RESIDENT EVIL
CODE: VERONICA
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RESIDENT EVIL: CODE VERONICA

100% Completion Guide — Dreamcast (2000), Code: Veronica X & HD
3
Playable
8
Chapters
10
Boss Fights
24
Files
16
Weapons
5
Battle Game

Game Overview

Resident Evil: Code Veronica is the direct continuation of Claire Redfield's story after Resident Evil 2. Captured while searching for her brother, Claire is dumped on Umbrella's prison island of Rockfort, and the hunt eventually takes both Redfields to an Umbrella base in Antarctica. It was the first game in the series with fully 3D real-time environments rather than pre-rendered backdrops.

DetailInfo
TitleResident Evil – Code: Veronica / Biohazard Code: Veronica
ReleaseDreamcast 2000 · Code: Veronica X (DC/PS2/GameCube) · HD Remaster 2011 · PS4 2017
Developer / PublisherCapcom
GenreSurvival Horror (real-time 3D environments, tank controls)
Playable CharactersClaire Redfield, Chris Redfield, and a short Steve Burnside segment
Main AntagonistsAlfred and Alexia Ashford · Albert Wesker
Areas (in order)Rockfort Prison → Military Training Facility → Palace → Private Residence → Airport → Antarctic Base
Files24 total — 23 in the main game, 1 in Battle Game only
100% Playthrough~10–12 hours for a first run

Core Mechanics — Read This First

Code Veronica plays like classic Resident Evil, but three things catch people out.

SystemWhat You Need to Know
Two characters, one item boxYou play Claire for roughly the first half and Chris for the second. They share the same item box — anything Claire stores, Chris can retrieve. This is not a convenience, it is a requirement: Claire must leave the Empty Extinguisher in an item box or Chris can never reach the Magnum.
The Security Deposit Box is NOT an item boxThe box beside the metal detector in the Prison Security Corridor is a separate temporary locker. Items left there do not reach Chris. Only use real item boxes for anything you want to keep.
The LighterClaire carries a lighter from the start and Chris receives one from Rodrigo. It lights dark rooms and burns obstacles — keep it equipped whenever a room looks too dark to search.
Ink RibbonsSaving costs an Ink Ribbon. There are about 55 across the game, so a normal playthrough has plenty — but an A-rank run is save-limited by the ranking rules, not by supply.
Two-slot weapons and the Side PacksBig weapons take two inventory slots. Both characters can find a Side Pack that permanently adds slots — grab them, they are easy to walk past.
No difficulty setting in the WestWestern releases (Dreamcast, Code: Veronica X, HD) have no difficulty select — they all run at the Japanese version's Normal. Only the Japanese releases offer Very Easy / Easy / Normal. No puzzle answer changes on any version or difficulty.

Which Version Are You Playing?

Every code, item location and puzzle answer in this guide is identical on all versions. The differences are story scenes.

VersionWhat Changed
Code: Veronica (Dreamcast, 2000)The original release.
Code: Veronica XAdds roughly nine minutes of new cinematics: a new Wesker confronts Claire scene outside the Palace, a rebuilt introduction to the Alexia battle in which Wesker shows his superhuman abilities, and an extended ending where Wesker takes Steve's body. Steve's character model was also redesigned.
HD Remaster / PS4Visually upscaled and widescreen with achievements. Content is identical to Code: Veronica X — no new scenes, no gameplay changes.

Characters

CharacterRole
Claire RedfieldSearching for her brother Chris. Captured in Paris and imprisoned on Rockfort. Plays the first half.
Chris RedfieldArrives on Rockfort after Claire's distress call. Plays the second half, and finishes the game.
Steve BurnsideA teenage prisoner who attaches himself to Claire. Briefly playable, and central to the ending.
Alfred & Alexia AshfordThe twin heirs of the Ashford family. Alfred runs Rockfort; Alexia is the true final boss.
Albert WeskerNow superhuman, hunting Alexia's T-Veronica virus. He never fights you — every Wesker scene is a cutscene.

Story Walkthrough — 8 Chapters

A full step-by-step for a 100% run: every key item, every file, every weapon and every puzzle answer, in the order you reach them. The route is Prison → Training Facility → Palace → Private Residence → Airport as Claire, then Rockfort and the Antarctic base as Chris. Pick a chapter below, then use the Previous / Next buttons at the bottom of each chapter to move through the game.

CH 1Rockfort PrisonClaire — the island prison
1
Claire wakes in a cell after being captured in Paris. The guard Rodrigo Raval lets her out and returns her belongings. FILE #1 Playing Manual is already in your inventory. Take the KEY ITEM Lighter — keep it equipped for dark rooms all game.
2
Collect Handgun Bullets and the WEAPON Combat Knife near the cells.
3
Barracks Bunkhouse: FILE #2 Prisoner's Diary on the bunk by the entrance. MISSABLE Examine the shelf beside the window. That triggers a zombie to crash through the glass; killing it drops the WEAPON M-100P dual pistols. Skip the shelf and you never get them.
4
Barracks Mess Hall: pick up the MAP Prison Map.
5
Observation Room: FILE #3 Facility Entrance Fax on the west-wall workstations, and the KEY ITEM Hawk Emblem hidden in a drawer inside the computer desk. Flip the blue wall switch.
6
Security Corridor: FILE #4 User's Manual on the workshop table. This room has the metal detector and the 3-D Duplicator.
The Security Deposit Box here is not an item box — anything you leave in it will not reach Chris later.
7
Yard: cutscene introducing Steve Burnside. Take the WEAPON M93R handgun from the ground (already loaded) — this is Claire's main sidearm.
8
Graveyard: use the Extinguisher on the burning truck.
It becomes the Empty Extinguisher. Put it in a real item box and never discard it. Chris refills it in the Antarctic to reach the Magnum — without it that weapon is lost for the whole game.
From the wreck take the Briefcase, which holds the KEY ITEM TG-01 alloy and FILE #5 TG-01 Product Description.
9
PUZZLE 3-D Duplicator: scan the Hawk Emblem and feed in the TG-01. The machine prints a Special Alloy Emblem — a non-metal copy that passes the metal detector. Use it on the large gate to leave the prison.
The Prison has exactly one onward exit and it leads into the Military Training Facility. The Palace cannot be reached any other way, so ignore any guide that sends you to the Palace first.
Chapter 1 of 8
CH 2Military Training FacilityClaire — first pass
1
Cross the burning bridge, push the crates to reach the stairs, deal with the dog, and continue through the Passage into the Military Training Facility.
2
Observation Room (2F): WEAPON Cross Bow Handgun (Bow Gun) on the table and FILE #6 Memo on the Pass Number. Pick up the MAP Training Facility Map at the Control Room fax machine.
3
Drain the pool with the wheel to reach the KEY ITEM Storage Key, then open the locker for the Bow Gun Powder.
Combine Bow Gun Powder + Bow Gun Arrows to make Gunpowder Arrows. Only a handful of powder pickups exist in the entire game — never spend these on ordinary enemies. They are your best answer to the Tyrant.
4
Take the KEY ITEM Eagle Plate from the Gallery wall, and the photocopied picture.
5
PUZZLE Pass number: from the Control Room, aim the security camera at the red skeleton picture at the back of the biology lab and zoom in. The number written on it is 1126 — enter it on the Preparation Room lock.
6
Back Courtyard: use the Eagle Plate on the stone panel on the balcony to get the KEY ITEM Emblem Card. It opens the Boiler Room gate, the Basement Storehouse shutter and the Command Center.
7
Basement Storehouse: open the shutter with the Emblem Card for the WEAPON M79 Grenade Launcher. Take the KEY ITEM Army Proof from the Control Room.
8
Head on toward the Palace.
The MTF Warehouse is sealed behind a shutter that needs the Biohazard Card from the Airport, so you will come back here later. This back-and-forth is why guides disagree about the area order.
Chapter 2 of 8
CH 3Palace & Private ResidenceClaire — the Ashford estate
1
In the Palace hall, take the KEY ITEM ID Card from under the small chest. PUZZLE Umbrella security lock: examine the ID Card and read the back — the password is NTC0394. Enter it at the hall computer to unlock the doors.
2
Behind the unlocked door take the KEY ITEM Duralumin Case (locked — it needs the Lockpick you get much later, so just carry it) and a First Aid Spray.
3
Secretary's Office (2F): FILE #7 Secretary's Note on the coffee table. Note the gold plaque with two pistol-shaped slots — the Gold Lugers go here later.
4
Family Portrait Room (1F): FILE #8 Memo to the New Family Master on the ledge under Alfred's portrait. This memo is the clue for the portrait puzzle.
5
Umbrella Meeting Room (1F): FILE #9 Hunk's Report on the desk by the projector screen.
6
Screening / Collection Display Room: press the blue button to watch Alfred and Alexia's childhood film — remember it, it is the clue for the dragonfly puzzle. Behind the ant jewel display, take the KEY ITEM Steering Wheel.
7
PUZZLE Weapon display — saving Steve: taking the Gold Lugers off the wall locks Steve in the hidden room. A panel appears asking for a matching pair of guns. The answer is C and E. Steve is freed and keeps the Lugers for now.
8
Cross to the Private Residence. Alfred's Bedroom (2F): FILE #10 Message Card on the desk. Stopping the music box here yields the KEY ITEM Silver Key.
9
Private Study (4F): FILE #11 Newspaper Clip on the wooden steps, and FILE #12 MISSABLE Confession Letter on top of the east shelves — you must push a box to reach it. This is the single most-missed file in the game. Also here: KEY ITEM Air Force Proof.
10
PUZZLE Silver Dragonfly: take the Silver Dragonfly, then examine it and remove its wings (exactly as in the childhood film). The wingless body is the key — slot it in to reach the upper floors.
11
Submarine Dock: grab the MAP Palace Map, then use the Steering Wheel on the dock podium to call the submarine and ride it to the Airport.
Chapter 3 of 8
CH 4Airport & Rockfort EscapeClaire — the long way back
1
Take the Side Pack from the submarine — it permanently adds inventory slots. Collect Bow Gun Arrows.
2
PUZZLE Cargo crane: raise the hook fully, move it left, then drop it to shift the crate so you can climb. Behind it is the KEY ITEM Biohazard Card, which opens the shuttered doors back in the Training Facility.
3
Return to the MTF Warehouse and open it with the Biohazard Card. WEAPON Ingram ×2 (sub-machine guns) are on the upper floor. Taking them triggers a scene: a Bandersnatch corners Claire and Steve smashes through the window and kills it. This is a cutscene, not a fight — you cannot lose it. Steve trades the Ingrams for his Gold Lugers.
4
Steve becomes briefly playable. Clear the zombies in this stretch as Steve — anything he kills stays dead for Claire. Control returns to Claire shortly after.
5
Collect the KEY ITEM Hemostatic Medicine from the MTF save room.
6
Go back to the Prison and give the Hemostatic Medicine to Rodrigo. He hands you the KEY ITEM Lockpick, which opens the Duralumin Case and locked drawers for the rest of the game.
7
Open the Duralumin Case with the Lockpick for the M93R Part — combine it with the M93R to build the WEAPON M93R Burst.
8
Clinic (Prison): FILE #13 Anatomist's Note on the office table. A tough anatomist zombie guards this area and drops the KEY ITEM Glass Eye — place it in the model in the office to continue.
9
PUZZLE Iron Maiden: take the Rusted Sword from the statue, rotate the central statue to face the right way, then thrust the sword into the hole. The maiden opens and yields the KEY ITEM Piano Roll.
10
Use the Piano Roll on the Palace casino piano. It is an auto-play piano — you do not play notes. The tune trips a compartment holding the KEY ITEM King Ant Object.
11
PUZZLE Family portraits: press the buttons under the portraits in Ashford succession order — the woman → the man holding twin babies → the red-haired man with the teacup → the red-haired man with the plate → the man with the vase → the man with the candlestick → the large portrait of Alfred. You receive an Earthenware Vase — break it for the KEY ITEM Queen Ant Object.
12
PUZZLE Music boxes: put the Queen Ant Object into Alexia's music box to get the Music Box Plate, then put the King Ant Object + Music Box Plate into Alfred's box. The hidden passage opens.
13
PUZZLE Alfred's office computer: the code is 1971. The antique music box in the room reveals it one digit at a time as you turn it.
14
Use the Silver Key in the Palace to reach the second Eagle Plate. Place the Skeleton Picture in the Gallery to reveal the model and take the KEY ITEM Gold Key. Collect the KEY ITEM Navy Proof from the Palace walkway.
Checkpoint: you now need all three — Navy Proof, Army Proof and Air Force Proof.
15
Put the three Proofs into the seaplane hangar podium to lower the bridge. In the transport plane cockpit take the KEY ITEM Control Lever, fit it to the bridge control panel, and collect the KEY ITEM Airport Key.
16
A t-Virus release starts a five-minute escape timer. Head for the plane.
17
BOSS Tyrant (T-078), first fight. Equip the Grenade Launcher or Gunpowder Arrows. Fire, back away steadily, repeat — roughly ten heavy hits. Do not let it pin you against the flames.
MISSABLE Boarding the plane is a point of no return — Rockfort Island is closed to Claire forever. Before you board, confirm: the M-100P (window-shelf trigger), the Confession Letter, Newspaper Clip, Hunk's Report, Secretary's Note and Anatomist's Note are collected — and the Empty Extinguisher is in a real item box.
18
BOSS Tyrant (T-078), second fight — plane cargo hold. You cannot win this with damage. Lure it into position and press the switch to launch the cargo crate into it and knock it out of the plane. Two or three cycles. Run wide circles to dodge its lunge.
Chapter 4 of 8
CH 5Antarctic BaseClaire — the Umbrella facility
1
The plane crashes at Umbrella's Antarctic base. Climb down the ladder.
2
Worker's Bunkhouse (B1): FILE #14 Worker's Diary on the table in the north-west corner, plus herbs and locker ammo.
3
Office (B2): FILE #15 Alexander's Memo on the north-wall cabinet. Push the bookcase aside to reveal a hidden area — FILE #16 MISSABLE Butler's Letter is in the locker there.
A locked cupboard in this room holds another file, but only Chris can open it later with the Halberd. Don't waste time on it now.
4
Fight past the moths and Black Widow spiders. Collect the KEY ITEM Bar Code Sticker from the crate.
5
PUZZLE Crate conveyor: stick the Bar Code Sticker on the crate and run the conveyor to deliver the B.O.W. parcel. The room floods with gas and the compartment opens — take the KEY ITEM Gas Mask. Also throw the blue light and power switches.
6
Weapon Room (B2): take the KEY ITEM Mining Room Key from the silver crate and the KEY ITEM Detonator from the corpse. Attach the detonator to the explosives on the locker to open it — WEAPON AK47 Assault Rifle inside.
The Colt Python Magnum is visible here behind flames but Claire cannot reach it — she has no full extinguisher. Chris collects it later.
7
Find the KEY ITEM Machine Room Key under the plant pot in the hidden area, and the KEY ITEM Valve Handle beyond the catwalk.
8
PUZZLE Lathe: run the Valve Handle through the metal lathe in the tool storeroom to make the KEY ITEM Octa Valve Handle.
It stays attached where you use it — Chris collects it from that same valve much later, so don't panic when it disappears from your inventory.
9
Wear the Gas Mask, enter the Mining Room, fit the Octa Valve Handle and shut off the gas.
10
Cutscene: Alfred tries to shoot Claire and Steve saves her. Alfred drops his rifle on the lower level — take the WEAPON MR7 Sniper Rifle.
It has 7 rounds and no resupply. It exists for exactly one fight — do not waste a single shot.
11
BOSS Nosferatu (Alexander Ashford) — Helipad. Fought as Claire with the MR7 Sniper Rifle. Back yourself to the edge, scope in and shoot the exposed heart. Keep well clear of his lashing appendages — they knock you off the helipad for an instant death.
His purple gas causes a special poison that Blue Herbs will not cure — you need the Serum.
12
Cutscene: Alexia awakens and Claire and Steve flee. Control now passes to Chris Redfield.
Chapter 5 of 8
CH 6Rockfort Island ReturnChris — back to the ruined island
1
Chris lands on the wrecked island with the Combat Knife and Glock 17. Everything Claire left in an item box is available to him.
2
Find the dying Rodrigo. He gives Chris the Lighter.
3
BOSS Gulp Worm — MTF B3 Cave. It tracks you by ground vibration. Stand still, and the instant before it bursts up beneath you, move — then unload while its body is exposed. Being swallowed is an instant kill.
4
Pull the wall lever and use the Lighter on the grate in the Tomb (B3) for a second set of WEAPON Ingram ×2.
5
Garage (MTF 1F): FILE #17 MISSABLE Alloy Report on the table at the end of the east upper walkway.
6
PUZZLE Coloured drawers (save room, B1): open them in the order RED → GREEN → BLUE → BROWN. The hint is a riddle about lava burning the forest, flowing to the sea and forming the earth. The brown drawer holds the KEY ITEM Luger Replica.
Keep the Luger Replica in your item box at the end of the game — it is the unlock condition for playable Steve in Battle Game.
7
Collect the KEY ITEM Battery Pack, the KEY ITEM Chemical Storage Key and Chris's Side Pack. Take the WEAPON SPAS 12 Shotgun from the wall hook on the Iron Walkway (B1) — your best answer to the Hunters here.
8
PUZZLE Refrigerator: open it with the Chemical Storage Key and set the temperature to 12.8°C (the dial reads 128) to obtain Clement Σ. The clue is the memorial plate description in the model exhibition room.
9
Build the WEAPON Modified Glock 17 at the Weapon Repair Shop bench, and take Clement α from the shelves beside it. PUZZLE Combine Clement α + Clement Σ = Clement Mixture — an acid that dissolves the special alloy.
10
Fit the Door Knob to the knobless door for the KEY ITEM Tank Object. Use it on the diorama in the Diorama Room to open the compartment behind the picture — FILE #18 MISSABLE Passage Memo and the KEY ITEM Turn Table Key.
11
PUZZLE Oil pressure / bridge (Airport 2F Waiting Room). The bottom tank holds 10 litres; the feeder gauges are 1 L (broken), 3 L and 5 L, plus an empty button. You need exactly 7 litres. Press: 3, 3, 5, [empty], 3, 3, 5.
Why it works: 3+3=6, then the 5 only fits 4 more (tank caps at 10) leaving 1 L stuck in the 5-gauge. Empty the tank, pour 3+3=6 again, and the 5-gauge discharges its leftover 1 L → exactly 7.
12
Place the three Proofs in the diorama room panel to open the route down, then descend into the water pool.
13
BOSS Albinoid Adult — MTF B2 water pool.
Optional. It electrifies the water. You can skip the whole fight: dive, grab the Eagle Plate from the pool floor and get straight out.
14
Apply the Clement Mixture to the Eagle Plate. The alloy shell dissolves, leaving the gold KEY ITEM Halberd.
MISSABLE Using the Halberd on the Jet Hangar door ends the Rockfort section for good. Before you go: Alloy Report and Passage Memo collected? Luger Replica stored? Shotgun stocked?
Chapter 6 of 8
CH 7Antarctic BaseChris — the second half
1
Chris arrives in Antarctica. Shoot the tentacles blocking the terminal entrance and climb down.
2
Collect the MAP Antarctic Map and shotgun shells.
3
Office (B2): use the Halberd on the locked cupboard for FILE #19 MISSABLE Alfred's Diary — the file Claire could not reach. The Halberd also opens a wall slot holding the KEY ITEM Paper Weight.
4
Retrieve the Empty Extinguisher from the item box and refill it at the Water Tank Room (B1). Take it to the Weapon Room (B2), put out the fire, and claim the WEAPON Colt Python (Magnum).
This is your primary boss weapon for the rest of the game — the whole extinguisher chain exists for this.
5
Recover the Octa Valve Handle from the valve where Claire left it in the Machine Room, fit it to the green control panel and restore the generator.
6
BOSS Giant Black Widow — Sorting Room (B1).
Optional — it wakes when you use the Crane Key. Keep moving and use heavy firepower, or simply take what you need and leave.
7
PUZZLE Tiger statue (Art Room): first shut the power off at the High Voltage Room, then push the statue onto the cracked floor tile. Take the Red Jewel and the Blue Jewel from its eyes.
With the power on you get a hidden compartment instead of the jewels — the power must be off.
8
Combine the KEY ITEM Socket with the Octa Valve Handle to make the Square Valve Handle, drain the water, and take the KEY ITEM Crane Key from the bottom of the tank.
9
Use the Crane Key to lift Nosferatu's body out of the ice. Beside it, take KEY ITEM Alexander's Pierce and examine it for Alexander's Jewel (green).
10
PUZZLE Antarctic music boxes: stop the music in Alexia's bedroom and use the Red Jewel to get a Music Box Plate; then use the Blue Jewel with the plate on Alfred's box. A hidden ladder to the Conference Room opens.
11
PUZZLE Symbol drawer (Alexia's Laboratory, B6): enter AA → CROWN → HEART → SPADE, then put the Paper Weight in the drawer. Alfred's corpse drops — take KEY ITEM Alfred's Ring and examine it for Alfred's Jewel (blue).
12
Collect the Wing Objects: two in the Mansion Courtyard (one on the ground by the carousel, one on the urn beside it) and one in the Ant Farm. FILE #20 Queen Ant Report is on the desk in Alexia's Study (B6).
13
Find Claire held behind the stairs and free her with the Combat Knife.
14
BOSS Mutated Steve — Hall of Armors (B4).
You play as Claire here and the fight is unwinnable — no weapon hurts him and his axe cannot be fully dodged. Just run. Bring healing and carry as little as possible: everything Claire holds in this segment is locked away from Chris for the finale.
It ends on a script — Steve reverts to himself, saves Claire and dies.
15
Detention Center (B4): FILE #21 Security File on the ground by the cannon on the upper level. This file contains the final password.
16
PUZZLE Crystal: turn the cannon's handle to tip out the KEY ITEM Crystal. It cannot be broken by hand — place it under the falling weight and trigger the slab to smash it, revealing the KEY ITEM Security Card.
Chapter 7 of 8
CH 8Alexia's Lab & FinaleChris — the last stand
1
Cutscene: Wesker confronts Alexia. In Code: Veronica X and HD this scene is rebuilt to show his superhuman abilities. He steps aside and leaves her to Chris. Wesker is never a fight.
2
BOSS Alexia Ashford, 1st Form. Keep your distance — at close range she can kill in one hit. Colt Python Magnum, about 6–7 rounds (or roughly 14 shotgun blasts). She drops KEY ITEM Alexia's Choker — examine it for Alexia's Jewel (red).
3
PUZZLE Three jewels: place Alexander's (green), Alfred's (blue) and Alexia's (red) jewels into the mural at the top of the main staircase to open the way on.
4
Take the KEY ITEM Sterile Room Key from the study desk drawer. Collect the KEY ITEM Dragonfly Object from the Conference Room table.
5
T-Veronica Lab (B4): FILE #22 MISSABLE Veronica Report on a control-panel seat. Use the panel to open the lower containment chamber for the final Wing Object.
6
PUZZLE Combine the Dragonfly Object with all four Wing Objects to make the KEY ITEM Gold Dragonfly — it opens the Reactor Core.
7
Alexia's Lab (B6): FILE #23 MISSABLE Virus Research Report on the console under the large north screen.
Final preparation — point of no return. Before using the Gold Dragonfly: confirm all 23 main-game files are read, stock Magnum rounds, grenade rounds and healing, and make sure the Luger Replica is sitting in the item box.
8
PUZZLE Self-destruct terminal: use the Security Card, then enter the password VERONICA — it is written in the Security File. The base self-destruct begins.
9
BOSS Alexia, 2nd Form — Upper Ant Farm. Open with a Magnum round, then use the Grenade Launcher as your main damage (shotgun or rifle if grenades run dry) — around fifteen heavy hits. Circle-strafe constantly and avoid the tentacle sweeps. Ammo conservation no longer matters.
10
Grab the WEAPON Linear Launcher — its wall lock releases automatically once Alexia takes her final form.
It is not missable, and its ammo is infinite.
11
BOSS Alexia, 3rd Form — the finale.
She is immune to every other weapon — the Linear Launcher is mandatory.
Zoom in, hold to charge, and release only when she pauses inside the reticle. Firing early wastes the shot, but misses are survivable.
12
Chris escapes the flames. In Code: Veronica X and HD an extended ending follows — Wesker has Claire, Chris fights him with a metal pipe, and Wesker leaves declaring he is taking Steve's body. Chris and Claire fly out as the base burns.
Clearing the game unlocks Battle Game. An A rank unlocks the infinite Rocket Launcher — see the Unlockables tab.
Chapter 8 of 8

Puzzles & Codes — Every Solution

Nothing in Code Veronica is randomized. Every code, order and symbol sequence is fixed and identical on every playthrough, every platform and every version. The answers below always work.
PuzzleAreaAnswer / CodeHow to Solve
Metal Detector / Special Alloy EmblemPrison — Security CorridorHawk Emblem + TG-01The detector blocks metal items. Scan the Hawk Emblem and feed in the TG-01 alloy at the 3-D Duplicator to print a non-metal copy that passes through. Opens the gate out of the prison.
Iron MaidenPrison — Statue RoomRusted Sword into the maidenTake the Rusted Sword from the statue, rotate the central statue to face correctly, then thrust the sword into the hole. Yields the Piano Roll.
Pass NumberTraining Facility — Control Room1126Aim the security camera at the red skeleton picture in the biology lab and zoom in to read the number. Enter it on the Preparation Room lock.
Umbrella Security LockPalace — Hall computerNTC0394The password is printed on the back of the ID Card — examine the card to read it.
Weapon Display — freeing StevePalace — Screening RoomC and ETaking the Gold Lugers locks Steve in the hidden room. Six pictured switches appear; select the matching pair C and E to release him.
Gold Lugers plaquePalace — Secretary's OfficePlace both Gold LugersPure key-item puzzle. The Lugers are never usable as a weapon — no ammunition for them exists in the main game.
Auto-play PianoPalace — Casino LoungeInsert the Piano RollNot a play-the-notes puzzle — the piano plays itself. The tune trips a compartment holding the King Ant Object.
Family PortraitsPalace — Family Portrait RoomSuccession order (7 presses)Press: the woman → the man holding twin babies → the red-haired man with the teacup → the red-haired man with the plate → the man with the vase → the man with the candlestick → the large Alfred portrait. The clue is the Memo to the New Family Master. Reward: Earthenware Vase → Queen Ant Object.
Alfred's Office computerPalace — Office1971Turn the antique music box in the room; it reveals the four digits one at a time.
Ant Object music boxesPrivate Residence — bedroomsQueen → Alexia, King + Plate → AlfredThe Queen Ant Object opens Alexia's music box and yields the Music Box Plate; the King Ant Object plus the plate makes Alfred's box play, opening the passage.
Silver DragonflyPrivate Residence — Play RoomRemove its wingsExamine the dragonfly and detach the wings, exactly as shown in the childhood film in the Palace screening room. The wingless body is the key.
Cargo CraneAirport — Cargo BayRaise fully, move left, dropRepositions the crate so you can climb to the Biohazard Card.
Tyrant CatapultTransport Plane — Cargo HoldHit the switch (×2–3)The second Tyrant fight cannot be won by damage. Lure it into place and launch the cargo crate to knock it out of the plane.
Coloured DrawersTraining Facility B1 — save room (Chris)RED → GREEN → BLUE → BROWNRiddle: lava burns the forest, flows into the sea, and forms the earth. The brown drawer holds the Luger Replica — the Battle Game Steve unlock.
Refrigerator TemperatureTraining Facility B1 — Chemical Storage12.8°C (dial: 128)Open with the Chemical Storage Key and set the temperature. Clement Σ only becomes stable at that temperature. Hint: the memorial plate in the model exhibition room.
Chemical MixingTraining Facility B1Clement α + Clement ΣMakes the Clement Mixture, an acid that dissolves the special alloy coating on the Eagle Plate to reveal the gold Halberd.
Oil Pressure / BridgeAirport 2F — Waiting Room (Chris)3, 3, 5, empty, 3, 3, 5A 10-litre tank with 3 L and 5 L feeders (the 1 L gauge is broken) and an empty button. Target is exactly 7 L: 3+3 fills 6; the 5 only fits 4 more so 1 L stays stuck in the gauge; empty the tank; 3+3 makes 6; the 5-gauge then discharges its leftover 1 L → 7.
B.O.W. Parcel / Gas MaskAntarctic B2 — B.O.W. RoomBar Code Sticker + conveyorSticker the crate and run the conveyor. The room gasses and the compartment opens, giving the Gas Mask you need for the Mining Room.
Valve LatheAntarctic B1 — Tool StoreroomValve Handle → Octa Valve HandleRun the 4-sided handle through the lathe to make the 8-sided one that fits the gas valve. It stays on the valve — Chris collects it from there later.
Tiger Statue EyesAntarctic — Art RoomCut the power first, then take both jewelsShut the power off at the High Voltage Room, push the statue onto the cracked floor tile, and take the Red and Blue jewels. With power on you get a hidden compartment instead.
Antarctic Music BoxesAntarctic B4 — replica bedroomsRed → Alexia, Blue + Plate → AlfredStop the music in Alexia's room and use the Red Jewel for a Music Box Plate; the Blue Jewel plus the plate opens Alfred's box, revealing the ladder to the Conference Room.
Symbol DrawerAntarctic B6 — Alexia's LaboratoryAA → CROWN → HEART → SPADEThe hint speaks of twins (AA), the queen (crown), veneration (heart) and the soldier (spade). Then insert the Paper Weight to get Alfred's Ring.
Three JewelsAntarctic — Main Hall muralAlexander (green) + Alfred (blue) + Alexia (red)Place all three in the mural at the top of the central staircase to open the way onward.
Crystal & CannonAntarctic B4 — Detention CenterCrush it under the falling weightTurn the cannon handle to tip out the Crystal, place it under the slab and drop the weight to reveal the Security Card.
Gold DragonflyAntarctic — assembledDragonfly Object + 4 Wing ObjectsTwo wings are in the Mansion Courtyard, one in the Ant Farm and one in the T-Veronica Lab containment chamber. Opens the Reactor Core.
Self-Destruct PasswordAntarctic — Control RoomVERONICAUse the Security Card, then type the password given in the Security File from the Detention Center.
Puzzles people look for that don't exist in this game: there is no sundial puzzle (the "clock" people remember is the music box in Alfred's office — answer 1971), no play-the-notes piano puzzle (the piano is automatic), and no bow-gun puzzle (the Bow Gun simply lies on a table in the Training Facility Observation Room).

Combinations & Key Items

You GetRecipe / SourceWhat It's For
Special Alloy EmblemHawk Emblem + TG-01 (3-D Duplicator)Passes the metal detector → opens the prison gate
Gunpowder ArrowsBow Gun Arrows + Bow Gun PowderThe best anti-Tyrant ammo — very limited, hoard it
M93R BurstM93R + M93R Part (Duralumin Case)Claire's upgraded sidearm
Modified Glock 17Glock 17 at the Weapon Repair ShopChris's upgraded sidearm
Clement MixtureClement α + Clement ΣDissolves the alloy on the Eagle Plate → Halberd
HalberdClement Mixture on the Eagle PlateOpens the Jet Hangar door, and the Antarctic cupboard holding Alfred's Diary
Octa Valve HandleValve Handle through the latheShuts the Mining Room gas — Chris reuses it on the generator
Square Valve HandleOcta Valve Handle + SocketDrains the water tank → Crane Key
Gold DragonflyDragonfly Object + 4 Wing ObjectsOpens the Reactor Core for the finale
Alexander / Alfred / Alexia's JewelExamine the Pierce, Ring and ChokerThe three jewels for the Main Hall mural

Enemies — Threat & Counter

Ammunition is genuinely tight in this game, and there is no reason to fight most of what you meet. The rule of thumb: kill anything that blocks a corridor you will use repeatedly, and run from everything else.

EnemyThreatHow to Handle It
ZombieLow — run pastThe standard threat. Walk around them; a close shotgun blast is the reliable answer when you must fight.
Zombie DogLowFast and leaping. Cheap to kill with the handgun — shoot as they close.
BatLow — run pastSwarm in the Airport and Palace grounds. Not worth ammunition.
Moth & LarvaeMedium — poisonAntarctic corridors. They inflict poison and drop larvae on you. Keep moving and carry Blue Herbs.
Black Widow SpiderMedium — poisonPoisonous bite and acid spit. Kill from range or walk around them.
BandersnatchHigh — but often scriptedLong-armed mutants that stretch an arm across the room. Not a boss — the famous Warehouse encounter is a cutscene where Steve kills it. Real ones roam the Palace grounds: keep your distance and use the Bow Gun or SMGs.
HunterHigh — kill with the ShotgunLeaping reptilian B.O.W. that can decapitate a wounded character. Chris meets them in the Training Facility basement — the SPAS 12 is the intended answer.
SweeperHigh — poison HunterA green Hunter variant whose claws poison. Same tactics, but heal the poison promptly.
Albinoid (juvenile)Medium — electricSmall electric creatures in water. Get out of the water rather than trading damage.
Anatomist ZombieHigh — mini-bossThe durable zombie in the Prison Clinic. Soaks damage and drains your healing. Drops the Glass Eye you need to progress.
TentacleMediumBlocks the Antarctic terminal entrance. Shoot them out of the way — they cannot be avoided.

Bosses — All 10 Encounters

Ten boss encounters: seven mandatory, two optional and one unwinnable. The Tyrant is fought twice and Alexia has three forms, so the count of distinct creatures is smaller than the count of fights.

BossAreaWho FightsBest WeaponKey Tactic
1. Tyrant (T-078)Training Facility — PassageClaireGrenade Launcher / Gunpowder ArrowsFire and back away steadily, ~10 heavy hits. Don't get pinned against the flames.
2. Tyrant (T-078)Transport Plane — Cargo HoldClaireThe cargo catapultCannot be beaten by damage. Lure it into place and hit the switch to launch the crate into it.
3. Gulp WormTraining Facility B3 — CaveChrisGrenade Launcher / ShotgunIt tracks ground vibration. Stand still, move at the last instant, then hit it while its body is exposed.
4. Albinoid AdultTraining Facility B2 — Water PoolChrisNone — skippableOptional. Dive, grab the Eagle Plate and leave; fighting it in electrified water is a waste.
5. NosferatuAntarctic 1F — HelipadClaireMR7 Sniper RifleSnipe the exposed heart. Stay off the edge — his appendages knock you off for an instant kill. His poison needs the Serum, not Blue Herb.
6. Giant Black WidowAntarctic B1 — Sorting RoomChrisGrenade LauncherOptional. Wakes when you use the Crane Key. You can take what you need and leave.
7. Mutated SteveAntarctic B4 — Hall of ArmorsClaireNone — unwinnableJust run. No weapon works and the axe cannot be fully dodged. Ends on a script.
8. Alexia, 1st FormAntarctic — Main HallChrisColt Python MagnumKeep your distance — close range can kill in one hit. About 6–7 Magnum rounds.
9. Alexia, 2nd FormAntarctic B4 — Upper Ant FarmChrisGrenade Launcher + MagnumCircle-strafe and dodge the tentacles. Around 15 heavy hits. Stop conserving ammo.
10. Alexia, 3rd FormAntarctic B4 — Upper Ant FarmChrisLinear Launcher — mandatoryImmune to everything else. Charge and release only when she pauses in the reticle. Infinite ammo, so misses are fine.
Albert Wesker is never a boss fight. Every Wesker confrontation in this game is a cutscene — you cannot fight, damage or lose to him.
The Bandersnatch in the Warehouse is not a boss either. That encounter is a scripted scene in which Steve bursts through the window and kills it for you. Ordinary Bandersnatches roam the Palace grounds as normal enemies.

Weapons & Ammo

Sixteen weapons, but they are split between the two characters — Claire and Chris each have their own set, and only what you put in an item box carries across.

WeaponCharacter / WhereAmmoNotes
Combat KnifeBoth — starting kitNoticeably stronger than in earlier games and genuinely usable for saving ammunition.
M93RClaire — Prison Yard, on the groundHandgun BulletsClaire's default sidearm, already loaded when you find it.
M93R BurstClaire — M93R + M93R PartHandgun BulletsThree-round burst. A straight upgrade — the part is in the Duralumin Case.
M-100P (pair)Claire — Barracks BunkhouseFixed loadMISSABLE Only drops if you examine the shelf beside the window. No extra ammo exists for them.
Cross Bow HandgunClaire — Training Facility Observation RoomArrows / Gunpowder ArrowsClaire's workhorse. Combined with Bow Gun Powder it becomes the best anti-Tyrant weapon in the game.
Ingram ×2Claire — MTF Warehouse; Chris — MTF B3 TombFixed % counterDual SMGs, strong against tough enemies. No additional ammunition exists.
M79 Grenade LauncherClaire — Basement Storehouse (Emblem Card)Grenade / Acid / Flame / B.O.W. GasThe most versatile weapon in the game. Hoard rounds for the Tyrant and Alexia.
AK47 Assault RifleClaire — Antarctic Weapon Room lockerAssault Rifle BulletsTakes two slots and ammunition is very scarce — save it for a boss.
MR7 Sniper RifleClaire — dropped by Alfred, Mining Room7 rounds, no resupplyScoped. Effectively exists for the Nosferatu fight — do not waste a shot.
Glock 17Chris — starting kitHandgun BulletsStronger and higher capacity than Claire's M93R.
Modified Glock 17Chris — Weapon Repair ShopHandgun BulletsChris's upgraded sidearm.
SPAS 12 ShotgunChris — Iron Walkway wall hookShotgun ShellsThe answer to Hunters. Reload from the inventory screen.
Colt Python (Magnum)Chris — Antarctic Weapon Room, behind fireMagnum BulletsMISSABLE Requires the refilled Extinguisher. Your primary boss weapon for the endgame.
Linear LauncherChris — Upper Ant Farm, releases automaticallyInfiniteThe only weapon that kills Alexia's final form. Charge and release.
Gold LugersClaire — Palace hidden roomNoneA key item, not a weapon — no ammunition exists. They go into the Secretary's Office plaque.
Rocket LauncherUnlockable — A rankInfiniteAppears on later playthroughs. One-shots almost everything.
Three weapons are easy to lose forever: the M-100P (needs the shelf trigger), the Colt Python (needs the Empty Extinguisher stored in an item box) and the Gunpowder Arrows (limited powder — do not spend them on ordinary enemies).

Files (24)

The numbers below match the order you collect them in the walkthrough. Only 23 files exist in the main game — the 24th, D.I.J.'s Diary, is exclusive to Battle Game, so a single campaign playthrough can never show 24.

#FileWhere to Find It
1Playing ManualClaire's starting inventory
2Prisoner's DiaryPrison — Barracks Bunkhouse, bunk by the entrance
3Facility Entrance FaxPrison — Observation Room, west-wall workstations
4User's ManualPrison — Security Corridor, workshop table
5TG-01 Product DescriptionPrison — Graveyard, inside the Briefcase
6Memo on the Pass NumberTraining Facility 2F — Observation Room table
7Secretary's NotePalace 2F — Secretary's Office, coffee table
8Memo to the New Family MasterPalace 1F — Family Portrait Room, ledge under Alfred's portrait
9Hunk's ReportPalace 1F — Umbrella Meeting Room, desk by the projector
10Message CardPrivate Residence 2F — Alfred's Bedroom desk
11Newspaper ClipPrivate Residence 4F — Private Study, on the wooden steps
12Confession Letter MISSABLEPrivate Residence 4F — Private Study, top of the east shelves (push a box)
13Anatomist's Note MISSABLEPrison — Clinic, table in the small office
14Worker's DiaryAntarctic B1 — Worker's Bunkhouse, NW corner table
15Alexander's MemoAntarctic B2 — Office, north-wall cabinet
16Butler's Letter MISSABLEAntarctic B2 — Office, locker behind the bookcase
17Alloy Report MISSABLETraining Facility 1F — Garage, east upper walkway (Chris)
18Passage Memo MISSABLETraining Facility 1F — Diorama Room, behind the picture (Tank Object, Chris)
19Alfred's Diary MISSABLEAntarctic B2 — Office, locked cupboard (Halberd, Chris)
20Queen Ant ReportAntarctic B6 — Alexia's Study desk
21Security FileAntarctic B4 — Detention Center, by the cannon (holds the VERONICA password)
22Veronica Report MISSABLEAntarctic B4 — T-Veronica Lab, on a control-panel seat
23Virus Research Report MISSABLEAntarctic B6 — Alexia's Lab, console under the north screen
24D.I.J.'s DiaryBattle Game only — not obtainable in the main campaign
The four files players lose most often are Confession Letter (needs a box pushed), Butler's Letter (behind the bookcase), Passage Memo (needs the Tank Object on the diorama) and Alfred's Diary (locked cupboard, Chris and the Halberd only). Each is behind an optional action in an area you cannot revisit.

Unlockables & Extras

UnlockableHow to Get ItDetails
Battle GameClear the main game once, any rankA survival mode: 18 combat rooms plus a final boss stage (19 in total), against the clock, with unlimited ammunition.
First Person viewComes with Battle GameA view toggle inside Battle Game — switch between Third Person and First Person. It is available the moment Battle Game unlocks.
There is no first-person mode for the main campaign, and it has nothing to do with the sniper rifle — see the note below.
Another ClaireClear Battle Game as ClaireClaire in her alternate biker outfit, as a separate Battle Game character.
Albert WeskerClear Battle Game as ChrisPlayable in Battle Game, starting with only a knife and herbs.
Steve BurnsideGet the Luger Replica, then finish the gameFrom the drawer puzzle in the Training Facility B1 save room as Chris. It has no other use in the game. Storing it in the item box is the safe play.
Infinite Rocket LauncherA rank on the main gameAppears on later playthroughs. See the scoring table below.
Linear Launcher (Battle Game)A rank in Battle Game with all five charactersEach character has its own time limit.
The most repeated myth about this game: that first-person view is unlocked by killing Nosferatu with the Sniper Rifle. It is not. Clearing the game once unlocks Battle Game, and the first/third-person toggle simply lives inside it — players have confirmed getting it on a D rank without ever picking up the rifle. Two real details got fused into the myth: the MR7 does switch to a first-person scope when you aim it, and killing Nosferatu with it does play a special death cutscene — but that cutscene unlocks nothing.

Battle Game — Each Character Has a Different Final Boss

Battle Game runs 18 rooms and then a boss. The boss and the arena change depending on who you pick.

CharacterFinal BossArenaA-Rank Time
ClaireNosferatuAntarctic heliport6:10
Another ClaireTyrant (T-078)Antarctic heliport8:00
ChrisAlexia, 2nd & 3rd formsControl room passageway6:30
SteveGulp WormLimestone Cave10:00
WeskerAlexia, 1st formAntarctic hall60:00 — effectively none
An A rank with all five characters unlocks the Linear Launcher for Battle Game. Unlocking the characters themselves only needs a clear — there is no rank requirement.

How the Rank Is Actually Calculated

The rank is not a checklist — it is a points score, and there are five tiers, not four. The game adds up seven things and drops the total into a band.

RankScoreReward
A10,000 +Unlocks the infinite Rocket Launcher
B7,000 – 9,999
C5,000 – 6,999
D1,001 – 4,999
E1,000 or less
What CountsPointsDetails
Clear timeup to +7,550Under 4:30:00 = 7,550. Roughly 5:00 = 7,000 · 5:30 = 6,450 · 6:06 = 5,500 · 7:30 = 5,000. This is the single biggest block of points.
No First Aid Sprays used+1,800All or nothing — one spray costs the same as ten. Herbs are completely free, use as many as you like.
Steve freed quickly+400 / −1,000Solve the C and E weapon-display puzzle fast. Taking too long is a 1,400-point swing and single-handedly costs you the A.
Hemostatic given to Rodrigo+250 / −1,000A 1,250-point swing. Skipping this one optional errand is the most common reason a fast, clean run still gets a B.
Complete map+100Awarded for filling in all five map regions. This is the only bonus you can afford to lose.
Saves−1,000 and upZero saves costs nothing. The first save costs 1,000, and every save after that costs 50 more. The forced save at the disc change is exempt.
Retries after death−1,000 and upSame scale as saves. Reloading a save is not a retry — only continuing after death is.
The maximum possible score is 10,100 and an A needs 10,000. That means you can only afford to lose the 100-point map bonus — every other mistake drops you straight to B. One save, one death, one First Aid Spray, a slow Steve rescue or a skipped Rodrigo errand is each enough on its own.
Two things that surprise people. First, the free mid-game save resets the save and retry counters, so practising a boss from it costs you nothing. Second, firing the unlocked infinite Rocket Launcher demotes your rank by a full letter — carry it if you like, but do not fire it on a rank attempt.

Costumes & Difficulty

TopicThe Facts
CostumesThere is no costume system in the main campaign. Claire's alternate outfit exists only as the separate Battle Game character “Another Claire”.
DifficultyWestern releases have no difficulty select — all run at the Japanese Normal. Only the Japanese releases offer Very Easy / Easy / Normal, which change item counts and damage taken. No puzzle answer changes.
Region / versionThe rank requirements are identical on every version and region. The occasionally repeated claim of a stricter 3:45 time on NTSC is false — the 4:30 threshold is the same everywhere.

100% Checklist

Finish the campaign: Prison → Training Facility → Palace → Private Residence → Airport as Claire, then Rockfort and the Antarctic base as Chris.
Read all 23 main-game files (the 24th is Battle Game only).
Trigger the window shelf in the Barracks Bunkhouse for the M-100P.
Leave the Empty Extinguisher in a real item box so Chris can claim the Colt Python.
Push the box in the 4F Private Study for the Confession Letter.
Give the Hemostatic Medicine to Rodrigo for the Lockpick.
Solve the drawer puzzle as Chris and keep the Luger Replica stored at the end (unlocks Steve).
Use the Halberd on the Antarctic cupboard for Alfred's Diary.
Clear Battle Game as Claire and as Chris to unlock Another Claire and Wesker.
Earn an A rank for the infinite Rocket Launcher: under 4:30, no saves (the disc-change save is free), no deaths, no First Aid Sprays, free Steve quickly and give Rodrigo the Hemostatic. The last two are worth over a thousand points each.
A rank in Battle Game with all five characters for the Linear Launcher.