"Same old, same old." ._______. ._______. ._________.___._______. ._________._______. ._______. | ._. !_| ._. !_| ._. | | ._. !_| ._. | ._. !_._! ._. | | |\| | |\| | |\!___|___| |_| | |/| | |/| | |/| | | | | | !_! | !__\__| | | | | !_! | | | | | | | | | !___| ._____!_____. | | | | | ._____| | | |___! | | | | |\__| !\_____\____! | | !_! _| !_____| | | |__/| | | !___! | !_________________. | |_______!_! ._________! !___! | !___! \___\| \________| ._. !_| |\________| |________/!/___/ !/___/ | |\| | | | |___| | | !_! | | | | | | .___. | ._____| !_! | | |/| | | !\____!_. ._| | !_! | !_________!_!_____!_!___!_________! \________! !_____! !____________/ ._______. .___. .___.___. .___. | ._. |_| | | | | | | | |_| | | | |_ |_| _| | | |___| | | |_| _ |/. | | .\__|_. !_! ._| |_| | | !_! |_| |_| | | | !_________! |_____| |___| |___| \________! !_____! !___! !__/ REsIDEnt EVIl - CodE VERONica X RoCKEt LaUNcheR SpEed GuiDE PS2 and DreamCast (PAL - 2:30 NTSC (estimate) - 2:05) by VMerken This document is best viewed using a non-proportional font, which is able to align the numbers and characters below (eg. Courier New, OCR A Extended...): 0 1 2 3 4 5 6 7 01234567890123456789012345678901234567890123456789012345678901234567890123465789 sUrvIV-hOr...Bonjour.Jill.et.Chris.vOUs.EXPirerEz.DanS.ma.demeure.sANs.dOuLEUrs. Also, adjust your viewer settings in such a way that the above ASCII logo is rendered correctly (linefeed according to window, increase window size to at least 80 chars width). . /// VERSION HISTORY. 030623 Alpha version finished. 030610 Began work on the alpha version. . //| TABLE OF CONTENTS. /// VERSION HISTORY //| TABLE OF CONTENTS /|/ INTRODUCTION /|| PRELIMINARIES |// ROCKET LAUNCHER WALKTHROUGH |/| FINAL WORDS ||/ FAQ OVERVIEW ||| DISCLAIMER . /|/ INTRODUCTION. Hello everyone, and be warmly welcomed to this small Rocket Launcher walkthrough for Resident Evil: Code Veronica (X). Again, this guide serves to establish a base for the speed players out there hunting for a world record as tracked by Twin Galaxies. This guide has been compiled from the game Resident Evil: Code Veronica X on a PAL PS2, but all that is to be said can be applied to DreamCast versions of Code Veronica (X) as well. There is virtually no difference between these versions, except for some added cutscenes in X and, if memory serves me right, the ability to skip the last cutscenes and final upscroller. For some reason, you can't skip them in Code Veronica: X, so a whopping 7 minutes are added, just like that - otherwise, you'd be able to finish in 2:23. "...but V, you hate Rocket Launchers because they ruin the challenge, you prefer using the standard weapons available after selecting a new game, right V?" Yes. "So V, why then these Rocket Launcher guides?" Because other than the Combat Knife Only category, Twin Galaxies only tracks one other category, the All Weapons Allowed category. And that category includes the Rocket Launcher, as well as any other uberweapon the game has on offer (it turns out that in Resident Evil 0 on GameCube, for example, the Magnum Revolver is a far more interesting weapon to use). Thus basically, with this category, you trivialize the monsters in the game, as well as item management. Hey, they track it and as long as no Standard Weapon category exists, ie. the real thing, I try to help out those who wish to immortalize their name with a genuine world record. Besides, you can still consult the regular speed guide, which is soon to get a complete facelift along with complementary optimizing. Now don't get me wrong - a game is supposed to be fun. Should you ask me whether or not killing Tyrant with a single shot after countless hours of developing strategies to get him with, say, the Combat Knife, I'd have to respond with "Yes!". It _is_ a lot of fun. Zombies? Boom. Hunters? Boom. Pesky Zombie Dogs? BOOM! So yeah, it's fun. And I hope, no, I *know* you will enjoy yourself while following this guide, but - as fun as it is, it feels so... hollow. It's not the 'good' way to finish this game with. If Rocket Launcher runs were all there is to Resident Evil, I wouldn't have committed to it in the way I do now. The only right way of playing this game is starting from a New Game, plain and simple. Whether you opt to use all the weapons you encounter in such a case, or restrict yourself to (a) particular weapon(s), that's how the programmers intended their game to be played. Anyway, that's my viewpoint. Feel free to disagree. ... I think it's time to get this show on the road. Happy hunting! . /|| PRELIMINARIES. _00 About PAL/NTSC_ This is a very important topic, as it affects the thing which usually has a central role in my guides: time. So I feel that I should explain a bit about it here. You see, PAL and NTSC are two different TV display modes. NTSC is typically used in the US and Japan region, whereas Australia and Europe are typical PAL regions. So where lies the difference? Well, PAL has more rasterlines (lines that make up the image), namely 625 versus 525 for NTSC, so the line density on your PAL screen is higher, leading to a somewhat smoother picture. However, this comes at a price, a price which us PAL speed players are not really happy with - a loss in frame rate (25 versus 30 for NTSC). As you can imagine, when a game originally created for the NTSC format is converted to the PAL format, there are some serious drawbacks for the PAL user. The game will still have 525 rasterlines, leading to black bars on top and below the PAL image. But the largest drawback is that fact that, compared to NTSC, the game will run in "slow motion", by the ratio 1 / (30/25) = 1 / 1.2 . One of the best examples I can give about this is Resident Evil. I've made a 1:17 "speed guide" for this game (using Jill), which is quite optimized. But that 1:17 counts for PAL regions only. If someone followed the exact same route in a NTSC game, he or she'd get an end result of about 1h17m / 1.2 = 4620s / 1.2 = 3850s = 1h06m10s Now, this result is not entirely correct, as you have to consider other factors such as drive loading speed, mintness of the Resident Evil CD and your console, what console you used etc, but the conversion is certainly a good estimate. As you can see, PAL players are about 10 minutes slower than NTSC players - kind of frustrating for us :). Hence in the future, I'll make sure to clearly state what format I'm using while playing the game, as well as providing estimates for the other format. That way, everyone has a clear picture about what times to aim at, regardless of region. I should probably incorporate these estimates into my existing faqs, but that's something for the future. Before I quit this topic, though, allow me to provide an estimate for CVX NTSC players: 2h30m / 1.2 = 9000s / 1.2 = 7500s = 2h05m Hence the 2:05 mentioned on top of this document. It would be great to beat the two hour mark in the future. _01 Controls_ In the guide, Control Type B was used as preferred setting. Hence, moving Claire and Chris around goes a little like this: D-Pad Directional Pad. Moves the character (also: left analog stick). Square Square Button. Makes the character run, cancels selections in menu. X Action Button. Search/Pick up items, confirm selections in menu etc. R1 Auto-aim Button. Lets character Auto-aim at nearest target. L1 Switch Button. Switches targets during Auto-aim. Start Menu Button. Enter the menu. Select Pause Button. Also used to skip cutscenes (only a few of them). _02 Basic Terminology_ While the Resident Evil franchise developed into the strong series it is today, a whole community formed below its skin, and I'm happy to do my modest part within. The fun thing about communities is that, after a while, a sort of 'jargon' develops between strategy guide authors. Here are some basic jargon terms I've grown accostumed to: 180 A full character turnaround (press Down on D-Pad + Square) Sleeper An inactive Creature (Zombie, Hunter, ...) Ninja Zombie A (dangerous) Zombie with high characteristics (hitpoints and speed) Clip Superglue character against a wall and run along to evade enemies. FAS First Aid Spray. Hug Bump into object, then turn away, again to evade enemies. Drop Fire enough shots to drop an enemy (no intent to kill it) Here's some more I'll be using throughout the guide: CUTSCENE Announcing a cutscene (which can hopefully be skipped with Select) BOOM! Fire a shot with the Infinite Rocket Launcher. PICK UP Pick up an item. COMBINE Combine items. EXAMINE Examine object(s) of interest. Phteefe Steve. Properly pronounced out of respect for the voice actor. _03 Wait a minute, V, I don't have the Rocket Launcher yet! How do I get it?_ Okay, to obtain the Rocket Launcher: beat the game with an A ranking (I believe it's an S ranking in NTSC). You do that as follows: (1) No Saves, except for the 'free' save in the middle of the game (thanks Capcom). (2) No Retries. Sorry. (3) No First Aid Sprays. They don't exist. If you pick one up, your console will explode. (4) Beat the clock: get below 4:30. Easy enough in NTSC, a bit harder in PAL, as a PAL 4:30 is equivalent to a NTSC 3:45. Still manageable, though. After getting the Rocket Launcher in Code Veronica on Dreamcast, I totally forgot about condition (3), so one forgetful year later, I always got a B ranking while playing Code Veronica X. I was ready to go into a maniacal rage and destroy something, until I actually read my old FAQ again and saw that the FAS is a no-no :). Blooper of the year, no contest. Use my regular speed guide to get the Rocket Launcher. Since I only use a couple of Green Herbs there, you should be safe on all prerequisites. _04 Walkthrough layout_ I will use the same layout as in the Resident Evil 0 rocket launcher walkthrough, excepting a few minor alterations: etc. So: is a 3-digit number, XYY, with X being the general area in which you're playing, and YY the sequence number in which this particular room first appeared. So for example, 007 is the seventh room you visit in the Prison area, 411 is the eleventh room you visit in the Military Training Facility. Is a short room description. Hopefully, they're sufficiently clear. What has to be done before leaving the room. Very cryptic. Very jive-like. If nothing's said, just run from exit A to exit B as quickly as you can. If there's a need for a deeper explanation of the universe's fundamental truths, I'll satisfy it here. . |// ROCKET LAUNCHER WALKTHROUGH. _______________ /Part 1 - CLAIRE\__________________________________ NOTE to Speed Play Trainees: Below is the description of a near-flawless game where I managed to get as little damage as possible (even then, it could've been better). I expect that when you try this, you'll be taking more damage - trust me, I've been there - I feel your pain. So here's an interesting fact: the game is literally strewn with Green Herbs. Use them while you're still practicing your runs. You learn much more by completing an entire run from start to finish rather than having to reset at the start time and again because you refused to take that Green Herb because it's not mentioned in this walkthrough. In such cases, forsake the golden path and take the Herb. Your character needs it. Do it. You're just training, remember? "But, my inventory is full because of your walkthrough! I'm *so* dead!" Don't worry, the inventory is organized in such a way that you'll always have a free slot. And even then, you can still use the Herb directly. You only need a single Green Herb anyway (one exception, but it's documented in the text) to cure your yellow Caution status. NOTE to Ranking Hunters: We're only interested in the fastest route here, so ranking loss through the use of FAS or the Rocket Launcher will be ignored because these things save us time. This walkthrough is therefore not concerned about ranking. Anyway, you've got the Rocket Launcher unlocked, right? Then boot up Code Veronica (X) and select a New Game. We're go! _00 JailBreak_ =Area 1: The Prison= 101 [Cell] EQUIP: Lighter CUTSCENE 102 [Cell Corridor] 103 [Small Graveyard] CUTSCENE Two Zombies on the way out: run past the left of Zombie 1, then _immediately clip to the right, then run straight ahead to evade Zombie 2 without getting hit. It's very important that you run a straight line, without 'bumping' into the borders: it will keep your speed at such a level that you _can_ get by unharmed (of course, don't run *into* Zombie 2 :). If the second Zombie munches in, don't worry too much. It'll probably be your last Zombie munch of the game. 104 [Prison Courtyard] CUTSCENE EQUIP: Handgun (mandatory) 105 [Barracks] Run around large building. CUTSCENE (cannot be skipped) 106 [Guillotine Courtyard] Three Zombies block your path. To get rid of the first two, bump into the garbage container, rotating left until you can move Claire in a straight line (she'll run slightly northeast from her viewpoint). Bump into the wall dead ahead, then clip to the right to evade the third and last blocker. 107 [Put The Metallic Items You Have _IN_ The Security Box] At the security box, ditch Rocket Launcher and Handgun. Do NOT forget to ditch the LIGHTER as well. 108 [Security Area Control Room] Curb to Claire's left. CUTSCENE 180 PICK UP: Emblem 180 Run to panel, pull lever. 107 [Put The Metallic Items You Have _IN_ The Security Box] Activate the duplication device. USE: Emblem 180 From the security box, pick up Rocket Launcher 106 [Guillotine Courtyard] The three previous Zombies are gone. Press button to open the shutter. CUTSCENE (cannot be skipped) EQUIP: Rocket Launcher BOOM! (aim inbetween the Zombie pair inside the shutter to kill them both with one shot) PICK UP: Fire Extinguisher Easily pass the second Zombie pair. PICK UP: Padlock Key (near guillotine) 105 [Barracks] Right before the Zombie Dogs appear, clip to the wall on the left. This will ensure that the Zombie Dogs will never get you as long as you continue running around the building. 104 [Prison Courtyard] 103 [Small Graveyard] BOOM! BOOM! BOOM! Kill the two 'loose' Zombies with a rocket each, the rest is hopefully nicely grouped so you can bag them in one shot. If not fire additional BOOM!s until you reach the fire. USE: Fire Extinguisher CUTSCENE (cannot be skipped) PICK UP: Duralumin Case EXAMINE: Duralumin Case Skip-read document to obtain: TG-01 Alloy You *have* to enter the menu to Examine the Duralumin Case, so might as well do it now. 104 [Prison Courtyard] 105 [Barracks] Unlock/Enter gate using Padlock Keys. Discard them afterwards. Hello, shortcut. 106 [Guillotine Courtyard] 107 [Put The Metallic Items You Have _IN_ The Security Box] Put following items _IN_ the Security Box: Rocket Launcher Fire Extinguisher (empty) Run to duplication device, right side. USE: TG-01 Alloy CUTSCENE (cannot be skipped) PICK UP: Emblem (duplicate) 180 Three Zombies come shattering through the windows. Only Zombie 1 is critical, the rest is easily evaded. To get past Zombie 1 unscathed, clip to the wall on Claire's right, then run past him in a clear, straight line. Don't forget to pick up the Rocket Launcher from the Security Box. 106 [Guillotine Courtyard] 105 [Barracks] 104 [Prison Courtyard] USE: Emblem (duplicate) 109 [Burning Bridge] Run over the bridge, then shove the loose metallic crates upwards towards the other metallic crates. Move it to the right with 1.1 push, then climb/descend the crates to get to a long flight of stairs. Go up. 110 [Tri-Area Point] Turn right, then run straight ahead, clipping into the wall on the right. The Zombies you meet won't know what passed them. <<>> _01 The Palace I_ =Area 2: The Palace= 201 [Palace Courtyard] Clip to the pathway on the right, run along for two seconds, then suddenly clip to the left to offset the orientation of one, then two Zombie Dogs. Climb steps, enter double doors. 202 [Reception] Try to descend the stairs CUTSCENE (cannot be skipped) Run straight to the computer terminal, activate it, then enter code: NTC0394 Remember that the keyboard wraps, this helps entering the code as quickly as possible. Don't enter ESC or BS (ie. BackSpace) by accident. CUTSCENE (cannot be skipped) Enter the unlocked door. 203 [Gold/Silver Key Hallway] EQUIP: Rocket Launcher BOOM! BOOM! BOOM! (get the three first Zombies in this Hallway) 204 [Model Display Room] Push the button on the ornamented ant on the opposite side of the room. CUTSCENE PICK UP: Steering Wheel 203 [Gold/Silver Key Hallway] 202 [Reception] Oi! Phteefe's in trouble! Tomboy To The Rescue! 203 [Gold/Silver Key Hallway] 204 [Model Display Room] Activate monitor, then press C-E-DECIDE. Phteefe's saved! CUTSCENE 203 [Gold/Silver Key Hallway] 202 [Reception] CUTSCENE 201 [Palace Courtyard] 205 [Das Boot Surface Point] USE: Steering Wheel Activate it, then move into Submarine. 206 [Das Boot] EQUIP: Sidepack Pull lever to dive. =Area 3: Airport= 301 [Aquarium Hallway] 302 [The Aquarium] Run dead ahead, clipping to the wall on the right to evade the Zombie in the middle. 303 [Gate-Bridge] CUTSCENE (cannot be skipped) 304 [Loading Area] Run onto elevator, go up. Activate Crane machine, then play minigame: move up first, wait for shadow to partially float over stacked crates, then move left until show precisely over large blocking crate. CUTSCENE (cannot be skipped) 180 onto elevator, go down. Activate largescale elevator. CUTSCENE (cannot be skipped) BOOM! The four walker Zombies are nicely stacked, so one shot should take care of them (aim in between the lot). Ignore the Crawler. You could evade the whole troop, but shooting them right here is faster. Besides, you carry teh uberstick, so it's important that you flaunt it with style. PICK UP: Biohazard Card 303 [Gate-Bridge] 302 [The Aquarium] 301 [Aquarium Hallway] 206 [Das Boot] 205 [Das Boot Surface Point] 201 [Palace Courtyard] 110 [Tri-Area Point] <<>> _02 Exploring The Military Training Facility_ =Area 4: Military Training Facility (aka MTF)= 401 [MTF Courtyard] CUTSCENE 402 [MTF Welcoming Hall] Run to back of hall. USE: Biohazard Card Run into new area, watch how shutter closes behind Claire. 403 [Emblem Card Courtyard] Move into the open. CUTSCENE Go up the stairs to end surprise attack, follow Alfred into door. 404 [Not Found Error] Try to enter door at very end of corridor. CUTSCENE Enter the door alltogether. Btw, I _really_ don't like these slow-loading, heartbeat-pulsing, door-opening animations, taking up to 20+ seconds all by themselves. 405 [Bandersnatch Heaven] PICK UP: Submachine Guns CUTSCENE (cannot be skipped) Head for the staircase. CUTSCENE BOOM! Try to descend the staircase. CUTSCENE (cannot be skipped) Finally, you can go down. Try to enter recently opened door. CUTSCENE CUTSCENE Phteefe's now under your control. Hurrah. 406 [Grenade Launcher Area] Ignore everything. 407 [Ventilation Room] Ignore everything. 408 [Demonic Statue Basement] Run dead ahead. CUTSCENE Claire and Phteefe enter elevator, bringing them to 2nd floor. 409 [MTF Control Room] CUTSCENE (cannot be skipped) Follow Phteefe. 410 [Storage] Go to Phteefe, fall through walkway. CUTSCENE CUTSCENE The Submachine Guns have been replaced by a pair of Gold Lugers. Move left, past Phteefe, unlatch/enter door. 411 [MTF Miniature Room Corridor] Clip Claire against the wall on her left to safely evade two roaming Zombies. 412 [MTF Miniature Room] PICK UP: Eagle Plate 411 [MTF Miniature Room Corridor] Immediately rotate left and run to get past Zombie 1 - Zombie 2 is merely a formality. 410 [MTF Storage] 413 [Tank Courtyard] 401 [MTF Courtyard] 402 [MTF Welcoming Hall] USE: Biohazard Card (again) 403 [Emblem Card Courtyard] As long as you keep running, the two Zombie Dogs will never be a problem. Climb stairway. USE: Eagle Plate This grants you the Emblem Card. Go down the stairs again, now run into hole beyond grating. Go down ladder. 407 [Ventilation Room] Use Emblem Card on shutter, drop down and ignore everything (pretty easy) - resort to yuur beurmstick if absolutely necessary. 408 [Demonic Statue Basement] Enter lift, select 2F (second floor). 409 [MTF Control Room] Use Emblem Card on reader. CUTSCENE (cannot be skipped) PICK UP: Army Proof Use Security Camera, zoom in on Red Painting to unveil a code - 1126. Unlatch/enter first door on the way out. 403 [Emblem Card Courtyard] 402 [MTF Welcoming Hall] Use the Biohazard Card one last time on other card reader in this area, go upstairs, enter door on the left. 414 [MTF Research Facility] Enter 1126 code to unlock the door leading to the research area. PICK UP: Red Painting CUTSCENE (cannot be skipped) IMMEDIATELY after the cutscene ends and the timed emergency procedure begins, 180 and run away to evade the electric bursts from the baby Albinos. 402 [MTF Welcoming Hall] Quickly move down the stairs with 20+ seconds on the clock (in NTSC, you'd have about 24-25 seconds, which corresponds to the results I used to get on the NTSC Dreamcast). 401 [MTF Courtyard] 413 [Tank Courtyard] 410 [MTF Storage] 411 [MTF Miniature Room Corridor] 412 [MTF Miniature Room] USE: Red Painting (opposite to the Blue Painting) CUTSCENE (cannot be skipped) PICK UP: Gold Key 413 [Tank Courtyard] 401 [MTF Courtyard] 110 [Tri-Area Point] A couple of Bandersnatches will appear. Don't worry, they're harmless. <<>> _03 The Palace II_ 201 [Palace Courtyard] 202 [Reception] Go up the stairway, 'protected' by an easy-to-evade Zombie. Turn right, climb a smaller stairway, then BOOM! an invisible Zombie away. 207 [Palace Save Room] USE: Gold Lugers (do not EQUIP them) 208 [Alfred's Office] Activate the computer. CUTSCENE CUTSCENE (cannot be skipped) Enter the code: 1971 CUTSCENE (cannot be skipped) A Bandersnatch will make its entrance. Don't bother shooting it, just disappear through the secret opening. 209 [Long Bridge to Manor] Run up the stairs and giggle more insanely than the game does. 210 [Manor Courtyard] It's not necessary to kill the two Bandersnatches here, just run, run, run your heart out to pass them unscathed. Climb the stairs, and don't be afraid if one of the 'snatches follows you. 211 [Manor Staircase] Quickly head for the staircase and climb it to evade the many Bats roaming the area. They will never get close if you climb it perfectly. 212 [Sleeping Quarters Hallway] CUTSCENE Go into the nearby door. 213 [Alexia's Sleeping Quarters] Stop the music box from playing. CUTSCENE (cannot be skipped) PICK UP: Silver Key 212 [Sleeping Quarters Hallway] 211 [Manor Staircase] 210 [Manor Courtyard] 209 [Long Bridge to Manor] 208 [Alfred's Office] 207 [Palace Save Room] 202 [Reception] 203 [Gold/Silver Key Hallway] Run to the very back of the hallway, then turn right and start tapping X to unlock/enter the door using the Gold Key, which is discarded afterwards. 214 [Family Art Gallery] Start pushing buttons under each of the six available paintings, in following sequence: 1 - The only woman present 2 - Geezer holding two babies 3 - Red-haired dude with tea set (the one with the intelligent face) 4 - Other red-haired dude (the one with the devious visage) 5 - Man reading book (smart looking fellar) 6 - Goatee man (Alexia's and Alfred's father) Once you have them all, go to Alfred's picture in the back of the room. Skip-read the butler's document, then push the button. CUTSCENE (cannot be skipped) PICK UP: Earthenware Vase 203 [Gold/Silver Key Hallway] Use the Silver Key on the one door you haven't been to yet. 215 [Briefing Room] BOOM! BOOM! Destroy the two Bandersnatches, if you don't, they'll enjoy Claire. A lot. PICK UP: Eagle Plate 203 [Gold/Silver Key Hallway] 202 [Reception] 201 [Palace Courtyard] 110 [Tri-Area Point] <<>> _04 Go Straight To Jail. You May Not Pass Start_ 109 [Burning Bridge] 104 [Prison Courtyard] 105 [Barracks] 106 [Guillotine Courtyard] BOOM! BOOM! Two Zombies must be put out of their misery. Enter the little guillotine area. USE: Eagle Plate CUTSCENE (very short, cannot be skipped) BOOM! One shot should be enough to kill the cuddled-up Zombie pair. 111 [Morgue Runway] BOOM! Get the one Zombie blocking your way to the Doctor's Office. 112 [The Doctor Is IN] Go to the only obvious exit on the other side of the room. CUTSCENE (cannot be skipped) 113 [What the?] Don't ask questions, just 180 yourself out of there. 112 [The Doctor Is IN] Run to the operation table in the middle of the room. CUTSCENE (cannot be skipped) BOOM! the crazy doctor away. PICK UP: Glass Eye 180 Head into the small side office, position Claire in front of the plastic human model. USE: Glass Eye Run into the secret entrance when the wall is lifted. 114 [Secret Hallway] Move move move move. A Bat is bound to get you this time. Lucky Zombie Hunters will certainly gain a couple of seconds here. 115 [The Doctor Liked To Get His Freak On] Run straight ahead, then sway left and evade the single Zombie posted there. 116 [Riddle Me This, Riddle Me That] PICK UP: Rusted Sword CUTSCENE (cannot be skipped) Push center statue around using pole. CUTSCENE (cannot be skipped) USE: Rusted Sword BOOM! to pop the surprise Zombie. PICK UP: Piano Roll 180 115 [The Doctor Liked To Get His Freak On] Evade Zombies until you're close to the exit door, then BOOM! the blocking Zombie. 114 [Secret Hallway] Move move move move. A Bat may get you yet again. 112 [The Doctor Is IN] 111 [Morgue Runway] Again, BOOM! the single Zombie that's blocking your way out at the exit door. 106 [Guillotine Courtyard] 105 [Barracks] 104 [Prison Courtyard] 109 [Burning Bridge] 110 [Tri-Area Point] <<>> _05 The Palace III_ 201 [Palace Courtyard] Try to enter the Palace. CUTSCENE Enter again. 202 [Reception] Climb the stairs, then swing left and BOOM! the Zombie stationed there. Go up a few steps, then use/discard the Silver Key on the door. 216 [Piano Room] Go to the Piano. USE: Piano Roll CUTSCENE (cannot be skipped) PICK UP: King Ant Object 202 [Reception] 207 [Palace Save Room] 208 [Alfred's Office] 209 [Long Bridge to Manor] BOOM! as much as you need to clear the path. Multiple kills with a single shot is rather dandy. 210 [Manor Courtyard] Bandersnatches appear, but Claire's already gone. Silly boys! 211 [Manor Staircase] IMMEDIATELY after you appear, swing left around the visible Zombie, then curb right to evade a second one. Climb the staircase and BOOM! any Zombies in your way. 212 [Sleeping Quarters Hallway] Same chant as in the previous room: BOOM! any Zombies in your way. 213 [Alexia's Sleeping Quarters] EXAMINE: Earthenware Vase This yields the Queen Ant Object. USE: Queen Ant Object PICK UP: Music Plate 212 [Sleeping Quarters Hallway] This chant isn't growing old, is it? BOOM! any Zombies in your way. 217 [Alfred's Sleeping Quarters] USE: King Ant Object USE: Music Plate CUTSCENE (cannot be skipped) Climb the ladder. 218 [Merry-Go-Round] Get out of the Merry-go-round, run to the back of the room. PICK UP: Silver Dragonfly Run back to the giant ant painting. EXAMINE: Silver Dragonfly Detach the wings of the Dragonfly Object USE: Dragonfly Object Climb the ladder. 219 [Alfred's In-Dee-Diddly-Sane] Shove crate to the right, climb it. Skip-read Alfred's Confession, then PICK UP: Airforce Proof Descend the ladder. 218 [Merry-Go-Round] Descend the ladder. 213 [Alexia's Sleeping Quarters] Drop off, try to exit. CUTSCENE 217 [Alfred's Sleeping Quarters] Try to examine the blonde wig. CUTSCENE 212 [Sleeping Quarters Hallway] 211 [Manor Staircase] 210 [Manor Courtyard] 209 [Long Bridge to Manor] 208 [Alfred's Office] 207 [Palace Save Room] 202 [Reception] 201 [Palace Courtyard] PICK UP: Navy Proof CUTSCENE Try to run to the Submarine area. CUTSCENE <<>> _06 Escaping The Nightmare_ 205 [Das Boot Surface Point] Go to Phteefe. CUTSCENE (cannot be skipped) 301 [Aquarium Hallway] Try to go down the stairs. CUTSCENE (cannot be skipped) Now go down the stairs. 302 [The Aquarium] Go left this time, evade two Zombies (simple). 305 [Boarding Area] Go to Phteefe, activate the computer. CUTSCENE (cannot be skipped) USE: Army Proof USE: Airforce Proof (the order in which you enter the Proofs doesn't matter) USE: Navy Proof CUTSCENE (cannot be skipped) 306 [The Plane] CUTSCENE PICK UP: Lever 305 [Boarding Area] 302 [The Aquarium] 303 [Gate-Bridge] 304 [Loading Area] Go up the small elevator, exit through the first floor door. 303 [Gate-Bridge] USE: Lever Raise the Gate-Bridge. 307 [Gate Pressure Room] PICK UP: Airport Key (somewhere inbetween a pack of Sleepers) 303 [Gate-Bridge] 304 [Loading Area] Use Airport Key to raise shutter, exit as soon as possible. 308 [Airport Elevator] Shove boxes as follows (crate A goes first): Shutter || <---------- || | || __|_ || | | | <-------| A| | || |__|_| || __|_ ____ || | | | | || | B | |Pile| || |____| |____| || || Shutter Use the elevator to trigger a countdown: 5 minutes until detonation. Don't worry, we'll get out alive... CUTSCENE (mash SELECT while in the transport elevator) 301 [MTF Courtyard] 110 [Tri-Area Point] Run towards The Palace. CUTSCENE BOOM! Instead of a medium-difficulty battle, where timing used to be very important, we get a fight so simple, it's pitiful. That's what teh uberlauncher does to us. 201 [Palace Courtyard] 205 [Das Boot Surfacing Area] 206 [Das Boot] 301 [Aquarium Hallway] 302 [The Aquarium] 305 [Boarding Area] 306 [The Plane] CUTSCENE CUTSCENE CUTSCENE CUTSCENE CUTSCENE Oops, trouble a-brewing. 309 [Cargo Hold] CUTSCENE After the catapult's 'ready' message, run a step forward, do a single BOOM!, 180 then launch the catapult. Yep, as cheap as that. This used to be a "hard" battle, people. CUTSCENE (cannot be skipped) Re-enter the cockpit. CUTSCENE CUTSCENE <<>> ____________________________ /PART 2 - CHRIS TO THE RESCUE\____________________________ NOTE to Speed Play Trainees: okay, you've done well: This is the halfway point, at which the game will ask you if you want to save or not. This dialogue window opens up regardless of anything and the game won't count it as a save, so the procedure will cost you something of 10, up to 20 seconds. Uncle V's advice is: use the occasion and save when you're not sure about part 2! Nosferatu can be tricky, and should *something* happen, you won't have to play through the first 1:14 again. Of course, once you're confident enough and serious about the world record, skip the dialogue. Now then, let's get back to the walkthrough, shall we? _07 Antarctic Facility I_ =Area 5: Antarctic Facility= 501 [Facility Core] CUTSCENE Go down ladder, 180 and eventually take the stairs down. 502 [Moth Corridor] Descend stairs, turn left as soon as possible. CUTSCENE (cannot be skipped) Evade single Moth (easy), enter double doors. 503 [Sorting Facility, Ground Floor] Evade 3 Zombies (easy), enter door on the left, marked 'BOW'. 504 [BOW Area] Turn right, run straight ahead, then diagonal (turning right) to evade two Spiders. Go to the back of the area. PICK UP: Bar Code (lies on top of a crate) 180 and return from whence you came as quickly as possible. Should the Spiders block you, do not hesitate and BOOM! them both to kingdom come. 503 [Sorting Facility, Ground Floor] Clip left while running forwards to evade the Zombie stationed nearby, then try to enter the door marked 'WEAPON'. CUTSCENE (cannot be skipped) Enter the door. 505 [WEAPON Area] One of two things may happen (at random): Sleepers: Well hello. That's a good thing. Don't worry about evasion tricks here. Walkers: Oops, now you have to evade the Zombies. Zombie 1 is no problem, and Zombie 2 can be passed on the left. PICK UP: Mining Room Key On the way back, watch out how how try to get around Zombie 2 (try Claire's right). Don't get hit. 503 [Sorting Facility, Ground Floor] One door (reachable after climbing a few steps) has been left unexplored. BOOM! the second Zombie you meet on your way to this door, then use/discard the Mining Room Key to unlock it. Go in. 506 [Mining Room] Rotate right to climb a few bumps, then examine the security valve to verify that it has a hole shaped like an octagon. Go back down to enter the next area. 507 [Power Generator, Ground Floor] Run straight ahead, take a left, disturb the Zombie Dog in its sleep, enter the small isolated area and move the lever to activate the power generator. Run back out of the isolated area and immediately clip right to avoid an annoying jump attack (if you were fast enough, you won't even get to see it). Take another left into a small alcove, where a second Zombie Dog wakes up. Pass him and pull the lever to restore power to the entire facility. 506 [Mining Room] 503 [Sorting Facility, Ground Floor] Go to the sorting machine (where you BOOM!ed that Zombie earlier on). Activate the power (press shimerring button on the left). CUTSCENE (cannot be skipped) USE: Bar Code (on crate) Pull the activation lever to send the crate to the BOW room. CUTSCENE (cannot be skipped) 504 [BOW Area] PICK UP: Gas Mask 503 [Sorting Facility, Ground Floor] 502 [Moth Corridor] As you storm down this corridor to the next exit, odds are that a Moth successfully casts an 'inject egg' attack on Clair. When that happens, wriggle the controls like crazy to avoid having an egg on your back. The egg is bad news generally. 508 [Antarctica Facility Save Room] Open the Save Box and ditch the Rocket Launcher. Chris will be needing it shortly. Don't worry about Claire, she'll have a nice replacement soon enough. Go to the bookcase at the back of the room and give it 3.8 solid pushes, then run up to the locker. CUTSCENE (cannot be skipped) Skip-read the Butler's Confession, then push the button and try to enter the shifting lockers as quickly as possible. CUTSCENE PICK UP: Plant Pot 502 [Moth Corridor] Dead ahead you go. 501 [Facility Core] Enter the double doors near the ladder. 509 [Sorting Facility, 1st Floor] Place Claire in front of the door on the right (from your perspective). EXAMINE: Plant Pot This yields the Machine Room Key USE: Machine Room Key Discard this key afterwards. 510 [Machine Room] 511 [Power Generator, 1st Floor] PICK UP: Valve Handle 510 [Machine Room] Run to Phteefe. CUTSCENE 509 [Sorting Facility, 1st Floor] CUTSCENE Go to the door on the opposite side. 512 [Utility Room] There a workstation at the back of this room. Don't worry about the lone Zombie here. USE: Valve Handle This yields the (octagonal) Valve Handle. 509 [Sorting Facility, 1st Floor] 501 [Facility Core] 502 [Moth Corridor] Watch out that you don't get poisoned. If you do, there's a case of Blue Herbs (endless supply, can't be taken) near the exit. Alternatively, reset the game (ie. reset your PS2 or DreamCast) and try again. 506 [Mining Room] You'll have the Gas Mask equipped. USE: Valve Handle (on octagonal hollow) CUTSCENE CUTSCENE CUTSCENE (cannot be skipped) You can turn Claire into the right direction as she goes down the steps. PICK UP: Sniper Rifle Claire will auto-equip this item. CUTSCENE (cannot be skipped) CUTSCENE 513 [Arctic Facility Roof] CUTSCENE Try to descend the ladder. CUTSCENE Finally, a challenge (tiny, but still). BOSS FIGHT: Nosferatu Immediately at the start, run a few steps up, then aim the Sniper Rifle. Zoom in on Nosferatu's vulnerable, pulsating heart area (press the L1 button to do this) until it's nice and big, then let rip - he won't like it and hiss in frustration. Use the moment to put Claire in a top position for the next shot, then repeat the above. He'll go down in 3-4 shots. With the above procedure, you shouldn't get poisoned at all, which is vital for the rest of the guide. Should you, by a stroke of extremely bad luck, get poisoned after all, reset the game and start anew. CUTSCENE (I've got you now) CUTSCENE Over to Chris. <<>> _08 Military Training Facility A La Chris_ 415 [Island Mortuary] Run along the road. CUTSCENE Go to the Save Box. Keep the Combat Knife, but ditch the Glock and its ammo, trade the FAS for the Rocket Launcher, which is still cold from its adventures in Antarctica. How it got here? Son, don't question the powers of the BOX. 416 [Big Gravedigger Has Big Issues] EQUIP: Rocket Launcher Destroy the Gravedigger with a simple and elegant BOOM! once it surfaces, then activate and enter the personnel elevator. 410 [Storage] Evade any oncoming Zombies. 413 [Tank Courtyard] No Doggies this time, run to the back of the tank and press the button there to activate a secret lift. Take it down. 417 [Jet Transit Hall] PICK UP: Battery (at end of hall) Try to return. CUTSCENE (cannot be skipped) Run straight past the Spider, it's the last threatening action you'll ever see from it and its companion. 413 [Tank Courtyard] 410 [Storage] Go to the elevator unit and BOOM! the single Zombie barring entrance to the control panel. USE: Battery Step onto the elevator unit, then go up. PICK UP: Chemical Storage Key Skip-read the document accompanying it. 409 [MTF Control Room] Run a few steps forward. CUTSCENE CUTSCENE 180 and enter the elevator, select B1F (basement). 408 [Demonic Statue Basement] you can go down a stairway now. Do so, entering the nearby door. 418 [Cryogenics Lab] 419 [Turntable Area] 420 [Chemical Storage] Use/discard the Chemical Storage Key to unlock... the chemical storage. Set the temperature to 128 to get Clement Sigma, then leave. 419 [Turntable Area] PICK UP: Door Knob CUTSCENE CUTSCENE CUTSCENE Run away quickly from both Hunters. One of them will probably hit you. 418 [Cryogenics Lab] 408 [Demonic Statue Basement] Enter the elevator, select 2F (second floor). 409 [MTF Control Room] BOOM! BOOM! Get rid of the two Zombies here in two clean shots. 403 [Emblem Card Courtyard] CUTSCENE (cannot be skipped) 404 [Not Found Error] Clip around the wall to go straight into the research facility. EQUIP: Side Pack (lies on the table to the left of the screen) 402 [MTF Welcoming Hall] Use the Door Knob automatically to get to your destination. 421 [I Need Useless Useful Items] PICK UP: Miniature Tank 402 [MTF Welcoming Hall] 404 [Not Found Error] Watch out for the Hunter Spycam(tm) - from the perspective where you saw the Sidepack, wait until you actually see a hint of the spycam detection ray, then curl right and exit. 403 [Emblem Card Courtyard (upstairs)] 409 [MTF Control Room] Access the elevator, select 1F (first floor). 411 [MTF Miniature Room Corridor] Another Hunter Spycam(tm). This one's more active, so be swift but careful enough to enter the door without running into the detection ray. 412 [MTF Miniature Room] USE: Miniature Tank (on the MTF model) The picture behind Chris will slide away, giving access to a file (skip-read as usual and an item of interest. Don't worry about the RGB laser system just yet. PICK UP: Turntable Key 411 [MTF Miniature Room Corridor] The Hunter Spycam's still up there, but entirely inactive. Hah. Access the elevator and select B1F (the basement yet again). 408 [Demonic Statue Basement] 418 [Cryogenics Lab] As you approach the exit to the next room, Wesker will disturb you. CUTSCENE A single Bandersnatch magically appears, but is virtually harmless. Run past him (you don't want to BOOM! him). 419 [Turntable Area] Activate the turntable, then go up. 402 [MTF Welcoming Hall] It's a little redecorated since last time. Move over the crate to get to your next destination. 422 [MTF Office] BOOM! BOOM! BOOM! is what you do to incinerate the three Zombie secretaries. Sometimes, you can get by shooting none of them, but in general, they like to show up in such annoying places that it's better to get them out of the way. Your decision - a bit of luck is needed here. 403 [Emblem Card Courtyard (downstairs)] Run past the Sleeper - he's really no contest. The same goes for the way back, except that now, the Sleeper will lie on the other side. 407 [Ventilation Room] Flick the Circuit Breaker to clear the area of any poisonous gas, then drop down and evade everything. Only resort to your boomstick when really, truly necessary. 406 [Grenade Launcher Area] 423 [Alfred's Do-It-Yourself Shack] PICK UP: Clement Alpha 406 [Grenade Launcher Area] 407 [Ventilation Room] 403 [Emblem Card Courtyard (downstairs)] 422 [MTF Office] 402 [MTF Welcoming Hall] 401 [MTF Courtyard] Twirl to the right on a straight route to the largescale elevator and watch how a Hunter opens pursuit, a second one too drowsy to pose a threat. The active Hunter *will* perform a jump attack when you get close to his partner, so you must anticipate his jump and start a curling motion to the right in order to live. Should you get hit, you'll automatically be in yellow Caution status, which'll cost you a herb pickup, so.. don't get hit. 308 [Airport Elevator] If the Hunter caught you, this is the place to pick up and use a Green Herb. 304 [Loading Area] Run to the small elevator and note the presence of a single Hunter. 303 [Gate-Bridge] 307 [Gate Pressure Room] Activate the pressure console, and restore pressure using following values: 3 - 3 - 3 - 3(empties 1) - 10(drain) - 3(actually 2) - 5 The surprise Zombies are guarding something you're not interested in. 303 [Gate-Bridge] Raise the lever to lower the gate-bridge. 304 [Loading Area] Run efficiently so that the Hunter never gets you. 303 [Gate-Bridge] Move. There's a single Hunter, who you must BOOM! into submission from a distance. Hunters are best hit when they come running to you from a large distance. 302 [The Aquarium] BOOM! the boobytrapped Zombie. You don't want him to ever grab you. The other two Zombies are easily evaded. 305 [Boarding Area] BOOM! the single Hunter-on-patrol. Go to the computer console to deactivate the power. PICK UP: Army Proof PICK UP: Airforce Proof (again, sequence doesn't matter) PICK UP: Navy Proof 302 [The Aquarium] Run past Zombie 1's left side (ie. clip to the left of the screen), keep going until you see Zombie 2's back, then twirl around the desk to leave. 303 [Gate-Bridge] 304 [Loading Area] Head for the exit in a clear, straight line, the Hunter here will always miss. 308 [Airport Elevator] 401 [MTF Courtyard] This area is plain scary now, what with two Poison Hunters. Move Chris slightly towards the back wall and dash to the exit like a madman. You'll be able to get out just before one of the Poison Hunters hits you with a very poisonous jump attack. 402 [MTF Welcoming Hall] 419 [Turntable Area] 418 [Cryogenics Lab] 408 [Demonic Statue Basement] Enter the elevator, select 1F (first floor). 411 [MTF Miniature Room Corridor] 412 [MTF Miniature Room] Go to the small Red-Green-Blue laser array. USE: Army Proof USE: Airforce Proof (sequence doesn't matter) USE: Navy Proof You can now pull a lever, which will cause the MTF miniature to disappear, opening up a new pathway. Climb down the ladder. 424 [Goin' Underground] Two Spiders do nothing. 425 [Swimming Pool 'Albino'] Run until you trigger something. CUTSCENE (cannot be skipped) Drop into the pool, head straight for the Eagle Plate. PICK UP: Eagle Plate Get back out. During the process, the Albino might have hurt you a bit to drop you to yellow Caution level. If not, that's okay, if yes, pick up and use a Green Herb (I would've preferred the former, but what can you do? This part depends on luck mostly). 424 [Goin' Underground] The Spiders still do nothing, unless you hang around for too long. Won't happen. 412 [MTF Miniature Room] 411 [MTF Miniature Room Corridor] Enter the elevator, select B1F (basement). 408 [Demonic Statue Basement] Go down the stairway. PICK UP: Shotgun The stairway becomes raised, so you can now wade through the water to get on the other side. Climb the ladder. 418 [Jet Transit Hall] Go to the door where you found the Battery earlier on. Position Chris in front of it. COMBINE: Clement Sigma, Clement Alpha This yields the Clement Mixture. COMBINE: Clement Mixture, Eagle Plate This yields the Halberd. USE: Halberd CUTSCENE <<>> _09 Antarctic Facility II_ 514 [VTOL Airport] 501 [Facility Core] BOOM! BOOM! That should take care of the blocking tentacles. 502 [Moth Corridor] What? No Moths? They will be missed (not). 508 [Antarctica Facility Save Room] USE: Halberd (on halberd-shaped opening) PICK UP: Paper Weight (don't get the Ink Ribbon, obviously) 502 [Moth Corridor] 501 [Facility Core] 509 [Sorting Facility, 1st Floor] 510 [Machine Room] Ooh, scary. PICK UP: Valve Handle (octagonal) As you run back... CUTSCENE (cannot be skipped) BOOM! your way out of there, normally, one shot should suffice. 509 [Sorting Facility, 1st Floor] The fun begins. Drop Chris onto the ice to reach another walkway. Note the Crane assembly back there as well as a giant spider below the ice. Cool. 515 [Corridor Upon Descent] CUTSCENE Run into the Hunter Spycam(tm) (there's no escape anyway, so might as well accelerate the process). BOOM! the activated Hunter, then continue down the corridor and take the door at the very end. <<>> _10 Descent Into Madness_ 516 [Antarctica Fun House] Head straight for the door directly in front of you. 517 [Brr - Is It Cold In Here Or What?] There's a nearby door - go in. 518 [Power Room] To the right in this room, you'll be able to use a certain octagonal thingy... USE: Valve Handle (octagonal) Pull the lever on the other side to restore the power. 517 [Brr - Is It Cold In Here Or What?] Get all the Zombies out of your way with sufficient BOOM!s - four to five should be sufficient. 519 [RE REvisited] Go into the red corridor left of your screen and run around until you reach a tiger statue. Take out the left jewel. PICK UP: Blue Jewel PICK UP: Valve Piece Put the Blue Jewel back into place. Enter the door opposite to the tiger statue. 520 [ANTZ] Run up to the CUTSCENE (cannot be skipped) PICK UP: Wing Object Turn right, not minding the small bugs everywhere. 521 [Alexifred's Tomb] At the back of the room, ascend a few steps, then place Chris behind the console on the right. Activate it, then enter the code AA - King - Hearts - Clubs USE: Paper Weight CUTSCENE PICK UP: Alfred's Ring 520 [ANTZ] 519 [RE REvisited] 517 [Brr - Is It Cold In Here Or What?] 518 [Power Room] Deactivate the power by pulling the lever a second time. 517 [Brr - Is It Cold In Here Or What?] 516 [Antarctica Fun House] 515 [Corridor Upon Descent] Never mind the Hunter Spycam's, they're easily evaded. Enter the first door you meet. 522 [The Valve Handle Dies] Go up the small elevator, position Chris in front of the Valve Handle-needing pressure tube. COMBINE: Valve Handle, Valve Piece This yields the Valve Handle (square again) USE: Valve Handle (square again) Once the pool is drained, use the ladder to climb down. PICK UP: Crane Key Oops! Poison Hunter! Oops! BOOM! 515 [Corridor Upon Descent] 509 [Sorting Facility, 1st Floor] Activate the crane by using/discarding the Crane Key. CUTSCENE Immediately move out of the Giant Spiders attack range, get on the ice. PICK UP: Alexander's Pierce Leave this place of impending doom swiftly. 515 [Corridor Upon Descent] 516 [Antarctica Fun House] Turn Chris left and move down the darkened hallway until a Poison Hunter is targetable. BOOM! Search the area for two more Wing Objects (they stack with the one found earlier). 523 [Spencer Mansion Hall Duplicate] At the back of the hall, below the staircase, hangs Claire, suspended in goo. Put Chris directly in front of her. EQUIP: Combat Knife Aim at Claire. CUTSCENE CUTSCENE 524 [Claire Likes Me.. Claire Likes Me Not..] Open the Save Box to get Chris's Glock and FAS. We don't care about ranking here, only time rocks our boat. Right... 525 [Dog Corridor Duplicate] Run along the Corridor. Two tentacles will burst through the windows - only number two is your concern. EQUIP: Handgun Blow the tentacle away with the Glock (13 bullets) and move on. 526 [What the?] Run along until you can climb a few steps on Claire's left. PICK UP: Security File Skip-read the document, then turn the handle on the cannon. PICK UP: Glass Ball (watch out for the crushing trap) USE: Glass Ball (activate crushing trap once, then put Glass Ball below it) PICK UP: Security Card (deactivates crushing trap) Go down stairway, pass lonely Zombie, move into door on the left. 527 [WHAT THE?] Use the Security Card to activate a CUTSCENE Run to Phteefe, who becomes PHTEEFE in a CUTSCENE 180 Start running like mad. PHTEEFE will hit you once. USE: FAS Keep running like a turboed dervish on speed. PHTEEFE will hit you one last time. CUTSCENE Back to Chris. 523 [Spencer Mansion Hall Duplicate] CUTSCENE EQUIP: Rocket Launcher BOOM! Alexia won't like it, but we do. PICK UP: Alexia's Choker Climb the staircase and get Chris in front of that painting, would you? EXAMINE: Alfred's Ring Remove the metal portion to get Alfred's Jewel. USE: Alfred's Jewel EXAMINE: Alexander's Pierce Remove the metal portion to get Alexander's Jewel. USE: Alexander's Jewel EXAMINE: Alexia's Choker Remove the metal portion to get Alexia's Jewel. USE: Alexia's Jewel CUTSCENE (cannot be skipped) Leave through new door. CUTSCENE (cannot be skipped) 528 [Antarctica Sleeping Quarters Corridor] BOOM! the first two Zombies you meet, then turn left and enter the first door you meet. 529 [Alexander's Little Shack] Run dead ahead to examine the desk drawers. PICK UP: Sterile Room Key 528 [Antarctica Sleeping Quarters Corridor] 523 [Spencer Mansion Hall Duplicate] Go down the stairs, move left, use/discard the Sterile Room Key to enter... 519 [RE REvisited] The tiger statue's ready to be looted. PICK UP: Blue Jewel PICK UP: Red Jewel 523 [Spencer Mansion Hall Duplicate] 528 [Antarctica Sleeping Quarters Corridor] Blast Zombies until you can go to the left bedroom. 530 [Alfred's Antarctica Sleeping Quarters] Go through the 'secret' woman statue entrance at the back of the room. 531 [Alexia's Antarctica Sleeping Quarters] Stop the music box from playing. USE: Red Jewel PICK UP: Music Plate 530 [Alfred's Antarctica Sleeping Quarters] USE: Blue Jewel USE: Music Plate Climb unveiled ladder. 532 [The Secret Nice Room] PICK UP: Dragonfly Object 530 [Alfred's Antarctica Sleeping Quarters] 528 [Antarctica Sleeping Quarters Corridor] Move through the metallic double doors near the 'painting' entrance. 533 [Alexander's Lab] Go down the small elevator, then mash the button on the computer console. PICK UP: Wing Object (last one of the set) Go up the elevator again, leave through the only other exit. 525 [Dog Corridor Duplicate] <<>> _11 Teh Phat Phinale_ 526 [What the?] CUTSCENE You will get the Security File from Claire. Go all the way down the corridor, then up a long stairway to the right. 534 [Final Battle Platform] Get Chris in front of the Dragonfly imprint near a door on the left. COMBINE: Wing Object, Dragonfly Object This yields the Dragonfly Key EXAMINE: Security File (open the map to find the Security Card) USE: Dragonfly Key 535 [Big Boom Room] BOOM! the two guard Zombies with a single shot. Go to the console and use/discard the Security Key. Enter the magic word: VERONICA CUTSCENE (cannot be skipped) Leave. 534 [Final Battle Platform] CUTSCENE CUTSCENE (cannot be skipped) BOSS FIGHT: Alexia BOOM! Hah. CUTSCENE BOOM! Yep. Alexia's *that* easy to get. CUTSCENE Oops, I don't think the Rocket Launcher's going to be useful here anymore. Luckily, there's an equally destructive alternative nearby. PICK UP: Linear Launcher EQUIP: Linear Launcher Take aim, a deep breath and yell "Who's your daddy/mommy?" as you fell the flying queen in one clean shot (aim at the location where you estimate that she'll be in the next second). Should you miss, get out of targeting mode and run circles to evade Alexia's fire attack (4 bursts). After that, gear up for a second try. Of course, this'll cost you time... CUTSCENE CUTSCENE CUTSCENE (actually, I don't *know* how many cutscenes there are *exactly*. CUTSCENE Just keep mashing Select and you'll be fine) CUTSCENE CUTSCENE CUTSCENE CUTSCENE (cannot be skipped) End up-scroller (cannot be skipped) ***THE END*** You did well, grasshopper. <<>> . |/| FINAL WORDS. Et voila. A pretty good base for a Rocket Launcher speed run, although I can't guarantee that the current alpha version is the optimal path. The mark has been set to 2:23 (PAL) at the moment, but I can imagine that with the necessary refinements, faster times can be achieved. However, I'll leave these refinements up to you - should you be willing to share them (for example, a way to skip the final cutscene and end sequence would be FANTASTIC), please send me an e-mail. In the meantime, I'll be working on optimizing the regular speed guide for Code Veronica (X) - I have found ways to cut off a couple minutes hither and thither, as well as taking a different path this time. Also, I stumbled upon a Silent Hill 2 workfile (about 30% finished) and figured that it'd be a waste to let it go to waste. Will complete this guide as well. As always, I can be reached at: vip(at)padua(dot)org Use it for Resident Evil or Devil May Cry-related questions, suggestions, criticism, pointing out possible errors, discussions... enfin, go nuts. Spamming, 3L337-5P34|<, E-MAILS UUSING ONLY FULLL CAPITALS AND EXCLAAMATION MARKSS!!! AND BAAD SPAHLING UP TEW BEEIN UREEDIBIL AND NO PUHNCTUATION WHATSOEVER!!! AND AHSKING UNKLEER QUEESTIONS I HAF NOO IDEA HOW TO ANZER and questions which are already being covered by this FAQ or other guides featured on gamefaqs.com will not be answered. You have been warned. Oh, before I forget - my respects to the people behind following webcomics: KungFool (now CrazyKimchi), Something Positive and Penny Arcade. I like a comical note from time to time, and these comics provide them in large quantities. Respect. Yoohoos, shoutouts and beverages-of-choice (in no particular order) go to: My family, Tim, Stijn, Frank, Tam, Inge, Koen, Bart, Peter, Gert, Geert, Griet, my colleagues at work, Frank, Joerg, Elisabeth, Alexander, Lea, Thomas, JR, Carl, Brandon, Tyson, Oak, Vance, Tracey, Thomas, everyone at WOW, Role, Padua, ViruZ, 64ever and the scene. Quality FAQs over Quantity FAQs - Be innovative Be diFfeRENt. Word. Vincent. . ||/ FAQ OVERVIEW. Here's a list of all the FAQs I've written in case you have one of these games and wish to play it in a somewhat 'different' way. The list will be shown and updated in any future FAQ. Game Genre Resident Evil 1:17 Speed Guide (Jill, PAL version) Resident Evil 2 1:15 Speed Guide (Leon A, PAL version) Resident Evil 3: Nemesis Handgun Only Guide (NTSC version) Resident Evil 3: Nemesis Knife Only - 100% Kill (NTSC version) Resident Evil: Code Veronica 2:30 Speed Guide (NTSC version, unoptimized) Resident Evil: Code Veronica X 2:32 "Rocket Launcher" Speed Guide (PAL version) Resident Evil: Game Cube Guide Spectacular (Jill, NTSC version) Resident Evil: 0 1:38 "Rocket Launcher" Speed Guide (NTSC version) Silent Hill 1:00 Speed Guide (PAL version) Parasite Eve 2 0:55 Speed Guide (NTSC version) Alone In The Dark 4 Speed Guide (Aline 1:15, Edward 1:30, PAL version) . ||| DISCLAIMER. Game concept & characters are (c)2001 by Capcom. This entire text is (c)2003 by Vincent Merken (aka VMerken). All rights reserved. This document is hosted by GameFAQs, thus only CJayC has the right to display it. You are not allowed to print out this document for any commercial purpose (such as putting it into a strategy guide or separate booklet with the intention to ask money for it). Selling printed copies of the text is prohibited. You are not allowed to ask money in exchange for viewing this document on your website. If GameFAQs and survivalhorror.com do it for free, why should you do otherwise? You may not, in any way, alter the text. Not one letter. Lots of work and many, MANY hours of play went into this and I don't want to see any other name saying its their walkthrough. If you want to see this document on your website, send me an e-mail telling your intentions. I'll generally concur, if you agree with the terms stated in this disclaimer. Sorry to be so strict, but I don't like reading about people who see their text appearing on websites they didn't give permission for. The Internet is a FREE information center for anyone and serves to make our lives a bit easier. Period.