and grab the ever
important GREEN HERB. In the small corner of the room, grab the HANDGUN
BULLETS. On the desk near the unconscious jailer is a COMBAT KNIFE. Once you
have all the items, you may exit the room.

!!ALERT!!
Rodrigo is injured. You will need to find him HEMOSTATIC MEDICINE, which can be
found in about an hour through the game. If you do not, you will miss out on
some useful items.

CELLBLOCK HALLWAY
Run across the typewriter and grab the INK RIBBON from the desk. Do not save
the game, though. Grab the box of HANDGUN BULLETS on the ground also. Run
across the hallway, and un-equip the LIGHTER in your item screen, and equip the
COMBAT KNIFE instead. Climb the stairs.

GRAVEYARD
Run across the graveyard and make a U-turn passed the burning truck. A
cut-scene will then trigger, and 4 zombies will appear. This battle is simply
not worth it. Dodge the zombies and continue in the direction you are facing,
pass the open gate to the door. If you get bitten, check your Health Status on
the Item Screen. Only use the GREEN HERB from Rodigos cellblock if you are on
Yellow CAUTION health. Pass through the door.

!!ALERT!!
That BRIEFCASE that fell from the exploded truck is an item you will get in 10
minutes. But do not get it now, as fire surrounds the BRIEFCASE.

COURTYARD
Walk up some steps and another cut-scene will occur between Claire and Steve
Burnside. After he leaves, you will want to grab the HANDGUN BULLETS on the
truck next to the door you just passed through. Dont forget that you know have
the HANDGUN equipped. Keep it equipped. Pass through the only unlocked door in
this courtyard (besides the one you passed through).

!!ALERT!!
The giant door is the gate of the Prison and the goal of this mission is to
unlock it. It leads to the other areas of this entire island. We need a HAWK
EMBLEM to unlock it. It is in this prison, somewhere.

BARRACK
In this circular room, you have the option to explore the barracks nearby.
Climb the small set of steps, and pass a door to the GREEN HERB nearby. Go back
to the door you just passed and enter through it. Those individuals who want to
skip this area and a powerful weapon can meet me at the upcoming GUILLOTINE
CAGE paragraph.

PRISON HOUSE
In this disgusting prison house, there are zombies. Shoot them. You have plenty
of bullets to burn. Once they are all dead, climb the small steps up to the
table and grab a GREEN HERB. Head back down the small stairs and to the door to
the right from where you just entered from.

BUNKROOM
Run across this room and on the second bunk to the right, grab the PRISONERS
DIARY.

		
After reading it, keep moving forward and turn 2 left turns. At the end, grab
the HANDGUN BULLETS. Head back and where you see the window banging is another
box of HANDGUN BULLETS. Suddenly, the zombie will break in. Shoot it and the
other 2 zombies that get in your way. After the fierce battle, pick up the M
100 P guns. These guns are extremely powerful, but save them for the MILITARY
TRAINING FACILITY. Return to the Main Room.

PRISON HOUSE
Zombies have invaded, so dodge them. Before exiting, re-explore the room and
find a PRISON MAP in the corner. Now you can find your way back.

BARRACKS
Head down the small steps. Watch the cut-scene. Turn and continue along the
path. Another cut-scene occurs. Continue along the path until you come to a
locked gate and a door. Enter the door.

!!ALERT!!
The cut-scenes hint at some extremely familiar monsters. They are unfamiliar if
you havent played Resident Evil, Resident Evil 2 or Resident Evil 3: Nemesis
yet.

GUILLOTINE ROOM
Kill every zombie in here. There are zombies behind the gate, but you cannot
kill them. The door to your right is the other side of the Nailed Door in the
COURTYARD, where you met Steve Burnside. The small door hidden in an alley ward
in the corner is your next destination.

!!ALERT!!
That locked gate needs to be unlocked. You will do it in a few minutes.

SECURITY PIRATE HALL
No, there are no pirates. But you will find out soon on why it is called the
Security Pirate Room. Head up and a cut-scene will occur, making you place ALL
your items inside the SECURITY BOX, including the Lighter. Run across the hall,
passed another SECURITY BOX. Turn to Claires right. There is a table with
GRENADE ROUNDS and FLAME ROUNDS. There is also a FIRST AID SPRAY. Deposit them
in the nearest SECURITY BOX. Then take the door nearby.

COMPUTER ROOM
Run down and grab the document. Then turn around and watch a cut-scene with
Steve. Afterwards, examine the yellow clipboard next to the computer. Youll
get the HAWK EMBLEM, the Item you need to get out of the PRISON. The door
nearby is blocked, but press the little switch to the right of the door. Now
you can unlock the Gate in the GUILLOTINE ROOM.

SECURITY PIRATE HALL
Return to the SECURITY PIRATE ROOM. Go to the 3D Duplicator machine, to the
right of the table. Examine the machine and place the Hawk Emblem in there. Now
return to the first SECURITY BOX and grab the HANDGUN, BULLETS and HERBS.
Return to the GUILLOTINE ROOM.
GUILLOTINE ROOM
Go to the Roll Up Gate. To the left is a blinking switch. Press it. The gate
rises and zombies attack. Kill them ones in front of Claire by exploding the
BARRELS nearby. Kill the rest of the zombies. Now go into the garage and grab
the FIRE EXTINGUISHER. Head into the cage and grab the PADLOCK KEY from the
guillotine slick. Return to the BARRACKS.

BARRACKS
Continue your way around. Eventually, cereberus will chase you, so keep
running. Head through the door at the end, back into the COURTYARD.

COURTYARD
Zombies have entered this area, so dodge them. You may not have enough BULLETS
to stop them. Enter the door leading to the GRAVEYARD.

GRAVEYARD
Kill every zombie in here with your HANDGUN. Now go over to the burning truck
and use the EXTINGUISHER. Grab the BRIEFCASE. Open it in your ITEM SCREEN by
EXAMINING it, and then spinning it to the top of the case,
where you can open it. Inside is TG-01 and a file.

Now return to the COURTYARD.

COURTYARD
Run into the Barracks.

BARRACKS
From the entrance, turn to Claires right to a locked gate. Use the PADLOCK KEY
to unlock it. It leads to the door leading to the GUILLOTINE ROOM, therefore
you can avoid the cereberus now! Head into the GUILLOTINE ROOM.

GUILLOTINE ROOM
Return to the SECURITY PIRATE HALL. Drop your items into the SECURITY BOX,
except the TG-01. That is not metal, so it can bypass it. Return to the machine
where you left your HAWK EMBLEM. To the right is a gold mechanism. Use the
TG-01 there. After a cut-scene, grab the SPECIAL ALLOY EMBLEM from where you
placed the TG-01. Attempt to leave and then zombies will run in. You have no
gun right now, so dodge them until you reach the first SECURITY BOX. Grab EVERY
ITEM, including the FIRE EXTINGUISHER and the LIGHTER. Return to the GUILLOTINE
ROOM.

GUILLOTINE ROOM
Run back to the BARRACKS.

BARRACKS
Turn to Claires left, and enter the COURTYARD.

COURTYARD
Turn to the biggest door in this room- the PRISON GATES. Use the SPECIAL ALLOY
EMBLEM on the gate. Exit the COURTYARD.

IRON BRIDGE
We arent out of the PRISON yet. Run across the bridge, and turn left, down a
smaller pathway. Cross it and then turn right, after grabbing 2 GREEN HERBS.
See the crates? Push the one closest to the truck up toward the other crates,
and then push them to the right, providing space over the fire. Now head to the
truck in the middle of the bridge and grab the HANDGUN BULLETS. Now head over
the crates, and up the stairs. We are out of the PRISON!	

******************************
PART TWO- WANDERING THE PALACE
******************************

PASSAGE
There are zombies here, so shoot them all. You should have enough ammo. Youll
notice a door nearby, which leads to the MILITARY TRAINING FACILITY. Ignore the
door for now, and follow the path to a gate.

PALACE COURTYARD
Dodge all the dogs here. Dont grab anything. Climb the stairs and run for the
PALACE. Head through the door.

MAIN HALL
In here, run over to the computer. Enter the following code into the computer:
NTC0394. You will have saved some time. The door nearby unlocks, but before
going there, grab some HANDGUN BULLETS. Head up the long stairs and turn right.
Head through the nearby door.

PALACE SAVE ROOM
This is the first SAVE ROOM, so rest easy. Head to the ITEM BOX and drop off:

COMBAT KNIFE
1x GREEN HERB

You should have enough space soon, but that will be find for now. Head around
the corner from the door you entered and grab the file. Keep going until you
reach a locked door. Grab the GREEN HERB nearby. Exit back into the MAIN HALL.

MAIN HALL
Head to the door to the very left of the room. It is the BATHROOM.

BATHROOM
Search the stalls for HANDGUN BULLETS. Search the sink for FIRST AID SPRAY.
Grab the nearby DURALUMIN CASE. Now exit.

MAIN HALL
Head into the door you unlocked with the computer.

HALLWAY
Shoot all the zombies here. Grab the HANDGUN BULLETS and RED HERB. Combine the
RED HERB with 1 GREEN HERB. Pass by the locked double doors until you see a
single door. It is the GUN ROOM.

GUN ROOM
Grab the HANDGUN BULLETS. See the blinking button underneath a display? Press
it and watch a cut-scene. After it ends, a new passage will have opened. Grab
the STEERING WHEEL and leave.

HALLWAY
Run back to the MAIN HALL.

MAIN HALL
Attempt to exit the place completely, and youll hear a scream. Return through
the door you unlocked with the computer.

HALLWAY
Run to where you got the STEERING WHEEL.

GUN ROOM
Go to the computer console. It is a puzzle. Simple press options C and E. The
puzzle will end, and you can return to the HALLWAY.

HALLWAY
Run back to the MAIN HALL.

MAIN HALL
In the MAIN HALL, a cut-scene will occur. After it ends, exit into the PALACE
COURTYARD.

PALACE COURTYARD
Grab the nearby GREEN HERB. See the GREEN BLINKING OBJECT? It is called the
NAVY PROOF. DO NOT grab it. Turn to Claires right from the stairs and head
through the gate. Dodge the monsters.

SUBMARINE DOCK
Run and make a U-turn and grab the PALACE MAP and HANDGUN BULLETS. Head to the
dock and then grab the BOW GUN ARROWS. Go to the little platform and use the
STEERING WHEEL. A SUBMARINE will rise, so head inside.

SUBMARINE
On the chairs is a SIDE PACK. Equip it to make Claire hold more items. Go to
the control panel of the SUBMARINE and flip the switch. After a sequence, head
up the ladder.

AIRPORT TUNNEL
Run down the stairs and continue down the tunnel. Head through the first door.

AIRPORT OFFICE
Kill all the zombies in here. If you are running low on ammo, use the M 100 P.
After you kill all the zombies, take the door to the right.

BRIDGE
Run across this bridge. At the end is a gate. Go through.

CARGO ROOM
Here, take the small lift in the corner. Nearby is a control panel. Examine.
You are now pushing a crane. Push the UP button until the crate stops moving.
Then push it LEFT until it stops moving. Ride the lift back down. Go to where
the crate was and then push the blinking button. An elevator rises, along with
zombies. Kill them. Nearby, grab the BIOHAZARD CARD and the BOW GUN ARROWS.

Return to the BRIDGE.

BRIDGE
Run across back into the AIRPORT OFFICE.

AIRPORT OFFICE
Return to the AIRPORT TUNNEL.

AIRPORT TUNNEL
Return to the SUBMARINE.

SUBMARINE
Ride the SUBMARINE back to the surface.

SUBMARINE DOCK
Climb the stairs back to the PALACE COURTYARD.

PALACE COURTYARD
Dodge the dogs. Head to the first gate and down into the PASSAGE.

PASSAGE
Run down until you are at the stairs leading to the PRISON. Dont go down into
the IRON BRIDGE. Take the small door nearby.

**************************************
PART THREE- MILITARY TRAINING FACILITY
**************************************

MILITARY TRAINING FACILITY YARD
The GULP WORM appears. Dodge it an head into the double doors on the LEFT.

FACILITY HALL
Head into the staircase to Claires right. Up the stairs, turn left, passed the
knobless door. Head into the LABORATORY.

As you enter, a HUGE worm will attack Claire. Let it have a rocket and
it will die. On EASY or NORMAL, dodge the thing and enter through the
building. When you enter, go to the shutter on the far back and use the
Biohazard Card to open it. When you pass through, it will lower again.
Pass through the door into the courtyard.

When you enter the courtyard, Alfred will try to shoot you with his
Sniper Rifle. Evade by running up the stairs. Go passed the locked
brown door and the blue box on the balcony handle. Enter through door
Alfred went through. Remember where that blue box is! You will be in a
hall. Go down and then to the gray door. It is a save room. Make sure
you have 3 spaces at least. Save the game and exit.

Now go through the brown door. Alfred will lower a shutter and lock you
in. Go through the brown door. Turn left and collect the pair of
Machine guns. Now attempt to go down the stairs and a Bandersnatch will
appear. Blast it with the Rocket Launcher or use 3 Bow Gun Arrows to
kill it. A door at the bottom of the stairs will open. Go through it
and another Bandersnatch will attack Claire. Steve then comes in
"Matrix-style" and blasts the Bandersnatch with the 2 Lugers. After it
dies, Claire trades the 2 machine guns for the 2 lugers. Now Claire can
access that door in the Palace Save Room.

The floor starts to lower. Then you will control Steve. Steve is now in
Steve Room 1. Blast all the zombies and then head to the door on the
left. That is Steve Room 2. Blast all the zombies in here and remember
that green bottle in this room. Chris will need that.

Go back to Steve Room 1 and head through the door next to the gate. You
are now in Steve Room 3. Blast all the zombies. Now climb the stairs
and then exit into the Sewer Balcony. Steve will rant and then you are
in control of Claire again. Claire and Steve ride an elevator up. When
you control Claire, follow Steve through a door.

You are now on 2F of the Steve's Dad room, and you'll soon see why it
is called the "Steve's Dad" room. Go to Steve and you will fall down
into 1F of Steve's Dad room. Steve will suddenly see a zombie and empty
his Machine guns into. He will then say "father!"...

Steve tells Claire about why he is on the island and that he just
killed his zombie dad. When the scene is over, head to the door left of
Steve. Blast all the zombies and then head to the door at the end.

You are in the Model Room. Grab the Eagle Plate and then head back to
Steve's Dad Room 1F. Head through the double doors to the Tank Room.
Exit the Tank Room through the single door. You are back in the yard
where you fought the worm. Head into the door you went through before.

Inside the Main Hall, head to the far shutter and raise it. Go through
the door to where Alfred attacked you. Kill the dogs with the Assault
Rifle or NORMAL players can dodge them. Then go to the blue box on the
balcony. Insert the Eagle Plate and the box will reveal an Emblem Card.
Now go back through the door to the Save Room. Use the Biohazard Card
to raise the shutter Alfred lowered. Put the Lugers inside the Item
Box. Collect the Hemostat from the Save Room and deposit it into the
item box. Now go back to the yard where Alfred attacked you.

Go down the stairs and then through the gate passed the fire. You'll
see a ladder. Go down. Go passed the lever to the gate. Remember that
lever when you play as Chris. Use the Emblem Card on the gate. Climb
down the step and you are now back in Steve Room 3. Head back to Steve
Room 1. Raise the gate next to the door and then take the Grenade
Launcher if you want, although there's already one in the Item Box if
you're an EASY or VERY EASY player. Now go back through Steve Room 3 to
the Sewer Balcony.

In the Sewer Balcony, head through the elevator and ride it to 2F. On
2F, go to the gate and use the Emblem Card on the blue gate. When it
rises, discard the Emblem Card. Run passed the brown door to the main
screen. Examine the computer and then take the Army Proof. You need
that Proof for the end of disk 1 (DC Version). Examine the camera
computer and you will see an infra red scope of a room. Zoom in on the
Skeleton Picture and remember the code "1126".

Now exit the room through the brown door. You are now back on the
balcony where you got the Emblem Card. Go down and back into the Main
Hall. Now go to the first shutter and use the Biohazard Card. Discard
the Biohazard Card and then climb the stairs. Pass the door with no
doorknob. Chris will open that door. Go through the open door. Inside,
look for the other door and enter the "1126" code.

Enter and collect the Skeleton Painting. An Albinoid will then escape.
Dodge them and run for the Main Hall before you get trapped. Go back to
where Steve shot his dad. Head into the room where you got the Eagle
Plate. Put the Painting in the spot where the Eagle Plate used to be
and a wall will slide up. A model of the MTF will appear. There's a
Gold Key on it. Grab it. Now leave the MTF and head back to the Palace.

Once back in the Palace, go through the door you unlocked with the
computer. Inside, pass the door where Steve got the Lugers. Unlock
those double doors with the Gold Key and discard it.

Inside, press these paintings in order. Press the women painting first.
Then press the painting with the man and 2 babies. Then press the red-
haired man holding a teacup. Then press the other red-haired man
painting with a plate in the back round. Then press the painting with a
guy holding paper. Then press the painting with the man wearing blue.
Then press the giant painting. It will spin and a vase will be
revealed. Grab it and check the inside. A Queen Ant Object is inside.

Now go to the Save Room. Deposit the Bow Gun and Army Proof. Grab the
Lugers and use them on the door. The door will now open. Go through and
find the computer on the desk. Enter the code "1971" and then a shelf
will slide, revealing a passage. A Bandersnatch will appear. Use the
Rocket or Grenade Launcher to blast it. Go through the door in the
tunnel.

Follow the tunnel until you reach the stairs. You are now in the
Private Residence. In the yard, blast/dodge the Bandersnatch and then
enter the building with the Lighter equipped.

Inside, climb the staircase until you reach a door. Go through. Claire
will then hear Alexia Ashford talking to her brother, Alfred. After
"they" leave, go inside the nearest door. Examine the Music Box and
close it. The bed will drop and reveal a Silver Key. You can't climb
the ladder on Alexia's bed right now. Go back to the Palace.

Once back, use the Silver Key on the door across the save room. Inside,
are a casino and a piano. Collect the Herbs if you want to heal.
Collect the Explosive Power and make 10 Explosive Arrows. Deposit them
in the item box. Now go back through the door you unlocked with the
computer.

There, go to the nearest double doors and unlock them with the Silver
Key. Discard the Silver Key and enter. Launch a rocket at the 2
Bandersnatch, or dodge them. Now go to the floor between the two desks
and collect another Eagle Plate.

Go back to the Save Room and grab the Hemostat medicine. Now gear up
with the Hemostat and Eagle Plate because you are going back to the
Prison! Head back to the Passage and down to the Bridge. Head through
the giant gate.

======================================
PRIVATE RESIDENCE AND PALACE PART 2
======================================

When you are back in the room where you met Steve for the first time,
head to where Rodrigo is. Claire will feed him the hemostat and trade
her Lighter for the Lockpick. After the scene, go back to the
Guillotine. Inside, passed the slick, use the Eagle Plate on the door.
When it slides, blast the zombies.

Go through the door. Blast the zombies and head through the left door.
You are in the Doctor Room. Pass through the room to another door. Pass
through that door. NORMAL PLAYERS find the Duralumin case and use the
lockpick to open it. It will reveal Handgun parts. Combine it with the
Handgun to create a 3 burst Handgun. Go back into the Doctor Room.
You'll see a Doctor zombie and a normal zombie. Blast both of them. The
Doctor Zombie dropped a Glass Eyeball. Pick it up. Now go to the back
area of the room and place the eyeball in the cadaver. A secret
stairway will form. Go down.

Cross the Bat Hall and go through the door to the Torture Room. Blast
the zombies and go down the stairs into the door. You are in the Armor
Room. Grab the Rusted Sword. The middle statue will rise and gas will
begin to spread. Push the bar on the statue counter clock-wise and the
gas will stop. The statue you got the Rusted Sword from will spin into
an armor. Insert the Rusted Sword in and a zombie comes out. Blast it
and collect the Piano Roll. You have now explored EVERY room in the
Prison! Go back to the Palace.

============================================
RETURN TO PALACE AND PRIVATE RESIDENCE
============================================

    =================================================
    ***GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY***
    =================================================
Since a boss fight is coming at the end of disk 1, detour into the
Military Training Facility. Go to the room where you used the Key with
Tag and find the drawer near the door leading to the back area. Use the
lockpick and then Pistol bullets will be revealed.

Go to Steve Room 2 and use the lockpick on the cabinet with the Acid
Rounds. Grab the Acid Rounds. Then go to the room with the MTF model.
There's a drawer on the right. Use the lockpick and a First Aid Spray
will be revealed. Grab it and then continue back for the Palace.
    =====================================================
    ***END GETTING EXTRA SUPPLIES: NORMAL PLAYERS ONLY***
    =====================================================

Go back to the Casino Room in the Palace. Insert the Piano Roll into the
Piano and one of the slot machines will open. Grab the King Ant Object.
Now go back to the rooms of the Private Residence where you saw Alexia
talking to Alfred. Watch out for zombies and Bandersnatches.

Go to the room where you got the Silver Key. Insert the Queen Ant
Object into the Music Box and it will open. Grab the Music Box Plate.
Go back out the hall and head into Alfred's Room. Put the King Ant
Object into the music box in this room. When it opens, put the Music
Box Plate in. Alfred's bed will lower, revealing a ladder. Climb it.

You'll be on a carousal. Step off toward the ant painting. Circle the
carousal until you see a glittering object- a Silver Dragonfly, on a
chair. Check it and remove the wings. Go back to the ant painting and
insert the Dragonfly Key. The carousal will spin and a ladder will be
revealed. Climb the ladder.

There, push the crate right toward the bookshelf. Climb it and then
grab the file and Airforce Proof like the one you got in the MTF
Control Room. Now descend down the ladder to that carousal and down the
ladder into Alexia's Room.

As you leave Alexia's Room, you'll see a cut-scene involving Steve
shooting Alexia. As Claire gives chase into Alfred's Room via a secret
door, you find out Alfred has been dressing up like his fake sister,
Alexia. After the cut-scene, head back to the yard of the Palace.

When you get there, grab the Navy Proof. The self-destruct system will
then activate. After a cut-scene with Steve, go to the dock leading to
the Airport.

====================
AIRPORT PART 2
====================

At the dock, Steve will lead you to the Sub and the Airport. Follow him
to the Fork Room. This time, go to the left fork. You'll be at a
seaplane terminal. On the loading lift, insert the Navy, Army and
Airforce Proofs and go into the plane. Steve is in control. Climb the
stairs in the plane and a scene with Steve occurs. Claire needs to
raise the bridge to fly off the island. Grab the lever and head back to
the Fork Room.

Go to the Right Fork again. Cross the bridge into the Cargo Room. Ride
the lift; pass the crane controls and head through the door. Insert the
lever and raise the bridge to level 2. Cross the bridge to the Oil
Room. You'll find out why it's called "Oil Room" when playing as Chris.

Go to the pile of dead zombies and get the Airport Key. After that,
NORMAL PLAYERS use the lockpick next to the Oil Machine to get an
important First Aid Spray. Go back to the Cargo Room and use it on the
gate next to the lift. Go through to the Airport Save Room. Equip the
Rocket Launcher or NORMAL and EASY players equip the Grenade Launcher.
Crates jam the elevator. Push the right crate into the elevator. Now
push the left most crate all the way right and then push it in.

NORMAL guys might wanna save the game. Grab all the First Aid Spray,
Grenade Rounds (load them into G. Launcher) and Pistol bullets. NORMAL
people, withdraw the Duralumin Case from the Palace bathroom and use
the lockpick to open and reveal Explosive Powder. Combine it with
normal arrows and then put it in the item box.

Now board the elevator. It will rise while Alfred, still talking like a
woman, releases something familiar- it's a naked version of Tyrant from
Biohazard 2! And it's out for Claire. Also, there's 5 minutes until
detonation. When the elevator stops, head out. Claire is now in the MTF
yard where she fought the worm. Head toward the Palace.

On your way, Tyrant appears. Trapped, blast it with the G./R. Launchers
and it will kneel. When it gets up again, fire more shots and then
fall, face down. Run passed it and head passed the Palace for the dock.
Call the Sub with the Steering Wheel and then head down. Get to the
Fork Room and take the left into the plane.

The seaplane flies off the exploding island. Steve and Claire apologize
for everything that happened (notice the Biohazard 2 "A" Scenario
Ending theme playing). Alfred, still talking in a girl's voice, escapes
the island via an airport under the MTF's tank. Remember that for
Chris' game.

Back on Claire's plane, the Tyrant gets into the back area of the
plane. Load the R. launcher and enter through the door next to the item
crate. Tyrant has returned. Save the game before heading in.

============
***BOSS 1***
============
Tyrant
Difficulty: Easy
Since VERY EASY GUYS so conveniently have a R. launcher, simply fire
two rockets and then press the catapult button to the right of the
door. A crate will launch out of the plane and Tyrant will get pushed
off. Your first boss battle won in 10 seconds. EASY and NORMAL guys
don't have it easy. From the door, fire ALL 27 Explosive Arrows. The
press the catapult. There! Tyrant isn't THAT hard in all difficulties.
Return to the cockpit.
============
***BOSS 1***
============

Once back in the cockpit, Steve will lose control of the plane. Alfred
seems to have put it in auto pilot mode. It then goes to Antarctica
after another cut-scene.

***Dreamcast players switch to Disk 2 after the "free" save. PS2
players can simply start playing after the cut-scene. PS2 players get a
free save, too.***

==========================
CLAIRE IN ANTARCTICA
==========================

After Steve leaves, head to the right of the busted seaplane. Climb
down the ladder and go further right. VERY EASY guys can pass the door
and go down the stairs. Other players, enter. There, grab all the items
lying around. Bullets, Explosive Powder and First Aid Spray are in this
room. Dodge the now live zombies and exit. Proceed down the stairs.

You are in the Moth Room. Go to the door ahead. It is a Save Room. Grab
the Grenade Launcher with Grenade Rounds and a Pistol for EASY and
NORMAL guys. Look at the bookshelf behind the desk. Push it forward and
then turn right in the new passage. You'll see lockers. Run toward them
and a mouse named DIJ will pop out and run. Examine the locker and you
will find a button that doesn't work yet. You need power for it to
work.

Go back to the Moth Room. You should have the R. launcher, G. launcher
and Assault Rifle (VERY EASY and EASY). Arm the Assault Rifle or NORMAL
PLAYER's Pistol. Turn the corner and you'll see a moth. Blast the moth
before it poisons and sends a parasite to Claire's back. Whenever you
enter this room as Claire, blast the moths with the A. Rifle/Pistol.
Enter through the door into the Production Room. Blast the zombies with
the R. launcher or dodge them on NORMAL MODE.

Turn left and go passed 2 doors and then turn right toward the Gun
Room. Blast the zombies and then collect the Mining Room Key. NORMAL
PLAYERS collect the Assault Rifle from the green drawers. Go back to
the Production Room. Go to the first door you passed and use the Mining
Room Key. Go through. You are in the Mining Room (duh!). turn right and
climb 2 sets of stairs until you reach an Octa Valve Handle hole. MAKE
SURE YOU EXAMINE IT!!! Now go back down the stairs and turn right
toward a door. It's called the Power Room.

Inside the dark Power Room, use the A. Rifle on the dogs. Now find the
generator runner. Push it. To get to it, turn left from the entrance
and then make a right. Keep going and turn left and then right again to
reach it. Now go back to the entrance of the Power Room and find the
power switch. Turn it and the base now has electricity. Go back to the
Production Room.

In the Production Room, go to the only door you haven't gone through-
the BOW Room. Inside, use the G. launcher to blast the spiders. Then
look on the silver crates and collect the Bar Code Sticker. Near the
door, you'll notice a Gas Mask you can't get yet. Go back to the
Production Room.

Back there, go to the conveyer belt area near the Mining Room entrance.
Power up the conveyer belt and a crate will enter the Gun Room. Forget
that on VERY EASY MODE. Attach the Bar Code Sticker to the crate on the
belt and press the button. The crate will go to the BOW Room. Head back
to the BOW Room now.

Grab the Gas Mask and then exit. Now go back to the save room. Go back
to that locker where the mouse came from and press the button. The
locker will slide, revealing a chamber. Inside, underneath the grating,
is Nosferatu, a monster. You'll be fighting him soon, so beware.

In that same area, look for a pot. Grab it and check the bottom for a
key. It's the Machine Room key. Now go back to the Moth Room and climb
the stairs. Go passed the door (never go there!) until you see double
doors. Go through and you are in the Upper Production Room.

Go to the door left of Claire and use the Machine Room Key. You are in
the Upper Mining Room. Go through the other door in this room. You are
now in the Upper Power Room. Collect the Valve Handle and then exit
back into the Upper Mining Room. Steve is there and after the cut-
scene, you'll be back in the Upper Production Room.

Go to the other door in the Upper Production Room.  It is the Valve
Handle Room. Using the machine in the back, change the Valve Handle to
an Octagon Valve Handle. Now go back to the save room. Put the R.
Launcher in there so Chris can use it. Other players should put the
Assault Rifle into the box for Chris. VERY EASY guys should bring the
Magnum and bullets instead. NORMAL PLAYERS grab the Combat Knife.

Now go back to the Lower Production Room.  Enter the Lower Mining Room
and equip the Gas Mask. Go to the Valve Handle Hole and insert the
Octagon Valve Handle. After a cut-scene involving Alfred falling into a
chasm, go and get his Sniper Rifle. After more cut-scenes you will be
on a helipad battling Nosferatu.

============
***BOSS 2***
============
Nosferatu
Difficulty: Medium
VERY EASY players find Nosferatu a little harder than Tyrant because
you don't have the R. Launcher. To make this fight quick, arm the
Magnum, get away from Nosferatu and shoot until he falls. If the 8
Magnum Bullets aren't enough, use the Assault Rifle until he finally
falls. Also, make sure Claire doesn't get poisoned. If she does, Chris'
game will be affected. EASY and NORMAL guys should use the Sniper Rifle
and aim for his open heart. After you run out, use the Knife up close
to kill Nosferatu. You can also use any gun you may have brought... head
away from Nosferatu and begin firing.
============
***BOSS 2***
============

After Nosferatu dies, Alfred will release his monster sister, Alexia.
She actually DOES exist. She has psychic powers and attacks Steve and
Claire. Alfred also dies.

As Alexia causes havoc, the island Claire was taken to (where Disk 1
took place) has a new visitor; a man named Chris Redfield.


7. WALKTHROUGH- CHRIS REDFIELD
------------------------------

Remember when Claire e-mailed Leon at the beginning of the game? Well, Leon has
forwarded the message to Chris, and now he has come to the island to save her.
Apparently, Claire forgot about her e-mail to Leon, and left the island, but
Chris doesnt know that

CAVE ROOM 1
After the cut-scenes, Chris will be in a cave. Walk up and talk to
Rodrigo. If you fed him the HEMOSTAT as Claire, the GULP WORM that Claire
fought in the yard will swallow Rodrigo whole! If not, Rodrigo will just die.

After the scene, go to the ITEM BOX. Grab either the GRENADE LAUNCHER, the
ASSAULT RIFLE, or the BOW GUN. Go through the door nearby.

CAVE ROOM 2
============
***BOSS 3***
============
GULP WORM
Difficulty: EASY
If you have the BOW GUN, this guy is extremely easy. Wait for the GULP WORM to
surface. Now shoot GUN POWDER ARROWS into the worm. 5 or 6 clean shots should
just about do it.

If you have the ASSAULT RIFLE, just wait for it to surface and shoot as many
shots as you possibly can. Repeat this pattern and after 20-30% of the clip,
the WORM should guy.

If you have the GRENADE LAUNCHER, arm it with FLAME ROUNDS. Then wait for it to
surface and fire 1-3 clean hits. 4-8 FLAME ROUNDS should be able to finish it.

If you, by some terrible luck, dont have any of the above weapons, Chris
GLOCK 17 will have to do. 20-30 BULLETS should finish it. If you run out, there
are bullets in this room.
============
***BOSS 3***
============

Once the boss is finished, it spits Rodrigo out! Just before dying, he gives
Chris THE LIGHTER. If you didnt give Rodrigo the HEMOSTAT as Claire, then he
wont give you the Lighter.

If Rodrigo did give you the LIGHTER, return to CAVE ROOM 1.

CAVE ROOM 1
Near where Rodrigo was swallowed, there is a wall with a little torch on it.
Light it with your LIGHTER. Youll get super-important SUBMACHINE GUNS! These
are exactly like the ones Steve had, but great anyway. Return to CAVE ROOM 2.	

CAVE ROOM 2

Activate the elevator at the end of the hall where you killed the worm. Ride
the elevator up.

STEVES DAD ROOM
Chris will end up in the room where Steve killed his dad. A barrel blocks the
single door leading to the ELEVATOR HALL, so take the double doors to the TANK
ROOM.

TANK ROOM
In the TANK ROOM, crates block the door leading to the MAIN YARD.
Remember when Alfred escaped the island, he pressed a button on the
tank? Well, look on the tank for that button and press it. The Tank
will move, revealing a lift. Go down into the HARRIER JET HALLWAY.

HARRIER JET HALLWAY
In the HARRIER JET HALLWAY, look for the double doors. It needs a
HELBERD to open. So, you need to find an EAGLE PLATE. Didn't Claire use
one in the balcony? That's where we are headed. DO NOT GRAB THE BATTERY YET.
Head into the unlocked door nearby.

HARRIER SAVE ROOM
Grab the ACID ROUNDS, HERBS and other items. Deposit the SUBMACHINE GUNS. There
is a drawer in this room. To open it, open the RED DRAWER first. Then open the
GREEN DRAWER first. Then open the BLUE DRAWER. Then you should hear a click.
Unlock the BROWN DRAWER. Inside is a LUGER REPLICA.

Put it in the ITEM BOX- it has no use in the MAIN GAME.

HARRIER JET HALLWAY
Go back outside and pick up the BATTERY. Spiders will then attack, so
hurry and ride the lift back up to the TANK ROOM.

TANK ROOM
Grab the HANDGUN BULLETS if you didnt before. Return to the STEVES DAD ROOM.

STEVES DAD ROOM
Look for the YELLOW LIFT over by the elevator leading to
where Rodrigo died. Insert the BATTERY. Then ride the lift up and you
will now be on 2F STEVES DAD ROOM. Look at the desk to the left of the
lift and collect FILE and CHEMICAL STORAGE KEY. Head through the
door to the CONTROL ROOM.

CONTROL ROOM
Run up and you'll see a cut-scene involving Alexia singing and Wesker
sending a monster after Chris. Head through the brown door to the BALCONY.

BALCONY
In the Balcony, the Eagle Plate is gone. It fell into the SEWER. Also,
the ground has broken so you can't get to the MAIN HALL yet. Go into
the door leading to the HALL outside the SAVE ROOM where you got Rodrigos
Hemostat.

HALL
When you get there, the wall is crumbled. But there's a hole in the wall
leading to the room where Claire got the SKELETON PAINTING. Collect the SIDE
PACK on a table and then leave the way you came. Go back to the CONTROL ROOM.

CONTROL ROOM
There, go to the elevator and ride it to the SEWER BALCONY.

SEWER BALCONY
On the SEWER BALCONY, don't bother going to STEVE ROOM 3 because there's gas in
the room. Instead, there's a set of stairs that weren't there
before. Walk down them and you'll see a SHOTGUN. DON'T GRAB IT YET! Go
to the door near the Shotgun.

TYRANT STORAGE ROOM
This is the TYRANT STORAGE ROOM. It's called that because this is the room
Tyrant was stored in. Proceed through this room into the TURN TABLE ROOM.

TURN TABLE ROOM
In the TURN TABLE ROOM, proceed to the door on the left. It is a LAB.

CHEMICAL ROOM
Proceed through slide-up doors until you reach a room called the CHEMICAL ROOM.
Find the storage fridge and use the CHEMICAL STORAGE KEY to open it. When it
says to set the temperature, set it at "12.8". You'll then get an item called
CLEMENT E. Grab it and the head back to the Turn Table Room.

TURN TABLE ROOM
You'll find a DOORKNOB on the ground. Grab it and Hunters will
appear. Shoot them with the GRENADE LAUNCHERS ACID ROUNDS. Beware that there
are SEEKER MACHINES. If they sense Chris, Hunters will come and attack him.
Head back through the TYRANT STORAGE ROOM.

TYRANT STORAGE ROOM
Run back through. Grab the GREEN HERB if you were injured by the Hunters.

SEWER BALCONY
Run up the stairs and run into the ELEVATOR. Ride it to FLOOR 2.

CONTROL ROOM
Run through the BROWN DOOR into the BALCONY.

BALCONY
Run across to the door leading to the HALL.

HALL
Avoid the SEEKER and head out through the other door in this
room.

STAIRS
In the hall, attach the DOORKNOB into the other door in that
hall. Enter.

STEVES DAD ROOM 2F
You are on the other side of the broken catwalk in the
room where Steve shot his dad (remember when Claire and Steve fell
through before Steve had to kill his dad?). Turn to Chris' left to see
a desk. Grab the MINI TANK. Return to the HALL.

HALL
Avoid the SEEKERS again and head to the BALCONY.

BALCONY
Enter the CONTROL ROOM.

CONTROL ROOM
Ride the ELEVATOR to 1F.

ELEVATOR HALL 1F
Once there, head to the room with the MTF model.

MTF MODEL ROOM
Place the MINI TANK in the model and a painting will slide to reveal a TURN
TABLE KEY and a FILE. There are also 3 holes and a lever behind lasers. The 3
holes are also in the shape of those PROOFS that Claire used to board the
plane. Go back to the 1F ELEVATOR HALL.

1F ELEVATOR HALL
Ride the ELEVATOR to the SEWER BALCONY.

SEWER BALCONY
Run down the stairs and head into the TYRANT STORAGE ROOM. DON NOT GRAB THE
SHOTGUN.

TYRANT STORAGE ROOM
Run through the room. Wesker will confront you and virtually kick Chris' ass.
After the cut-scene, use the GRENADE LAUNCHER on the Bandersnatch. Now go to
the TURN TABLE ROOM.

TURN TABLE ROOM
Use the TURN TABLE KEY and the TURN TABLE will rise.
When it stops, head out of the hole in the wall. You are now in the
Main Hall of the MTF.

MAIN HALL
Head into the YARD.

YARD
In the YARD, kill the Hunters. The path to the PALACE is blocked by
rubble, so enter the GIANT ELEVATOR leading to the AIRPORT SAVE ROOM.

AIRPORT SAVE ROOM
Once there, make sure you have 3 ITEM SPACES open. Enter the CARGO ROOM.

CARGO ROOM
Kill the Hunter. Then ride the lift up to the room with the crane
controls. Go to the door passed the crane controls. You are now in the
UPPER BRIDGE.

UPPER BRIDGE
The lever machine isn't working, so cross the bridge into the room
where Claire got the Airport Key- the OIL ROOM.

OIL ROOM
To the left of the door, is an oil machine. You'll see cylinders with oil in
them. Press the button with the 3 twice. Then press the 5 button once. Then
press the 10 button once. Then press the 3 button twice and then press the 5
button once. The puzzle will finish. Zombies will also rise, but you don't have
to kill them.

UPPER BRIDGE
Get back to the bridge lever and push it to lower the bridge. Now go
back to the CARGO ROOM.

CARGO ROOM.
Now go to the bridge.

BRIDGE
Cross it and kill the Hunter. Now go to the AIRPORT OFFICE.

AIRPORT OFFICE
Kill the zombies and then head to the left fork.

BOARDING AREA
Go to the boarding lift, kill the Hunter and grab the ARMY, NAVY and AIRFORCE
PROOFS. Return to the AIRRPORT OFFICE.


AIRPORT OFFICE
Don't bother going to the SUBMARINE because it isn't there. Return to the
BRIDGE.

BRIDGE
Cross the BRIDGE to the CARGO ROOM.

CARGO ROOM
Return to the AIRPORT SAVE ROOM.

AIRPORT SAVE ROOM
On your way out of the airport, pick up the BOW GUN with EXPLOSIVE ARROWS. Ride
the GIANT ELEVATOR up.

YARD
AVOID the MAIN HALL of the MTF.

MAIN HALL
In the MAIN HALL, go into the BROWN DOOR you.

NAVIGATION ROOM
Inside, blast the zombies. Then head through the open door. You'll see
a hole in the wall. Go through and head through the final door.

LOWER BALCONY
You are now in the lower balcony on the other side of big hole. Kill the zombie
and head down the ladder.

STEVE ROOM 3
You are now in Steve Room 3. To the right of Chris is a lever. Pull it
and the gas in the room will dissolve. Now go to STEVE ROOM 1.

STEVE ROOM 1
There, blast the Hunter and head into Steve Room 2.
STEVE ROOM 2
In the back area of that room, look for the green liquid and grab it. It is
CLEMENT A. Combine it with CLEMENT E and you have CLEMENT MIXTURE. Go back to
STEVE ROOM 1.

STEVE ROOM 1
Run back to STEVE ROOM 3.

STEVE ROOM 3
Run to the SEWER BALCONY.

SEWER BALCONY
Ride the elevator to FLOOR 1.

FLOOR 1
Run into the MTF MODEL ROOM.

MTF MODEL ROOM
There, place the ARMY, NAVY and AIRFORCE PROOFS in the 3 slots. The MTF
model moves and a ladder is revealed. Go down.

ALFREDS TUNNEL
Go down the tunnels, blasting the Spiders with the GRENADE LAUNCHER. Collect
the GRENADE ROUNDS and go down the other ladder.

ALBINOID BOSS ROOM
Down there, is another boss, called Albinoid Adult. It seems the
Albinoid that escaped that room reached this area and has grown.

============
***BOSS 4***
============
Albinoid Adult
Difficulty: Medium
The only reason why this boss gets a medium is because it's hard to
shoot. Switch to the GRENADE LAUNCHER or SUBMACHINE GUNS for this one.
As it swims to the edge, hit it with a Grenade. Repeat this pattern
until the Albinoid dies.

-OR-

You grab a full healing item. Jump into the water. Then run for the
Eagle Plate and grab it. You'll get shocked at least twice. That'll
bring you to Danger... heal then.
============
***BOSS 4***
============

After the Albinoid is dead, jump into the water and grab the EAGLE PLATE.
Combine the EAGLE PLATE with the CLEMENT MIXTURE and you have
the HALBERD you need. Go back to ALFREDS TUNNEL.

ALFREDS TUNNEL
Head back to the MTF MODEL ROOM.

MTF MODEL ROOM
Head back to FLOOR 1.

FLOOR 1
Take the elevator to the SEWER BALCONY

SEWER BALCONY
There, go down the stairs and take the SHOTGUN this time. The stairs
will rise into the position it was in when Claire was here. Go into the
water the stairs were blocking and then get onto another platform.
Climb the ladder and you are now back inside the HARRIER JET HALLWAY.

HARRIER JET HALLWAY
Go back into the Save Room.

HARRIER JET HALLWAY
Save the game and inspect the chest with 4 drawers. Open the top one,
the third one and then the second one. Open the bottom one and you will
get a LUGER REPLICA. Deposit the LUGER REPLICA, as it has no importance
in the main game.

Deposit the GRENADE LAUNCHER into the box. Now go to the HARRIER JET HALLWAY.
Use the HALBERD on the double doors and they will open. Chris
gets on the last harrier jet and flies to Antarctica.

JET STORAGE
When the FMV is over, go through the double doors.

MAIN TERMINAL
You are now in the MAIN TERMINAL. Blast the Tentacles. Then go passed the
seaplane wreckage and down the ladder. Head towards the save room.

ANTARCTIC SAVE ROOM
There, look at the display cabinet. To the right is a HALBERD engraving. Put
the HALBERD in there and the bottom cabinet will open. Grab the PAOERWEIGHT and
the FILE. Forget about the INK RIBBON. Now go to the UPPER PRODUCTION ROOM.

UPPER PRODUCTION ROOM
There, you will notice the place is filled with ice from when Steve and
Claire tried to escape. Go to the room where Claire modified the VALVE HANDLE.
There, kill the zombies and grab the DURALUMIN CASE. Go to the UPPER MINING
ROOM.

UPPER MINING ROOM
The ice leads the area leading to where Claire left the OCTAGON VALVE HANDLE.
Grab it and zombies will attack. Blast all of them. Now go back to the UPPER
PRODUCTION ROOM.

UPPER PRODUCTION ROOM
Go to there the catwalk is broken (near the door leading to where Claire
modified the VALVE HANDLE). Step into the ice and then climb to the other side
of the broken catwalk. Go to the door nearby.

SCANNER HALL
You are in the SCANNER HALL because there are scanners that belong to
Wesker's Hunters. You'll automatically be scanned, so kill the Hunter.
Ignore the double doors for now and head down the hallway to an
elevator. Take the elevator down.

CAROUSAL ROOM
When you are out of it, you are in the CAROUSAL ROOM. Go through the
door in front of Chris.

ICE HALL
You are in the ICE HALL. Go to the door closest to Chris.

POWER SAVE ROOM
It is the POWER SAVE ROOM. Save the game. Then bring the COMBAT KNIFE. Deposit
the DURALUMIN CASE and withdraw the EMPTY EXTINGUISHER. Now inspect the
machinery. You'll see a hole you need to use the OCTAGON VALVE HANDLE in. Use
it and then get turn the switch. Now there is power to the lower areas of the
base. Go back to the ICE HALL.

ICE HALL
With caution, proceed down the ICE HALL. Blast the zombies you see and
head through the door at the end.

TIGER STATUE ROOM
You are in the TIGER STATUE ROOM. Does it remind you of anything? Anyway, go
down the red hall, passed the door until you reach a Tiger Statue (does THAT
remind you of anything?). Inspect it and pull the BLUE JEWEL out. The tiger
will spin, revealing a SQUARE VALVE HANDLE SOCKET! Combine that with the
OCTAGON VALVE HANDLE so the VALVE HANDLE is square again. Now put the BLUE
JEWEL back in. The statue will return to normal position. Grab the RED JEWEL to
reveal MAGNUM BULLETS. Grab those and put the RED JEWEL back. Now go back to
that door you
just passed and enter through. That door is really another elevator.

ANT HILL ROOM
When it stops, you'll lots of ants. Just step on them. After a cut-
scene involving that HUGE anthill, grab the nearby WING OBJECT. Then
turn left and then turn right until you see blood on a wall. Enter the
double doors into the STORAGE ROOM.

STORAGE ROOM
In the STORAGE ROOM, go up the flight of steps and inspect the computer
right of the capsule. Examine it and you will have to press the code in
order. Press the AA, then the CROWN, then the HEART and finally the
SPADE. A little compartment will open. Put the PAPEERWEIGHT in there.
The capsule will then open and Alfred Ashford's dead body will fall
out. Inspect his hand and you will get ALFREDS RING. Check it and it
will turn into ALFREDS JEWEL.

SCANNER HALL
Now go back to the SCANNER HALL. Go through the double doors. You are
in the WATER TANK ROOM.

Push that small button by the lift and then a huge barrel will rise. Use the
EMPTY EXTINGUISHER on it to refill it. Now ride the far lift up. Proceed until
you see a SQUARE VALVE HANDLE hole. Insert the SQUARE VALVE HANDLE and the
water will vanish. Go down the ladder to the tank and grab the CRANE KEY. After
you grab it, a Sweeper will jump in. Kill it by any means necessary. Now ride
the other lift down.

WEAPONS ROOM
Use the EXTINGUISHER to put out the fire and then grab the MAGNUM where the
MINING ROOM KEY was.

UPPER PRODUCTION ROOM
Go back to the UPPER PRODUCTION ROOM. There, find the crane to the
right of the door leading to the SCANNER HALL. Use the CRANE KEY and
Nosferatu's body will rise from the ice and a green jewel drops near
him. Alexia will appear. After she leaves, another boss will appear.
Resident Evil: Director's Cut players will recognize this boss as the
Black Tiger.

============
***BOSS 5***
============
Black Tiger
Difficulty: TOO easy
This boss is TOO easy! Get on the ice. When it is on the ice, send one
rocket into it and the Giant Spider is finished. Other players use the
Custom Handgun against it and it will eventually die after about 20
bullets.

-OR-

Simply dodge the Spider and run to Nosferatu's body. Grab the GREEN JEWEL and
head out through the door you just came from. You just saved
ammo!
============
***BOSS 5***
============

When the Black Tiger is dead, go to Nosferatu's body. Near him is
ALEXANDERS PIERCE. Check it and it will turn to ALEXANDERS JEWEL. Now
go back to the CAROUSEL ROOM.

*NOTE: Nosferatu is really Alexia and Alfred's "father", Alexander.
Alexander was turned into a monster thanks to Alexia and her
experiments with the T- Veronica Virus.

CAROUSEL ROOM
Once back in the CAROUSEL ROOM, blast the Sweeper. You'll also notice
more WING OBJECTS, so pick them up. Now enter through the double doors.
You are now in the MANSION HALL. Does it look familiar?

MANSION HALL
Anyway, go up the staircase and inspect the painting on the top. Attach
ALFRED and ALEXANDERS JEWELS into the painting and go back downstairs.
No go behind the staircase and you will find Claire. She is wrapped in
some gooey crap, so use the COMBAT KNIFE to free her.

She'll regain her senses. After that, one of 2 things will happen. If
she was poisoned during her fight with Nosferatu, she'll collapse. If
she wasn't, you can continue on with the next section. If she was
poisoned, you have to find SERUM.

                ========================
                ***CLAIRE IS POISONED***
                ========================
If she was poisoned, go back to the room where you got the CRANE KEY.
Over by the big barrel, there is a lift that goes down. Take it down
and you will be in the WEAPON ROOM, where you got the MAGNUM. On the shelf is
SERUM. Take it and get back to Claire.
                ============================
                ***END CLAIRE IS POISONED***
                ============================


After she is cured, Alexia will appear again. She taunts. After the
cut-scene, you will temporarily be in control of Claire again.


SHOTGUN RACK ROOM
Your next objective is to find and save Steve. Claire starts out in the SHOTGUN
RACK ROOM. Ignore the Shotgun rack and check into the Item Box. Grab 1 FIRST
AID SPRAY. Also, heal if you were poisoned. Arm Claire with the HANDGUN Chris
began with. Bring 2 FIRST AID SPRAYS!!! Go through the next door.

TENTACLE HALL
You are now in the TENTACLE HALL. Pass through the hall and kill
Tentacles that appear. Pass the locked door and enter through the other
door at the end of the hall. You are now in the JAIL CELL ROOM.

JAIL CELL HALL
Go up the small flight of stairs passed the steel door. Grab the FILE
near the cannon. Then, inspect the cannon and push it down to reveal a
CRYSTAL. A slab of concrete will then fall and pull back up. When it rises,
quickly grab the CRYSTAL BALL before Claire gets crushed. After you get it, go
UNDER where the slab falls and quickly use the CRYSTAL BALL in the white area.
Claire automatically backs up. The concrete falls and crushes the CRYSTAL BALL.
The SECURITY CARD can
now be taken. When the slab rises, grab the Security Card and the trap
will disappear. Now go to the silver door you passed and enter.

NOSFERATU ROOM
You'll see a gate with a SECURITY CARD reader. Swipe the SECURITY CARD. Now run
passed the armors to Steve. After the cut-scene, he'll be a monster.

============
***BOSS 6***
============
STEVE TYRANT
Difficulty: Impossible
Even if Claire brought the ROCKET LAUNCHER, it's impossible to even hurt
Tyrant Steve so just run away. If you get hit twice, heal and then keep
running for the door.
============
***BOSS 6***
============

After you finish running, a cut-scene will occur. We return to action as Chris.

MANSION HALL
Meanwhile, Wesker is challenging Alexia to a fight because he wants her
T- Veronica Virus. Alexia suddenly turns into gray monster that
resembles Nosferatu. After being punched by Alexia, Wesker will then
run and punch Alexia before seeing Chris. After Wesker leaves, Chris
will have to fight Alexia. Notice that she drops her necklace.

============
***BOSS 7***
============
Alexia I
Difficulty: Fairly Easy
After the cut-scene, arm the MAGNUM. People with the MAGNUM should fire 6 shots
into her before she is down. The twin SUBMACHINE GUNS and ASSAULT RIFLE are
also great to use.
============
***BOSS 7***
============

After Alexia is down, go to where she dropped her necklace by the
stairs. Collect ALEXIAS CHOKER and check it to become ALEXIAS JEWEL.
Go up the stairs and attach ALEXIAS JEWEL to the painting. The
painting will then slide to reveal a door. Go through that door to the
Y-SHAPED HALL. As you leave the room, Alexia will rise. She isn't done
for yet.

Y-SHAPED HALL
In the Y-SHAPED HALL, pass the double doors and turn left. You'll see a
door. Go through.

DESK ROOM
This is the DESK ROOM. Search the desk without the Typewriter on it and you'll
find the STERILE ROOM KEY. Go back to the MANSION HALL (where you fought
Alexia).

MANSION HALL
Back here, go to the double doors and use the STERILE ROOM KEY to
unlock them. Go through and you are in the room with the TIGER STATUE.

TIGER STATUE HALL
Go back to the POWER SAVE ROOM.

POWER SAVE ROOM
There, switch off the power. Now go back to the MANSION HALL via the CAROUSEL
ROOM.

MANSION HALL
Back in the MANSION HALL, go though the double doors to the TIGER STATUE ROOM.

TIGER STATUE ROOM
Go to the Tiger Statue and take both of the JEWELS from
the eye. Now go back to the Y-SHAPED HALL.

Y-SHAPED HALL
There, go passed the DESK ROOM to another door. Enter.

ALFREDS ROOM
You are now in ALFREDS ROOM. It is exactly like the one from the PRIVATE
RESIDENCE. Look at the Music Box and insert the BLUE JEWEL from the TIGER
STATUE in. The box opens. Now go through the door with the woman on it to
ALEXIAS ROOM.

ALEXIAS ROOM
In her Music Box, shut it off and place the RED JEWEL in. Then grab the MUSIC
BOX PLATE. Go back to ALFREDS ROOM.

ALFREDS ROOM
Put the MUSIC BOX PLATE in his MUSIC BOX. The bed will lower a ladder. Climb it
to the DINNER TABLE ROOM.

DINNER TABLE ROOM
There, look for a container and collect the DRAGONFLY OBJECT. Combine
the WING OBJECTS with the DRAGONFLY OBJECT. Now go back to the Y-SHAPED HALL.

Y-SHAPED HALL
Remember the double doors by the entrance? Go through them now.

COMPUTER ROOM
You are now in the COMPUTER ROOM. Ride the lift down and you'll see a
WINGG OBJECT in a glass casing. Examine the nearby computer to open the
case. Grab the final WING OBJECT and combine it with the DRAGONFLY OBJECT to
get a GOLD DRAGONFLY. Ride the lift up and go through the
door up the stairs.

TENTACLE HALL
Chris is now in the TENTACLE HALL. Go to the SHOTGUN RACK ROOM to the right.

SHOTGUN RACK ROOM
Grab the SUBMACHINE GUNS and ASSAULT RIFLE.

TENTACLE HALL
Go back to the TENTACLE HALL and then go through the door at the end to the
PRISON CELL ROOM.

PRISON CELL ROOM
There, Claire will be behind that locked steel door, crying because Steve died.
She will hand Chris a SECURITY MANUAL. Check
the inside of the book (where you can see the pages) and it will open.
You will now have the SECURITY CARD. Since Claire is trapped, Chris has
to set the self-destruct system to unlock the doors. Now go to the end of the
room, passed the brown double doors to a flight of stairs. Go up and you will
be in the UPPER ANTHILL ROOM.

UPPER ANTHILL ROOM
Go to the door and attach the GOLD DRAGONFLY to open it. Go through.

SECURITY ROOM
You are now in the SECURITY ROOM. Blast the zombies and go to the
computer. Swipe the SECURITY CARD and type in the CODE: VERONICA
(duh!). The self-destruct systems will activate. Go back to the UPPER ANTHILL
ROOM.

UPPER ANTHILL ROOM
There, Claire will rejoin Chris and then Alexia will come back. As she
morphs into a monster, the LINEAR LAUNCHER is activated, but you have
to wait for it to charge.

============
***BOSS 8***
============
Alexia II & III
Difficulty: Medium
After the cut-scene, fire a shot at Alexia before she kills Claire.
Claire then runs off. Alexia then becomes a BIG blob. When you regain
control of Chris, fire 3 rockets until Alexia morphs into a Dragonfly
monster. Other players, unload the SUBMACHINE GUNS and MAGNUM until she
turns into flying form. The LINEAR LAUNCHER will then finish charging.
Grab it. When you fire, a periscope will appear (first person like
RESIDENT EVIL SURVIVOR and RESIDENT EVIL SURVIVOR 2: CODE  VERONICA). Fire one
shot at Alexia and she will finally die.
============
***BOSS 8***
============

After Alexia dies, you have officially defeated RESIDENT EVIL CODE:
VERONICA!!!

8. BATTLE GAME
--------------

You will have to beat the game once to earn this mini game.

Battle Game is a mini game where you control CLAIRE, ALTERNATE CLAIRE, CHRIS,
STEVE and WESKER. They all have their own arsenal. They must run through a
fixed stage from rooms that appear in the main game. Similar to the mini game
on the Saturn version of Resident Evil, you run through the rooms, but they are
all mixed up. For example, you run through the PRISON INFIRMARY, and the next
door will lead to the TRAINING FACILITY COURTYARD, but it really doesnt.

There are ZOMBIES, BANDERSNATCHES, HUNTERS and SWEEPERS to fight. For starters,
you will want to use CLAIRE, because she is the easiest. WESKER is the hardest,
because he is armed only with the COMBAT KNIFE in the PlayStation 2 version.

Also, STEVE BURNSIDE will not appear in ANY version unless you get the LUGER
REPLICA from the Main Game. In the PlayStation 2 version, WESKER and ALTERNATE
CLAIRE will not appear until you get them respectively. In the Japanese
Dreamcast version, they are ready from the start (sans Steve).

There is also a LINEAR LAUNCHER that can be unlocked. You must earn an A Rank
with every character to get it in their inventory (it wont say in the
character select screen, but they are there). Note that using the LINEAR
LAUNCHER at any time during the game for any character voids your chance of a
ranking.

9. BATTLE GAME- CLAIRE REDFIELD
-------------------------------

Here is some information regarding Claire Redfield.

WEAPONS: -BOW GUN W/ GUN POWDER ARROWS
         -HANDGUN
         - HANDGUN AMMO

SLOT MACHINE: -SUBMACHINE GUNS
              -DIJ DIARY

A RANK: -LESS THAN 7 MINUTES

===========
WALKTHROUGH
===========

======
ROOM 1
======
-Claire: Equip the Bow Gun and kill every zombie.

======
ROOM 2
======
-Claire: Kill everyone with Bow Gun.

======
ROOM 3
======
-Claire: Use the Bow Gun on all the Banders.

======
ROOM 4
======
-Claire: Kill everyone with Bow Gun.

======
ROOM 5
======
-Claire: Kill everyone with Bow Gun.

======
ROOM 6
======
-Claire: Use Bow Gun.

======
ROOM 7
======
-Claire: Use Bow Gun.

======
ROOM 8
======
-Claire: Use Bow Gun.

======
ROOM 9
======
-Claire: Use Bow Gun.

=======
ROOM 10
=======
-Claire: Use Bow Gun.

=======
ROOM 11
=======
-Claire: Use Bow Gun.

=======
ROOM 12
=======
-Claire: Use Bow Gun.

Grab the Herbs.
Duck into the silver door.

=======
ROOM 13
=======
-Claire: Look in the Slot Machine.
Grab all the Herbs.
Go back to ROOM 12.

=======
ROOM 12
=======
EVERYONE: Head through the Brown Door.

=======
ROOM 14
=======
-Claire: Use Bow Gun.
Grab First Aid Spray.

=======
ROOM 15
=======
-Claire: Use Bow Gun.

=======
ROOM 16
=======
-Claire: Use Bow Gun.

=======
ROOM 17
=======
-Claire: Use Bow Gun

=======
ROOM 18
=======
-Claire: Use Bow Gun at starting point to kill Nosferatu.



10. BATTLE GAME- ALTERNATE CLAIRE REDFIELD
------------------------------------------

Here is some information regarding Alternate Claire Redfield

WEAPONS: -GRENADE LAUNCHER
         -INFINITE FLAME ROUNDS
         -INFINITE ACID ROUNDS
         -INFINITE GRENADE ROUNDS
         -ASSAULT RIFLE

SLOT MACHINE: -BOW GAS ROUNDS
              -DIJ DIARYS

A RANK: -LESS THAN 10 MINUTES

======
ROOM 1
======
-Alt. Claire: Equip the G. Launcher with Flame Rounds and kill every
monster.

======
ROOM 2
======
-Alt. Claire: Kill everyone with Flame Rounds.
Grab the Green Herb.

======
ROOM 3
======
-Alt. Claire: Use the Flame Rounds against the Banders.
Grab First Aid Spray.

======
ROOM 4
======
-Alt. Claire: Kill everyone with Flame Rounds.

======
ROOM 5
======
-Alt. Claire: Kill everyone with Flame Rounds.

======
ROOM 6
======
-Alt. Claire: Use Acid Rounds.
Grab the Green Herb.

======
ROOM 7
======
-Alt. Claire: Use. Acid Rounds
Grab the Blue and Green Herbs

======
ROOM 8
======
-Alt. Claire: Use Flame Rounds.

======
ROOM 9
======
-Alt. Claire: Use Flame Rounds.

=======
ROOM 10
=======
-Alt. Claire: Use Flame Rounds.

=======
ROOM 11
=======
-Alt. Claire: Use Flame Rounds


Grab First Aid Spray.

=======
ROOM 12
=======
-Alt. Claire: Use Flame Rounds.
Grab the Herbs.
Duck into the silver door.

=======
ROOM 13
=======
-Alt. Claire: Look in the Slot Machine.
Grab all the Herbs.
Go back to ROOM 12.

=======
ROOM 12
=======
EVERYONE: Head through the Brown Door.

=======
ROOM 14
=======
-Alt. Claire: Use Acid Rounds.
Grab First Aid Spray.

=======
ROOM 15
=======
-Alt. Claire: Use Flame Rounds.

=======
ROOM 16
=======
-Alt. Claire: Use Flame Rounds.

=======
ROOM 17
=======
-Alt. Claire: Use Flame Rounds.

=======
ROOM 18
=======
-Alt. Claire: Use Assault Rifle when starting. Then run to far corners.
Keep firing until he comes into sight. Run to next corner and repeat
pattern.



11. BATTLE GAME- CHRIS REDFIELD
-------------------------------

Here is some information regarding Chris Redfield.

WEAPONS: -MAGNUM W/ INFINITE AMMO
         -SHOTGUN
         -INFINITE SHOTGUN SHELLS

SLOT MACHINE: -SUBMACHINE GUNS
              -DIJ DIARY
              -FIRST AID SPRAY

A RANK: -LESS THAN 8 MINUTES

======
ROOM 1
======
-Chris: Equip the Magnum and kill every monster.

======
ROOM 2
======
-Chris: Kill everyone with Magnum.
Grab the Green Herb.

======
ROOM 3
======
-Chris: Kill everyone with the Magnum.
Grab First Aid Spray.

======
ROOM 4
======
-Chris: Kill everyone with Magnum.

======
ROOM 5
======
-Chris: Kill everyone with Magnum.

======
ROOM 6
======
-Chris: Use Magnum.
Grab the Green Herb.

======
ROOM 7
======
-Chris: Use Magnum.
Grab the Blue and Green Herbs

======
ROOM 8
======
-Chris: Use Magnum.

======
ROOM 9
======
-Chris: Use Magnum.

=======
ROOM 10
=======
-Chris: Use Magnum.


=======
ROOM 11
=======
-Chris: Use Magnum.
Grab First Aid Spray.

=======
ROOM 12
=======
-Chris: Use Magnum.
Grab the Herbs.
Duck into the silver door.

=======
ROOM 13
=======
-Chris: Look in the Slot Machine.
Grab all the Herbs.
Go back to ROOM 12.

=======
ROOM 12
=======
EVERYONE: Head through the Brown Door.

=======
ROOM 14
=======
-Chris: Use Magnum.
Grab First Aid Spray.

=======
ROOM 15
=======
-Chris: Use Magnum.

=======
ROOM 16
=======
-Chris: Use Magnum.

=======
ROOM 17
=======
-Chris: Use Magnum.

=======
ROOM 18
=======
-Chris: Fire at Alexia until she morphs into ALEXIA III. Then keep
firing Magnum.

12. BATTLE GAME- STEVE BURNSIDE
-------------------------------


Here is some information regarding Chris Redfield.

WEAPONS: -SUBMACHINE GUNS
         -LUGERS

SLOT MACHINE: -M 100 Ps
              -DIJ DIARY

A RANK: -LESS THAN 15 MINUTES



======
ROOM 1
======
-Steve: Equip Lugers and headshot every monster.

======
ROOM 2
======
-Steve: Headshot everyone with Lugers.
Grab the Green Herb.

======
ROOM 3
======
-Steve: Use the Submachine Guns to kill them.
Grab First Aid Spray.

======
ROOM 4
======
-Steve: Headshot everyone with Lugers.

======
ROOM 5
======
-Steve: Use Luger headshots.

======
ROOM 6
======
-Steve: Use Submachine Guns.
Grab the Green Herb.

======
ROOM 7
======
-Steve: Use Submachine Guns
Grab the Blue and Green Herbs

======
ROOM 8
======
-Steve: Use Luger headshots.

======
ROOM 9
======
-Steve: Use Luger headshots.

=======
ROOM 10
=======
-Steve: Use Luger headshots.

=======
ROOM 11
=======
-Steve: Use Luger headshots.
Grab First Aid Spray.

=======
ROOM 12
=======
-Steve: Use Luger headshots.
Grab the Herbs.
Duck into the silver door.

=======
ROOM 13
=======
-Steve: Look in the Slot Machine.
Grab all the Herbs.
Go back to ROOM 12.

=======
ROOM 12
=======
EVERYONE: Head through the Brown Door.

=======
ROOM 14
=======
-Steve: Use Submachine Guns.
Grab First Aid Spray.

=======
ROOM 15
=======
-Steve: Use Luger headshots.

=======
ROOM 16
=======
-Steve: Use Luger headshots.


=======
ROOM 17
=======
-Steve: Use Submachine Guns.


=======
ROOM 18
=======
-Steve: Use Submachine Guns on Gulp Worm when it surfaces.


13. BATTLE GAME- ALBERT WESKER
------------------------------

Here is some information regarding Albert Wesker.

WEAPONS: -COMBAT KNIFE

SLOT MACHINE: -MAGNUM W/ 6 BULLETS
              -DIJ DIARY

A RANK: -LESS THAN 60 MINUTES

======
ROOM 1
======
Wesker: Equip the Knife and slash at the zombies legs.

======
ROOM 2
======
-Wesker: Slash everyone at the knees.
Grab the Green Herb.

======
ROOM 3
======
-Wesker: Slash the Banders where they don't have an arm.
Grab First Aid Spray.

======
ROOM 4
======
-Wesker: Slash at the knees.

======
ROOM 5
======
-Wesker: Slash everyone at the knees.

======
ROOM 6
======
-Wesker: DON'T STOP SLASHING!
Grab the Green Herb.

======
ROOM 7
======
-Wesker: DON'T STOP SLASHING!
Grab the Blue and Green Herbs

======
ROOM 8
======
-Wesker: Slash at the knees.

======
ROOM 9
======
-Wesker: Slash at knees.

=======
ROOM 10
=======
-Wesker: Slash at knees.

=======
ROOM 11
=======
-Wesker: Slash at knees
Grab First Aid Spray.

=======
ROOM 12
=======
-Wesker: Slash at knees.
Grab the Herbs.
Duck into the silver door.

=======
ROOM 13
=======
-Wesker: Look in the Slot Machine.
Grab all the Herbs.
Go back to ROOM 12.

=======
ROOM 12
=======
EVERYONE: Head through the Brown Door.

=======
ROOM 14
=======
-Wesker: KEEP SLASHING!
Grab First Aid Spray.

=======
ROOM 15
=======
-Wesker: Slash at knees.

=======
ROOM 16
=======
-Wesker: Slash at knees.

=======
ROOM 17
=======
-Wesker: Slash Banders at armless sides.

=======
ROOM 18
=======
-Wesker: If you got Magnum from Slot Machine, fire all 6 shots to kill
Alexia. If not, Slash her from behind and GOOD LUCK.


14. ITEM LIST
-------------

=======================
***ITEM LIST: PART 1***
=======================

===========
ACID ROUNDS
===========
LOCATED: MANY PLACES
USED: WITH GRENADE LAUNCHER

===============
AIR FORCE PROOF
===============
LOCATED: PRIVATE RESIDENCE
USED: IN AIRPORT SEAPLANE LIFT

===========
AIRPORT KEY
===========
LOCATED: AIRPORT 1F
USED: IN SHUTTER IN AIRPORT'S CARGO ROOM

==========
ARMY PROOF
==========
LOCATED: MILITARY TRAINING FACILITY A
USED: IN AIRPORT SEAPLANE LIFT

==============
BIOHAZARD CARD
==============
LOCATED: AIRPORT
USED: SEVERAL SHUTTERS WITH GREY SCANNERS

=========
BLUE HERB
=========
LOCATED: MANY PLACES
USED: TO CURE POISON EXCEPT FOR NOSFERATU'S POISON

==============
BOW GUN ARROWS
==============
LOCATED: MANY PLACES
USED: AMMO FOR BOW GUN

==============
BOW GUN POWDER
==============
LOCATED: MANY PLACES
USED: MIXED WITH REGULAR BOW GUN ARROWS TO MAKE EXPLOSION ARROWS

==============
BOW GAS ROUNDS
==============
LOCATED: PRISON
USED: AMMO FOR GRENADE LAUNCHER

=======
BOW GUN
=======
LOCATED: MILITARY TRAINING FACILITY
USED: TO KILL MONSTERS

=========
BRIEFCASE
=========
LOCATED: PRISON
USED: TO GET TG-01 SLAB

============
COMBAT KNIFE
============
LOCATED: PRISON
USED: TO KILL MONSTERS

=============
CONTROL LEVER
=============
LOCATED: AIRPORT SEAPLANE
USED: TO RAISE AIRPORT BRIDGE

==============
DURALUMIN CASE
==============
LOCATED: PRISON AND PALACE
USED: TO GET WEAPON ACCESSORIES

===========
EMBLEM CARD
===========
LOCATED: MILITARY TRAINING FACILITY
USED: OPENS SHUTTERS WITH BLUE SCANNERS

===========
EAGLE PLATE
===========
LOCATED: MILITARY TRAINING FACILITY AND PALACE
USED: TO OPEN DOORS (PRISON) AND BOXES (MILITARY TRAINING FACILITY)

================
EARTHENWARE VASE
================
LOCATED: PALACE PAINTING ROOM
USED: TO GET THE QUEEN ANT OBJECT

============
EXTINGUISHER
============
LOCATED: PRISON
USED: TO PUT OUT FIRES IN PRISON AND ANTARCTICA

===============
FIRST AID SPRAY
===============
LOCATED: MANY PLACES
USED: TO GET REGAIN HEALTH

============
FLAME ROUNDS
============
LOCATED: MANY PLACES
USED: TO KILL MONSTERS

========
GOLD KEY
========
LOCATED: MILITARY TRAINING FACILITY MODEL ROOM
USED: TO OPEN PALACE PAINTING ROOM DOOR

===========
GOLD LUGERS
===========
LOCATED: PALACE (ACQUIRED FROM STEVE IN MILITARY TRAINING FACILITY)
USED: PALACE SAVE ROOM

==========
GREEN HERB
==========
LOCATED: MANY PLACES
USED: TO HEAL SMALL AMOUNT OF HEALTH

=========
GLASS EYE
=========
LOCATED: PRISON
USED: ON CADAVER TO OPEN UP SECRET PASSAGE IN PRISON

================
GRENADE LAUNCHER
================
LOCATED: MILITARY TRAINING FACLITY'S STEVE ROOM 1
USED: TO KILL MONSTERS

==============
GRENADE ROUNDS
==============
LOCATED: MANY PLACES
USED: AMMO FOR GRENADE LAUNCHER

================
GUN POWDER ARROW
================
LOCATED: MANY PLACES
USED: AMMO FOR BOW GUN

===============
HANDGUN BULLETS
===============
LOCATED: MANY PLACES
USED: AMMO FOR BOTH HANDGUNS

===========
HAWK EMBLEM
===========
LOCATED: PRISON SECURITY OFFICE
USED: TO MAKE AN ALLOY COPY FOR THE PRISON'S MAIN GATE

==================
HEMOSTATIC CAPSULE
==================
LOCATED: MILITARY TRAINING FACILITY SAVE ROOM
USED: TO HEAL RODRIGO'S BLEEDING AT PRISON

=======
ID CARD
=======
LOCATED: PALACE SAVE ROOM
USED: TO GET PALACE COMPUTER'S PASSWORD

==========
INK RIBBON
==========
LOCATED: WHERE TYPEWRITERS ARE
USED: TO SAVE GAME AT TYPEWRITERS

===============
KING ANT OBJECT
===============
LOCATED: PALACE GAMBLING ROOM
USED: TO OPEN ALFRED'S MUSIC BOX AT PRIVATE RESIDENCE

=======
LIGHTER
=======
LOCATED: CLAIRE ALREADY HAS IT
USED: TO SHRUG BATS OFF AND LIGHT DARKER AREAS

========
LOCKPICK
========
LOCATED: GIVEN FROM RODRIGO AFTER FEEDING HIM HEMOSTATIC CAPSULE
USED: TO UNLOCK SMALL LOCKS

==================
M100P TWIN PISTOLS
==================
LOCATED: PRISON BARRACKS
USED: TO KILL MONSTERS

============
M39R HANDGUN
============
LOCATED: PRISON ENTRANCE ROOM
USED: TO KILL MONSTERS

==================
M39R EXPANSION SET
==================
LOCATED: PRISON (INSIDE PRISON'S DURALUMIN CASE)
USED: TO MAKE M39R HANDGUN SEMI-AUTOMATIC

===============
MUSIC BOX PLATE
===============
LOCATED: ALEXIA'S MUSIC BOX PRIVATE RESIDENCE
USED: TO PLAY MUSIC ON ALFRED'S MUSIC BOX IN PRIVATE RESIDENCE

==========
NAVY PROOF
==========
LOCATED: PALACE COURTYARD
USED: ON AIRPORT SEAPLANE LIFT

==========================
STORAGE KEY (KEY WITH TAG)
==========================
LOCATED: MILITARY TRAINING FACILITY'S SWIMMING POOL
USED: TO OPEN CABINET IN MILITARY TRAINING FACILITY

===========
PADLOCK KEY
===========
LOCATED: PRISON GUILLOTINE
USED: TO UNLOCK GATE OUTSIDE PRISON'S BARRACKS

==========
PIANO ROLL
==========
LOCATED: PRISON STATUE ROOM
USED: TO GET PALACE'S PIANO WORKING

================
QUEEN ANT OBJECT
================
LOCATED: PALACE PAINTING ROOM
USED: TO OPEN ALEXIA'S MUSIC BOX

========
RED HERB
========
LOCATED: MANY PLACES
USED: TO MAKE GREEN HERB STRONGER

============
RUSTED SWORD
============
LOCATED: PRISON STATUE ROOM
USED: TO OPEN STATUE IN PRISON'S STATUE ROOM

=========
SIDE PACK
=========
LOCATED: SUBMARINE AT PALACE DOCK
USED: TO HOLD MORE ITEMS

================
SILVER DRAGONFLY
================
LOCATED: PRIVATE RESIDENCE CAROUSEL ROOM
USED: TO MAKE CAROUSEL TURN AT PRIVATE RESIDENCE

==========
SILVER KEY
==========
LOCATED: PRIVATE RESIDENCE
USED: TO OPEN 2 ROOMS IN PALACE

================
SKELETON PICTURE
================
LOCATED: MILITARY TRAINING FACILITY'S EXPERIMENT ROOM
USED: TO RAISE BACK WALL IN MILITARY TRAINING FACILITY 'S MODEL ROOM

=========================
SPECIAL ALLOY HAWK EMBLEM
=========================
LOCATED: PRISON SECURITY OFFICE AFTER COPYING IT
USED: TO UNLOCK PRISON'S MAIN GATE

==============
STEERING WHEEL
==============
LOCATED: PALACE'S LUGER ROOM
USED: TO CALL UP SUBMARINE AT PALACE'S DOCK

====================
TWIN SUBMACHINE GUNS
====================
LOCATED: MILITARY TRAINING FACILITY (FIRST BANDERSNATCH MEETING)
USED: TO KILL MONSTERS (STEVE ONLY)

================
TG-01 ALLOY SLAB
================
LOCATED: PRISON'S BREIFCASE
USED: TO FORGE HAWK EMBLEM

=======================
***ITEM LIST: PART 2***
=======================

===========
ACID ROUNDS
===========
LOCATED: MANY PLACES
USED: AMMO WITH GRENADE LAUNCHER

===============
AIR FORCE PROOF
===============
LOCATED: AIRPORT'S SEAPLACE LIFT
USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B

=================
ALEXANDER'S JEWEL
=================
LOCATED: AFTER DETACHING IT FROM ALEXANDER'S PIERCE
USED: TO LOWER PAINTING IN ANTARCTICA

===============
ALEXIA'S CHOKER
===============
LOCATED: ANTARCTICA'S RE1 MANSION MAIN HALL
USED: TO GET ALEXIA'S JEWEL

==============
ALEXIA'S JEWEL
==============
LOCATED: AFTER DETACHING IT FROM ALEXIA'S CHOKER
USED: TO LOWER PAINTING IN ANTARCTICA

==============
ALFRED'S JEWEL
==============
LOCATED: AFTER DETACHING IT FROM ALFRED'S RING
USED: TO LOWER PAINTING IN ANTARCTICA

=============
ALFRED'S RING
=============
LOCATED: ALFRED'S DEAD BODY IN ANTARCTICA
USED: TO GET ALFRED'S JEWEL

===========================
ASSAULT RIFLE BULLETS (50%)
===========================
LOCATED: MILITARY TRAINING FACILITY B'S TYRANT ROOM
USED: AMMO FOR ASSAULT RIFLE

==========
ARMY PROOF
==========
LOCATED: AIRPORT SEAPLANE'S LIFT
USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B

=============
ASSAULT RIFLE
=============
LOCATED: ANTARCTICA'S WEAPON ROOM
USED: TO KILL MONSTERS

================
BAR CODE STICKER
================
LOCATED: ANTARCITCA'S BOW ROOM
USED: ON LOWER PRODUCTION ROOM'S BOW BOXES

=======
BATTERY
=======
LOCATED: MILITARY TRAINING FACILITY B'S HARRIER JET HALLWAY
USED: TO POWER LIFT IN STEVE DAD'S ROOM (MILITARY TRAINING FACILITY B)

=========
BLUE HERB
=========
LOCATED: MANY PLACES
USED: TO CURE POISON (EXCEPT NOSFERATU'S POISON)

==========
BLUE JEWEL
==========
LOCATED: TIGER STATUE ROOM IN ANTARCTICA
USED: TO OPEN ALFRED'S MUIC BOX IN ANTARCTICA

==============
BOW GUN ARROWS
==============
LOCATED: MANY PLACES
USED: AMMO FOR BOW GUN

==============
BOW GUN POWDER
==============
LOCATED: MANY PLACES
USED: MIXES WITH BOW GUN ARROWS TO MAKE DIFFERENT BOW GUN AMMO

====================
CHEMICAL STORAGE KEY
====================
LOCATED: MILITARY TRAINING FACILITY B'S UPPER STEVE DAD'S ROOM
USED: TO OPEN CHEMICAL LOCKER IN MILITARY TRAINING FACILITY B

=========
CLEMENT @
=========
LOCATED: MILITARY TRAINING FACILITY B'S CHEMICAL LOCKER
USED: MIXES WITH CLEMENT E TO MAKE CLEMENT MIXTURE

=========
CLEMENT E
=========
LOCATED: MILITARY TRAINING FACILITY B'S STEVE ROOM 2
USED: MIXES WITH CLEMENT @ TO MAKE CLEMENT MIXTURE

===============
CLEMENT MIXTURE
===============
LOCATED: AFTER MIXING CLEMENT @ AND CLEMENT E
USED: TO DISSOLVE ALLOY ON EAGLE PLATE

============
COMBAT KNIFE
============
LOCATED: ANTARCTICA'S RE1 MANSION AND CHRIS STARTS WITH ONE
USED: TO KILL MONSTERS AND FREE CLAIRE FROM GREEN SLIME

=========
CRANE KEY
=========
LOCATED: ANTARCTICA'S EXTINGISHANT ROOM
USED: TO RAISE CRANE HOLDING NOSFERATU'S DEAD BODY

=======
CRYSTAL
=======
LOCATED: ANTARTICA'S PRISON ROOM
USED: NEEDS TO BE SMASHED TO GET SECURITY CARD

=========
DETONATER
=========
LOCATED: ANTARCTICA'S WEAPON ROOM
USED: TO DESTROY LOCKED CABINET

========
DOORKNOB
========
LOCATED: MILITARY TRAINING FACILITY B'S LOWER TURNTABLE AREA
USED: TO UNLOCK KNOBLESS DOOR IN MILITARY TRAINING FACILITY B

================
DRAGONFLY OBJECT
================
LOCATED: ANTARTICA'S TABLE ROOM ABOVE ALFRED'S BEDROOM
USED: ATTACHES WITH WING OBJECTS TO MAKE GOLD DRAGONFLY

==============
DURALUMIN CASE
==============
LOCATED: ANTARCTICA'S VALVE HANDLE MODIFICATION ROOM
USED: TO GET MAGNUM ROUNDS

===========
EAGLE PLATE
===========
LOCATED: MILITARY TRAINING FACILITY B'S WATER POOL
USED: TO GET HALBERD

===============
FIRST AID SPRAY
===============
LOCATED: MANY PLACES
USED: TO HEAL DAMAGE

============
FLAME ROUNDS
============
LOCATED: MANY PLACES
USED: AMMO FOR GRENADE LAUNCHER

==========
GREEN HERB
==========
LOCATED: MANY PLACES
USED: TO HEAL SMALL DAMAGE

========
GAS MASK
========
LOCATED: ANTARCTICA'S BOW ROOM
USED: TO AVOID INHALING GAS IN ROOM WITH DIGGER

================
GLOCK 17 HANDGUN
================
LOCATED: CHRIS STARTS WITH IT
USED: TO KILL MONSTERS

==============
GRENADE ROUNDS
==============
LOCATED: MANY PLACES
USED: AMMO FOR GRENADE LAUNCHER

================
GUN POWDER ARROW
================
LOCATED: COMBINED THROUGH BOW GUN ARROWS AND BOW GUN POWDER
USED: AMMO FOR BOW GUN

=======
HALBERD
=======
LOCATED: AFTER DISSOLVING EAGLE PLATE WITH CLEMENT MIXTURE
USED: OPENS HARRIER BAY IN MILITARY TRAINING FACILITY B/ CABINET IN
ANTARCTICA

===============
HANDGUN BULLETS
===============
LOCATED: MANY PLACES
USED: AMMO FOR GLOCK AND M39R HANDGUN

=======
LIGHTER
=======
LOCATED: GIVEN FROM RODRIGO IF CLAIRE GAVE HIM HEMOSTATIC CAPSULE
USED: TO GET SUBMACHINE GUNS MILITARY TRAINING FACILITY B AND ACTIVATE
DETONATOR IN ANTARCTICA

===============
LINEAR LAUNCHER
===============
LOCATED: ROOM WHERE ALEXIA II AND III IS FOUGHT IN ANTARCTICA
USED: TO DESTROY ALEXIA II AND III

=============
LUGER REPLICA
=============
LOCATED: MILITARY TRAINING FACILITY B'S HARRIER JET SAVE ROOM
USED: TO ACTIVATE STEVE'S BATTLE MODE GAME

================
MACHINE ROOM KEY
================
LOCATED: UNDER THE PLANT POT IN ANTARCTICA
USED: TO OPEN MACHINE ROOM IN ANTARCTICA

======
MAGNUM
======
LOCATED: WEAPON ROOM IN ANTARCTICA
USED: TO KILL MONSTERS

==============
MAGNUM BULLETS
==============
LOCATED: MANY PLACES
USED: AMMO FOR MAGNUM

===============
MINING ROOM KEY
===============
LOCATED: IN ANTARCTICA'S WEAPON ROOM
USED: TO OPEN MINING ROOM IN ANTARCTICA

===============
MUSIC BOX PLATE
===============
LOCATION: ALEXIA'S MUSIC BOX IN ANTARCTICA
USED: TO PLAY ALFRED'S MUSIC BOX IN ANTARCTICA

==========
NAVY PROOF
==========
LOCATION: AIRPORT SEAPLANE'S LIFT
USED: TO MOVE MODEL IN MILITARY TRAINING FACILITY B

============
PAPER WEIGHT
============
LOCATION: ANTARCTICA'S FIRST SAVE ROOM AFTER OPENING CABINET
USED: TO UNLOCK CAPSULE HOLDING ALFRED'S DEAD BODY IN ANTARCTICA

=========
PLANT POT
=========
LOCATION: ABOVE NOSFERATU'S CHAIR IN ANTARCTICA
USED: TO GET MACHINE ROOM KEY

========
RED HERB
========
LOCATION: MANY PLACES
USED: TO MAKE GREEN HERB STRONGER

=============
SECURITY CARD
=============
LOCATION: INSIDE BOKEN GLASS IN ANTARCTICA
USED: TO UNLOCK GATE LEADING TO MONSTER STEVE AND TO UNLOCK SELF-
DESTRUCT SEQUENCE IN ANTARCTICA

=============
SECURITY FILE
=============
LOCATION: GIVEN TO CHRIS BY CLAIRE AFTER CLAIRE SEES STEVE DIE IN
ANTARCTICA
USED: TO GET SECURITY CARD AS CHRIS IN ANTARCTICA

=====
SERUM
=====
LOCATION: ANTARCTICA'S WEAPON ROOM
USED: TO HEAL CLAIRE IF POISONED BY NOSFERATU IN ANTARCTICA

=======
SHOTGUN
=======
LOCATION: MILITARY TRAINING FACILITY B'S SEWER
USED: TO KILL MONSTERS

==============
SHOTGUN SHELLS
==============
LOCATION: MANY PLACES
USED: AMMO FOR SHOTGUN

=========
SIDE PACK
=========
LOCATION: MILITARY TRAINING FACILITY B'S EXPERIMENT ROOM
USED: TO EXPAND CHRIS' INVENTORY BY 2

============
SNIPER RIFLE
============
LOCATION: MINING ROOM AFTER ALFRED DROPS IT IN ANTARCTICA
USED: TO KILL NOSFERATU IN ANTARCTICA'S HELIPAD

======
SOCKET
======
LOCATION: BEHIND TIGER STATUE IN ANTARCTICA
USED: TO MAKE VALVE HANDLE HAVE A SQUARE END IN ANTARCTICA

================
STERILE ROOM KEY
================
LOCATION: ANTARCTICA'S TYPEWRITER ROOM (BEHIND PAINTING IN RE1 MANSION)
USED: TO UNLOCK DOUBLE DOORS IN RE1 MANSION

===============
SUBMACHINE GUNS
===============
LOCATION: FIRST ROOM CHRIS ARRIVES IN (LIGHTER NEEDED) IN MILITARY
TRAINING FACILITY
USED: TO KILL MONSTERS

===========
TANK OBJECT
===========
LOCATION: UPPER STEVE DAD'S ROOM ACCESSED FROM THE KBOBLESS DOOR IN
MILITARY TRAINING FACILITY
USED: TO SLIDE ROOM PAINTING IN MODEL ROOM IN MILITARY TRAINING
FACILITY

==============
TURN TABLE KEY
==============
LOCATION: BEHIND ROOM PAINTING IN MODEL ROOM OF MILITARY TRAINING
FACILITY
USED: TO ACTIVATE TURN TABLE IN MILITARY TRAINING FACILITY

============
VALVE HANDLE
============
LOCATION: UPPER POWER ROOM (AS CLAIRE) AND UPPER MINING ROOM (AS CHRIS)
IN ANTARCTICA
USED: TO ACTIVATE POWER, LOWER WATER SUPPLY (CHRIS) AND SHUT OFF GAS
PIPE (CLAIRE)

===========
WING OBJECT
===========
LOCATION: 2 IN CAROUSEL ROOM, 1 IN EXPERIMENT ROOM AND 1 IN LOWER
ANTHILL ROOM ALL IN ANTARCTICA
USED: TO ATTACH TO DRAGONFLY OBJECT TO MAKE IT A KEY

15. FILE TRANSCRIPTS
--------------------

This is a chapter that reflects upon CODE: Veronica's Files scattered
throughout the game. I will analyze them aswell.

============================
FILE: DIJ DIARY: CVX VERSION
============================

During a heavy squall, a girl in a red outfit was brought to this
island of Rockfort. What could she have possibly done?

I've been living here quite some time now, but many who are brought to
this island seldom leave alive.

Through the sounds of gun and fire, soldiers appeared. There was
something going on. I went to the prison, but the girl in red was
nowhere in sight. I hurried to the military training facility. The
"man" of Rockfort was attacking her relentlessly. How stupid of me.

I got too close and almost got myself smashed by the shutters. But,
thanks to my natural agility, I was able to get out of the situation
and get outside.

Anyone other than me would not have been so lucky.

Again, I was able to find the girl in red.

There she was; in front of the residence. Then from behind her appeared
a man with blonde hair. As he called her, he approached her in a
friendly manner and started saying something to her... and it happened
abruptly.

The man in blonde hair started to hurt the girl in red.

"I must save her."

I thought to myself. But the man in blonde hair went away. Who was that
blonde haired man? What did he want from the girl in red?

The self-destruct announcement and emergency siren warned the end of
Rockfort Island. I hurried to the hangar of the transport. The
transport we were on took off as everything exploded into flames.

With my neck risking effort, the girl kin red slammed the monster out
into the open sky. Sure enough, she was a Valkyrie, a goddess of
destruction.

I couldn't believe it. The transport landed in Antarctica. And to top
it all, the transport that landed before us spilled tons of the T-Virus
and everything alive had already turned into zombies.

If I stayed, there was no way I could stay alive. I had to find a way
to get out of there, quickly. I parted with the girl in red. I started
searching the base to see if there was anything I could use.

As I was resting in the dark, someone was coming. Whatever it was, it
was right there. The door suddenly closed and there was no escape. I
kept slamming the doors. Then the door opened. I exploded out of there.
But I was no chicken. I stopped to turn around and there she was, the
girl in red, standing there looking at me.

Where was this place? I was stuck in a room with an elevator and old
cannon. Where was I supposed to go? I was stranded. I felt endless
despair.

Then that blonde man with the sunglasses appeared. He had the girl in
an arm lock. Then a man in a black vest came running after them. The
man in the black vest followed them.

I also hurried to chase after them. It was a grueling fight. Was the
man who also knew that girl a monster? The fight looked like it could
last forever.

Then suddenly there was an explosion, which interfered the fight. That
was my last chance. I had to get out of there. I snuck through the
hatch of the sub as it was about to close.

Finally, I was released from the world of death and I was able to come
back to a world where desire and power ruled.

DIJ

*NOTES: DIJ was thought to be a rat at first. I read this closely. It
can be... the mouse!

====================
FILE: PLAYING MANUAL
====================

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

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

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

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

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

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

I CAN'T TAKE THE GOLD LUGERS FROM THE PROJECTION ROOM
You cannot release the trap by yourself. After certain events occur,
you will be able to release the trap and obtain the Gold Lugers.

I CAN'T ENTER THE BIO-EXPERIMENT ROOM
Once the shutter near the bio-experiment room shuts, you can't open it
until the ventilation process completes due to the in-room air
pollution problems.

I CAN'T CLIMB THE LADDER IN THE BEDROOM
You will need to place a pair of items onto the two music boxes. Then
you will have to...

I CAN'T SEND LOADS PROPERLY WITH THE SORTER
The sorter judges which room each load will be sent to by an item that
is posted on the load. You should check an already sorted load in the
room you would like to send your load to and then...

*NOTES: This is the file that tells you what to do during the games. It
has no significance to the story-line of the game.

============================================
FILE: FAX ON THE FACILITY ACCESS APPLICATION
============================================

Be sure to verify the content of the following facility access
application form, and add the applicants' name to the expected
visitor's list.
Chief Prison Guard Room
Paul Steiner

I hereby apply for access permission for Prison Area D.

Details follow, Visitor's name: Carl Grisham Purpose of Entry: Carrying
in the following materials;

1. New product sample from Metal Industries Co: "TG-01". 2. Various
daily commodities ordered by the prison.
Note: 1. Will use a transportation truck.
2. "TG-01" sample will be stored in a designated briefcase.

*NOTES: This hints where to find a certain item in the game.

=================================
FILE: "TG-01" PRODUCT DESCRIPTION
=================================

Thank you for your continued support and for our products. This time we
have gathered our most advanced technologies, and have succeeded in
creating the unique anti-metal detection alloy "TG-01".

-TG-01 features?
1.	Cannot be detected by any metal detectors.
2.	Cannot be pictured by roentgenography at the immigration check.
3.	Lightweight, yet durable. We plan to develop various weapons
utilizing this innovative new alloy. We enclosed a sample for you to
review. We look forward to hearing from you regarding possible
business opportunities.
Metal Industries Co.
Chief, Development Planning
Carl Redhill

*NOTES: This hints that the TG 01 Item you get in the game can be taken
passed the Metal Detectors in the Prison.

===================
FILE: USER'S MANUAL
===================

3-D Duplicator User's Manual Our new product, the "3-D Duplicator"
consists of two parts.

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

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

*NOTES: It hints at the puzzles of the game in the Prison Area.

===============================
FILE: MEMO ON THE PASS NUMBER
=============================

The emergency lock system in the biology experiment room can be
released with the four digit pass number. I hope you haven't forgotton
about it already. I have just received an order from the system
administrator requesting us to change the pass number periodically.
What bothers me is that you often lose important memos, pass numbers,
or even chemicals... So, in an attempt to solve that problem, I came up
with an idea.
You know the red human skeleton picture at the back of the biology
experiment room? I have decided to use the number signed on the picture
as the pass number. If you happen to lose the memo just use the
picture. Well, I don't think you would ever need to use the emergency
pass number anyway. But just in case, now you know.
Take it easy Mr. Careless!

*NOTES: This hints at what you need to see in order to find the Pass
Memo Number.

===============================
FILE: MESSAGE TO THE NEW FAMILY
===============================

Sir Alfred,

Congratulations on your succession as master as the Ashford family. I
hereby present you with an earthenware vase, according to the Ashford
family tradition. As you may know, this tradition first began when a
butler presented a golden teacup as a commemorative to Veronica. As
founder of the Ashford family, her intelligence and beauty are
legendary.

The second and third, masters, Stanley and his son Thomas were also
presented with similar teacups. It was their hope to achieve glory as
Veronica did before them. The position as family master then shifted to
Sir Thomas to his twin brother Sir Arthur. It then went to Sir Edward,
your grandfather. That was when the Ashford family enjoyed it's golden
age. It was also Sir Edward's achievement that established the large
chemical enterprise, Umbrella Inc.

However, when Sir Edward passed away, and your father Sir Alexander
succeeded the position, the glorious Ashford family gradually began to
sink... I sincerely hope that the Ashford family regains it's glory
with your guidence, just as this vase continues to shine eternally.

Ashford Family Butler,
Scott Harman

*NOTES: This helps solve the painting puzzle in the Palace on Disk 1.

=======================================
FILE: REPORT: ENHANCED ANTI-DECAY ALLOY
=======================================

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

Due to the lethal nature of the new B.O.W., we cannot be too careful in
choosing the material for their storage capsule. We have instead
decided to use Duploid to create the plate portion of the "Eagle
Plate", which shines in indigo-blue.

CLEMENT INFORMATION

The "a" type is used for gun maintenance and possesses no conspicuous
characteristics. However, the E type will change its color to blue at a
certain temperature. (It is an odd coincidence that the temperature is
exactly the same as the date of completion of this training facility.)
Based upon our analysis of the E type, we believe that Clement
possesses more features.

As new information is learned, we will update this file.

*NOTES: This hints at the need to mix the Clements on Disk 2.

================================================
These following files appear on the Yellow Book.
================================================

======================
FILE: PRISONER'S DIARY
======================

May 13th
This room stinks of death. Based upon the information I've found, I
believe that I'm far south of the equator. Lucky for me that Bob in the
bunk below me, is one of those interesting types of guys... May 16th
Today Bob told some crazy story of why he was put this place with me.
Bob said that he used to be an attendant of the head of this place.
This "boss" named Alfred supposedly placed him in here because of a
tiny little mistake. What does that mean? What's going to happen to me?

May 20th
Without warning, a group of military men took Bob to the building
behind the guillotine stand. At midnight, I'll sneak out of here to see
him. I've been hearing that anyone taken to that building never comes
back. On top of that, there are these REALLY large plastic bags being
constantly being removed from that place. I'd better pray for Bob...

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

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

*NOTES: This hints that we have to explore the guillotine in the Prison
Area.

======================
FILE: ANATOMIST'S NOTE
======================

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

But, Sir Alfred was kind enough to acknowledge me, and has given me the
facilities, the chemicals, and the "equipment" necessary to study
everything. I must never betray Sir Alfred's kindness. It is especially
critical that no one discovers the sacred place that only he and I know
about.

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

*NOTES: Hints there's a secret basement in the Prison Area behind the
guillotine. Apparently where the people in the PRISONER'S DIARY were
taken.

======================
FILE: SECRETARY'S NOTE
======================

Four years have passed since I began serving Sir Alfred. He doesn't
trust anyone! Even though I am his attendant, I am still strictly
prohibited from entering his private house! What is his problem
anyway?! They say he lives with his twin sister, Alexia in his private
house on the hill.

Occasionally, I've seen someone standing by the window of the house. It
might have been Alexia, whose extreme beauty is often talked about. I
once asked Sir Alfred about this, but it only enraged him. Even though
I am his attendant. He will not show me any lenience. If I ask about
her again, I could put my life at risk. After all, it is a mystery why
he so desperately tries to keep his private life with Alexia a secret.

Robert Dorson

*NOTE: This hints that Alfred has a secret house on the hill behind his
Palace (Private Residence)

====================
FILE: NEWSPAPER CLIP
====================

A 10 year old girl genius graduated at the top of her class, from a
prestigious university. The international corporation, Umbrella
Chemical Inc., offered the position of head researcher.

*NOTES: This hints Alexia is SUPER SMART!!!

==================
FILE: MESSAGE CARD
==================

My dear brother, I firmly believe that the glory of the Ashford family
will be revived through your courage and strength as an honored
soldier.

Yours faithfully, Alexia Ashford

*NOTES: Alfred seems to be in love with Alexia. Perhaps he loves her
too much...

===================
FILE: HUNK'S REPORT
===================

Attn: Mr. Alfred Ashford, head of the facility

Today at 16:32, I arrived successfully from the Umbrella transport base
with the large-scale B.O.W. capsule. Extreme care was taken during
transport, and all 108 check points were confirmed condition "green" in
accordance with standard procedures. It is currently being stored in a
freezer.

There's one thing that I don't understand. We are normally assigned to
special missions. Why were we ordered to transport a frozen capsule
this time? I understand that this may be classified as top-secret, but
without knowledge of the contents, our safety could be at risk during
this transport. This is especially important if the contents are
potentially harmful. We would like to ask you provide us with more
information, should we be assigned similar missions in the future?

I still remember the good old days in the military training center.
Nothing has changed since then. We will gear up for the next mission
today at 23:00.

Umbrella Special Forces Unit
HUNK

*NOTE: HUNK is the 4th Survivor from Resident Evil 2. He was the one who
stole the G- Virus from William Birkin and attacked William Birkin.

====================
FILE: WORKER'S DIARY
====================

October 30th
When I joined Umbrella Inc., I thought that I would be able to live
care free for the rest of my life, being employed by this huge
corporation. It's a joke that I ended up being a driver at a place like
this. I asked for a position change, but they completely ignored me. It
feels more like a prison! Work is extremely demanding, and there's
nothing fun about it. I'd rather be dead!

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

November 5th
I heard an interesting story from a guy who's been working here for 8
years. He must be awfully patient... He says that there is a man who
has been confined for over 10 years, locked deep below here. People
call him "Nosferatu" and are deathly afraid of him. What an absurd
story!

November 10th
At midnight I woke up to an ominous growling sound that seemed to be
coming from deep under ground...I'm so pathetic to have been frightened
by such a foolish story. Then again, I suppose anyone would have a hard
time maintaining their sanity if they were confined in a place like
this!

*NOTES: This notes that Nosferatu has been around for a long time...

==================================================
The documents below are the files in the Red Book.
==================================================

======================
FILE: ALEXANDER'S MEMO
======================

My father, Edward, discovered the mother virus in cooperation with Lord
Spencer, who was also a nobleman. They studied it for the purpose of
military use. Eventually their study took shape. They named a variation
of the mother virus, the "T-virus". To camouflage their research, they
established Umbrella Chemical, Inc. I majored in bio genetics and have
been involved with a top-secret project, supporting my father's
research.

However, my research went through a difficult phase, and my father died
in the middle of the project. We are now at a major disadvantage
against the other researchers, as there is great competition in the
field of T-virus research. I have disgraced the honorable name of the
Ashford family that out great ancestor Veronica established. If nothing
is done, Umbrella will be taken over by Spencer.

I must expedite the project to its fullest, without being detected by
Spencer. After much thought, I decided to establish a large-scale
advanced research facility. It will be located in the transport
terminal that I created by using the abandoned mine in the Antarctic.
Within the facility, I'll have a room built. It will be similar to the
design of my mansion, the legacy of the late Trevor.

I will be able to cherish my sweet memories there... For security
purposes, this confidential project will be given a code name. It is
the same name if the beautiful ancestor of the Ashford family,
"Veronica" whom I wish to revive so badly. I am confident that the
result of my research will be as glorious as her name, and that honor
will be restored to the Ashford family again.

*NOTES: This is where the "CODE: Veronica" of the game comes in. It's
the code for the explosion sequence.

=====================
FILE: BUTLER'S LETTER
=====================

Sir Alfred,

Please forgive me, as I must tell you of my abrupt departure by leaving
this letter. I first served your father, Lord Alexander, and have for
so long shared in the joys and sorrows of the Ashford family. Lord
Alexander disappeared unexpectedly 15 years ago, then an accident
during an experiment took the life of our dear Alexia.

You were forced to become the master of the family at a very young age,
and nearly lost your sanity from the sorrow of having lost all of your
family members at once. There was nothing I could do, and I felt
powerless. I first though that I should kill myself to apologize. I
then realized that it would be an insult to our dear Lord Alexander and
Alexia, in the other world...

Scott Harman
Butler, Ashford family

*NOTES: Scott Harman has discovered something strange about Alfred. It
was that he discovered Alfred's secrets about Alexia and Alexander
Ashford.

=======================
FILE: CONFESSION LETTER
=======================

Alexia, my sister, is a genius and possesses unmatched beauty. She is
everything to me. I would overcome any obstacle and be willing to risk
my life for her. For Alexia, I must revive the glorious Ashford Family
which fell during the era of my father, Alexander. Together, we will
restore our family name. Once that has been achieved, I'll build a
palace where only nobles may gather.

I cannot allow the unwashed to see my dear Alexia, to whom my life is
devoted. She reigns the world as queen, with I as her servant. That is
my dream, and how sweet it will be. Those accomplishments will be proof
of my love toward Alexia. It is the purpose of my existence. All other
people are meaningless, and they shall prostrate themselves before
Alexia and I.

Devoted to my beloved Alexia,
Alfred Ashford

*NOTES: Alfred seems to be VERY obsessed with Alexia. She vanished 15
years ago because she needed to perform an experiment...

=========================
FILE: SECRET PASSAGE NOTE
=========================

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

Oh yes...I think I'll have those prisoners build a bridge. It must be a
gorgeous bridge that benefits the perfection that is Alexia. Of course,
I must kill everyone who's involved in the construction of the bridge
after it is done, so that no one will know about the existence of our
mansion.

But that is okay, as I have no problems executing such matters. Once
the bridge is completed, I'll seal the mansion entrance door at the end
of the underground waterway. The entrance of the waterway is locked by
the diorama trick, ensuring the secrecy of our mansion.

Alfred Ashford

*NOTES: Alfred loves secret passages. He built an underground tunnel
that connects the Private Residence to the Military Training Facility.
But it has no significance to the game, though.

====================
FILE: ALFRED'S DIARY
====================

January 30th
There's a sealed room in the hallway located inside of the Antarctic
facility. I don't know what is hidden there, but I do not know how to
get in. I can use the three jewels that each one of our three members
wear as proof of being legitimate descendant of the Ashford family. The
only problem is, I do not know how I can gain possession of my father's
proof.

February 17th
I finally succeeded in entering that sealed room. I never could have
imagined that such an insane secret existed regarding the birth of both
Alexia and myself... I hate my father. That fool, Alexander...Now it is
obvious that we were merely created in an attempt to cover my father's
blunder. I can never trust him again. I must regain the glory of the
Ashford family with my sister. I have nothing to be afraid of, as long
as Alexia is with me.

March 3rd
Alexia carried out the experiment on the human body that we've been
talking about. Our useless father must be happy now, since he can
finally contribute to the Ashford family. The only thing we should be
careful about is that the butler, Harman, does not become wise to our
activities.

April 22nd
The experiment resulted in failure. Our father was useless after all.
Even worse, he turned into a dangerous monster that is completely out
of control. We tied him down and locked him up in an underground prison
cell. However, Alexia seems to be close to a solution. Beyond all my
expectations, she now says that she wishes to conduct the experiment on
her own body. On top of that, she feels she must be kept asleep for 15
years in order to accomplish the experiment. Thanks to that idiot, I
can't see my dear Alexia for as long as 15 years. Alexia is going to
sleep, with all of her trust relying upon me. Now, I am the only one
who can protect Alexia.

*NOTES: Alfred Ashford and Alexia turned their "father" into Nosferatu
because Alexander did something... he made Alexia and Alfred through
using Veronica's gene and putting it into an embryo and giving birth to
them. Weird...

======================
FILE: QUEEN ANT REPORT
======================

After discovering the remains of an ancient virus within the genes of a
queen ant, I have been concentrating on the research of ants. The
ecosystem of the ants seems truly ideal to me. There is one queen ant
in each anthill, and the soldier and worker ants are the queen's
slaves. They dedicate their lives to the queen. The death of the queen
ant means the doom of the entire anthill.

However, the soldier and worker ants can be easily replaced as long as
the queen ant is alive. This is exactly the same relationship between
myself and other ignorant masses. I have succeeded in creating an ideal
virus by implanting the queen ant's gene into the mother virus that
Spencer found.

I used my otherwise useless father as a test subject. However, as I
expected, the virus caused a rapid change in his cells, triggering the
complete destruction of his brain cells and body flesh. Furthermore, a
special type of poison gas was generated inside his body, that the blue
herb had no effect against.

Because of this, I created an antidote in case of an emergency, and
stored it inside of the weapon/chemical warehouse on the B2 floor. I
have decided to name this virus with unimaginable potential, the "T-
Veronica" virus. When I find out how I can fully utilize the power of
wonderful virus, my great research will finally be complete.

Alexia Ashford

*NOTES: This is how the T- Veronica Virus was created. Alexia took an
Ant gene and combined it with the T- Virus to create T- Veronica Virus.

===========================
FILE: VIRUS RESEARCH REPORT
===========================

Work continues on the "T-Veronica" virus , which I extracted from the
queen ant. The more research I conduct on it, the more I am impressed
by how much potential it has. I have finally implanted the virus into
my own body, and discovered how to fully utilize its power.

I will avoid making the mistake that I made on my father. I will
suppress the activity of the virus at an ultra-low temperature, so that
my cells will change slowly. My calculations indicate that it will take
15 years before my body will gain immunity, and become able to coexist
with the virus. Until then, I have no choice but to trust the capsule
that I will be in, to that inept but loyal soldier ant who is my
brother.

For me to obtain unlimited power, some risks need to be taken. When I
awaken, I will be the queen... And the "T-Veronica" virus will be
unleashed upon the entire world by my children. Every last creature on
earth will exist to serve me. At that time, the world will achieve the
perfect ecosystem, just like an anthill, but on a much grander scale.

Alexia Ashford

*NOTE: This is why Alexia vanished. She was put into sleep to adjust to
the T- Veronica Virus. Nosferatu was a mess compared to Alexia because
Nosferatu didn't cope with the T- Veronica Virus.

16. HERB GUIDE
--------------

1. RED + GREEN = FULL HEALTH

2. GREEN + GREEN + GREEN = FULL HEALTH

3. GREEN + GREEN = 50% HEALTH

4. GREEN + BLUE = 25% HEALTH AND POISON HEAL

5. BLUE = POISON HEAL

6. GREEN = 25% HEALTH

7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL

8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL

17. MONSTER AND BOSS LIST
-------------------------

===============
MONSTER: ZOMBIE
===============
PISTOL BULLETS: 8-10
SHOTGUN SHELLS: 3-4
GRENADE SHOTS: 1-2
These guys are the most common monster in the game. They are slow when
attacking. They aren't as durable as they were in RE3 and RE2- even the
Combat Knife can kill them easily!!!

==================
MONSTER: CEREBERUS
==================
PISTOL BULLETS: 6-9
SHOTGUN SHELLS: 2-4
GRENADE SHOTS: 1-2
These dogs are the faster enemies in the game. But when they are hit
with anything except the Non-Explosive Arrow Bow Gun, they fall and
stay down for a few valuable seconds. Like zombies, they attack in a
group, so the Handgun or Assault Rifle would be best. NOTE: The Rocket
Launcher can't hit them.

=============
MONSTER: BATS
=============
PISTOL BULLETS: 1
SHOTGUN SHELLS: 1
GRENADE SHOTS: 1
Like the crows from RE3 and RE2, these guys are annoying. But they CAN
damage. You'll see them in about 3 rooms so use the Lighter to shrug
them off.

=====================
MONSTER: BANDERSNATCH
=====================
PISTOL BULLETS: 18-20
SHOTGUN SHELLS: 4-6
GRENADE SHOTS: 2-3
These guys are pretty quick. They are a cross between zombies and Mr. X
from RE2. Only weapons that emit any type of acid or fire with damage
them the most- bullet weapons aren't effective as much. You'll see them
around the Military Training Facility and the Private Residence on Disk
1, while as Chris you only run into 1.

=============
MONSTER: MOTH
=============
PISTOL BULLETS: 2
SHOTGUN SHELLS: 1
GRENADE SHOTS: 1
These guys are annoying during Claire's game on Disk 2. It's best to
run from them because they can implant Claire with a poisonous egg. Try
popping them when you see them. Dodging them isn't very easy. After
Claire kills Nosferatu, they vanish, so they don't appear in Chris'
Game.

=======================
MONSTER: HUNTER/SWEEPER
=======================
PISTOL BULLETS: 18-20
SHOTGUN SHELLS: 4-5
GRENADE SHOTS: 3-4
These guys are back from RE3 and RE1! They are fast and can kill Chris
with a few hits. Use the Submachine Guns against them to take them out
quickly. Against lone ones, the Shotgun works best. Sweepers are just
purple Hunters with poison claws- they can poison Chris. Beware that
once you see the scene with Wesker near where Steve and Claire boarded
the plane, their little scanners are everywhere in the MTF B. Watch
out!!!

=====================
MONSTER: GIANT SPIDER
=====================
PISTOL BULLETS: 12-15
SHOTGUN SHELLS: 6-7
GRENADE SHOTS: 2-3
Stay away if you can! Only Grenade Launcher guns are truly effective.
Gins don't work all that well with these. Even with their belly blown
off, their limbs can still grossly function. Yuck!

=================
MONSTER: TINY ANT
=================
PISTOL BULLETS: 1
SHOTGUN SHELLS: 1
GRENADE SHOTS: 1
In one room in the Antarctic, Chris will run into these punks. Just
smash them because they are too small to shoot. They, like bats, can't
do that much harm.

======================
MONSTER: BABY ALBINOID
======================
PISTOL BULLETS: 2
SHOTGUN SHELLS: 1
GRENADE SHOTS: 1
In one room on Disk 1, these guys will attack Claire. They give a
little shock when you hit them. One bullet can kill them, though. If
you get hurt, a Green Herb can cover everything.

============
BOSS: TYRANT
============
PISTOL BULLETS: 50-60 (To be able to catapult from plane)
SHOTGUN SHELLS: 30-40 (To be able to catapult from plane)
GRENADE SHOTS: 15-25 (To be able to catapult from plane)
He's probably the hardest, because unlike RE1 and RE2, the Rocket
Launcher doesn't automatically turn him into puzzle pieces. What ever
mode you play in, attack constantly and try manually reloading the
weapons. After a while, he'll start bleeding severely- that's when you
hit the catapult button.

===============
BOSS: NOSFERATU
===============
PISTOL BULLETS: 70-80
SHOTGUN SHELLS: 40-50
GRENADE SHOTS: 25-40
The Sniper Rifle is a good option. Aim at his heart and start firing
away. Aim directly at his heart and he'll spasm. If you run out, take
out any gun and start firing away from a distance. The Knife, when
aimed at his heart, is VERY effective, too. Watch out for his poison
gas and tentacles- they can kill Claire easily.

===============
BOSS: GULP WORM
===============
PISTOL BULLETS: 30
SHOTGUN SHELLS: 15
GRENADE SHOTS: 10
Kill this boss only when you meet it as Chris. Any weapon actually is
effective- even the Bow Gun with Normal Arrows. Take any weapon and
start firing when it rises from the ground. After about 10 bullets from
anything minus the Bow Gun and Pistols, Gulp Worm will spasm and die.

==============
BOSS: ALBINOID
==============
PISTOL BULLETS: 30-40
SHOTGUN SHELLS: 20-25
GRENADE SHOTS: 15-25
This guy isn't very easy. The Acid Rounds work well. Stay in one place
and wait until he nears you. Then aim down and fire. After about 10
clean shots, he'll spasm and die.

==================
BOSS: GIANT SPIDER
==================
PISTOL BULLETS: 25-35
SHOTGUN SHELLS: 15-25
GRENADE SHOTS: 10
He is a lot bigger than in RE1, but not smarter. Try using the Magnum
or Grenade Launcher to avoid getting it's belly blown away. If it's
belly gets blown away, it's hard to hit and it gets faster. After 5
Grenade or Magnum hits, it's collapses and died.

==================
BOSS: TYRANT STEVE
==================
PISTOL BULLETS: Not enough
SHOTGUN SHELLS: Not enough
GREBADE SHOTS: Not enough
Even with the Linear Launcher, he'll never die. Just keep running and
heal when he hits you (Unless your on VERY EASY, where 2 hits gets you
down to Danger). Keep running and he can be avoided.

==============
BOSS: ALEXIA I
==============
PISTOL BULLETS: 20-25
SHOTGUN SHELLS: 15
GRENADE SHOTS: 10-15
The Magnum is a good choice. Get way from Alexia and then fire from a
distance. The Submachine Guns are quicker, though, so those are great.
But the best would be the Assault Rifle. It's so quick that Alexia will
collapse in SECONDS.

=====================
BOSS: ALEXIA II & III
=====================
PISTOL BULLETS: 50-60 (Causes Alexia II to morph)
SHOTGUN SHELLS: 30-40 (Causes Alexia II to morph)
GRENADE SHOTS: 20-30 (Causes Alexia II to morph)
For Alexia II, arm the Assault Rifle or Submachine Guns and then fire
away, healing when hit by the monster. Eventually, Alexia III will
arrive. Grab the Linear Launcher and then try hitting her with one hit.
One hit will eventually LIQUIFY Alexia! HAHAHAHA for her! You beat the
game!

18. OPTIONAL AND ALTERABLE SCENE
--------------------------------

=====================
SCENE: SAVING RODRIGO
=====================
OPTIONAL: YES.
EFFECT: IF YOU DON'T SAVE HIM, HE WILL DIE WHEN HE SEES CHRIS AND NOT
GIVE HIM THE LOCKPICK.

===========================
SCENE: STEVE IN BATTLE MODE
===========================
OPTIONAL: YES.
EFFECT: IF YOU DON'T GET THE LUGER REPLICA, STEVE WILL NOT BE IN BATTLE
MODE.

====================
SCENE: STEVE'S WORDS
====================
CHANGEABLE: YES.
EFFECT: IF YOU DON'T KILL ANY MONSTERS AS STEVE, HE SAYS SOMETHING
DIFFERENT.

====================================
SCENE: TAKING LONG WHEN SAVING STEVE
====================================
CHANGEABLE: YES.
EFFECT: STEVE SAYS SOMETHING DIFFERENT.

==================================
SCENE: KILLING GULP WORM AS CLAIRE
==================================
OPTIONAL: YES.
EFFECT: THE GULP WORM IS EASIER TO KILL AS CHRIS.

=================================
SCENE: KILLING GULP WORM AS CHRIS
=================================
OPTIONAL: YES.
EFFECT: IF RODRIGO WAS SWALLOWED, HE WILL DIE WHEN YOU KILL IT (IF YOU
WANT TO KILL IT).

=======================================================
SCENE: PAINTING PUZZLE AFTER BEING IN PRIVATE RESIDENCE
=======================================================
CHANGEABLE: YES.
EFFECT: IF CLAIRE SEES ALEXIA AT PRIVATE RESIDENCE, SHE SAYS SOMETHING
DIFFERENT WHEN SEEING HER PAINTING.

========================================
SCENE: USING FIRST EAGLE PLATE IN PRISON
========================================
CHANGEABLE: YES.
EFFECT: YOU END UP BEING ABLE TO USE LOCKPICK IN MTF AND EAGLE PLATE 2
IS USED IN MTF INSTEAD.

==================================
SCENE: BEING POISONED BY NOSFERATU
==================================
OPTIONAL: YES.
EFFECT: CHRIS DOESN'T HAVE TO FIND THE SERUM.

==================================================
SCENE: FIGHTING ALEXIA BEFORE EXPLORING ANTARCTICA
==================================================
CHANGEABLE: YES.
EFFECT: WHEN YOU GET TO ANTARCTICA, YOU CAN GO TO CLAIRE DIRECTLY AND
CONTROL HER. THEN YOU CAN FIGHT ALEXIA. IF YOU DO, SHE WON'T APPEAR
WHEN YOU FIGHT THE SPIDER AND WESKER'S HOVERCRAFTS WILL VANISH.

=================================================
SCENE: TAKING ALFRED'S RING AFTER FIGHTING ALEXIA
=================================================
CHANGEABLE: YES.
EFFECT: IF YOU DO, ALEXIA II WILL BE SLIGHTLY EASIER FOR SOME REASON.

========================================
SCENE: WHICH KNIFE TO USE TO FREE CLAIRE
========================================
CHANGEABLE: YES.
EFFECT: IF YOU USE THE KNIFE CHRIS BEGAN WITH, ALEXIA IS FOR ANOTHER
STRANGE REASON EASIER (MAYBE I WAS SLEEPY WHEN PLAYING).

19. NEW EVENTS GUIDE
--------------------

20. HISTORY AND STORY
---------------------

=======
HISTORY
=======

Now here's a little stroll on memory lane of RESIDENT EVIL...

=======================
INCOMING: RESIDENT EVIL
=======================
When the first Resident Evil was released in March of 1996, it was
called the best game of 1996. With incredibly great graphics at the
time, it sparked a starting point for Survival Horror, with the
exception of Aline in the Dark, which came out before Resident Evil.

You controlled 2 characters named Chris and Jill as they explored a
creepy, puzzle-full mansion. As usual, there was a traitor and zombies
around.

==============================
DIRECTOR'S CUT THEIR PROMISES!
==============================
Then came Resident Evil: Director's Cut. It was released later that
year to feature the edited scenes in the original Resident Evil in
Japan. Despite extra modes, different camera angles and slightly better
graphics, the scenes were edited and this version of RE1 was shrugged
off.

Capcom also said that the scenes that were cut were going to be in it,
but they lied. It even said on the box! Capcom did post the scenes on
their website for awhile, but ack, the quality stinks!

=============================
RESIDENT EVIL FLIES TO SATURN
=============================
Then came Resident Evil for Saturn. It had considerably worse graphics
than the PSX Version, but featured still edited scenes. But there were
more costumes and an extra mini-game. This version is pretty rare and
expensive (COST ME $40 USED! At mcvans.com)

=======================
2 CAN PLAY AT THAT GAME
=======================
Then, in January 1998, in came Resident Evil 2 (FINALLY). It was twice
the size of the original Resident Evil. It had 1 disk for each
character and featured disk swapping. The graphics were really improved
and the characters had MUCH more detailed.

==========================
DUAL RERELEASE SHOCKS PSX!
==========================
When Dual Shock controllers arrived for the Playstation, Resident Evil:
Director's Cut and Resident Evil 2 were re-released with Dual Shock
support. While Resident Evil: Director's Cut remained intact, aside
from the different soundtrack, Resident Evil 2 was renamed Resident
Evil 2: DUAL SHOCK VERSION. This had Dual Shock capabilities, but more
difficulty modes and another mini game were added.

========
NEMESIS!
========
Finally, in November 1999, the third of the series, Resident Evil 3:
Nemesis, arrived. It had better graphics and back rounds than RE2 and
had a strange relationship to RE2. Part of it took place BEFORE RE2. It
made sense, since some RE2 areas work their way into RE3.

RE3 had only one character. It was RE1's Jill valentine as she tried to
escape Raccoon City. RE3 was like RE2's 3rd scenario. It was the same
story from another view!

============================
IMPOSSIBLE! BACKWARD IN TIME
============================
Later that month, Capcom took another step, but it was a back step.
They released Resident Evil 2 AGAIN! But this time it was for Nintendo
64. The N64 was basically the original PSX Version, with updated
graphics and grainy sound and FMVs. But it had EX Files, which tied RE2
and RE3 and RECVX together, because previous versions of RE2 didn't
really fit with RE3's storyline.

==================
BACK TO THE FUTURE
==================
About a few months later, in March 2000, CODE: Veronica hit Dreamcast.
It had the best graphics of ANY RE. It was 2 disks, but longer than
RE2. It had 2 characters again. They were RE1's Chris and RE2's Claire.

But something was missing from CV. Wesker didn't have a big enough
roll. Even with those restrictions, people still enjoyed CV as the best
RE since RE2 and RE3. How would they fix it...?

========================
SURVIVOR GETS VOTED OFF!
========================
In September 2000, Capcom headed back to PSX and released Resident Evil
Survivor. It was a first person RE game. It was supposed to solve any
questions raised in RE2 and RE3. It took place between the end of RE3
and the start of CV. It was mediocre, with graphics worse than RE2. But
the game did have more re-playability.

===========================
REVISITING THE PAST! AGAIN!
===========================
Capcom's RE series had taken a downfall thanks to Survivor, and CODE:
Veronica fans on Dreamcast needed more RE games. So Capcom decided to
port Resident Evil 3: Nemesis over to Dreamcast.

It had better graphics than the PSX Version, too. It also sold
amazingly cheap for $20 USD. But nothing new in terms of storyline
came. Only new costumes arrived and the mini game, Mercenaries, was
unlocked. It's the best version.

===========================
LEAVING THE PAST- FOR GOOD?
===========================
RE3 and CODE: Veronica sold well on Dreamcast. But Capcom needed
another RE game for Dreamcast. Resident Evil 2 had sold well on PSX and
N64, so why not Dreamcast?

Capcom ported over the Dual Shock Version of RE2 and released it on
Dreamcast. Like Nemesis for Dreamcast, it had great and unblocky
graphics like any previous version. But as did the N64 Version, the
storyline stayed intact. Sigh. But this wouldn't be the last of the
past... 0... Zero...

===================
RACING THROUGH TIME
===================
In October 2000, the PS2 arrived. It had MUCH better graphical features
than the Dreamcast. In order to keep PSX fans hooked, they ported RE CV
to PS2, called RECVX. The game has more cut-scenes about Wesker. This
game is it. RECVX is the best game of the series, at least to me. The
American Version is due out August 22, 2001.

===============================
VISITING THE PAST IN THE FUTURE
===============================
On March 22, 2002, the 6th Anniversary of BioHazard, Capcom will release
BioHazard One for GameCube. This is a remade version with better
graphics. BioHazard is now exclusive to GameCube (YAY!). Ports of
BioHazard 2, 3: Last Escape and CODE: Veronica Complete are coming to
GameCube and BioHazard 0 and 4 are coming to GameCube EXCLUSIVELY in
2002/2003.

========================================
STORYLINE OF ENTIRE RESIDENT EVIL SERIES
========================================

I will give you a brief summary of all the games. If you want detail,
check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com,
where this guide can be found.

===============
RESIDENT EVIL 1
===============
July 1998

Raccoon City, a mid-western U.S. town is experiencing reports of
cannibalism near its forest. The local police department sends in a
special force to stop it, called STARS, Special Tactics and Rescue
Service, to seek information about it. Umbrella Inc, a pharmaceutical,
also controls Raccoon City. The STARS are divided into 2 teams, Bravo
and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca
Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and
Kenneth Sullivan. Enrico Marini was the team's leader.

Bravo Team heads to the forest in the Arklay Mountains. They
investigate the origins of the zombies that wandered into Raccoon City.
A day later, Alpha Team loses communication with Bravo Team. Albert
Wesker decides to send in the other STARS Team to find them.

When their helicopter sees wreckage, they land. Wesker, Jill, Joseph,
Barry and Chris examine the chopper. Joseph finds a hand separated from
its body. Suddenly, a skinless dog mauls Joseph.

Brad Vickers, the pilot, flies away because he is scared. The remaining
STARS members run into a nearby mansion. Inside, Wesker tells all of
them to separate to find the remaining Bravo Team members.

Jill Valentine and Barry Burton discover the destroyed body of Kenneth
Sullivan of Bravo Team. Chris Redfield sees the dead body of Richard
Aiken. When he sees the body, Rebecca Chambers of Bravo Team, alive,
meets Chris.

Jill seems suspicious as she and Barry discover Forest Speyer's body.
As Jill and Barry separate, Chris reaches the guardhouse behind the
mansion. There, Chris and Rebecca duel with a vicious and giant plant
called Plant 42. They destroy the plant.

Jill, back at the mansion, destroys a giant snake. Teaming up with
Barry, she explores the basement of the mansion. Chris and Rebecca
return to the mansion with nowhere to go for now. There, they discover
the scarred snake that Jill just fought. With new ammo from the
guardhouse, the snake dies for good.

As Chris and Rebecca look around, a new type of monster invades the
mansion. It's called the Hunter. They are a lot worse than the zombies
Jill, Barry, Chris and Rebecca have been running into.

Jill finds her way into the underground tunnels with Barry. There, Jill
finds Enrico Marini. He tells Jill Umbrella had planned this just
before he is shot.

Jill and Barry chase the sniper into a lab. Finding some notes Jill and
Barry left near some typewriters, Chris and Rebecca find their way to
the tunnels. Chris and Rebecca kill a Giant Spider and find their way
into a lab.

Jill discovers Barry and Wesker were working together to kill all the
STARS. Barry didn't want to, but his family was in danger. Barry
betrays Wesker and gets him to get impaled by Tyrant, Wesker's
creation.

Chris and Rebecca find Jill and Barry and they signal Brad to escape.
Tyrant catches up to them, but Chris destroys the thing with a Rocket
Launcher. All 5 STARS members escape.

===============================
RESIDENT EVIL 3 NEMESIS: PART 1
===============================
SEPTEMBER 1998

Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the
virus through the mansion. Chris and presumably Rebecca go to Europe to
take out Umbrella, while Jill and Barry stay behind.

On the 22nd, a scientist named William Birkin finishes his G- Virus, an
upgrade of the T- Virus. Umbrella, impatient, sends a squat team that
attacks Birkin and steals his virus. Birkin injects himself with his G-
Virus and becomes a monster, worse than the zombies and Tyrant, kills
off the squat members. Because Birkin is now a monster, he causes a T-
Virus leak and now the Raccoon citizens are zombies.

SEPTEMBER 28, 1998

Jill Valentine escapes infection. On the 28th of September, armed with
an Assault Rifle, Jill fights her way out of town. She runs into Brad
Vickers, the pilot of STARS. He tells Jill that something is coming for
STARS members. What?

As Jill makes it into the RPD Building, that thing Brad was speaking of
arrives. Brad Vickers is murdered by the Nemesis. Jill's weapons don't
damage it too much, so she retreats into the RPD Building.

The RPD STARS Office is untouched. Jill finds a Magnum, which is
effective against Nemesis. After finding a set of lock-picks, Jill
fights her way out of the RPD. Nemesis returns, but Jill's Assault
Rifle and her new Magnum are powerful enough to put the thing down, but
it rises up again quickly.

Jill runs as fast as she can, loses the Nemesis and reaches the
downtown area. She runs into a man named Carlos Oliveira. He is part of
Umbrella BioHazard Countermeasure Service. They were sent by Umbrella
to save Raccoon Citizens. But they don't know anything that Umbrella
does. They are grunts.

Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS.
Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously
injured, though. Jill runs to a trolley and plans for escape with them.
Jill explores a power station over by the RPD and grabs a needed fuse.

She also finds even more added power- a Grenade Launcher and a Shotgun.
When she runs into Nemesis again, the Grenade Launcher puts it down
almost instantly. The Shotgun puts zombie groups down with relative
ease. Jill finds some oil at a gas station and some cables around town
and prepares the trolley.

On her way back, she sees Nicholai shoots someone and is then attacked
by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and
ride the trolley out of town.

The Nemesis returns. Mikhail takes a grenade and blows himself and
Nemesis out of the car. The car breaks and crashes in the clock tower.
Carlos and Jill, now with Mikhail sadly dead, try to signal a
helicopter by ringing the clock building's bell.

Jill finds the keys to them and rings them with ease. As she signals,
Nemesis uses his own Bazooka to destroy the chopper. With the help of
Carlos, Nemesis' Rocket Launcher is destroyed.

Nemesis then infects Jill with the virus. With her Magnum, Shotgun and
Grenade Launcher, Jill manages to put Nemesis down. She then blacks
out...

===============
RESIDENT EVIL 2
===============
SEPTEMBER 29, 1998

As Jill lays unconscious, Claire Redfield, the sister of Chris
Redfield, rides into town to find him. Leon Kennedy rides into town on
his first day of job. Leon and Claire run into the zombies. After
running from them, Claire runs into Leon.

They work together to get to a police vehicle. Claire and Leon get hold
of guns. Suddenly, their police vehicle crashes thanks to a zombie.
Since the RPD Building is nearby, they decide to meet there.

(Notes: When Jill was in the RPD the day before in RE3, half the place
was blocked off. It isn't anymore by the time Claire and Leon arrive
because zombies broke through the barricades after Jill left.)

Leon and Claire take different paths to the RPD Building. They
eventually meet in the STARS Office. Leon finds a Shotgun in the STARS
Office and Claire finds a much needed Grenade Launcher in the main desk
of the main lobby. Leon and Claire decide to find any survivors so they
can have more weapons to get through the streets.

As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown
reason. Claire sees Tyrant, which she nicknames Mr. X. Her Grenade
Launcher puts it down though.

Claire runs into a young 12-year old named Sherry Birkin, the daughter
of William Birkin, who is now a monster. Leon runs into Ada Wong, a
women looking for her boyfriend, John. Claire and Sherry meet the RPD
chief, Brian Irons. He is strange.

Ada and Leon meet up with Ben Burtolucci. He seems to know something
about John, but isn't cooperating. Ada and Leon try to escape via the
sewers, but they only find keys for the RPD's locked rooms.

Claire and Sherry run to the sewers to look for Sherry's parents. They
don't find them, but they find keys which might work in Chief Irons'
room. They return to the RPD.

Sherry and Claire run to the chief and discover his secret layer. On
the way, Mr. X returns several times to haunt Claire. They find out
Irons was working for Umbrella. William Birkin, now a monster, kill
Irons.

Ada and Leon get back to Ben after exploring the rest of the RPD.
William Birkin implanted Ben with a parasite. The parasite escapes
Ben's body, cutting him up. Leon and Ada contact Sherry and Claire to
go back to the sewers for escape.

Leon and Ada see the growing parasite. Earlier, Leon found a Magnum. It
and his Shotgun are very effective against the G-Imago. The G-Imago
dies.

Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are
effective against William. William falls into a pit. After receiving
the call from Leon and Ada, Sherry and Claire find their way off the
RPD building via and underground sewer.

Leon and Ada find the exit of the RPD to the sewer at last. As Leon and
Ada go down a lift, a woman in a lab coat shoots Leon. Leon blacks out,
but Ada chases the women through the sewer. The sniper then corners Ada
after a merry chase through the sewers.

Sherry and Claire see Mr. X looking for something. They run away. As
they enter the sewer proper, leaving the RPD for good, Claire sees
Sherry fall down a drain. She looks for her and runs into Leon, who
just woke up from that bullet wound in his arm. Leon tells Claire to
find Ada and Sherry. Claire moves ahead, leaving Leon to rest.

Ada and the sniper are talking. Annette Birkin is William's husband and
Sherry's mother. Annette tells how Umbrella stole the virus. Then Ada
pushes Annette over the railing and she falls into a sewer after
telling her that her boyfriend John is dead.

Wanting to rejoin Leon, Ada runs down into a pit and sees... a GIANT
ALLIGATOR! Claire runs into where Annette fell. She tells Annette that
Sherry is in the sewer. Annette faints, just after telling Claire that
Sherry has a sample of the G- Virus somewhere.

Leon wakes up. He decides to look for Ada, Claire and Sherry. He
eventually finds Ada being attacked by an alligator. His Shotgun and
Magnum put the thing down. Ada tells Leon that John is dead. After
healing his wound, Leon and Ada go to the tram and ride it across town.

Claire finds Sherry eventually. She asks Sherry is she has G- Virus,
like Annette had told her, but she says no. As Ada and Leon ride the
tram, William Birkin attacks them. They shrug him off, though.

Unable to find Leon and Ada, Sherry and Claire ride another tram to
follow Ada and Leon. Ada and Leon ride an elevator car down. During the
ride, Birkin wounds Ada. Leon uses his artillery to stop him.

Claire and Sherry reach another elevator car. Birkin, since Leon had
hurt it, is now mutating again. Mr. X interrupts Claire as she powers
the place up. Birkin is then defeated in a fight with Claire.

In the lab, Leon decides to heal Ada. He looks around and runs into
Annette Birkin. Annette is about to shoot Leon, but Birkin attacks
Annette. Annette drops a G- Sample. Leon takes it and runs into Ada,
who is now threatening him.

Apparantly, Annette said Ada worked for some company out for the G-
Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage,
throws the G- Sample over. Since the lab's explosion sequence has now
started, Leon must get out quickly.

Claire and Sherry run into Mr. X. Words from Annette then add up on why
Mr. X is after Sherry. Sherry has the G- Virus in her pendant. Sherry
and Claire use the pendant to cause Mr. X to fall into a lava pit. Mr.
X disrupted a power surge, which is why the lab will explode in only a
few minutes.

Leon gets to the escape elevator. Birkin returns, but Leon deals with
him accordingly. Claire and Sherry reach see a hurt Anette near where
Ada fell. Annette tells Sherry to escape. Annette falls unconscious,
giving Sherry and Claire an escape key.

Claire and Sherry use an elevator to get to the elevator. As Claire and
Sherry power the train up, a hot and flaming Mr. X returns and now has
grown a claw. Claire's weapons only slow it down. Claire knows she's
about to die... but suddenly, Ada, a dark shadow of herself, throws a
launcher to save Claire! Ada runs off...

Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be
found, Claire powers up the train and Leon comes in. The lab then
explodes in a blast, the train barely making it out. In the back of the
train, Birkin returns. Since Leon was injured in his fight with Birkin,
Claire deals with the Birkin monster.

But Birkin is still alive. The only solution is to destroy him in a
blast. They activate the train's explosion sequence. Sherry, with great
reflexes, stops the train and they all get out. Birkin is consumed in a
blast with the lab's escape train.

SEPTEMBER 30, 1998

Outside, Leon, Claire and Sherry recooperate. After a small argument,
Claire, Leon and Sherry decide to find Chris Redfield, whom back at the
RPD Building they discovered he went to Europe, decide to find him
there. They run off into the morning of September 30, 1998.

================================
RESIDENT EVIL 3: NEMESIS: PART 2
================================
OCTOBER 1, 1998

Meanwhile, Jill is infected with the virus back at the clock tower.
Carlos decides to find a cure in the hospital. There, Carlos discovers
Nicholai is alive. Nicholai shoots UBCS member Tyrell Patrick. Carlos
dodges Nicholai and finds Jill's cure.

Jill is cured. The Nemesis returns, but Jill can handle it again. She
gets to an escape plant. After dumping Nemesis into corrosive acids,
Carlos tells her that the town will be nuked.

Jill sees Nicholai escape in a chopper. After letting him go, Jill
kills Nemesis for the final time. Barry Burton suddenly saves Jill and
Carlos just before the town of Raccoon is nuked... Jill and Carlos have
escaped. Now they wanna kill off Umbrella!

===========================
RESIDENT EVIL: GUN SURVIVOR
===========================
NOVEMBER 1998

On an isolated island in the Atlantic, a guy named Ark Thompson sneaks
into an Umbrella controlled city. He was sent by RE2's Leon to check up
on the base and its commander, Vincent. When Ark gets to the base, he
fights Vincent. Vincent, who was ready to get kicked out of Umbrella,
spilled the T- Virus into the island, called Sheena Island.

Ark Thompson loses his memory. The place has been zombified like
Raccoon City. Ark only has one gun for protection. After a phone call
from someone he questioned, Andy Holland, Ark thought he was Vincent.
Ark goes through the city, uncovering secrets about Umbrella and how
they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City,
chases Ark around the island.

Ark, still thinking he's Vincent, runs into Lott and Lily Klein. After
joining them in an escape, Umbrella sends in a "Cleaner" crew team to
wipe them out. Ark and the others eventually discover that many Mr. X
were being produced on the island.

Ark, Lott and Lily encounter a new type of Tyrant, similar to the one
Chris Redfield saw on the Spencer Estate. They slay it and finally
escape, before Vincent, the Cleaner crew and Andy Holland are consumed
in a blast.

One month after the Sheena Island incident and 3 months after the
Raccoon City incident, Claire Redfield goes to Europe to find Chris.
She eventually gets captured for trespassing on Umbrella's Paris Lab.
She is taken to an island near Antarctica and that's where RESIDENT
EVIL CODE: VERONICA begins...

==============================
RESIDENT EVIL CODE: VERONICA X
==============================

Here is a detailed description of the story of CODE: Veronica. This
will explain what's behind the Ashford Family, Albert Wesker's
intentions, and the whereabouts of Steve Burnside. Unlike RE2 and RE3,
there are VERY many things leaving you out in the blue.

CODE: Veronica X first starts December 17, 1998 in Paris as Claire
gains some leads on her brother, Chris and his whereabouts. It has been
2 and a half months since Claire and her new partner Leon escaped
Raccoon City just a day before it was bombed.

Claire and Leon traveled to Paris, once again, to gain a lead on Chris
Redfield. Unable to contact his partners Jill, Barry and Rebecca,
Claire and Leon invade Umbrella's Paris Lab. Leon and Claire are
separated because the guards of the base see them.

Leon manages to escape during the attack, but Claire isn't so lucky.
Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire.
(In the Beta Version, Jill's enemy from RE3 (Nicholai) is piloting the
chopper.) The guards are still chasing her. She ducks into a hallway.
The guns kill the guards chasing her.

Claire runs down the hallway, barely missing the choppers' guns. She
ends up on the base's rooftop. She uses a slick move to wipeout the
guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is
captured.

10 Days later, she is taken to an isolated Umbrella Base, called
Rockfort Island. After being told her identity number, she is butted in
the head by a rifle butt. Time passes and Claire wakes up to a huge
explosion. Up above her seemingly underground cellblock, she hears guns
roaring and people screaming. Moments later silence hits.

The door to the cellblock opens. A heavily breathing man comes in.
Somehow the guards managed to not see Claire's lighter. She lights the
lighter and she sees the man who captured Claire at Paris. The man
frees Claire and sits down because he was wounded in the chaos above.

Claire discovers he needs Hemostat. Looking at the list, Claire finds
out his name is Rodrigo Juan Raval. Grabbing a nearby Combat Knife,
Claire leaves the cellblock. She eventually climbs a flight of stairs
to a graveyard.

As she passes through, a burning truck explodes. A burning man goes
toward Claire. It's A ZOMBIE! It seems the attack caused a viral leak
in the area. Claire was luckily to avoid the zombies.

Claire arrives in the main hall of the prison complex. She is then
attacked by a Gatling Gun. Claire sees a pistol and dispatches the gun.
Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for
not being a zombie. After rudely introducing himself, Steve runs off
for the island's rumored airport.

Claire looks around the prison, which is now a zombie's hell house. As
she explores the prohibited areas, Claire catches up to Steve, who is
looking up on Chris Redfield on a computer. Steve asks Claire to
contact Chris to come save them. Claire does that, though Steve wasn't
serious about the idea. Claire can't contact Chris directly, but she
figures Leon can. She e-mails Leon to get Chris to help them. She gives
Leon the coordinates of the island and Chris himself. Steve runs off
angrily.

After finding the right keys, Claire escapes through prison's main
gate, near where she met Steve. After finding her way up a cliff,
Claire sees a military training complex. She explores the area, but
shutters block off most of the complex.

She manages to find a Bow Gun, though. And she also sees a man get
slaughtered by a yellow zombie in a locked lab. Claire sees a picture
she think may be important later on.

Claire decides to find the key cards elsewhere on the island. Leaving
the military complex for now, she sees a big palace up ahead.

She enters the palace and looks around for the key cards. She finds a
few locked doors. One of them is different. It needs to be unlocked
using 2 special pistols. Claire looks on the first floor and after
unlocking a strange movie, she fins the 2 guns she needs. The movie was
shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly
to a hill of ants.

Claire grabs the pistols, but then the room locks her in and the room
heats up. She inserts them back in. She decides to exit the palace to
look for the military complex's keys elsewhere. But as she exits, she
hears Steve's scream. She runs back to the Luger trap to see Steve
caught in it.

Using the reflexes she learned in Raccoon City, she saves Steve. Steve
has the Lugers Claire needs for the door. He offers to trade for 2
fully automatic weapons. But Claire's 3 pistols and her bow gun don't
satisfy Steve.

As Claire gears up to leave, she sees Alfred Ashford, the owner of the
island. Alfred tells Claire she attacked the island. Alfred continues
to shoot and miss at Claire with his sniper rifle.

Alfred also says his grandfather founded Umbrella originally. Alfred
leaves with a death threat to Claire. Seemingly not intimidated, Claire
continues her mission to find the military complex's card keys.

Claire sees a submarine beside the palace. She works the controls and
sees it going down. It stops. She gets out to see she's at an
underwater military airport.

She looks around and finds an airplane she can use to get out. She
needs 3 special keys to activate the plane, though. She looks around to
find another locked shutter. Looking at some maps, she sees a giant
elevator behind the shutter and remembering the maps of the military
complex, she thinks the broken elevator in the military facility's yard
leads down the airport.

To her surprise, Claire finds a key card she needs for the military
complex. Taking the submarine back to the palace, Claire continues for
the military complex. As she passes by the palace gates, she notices a
smaller private mansion on top of a hill behind the palace.

Continuing for the military complex, Claire eventually arrives. In the
yard, she sees a giant worm attack her. Like the dead alligator she saw
in the sewers of Raccoon City, this thing is huge, but not too smart.
Claire escapes the thing by ducking into the facility.

She gets through the locked shutters. In a room, Claire is ambushed by
Alfred, but thanks to his bad aim, Claire chases Alfred further into
the complex. In a medical room, Claire finds the hemostat she needs for
Rodrigo.

Claire gears for the prison, but she then discovers that Alfred lowered
a shutter that leads to the exit. Claire goes further. That yellow
zombie that killed the scientist then attacks her. It is a cross
between a zombie and tyrant. Using her twin pistols, she shrugs them
off.

Continuing, the another yellow zombie attacks her. But Steve them saves
her with the Lugers. Claire trades Steve the Lugers for the Submachine
Guns she found a few moments ago.

Alfred suddenly lowers them into the complex's basement. Steve runs
ahead of Claire and destroys a fresh set of zombies for her. Claire
catches up to Steve. Questioning him about his family, Steve runs off.

She catches up to Steve in an unstable balcony. They fall through.
Suddenly, a zombie rises and then runs toward Claire. Steve hesitates
to shoot it. When it is about to eat Claire, Steve unloads the rest of
his bullets into the creature, while yelling, "father!!!" After the
zombie dies, Steve starts crying.

He tells Claire that his father took Umbrella info and sold it. Steve
and his family were caught, his mom was killed and Steve hates his dad
for doing this to him. Claire leaves Steve to mourn his dad's death.
Apparently, Steve just shot his zombie dad.

Claire finds Alfred's crest in a room with the facility's diorama. She
uses it on a little box she found earlier. She finds the last key card
needed to explore the facility. She finds a key for the airport's
plane.

Claire also finds her way into the lab where the yellow zombie killed
that scientist. Claire sees the painting she wanted. Noticing a
resemblance to a painting she saw in the facility's diorama room, she
hooks it on to the wall where the eagle plate was. As she leaves,
albinoid experiments escape the lab and run up vents. Claire escapes
before the lab is locked.

A wall in the diorama room is raised, revealing the actual diorama the
wall was hiding. She sees a key, gold colored. Claire sees that this
can open a door at the palace.

Claire races for the palace. She opens the door she wants to open and
sees a room full of paintings of Alfred's ancestors. After looking
around, Claire finds a strange queen ant model.

Claire travels to the door with the luger engravings. Using the lugers,
Claire unlocks the door to an office. There, she discovers that Alfred
has a twin sister, Alexia, and according to Alfred's butler, he's seen
her in Alfred's private house.

Claire finds her way to a bridge. Up ahead, Claire sees the private
house on the hill she's been wanting to explore for more clues. She
explores the house and nearly runs into Alexia Ashford. She's talking
to her brother about Claire and Steve's destruction. They then leave.

The house has been damaged by the island's attack, but Claire finds a
key she needs for the palace's remaining doors. Heading back to the
palace, Claire finds another eagle plate. She then remembers a door she
saw in the prison complex that had an eagle engraving.

After looking in a slot room, Claire decides to head back to the
prison. There, she goes to the cellblock and sees a dying Rodrigo.
Fortunately, Claire saves him in time with hemostat. After thanking
each other, Claire trades her lighter for Rodrigo's lockpick.

Claire explores the door behind the one with the eagle plate. Claire
discovers an infirmary. After confronting a powerful zombie, Claire
unlocks the path to a secret basement.

There, she finds a piano roll that fits perfectly into the piano at the
palace. Claire gears for the palace. In the yard, someone familiar
attacks her: Albert Wesker. Wesker tells Claire he attacked the island
and is after Chris now. As Claire is attacked, she notices a key she
needs for the airport. Wesker tells Claire he'll use her to get to
Chris.

Wesker, after getting a call from his men, jumps over a wall, toward
the palace's dock. Collecting the airport key, Claire heads into the
palace's piano. Claire finds a king ant model, like the queen model she
found earlier.

Heading back to the private residence, Claire discovers the ant models
where keys to a secret lair above Alfred and Alexia's bedrooms. Claire
discovers the final airport key and decides to find Steve and Rodrigo
and leave.

Alexia Ashford attacks Claire on her way out. She has a sniper rifle
like Alfred's. Suddenly, Steve comes in and shoots Alexia through a
door. The door is easy passage between Alexia and Alfred's bedrooms.

Claire sees Alfred with make up on. Apparently, he's been dressing like
his sister. Claire decides that Alexia is just Alfred's imagination.
Alfred runs off crying. He sets off the self-destruct sequence.

Claire and Steve run to the palace gates, near where Claire was
attacked by Wesker. Steve leads Claire to the airport. Claire inserts
the keys to the plane. Unfortunately, the drawbridge is in the way of
the plane. Claire volunteers to raise it.

Claire runs to the controls and raises them. In a room she couldn't
access before, Claire finds the keys to the shutter blocking the
elevator.

Claire decides to ride the elevator up to the military complex and head
back to the plane via the palace's submarine. She does just that. After
fixing the elevator, the 5 minute timer for the explosion begins. As
Claire rides the elevator up, Alfred releases a monster after Claire...
Can it be? Yeah it's...

Claire steps out of the elevator and as she expected, she ends up in
the military complex's yard. Dodging the giant worm, she gears for the
palace.

On her way, a fire traps Claire. Tyrant comes from the fence.
Apparently, it's the monster Alfred released. Claire uses her bazooka
she found earlier and manages to put Tyrant down. Claire dashes passed
the palace and down the submarine into the airport.

Steve manages to pilot the plane and then the plane lifts off from an
exploding island. As the plane circles the island, the prison, palace
and private mansion are consumed in the blast, but the military complex
seems to withstand it.

Not caring, Claire and Steve fly off. They apologize for everything
mean they said to each other. Suddenly, the plane rocks. In the back,
Claire sees Tyrant. Claire uses her bazooka to weaken it and then
catapults it off the plane. It looks like her encounter with Mr. X on
Raccoon City did her some good.

Back on the exploding island, Alfred runs into the somehow surviving
military complex. He sees the tank and moves it to reveal a secret
lift. The lift leads to a different area of the airport. Alfred hitches
a ride on one of the 2 harrier jets and flies away from the island.

On Claire's plane, Alfred controls the plane and changes it's
direction. Steve can't change it so they have no choice. Hours later
Steve attempts to kiss a sleeping Claire, but fails. Moments later, the
plane crashes into an Umbrella Base in Antarctica.

Claire and Steve get off the broken plane and look around separately.
Claire finds the diary revealing that a monster named Nosferatu is
trapped somewhere in the base. Also, it seems Alfred Ashford spilled
the T- Virus around the base, so there are now zombies in the area.
Looking in a private office, Claire finds the evil monster trapped in a
chair beneath wire mesh. What has Alfred been up to?

Claire looks around and asks Steve to lift a digging car with a crane.
Steve looks at Claire and causes a gas leak in the room. Claire fixes
it. Suddenly, Alfred, still wearing make up and talking like Alexia,
tries to shoot Claire, but Steve comes in and shoots Alfred down a deep
chasm.

Nosferatu suddenly feels agitated. He breaks free of his prison and
runs off... Claire grabs Alfred's sniper rifle and Steve and Claire dig
out of the room with the digging car. They eventually get to a heliport
above the base.

Nosferatu suddenly attacks Steve. Steve is KO'ed, while Claire must
fight him on his own. Using the sniper rifle, Claire punctures
Nosferatu's once human heart and kills him. Claire rescues Steve.

They find a car and drive off to an Australian Base. Meanwhile, Alfred,
nearly dead, releases his sister from cryogenic sleep. Alfred tells
Alexia to kill Claire. Alfred then dies of blood loss.

Alexia uses her mind to attack Claire and Steve's car. The car burns.
Did Claire and Steve survive?

Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to
contact him. Chris climbs a cliff and arrives in a cave. There, he sees
Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the
island, that worm Claire saw swallows up Rodrigo.

Chris chases the worm throughout the cave. Finding some Submachine
Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly
after, giving Chris the lighter before he dies. Chris finds his way
into a lightly damaged military complex.

Chris looks around and finds his way to Alfred's harrier jet bay. He
needs a halberd that was on the eagle plates Claire found to open the
harrier doors.

Chris finds his way to the control room. He sees Alexia Ashford singing
on the wide screen. Down in the airport where Claire boarded the plane
with Steve, Wesker is happy that Chris is finally here. He sends
Hunters after Chris.

Chris finds the eagle plate Claire used to open the box. But
unfortunately, it falls down into the sewers below thanks to a giant
hole caused by the explosion. He finds his way into the lab area thanks
to a hole in the wall.

Chris sees a knob-less door Claire didn't explore. Chris decides to
find a doorknob in the basement. There, he explores a lab where the T-
Virus was leaked from.

He finds a chemical he thinks he needs for getting halberd. It's called
Clement E. It, mixed with Clement A, can melt the alloy part of
Alfred's eagle plate.

Chris finds his doorknob and then is scanned by a scanner. Moments
later, Hunters attack Chris. Chris, using a shotgun he found, kills
them. Chris sees the scanners when he gets back to the knob-less door.

Avoiding them, Chris ends up on the other side of the broken balcony
that Steve and Claire fell through. Finding a small tank object
resembling the tank outside the facility, Chris inserts it to the
little hole in the diorama. The paintings in the room slide to reveal3
little keys needed and a turntable key.

There's also a note from Alfred saying there's a passage beneath the
diorama that takes Alfred from the military complex to his private
residence. Chris notices the 3 key holes and notes them.

On his way, Chris sees Albert Wesker. Wesker attacks Claire and says
Claire won't live long and that she's in the Antarctic with Steve and
the evil Alexia. Suddenly, Alexia Ashford appears on a screen and
laugh. Wesker sees to have super powers, as he has yellow eyes... Wesker
vanishes and a yellow zombie attacks Chris. Using his submachine guns,
he kills it.

After finding his way to the main yard thanks to the turntable key,
Chris sees that he can't get to the palace.

Taking the elevator down to the airport, Chris sees the keys Claire
used to board the plane. They also fit into the 3 key holes in Alfred's
diorama room. Grabbing them, Chris tries to use a submarine he saw on a
map to get to the palace.

Unfortunately, the submarine somehow got docked up at the palace, so
access to the palace is impossible. Taking the 3 keys back to the
diorama in the military complex, Chris manages to find the ladder.

Following a tunnel, Chris discovers that the door leading to the
private residence is locked. But nearby, Chris sees Alfred's private
swimming pool. In it is the eagle plate. There's also a monster on the
pool.

It's the albinoid Claire released from the lab. It matured really fast.
Chris uses his shotgun to dispose of the electric monster. Chris grabs
the eagle plate. But Clement E alone can't dissolve the alloy.

Chris backtracks to the basement area. He finds the final Clement A and
then mixes it with Clement E. The mixture solution causes the eagle
plate to dissolve, leaving the halberd.

Using the halberd, Chris gains access to the harrier bay. He jumps on
the last plane and flies to Antarctica.

There, Chris immediately looks for Claire. It seems that the place was
filled with ice from when Claire and Steve tried to escape. This helps
Chris access new areas.

In an area that looks like the Spencer Estate, Chris finally finds
Claire. After saving her, Claire and Chris decide to find Steve. Alexia
comes and curses at them. Claire and Chris give chase toward Alexia,
but a giant tentacle separates them.

Claire wakes to see Chris' foot and knees injured. Chris tells Claire
to find Steve. Suddenly, they hear Steve scream. Claire chases alexia
through a few doors.

Using her guns, she kills a few of Alexia's tentacles. Claire finally
sees Steve in a prison. It's the room Nosferatu was stuck in. Steve
tells Claire that Alexia performed the same experiment that she
performed on her own father.

Steve suddenly expands and mutates into a giant toad-like monster. It
then begins to attack Claire. Claire runs off to the exit. But since
the door was locked by Alexia, Steve begins to attack Claire.

Suddenly, a tentacle grabs and constricts Claire. Steve is about to
kill Claire, but his human personality comes back and Steve cut the
tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve
is flung into the wall.

Steve tells Claire he loves her and that he can't keep his promise of
leaving with her. Slowly, Steve dies. Claire cries and cradles over the
body of Steve Burnside.

During the death of Steve, Wesker calls Alexia to come with him because
she has her experiment, T- Veronica Virus, in her. Alexia then begins
to burn. Her clothing begins to shrivel. Alexia's choker falls to the
floor.

Alexia is now a gray evil mad woman. She looks like a cross between a
dragonfly and ant. Wesker gets punched across the room. He moves
across, tells Alexia he's coming with her and then punches Alexia.
Wesker sees Chris and then lets him take care of Alexia.

Chris uses his shotgun to kill Alexia. He keeps moving and eventually
10 shotgun shells put Alexia down. Chris, judging from a file he found
earlier, thinks Alexia's choker can access a door behind the painting
above the staircase of the mansion main hall replica.

Chris looks at the file some more and sees that Alexander Ashford was
turned into a monster thanks to Alfred and Alexia. Chris leaves the
main hall and then heads down an elevator. As Chris exited the mansion,
Alexia rises. She's still alive. Chris is now in a room with a giant
anthill.

Searching around, Chris finds the room Alexia was stored in. He plays
with the controls and then out of the tube falls Alfred Ashford's dead
body. Chris grabs Alfred's ring. Looking around the base a second time,
Chris learns that Nosferatu was implanted in the ice thanks to Alexia.

In the file, Alfred said Alexander Ashford was turned into a monster.
Thinking the dead Nosferatu will have the 3rd jewel to open up the
painting.

Using a crane to get Nosferatu's body, Chris grabs the 3rd jewel. Chris
opens up the painting and finds a lab. It's where Alexander Ashford
tested the T- Veronica Virus. It also reveals Alfred and Alexia where
created through inserting a sperm cell into an embryo that belonged to
Veronica, their ancestor.

The lab leads to where Steve died. Unfortunately, there's a locked door
between Chris and Claire. Claire tells Chris that Steve id dead and
tells him to set the explosion sequence like in Raccoon City and
Rockfort Island. Chris does just that.

After inserting the CODE: Veronica thanks to the file, Claire and Chris
rejoin each other. Suddenly, a tentacle separates them again. Alexia
has returned.

After nearly destroying Claire, Chris shoots Alexia with an acid round
and causes her to mutate into a large monster. Claire gets away. Chris
fires every weapon he has against the giant Alexia. Suddenly, the ants
beneath in the hill start to attack Alexia.

Alexia shrugs them off by growing wings and now flying. The bulk of her
body dissolves. Chris grabs a nearby plasma rifle and shoots a ray into
Alexia. Alexia screams and then the next second, she is liquified.

Chris starts to run as explosions begin to occur. As Chris gets down to
the prison cells and to the elevator, he sees Wesker folding Claire by
the neck. Nearby, the door leading to where Steve died is open.

Wesker pushes Claire through a hole in the wall. Chris chases Wesker
through a horde of zombies and catches up to them. Chris and Claire
discover Wesker took Steve Burnside to get the T- Alexia Virus.

Claire runs off and then Chris and Wesker battle. Explosions are still
rocking the base. Wesker and Chris are separated in a blast. They vow
to kill each other next time. Chris runs to the plane and escapes the
exploding base with Claire.

They apologize for leaving each other and then decide to take out
Umbrella once and for all.

Well, that is CVX's story. I personally think the Plot Guide has a
better synopsis. Check it out!

21. WESKERS REPORT
-------------------

If you pre-ordered the American Version of CODE: Veronica X, you got
the Wesker's Report. If you didn't, it's here for you to read, because
it bursts with seams of RE1, RE2 and RE3 information. Others may hate
the Report because they can't think what Capcom is aiming with that,
but I love it!

============
INTRODUCTION
============
"My name is Albert Wesker. I aspired to become a leading researcher at
Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio
Organic Weapons, better known as B.O.W., for development. But at the
leader development training ground situated in Raccoon City, I met a
brilliant and talented researcher who decided to take a different path;
William Birkin.

In time I shifted my position to S.T.A.R.S., a special force unit of
the Raccoon Police Department. Umbrella, for crisis management reasons
of their illegal Bio Organic Weapons development had many of its people
working in the police department.

I became the leader of S.T.A.R.S. and conducted all sorts of
intelligence activities for Umbrella. As I continued to serve I devised
my own plans and waited for the right time moment to execute them. Then
at last, opportunity knocked.

==============
1998 July 24th
==============
The freak murder incidents that had occurred in the forest near the
mansion started it all. The mansion was Umbrella's secret BOW
laboratory and it was clear that the indevelopment T-Virus was the
cause of the murder. Initially, Umbrella instructed me secretively to
keep S.T.A.R.S. to the mansion, dispose of them, then report the
situation to headquarters so that their combat with the B.O.W. could be
used for data analysis allowing Umbrella a comprehensive portrait of
the B.O.W.'s combat abilities.

From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As
expected, the top elite of S.T.A.R.S. gave all they had and became
useful sample data. Then following, I geared up the Alpha Team to
"search and rescue" the lost Bravo Team. The members of Alpha Team also
proved their worth and as expected many died.

There were five survivors from the initial eleven S.T.A.R.S. members.
From the Alpha team were Chris Redfield, Jill Valentine and Barry
Burton. And from the Bravo Team were Rebecca Chambers and Enrico
Marini. It was time to begin executing my plans.

In the midst of the whole affair I could take Umbrella's ultimate Bio-
Organic Weapon, the Tyrant, and join forces with an opposing
corporation of Umbrella. To buy into that opposing corporation I would
need the actual combat data of the Tyrant. The surviving privileged
members of S.T.A.R.S. were just the perfect bait.

I decided to have one of them play the Judas and draw them to the
Tyrant. That Judas was Barry. Barry was the strong truth and justice
kind and cherished his family more than anything. His type is easy to
manipulate. I just took that most important thing away from him.

My only miscalculation was the high potential of Chris and Jill. But
with the family man Barry playing Judas the scheme went as planned.
Then the winds turn unexpectedly. I had to eliminate Enrico who found
out what was behind it all. I used Barry to get to him.

After I successfully got rid of that nuisance I awaited the sample
specimen that Barry would bring to me in the Tyrant room. I injected
the virus I obtained from Birkin in advance. If I made Umbrella believe
I was dead, it made it far more convenient to sell myself to the
opposing corporation.

According to Birkin the virus had profound effects. It would put my
body in a state of temporary "death". It would then bring me back to
life with super human powers. Therefore I unleashed an awesome Tyrant
from its slumber and let it attack me. As my consciousness faded away I
was certain that the whole scheme would end in success.

Never did I imagine that S.T.A.R.S. could slay the evil creation. I
lost the Tyrant and the plan I devised which cost me my humanity ended
in failure. Now anything and anyone who stood in my way would be
terminated. It's been that way for a long time and it always will be.
At all costs I had to make S.T.A.R.S. pay.

=========
September
=========
Two months had passed since the mansion incident.

To regain everything I had lost in my new organization I joined hands
with Ada Wong, a female agent who was also sent to spy on Umbrella. I
knew in my bones that the key developer was William Birkin, but what he
didn't know was that Umbrella did not play games...with anyone.

Eventually, Birkin would be assassinated, and the G-virus would be in
the hands of Umbrella. But the salvage team led by Hunk was ahead of
us. By the time they got to Birkin, he'd already injected himself with
the G-virus...he became his own creation, and decimated them. Soon
after, the T-virus carried by rats spread throughout Raccoon City, and
Umbrella faced its worst scenario.

==============
September 28th
==============
The good citizens became zombies, and the city had headed for its
devastating fate. Humans were no match against zombies. In the chaos,
Umbrella Europe applied a new type B.O.W., called "Nemesis". The
Nemesis would hunt down and destroy the surviving member of S.T.A.R.S.,
Jill. It became imperative that our organization would also obtain the
Nemesis data.

==============
September 29th
==============
To cover up the whole affair, Umbrella jettisoned a Tyrant to take care
of Leon and Claire, who were trying to unveil their secrets. Then,
there was a new revelation. Birkin used to hide the findings of his
studies in his daughter Sherry's pendant.

It was very possible that the G-virus was there. While Umbrella was
busy with their cover up, we had to capture Sherry before they did. I
sent Ada undercover to seek the location of Sherry. I, the "dead man"
on the other hand, had to work in the shadows.

A spy's obligation and priority is in mission, to carry out the mission
like a machine without any emotional interference. But through her
interaction and involvement with Leon Scott Kennedy, there had been an
affection growing inside her. My instincts sensed danger. Something had
to be done, quickly. My instincts did not disappoint me.

Even though Ada almost had her hands on the G-virus, which Leon had
acquired from Sherry, that affection of her drove her to her death. But
she was still of some use. I had to save her life. My people hurried to
retrieve the G-virus that Leon threw away.

But Hunk, the only survivor of Umbrella's salvage team, was there
before us.

==============
September 30th
==============
Our only option left was to bring back Birkin, the monster, as the
sample specimen and have him finish Leon and Claire in order to obtain
his combat data.

Although Birkin lost the battle to Leon and Claire, we succeeded in
gathering samples of the G-virus from his dead body.

===========
October 1st
===========
In the morning the government bombed Raccoon city in an attempt to stop
for the viral outbreak. This was, of course, their feigned reason...
Later, Claire left to Europe to find her lost brother Chris, and Leon
joined forces with an underground anti-Umbrella organization.

Sherry is safe in our hands. I would never underestimate Birkin.
There's something about this little girl..."

END TRANSCRIPT

===============================
***ANALYZING WESKER'S REPORT***
===============================

Well, Wesker's Report answers a few things about the Resident Evil
series.

========================
RESIDENT EVIL 1'S EVENTS
========================
First off, we know the official events of RE1 are a mix of Chris and
Jill's games. Jill encounters the Yawn, while Chris runs into Plant 42
and Neptune. Chris also sees the first Hunter. Jill also sees Tyrant
impale Wesker. Barry also is the one who killed Enrico. All 5 people
(Rebecca, Brad, Chris, Jill, Barry) escape after Chris destroys Tyrant
and the Spencer Mansion explodes.

Albert Wesker survived the incident by injecting himself with a special
virus he got from William Birkin. It brings dead people back to life
with super powers. Wesker also works for a company called "HCF." Wesker
now owes A LOT to his company.

========================
RESIDENT EVIL 2'S EVENTS
========================
RE2's events follow the Leon A/Claire B mix, with a few events pointing
toward the other one. The only major event from Claire A/Leon B is Leon
fighting final Mr. X. So Leon A/Claire B is the actual RE2 scenario.

RE2's events show Ada falling down the chasm. It shows Ada tossing the
Rocket Launcher to Leon WITHOUT the pendant of Sherry. Also, it shows
Claire powering the escape train and Leon coming down from the "A"
Scenario elevator. Ada also survives because Wesker saved her. HUNK
also got the G- Virus that Leon threw over the chasm.

================================
RESIDENT EVIL 3: NEMESIS' EVENTS
================================
RE3's events hint that Jill fights Nemesis and then escapes with Carlos
and Barry. Nicholai also survives, thanks to a file in Survivor, though
it shows the ending where he dies.

====================================
RESIDENT EVIL: GUN SURVIVOR'S EVENTS
====================================
Survivor's events aren't explored.

=======================================
RESIDENT EVIL CODE: VERONICA X'S EVENTS
=======================================
CODE: Veronica X's events aren't explored (duh!)

========================
WESKER'S REPORT MISTAKES
========================
Here are the following mistakes:

==========================
RESIDENT EVIL 1's MISTAKES
==========================
-Wesker hints that Barry killed Enrico, when actually HE did.
-It seems that neither Jill or Chris are captured by Wesker.

==========================
RESIDENT EVIL 2'S MISTAKES
==========================
-Wesker says Leon got the G-virus from Sherry, when he really got it
from Annette.
-It shows Leon fighting Mr. X while Wesker speaks about the Birkin
monster. It should actually show the battle at the end of Leon A.
-No one is wearing the pendant. Hmmm...

==================================
RESIDENT EVIL 3: NEMESIS' MISTAKES
==================================
-None major.

In conclusion, Wesker's Report is a pretty good RE plot solver, when
you look deeper into the plot and ignore all the mistakes. I feel
Wesker's Report has a bearing on the next RE. I enjoyed the report. You
might, too.

22. FIFTH ANNIVERSARY PACKAGE FAQ
---------------------------------

===========
CONTENTS
===========

Here are the items included within the depths of the briefcase. These are
all different from the usual items purchased separately (this applies to the
games).

1. BIOHAZARD PSONE CD
2. BIOHAZARD 2: DUAL SHOCK VERSION CD
3. BIOHAZARD 3: LAST ESCAPE CD
4. BIOHAZARD CODE: VERONICA COMPLETE DVD
5. WESKERS REPORT REGION 2 DVD
6. DEVIL MAY CRY DEMO DVD
7.  BIOHAZARD BALL POINT PEN
8. BIOHAZARD DOG TAG
9. BIOHAZARD CD CASE
10. BIOHAZARD KEY RING
11. THE SUITCASE ITSELF

==========================
CONTENT 1: THE SUITCASE
==========================

The suitcase is comprised of aluminum. It has a key lock for locking the
cases pretty valuable materials.

Inside the depths of the case are leather or vinyl holding packets that hold
the CDs included in the package, as well as all the other MISC. items.

The BioHazard CODE: Veronica COMPLETE and Weskers Report discs are covered
under a cloth type blanket.

This case has survived a nasty fall before and I LOVE it for storing my
BioHazard games. Pretty cool decoration items!

This case resembles the Duralumin Case found in BioHazard CODE: Veronica
Complete. Its cool how everything in this package relates to BioHazard!

==========================
CONTENT 2: BIOHAZARD CD
==========================

The first CD available is the original Japanese PSONE CD. Its label is
different from the original version.

The game itself is the original BioHazard for PSONE. It plays just like any
original BioHazard game. Nothing new has been seen. All the scenes are un-cut
unlike the crappy American Versions and EUR PAL Versions.

Here is some info on the game itself:

GAME: BIOHAZARD
PLATFORM: PSONE
COUNTRY: JAPAN
RELEASE DATE: MARCH 22, 1996
COUNTRY FORMAT: NTSC/J
NUMBER OF DISCS: 1
CHARACTERS: CHRIS REDFIELD, JILL VALENTINE, REBECCA CHAMBERS

Overall, the same game as originally released, but relabeled for the 5th
Anniversary celebration of BioHazard.

Here is the basic story line for the game. This contains SPOILERS!

===============
RESIDENT EVIL 1
===============
July 1998

Raccoon City, a mid-western U.S. town is experiencing reports of cannibalism
near its forest. The local police department sends in a special force to stop
it, called STARS, Special Tactics and Rescue Service, to seek information about
it. Umbrella Inc, a pharmaceutical, also controls Raccoon City. The STARS are
divided into 2 teams, Bravo and Alpha. Bravo heads in first. Bravo team is
consisted of Rebecca Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed
Dewey and Kenneth Sullivan. Enrico Marini was the teams leader.

Bravo Team heads to the forest in the Arklay Mountains. They investigate the
origins of the zombies that wandered into Raccoon City. A day later, Alpha Team
loses communication with Bravo Team. Albert Wesker decides to send in the other
STARS Team to find them.

When their helicopter sees wreckage, they land. Wesker, Jill, Joseph, Barry and
Chris examine the chopper. Joseph finds a hand separated from its body.
Suddenly, a skinless dog mauls Joseph.

Brad Vickers, the pilot, flies away because he is scared. The remaining
STARS members run into a nearby mansion. Inside, Wesker tells all of them to
separate to find the remaining Bravo Team members.

Jill Valentine and Barry Burton discover the destroyed body of Kenneth
Sullivan of Bravo Team. Chris Redfield sees the dead body of Richard Aiken.
When he sees the body, Rebecca Chambers of Bravo Team, alive, meets Chris.

Jill seems suspicious as she and Barry discover Forest Speyers body. As
Jill and Barry separate, Chris reaches the guardhouse behind the mansion.
There, Chris and Rebecca duel with a vicious and giant plant called Plant 42.
They destroy the plant.

Jill, back at the mansion, destroys a giant snake. Teaming up with Barry, she
explores the basement of the mansion. Chris and Rebecca return to the mansion
with nowhere to go for now. There, they discover the scarred snake that Jill
just fought. With new ammo from the guardhouse, the snake dies for good.

As Chris and Rebecca look around, a new type of monster invades the mansion.
Its called the Hunter. They are a lot worse than the zombies Jill, Barry,
Chris and Rebecca have been running into.

Jill finds her way into the underground tunnels with Barry. There, Jill
finds Enrico Marini. He tells Jill Umbrella had planned this just before he is
shot.

Jill and Barry chase the sniper into a lab. Finding some notes Jill and
Barry left near some typewriters, Chris and Rebecca find their way to the
tunnels. Chris and Rebecca kill a Giant Spider and find their way into a
lab.

Jill discovers Barry and Wesker were working together to kill all the STARS.
Barry didnt want to, but his family was in danger. Barry betrays Wesker and
gets him to get impaled by Tyrant, Weskers creation.

Chris and Rebecca find Jill and Barry and they signal Brad to escape. Tyrant
catches up to them, but Chris destroys the thing with a Rocket Launcher. All 5
STARS members escape.

================================================
CONTENT 3: BIOHAZARD 2: DUAL SHOCK VERSION CD
================================================

The second CD is the second BioHazard game, BioHazard 2. This version is not
the original, but the rehashed version that Capcom released in late 1998,
subtitled BioHazard 2: Dual Shock Version.

This is basically the same game, again, as released before, but relabeled to
celebrate BioHazard 5th Anniversary.

Here is some info about the game itself:

GAME: BIOHAZARD 2
PLATFORM: PSONE
COUNTRY: JAPAN
RELEASE DATE: JANUARY 3, 1998
COUNTRY FORMAT: NTSC/J
NUMBER OF DISCS: 2
CHARACTERS: CLAIRE REDFIELD, LEON KENNEDY, ADA WONG, SHERRY BIRKIN, HUNK

Overall, the same game as originally released, but relabeled for the 5th
Anniversary celebration of BioHazard.

Here is the SPOILERED story line:

===============
RESIDENT EVIL 2
===============
SEPTEMBER 29, 1998

As Jill lays unconscious, Claire Redfield, the sister of Chris Redfield,
rides into town to find him. Leon Kennedy rides into town on his first day of
job. Leon and Claire run into the zombies. After running from them, Claire runs
into Leon.

They work together to get to a police vehicle. Claire and Leon get hold of
guns. Suddenly, their police vehicle crashes thanks to a zombie. Since the RPD
Building is nearby, they decide to meet there.

(Notes: When Jill was in the RPD the day before in RE3, half the place was
blocked off. It isnt anymore by the time Claire and Leon arrive because
zombies broke through the barricades after Jill left.)

Leon and Claire take different paths to the RPD Building. They eventually meet
in the STARS Office. Leon finds a Shotgun in the STARS Office and Claire finds
a much needed Grenade Launcher in the main desk of the main lobby. Leon and
Claire decide to find any survivors so they can have more weapons to get
through the streets.

As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown
reason. Claire sees Tyrant, which she nicknames Mr. X. Her Grenade Launcher
puts it down though.

Claire runs into a young 12-year old named Sherry Birkin, the daughter of
William Birkin, who is now a monster. Leon runs into Ada Wong, a women looking
for her boyfriend, John. Claire and Sherry meet the RPD chief, Brian Irons. He
is strange.

Ada and Leon meet up with Ben Burtolucci. He seems to know something about
John, but isnt cooperating. Ada and Leon try to escape via the sewers, but
they only find keys for the RPDs locked rooms.

Claire and Sherry run to the sewers to look for Sherrys parents. They dont
find them, but they find keys which might work in Chief Irons room. They
return to the RPD.

Sherry and Claire run to the chief and discover his secret layer. On the
way, Mr. X returns several times to haunt Claire. They find out Irons was
working for Umbrella. William Birkin, now a monster, kill Irons.

Ada and Leon get back to Ben after exploring the rest of the RPD. William
Birkin implanted Ben with a parasite. The parasite escapes Bens body, cutting
him up. Leon and Ada contact Sherry and Claire to go back to the sewers for
escape.

Leon and Ada see the growing parasite. Earlier, Leon found a Magnum. It and his
Shotgun are very effective against the G-Imago. The G-Imago dies.

Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are
effective against William. William falls into a pit. After receiving the
call from Leon and Ada, Sherry and Claire find their way off the RPD
building via and underground sewer.

Leon and Ada find the exit of the RPD to the sewer at last. As Leon and Ada go
down a lift, a woman in a lab coat shoots Leon. Leon blacks out, but Ada chases
the women through the sewer. The sniper then corners Ada after a merry chase
through the sewers.

Sherry and Claire see Mr. X looking for something. They run away. As they enter
the sewer proper, leaving the RPD for good, Claire sees Sherry fall down a
drain. She looks for her and runs into Leon, who just woke up from that bullet
wound in his arm. Leon tells Claire to find Ada and Sherry. Claire moves ahead,
leaving Leon to rest.

Ada and the sniper are talking. Annette Birkin is Williams husband and
Sherrys mother. Annette tells how Umbrella stole the virus. Then Ada pushes
Annette over the railing and she falls into a sewer after telling her that her
boyfriend John is dead.

Wanting to rejoin Leon, Ada runs down into a pit and sees a GIANT
ALLIGATOR! Claire runs into where Annette fell. She tells Annette that
Sherry is in the sewer. Annette faints, just after telling Claire that
Sherry has a sample of the G- Virus somewhere.

Leon wakes up. He decides to look for Ada, Claire and Sherry. He eventually
finds Ada being attacked by an alligator. His Shotgun and Magnum put the thing
down. Ada tells Leon that John is dead. After healing his wound, Leon and Ada
go to the tram and ride it across town.

Claire finds Sherry eventually. She asks Sherry is she has G- Virus, like
Annette had told her, but she says no. As Ada and Leon ride the tram,
William Birkin attacks them. They shrug him off, though.

Unable to find Leon and Ada, Sherry and Claire ride another tram to follow Ada
and Leon. Ada and Leon ride an elevator car down. During the ride, Birkin
wounds Ada. Leon uses his artillery to stop him.

Claire and Sherry reach another elevator car. Birkin, since Leon had hurt it,
is now mutating again. Mr. X interrupts Claire as she powers the place up.
Birkin is then defeated in a fight with Claire.

In the lab, Leon decides to heal Ada. He looks around and runs into Annette
Birkin. Annette is about to shoot Leon, but Birkin attacks Annette. Annette
drops a G- Sample. Leon takes it and runs into Ada, who is now threatening him.

Apparantly, Annette said Ada worked for some company out for the G- Virus. Ada
then falls down a chasm, thanks to Annette. Leon, in a rage, throws the G-
Sample over. Since the labs explosion sequence has now started, Leon must get
out quickly.

Claire and Sherry run into Mr. X. Words from Annette then add up on why Mr. X
is after Sherry. Sherry has the G- Virus in her pendant. Sherry and Claire use
the pendant to cause Mr. X to fall into a lava pit. Mr. X disrupted a power
surge, which is why the lab will explode in only a few minutes.

Leon gets to the escape elevator. Birkin returns, but Leon deals with him
accordingly. Claire and Sherry reach see a hurt Anette near where Ada fell.
Annette tells Sherry to escape. Annette falls unconscious, giving Sherry and
Claire an escape key.

Claire and Sherry use an elevator to get to the elevator. As Claire and
Sherry power the train up, a hot and flaming Mr. X returns and now has grown a
claw. Claires weapons only slow it down. Claire knows shes about to die but
suddenly, Ada, a dark shadow of herself, throws a launcher to save Claire! Ada
runs off

Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be
found, Claire powers up the train and Leon comes in. The lab then explodes in a
blast, the train barely making it out. In the back of the train, Birkin
returns. Since Leon was injured in his fight with Birkin, Claire deals with the
Birkin monster.

But Birkin is still alive. The only solution is to destroy him in a blast. They
activate the trains explosion sequence. Sherry, with great reflexes, stops the
train and they all get out. Birkin is consumed in a blast with the labs escape
train.

SEPTEMBER 30, 1998

Outside, Leon, Claire and Sherry recooperate. After a small argument,
Claire, Leon and Sherry decide to find Chris Redfield, whom back at the RPD
Building they discovered he went to Europe, decide to find him there. They run
off into the morning of September 30, 1998.

=========================================
CONTENT 4: BIOHAZARD 3: LAST ESCAPE CD
=========================================

The third CD is the third BioHazard game, BioHazard 3: Last Escape. This
version is the original, as this game was never rehashed.

This is basically the same game, again, as released before, but relabeled to
celebrate BioHazard 5th Anniversary.

Here is some info about the game itself:

GAME: BIOHAZARD 3: LAST ESCAPE
PLATFORM: PSONE
COUNTRY: JAPAN
RELEASE DATE: NOVEMBER 15, 1999
COUNTRY FORMAT: NTSC/J
NUMBER OF DISCS: 1
CHARACTERS: JILL VALENTINE, CARLOS OLIVEIRA, NICHOLAI GINOVAEF

Overall, the same game as originally released, but relabeled for the 5th
Anniversary celebration of BioHazard.

Here is the story line, which contains SPOILERS!!!

===============================
RESIDENT EVIL 3 NEMESIS: PART 1
===============================
SEPTEMBER 1998

Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the virus
through the mansion. Chris and presumably Rebecca go to Europe to take out
Umbrella, while Jill and Barry stay behind.

On the 22nd, a scientist named William Birkin finishes his G- Virus, an
upgrade of the T- Virus. Umbrella, impatient, sends a squat team that
attacks Birkin and steals his virus. Birkin injects himself with his G-
Virus and becomes a monster, worse than the zombies and Tyrant, kills off the
squat members. Because Birkin is now a monster, he causes a T- Virus leak and
now the Raccoon citizens are zombies.

SEPTEMBER 28, 1998

Jill Valentine escapes infection. On the 28th of September, armed with an
Assault Rifle, Jill fights her way out of town. She runs into Brad Vickers, the
pilot of STARS. He tells Jill that something is coming for STARS members. What?

As Jill makes it into the RPD Building, that thing Brad was speaking of
arrives. Brad Vickers is murdered by the Nemesis. Jills weapons dont
damage it too much, so she retreats into the RPD Building.

The RPD STARS Office is untouched. Jill finds a Magnum, which is effective
against Nemesis. After finding a set of lock-picks, Jill fights her way out of
the RPD. Nemesis returns, but Jills Assault Rifle and her new Magnum are
powerful enough to put the thing down, but it rises up again quickly.

Jill runs as fast as she can, loses the Nemesis and reaches the downtown
area. She runs into a man named Carlos Oliveira. He is part of Umbrella
BioHazard Countermeasure Service. They were sent by Umbrella to save Raccoon
Citizens. But they dont know anything that Umbrella does. They are grunts.

Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS. Nicholai
seems suspicious, while Mikhail is fine. Mikhail is seriously injured,
though. Jill runs to a trolley and plans for escape with them. Jill explores a
power station over by the RPD and grabs a needed fuse.

She also finds even more added power- a Grenade Launcher and a Shotgun. When
she runs into Nemesis again, the Grenade Launcher puts it down almost
instantly. The Shotgun puts zombie groups down with relative ease. Jill finds
some oil at a gas station and some cables around town and prepares the trolley.

On her way back, she sees Nicholai shoots someone and is then attacked by
zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and ride the
trolley out of town.

The Nemesis returns. Mikhail takes a grenade and blows himself and Nemesis out
of the car. The car breaks and crashes in the clock tower. Carlos and Jill, now
with Mikhail sadly dead, try to signal a helicopter by ringing the clock
buildings bell.

Jill finds the keys to them and rings them with ease. As she signals,
Nemesis uses his own Bazooka to destroy the chopper. With the help of
Carlos, Nemesis Rocket Launcher is destroyed.

Nemesis then infects Jill with the virus. With her Magnum, Shotgun and
Grenade Launcher, Jill manages to put Nemesis down. She then blacks out

================================
RESIDENT EVIL 3: NEMESIS: PART 2
================================
OCTOBER 1, 1998

Meanwhile, Jill is infected with the virus back at the clock tower. Carlos
decides to find a cure in the hospital. There, Carlos discovers Nicholai is
alive. Nicholai shoots UBCS member Tyrell Patrick. Carlos dodges Nicholai and
finds Jills cure.

Jill is cured. The Nemesis returns, but Jill can handle it again. She gets to
an escape plant. After dumping Nemesis into corrosive acids, Carlos tells her
that the town will be nuked.

Jill sees Nicholai escape in a chopper. After letting him go, Jill kills
Nemesis for the final time. Barry Burton suddenly saves Jill and Carlos just
before the town of Raccoon is nuked Jill and Carlos have escaped. Now they
wanna kill off Umbrella!

===================================================
CONTENT 5: BIOHAZARD CODE: VERONICA COMPLETE DVD
===================================================

The fourth CD is the FIFTH BioHazard game, BioHazard CODE: Veronica
Complete. The 4th is BioHazard: Gun Survivor, which isnt included in this
case for some reason. This version is the Complete Version, an extension of
the original Dreamcast version with new scenes involving Albert Wesker.

This is basically the Complete game, again, as released before. There isnt
a special label.

Here is some info about the game itself:

GAME: BIOHAZARD CODE: VERONICA COMPLETE
PLATFORM: PLAYSTATION 2
COUNTRY: JAPAN
RELEASE DATE: MARCH 22, 2001
COUNTRY FORMAT: NTSC/J
NUMBER OF DISCS: 2 (WITH DEVIL MAY CRY DEMO)
CHARACTERS: CLAIRE REDFIELD, STEVE BURNSIDE, ALBERT WESKER, CHRIS REDFIELD

Overall, the Complete game.

Here is the VERY, VERY long story line I wrote. This contains SPOILERS!!!

Here is a detailed description of the story of CODE: Veronica. This
will explain what's behind the Ashford Family, Albert Wesker's
intentions, and the whereabouts of Steve Burnside. Unlike RE2 and RE3,
there are VERY many things leaving you out in the blue.

CODE: Veronica X first starts December 17, 1998 in Paris as Claire
gains some leads on her brother, Chris and his whereabouts. It has been
2 and a half months since Claire and her new partner Leon escaped
Raccoon City just a day before it was bombed.

Claire and Leon traveled to Paris, once again, to gain a lead on Chris
Redfield. Unable to contact his partners Jill, Barry and Rebecca,
Claire and Leon invade Umbrella's Paris Lab. Leon and Claire are
separated because the guards of the base see them.

Leon manages to escape during the attack, but Claire isn't so lucky.
Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire.
(In the Beta Version, Jill's enemy from RE3 (Nicholai) is piloting the
chopper.) The guards are still chasing her. She ducks into a hallway.
The guns kill the guards chasing her.

Claire runs down the hallway, barely missing the choppers' guns. She
ends up on the base's rooftop. She uses a slick move to wipeout the
guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is
captured.

10 Days later, she is taken to an isolated Umbrella Base, called
Rockfort Island. After being told her identity number, she is butted in
the head by a rifle butt. Time passes and Claire wakes up to a huge
explosion. Up above her seemingly underground cellblock, she hears guns
roaring and people screaming. Moments later silence hits.

The door to the cellblock opens. A heavily breathing man comes in.
Somehow the guards managed to not see Claire's lighter. She lights the
lighter and she sees the man who captured Claire at Paris. The man
frees Claire and sits down because he was wounded in the chaos above.

Claire discovers he needs Hemostat. Looking at the list, Claire finds
out his name is Rodrigo Juan Raval. Grabbing a nearby Combat Knife,
Claire leaves the cellblock. She eventually climbs a flight of stairs
to a graveyard.

As she passes through, a burning truck explodes. A burning man goes
toward Claire. It's A ZOMBIE! It seems the attack caused a viral leak
in the area. Claire was luckily to avoid the zombies.

Claire arrives in the main hall of the prison complex. She is then
attacked by a Gatling Gun. Claire sees a pistol and dispatches the gun.
Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for
not being a zombie. After rudely introducing himself, Steve runs off
for the island's rumored airport.

Claire looks around the prison, which is now a zombie's hell house. As
she explores the prohibited areas, Claire catches up to Steve, who is
looking up on Chris Redfield on a computer. Steve asks Claire to
contact Chris to come save them. Claire does that, though Steve wasn't
serious about the idea. Claire can't contact Chris directly, but she
figures Leon can. She e-mails Leon to get Chris to help them. She gives
Leon the coordinates of the island and Chris himself. Steve runs off
angrily.

After finding the right keys, Claire escapes through prison's main
gate, near where she met Steve. After finding her way up a cliff,
Claire sees a military training complex. She explores the area, but
shutters block off most of the complex.

She manages to find a Bow Gun, though. And she also sees a man get
slaughtered by a yellow zombie in a locked lab. Claire sees a picture
she think may be important later on.

Claire decides to find the key cards elsewhere on the island. Leaving
the military complex for now, she sees a big palace up ahead.

She enters the palace and looks around for the key cards. She finds a
few locked doors. One of them is different. It needs to be unlocked
using 2 special pistols. Claire looks on the first floor and after
unlocking a strange movie, she fins the 2 guns she needs. The movie was
shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly
to a hill of ants.

Claire grabs the pistols, but then the room locks her in and the room
heats up. She inserts them back in. She decides to exit the palace to
look for the military complex's keys elsewhere. But as she exits, she
hears Steve's scream. She runs back to the Luger trap to see Steve
caught in it.

Using the reflexes she learned in Raccoon City, she saves Steve. Steve
has the Lugers Claire needs for the door. He offers to trade for 2
fully automatic weapons. But Claire's 3 pistols and her bow gun don't
satisfy Steve.

As Claire gears up to leave, she sees Alfred Ashford, the owner of the
island. Alfred tells Claire she attacked the island. Alfred continues
to shoot and miss at Claire with his sniper rifle.

Alfred also says his grandfather founded Umbrella originally. Alfred
leaves with a death threat to Claire. Seemingly not intimidated, Claire
continues her mission to find the military complex's card keys.

Claire sees a submarine beside the palace. She works the controls and
sees it going down. It stops. She gets out to see she's at an
underwater military airport.

She looks around and finds an airplane she can use to get out. She
needs 3 special keys to activate the plane, though. She looks around to
find another locked shutter. Looking at some maps, she sees a giant
elevator behind the shutter and remembering the maps of the military
complex, she thinks the broken elevator in the military facility's yard
leads down the airport.

To her surprise, Claire finds a key card she needs for the military
complex. Taking the submarine back to the palace, Claire continues for
the military complex. As she passes by the palace gates, she notices a
smaller private mansion on top of a hill behind the palace.

Continuing for the military complex, Claire eventually arrives. In the
yard, she sees a giant worm attack her. Like the dead alligator she saw
in the sewers of Raccoon City, this thing is huge, but not too smart.
Claire escapes the thing by ducking into the facility.

She gets through the locked shutters. In a room, Claire is ambushed by
Alfred, but thanks to his bad aim, Claire chases Alfred further into
the complex. In a medical room, Claire finds the hemostat she needs for
Rodrigo.

Claire gears for the prison, but she then discovers that Alfred lowered
a shutter that leads to the exit. Claire goes further. That yellow
zombie that killed the scientist then attacks her. It is a cross
between a zombie and tyrant. Using her twin pistols, she shrugs them
off.

Continuing, the another yellow zombie attacks her. But Steve them saves
her with the Lugers. Claire trades Steve the Lugers for the Submachine
Guns she found a few moments ago.

Alfred suddenly lowers them into the complex's basement. Steve runs
ahead of Claire and destroys a fresh set of zombies for her. Claire
catches up to Steve. Questioning him about his family, Steve runs off.

She catches up to Steve in an unstable balcony. They fall through.
Suddenly, a zombie rises and then runs toward Claire. Steve hesitates
to shoot it. When it is about to eat Claire, Steve unloads the rest of
his bullets into the creature, while yelling, "father!!!" After the
zombie dies, Steve starts crying.

He tells Claire that his father took Umbrella info and sold it. Steve
and his family were caught, his mom was killed and Steve hates his dad
for doing this to him. Claire leaves Steve to mourn his dad's death.
Apparently, Steve just shot his zombie dad.

Claire finds Alfred's crest in a room with the facility's diorama. She
uses it on a little box she found earlier. She finds the last key card
needed to explore the facility. She finds a key for the airport's
plane.

Claire also finds her way into the lab where the yellow zombie killed
that scientist. Claire sees the painting she wanted. Noticing a
resemblance to a painting she saw in the facility's diorama room, she
hooks it on to the wall where the eagle plate was. As she leaves,
albinoid experiments escape the lab and run up vents. Claire escapes
before the lab is locked.

A wall in the diorama room is raised, revealing the actual diorama the
wall was hiding. She sees a key, gold colored. Claire sees that this
can open a door at the palace.

Claire races for the palace. She opens the door she wants to open and
sees a room full of paintings of Alfred's ancestors. After looking
around, Claire finds a strange queen ant model.

Claire travels to the door with the luger engravings. Using the lugers,
Claire unlocks the door to an office. There, she discovers that Alfred
has a twin sister, Alexia, and according to Alfred's butler, he's seen
her in Alfred's private house.

Claire finds her way to a bridge. Up ahead, Claire sees the private
house on the hill she's been wanting to explore for more clues. She
explores the house and nearly runs into Alexia Ashford. She's talking
to her brother about Claire and Steve's destruction. They then leave.

The house has been damaged by the island's attack, but Claire finds a
key she needs for the palace's remaining doors. Heading back to the
palace, Claire finds another eagle plate. She then remembers a door she
saw in the prison complex that had an eagle engraving.

After looking in a slot room, Claire decides to head back to the
prison. There, she goes to the cellblock and sees a dying Rodrigo.
Fortunately, Claire saves him in time with hemostat. After thanking
each other, Claire trades her lighter for Rodrigo's lockpick.

Claire explores the door behind the one with the eagle plate. Claire
discovers an infirmary. After confronting a powerful zombie, Claire
unlocks the path to a secret basement.

There, she finds a piano roll that fits perfectly into the piano at the
palace. Claire gears for the palace. In the yard, someone familiar
attacks her: Albert Wesker. Wesker tells Claire he attacked the island
and is after Chris now. As Claire is attacked, she notices a key she
needs for the airport. Wesker tells Claire he'll use her to get to
Chris.

Wesker, after getting a call from his men, jumps over a wall, toward
the palace's dock. Collecting the airport key, Claire heads into the
palace's piano. Claire finds a king ant model, like the queen model she
found earlier.

Heading back to the private residence, Claire discovers the ant models
where keys to a secret lair above Alfred and Alexia's bedrooms. Claire
discovers the final airport key and decides to find Steve and Rodrigo
and leave.

Alexia Ashford attacks Claire on her way out. She has a sniper rifle
like Alfred's. Suddenly, Steve comes in and shoots Alexia through a
door. The door is easy passage between Alexia and Alfred's bedrooms.

Claire sees Alfred with make up on. Apparently, he's been dressing like
his sister. Claire decides that Alexia is just Alfred's imagination.
Alfred runs off crying. He sets off the self-destruct sequence.

Claire and Steve run to the palace gates, near where Claire was
attacked by Wesker. Steve leads Claire to the airport. Claire inserts
the keys to the plane. Unfortunately, the drawbridge is in the way of
the plane. Claire volunteers to raise it.

Claire runs to the controls and raises them. In a room she couldn't
access before, Claire finds the keys to the shutter blocking the
elevator.

Claire decides to ride the elevator up to the military complex and head
back to the plane via the palace's submarine. She does just that. After
fixing the elevator, the 5 minute timer for the explosion begins. As
Claire rides the elevator up, Alfred releases a monster after Claire...
Can it be? Yeah it's...

Claire steps out of the elevator and as she expected, she ends up in
the military complex's yard. Dodging the giant worm, she gears for the
palace.

On her way, a fire traps Claire. Tyrant comes from the fence.
Apparently, it's the monster Alfred released. Claire uses her bazooka
she found earlier and manages to put Tyrant down. Claire dashes passed
the palace and down the submarine into the airport.

Steve manages to pilot the plane and then the plane lifts off from an
exploding island. As the plane circles the island, the prison, palace
and private mansion are consumed in the blast, but the military complex
seems to withstand it.

Not caring, Claire and Steve fly off. They apologize for everything
mean they said to each other. Suddenly, the plane rocks. In the back,
Claire sees Tyrant. Claire uses her bazooka to weaken it and then
catapults it off the plane. It looks like her encounter with Mr. X on
Raccoon City did her some good.

Back on the exploding island, Alfred runs into the somehow surviving
military complex. He sees the tank and moves it to reveal a secret
lift. The lift leads to a different area of the airport. Alfred hitches
a ride on one of the 2 harrier jets and flies away from the island.

On Claire's plane, Alfred controls the plane and changes it's
direction. Steve can't change it so they have no choice. Hours later
Steve attempts to kiss a sleeping Claire, but fails. Moments later, the
plane crashes into an Umbrella Base in Antarctica.

Claire and Steve get off the broken plane and look around separately.
Claire finds the diary revealing that a monster named Nosferatu is
trapped somewhere in the base. Also, it seems Alfred Ashford spilled
the T- Virus around the base, so there are now zombies in the area.
Looking in a private office, Claire finds the evil monster trapped in a
chair beneath wire mesh. What has Alfred been up to?

Claire looks around and asks Steve to lift a digging car with a crane.
Steve looks at Claire and causes a gas leak in the room. Claire fixes
it. Suddenly, Alfred, still wearing make up and talking like Alexia,
tries to shoot Claire, but Steve comes in and shoots Alfred down a deep
chasm.

Nosferatu suddenly feels agitated. He breaks free of his prison and
runs off... Claire grabs Alfred's sniper rifle and Steve and Claire dig
out of the room with the digging car. They eventually get to a heliport
above the base.

Nosferatu suddenly attacks Steve. Steve is KO'ed, while Claire must
fight him on his own. Using the sniper rifle, Claire punctures
Nosferatu's once human heart and kills him. Claire rescues Steve.

They find a car and drive off to an Australian Base. Meanwhile, Alfred,
nearly dead, releases his sister from cryogenic sleep. Alfred tells
Alexia to kill Claire. Alfred then dies of blood loss.

Alexia uses her mind to attack Claire and Steve's car. The car burns.
Did Claire and Steve survive?

Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to
contact him. Chris climbs a cliff and arrives in a cave. There, he sees
Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the
island, that worm Claire saw swallows up Rodrigo.

Chris chases the worm throughout the cave. Finding some Submachine
Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly
after, giving Chris the lighter before he dies. Chris finds his way
into a lightly damaged military complex.

Chris looks around and finds his way to Alfred's harrier jet bay. He
needs a halberd that was on the eagle plates Claire found to open the
harrier doors.

Chris finds his way to the control room. He sees Alexia Ashford singing
on the wide screen. Down in the airport where Claire boarded the plane
with Steve, Wesker is happy that Chris is finally here. He sends
Hunters after Chris.

Chris finds the eagle plate Claire used to open the box. But
unfortunately, it falls down into the sewers below thanks to a giant
hole caused by the explosion. He finds his way into the lab area thanks
to a hole in the wall.

Chris sees a knob-less door Claire didn't explore. Chris decides to
find a doorknob in the basement. There, he explores a lab where the T-
Virus was leaked from.

He finds a chemical he thinks he needs for getting halberd. It's called
Clement E. It, mixed with Clement A, can melt the alloy part of
Alfred's eagle plate.

Chris finds his doorknob and then is scanned by a scanner. Moments
later, Hunters attack Chris. Chris, using a shotgun he found, kills
them. Chris sees the scanners when he gets back to the knob-less door.

Avoiding them, Chris ends up on the other side of the broken balcony
that Steve and Claire fell through. Finding a small tank object
resembling the tank outside the facility, Chris inserts it to the
little hole in the diorama. The paintings in the room slide to reveal3
little keys needed and a turntable key.

There's also a note from Alfred saying there's a passage beneath the
diorama that takes Alfred from the military complex to his private
residence. Chris notices the 3 key holes and notes them.

On his way, Chris sees Albert Wesker. Wesker attacks Claire and says
Claire won't live long and that she's in the Antarctic with Steve and
the evil Alexia. Suddenly, Alexia Ashford appears on a screen and
laugh. Wesker sees to have super powers, as he has yellow eyes... Wesker
vanishes and a yellow zombie attacks Chris. Using his submachine guns,
he kills it.

After finding his way to the main yard thanks to the turntable key,
Chris sees that he can't get to the palace.

Taking the elevator down to the airport, Chris sees the keys Claire
used to board the plane. They also fit into the 3 key holes in Alfred's
diorama room. Grabbing them, Chris tries to use a submarine he saw on a
map to get to the palace.

Unfortunately, the submarine somehow got docked up at the palace, so
access to the palace is impossible. Taking the 3 keys back to the
diorama in the military complex, Chris manages to find the ladder.

Following a tunnel, Chris discovers that the door leading to the
private residence is locked. But nearby, Chris sees Alfred's private
swimming pool. In it is the eagle plate. There's also a monster on the
pool.

It's the albinoid Claire released from the lab. It matured really fast.
Chris uses his shotgun to dispose of the electric monster. Chris grabs
the eagle plate. But Clement E alone can't dissolve the alloy.

Chris backtracks to the basement area. He finds the final Clement A and
then mixes it with Clement E. The mixture solution causes the eagle
plate to dissolve, leaving the halberd.

Using the halberd, Chris gains access to the harrier bay. He jumps on
the last plane and flies to Antarctica.

There, Chris immediately looks for Claire. It seems that the place was
filled with ice from when Claire and Steve tried to escape. This helps
Chris access new areas.

In an area that looks like the Spencer Estate, Chris finally finds
Claire. After saving her, Claire and Chris decide to find Steve. Alexia
comes and curses at them. Claire and Chris give chase toward Alexia,
but a giant tentacle separates them.

Claire wakes to see Chris' foot and knees injured. Chris tells Claire
to find Steve. Suddenly, they hear Steve scream. Claire chases alexia
through a few doors.

Using her guns, she kills a few of Alexia's tentacles. Claire finally
sees Steve in a prison. It's the room Nosferatu was stuck in. Steve
tells Claire that Alexia performed the same experiment that she
performed on her own father.

Steve suddenly expands and mutates into a giant toad-like monster. It
then begins to attack Claire. Claire runs off to the exit. But since
the door was locked by Alexia, Steve begins to attack Claire.

Suddenly, a tentacle grabs and constricts Claire. Steve is about to
kill Claire, but his human personality comes back and Steve cut the
tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve
is flung into the wall.

Steve tells Claire he loves her and that he can't keep his promise of
leaving with her. Slowly, Steve dies. Claire cries and cradles over the
body of Steve Burnside.

During the death of Steve, Wesker calls Alexia to come with him because
she has her experiment, T- Veronica Virus, in her. Alexia then begins
to burn. Her clothing begins to shrivel. Alexia's choker falls to the
floor.

Alexia is now a gray evil mad woman. She looks like a cross between a
dragonfly and ant. Wesker gets punched across the room. He moves
across, tells Alexia he's coming with her and then punches Alexia.
Wesker sees Chris and then lets him take care of Alexia.

Chris uses his shotgun to kill Alexia. He keeps moving and eventually
10 shotgun shells put Alexia down. Chris, judging from a file he found
earlier, thinks Alexia's choker can access a door behind the painting
above the staircase of the mansion main hall replica.

Chris looks at the file some more and sees that Alexander Ashford was
turned into a monster thanks to Alfred and Alexia. Chris leaves the
main hall and then heads down an elevator. As Chris exited the mansion,
Alexia rises. She's still alive. Chris is now in a room with a giant
anthill.

Searching around, Chris finds the room Alexia was stored in. He plays
with the controls and then out of the tube falls Alfred Ashford's dead
body. Chris grabs Alfred's ring. Looking around the base a second time,
Chris learns that Nosferatu was implanted in the ice thanks to Alexia.

In the file, Alfred said Alexander Ashford was turned into a monster.
Thinking the dead Nosferatu will have the 3rd jewel to open up the
painting.

Using a crane to get Nosferatu's body, Chris grabs the 3rd jewel. Chris
opens up the painting and finds a lab. It's where Alexander Ashford
tested the T- Veronica Virus. It also reveals Alfred and Alexia where
created through inserting a sperm cell into an embryo that belonged to
Veronica, their ancestor.

The lab leads to where Steve died. Unfortunately, there's a locked door
between Chris and Claire. Claire tells Chris that Steve id dead and
tells him to set the explosion sequence like in Raccoon City and
Rockfort Island. Chris does just that.

After inserting the CODE: Veronica thanks to the file, Claire and Chris
rejoin each other. Suddenly, a tentacle separates them again. Alexia
has returned.

After nearly destroying Claire, Chris shoots Alexia with an acid round
and causes her to mutate into a large monster. Claire gets away. Chris
fires every weapon he has against the giant Alexia. Suddenly, the ants
beneath in the hill start to attack Alexia.

Alexia shrugs them off by growing wings and now flying. The bulk of her
body dissolves. Chris grabs a nearby plasma rifle and shoots a ray into
Alexia. Alexia screams and then the next second, she is liquified.

Chris starts to run as explosions begin to occur. As Chris gets down to
the prison cells and to the elevator, he sees Wesker folding Claire by
the neck. Nearby, the door leading to where Steve died is open.

Wesker pushes Claire through a hole in the wall. Chris chases Wesker
through a horde of zombies and catches up to them. Chris and Claire
discover Wesker took Steve Burnside to get the T- Alexia Virus.

Claire runs off and then Chris and Wesker battle. Explosions are still
rocking the base. Wesker and Chris are separated in a blast. They vow
to kill each other next time. Chris runs to the plane and escapes the
exploding base with Claire.

They apologize for leaving each other and then decide to take out
Umbrella once and for all.

Well, that is CVX's story. I personally think the Plot Guide has a
better synopsis. Check it out!

==========================================
CONTENT 6: WESKERS REPORT REGION 2 DVD
==========================================

The fifth CD is a DVD where Albert Wesker outlines his information about the
events in BioHazard, BioHazard 2 and BioHazard 3: Last Escape.

This is a region 2 DVD, which only works in Japan, China, Korea and Europe. If
you want this but cant afford the suitcase, get the American one at
capcom.com.

Here is a transcript of the Weskers Report, in case anyone needs it.

============
INTRODUCTION
============
"My name is Albert Wesker. I aspired to become a leading researcher at
Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio
Organic Weapons, better known as B.O.W., for development. But at the leader
development training ground situated in Raccoon City, I met a brilliant and
talented researcher who decided to take a different path; William Birkin.

In time I shifted my position to S.T.A.R.S., a special force unit of the
Raccoon Police Department. Umbrella, for crisis management reasons of their
illegal Bio Organic Weapons development had many of its people working in the
police department.

I became the leader of S.T.A.R.S. and conducted all sorts of intelligence
activities for Umbrella. As I continued to serve I devised my own plans and
waited for the right time moment to execute them. Then at last, opportunity
knocked.

==============
1998 July 24th
==============
The freak murder incidents that had occurred in the forest near the mansion
started it all. The mansion was Umbrella's secret BOW laboratory and it was
clear that the indevelopment T-Virus was the cause of the murder. Initially,

Umbrella instructed me secretively to keep S.T.A.R.S. to the mansion,
dispose of them, then report the situation to headquarters so that their
combat with the B.O.W. could be used for data analysis allowing Umbrella a
comprehensive portrait of the B.O.W.'s combat abilities.

From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As
expected, the top elite of S.T.A.R.S. gave all they had and became useful
sample data. Then following, I geared up the Alpha Team to "search and rescue"
the lost Bravo Team. The members of Alpha Team also proved their worth and as
expected many died.

There were five survivors from the initial eleven S.T.A.R.S. members. From the
Alpha team were Chris Redfield, Jill Valentine and Barry Burton. And from the
Bravo Team were Rebecca Chambers and Enrico Marini. It was time to begin
executing my plans.

In the midst of the whole affair I could take Umbrella's ultimate
Bio-Organic Weapon, the Tyrant, and join forces with an opposing corporation of
Umbrella. To buy into that opposing corporation I would need the actual combat
data of the Tyrant. The surviving privileged members of S.T.A.R.S. were just
the perfect bait.

I decided to have one of them play the Judas and draw them to the Tyrant.

That Judas was Barry.

Barry was the strong truth and justice kind and
cherished his family more than anything. His type is easy to manipulate. I just
took that most important thing away from him.

My only miscalculation was the high potential of Chris and Jill. But with the
family man Barry playing Judas the scheme went as planned. Then the winds turn
unexpectedly. I had to eliminate Enrico who found out what was behind it all. I
used Barry to get to him.

After I successfully got rid of that nuisance I awaited the sample specimen
that Barry would bring to me in the Tyrant room. I injected the virus I
obtained from Birkin in advance. If I made Umbrella believe I was dead, it made
it far more convenient to sell myself to the opposing corporation.

According to Birkin the virus had profound effects. It would put my body in a
state of temporary "death". It would then bring me back to life with super
human powers. Therefore I unleashed an awesome Tyrant from its slumber and let
it attack me. As my consciousness faded away I was certain that the whole
scheme would end in success.

Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the
Tyrant and the plan I devised which cost me my humanity ended in failure. Now
anything and anyone who stood in my way would be terminated. It's been that way
for a long time and it always will be.
At all costs I had to make S.T.A.R.S. pay.

=========
September
=========
Two months had passed since the mansion incident.

To regain everything I had lost in my new organization I joined hands with Ada
Wong, a female agent who was also sent to spy on Umbrella. I knew in my bones
that the key developer was William Birkin, but what he didn't know was that
Umbrella did not play games...with anyone.

Eventually, Birkin would be assassinated, and the G-virus would be in the hands
of Umbrella. But the salvage team led by Hunk was ahead of us. By the time they
got to Birkin, he'd already injected himself with the G-virus...he became his
own creation, and decimated them. Soon after, the T-virus carried by rats
spread throughout Raccoon City, and Umbrella faced its worst scenario.

==============
September 28th
==============
The good citizens became zombies, and the city had headed for its
devastating fate. Humans were no match against zombies. In the chaos,
Umbrella Europe applied a new type B.O.W., called "Nemesis". The Nemesis
would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It
became imperative that our organization would also obtain the Nemesis data.

==============
September 29th
==============
To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon
and Claire, who were trying to unveil their secrets. Then, there was a new
revelation. Birkin used to hide the findings of his studies in his daughter
Sherry's pendant.

It was very possible that the G-virus was there. While Umbrella was busy
with their cover up, we had to capture Sherry before they did. I sent Ada
undercover to seek the location of Sherry. I, the "dead man" on the other hand,
had to work in the shadows.

A spy's obligation and priority is in mission, to carry out the mission like a
machine without any emotional interference. But through her interaction and
involvement with Leon S. Kennedy, there had been an affection growing inside
her. My instincts sensed danger. Something had to be done, quickly. My
instincts did not disappoint me.

Even though Ada almost had her hands on the G-virus, which Leon had acquired
from Sherry, that affection of her drove her to her death. But she was still of
some use. I had to save her life. My people hurried to retrieve the G-virus
that Leon threw away.

But Hunk, the only survivor of Umbrella's salvage team, was there before us.

==============
September 30th
==============
Our only option left was to bring back Birkin, the monster, as the sample
specimen and have him finish Leon and Claire in order to obtain his combat
data.

Although Birkin lost the battle to Leon and Claire, we succeeded in
gathering samples of the G-virus from his dead body.

===========
October 1st
===========
In the morning, the government bombed Raccoon City in an attempt to stop for
the viral outbreak. This was, of course, was their feigned reason...

Later, Claire left to Europe to find her lost brother Chris, and Leon joined
forces with an underground anti-Umbrella organization.

Sherry is safe in our hands. I would never underestimate Birkin. There's
something about this little girl...

***END TRANSCRIPT***

================================
CONTENT 7: DEVIL MAY CRY DEMO
================================

The sixth CD is the FIFTH BioHazard game, BioHazard CODE: Veronica Complete.
This version is the DEMO Version.

This is basically the DEMO game, again. The FULL game is out in Japan now and

Here is some info about the game itself:

GAME: DEVIL MAY CRY: DEMO VERSION
PLATFORM: PLAYSTATION 2
COUNTRY: JAPAN
RELEASE DATE: AUGUST 25, 2001
COUNTRY FORMAT: NTSC/J
NUMBER OF DISCS: 2 (WITH BIOHAZARD CODE: VERONICA COMPLETE)
CHARACTERS: DANTE

Overall, the DEMO game.

======================================
CONTENT 8: BIOHAZARD BALL POINT PEN
======================================

Nothing much, except a large ink pen. There are a few symbols around it
representing the BioHazard world, but there isnt much though.

================================
CONTENT 9: BIOHAZARD DOG TAG
================================

This tag is VERY valuable. It is numbered from either 00001 to 10000. In
case you havent noticed, owners of this item have one of 100000 existing in
Japan ONLY.

Wear it around your neck or hide it. DONT LOSE IT.

=================================
CONTENT 10: BIOHAZARD CD CASE
=================================

This CD case can hold all CDs that come in the suitcase.

It can hold:

BioHazard
BioHazard 2 Leon Disc
BioHazard 2 Claire Disc
BioHazard 3: Last Escape
BioHazard CODE: Veronica COMPLETE
Devil May Cry
Weskers Report

That makes 7 total discs it can hold. Pretty cool to hold your collection in
one place. I like the case!

====================================
CONTENT 11: BIOHAZARD KEY RING
====================================

This can hold many keys. It also has a BioHazard theme to it. Its cool, but
dont lose it! Ive lost key rings before! Grrrr!

===============================
MISC.: PRICE, AVAILABILITY
===============================

OFFICIAL PRICE: Y33,000. That translates to about $280. My Y and $
translates wrong at time- that may be the case here.

EBAY PRICE: $250-350. These are prices I saw these going for on EBAY. Worth it
if you ask me.

IMPORT STORE PRICES: $250-400. Import stores are expensive. VERY expensive.

AVAILABILITY: RARE. VERY RARE. Only a few stores sell it and they have it on
back order, too.

I recall only one place selling it so far:

Videogamedepot.com

They may be sold out.

23. SPEED HANDGUN/KNIFE WALKTHROUGH
-----------------------------------

================
1. PRISON PART 1
================

After the cut-scene is over, equip the Lighter. Youll see a scene with Rodrigo
Raval, where he needs Hemostat. If you play the game right, youll be back in
this room later. Grab the Combat Knife. Exit through the door. Pass the room
and climb the stairs. When youre at the top, equip the Combat Knife. Walk
passed the burning truck until a cut-scene happens. After it, DODGE the zombies
for the door passed them. Just try to get through the exit. Youll be back
here. Exit through the door passed the open gate. Upon entry, walk and then
youll see a cut-scene introducing Steve. Claire now has a Pistol. After he
leaves, grab the ammo over by the burning truck (near corpse of door you just
came from). Head through the door in front of Claire. Upon entry to the area
around the Barracks, turn right to see a chain link fence. Youll unlock it
shortly. Go around the Barracks until you are on the other side of that gate.
Go through the last door.

You are now in the Guillotine area. Slash and shoot all the zombies. You cant
get to the ones behind the cage yet. Turn the corner and enter. You are now in
the Security Area. Youll see a metal detector. Insert your Handgun, bullets,
Lighter, everything except Herbs. Proceed through the hall, passed the windows.
Youll see another metal detector. Skip the door for now and activate the
Duplicator machine to the left of the metal detector. After turning it on, go
through the door to the right of the metal detector. Inside, youll see Steve.
After he leaves, go examine that yellow clip. Youll find a Hawk Emblem. Before
leaving, examine the pad next to the blocked door. After moving the lever, you
can forget about this door. You can open it later. But it wont be covered in
the SPEED guide. Exit and head back to the duplicator. Put the Hawk Emblem
inside the glass part and watch it scan. Now go back to the first metal
detector. Pick up the Handgun with bullets. Pick up a First Aid Spray, too. Go
back to the Guillotine Cage.

Go passed the roll-up gate. Press the button and the red gate will rise. Blast
the 2 zombies and the ones that escape the guillotine. In the garage, get the
Extinguisher. Now go inside guillotine and get the Padlock key from the slick.
Now go back to the Barracks with the Pistol equipped. As you circle the area
again, zombie dogs will come out and attack Claire. DODGE THEM. Go to the chain
gate and unlock. Now you can get back to the guillotine without going all the
way around! Now exit to the door leading back to where Claire first met Steve.
There, go back to the graveyard. In the graveyard, use the Extinguisher on the
fire and get the Briefcase. Check the top with the check option and youll
find TG-01. Now you have to go back to the duplicator passed the metal
detectors. Go there now, using the shortcut in the barracks. Deposit your
weapons and ammo and since TG-01 is alloy, can be taken passed the detector.
Once back at the duplicator, place it in the machine right of where the Hawk
Emblem is. The TG-01 slab will now be a Hawk Emblem copy that can be taken
passed the metal detectors. Get the Hawk Emblem Alloy. Youll hear shattering
glass and zombies, so run passed them. At the first metal detector, take only
the Pistol, Hawk Emblem Alloy, Bullets, Combat Knife and a First Aid Spray. Now
go back to where you first met Steve Burnside. There, blast or avoid the
zombies and look for the giant gate. Place the Hawk Emblem Alloy and then go
through. You are now out of the Prison- for now!

============================
2. PALACE AND AIRPORT PART 1
============================

Claire is now out of that damn Prison, but remember the area well because you
will be back much later in the game. Send Claire across the Bridge. Youll see
white crates. Grab the 2 green herbs. Push the far out one toward the fire.
Then push it right over the fire. Now climb over it. Climb the stairs. You are
now in the Passage. Blast all the zombies in sight. Now run passed the first
door toward the gate. Remember where that door is- it leads to the Military
Training Facility. Climb the stairs and you are now in the Palaces yard. In
the yard, use the Handgun on the zombie dogs. Youll see a green glowing key,
but you dont need to get it until the end of PART 1. Enter the main doors into
the mansion. Inside, go to the computer and type in the code: NTC0394 and the
northwest door will open. The west door does NOT need to be explored. Enter the
door you just unlocked. Blast all the zombies, pick up the Pistol bullets and
head through the only open door. Go to the right of the table and press the
button to watch a movie. Watch the movie closely, as it will be a clue to a
puzzle at the end of PART 1. A panel will then open. Inside, grab the Steering
Wheel. Now go back to the entrance of the Palace.

When you try to exit, Steve will scream. Go back to the room where you saw that
movie and now go to where the projector screen used to be. Examine the computer
and enter options C and E and then DECIDE. Steve will come out with 2 Gold
Lugers. Claire needs those and youll find out why. After Steve leaves without
giving them to Claire, go back to the main hall. When there, Alfred Ashford,
the boy from the video, will attack Claire. Hell babble about the island and
the zombies and then leave. Exit the mansion. In the Palace yard, turn right
from the entrance and down another gate. Youll see a dock. Use the Steering
Wheel on the dock and then turn it. The dock will move and a Submarine Elevator
will rise. Go inside. Inside the Submarine, equip the Side Pack on the bench.
The Side Pack gives 2 extra item slots. Now press the glowing button and the
Submarine will descend. When it stops, climb the ladder and you are now in the
Airport Steve was talking about when you first met him. Go down the tunnel
until you reach a door. Go through. You are now in the Fork Room. Go to the
gate at the right fork. You are now in the Bridge. Cross the Bridge with the
Lighter equipped to fend off the bats.

Go through the other gate. You are in the Cargo Room now. Youll see a lift in
the corner. Ride it up to the crane controls. Operate them. Push the control
pad up until it stops. Then push it left all the way until it stops. Passed the
crane controls, youll see a door leading to the Bridge control. It is missing
a lever. Dont worry about this puzzle for now- it is for the end of PART 1. Go
ride the lift back down. Now go to where the crate was. Operate the cargo
elevator. When it rises, kill all the zombies. Grab the Biohazard Card. Now
cross the bridge again and head back to the Submarine. Press the button again
and the Sub will rise back to the dock. Exit the Sub and use the Steering Wheel
to push it back toward the pier. Now climb the stairs back to the Palace yard.
Pass the Palace entrance and through the gate leading to the Passage. In the
Passage, head into the door leading to the Military Training Facility, near the
stairs leading down to the Prison.

======================
3. MILITARY FACILITY A
======================

*Note: The reason why I call this Military Training Facility A is because
when you control Chris, he explores the MTF as well. But what he explores is
quite different from what Claire explores. So try not to get mixed up with
Chris and Claires MTF missions. As you enter, a HUGE worm will attack Claire.
Dodge the thing and enter through the building. When you enter, go to the
shutter on the far back and use the Biohazard Card to open it. When you pass
through, it will lower again. Pass through the door into the courtyard. When
you enter the courtyard, Alfred will try to shoot you with his Sniper Rifle.
Evade by running up the stairs. Go passed the locked brown door and the blue
box on the balcony handle. Enter through door Alfred went through. Remember
where that blue box is! You will be in a hall. Go down and then to the gray
door. It is a save room. Make sure you have 3 spaces at least. Exit. Now go
through the brown door. Alfred will lower a shutter and lock you in. Go through
the brown door. Turn left and collect the pair of Machine guns. Now attempt to
go down the stairs and a Bandersnatch will appear. Use the Pistol at a far
distance.

A door at the bottom of the stairs will open. Go through it and another
Bandersnatch will attack Claire. Steve then comes in Matrix-style and blasts
the Bandersnatch with the 2 Lugers. After it dies, Claire trades the 2 machine
guns for the 2 lugers. Now Claire can access that door in the Palace Save Room.
The floor starts to lower. Then you will control Steve. Steve is now in Steve
Room 1. Blast all the zombies and then head to the door on the left. Head
through the door next to the gate. You are now in Steve Room 3. Blast all the
zombies. Now climb the stairs and then exit into the Sewer Balcony. Steve will
rant and then you are in control of Claire again. Claire and Steve ride an
elevator up. When you control Claire, follow Steve through a door. You are now
on 2F of the Steves Dad room, and youll soon see why it is called the
Steves Dad room. Go to Steve and you will fall down into 1F of Steves Dad
room. Steve will suddenly see a zombie and empty his Machine guns into.

He will then say father!... Steve tells Claire about why he is on the island
and that he just killed his zombie dad. When the scene is over, head to the
door left of Steve. Blast all the zombies and then head to the door at the end.
You are in the Model Room. Grab the Eagle Plate and then head back to Steves
Dad Room 1F. Head through the double doors to the Tank Room. Exit the Tank Room
through the single door. You are back in the yard where you fought the worm.
Head into the door you went through before. Inside the Main Hall, head to the
far shutter and raise it. Go through the door to where Alfred attacked you.
Dodge and dogs and go to the blue box on the balcony. Insert the Eagle Plate
and the box will reveal an Emblem Card. Put the Lugers inside the Item Box.

Travel to the save room and collect the Hemostat from the Save Room and deposit
it into the item box. Now go back to the yard where Alfred attacked you. Go
down the stairs and then through the gate passed the fire. Youll see a ladder.
Go down. Go passed the lever to the gate. Remember that lever when you play as
Chris. Use the Emblem Card on the gate. Climb down the step and you are now
back in Steve Room 3. Now go back through Steve Room 3 to the Sewer Balcony. In
the Sewer Balcony, head through the elevator and ride it to 2F. On 2F, go to
the gate and use the Emblem Card on the blue gate. When it rises, discard the
Emblem Card. Run passed the brown door to the main screen. Examine the computer
and then take the Army Proof. You need that Proof for the end of PART 1.
Examine the camera computer and you will see an infra red scope of a room. Zoom
in on the Skeleton Picture and remember the code 1126. Now exit the room
through the brown door. You are now back on the balcony where you got the
Emblem Card. Go down and back into the Main Hall. Now go to the first shutter
and use the Biohazard Card.

Discard the Biohazard Card and then climb the stairs. Pass the door with no
doorknob. Chris will open that door. Go through the open door. Inside, look for
the other door and enter the 1126 code. Enter and red-haired man painting
with a plate in the back round. Then press the painting with a guy holding
paper. Then press the painting with the man wearing blue. Then press the giant
painting. It will spin and a vase will be revealed. Grab it and check the
inside. A Queen Ant Object is inside. Now go to the Save Room on the second
floor, right of the area where Alfred first met you. Deposit the Bow Gun and
Army Proof. Grab the Lugers and use them on the door in the back. The door will
now open. Go through and find the computer on the desk. Enter the code 1971
and then a shelf will slide, revealing a passage. A Bandersnatch will appear.
Dodge it.

Go through the door in the tunnel. Follow the tunnel until you reach the
stairs. You are now in the Private Residence. In the yard, dodge the
Bandersnatch and then enter the building with the Lighter equipped. Inside,
climb the staircase until you reach a door. Go through. Claire will then hear
Alexia Ashford talking to her brother, Alfred. After they leave, go inside
the nearest door. Examine the Music Box and close it. The bed will drop and
reveal a Silver Key. You cant climb the ladder on Alexias bed right now. Go
back to the Palace. Once back, use the Silver Key on the door across the save
room. Inside, are a casino and a piano. Collect the Herbs if you want to heal.
Deposit them in the item box.

Now go back through the door you unlocked with the computer. There, go to the
nearest double doors and unlock them with the Silver Key. Discard the Silver
Key and enter. Dodge the Banders. Now go to the floor between the two desks and
collect another Eagle Plate. Go back to the Save Room and grab the Hemostat
medicine. Now gear up with the Hemostat and Eagle Plate because you are going
back to the Prison! Head back to the Passage and down to the Bridge. Head
through the giant gate.

===================
5. RETURN TO PRISON
===================

When you are back in the room where you met Steve for the first time, head to
where Rodrigo is. Claire will feed him the hemostat and trade her Lighter for
the Lockpick. After the scene, go back to the Guillotine. Inside, passed the
slick, use the Eagle Plate on the door. When it slides, blast the zombies. Go
through the door. Blast the zombies and head through the left door. You are in
the Doctor Room. Pass through the room to another door. Pass through that door.
Knife all the zombies. Collect the Skeleton Painting.

An Albinoid will then escape. Dodge them and run for the Main Hall before you
get trapped. Go back to where Steve shot his dad. Head into the room where you
got the Eagle Plate. Put the Painting in the spot where the Eagle Plate used to
be and a wall will slide up. A model of the MTF will appear. Theres a Gold Key
on it. Grab it. Now leave the MTF and head back to the Palace.

==============================================
4. RETURN TO PALACE AND ONTO PRIVATE RESIDENCE
==============================================

Once back in the Palace, go through the door you unlocked with the computer.
Inside, pass the door where Steve got the Lugers. Unlock those double doors
with the Gold Key and discard it. Inside, press these paintings in order. Press
the women painting first. Then press the painting with the man and 2 babies.
Then press the red-haired man holding a teacup. Then press the other. Find the
Duralumin Case and use the lockpick to open it. It will reveal Handgun parts,
useful against all bosses. Combine it with the Handgun to create a 3 burst
Handgun. Go back into the Doctor Room. Youll see a Doctor zombie and a normal
zombie. Aim for the Doctor with the Custom Gun. Try to ignore the other zombie.
The Doctor Zombie dropped a Glass Eyeball. Pick it up. Now go to the back area
of the room and place the eyeball in the cadaver. A secret stairway will form.
Go down. Cross the Bat Hall and go through the door to the Torture Room. Dodge
the zombies and go down the stairs into the door. You are in the Armor Room.

Grab the Rusted Sword. The middle statue will rise and gas will begin to
spread. Push the bar on the statue counter clock-wise and the gas will stop.
The statue you got the Rusted Sword from will spin into an armor. Insert the
Rusted Sword in and a zombie comes out. Dodge it and collect the Piano Roll.
You have now explored EVERY room in the Prison! Go back to the Palace.

=============================================
6. FINISHING THE PALACE AND PRIVATE RESIDENCE
=============================================

Go back to the Casino Room in the Palace. As you enter the yard, a new scene
will occur between Albert Wesker and Claire. Wesker has superpowers and is
after Chris and Alfred Ashford. He beats Claire up and tells her that he
attacked the island. Wesker then jumps for the airport. Ignore Wesker for now.
Insert the Piano Roll into the Piano and one of the slot machines will open.
Grab the King Ant Object. Now go back to the rooms of the Private Residence
where you saw Alexia talking to Alfred. Watch out for zombies and
Bandersnatches. Go to the room where you got the Silver Key.

Insert the Queen Ant Object into the Music Box and it will open. Grab the Music
Box Plate. Go back out the hall and head into Alfreds Room. Put the King Ant
Object into the music box in this room. When it opens, put the Music Box Plate
in. Alfreds bed will lower, revealing a ladder. Climb it. Youll be on
carousal. Step off toward the ant painting. Circle the carousal until you see a
glittering object- a Silver Dragonfly, on a chair. Check it and remove the
wings. Go back to the ant painting and insert the Dragonfly Key. The carousal
will spin and a ladder will be revealed. Climb the ladder. There, push the
crate right toward the bookshelf.

Climb it and then grab the file and Airforce Proof like the one you got in the
MTF Control Room. Now descend down the ladder to that carousal and down the
ladder into Alexias Room. As you leave Alexias Room, youll see a cut-scene
involving Steve shooting Alexia. As Claire gives chase into Alfreds Room via a
secret door, you find out Alfred has been dressing up like his fake sister,
Alexia. After the cut-scene, head back to the yard of the Palace. When you get
there, grab the Navy Proof. The self-destruct system will then activate. After
a cut-scene with Steve, go to the dock leading to the Airport.

===========================
7. ESCAPING ROCKFORT ISLAND
===========================

At the dock, Steve will lead you to the Sub and the Airport. Follow him to the
Fork Room. This time, go to the left fork. Youll be at a seaplane terminal. On
the loading lift, insert the Navy, Army and Airforce Proofs and go into the
plane. Steve is in control. Climb the stairs in the plane and a scene with
Steve occurs. Claire needs to raise the bridge to fly off the island.

Grab the lever and head back to the Fork Room. Go to the Right Fork again.
Cross the bridge into the Cargo Room. Ride the lift; pass the crane controls
and head through the door. Insert the lever and raise the bridge to level 2.
Cross the bridge to the Oil Room. Youll find out why its called Oil Room
when playing as Chris. Go to the pile of dead zombies and get the Airport Key.
After that, Use the lockpick next to the Oil Machine to get an important First
Aid Spray. Go back to the Cargo Room and use it on the gate next to the lift.
Go through to the Airport Save Room. Collect as much healing items as you can
and as much Pistol Ammo as you can. A preferred number is at least 50. If you
dont have that, cheat and use the G. Launcher if you got it. Crates jam the
elevator. Push the right crate into the elevator. Now push the left most crate
all the way right and then push it in. Now board the elevator. It will rise,
while Alfred, still talking like a woman, releases something familiar- its a
naked version of Tyrant from Biohazard 2! And its out for Claire. Also,
theres 5 minutes until detonation. When the elevator stops, head out. Claire
is now in the MTF yard where she fought the worm.

Head toward the Palace. On your way, Tyrant appears. Trapped, shoot it with the
Custom Handgun LIKE CRAZY. Get far from it with the auto-turn. When it gets up
again, fire more shots and then fall, face down. It will get fairly close to
you, but it should fall. Reload manually when you are down to 5- bullets. Run
passed it and head passed the Palace for the dock. Call the Sub with the
Steering Wheel and then head down. Get to the Fork Room and take the left into
the plane. The seaplane flies off the exploding island. Steve and Claire
apologize for everything that happened (notice the Biohazard 2 A Scenario
Ending theme playing). Alfred, still talking in a girls voice, escapes the
island via an airport under the MTFs tank. Remember that for Chris game. Back
on Claires plane, the Tyrant gets into the back area of the plane. Tyrant has
returned. In the item box, pack ALL your bullets and FAS. Herbs, everything.
Even the Knife.

============
***BOSS 1***
============
TYRANT
Difficulty: HARD
Hmmm this isnt VERY hard. From the door, fire the catapult. Then shoot your
Handgun and it will charge hopefully before Tyrant gets to you. Dont worry
about wasting ammo. Keep shooting. If it gets close, run passed it. If it hits
you, heal with a Green Herb. Now the method is to dodge. Shoot and dodge. Then
heal and aim for the catapult and launch it again. Tyrant will probably
survive. Repeat the above tactic, no matter how many healing items it takes.
Tyrant will eventually be able to be taken out with the catapult.

============
***BOSS 1***
============

Once back in the cockpit, Steve will lose control of the plane. Alfred seems to
have put it in auto pilot mode. It then goes to Antarctica after another
cut-scene. Use the free save! It is important when playing A Rank games.

=======================
8. CLAIRE IN ANTARCTICA
=======================

After Steve leaves, head to the right of the busted seaplane. Climb down the
ladder and go further right. Youll see a door. Enter. There, grab all the
items lying around. Bullets, Explosive Powder and First Aid Spray are in this
room, inside the lockers. Dodge/slash the now live zombies and exit. Proceed
down the stairs. You are in the Moth Room. Go to the door ahead. It is a Save
Room. Look at the bookshelf behind the desk. Push it forward and then turn
right in the new passage. Youll see lockers. Run toward them and a mouse named
DIJ will pop out and run. Examine the locker and you will find a button that
doesnt work yet. You need power for it to work.

Go back to the Moth Room. Arm the Pistol. Turn the corner and youll see a
moth. Blast the moth before it poisons and sends a parasite to Claires back.
Whenever you enter this room as Claire, blast the moths with the Pistol. Enter
through the door into the Production Room. Dodge the easily dodges zombies.
Turn left and go passed 2 doors and then turn right toward the Gun Room. Blast
the zombies and then collect the Mining Room Key. Go back to the Production
Room. Go to the first door you passed and use the Mining Room Key. Go through.
You are in the Mining Room (duh!). turn right and climb 2 sets of stairs until
you reach an Octa Valve Handle hole. MAKE SURE YOU EXAMINE IT!!! Now go back
down the stairs and turn right toward a door. Its called the Power Room.
Inside the dark Power Room, use the Knife on the dogs. Now find the generator
runner. Push it. To get to it, turn left from the entrance and then make a
right. Keep going and turn left and then right again to reach it. Now go back
to the entrance of the Power Room and find the power switch.

Turn it and the base now has electricity. Go back to the Production Room. In
the Production Room, go to the only door you havent gone through- the BOW
Room. Inside, QUICKLY shoot the spiders. They are very dangerous. Then look on
the silver crates and collect the Bar Code Sticker. Near the door, youll
notice a Gas Mask you cant get yet. Grab the 2 Handgun Boxes. Go back to the
Production Room. Back there, go to the conveyer belt area near the Mining Room
entrance. Power up the conveyer belt and a crate will enter the Gun Room.
Forget that; you arent getting the Magnum in this guide. Attach the Bar Code
Sticker to the crate on the belt and press the button. The crate will go to the
BOW Room. Head back to the BOW Room now. Grab the Gas Mask and then exit. Now
go back to the save room. Go back to that locker where the mouse came from and
press the button. The locker will slide, revealing a chamber. Inside,
underneath the grating, is Nosferatu, a monster. Youll be fighting him soon,
so beware. In that same area, look for a pot.

Grab it and check the bottom for a key. Its the Machine Room key. Now go back
to the Moth Room and climb the stairs. Go passed the door (never go there!)
until you see double doors. Go through and you are in the Upper Production
Room. Go to the door left of Claire and use the Machine Room Key. You are in
the Upper Mining Room. Go through the other door in this room. You are now in
the Upper Power Room. Collect the Valve Handle and then exit back into the
Upper Mining Room. Steve is there and after the cut-scene, youll be back in
the Upper Production Room. Go to the other door in the Upper Production Room.
It is the Valve Handle Room. Using the machine in the back, change the Valve
Handle to an Octagon Valve Handle. Now go back to the save room. Gear up on
Pistol Ammo. Grab the Knife, too. Bring LOTS of gun ammo. LOTS. Now go back to
the Lower Production Room. Enter the Lower Mining Room and equip the Gas Mask.
Go to the Valve , escape in the vehicle and you will be on a helipad battling
Nosferatu.

============
***BOSS 2***
============
NOSFERATU
Difficulty: Medium
Get FAR, FAR away from Nosferatu. We must avoid his poison. Shoot your Handgun
clean from the distance. Run around him to avoid poison. Nosferatu is
vulnerable at a distance. Keep shooting. Dont forget to grab the Handgun
Bullets and FAS on the edges of the helipad. Keep shooting and you will
probably run clean on ammo. Nosferatu will be very weak by then. Run up to his
chest with the Knife and SLASH. Slash upward. By chance, a clean hit will
happen and youll see a scene with him. Keep slashing if it doesnt and
Nosferatu should die soon. If you die, you are basically screwed in getting an
A, but you can restart from the area after Tyrant.

============
***BOSS 2***
============

After Nosferatu dies, Alfred will release his monster sister, Alexia. She
actually DOES exist. She has psychic powers and attacks Steve and Claire.
Alfred also dies. As Alexia causes havoc, the island Claire was taken to (where
Disk 1 took place) has a new visitor; a man named Chris Redfield.

=======================================
9. CHRIS EXPLORES THE MILITARY FACILITY =======================================
*The reason why this is called MTF B is because the place has changed from when
Claire was here due to the self-destruct sequence. After the cut-scenes, Chris
will be in a cave. Walk up and talk to Rodrigo. Hell tell Chris that Claire
left the island with Steve, etc. If you fed him the Hemostat as Claire, the
Gulp Worm that Claire fought in the yard will swallow Rodrigo whole! If not,
Rodrigo will just die. After the scene, go to the nearby item box and grab any
Handgun ammo Claire may have left behind.

============
***BOSS 3***
============
GULP WORM
Difficulty: Medium
We need to kill him. The Knife is basically useless, but 20 or so Handgun
Bullets from the Glock can cut it. When it rises, shoot as many clean shots as
you can. Repeat this pattern. The Gulp Worm doesnt have a strong body, so
bullets are effective. Rodrigo will eventually be swallowed up if you fed him
Hemostat. Grab his lighter. You need it for 45 crucial bullets.

============
***BOSS 3***
============

After the cut-scenes, activate the elevator at the end of the hall where you
killed the worm. Ride the elevator up and Chris will end up in the room where
Steve killed his dad. A barrel blocks the single door leading to the Elevator
Hall, so take the double doors to the Tank Room. Slash the zombies at the legs,
as usual. In the Tank Room, crates block the door leading to the Main Yard.
Remember when Alfred escaped the island, he pressed a button on the tank? Well,
look on the tank for that button and press it. The Tank will move, revealing a
lift. Go down into the Harrier Jet Hallway.

In the Harrier Jet Hallway, look for the double doors. It needs a Halberd to
open. So, you need to find an Eagle Plate. Didnt Claire use one in the
balcony? Thats where we are headed. Inside the other room in this hall, a save
room, unload anything uneeded (probably not). Go back outside and pick up the
Battery. Spiders will then attack, so hurry and get back to the room where
Steve killed his dad. Back there, look for the yellow lift over by the elevator
leading to where Rodrigo died. Insert the Battery. Then ride the lift up and
you will now be on 2F Steves Dad Room. Look at the desk to the left of the
lift and collect the file and Chemical Storage Key. Head through the door to
the Control Room. Upon entry, youll see a cut-scene involving Alexia singing
and Wesker sending a monster after Chris. In the Control Room, head through the
brown door to the Balcony. Go to the elevator and ride it to the Sewer Balcony.
On the Sewer Balcony, dont bother going to Steve Room 3 because theres gas in
the room. Instead, theres a set of stairs that werent there before. Walk down
them and youll see a Shotgun.

DONT GRAB IT PERIOD! Go to the door near the Shotgun. It is the Tyrant Storage
Room. Its called that because this is the room Tyrant was stored in. Proceed
through this room into the Turn Table Room. In the Turn Table Room, proceed to
the door on the left. Proceed through slide-up doors until you reach a room
called the Chemical Room. Find the storage fridge and use the Chemical Storage
Key to open it. When it says to set the temperature, set it at 12.8. Youll
then get an item called Clement E. Grab it and the head back to the Turn Table
Room. Youll find a Doorknob on the ground. Grab it and Hunters will appear.
Blast them. Beware that there are seeker machines. If they sense Chris, Hunters
will come and attack him. Dodge the Hunter because the Glock isnt strong
against them. Be sure to dodge them! Go back to the room where Claire got the
Skeleton Painting, via the brown door in the control room. In that room, avoid
the seeker and head out through the other door in that room. Grab the Side Pack
on the tables. In the hall, attach the doorknob into the other door in that
hall. Enter and you are on the other side of the broken catwalk in the room
where Steve shot his dad (remember when Claire and Steve fell through before
Steve had to kill his dad?).

Turn to Chris left to see a desk. Grab the Mini Tank. Now go back to the
elevator and ride it to 1F. Once there, head to the room with the MTF model.
Place the Mini Tank in the model and a painting will slide to reveal a Turn
Table Key and a note. There are also 3 holes and a lever behind lasers. The 3
holes are also in the shape of those proofs that Claire used to board the
plane. Go back to the Tyrant Room. There, Wesker will confront you and
virtually kick Chris ass. After the cut-scene, dodge the Bander. Now go to the
Turn Table Room. Use the Turn Table Key and the Turn Table will rise. When it
stops, head out of the hole in the wall. You are now in the Main Hall of the
MTF. Head into the yard.

===================================
10. CHRIS ESCAPES ROCKFORT ISLAND
===================================

In the yard, blast the Hunters. The path to the Palace is blocked by rubble, so
enter the giant elevator leading to the Airport Save Room. Once there, make
sure you have 3 spaces open. Enter the Cargo Room dodge the Hunter. Then ride
the lift up to the room with the crane controls. Go to the door passed the
crane controls. You are now in the Upper Bridge. The lever machine isnt
working, so cross the bridge into the room where Claire got the Airport Key-
the Oil Room. To the left of the door, is an oil machine. Youll see cylinders
with oil in them. Press the button with the 3 twice. Then press the 5 button
once. Then press the 10 button once. Then press the 3 button twice and then
press the 5 button once. The puzzle will finish. Zombies will also rise, but
you dont have to kill them.

Get back to the bridge lever and push it to lower the bridge. Now go back to
the Cargo Room. Now go to the bridge. Cross it and kill the Hunter. Now go to
the Fork Room. Shoot the zombies and then head to the left fork. Go to the
boarding lift, kill the Hunter (possible with Knife and a Green Herb) and grab
the Army, Navy and Airforce Proofs. Dont bother going to the submarine because
it isnt there. Go back to the Main Hall of the MTF, avoiding Hunters and
Sweepers (poison Hunters) that get in your way. In the Main Hall, go into the
brown door you never have gone through yet. Inside, blast the zombies. Then
head through the open door. Youll see a hole in the wall. Go through and head
through the final door. You are now in the lower balcony on the other side of
big hole. Kill the zombie and head down the ladder.

You are now in Steve Room 3. To the right of Chris is a lever. Pull it and the
gas in the room will dissolve. Now go to Steve Room 1. There, blast the Hunter
and head into Steve Room 2. In the back area of that room, look for the green
liquid and grab it. It is Clement A. Combine it with Clement E and you have
Clement Mixture. Update your Glock on the table, too, because it is a little
stronger. Go back to the room with the MTF model. There, place the Army, Navy
and Airforce Proofs in the 3 slots. The MTF model moves and a ladder is
revealed. Go down. Go down the tunnels, blasting the Spiders with the Grenade
Launcher. Collect the Grenade Rounds and go down the other ladder. Down there,
is another boss, called Albinoid Adult. It seems the Albinoid that escaped that
room reached this area and has grown.

============
***BOSS 4***
============
ALBINOID ADULT
Difficulty: Easy
Objective: jump in the water and grab the Eagle Plate. Do it. Dont kill this
guy. It wastes ammo. Heal when shocked by the monster. Or spell your
F-U-N-E-R-A-L. Grab the Eagle Plate, and get out. Grab all the Handgun Ammo and
Herbs.

============
***BOSS 4***
============

Combine the Eagle Plate with the Clement Mixture and you have the Halberd you
need. Go back to the Sewer Balcony. There, go down the stairs and take the
Shotgun this time. The stairs will rise into the position it was in when Claire
was here. Go into the water the stairs were blocking and then get onto another
platform. Climb the ladder and you are now back inside the Harrier Jet Hallway.
Go back into the Save Room. Deposit the Shotgun (you wont use it) and inspect
the chest with 4 drawers. Open the top one, the third one and then the second
one. Open the bottom one and you will get a Luger Replica. Deposit the Luger
Replica, as it has no importance in the main game. Now go to the Harrier Jet
Hallway. Use the Halberd on the double doors and they will open. Chris gets on
the last harrier jet and flies to Antarctica.

=========================
11. CHRIS IN ANTARCTICA
=========================

When the FMV is over, go through the double doors. You are now in the Main
Terminal. Blast the Tentacles. Then go passed the seaplane wreckage and down
the ladder. Head towards the save room. There, look at the display cabinet. To
the right is a Halberd engraving. Put the Halberd in there and the bottom
cabinet will open. Grab the Paperweight and the file. Forget about the Ink
Ribbon. Now go to the Upper Production Room. There, you will notice the place
is filled with ice from when Steve and Claire tried to escape.

NORMAL players should go to the room where Claire modified the Valve Handle.
There, kill the zombies and grab the Duralumin case. Go to the Upper Mining
Room. Since the Lower Mining Room is filled with ice, walk on the ice to where
Claire left the Octagon Valve Handle. Grab it and zombies will attack. Dodge
all of them. Now go back to the Upper Production Room. Go to there the catwalk
is broken (near the door leading to where Claire modified the Valve Handle).
Step into the ice and then climb to the other side of the broken catwalk. Go to
the door nearby. You are in the Scanner Hall because there are scanners that
belong to Weskers Hunters.

Youll automatically be scanned, so kill the Hunter the Knife puts it down.
Ignore the double doors for now and head down the hallway to an elevator. Take
the elevator down. When you are out of it, you are in the Carousal Room. Go
through the door in front of Chris. You are in the Ice Hall. Go to the door
closest to Chris. It is the Power Save Room. Bring the Combat Knife. Collect
all the Pistol Ammo. Bring the Empty Extinguisher. Now inspect the machinery.
Youll see a hole you need to use the Octagon Valve Handle in. Use it and then
get turn the switch. Now there is power to the lower areas of the base. Go back
to the Ice Hall. With caution, proceed down the Ice Hall. Blast the zombies you
see and head through the door at the end. You are in the Tiger Statue Room.
Does it remind you of anything? Anyway, go down the red hall, passed the door
until you reach a Tiger Statue (does THAT remind you of anything?). Inspect it
and pull the Blue Jewel out. The tiger will spin, revealing a Square Valve
Handle Socket! Combine that with the Valve Handle so the Handle is square
again.

Now put the Blue Jewel back in. The statue will return to normal position.
Dont grab the Red Jewel. Now go back to that door you just passed and enter
through. That door is really another elevator. When it stops, youll lots of
ants. Just step on them. After a cut-scene involving that HUGE anthill, grab
the nearby Wing Object. Then turn left and then turn right until you see blood
on a wall. Enter the double doors into the storage room. In the storage room,
go up the flight of steps and inspect the computer right of the capsule.
Examine it and you will have to press the code in order. Press the AA, then the
CROWN, then the HEART and finally the SPADE. A little compartment will open.
Put the Paperweight in there. The capsule will then open and Alfred Ashfords
dead body will fall out. Inspect his hand and you will get Alfreds Ring. Check
it and it will turn into Alfreds Jewel. Now go back to the Scanner Hall. Go
through the double doors. You are in the Water Tank Room. Now ride the far lift
up.

Proceed until you see a Square Valve Handle hole. Insert the Square Valve
Handle and the water will vanish. Go down the ladder to the tank and grab the
Crane Key. After you grab it, a Sweeper will jump in. Kill it by any means
necessary. Near the other lift is an Extinguishant barrel. Refill your Empty
Extinguisher. If you left it in the Prison, too bad. You cant get 45 Handgun
Bullets. Now ride the other lift down. Use the Extinguisher to put out the
fire. Pass the Magnum. You wont get it. Run down and to the cabinet and grab
the detonator. Attach it to the cabinet and use the Lighter. Grab the 45 Pistol
Bullets. Go back to the Upper Production Room. There, find the crane to the
right of the door leading to the Scanner Hall. Use the Crane Key and
Nosferatus body will rise from the ice and a green jewel drops near him.
Alexia will appear. After she leaves, another boss will appear. Resident Evil:
Directors Cut players will recognize this boss as the Black Tiger.

============
***BOSS 5***
============
Black Tiger
Difficulty: TOO easy
This boss is TOO easy! Like the ALBINOID ADULT, you can avoid this guy. Get on
the ice. Run to Nosferatu and collect the Alexander Pierce.

============
***BOSS 5***
============

Check the Pierce and it will turn to Alexanders Jewel. Now go back to the
Carousal Room. *NOTE: Nosferatu is really Alexia and Alfreds father,
Alexander. Alexander was turned into a monster thanks to Alexia and her
experiments with the T- Veronica Virus, explained in the Frequently Asked
Questions Section. Once back in the Carousal Room, blast the Sweeper. Youll
also notice more wing objects, so pick them up. Now enter through the double
doors. You are now in the Mansion Hall. Does it look familiar?

BEFORE PROCEEDING, MAKE SURE YOU HAVE 25 HANDGUN BULLETS FOR THE GLOCK. Anyway,
go up the staircase and inspect the painting on the top. Attach Alfred and
Alexanders Jewels into the painting and go back downstairs. No go behind the
staircase and you will find Claire. She is wrapped in some gooey crap, so use
the Combat Knife to free her. Shell regain her senses. After that, one of 2
things will happen. If she was poisoned during her fight with Nosferatu, shell
collapse. If she wasnt, you can continue on with the next section. If she was
poisoned, you have to find serum.

========================
***CLAIRE IS POISONED***
========================

If she was poisoned, go back to the room where you got the Crane Key. Over by
the big barrel, there is a lift that goes down. Take it down and you will be in
the Gun Room, where you got the 45 Bullets. On the shelf is Serum. Take it and
get back to Claire.

============================
***END CLAIRE IS POISONED***
============================

After she is cured, Alexia will appear again. She taunts. After the cut-scene,
you will temporarily be in control of Claire again.

==============================
12. CONTROLLING CLAIRE AGAIN
==============================

Your next objective is to find and save Steve. Claire starts out 2 First Aid
Spray. YOU MUST HAVE 2 FULL HEALING ITEMS. Also, heal if you were poisoned.
Deposit the Custom Handgun and pack the Knife. Head through. You are now in the
Tentacle Hall. Pass through the hall and kill Tentacles that appear. Slash them
at a distance. Pass the locked door and enter through the other door at the end
of the hall.

You are now in the Jail Cell Room. Go up the small flight of stairs passed the
steel door. Grab the file near the cannon. Then, inspect the cannon and push it
down to reveal a Crystal Ball. A slab of concrete will then fall and pull back
up. When it rises, quickly grab the Crystal Ball before Claire gets crushed.
After you get it, go UNDER where the slab falls and quickly use the Crystal
Ball in the white area. Claire automatically backs up. The concrete falls and
crushes the Crystal Ball. The Security Card can now be taken.

When the slab rises, grab the Security Card and the trap will disappear. Now go
to the silver door you passed and enter. Youll see a gate with a Security Card
reader. Swipe the Security Card. Now run passed the armors to Steve. After the
cut-scene, hell be a monster.

============
***BOSS 6***
============
STEVE TYRANT
Difficulty: Impossible
Even if Claire brought a tank (THERE IS NO TANK IN RE, SO DONT ASK ME HOW TO
GET A TANK WEAPON), its impossible to even hurt Tyrant Steve so just run away.
If you get hit twice, heal and then keep running for the door.

============
***BOSS 6***
============

After you finish running, a cut-scene will occur. It is about Steve saying, he
loves Claire before he dies. After this sad death scene, we return to action
as Chris.

=====================================
13. CHRIS EXPLORES THE ASHFORD LABS =====================================

Meanwhile, Wesker is challenging Alexia to a fight because he wants her T-
Veronica Virus. Alexia suddenly turns into gray monster that resembles
Nosferatu. After being punched by Alexia, Wesker will then run and punch Alexia
before seeing Chris. After Wesker leaves, Chris will have to fight Alexia.
Notice that she drops her necklace.

============
***BOSS 7***
============
ALEXIA I
Difficulty: Hard
Arm the Glock and run far from Alexia. Shoot her her with as many bullets as
you can and dont let her corner you. If you do, youre dead. Keep moving and
shooting and utilize that 180* turn. Alexia will eventually fall.

============
***BOSS 7***
============

After Alexia is down, go to where she dropped her necklace by the stairs.
Collect Alexias Choker and check it to become Alexias Jewel. Run back to the
save room to get Claires Custom Handgun. As you leave the room, Alexia will
rise. She isnt done for yet. Go up the stairs in the mansion hall and attach
Alexias Jewel to the painting. The painting will then slide to reveal a door.
Go through that door to the Y-Shaped Hall. In the Y-Shaped Hall, pass the
double doors and turn left. Youll see a door. Go through. This is the Desk
Room.

Search the desk without the Typewriter on it and youll find the Sterile Room
Key. Go back to the Mansion Hall (where you fought Alexia). Back here, go to
the double doors and use the Sterile Room Key to unlock them. Go through and
you are in the room with the Tiger Statue. Go back to the Power Save Room.
There, switch off the power. Now go back to the Mansion Hall via the Carousal
Room. Back in the Mansion Hall, go though the double doors to the Tiger Statue
Room. Go to the Tiger Statue and take both of the jewels from the eye. Now go
back to the Y-Shaped Hall. There, go passed the Desk Room to another door.

Enter. You are now in Alfreds Room. It is exactly like the one from the
Private Residence. Look at the Music Box and insert the Blue Jewel from the
Tiger Statue in. The box opens. Now go through the door with the woman on it to
Alexias Room. In her Music Box, shut it off and place the Red Jewel in. Then
grab the Music Box Plate. Go back to Alfreds Room and put the Music Box Plate
in his Music Box. The bed will lower a ladder. Climb it to the Dinner Table
Room. There, look for a container and collect the Dragonfly Object. Combine the
Wing Objects with the Dragonfly Object. Now go back to the Y-Shaped Hall.

Remember the double doors by the entrance? Go through them now. You are now in
the Computer Room. Ride the lift down and youll see a Wing Object in a glass
casing. Examine the nearby computer to open the case. Grab the final Wing
Object and combine it with the Dragonfly Object to get a Gold Dragonfly. Ride
the lift up and go through the door up the stairs. Chris is now in the Tentacle
Hall. Go back to the Tentacle Hall and then go through the door at the end to
the Prison Cells. There, Claire will be behind that locked steel door, crying
because Steve died. She will hand Chris a Security Manuel. Check the inside of
the book (where you can see the pages) and it will open. You will now have the
Security Card. Since Claire is trapped, Chris has to set the self-destruct
system to unlock the doors.

============================
14. CHRIS FINISHES THE JOB
============================

Now go to the end of the room, passed the brown double doors to a flight of
stairs. Go up and you will be in the Upper Anthill Room. Go to the door and
attach the Gold Dragonfly to open it. Go through. You are now in the Security
Room. Blast the zombies and go to the computer. Swipe the Security Card and
type in the code: Veronica (duh!). The self-destruct systems will activate. Go
back to the Upper Anthill Room. There, Claire will rejoin Chris and then Alexia
will come back. As she morphs into a monster, the Linear Launcher is activated,
but you have to wait for it to charge.

============
***BOSS 8***
============
Alexia II & III
Difficulty: Medium
After the cut-scene, fire a shot at Alexia before she kills Claire. Claire then
runs off. Alexia then becomes a BIG blob. When you regain control of Chris,
fire 3 rockets until Alexia morphs into a Dragonfly monster. Other players,
unload the Custom Handgun until she turns into flying form. During her blob
form, heal when in Caution this boss is surprisingly hard. The Linear Launcher
will then finish charging. Grab it. It is the only Non-Handgun/Knife weapon
used in the game. When you fire, a periscope will appear (first person like
RESIDENT EVIL SURVIVOR). Fire one shot at Alexia and she will finally die. The
periscope moves a little slow- be careful!

============
***BOSS 8***
============

After Alexia dies, you have officially defeated RESIDENT EVIL CODE: VERONICA X
on ANY MODE!!! Watch the new ending theme involving Chris and Wesker.


24. US/JAPAN CHANGES FAQ
------------------------

========
CONTENTS
========

UPDATES
RESIDENT EVIL
WHAT IS BIOHAZARD?
COMPLETE OR X?
DEMO CODE: VERONICA
ORIGINAL CODE: VERONICA (DC)
BIOHAZARD CODE: VERONICA COMPLETE (DC)
BIOHAZARD CODE: VERONICA COMPLETE(PS2)
RESIDENT EVIL CODE: VERONICA (DC)
RESIDENT EVIL CODE: VERONICA X (PS2)
CHANGES FROM JAPANESE VERSION TO U.S. VERSION (CVC/CVX)
COMPARISONS OF ALL VERSIONS
FREQUENTLY ASKED QUESTIONS
FUTURE OF RESIDENT EVIL
CONCLUSION

=============
RESIDENT EVIL
=============

In March 22, 1996, Capcom released Resident Evil in Japan and 8 days
later in America. It redefined survival horror, making Alone in the
Dark a thing of the past.

The game itself supported marvelous graphics, FMV and fun gameplay.
Remakes of the game were imminent, knowing Capcom. Resident Evil:
Director's Cut added to an already great game.

Resident Evil 2 appeared on the PlayStation (PS one) and soon appeared
on the Dreamcast and N64. It boasted even greater graphics, a
wonderfully crafted storyline and to add, it sold faster than any PS
one game to date, selling 1 Million copies within a month.

Resident Evil 3: Nemesis or Last Escape was then released, adding
flavor to the Resident Evil storyline, adding quick options, the auto-
turn and a new nemesis.

CODE: Veronica was released for Sega's Dreamcast shortly after. It had
the best graphics of any Resident Evil game to date, and sported the
best voice acting, etc.

Capcom rereleased CODE: Veronica as CODE: Veronica Complete and CODE:
Veronica X for both the PS2 and the Dreamcast. What were the
differences? Read on to find out.

==================
WHAT IS BIOHAZARD?
==================

BioHazard is the name of Resident Evil in Japan (like Super Mario Bros.
2 is called Super Mario USA in Japan). The reason why it is called
Resident Evil in Europe and America is because the band, Biohazard,
copyrighted the name in those territories.

So if you ever wanted to import Resident Evil from Japan but you could
never find it, its because the name isn't called Resident Evil on the
box. Remember that!

Besides the name game, Resident Evil and BioHazard remain identical in
game terms. But not completely identical. Look on to find out.

==============
COMPLETE OR X?
==============

So is it called Resident Evil CODE: Veronica Complete, Resident Evil
CODE: Veronica X, BioHazard CODE: Veronica X for BioHazard CODE:
Veronica Complete?

Well... here is a chart, showing the names in their appropriate countries
(including PAL EUROPE/ AUSTRALIA areas).

AMERICA | JAPAN | EUROPE
------------------------
 RECVX  | BHCVC | RECVX

RECVX= Resident Evil CODE: Veronica X
BHCVC= BioHazard CODE: Veronica Complete

Does that clear anything up?

Other *UNOFFICIAL* names:

| JAPAN |
---------

BIOHAZARD CODE: VERONICA PERFECT EDITION
BIOHAZARD CODE: VERONICA DIRECTOR'S CUT
BIOHAZARD CODE: VERONICA SPECIAL EDITION

| AMERICA/ PAL |
----------------

RESIDENT EVIL CODE: VERONICA COMPLETE
RESIDENT EVIL CODE: VERONICA PERFECT EDITION
RESIDENT EVIL CODE: VERONICA DIRECTOR'S CUT

===================
DEMO CODE: VERONICA
===================

The demo version of CODE: Veronica was released in Japan as a demo
along with the Dreamcast version of BioHazard 2 Value Plus. It featured
the first part of the game (of course) and eventually was outfitted to
the final product.

============================
ORIGINAL CODE: VERONICA (DC)
============================

This version is identical to all future versions, except that a mini
game, according to mysticcat, a friend of mine, a mini game, featuring
the minor character, Rodrigo Raval, was removed from the final version.

I don't know where he got this tid bit of information, but thanks to
mysticcat for the information.

======================================
BIOHAZARD CODE: VERONICA COMPLETE (DC)
======================================

This is the original BioHazard CODE: Veronica with new cut-scenes that
were absent from the original. The game, though, was basically the same
as the original, gameplay-wise, except that Battle Mode is now
unlocked.

This game will never see the light of day in America or PAL areas
because of the low Dreamcast support. The PS2 version of this game has
been released, though.

The original CODE: Veronica for DC is available now, for $19.95, the
cheapest price from Capcom.com.

=======================================
BIOHAZARD CODE: VERONICA COMPLETE (PS2)
=======================================

This is the original BioHazard CODE: Veronica with new cut-scenes that
were absent from the original, ported to the PS2. The game, though, was
basically the same as the original, gameplay-wise.

It also contains a Devil May Cry Demo, which isn't in any DC version.
The game is available in all territories now. For comparisons, seek
that particular section.

=================================
RESIDENT EVIL CODE: VERONICA (DC)
=================================

This is the original BioHazard CODE: Veronica without the new cut-
scenes. The game, though, was basically the same as the complete
version for DC, gameplay-wise, except that Battle Mode is locked.

This game was released as a limited version in Japan and as unlimited
versions in Japan, America and PAL areas, for Dreamcast. This game is
available for amazingly cheap, $19.95, at Capcom.com or other
retailers.

==============================
RESIDENT EVIL CODE: VERONICA X
==============================

The PS2 version of CODE: Veronica, this game supports the cut-scenes
that were excluded from the original. The game is now one DVD ROM, as
opposed to the dual GD-ROM on all Dreamcast versions.

It also contains a Devil May Cry Demo, which isn't in any DC version.
The game is available in all territories now.

===============================================
CHANGES FROM JAPANESE VERSION TO U.S. (CVC/CVX)
===============================================

FEATURE | US/PAL VERSION | JAPANESE VERSION
-------------------------------------------

DIFFICULTY MODE | NONE | NORMAL/EASY/VERY EASY

DISC NUMBER | 2 (DC), 1 (PS2) | 2 (DC), 1 (PS2)

VOICE LANGUAGE | ENGLISH | ENGLISH

JAPANESE SUBTITLE | NO | YES

RELEASED FOR DC | NO | YES |

RELEASED FOR PS2 | YES | YES |

CONTAINS DMC DEMO | YES (PS2) | YES (PS2)

MAIN NAME | RESIDENT EVIL | BIOHAZARD |

SUBTITLE | CODE: VERONICA | CODE: VERONICA

RERELEASE SUBTITLE | X | COMPLETE |

===========================
COMPARISONS OF ALL VERSIONS
===========================

Here are comparisons of every version of every CODE: Veronica game out
right now, in all territories. These are all comparisons of all the
detail and the big difference between all versions of CODE: Veronica.




| GAMES | DISC # | NEW SCENES | DIFFICULTY | PLATFORM | COUNTRIES |
------------------------------------------------------------------
| RECV  |   2    |    NO      |     NO     |    DC    |  US/PAL   |
| BHCV  |   2    |    NO      |     YES    |    DC    |  US/PAL   |
| RECVX |   1    |    YES     |     NO     |   PS2    |  US/PAL   |
| BHCVC |   2    |    YES     |     YES    |    DC    |    JP     |
| BHCVC |   1    |    YES     |     YES    |   PS2    |    JP     |
| DEMO  |   1    |    NO      |     NO     |    DC    |    JP     |
| BHCVC |   2**  | PROBABLY***|PROBABLY****| GAMECUBE |   JP(UR)  |

RECV: Resident Evil CODE: Veronica
BHCV: BioHazard CODE: Veronica
RECVX: Resident Evil CODE: Veronica X
BHCVC: BioHazard CODE: Veronica Complete
DEMO: Demo CODE: Veronica
UR: Unreleased

**Most likely amount of mini discs for GameCube version, since a Mini
Disc holds 1.5 GIGS of data, which might not be enough to hold both
data from the Dreamcast versions.

***CODE: Veronica Complete has been announced its own port on the
Nintendo GameCube. It will most likely feature the new scenes from the
PS2 version and the DC Complete version. This is not guaranteed, but
the odds are that the GCN version will feature the new scenes.

****At least the Japanese version will probably have difficulty, as
every other complete Japanese version of CV/CVC has had difficulty. The
America/PAL version, if it arrives, will probably not have any
difficulty.

==========================
FREQUENTLY ASKED QUESTIONS
==========================

QUESTION
--------
Why aren't there any difficulty modes in the PAL/American versions?

ANSWER
------
I don't know why they removed them. One can guess that Capcom games
were getting too easy for Americans.

QUESTION
--------
Why is the Dreamcast version 2 disc when the PS2 version is 1?

ANSWER
------
Well, each Dreamcast GD-ROM holds 1 GIG of data, versus the PS2's DVD-
ROM, which holds 3.45 GIGS.

QUESTION
--------
I have a gameplay question!

ANSWER
------
Ask! I made a FAQ for all CODE: Veronica games!

QUESTION
--------
I want CODE: Veronica X on Dreamcast! I don't have a PS2! Is importing
a good idea?

ANSWER
------
If you own the original CODE: Veronica, go ahead an import. The new
scenes are worth it. You will need a Japanese Dreamcast, or preferably
a DC-X boot disc, available at Electronics Boutique or other retailers.
Grab one, because they will vanish once the Dreamcast is completely
discontinued.

Please note that some key elements, like puzzles, are in Japanese, so
you'll need quite a few FAQS, if you haven't played or beaten the
original.

QUESTION
--------
I spent money on the original CODE: Veronica. I don't want to spend
more on a rehash! How do I find out the new scenes?

ANSWER
------
I am partially against downloads, so refer to my "New Events Guide"
available at GameFAQS.com.

QUESTION
--------
I bought CODE: Veronica Complete for DC, but I never bought the
original, so I can't read files! Where can I find File Transcripts?

ANSWER
------
I made a FAQ for File Transcripts at GameFAQS.com! Check them out!

QUESTION
--------
About importing, are the voices in Japanese like Shenmue or in English?

ANSWER
------
All versions of RE/BH are in English voices.

QUESTION
--------
Why is RE/BH in English only?

ANSWER
------
Seeing as how the voice acting isn't exactly top notch, Japanese voice
acting would be expensive and dubbing would add to costs. Its an
advantage for Americans.

QUESTION
--------
Which version is better? BHCVC for DC or RECVX for PS2?

ANSWER
------
Graphics-wise, the PS2 version is dimmer, but sharper and clearer. If
you don't know Japanese, the PS2 version is good. If you know Japanese
and you have methods for playing Japanese games on your DC, then go for
BHCVC (DC).

For convenience, assuming you live in PAL/America, grab the PS2 version
if you have a PS2. If you live in Japan, the DC version is advised.

QUESTION
--------
Which version do you prefer?

ANSWER
------
That depends. I liked CODE: Veronica Complete for DC better, because I
played the original and CVC had Battle Mode unlocked and better lighted
graphics. If you have a universal DC or a PS2, and you played the
original, grab the DC version. If you have a universal DC and a PS2 and
never played the original, grab the PS2 version.

QUESTION
--------
Which version is more expensive?

ANSWER
------
The DC version can be expensive to import, along with the DC-X. The PS2
version can be pricey if you don't have a PS2. Here are the prices...

| PS2 VERSION | DREAMCAST VERSION | GAMECUBE VERSION |
------------------------------------------------------
|     $50     | APPX $58**--$78***| APPX $60-70****  |

APPX: Approximate value.

**Without DC-X.

***With DC-X.

****Likely price for GameCube version import. GameCube can be modded
easily, so boot disc not required.

25. SPOILER-FREE WALKTHROUGH
----------------------------

=============
PRISON PART 1
=============

After the cut-scene is over, equip the Lighter. Youll see a scene. If you play
the game right, youll be back in this room later. Grab the Combat Knife. Exit
through the door.

Pass the room and climb the stairs. When youre at the top, equip the Combat
Knife. Walk passed the burning truck until a cut-scene happens. After it, DODGE
the zombies for the door passed them. Just try to get through the exit. Youll
be back here. Exit through the door passed the open gate.

Upon entry, walk and then youll see a cut-scene. Claire now has a Pistol.
After he leaves, grab the ammo over by the burning truck (near corpse of door
you just came from). Head through the door in front of Claire.

Upon entry to the area around the Barracks, turn right to see a chain link
fence. Youll unlock it shortly. Go around the Barracks until you are on the
other side of that gate. Go through the last door.

=======================
OPTIONAL AREA: BARRACKS
=======================

There are M100Ps within that area, but zombies, too! Be careful!

=======================
OPTIONAL AREA: BARRACKS
=======================

You are now in the Guillotine area. Slash and shoot all the zombies. You
cant get to the ones behind the cage yet. Turn the corner and enter.

You are now in the Security Area. Youll see a metal detector. Insert your
Handgun, bullets, Lighter, everything except Herbs. Proceed through the hall,
passed the windows. Youll see another metal detector. Skip the door for now
and activate the Duplicator machine to the left of the metal detector. After
turning it on, go through the door to the right of the metal
detector.

Inside, cut-scene. Go examine that yellow clip. Youll find a Hawk Emblem.
Before leaving, examine the pad next to the blocked door. After moving the
lever, you can forget about this door. You can open it later. Exit and head
back to the duplicator.

Put the Hawk Emblem inside the glass part and watch it scan. Now go back to the
first metal detector. Pick up the Handgun with bullets. Pick up a First Aid
Spray, too. Go back to the Guillotine Cage.

Go passed the roll-up gate. Press the button and the red gate will rise.
Blast the 2 zombies and the ones that escape the guillotine. In the garage, get
the Extinguisher. Now go inside guillotine and get the Padlock key from the
slick. Now go back to the Barracks with the Pistol equipped.

As you circle the area again, zombie dogs will come out and attack Claire.
DODGE THEM. Go to the chain gate and unlock. Now you can get back to the
guillotine without going all the way around! Now exit to the door leading back
to where Claire encountered Steve. There, go back to the graveyard.

In the graveyard, use the Extinguisher on the fire and get the Briefcase. Check
the top with the check option and youll find TG-01. Now you have to go back
to the duplicator passed the metal detectors. Go there now, using the shortcut
in the barracks.

Deposit your weapons and ammo and since TG-01 is alloy, can be taken passed the
detector. Once back at the duplicator, place it in the machine right of where
the Hawk Emblem is. The TG-01 slab will now be a Hawk Emblem copy that can be
taken passed the metal detectors. Get the Hawk Emblem Alloy. Youll hear
shattering glass and zombies, so run passed them. At the first metal detector,
take only the Pistol, Hawk Emblem Alloy, Bullets, Combat Knife and a First Aid
Spray. Now go back to where you first met Steve.

There, blast or avoid the zombies and look for the giant gate. Place the
Hawk Emblem Alloy and then go through. You are now out of the Prison- for
now!

=========================
PALACE AND AIRPORT PART 1
=========================

Claire is now out of that damn Prison, but remember the area well because you
will be back much later in the game. Send Claire across the Bridge. Youll see
white crates. Grab the 2 green herbs. Push the far out one toward the fire.
Then push it right over the fire. Now climb over it. Climb the stairs. You are
now in the Passage.

Blast all the zombies in sight. Now run passed the first door toward the
gate. Remember where that door is- it leads to the Military Training
Facility. Climb the stairs and you are now in the Palaces yard.

In the yard, use the Handgun on the zombie dogs. Youll see a green glowing
key, but you dont need to get it until the end of PART 1. Enter the main doors
into the mansion. Inside, go to the computer and type in the code: NTC0394 and
the northwest door will open. The west door does NOT need to be explored. Enter
the door you just unlocked.

Blast all the zombies, pick up the Pistol bullets and head through the only
open door. Go to the right of the table and press the button to watch a movie.
Watch the movie closely, as it will be a clue to a puzzle at the end of PART 1.
A panel will then open. Inside, grab the Steering Wheel. Now go back to the
entrance of the Palace.

When you try to exit, youll hear a loud scream. Go back to the room where you
saw that movie and now go to where the projector screen used to be. Examine the
computer and enter options C and E and then DECIDE. Steve will come out with 2
Gold Lugers. Claire needs those and youll find out why. After Steve leaves
without giving them to Claire, go back to the main hall.

A cut-scene will happen. Exit the mansion.

In the Palace yard, turn right from the entrance and down another gate.
Youll see a dock. Use the Steering Wheel on the dock and then turn it. The
dock will move and a Submarine Elevator will rise. Go inside.

Inside the Submarine, equip the Side Pack on the bench. The Side Pack gives 2
extra item slots. Now press the glowing button and the Submarine will descend.
When it stops, climb the ladder and you are now in the Airport Steve was
talking about when you first met him. Go down the tunnel until you reach a
door. Go through.

You are now in the Fork Room. Go to the gate at the right fork. You are now in
the Bridge. Cross the Bridge with the Lighter equipped to fend off the bats. Go
through the other gate.

You are in the Cargo Room now. Youll see a lift in the corner. Ride it up to
the crane controls. Operate them. Push the control pad up until it stops. Then
push it left all the way until it stops. Passed the crane controls, youll see
a door leading to the Bridge control. It is missing a lever. Dont worry about
this puzzle for now- it is for the end of PART 1. Go ride the lift back down.

Now go to where the crate was. Operate the cargo elevator. When it rises, kill
all the zombies. Grab the Biohazard Card. Now cross the bridge again and head
back to the Submarine. Press the button again and the Sub will rise back to the
dock.

Exit the Sub and use the Steering Wheel to push it back toward the pier. Now
climb the stairs back to the Palace yard. Pass the Palace entrance and through
the gate leading to the Passage. In the Passage, head into the door leading to
the Military Training Facility, near the stairs leading down to the Prison.

===================
MILITARY FACILITY A
===================

*Note: The reason why I call this Military Training Facility A is because
when you control Chris, he explores the MTF as well. But what he explores is
quite different from what Claire explores. So try not to get mixed up with
Chris and Claires MTF missions.

As you enter, a HUGE worm will attack Claire. Dodge the thing and enter
through the building. When you enter, go to the shutter on the far back and use
the Biohazard Card to open it. When you pass through, it will lower again. Pass
through the door into the courtyard.

When you enter the courtyard, Alfred will try to shoot you with his Sniper
Rifle. Evade by running up the stairs. Go passed the locked brown door and the
blue box on the balcony handle. Enter through door Alfred went through.
Remember where that blue box is! You will be in a hall. Go down and then to the
gray door. It is a save room. Make sure you have 3 spaces at least. Exit.

Now go through the brown door. Alfred will lower a shutter and lock you in. Go
through the brown door. Turn left and collect the pair of Machine guns. Now
attempt to go down the stairs and a Bandersnatch will appear. Use the Pistol at
a far distance.

A door at the bottom of the stairs will open. Go through it and another
Bandersnatch will attack Claire. After the cut-scene Claire trades the 2
machine guns for the 2 lugers. Now Claire can access that door in the Palac
Save Room.

The floor starts to lower. Then you will control Steve. Steve is now in
Steve Room 1. Blast all the zombies and then head to the door on the left.

Head through the door next to the gate. You are now in Steve Room 3. Blast all
the zombies. Now climb the stairs and then exit into the Sewer Balcony.
Cut-scene and then you are in control of Claire again. Claire and Steve ride an
elevator up. When you control Claire, follow Steve through a door.

You are now on 2F of the Steves Dad room, and youll soon see why it is
called the Steves Dad room. Go to Steve and you will fall down into 1F of
Steves Dad room. Sad, sad cut-scene

When the scene is over, head to the door left of Steve. Blast all the
zombies and then head to the door at the end.

You are in the Model Room. Grab the Eagle Plate and then head back to
Steves Dad Room 1F. Head through the double doors to the Tank Room. Exit the
Tank Room through the single door. You are back in the yard where you fought
the worm. Head into the door you went through before.

Inside the Main Hall, head to the far shutter and raise it. Go through the door
to where Alfred attacked you. Dodge and dogs and go to the blue box on the
balcony. Insert the Eagle Plate and the box will reveal an Emblem Card. Put the
Lugers inside the Item Box.

Travel to the save room and collect the Hemostat from the Save Room and
deposit it into the item box. Now go back to the yard where Alfred attacked
you.

Go down the stairs and then through the gate passed the fire. Youll see a
ladder. Go down. Go passed the lever to the gate. Remember that lever when you
play as Chris. Use the Emblem Card on the gate. Climb down the step and you are
now back in Steve Room 3. Now go back through Steve Room 3 to the Sewer
Balcony.

In the Sewer Balcony, head through the elevator and ride it to 2F. On 2F, go to
the gate and use the Emblem Card on the blue gate. When it rises, discard the
Emblem Card. Run passed the brown door to the main screen. Examine the computer
and then take the Army Proof. You need that Proof for the end of PART 1.
Examine the camera computer and you will see an infra red scope of a room. Zoom
in on the Skeleton Picture and remember the code 1126.

Now exit the room through the brown door. You are now back on the balcony where
you got the Emblem Card. Go down and back into the Main Hall. Now go to the
first shutter and use the Biohazard Card. Discard the Biohazard Card and then
climb the stairs. Pass the door with no doorknob. Chris will open that door. Go
through the open door. Inside, look for the other door and enter the 1126
code.

Enter and collect the Skeleton Painting. An Albinoid will then escape. Dodge
them and run for the Main Hall before you get trapped. Go back to where Steve
shot his dad. Head into the room where you got the Eagle Plate. Put the
Painting in the spot where the Eagle Plate used to be and a wall will slide up.
A model of the MTF will appear. Theres a Gold Key on it. Grab it. Now leave
the MTF and head back to the Palace.

===========================================
RETURN TO PALACE AND ONTO PRIVATE RESIDENCE
===========================================

Once back in the Palace, go through the door you unlocked with the computer.
Inside, pass the door where Steve got the Lugers. Unlock those double doors
with the Gold Key and discard it.

Inside, press these paintings in order. Press the women painting first. Then
press the painting with the man and 2 babies. Then press the red-haired man
holding a teacup. Then press the other red-haired man painting with a plate in
the back round. Then press the painting with a guy holding paper. Then press
the painting with the man wearing blue. Then press the giant painting. It will
spin and a vase will be revealed. Grab it and check the inside. A Queen Ant
Object is inside.

Now go to the Save Room on the second floor, right of the area where Alfred
first met you. Deposit the Bow Gun and Army Proof. Grab the Lugers and use them
on the door in the back. The door will now open. Go through and find the
computer on the desk.

Enter the code 1971 and then a shelf will slide, revealing a passage. A
Bandersnatch will appear. Dodge it. Go through the door in the tunnel.

Follow the tunnel until you reach the stairs. You are now in the Private
Residence. In the yard, dodge the Bandersnatch and then enter the building with
the Lighter equipped.

Inside, climb the staircase until you reach a door. Go through. Cut-scene.
After they leave, go inside the nearest door. Examine the Music Box and close
it. The bed will drop and reveal a Silver Key. You cant climb the ladder on
Alexias bed right now. Go back to the Palace.

Once back, use the Silver Key on the door across the save room. Inside, are a
casino and a piano. Collect the Herbs if you want to heal. Deposit them in the
item box. Now go back through the door you unlocked with the computer.

There, go to the nearest double doors and unlock them with the Silver Key.
Discard the Silver Key and enter. Dodge the Banders. Now go to the floor
between the two desks and collect another Eagle Plate.

Go back to the Save Room and grab the Hemostat medicine. Now gear up with the
Hemostat and Eagle Plate because you are going back to the Prison! Head back to
the Passage and down to the Bridge. Head through the giant gate.

================
RETURN TO PRISON
================

When you are back in the room where you met Steve for the first time, head to
where Rodrigo is. Claire will feed him the hemostat and trade her Lighter for
the Lockpick. After the scene, go back to the Guillotine. Inside, passed the
slick, use the Eagle Plate on the door. When it slides, blast the zombies.

Go through the door. Blast the zombies and head through the left door. You are
in the Doctor Room. Pass through the room to another door. Pass through that
door. Knife all the zombies. Find the Duralumin Case and use the lockpick to
open it.

It will reveal Handgun parts, useful against all bosses. Combine it with the
Handgun to create a 3 burst Handgun. Go back into the Doctor Room. Youll see a
Doctor zombie and a normal zombie.

Aim for the Doctor with the Custom Gun. Try to ignore the other zombie. The
Doctor Zombie dropped a Glass Eyeball. Pick it up. Now go to the back area of
the room and place the eyeball in the cadaver. A secret stairway will form. Go
down.

Cross the Bat Hall and go through the door to the Torture Room. Dodge the
zombies and go down the stairs into the door. You are in the Armor Room. Grab
the Rusted Sword. The middle statue will rise and gas will begin to spread.
Push the bar on the statue counter clock-wise and the gas will stop.

The statue you got the Rusted Sword from will spin into an armor. Insert the
Rusted Sword in and a zombie comes out. Dodge it and collect the Piano Roll.
You have now explored EVERY room in the Prison! Go back to the Palace.

==========================================
FINISHING THE PALACE AND PRIVATE RESIDENCE
==========================================

Go back to the Casino Room in the Palace. As you enter the yard, a new scene
will occur. Wait till it ends.

Insert the Piano Roll into the Piano and one of the slot machines will open.
Grab the King Ant Object. Now go back to the rooms of the Private Residence
where you saw Alexia talking to Alfred. Watch out for zombies and
Bandersnatches.

Go to the room where you got the Silver Key. Insert the Queen Ant Object
into the Music Box and it will open. Grab the Music Box Plate. Go back out the
hall and head into Alfreds Room. Put the King Ant Object into the music box in
this room. When it opens, put the Music Box Plate in. Alfreds bed will lower,
revealing a ladder. Climb it.

Youll be on carousal. Step off toward the ant painting. Circle the carousal
until you see a glittering object- a Silver Dragonfly, on a chair. Check it and
remove the wings. Go back to the ant painting and insert the Dragonfly Key. The
carousal will spin and a ladder will be revealed. Climb the ladder.

There, push the crate right toward the bookshelf. Climb it and then grab the
file and Airforce Proof like the one you got in the MTF Control Room. Now
descend down the ladder to that carousal and down the ladder into Alexias
Room.

As you leave Alexias Room, youll see a cut-scene. As Claire gives chase into
Alfreds Room via a secret door, you find out Alfred has been After the
cut-scene, head back to the yard of the Palace.

When you get there, grab the Navy Proof. The self-destruct system will then
activate. After a cut-scene, go to the dock leading to the Airport.

========================
ESCAPING ROCKFORT ISLAND
========================

At the dock, Steve will lead you to the Sub and the Airport. Follow him  to the
Fork Room. This time, go to the left fork. Youll be at a seaplane terminal. On
the loading lift, insert the Navy, Army and Airforce Proofs and go into the
plane. Steve is in control. Climb the stairs in the plane and a scene with
Steve occurs. Claire needs to raise the bridge to fly off the island. Grab the
lever and head back to the Fork Room.

Go to the Right Fork again. Cross the bridge into the Cargo Room. Ride the
lift; pass the crane controls and head through the door. Insert the lever and
raise the bridge to level 2. Cross the bridge to the Oil Room. Youll find out
why its called Oil Room when playing as Chris.

Go to the pile of dead zombies and get the Airport Key. After that, Use the
lockpick next to the Oil Machine to get an important First Aid Spray. Go back
to the Cargo Room and use it on the gate next to the lift. Go through to the
Airport Save Room. Collect as much healing items as you can and as much Pistol
Ammo as you can. A preferred number is at least 50. If you dont have that,
cheat and use the G. Launcher if you got it.

Crates jam the elevator. Push the right crate into the elevator. Now push the
left most crate all the way right and then push it in.

Now board the elevator. It will rise, while there is another cut-scene.
Also, theres 5 minutes until detonation. When the elevator stops, head out.
Claire is now in the MTF yard where she fought the worm. Head toward the
Palace.

On your way, Tyrant appears. Trapped, shoot it with the Custom Handgun LIKE
CRAZY. Get far from it with the auto-turn. When it gets up again, fire more
shots and then fall, face down. It will get fairly close to you, but it should
fall. Reload manually when you are down to 5- bullets.

Run passed it and head passed the Palace for the dock. Call the Sub with the
Steering Wheel and then head down. Get to the Fork Room and take the left into
the plane.

The seaplane flies off the exploding island. Pay close attention to Alfred in
the next few cut-scenes theyll be important for Chris game.

Back on Claires plane, the Tyrant gets into the back area of the plane.
Tyrant has returned. In the item box, pack ALL your bullets and FAS. Herbs,
everything. Even the Knife.

============
***BOSS 1***
============
TYRANT
Difficulty: HARD
Hmmm this isnt VERY hard. From the door, fire the catapult. Then shoot
your Handgun and it will charge hopefully before Tyrant gets to you. Dont
worry about wasting ammo.

Keep shooting. If it gets close, run passed it. If it hits you, heal with a
Green Herb. Now the method is to dodge. Shoot and dodge. Then heal and aim for
the catapult and launch it again.

Tyrant will probably survive. Repeat the above tactic, no matter how many
healing items it takes. Tyrant will eventually be able to be taken out with the
catapult.
============
***BOSS 1***
============

Once back in the cockpit, cut-scenes occur and you are now in Antarctica.

Use the free save! It is important when playing A Rank games.

====================
CLAIRE IN ANTARCTICA
====================

After Steve leaves, head to the right of the busted seaplane. Climb down the
ladder and go further right. Youll see a door. Enter. There, grab all the
items lying around. Bullets, Explosive Powder and First Aid Spray are in this
room, inside the lockers. Dodge/slash the now live zombies and exit. Proceed
down the stairs.

You are in the Moth Room. Go to the door ahead. It is a Save Room. Look at the
bookshelf behind the desk. Push it forward and then turn right in the new
passage. Youll see lockers. Run toward them and acut-scene will occur. Examine
the locker and you will find a button that doesnt work yet. You need power for
it to work.

Go back to the Moth Room. Arm the Pistol. Turn the corner and youll see a
moth. Blast the moth before it poisons and sends a parasite to Claires back.
Whenever you enter this room as Claire, blast the moths with the Pistol. Enter
through the door into the Production Room. Dodge the easily dodges zombies.

Turn left and go passed 2 doors and then turn right toward the Gun Room.
Blast the zombies and then collect the Mining Room Key. Go back to the
Production Room. Go to the first door you passed and use the Mining Room
Key. Go through.

You are in the Mining Room (duh!). turn right and climb 2 sets of stairs
until you reach an Octa Valve Handle hole. MAKE SURE YOU EXAMINE IT!!! Now go
back down the stairs and turn right toward a door. Its called the Power
Room.

Inside the dark Power Room, use the Knife on the dogs. Now find the
generator runner. Push it. To get to it, turn left from the entrance and
then make a right. Keep going and turn left and then right again to reach it.
Now go back to the entrance of the Power Room and find the power switch. Turn
it and the base now has electricity. Go back to the Production Room.

In the Production Room, go to the only door you havent gone through- the BOW
Room. Inside, QUICKLY shoot the spiders. They are very dangerous.

Then look on the silver crates and collect the Bar Code Sticker. Near the door,
youll notice a Gas Mask you cant get yet. Grab the 2 Handgun Boxes. Go back
to the Production Room.

Back there, go to the conveyer belt area near the Mining Room entrance.
Power up the conveyer belt and a crate will enter the Gun Room. Forget that;
you arent getting the Magnum in this guide.

Attach the Bar Code Sticker to the crate on the belt and press the button. The
crate will go to the BOW Room. Head back to the BOW Room now.

Grab the Gas Mask and then exit. Now go back to the save room. Go back to that
locker where the mouse came from and press the button. The locker will slide,
revealing a chamber. Inside, underneath the grating, is a cut-scene.

In that same area, look for a pot. Grab it and check the bottom for a key.
Its the Machine Room key. Now go back to the Moth Room and climb the
stairs. Go passed the door (never go there!) until you see double doors. Go
through and you are in the Upper Production Room.

Go to the door left of Claire and use the Machine Room Key. You are in the
Upper Mining Room. Go through the other door in this room. You are now in the
Upper Power Room. Collect the Valve Handle and then exit back into the Upper
Mining Room. Steve is there and after the cut-scene, youll be back in the
Upper Production Room.

Go to the other door in the Upper Production Room.  It is the Valve Handle
Room. Using the machine in the back, change the Valve Handle to an Octagon
Valve Handle. Now go back to the save room. Gear up on Pistol Ammo. Grab the
Knife, too. Bring LOTS of gun ammo. LOTS.

Now go back to the Lower Production Room.  Enter the Lower Mining Room and
equip the Gas Mask. Go to the Valve , escape in the vehicle and  you will be on
a helipad battling Nosferatu.

============
***BOSS 2***
============
NOSFERATU
Difficulty: Medium
Get FAR, FAR away from Nosferatu. We must avoid his poison. Shoot your
Handgun clean from the distance. Run around him to avoid poison. Nosferatu is
vulnerable at a distance. Keep shooting.

Dont forget to grab the Handgun Bullets and FAS on the edges of the
helipad. Keep shooting and you will probably run clean on ammo. Nosferatu will
be very weak by then.

Run up to his chest with the Knife and SLASH. Slash upward. By chance, a
clean hit will happen and youll see a scene with him. Keep slashing if it
doesnt and Nosferatu should die soon.
If you die, you are basically screwed in getting an A, but you can restart from
the area after Tyrant.
============
***BOSS 2***
============

A few cut-scenes later, Chris is now in control.

====================================
CHRIS EXPLORES THE MILITARY FACILITY
====================================

*The reason why this is called MTF B is because the place has changed from when
Claire was here due to the self-destruct sequence.

After the cut-scenes, Chris will be in a cave. Walk up and talk to Rodrigo.
Cut-scene. If you fed him the Hemostat as Claire, the Gulp Worm that Claire
fought in the yard will swallow Rodrigo whole! If not, Rodrigo will just
die.

After the scene, go to the nearby item box and grab any Handgun ammo Claire may
have left behind.

============
***BOSS 3***
============
GULP WORM
Difficulty: Medium
We need to kill him. The Knife is basically useless, but 20 or so Handgun
Bullets from the Glock can cut it.

When it rises, shoot as many clean shots as you can. Repeat this pattern. The
Gulp Worm doesnt have a strong body, so bullets are effective. Rodrigo will
eventually be swallowed up if you fed him Hemostat. Grab his lighter. You need
it for 45 crucial bullets.
============
***BOSS 3***
============

After the cut-scenes, activate the elevator at the end of the hall where you
killed the worm. Ride the elevator up and Chris will end up in the room where
Steve killed his dad. A barrel blocks the single door leading to the Elevator
Hall, so take the double doors to the Tank Room. Slash the zombies at the legs,
as usual.

In the Tank Room, crates block the door leading to the Main Yard. Remember the
cut-scenes as the island exploded? Well, look on the tank for that
button and press it. The Tank will move, revealing a lift. Go down into the
Harrier Jet Hallway.

In the Harrier Jet Hallway, look for the double doors. It needs a Halberd to
open. So, you need to find an Eagle Plate. Didnt Claire use one in the
balcony? Thats where we are headed. Inside the other room in this hall, a save
room, unload anything uneeded (probably not). Go back outside and pick up the
Battery. Spiders will then attack, so hurry and get back to the room where
Steve killed his dad.

Back there, look for the yellow lift over by the elevator leading to where
Rodrigo died. Insert the Battery. Then ride the lift up and you will now be on
2F Steves Dad Room. Look at the desk to the left of the lift and collect the
file and Chemical Storage Key. Head through the door to the Control Room.

Upon entry, youll see a cut-scene. In the Control Room, head through the brown
door to the Balcony.

Go to the elevator and ride it to the Sewer Balcony. On the Sewer Balcony,
dont bother going to Steve Room 3 because theres gas in the room. Instead,
theres a set of stairs that werent there before. Walk down them and youll
see a Shotgun. DONT GRAB IT PERIOD! Go to the door near the Shotgun. It is the
Tyrant Storage Room. Its called that because this is the room Tyrant was
stored in. Proceed through this room into the Turn Table Room.

In the Turn Table Room, proceed to the door on the left. Proceed through
slide-up doors until you reach a room called the Chemical Room. Find the
storage fridge and use the Chemical Storage Key to open it. When it says to set
the temperature, set it at 12.8. Youll then get an item called
Clement E. Grab it and the head back to the Turn Table Room. Youll find a
Doorknob on the ground. Grab it and Hunters will appear. Blast them. Beware
that there are seeker machines. If they sense Chris, Hunters will come and
attack him.

Dodge the Hunter because the Glock isnt strong against them. Be sure to
dodge them!

Go back to the room where Claire got the Skeleton Painting, via the brown door
in the control room. In that room, avoid the seeker and head out through the
other door in that room. Grab the Side Pack on the tables.

In the hall, attach the doorknob into the other door in that hall. Enter and
you are on the other side of the broken catwalk in the room where Steve shot
his dad (remember when Claire and Steve fell through before Steve had to kill
his dad?). Turn to Chris left to see a desk. Grab the Mini Tank. Now go back
to the elevator and ride it to 1F.

Once there, head to the room with the MTF model. Place the Mini Tank in the
model and a painting will slide to reveal a Turn Table Key and a note. There
are also 3 holes and a lever behind lasers. The 3 holes are also in the shape
of those proofs that Claire used to board the plane. Go back to the Tyrant
Room.

There, cut-scene. After the cut-scene, dodge the Bander. Now go to the Turn
Table Room. Use the Turn Table Key and the Turn Table will rise. When it stops,
head out of the hole in the wall. You are now in the Main Hall of the MTF. Head
into the yard.

=============================
CHRIS ESCAPES ROCKFORT ISLAND
=============================

In the yard, blast the Hunters. The path to the Palace is blocked by rubble, so
enter the giant elevator leading to the Airport Save Room. Once there, make
sure you have 3 spaces open. Enter the Cargo Room dodge the Hunter. Then ride
the lift up to the room with the crane controls. Go to the door passed the
crane controls. You are now in the Upper Bridge.

The lever machine isnt working, so cross the bridge into the room where
Claire got the Airport Key- the Oil Room. To the left of the door, is an oil
machine. Youll see cylinders with oil in them. Press the button with the 3
twice. Then press the 5 button once. Then press the 10 button once. Then press
the 3 button twice and then press the 5 button once. The puzzle will finish.
Zombies will also rise, but you dont have to kill them.

Get back to the bridge lever and push it to lower the bridge. Now go back to
the Cargo Room. Now go to the bridge. Cross it and kill the Hunter. Now go to
the Fork Room. Shoot the zombies and then head to the left fork. Go to the
boarding lift, kill the Hunter (possible with Knife and a Green Herb) and grab
the Army, Navy and Airforce Proofs.

Dont bother going to the submarine because it isnt there. Go back to the Main
Hall of the MTF, avoiding Hunters and Sweepers (poison Hunters) that get in
your way. In the Main Hall, go into the brown door you never have gone through
yet.

Inside, blast the zombies. Then head through the open door. Youll see a
hole in the wall. Go through and head through the final door. You are now in
the lower balcony on the other side of big hole. Kill the zombie and head down
the ladder.

You are now in Steve Room 3. To the right of Chris is a lever. Pull it and the
gas in the room will dissolve. Now go to Steve Room 1. There, blast the Hunter
and head into Steve Room 2. In the back area of that room, look for the green
liquid and grab it. It is Clement A. Combine it with Clement E and you have
Clement Mixture. Update your Glock on the table, too, because it is a little
stronger. Go back to the room with the MTF model.

There, place the Army, Navy and Airforce Proofs in the 3 slots. The MTF
model moves and a ladder is revealed. Go down. Go down the tunnels, blasting
the Spiders with the Grenade Launcher. Collect the Grenade Rounds and go
down the other ladder.

Down there, is another boss, called Albinoid Adult. It seems the Albinoid that
escaped that room reached this area and has grown.

============
***BOSS 4***
============										    ALBINOID ADULT
Difficulty: Easy
Objective: jump in the water and grab the Eagle Plate. Do it. Dont kill
this guy. It wastes ammo. Heal when shocked by the monster. Or spell your
F-U-N-E-R-A-L. Grab the Eagle Plate, and get out. Grab all the Handgun Ammo and
Herbs.
============
***BOSS 4***
============

Combine the Eagle Plate with the Clement Mixture and you have the Halberd you
need. Go back to the Sewer Balcony.

There, go down the stairs and take the Shotgun this time. The stairs will rise
into the position it was in when Claire was here. Go into the water the stairs
were blocking and then get onto another platform. Climb the ladder and you are
now back inside the Harrier Jet Hallway.
Go back into the Save Room.

Deposit the Shotgun (you wont use it) and inspect the chest with 4 drawers.
Open the top one, the third one and then the second one. Open the bottom one
and you will get a Luger Replica. Deposit the Luger Replica, as it has no
importance in the main game.

Now go to the Harrier Jet Hallway. Use the Halberd on the double doors and they
will open. Chris gets on the last harrier jet and flies to Antarctica.

=========================
11. CHRIS IN ANTARCTICA
=========================

When the FMV is over, go through the double doors. You are now in the Main
Terminal. Blast the Tentacles. Then go passed the seaplane wreckage and down
the ladder. Head towards the save room.

There, look at the display cabinet. To the right is a Halberd engraving. Put
the Halberd in there and the bottom cabinet will open. Grab the Paperweight and
the file. Forget about the Ink Ribbon. Now go to the Upper Production Room.

There, you will notice the place is filled with ice from when Steve and
Claire tried to escape. NORMAL players should go to the room where Claire
modified the Valve Handle. There, kill the zombies and grab the Duralumin case.
Go to the Upper Mining Room. Since the Lower Mining Room is filled with ice,
walk on the ice to where Claire left the Octagon Valve Handle. Grab it and
zombies will attack. Dodge all of them.

Now go back to the Upper Production Room. Go to there the catwalk is broken
(near the door leading to where Claire modified the Valve Handle). Step into
the ice and then climb to the other side of the broken catwalk. Go to the door
nearby.

You are in the Scanner Hall because there are scanners that belong to...
Youll automatically be scanned, so kill the Hunter the Knife puts it down.
Ignore the double doors for now and head down the hallway to an elevator. Take
the elevator down.

When you are out of it, you are in the Carousal Room. Go through the door in
front of Chris. You are in the Ice Hall. Go to the door closest to Chris. It is
the Power Save Room. Bring the Combat Knife. Collect all the Pistol Ammo. Bring
the Empty Extinguisher.

Now inspect the machinery. Youll see a hole you need to use the Octagon
Valve Handle in. Use it and then get turn the switch. Now there is power to the
lower areas of the base. Go back to the Ice Hall.

With caution, proceed down the Ice Hall. Blast the zombies you see and head
through the door at the end. You are in the Tiger Statue Room. Does it remind
you of anything? Anyway, go down the red hall, passed the door until you reach
a Tiger Statue (does THAT remind you of anything?). Inspect it and pull the
Blue Jewel out. The tiger will spin, revealing a Square Valve Handle Socket!
Combine that with the Valve Handle so the Handle is square again. Now put the
Blue Jewel back in. The statue will return to normal position. Dont grab the
Red Jewel.

Now go back to that door you just passed and enter through. That door is
really another elevator. When it stops, youll lots of ants. Just step on them.
After a cut-scene involving that HUGE anthill, grab the nearby Wing Object.
Then turn left and then turn right until you see blood on a wall. Enter the
double doors into the storage room.

In the storage room, go up the flight of steps and inspect the computer
right of the capsule. Examine it and you will have to press the code in
order. Press the AA, then the CROWN, then the HEART and finally the SPADE. A
little compartment will open. Put the Paperweight in there. The capsule will
then open and Alfred Ashfords dead body will fall out. Inspect his hand and
you will get Alfreds Ring. Check it and it will turn into Alfreds Jewel.

Now go back to the Scanner Hall. Go through the double doors. You are in the
Water Tank Room. Now ride the far lift up. Proceed until you see a Square Valve
Handle hole. Insert the Square Valve Handle and the water will vanish. Go down
the ladder to the tank and grab the Crane Key. After you grab it, a Sweeper
will jump in. Kill it by any means necessary.

Near the other lift is an Extinguishant barrel. Refill your Empty
Extinguisher. If you left it in the Prison, too bad. You cant get 45
Handgun Bullets. Now ride the other lift down. Use the Extinguisher to put out
the fire. Pass the Magnum. You wont get it. Run down and to the cabinet and
grab the detonator. Attach it to the cabinet and use the Lighter. Grab the 45
Pistol Bullets.

Go back to the Upper Production Room. There, find the crane to the right of the
door leading to the Scanner Hall. Use the Crane Key and Nosferatus body will
rise from the ice and a green jewel drops near him. Cut-scene. After its over,
another boss will appear. Resident Evil: Directors Cut players will recognize
this boss as the Black Tiger.

============
***BOSS 5***
============
Black Tiger
Difficulty: TOO easy
This boss is TOO easy! Like the ALBINOID ADULT, you can avoid this guy. Get on
the ice. Run to Nosferatu and collect the Alexander Pierce. ============
***BOSS 5***
============

Check the Pierce and it will turn to Alexanders Jewel. Now go back to the
Carousal Room.

Once back in the Carousal Room, blast the Sweeper. Youll also notice more wing
objects, so pick them up. Now enter through the double doors. You are now in
the Mansion Hall. Does it look familiar?

BEFORE PROCEEDING, MAKE SURE YOU HAVE 25 HANDGUN BULLETS FOR THE GLOCK.

Anyway, go up the staircase and inspect the painting on the top. Attach
Alfred and Alexanders Jewels into the painting and go back downstairs. No go
behind the staircase and you will find Claire. She is wrapped in some gooey
crap, so use the Combat Knife to free her.

Shell regain her senses. After that, one of 2 things will happen. If she was
poisoned during her fight with Nosferatu, shell collapse. If she wasnt, you
can continue on with the next section. If she was poisoned, you have to find
serum.

                ========================
                ***CLAIRE IS POISONED***
                ========================
If she was poisoned, go back to the room where you got the Crane Key. Over by
the big barrel, there is a lift that goes down. Take it down and you will be in
the Gun Room, where you got the 45 Bullets. On the shelf is Serum. Take it and
get back to Claire.
                ============================
                ***END CLAIRE IS POISONED***
                ============================

After she is cured, Alexia will appear again. She taunts. After the
cut-scene, you will temporarily be in control of Claire again.

==============================
12. CONTROLLING CLAIRE AGAIN
==============================

Your next objective is to find and save Steve. Claire starts out 2 First Aid
Spray. YOU MUST HAVE 2 FULL HEALING ITEMS. Also, heal if you were poisoned.
Deposit the Custom Handgun and pack the Knife. Head through.

You are now in the Tentacle Hall. Pass through the hall and kill Tentacles that
appear. Slash them at a distance. Pass the locked door and enter through the
other door at the end of the hall. You are now in the Jail Cell Room.

Go up the small flight of stairs passed the steel door. Grab the file near the
cannon. Then, inspect the cannon and push it down to reveal a Crystal Ball. A
slab of concrete will then fall and pull back up.

When it rises, quickly grab the Crystal Ball before Claire gets crushed.
After you get it, go UNDER where the slab falls and quickly use the Crystal
Ball in the white area. Claire automatically backs up. The concrete falls and
crushes the Crystal Ball. The Security Card can now be taken. When the slab
rises, grab the Security Card and the trap will disappear.

Now go to the silver door you passed and enter. Youll see a gate with a
Security Card reader. Swipe the Security Card. Now run passed the armors to
Steve. After the cut-scene, hell be a monster.

============
***BOSS 6***
============
STEVE TYRANT
Difficulty: Impossible
Even if Claire brought a tank (THERE IS NO TANK IN RE, SO DONT ASK ME HOW TO
GET A TANK WEAPON), its impossible to even hurt Tyrant Steve so just run away.
If you get hit twice, heal and then keep running for the door.
============
***BOSS 6***
============

After you finish running, a cut-scene will occur. This is a sad scene. VERY
sad.

=====================================
13. CHRIS EXPLORES THE ASHFORD LABS
=====================================

Cut-scene. Now we are fighting MONSTER ALEXIA!

============
***BOSS 7***
============
ALEXIA I
Difficulty: Hard
Arm the Glock and run far from Alexia. Shoot her her with as many bullets as
you can and dont let her corner you. If you do, youre dead.

Keep moving and shooting and utilize that 180* turn. Alexia will eventually
fall.
============
***BOSS 7***
============

After Alexia is down, go to where she dropped her necklace by the stairs.
Collect Alexias Choker and check it to become Alexias Jewel. Run back to the
save room to get Claires Custom Handgun. As you leave the room, Alexia will
rise. She isnt done for yet.

Go up the stairs in the mansion hall and attach Alexias Jewel to the
painting. The painting will then slide to reveal a door. Go through that
door to the Y-Shaped Hall.

In the Y-Shaped Hall, pass the double doors and turn left. Youll see a
door. Go through. This is the Desk Room. Search the desk without the
Typewriter on it and youll find the Sterile Room Key. Go back to the
Mansion Hall (where you fought Alexia).

Back here, go to the double doors and use the Sterile Room Key to unlock
them. Go through and you are in the room with the Tiger Statue. Go back to the
Power Save Room. There, switch off the power. Now go back to the Mansion Hall
via the Carousal Room.

Back in the Mansion Hall, go though the double doors to the Tiger Statue
Room. Go to the Tiger Statue and take both of the jewels from the eye. Now go
back to the Y-Shaped Hall.

There, go passed the Desk Room to another door. Enter. You are now in
Alfreds Room. It is exactly like the one from the Private Residence. Look at
the Music Box and insert the Blue Jewel from the Tiger Statue in. The box
opens. Now go through the door with the woman on it to Alexias Room. In her
Music Box, shut it off and place the Red Jewel in. Then grab the Music Box
Plate. Go back to Alfreds Room and put the Music Box Plate in his Music Box.
The bed will lower a ladder. Climb it to the Dinner Table Room.

There, look for a container and collect the Dragonfly Object. Combine the Wing
Objects with the Dragonfly Object. Now go back to the Y-Shaped Hall. Remember
the double doors by the entrance? Go through them now.

You are now in the Computer Room. Ride the lift down and youll see a Wing
Object in a glass casing. Examine the nearby computer to open the case. Grab
the final Wing Object and combine it with the Dragonfly Object to get a Gold
Dragonfly. Ride the lift up and go through the door up the stairs.

Chris is now in the Tentacle Hall. Go back to the Tentacle Hall and then go
through the door at the end to the Prison Cells. There, Claire will be behind
that locked steel door.. She will hand Chris a Security Manuel. Check the
inside of the book (where you can see the pages) and it will open. You will now
have the Security Card. Since Claire is trapped, Chris has to set the
self-destruct system to unlock the doors.

======================
CHRIS FINISHES THE JOB
======================

Now go to the end of the room, passed the brown double doors to a flight of
stairs. Go up and you will be in the Upper Anthill Room. Go to the door and
attach the Gold Dragonfly to open it. Go through.

You are now in the Security Room. Blast the zombies and go to the computer.
Swipe the Security Card and type in the code: Veronica (duh!). The
self-destruct systems will activate. Go back to the Upper Anthill Room.

There, Claire will rejoin Chris and then Alexia will come back. As she
morphs into a monster, the Linear Launcher is activated, but you have to
wait for it to charge.

============
***BOSS 8***
============
Alexia II & III
Difficulty: Medium
After the cut-scene, fire a shot at Alexia before she kills Claire.  Claire
then runs off. Alexia then becomes a BIG blob. When you regain control of
Chris, fire 3 rockets until Alexia morphs into a Dragonfly monster. Other
players, unload the Custom Handgun until she turns into flying form.

During her blob form, heal when in Caution this boss is surprisingly hard.

The Linear Launcher will then finish charging. Grab it. It is the only
Non-Handgun/Knife weapon used in the game. When you fire, a periscope will
appear (first person like RESIDENT EVIL SURVIVOR). Fire one shot at Alexia and
she will finally die. The periscope moves a little slow- be careful!
============
***BOSS 8***
============

26. MY REVIEWS
--------------

===================================
RESIDENT EVIL CODE: VERONICA REVIEW
===================================

You gotta love this game! Great graphics, the works! Anyway, if you don't think
CODE: Veronica is a good game, I don't know what to say. After the great
atmosphere in Resident Evil 1, the great story in Resident Evil 2, the great
action packed adventure in Resident Evil 3: Last Escape and the great general
idea behind Resident Evil: Gun Survivor, CODE: Veronica INCOMPLETE is a must!

Gameplay: 8
The controls are a little confusing. In about a half hour, you'll learn these
controls by memory. Also, you control two characters named Chris and Claire,
while another character names Steve Burnside is controlled briefly. There is
also a Battle Game mode, a mini game where you go through a gaunlet of enemies.
The mysterious character is also playable. It is overall fun, but gets boring
after awhile.

Story: 9
The story is very interesting, as it follows Claire as she looks for her
brother, Chris Redfield. She is captured and is taken to an island, which
because of this mysterious character, was turned into zombie hell. Chris comes
later on to help Claire out.

The story also focuses on the T- Veronica Virus, which was created by the
Ashford family. Similar to the T and G- Viruses of the past RE games, the T-
Veronica Virus is what turns things into strong monsters, hence the zombies in
the game. The T- Veronica Virus turns you into a dragonfly monster type thing
you must fight in the game. The G- Virus is featured in RE2 and the T- Virus is
what the zombies are made of.

Sound/Audio: 9
The sound was much better than RE2's! It was clear and improved. The character
actors are great, also. Claire and Chris and Rodrigo have great voices. Steve
and Wesker have OK voices. Alfred and Alexia's voices are superior!

Replay Value: 7
Unlike the past RE games, you need not beat the game more than once to get the
story. But, it is always satisfying to replay the game to understand it more.
But replaying and getting an A ranking can help you get a secret reward.

Overall: 8
Well, this game is B ranked because the PS2 CODE: Veronica X was released with
more storyline features. The extra footage is a must and the story is developed
more in this new Code Veronica X for PS2. But the original still has an
upbringing in the RE world. You just get less, that's all.

====================================================
BIOHAZARD CODE: VERONICA COMPLETE (DREAMCAST) REVIEW
=====================================================

Well, Capcom released its remake of Resident Evil CODE: Veronica,
dubbed Complete. It was to feature additional scenes, involving a
certain character that rymes with fesker. The scenes were featured, and
reveal more about this mysterious character.

Gameplay: 8 The controls are a little confusing. In about a half hour,
you'll learn these controls by memory. Also, you control two characters
named Chris and Claire, while another character names Steve Burnside is
controlled briefly. There is also a Battle Game mode, a mini game where
you go through a gaunlet of enemies. The mysterious character is also
playable. It is overall fun, but gets boring after awhile.

Story: 9 The story is very interesting, as it follows Claire as she
looks for her brother, Chris Redfield. She is captured and is taken to
an island, which because of this mysterious character, was turned into
zombie hell. Chris comes later on to help Claire out. The story also
focuses on the T- Veronica Virus, which was created by the Ashford
family. Similar to the T and G- Viruses of the past RE games, the T-
Veronica Virus is what turns things into strong monsters, hence the
zombies in the game. The T- Veronica Virus turns you into a dragonfly
monster type thing you must fight in the game. The G- Virus is featured
in RE2 and the T- Virus is what the zombies are made of.

Sound/Audio: 9 The sound was much better than RE2's! It was clear and
improved. The character actors are great, also. Claire and Chris and
Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and
Alexia's voices are superior!

Replay Value: 7 Unlike the past RE games, you need not beat the game
more than once to get the story. But, it is always satisfying to replay
the game to understand it more. But replaying and getting an A ranking
can help you get a secret reward.

Overall: 8 Well, this game is B ranked because it was already released.
The extra footage is a must and the story is developed more in this new
Code Veronica. There are also difficulty rankings, absent in the
original. It depends on your money and your RE liking if you want to
get this cool game! This game will come out in America in May- June for
PS2. It will be titled Resident Evil CODE: Veronica X. Enjoy the latest
Resident Evil game and arguably the best one!

-CVFREAK aka CVXFREAK Reviewer's Score: 9 / 10, Originally Posted on
3/31/2001

=====================================
RESIDENT EVIL CODE: VERONICA X REVIEW
=====================================

Well, Capcom released its remake of Resident Evil CODE: Veronica,
dubbed Complete. It was to feature additional scenes, involving a
certain character that rhymes with fesker. The scenes were featured,
and reveal more about this mysterious character.

Gameplay: 8
The controls are a little confusing. In about a half hour, you'll learn
these controls by memory. Also, you control two characters named Chris
and Claire, while another character names Steve Burnside is controlled
briefly. There is also a Battle Game mode, a mini game where you go
through a gaunlet of enemies. The mysterious character is also
playable. It is overall fun, but gets boring after awhile.

Story: 9
The story is very interesting, as it follows Claire as she looks for
her brother, Chris Redfield. She is captured and is taken to an island,
which because of this mysterious character, was turned into zombie
hell. Chris comes later on to help Claire out. The story also focuses
on the T- Veronica Virus, which was created by the Ashford family.
Similar to the T and G- Viruses of the past RE games, the T- Veronica
Virus is what turns things into strong monsters, hence the zombies in
the game. The T- Veronica Virus turns you into a dragonfly monster type
thing you must fight in the game. The G- Virus is featured in RE2 and
the T- Virus is what the zombies are made of.

Sound/Audio: 9 The sound was much better than RE2's! It was clear and
improved. The character actors are great, also. Claire and Chris and
Rodrigo have great voices. Steve and Wesker have OK voices. Alfred and
Alexia's voices are superior!

Replay Value: 7
Unlike the past RE games, you need not beat the game more than once to
get the story. But, it is always satisfying to replay the game to
understand it more. But replaying and getting an A ranking can help you
get a secret reward.

Overall: 8
Well, this game is B ranked because it was already released. The extra
footage is a must and the story is developed more in this new Code
Veronica. There are also difficulty rankings, absent in the original.
It depends on your money and your RE liking if you want to get this
cool game! This game will come out in America in May- June for PS2. It
will be titled Resident Evil CODE: Veronica X. American and European
fans aren't getting a DC version :( Enjoy the latest Resident Evil game
and arguably the best one!

-CVFREAK aka CVXFREAK Reviewer's Score: 8 / 10, Originally Posted on
5/6/2001

27. CONCLUSION
--------------

This remake of a FAQ was really enjoyable to make. I hope that this has become
the absolute best source for CODE: Veronica X information. Later in 2002, I
will be converting this FAQ to cover the upcoming NINTENDO GAMECUBE version of
this game.

Thanks to:

Myself, for writing this FAQ
Mystic Cat: For various information
CJayC: For posting this FAQ
Minesweeper: For letting me use his FAQ style for this remake FAQ
Rob McGregor: For hosting this document on ANewBlood.com

No Thanks to:

People who constantly e-mail me for content found in this FAQ

CVXFREAKS UPCOMING RESIDENT EVIL FAQS
Resident Evil (Nintendo GameCube)
Resident Evil 2 (Nintendo GameCube)
Resident Evil 3: Nemesis (Nintendo GameCube)
Resident Evil CODE: Veronica X (Nintendo GameCube)
Resident Evil Zero (Nintendo GameCube)
Resident Evil 4 (Nintendo GameCube)

CVXFREAK
ReBioHazard6587@aol.com

YOU SPOONY BARD! -Sage Tellah, Final Fantasy IV

