____ _____ ____ ___ ____ _____ _ _ _____ _______ ____ _ | _ \| ___/ ___|_ _| _ \| ___| \ | |_ _| | ___\ \ / / _| | | | \ | |_ | (___ | || | \ | |_ | \| | | | | |_ \ \ / /| || | | |_| | _| \___ \| || | || _| | | | | | _| \ \/ / | || | | _ <| |___ ___) | || |_/ | |___| |\ | | | | |___ \ / | || |___ |_| \_\_____|____/___|____/|_____|_| \_| |_| |_____| \/ |___|_____| ____ ___ ____ _____ __ __ _ / ___/ _ \| _ \| ____|_ \ \ / /__ _ __ ___ _ __ (_) ___ __ _ | | | | | | | | | _| (_) \ \ / / _ \ '__/ _ \| '_ \| |/ __/ _` | | |__| |_| | |_| | |___ _ \ | / __/ | | (_) | | | | | (_| (_| | \____\___/|____/|_____(_) \_/ \___|_| \___/|_| |_|_|\___\__,_| ------------------------------------------------------------------------ ************************************************************************ R E S I D E N T E V I L C O D E : V E R O N I C A (X) B I O H A Z A R D C O D E : V E R O N I C A (COMPLETE) O N L I N E G U I D E ************************************************************************ ------------------------------------------------------------------------ Written by cvxfreak Version 4.1 March 1, 2013 Versions covered: ----------------- Resident Evil CODE: Veronica (Sega Dreamcast, Worldwide) Biohazard CODE: Veronica Kanzenban (Sega Dreamcast, Japan) Resident Evil CODE: Veronica X (PlayStation 2, GameCube worldwide) Resident Evil CODE: Veronica X Now in HD (PlayStation 3, worldwide) Resident Evil CODE: Veronica X Now in HD (Xbox 360, worldwide) ------------------------------------------------------------------------ Table of Contents ------------------------------------------------------------------------ 1. Introduction 2. Version History 3. Controls 4. Characters 5. Strategies; How To Use This Guide 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. Health Guide 17. Monster and Boss List 18. Optional and Alternate Scenes 19. New Events Guide 20. About The Author 21. Conclusion ======================================================================== ------------------------------------------------------------------------ 1. Introduction ------------------------------------------------------------------------ ======================================================================== Resident Evil CODE: Veronica was originally released on the Sega Dreamcast console in early 2000. The game featured the best graphics seen in any Resident Evil gave at that time. Later that same year, Capcom announced that they would re-release the game on Dreamcast and PlayStation 2 under the name "CODE: Veronica Kanzenban" (Kanzenban is a Japanese word meaning "complete" or "perfect." A year after the original CODE: Veronica came out, CODE: Veronica Complete was released. It featured extra storyline cut-scenes important to the Resident Evil series. A few months after CODE: Veronica Kanzenban's release in Japan, it was released elsewhere under the title "CODE: Veronica X." Shortly after CODE: Veronica X's release, Capcom announced that the Resident Evil series would continue on Nintendo GameCube, and that announcement included a GameCube version of CODE: Veronica Kanzenban. In 2006, Japan received another version of CODE: Veronica Kanzenban for the PlayStation 2, bundled with a soundtrack. It was discounted again in early 2009 and released as part of a bundle pack with Biohazard 4 in September 2009 for the PlayStation 2. In 2011, Capcom commemorated the 15th anniversary of the Biohazard series by releasing Biohazard Revival Selection HD Remaster-ban, a compilation of both CODE: Veronica and Biohazard 4 with newly remastered high definition visuals for the PlayStation 3 and Xbox 360. In North America and Europe, CODE: Veronica X became a downloadable game on PlayStation Network and Xbox Live Games on Demand for $19.99 USD. Meanwhile, CODE: Veronica serves as a base for the "Game of Oblivion" chapter in Biohazard: Darkside Chronicles for the Nintendo Wii, as well as the setting of Gun Survivor 2: Biohazard CODE: Veronica. ======================================================================== ------------------------------------------------------------------------ 2. Version History ------------------------------------------------------------------------ ======================================================================== March 1, 2013 Re-added in a section that was accidentally removed with the previous update thanks to a Twitter tip from @William_Spike. Also performed a few rewrites to the guide to make it easier to understand. October 1, 2011 A big update that adds in coverage for the PlayStation 3 and Xbox 360 HD remaster versions released in September 2011 and makes changes to the guide's formatting. October 12, 2009 Just a slim update that fixes minor errors and adds a tiny update to the game's information. June 11, 2007 It's been over six years since I wrote this FAQ, and in that time, I've developed superior writing skills and learned about better formatting. So, this update focuses on cleaning the FAQ up, improving the writing and trimming any excess, unnecessary information. (Older updates have been deleted.) ======================================================================== ------------------------------------------------------------------------ 3. Controls ------------------------------------------------------------------------ ======================================================================== ===================== PlayStation 2 Version ===================== Start Button: Start Game/Display Status Screen Select Button: Skip movie/cut-scene Left Stick: Highlight Menu Selections/Move Your Character Right Stick: Display Status Screen by pushing down Triangle Button: Display/Hide Map Screen O Button: Cancel Menu Selection/Down + O = 180* Turn X Button: Confirm menu selection/Attack/Action R1 Shoulder Button: Aim Weapon R2 Shoulder Button: Change targets with R1 pressed To move the character: ---------------------- Up: Forward Down: Backward Right: Rotate right Left: Rotate left ================= 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 the character: ---------------------- Up: Forward Down: Backward Right: Rotate right Left: Rotate left ================ GameCube Version ================ Type A ------ A Button: Action/Confirm Selection B Button: Cancel/Run X Button: Not Used Y Button: Status Screen Z Button: Map R Trigger: Aim Weapon L Trigger: Change Targets (when R trigger is held) Start Button: Option menu, skip movie/cut-scene Analog Thumb Pad: Moves character and options D-Pad: Moves character and options C-Stick: 180* Turn Type B ------ A Button: Action/Confirm Selection B Button: Cancel/Run X Button: Map Y Button: Status Screen Z Button: Not Used R Trigger: Aim Weapon L Trigger: Change Targets (when R trigger is held) Start Button: Option menu, skip movie/cut-scene Analog Thumb Pad: Moves character and options D-Pad: Moves character and options C-Stick: 180* Turn Type C ------ A Button: Action/Confirm Selection B Button: Cancel X Button: Status Screen Y Button: Map Z Button: Not Used R Trigger: Move character forward (speed depends on pressure) L Trigger: Aim Weapon Start Button: Option menu, skip movie/cut-scene Analog Thumb Pad: Moves character and options D-Pad: Moves character and options C-Stick: 180* Turn To move the character: ---------------------- Up: Forward Down: Backward Right: Rotate right Left: Rotate left ===================== PlayStation 3 Version ===================== Start Button: Start Game/Display Status Screen Select Button: Skip movie/cut-scene Left Stick: Highlight Menu Selections/Move Your Character Triangle Button: Display/Hide Map Screen O Button: Cancel Menu Selection/Down + O = 180* Turn X Button: Confirm menu selection/Attack/Action R1 Shoulder Button: Aim Weapon R2 Shoulder Button: Change targets with R1 pressed PS Button: Access PlayStation 3 XMB Menu To move the character: ---------------------- Up: Forward Down: Backward Right: Rotate right Left: Rotate left ================ Xbox 360 Version ================ Start Button: Start Game/Display Status Screen Back Button: Skip movie/cut-scene Left Stick: Highlight Menu Selections/Move Your Character Triangle Button: Display/Hide Map Screen B Button: Cancel Menu Selection/Down + O = 180* Turn A Button: Confirm menu selection/Attack/Action R Shoulder Button: Aim Weapon R Shoulder Button: Change targets with R pressed Guide Button: Access Xbox 360 Dashboard To move the character: ---------------------- Up: Forward Down: Backward Right: Rotate right Left: Rotate left ======================================================================== ------------------------------------------------------------------------ 4. Characters ------------------------------------------------------------------------ ======================================================================== --------------- Claire Redfield --------------- Age: 19 Claire Redfield returns after co-starring in Resident Evil 2 with Leon. Sister of Chris Redfield, Claire's tough and intelligent for a 19 year- old, and has the ability to survive even the most dire circumstances. She went to Raccoon City to look for her brother, but instead found the city to be infested with zombies. She escaped with Leon and Sherry Birkin and continues her search for Chris in CODE: Veronica. -------------- Chris Redfield -------------- Age: 26 Chris, fresh off his experiences in the original Resident Evil, returns to rescue his little sister from Umbrella's evil clutches. After living through the Spencer Estate disaster, he dedicated his life to taking Umbrella down with his fellow S.T.A.R.S. members, Jill Valentine, Barry Burton and Rebecca Chambers. -------------- Steve Burnside -------------- Age: 17 Steve Burnside is a teenage prisoner on Rockfort Island, where he was taken along with his father after offending the Umbrella Corporation. Like Claire, he too has a knack for surviving tense situations, and despite his brash, reckless nature, Steve is generally a competent boy who can fly planes, shoot with both hands and looks like a certain famous Hollywood actor. ------------- Albert Wesker ------------- Age: 38 He was the leader of the S.T.A.R.S. until he supposedly died in the Spencer Mansion incident. And now he's back, with a vengeance and a sinister plot that now forms the backbone of the Resident Evil series' plot. Supercharged thanks to a special virus, he's a forced to be reckoned with. -------------- Alfred Ashford -------------- Age: 27 An employee of Umbrella, Alfred is in charge of Rockfort Island, and genuinely believes Claire is the cause of the outbreak that's occurred on the island. Hence, he wants to murder her with a passion. He carries a terrible secret related to his family, who are key players in the history of the Umbrella Corporation. -------------- Alexia Ashford -------------- Age: 27 She is Alfred's twin sister who supposedly died in a freak accident. Before her death, she was a brilliant scientist at the young age of 10, a child prodigy if there were ever one. However, the truth regarding the circumstances that surround her will reveal itself in the game. ------------------ Rodrigo Juan Raval ------------------ Age: Unknown He captured Claire Redfield in Paris and after the attack on Rockfort Island, frees her. After all, he has nothing to lose if he's about to die from either the zombies or the wound on his abdomen. However cold as he may appear, Rodrigo's actually not so heartless and does have genuine good will in himself. ======================================================================== ------------------------------------------------------------------------ 5. Strategies; How To Use This Guide ------------------------------------------------------------------------ ======================================================================== Keep in mind that this guide may not list all the ammo available in the game as they are scattered throughout the game. Also, if you want to follow the guide closely, note that there will be times when your item slots (8 slots initially; 10 later on) become full, requiring you to go back to the nearest Item Box in order to rearrange items. When playing through Resident Evil CODE: Veronica, there are important gameplay tips to keep in mind that will be crucial to successfully completing the game. The most important strategies are listed below: -------------------------- Evade Zombies and Monsters -------------------------- In the Resident Evil series, avoiding enemies in order to advance to the next room or area is a crucial strategy for success. It saves time and ammunition. If you are in a room that is spacious enough, then run around the enemies and proceed. Not all enemies can be dodged easily (particularly the Bandersnatches with their long arms), so be mindful of this possibility, or else it can end up getting your player killed. ------------- Conserve Ammo ------------- Ammunition is limited. In Normal Mode or the default difficulty mode in the North American versions of the game, there definitely is not enough ammo to kill every enemy found in the game. In addition to conserving ammo by avoiding enemies, you can save ammo through other means. The COMBAT KNIFE is a good choice for more experienced players against zombies and zombie dogs. Another tactic would be to shoot a zombie to the ground, and then let it bite the player's ankle so the character will stomp on its head and kill it. The Shotgun or M100Ps can take down multiple zombies at once. Sometimes you just have to use the ammo you have to kill an enemy and proceed when you are unable to run away, so do not be afraid to utilize your weaponry when that time comes. ---------------------- Attack from a Distance ---------------------- Many of the enemies in Resident Evil CODE: Veronica have long range attacks, particularly the Bandersnatches, Hunters and Sweepers, which makes it ideal to dispatch them from a distance. Be aware that some enemies, like zombie dogs, can reduce distances between themselves and the player within a few seconds, so be sure not to waste time when attacking from a distance. ------------------------- Try to Decapitate Zombies ------------------------- Decapitating a zombie is a guaranteed way to quickly dispose of a zombie. This is done easiest with the SHOTGUN. --------------------------- Keep Recovery Items On Hand --------------------------- Inevitably, the player characters will be attacked and lose health. This is where recovery items such as GREEN HERB and FIRST AID SPRAY come in. Always keep one of each (GREEN HERB and FIRST AID SPRAY) to cover both small and large amounts of damage. ----------------------- Use Your Weapons Wisely ----------------------- A more powerful weapon many times is the worst possible weapon to use. Don't use the Magnum on one lone zombie, and don't use the Handgun against a group of zombies. The Magnum needs to be saved for powerful foes, and the Handgun should be used for lone enemies a fair distance away. Thankfully, the SHOTGUN and GRENADE LAUNCHER are flexible. The SHOTGUN will burn through groups of zombies in two or three shots, while the GRENADE LAUNCHER, depending on the type of ammo, will kill most enemies in a shot or two. ------------------------ Make Multiple Save Files ------------------------ What you should do is save on multiple save slots a few times in your adventure. If you make a mistake and become unable to proceed forward in the game due to that mistake (such as using up too much ammo or health), then reload an older save file and avoid making the mistake. ----------------------------- Manage Your Item Slots Wisely ----------------------------- Chris and Claire can initially hold eight items before finding the Side Pack items in the middle of their respective adventures. For each character, keep a health item, weapon, ammo and a powerful weapon at your disposal. At least two spaces should be unoccupied for items you can pick up. Make frequent trips to the item box and drop things off that you don't need. ---------------------------- Use The Lighter Against Bats ---------------------------- The light from the lighter will scare bats away so they won't damage you and you can save ammo. ======================================================================== ------------------------------------------------------------------------ 6. Walkthrough: Claire Redfield ------------------------------------------------------------------------ ======================================================================== Note that the Xbox 360 and PlayStation 3 versions have 12 achievements and trophies (respectively) that are earned at fixed points in the game. They are noted in the walkthrough where relevant. They are not featured in the Dreamcast, GameCube or PlayStation 2 versions. As I mentioned in Section 5, I may neglect to mention a box of ammo or random INK RIBBON, and that your inventory may become full, which means you will need to go to an item box before continuing. Please take note of this as you play through the game. ------------------------------------------------------------------------ Part One: Prison Area ------------------------------------------------------------------------ Cellblock Room -------------- Claire will begin the game trapped inside a cellblock. Start off by going to your inventory screen. Go to the LIGHTER you see on the top right and use "Select" with the action button. This will prompt a cut-scene in which Claire uses the LIGHTER. 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. Rodrigo, the man unconscious in the room, 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 at the end of the hall. Graveyard --------- Run across the graveyard and make a U-turn past 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 Rodigo's cellblock if you are on Yellow Caution health. Pass through the door. 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. - Achievement/Trophy Note - When you leave this room, you will earn "The Terror Begins." 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 past through. Don't forget that you know have the HANDGUN equipped. Keep it equipped. Pass through the only unlocked door in this courtyard (apart from the one you passed through to enter). NOTE: 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, and a HAWK EMBLEM is needed to unlock it. So, time to find it. 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 past 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. Bunk Room --------- Run across this room and on the second bunk to the right, grab the PRISONER'S 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 M100P guns. These guns are extremely powerful, but save them for the Military Training Facility later on. Return to the Prison House room. Prison House ------------ Zombies have invaded the room, so dodge them as you attempt to leave the room. Before exiting, re-explore the room and find a Prison Map in the corner. With this map, you should be able to navigate the Prison without getting lost. Barracks -------- Head down the small steps onto the ground level. Watch the cut-scene. Turn and continue along the path. Another short cut-scene will occur. Continue along the path until you come to a locked gate and a door. Go through the door. Guillotine Room --------------- Kill every zombie in here as you will be passing through this room at least four times. 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, and the door can't be opened from this side either, so ignore it. The small door hidden in an alley ward in the corner is your next destination. NOTE: That locked wire door needs to be unlocked. You will do it in a few minutes. Security Hall ------------- Move forward, and then a small cut-scene will occur, instructing you to place ALL your items inside the security box, including the LIGHTER. Run across the hall, past another security box. Turn to Claire's 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 go through the door nearby. NOTE: You will be unable to take the GRENADE ROUNDS or FLAME ROUNDS with you until much later in the game, so don't worry about them for now. Just leave them in the security box. 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. You'll 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 Hall ------------- Return to the Security Hall and then 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 Claire's HANDGUN, HANDGUN BULLETS, COMBAT KNIFE and GREEN HERB(S). 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 the garage in front of Claire by shooting and detonating the barrels nearby. Afterwards, kill the rest of the zombies. Now go into the garage where the zombies were 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 the barracks. After you turn the corner left, the zombie dogs will emerge from below the barracks and 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 Claire's 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 cerberus now. Head into the Guillotine Room. Guillotine Room --------------- Return to the Security Hall. Security Hall ------------- Deposit all of your items into the security box, except the TG-01 alloy. The TG-01 isn't made of metal, so it can bypass security boxes. 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. NOTE: If you want to bypass the zombie siege, then what you can do is take a metallic item (such as the GRENADE ROUNDS) through the security gate that will trigger the window shutters. Then, while the shutters are down, go perform the duplication process for the HAWK EMBLEM. Then, once you have the SPECIAL ALLOY EMBLEM, you can fix the security by putting the metallic item back into the security box. That way, the zombies will not harass you on your way out of the room. Guillotine Room --------------- Run back to the Barracks. Barracks -------- Turn to Claire's left, and enter the Courtyard. Courtyard --------- Turn to the biggest door in this room, the prison gate. Use the SPECIAL ALLOY EMBLEM on the gate. Exit the Courtyard through the largest door. Iron Bridge ----------- We aren't out of the Prison quite yet. Run across the bridge, and turn left and step down onto a smaller pedestrian side path. Cross it and then turn right back onto the main bridge. There are 2 GREEN HERBS for you to get get. Next, look at the crates. Push the one closest to the burning 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 at last. ------------------------------------------------------------------------ Part Two: The Palace ------------------------------------------------------------------------ Passage ------- There are zombies here, so shoot them all unless you're confident you can dodge them. You should have enough ammo to kill them all. You'll notice a door nearby to the right, which leads to the Military Training Facility. Up ahead further down is a set of stairs that lead up to the Palace. You can go inside the Military Training Facility right now and explore it for a bit, in which case you should skip to the first section of Part Four before coming back here, but it's honestly not a very necessary detour. The guide assumes you go into the Palace instead. Palace Courtyard ---------------- Dodge all the dogs here, but don't grab any items in here yet. Climb the stairs and run for the gigantic mansion-like building's entrance. Head through the double doors into the house proper. NOTE: You can grab the green NAVY PROOF on the ground in the center of the courtyard right now if you wish. It doesn't make any difference, actually, except for which cutscene will occur at the end of Part/Disc 1. Main Hall --------- In here, run over to the computer. Enter the following code into the computer: NTC0394. You will have saved some time getting the ID CARD in the Palace Save Room if you entered the code automatically. 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 of the game, so rest easy. Head to the item box and drop off the COMBAT KNIFE. 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. NOTE: Underneath the furniture is the ID CARD, which you can get by moving the furniture over. But if you followed this guide, you will have already input the code downstairs. Still, you can examine the ID CARD to yield the previous NTC0394 code if you're curious enough. Main Hall --------- Head to the first door to the very left side of the room, which leads to a Bathroom. Bathroom -------- Search the stalls for HANDGUN BULLETS. Search the sink for FIRST AID SPRAY. Grab the nearby DURALUMIN CASE, which you will be unable to open until you acquire the LOCKPICK later in the game. Exit the Bathroom. Main Hall --------- Head into the door you unlocked with the computer, which is in the left corner of the room. Hallway ------- It's better to shoot all the zombies here as you will pass through here at least four times. Grab the HANDGUN BULLETS and RED HERB. Feel free to combine the RED HERB with a GREEN HERB to yield a MIXED HERB that can heal Claire one hundred percent (as opposed to 25% for a GREEN HERB -- see the Health Guide below). Pass by the locked double doors until you see a single door, which leads to the Gun Showcase. Gun Showcase ------------ Grab the HANDGUN BULLETS on the center table. Next, find the blinking button underneath the projector screen display. Press it and watch the cut-scene that plays afterwards. After it ends, a new passage will have opened to the right of the screen, which leads to a hidden room. Grab the STEERING WHEEL in there, but don't grab the GOLD LUGERS on the wall, or else you'll be trapped in the room. Leave the room after you grab the STEERING WHEEL. Hallway ------- Run back to the Main Hall. Main Hall --------- Attempt to exit the Palace and return to the Courtyard. Before you can leave, Claire will hear a scream coming from the Gun Showcase. Run back there now! Return through the door you unlocked with the computer. Hallway ------- Head down the hallway into the Gun Showcase. Gun Showcase ------------ Go to the computer console that is blinking, which will reveal the first puzzle of the game. Examine all of the objects carefully, and you'll notice that C and E are both guns. Simply press options C and E to solve the puzzle. A cutscene will play; pay attention as it reveals the next objective for the game. Exit the room after you are finished. 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 if you did not earlier. Turn to Claire's right from the stairs and head through the gate at the end. Continue dodging the zombie dogs if you haven't killed them. Submarine Dock -------------- Run and make a U-turn and grab the PALACE MAP and some HANDGUN BULLETS in the small room underneath the stairs. Next, 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 and the dock will slide out to meet it, so head inside. Submarine --------- On the chairs is a SIDE PACK. Equip it to allow Claire hold two more items (ten instead of eight). Go to the control panel of the submarine and flip the switch. After a short cutscene, head up the ladder and leave the submarine. ------------------------------------------------------------------------ Part Three: The Airport ------------------------------------------------------------------------ Airport Entrance Tunnel ----------------------- Run down the stairs and continue down the tunnel. Head through the first door. Airport Office -------------- There are several zombies in here, although they're honestly not very difficult to dodge if you're careful. There are two doors you can go through; the left leads to the airplane (which you can go to if you took the Navy Proof already in the Palace Courtyard). Take the right shutter, which leads to the bridge. 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 to the 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, carrying along with it a group of zombies. Kill them all as they are blocking an item you need to get. Nearby, on the elevator, grab the BIOHAZARD CARD and the BOW GUN ARROWS. Return to the Bridge once you're done. With the BIOHAZARD CARD in hand, we can now explore the Military Training Facility, which we passed earlier when going from the Prison to the Palace. Airport Bridge -------------- Run across back into the Airport Office. Airport Office -------------- Return to the Airport Entrance Tunnel. Airport Entrance Tunnel ----------------------- Return to the Submarine. Submarine --------- Ride the Submarine back to the surface. Submarine Dock -------------- Climb the stairs and go back to the Palace Courtyard. Palace Courtyard ---------------- Dodge the dogs if they're still around. Run past the Palace and toward the gate that leads to the Passage. Passage ------- Run down until you are at the stairs leading to the Prison. Don't go down into the Iron Bridge to the Prison. Take the small door to the right into the Military Training Facility. ------------------------------------------------------------------------ Part Four: Military Training Facility ------------------------------------------------------------------------ Military Training Facility Yard ------------------------------- If Claire has the BIOHAZARD CARD when she enters this room, then a cut-scene will play and a giant monster will appear. If she hasn't yet gotten the BIOHAZARD CARD (possible if you're coming in here before exploring the Palace), then there will be no cut-scene. The Gulp Worm will appear and attack Claire by burrowing underground and emerging to uproot her. Dodge it (not very difficult; just don't stay in one spot for more than a few seconds) and go through the small single door on the left. NOTE: You can kill the Gulp Worm now by shooting it to death with all the ammo you have, but it's really just a waste of time ammo and you'll even get to engage in a proper battle with the Gulp Worm later. Moreover, even if you defeated it as Claire, it won't make an announce of difference during the proper battle later in the game, so it's best to just avoid it. But if you do decide to kill it now, the Gulp Worm won't bother Claire again as she wanders through the Military Training Facility. Facility Entrance Hall ---------------------- Go to the first shutter on the right and use the BIOHAZARD CARD to raise the shutter. Next, climb the stairs. Run past the door with no doorknob. This door serves no purpose for Claire, so go through the open door at the end of the hallway instead. Laboratory ---------- For now, just go to the table on the left side of the room to find the BOW GUN, which will be an extremely important gun throughout the rest of the game. You'll then witness a gruesome cutscene. After the cutscene, look through the window and take note of the skeleton painting in the adjacent room; the painting has a number on it that you can't quite see from where you're standing. Leave the room for now; our objective is to find out what that number is. Facility Entrance Hall ---------------------- When you enter the room, there will be a cutscene that has Claire jump down the stairs back onto the first floor before the shutter closes due to what happened in the previous cutscene. When the cutscene ends, you will be back on the first floor and the shutter will have lowered itself. For now, go to the next shutter on the far end of the hall and use the BIOHAZARD CARD to raise it, revealing a new hallway. Next, instead of going down the newly revealed-hallway, go into the door to the left. NOTE: You can just proceed down the hallway and further into the game, but you will be unable to return to the Facility Entrance Hall until later in this segment, and you will miss out on the crucial BOW GUN POWER that is virtually necessary for one of the game's boss fights. So I advise players not to skip the next three rooms of this walkthrough. Locker Room ----------- Kill whatever zombies you see in this room, as it is very narrow. There should also be GREEN HERBS and some HANDGUN BULLETS in the lockers, so look through each one carefully. Go to the other end of the room through the door at the end. Sauna ----- There are a small number of zombies in here, although the size of the room allows them to be dodged, so you can save ammo that way. There is a key in the pool that you need to grab. Find the valve in the room and turn it so the water coming out of the lion carving's head stops, allowing you to grab the KEY WITH TAG. If you want to, examine the KEY WITH TAG so that it gets renamed to the STORAGE KEY. Exit the room once you're done. Locker Room ----------- Go back to the Facility Entrance Hall. Facility Entrance Hall ---------------------- Now, go through the door with on the right side of the hallway in between the two shutter hallways. Main Office ----------- There are a few zombies in here, as well as HANDGUN BULLETS on the cabinet shelf. You can also fiddle with the computers to print out a map of the Military Training Facility. Near the open door leading to the back room is a drawer that must be opened with a LOCKPICK; remember this for later on in the game in case you want to have what's contained in there (unnecessary for completing the game, but ideal if you are running low on ammo later on). In the back room, there is a locked storage closet that can be opened with the KEY WITH TAG (STORAGE KEY). Facility Entrance Hall ---------------------- As you go further through down, it will lower again, trapping you. Ignore it for now and pass through the door into the Courtyard. Courtyard --------- When you enter the Courtyard, Alfred will try to shoot you with his sniper rifle. Evade by quickly running up the stairs. Go past the locked brown door and the blue box on the balcony handle. Enter through door Alfred went through. Remember where that blue box is. Alfred Hall ----------- Run down this long hall until you get to the wider area with the vending machines in it. Go through the silver door. Facility Rest Room ------------------ In this peaceful save room, be sure to manage your items and grab whatever's in here, including the HEMOSTATIC MEDICINE on the couch. Rodrigo will need this medicine, should you choose to give it to him. It's technically optional, but highly recommended. Feel free to deposit the HEMOSTATIC MEDICINE into the Item Box. Exit after you're done. Alfred Hall ----------- Now attempt to go through the brown door. A cut-scene will play, in which Alfred lowers a shutter and traps Claire in this area, making her unable to back track. For now, go through the brown door. Bandersnatch Warehouse ---------------------- Turn left and collect the pair of SUBMACHINE GUNS, which are just what Steve was looking for. Next, attempt to go down the stairs and a Bandersnatch will appear. Use 3 BOW GUN ARROWS to kill it quickly, or if you use something bullet-based, shoot at it from the side of without the arms. Once you kill the Bandersnatch, a door at the bottom of the stairs will open. Go down the stairs and through the door. Watch the cutscene, and then you will be in control of Steve temporarily. Basement Area 1 --------------- Steve is now in Basement Area 1. Since you'll only control Steve once, feel free to liberally use his SUBMACHINE GUNS. They'll take out all the zombies relatively quickly. Head through the door to Steve's left. - Achievement/Trophy Note - If you had back into the room where Claire is waiting, you will earn "From The Young Lady." Basement Area 2 --------------- Kill all the zombies in here using the SUBMACHINE GUNS. Exit the room afterwards. Basement Area 1 --------------- This time, go through the door next to the gate across from Steve. Basement Area 3 -------------- Head down the staircase and kill all the zombies; you can use the explosive canisters to save ammo, but since our time with Steve is almost up, just use all your ammo. Head up the next set of stairs and through the door. Sewer Balcony ------------- Run forward and another cutscene will occur. After the cutscene, you'll be back in control of Claire as you and Steve take the lift together. Control Room ------------ Steve will run ahead of Claire, so follow him through the door to the next room. 2F Vehicle Storage Room ----------------------- Run all the way down the unstable wooden walkway until Claire and Steve fall through it onto the floor below. 1F Vehicle Storage Room ----------------------- Watch the cutscene, and then Steve will no longer be following Claire, instead sitting down looking at the zombie he just killed. Head to the door to the left of Steve. - Achievement/Trophy Note - When you leave this room, you will earn "A Changed Father." Elevator Hall ------------- Kill all the zombies in this long hallway, then go through the door at the very end. Model Room ---------- You are in the Model Room. Grab the EAGLE PLATE on the wall and then head back to the Elevator Hall. NOTE: Now that you have the EAGLE PLATE, you can use it either in the balcony where Alfred attacked you, or in the Prison's Guillotine Room. It doesn't really matter which order you do it in, although since you're in the Military Training Facility, you might as well finish it off to avoid having to come back later. If you decide to go to the Prison now, simply leave the Military Training Facility for now and skip ahead to the Prison part of the walkthrough, then double back to this section when you collect the second EAGLE PLATE in the Palace and proceed. The tasks stay the same, but the order of events change a little bit. Before heading to the Prison, bring the HEMOSTATIC MEDICINE if you choose to save Rodrigo. Elevator Hall ------------- Head back to the first floor of the Vehicle Storage Room. 1F Vehicle Storage Room ----------------------- This time, go through the double doors directly in front of Steve. Tank Room --------- There's a big tank in here, but beyond it is a single door next to a stack of crates (a conveniently placed stack of crates, as you'll see later...). There should be BOW GUN ARROWS next to the crates. Military Training Facility Yard ------------------------------- Back here, continue to avoid the Gulp Worm (if it's still alive) and head back into the Facility Entrance Hall. Facility Entrance Hall ---------------------- Inside the Facility Entrance Hall, head to the shutter at the far end and raise it with the BIOHAZARD CARD again. Go through the door to where Alfred sniped at you. Courtyard --------- Zombie dogs have appeared, so kill them or dodge them. You can dodge them simply by climbing up the stairs, although they'll be sure to ambush you when they go back down. On the balcony is the blue box I mentioned before. Use the EAGLE PLATE and collect the EMBLEM CARD. Head to the Alfred Hall afterwards. Alfred Hall ----------- Use the BIOHAZARD CARD to raise the shutter Alfred lowered earlier. Then, go into the Facility Rest Room again. Facility Rest Room ------------------ Save some item space by placing the GOLD LUGERS inside the item box. If you failed to earlier, collect the HEMOSTATIC from the Facility Rest Room on the couch and deposit it into the item box. Now go back to the Alfred Hall. NOTE: If you want, you can take the HEMOSTATIC back to Rodrigo to heal him, although it makes much more sense to do so when you're back in the Prison to use the EAGLE PLATE. No need to be in a hurry, as Rodrigo will be fine no matter how long you take to complete the task. Alfred Hall ----------- Run back to the Courtyard. Courtyard --------- Go down the stairs and then through the gate to the left of the fire. You'll see a ladder you should descend. Basement Area 3 --------------- Go past the lever next to the ladder to the gate. Remember that lever when you play as Chris. Use the EMBLEM CARD on the card reader next to the gate in order to raise it. Climb down the step and you are now back in Basement Area 3. Head back to Basement Area 1. Basement Area 1 --------------- Raise the gate next to the door using the EMBLEM CARD and then take the GRENADE LAUNCHER unless you're playing Very Easy or Easy in the Japanese versions. The GRENADE LAUNCHER really comes in handy for the rest of the game. Head back to Basement Area 3. Basement Area 3 --------------- Go to the Sewer Balcony. Sewer Balcony ------------- In the Sewer Balcony, head down the balcony to the elevator and ride it to the Control Room. Control Room ------------ On 2F, go to the gate near the lift and use the EMBLEM CARD on the card reader. When it rises, discard the EMBLEM CARD as you'll have raised all EMBLEM CARD-compatible shutters. Run past the brown door towards the main screen. Examine the computer and then take the ARMY PROOF. You need that ARMY PROOF for the end of Disc/Part One. Examine the camera computer and you will see the laboratory room through infrared. Zoom in on the skeleton painting and remember the code "1126" that's written on it, which is needed for the Laboratory. Speaking of the Laboratory, the sanitation process seems to have completed itself, so now you can head back there. Now exit the room through the brown door. Courtyard --------- You are now back in the Courtyard where you got the EMBLEM CARD. Go down the stairs, and go through the door back into the Facility Entrance Hall. Facility Entrance Hall ---------------------- Go to the first shutter on the right and use the BIOHAZARD CARD just as you had done before. This time, discard the BIOHAZARD CARD (assuming you have raised all the shutters with it) and then climb the stairs. Pass the door with no doorknob. This door serves no purpose for Claire, so go through the open door at the end of the hallway instead. Laboratory ---------- If you decided not to come here when first entering the facility, then take the opportunity to grab the BOW GUN, which is a great weapon. Now look for the other door and enter the "1126" code from the skeleton painting. This will unlock the door, allowing you to enter. Albinoid Laboratory ------------------- Enter and collect the SKELETON PAINTING from the back wall. A cutscene will then occur, and an Albinoid will then escape the room, while a few more drop down from the ceiling. Don't bother killing the Albinoids as there are too many of them and they deal very little damage. You'll have less than a minute to get to the Facility Entrance Hall, so hurry and get out of there. Laboratory ---------- Run to the Facility Entrance Hall as quickly as possible. Facility Entrance Hall ---------------------- Run down the stairs before the shutters lock you in, or else you will end up with a game over. Go back to the Military Training Facility Yard. Military Training Facility Yard ------------------------------- Continue to avoid the Gulp Worm if it's still around, and head over to the Tank Room. Tank Room --------- Go back to the room 1F Vehicle Storage Room, where Steve shot his dad. 1F Vehicle Storage Room ----------------------- Steve's no longer here, but forget about him for now. Head back to the Elevator Hall. Elevator Hall ------------- Head into the room where you got the EAGLE PLATE, the one with the model of the Military Training Facility. Model Room ---------- Put the SKELETON PAINTING on the empty spot on the right wall where the