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Resident Evil: Code Veronica Strategy Guide

This FAQ is property of and courtesy of pimpmasterbrett@hotmail.com
An FAQ / Walkthrough for...




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         \______   \ ____   _____|__| __| _/____   _____/  |_ 
          |       _// __ \ /  ___/  |/ __ |/ __ \ /    \   __\
          |    |   \  ___/ \___ \|  / /_/ \  ___/|   |  \  |  
          |____|_  /\___  >____  >__\____ |\___  >___|  /__|  
                 \/     \/     \/        \/    \/     \/      
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                      \_   _____/__  _|__|  |    
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                       |        \\   /|  |  |__  
                      /_______  / \_/ |__|____/  
                              \/                   
                     _________            .___      
                     \_   ___ \  ____   __| _/____    /\ 
                     /    \  \/ /  _ \ / __ |/ __ \   \/ 
                     \     \___(  <_> ) /_/ \  ___/   /\ 
                      \______  /\____/\____ |\___  >  \/ 
                             \/            \/    \/   
          ____   ____                         .__               
          \   \ /   /___________  ____   ____ |__| ____ _____   
           \   Y   // __ \_  __ \/  _ \ /    \|  |/ ___\\__  \  
            \     /\  ___/|  | \(  <_> )   |  \  \  \___ / __ \_
             \___/  \___  >__|   \____/|___|  /__|\___  >____  /
                        \/                  \/        \/     \/ 
    

      ******************************************************************
      *                                                                *
      *                  Resident Evil: Code Veronica                  *
      *                       Platform: Dreamcast                      *
      *                          Version 1.01                          *
      *                    Brett "Nemesis" Franklin                    *
      *               E-Mail: pimpmasterbrett@hotmail.com              *
      *        My website: http://www.geocities.com/i_am_nemesis_99    *
      *                                                                *
      *                                                                *
      *                            PROPERTIES:                         *
      *            Created: Tuesday, March 28, 2000 4:41:41 pm         *
      *         Last Updated: Sunday, April 23, 2000 08:46:07 pm       *
      *                   Size: 301 KB (308,631 bytes)                 *
      *                                                                *
      *                        SAVED GAME FILES:                       *
      *                        http://hey.to/ref                       *
      *                                                                *
      ******************************************************************


   +---------------------------------------------------------------------+
   | N O T I C E:                                                        |
   | If you have any questions about Code Veronica, PLEASE check the     |
   | Walkthrough first (use Crtl + F to help you...), and then please    |
   | check the FAQ Section, because maybe your question can be answered  |
   | there. If then you STILL cannot find the answer to your question,   |
   | then e-mail me. But a word of warning: If your question CAN be found|
   | somewhere in this document, then I will NOT respond to you. Please  |
   | try to help yourself before you come to me. I get over 40 e-mails a |
   | day, and I do not have time to respond to e-mails asking me         |
   | questions that can be found in this FAQ. Thank you.                 |
   +---------------------------------------------------------------------+

   +---------------------------------------------------------------------+
   | W E B M A S T E R   N O T I C E:                                    |
   | This FAQ is complete, and is open to the public. You may now use    |
   | this FAQ on your website just as long as you use it legally, and    |
   | follow the Legal Guidelines in the Legal Stuff section of this FAQ. |
   | Also, you must e-mail me letting me know what the URL of the        |
   | website is so that I have a log of it, and so that I know who's     |
   | allowed to have my FAQ and who is not allowed. It's very simple:    |
   | just e-mail me letting me know what the URL of the site this FAQ    |
   | will be posted on, and that's it. So please just let me know where  |
   | my FAQ is going, and I will allow you to use it. Thank you again.   |
   +---------------------------------------------------------------------+



                           : : : : : : : : : : 




                    =================================
                    T A B L E   O F   C O N T E N T S
                    =================================
                     1. INTRODUCTION
                     2. LEGAL STUFF
                     3. UPDATES/REVISION HISTORY
                     4. Controls
                     5. Walkthrough - Disc 1
                          5.1- Prison
                          5.2- Palace
                          5.3- Palace Courtyard
                          5.4- Submarine Docking Bay
                          5.5- Submarine
                          5.6- Airport
                          5.7- Military Training Facility
                          5.8- Palace
                          5.9- Private Residence
                          5.10- Prison
                          5.11- Palace
                          5.12- Private Residence
                          5.13- Submarine
                          5.14- Airport
                          5.15- Submarine/Airplane
                          5.16- Boss Fight: Tyrant 2
                     6. Walkthrough - Disc 2 
                          6.1- Antarctic Base
                          6.2- Boss Fight: Nosferatu
                          6.3- Deserted Island
                          6.4- Boss Fight: Gulp Worm
                          6.5- Military Training Facility
                          6.6- Sewers  
                          6.7- Military Training Facility Labs
                          6.8- Military Training Facility
                          6.9- Military Training Facility Labs
                          6.10- Military Training Facility
                          6.11- Antarctic Base
                          6.12- Getting Serum for Claire
                          6.13- Mini-Guide for Claire
                          6.14- Boss Fight: Alexia 1st Form
                          6.15- Boss Fight: Alexia
                     7. Claire's Maps 
                     8. Chris's Maps
                     9. Main Characters
                    10. Quick Guide 
                    11. Puzzle Guide 
                    12. Items Chart 
                    13. Weapons Chart
                    14. Ammo Chart
                    15. Enemies 
                    16. Boss Guide 
                    17. Herb Mixing Guide
                    18. Files 
                    19. File Locations 
                    20. Tips / Strategies 
                    21. FAQ (Frequently Asked Questions) *
                    22. Secrets 
                    23. Rankings 
                    24. Battle Mode *
                    25. Spoiler Story  
                    26. Rumors **
                    27. Differences between Japanese and US **
                    28. Credits
                    29. Contact Info


* UPDATED
** NEW!!



=============================================================================
1. INTRODUCTION
=============================================================================
I just got this wonderful game a day ago, and I've only beaten it
once so far. You might be wondering where the walkthroughs are.
Well, I _have_ started on them, but I was too busy making up the
Item and Weapon lists for you, I couldn't write down the walkthrough.
But since I've already beaten it once, I now know what to do, and
that will make the walkthrough pretty easy to do. It will be coming
by Thursday or Friday, so hold your horses. At least I have the 
Item and Weapon Lists completed. Maybe those will help you for the
time being. 

Resident Evil Code: Veronica is awesome. The graphics are some of the 
best ever seen in a videogame ever, and features many cool things. 
One of the best aspects of the game are the enemies. The enemies are
very cool to look at, although fighting against them is another matter 
altoghter. Resident Evil Code Veronica is so much better than the 
"other" survival horror game for the Dreamcast: Carrier. Carrier is sloppy, 
and a blatant rip-off of all the Resident Evil games of PlayStation 
past. I mean, come on! Resident Evil created the Survival Horror genre with 
the original Resident Evil for both the Saturn and the PlayStation (then 
came the infamous Resident Evil: Director's Cut, which we will NOT talk about 
at this moment...). Nothing will beat Resident Evil Code Veronica in 
terms of graphics, sound, gameplay, and sheer "scary-ness". Nothing will come 
close. Well, that is not until the sequel to Resident Evil Code Veronica 
is released, and hopefully it will be on my beloved Dreamcast. Good 
hunting!

Let me say this: If you were to purchase one game this year, just one 
game,it had better be Resident Evil Code: Veronica. Like I said earlier, 
ResidentEvil Code: Veronica is the best Dreamcast game this year, and probably
the best Dreamcast game of all time (which isn't very long though). If 
you don't have it yet, I have two things to say to you:

1) Why the hell you you reading this?  :p
2) Go out and buy it now!!!!!!!!!!!!!!!!!!!!!!

There, I said it. Now stop reading this and go and buy Resident Evil 
Code: Veronica at this very moment.

Resident Evil Code Veronica is one of the greatest Dreamcast games
this year, if not the best, and is definatly the best Resident Evil
game of all time. It's an actual sequel, unlike Resident Evil 3:
Nemesis. It's a long game, because I've been working day and night 
in order to get the Walkthroughs done. I hope to get them done soon, 
and I hope to get the Battle Mode section completed soon also. I'm 
getting plenty of positive feedback on this FAQ/Walkthrough, so I
am going to stick with it until my Dreamcast blows up or I blow up,
whatever comes first. :)

---------------------
MY REVIEW OF RE:CV:
---------------------
Resident Evil Code Veronica for the Dreamcast has everything a Dreamcast 
owner could want in a game: Wonderful graphics, superb sound quality, an 
awesome storyline, and over 30 hours of gameplay to boot. Resident Evil 
Code Veronica (RE:CV) is the best survival horror game on the mass 
market, and everyone who owns a Dreamcast should own it. And so should 
everyone else.

Graphics-10/10
The visuals in RE:CV are the some of the best on the Dreamcast. The 
character models are realistic and move just like their real-life 
counterparts would. The characters look real, and even the real-time 
cut-scenes look better than the FMV videos in the game. RE:CV has plenty 
of cool lighting and special effects. The games runs very smoothly, and 
there is no slow-down at all. My only gripe is that there is some fog 
deep in the background, but this is only used as a visual effect, not to 
hide pop-up. Key word here: Eye-Candy.

Sound-10/10
RE:CV has some of the best sound effects I've ever heard. From zombies 
wailing to bats screeching, every sound is reproduced realistically and 
is crystal clear. Thank god that RE:CV is on a GD-ROM, or else the sound 
quality would have greatly dropped. The music is also great. It really 
sets the mood of the game, and it changes as the flow and speed of the 
game changes. When an enemy approaches or you are in a boss-fight, the 
music becomes tense and can really make you quiver in fear. Spectacular.

Controls-9/10
Controlling your character was always somewhat of a problem of the past, 
and RE:CV is no different. Although moving your character can be 
troublesome at first for beginners, vets will know it by heart, and will 
have no trouble manuvering either Claire or Chris. Aiming your weapon is 
simple and targeting multiple targets was never so easy. You can even 
shoot two guns at once, and shoot two different enemies at the same 
time, John Woo-style. This adds another element to the game, and gives 
you a slight advantage in this creepy world of survival-horror.

Gameplay-10/10
The gameplay of RE:CV is what makes it stand out from the rest of the 
pack. Yeah, the visuals are nice, but it's when you get sucked into the 
Resident Evil world that you finally realize that this is as good as it 
gets. The game is deep, provided you know how to use the items presented 
for you, and the game has a fantasic storyline. RE:CV is an actual 
sequel to Resident Evil 2, unlike Resident Evil 3. RE:CV ties up most 
loose ends in the Resident Evil universe, but never fully reveals all of 
Umbrella's past. This is great, because it makes you want to play more, 
and therefore increasing the replay value way up. And speaking of replay 
value, RE:CV has plenty. It contains of over 30 hours of gameplay, plus 
extra modes that you can receive after beating the game. It comes on two 
discs, and has a zapping system simliar to Resident Evil 2. Overall, the 
best Resident Evil game in the series, and one of the best playing games 
of all-time.

Rent/Buy
Buy it right now. Or wait until the retailers actually get some more 
copies of RE:CV in stock, because it's so hot right now. :)

Overall-10/10
RE:CV is one of the best reasons to own a Dreamcast, and if you don't 
own one yet, RE:CV is a game that will make you purchase a Dreamcast. 
Superb work Capcom. I salute you.

RECAP:
Graphics-10/10
Sound-10/10
Controls-9/10
Gameplay-10/10
Rent/Buy-Buy
Overall-10/10



=============================================================================
2. LEGAL STUFF
=============================================================================
***ATTENION WEBMASTERS***
I HAVE CHANGED MY MIND ABOUT PEOPLE USING MY FAQS ON THEIR SITES. FROM 
NOW ON, I WILL ALLOW ANYONE WHO WOULD LIKE TO USE MY FAQS ON THEIR SITES 
TO USE THEM, JUST AS LONG AS YOU E-MAIL ME AND ASK ME. ALSO, YOUR SITE 
MUST BE LEGIT; A REAL WEBSITE. I UNDERSTAND WHAT IT'S LIKE TO HAVE 
PEOPLE REGECT REQUESTS TO USE YOUR FAQS ON THEIR WEBSITES, SO THAT IS 
WHY I HAVE CHANGED MY MIND. BUT I WILL ONLY ALLOW YOU TO USE MY FAQS 
JUST AS LONG AS YOU A)E-MAIL ME AND ASK ME, AND B)GIVE ME FULL CREDIT 
FOR ANY FAQS THAT YOU ARE USING ON YOUR WEBSITE.

HOWEVER, IF YOU DO PUT THIS OR ANY OF MY FAQS ON YOUR SITE WITHOUT MY 
PERMISSION, LEGAL ACTION WILL BE TAKEN IMMEDIATLY. I'D LIKE TO THANK YOU 
FOR READING THIS, AND I WOULD LIKE TO SAY THAT IF YOU WANT TO PUT THIS 
OR ANY OF MY FAQS ON YOUR SITE, THE ANSWER IS STATED CLEARLY ABOVE. 
SORRY IF I'M BEING RUDE, BUT I'M SICK OF PEOPLE JUST TAKING MY FAQS 
WITHOUT MY CONSENT. THANK YOU.


This FAQ can only appear on the following sites:

-GameFAQS 
-Cheat Code Central 
-GameSages 
-Vgstrategies.com 


If anyone finds it on any other site, please inform me ASAP.

E-Mail Address: pimpmasterbrett@hotmail.com

Copyright:
(c) Copyright 1999-2000 Brett "Nemesis" Franklin. It may not be stolen, 
altered, or used for any type of profit. It may be reproduced 
electronically, and printed for PRIVATE, PERSONAL use. It may not be 
placed on a CD, printed in a magazine or any type of publication. If you 
would like to contribute to this FAQ (you will be credited,) please e-
mail me, as well as any questions, comments, or corrections, to the 
address above.



=============================================================================
3. UPDATES/REVISION HISTORY
=============================================================================


Version 0.1 (03/28/00)
------------------------

* FAQ started



Version 0.3 (03/30/00)
------------------------

* Added some of Claire's walkthrough (Disc 1)

* Added some more Controls

* Added some more Q's in the FAQ section

* Added some more Character Profiles


Version 0.4 (03/31/00)
------------------------

* Added a bunch more to Claire's walkthrough

* Added some more tips and strategies

* Added a new section: Quick Guide. This guide shows what is in each   
  and every room in the game.


Version 0.45 (03/31/00)
-------------------------

* Added even more of Claire's Walkthrough. Almost done with it.

* Updated the Quick Guide Section

* Updated FAQ section

* Added some stuff to the Battle Mode Section, thanks to JL Lee


Version 0.5 (04/01/00)
--------------------------

* Finished up the Walkthrough: Disc One

* Added the Boss Guide Section

* Updated the Quick Guide Section

* Updated the Enemies Section

* Started the Disc Two Walkthrough

* Updated the Herb Mixing Guide



Version 0.55 (04/02/00)
---------------------------

* Added some more of the Disc Two Walkthough

* Added a new Section: Files. This section shows all of the Files.
  This section is not yet complete.

* Updated Tips/Strategies Section

* Updated Battle mode Section

* Added my review of RE:CV. It's in Introduction Section

* Updated the Enemies Section with a chart for each enemy telling 
  how much ammo for each gun it takes to kill that enemy.

* Updated the Quick Guide section

* Updated the FAQ section



Version 0.6 (04/04/00)
------------------------

* Finished up Claire's Walkthrough, started on Chris's Walkthrough

* Updated Enemies section

* Updated Boss Guide section

* Updated the Quick Guide section


Version 0.65 (04/05/00)
-------------------------

* Added some more of Chris's Walkthrough, Disc 2

* Added a new section: Puzzle Guide. This section lists out all of the 
major puzzles in Code Veronica and tells you how to solve them. This 
section is not yet complete.

* Updated the Quick Guide Section

* Updated the Enemies Section

* Updated the Boss Guide Section

* Updated the Files Section


Version 0.8 (04/07/00)
---------------------------

* Finished up the ENTIRE Walkthrough for both Discs, including the Final 
Boss

* Updated the Puzzle Guide Section

* Updated the Files Section

* Updated Enemies Section


* Updated Boss Guide Section

* Added the File Locations Section


Version 0.9 (04/09/00)
--------------------------

* Added Claire's Maps Section

* Fixed some stuff

* Next Big Update: Chris's Maps, the rest of the Files, and anything                       
  else I need


Version 0.91 (04/09/00)
---------------------------

* Added a ton of stuff in the Battle Mode Section


Version 0.95 (04/11/00)
----------------------------

* Finished up the Files Section

* Fixed some small stuff in the FAQ


Version 0.96 (04/12/00)
-------------------------

* Updated Battle Mode Section


Version 0.961 (04/13/00)
--------------------------

* Changed the ATTENTION WEBMASTERS Disclaimer in the Legal Section. Any 
webmasters who would like to use my FAQ on their sites should take a 
look at this. :)


Version 0.962 (04/14/00)
----------------------------

* Fixed the Maps


Version 0.97 (04/17/00)
---------------------------

* Added another Secret: INFINITE SHOTGUN AMMO!!!!!!!!!!!!!


Version 0.975 (04/18/00)
----------------------------

* Updated Boss Section

* Updated Enemies Section

* Updated FAQ Section

* Added the NOTICE at the top of this document. Please read it before 
  asking me questions by e-mail.


Version 9.8 (04/19/00)
-----------------------------

* Fixed the entire FAQ to make it easier to read and follow. I added
  sub-sections for the Walkthrough, that way people can just go to the
  area that they are on in the game instead of searching the entire 
  document. Hope this helps.


Version 9.9 (04/20/00)
-------------------------------

* Changed the ASCII Art at the top of the FAQ, and added some at the 
  very bottom of this FAQ


Version 9.91 (04/20/00)
--------------------------------

* Removed some of the "repeating" stuff in the FAQ section. It was 
  un-necessary for the FAQ

* Updated the Battle Mode Section


Version 0.992 (04/22/00)
--------------------------------

* Updated FAQ Section


* Added Spoiler Story Section (# 25)


Version 1.0 (04/23/00)
--------------------------------

* Added the rest of Claire's and Chris's Maps

* Added the Rumors Section

* Added the Differences Section

* Updated the Battle Mode section

* This guide is complete. The only time I will update it is to add more 
  questions in the FAQ section, or add rumors, or to fix something


Version 1.01 (04/23/00)
----------------------------------

* Fast update huh? Anyways, here's what I did:

* Updated the Notices at the top of this FAQ

* Fixed some parts of the FAQ that looked weird and made some parts more
  spread out and organized to make it easier to read and follow.



=============================================================================
4. Controls
=============================================================================

Run........This helps you go faster and avoid confrontation with
           baddies

Shoot......This allows you to shoot enemies

Action button...This allows you to perform an "action" like pushing
                something or opening a door.

Aim........Allows you to aim your weapon



-=-=-=-=-
Controls:
-=-=-=-=-

Move Character..........Analog Stick
Start...................Button Option menu/Skip movie/Cut-scene

X.......................Action/Confirm selection
Y.......................Map Screen
B.......................Status Screen/Cancel
A.......................Run (with D-pad UP)/Cancel selection

L Trigger...............Aim/Change targets
R Trigger...............Ready weapon (press and hold)



=============================================================================
5. Walkthrough - Disc 1
=============================================================================

+-----------------+
| P R O L O G U E |
+-----------------+

The mid-western town of Raccoon City 
was completely decimated by the
T-Virus outbreak, and incident instigated 
by the international 

corporation: 
Umbrella.

Claire Redfield, who traveled to 
Raccoon City in search of her 
lost brother Chris,
managed to 
escape from
the city
along with rookie 
police officer Leon S. 
Kennedy.

But their ordeal is only a 
prelude of things to come.

Now, 3 months later...


+------------------------+
| E N D  P R O L O G U E |
+------------------------+

--------------
5.1- PRISON:
--------------

After viewing the AMAZING FMV sequences, you'll find yourself in 
a prison cell, along with a man who has captured you. You'll need to 
equip your lighter in order to activate the next real-time FMV scene. 
The man will tell you something about the prison being taken over, and 
that you're free to go. He then passes out because of blood loss. You 
will now take over as Claire. 

Once you have the lighter equipped, walk over to the corner of the room 
that's right across from the man. You'll find some handgun bullets. Once 
you've collected these, walk over to the desk and you should find a 
combat knife. This will be your first weapon, and you'll need it. After 
getting the combat knife, head back into your cell, and you should see a 
green herb towards the back of the cell. Pick this up then leave the 
room.

In this hallway, you'll see a typewriter and an ink-ribbon. Collect the 
ink-ribbons, save your game (just to be sure), grab the handgun bulltes
from the ground next to the table, then head up the stairs at the other 
end of the hallway. 

Once you go up the stairs, you'll find yourself outside, in a graveyard 
in the rain. As you walk forward, there will be a short cut-scene 
involving a briefcase falling out of the burning plane or something. 
Then tons of zombies will emerge from the ground. Avoid these guys, then 
head over to the opposite door.

In the courtyard, you'll encounter Steve Burnside. After a brief cut-
scene, he'll leave, and you'll be all by yourself again. But by the end 
of the cut-scene, you'll have a handgun with 12 rounds. Head over to the 
dead zombie where you picked up the handgun to collect some more handgun 
bullets. Now exit through the unlocked door.

Here, head over to the wooden walkway, go to the end, and grab the green 
herb. Now go through the wooden door near it. In this room, there will 
be three zombies. Kill them, then go up the wooden stairs and collect 
the green herb on the table. Now go back down, go around the table in 
the middle of the room, and collect the handgun bullets that are on the 
shelf. Now go towards the back of the room, and grab the Prison Map 
that's on the wall near the sink. Now go through the door that's to the 
right of the one that you entered.

In this room, you'll pass by some bunk beds, and on one of them there is 
a Prisoner's diary. Collect it, then go to the end, then go right, and 
you'll see some handgun bullets on a shelf. Immediately after getting 
the bullets, a zombie will bust through the door, and he'll drop two MP-
100s (automatic pistols). Kill him and the other two zombies, then 
collect the automatic pistols. Go into the shower area, and get the 
bullets in the end shower. Now exit the way you came, then go around the 
building, and go through that door. 

In here, you'll need to place any metallic items in the security box. Do 
this, then go to the other end. Go past the second security box, then 
grab the flame rounds to the right of it. Go a little bit further to 
find some BOW Gas Rounds. Now look on the table to find a first aid 
spray and a User's Manual for the 3-D duplicator. After getting these 
items, go into the next door that's to the left of the second security 
box. 

Right when you enter this room, you'll spot a piece of paper right in 
front of you. This is a Fax On The Faculty Access Application. Collect 
it, file it. Now walk a little bit farther into the room, and you'll 
encounter Steve again. After the short cut-scene involving Steve 
storming out of the room, turn around and search the desk with the 
computer. A drawer should open up, and you'll find the Hawk Emblem. Now 
collect the Ink Ribbon near the typewriter. Now go to the glowing blue 
switch on the wall, and turn it on. Go back to the previous room, the 
one with the 3-D duplicator, and place the Hawk emblem in it. Now place 
any metal items you have in the security box, then go back through the 
security hallway, grab some weapons from the first security box, the go 
back outside. 

Once outside, head over to the steel shutter that was previously locked. 
Zombies! Kill off the two in front of you, grab the fire extinguisher, 
then either run by or kill the othre zombies. Now go into the cage that 
the zombies broke out of. In here you'll find a gullotine. Grab the 
Padlock Key from the gullotine, and head all the way back to the 
graveyard. 

Once in the graveyard, use the Fire extinguisher to put out the fire 
where the briedcase was, then grab it. Now go to your inventory screen, 
then examine the briefcase by turning it so that you can see the top end 
of it (you know, where the handle is). Here you'll find a button. Push 
it, then you'll see that the TG-01 was in it the whole time. Now go back 
to the route to the 3-D duplicator. 

Go past the graveyard, but when you enter the area with teh zombie dogs, 
immediatly go right and through the gate. It will be locked, but you 
have the key to open it. Now go through the door to the right of the 
open gate. You will now see that you are back in the area where the 
gullotine was. This route is a shortcut, and will help you avoid those 
pesky dogs. Go ahead, and go into the lab area again, and place all of 
your metallic items in the security box again, then head down to the 3-D 
duplicator.

Go to the 3-D duplicator, then place the TG-01 into the maker to the 
right of the actual scanner, and it will create it. Now you have a 3-D 
duplicate of the Hawk emblem that won't set off the metal detector! 
After you have collected the duplicate Hawk Emblem, attempt to leave. 
Three zombies will break in! Now might be a good time to save your game 
in the office where you met Steve, but it's your choice. When you 
attempt to exit, you'll have to avoid the zombies, because you have no 
weapons. After avoiding the living dead, grab your stuff from the first 
security box, then head back out to the graveyard (the place where you 
first met Steve). Go to the large gate, and use your duplicated Hawk 
Emblem on it to unlock it. Go through it.
 
Noticed that it stopped raining? Weird. Anyways, you are now on the Iron 
Bridge. As you walk forward, go down the stairs to the left of you, 
right before the jeep. Walk along the metal catwalk, and grab the two 
green herbs at the end. Run down the bridge and check the jeep for some 
handgun bullets. Now go back to where the fire is. See that white crate 
nearest to the bridge? Push it towards the fire, and when it can't go 
any farther, push it to the left, towards the other crates. When you 
have done this, climb on top of the crates, and use them to walk over to 
some stairs. Go up the stairs to escape from the prison.

-------------
5.2- PALACE:
-------------

Go forward, past the zombies, and go up the stairs at the end of the 
path and through the gate. Avoid the dogs here, then go right up the 
stairs, grab the green herb, then go into the large door. You are now in 
the Palace. Once you are inside, go down the small flight of stairs, and 
take the large set of stairs to Claire's right. At the top of these 
stairs, go right again and up another small flight of stairs. Once at 
the top, go through to door. Here is a great stopping point. In this 
room there is an Item Box and a typewriter to save your game. But before 
you save your game, you should grab the Secretary's Note on the table, 
the green herb at the end of the hallway, then push the chest near the 
green herb out of the way to find an ID Card, grab the Ink Ribbons near 
the typewriter, and the handgun bullets on the shelf behind the 
typewriter, near the Item Box. After doing all this, deposit whatever 
you need to, then save your game at the nearby typewriter.

Ok, now once you've saved your game and you're ready, leave the save 
room. Now go back downstairs to the main room where you first entered 
the Palace. Go over to the computer on the desk near the stairs. Grab 
the handgun bullets on the desk, then go to the computer. Go into your 
inventory screen and check the ID Card. It should have the code "NTC0 
394" on the back of it. You must use this code in the computer to unlock 
a door in the main room. After entering this code, the security lock 
system will become deactivated. Discard the ID card, then go into the 
blue door thats to the left of where you first entered the Palace. In 
here, you'll find some bats. Use your lighter to keep them away, then 
grab the First Aid Spray on the sink, and the handgun bullets in the 
bathroom stall behind the sink. Towards the back of the bathroom is the 
duralumin case. Collect it, then go back to the main room.

Once in the main room, go into the door that you just unlocked with the 
computer. In here there will some zombies, so be prepared. After you've 
killed the zombies, grab the handgun bullets near the door, next to a 
vase. Now run to the end of the hallway, grab the red herb, then go back 
to the save room to put away the duralumin case into the Item Box, 
because you won't be needing it until you get some lockpicks. Now go 
back to the hallway where you got the red herb, run to the end, and head 
into the door at the end. 

In this room, you'll need to grab the handgun bullets on the table. Now 
go over to the small display case with the ant in it, with the glowing 
blue button. Push the button, and you'll get to see a short FMV with the 
twin sisters pulling the wings off a dragon fly, and then feeding the 
dragon fly to some ants. Anyways, after this is over, the giant display 
case with the tank in it will move, revealing a hidden door.

In this room you'll find a steering wheel right as you walk in. Take it, 
then go to the back and look at the two Golden Luggers. Ohhhhh. If you 
take them, the room locks up and it turns really hot in there. You can 
always put them back when you want to. After looking at the Golden 
Luggers, leave the hidden room, and head back to the main room.

In the main room, try to leave through the main doors. But wait! You 
hear Steve yelling for help! Go back to the display room (the one with 
the Golden Luggers). You'll find that Steve has decided to take the 
Golden Luggers, and he's trapped. To help him, you'll have to solve a 
puzzle. Go to the control panel next to the Tank display case, and 
examine it. You need to match up two of the six items that are the same 
type of thing. Here's what it looks like:

       _______      _______      _______
      |A      |    |B      |    |C  *   |
      |_______|    |_______|    |_______|

       _______      _______      _______
      |D      |    |E  *   |    |F      |
      |_______|    |_______|    |_______|


A- Ship
B- Ant
C- Gun <----\
D- Knife    |
E- Gun <----/
F- Airplane


You need to match up boxes C and E, because they are both guns. The 
diagram above shows which boxes you have to match up. They have the *'s 
in them. After a brief conversation with Steve, head back to the main 
room.

Here, you'll immediately enter a real-time cutscene where you'll 
encounter Alfred Ashford. He'll babble on about some stuff, then he'll 
leave. After this cut-scene, go back to the Item Box and leave some 
stuff behind, because you'll need to make some room in your inventory. 
Now leave the Palace through the main doors, then head outside.


-----------------------
5.3- PALACE COURTYARD
-----------------------

Out here, go down the steps, and run forward until you see a flashing 
green object on the ground. This is the Navy Proof. Pick it up, then go 
back to the gate in that you didn't go into yet, and it should be open 
already. Go through it. 


----------------------------
5.4- SUBMARINE DOCKING BAY:
----------------------------

You will go down some stairs, and you'll find yourself in a docking bay. 
At the foot of the stairs, go to Claire's left, and go underneath the 
stairs, in a small room, and grab the Handgun bullets and the Palace map 
on the wall. Now go back past the stairs, and at the end you'll find a 
control panel. You'll use this in a second, but first grab the Bow Gun 
Arrows near the control panel. Now go back to the control panel, and go 
to your inventory screen and use the steering wheel on it. A submarine 
will emerge from the water. Go into the submarine.


------------------
5.5- SUBMARINE:
------------------
 
Once in the submarine, go behind the ladder to find the Side Pack. This 
nifty item allows you to carry two more items. Cool. Now go and push the 
lever to go down into the depths of the sea.


-----------------
5.6- AIRPORT:
-----------------

Once out, go down the flights of stairs and follow the white line on the 
ground and go through the door. Go to your right, kill the zombies, and 
grab the handgun bullets that are on the couch. Now head through the 
door near the fish tank. In here, equip your lighter to keep the bats 
away, and examine the control panel. Hit the button, and a lift will 
come up. Now examine the control panel on the lift, and use your Navy 
Proof on it. You still need two more proofs to get the lift to work.

Now head back to the main office, and go the other way, grab the Ink 
Ribbons on the boxes, and go through the shutter door. Now run across 
the bridge and through the other shutter door. In here, you need to go 
to Claire's right, and use the lift to go upstairs. In this small room, 
there is a control panel that moves a giant hook. The object of this 
puzzle is to use the hook to remove the giant box in the upper left 
corner of the room. The hook only moves two ways-left and up-and you can 
only use each movement once. So all you have to do is push Up until the 
hook can't go any farther, then push left until it can't go any farther. 
Once it's over the box, the hook will automatically lift the box up and 
move it out of your way. After this is done, go back down the lift and 
go to where the box was taken away from.

Now hit the switch that was near the box. This will bring up a large 
lift, along with four zombies. Run away to put some distance in between 
you and the zombies, then kill them all. After they're dead, go onto the 
giant lift to find a Biohazard Card and some more Bow Gun Arrows. Now 
you need to get to the Military Training Facility. To get there, use the 
submarine to get back to the surface, and go back to the Palace 
courtyard. Once there, pass the Palace entrance, and go back to the gate 
at the other end. Either run past the zombies or kill them, then go down 
the path, then go to Claire's left and around the corner. Go through the 
small door.


---------------------------------
5.7- MILITARY TRAINING FACILITY:
---------------------------------

Here you'll encounter a GIANT worm. Just avoid him, and go through the 
giant double doors that are right behind him, to Claire's right. When 
you enter the Military Training Facilty, go right and up the stairs. 
Once at the top, go down the short hallway and through the door. In this 
room, you'll find the Bow Gun on a table, along with a memo. Pick up 
both. As you try to leave, a cut-scene will come up, showing a guy 
getting decapitated. The alarm will go off. Now head back downstairs.

As you leave the room, another alarm will go off, and Claire escapes in 
the nick of time. Once you are at the end of the stairs, go through the 
first door to your right. 

This is the Copy room. In here there will be a zombie playing dead on 
the ground near the door. Kill him before he can grab you, then grab the 
green herb behind him. Now kill the other two zombies in the room, then 
collect the Bow Gun Arrows on the desk. After getting these, head 
towards the back of the room. There is a locked locker that you can't 
open just yet. Go back to where you got the arrows, and you'll see 
glowing blue light on the control panel. Push it, and you'll print out a 
map of the Military Training Facilty. Take the map from the copier, then 
leave.

Back in the Main room, grab the Red Herb on the chair, and search the 
phones for some more Bow Gun Arrows. After getting this stuff, go 
through the wooden door at the end of the hall. This is the Locker Room. 
Kill all of the zombies (there are five), then search the two open 
lockers for some Bow Gun Arrows, then run around to the back of the room 
and search the rotting corpse for some more Bow Gun Arrows. Go through 
the door next to the corpse. 

This is the Sauna Room. There is a zombie in the Sauna as you enter, so 
kill him then go down the stairs. Once you get to the bottom of the 
stairs, go to the pool of water, press the Action button to jump in, go 
to Claire's left, and turn the valve to shut off the fountain. Once the 
fountain is off, go and pick up the Key with Tag that's at the bottom of 
the pool. Now head back to the Copy Room.

Remember that locked locker in the copy room? Well now you can open it 
up. Just use that Key with Tag you found in the Sauna Room on it, and 
you'l find some Bow Gun Powder. 

Now go back to the main hall. Go to the end of the hall, and use that 
Biohazard Card on the shutter door. Go down the hall, and out the door. 
Outside you'll encounter Alfred again. He'll attempt to shoot you. Avoid 
his shots, and climb the stairs. He'll run away as you go up the stairs. 
Now follow him through the door he went through.

Here in the hallway, collect the two boxes of handgun bullets on the 
boxes at the end of the hallway, then go into the Save Room to your 
right. It's the steel door.

In the Save Room, grab the green herbs-behind the desk and near the 
couch, and get the Ink Ribbons from the desk, and get the Hemostatic 
Pills from the couch. You'll need these to give to that Prison Guard 

later. Now put some stuff back into the Item Box, and make sure you have 
some good weapons equipped and 2-3 spaces open in your inventory. Now 
use an Ink Ribbon and save your game. This is a good place to stop for 
now.

After saving your game, leave the Save Room. Go through the door to your 
right. But wait! As you try to leave, Alfred locks you inside! Jerk. 
Anyways, go through the door that you tried a second ago. Once inside 
here, go to Claire's left, and you'll find some Sub-Machine guns. 
They're empty, but Claire spots some ammo downstairs. Try to go 
downstairs, but as you try to go, the door locks, and a gate opens. A 
Bandersnatch enters, and you are forced to fight with him. Use your MP-
100s on him, and it should be pretty easy. After killing him, go 
downstairs and through the unlocked door. 

Wait! As you attempt to leave, a cut-scene comes on, and something cool 
happens. I won't tell you because I don't want to spoil it for you. 
After the really long cut-scene, you'll trade your Sub-Machine guns with 
Steve for his Gold Lugers. Yes! But once Steve finds out that there is 
no ammo for them, he is determined to get some. After another cut-scene, 
you will take control of Steve for a moment. 

Inside the first room with Steve, kill all of the zombies with your 
brand new Sub-Machine guns. After killing all the zombies, go through 
the door on the right, the one next to the large gate. In here, kill all 
of the zombies again. You can aim for the barrel so you can blow up all 
the zombies that are around it. Now head up the small flight of stairs, 
and through the door at the top. 

Now as you run down this hall, another cut-scene begins. Okay, after you 
take control of Claire again, follow Steve through the door, then meet 
with him on the wooden walkway. Yikes! You and Steve fall through, and 
another cut-scene starts. After the long cut-scene, you will take 
control of Claire once again.

Go around and grab the handgun bullets that are on the crates. Now exit 
through the wooden door that's next to the jeep. In here, you'll 
encounter more zombies. Kill them, grab the handgun bullets, then go 
through the next door. In here, you can save your game if you wish. 
Next, grab the Eagle Plate from the wall then go back to the garage with 
Steve and the Jeep. Once in the garage, exit outside through the large 
double doors. Outside, kill the dogs, then grab the Bow Gun Arrows that 
are out here. Now go through the nearby door that you can unlock. Once 
here, avoid the giant worm, and go through the big double  doors and 
back into the Military Training Facility. Be sure to have the Biohazard 
Card, because you'll need it. Now go the end of the main room, and go 
right and use the Biohazard Card to unlock this gate.

Go down this hall, and out the door at the end. Out here, avoid the dogs 
and go up the flight of stairs. Use the Hawk Emblem on the blue shield-
shaped stone. An Emblem Card will be revealed. Take it, then go all the 
way back to where Steve shot his zombie dad. Now go through the door 
next to the Jeep, and take the elevator to the 2F.

Go out of the elevator, then use the Emblem Card on the shutter gate 
down the hall. Go up the stairs to your right, and examine the flashing 
white screen. This screen tells about the Albinoids. Creepy. Now take 
the grenade round next to the chair, then go back down the stairs. Go 
over to the control panel and grab the green herbs. Now examine the 
flashing computer. You will now be able to control a security camera. 
Use X to zoom in on things. Find the red picture to the right of the 
room and zoom in on it and read the numbers: "1126". Remeber that number 
for later. Now grab the Army Proof from the desk, then exit the camera. 
Kill the now alive zombies. Now use the door that's across from the 
stairs. You are now outside. Go back to the main room of the Military 
Training Facility.

Once back here, go to the closed gate that's near the entrance and use 
the Biohazard Card on it. Go up the stairs and into the lab. Use the 
number that you read from the Red Picture as the code to the lock. After 
releasing the lock, go into the room.

Go to Claire's right to get some Acid Rounds. Run over to the picture 
and take it. Immeditely after getting the picture, an Albinoid escapes 
into the vents. You now have 44 seconds to escape. Run for your life out 
the door and down the stairs. Now go all the way back to the garage 
where Steve shot his dad.

Once here, use the door near the Jeep and go to the room with they 
typewriter and the painting in it. Once there, go to the spot on the 
wall where you first grabbed the Eagle Plate and use the Skeleton 
Painting on it. This will reveal a hidden room. On the counter there is 
a Gold Key. Take it. Now go back and use the elevator, and ride it to 
B1F. Go across this bridge and out the door on the other side. Now go 
past the green gas, up the stairs, and out the door. In here, use the 
Emblem Card to open up the gate and take the Grenade Launcher.

Now head back to the elevator, go to 1F, and go back to the Courtyard 
with the giant worm. Once here, exit through the steel door at the other 
end of the courtyard. Now go around the bend to the right, and head back 
to the Palace. On your way back, you'll encounter two Bandersnatches. 
Avoid them, then go up the stairs. Now you are back in the Palace 
Courtyard. Avoid the dogs (if you can) and go in the Palace Main 
Entrance. 


--------------------
5.8- PALACE:
--------------------

Once inside, avoid the zombies and head to the wooden door 
that's almost behind the main desk. Once here, go down the hallway, and 
go right. You should see some double doors. Use the Golden Key to unlock 
them. Go inside.

This is the infamous Seven Paintings Room. This puzzle was difficult for 
many gamers who imported the Japanese version of Code Veronica. Here's 
how to do it:

_Solution to the Seven Paintings Puzzle_: About five hours in on the 
first disc you'll find a room with seven paintings, each with a switch 
below it. In order to solve the puzzle you must press the switches below 
each painting in the correct order. Below is the order in which this 
must be done:

1. Painting of the Woman
2. Man with two babies 
3. Man by himself
4. Man with plate
5. Man with book
6. Man with candle
7. Big painting

After solving this puzzle, the wall with the large painting will turn 
around, revealing a new painting and a vase. Take the vase. Now go into 
your inventory screen and rotate the vase until you can see inside it. 
Check to see what is inside...you'll find the Queen Ant Object. Now head 
back upstairs to the save room.

Once inside the save room, get the Gold Lugers and get plenty of 
firepower. Save your game and do whatever you need to do. Now go to the 
golden door at the end of the hallway. Place the Golden Lugers in the 
door to unlock it. Now go inside. Grab the handgun bullets if you need 
to, then examine the memo next to the computer. You will need to 
remember this code:

1) Left, Right
2) Left
3) Right
4) Right, Right, Right

This code will be used on the music box. Go over to it, and you'll see 
two buttons: Left and Right. Now first enter the first direction: Left, 
Right. It will land on a number: 1. Now enter the second direction: 
Left. This will bring up 9. Enter the third direction: Right. This will 
bring up 7. Now enter the last direction: Right, Right, Right. This will 
bring up 1. This acts as the code for the computer. The code is "1971". 
Go over to the computer and enter this as your password.

Entering the password correctly causes the music box to move, revealing 
a hidden doorway. As you try to go, a Bandersnatch jumps through the 
window. Kill him first, then go into the hidden passageway. Pick up the 
blue herb then go through the door at the end of the hall. Continue 
through until you reach the stairs. Go up these stairs. Kill the two 
Bandersnatches with your MP-100s right when you see them. After they are 
dead, go up the stairs, grab the red herb next to the stairs, then go 
through the double doors.


------------------------
5.9- PRIVATE RESIDENCE:
------------------------

You are now in the Private Residence. It's freaky here. Go to Claire's 
right, past the stairs, and through the red door. Right when you enter 
this room, kill the Bandersnatch. Grab the Bow Gun Arrows on the mantle, 
get the handgun bullets near the door, then go back to the main room and 
go up the stairs. 

At the top of the stairs, there is a small table. Take the First Aid 
Spray off of it, and get the handgun bullets from the ground. Now go 
through the door at the end of the landing. After the cut-scene, go into 
the door to Claire's left. Inside here, examine the music box and turn 
it off. The lid will close and the bed will rise. Take the Silver Key 
off the bed, then climb up on top of the bed and climb the 
ladder...well, it seems that its sealed. Head back off the bed and into 
the hallway outside of Alexia's bedroom. Here, grab the green herb and 
the handgun bullets. Now run all the way back to the Palace. 

Back at the Palace, leave the Save Room, and go across the landing, past 
the main stairs, and use the Silver Key to unlock the door across from 
you. You are now in the Casino. Here you'll find some green herbs, and 
some handgun bullets. Head back to the Save Room and put back anything 
you need to. Make sure to take the Hemostatic Medicine, because you'll 
need it soon. Now head back downstairs. Go into the room that's almost 
right behind the computer desk. Once past this door, you should be in a 
hallway. Use the Silver Key to unlock the double doors right across from 
where you entered, equip either your MP-100s or your grenade launcher, 
then go inside. In here, there are some Bandersnatches. Kill them. Now 
run to the center of the room and grab the Eagle Plate off the ground. 
There is also a Hunk's Report on the desk near the large screen. There 
are also some handgun bullets on a chair towards the back of the room. 
Pick these up if you need them.


-----------------
5.10- PRISON:
-----------------

Now go all the way back to the Prison. Run by the Passage outside of the 
Palace and go to the Iron Bridge. Now go all the way back to the Cell, 
where that guy was passed out because he needed his medicine. Make sure 
you have the lighter and the hemostatic pills.  A cut-scene will begin 
with both Rodrigo and Claire. Claire will give him the lighter and 
Rodrigo will give Claire a lockpick. Now go back to the area with the 
Gullotine cage. 

Once there, head into the Lab area in the door past the roll up shutter 
gate, and take out anything that you might have left in the security 
box. If the extinguisher is in there, take it with you, and place it in 
an item box ASAP. Now exit and go into the gullotine cage, and use the 
Eagle Plate on the door. Two zombies will emerge. Kill them, then go 
through the door. Continue forward to find a chain-linked door. Go 
through it. There are some handgun bullets here, and if you climb over 
the crates, you will find an Item Box. Now push the crate over to make 
the door accessable. Go inside this door. 

You are now in the communcations room again. Use the typewriter to save 
your game. Now go and get everything out of the second security box, 
then put all of your extra stuff back in the Item Box. Now go back 
through the gate where you came from.

Go back down the path, turn right, grab the green herb, then enter this 
wooden door. Inside, you'll find some handgun bullets, and a First Aid 
Spray in the cabinets. Go to the back, turn right, and use the back 
door. You are now in the torture room. Kill all of the zombies, and grab 
the handgun bullets in the back on the room, on the table. Also in the 
back of the room is another duralumin case. Pick it up, and examine the 
lock on it. Use the lockpick to open it up to reveal the M93R parts. 
Just combine these with the handgun to create the custom handgun. Go 
back to the medical room. There will now be some more zombies. Kill the 
doctor zombie to get the Glass Eye. Go to the north western part of the 
room and use the eye on the fake body that is missing an eye. This will 
reveal another hidden stairway. Go down these stairs.

Now run down this passageway, and do it fast because there are bats 
around. Get the green herb on the way, then use the door at the end. 
Inside here is another torture room. Kill the three zombies, and get the 
Arrows and the handgun bullets that are in here. Now go down the other 
flight of stairs. Inside this room are some statues. Pull the Rusted 
Sword from one of the statues. The room will then fill up with gas. Push 
the lever in the middle of the room counterclockwise before the room 
fills up with gas. Now use the Rusted Sword on the hole on the statue 
where you got it from. A zombie will pop out, so kill it, then grab the 
Piano Roll. Now go all the way back to the Palace. 


-------------------
5.11- PALACE:
-------------------

Once at the Palace, go back to the Casino. Use the Piano Roll on the 
piano. A slotmachine pops open. Sucess! You have gotton the King Ant 
Object. You now need to go back to the Private Residence, but before you 
do that, save your game. 


--------------------------
5.12- PRIVATE RESIDENCE:
--------------------------

Once there, go upstairs to Alexia's Room, and examine the Music Box and 
grab the Music Box Plate. Now go to the other side of the hallway and 
into the other bedroom. Look on the desk for the Message Card. Now use 
the Blue King Ant on the music box, and when it opens, place the Music 
Box Plate inside it. A ladder will be revealed. 

Now climb up the latter. You are now in the Secret Playroom. Here you'll 
find a green herb on the ground, and a Silver Dragonfly near it. To make 
it into a key, examine it, and tear off it's wings. Now its a key. Now 
use the key on the giant ant painting across from the carosel. At the 
top of the carosel, if you go left, you'll find the Newspaper clippings. 
Then push the box towards the glass case, and climb up it to grab the 
Confession Letter on the shelf. After reading it, you'll get the Air 
Force Proof. Now save your game at the nearby typewriter. Whew. I'm 
beat.

Ok, now head back down the ladder. Now go back down the second ladder. 
Now as you leave the room, another cut-scene will come one. After this 
cut-scene is over, you'll be in Alfred's room. Examine the blond wig on 
the Music Box and...another cut-scene. Once this short one is over, the 
self-destruct alarm goes off, and you'll need to get to the Airport. Now 
go back to the Palace as fast as you possibly can. Now back at the 
Palace, go into the Item Box and grab the other two Proofs, because 
you'll need them. Once you have what you need, leave the save room. Now 
leave the Palace through the main doors.


----------------------
5.13- SUBMARINE:
----------------------

You'll meet up with Steve again. Follow him to the submarine. Now follow 
him into the room with the lift. In here, place the Air Force and the 
Army Proofs into the remaining slots on the lift. You and Steve will 
then enter the plane. Great! Now Steve tells you that you can't leave 
until the bridge is raised. That's your job. Grab the lever near the 
cockpit, then exit the plane.


------------------
5.14- AIRPORT:
------------------

Now run back into the room with the fish tank. Run around the desk 
and go through the shutter door at the end. Now run across the bridge 
and through the door at the end. Here, go right and use the lift to 
go up. Once here, go through the door that's near the computer. In 
here, use the lever on the control panel right in front of you. The 
bridge should rise. Go across the bridge and through the door at the end.

In here, go forward to see some corpses. Pick up the Airport Key from 
one of them, then go back and check the cabinets near the door. Use the 
lockpick to open one of them and to find some First Aid Spray. Now go 
back to the lift and go downstairs. Once here, look for the door with a 
gate over it. It should be right next to the lift. Use the Airport Key 
to open it then go through the door. You are now in another save room. 
In here, pick up the handgun bullets, the grenade rounds, and the two 
herbs. You might want to save your game while you're at it. 

Now run over to the crates that are blocking the elevator door. Push the 
one that's already underneath it all the way underneath the door, then 
run around and push the other crate to the end towards the far wall, 
then push this crate underneath the elevator door too. Now face the 
elevator and press the action button. You'll ride on the elevator, and 
you'll find that you have only 5 minutes until the place blows up. When 
the elevator stops, go to Claire's right, and through the door. Once 
here, take the path (up) towards the Palace. After the very-brief cut-
scene, the Tyrant enters. Shoot him until he goes down, then when he 
gets back up, shoot him until he falls all the way down on his face. Now 
run past him and go up the stairs. Run past the Palace, and go down the 
stairs that lead to the submarine. Run over to the submarine, and enter 
it. 


--------------------------
5.15- SUBMARINE/AIRPLANE:
---------------------------

Now run to the lift and go into the airplane. After the long cut-
scenes, save your game at the nearby typewriter, equip yourself with all 
the ammo and healing items you have, then enter the cargo room at the 
back of the plane. 


----------------------------
5.16- BOSS FIGHT: TYRANT 2:
----------------------------

#~#~#~#~#~#~#~#
BOSS: Tyrant 2
#~#~#~#~#~#~#~#

Okay, the Tyrant is a pretty tough boss, mainly because seems 
unstoppable. Your main objective is to keep the Tyrant at bay (near the 
opening in the back of the plane), and when the blue light turns blue, 
hit the button to launch the crate and push the Tyrant out with it. Here 
are some strategies for him:

-Use the Bow Gun Arrows against him. If you shoot enough of these at 
him, he'll stay away from you.

-If run out of Bow Gun Arrows, use grenade rounds or any type of rounds 
against him. Just make sure you keep him away from you. 

-Make sure you have plenty of healing items (herbs, First Aid Spray), 
because the Tyrant can do some SERIOUS damage. 

-Avoid him at all costs. Don't let him trap you in the corner near the 
door, or else you're toast (I'd know...). Run around a lot and keep him 
away from you.

-Don't ever let him near you if you are near the cargo door, or else 
he'll throw you off the plane, and it's game over for you

-Make sure your game is saved from the airplane cock-pit

-Make sure you have at least 20 Bow Gun Arrows, this way you have enough 
ammunition to keep him away long enough so you can run around him and 
lure him out to near the cargo door...

-Don't try to press the button unless it's blue, because it will have 
recharge, and you'll have to wait longer

-Watch out for his attacks. If he hits you more than once when you are 
at Fine Condition, then heal immediatly, because one or two more hits 
and you'll die. End of story.

-If you can, tear up the Tyrant so badly that he starts to bleed 
everywhere, then go and hit the blue button

-Don't go near him when you press the blue button, or else you're dead

-Lure him out. Run around the back of the plane, and when he's far 
enough from the blue button, wait for him to take a swipe at you, dodge 
it, then run over to the blue button and press it. Say goodbye to mister 
Tyrant. 

After the long cut-scenes and FMVs, you'll be prompted to insert the 
Second Disc. Go on!




=============================================================================
6. Walkthrough -  Disc 2
=============================================================================

---------------------
6.1- ANTARCTIC BASE:
---------------------

Alright, now after the cut-scenes, you will take control of Claire once 
again. I know, you probably thought that you would be taking control of 
Chris right away, but it doesn't work that way. You'll get Chris later, 
so for now you'll have to be satisfied with Claire. Again. You are now 
in the Antarctic region. Antarctica. You are in the Antarctic Transport 
Terminal Basement. Wow. You really went far in your flight. After you 
and Steve wake up from your little sleep, you'll exit the plane.

Once you are out of the airplane, run underneath the crashed airplane 
and run over to the nearby ladder. Now go down the ladder. At the foot 
of the ladder, you should see some double-doors to the left of Claire. 
Run past these and go into the door that are past the stairs. 

Now you are in another bunk room. It's kinda dark in here, don't ya 
think? Anyways, run towards the back of the room, past the beds and go 
in between the lockers. Look for a small table. On that small table is 
some handy Bow Gun Powder. Collect the ever-so-useful Bow Gun Powder 
from the table, then head over to the lockers. Inside the lockers you'll 
find some Handgun Bullets as well as a bottle of First Aid Spray. There 
are also some more handgun bullets right near the shelves. 

Now head back over towards the beds, and when the zombies come to life 
and come at you, stand back near the table where you got the Bow Gun 
Powder and kill them all. Make sure you have enough ammo for them all, 
because you'll have to kill them all because of the small room. After 
you've killed all of the zombies, grab the handgun bullets off of the 
bunk bed then run over and around the shelves until you see another 
table. Here, you'll find the Worker's Diary. After you've filed it away, 
go to the shelf that's directly across from the table to see some more 
handgun bullets for you to take advatage of. Now the only thing left for 
you to get in here is the Antarctic Transport Terminal map. This is 
right next to the beds, and near the table where you just got the 
handgun bullets. It should be on the wall. When you're done, you should 
have at least 45 Handgun bullets. After getting the map, leave this 
dark, scary room.

Once outside of the room, head down the stairs, and go through the door 
that's at the bottom of the stairs, although you'll have to go ahead a 
bit at the foot of the stairs to get to the door. Once you've gone 
through the door here, you'll be in another room.

Once inside, you'll hear a sound that sounds like a zombie is trapped 
and waiting to get out. Get the Bow Gun Arrows off the table, the Ink 
Ribbons near the typewriter (and you might want to save your game too), 
and the Green Herb near the shelf towards the back of the room. Now go 
and examine the table next to the Item Box and you'll find Alexandar's 
Memo. After reading it, walk over to the bookcase that's in the back of 
the room and push it until it won't go any farther. Now go right and 
down the secret hallway. Approach the lockers with fear...because there 
is a rat in one of them. After the little guy runs away, get the Butler's 
Memo from the locker then press the switch in the locker. Nothing 
happens. You need an electrical source to operate it. Now leave the Save 
Room. 

Once outside the Save Room, go around the foggy corner to Claire's right 
and you'll encounter the Moth. Right when the Moth starts to fly, shoot 
at it. You should be able to kill it easily. After disposing of the 
moth, go into the nearby double-doors. In here, go to Claire's right and 
examine the metal cabinent. Use the lock-pick on it, and grab the 
Shotgun Shells. You'll need to take these and put them into the Item Box 
as soon as possible. Go back past the door to where the zombies are at, 
kill them all (all 3 of them), then go past the stairs, around the big 
thing in the middle of the room (go right), and through the double-doors 
that say "Weapon". After spotting something "shiny", go into the room, 
and kill the first two zombies in here. Run over to your left, and grab 
the Minig Room Key on the conveyor belt. Keep on going towards the back 
of the room, and kill the next zombie. Go past the open gate, and check 
the drawer that's in the upper right corner of the room. In here you'll 
find the Assault Rifle. After getting this awesome gun, and examine the 
dead corpse in the back of the room to get a Detonator.

Now turn and face towards the steel cabinet. Use the Detonator from your 
item screen, and Claire will put it here. Now leave this room, and run 
straight across to the room marked "BOW". Once in here, use either your 
Bow Gun Powder arrows or your Grenade launcher, and kill the two 
Spiders. There's another one in here, but it's underneath the grates, so 
you can't kill it. Grab the boxes of handgun bullets that are on the 
metal crate next to the door, the Herbs (green and blue) near the 
conveyor belt, and the Bow Gun Arrows on the conveyor belt. Now head 
over to the crates that are near the giant spiderwebs, and examine it. 
You'll find the Bar Code Sticker here. Now go over to the door (the one 
you came in), and make sure to see that there is an emergency box with a 
Gas Mask in it, but you can't get it yet. Now leave the room.

Now go right, and up the small flight of stairs, and use the Mining Room 
Key to unlock the door at the top. Enter it. Once inside, go up the 
giant steps to Claire's right. Now go up the stairs to the left and 
examine the pipes. It will say "Poison gas. In case of emergency, seal 
off." Hmmm... Alright, after doing this, go back down the stairs and the 
giant steps, then continue forward and around the giant pit in the inner 
part of the room, and go through the door.

Once through the door, walk forward, and go down the hall, only stopping 
to collect the green herbs to the right side, and the two handgun bullet 
boxes to the right of the herbs. Now kill the dog that comes running in. 
Now continue forward until you reach a control panel with a blue light. 
Now move the lever, and some generators begin to start. After doing 
this, go down to the end of the room, to the area right behind the 
switch you just pulled. Kill the sleeping dog in this corner, then take 
the Green Herb. Now turn around, and walk forward towards the door, and 
kill the next dog that comes running in. About halfway down the hall 
while walking towards the door, turn left and into a small space with 
the Power Switch. Pull the switch, and power will be restored to the 
base. Now exit the room.

Now leave the Icy room, and into the main room with the giant conveyor 
belt. Go down the stairs, and find the main control panel that's 
directly across from the small flight of stairs. Press the blue button 
to your left (Claire's right), then walk over to your right and to the 
crate marked "Anti-BOW Gas". Now use the Bar Code Sticker on it. Go and 
push the large switch that's next to the crate. This will move the crate 
to the BOW room. Head back to the BOW Room.

Once in here, you'll notice a greenish tint in the air. That's gas. Grab 
the Gas Mask that's right next to the door, then leave quickly. Now 
leave the main conveyor belt room, and into the hallway with the Moths. 
Kill the Moths before they can lay their eggs on your back. Run down 
this hall and go left at the end and go into the Save Room. 

Once in the Save Room, go back into the hidden hallway that's in the 
back of the room, and go to the lockers and press the button that's in 
the locker. Now go into the hidden room and grab the planter. Check the 
planter and you'll find the Machine Room Key. Ok, now leave the Save 
Room and go back through the Moth Hallway and run straight, then up the 
flights of stairs. Once here, go right past the door and into the double 
doors. 

Go right and follow the catwalk until you get to the door at the end. 
Enter it. Run past the control panel and enter the next door thats to 
the south. In here, go forward and grab the valve handle, then leave 
this room. In the room with the control panel, Steve waits for you. 
After the cut-scene, go around the catwalk and go through the door on 
the other side of the catwalk. In here, go past the cage with the zombie 
in it, and go towards the back of the room. Grab the Green and Blue 
herbs that are on the floor, and use the metal cutting machine near the 
herbs to cut the valve handle. After doing this, get the Ink Ribbons and 
the box of handgun bullets from off the desk. Now you'll have to head 
all the way back through the Moth Hallway, and into the main conveyor 
belt room. 

Once here, go right and through the door that's up the small flight of 
stairs. When prompted to use the Gas Mask, say yes. Once inside here, go 
left and up the giant steps, then left again and go up the stairs and 
use the valve handle on the valves. This will shut off the gas. After 
the cool ass cut-scene is over, run back to the save room.

Empty out as much as you can into the Item Box, except for a Healing 
Item, your Bow Gun, and some Bow Gun Powder Arrows. Now go back to the 
room where Steve shot Alfred. Here, grab the Sniper Rifle from the 
ground, and another cut-scene starts.

Once you are on the roof, search the bottom two corners of th roof to 
find some handgun bullets and a First Aid Spray. After getting these 
items, run back to where Steve is and go down the stairs. This will 
trigger another cut-scene, and you'll enter another Boss fight...


--------------------------------
6.2- BOSS FIGHT: NOSFERATU
--------------------------------

#~#~#~#~#~#~#~#~#~#~#
BOSS: Nosferatu
#~#~#~#~#~#~#~#~#~#~#

This guy can be easy and hard at the same time. First, run away from 
him. Once you are far enough away from him, use the Sniper Rifle on him. 
Press L to aim at him, then press R trigger to zoom in at him. Once you 
get him in your sights, shoot at his exposed heart until you run out of 
ammo. If he's still walking around when you run out of ammo for the 
sniper rifle, take out your Bow Gun, and shoot at himm with your Bow Gun 
Powder Arrows. One or two shots should take care of him. Once he's down, 
it'll trigger another set of cut-scenes.


[End of Claire's game]

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

[Begin Chris's game]

"In the meantime..."

------------------------
6.3- DESERTED ISLAND:
------------------------

You'll start off with Chris in a cave. Walk forward a bit and grab the 
Green Herb on the ground. Walk forward a little more and you'll 
encounter Rodrigo. After the breif cut-scene, walk down the hall until 
you get to the Item Box and the typewriter. Take the Ink Ribbons and the 
Bow Gun Arrows from the chair, then save your game.

Now go to the Item Box, and grab the Assualt Rifle. Go through the door 
that's next to the Item Box. Walk forward and grab the Blue and Green 
herbs. Here you'll fight a mini-boss: The Gulp Worm...


----------------------------
6.4- BOSS FIGHT: GULP WORM:
----------------------------

#~#~#~#~#~#~#~#~#~
BOSS: Gulp Worm:
#~#~#~#~#~#~#~#~#~
The Gulp Worm isn't really a boss, since it's so easy to beat, but here 
is the strategy anyways. You'll need to use the Assault Rifle to beat 
the Gulp Worm. Run around the area until the Gulp Worm pops up, and when 
he does, blast him with your Assault Rifle. When your Assault Rifle has 
about 67% left over of ammo, then the Gulp Worm will cough up Rodrigo, 
and he'll fall over. Now he's dead.

After killing the Gulp Worm, Rodrigo will give you the Lighter that 
Claire gave him earlier. Now head back to the room where you first met 
Rodrigo. Go down the hall that's near the Item Box, and on the wall to 
your left, there is a small statue on the wall. Pull the lever down, and 
you'll see that there are two dual submachine guns. Use the new-found 
lighter to light the statue's hand, and the grate will lower and you'll 
get the Dual Submachine Guns. Now place the Assault Rifle back into the 
Item Box, and return to the room where you fought the Gulp Worm.

Run over to the other side of the cave, and grab the handgun bullets and 
the Bow Gun Arrows if you need them. Now call the nearby elevator and 
take it. 


---------------------------------
6.5- MILITARY TRAINING FACILITY:
---------------------------------

You are now in the Military Training Facility. After exiting 
the elevator, kill the zombies around you. Walk over to the yellow lift 
that's to the right of the elevator. It needs a new battery. Now run 
over to the double doors behind the jeep and go through them. You are 
now in the tank yard, the yard with the tank. Run around to the back of 
the tank, and press the button on the back to cause the tank to roll 
away and reveal a hidden lift. Grab the handgun bullets from next to the 
lift, and take to lift down. 

Once in this hallway, run forward and past the manhole, and when you get 
to the corner with the Green Herb, Blue Herb, and the Shotgun shells, 
take them. Now go through the door thats near this corner. You'll enter 
another Save Room. Put some stuff in the Item Box that you won't need, 
and search the Save Room. There are some Acid Rounds in the locker, a 
green herb next to the locker, some Ink Ribbons near the Typewriter on 
the desk, a blue herb planter, and some handgun bullets on the desk. 
Save your game if you wish, then examine the drawers next to the desk.

You'll notice that there are four drawers, and the fourth one is locked. 
The only way to unlock it is to open the other three is the correct 
order. Here is the order:

 -----------------------
| Blue      [3rd]       |   
 -----------------------

 -----------------------
| Red       [1st]       |
 -----------------------

 -----------------------
| Green     [2nd]       |
 -----------------------

 -----------------------
| Brown  [Now Unlocked] |
 -----------------------

So you first have to open the red drawer (second one down), then the 
green drawer (third one down), and then the blue drawer (first one at 
the top). If you did this correctly, then the fourth drawer will have 
become unlocked. In the Brown drawer (the one that was just unlocked), 

you'll find the Luger Replicas. Take them, then put them away in the 
Item Box for safe keeping. Now leave the Save Room, and continue down 
the hall.

Out in the hall, you'll find a battery pack near some double-doors. Take 
the battery pack, then examine the door. After doing this, some spiders 
will emerge. Kill em fast, then run to the end of the hallway and take 
the lift back up to the Tank yard.

Once in the tank yard, go back through the double doors, and use the 
battery pack on the yellow lift, then ride the lift up. Once at the top, 
go right to find the Chemical Storage Key and the Alloy Report on the 
table. Now go back past the lift, and go through the door that's at the 
end of the catwalk. Once through the door, run down the hall and a cut-
scene starts. After the cut-scene ends, run back a little and go through 
the door on your left. You are now in the Courtyard again, and Chris 
will spot and Eagle Plate below. But it then is swept away by the water 
current. Anyways, continue forward and run across the stone balcony and 
go through the door at the end. 

In here, there are about three zombies, and one of them will explode 
when you shoot it. Be careful when you are shooting so that you don't 
kill yourself in the process. After getting rid of the zombies, grab the 
Side Pack that's on the locker that has tipped over. There are also some 
Bow Gun Arrows near the far door. Now leave through the door you came in 
through, and go back across the balcony. After going through the door, 
take the elevator that's right across from the door and take it to the 
1F. After killing the two zombies here, go through the door to Chris's 
right. In here, you'll find a typewriter and a replica of the Military 
Training Facility. Read the commorative plate to the left of this model. 
It mentions the date 12/8. Remember that date, then go back to the 
elevator and take it down to B1F.


--------------
6.6- SEWERS:
--------------

You are now in the sewers. Gross. Anyways, walk down a little bit, then 
check the statue on the wall to Chris's right to find some handgun 
bullets. Now go down the stairs. At the foot of the steps, you'll find a 
handy Shotgun on the wall. Take it, and the stairs should move up. Oh 
well. Take the Ink Ribbons that are next to the shelf, and the handgun 
bullets on the ground. If you need to use a Save Room, then hop into the 
water, kill the zombie in the water, then climb up onto the cement 
walkway and grab the two red herbs, then climb up the ladder. Now you're 
in the hallway with the Save Room.

After you've put whatever items you needed to put in the Item Box, or if 
you Saved your game, leave the Save room, then go back down the hall and 
go back down the ladder that you just came up from, and go back into the 
sewers.


------------------
6.7- M.T.F LABS:
------------------

Now go through the door that was near where you got the handgun bullets. 
In this room, run forward and go left, grab the green herb in the corner 
near the stairs, then go up the stairs. Now run past the holding tanks, 
and examine the control panel next to the double doors. Now press the 
button, and one of the capsules will be lowered. Get the Assault Rifle 
bullets from where one of the capsules was lowered, then go through the 
double doors.

Now run forward a bit, and go through the door that's on your left. Once 
here, go right and through the next sliding automatic doors until you 
reach a torn up Lab. In the lab, grab the Shotgun shells and the handgun 
bullets that are on the table, and the blue herb that is on the counter 
and the red herb that is on the opposite counter. Now go over to the 
Chemical Storage Fridge that is next to where you got the blue herb and 
use the Chemcial Storage Key to open it. When it asks you to set the 
temperature, say "Yes". Here is what will come up:


 ---------------------------------------------
|     __        __           __               |  
|   _|  |_    _|  |_       _|  |_             |
|  |      |  |  __  |     |  __  | _          |
|  |   |  |  | |  | |     | |  | |(_) ___     |
|  |   |  |  | |__| |  _  | |__| |    |_      |
|  |_    _|  |_    _| (_) |_    _|    |       |
|    |__|      |__|         |__|              |
|                                       ___   |
|                                      |   |  |
|                                      |___|  |
|                                             |
 ---------------------------------------------



And here is the answer:

 ---------------------------------------------
|     __        __           __               |  
|   _|  |_    _|  |_       _|  |_             |
|  |      |  |  __  |     |  __  | _          |
|  |   |  |  |  __| |     | |__| |(_) ___     |
|  |   |  |  | |__  |  _  | |__| |    |_      |
|  |_    _|  |_    _| (_) |_    _|    |       |
|    |__|      |__|         |__|              |
|                                       ___   |
|                                      |   |  |
|                                      |___|  |
|                                             |
 ---------------------------------------------

So you should have entered the temperature 12.8 degrees F. That should 
have made the Clement E blue, instead of yellow. Now take the Clement E 
from the Chemical Storage Fridge. Now exit the torn up Lab. Once out of 
the Lab, run forward, and you should see something on the ground that is 
shiny. Pick it up; This is the Door Knob. Take it, then equip yourself 
with either a shotgun or your submachine guns. Two hunters emerge from 
the darkness. It'll take about 3 shots from your Shotgun to kill them, 
so about 6-7 shots total. After disposing of these Hunters, run back to 
the sewer and to the place where you got the Shotgun.


---------------------------------
6.8- MILITARY TRAINING FACILITY:
---------------------------------

Hand the Shotgun back up, and go up the stairs. Take the elevator back 
up to the 2F, kill the zombies, then go left and through the hallway and 
through the door to your left. Run across the balcony, but beware 
because there is a Spotter right above the doorway in the next room. 
Once you've entered the room, right right past it as fast as you can, 
and go through the hole in the wall before it spots you with it's laser. 
Once you are through the hole in the wall, go through the door that's 
right to the right of the hole in the wall. Once in this hallway, walk 
down the hall and use the Door Knob on the door with on knob. After 
using it, go through the door.

You are now on another catwalk. Go to Chris's right to find some handgun 
bullets, and go to his left to find the Tank Object. Now go back to the 
elevator, but be careful, because the Spotter is still in that room. 
Time the spotter so you run past it when it's away from the door, then 
go through it and back over the balcony and to the elevator. Once at the 
elevator, take it to 1F.

Once at the 1F, go left, but beware, because there is another spotter. 
Time it again, then run into the next room. In here, go over to the 
Model of the Facility, and place the Tank Object into it. This will 
reveal a hidden switch. Go to it, and take the Turn Table Key and the 
Secret Passage Note. Now run back to the elevator, and take it to B1, 
and to the spot where you first fought the Hunters.


--------------------
6.9- M.T.F LABS:
--------------------

On your way, grab the Shotgun again. On your way back, you'll 
encounter...well, I'll let you find out. After the cut-scene, a 
Bandersnatch will escape, so kill him with your Shotgun.

Once you are back at the area where you first fought the Hunters, use 
the Turn Table Key on the Turn Table, and ride it up. One at the top, 
climb over one of the wooden crates, then push it back into the elevator 
as far as it will go, then climb up on it and check the metal crates for 
some Bow Gun Powder. Now head through the hole in the wall, and go to 
Chris's left. Kill the zombies, and grab the Shotgun Shells near the 
door. Now go to the back of the room, and check the lockers for some 
handy Acid Rounds. Go through the hole in the wall, and go through the 
door to your right. Once you are outside, run past the zombie on the 
ground, and go left and through the gate, and go down the ladder.

At the bottom of the ladder, pull the lever up next to the ladder. This 
will suck out all of the gas in the next room. You might need the Emblem 
Card to open this gate. If you do, then run all the way back to the 
sewer and up the ladder and go back to the save room and get the  Emblem 
Card from the Item Box. After getting the Emblem Card, go through the 
gate. Now either kill the zombies in here or avoid them, then go right 
and up the stairs. Go through the door at the top. Right when you enter 
this door, a Hunter attacks you. Kill him with your shotgun, then go 
through the door that's directly across from the door you came in 
through. Run to the back of this room, and take the Handgun bullets off 
the shelf, and get the Clement a off the other shelf. Now mix both 
Clements to get a purple mixture. Walk over to the worktable and Chris 
will modify his Glock 17. Now go back through the fan room, and go back 
to the Military Training Center's main room. 


----------------------------------
6.10- MILITARY TRAINING FACILITY:
----------------------------------

Once you are back at the main room, leave through the main double doors. 
Kill the two Hunters out here, grab the Shotgun Shells on the ground, 
then go left and take the big elevator down. You are now in a Save Room. 
Save your game, then dump some stuff back into the Item Box, and make 
sure you have at least 3 open spaces in your inventory. Now leave 
through the shutter door.

Out here there is a Hunter. Kill it with your trusty Shotgun. Now take 
the lift that's next to the gate you just came through. Once at the top, 
go through the door that's towards the bottom of the screen. Out here, 
there is a bridge, but it seems to be broken. Go across the bridge and 
through the door at the other end. In this room, examine the Oil Gauges 
next to the door. 

The point of this puzzle is to get 7 liters of oil. The top 2 have 3 and 
5 liters of oil each. Here's how to solve it:


*NOTE: There is a picture, and the explaination for that picture is 
 right BELOW the picture.

   _____    _____    _____
  |  -  |  | -   |  |-----|
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  | -   |    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         | -       |
         |--10-----|
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Press the button under the 3 liter guage twice, so that 6 liters of oil 
will empty into the 10 liter guage. The 10 liter guage should now have 6 
liters in it so far. What it should look like: 3 liters in the 3 liter 
guage. 5 liters in the 5 liter guage. 6 liters in the 10 liter guage.



   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         |---------|
         | -       |
         | -       |
         | -       |
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the button on the five-liter guage once. 4 liters of that will 
be emptied into the 10 liter-guage, filling it up completly. What it 
should look like: 3 liters in the 3 liter guage. 1 liter left in the 5 
liter guage. 10 liters in the 10 liter guage.


   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         | -       |
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the button next to the 10 liter guage and it will empty. What 
it should look like: 3 liters in the 3 liter guage. 1 liter in the 5 
liter guage. 0 liters in the 10 liter guage. 


   _____    _____    _____
  |  -  |  | -   |  | -   |
  |None |  | -   |  | -   |
  |     |  |--3--|  | -5  |
  |     |  | -   |  | -   |
  |     |  | -   |  |-----|    
  |_____|  |_____|  |_____| 
    |_________|________|
              |   
          _________
         | -       |
         | -       |
         | -       |
         |---------|
         | -10     |
         | -       |
         | -       |
         | -       |
         | -       |
         | -       |
         |_________|

Now press the 3 liter button twice and the 5 liter button once, and it 
will empty exactly 7 liters in the 10 liter guage. The power will be 
shut on, and three zombies come to life. Kill them off, then grab the 
shotgun shells from the corner of the room. Now go back to the bridge 
and pull the lever to lower the bridge. Take the lift again, and go 
through the other door that's right across from the lift. 

Go across the bridge and kill the Hunter. Go through the door at the 
other end. Shoot the zombie in here and he'll blow up. Now run around 
the desk, and either shoot or dodge the two red-eyed zombies and go 
through the door. In this next room, kill the Hunter. Now check out the 
flashing control panel, and cut off the electricity. Walk over to the 
lift, and take all three of the proofs. Now you have to go all the way 
back to the room in the Training Facility with the model of the 
Facility. 

To do that, run back to the save room, and ride the elevator back up, 
and into the Yard. Here you'll encounter some Sweepers. Kill them before 
they can touch you, because they are poisonous. Now go into the main 
doors and into the main room of the Facility. Once inside, run to the 
other end and go through the door. Run through the gate and go down the 
ladder. At the bottom, go back through the Fan Room and go up the stairs 
that are towards the bottom of the room and take the elevator to the 1F. 
Once at the 1F, go to Chris's right and through the door at the end.

Once inside this room, use the three proofs on the laser-guarded lever. 
Once the lasers are gone, pull the lever, causing the model to move and 
a hidden ladder to be revealed. Take the green herb and the two boxes of 
shotgun shells then go down the ladder. Here is a cool secret for this room
only: 

_Infinite Shotgun Ammo_: On Disc 2 with Chris, go to the room with the 
  model of the Training Facility (2F I beleive of the M.T. Facility). 
  In here, after placing the Tank Object into the slot on the model, 
  it will move back, revealing a hidden ladder that goes into the sewers.
  Go down the ladder, and there are some spiders. Kill them, then go back
  up the ladder. There are some shotgun shells next to the ladder(to the
  left I think). These shotgun shells reappear EVERY-OTHER time you go up
  and down the ladder. If you go up and down the ladder enough times, you'll
  end up with TONS of shotgun shells. Go down and up the ladder 28 times
  to get 100 shells. You can do this until you have as many shotgun shells
  as you want. THANKS TO JIM MAZUREK OF EXPERT GAMER FOR THIS AWESOME SECRET!

Kill the big spiders, then grab the Green Herb and the Grenade rounds. 
Now climb down the next ladder and grab the two Green Herbs and the 
Blue Herb. Go into the water room. There is a large Albinoid in the 
water, but so is the Eagle Plate. If you have enough ammo, try to kill 
it from the balcony, and when it's dead, go into the water and grab the 
Eagle Plate. If you are running out of ammo, then run into the water 
when the Albinoid is far away, grab the Eagle Plate, then get the 
hell out of there. You may lose some life though if you chose to do 
the latter choice. After getting the Eagle Plate, combine it with the 
Combined Clement. You now have the gold Halberd. Go back to the room 
with the Model of the Facility and take the elevator to the 2F.

Exit the elevator, and go to Chris's left, and through this door. Once 
on the catwalk, take the yellow lift back down, and go through the 
double doors behind the jeep. Once outside, take the lift behind the 
Tank. You are now in the hallway with the Save Room. Enter it and save 
your game. Now exit the room and use the gold Halberd on the door to 
Chris's left. It's off to Antarctica...

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Antarctica]


-----------------------
6.11- ANTARCTIC BASE:
-----------------------

Go to Chris's left and through the double doors. Kill the first 
tenticle, then run by it and kill the next tenticle then run by it and 
go down the ladder. At the bottom of the ladder, go past the double 
doors and down the stairs. Run forward until you reach the Save Room. 

In here, walk over to the Halberd-shaped hole in the wall. Use the gold 
Halberd on it and you will get the Paper Weight, some Ink Ribbons, and 
Alfred's Diary. Save your game. Now get the Empty Extinguisher out of 
your Item Box and then leave the Save Room. Once you are out of the save 
room, go back down the hall and up the stairs. At the top of the stairs, 
enter the door next to the stairs. Inside the bunk room, you'll find 
some handgun bullets on the shelf across from the lockers, and some Ink 
Ribbons and Grenade rounds to the left of the lockers. After collecting 
this stuff, leave the bunk room.

Once back outside of the bunk room, go through the double doors near the 
ladder, and once through, go right and down the catwalk and through the 
door at the end. In here, kill the three zombies, then search the shelf 
inside of the cage for a Duralumin Case and some Shotgun bullets. Now 
leave the room, and make sure you have some space in your inventory. 
Once outside of the room, press X to get off of the catwalk and onto the 
ice, then go forward a bit, and climb up the other side of the catwalk 
that's a few feet away. Now go through the nearby door. In here, you'll 
get spotted by a spotter, so kill the Hunter that comes running in, then 
go through the double-doors to Chris's left.

In here, go up to the flashing blue light and press it. It will bring up 
a canister full of extinguisher. Use the Empty Extinguisher on it to re-
fill it. Now take the lift that's next to the button you pressed. Once 
at the bottom, use the now-filled extinguisher on the fire. Examine the 
crate and you'll find the Magnum. Run to the back of the room and past 
the missiles. Use the Lighter on the cabinet, and it will open. In here 
you'll find three boxes of handgun bullets. Now go back and take the 
lift back up. You'll need the Octa Valve soon so here's how to get it:
It can be easily found by going through the double doors below the ladder which 
you climbed dow after you started in antarctica again, and go into the door on 
the left, walk across the ice and past all the zombies and the valve handle can 
be found on a pipe.



Go back through the double-doors you just entered, and continue through 
the hall where you killed the Hunter, but beware because there are two 
more Spotters down the hall. After avoiding the Spotters, enter the door 
at the end of the twisting hallway. After going through the door, go 
straight and through the door directly across from you. Now go through 
the door to your right. Once in this room, run to the back of the room 
to a green-control panel. Use the Octa Valve Handle on it, and a fuse 
will be put into place. Now run to the other corner of the room to find 
a power switch. Flip it, and power will be restored once again. You will 
now realize you are in another Save Room. Grab the two boxes of handgun 
bullets off the desk, the 2 green herbs and blue herb off the floor, and 
the shotgun shells off the floor where the green control panel was. Grab 
the Ink Ribbons off the desk near the typewriter, and Save your game if 
you wish. When you're ready, leave the room.

Run around the corner, killing the zombies as you go, and grabbing the 
herbs on the ground. Now keep on going, and kill the rest of the zombies 
too around the next corner, and grab the other herbs on the ground too. 
Now exit through the door at the end. 

Hmmm. A familiar room, is it not? Weird... Anyways, grab the shotgun 
shells and the handgun bullets off the table, and push the statue over 
to the crack in the floor, and it should break through the crack. Take 
the Lab Map from the statue, then go into the red hallway. Run to the 
end, until you reach another familiar thing...a Tiger statue. Anyways, 
when it asks you which jewel you want to take out, take the left one. 
The blue one. The statue will turn and reveal a Socket. Take it, then 
put back the blue eye, and take the red eye. It will turn again, and 
this time it will reveal some Magnum bullets. Take them, then put the 
red eye back. Now turn around and head through the elevator behind you.
 
Exit the elevator, and run forward. You'll find a HUGE anthill. Pick up 
the Wing Object off the floor in front of it, then goto your left. Grab 
the green herb in front of the door, then enter it. In here, run forward 
until you get to the small steps, then go to Chris's right, and examine 
the control panel, and you'll find the Virus Research Report. Now go up 
the stairs, go right, and you'll find another puzzle. It will ask you if 
you wish to press the button, and you will then have to imput a series 
of symbols. They are: 

AA symbol, Crown symbol, Heart symbol, Spade symbol. 


If you need help with it, check the Paper Weight in your inventory, and 
start with the AA symbol, then press left to turn it. This is the order 
the symbols have to go. After you do this right, a drawer will open. Use 
the Paper Weight and Chris will put it in the drawer. A capsule will 
come up from the ground, and Alfred will fall out. Examine him, and 
you'll get Alfred's Ring. Check it in yor inventory screen, and remove 
the ring part so that all you have is the stone. Now you have Alfred's 
Jewel. Now exit the room, and run around the anthill to the other door.

Grab the green herb outside of the door, then enter it. Now kill the 
zombies in here, and walk over to the desk and you'll find the Research 
Paper. Grab the two green herbs from the floor next to the lamp, then go 
into the connected room. In here, grab the boxes of handgun bullets off 
the desk, then leave the room.

Go back to the elevator, and ride it back up. Now og back to the Save 
Room where you got the Power back on. Once there, put some stuff back in 
the Item Box, then save your game. LEAVE THE SHOTGUN IN THE ITEM BOX. 
You'll need it later. Just take the Magnum and some machine guns 
instead. Leave the Save Room and go through the door to the right of the 
save room. Go down the hallway and kill the Sweeper, then run around to 
the carosel and grab the second Wing Object from the ground. Now hop 
into the water and grab the third Wing Object from the statue. Now exit 
the water, and go through the double doors. 

Wow. Creepy. You are now in the old mansion from the first Resident 
Evil. Go up the stairs, and keep going to the top, then run around the 
carpet until your find the Combat Knife. Take it, then go back down the 
stairs. Once at the bottom of the stairs, check the back of the stairs 
to find Claire. Use the Knife on her to set her free. If she is still 
poisoned from the Nosferatu, you'll need to find the serum. If she's 
not, then skip this mini-guide and continue down to section 6.13.



-------------------------------------
6.12- GETTING THE SERUM FOR CLAIRE:
-------------------------------------

Go back to the elevator and ride it to B1F. Once here, go to the room 
where you found the barrel of extinguisher where you re-filled your 
empty extinguisher. Use the lift towards the back of the room. Kill the 
zombies in here, then grab the serum off the shelf right next to the 
lift. Now take it back to Claire.

Okay, now after Claire is better, or if she was ok to begin with, a 
cinema will begin. After the cinema, you'll regain control of Claire.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[Start control of Claire]


-----------------------------
6.13- MINI-GUIDE FOR CLAIRE:
-----------------------------

When you begin as Claire, you'll already be upstairs. In this room, grab 
the handgun bullets off the table, the Red and Green Herbs from the 
floor, and the Shotgun bullets off the couch. Go to the Item Box and 
take out the shotgun, the Duralumin Case, some healing items, and either 
the Bow Gun or the grenade launcher. Use the lockpick to open the Case, 
and it'll reveal some Magnum rounds. Place these back into the Item Box. 
Walk over to the shelf and push it so it reveals a hidden picture. Place 
the shotgun in the holdster, and run over to the open hole in the wall 
and take the Flame and Grenade Rounds. Now put get the shotgun back and 
put it back in the Item Box. Now go through the other door.

Run ahead and kill the tenticle that comes out. Now push the middle 
cabinets to reveal some Bow Gun Arrows. Now go around the corner, and 
kill the next tenticle that comes out. Push the middle cabinet again to 
reveal some Grenade Rounds. Take these, then go through the door at the 
end of the hall. Out here, kill the one zombie who's wandering around, 
then go up the first set of stairs to your right. Run around the cannon 
and pick up the Security File, and when it asks you if you want to turn 
the handle, say "Yes". A glass ball falls out of the cannon. Run quickly 
under the giant slab of stone and pick it up. Now step just inside of 
the slab's shadow so it falls, then move out of the way. Now when is 
starts going up, run to the middle of the shadow, and select the Crystal 
quickly. Use it, and Claire will place it on the floor and move out of 
the way by hereself. Pick up the Security Card, and the trap will stop 
falling down. Now head back down the stairs.

Go through the door that's right next to the one that you just came in 
through. In here, there is a card reader. Use the Security Card on it 
and the gate will open. Now go down the hall. After the cinema, Steve 
will chase you. Performa quick-turn and run down the hall. If you did it 
right, Steve will hit you twice. After each hit, use a healing item. 
After he hits you twice, the Claire will run under the gate. After some 
more cinemas, you'll gain control of Chris again, and you'll be fighting 
Alexia. 


-----------------------------------
6.14- BOSS FIGHT: ALEXIA 1ST FORM:
-----------------------------------

#~#~#~#~#~#~#~#~#~#~#~
BOSS: ALEXIA 1ST FORM
#~#~#~#~#~#~#~#~#~#~#~
Alexia's first form (the one that you first encounter in the old mansion 
with Chris on Disc 2, after she "takes care" of Wesker), is a pretty damn 
easy "boss" to defeat, if you have the right weapon. First, when she starts 
to come at you, take out your Magnum and run away to get some distance 
between you and her, because if she gets ahold of you, then it's game over, 
because if she grabs you, you WILL die, and you also must stay away from any 
and all flames she swipes at you. Once you've got some distance, then 
unload about 5-6 shots from your Magnum. After a few shots, she'll go down, 
but she should get back up again. After she gets back up, shoot her some 
more with your Magnum, about 2-3 more shots, thus totaling around 5-6 shots 
from your Magnum. Note that it may take more than this if you are far away 
from her. She should go down after these 5-6 shots, and you'll know that 

she's down for the count when you see that the flames surrounding her are 
dissapearing, leaving her to burn...

Once she's down for the count (you should have killed her by now...),
search around the stairs to find Alexia's Choker. Take it, then check it 
and remove the necklace part of it, and you'll have Alexia's Jewel. Now 
go upstairs and use both Alexia's and Alfred's jewels on the picture. 
Now go back down the stairs and through the main doors. Run back to the 
Save room to save your game and to get the Octa Valve and the socket. 
Leave the save room and go back to the room where you re-filled your 
Fire Extinguisher. To get there, leave the save room, go out the top 
door, then use the elevator that's right across from you. Now run 
through the twisted halls until you get to some double-doors.

Once you're in the room, take the rear lift and walk over to the valve 
hole near the water. Combine the socket and the octa valve and use it to 
drain the water. Go down the ladder and pick up the crane key. Now kill 
the Sweeper and go back up the ladder. Leave the room, then go through 
the door to your right. Out here, run over to the booth and use the 
crane key. Alexia's father emerges. And so does a giant spider. Avoid 
it, walk onto the ice and run to the hanging guy. Take his jewel, then 
run back onto the catwalk where you came from, and through the door. Now 
check the jewel, and remove the other part of it. Now you have 
Alexander's Jewel. Take it back to where you fought Alexia. 

Run up the stairs and use Alexander's jewel on the picture, and it 
slides over revealing a door. Go through it. Once inside this hall, kill 
any zombies then go to Chris's right at the intersection and go through 
the first door on your left. In this save room, grab theInk Ribbons, the 
shotgun shells from next to the desk, and the First Aid Spray from near 
the coat rack. Now search the desk to find the Sterile Room Key. Now go 
all the way back to the Save Room again. Get whatever you need, then 
turn the power off with the power switch in the Save Room. No go back to 
where you fought Alexia.

Use the Sterile Room Key on the double-doors that are to the right of 
you as you enter the main doors. Discard the key, and go in. Go through 
the red hall and when you reach the Tiger, take both eyes. Now go back 
to the main hall and up the stairs and through the hidden door.

Once you are back in this hall, kill the zombies, then go left again at 
the intersection and keep going down the hall until you get to some more 
green herbs. Take them if you can, then go through the door that is 
opposite of the herbs. In here, go to the statue next to the bed, and go 
through it. In this room, go to the music box and place the red jewel in 
it, after stopping it of course. Now take the Music plate, and go back 
through the revolving door again. In here, use the blue jewel on the 
music box, and it'll open. Place the Music Plate in here, and the bed 
will lower. Use the ladder and go upstairs. 

In here, go to the table and take the Dragonfly object. Take the green 
herbs in the corner of the room, then leave back to the door where you 
entered from the hidden picture. Once you are at the door, don't go 
through it. Instead, go through the double doors that are to the left of 
it. In here, grab the CODE: Veronica report that is on the control panel 
to the left, then grab the green herbs if you need to. Now take the lift 
down. At the bottom, push the flashing blue button and a glass case will 
reveal the last Wing Object. Take it, then combine all four of the 
objects with the Dragonfly object. Now go back up the lift, and go 
straight and up the stairs and through the door at the top.

If you go right instead of straight, there is a room with an Item Box. 
Use it to get some firepower. Take your Sub-machine guns and your Magnum 
and some healing items. Make sure you have at least one open space in 
your inventory. Now leave the room and go to the end of the hallway, 
around the corner, and try to go through the door. 

After the cut-scene, you'll get a file. Check it, and you'll get the 
security card. Run down the path and go up the stairs at the end. Here, 
run over to the door at the top. Use the Gold Dragonfly to unlock it and 
go in. Kill the zombies here, then climb the small ladder at the end. Go 
to the Control Panel and use the Security Card. The security code is 
VERONICA. Duh. After the alarm goes off, exit this room. You'll meet 
Claire and you'll encounter the FINAL BOSS:


-------------------------
6.15- BOSS FIGHT: ALEXIA
-------------------------

#~#~#~#~#~#~#~#~#~#~#~#
FINAL BOSS: ALEXIA
#~#~#~#~#~#~#~#~#~#~#~#

Alexia is the hardest boss in the game, and it will take all or most of 
your skill to beat her. When it starts out, you'll need t equip your 
Submachine guns and just blast her as much as you can. Keep running 
around because of all the parasites and tenticles around you. After a 
few hits, use a healing item. Keep doing this until you run out of ammo 
or patience. After a while, take out your Magnum and shoot that b*tch 
until she almost dies and another cut-scene happens. When this happens, 
the Linear Launcher comes out. Grab it. She'll fly around you and spit 
fire at you. Wait until she stops, and then aim with R and zoom in with 
L. Fire at here until it hits her. Just blast away, because it has 
infinte ammo. When you hit her once, it's all over. Congratulations!



=============================================================================
7. Claire's Maps
=============================================================================

The following Maps are from Alvin C. Webcraft. These are his property,
so show proper respect for his work.

#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~#~


PRISON 1F
                            to Iron Bridge
           ________________ ______/\______
      ____|             C  |              |_
_____|||||________     ___|_____         | |______________________________
|                      |   |     |        \    ___________________         |
|    __________________|   |____/         |  _|H___________\___||||______  |
|                          |A             | |           |           ||| H| |
|______________________|___\______________|G|W _________\             |__| |
                                 |        | |________A|________A_______M_| |
                                 |    ____/________________________________|
                          _______|   \    |
                         |__/_____  _|  K |
                         |   |    \/ |  __|
                         |   |F______|/|________
                         |_____B___  |   ____/H_|__
                         |       DM| |  |         A|
                         |R        | |  |          |____
                         |R        | |  |               \
                         |    _____|S|  |     _____|    |
                         |_/_ _B_ ___|/_|___\____|||____/
                        |    | E |     A|H              |
                        |    |   /     _|_              |
                        |_______P|I___|  _|             |
                                        |A              |
                                        |C______________|


LEGEND

H - Herb              I - Item Box              DM - Duplicating Machine
A - Ammo              G - Gate                  E - Eagle Emblem
R - Grenade Round     K - Gate Key              S - Iron Shutter
C - Attache Case      B - Electronic Item Box   M - Map
W - 100% Weapon       P - Power Switch





PRISON B1F

         ____________                             ___________
        |   _________|||||                    ___|H _________||||||
        |  |                                 |   __|
        | A|                                 |  |
     ___| _|_______                          |/_|
    |H  |\  K      |                     _   |  |
    |   |          |                    | |__|  |____
    |______        |                    |            |_
           |_______|                    |_B___A______ _|
                                        |    __      |=|
                                        |   |__|--   |=|
                                        |            \_|
                                        |______S_____|

LEGEND

H - Herb
A - Ammo
B - Arrows
S - Sword
K - Knife




IRON BRIDGE
                           _
             _____________| | to Passage
        ____| |||||||||||||_|
   ____|H    _|
  |_ _      |
  |=| |     |
  | | |    /
  | | | /\/
  | | | \A\
  | | | /\/
  | | | \
  | | |  \
  | | |   \
  | | |    \
  | |_|    |
  |___||   |
      |    |
      |    |
      |_/\_|
    from Bridge



LEGEND

H - Herb
A - Ammo





PASSAGE

       __
      |==| to Palace 1F
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
     _|  |
    |    |
  __|    |_____
  \            / to Military Training Facility 1F
   |__   ______|
      | |
      |_||||||| from Iron Bridge




MILITARY TRAINING FACILITY 1F

                       _____________    _____________ ________
          ____________|             |  |             |        |
         |       B    |             |  |LD|          |        |
         |B  ______  B|__           |_ |__|        |=|/___BS__|
     ____|______   |__\_ |__          |   |        |=| |
    |=|         |_\___|___|||_________|___|  ______|=| |
    |=|     ____|    S____________________\_|_|L |___| |___ _
    |=|    |    |   |        B     |    IS|    \/    |  ___\_|L
    |____  |    |   |              |      |          | |
         |/| L  |B  \                     |          / |
         |_     |H  |_H____________|______|          |_|
     ______|____|/\__S________||||||______|_A__/\____|__________
    | L\                                  |B       __________   |
    |__/                                  /       |   Tank   |  |
    \                           __________|       |__________|  |
    |                       B  |          |_____________________|
    |__________________________|


LEGEND

H - Herb          IS - Safe
A - Ammo          BS - Blue Shield
L - Lift          LD - Ladder
B - Arrow
S - Iron Shutter




MILITARY TRAINING FACILITY 2F


                 _________                            ________
                |        I|                          |    CR  |
                |       PB|                          |H       |
     ___________|        H|                        |=|  ______|
    |  _______  |_______\_|                   __   |=| |      |
    |=|       | /         |_______________ __|  |__|=| |___R  |
    |=|     __| |A________________________\__________\  ||| __|
    |=|    |    |   |P      R     |       | |      |_|  ___\_|
    |      |    |   |             |     /_| |       _| |
    |__    |W___|   |             |   B|  | |      | / |
       |        |   |_____________\____|  \ |_     |_|_|
       |________|_____________||||||||____|___|______|


LEGEND

H - Herb            B - Arrows
A - Ammo            PB - Plastic Bottle
P - Picture         CR - Crest
W - 100% Weapon     I - Item Box
R - Grenade Rounds




MILITARY TRAINING FACILITY B1F


                     __________         __
                    |          |       |LD|
                    |  ___A____|       |P |
                    |       R  |       |  |
            ________|________\_|_______|S |________________ _
           |    |              R|            |__/____A_____\_|L
           |    \            /__|             ==|
           | L  |S          |_|||__             |
           |    |          G|      |____________|
           |____|_________/_|
           |                |
           |__________/     \
                       |B   |
                       |____|


LEGEND

L - Lift             LD - Ladder
A - Ammo             S  - Iron Shutter
B - Arrows
R - Grenade Rounds
G - Grenade Launcher





PALACE 1F
              _____________   _______
             |      A      | |_____ W|
             |   BS        | |     |_|
             |___/\________|_|  A   S|
    _________|A/____H___     /       |
   |__|A|____|   |____  |_/\_|_______|
   |C    ____|        |=|    _     |  \
   |_____||||\    A   |=|   |_|   ||| V|
             |__ /===\ _|__________|__/
                |     |
                 \/ \/
                 /   \
                |     |
   _____________|_===H|_____________
  |  ___________       ___________  |
  | |           | CR  |           | |
  |=|           |     |           |=|
  |=|            \___/            |=|


LEGEND

H - Herb          CR - Crest
A - Ammo          BS - Blue Sheild
S - Switch         W - Wheel
C - Attache Case
V - Vase



PALACE B1F

         ______
  /\    |M A   |
|  |   |=|    |
|  |   |=|    |
|  | __|      |
|  |(__       |
|  |   |_____B|
  \/
Submarine


LEGEND

A - Ammo
M - Map
B - Arrows




PALACE 2F

                       /
                      | |_______
                      | |       |
                      | |       |
                      |H    A   |
    __________________|_|____   |
   |         |||||____  |||  |\/|
   |H       A|_       |=|___/|A |
   |      E   _|      |=|I      |
   |___________|        |A______|


LEGEND

H - Herb
A - Ammo
I - Item Box
E - Explosive Arrow Heads





PASSAGE

       __
      |==|
      |==|
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |  |
      |/\|



PRIVATE RESIDENTS 1F

   __   __
  |  |_|  |__   __
  |       /  |=|  |
  |_B____A|  |=|  |
||||||   |_    __|
|          |/\|___
|___       |      |
     |      |H_  __|
     |____|||||_|


LEGEND

H - Herb
A - Ammo
B - Arrows



PRIVATE RESIDENTS 2F

   __________________
  |H__/__  | |  ___  |
  |      | \ |=|   | |
  |___/__| | |_    | |
  |      |A|  A|___| |
  |___/__| |___|||___|
  |________|



LEGEND

H - Herb
A - Ammo



PRIVATE RESIDENCE 3F


     ___KH___
    /   __   \
   /   /  \   \
  |H  | L L|  K|
   \   \__/   /
    \________/

LEGEND

H - Herb
L - Ladder
K - Dragonfly Key
KH - Key Hole




PRIVATE RESIDENCE 4F

    ____________
   /    A       \
  |      _     CR|
  |____ |_|  ____|
       |____|
          L

LEGEND

A - Ammo
L - Ladder
CR - Crest




AIRPORT 1F

         /\ Submarine
        |  |
   ____ |  |                   ______
  |_|__)|  |                  |      |_
  |=|   |  |                  |     | _|SW
  |=|_  |  |                  |      |          ________
  |   |  \/        ___________|      |         |SW___   |_____
  |   |           |      A    /      |         |     |  | L\ H|
  |   |_________ _|    _______\______|         |     |  |__/ A|
  |_____________/_            |________________|__B_C|    |  R|
                  |___________\________________/__     ___S__I|
                                     Bridge       |___|_|L

LEGEND

H - Herb             B - Arrows
A - Ammo             L - Lift
I - Item Box         C - Card
S - Iron Shutter    SW - Switch
R - Grenade Rounds




AIRPORT 2F
             _
       _____| |__ ________________ __ _
      |__K____\__|________________|BS\ |__CS___
                                     |_______|_|L

LEGEND

L - Lift
K - Iron Shutter  Key
BS - Bridge Switch
CR - Crane Switch



TRANSPORT PLANE
   ____
  |    |
  |    |
  |   _|
  |S | |
  |/_|_|
  \   I|
  |L   |
  \____/


LEGEND

L - Lever
S - Switch
I - Item Box



ANTARCTIC TRANSPORT TERMINAL B1F

               ____                      ________________
              |__  |                    |                |
   ___           | |       ______       |                |
 _|   |__________| |      |   A  |      |                |
|          |  _____|___   |   F  |      |                |
|_____     / |    |A   |  |   B  |_     |                |
      |____|_|____|H___|  |______| |    |                |
      |                |  / ____    \   |________________|
      |                |_/ /    |__  \_|                 |
      |                \_          ___/___               |
      |______/_________| \ \____/ /       |              |
   _________|      |    | \______/        |              |
  | V              |   _|                 |              |
  |__              |   |                  |______________|
     |             /   |
      \____________|___|          

LEGEND:

A- Ammo
B- Arrows
F- First Aid Spray
H- Herbs
V- Valve



ANTARCTIC TRANSPORT TERMINAL B2F

                                    ___
                                   | I |___ ______________
                     __            | B     /    HP______  |
     _______________|  |_         _|  K    |_  |        | |
    |      K          ___|_______|___________| |
    |     AR         |                       | |
    |     DK         |                       | |
    |________________|                       |_|
    | U    A         |                       | 
    |    B           |__/____\______________|_
    |_____________G______|     |              |
                |   SR         |           A  |
                |__            |              |
                   |           /           H  |
                    \__________|______________|

LEGEND:

I- Item Box  HP- Herb Pot 
B- Arrows    K- Key
A- Ammo      AR- Assault Rifle
U- UPC Label DK- Doorknob
G- Gas Mask
SR- Sniper Rifle






ANTARCTIC TRANSPORT TERMINAL B4F

           _______________        _______
          |        |  __  |      \       |
          |        | |  | |______|       |
          |        | |__| /______        |
          |        |  __  |      |___/___|
          |        | |  | |      |       |
          |        | |__| |______|       |
          |________|_____/|      |_______|
                   | I  H |      |
                   | A ___|_____/__
                   |__/_________   |
                                |  |
             _______________    |B |
       _____|               |___|G |
      |                         |  |
      |_____                    |_\|_
            |_______________|   /    |
                            |___|    |
                               |_    |__
                          _____  |      |
                         /     \ |__  B |
                        /       \___|   |
       ________________/__       ___| K |
      |                   |     ||||____|
      |___________________/____/
                         
LEGEND:

B- Arrows
K- Key
G- Grenades
I- Item Box
H- Herbs
A- Ammo


=============================================================================
8. Chris's Maps
=============================================================================
DESERTED ISLAND

  ___
 | L |  ___
 |___|_/   \__________
 |          H  A  LT  |
 |                  U |
 |__________          |
            )         |
           |          |            ___
           |          | _______   | A |
           |          ||       |__| I |
            \_________/   ____________|
                       | |_
                       |___|

LEGEND:

L- Lift        A- Ammo
H- Herbs       I- Item Box
LT- Lighter
U- Uzis
 


MILITARY TRAINING FACILITY B2F

          __________________
         |                  |
         |              H   |
         |                  |
         |                  | 
         |                  |
         |_____________   __|
                       | |  
                    ___| |
                   |_____|

LEGEND:

H- Herbs





SEWERS

                     _______
                    |       |
                    |  S H  |
                ____|       |_
               |              |
(to MTF Labs) \_______________|

LEGEND:

S- Shells


H- Herbs





MILITARY TRAINING FACILITY 1F

                       _____________    _____________ ________

          ____________|             |  |             |  SS    |
         |            |             |  |LD|          |   H    |
         |   ______  B|__           |_ |__|        |=|/___BS__|
     ____|______   |__\_ |__          |   |        |=| |
    |=|         |_\___|___|||_________|___|  ______|=| |
    |=|     ____|    S____________________\_|_|L |___| |___ _
    |=|    |    |   |        B     |    IS|    \/    |  ___\_|L
    |____  |    |   |              |      |          | |
         |/| L  |   \                     |          / |
         |_     |   |_H____________|______|          |_|
     ______|____|/\__S________||||||______|_A__/\____|__________
    | L\                                  |B       __________   |
    |__/                                  /       |   Tank   |  |
    \                           __________|       |__________|  |
    |                       B  |          |____________A________|
    |__________________________|


LEGEND

H - Herb            IS - Safe
A - Ammo            BS - Blue Shield
L - Lift            LD - Ladder
SS- Shotgun Shells  
S - Iron Shutter




MILITARY TRAINING FACILITY 2F


                 _________                            ________
                |        I|                          |    CR  |
                |       IR|                          |H       |
     ___________|        H|                        |=|  ______|
    |  _______  |_______\_|                   __   |=| |      |
    |=|       | /         |_______________ __|  |__|=| |___R  |
    |=|     __| |A________________________\__________\  ||| __|
    |=|    |    |   |P      R     |       | |      |_|  ___\_|
    |      |    |   |             |     /_| |       _| |
    |__    | ___|   |             |   B|  | |      | / |
       |        |   |_____________\_SP_|  \ |_     |_|_|
       |________|_____________||||||||____|___|T__K__|



LEGEND

H - Herb            B - Arrows
A - Ammo            IR- Ink Ribbons
P - Picture         CR - Crest
I - Item Box        SP- Side Pack
R - Grenade Rounds  K- Key
T- Tank Object




MILITARY TRAINING FACILITY B1F


                     __________         __
                    | GL1      |       |LD|
                    |  ___U____|       |  |
                    |          |       |  |
            ________|________\_|_______|  |________________ _
           |    |               |            |__/____ _____\_|L
           |    \            /__|             ==|
           |    |           |_|||__             |
           |    |           |      |____________|
           |____|_________/_|
           |                |
           |__________/     \
                       |    |               ____________
                       |____|              |  _______B  A
           ____________ ______             | |        | |
          | DK         |      |__________  | |_______ | |
          |_________ __/_A____________   | | \A  H   || |
           _________/__           ||||___| | |___GL__|| |
          |            |_                  | |        | |
          | BL           |                 | |        \_/
          | A  H         |                  \
          |______________|
LEGEND

L - Lift              LD - Ladder
A - Ammo              S  - Iron Shutter
B - Battery           GL- Gold Luger
R - Grenade Rounds    GL1- Green Liquid
G - Grenade Launcher  H- Herbs
DK- Doorknob





AIRPORT 1F

         /\ Submarine
        |  |
   ____ |  |                   ______
  |_|__)|  |                  | P    |_
  |=|   |  |                  |     | _|SW
  |=|