Resident Evil Code Veronica Walkthrough Ps2
Claire Redfield
PRISON
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Afterward the introductory cutscenes, you assume control of Claire within her prison prison cell. Equip your Lighter and it will trigger another cutscene. Now that you are costless to leave your jail cell, look around the room for supplies; there is an herb inside your cell and a box of handgun bullets on the floor outside your cell. A Gainsay Pocketknife lies on the tabular array nigh a file detailing Claire's prisoner status. Exit the room and run down the hallway and use the stairs to exit the area.
Y'all arrive in a cemetery courtyard; working your way through the tombstones triggers a cutscene. After the cutscene, run past the zombies in front end of you and go through the door. Once on the other side, take a few steps forward and other cutscene volition trigger and Claire will obtain her M93R Handgun. Afterward the cutscene, check the torso yous are standing adjacent to for some other box of Handgun Bullets. Since the big iron doors in forepart of you are locked for the time being, enter the door opposite of the one you lot just came through. In the side by side area you will find the prisoner'due south barracks; since the gate immediately to the right of the door you lot came through is locked continue on downwards the path and use the wooden stairs to climb upwardly on the deck and enter the billet. There are 3 zombies inside and two of which are almost immediately upon you. Either shoot them or, if you are feeling daring, use your Combat Pocketknife to impale them (make sure in that location is a big pool of blood under them, that means they are expressionless).
Check the table on the upper level where the third zombie was shuffling around to find another herb. On the back wall virtually the kitchen surface area at that place should exist a Map on the wall y'all can grab. On the correct hand side of the room in that location are two doors; ane leads to a bath and the other leads to the bunkrooms. Enter the door to the bunkrooms and move forward, grabbing the File off of the bunk. Plough left and follow the path and catch some more Handgun Bullets off the expressionless trunk in the showers. Caput back to the intersection and move toward the window to trigger another cutscene. Impale the zombie and grab the M100-P Pistols off of him. These pistols are stronger than your bones handgun merely in one case you exhaust their ammo they are useless. Go out the barracks completely.
Once outside, head down the stairs and effectually the back of the billet. Keep running (a brusque cutscene will occur) and enter the door at the end of the path. Impale the zombies in the adjacent room but ignore the ones behind the chain-link fence. You can't open the metallic shutter yet so ignore it and use the door to head inside the edifice. Shortly afterwards entering you will encounter a metallic detector that prompts you to deposit your items; put all your metallic items in the security box (this includes your lighter, weapons and ammo as well as any First Aid Sprays yous may have. Herbs and mixed herbs are fine to take with you). Run downwards the hallway and past another metal detector/security box and explore the room on the other side; there are cases of Flame Rounds and B.O.Due west. Rounds for your (future) grenade launcher as well as a First-Aid Spray. Put them in the security box every bit well and go through the only door in the room. In the adjacent room, grab the File off of the desk and continue on to trigger another cutscene with Steve. Afterwards, examine the desk-bound to obtain the Militarist Emblem which you need to open the large atomic number 26 gates you saw before. Before leaving, flip the switch Steve was playing with to activate the metal shutters y'all saw before entering the building.
Leave this room, but before heading out of the building go to the large machine near the tables where you grabbed the grenade launcher ammo. You tin can place the Hawk Keepsake inside it for now, so do it. After depositing any other metal items in the security box, go down the hallway over again and go your stuff out of the offset box and leave the edifice. The switch near the metal shutters works at present so hit information technology; this triggers a cutscene. Kill the attacking zombies (shoot the metal container if you want, but don't stand too close to information technology) and take hold of the Fire Extinguisher out of the garage. Enter the area backside the argue and grab the Padlock Key off of the guillotine. Head dorsum through the door to the barracks surface area and keep running; yous volition somewhen exist attacked past Cerberus (zombie dogs) so either keep running or shoot them. Once you are back in the area y'all kickoff met Steve at, head back through the door into the graveyard. Shoot the zombies yous see and approach the burning truck; use the Fire Extinguisher on it and grab the Briefcase you now run into.
Go to your item screen and open it by Examining it; opening information technology will become yous the Metallic Alloy and a File about it. Now you accept a way to open the fe gates; caput back to that big machine y'all placed the Hawk Emblem in (depositing your metal items yet again, but the alloy you picked upwards can go through) and use the alloy on the car to create a replica of the Hawk Keepsake that can pass through the metallic detectors. On your way back through the hallway the windows volition shatter and zombies will enter the edifice; avert them and escape the building (grabbing your items from the first box before leaving, and make double sure you take the empty Fire Extinguisher with you).
Return to the courtyard where you met Steve and utilise the Emblem on the door to unlock it, then head through.
After moving forward, go down the picayune stairs to the left, across, and upwardly the other little stairs. There are two green herbs hither if you demand them. Go onto the bridge, to the jeep, and get the handgun bullets. Now button the crate to the others, and push information technology in so yous can climb on it. Head up the stairs. Go straight, and onto the narrow bridge. Watch out for the zombies. In one case you're in the courtyard, at that place will be three dogs; just dodge them (or take them out if you actually want to). Go up the stairs, and there is a greenish herb if you take the space or need it. At present head inside.
PALACE
You're in the palace. Go down the stairs. Head upstairs to the second floor, and to the correct, where there is a Safe Room. Put away some health, the burn down extinguisher, the M-100Ps and the knife if you haven't already. There are handgun bullets on the shelf past the item box, and ink ribbons by the typewriter. There'southward also a green herb by a door with an indentation on information technology. The flashing object under the cabinet is an ID card with a code that yous demand. Save if you wish, and become back downstairs. Head to the computer, and choice up the bullets. Now get on the figurer. The password to unlock the ii doors is "NTC0394". Don't go into the door in the corner yet, get through the blue door with your lighter equipped. Why? Because here comes the bats. There's an F. A. Spray on the sink, bullets in the stall, and aDeralumin Case in the back. Take all three and leave.
Now go into the other door. Sentry out for the zombies, and take the bullets. At that place'due south also a blood-red herb effectually here. Head through the single door at the end of the corridor. Accept the bullets here. Push the flashing bluish light and picket the scene. Go to where it opened upwards, and have the Steering Wheel. Go dorsum to the main room, and try to get out. You lot'll hear Steve yell. Go back to the steering cycle room. When you go there, go upwardly to the screen; yous have to match the pic to let Steve out. Friction match 'C' and 'E'; they're both guns. Sentinel the scene. Now become back to the master room once more and picket the scene where you lot are introduced to Alfred Ashford. Get to the Safety Room and dump the case. Time to head back exterior.
Go downwardly the stairs and direct, avoiding the dogs. Pick up the shining green object, which is the Navy Proof. Head down the manner y'all haven't gone yet. Behind the stairs are bullets and a map. Past the little platform, there are Bow Gun arrows. Now place the steering wheel where information technology fits. Turn it. Information technology will enhance the submarine.
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UNDERWATER Expanse
When the platform moves to it, go down the ladder. Pick up the side pack by the ladder; information technology lets you deport two extra items. Now pull the lever to lower the submarine. Climb back up the ladder, and and then go downwards the stairs and follow the white line. When you lot enter, there are two zombies on the side of the desk you come in on, and i on the other side. Start, get by the couch while trying to avert the zombies and grab the bullets, and equip your lighter and head through the door.
Now become the only way you can, and press the button on the command panel. Become over and identify the Navy Proof on the stand with the three indentations. Go back to the previous room, and go around the other way. Dodge the zombie, and at that place are ink ribbons nearly here. Go through the shutter. Head over to the lift in the corner of this room. Go up. Find the command panel and the lever. Push it all the way up, then all the style left, and it'll option upward a box. Become back downwardly into that room, and to where the box was lifted. Do what you gotta exercise. When the platform rises, there will be four continuing zombies and one crawling one. Move out and get some distance, and take them all out. Once they've been dealt with, go onto the raised floor. Pick upwardly the Bow Gun arrows and Biohazard Carte.
Military Preparation FACILITY
Now caput back to the palace, only keep going towards the prison. When yous get to the stairs near the little bridge outside of the palace, become to the right and through the door. You'll see the Gulp Worm, non too difficult to avoid. Become through the double doors. You are now in the Military Training Facility. Become to the shutter to the right and up the stairs. Get down the short hallway and in the door. On the desk will be the Bow Gun. Endeavour to get out, and watch the scene. Now head out of this room, and at that place is an alarm. Claire volition roll down the stairs and get out merely in time.
Now, there are arrows in the first phone and a crimson herb on the bench. Enter the kickoff room you come up across. Kill the zombie on the floor and grab the green herb past him. There is another zombie in the back, and more arrows on the desk. Head back out, and go through the other door. Take out all of the zombies, there are four if I remember correctly, maybe 3. Find the 2 lockers that are slightly open, as they hold arrows. So bank check the body to become more. Get through the door. There will be two naked zombies, easy to avoid. Get into the water. Observe the valve and turn it to shut off the water streaming from the mouth of the gargoyle caput. Now go over and choice up the Storage Key. Go back to the room you went into before the locker room (by the phones).
Once there, caput to the very back and use the key on the big locker, to get Bow Gun Powder. It must be combined with arrows to be used. At present, observe the other closed shutter and use the Biohazard Card to open up it. Head through the door at the stop of the hall. When yous go out at that place, in that location volition exist a cutting-scene with Alfred trying to shoot you. Once information technology's over, dodge the bullets and go up the stairs. Head through the door at the far end. Keep going, and option upwardly the boxes of handgun ammo on the boxes. Go through the white door. Safety Room fourth dimension. Option up everything in this room, including the Hemostatic Medicine for subsequently. Dump the medicine. Take your M-100Ps, handgun and ammo (or Bow Gun), Biohazard Carte du jour, and one health detail. Save if you wish. Head back out, and effort to leave through the only other door.
Cutscene plays. Now become through the rusted door equally you were nearly to. Head to Claire's left, and pick upwards the Sub-machine Guns. Go back the mode you came, and you will see a new enemy - the bandersnatch. Nail it with your M-100Ps until it dies, and head downstairs. Head through the open doorway and watch some other cool cut-scene, with Steve pulling a Matrix move. He'll merchandise you the Gilt Lugers for the guns you just got. Yous'll take over as Steve for a few minutes. He has the Sub-machine Guns.
Take out all the zombies in the next room, and go through the door on the left to have out zombies for Chris later on on. Now head back out and through the correct door. There are virtually five zombies down the stairs, forth with a gas canister. Take them out, and head upwardly the stairs and enter the door.
Keep going until Claire comes and at that place's a scene. Now you'll take over as Claire once again. Follow Steve. Go to where he's standing and y'all'll fall through. Cutscene time.
At present you know why Steve's at that place. Get to the right of Steve, and climb the crate to get the bullets. Go through the unmarried door adjacent to the jeep. Take hold of the bullets by the door and have out the zombies here. Become straight and through the door. At that place are ink ribbons past the typewriter. Take hold of the Hawkeye Plate and go back to where Steve is. Head through the double doors, and spotter out for the two dogs. Head through the door. Avoid the Gulp Worm, and grab the arrows on the barrel if you want, and head through the double doors.
Use your Biohazard Card on the far shutter. When you go outside, there will be two dogs. Head upstairs. Place the Hawkeye Plate in the indentation and get the Keepsake Bill of fare. Get to the Condom Room upwards here and put away your M-100Ps and the Gold Lugers. Go dorsum downstairs. Find the opening in the small courtyard and get in, climbing down the ladder. Get forward, and use the Emblem Card to open up the gate. Become up the stairs to where Steve came from. Apply the card on the gate, and become the Grenade Launcher. Also be sure to grab the grenade rounds from the shelf. Now return to the previous room.
Go up the other stairs and through the door. Head into the elevator and go to the second flooring. Employ the Emblem Card to open the shutter. Walk up the stairs, and pick up the Grenade Rounds nigh the chair.
Move to the lit display on the right to learn all about ablinoids. Get back downwards the stairs and take the Regular army Proof from the computer. Now, you will control a photographic camera. Movement it to the skeleton picture, and zoom in on the lower left corner. Remember that number (1126).
Pick up the two green herbs nigh the reckoner and watch out for the zombies. Go out of the door in this room and so down the stairs. Head inside the Military Grooming Facility. Employ the Biohazard Bill of fare on the shutter and discard it. Head upwardly the stairs, and dorsum into the room where you got the Bow Gun.
Use the digits 1-1-2-6 to become into the lab area. Take the Acid Rounds from the desk-bound and the Skeleton Painting from the wall. There will be a cutting-scene. Get out before the inaugural runs out, and don't carp shooting the little ablinoids.
At present go back to the garage with the jeep, through the door, and into the motion picture room. Place the Skeleton Picture on the wall. Grab the Gold Key, and read the message and recollect the date 12.8; y'all'll need it later. Head back to the palace.
PALACE
Now instead of zombies while running across the narrow bridge, two bandersnatches will come; avoid them.
Dodge the dogs (if you haven't killed them), and head within. There will be two zombies on the start floor, and two upstairs. Go through the door by the zombie in the back. Caput to the end of this passage, and kill the zombie if you oasis't. Now use the key on the double doors.
Fourth dimension for the movie puzzle. Y'all take to push the switches underneath the pictures in a certain order. Hit the switches in this order:
Woman, man with two babies, man by tea set, man by plate, human past vase, human by candle.
Now caput upward the stairs and there will be a painting of the young Alfred Ashford. Read what there is to read, and so hitting it. Pick up the Vase and examine it. Within you lot'll find the Queen Pismire Object. Head upstairs to the Prophylactic Room, watching out for the zombie upward the pocket-size flight of stairs that leads to it. Get the Gold Lugers out, and place them in the indentation on the other door in the Safe Room. Be sure to bring your Grenade Launcher, with at least six of whatsoever rounds you wish. Head inside. Pick up the bullets, and head to the computer (the other puzzle you can skip, because I accept the number). Plow it on. The number you need to input is 1971.
One time y'all're done, start walking and a bandersnatch crashes through the window. Accept it out or contrivance it. Head into where the shelf moved, and pick upwardly the blue herb if you want. Now keep going and caput through the door. Go all the way downwardly, and up the stairs.
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Private RESIDENCE
Once there, watch out for bandersnatches and head up to the Private Residence, being sure to equip your lighter. At that place'southward a room on the first flooring that contains fifteen handgun bullets, 30 arrows, and a bandersnatch. You lot decide if you want to deal with it. At present head upstairs. At that place volition be bullets and an F.A. Spray on a table on the highest floor. Then head through the only door.
Afterward the scene ends, grab the handgun bullets on the table virtually the door and the light-green herb in the hallway to the right if you wish. Then, get within the door. Go to the music box and close it. This will move the bed, revealing a Silver Key. Pick it up and head back to the palace.
PALACE
Impale any zombies in your way after you exit the Safety Room. Use the Silver primal on the other door upstairs. Tis the casino room. There are two light-green herbs on the bar, handgun bullets, and Bow Gun Powder.
Make sure to have enough firepower for two bandersnatches. Get downstairs. Through the door in the corner of the anteroom. Use the key on the reverse door. Kill the bandersnatches. Grab the bullets from a chair, and the Eagle Plate from the flooring in the middle of the room. Go back to the Prophylactic Room. Brand sure to take hold of the Hemostatic Medicine; information technology'south time to head back to the prison. Keep the Eagle Plate. You may put abroad whatever big weapons you accept.
Prison
Become back to Rodrigo. Give him the medicine, and the lighter, and you lot become the Lockpick.
Now... Go dorsum to where the guillotine was, nearly the edifice with the metal detectors.
Use the Eagle Plate on the door in the muzzle and watch out for the two zombies that appear. Kill them, and go through the door. When Zombies Attack. Anyway, become down the one thousand and through the next door.
Take the bullets nigh the barrel, then climb over the stack of crates. In that location is an particular box behind it. At present that yous have the Lockpick, yous can open the Deralumin Case you lot picked up earlier. Push the crate away from the door then you can enter. Await familiar? It should. Go get the items you had to place in the detector and return to the item box.
Go back to the thousand before the detail box. Go toward the start door, and plough, picking up the herb and going through the door. Take the bullets on the table near the door. In the glass chiffonier, have the F. A. Spray. Notice the door and enter information technology, and prepare for zombies.
In that location's a red herb in the corner. Take out the other 2 zombies, and explore further. Take hold of the bullets and take hold of the Deralumin Case. Open it to get handgun parts. Combine it with the handgun to get the upgraded gun, the M93R Burst.
Go back to the master room. Watch the scene when information technology starts. Take out the md and zombie. When they're dead, grab the object the physician dropped. Take the Drinking glass Eye to the office and place it in the body. Go down the stairs it opened up. Run by the bats, and catch the green herb if you lot like. Become through the door at the end of the passage.
Impale the three zombies. Take hold of the Bow Gun arrows and the bullets, then become down the side by side gear up of stairs. Take the </b>Rusted Sword</b> sticking out of the statue. Come across the lever sticking out of the center statue? You have to push that towards the camera, until the gas stops. Now return the sword in the statue. Out pops a zombie. Kill it, and so take the Piano Scroll.
PALACE
Return to the palace. In one case you get to the courtyard, the dogs shall be gone. Skillful cutscene coming upwards. Now, just head inside and up to the casino. Place the Piano Scroll in the pianoforte and a song will start playing. Go grab the King Ant Object. Safe Room time. Save information technology if you like, it'south fourth dimension to caput back to the individual residence.
No need for big weapons. Have your remaining Bow Gun arrows, and handgun with ammo. Also, both Pismire Objects. When heading to the PR, there will be about six zombies in your mode. After dealing with them in one style or some other, head upward the stairs.
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Private RESIDENCE
One time you're inside the PR, at that place will be zombies. A couple more up the stairs. But go to Alexia'south room (the 1 you outset went into to shut off the music).
Zombies shall be up here equally well. Use the Queen Pismire Object to open the music box, and take the Music Box Plate. At present head to Alfred'due south room. Open it with the object, and place the music plate inside. A ladder will appear; climb up information technology. Find the dark-green herb, and Silver Dragonfly. Pull the wings off past examining it, and stick it in the big ant painting. Now go up the ladder on the carousal.
Newspaper clippings are on the small step ladder. Grab the bullets from well-nigh the desk, and push the box over by the shelf. Climb up and become the Air Force Proof. Head dorsum downwards to the room. Effort to leave, and encounter a cut-scene. After it'south over, inspect the yellow wig. Another scene, where y'all find out Alfred thinks he's himself AND Alexia. Fourth dimension to become dorsum to the palace again. Item box. Grab the other proof. Leave the palace, and in that location'due south a short cut-scene. Follow Steve.
UNDERWATER AREA
Submarine. Follow Steve again. Go to the side with the burrow, and try to avoid the zombies. Go identify the last two proofs on the metal stand. It volition lower. One time inside the airplane, cutting-scene. Catch the Lever and exit the plane. Head to the previous room, and get around to the other side, and through the shutter. Upwards the lift in the corner. Continue, and become through the door. Place the Lever on the panel, and move it. The bridge shall rising. Head over the bridge to the door at the cease. Caput through. Unlock the cabinet for an F.A. Spray and take it, or leave it for Chris. Get to where the zombies are, and pick up the Airport Key. Now get back to the room before the span, and down the lift.
Use the key on the gate, and caput inside. Option up all the items in this room. After that, head to the item box. Accept your Grenade Launcher. Take either grenade/flame/acid/gas rounds. Make sure to have enough. If y'all take them, information technology should only take the 3 BOW gas rounds and 1 grenade round for this adjacent fight. Take several health items, and proceed your bullets and gun. Save if you lot wish, might be a good thought.
Push i of the crates inside the lift shutter, so you can push the other to the right and inside. Once both are under, head inside and upwards. You'll see a cutscene.
TYRANT -- Footing FIGHT
In one case out, head to the narrow bridge, which had zombies, and then bandersnatches. Equip your Grenade Launcher. Scene. Back up, and don't try to get past him, considering he'll claw you back. Simply don't support into the burn, and brand certain he doesn't hitting you into information technology, because you'll die.
Shoot when you're close to him, and later a couple (depends on what kind of rounds you lot utilise) blows he'll kneel down. Once he'south laying down, you may go. By laying downwards, I hateful he'll fall over onto his stomach. At that point, he won't be getting up again. Past the way, yes, that countdown is how much time you accept to become to the plane. Now head back to the plane.
TYRANT -- Plane FIGHT
Once back on the plane, good cutscene. Long, likewise. In one case y'all hear the Tyrant come on, it'southward your responsibility to kill information technology. Relieve if yous take room or don't wanna die and take to do information technology over. Take hold of the explosive arrows yous have stored and some wellness items. If yous have less than twenty, take another weapon with you lot.
Head through the door. See the panel to Claire's left? When you hear it beep, it'due south ready to be pushed. It will catapult the huge crate next to her and try to take out the Tyrant. It takes v times of pressing information technology, unless you cause some damage. Stand back from the monster and burn down your explosive arrows at him. Try non to let him corner yous, and don't go likewise close to the stop of the plane, because he can push you out. Just do your best to dodge him, hurt him and push the button for the crate whenever it's fourth dimension. Using effectually twenty explosive arrows guarantees that yous'll merely need to use the crate in one case subsequently the initial fourth dimension. Once he's gone, head back into the cockpit.
Cutscene. Enjoy.
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ANTARCTIC FACILITY
In one case you carve up upward, head down the ladder. Don't get through the double doors yet, instead proceed until you achieve the single door; head through it. You're in a bunkroom. Head in between the shelves. Selection upward all the items, including in the locker on the right (when you enter the space, it's in one of the lockers on the right). One time you're finished, start heading back, and the zombie will fall. Continue and it will ascension upwards. Back up and utilise the rest of your machine guns if you take any ammo left of that.
Take out all of the zombies that get up. Search the room for more than items, including going around the shelves from where you were, to the other side of the left shelf. Now leave, and head downwards the stairs. Get directly beyond and into the Safe Room. Keep your handgun/ammo, unless you still have enough arrows. Go along 1 ability weapon since you'll be dealing with a couple of spiders presently. Acrid and grenade rounds piece of work all-time. There are ink ribbons on the desk, some Bow Gun arrows on the table and a greenish herb along the wall.
Find the bookshelf that y'all can push, and push it away. Go to the locker and open it; letting the rat (D.I.J.) out. There'south a button in here; information technology doesn't practise annihilation still. Leave this room. Turn the corner, and now y'all must dodge the moths. If they land on yous, they'll lay an egg and when it hatches y'all'll exist poisoned. At that place's a blue herb planter growing in this corridor, so heal if need exist. Don't carp wasting ammo here, because the moths will keep coming dorsum. Head through the double doors. This is the control room. Inside, there volition be iii zombies. Kill them or dodge them if you lot want, then run past the steps, turn the corner and find the doors marked "Weapon". In that location will be two zombies right off the bat. Continue along and take the Mining Room Key from the crate.
Kill the next zombies. Find the zombie on the ground, he won't wake up on you. Take the Detonator from him and identify information technology on the locker. Start heading back, and find the dark-green lockers. Get the Assault Rifle. Time to meet the spiders. Employ what weapon you think will exist best. Go to the control room, and through the "B.O.W." room. Exercise your best to have out the spider, and endeavour to avoid the other; not too hard to dodge. Become to the immediate right later on y'all plow the corner, and pick up the ammo from the box. Find the big spider web, and there will be Bar Lawmaking Sticker on it. Get it. There are also Bow Gun arrows on the conveyor belt, and a few herbs. Back to the control room. Go into the other reachable identify, next to the stairs.
Observe the box on the conveyer chugalug and put the sticker on it. At present head up the small flying of stairs in the room and utilise your primal. Turn the corner and caput up all of the stairs, making sure to examine the hole where the valve needs to go.
At present get back downwards and find the door at the terminate of the of the icy flooring. At that place are three dogs in this room total, so lookout out. Walk forward, and find the herbs and bullets. In that location are five dark-green herbs in this room.
Follow the walls along until you come to a space yous can enter (on the reverse side of where yous got the items). Here you can switch the power on. There is also a generator in this room. It is behind the metallic mesh. Plough it on. Now back to the control room. Back to the box yous put the sticker on. Button the button on the left wall, and so detect the lever by the box.
Safety Room fourth dimension. Think the locker? Go back and button the push button. Information technology volition open up. Small cut-scene. That is...Alexander Ashford, now known equally Nosferatu.
Find the Plant Pot in the corner. Information technology will have the Motorcar Room Key on the bottom of information technology. Become back out, past the moths and upward the stairs. Detect the double doors and enter. Follow the walkway to the right door and use the key on the door. Become to the right (Claire'south left) and to the door. Enter. Go through the next door, and get the Valve Handle. Come back out to find Steve, and a cut-scene. Steve screws up, because he checked out Claire's ass. Anyway... Go back to the spider room. Grab the Gas Mask next to you equally you enter.
Go back to the room outside of where the gas got spilled, and get to the left instead of the right. Ignore the zombie, he tin't get out. There is a blue herb, a green herb, 2 boxes of bullets, and ink ribbons. Find the machine and employ it on the valve. Head back to the room with the giant steps (up the flight of stairs in the command room), for the Valve Handle belongs hither. Watch out for zombies. There will be a cutscene as you close the gas off.
Before you choice upwards the burglarize, head back to the Safe Room. Take your handgun with bullets, and one or two health items. Oh and maybe a blue herb. Get out the Bow Gun and virtually everything else in the box for Chris. If you take enough handgun ammo, yous can just use the handgun in one case the sniper rifle runs out of bullets. If not, decide what you think Chris won't need. Now caput back to Steve, and choice up the Sniper Rifle to be on your way.
Cutscene. When on the helipad, get to the lesser corners, and there volition be handgun bullets and an F. A. Spray. Now caput where Steve is, and get-go to head down (not the ladder you came up). Scene time again.
NOSFERATU -- Dominate FIGHT
Don't get too close; he can whip you off the edge of the helipad. And it'south very like shooting fish in a barrel to get poisoned. What y'all must practise with the rifle is aim it at Nosferatu'southward bloody heart, and zoom in. Printing L1 to zoom in. If yous run out of rifle bullets, use your gun until the monster falls. And so become back to where Steve fell off and a cutscene will kicking in. Information technology's the last you lot will see of Claire and Steve for a while.
Chris Redfield
Cave
Welcome to Chris's perspective. Head into the cave after the scene.
There will be another scene as you get within. Grab the green herb as you walk along, and you lot'll come to where y'all may relieve. Selection up any ink ribbons and Bow Gun arrows. Put away the knife and the ink ribbons in the item box after you option them up. Take the Attack Rifle Claire left for Chris.
GULP WORM -- FIGHT
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Time to accept out the worm for good. Information technology should have about 30% of the burglarize. Selection up the herbs and any items yous discover in this room. Later on the worm dies, there volition be a cut-scene with Rodrigo, who will give yous the Lighter that Claire gave him.
Go back to the other room. Find the pocket-sized statue on the wall. Use the lighter to light it, and go the Submachine Guns. Put them away for now. Become past the worm and find the lift to recall it.
Armed forces Grooming FACILITY
When you hitting the footing, there volition exist three zombies. Head through the double doors. Go to the dorsum of the tank and printing the push button. Make certain you lot take the bullets next to the lift, and become downwardly. Follow the hallway around, grabbing the items if you take the space.
Keep going, and go through the door. Prophylactic Room. In that location are ink ribbons on the desk, a greenish herb, some Acrid Rounds from the open cabinet, and both handgun bullets and Shotgun shells. There is also a bluish herb planter here, so return whenever you need to get rid of poisonous substance status. If you intendance to unlock Steve in the battle mode for after you beat the game, time for a little puzzle. Detect the drawers on a small desk, near by the herb planter. Open them in this order: red, green, blue.
Now you tin unlock the brown one and take the Gilded Luger. Stash information technology away because you tin't employ it. At present head back out into the hall. Keep going the way you were going, and pick up the Battery Pack. Fourth dimension to see the spiders. Normally you lot can simply dodge them; it's like shooting fish in a barrel enough. Caput back the way y'all came, upwards the elevator and into the garage. Observe the lift by the jeep and place the Battery in it. Head up. There will be the Chemical Storage Key up here. Head through the door and you'll come up to a scene. Chris sees Alexia, Wesker sees Chris.
Head out by style of the brown door. You'll run into the Eagle Plate fall downwardly below. Head into the next door. Take out the zombies. At that place is also a Side Pack, and Bow Gun arrows in this room. Caput back beyond the balcony and head to the elevator. Take it to B1F; the basement. Examine the gargoyle face to get some ammo. Head downstairs. Take hold of the Shotgun, and the stairs shall rise. Become into the water, watching out for the zombie that will come. Grab the herbs and caput up the ladder. Deposit what you need to, making certain to have a lot of space open.
Grab the Green Herb in the corner and caput upstairs. Activate the control panel to lower an upstairs pod into the floor. Grab the Assault Rifle Prune that you detect atop the collapsed pod. Enter through the door and don't pick upwardly the doorknob all the same. Go through all doors to become to the small-scale lab room. Take the all of the ammo and the herbs. Find the fridge and use the key on information technology. Set the temperature to 12.viii degrees. The chemical volition turn to blue, so now yous tin have it, and you get the Clement Due east. Render to the Safe Room if you feel unsure, because you lot're virtually to meet up with ii hunters. Besides that, yous need a few spaces open. Now when you're ready, take the Doorknob on the ground. Ii hunters are called. Accept them out as best you can. Time to put the Shotgun back, and head up to the elevator to 2F. Watch out for zombies.
Go across the balustrade, to where you got the Side Pack. In that location's a camera trying to spot you, then dodge information technology. If you lot don't, a hunter will be summoned. Find the only door in this room, and become through information technology. Go through the door that y'all must use the doorknob on. Head to the left (Chris's correct) to find some bullets, and to the right take the Model Tank from the table. Head back down to the first floor. Be careful because there is another lookout here. Head through the door. Place the Model Tank in the model of the facility. Take hold of the Turn Table Key. The picket will be gone when y'all come back out. Head back to the basement and down the stairs, taking the Shotgun. Head support the stairs subsequently inbound the room, and you'll run into an crawly cut-scene with Wesker and Chris.
You notice out more about him. After though, it's time to face a bandersnatch. Caput through the door. Apply your fundamental on the control panel and head up. Push button the crate toward the screen after climbing over it to get the Bow Gun Pulverization. Head through the single door and sentinel out for zombies and items here. Go around to the dorsum, through the wall, and enter the door. Kill the crawling zombie in your path (or avoid information technology), and become through the fence and down the ladder. Movement the lever, and head through the gate. Kill the zombies down here. Caput up the small set of stairs by the big auto, and take out the hunter inside and grab the Grenade Rounds from the shelves. Become in the door by the shelves. Find the working desk.
Bullets are here, and Clement a. Combine it with the other if you haven't put it away, making the Chemic Mixture. Push the action push when facing the desk and y'all volition upgrade the handgun to a Modified Glock 17. Head back up to the training facility. Get out out through the forepart double doors, and be careful; there will exist two hunters out here. Kill them and caput to the elevator to ride it downwardly. Rubber Room once over again. Brand sure to have some heavy firepower and some wellness. You might wanna relieve too.
UNDERWATER Expanse
Go through the shutter around and take out the hunter. Get upwards the lift in the corner, and caput through the side by side door. Go beyond the span. In that location will be a puzzle you must now complete, with an oil gauge. Button the buttons in this order: press the 3 Button iv times, the 10 button one time, the 3 in one case and the v push in one case. This volition restore the power needed to lower the bridge. The zombies volition get upward, revealing shotgun shells.
If it'south not worth it to you, only exit. Now head back across the bridge, and lower the lever. Head dorsum down the lift inside. Get across the at present lowered bridge and watch out for a hunter. Most likely, you can just dodge all three zombies in here. Head effectually the desk and through the door past the fish tank. A hunter is within. Now become close off the panel power, and accept the three proofs. Head back to the elevator Safe Room. You might want to save just in instance. Bring good ammo and health. Head back up. Y'all will be attacked by ii poisonous hunters, which are called sweepers.
Armed forces Preparation FACILITY
Waste them and go dorsum inside the facility. Get dorsum the mode you lot came, back down to where you selection upwards the Shotgun. Put the Shotgun away, and head to 1F. Caput to the moving picture room (I call up there are zombies here, and so be prepared just in case), and place the proofs to open up the surreptitious passage. There will be two spiders down hither. Keep the passage and downwardly the ladder.
Climb downwardly the ladder and take the two greenish herbs and a blue herb in the corner. As yous move down the hallway, a short scene will occur. Don't waste ammo. Get the handgun bullets also.
You have to go into the water and get the Hawkeye Plate. If you choose non to kill the Ablinoid, only exist conscientious equally it can electrocute you. Later you take obtained the Eagle Plate, combine it with the Clement Mixture to get the Halberd.
Return upstairs and employ the elevator to head downwardly to the basement. Take the Shotgun and head towards the Rubber Room. Utilise the Halberd on the door past the room. Cut-scene time once again every bit Chris heads to Antarctica.
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ANTARCTIC FACILITY
Follow the walkway. There will be an elevator and double doors. The ones you need to go through are the blue ones (on the left). At that place volition be a tentacle in your way. It takes six-vii rounds with your shotgun and only a 1 or two with grenade rounds. There'south another one farther forth. Caput to the Safe Room, I think yous remember the fashion. Use the Halberd on the cabinet with the indentation once within. Grab the Paper Weight, and the ink ribbons if y'all desire. Save your game if you wish, and exist sure to take hold of the Fire Extinguisher from the detail box. Head dorsum outside and upwardly the stairs. Go through the double doors well-nigh the ladder.
Head to Chris's left, and go on going until you observe the Valve Handle through the adjacent room. Take it and dodge the zombies. Don't panic if a small animal gets on your dorsum. Return to the frozen walkway and follow information technology around to the reverse door. Kill the zombies hither, and then grab the Deralumin Instance and shells in the cage. Head back to the Safe Room if you need to, to get some spaces open. At present head to the other side of the walkway, hopping down and across the ice. Once y'all're though, you'll go spotted. Spotter out for the hunter that comes a-runnin'.
Head through the double doors. Go straight and hitting the blue button on the trivial command console to raise what ya need. Go up to information technology and it volition refill your extinguisher. At present caput downward the lift nearby. Put out the fire and find the Magnum on the box.
Don't employ it though, save it for the end. Keep going until you run into the zombie on the floor. The zombie will come live afterward you gear up off the Detonator. Use your lighter on the Detonator. There will be three boxes of ammo. At present head out of this room, going up the lift and out. Get down the rest of the corridor, and there should be some other lookout. Carefully go to the elevator and ride it. Head beyond to the other door. Enter the door adjacent to you. Rubber Room.
Find the detail box, and observe the machine near past. Use the Valve Handle on it. At present go flip the power switch on. Collect all of the herbs, and the ammo on the desk. There'southward likewise ink ribbons and some shells. Put away the valve handle, and brand certain to accept the Paper Weight. Exit the room and set for a zombie fest. There are at least six zombies in this hallway.
Get the blueish herb and motion on. Kill the other zombies and catch the side by side herbs. Head through the door. Once inside, grab the ammo on the chiffonier. You tin push the statue on the crack if yous want, but it'due south only a map. Go down the next hallway, until you accomplish the statue of a tiger. Grab the Bluish Jewel of the tiger to get the Socket. Replace the blueish and grab the Red Gem, getting some Magnum bullets. Return to the Safe Room and put away some items; the Socket and Magnum rounds mainly. And you lot'll likewise be getting some life as y'all proceed. Head through the door opposite of the tiger statue.
Walk forwards and catch the Wing Object at your anxiety. Become down Chris's left, grabbing a green herb on your way in. Accept out the zombies in here. Become the herbs near the small lamp, and then rail into the other room, taking down the zombies here. Equip your lighter to explore. Grab the boxes of ammo on the table. Leave and head to the other side, taking the green herb on your mode. Head inside. Become upward the modest flying of stairs and go to the right. Expect at the Paper Weight. Rotate information technology clockwise to see the right order to push the buttons in. Once you got it, put the Newspaper Weight within of the door, and Alfred will fall out of a tube. Accept the ring from his hand, and examine it.
Y'all get Alfred's Jewel. Caput back to the Prophylactic Room. Make sure to accept the Shotgun. Exit and have the door to the right. Await for a sweeper to come up, and take it out. Grab the herbs that are side by side to the doors. There are also two Fly Objects here. Y'all'll see them glowing. One past the edge of the pool, and one past the carousal.
Caput dorsum to the Safe Room. Grab the Valve Handle and Socket, and combine them.
Go back to the room where you refilled the Fire Extinguisher. Once in the room, caput towards the dorsum and up the elevator. Get forward, to where you may use the Valve Handle. Take the ladder downwards. Catch the Crane Key, and when you grab it, a sweeper shall come up at you. Kill.
Head out of the door by the extinguisher room. Find the machine you demand to use the Crane Cardinal on. Once y'all practise, out will come up Nosferatu. He drops the jewel you need. So the giant spider shall get out, but don't waste ammo, only run. Leap downward and run over to get Alexander's Jewel, and it'southward time to striking the mansion. You'll demand 2 open spaces (or one if you bring your combat knife with you). Grab the magnum, too.
MANSION
Now head through the double doors. Go up the stairs, finding the knife at the peak. Grab the Combat Knife from the upstairs walkway, then go dorsum downstairs and behind them. Claire is there. Cut her free with the knife. Claire and Chris are reunited! She tells him that Steve is withal at that place, and they pledge to detect him before taking off. If she got poisoned by Nosferatu, she will need serum, and Chris has to get it.
**If Claire is poisoned**
Caput dorsum to the room where yous found the Magnum, which is the room nether the Fire Extinguisher room. There volition be nigh three zombies in here, so be fix. I recommend taking out one of them, head back up the lift, and back down to handle the others. Anyway, head towards the photographic camera and the Serum is on the shelf. Head back to Claire.
Claire Redfield
Heal her if need be, and grab the handgun bullets and Shotgun shells. Go to the item box. Take out the Deralumin Case that Chris couldn't open up, and open it. Take out the bullets and put them away for Chris. If you care about getting some rounds for the Grenade Launcher...push button the shelf past the item box over, and put the Shotgun hither. Then grab what ya get from it. Go alee and continue the Shotgun with Claire. Whatsoever you lot take with you, the item won't be left for Chris anymore. **Make Certain to have at least two F. A. Sprays, or herb mixes that equal that** There's as well no real point in taking your handgun and bullets, because she won't exist fighting anything that the Shotgun can't handle.
Then exit through the door you didn't enter by. A tentacle will flare-up out through the wall, so have that out. Also, if you push button the middle cabinet, you lot can become an item, aforementioned goes for down the hall. Another tentacle will burst through. If you're out of Shotgun rounds, go back and get the Grenade Launcher. Head through the door at the end of the hall.
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Run forrad and caput up the small stairs. Take the security file and then turn the handle. A Crystal will fall out, accept it. Now this next part can go a little messy. Run dorsum to where you turned the handle then the cake falls and as information technology goes back up run and place the Crystal in the middle. Information technology will get crushed. Once information technology does, become in and grab it. You will become the Security Bill of fare. Take the menu and go back down the stairs, and enter the door by the one you lot entered. Use the card to open the gate. Run all the way down until a scene plays out with Steve.
Once the cutscene is over practice a 180 turn and RUN. If you get hitting, you must utilize whatever healing particular you brought with you. If he hits you twice in a row without you healing, you'll dice. He should hit you twice, causing you to heal twice. Once y'all get far back enough, a FMV will play out. So for all you that didn't like Steve, there you lot go.
Chris Redfield
Now, a cutscene volition play out back in the primary room on the mansion, involving Wesker and Alexia. If you're playing CVX, you lot will become an extended scene, where Wesker runs up the wall and hits Alexia (that function is Non in CV). You lot will use 5-6 magnum rounds (most likely) to take her down. If Alexia grabs you, you will die. She will fling a blood trail at you; dodge it, it will turn into fire. Whatever y'all do, just don't get shut to her. When she'southward down, take her Choker (red glowing object) near the stairs and examine it, taking the reddish jewel. Head up the stairs and place the three jewels into the picture at the top of the stairs.
The portrait slides downwards to reveal a undercover door. Move to the door on the wall earlier you turn the corner for the second time (right when y'all come out to the intersection, information technology'southward to Chris's left). Catch whatever items you want in here; there are Shotgun shells, and an F. A. Spray in the corner most the coat rack. At present the particular you MUST get is the Sterile Room Key; it's in the desk drawer.
Now return to the Safe Room. Turn off the power. Make sure to have all of the Wing Objects you lot have and then far, and a weapon to take out more zombies. Make sure to accept at least three spaces open. Oh, one more than matter: Relieve. This volition be your last adventure before the final dominate. Render to the mansion, only this time head through the double doors on in the main room. Use the key and discard it. Head through the carmine hall and have both the Blood-red and Blue Jewels from the tiger.
Now head back upstairs and through the secret door. Have out the zombies in your way and go to the green door to the south. Go through the secret passage (like back in Rockfort). At present I nonetheless get these mixed up. It's just like the rooms back in the PR on the island. You take to use the red and blue jewels to open the music boxes, and when you get the Music Plate, head through the hush-hush passage like back in Rockfort (where Alfred runs to, dressed equally Alexia). At present head up the ladder after you're done.
In this room, there are 2 green herbs, some handgun ammo, and ink ribbons. You don't really need all of those. Now only follow the tabular array forth, and find the Dragonfly Object. Now combine this with the fly objects, and you'll notice y'all need one more than. Leave the rooms, and go through the door adjacent to the secret portrait door.
Take the herbs near the railing, then go down the lift. Don't bother picking up anymore ammo, just go and press the blue button to raise the drinking glass case. Take the last Wing Object and combine it with the Dragonfly Object to get the Dragonfly Key. Up the lift, and head up the petty stairs and through the door. Remember this? Head to the room with the item box.
Make certain to bring the magnum with all ammo, and the Bow Gun with every explosive arrow y'all accept left over. You lot actually only demand around fifteen, especially coupled with the magnum. Also bring wellness items. Go ahead and mix some herbs with blue, in case you get poisoned. You need ane space open. At present head to where Claire got the bill of fare (the cells). Cutscene fourth dimension.
Examine the file (you have to go the opening facing you) and you get the Security Bill of fare. Move downwardly this room, and upwards the stairs at the end. Keep frontward, and use the Dragonfly Primal to open the door. Kill or avoid the zombies. Head upwardly and grab the green herb. Go to the control panel. The code is Veronica. Go out the control room. Cutscene.
ALEXIA -- FINAL FIGHT
Just shoot Alexia once with your motorcar guns. Scene once once more. Now you lot are fighting the concluding boss. Unload all of your Magnum rounds on her as fast equally yous tin, not staying in the aforementioned place for very long. Bugs will come out, and they are quite the badgerer. Besides, at certain spots subsequently however long a tentacle will try to take you down. Avoid that if y'all can. After that part of her dies, she will fly. Go grab the Linear Launcher, which has infinite ammo. Good thing. Now this part is easy for some, and hard for some. Or both periodically. Just do your all-time when trying to shoot her.
One time yous hit her, she's a goner. Only one hit takes her out. Enjoy the catastrophe!
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