Walkthrough - Resident Evil: CODE: Veronica X Guide - IGN (2024)

Claire Redfield

PRISON

After the introductory cutscenes, you assume control of Claire inside her prison cell. Equip your Lighter and it will trigger another cutscene. Now that you are free to leave your 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 Combat Knife lies on the table near a file detailing Claire's prisoner status. Leave the room and run down the hallway and use the stairs to exit the area.

You arrive in a cemetery courtyard; working your way through the tombstones triggers a cutscene. After the cutscene, run past the zombies in front of you and go through the door. Once on the other side, take a few steps forward and other cutscene will trigger and Claire will obtain her M93R Handgun. After the cutscene, check the body you are standing next to for another box of Handgun Bullets. Since the large iron doors in front of you are locked for the time being, enter the door opposite of the one you just came through. In the next area you will find the prisoner's barracks; since the gate immediately to the right of the door you came through is locked continue on down the path and use the wooden stairs to climb up on the deck and enter the barracks. There are three zombies inside and two of which are almost immediately upon you. Either shoot them or, if you are feeling daring, use your Combat Knife to kill them (make sure there is a large pool of blood under them, that means they are dead).

Check the table on the upper level where the third zombie was shuffling around to find another herb. On the back wall near the kitchen area there should be a Map on the wall you can grab. On the right hand side of the room there are two doors; one leads to a bathroom and the other leads to the bunkrooms. Enter the door to the bunkrooms and move forward, grabbing the File off of the bunk. Turn left and follow the path and grab some more Handgun Bullets off the dead body in the showers. Head back to the intersection and move toward the window to trigger another cutscene. Kill the zombie and grab the M100-P Pistols off of him. These pistols are stronger than your basic handgun but once you exhaust their ammo they are useless. Leave the barracks completely.

advertisem*nt

Once outside, head down the stairs and around the back of the barracks. Keep running (a short cutscene will occur) and enter the door at the end of the path. Kill the zombies in the next room but ignore the ones behind the chain-link fence. You can't open the metal shutter yet so ignore it and use the door to head inside the building. Shortly after entering you will encounter a metal 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 you may have. Herbs and mixed herbs are fine to take with you). Run down 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.W. Rounds for your (future) grenade launcher as well as a First-Aid Spray. Put them in the security box as well and go through the only door in the room. In the next room, grab the File off of the desk and continue on to trigger another cutscene with Steve. Afterwards, examine the desk to obtain the Hawk Emblem which you need to open the large iron gates you saw earlier. Before leaving, flip the switch Steve was playing with to activate the metal shutters you 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 can place the Hawk Emblem inside it for now, so do it. After depositing any other metal items in the security box, go down the hallway again and get your stuff out of the first box and leave the building. The switch near the metal shutters works now so hit it; this triggers a cutscene. Kill the attacking zombies (shoot the metal container if you want, but don't stand too close to it) and grab the Fire Extinguisher out of the garage. Enter the area behind the fence and grab the Padlock Key off of the guillotine. Head back through the door to the barracks area and keep running; you will eventually be attacked by Cerberus (zombie dogs) so either keep running or shoot them. Once you are back in the area you first met Steve at, head back through the door into the graveyard. Shoot the zombies you see and approach the burning truck; use the Fire Extinguisher on it and grab the Briefcase you now see.

Go to your item screen and open it by Examining it; opening it will get you the Metal Alloy and a File about it. Now you have a way to open the iron gates; head back to that large machine you placed the Hawk Emblem in (depositing your metal items yet again, but the alloy you picked up can go through) and use the alloy on the machine to create a replica of the Hawk Emblem that can pass through the metal detectors. On your way back through the hallway the windows will shatter and zombies will enter the building; avoid 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 use the Emblem on the door to unlock it, then head through.

After moving forward, go down the little stairs to the left, across, and up the other little stairs. There are two green herbs here if you need them. Go onto the bridge, to the jeep, and get the handgun bullets. Now push the crate to the others, and push it in so you can climb on it. Head up the stairs. Go straight, and onto the narrow bridge. Watch out for the zombies. Once you're in the courtyard, there will be three dogs; just dodge them (or take them out if you really want to). Go up the stairs, and there is a green herb if you have the space or need it. Now head inside.

PALACE

You're in the palace. Go down the stairs. Head upstairs to the second floor, and to the right, where there is a Safe Room. Put away some health, the fire extinguisher, the M-100Ps and the knife if you haven't already. There are handgun bullets on the shelf by the item box, and ink ribbons by the typewriter. There's also a green herb by a door with an indentation on it. The flashing object under the cabinet is an ID card with a code that you need. Save if you wish, and go back downstairs. Head to the computer, and pick up the bullets. Now get on the computer. The password to unlock the two doors is "NTC0394". Don't go into the door in the corner yet, go 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. Watch out for the zombies, and take the bullets. There's also a red herb around here. Head through the single door at the end of the corridor. Take the bullets here. Push the flashing blue light and watch the scene. Go to where it opened up, and take the Steering Wheel. Go back to the main room, and try to exit. You'll hear Steve yell. Go back to the steering wheel room. When you get there, go up to the screen; you have to match the picture to let Steve out. Match 'C' and 'E'; they're both guns. Watch the scene. Now go back to the main room again and watch the scene where you are introduced to Alfred Ashford. Go to the Safe Room and dump the case. Time to head back outside.

Go down the stairs and straight, avoiding the dogs. Pick up the shining green object, which is the Navy Proof. Head down the way you haven't gone yet. Behind the stairs are bullets and a map. By the little platform, there are Bow Gun arrows. Now place the steering wheel where it fits. Turn it. It will raise the submarine.

UNDERWATER AREA

When the platform moves to it, go down the ladder. Pick up the side pack by the ladder; it lets you carry two extra items. Now pull the lever to lower the submarine. Climb back up the ladder, and then go down the stairs and follow the white line. When you enter, there are two zombies on the side of the desk you come in on, and one on the other side. First, go by the couch while trying to avoid the zombies and grab the bullets, and equip your lighter and head through the door.

Now go the only way you can, and press the button on the control panel. Go over and place 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 there are ink ribbons near here. Go through the shutter. Head over to the lift in the corner of this room. Go up. Find the control panel and the lever. Push it all the way up, then all the way left, and it'll pick up a box. Go back down into that room, and to where the box was lifted. Do what you gotta do. When the platform rises, there will be four standing 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 up the Bow Gun arrows and Biohazard Card.

MILITARY TRAINING FACILITY

Now head back to the palace, only keep going towards the prison. When you get to the stairs near the little bridge outside of the palace, go to the right and through the door. You'll encounter the Gulp Worm, not too hard to avoid. Go through the double doors. You are now in the Military Training Facility. Go to the shutter to the right and up the stairs. Go down the short hallway and in the door. On the desk will be the Bow Gun. Try to exit, and watch the scene. Now head out of this room, and there is an alarm. Claire will roll down the stairs and get out just in time.

Now, there are arrows in the first phone and a red herb on the bench. Enter the first room you come across. Kill the zombie on the floor and grab the green herb by 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 three. Find the two lockers that are slightly open, as they hold arrows. Then check the body to get more. Go through the door. There will be two naked zombies, easy to avoid. Get into the water. Find the valve and turn it to shut off the water streaming from the mouth of the gargoyle head. Now go over and pick up the Storage Key. Go back to the room you went into before the locker room (by the phones).

Once there, head 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. Now, find the other closed shutter and use the Biohazard Card to open it. Head through the door at the end of the hall. When you get out there, there will be a cut-scene with Alfred trying to shoot you. Once it's over, dodge the bullets and go up the stairs. Head through the door at the far end. Keep going, and pick up the boxes of handgun ammo on the boxes. Go through the white door. Safe Room time. Pick up everything in this room, including the Hemostatic Medicine for later. Dump the medicine. Take your M-100Ps, handgun and ammo (or Bow Gun), Biohazard Card, and one health item. Save if you wish. Head back out, and try to leave through the only other door.

Cutscene plays. Now go through the rusted door as you were about to. Head to Claire's left, and pick up the Sub-machine Guns. Go back the way you came, and you will meet a new enemy - the bandersnatch. Blast it with your M-100Ps until it dies, and head downstairs. Head through the open doorway and watch another cool cut-scene, with Steve pulling a Matrix move. He’ll trade you the Gold Lugers for the guns you just got. You'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 take out zombies for Chris later on. Now head back out and through the right door. There are about five zombies down the stairs, along with a gas canister. Take them out, and head up the stairs and enter the door.

Keep going until Claire comes and there's a scene. Now you'll take over as Claire again. Follow Steve. Go to where he's standing and you'll fall through. Cutscene time.

Now you know why Steve's there. Go to the right of Steve, and climb the crate to get the bullets. Go through the single door next to the jeep. Grab the bullets by the door and take out the zombies here. Go straight and through the door. There are ink ribbons by the typewriter. Grab the Eagle Plate and go back to where Steve is. Head through the double doors, and watch 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 get outside, there will be two dogs. Head upstairs. Place the Eagle Plate in the indentation and get the Emblem Card. Go to the Safe Room up here and put away your M-100Ps and the Gold Lugers. Go back downstairs. Find the opening in the small courtyard and go in, climbing down the ladder. Go forward, and use the Emblem Card to open the gate. Go up the stairs to where Steve came from. Use the card on the gate, and get 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 floor. Use the Emblem Card to open the shutter. Walk up the stairs, and pick up the Grenade Rounds near the chair.

Move to the lit display on the right to learn all about ablinoids. Go back down the stairs and take the Army Proof from the computer. Now, you will control a camera. Move it to the skeleton picture, and zoom in on the lower left corner. Remember that number (1126).

Pick up the two green herbs near the computer and watch out for the zombies. Go out of the door in this room and then down the stairs. Head inside the Military Training Facility. Use the Biohazard Card on the shutter and discard it. Head up the stairs, and back into the room where you got the Bow Gun.

Use the digits 1-1-2-6 to get into the lab area. Take the Acid Rounds from the desk and the Skeleton Painting from the wall. There will be a cut-scene. Get out before the countdown runs out, and don't bother shooting the little ablinoids.

Now go back to the garage with the jeep, through the door, and into the picture room. Place the Skeleton Picture on the wall. Grab the Gold Key, and read the message and remember the date 12.8; you'll need it later. Head back to the palace.

advertisem*nt

PALACE

Now instead of zombies while running across the narrow bridge, two bandersnatches will come up; avoid them.

Dodge the dogs (if you haven’t killed them), and head inside. There will be two zombies on the first floor, and two upstairs. Go through the door by the zombie in the back. Head to the end of this passage, and kill the zombie if you haven't. Now use the key on the double doors.

Time for the picture puzzle. You have 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, man by vase, man by candle.

Now head up the stairs and there will be a painting of the young Alfred Ashford. Read what there is to read, and then hit it. Pick up the Vase and examine it. Inside you'll find the Queen Ant Object. Head upstairs to the Safe Room, watching out for the zombie up the small 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 whatever rounds you wish. Head inside. Pick up the bullets, and head to the computer (the other puzzle you can skip, because I have the number). Turn it on. The number you need to input is 1971.

Once you're done, start walking and a bandersnatch crashes through the window. Take it out or dodge it. Head into where the shelf moved, and pick up the blue herb if you want. Now keep going and head through the door. Go all the way down, and up the stairs.

PRIVATE RESIDENCE

Once there, watch out for bandersnatches and head up to the Private Residence, being sure to equip your lighter. There's a room on the first floor that contains fifteen handgun bullets, thirty arrows, and a bandersnatch. You decide if you want to deal with it. Now head upstairs. There will be bullets and an F.A. Spray on a table on the highest floor. Then head through the only door.

After the scene ends, grab the handgun bullets on the table near the door and the green herb in the hallway to the right if you wish. Then, go inside 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

Kill any zombies in your way after you exit the Safe Room. Use the Silver key on the other door upstairs. Tis the casino room. There are two green herbs on the bar, handgun bullets, and Bow Gun Powder.

Make sure to have enough firepower for two bandersnatches. Go downstairs. Through the door in the corner of the lobby. Use the key on the opposite door. Kill the bandersnatches. Grab the bullets from a chair, and the Eagle Plate from the floor in the middle of the room. Go back to the Safe Room. Make sure to grab the Hemostatic Medicine; it's time to head back to the prison. Keep the Eagle Plate. You may put away any big weapons you have.

PRISON

Go back to Rodrigo. Give him the medicine, and the lighter, and you get the Lockpick.

Now... Go back to where the guillotine was, near the building with the metal detectors.

Use the Eagle Plate on the door in the cage and watch out for the two zombies that appear. Kill them, and go through the door. When Zombies Attack. Anyway, go down the yard and through the next door.

Take the bullets near the barrel, then climb over the stack of crates. There is an item box behind it. Now that you have the Lockpick, you can open the Deralumin Case you picked up earlier. Push the crate away from the door so you can enter. Look familiar? It should. Go get the items you had to place in the detector and return to the item box.

Go back to the yard before the item box. Go toward the first door, and turn, picking up the herb and going through the door. Take the bullets on the table near the door. In the glass cabinet, take the F. A. Spray. Find the door and enter it, and prepare for zombies.

There's a red herb in the corner. Take out the other two zombies, and explore further. Grab the bullets and grab 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 main room. Watch the scene when it starts. Take out the doc and zombie. When they're dead, grab the object the doctor dropped. Take the Glass Eye to the office and place it in the body. Go down the stairs it opened up. Run past the bats, and grab the green herb if you like. Go through the door at the end of the passage.

Kill the three zombies. Grab the Bow Gun arrows and the bullets, then go down the next set of stairs. Take the </b>Rusted Sword</b> sticking out of the statue. See 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, then take the Piano Scroll.

PALACE

Return to the palace. Once you get to the courtyard, the dogs shall be gone. Good cutscene coming up. Now, just head inside and up to the casino. Place the Piano Scroll in the piano and a song will start playing. Go grab the King Ant Object. Safe Room time. Save it if you like, it's time to head back to the private residence.

No need for big weapons. Take your remaining Bow Gun arrows, and handgun with ammo. Also, both Ant Objects. When heading to the PR, there will be about six zombies in your way. After dealing with them in one way or another, head up the stairs.

PRIVATE RESIDENCE

Once you're inside the PR, there will be zombies. A couple more up the stairs. Just get to Alexia's room (the one you first went into to shut off the music).

Zombies shall be up here as well. Use the Queen Ant Object to open the music box, and take the Music Box Plate. Now head to Alfred's room. Open it with the object, and place the music plate inside. A ladder will appear; climb up it. Find the green herb, and Silver Dragonfly. Pull the wings off by 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 near the desk, and push the box over by the shelf. Climb up and get the Air Force Proof. Head back down to the room. Attempt to leave, and encounter a cut-scene. After it's over, inspect the yellow wig. Another scene, where you find out Alfred thinks he's himself AND Alexia. Time to go back to the palace again. Item box. Grab the other proof. Leave the palace, and there's a short cut-scene. Follow Steve.

advertisem*nt

UNDERWATER AREA

Submarine. Follow Steve again. Go to the side with the couch, and try to avoid the zombies. Go place the last two proofs on the metal stand. It will lower. Once inside the plane, cut-scene. Grab the Lever and exit the plane. Head to the previous room, and go around to the other side, and through the shutter. Up the lift in the corner. Continue, and go through the door. Place the Lever on the panel, and move it. The bridge shall rise. Head over the bridge to the door at the end. Head through. Unlock the cabinet for an F.A. Spray and take it, or leave it for Chris. Go to where the zombies are, and pick up the Airport Key. Now go back to the room before the bridge, and down the lift.

Use the key on the gate, and head inside. Pick up all the items in this room. After that, head to the item box. Take your Grenade Launcher. Take either grenade/flame/acid/gas rounds. Make sure to have enough. If you have them, it should only take the three BOW gas rounds and one grenade round for this next fight. Take several health items, and keep your bullets and gun. Save if you wish, might be a good idea.

Push one of the crates inside the elevator shutter, so you can push the other to the right and inside. Once both are under, head inside and up. You'll see a cutscene.

TYRANT -- GROUND FIGHT

Once out, head to the narrow bridge, which had zombies, then bandersnatches. Equip your Grenade Launcher. Scene. Back up, and don't try to get past him, because he'll claw you back. Just don't back up into the fire, and make sure he doesn't hit you into it, because you'll die.

Shoot when you're close to him, and after a couple (depends on what kind of rounds you use) blows he'll kneel down. Once he's laying down, you may go. By laying down, I mean he'll fall over onto his stomach. At that point, he won't be getting up again. By the way, yes, that countdown is how much time you have to get to the plane. Now head back to the plane.

TYRANT -- PLANE FIGHT

Once back on the plane, good cutscene. Long, too. Once you hear the Tyrant come on, it's your responsibility to kill it. Save if you have room or don't wanna die and have to do it over. Grab the explosive arrows you have stored and some health items. If you have less than twenty, take another weapon with you.

Head through the door. See the console to Claire's left? When you hear it beep, it's ready to be pushed. It will catapult the huge crate next to her and try to take out the Tyrant. It takes five times of pressing it, unless you cause some damage. Stand back from the monster and fire your explosive arrows at him. Try not to let him corner you, and don't get too close to the end 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 time. Using around twenty explosive arrows guarantees that you'll only need to use the crate once after the initial time. Once he's gone, head back into the co*ckpit.

Cutscene. Enjoy.

ANTARCTIC FACILITY

Once you split up, head down the ladder. Don't go through the double doors yet, instead continue until you reach the single door; head through it. You're in a bunkroom. Head in between the shelves. Pick up 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). Once you're finished, start heading back, and the zombie will fall. Continue and it will rise up. Back up and use the rest of your machine guns if you have any ammo left of that.

Take out all of the zombies that get up. Search the room for more items, including going around the shelves from where you were, to the other side of the left shelf. Now leave, and head down the stairs. Go straight across and into the Safe Room. Keep your handgun/ammo, unless you still have enough arrows. Keep one power weapon since you'll be dealing with a couple of spiders soon. Acid and grenade rounds work best. There are ink ribbons on the desk, some Bow Gun arrows on the table and a green herb along the wall.

Find the bookshelf that you can push, and push it away. Go to the locker and open it; letting the rat (D.I.J.) out. There's a button in here; it doesn't do anything yet. Leave this room. Turn the corner, and now you must dodge the moths. If they land on you, they'll lay an egg and when it hatches you'll be poisoned. There's a blue herb planter growing in this corridor, so heal if need be. Don't bother wasting ammo here, because the moths will keep coming back. Head through the double doors. This is the control room. Inside, there will be three zombies. Kill them or dodge them if you want, then run past the steps, turn the corner and find the doors marked "Weapon". There 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 place it on the locker. Start heading back, and find the green lockers. Get the Assault Rifle. Time to meet the spiders. Use what weapon you think will be best. Go to the control room, and through the "B.O.W." room. Do your best to take out the spider, and try to avoid the other; not too hard to dodge. Go to the immediate right after you turn the corner, and pick up the ammo from the box. Find the big spider web, and there will be Bar Code 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 place, next to the stairs.

Find the box on the conveyer belt and put the sticker on it. Now head up the small flight of stairs in the room and use your key. Turn the corner and head up all of the stairs, making sure to examine the hole where the valve needs to go.

Now go back down and find the door at the end of the of the icy floor. There are three dogs in this room total, so watch out. Walk forward, and find the herbs and bullets. There are five green herbs in this room.

Follow the walls along until you come to a space you can enter (on the opposite side of where you got the items). Here you can switch the power on. There is also a generator in this room. It is behind the metal mesh. Turn it on. Now back to the control room. Back to the box you put the sticker on. Push the button on the left wall, and then find the lever by the box.

Safe Room time. Remember the locker? Go back and push the button. It will open. Small cut-scene. That is...Alexander Ashford, now known as Nosferatu.

Find the Plant Pot in the corner. It will have the Machine Room Key on the bottom of it. Go back out, past the moths and up the stairs. Find the double doors and enter. Follow the walkway to the right door and use the key on the door. Go to the right (Claire's 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 as you enter.

Go back to the room outside of where the gas got spilled, and go to the left instead of the right. Ignore the zombie, he can't get out. There is a blue herb, a green herb, two boxes of bullets, and ink ribbons. Find the machine and use it on the valve. Head back to the room with the giant steps (up the flight of stairs in the control room), for the Valve Handle belongs here. Watch out for zombies. There will be a cutscene as you shut the gas off.

Before you pick up the rifle, head back to the Safe Room. Take your handgun with bullets, and one or two health items. Oh and maybe a blue herb. Leave the Bow Gun and most everything else in the box for Chris. If you have enough handgun ammo, you can just use the handgun once the sniper rifle runs out of bullets. If not, decide what you think Chris won't need. Now head back to Steve, and pick up the Sniper Rifle to be on your way.

Cutscene. When on the helipad, go to the bottom corners, and there will be handgun bullets and an F. A. Spray. Now head where Steve is, and start to head down (not the ladder you came up). Scene time again.

NOSFERATU -- BOSS FIGHT

Don't get too close; he can whip you off the edge of the helipad. And it's very easy to get poisoned. What you must do with the rifle is aim it at Nosferatu's bloody heart, and zoom in. Press L1 to zoom in. If you run out of rifle bullets, use your gun until the monster falls. Then go back to where Steve fell off and a cutscene will kick in. It's the last you will see of Claire and Steve for a while.

Chris Redfield

CAVE

advertisem*nt

Welcome to Chris's perspective. Head into the cave after the scene.

There will be another scene as you go inside. Grab the green herb as you walk along, and you'll come to where you may save. Pick up any ink ribbons and Bow Gun arrows. Put away the knife and the ink ribbons in the item box after you pick them up. Take the Assault Rifle Claire left for Chris.

GULP WORM -- FIGHT

Time to take out the worm for good. It should take about 30% of the rifle. Pick up the herbs and whatever items you find in this room. After the worm dies, there will be a cut-scene with Rodrigo, who will give you the Lighter that Claire gave him.

Go back to the other room. Find the small statue on the wall. Use the lighter to light it, and get the Submachine Guns. Put them away for now. Go past the worm and find the elevator to recall it.

MILITARY TRAINING FACILITY

When you hit the ground, there will be three zombies. Head through the double doors. Go to the back of the tank and press the button. Make sure you take the bullets next to the lift, and go down. Follow the hallway around, grabbing the items if you have the space.

Keep going, and go through the door. Safe Room. There are ink ribbons on the desk, a green herb, some Acid Rounds from the open cabinet, and both handgun bullets and Shotgun shells. There is also a blue herb planter here, so return whenever you need to get rid of poison status. If you care to unlock Steve in the battle mode for after you beat the game, time for a little puzzle. Find the drawers on a small desk, near by the herb planter. Open them in this order: red, green, blue.

Now you can unlock the brown one and take the Gold Luger. Stash it away because you can't use it. Now head back out into the hall. Keep going the way you were going, and pick up the Battery Pack. Time to meet the spiders. Usually you can just dodge them; it's easy enough. Head back the way you came, up the lift and into the garage. Find the elevator 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 to a scene. Chris sees Alexia, Wesker sees Chris.

Head out by way of the brown door. You'll see the Eagle Plate fall down below. Head into the next door. Take out the zombies. There is also a Side Pack, and Bow Gun arrows in this room. Head back across the balcony and head to the elevator. Take it to B1F; the basem*nt. Examine the gargoyle face to get some ammo. Head downstairs. Grab the Shotgun, and the stairs shall rise. Go into the water, watching out for the zombie that will come up. Grab the herbs and head up the ladder. Deposit what you need to, making sure to have a lot of space open.

Grab the Green Herb in the corner and head upstairs. Activate the control panel to lower an upstairs pod into the floor. Grab the Assault Rifle Clip that you find atop the collapsed pod. Enter through the door and don't pick up the doorknob yet. Go through all doors to get to the small lab room. Take the all of the ammo and the herbs. Find the refrigerator and use the key on it. Set the temperature to 12.8 degrees. The chemical will turn to blue, and so now you can take it, and you get the Clement E. Return to the Safe Room if you feel unsure, because you're about to meet up with two hunters. Besides that, you need a few spaces open. Now when you're ready, take the Doorknob on the ground. Two hunters are called. Take 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 balcony, to where you got the Side Pack. There's a camera trying to spot you, so dodge it. If you don't, a hunter will be summoned. Find the only door in this room, and go through it. Go through the door that you must use the doorknob on. Head to the left (Chris's right) 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 spotter here. Head through the door. Place the Model Tank in the model of the facility. Grab the Turn Table Key. The spotter will be gone when you come back out. Head back to the basem*nt and down the stairs, taking the Shotgun. Head back up the stairs after entering the room, and you’ll see an awesome cut-scene with Wesker and Chris.

You find out more about him. After though, it's time to face a bandersnatch. Head through the door. Use your key on the control panel and head up. Push the crate toward the screen after climbing over it to get the Bow Gun Powder. Head through the single door and watch out for zombies and items here. Go around to the back, through the wall, and enter the door. Kill the crawling zombie in your path (or avoid it), and go through the fence and down the ladder. Move the lever, and head through the gate. Kill the zombies down here. Head up the small set of stairs by the big machine, and take out the hunter inside and grab the Grenade Rounds from the shelves. Go 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 Chemical Mixture. Push the action button when facing the desk and you will upgrade the handgun to a Modified Glock 17. Head back up to the training facility. Exit out through the front double doors, and be careful; there will be two hunters out here. Kill them and head to the elevator to ride it down. Safe Room once again. Make sure to have some heavy firepower and some health. You might wanna save too.

UNDERWATER AREA

Go through the shutter around and take out the hunter. Go up the lift in the corner, and head through the next door. Go across the bridge. There will be a puzzle you must now complete, with an oil gauge. Push the buttons in this order: press the 3 Button four times, the 10 button once, the 3 once and the 5 button once. This will restore the power needed to lower the bridge. The zombies will get up, revealing shotgun shells.

If it's not worth it to you, just exit. Now head back across the bridge, and lower the lever. Head back down the lift inside. Go across the now lowered bridge and watch out for a hunter. Most likely, you can just dodge all three zombies in here. Head around the desk and through the door by the fish tank. A hunter is inside. Now go shut off the console power, and take the three proofs. Head back to the elevator Safe Room. You might want to save just in case. Bring good ammo and health. Head back up. You will be attacked by two poisonous hunters, which are called sweepers.

MILITARY TRAINING FACILITY

Waste them and get back inside the facility. Go back the way you came, back down to where you pick up the Shotgun. Put the Shotgun away, and head to 1F. Head to the picture room (I think there are zombies here, so be prepared just in case), and place the proofs to open up the secret passage. There will be two spiders down here. Go along the passage and down the ladder.

Climb down the ladder and take the two green herbs and a blue herb in the corner. As you move down the hallway, a short scene will occur. Don't waste ammo. Get the handgun bullets too.

You have to go into the water and get the Eagle Plate. If you choose not to kill the Ablinoid, just be careful as it can electrocute you. After you have obtained the Eagle Plate, combine it with the Clement Mixture to get the Halberd.

Return upstairs and use the elevator to head down to the basem*nt. Take the Shotgun and head towards the Safe Room. Use the Halberd on the door past the room. Cut-scene time once again as Chris heads to Antarctica.

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). There will be a tentacle in your way. It takes 6-7 rounds with your shotgun and only a one or two with grenade rounds. There's another one farther along. Head to the Safe Room, I think you remember the way. Use the Halberd on the cabinet with the indentation once inside. Grab the Paper Weight, and the ink ribbons if you want. Save your game if you wish, and be sure to grab the Fire Extinguisher from the item box. Head back outside and up the stairs. Go through the double doors near the ladder.

Head to Chris's left, and keep going until you find the Valve Handle through the next room. Take it and dodge the zombies. Don't panic if a small creature gets on your back. Return to the frozen walkway and follow it around to the opposite door. Kill the zombies here, then grab the Deralumin Case and shells in the cage. Head back to the Safe Room if you need to, to get some spaces open. Now head to the other side of the walkway, hopping down and across the ice. Once you're though, you'll get spotted. Watch out for the hunter that comes a-runnin’.

Head through the double doors. Go straight and hit the blue button on the little control panel to raise what ya need. Go up to it and it will refill your extinguisher. Now head down the lift nearby. Put out the fire and find the Magnum on the box.

Don't use it though, save it for the end. Keep going until you see the zombie on the floor. The zombie will come alive afterward you set off the Detonator. Use your lighter on the Detonator. There will be three boxes of ammo. Now head out of this room, going up the lift and out. Go down the rest of the corridor, and there should be another spotter. Carefully go to the elevator and ride it. Head across to the other door. Enter the door next to you. Safe Room.

Find the item box, and find the machine near by. Use the Valve Handle on it. Now go flip the power switch on. Collect all of the herbs, and the ammo on the desk. There's also ink ribbons and some shells. Put away the valve handle, and make sure to have the Paper Weight. Exit the room and prepare for a zombie fest. There are at least six zombies in this hallway.

Get the blue herb and move on. Kill the other zombies and grab the next herbs. Head through the door. Once inside, grab the ammo on the cabinet. You can push the statue on the crack if you want, but it's only a map. Go down the next hallway, until you reach the statue of a tiger. Grab the Blue Jewel of the tiger to get the Socket. Replace the blue and grab the Red Jewel, getting some Magnum bullets. Return to the Safe Room and put away some items; the Socket and Magnum rounds mainly. And you'll also be getting some life as you go on. Head through the door opposite of the tiger statue.

Walk forward and grab the Wing Object at your feet. Go down Chris's left, grabbing a green herb on your way in. Take out the zombies in here. Get the herbs near the small lamp, then track into the other room, taking down the zombies here. Equip your lighter to explore. Grab the boxes of ammo on the table. Exit and head to the other side, taking the green herb on your way. Head inside. Go up the small flight of stairs and go to the right. Look at the Paper Weight. Rotate it clockwise to see the correct order to push the buttons in. Once you got it, put the Paper Weight inside of the door, and Alfred will fall out of a tube. Take the ring from his hand, and examine it.

You get Alfred’s Jewel. Head back to the Safe Room. Make sure to have the Shotgun. Exit and take the door to the right. Wait for a sweeper to come, and take it out. Grab the herbs that are next to the doors. There are also two Wing Objects here. You'll see them glowing. One by the edge of the pool, and one by the carousal.

Head back 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, head towards the back and up the lift. Go forward, to where you may use the Valve Handle. Take the ladder down. Grab the Crane Key, and when you grab it, a sweeper shall come at you. Kill.

Head out of the door by the extinguisher room. Find the machine you need to use the Crane Key on. Once you do, out will come Nosferatu. He drops the jewel you need. Then the giant spider shall get out, but don't waste ammo, just run. Jump down and run over to get Alexander’s Jewel, and it's time to hit the mansion. You'll need two open spaces (or one if you bring your combat knife with you). Grab the magnum, too.

advertisem*nt

MANSION

Now head through the double doors. Go up the stairs, finding the knife at the top. Grab the Combat Knife from the upstairs walkway, then go back downstairs and behind them. Claire is there. Cut her free with the knife. Claire and Chris are reunited! She tells him that Steve is still there, and they pledge to find him before taking off. If she got poisoned by Nosferatu, she will need serum, and Chris has to get it.

**If Claire is poisoned**

Head back to the room where you found the Magnum, which is the room under the Fire Extinguisher room. There will be about three zombies in here, so be ready. I recommend taking out one of them, head back up the lift, and back down to handle the others. Anyway, head towards the 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, 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 the shelf by the item box over, and put the Shotgun here. Then grab what ya get from it. Go ahead and keep the Shotgun with Claire. Whatever you take with you, the item won't be left for Chris anymore. **Make SURE to have at least two F. A. Sprays, or herb mixes that equal that** There's also no real point in taking your handgun and bullets, because she won't be fighting anything that the Shotgun can't handle.

Then exit through the door you didn't enter by. A tentacle will burst out through the wall, so take that out. Also, if you push the middle cabinet, you can get an item, same 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.

Run forward and head up the small stairs. Take the security file and then turn the handle. A Crystal will fall out, take it. Now this next part can get a little messy. Run back to where you turned the handle so the block falls and as it goes back up run and place the Crystal in the middle. It will get crushed. Once it does, go in and grab it. You will get the Security Card. Take the card and go back down the stairs, and enter the door by the one you 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 do a 180 turn and RUN. If you get hit, you must use whatever healing item you brought with you. If he hits you twice in a row without you healing, you'll die. He should hit you twice, causing you to heal twice. Once you get far back enough, a FMV will play out. So for all you that didn't like Steve, there you go.

Chris Redfield

Now, a cutscene will play out back in the main room on the mansion, involving Wesker and Alexia. If you're playing CVX, you will get an extended scene, where Wesker runs up the wall and hits Alexia (that part is NOT in CV). You 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 you do, just don't get close to her. When she's down, take her Choker (red glowing object) near the stairs and examine it, taking the red jewel. Head up the stairs and place the three jewels into the picture at the top of the stairs.

The portrait slides down to reveal a secret door. Move to the door on the wall before you turn the corner for the second time (right when you come out to the intersection, it's to Chris's left). Grab whatever items you want in here; there are Shotgun shells, and an F. A. Spray in the corner near the coat rack. Now the item 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 have so far, and a weapon to take out more zombies. Make sure to have at least three spaces open. Oh, one more thing: SAVE. This will be your last chance before the final boss. Return 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 red hall and take both the Red and Blue Jewels from the tiger.

Now head back upstairs and through the secret door. Take out the zombies in your way and go to the green door to the south. Go through the secret passage (like back in Rockfort). Now I still get these mixed up. It's just like the rooms back in the PR on the island. You have to use the red and blue jewels to open the music boxes, and when you get the Music Plate, head through the secret passage like back in Rockfort (where Alfred runs to, dressed as Alexia). Now head up the ladder after you're done.

In this room, there are two green herbs, some handgun ammo, and ink ribbons. You don't really need all of those. Now just follow the table along, and find the Dragonfly Object. Now combine this with the wing objects, and you'll notice you need one more. Leave the rooms, and go through the door next 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 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 little stairs and through the door. Remember this? Head to the room with the item box.

Make sure to bring the magnum with all ammo, and the Bow Gun with every explosive arrow you have left over. You really only need around fifteen, especially coupled with the magnum. Also bring health items. Go ahead and mix some herbs with blue, in case you get poisoned. You need one space open. Now head to where Claire got the card (the cells). Cutscene time.

Examine the file (you have to get the opening facing you) and you get the Security Card. Move down this room, and up the stairs at the end. Continue forward, and use the Dragonfly Key to open the door. Kill or avoid the zombies. Head up and grab the green herb. Go to the control panel. The code is Veronica. Exit the control room. Cutscene.

ALEXIA -- FINAL FIGHT

advertisem*nt

Just shoot Alexia once with your machine guns. Scene once again. Now you are fighting the final boss. Unload all of your Magnum rounds on her as fast as you can, not staying in the same place for very long. Bugs will come out, and they are quite the annoyance. Also, at certain spots after however long a tentacle will try to take you down. Avoid that if you 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 best when trying to shoot her.

Once you hit her, she's a goner. Only one hit takes her out. Enjoy the ending!

Up Next: Characters

PreviousBasicsNextCharacters

Top Guide Sections

  • Basics
  • Walkthrough
  • Characters
  • Battle Game

Was this guide helpful?

In This Guide

Walkthrough - Resident Evil: CODE: Veronica X Guide - IGN (1)

Resident Evil Code: Veronica X

Capcom Production Studio 4

ESRB: Mature
PlayStation 3PlayStation 4Xbox 360GameCube

+2

Related Guides

OverviewBasicsWalkthroughCharacters

Walkthrough - Resident Evil: CODE: Veronica X Guide - IGN (2024)
Top Articles
Top Mentoring Expectations from a Mentor: Key Insights
Why Credit Card Applications Get Denied | Capital One
What Is Single Sign-on (SSO)? Meaning and How It Works? | Fortinet
Quick Pickling 101
Junk Cars For Sale Craigslist
Falgout Funeral Home Obituaries Houma
Wannaseemypixels
2024 Fantasy Baseball: Week 10 trade values chart and rest-of-season rankings for H2H and Rotisserie leagues
Routing Number 041203824
Https Www E Access Att Com Myworklife
Crime Scene Photos West Memphis Three
Best Restaurants In Seaside Heights Nj
Beau John Maloney Houston Tx
Leeks — A Dirty Little Secret (Ingredient)
Gdp E124
Der Megatrend Urbanisierung
R Cwbt
Classic | Cyclone RakeAmerica's #1 Lawn and Leaf Vacuum
Craigslist Maui Garage Sale
Www Craigslist Com Bakersfield
EASYfelt Plafondeiland
Project, Time & Expense Tracking Software for Business
Meridian Owners Forum
Watertown Ford Quick Lane
CVS Health’s MinuteClinic Introduces New Virtual Care Offering
950 Sqft 2 BHK Villa for sale in Devi Redhills Sirinium | Red Hills, Chennai | Property ID - 15334774
Ewg Eucerin
Top Songs On Octane 2022
Filmy Met
Vip Lounge Odu
Alima Becker
Devargasfuneral
Current Time In Maryland
Robot or human?
W B Crumel Funeral Home Obituaries
Cvb Location Code Lookup
Terrier Hockey Blog
42 Manufacturing jobs in Grayling
Weapons Storehouse Nyt Crossword
Skill Boss Guru
Toth Boer Goats
Jail View Sumter
Verizon Outage Cuyahoga Falls Ohio
What Is A K 56 Pink Pill?
Oppenheimer Showtimes Near B&B Theatres Liberty Cinema 12
At Home Hourly Pay
Expendables 4 Showtimes Near Malco Tupelo Commons Cinema Grill
Trending mods at Kenshi Nexus
Pronósticos Gulfstream Park Nicoletti
18443168434
Sunset On November 5 2023
Latest Posts
Article information

Author: Msgr. Refugio Daniel

Last Updated:

Views: 6552

Rating: 4.3 / 5 (54 voted)

Reviews: 93% of readers found this page helpful

Author information

Name: Msgr. Refugio Daniel

Birthday: 1999-09-15

Address: 8416 Beatty Center, Derekfort, VA 72092-0500

Phone: +6838967160603

Job: Mining Executive

Hobby: Woodworking, Knitting, Fishing, Coffee roasting, Kayaking, Horseback riding, Kite flying

Introduction: My name is Msgr. Refugio Daniel, I am a fine, precious, encouraging, calm, glamorous, vivacious, friendly person who loves writing and wants to share my knowledge and understanding with you.