Biohazard: Code Veronica - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Biohazard: Code Veronica - Strategy Guide (Page 05).
_Cutscene_ Check around the outer edges of the room for a BLUE HERB, a GREEN HERB, some HANDGUN BULLETS, and BOW GUN BOLTS. Now return to Rodrigo Tunnel. ======================= Rodrigo Tunnel ======================= Run to the statue in the wall. Use the LIGHTER to "dedicate a light", then take the SUB MACHINE GUN. Now check your inventory: HANDGUN HANDGUN BULLETS Full-healing item Save if you want and leave. ======================= Tunnel Worm Battle Room ======================= Run past Rodrigo's body to the elevator. ======================= Facility Garage ======================= Hey! There wasn't an elevator here! Use the HANDGUN to kill the 3 zombies here. Then use the double doors here (the other door leading to the 1F Elevator no longer is accessible). ======================= Tank Area ======================= Run to the back of the tank and push the button Alfred pushed. _Cutscene_ Ride that elevator. ======================= Secret Hangar Tunnel ======================= Check the second corner you come to for some SHOTGUN SHELLS, a GREEN HERB, and a BLUE HERB. Then take the door here. ======================= Secret Hangar Save Room ======================= Here, you'll find some ACID SHELLS, a GREEN HERB, some INK RIBBONs, some HANDGUN BULLETS, and some SHOTGUN SHELLS. You'll also find some colored drawers. -----Colored Drawer Puzzle----- There's no documents or reasoning behind this puzzle, so here's the solution: 1. Red drawer 2. Green drawer 3. Blue drawer (CLICK) 4. Brown drawer NOTE FROM kof98: If you use the action button to look at the map/picture it gives you a clue: Lava (red) burn forest (green) flows into sea (blue) and forms earth (brown), as you can see it shows the order in which to open the drawers. You get the LUGER REPLICA. Now check your inventory: SUB MACHINE GUN Make sure you're at least in yellow-caution. Leave. NOTE: The LUGER REPLICA won't be used. After acquiring it, you get Steve in Battle Mode. ======================= Secret Hangar Tunnel ======================= Run to the end and pick up the BATTERY PACK. Now check the door. Great. We need a HALBERD. Well, there was one on each of those EAGLE PLATEs, but the one we used at the Prison was destroyed in the self-destruction. We'll have to get the one we used in the Outer Stairway for the EMBLEM CARD. Run to the elevator at the other end. _Cutscene_ Run faster. If you get poisoned, use the herbs growing in the save room. ======================= Tank Area ======================= Re-enter the Facility Garage. ======================= Facility Garage ======================= Run toward the elevator here, but go to the right of it. You should see a yellow and black piece of machinery. Put the BATTERY PACK into place, then climb on top of it and push the switch to raise the lift. Take the CHEM. STORAGE KEY and the ALLOY REPORT from the desk. It says in order to dissolve the blue eagle plate holding the HALBERD, we'll need CLEMENT A and CLEMENT E. Leave via the door up here. ======================= 2F Elevator Landing ======================= Run to the other end. _Cutscene_ Oh great. That would be a Seeker and a Hunter. The Seeker won't hurt you, but will signal a Hunter do hurt you for it. If you see a Seeker, DON'T LET ITS LIGHT HIT YOU. Run up the small stairs here and take the GRENADE ROUNDS from the floor beside the chair. Then go out the door on this side of the hall. ======================= Outer Stairway ======================= _Cutscene_ Well, that's just great. Did you hear the ZAP sound? Go back to the 2F Elevator Landing. ======================= 2F Elevator Landing ======================= Jump in the elevator. Head to the B1 Floor. ======================= Weird-Looking Face Bridge ======================= The ALLOY REPORT mentioned that CLEMENT A is used in gun maintenance. However, if you go into the Boiler Room, you'll notice that someone shut off the fan and there's toxic gas everywhere. We'll have to find a way to the lever on the other side of the room that turns the fan on. Run down the stairs that are now here. The SHOTGUN's here, but don't take it yet, or the stairs will raise. Take the FLAME ROUNDS from the shelf, the INK RIBBONs on the floor, and the HANDGUN BULLETS from the floor. Then, use the door down here. ======================= B.O.W. Storage Room ======================= Run up the stairs. You'll see a GREEN HERB at the bottom that you missed. Take it and head up the stairs. Run to the panel beside the door and push the switch. It lowers something into a container it won't break out of. Now take the double doors. ======================= Turntable Area ======================= Don't take the sparkle on the ground just yet. Instead, use the door at the south side of the room. ======================= Chemical Storage Room ======================= Run through the funky doors. You'll come to a table with some HANDGUN BULLETS and some SHOTGUN SHELLS. Now check the illuminated chemical storage cabinet. Unlock it and discard. -----Clement E Puzzle----- The ALLOY REPORT tells us that CLEMENT E changes color at a certain temperature. It mentions that the temperature is the same as the date of completion for the facility. Well, the sign in the Portrait Gallery says it was completed December 8th (128). So, put in 128, then take the chemical that changes colors. It's CLEMENT E. Now leave. ======================= Turntable Area ======================= Once again, don't take the sparkle. Check the glowing red light in front of "STOP" on the ground. We need to use that turntable, so we'll need the TURNTABLE KEY. Finally, pick up that sparkle. It's the DOOR KNOB. Now get ready to RUN! _Cutscene_ _RE1ish Cutscene_ _Cutscene_ That's alot of cutscenes. QUICK! Retreat back to the B.O.W. Storage Room! Don't waste any ammo on them. The SUB MACHINE GUN is not intended for use with more than 1 Hunter. ======================= B.O.W. Storage Room ======================= Run down the stairs and take the door down here. ======================= Weird-Looking Face Bridge ======================= Hop into the elevator and go to Floor 2F. ======================= 2F Elevator Landing ======================= Kill the 2 zombies here, then go out to the Outer Stairway. ======================= Outer Stairway ======================= Use the door directly in front of you. ======================= Biology Room ======================= ? Yeah, it's the Biology Room now. Wait for the Seeker to make its mechanical sound, then run in front of it and into the main part of the room. There's a SIDE PACK here on the crate in front of the glass. How'd it get here? Go out the other door here. ======================= Upper Facility Main Hall ======================= Check the other door here. Use the DOOR KNOB and proceed through. ======================= Facility Garage ======================= Check behind the column for some HANDGUN BULLETS and on the desk built into the wall for the TANK OBJECT. It will fit nicely in that hole in the model in the Portrait Gallery. Leave. ======================= Upper Facility Main Hall ======================= Go back into the Biology Room. ======================= Biology Room ======================= Exit to the Outer Stairway. You can ignore the Seeker, you won't be coming back here. ======================= Outer Stairway ======================= Use the door in front of you. ======================= 2F Elevator Landing ======================= Ride the elevator to Floor 1F. ======================= 1F Elevator Landing ======================= Run to the only other door here you can go through. Watch out for the Seeker. ======================= Portrait Gallery ======================= Put the TANK OBJECT in the indentation in the model. This causes the picture of this room to slide. Take the TURN TABLE KEY and the SECRET PASSAGE NOTE. It says that a secret passage is locked by the diorama trick. Well, this is the diorama model room, so its located here somewhere. If you check the indentations, we need to lead three armies here. Oh great. We have to find those proofs. Leave. ======================= 1F Elevator Landing ======================= The Seeker's gone. Board the elevator and push the button to go to Floor 2F. ======================= 2F Elevator Landing ======================= Enter the Facility Garage. ======================= Facility Garage ======================= Ride the lift down and ride the elevator down to the Tunnel Worm Battle Room. We just need to stop at an item box before we use the TURN TABLE KEY. ======================= Tunnel Worm Battle Room ======================= Back to the Rodrigo Tunnel. ======================= Rodrigo Tunnel ======================= You need: SUB MACHINE GUN HANDGUN CLEMENT E TURN TABLE KEY SHOTGUN SHELLS Save if you want and leave. ======================= Tunnel Worm Battle Room ======================= Ride the elevator. ======================= Facility Garage ======================= Ride the lift back up and take the door. ======================= 2F Elevator Landing ======================= Ride the elevator to floor B1F. ======================= Weird-Looking Face Bridge ======================= Run down the stairs and take the SHOTGUN. Now go in the door. ======================= B.O.W. Storage Room ======================= Run up the stairs to the other door. _Cutscene_ Run past the Bandersnatch to the double doors. ======================= Turntable Area ======================= Run over to the panel we saw earlier and use the TURN TABLE KEY. Move the turntable. ======================= Facility Main Hall ======================= Yes, we're here now. Climb over the crates to the main part. NOTE: If you check the panel again, it asks you if you want to move the control panel. :-\. Use the only door you can without going out the front doors. ======================= Facility Office ======================= There's some SHOTGUN SHELLS on the floor and some BOW GUN BOLTS on the desk. Kill all three zombies, then run behind the divider, and check the locker for some ACID ROUNDS. Use the door in the hall outside. ======================= Outer Stairway ======================= Kill the zombie here that's pretending to be dead. Check the big hole. You can see a passage...perhaps the same as the one in the SECRET PASSAGE NOTE? Climb down the ladder behind the fence. ======================= Boiler Room ======================= Check that thing on the wall. Raise the lever to reactivate the fan. Then climb down, kill the zombies, and take the door at the west side of the room. ======================= Basement Facility Storage Room ======================= Make sure that SUB MACHINE GUN works good on single Hunters ;-). Then, take the only other door here that you can. ======================= Gun Maintenance Room ======================= Run to the desk. Woo! You get to modify the Glock 17. Do it, and you get the ENHANCED HANDGUN. Take the green CLEMENT A from the shelf and mix it with CLEMENT E for the CLEMENT MIXTURE. Looks like now our only lead on finding that EAGLE PLATE is Alfred's little secret passage. We have to get those proofs back. Leave. ======================= Basement Facility Storage Room ======================= Go back to the Boiler Room. ======================= Boiler Room ======================= Climb back up onto the ledge and ascend the ladder. ======================= Outer Stairway ======================= Use the door. ======================= Facility Office ======================= Go out the door to the Facility Main Hall. ======================= Facility Main Hall ======================= Leave out the front doors. ======================= MTF Courtyard ======================= If you're feeling lucky, use the SHOTGUN to kill the Hunters here. If not, or you've already finished them off, ride the elevator with the green light above it. ======================= Hangar Elevator Landing ======================= Ahh. A save room. Check your inventory: SUB MACHINE GUN That's it. Save if you want and raise the shutter here. ======================= Storage Lift Area ======================= Kill the Hunter here. You'll be passing through here a lot. We'll need to lower the bridge in order to retrieve the proofs. Ride the lift up and exit using the door. ======================= Upper Bridge Platform ======================= Lower the lever. Well that's just peachy. Run across the bridge and go through the door. ======================= Oil Pressure Regulator Room ======================= Check the oil regulator. Choose to operate it. -----Oil Regulator Puzzle----- With the 1 liter tank, this would be easy, but we can't use it. Here's how it works. We need to get the 10 liter tank to 7 gallons. If, for example, the 10 liter tank was up to 9 liters and you drained the 3 liter tank into it, only 1 liter from the 3 liter tank would go to the 10 liter tank and there would be only 2 liters remaining in the 3 liter tank. Well, that's what you need to know if you're doing it yourself. If you'd rather just do it by me telling you, here's how: 1. Use the 3 liter tank three times. 2. Drain the 10 liter tank. 3. Use the 3 liter tank. 4. Use the 5 liter tank. That should do it. Leave. _Cutscene_ If it's that important to you, kill the zombies for the SHOTGUN SHELLS. Otherwise, leave. ======================= Upper Bridge Platform ======================= Run across the bridge and lower the lever. Why can't you jump onto the bridge while it's lowering? Use the door. ======================= Storage Lift Area ======================= Ride the lift down and exit using the shutter to the Lower Bridge Platform. ======================= Lower Bridge Platform ======================= There's a Hunter straight ahead of you. Shoot at him until he screams, then use the shutter across the bridge. ======================= Underwater Office ======================= Kill the zombie in front of you. Then take the SHOTGUN SHELLS from the floor and the INK RIBBONs from the crate. Kill the red-eye zombies here and take the door behind them. ======================= Hangar ======================= Kill the Hunter before he kills you. Sparks are coming from the proofs! Check the computer to shut off the power to them. Take the AIR FORCE PROOF, ARMY PROOF, and NAVY PROOF. Then, leave. NOTE: Hey! This is where Wesker was! ======================= Underwater Office ======================= There's nothing in Camera Angle Corridor, so return to the Lower Bridge Platform. ======================= Lower Bridge Platform ======================= Run to the shutter on the other side. ======================= Storage Lift Area ======================= Raise the shutter directly in front of you. ======================= Hangar Elevator Landing ======================= Heal yourself to at least yellow-caution. Check your inventory: HANDGUN HANDGUN BULLETS CLEMENT MIXTURE Now save if you didn't do too well with the Hunters at the top and ride the elevator back up. ======================= MTF Courtyard ======================= Re-enter the Facility. NOTE: If you're brave, you can find some ammo here. ======================= Facility Main Hall ======================= Go into the Facility Office. ======================= Facility Office ======================= Run to the Outer Stairway. ======================= Outer Stairway ======================= Climb down the ladder. ======================= Boiler Room ======================= Exit to the Weird-Looking Face Bridge. ======================= Weird-Looking Face Bridge ======================= Enter the elevator. Go to Floor 1F. ======================= 1F Elevator Landing ======================= Run to the Portrait Gallery. ======================= Portrait Gallery ======================= Put the proofs in place and lower the lever. WAIT! Before you climb down, check to the left of the ladder for a GREEN HERB and 2 boxes of SHOTGUN SHELLS. Now you can climb down. ======================= Alfred's Secret Passage ======================= Run past the Spiders to the ladder at the end. ======================= Albinoid Battle Room ======================= Take the _Cutscene_ Good News: The loser can't get out of the water. Bad News: The item you need is IN the water. ////////////////////////////////// ********************************** Boss: Albinoid Difficulty: Easy/Medium ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ There's some HANDGUN BULLETS in one of the corners. Don't kill him. Just look for the EAGLE PLATE in the water. Then jump in, take it, and jump out. You may get shocked a few times, but you just picked up some herbs, so you should be alright. After you're out of the water, combine the CLEMENT MIXTURE with the EAGLE PLATE for the long-awaited HALBERD. Climb up the ladder. ======================= Alfred's Secret Passage ======================= Run to the ladder at the other end. ======================= Portrait Gallery ======================= Go out the door. ======================= 1F Elevator Landing ======================= Ride the elevator to Floor 2F. ======================= 2F Elevator Landing ======================= Exit to the Facility Garage.
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