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Game walkthroughDreamcast

Resident Evil: Code: Veronica — Dreamcast (USA) Complete Campaign Walkthrough

Step-by-step walkthrough for the original North American Sega Dreamcast release of Resident Evil: Code Veronica. Follow Claire through Rockfort Island, the airport escape and Antarctica, then complete Chris’s Rockfort and Antarctic routes, Claire’s Security Card and Steve sequence, the final Alexia battles, the original Dreamcast Wesker pursuit and submarine-bay confrontation, the emergency-elevator escape to the Harrier, ending FMV, credits and results display. Optional Battle Game content is outside the main campaign goal. This guide excludes expanded or altered Code: Veronica X/Kanzenban Wesker scenes and mechanics.

Resident Evil Code: Veronica box cover for Sega Dreamcast
Resident Evil Code: Veronica — Sega Dreamcast box artwork (North America).
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Edition coveredSega Dreamcast — USA (Disc 1) original release (2000)
Your goalComplete the original North American Sega Dreamcast main campaign from Disc 1 through the canonical ending: Claire’s Rockfort route, airport escape and first Antarctic section; Chris’s Rockfort and Antarctic routes; Claire’s Security Card and Steve sequence; Alexia Type 1; the fourth-wing and Sterile Room Key route; the tiger-jewel, music-box and Gold Dragonfly route; self-destruct; all final Alexia forms; the original Dreamcast Wesker pursuit and submarine-bay confrontation; Claire’s release; Chris’s emergency-elevator escape; Claire reunion and Harrier departure; the ending FMV, credits and results display. Optional Battle Game content is outside the main campaign goal. Do not require expanded or altered Code: Veronica X/Kanzenban Wesker scenes.
Inside the guide16 chapters · 28,665 words
CONTROLLER READY?

Before you begin

You are playing the original North American Sega Dreamcast release of Resident Evil: Code Veronica, not Code: Veronica X or a later port.

The route begins with Claire on Rockfort Island, continues through the airport escape and Claire’s Antarctic section, then changes to Chris for the Rockfort and Antarctic routes. Chris frees Claire before Claire’s Security Card and Steve sequence, then resumes control for Alexia Type 1, the fourth-wing and Sterile Room Key route, the Gold Dragonfly route, self-destruct and the final Alexia battle.

In the original Dreamcast release, final Alexia is followed by Chris’s Wesker pursuit and submarine-bay confrontation. Claire is released, the confrontation is interrupted by the collapsing facility, and Chris returns to the emergency elevator while Claire waits at the Harrier. The facility collapses, Chris reaches the aircraft and the ending FMV, credits and results display follow. Code: Veronica X adds further or expanded Wesker material, but those later-version additions are not required for this edition.

Follow the chapters in order. Optional Battle Game content is separated from the main campaign and is not required for the story ending.

Save at meaningful typewriters, preserve shared item-box supplies for Chris and Claire, and keep inventory space for mandatory puzzle items.

Set yourself up for the run

Familiarize yourself with Dreamcast controller mapping (movement, action/use, inventory, aim/shoot).

Confirm which buttons open inventory and use/unpack items before you begin.

Keep at least one ink ribbon available for each new area where you expect a tough fight or long stretch without typewriters.

On this release saving requires an ink ribbon at a typewriter.

Carry a healing item combination (Green/Blue/Red herbs and first-aid sprays) and know their effects.

Prioritize health items over excess ammo in the very early game.

Keep one reliable high-damage weapon saved for boss encounters (Magnum or equivalent obtained through normal progression or optional exploration).

Don’t squander it on routine enemies.

Use item storage boxes to stash nonessential items you will need later.

If you find a weapon or puzzle item you cannot use right away, put it in the box instead of carrying it and crowding your inventory.

Mark safe rooms and typewriters mentally or on a notepad — the Dreamcast edition has limited save resources; planning when you will use ink ribbons reduces risk.

Expect to backtrack to solve multi-stage puzzles; pick up keys, documents, and map fragments as you find them to avoid missing mandatory progress items.

If you intend to unlock the Battle Game and certain optional rewards after finishing the campaign, do not rely on re-release-specific unlocks; follow the original Dreamcast completion triggers outlined later.

Resident Evil Code: Veronica gameplay screenshot for Sega Dreamcast
Resident Evil Code: Veronica — Sega Dreamcast gameplay.

Claire — Arrival and First Escape (Intro & Rockfort approach)

Claire begins the original North American Sega Dreamcast campaign with the Lighter in her character-item slot. Use it in the dark cell to reveal Rodrigo, collect the opening supplies, cross the Graveyard without trying to fight the horde, and obtain the Handgun near the burning truck. Follow Steve through the Barracks and prison route, open the first ordinary item box in the Box Yard, pass the metal-detector checkpoint, recover the empty Fire Extinguisher and prison key, then use the extinguisher on the Graveyard wreckage to recover TG-01. The Lighter is not a permanent Claire item: after Hemostatic Medicine is found later, Claire can return to Rodrigo, give him the medicine and Lighter, and receive the Lockpick. That exchange belongs to the continued Rockfort route, not to the opening cell scene.

Use the Lighter and leave the opening cell

After the introductory sequence gives you control, open Claire’s inventory and use the Lighter while facing the darkness outside the cell. This reveals Rodrigo and triggers the scene in which he releases Claire. Claire begins this sequence with the Lighter; Rodrigo does not hand it to her at this point.

Before leaving, collect the Green Herb inside the cell, the Handgun Bullets near the bars and the Combat Knife from the desk. The Knife is Claire’s only weapon at first. Read the Playing Manual if you want the opening control guidance, then leave through the cell door. Rodrigo is visibly injured, but the Hemostatic Medicine is not available yet. You will return to him later, after finding it elsewhere in Rockfort.

  • Use the Lighter in the dark opening cell.
  • Confirm that Rodrigo releases Claire.
  • Collect the Green Herb.
  • Collect the Handgun Bullets.
  • Take the Combat Knife if you want the basic melee weapon.
  • Leave the cell with the Lighter still in Claire’s possession.

Save in the Prison Hallway and cross the Graveyard

The Prison Hallway outside the cell contains the first typewriter, nearby Handgun Bullets and Ink Ribbons. This is the first save room and a useful checkpoint. Save once if you want a safety file, but do not spend several Ink Ribbons repeating the opening unless you are learning the controls. Typewriters require an Ink Ribbon to save.

Go upstairs into the Graveyard. Claire is still carrying only the Combat Knife, so do not attempt to clear the zombies. Walk or run around them, keeping away from corners where several can surround you. The truck explodes during the crossing and a briefcase lands near the wreckage, but you cannot open it yet because the fire prevents access. Continue to the gate at the far end and enter the Prison Courtyard.

  • Identify the first typewriter in the Prison Hallway.
  • Take the nearby Ink Ribbons if desired.
  • Save at least one reserve file if you are unfamiliar with the route.
  • Cross the Graveyard without trying to defeat the zombie group.
  • Reach the Prison Courtyard.

Take the Handgun and follow Steve through the Barracks

In the Prison Courtyard, approach the burning truck and the nearby body. The guard-tower event introduces Steve Burnside and leaves the Handgun available beside the wreckage. Pick up the Handgun and the Handgun Bullets near the body. Equip it and fire a shot at a nearby zombie to test aiming, then avoid spending ammunition simply to make every room empty.

Follow the route through the gate Steve used and enter the Barracks. Pick up the Green Herb on the porch if you have space. In the Mess Hall, collect the Prison Map, Handgun Bullets and another Green Herb. Combining compatible herbs can save inventory slots, but keep at least one healing item available. Continue into the Prisoners’ Bunks, read the Prisoner’s Diary and collect the ammunition in the room. Taking the ammunition causes a zombie to break through the window; knock it down and collect the optional M-100P Hand Pistols if you have room.

  • Collect the Handgun near the burning truck.
  • Collect the nearby Handgun Bullets.
  • Aim and fire once to test the firearm controls.
  • Take the Prison Map and available ammunition.
  • Collect the M-100P Hand Pistols only if desired.
  • Keep at least one inventory slot open for key items.

Reach the Box Yard and use the first ordinary item box

Leave the Barracks by following the path around the building. In the Execution Yard, defeat or bypass the zombies near the entrance and continue to the Metal Detector Hall. The detector requires metal items to be deposited in the security box. Put the Lighter and other detected metal equipment into that box when instructed. This is a temporary security container, not the game’s shared item box.

After the detector route, continue through the prison office and out to the Box Yard. The first ordinary item box is here, beside the route leading through the prison buildings. Open it and place away anything you do not immediately need, such as spare herbs, the Combat Knife or excess ammunition. Do not discard the Lighter; it remains important until Claire later trades it to Rodrigo. Leave enough space for the Fire Extinguisher, prison key and TG-01 sequence.

Use the nearby route to enter the Morgue and adjoining rooms. Collect useful ammunition and healing items, but do not become trapped trying to defeat every zombie. The early goal is to continue through the prison interior and reach the machinery and switch route that opens the next section.

  • Pass the Metal Detector Hall by storing detected metal items in the security box.
  • Distinguish the security box from a shared item box.
  • Find the first ordinary item box in the Box Yard.
  • Store at least one item to demonstrate shared storage.
  • Keep the Lighter available for the later Rodrigo exchange.
  • Leave room for mandatory key items.

Recover the Fire Extinguisher, prison key and TG-01

Continue through the prison route until you can activate the blue switch in the Cage Area. The switch releases additional zombies. Use the explosive barrel to reduce the group, keeping Claire away from the blast, then defeat or evade the remaining enemies. Take the empty Fire Extinguisher from the opened area. It is a key item, not a healing object, and must be preserved.

In the guillotine area, collect the prison key from the first cell near the execution machinery. Return toward the earlier checkpoint. Dogs appear along the route, so keep moving and use the newly opened gate to avoid unnecessary fighting. When you reach the Graveyard, deal with the zombies around the wreckage only as much as necessary to reach the burning truck. Use the empty Fire Extinguisher on the fire, then examine the revealed case and take TG-01. Read the accompanying file if desired.

Stop here. Do not begin the TG-01 duplication or later Eagle Plate route in this chapter. The next chapter starts with TG-01 recovered and covers the processing and continuation of Claire’s Rockfort exploration. Also remember that Claire’s Lighter is eventually surrendered to Rodrigo with the Hemostatic Medicine; it is not retained permanently through the campaign.

  • Activate the Cage Area switch.
  • Use the explosive barrel safely against the released zombies.
  • Collect and preserve the empty Fire Extinguisher.
  • Take the prison key from the guillotine-area cell.
  • Use the opened gate when returning through the prison route.
  • Extinguish the Graveyard wreckage fire.
  • Open the revealed case and collect TG-01.
  • Stop before duplicating TG-01.

Before you move on

  • Claire has used the Lighter in the opening cell and Rodrigo has released her.
  • The first Prison Hallway typewriter and nearby Ink Ribbons have been identified.
  • Claire has crossed the Graveyard and obtained the Handgun near the burning truck.
  • Claire has reached the Barracks and collected the Prison Map and useful ammunition.
  • The M-100P Hand Pistols have either been collected or deliberately left behind.
  • Claire has passed the metal-detector checkpoint using its security box.
  • The first ordinary item box in the Box Yard has been opened and used.
  • Claire has collected the empty Fire Extinguisher and prison key.
  • Claire has used the Fire Extinguisher on the Graveyard wreckage.
  • TG-01 has been recovered from the revealed case.
  • Claire is ready to continue with the TG-01 processing route in the next chapter.
  • The later Rodrigo exchange is understood: Hemostatic Medicine and the Lighter are traded for the Lockpick.
References for this chapter

Rockfort Castle — Exploration, Keys and the Ashford Legacy

Starting immediately after Claire recovers TG-01, finish the connected Rockfort Island routes through the Military Training Facility, Palace, Private Residence, Prison and laboratory. Process TG-01 with the previously scanned Hawk Emblem, cross the prison gate and open the Palace route. During the first airport access trip, take the Navy Proof from the Palace Courtyard beforehand and install it at the airport seaplane podium before collecting the Biohazard Card and returning to Rockfort. After the Steve sequence, use the first Eagle Plate from the Military Training Facility Model Room at the courtyard balcony to obtain the Emblem Card. Use that card to reach the Army Proof and laboratory code. Later obtain the second Eagle Plate from the Palace Office and use it at the Prison guillotine mechanism. Complete the Gallery, Private Residence carousel and Air Force Proof objectives. With the Navy Proof already installed at the airport, return to the Palace Courtyard after the Private Residence events to complete the self-destruct progression and take the submarine route.

Process TG-01 and open the prison route

Begin with TG-01 already recovered from the truck-fire briefcase. The lighter, first typewriter, handgun, metal detector and initial Fire Extinguisher sequence belong to the preceding chapter and should not be repeated here. The Hawk Emblem has already been scanned in the duplicator.

Return to the Security Hall and place TG-01 into the alloy duplicator beside the scanner. Take the Special Alloy Emblem it produces. Use an item box if you need to clear space, then return through the Guillotine Room and Barracks toward the Prison Courtyard.

Use the Special Alloy Emblem on the large prison gate. Cross the Iron Bridge and continue toward the Palace. Avoid unnecessary fights while carrying key items, because Claire will soon need room for cards, plates and Proofs.

  • TG-01 is processed in the alloy duplicator.
  • The Special Alloy Emblem is collected.
  • The prison gate opens with the Special Alloy Emblem.
  • Claire crosses the Iron Bridge and reaches the Palace route.

Take the Navy Proof before the first airport trip

Enter the Palace and reach the upper save-room route. Obtain the ID Card, use the Palace computer code, open the rear passage and collect the Ship’s Wheel. Use the Ship’s Wheel at the dock control pedestal to activate the submarine route.

Before entering the submarine, return to the Palace Courtyard and take the Navy Proof from its fixed location near the stairs. This is the required early installation route for this chapter. Do not leave the Navy Proof in the courtyard for the later airport return.

Use the Ship’s Wheel at the dock control panel and enter the submarine. At the airport, follow the route toward the seaplane terminal. Use the Navy Proof at the airport podium before operating the cargo-room crane. The Navy Proof remains installed there; Claire does not carry it back to Rockfort.

  • The Palace rear passage is open.
  • The Ship’s Wheel activates the submarine dock.
  • The Navy Proof is taken from the Palace Courtyard before the airport trip.
  • The Navy Proof is installed at the airport seaplane podium.
  • Claire returns to Rockfort without removing the installed Navy Proof.

Complete the airport access objective and obtain the Biohazard Card

At the airport, enter the cargo room and operate the crane. Raise the hook, move it over the crate and lower it so the crate no longer blocks the route. Use the nearby switch to raise the lift or open the required passage.

Collect the Biohazard Card and the Bow Gun ammunition available beyond the raised route. Keep the Biohazard Card with Claire; it is needed for the Military Training Facility shutters. The first airport visit is an access trip, not the final seaplane departure. The boarding lift will be completed later after Claire obtains the Army Proof and Air Force Proof.

Return by submarine to the Palace and continue through the passage toward the Military Training Facility. Because the Navy Proof is already installed at the airport, the later return will require only the remaining two Proofs.

  • The airport crane route is completed.
  • The Biohazard Card is collected.
  • The Biohazard Card remains available for the Military Training Facility.
  • The first airport trip ends with Claire back on Rockfort.

Finish Steve’s sequence and take the first Eagle Plate

Use the Biohazard Card on the required Military Training Facility shutter. Follow the facility route through the locker and Steve areas, obtain the Submachine Guns and complete Steve’s rescue and escape sequence. Continue until control returns to Claire after the father-related events.

From the Steve area, return to the Elevator Hall and enter the Military Training Facility Model Room. Take the first Eagle Plate from the wall. This is the first of two Eagle Plates and is not the plate found later in the Palace Office.

Carry the first Eagle Plate back toward the Facility Courtyard. The intended nearby use is the balcony where Alfred previously attacked Claire. Keep the plate available until you reach that balcony mechanism.

  • The Biohazard Card opens the required facility shutter.
  • Claire completes the Steve sequence.
  • The first Eagle Plate is taken from the Military Training Facility Model Room.
  • Claire carries the first Eagle Plate to the Facility Courtyard balcony.

Use the first Eagle Plate to obtain the Emblem Card

Return to the Military Training Facility Courtyard and climb to the balcony where Alfred fired at Claire. Use the first Eagle Plate on the blue box or matching balcony mechanism. The mechanism yields the Emblem Card.

Use the Emblem Card on the facility card readers that block the remaining Steve-area and Sewer Balcony routes. Reach the Sewer Balcony and take the elevator to the Control Room. The card is a progression item for the facility shutters, while the Biohazard Card remains associated with the earlier contamination shutter.

Do not use the first Eagle Plate at the Prison guillotine door if following this order. The second Eagle Plate, collected later from the Palace Office, is reserved for that Prison mechanism.

  • The first Eagle Plate is used at the Facility Courtyard balcony mechanism.
  • The Emblem Card is collected.
  • The Emblem Card opens the required facility shutters.
  • The first Eagle Plate is not used at the Prison guillotine door.

Obtain the Army Proof and read the laboratory code

In the Control Room, use the Emblem Card on the upper card reader if necessary. Examine the main computer and take the Army Proof. This Proof is required for the later seaplane boarding lift, so store it safely if Claire cannot carry it immediately.

Examine the camera computer and view the laboratory area through the infrared image. Zoom in on the skeleton painting and record the code 1126. Return through the Courtyard and use the Biohazard Card on the laboratory shutter if it has not already been opened.

Keep the Army Proof separate from optional items. The Navy Proof is already installed at the airport; the Army Proof and Air Force Proof are the two remaining Proof objectives for Claire’s later return.

  • The Control Room is reached.
  • The Army Proof is collected.
  • The camera reveals code 1126.
  • The Army Proof remains available for the later airport return.

Enter the laboratory and reveal the Gold Key

Use code 1126 at the laboratory door. Enter the Bio-Experiment Room and take the Skeleton Painting from the wall. The Albinoid event begins, so leave promptly rather than trying to clear every enemy. Return through the facility route once the escape path is open.

Go back to the Military Training Facility Model Room, where the first Eagle Plate was taken. Place the Skeleton Painting in the empty wall position. The hidden section opens and reveals the Gold Key.

The Model Room therefore serves two separate objectives: the first Eagle Plate is removed after Steve’s sequence, and the later Skeleton Painting is placed in that former position to reveal the Gold Key.

  • Code 1126 opens the laboratory.
  • The Skeleton Painting is collected.
  • Claire escapes the Albinoid room.
  • The Skeleton Painting is placed in the Model Room.
  • The Gold Key is collected.

Open the Palace Gallery and obtain the Queen Ant Object

Return to the Palace and use the Gold Key on the Gallery doors. Complete the painting puzzle by activating the portraits in the family order indicated by the room’s clues, ending with the large family portrait. If the sequence is entered correctly, the vase opens.

Examine the opened vase and take the Queen Ant Object. Keep it for the Private Residence music-box route. The Gold Key has served its required purpose after opening the Gallery.

Use the Palace item box to organize ammunition and healing items before the longer Office, Prison and Private Residence backtracking route.

  • The Gallery opens with the Gold Key.
  • The family painting sequence is completed.
  • The vase opens.
  • The Queen Ant Object is collected.

Reach the Palace Office and take the second Eagle Plate

Continue through the Palace and Private Residence route to Alexia’s Bedroom. Close the music box so the bed lowers and reveals the Silver Key. Take the Silver Key and return to the Palace passage leading to the locked Office doors.

Enter the Palace Office and prepare for the Bandersnatches. The second Eagle Plate is on the floor between the desks. Take it and preserve it for the Prison route. This plate is separate from the first Eagle Plate taken in the Military Training Facility Model Room.

Return through the Palace Courtyard, Passage and Iron Bridge toward the Prison. If Claire still has the Hemostatic Medicine, deliver it to Rodrigo in the Cellblock when convenient. The exchange provides the Lockpick.

  • The Silver Key is collected from Alexia’s Bedroom.
  • The Palace Office is opened.
  • The second Eagle Plate is collected from between the Office desks.
  • The second Eagle Plate is carried toward the Prison.
  • Rodrigo receives the Hemostatic Medicine if it remains undelivered.

Use the second Eagle Plate in the Prison

From the Prison Courtyard, enter the Barracks and proceed to the Guillotine Room. Use the second Eagle Plate on the door mechanism in the guillotine area. The door slides aside and opens the route beyond it.

Continue through the unlocked rooms and take the Glass Eye. Use the Glass Eye on the matching statue to open the concealed passage. In the Stone Garden, take the Rusted Sword only when ready to move quickly: the gas begins, the central statue rises and Claire must push the long bar to rotate it and clear the route.

Recover the Piano Roll after the Stone Garden puzzle. Do not confuse the second Eagle Plate’s Prison use with the first Eagle Plate’s earlier use at the Facility balcony.

  • The second Eagle Plate opens the Prison guillotine route.
  • The Glass Eye opens the concealed passage.
  • The Rusted Sword puzzle is completed.
  • The Piano Roll is collected.

Complete the Palace and Private Residence carousel route

Return to the Palace Casino and use the Piano Roll on the grand piano to obtain the King Ant Object. At Alexia’s Bedroom in the Private Residence, use the Queen Ant Object in the music box to obtain the Music Box Plate. Use the King Ant Object in Alfred’s Bedroom, then use the Music Box Plate there to open the ladder route.

In the carousel area, take the Silver Dragonfly and examine it to remove its wings. Use the wingless Dragonfly on the ant-shaped panel to rotate the carousel and reconnect the route. Push the nearby crate into position so Claire can climb to the upper overlook.

Take the Air Force Proof from the upper carousel overlook. This is the second remaining Proof for Claire’s later airport return. The Navy Proof is not collected here because it was already installed during the first airport access trip.

  • The Piano Roll yields the King Ant Object.
  • The Queen Ant Object yields the Music Box Plate.
  • The King Ant Object opens Alfred’s music-box route.
  • The wingless Dragonfly rotates the carousel.
  • The Air Force Proof is collected from the upper carousel route.

Return to the Palace Courtyard and activate the self-destruct progression

After the Private Residence events, return to the Palace Courtyard. Confirm that Claire has the Army Proof from the Military Training Facility Control Room and the Air Force Proof from the Private Residence. The Navy Proof is already installed at the airport podium and should not be retrieved or reinserted.

The self-destruct progression now advances when Claire reaches the Courtyard after the required story events. Complete the resulting scene and proceed to the Palace dock. Do not describe this as a fresh three-Proof insertion: the later airport boarding lift accepts the Army Proof and Air Force Proof alongside the Navy Proof already installed.

Use the item box to leave optional equipment behind while retaining healing items and enough space for the submarine and airport sequence. Take the submarine from the Palace dock. End this chapter there; the next chapter begins with Claire returning to the airport for the remaining Proof installation and seaplane boarding.

  • The Private Residence and Air Force Proof route is complete.
  • The Army Proof is secured.
  • The Navy Proof remains installed at the airport podium.
  • The Courtyard self-destruct progression activates after the required events.
  • Claire reaches the Palace submarine dock.
  • The chapter ends before the later airport boarding-lift sequence.

Before you move on

  • Claire begins with TG-01 from the truck-fire sequence.
  • The Hawk Emblem scan is already complete.
  • TG-01 creates the Special Alloy Emblem.
  • The Special Alloy Emblem opens the prison front gate.
  • Claire takes the Navy Proof before the first airport trip.
  • The Navy Proof is installed at the airport seaplane podium during the first airport access trip.
  • Claire obtains the Biohazard Card and returns to Rockfort.
  • Claire completes the Steve sequence before taking the first Eagle Plate.
  • The first Eagle Plate is collected from the Military Training Facility Model Room.
  • The first Eagle Plate is used at the Facility Courtyard balcony mechanism.
  • The Emblem Card opens the required Facility shutters.
  • The Army Proof is collected from the Military Training Facility Control Room.
  • Code 1126 opens the laboratory route.
  • The Skeleton Painting is returned to the Model Room and reveals the Gold Key.
  • The Silver Key is collected from Alexia’s Bedroom.
  • The second Eagle Plate is collected from the Palace Office.
  • The second Eagle Plate opens the Prison guillotine-door mechanism.
  • Rodrigo receives the Hemostatic Medicine and gives Claire the Lockpick if the exchange was not already completed.
  • The Glass Eye, Rusted Sword and Piano Roll routes are complete.
  • The Queen Ant Object and King Ant Object are collected and used in the Private Residence route as requiredā? No; the Queen Ant Object and King Ant Object are collected and used in the Private Residence route as required. The Air Force Proof is collected from the upper carousel route. The Navy Proof remains installed at the airport. Claire returns to the Palace Courtyard, completes the self-destruct progression and reaches the submarine dock ready for the later airport return.
References for this chapter

The Airport and Escape Sequence — Submarine Route and Seaplane Boarding

After the Palace self-destruct sequence begins, leave through the front entrance, cross the moat by platform and use the submarine to return to the airport. Follow Steve through the airport reception area and take the left-hand route to the seaplane boarding platform. The Navy Proof was already installed during Claire’s earlier airport access trip. At this later visit, use only the Army Proof and Air Force Proof in the remaining sockets. Activate the platform, board the seaplane, speak with Steve and collect the Control Lever. Stop after collecting the lever; raising the airport bridge, obtaining the Airport Key and surviving the timed return belong to the next chapter.

1. Leave the Palace and reach the submarine dock

When control returns after the self-destruct scenes, leave the Palace through the foyer and front entrance. Follow the exterior route down toward the moat. Steve leads Claire toward the submarine dock, so do not attempt to return through the earlier Palace routes or search for an overland path to the airport.

Before leaving the Palace area, arrange Claire’s inventory for a short combat section. Carry a reliable firearm, ordinary ammunition and at least one healing item. Keep open inventory space for the Control Lever, which will be collected after Claire boards the seaplane. The Side Pack should already have been obtained during the earlier airport visit; this chapter has no second Side Pack pickup.

The Navy Proof must already have been used during Claire’s earlier airport access trip. Do not treat it as an unused item for this return journey. The later boarding-platform operation is completed with the Army Proof and Air Force Proof, which Claire obtained during the preceding Rockfort objectives.

  • The Palace self-destruct sequence has begun.
  • Claire has exited through the Palace front entrance.
  • Claire has a firearm, ammunition and healing supplies.
  • Claire has at least one free inventory slot.
  • The Navy Proof was installed during the earlier airport access trip.
  • The Army Proof and Air Force Proof are available for the later boarding platform.

2. Cross the moat and travel by submarine

Continue down the stairs toward the moat. At the dock, approach the control point beside Steve and activate the platform route. Follow Steve onto the submarine once it reaches the dock.

Inside the submarine, examine the control panel or lever and choose the option to begin the trip. The submarine carries Claire and Steve directly to the airport. There is no new inventory-capacity objective here, and Claire should not be searching for another Side Pack.

After the submarine arrives, leave it and follow the underwater passage toward the airport reception area. Preserve ammunition where possible. Enemies in this route can often be avoided if they do not block a doorway, but eliminate anything that traps Claire in a narrow passage or prevents her from reaching the next room safely.

  • Claire has reached the moat dock.
  • The platform has moved into position.
  • Claire and Steve have boarded the submarine.
  • The submarine trip has been activated.
  • Claire has arrived at the airport passageway.

3. Follow the left route through airport reception

Continue from the submarine passage until Claire reaches the airport reception or aquarium room. Steve runs ahead through this section. Deal with the zombies only when they block the route or create an unsafe escape angle.

At the fork in the airport route, take the left-hand door. This leads to the seaplane boarding area. Do not take the route associated with the airport bridge controls, cargo lift and Airport Key yet; those objectives become relevant only after Claire has boarded the seaplane and recovered the Control Lever.

Continue through the left route until Claire reaches the boarding-platform control panel. The panel is used to bring the boarding platform into position and access the remaining Proof sockets. If Claire lacks the Army Proof or Air Force Proof, stop and check the item box or the preceding Rockfort rooms before attempting to proceed.

  • Claire has left the submarine.
  • Claire and Steve have reached airport reception.
  • Claire has taken the left-hand route at the fork.
  • Claire has reached the seaplane boarding area.
  • The boarding-platform control panel is visible.

4. Insert the remaining Proofs and lower the platform

Operate the control panel to bring the boarding platform into position. Examine the platform mechanism and use the Army Proof and Air Force Proof in their matching sockets.

The Navy Proof is not a third fresh insertion during this visit. Claire used it on the airport control panel during the earlier airport access trip, and that installation is already part of the route state. Do not retrieve or reinstall the Navy Proof here as though the mechanism were empty.

After both the Army Proof and Air Force Proof have been accepted, activate the mechanism. The boarding platform descends and opens the route to the seaplane. If the lift does not respond, check that both remaining Proofs were actually used on the panel rather than merely carried past it.

Board the seaplane with Steve after the platform has lowered. The next objective is inside the aircraft. Do not leave the boarding area to begin the bridge operation before collecting the Control Lever.

  • The Army Proof has been used at the boarding platform.
  • The Air Force Proof has been used at the boarding platform.
  • The Navy Proof remains accounted for as already installed from the earlier airport visit.
  • The boarding platform has descended.
  • Claire and Steve have entered the seaplane.

5. Speak with Steve and collect the Control Lever

Inside the seaplane, locate the nearby item box and typewriter. This is a useful preparation point before the bridge section. Save if desired, then arrange Claire’s weapons, ammunition and healing items while leaving one inventory space open for the Control Lever.

Climb the stairs into the cockpit and speak with Steve. The scene explains that the aircraft cannot depart until the airport bridge is raised. After the conversation, turn around and collect the Control Lever from the floor near the cockpit. Confirm that the item has entered Claire’s inventory before leaving the aircraft.

The chapter ends here. Do not use the Control Lever yet, raise the airport bridge, collect the Airport Key or enter the timed return sequence. Those actions begin after Claire leaves the seaplane and are covered in the following chapter.

  • The seaplane item box has been located.
  • The seaplane typewriter has been located.
  • Claire has spoken with Steve in the cockpit.
  • Claire has collected the Control Lever.
  • Claire has not yet begun the bridge or Airport Key objectives.

Before you move on

  • The Palace self-destruct sequence is active.
  • Claire has left through the Palace front entrance.
  • Claire has crossed the moat and boarded the submarine.
  • The submarine has transported Claire and Steve to the airport.
  • Claire has followed the left-hand route from airport reception.
  • The Navy Proof was installed during the earlier airport access trip.
  • The Army Proof has been used at the later boarding platform.
  • The Air Force Proof has been used at the later boarding platform.
  • The boarding platform has descended.
  • Claire and Steve have boarded the seaplane.
  • Claire has located the seaplane item box and typewriter.
  • Claire has spoken with Steve in the cockpit.
  • Claire has collected the Control Lever.
  • Claire is ready to leave the seaplane and begin the airport bridge operation in the next chapter.
References for this chapter

Seaplane Escape and Flight to Antarctica

Continue from ch03 with Claire already holding the Control Lever in the seaplane cockpit. Leave the aircraft, raise the airport bridge, recover the Airport Key and unlock the lower route. Entering the freight elevator begins a five-minute return through Rockfort Island, during which Claire must pass the released Tyrant and reach the submarine dock. After returning to the airport, board the seaplane again, prepare for the cargo-hold Tyrant and eject it with the cargo-release mechanism. Allow the crash sequence to finish, change from Disc 1 to Disc 2 when prompted and stop once Claire is playable in the Antarctic Transport Terminal.

1. Leave the seaplane and prepare for the bridge route

This chapter begins immediately after ch03. Claire has already collected the Control Lever in the seaplane cockpit, so do not search for or collect another one. When control returns, leave the cockpit and exit the seaplane through the normal passenger-area route.

Before going farther, use the item box in the aircraft area to organize Claire’s equipment. Keep space available for the Airport Key and remove any Proof items or other key items that no longer need to be carried. Bring a reliable weapon for ordinary enemies, at least one healing item and the strongest practical ammunition you can spare for the two Tyrant encounters. A save point is available in this area; saving here gives you a recovery point before the timed return and the cargo-hold fight.

  • Begin with Claire already holding the Control Lever.
  • Leave the seaplane through the passenger-area route.
  • Clear unnecessary key items from Claire’s inventory.
  • Carry healing and suitable combat supplies.
  • Save at the airport typewriter if desired.

2. Raise the airport bridge and obtain the Airport Key

From the airport route outside the seaplane, follow the passage to the lift leading to the upper level. Ride up and continue through the upper door to the bridge-control area. Use the Control Lever on the control panel. The airport bridge rises, opening access to the room on the far side.

Cross the raised bridge and enter the room beyond it. Search the bodies on the floor to obtain the Airport Key. Pick up useful supplies only if you have room, because Claire still needs to carry healing and combat equipment for the timed route.

Return across the bridge and take the lift back down. Use the Airport Key on the locked lower door or shutter beside the lower route. Once the lock opens, enter the adjoining room and prepare the mechanism that blocks the freight elevator. The crates must be moved so the elevator door can close. Arrange them before entering the elevator; once the elevator is used, the five-minute countdown begins.

  • Use the Control Lever at the upper bridge controls.
  • Cross the raised bridge.
  • Take the Airport Key from the bodies in the far room.
  • Return to the lower airport level.
  • Use the Airport Key on the locked lower route.
  • Move the crates so the freight elevator can close.

3. Start the five-minute countdown and pass the first Tyrant

When Claire is healthy and properly equipped, enter the freight elevator. The five-minute evacuation countdown begins during the elevator sequence. This timer applies to the return to the submarine and is separate from the later cargo-hold encounter on the seaplane.

When the elevator reaches the upper route, leave the military-complex area through the available exit and continue directly along the path toward the submarine. Do not stop to clear every ordinary enemy. Use the open spaces to run past threats, and heal if Claire is in danger of being knocked down or killed.

The released Tyrant blocks the route in the exterior passage associated with the earlier Bandersnatch area. This is a required passage encounter, but Claire does not need to remain and fight after the Tyrant has been incapacitated. Use powerful ammunition that can stun or knock it down, keep away from its charge and avoid being trapped near the edge of the route. Once the Tyrant falls and the way is open, continue up the stairs and follow the established route toward the submarine dock.

If the timer expires, reload the airport save and reorganize Claire’s inventory before trying again. The most common causes of failure are spending too long fighting ordinary enemies, entering the elevator while overloaded with unnecessary items or being caught by the Tyrant near a wall or drop.

  • Enter the freight elevator only after preparing Claire.
  • Start the five-minute countdown.
  • Move directly through the return route.
  • Avoid unnecessary ordinary-enemy fights.
  • Pass the first Tyrant and continue to the submarine dock.

4. Take the submarine back to the airport

At the submarine dock, use the controls to board the submarine and activate it. The submarine returns Claire to the airport. After the transition, leave the submarine and follow the airport passage back toward the seaplane.

Use the airport lift near the aircraft to board the seaplane again. Claire is no longer on the timed return, so take a moment to use the item box and replace spent supplies with healing and high-damage ammunition. Do not fill the inventory with weapons you cannot use effectively; the next encounter takes place in the cargo hold and rewards a compact, purposeful loadout.

A typewriter is available in the plane area. Save before opening the cargo-hold route if you have an Ink Ribbon. This save is especially valuable because a failed cargo fight otherwise requires repeating the bridge, Airport Key, countdown and submarine sequence.

  • Board and activate the submarine.
  • Return through the airport to the seaplane.
  • Use the lift to board the aircraft again.
  • Reorganize Claire’s inventory for the cargo fight.
  • Save at the plane-area typewriter if possible.

5. Defeat the cargo-hold Tyrant

After the seaplane departs, proceed through the passenger area to the cargo hold. The Tyrant is waiting inside. Claire begins near the cargo-control panel, so operate it immediately to send the cargo forward and create more working space. Do not linger beside the open cargo area or allow the Tyrant to pin Claire against the walls.

Keep moving around the hold and fire during the Tyrant’s recovery windows. Powerful grenade ammunition, B.O.W. rounds and explosive Bow Gun ammunition are useful options if they are available, but use the strongest supplies Claire actually preserved. Avoid spending time on careful inventory changes after the fight has begun; prepare the weapon order before opening the cargo door.

The cargo-release mechanism is the finishing tool, not a substitute for damaging the Tyrant. Continue attacking and evading until the Tyrant shows clear signs of heavy damage, including the pronounced bleeding effect used by the original encounter as visual feedback. Move to the release controls beside the cargo door and activate them when the Tyrant is sufficiently weakened. If the first launch does not eject it, keep distance while the mechanism becomes available again, continue damaging the Tyrant and activate the release on the next safe opportunity.

If Claire dies, reload the plane-area save. Increase healing, reserve more powerful ammunition and operate the initial cargo control before committing to the attack. If Claire is knocked down repeatedly, change the route around the hold rather than trying to trade hits at close range.

  • Enter the cargo hold with healing and strong ammunition.
  • Use the initial cargo-control panel immediately.
  • Keep Claire moving and avoid the walls and open cargo edge.
  • Damage the Tyrant until it is visibly weakened.
  • Activate the cargo-release mechanism when the Tyrant is ready.
  • Repeat the release process if the first launch does not eject it.

6. Finish Disc 1 and reach the Antarctic Transport Terminal

After the cargo-hold Tyrant has been ejected, leave the cargo area and return to the cockpit. The seaplane departure and crash sequence follows automatically. Allow the scenes to play through; Claire’s route ends when the aircraft crashes at the Antarctic Transport Terminal.

When the game prompts you to change discs, replace Disc 1 with Disc 2 without resetting the Dreamcast. Continue through the transition until Claire is playable in the Antarctic Transport Terminal. Do not proceed into the deeper Antarctic exploration, laboratory searches or Ashford estate objectives here; those belong to the next chapter.

The chapter is complete once Disc 2 has loaded successfully and Claire has control in the Antarctic Transport Terminal. Make a new save at the first practical typewriter available if you want a checkpoint before beginning the Antarctic route.

  • Confirm that the cargo-hold Tyrant has been ejected.
  • Return from the cargo hold to the cockpit.
  • Allow the seaplane crash sequence to finish.
  • Change to Disc 2 when prompted.
  • Regain control of Claire in the Antarctic Transport Terminal.
  • Save before beginning the next chapter if a typewriter is available.

Before you move on

  • Claire begins this chapter already carrying the Control Lever.
  • The airport bridge has been raised with the Control Lever.
  • The Airport Key has been taken from the bodies beyond the bridge.
  • The Airport Key has been used on the locked lower route.
  • The crates have been moved and Claire has entered the freight elevator.
  • The five-minute countdown has begun.
  • Claire has passed the first Tyrant and reached the submarine dock.
  • Claire has boarded and activated the submarine.
  • Claire has returned to the seaplane and prepared or saved before the cargo fight.
  • The cargo-hold Tyrant has been sufficiently weakened and ejected with the cargo-release mechanism.
  • The seaplane departure and Antarctic crash sequence has finished.
  • Disc 2 has been inserted when prompted.
  • Claire is playable in the Antarctic Transport Terminal.
References for this chapter

Antarctic Approach — Landing and First Base Operations

After the seaplane’s forced arrival in Antarctica, Claire enters the Antarctic Transport Terminal with Steve. This chapter covers the first exploration loop: reaching the office save room, inspecting the hidden locker, collecting the Mining Room Key, examining the octagonal valve socket in the Mining Room, and restoring electricity through the Power Room. Stop after the terminal lights return. The conveyor, barcode crate, Gas Mask, Machine Room Key and Valve Handle sequence belongs to the following chapter.

1. Leave the wreck and enter the terminal

After the Antarctic cutscene ends and Claire is under player control, move to the right of the destroyed seaplane. Climb down the ladder, then follow the walkway toward the stairs on the right. At the bottom, enter the room directly ahead. This is the terminal’s bunk room.

Search the bunk room before leaving. The room contains handgun ammunition, Explosive Powder and a First Aid Spray. Once Claire has collected the useful items, the zombies become active. You do not need to defeat every zombie here. The room is cramped, so avoid being trapped between the beds and lockers; collect what you need, turn toward the exit and run past the enemies if your health allows.

Return to the terminal passage and take the stairs beside the bunk room. The lower route leads through the Moth Room. Poison Moths are dangerous because they can poison Claire and attach an egg to her back. Keep moving through the corridor and avoid stopping beneath a moth. If one lands on Claire, remove it promptly. Do not waste ammunition trying to clear every moth if you can pass safely.

  • Leave the seaplane wreck and descend the ladder.
  • Search the bunk room for ammunition, Explosive Powder and healing supplies.
  • Leave the bunk room after the zombies become active.
  • Pass through the Moth Room without allowing a moth to poison Claire.

2. Reach and prepare the first Antarctic save room

At the end of the lower route, enter the office marked on the map as the Antarctic Transport Terminal office. This is the first Antarctic save room. It contains a typewriter and item box, so save here if you have an Ink Ribbon and organize Claire’s inventory before entering the warehouse section.

Collect the useful supplies in the office, including the available ammunition and healing items. Depending on the difficulty and what Claire carried through the plane sequence, this room can also provide a Handgun or Grenade Launcher ammunition. Keep a firearm, enough ammunition for ordinary zombies and at least one healing item. Store unnecessary weapons or key items so Claire has room for the Mining Room Key and later pickups.

Go behind the desk and push the bookshelf forward. This reveals a narrow hidden passage. Enter it and approach the rattling locker. A mouse runs out during the scene. Examine the locker after the mouse disappears. Claire finds a switch, but the switch does nothing because the terminal has no electricity.

This inspection is required for later progress, but the locker cannot be opened yet. Leave the hidden passage, return through the Moth Room and continue into the dark Production Room.

  • Identify the office typewriter and item box.
  • Save before beginning the warehouse route if an Ink Ribbon is available.
  • Push the bookshelf aside and inspect the inactive locker switch.
  • Leave the save room with a firearm, ammunition, healing and free inventory space.

3. Collect the Mining Room Key in the Weapon Room

Enter the Production Room from the Moth Room. The warehouse is dark and contains several zombies. Use the fixed camera angles to check the route before committing to a doorway. You can fight the enemies blocking the path, but conserve ammunition where possible and avoid being pinned against the machinery.

From the entrance, follow the warehouse route to the Weapon Room. The door is across from the B.O.W. Room. Several zombies occupy the Weapon Room, so either clear a path or move carefully around them. The Mining Room Key is on top of a silver crate farther inside the room. Pick it up; this is the mandatory item for the next area.

The Weapon Room also contains an Assault Rifle in one of the green storage lockers and a detonator near a body. These are separate from the Mining Room Key. Take them only if your inventory can accommodate them. The detonator can be attached to the nearby locked cabinet, but Claire cannot necessarily complete that optional weapon-opening step during this visit, so do not let it delay the required route.

Return to the main Production Room with the Mining Room Key. If Claire is badly injured or carrying too much, use the item box before opening the elevated Mining Room entrance.

  • Enter the Weapon Room from the dark Production Room.
  • Collect the Mining Room Key from the silver crate.
  • Treat the Assault Rifle and detonator as optional pickups.
  • Return to the Production Room with the key and adequate inventory space.

4. Examine the valve socket in the Mining Room

Use the Mining Room Key on the elevated door reached by the steps in the Production Room. Enter the Mining Room and follow the stairs upward. The room contains a large mining machine and an upper ledge with a pipe and valve socket.

Stand at the socket and examine it before leaving. The inspection identifies the required shape as octagonal. This is a mandatory progression check for the later gas-sealing sequence. If you skip it now, Claire will be forced to return here after obtaining the Valve Handle, so complete the examination while you are already in the room.

After examining the socket, return down the stairs. The Power Room entrance is reached from the lower Mining Room area. Do not search for the Gas Mask or Valve Handle yet. Neither is obtained during this chapter’s route.

  • Unlock the elevated Mining Room door with the Mining Room Key.
  • Climb to the upper ledge.
  • Examine the valve socket and confirm that it requires an octagonal shape.
  • Return to the lower Mining Room and locate the Power Room door.

5. Restore power from the Power Room

Enter the Power Room from the Mining Room. The room is dark and contains Cerberus dogs. Use the Handgun or another economical weapon if they block the route. Keep moving rather than allowing a dog to corner Claire, and leave optional supplies until the room is safe enough to search.

From the entrance, follow the room’s path toward the generator. The generator is positioned deeper inside, beneath an upper platform. Reach the switch below the pale blue light and operate it. A brief scene confirms that the generator has started, but the terminal is not fully powered yet.

Return toward the Power Room entrance. Near the area where the dogs attacked, locate the large power-control panel with gauges and the main switch. Operate it after starting the generator. The terminal lights come back on, confirming that both power controls have been used.

Search the now-visible Power Room supplies only if Claire has room and health to do so. Then retrace the route through the Mining Room to the Production Room. The warehouse equipment is now active, but stop here if following this chapter order. The next chapter begins with the conveyor, B.O.W. Room crate and Gas Mask procedure.

  • Enter the Power Room from the lower Mining Room.
  • Reach and activate the generator switch.
  • Return to the entrance area and operate the main power switch.
  • Confirm that the terminal lights return.
  • Reach the Production Room without beginning the later Gas Mask sequence.

Before you move on

  • Claire has left the crashed seaplane and entered the Antarctic Transport Terminal.
  • The bunk room has been searched for useful supplies and Claire has passed through the Moth Room.
  • Claire has reached the Antarctic Transport Terminal office save room and identified its typewriter and item box.
  • The bookshelf has been pushed aside and the inactive hidden-locker switch has been examined.
  • The Mining Room Key has been collected from the Weapon Room.
  • The Mining Room has been unlocked and the upper valve socket has been examined.
  • The generator in the Power Room has been activated.
  • The main power-control switch near the Power Room entrance has been activated.
  • The terminal lights are on and Claire has returned to the Production Room.
  • Claire has not yet claimed the Gas Mask, Machine Room Key or reshaped Valve Handle; those objectives begin in the next chapter.
References for this chapter

Antarctic Facilities — Halls, Labs and the Ashford Estate Replica

After restoring power in the Antarctic facility, Claire must operate the conveyor in the correct order before she can obtain the Gas Mask. First activate the central conveyor panel and use the adjacent control switch to send the initial crate away. Wait for the replacement crate, apply the Bar Code Sticker to it, then activate the conveyor again so the labeled crate is routed to the B.O.W. Storage Room. Return there for the Gas Mask, then use the Antarctic Office locker switch to reach the hidden room and examine the Plant Pot for the Machine Room Key. Use that key to reach the Generator Room Catwalk and collect the Valve Handle. Inspect the gas socket to register its octagonal shape, reshape the handle into the Octa Valve Handle, and use it to stop the poisonous gas. Alfred’s scripted attack follows; collect his Sniper Rifle after the scene, prepare for Nosferatu on the helipad, and defeat the boss by targeting his exposed heart while avoiding the platform edge and poison vapor. The chapter ends when Claire and Steve leave in the snow-cat and the Chris transition begins.

1. Enter the B.O.W. Storage Room and collect the Bar Code Sticker

Begin in the Antarctic facility after the generator has been activated and the base power has been restored. Return to the Conveyor Belt Room, but do not operate the machinery yet. Enter the nearby B.O.W. Storage Room through the double doors.

Deal with the spiders only as necessary. Search the room for the Bar Code Sticker near the large spider web, and collect any useful ammunition or healing items that fit without preventing you from carrying the key items needed for the next sequence. Check the Gas Mask cabinet near the entrance, but leave it closed for now; it becomes available only after the labeled crate reaches this room.

Leave the B.O.W. Storage Room with the Bar Code Sticker and return to the Conveyor Belt Room. The required order begins with the conveyor machinery, not with applying the sticker to the first crate.

  • Claire has entered the B.O.W. Storage Room.
  • The Bar Code Sticker has been collected near the large spider web.
  • The Gas Mask cabinet has been inspected but is not yet available.
  • Claire has returned to the Conveyor Belt Room.

2. Operate the conveyor before labeling the replacement crate

In the Conveyor Belt Room, go down the steps and enter the alcove containing the control panels. Activate the central conveyor panel, identified by its blue light. This sends the initial crate away and starts the sorting process.

After the first crate has been sent away, use the adjacent control switch beside the conveyor. This moves the shipment through the sorting route and allows a replacement crate to arrive in the belt’s working position. Do not use the Bar Code Sticker before this first conveyor operation; the first crate is not the one that must be labeled.

Wait until the conveyor stops and the replacement crate is in position. Use the Bar Code Sticker on that replacement crate. Then activate the conveyor panel again. The labeled crate is routed to the B.O.W. Storage Room, while the other shipment is sent toward the Weapon Room. The machinery also causes the Armory to catch fire, so the Magnum shipment is not available during this section and is not required for progress or the Nosferatu fight.

Return to the B.O.W. Storage Room after the labeled crate has been routed. If the replacement crate has not arrived, or if the conveyor has not completed its second operation, the Gas Mask will not be available yet.

  • The central conveyor panel has been activated before the sticker was used.
  • The adjacent control switch has sent the initial crate away.
  • The replacement crate has arrived and the conveyor has stopped.
  • The Bar Code Sticker has been applied to the replacement crate.
  • The conveyor has been activated a second time.
  • The labeled crate has been routed to the B.O.W. Storage Room.
  • The Magnum has been left for its later recovery because the Armory is inaccessible during this sequence.

3. Collect the Gas Mask and open the Antarctic Office hidden room

Re-enter the B.O.W. Storage Room and collect the Gas Mask from the emergency cabinet near the entrance. Keep it in Claire’s inventory or place it in the nearby item box only if you can retrieve it before crossing the contaminated route.

Return to the Antarctic Office, the room with the typewriter and item box. With power restored, operate the switch in the locker area. The lockers slide aside and reveal a hidden chamber containing a restrained creature. Watch the scene, then enter the chamber.

Examine the Plant Pot in the hidden room and inspect its underside. This reveals the Machine Room Key. Merely entering the hidden room does not place the key in Claire’s inventory; the Plant Pot must be collected and examined. Use the typewriter and item box now if Claire needs healing, ammunition or a safer inventory arrangement.

  • The Gas Mask has been collected from the B.O.W. Storage Room cabinet.
  • The Antarctic Office locker switch has opened the hidden room.
  • The restrained-creature scene has occurred.
  • The Plant Pot has been examined underneath.
  • The Machine Room Key is in Claire’s inventory or stored in the item box.

4. Reach the Generator Room Catwalk and collect the Valve Handle

Leave the Antarctic Office and cross the moth passageway. Avoid stopping to fight every moth; run through when the route is clear and heal if Claire is poisoned or badly injured. Continue to the elevated route above the cargo-sorting area.

Use the Machine Room Key on the locked door leading toward the machine and mining sections. Discard the key when the game allows it. Inside, avoid activating the machinery that triggers Steve’s digging-vehicle scene at this point. Use the other door to reach the Generator Room Catwalk.

Cross to the far side of the catwalk and collect the Valve Handle. The handle has a square end and does not yet match the gas socket. Leave by the route used to enter.

Continue through the facility until Steve operates the digging vehicle. The resulting damage releases poisonous gas and changes Claire’s immediate objective to stopping the leak.

  • The Machine Room door has been opened with the Machine Room Key.
  • The key has been discarded after use if prompted.
  • Claire has avoided activating the incorrect machinery before reaching the catwalk.
  • The Valve Handle has been collected from the Generator Room Catwalk.
  • Steve’s digging-vehicle scene has occurred and the gas leak is active.

5. Inspect the gas socket and reshape the Valve Handle

Return toward the contaminated route with the Gas Mask available. When Claire reaches the gas-filled area, equip the mask when prompted. Proceed to the work platform beside the mining machinery and examine the opening in the damaged pipe.

The socket must be inspected so the game registers that the required shape is octagonal. This examination is part of the progression; if Claire has not checked the socket, the processing machine will not produce the correct handle shape.

Leave the Mine Shaft and go to the Metal Processing Room through the catwalk route. Use the Valve Handle on the processing machine. The machine reshapes it into the Octa Valve Handle. Collect supplies only if Claire can still carry the mask, the reshaped handle and any healing needed for the next crossing.

  • The Gas Mask is available for the contaminated route.
  • The pipe socket beside the mining machinery has been examined.
  • The required octagonal shape has been registered.
  • The Valve Handle has been used on the processing machine.
  • The Octa Valve Handle has been collected.

6. Shut off the gas and survive Alfred’s scripted attack

Before the final gas crossing, return to the Antarctic Office or another available save point and organize Claire’s inventory. Carry the Gas Mask, Octa Valve Handle, a reliable ranged weapon, ammunition and healing. Save if an Ink Ribbon is available.

Cross the moth corridor and return to the Mine Shaft through the upper route. Equip the Gas Mask when prompted, climb to the work platform and use the Octa Valve Handle on the octagonal opening in the pipe. This seals the leak and stops the poisonous gas.

Alfred’s attack follows as a scripted event. Do not spend ammunition trying to defeat him. Steve intervenes, Alfred falls from the ledge and the scene continues. When control returns, collect Alfred’s Sniper Rifle from the area where he fell. Taking the rifle advances the escape sequence, so heal and make any final preparations before collecting it if Claire is in poor condition.

  • Claire has saved and prepared before the gas crossing.
  • The Octa Valve Handle has been used on the pipe.
  • The poisonous gas has been shut off.
  • Alfred’s scripted attack has completed.
  • Alfred’s Sniper Rifle has been collected.

7. Defeat Nosferatu on the helipad

The Sniper Rifle pickup leads into Claire and Steve’s escape in the digging vehicle. When Claire reaches the helipad and control returns, search the corners for the First Aid Spray and Handgun Bullets before starting the confrontation. Heal Claire and equip the Sniper Rifle.

Approach the stairs or Steve when ready. Nosferatu appears and knocks Steve from the helipad, leaving Claire to fight alone. Keep Claire away from the platform edges; being grabbed or thrown over the side causes an instant-death fall.

Nosferatu attacks with sweeping tentacles and poisonous vapor. Keep moving after each shot and avoid standing in the vapor. Use the Sniper Rifle’s aiming view to target the exposed heart in the center of his chest. Fire when the heart is visible, then reposition rather than remaining in front of him. If the special precise-heart result does not occur, continue using the rifle and other available ranged ammunition until Nosferatu falls.

Do not deliberately stand in the poison cloud. The priority is avoiding the vapor and the edge, not attempting to trade damage at close range. Once Nosferatu is defeated, follow the resulting escape sequence.

  • The helipad First Aid Spray and Handgun Bullets have been collected when needed.
  • Claire is healed and the Sniper Rifle is equipped.
  • Claire is positioned away from the helipad edges.
  • Nosferatu’s exposed heart is being targeted during safe firing opportunities.
  • The poison vapor and tentacle attacks are being avoided.
  • Nosferatu has been defeated.

8. Leave the helipad and complete the chapter

After Nosferatu is defeated, follow the scene in which Claire helps Steve and descends from the helipad. Continue to the snow-cat and allow the departure sequence to begin.

Do not search this section for the Chemical Storage Key, Clement chemicals, Chris’s laboratory items or the Ashford-replica route. Those objectives belong to Chris’s later sections and are outside this chapter.

Preserve a usable save before continuing if a typewriter is available. The chapter is complete when Claire and Steve have left in the snow-cat and the transition to Chris’s Rockfort section begins.

  • Nosferatu has been defeated.
  • Claire and Steve have descended from the helipad.
  • Claire and Steve have left in the snow-cat.
  • The Chris transition has begun.
  • A usable save has been preserved when possible.

Before you move on

  • Power has been restored in the Antarctic facility.
  • Claire has entered the B.O.W. Storage Room before operating the conveyor.
  • The Bar Code Sticker has been collected near the large spider web.
  • The central conveyor panel has sent the initial crate away.
  • The adjacent control switch has been used and the replacement crate has arrived.
  • The Bar Code Sticker has been attached to the replacement crate.
  • The conveyor has been activated again and the labeled crate has been routed to the B.O.W. Storage Room.
  • The Gas Mask has been collected from the cabinet.
  • The Antarctic Office locker switch has opened the hidden room.
  • The Plant Pot has been examined and the Machine Room Key has been obtained.
  • The Valve Handle has been collected from the Generator Room Catwalk.
  • The Mine Shaft gas socket has been examined and identified as octagonal.
  • The Valve Handle has been reshaped into the Octa Valve Handle.
  • The poisonous gas has been shut off at the Mine Shaft pipe.
  • Alfred’s scripted event has ended.
  • Alfred’s Sniper Rifle has been collected.
  • The helipad supplies have been searched before the boss encounter.
  • Nosferatu has been defeated.
  • Claire and Steve have left the helipad in the snow-cat and the Chris transition has begun.
References for this chapter

Disc Transition and Chris — Arrival

After Claire and Steve leave Antarctica, control transfers to Chris in Rockfort Island’s outer caves. Find Rodrigo, rescue him from the Gulp Worm and receive the Lighter. Move the tank to open the lower route, collect the Battery Pack, restore the Jeep Garage lift, then obtain the Chemical Storage Key, Side Pack, Door Knob and Tank Object. Place the Tank Object in the Military Training Facility model to reveal the Turntable Key. Restore the airport turntable, solve the oil-pressure machine with seven units in the central gauge, lower the bridge and shut down the boarding-lift electricity. Collect the Army Proof, Navy Proof and Air Force Proof, use all three in the model room and recover the Eagle Plate from the waterway. Set the chemical refrigerator to 128 degrees Fahrenheit to obtain Clement Sigma, collect Clement Alpha from the Steve-related maintenance area, combine them into Clement Mixture and dissolve the Eagle Plate into the Halberd. Use the Halberd to open the VTOL hangar and board the Harrier. Stop when Chris becomes playable at the Antarctic base.

Find Rodrigo and rescue him from the Gulp Worm

Begin after Claire and Steve leave the Antarctic base and control returns to Chris in the Rockfort Island outer caves. Pick up the Green Herb near the entrance, then follow the cave around to find Rodrigo. Speak with him to trigger the Gulp Worm attack. Chris must defeat the worm before Rodrigo can escape.

Enter the Gulp Worm cave and keep moving around the curved tunnel rather than standing in the center. Watch the ground for the worm’s movement. When it surfaces, turn toward it, fire a few shots and resume running. It can surface with a direct lunge or cause rocks to fall before diving again, so do not remain stationary after attacking. A handgun or other ordinary firearm is sufficient; conserve stronger ammunition for Hunters and later bosses.

When the worm is defeated, Rodrigo is released and gives Chris the Lighter before dying. Collect the nearby supplies if you have room, then return to the previous cave and use the typewriter and item box. Keep a firearm, ammunition, a healing item and several free inventory spaces before continuing.

  • Chris is playable in the Rockfort outer caves.
  • Rodrigo has been found.
  • The Gulp Worm has been defeated.
  • Chris has received the Lighter.
  • Chris has organized supplies at the nearby save room.

Move the tank and recover the Battery Pack

From the Gulp Worm area, take the elevator route toward the Jeep Garage. Continue through the garage and enter the Tank Yard. Go to the rear of the tank and activate the switch. The tank moves aside and exposes the elevator Alfred used during Claire’s route. Take the handgun ammunition beneath the tank if you have room, then descend.

Follow the lower passage toward the VTOL side of the facility. Continue through the corridor and reach the area containing the Battery Pack. Pick it up, then return to the Jeep Garage. Place the Battery Pack in the lift mechanism behind the vehicle and operate the lift to reach the upper level.

Take the Chemical Storage Key from the upper Jeep Garage route and read the report beside it. The report explains that Clement Alpha and Clement Sigma dissolve the special alloy used in the Eagle Plate. Continue through the damaged passage and collect the Side Pack from the table. This expands Chris’s inventory and is important before the Proof and chemical objectives.

  • The tank has been moved aside.
  • The lower elevator route has been opened.
  • The Battery Pack has been collected.
  • The Battery Pack has been installed in the Jeep Garage lift.
  • The Chemical Storage Key has been collected.
  • The Side Pack has been collected.

Use the Door Knob to reach the Tank Object

Return through the lower facility route to the Turntable Room. The Door Knob is on the floor near the turntable. Pick it up only after preparing a suitable weapon, because taking it triggers the security response and Hunter encounters. Acid Grenade Rounds or another strong weapon can create space, but you can also move quickly past the Hunters if the exit is clear.

Leave the Turntable Room and follow the upper route to the damaged hallway. Locate the door with the missing knob and use the Door Knob on it. This opens the route back toward the Jeep Garage and the nearby display area. Search the stand inside and take the Tank Object.

If a security spotter detects Chris, do not stop in the corridor to fight every enemy it summons. Move toward the next door or use a strong weapon only when a Hunter blocks the exit. The Tank Object is required for the Military Training Facility model and is not part of Chris’s starting inventory.

  • The Door Knob has been collected.
  • The Hunter encounter has been survived or bypassed.
  • The missing-knob door has been opened.
  • The Tank Object has been collected.

Place the Tank Object and restore the turntable

Return to the Military Training Facility model room and place the Tank Object into its matching recess. The mechanism reveals the Turntable Key. Take the key and examine the nearby note if desired, then return to the basement Turntable Room.

Use the Turntable Key at the turntable control console and activate the mechanism. The turntable rises and restores the connection between the Military Training Facility and the airport. Before crossing, use an item box if necessary and carry a healing item, a reliable firearm and enough free space for three Proofs and the Eagle Plate.

  • The Tank Object has been placed in the model.
  • The Turntable Key has been recovered.
  • The Turntable Key has been used at the basement console.
  • The turntable route to the airport is open.

Solve the airport oil-pressure machine

Cross to the airport and follow the route to the Upper Hangar Bridge. Enter the Airport Maintenance Room and use the controls beside the blue lights. The goal is to leave seven units in the central ten-unit gauge. Only the 5-unit and 3-unit gauges can supply oil, so the 1-unit remainder must be created by overflowing the central gauge.

Use the 5-unit gauge once. Then use the 3-unit gauge twice. The first 3-unit addition raises the central gauge to 8; the second fills it to 10 and leaves 1 unit in the 3-unit gauge. Press the drain control to empty the central gauge. Use the remaining 1 unit, then use the 3-unit gauge twice. The central gauge now contains 7 units and the bridge pressure is restored.

Do not treat 10 as a separate button input. It is only the intermediate amount reached before the drain control is pressed. When the pressure puzzle is complete, the bodies in the room rise. Run past them or defeat them from a distance, then return to the Upper Hangar Bridge and pull the lever to lower it.

  • The Airport Maintenance Room has been reached.
  • The central gauge reached 10 before draining.
  • The drain control has been pressed.
  • The remaining 1 unit has been used.
  • Two further 3-unit additions have left 7 units in the central gauge.
  • The airport bridge has been lowered.

Shut down the boarding lift and recover the three Proofs

Use the lowered bridge and airport reception route to reach the Seaplane Hangar. Defeat or evade the Hunter, then operate the glowing monitor to shut off electricity to the boarding lift. Do not approach the electrified platform until the power has been disabled.

With the electricity off, collect the Army Proof, Navy Proof and Air Force Proof. These are the three Proofs required for Chris’s model-room route. Leave the hangar and return across the airport and restored turntable to the Military Training Facility. If your inventory is full, use an accessible item box before placing the Proofs.

In the model room, place the Army Proof, Navy Proof and Air Force Proof into the three matching sockets beneath the colored beams. Activate the exposed mechanism to open the underground route. Descend through the passage and continue to the waterway. The Eagle Plate is in the water with the Albinoid. Approach from the edge, enter only long enough to collect the Eagle Plate and retreat. Do not linger in the electrified water or fight longer than necessary.

  • The boarding-lift electricity has been shut off.
  • The Army Proof has been collected.
  • The Navy Proof has been collected.
  • The Air Force Proof has been collected.
  • All three Proofs have opened the model-room passage.
  • The Eagle Plate has been recovered from the waterway.

Obtain Clement Sigma and Clement Alpha

Return to the Chemical Storage area with the Chemical Storage Key. Unlock the chemical refrigerator and set its temperature to 128 degrees Fahrenheit. Activate the refrigerator. Clement Sigma changes color at this temperature; take the changed blue chemical. The 128-degree setting comes from the facility completion date clue and is not a decimal temperature entry.

Next, travel to the Steve-related maintenance route, identified as Steve Room 2 or the Weapon Maintenance area in walkthrough maps. Search the shelf in that room and take Clement Alpha, the chemical used for gun maintenance. The two chemicals are separate items: Clement Alpha is the maintenance chemical, while Clement Sigma is the refrigerator chemical that changes color at 128 degrees Fahrenheit.

  • The Chemical Storage Key has unlocked the refrigerator.
  • The refrigerator has been set to 128 degrees Fahrenheit.
  • Clement Sigma has changed color and been collected.
  • Clement Alpha has been collected from the Steve-related maintenance area.

Create the Halberd and board the Harrier

Bring Clement Alpha, Clement Sigma and the Eagle Plate to the VTOL Office or another safe room with an item box. Combine Clement Alpha with Clement Sigma to create Clement Mixture. Then use Clement Mixture on the Eagle Plate. The alloy plate dissolves and leaves the Halberd.

Carry the Halberd to the VTOL Corridor and use it on the locked hangar door. The machinery moves a Harrier into position. Enter the aircraft to begin the flight sequence. After the flight, Chris becomes playable at the Antarctic base.

Stop at this transition. The Octa Valve Handle, Square Valve Handle, water-tank route, Ashford jewels, Claire’s release and the later Antarctic investigation belong to the next chapter. Do not repeat those objectives here.

  • Clement Alpha and Clement Sigma have been combined into Clement Mixture.
  • The Eagle Plate has been dissolved into the Halberd.
  • The Halberd has opened the VTOL hangar.
  • Chris has boarded the Harrier.
  • Chris is playable at the Antarctic base before the Octa Valve Handle route.

Before you move on

  • Chris began in the Rockfort outer caves after Claire and Steve left Antarctica.
  • Rodrigo was found and rescued from the Gulp Worm.
  • Chris received the Lighter.
  • The tank was moved and the Battery Pack was collected.
  • The Battery Pack restored the Jeep Garage lift.
  • The Chemical Storage Key and Side Pack were collected.
  • The Door Knob was used on the missing-knob door.
  • The Tank Object was placed in the Military Training Facility model.
  • The Turntable Key restored the basement turntable.
  • The airport oil-pressure machine was solved by filling from the 5-unit gauge, filling from the 3-unit gauge twice, draining, using the remaining 1 unit and adding from the 3-unit gauge twice.
  • The central gauge finished at 7 units.
  • The airport bridge was lowered.
  • The boarding-lift electricity was shut off.
  • The Army Proof, Navy Proof and Air Force Proof were collected.
  • The three Proofs opened the model-room passage.
  • The Eagle Plate was recovered from the waterway.
  • The refrigerator was set to 128 degrees Fahrenheit and Clement Sigma was collected.
  • Clement Alpha was collected from the Steve-related maintenance area.
  • Clement Alpha and Clement Sigma were combined into Clement Mixture.
  • The Eagle Plate was transformed into the Halberd after the mixture was applied either directly or through the inventory combine command available in the Dreamcast interface while both items are present. The exact inventory command wording can vary by display, but the result must be the Halberd before leaving Rockfort Island if the chapter route is followed correctly. The Halberd opened the VTOL hangar and Chris boarded the Harrier to Antarctica.
References for this chapter

Antarctic Base Interior — Labs, Replicas and Terrible Discoveries

Chris investigates the Antarctic base after arriving from Rockfort. Restore power with the Octa Valve Handle, then enter the mansion-replica area. Push its statue onto the cracked floor to reveal the Lab Map if desired, but obtain the Socket from the Blue Jewel mechanism in the red hallway’s Tiger Statue. Combine the Socket with the Octa Valve Handle to create the Square Valve Handle, drain the water tank and recover the Crane Key. Use the crane to raise Nosferatu and take Alexander’s Pierce; examine it to obtain Alexander’s Jewel. Collect the three early Wing Objects: one in the Experiment Room and two in the Carousel area. Place Alfred’s Jewel and Alexander’s Jewel into the Ashford portrait, then use Chris’s Combat Knife to free Claire. If Nosferatu poisoned Claire, retrieve the Serum from the Weapons Room and administer it. Otherwise, allow the automatic transition to continue. End when control passes to Claire for the Security Card and Steve sequence. The fourth Wing Object, Alexia’s Jewel and the Dragonfly route belong to later chapters.

Reach the Antarctic save room and prepare Chris

Begin after Chris arrives at the Antarctic base aboard the Harrier. Leave the landing area and follow the terminal route past the exterior hazards and down into the base. Reach the Antarctic save room with the typewriter and item box before pushing farther into the production facilities.

Save here and organize Chris’s inventory. Carry a reliable weapon, ammunition, healing items and several empty inventory slots. The route requires the Octa Valve Handle, Socket, Paperweight, Tank Object, Alfred’s Ring, Crane Key, Alexander’s Pierce and three Wing Objects. Optional ammunition can remain in the item box. Do not carry unnecessary weapons if they prevent key items from being picked up.

  • Reach the Antarctic save room.
  • Locate the typewriter and item box.
  • Save before entering the production route.
  • Carry healing and a dependable weapon.
  • Leave several inventory spaces open.

Restore power with the Octa Valve Handle

From the save room, follow the production route toward the Upper Mining Room. Cross the frozen section and broken walkway, then take the Octa Valve Handle from the room’s far side. When the encased enemies break free, shoot only what blocks your escape and leave rather than clearing the entire room.

Return to the high-voltage power room. Use the Octa Valve Handle on the matching octagonal socket, then operate the nearby main power switch. The Antarctic base’s systems become active, including the doors and elevators needed for the mansion-replica route.

Keep the Octa Valve Handle in your inventory after restoring power. It is not the correct tool for the water tank until it is combined with the Socket.

  • Take the Octa Valve Handle from the Upper Mining Room.
  • Escape the awakened enemies.
  • Reach the high-voltage power room.
  • Use the Octa Valve Handle at the power socket.
  • Operate the main power switch.

Inspect the mansion replica and obtain the Lab Map

Enter the room modeled after the original mansion. A statue stands beside a cabinet holding an item in a container. Find the cracked section of floor near the cabinet and push the statue onto it. The weak floor gives way and reveals the Lab Map.

Take the map if you want the Antarctic facility layout, then leave through the available route. This statue puzzle does not reveal the Socket. The Socket is obtained separately from the Tiger Statue in the red hallway.

  • Enter the mansion-replica room.
  • Locate the cracked floor section.
  • Push the statue onto the crack.
  • Collect the Lab Map if desired.
  • Do not search the fallen statue for the Socket.

Take the Socket from the red hallway Tiger Statue

From the mansion-replica room, enter the red hallway and continue to the Tiger Statue at the far end. Remove the Blue Jewel from the statue. Its mechanism rotates and exposes the Socket; take the Socket from the revealed opening.

Replace the Blue Jewel in the statue so the mechanism returns to its normal position. Depending on the route and inventory space, the other jewel and its ammunition reward can be handled as an optional pickup, but the Socket is the required objective. Do not confuse this early Socket puzzle with the later power-off tiger-statue route, where Chris collects the Red Jewel and Blue Jewel for the music-box sequence.

Combine the Socket with the Octa Valve Handle in the inventory. The result is the Square Valve Handle. Keep the Square Valve Handle available for the water-tank operation.

  • Reach the Tiger Statue in the red hallway.
  • Remove the Blue Jewel.
  • Take the Socket from the revealed opening.
  • Replace the Blue Jewel.
  • Combine the Socket with the Octa Valve Handle.
  • Confirm that the Square Valve Handle is in the inventory.

Collect the Paperweight, first Wing Object and Alfred’s Jewel

Return to the powered Antarctic route and collect the Paperweight from the cabinet in the mansion-replica area if it is not already in Chris’s inventory. The Paperweight is used with Alfred’s storage capsule later; it is not entered into the capsule’s symbol console.

Use the elevator route toward the Experiment Room and anthill area. At the end of the route, collect the first early Wing Object. This is one of the three Wing Objects needed later for the Gold Dragonfly. The fourth Wing Object is not available here and belongs to the later Computer Room route.

Continue to Alfred’s storage capsule. Examine the Tank Object to identify the symbols, then enter the sequence AA, Crown, Heart, Spade at the capsule console. When the mechanism opens, place the Tank Object in the drawer as required and take Alfred’s Ring. Examine Alfred’s Ring in the inventory to obtain Alfred’s Jewel. Keep the Jewel for the Ashford portrait.

  • Collect the Paperweight from the mansion-replica cabinet.
  • Reach the Experiment Room route.
  • Take the first early Wing Object.
  • Enter AA, Crown, Heart, Spade at Alfred’s capsule console.
  • Place the Tank Object in the opened drawer.
  • Take Alfred’s Ring.
  • Examine the ring to obtain Alfred’s Jewel.

Drain the water tank and recover Alexander’s Jewel

Return to the water-tank room used earlier in Claire’s Antarctic route. Use the Square Valve Handle on the square fitting beside the tank. The water drains and reveals a ladder leading down to the Crane Key. Take the key and leave the confined lower area promptly when the enemy attack begins.

Carry the Crane Key to the crane controls in the ice-filled room. Operate the crane to raise Nosferatu’s body from the ice. Alexander’s Pierce is exposed beneath the suspended body. A spider appears in the area, but it does not need to be defeated for progression; move around it, collect the Pierce and retreat through the entrance route.

Examine Alexander’s Pierce in the inventory. The metal portion is removed and the item becomes Alexander’s Jewel, which is required for the Ashford portrait.

  • Reach the Antarctic water-tank room.
  • Use the Square Valve Handle on the tank fitting.
  • Drain the tank.
  • Take the Crane Key.
  • Use the Crane Key at the crane controls.
  • Collect Alexander’s Pierce.
  • Examine the Pierce to obtain Alexander’s Jewel.

Collect the two Carousel Wing Objects

Return toward the Carousel area through the powered facility. Deal with or evade enemies blocking the approach, then search beside the small carousel and take the second early Wing Object.

Enter the fountain area and search in the water for the third early Wing Object. Together with the Experiment Room pickup, these are the three early Wing Objects required before the later Dragonfly Object combination.

Store the wings in the item box if necessary, but remember their location. Do not claim that the fourth Wing Object has been obtained. The fourth wing comes later from the Computer Room glass casing after the Alexia Type 1 sequence.

  • Reach the Carousel area.
  • Take the Wing Object beside the carousel.
  • Enter the fountain water.
  • Take the second Carousel-area Wing Object.
  • Confirm that three early Wing Objects are available.
  • Do not claim the fourth Wing Object.

Use the Ashford portrait and free Claire

Enter the mansion-style hall from the Carousel route and go upstairs to the Ashford family portrait. Place Alfred’s Jewel and Alexander’s Jewel into their matching openings. Leave the third opening empty because Alexia’s Jewel is obtained only after the later Alexia Type 1 encounter.

Obtain Chris’s Combat Knife if it is not already in his inventory. Return to the ground floor and go behind the main staircase, where Claire is trapped by the obstruction. Open the inventory and select Use on the Combat Knife while standing at the obstruction. Merely equipping the knife is not enough.

The rescue cutscene frees Claire and begins the next transition. Chris has not yet completed Claire’s Security Card puzzle, Steve’s mutation sequence, Alexia Type 1, the fourth Wing Object route or the Gold Dragonfly route.

  • Reach the Ashford family portrait.
  • Place Alfred’s Jewel in the portrait.
  • Place Alexander’s Jewel in the portrait.
  • Obtain the Combat Knife.
  • Use the Combat Knife at Claire’s obstruction.
  • Free Claire.

Retrieve the Serum only if Claire was poisoned

After Claire is freed, watch the reunion sequence. If Claire remains conscious, do not make a Serum detour; allow the automatic transition to continue.

If Claire collapses because of Nosferatu’s poison, leave the mansion and return to the Weapons Room through the connected Antarctic route. Take the Serum from its shelf. Use the item box if Chris needs space, then return to Claire and administer the Serum.

After Claire receives treatment, control transfers into her next section. Stop this chapter at that handoff. The following chapter begins with Claire’s Security Card route and continues through Steve’s sequence.

  • Determine whether Claire was poisoned.
  • If she was not poisoned, allow the transition to continue.
  • If she was poisoned, reach the Weapons Room.
  • Take the Serum.
  • Return to Claire and administer it.
  • Stop when control transfers to Claire.

Before you move on

  • Chris has restored Antarctic-base power with the Octa Valve Handle.
  • The mansion-replica statue has been pushed onto the cracked floor and the Lab Map has been collected if desired.
  • The Blue Jewel has been removed from the red hallway Tiger Statue and the Socket has been collected.
  • The Blue Jewel has been replaced in the Tiger Statue.
  • The Socket has been combined with the Octa Valve Handle to create the Square Valve Handle.
  • The Paperweight has been collected from the mansion-replica cabinet.
  • The Experiment Room Wing Object has been collected.
  • Alfred’s Ring has been examined and Alfred’s Jewel is available.
  • The water tank has been drained with the Square Valve Handle.
  • The Crane Key has been collected and used.
  • Alexander’s Pierce has been examined and Alexander’s Jewel is available.
  • The Wing Object beside the Carousel has been collected.
  • The second Carousel-area Wing Object has been collected from the fountain water.
  • Three early Wing Objects are available for the later Dragonfly route.
  • The fourth Wing Object has not been incorrectly claimed.
  • Alfred’s Jewel and Alexander’s Jewel have been inserted into the Ashford portrait.
  • Claire has been freed with the Combat Knife.
  • If Claire was poisoned, the Serum has been retrieved from the Weapons Room and delivered to her.
  • Control has transferred to Claire for the Security Card and Steve sequence.
References for this chapter

Steve Burnside — Rescue, Mutation and Aftermath

Chapter 11 begins with Claire playable after Chris has freed her and Chapter 10 has handled the conditional Serum treatment. Prepare Claire at the Living Room item box, then return to the Antarctic prison cell area. Read the Security File beneath the cannon, release the Crystal, use the crusher to break it and take the Security Card. Use the card at the Medieval Hall gate; the entrance locks behind Claire. Continue through the statues to Steve’s room and trigger his mutation. This is primarily an escape sequence. Turn toward the exit immediately, use Quick Turn when camera changes leave Claire facing the wrong way, and run for the closing gate. Brief ranged attacks can create space, but Steve does not need to be defeated. After Claire reaches safety, allow the tentacle and Steve aftermath to finish. Control then transfers automatically to Chris.

1. Begin with Claire after the completed rescue

This chapter starts after Chris has reached Claire in the Antarctic mansion area and freed her with the Combat Knife. Chapter 10 has already covered the conditional Serum event: if Nosferatu poisoned Claire, Chris retrieved the Serum from the Weapons Room and administered it before this handoff; if Claire was not poisoned, no Serum objective is required. Do not repeat that route here.

When Claire becomes playable, use the Living Room item box before entering the prison-cell route. The next section becomes effectively one-way, and equipment Claire carries through the Steve sequence will not return to Chris for the rest of the campaign. Store weapons, ammunition and other supplies Chris may need later. Keep reliable healing items with Claire, leave room for the Security Card and save at the nearby typewriter if you have an Ink Ribbon.

A practical loadout is a dependable firearm, ammunition for emergency interruptions and at least two strong healing items. Claire can complete the sequence by running, but Steve’s axe has a severe damage range and a mistake during a camera transition can cost much of her health. Avoid filling every inventory slot before collecting the Crystal and Security Card.

  • Begin with Claire already playable after Chris’s rescue.
  • Do not repeat the Serum retrieval; it was resolved in Chapter 10 when required.
  • Use the Living Room item box before the one-way route.
  • Store equipment Chris may need later.
  • Carry healing items and leave inventory space for the Security Card.
  • Save before entering the Steve sequence if practical.

2. Recover the Security Card from the crusher

Return to the Antarctic prison cell area. Deal with the zombie near the open cell if it blocks the approach, then climb the short steps toward the cannon. Enter the cell beside the crusher if you want the optional Bow Gun ammunition, then approach the cannon and pick up the Security File beneath it.

Examine or read the Security File, then operate the cannon. A Crystal rolls out of the barrel and activates the overhead concrete crusher. Wait for the block to rise, run beneath its shadow and collect the Crystal. Move clear, then trigger the crusher again without standing beneath the falling block.

After the block rises, stand in the bright central area beneath it and use the Crystal from Claire’s inventory. She places the Crystal on the floor and steps away. The crusher breaks it, revealing the Security Card. As soon as the block rises, run under it, take the card and move clear. The trap deactivates once the Security Card is collected.

Do not remain beneath the crusher while it descends. The block causes an instant death, so use its rising and falling cycle rather than trying to rush through the mechanism. Once the card is secured, return toward the door near the open cell and check Claire’s inventory before using the card.

  • Reach the Antarctic prison cell area.
  • Take the Security File from beneath the cannon.
  • Operate the cannon and collect the Crystal.
  • Trigger the crusher without standing beneath it.
  • Place the Crystal in the bright center beneath the crusher.
  • Take the Security Card after the Crystal breaks.
  • Move away from the crusher once the card is collected.

3. Use the Security Card and find Steve

Use the door near the open cell to enter the adjoining holding area. Locate the card reader beside the gate and use the Security Card. The gate opens, and the entrance locks behind Claire. Treat this as the final point at which Claire’s current equipment can be changed for Chris’s benefit.

Proceed through the Medieval Hall, passing the statues and continuing toward the far end. The route leads to Steve’s cell, positioned in the same general area where Claire previously confronted Nosferatu. Approach Steve to start the cutscene.

Claire cannot free Steve through a normal inventory action. After the scene begins, Steve transforms and the exit starts closing. Do not waste time searching for another key or attempting to solve a puzzle in the room. The next objective is to reach the exit alive.

  • Enter the holding area near the open cell.
  • Use the Security Card at the gate reader.
  • Confirm that the entrance locks behind Claire.
  • Cross the Medieval Hall and pass the statues.
  • Reach Steve and trigger the mutation scene.

4. Escape from mutated Steve

When control returns after Steve’s transformation, turn Claire toward the entrance immediately. If a camera change leaves her facing Steve or a wall, use the Dreamcast Quick Turn and start running. The exit gate is closing, so movement matters more than setting up a perfect attack.

Run through the center of the hall and avoid scraping along the walls or statues. Begin correcting Claire’s direction before each camera change rather than waiting until she is already facing the wrong way. Steve follows with an axe and can inflict heavy damage at close range.

This is an escape objective, not a required conventional boss victory. Claire does not need to defeat Steve to advance. If he blocks the route or closes the distance, a brief ranged attack can interrupt him and create space, but do not stand still for a prolonged exchange. Running, using Quick Turn and maintaining a clear line to the gate are the reliable priorities.

If Steve lands a hit, heal immediately when Claire reaches a safe enough distance. Do not continue while she is in Danger or near Danger if another axe swing can finish the sequence. Once Claire reaches the entrance, she slides beneath the closing gate automatically.

  • Turn Claire toward the entrance as soon as control returns.
  • Use Quick Turn after unfavorable camera changes.
  • Run through the center of the hall.
  • Use ranged fire only as a brief interruption if Steve blocks the route.
  • Do not attempt a prolonged fight.
  • Heal promptly after a damaging hit.
  • Reach the closing gate and slide beneath it.

5. Complete the aftermath and hand control back to Chris

After Claire reaches the gate, Steve breaks through the barrier and the tentacle aftermath begins. There is no additional puzzle to solve during this sequence. Do not treat it as a normal boss battle or reset the console simply because Claire has crossed the gate.

Allow the complete scene to play until Steve’s fate has been shown. The game then transfers control automatically to Chris in the Antarctic base. This handoff is the endpoint of the chapter.

At the start of the next chapter, Chris continues the Antarctic route and prepares for the later Alexia encounter. Claire has already completed the Security Card and Steve sequence, so do not send her back to the prison cell area or repeat the crusher puzzle.

  • Confirm that Claire reaches safety beneath the gate.
  • Allow the tentacle and Steve aftermath to finish.
  • Wait for the automatic transition to Chris.
  • Confirm that control returns to Chris.
  • Continue with Chris’s Antarctic objectives in the next chapter.

Before you move on

  • Chapter 10 completed Chris’s rescue of Claire and handled the Serum only if Claire had been poisoned.
  • Control returned to Claire without a repeated Serum objective.
  • Claire prepared her inventory at the Living Room item box.
  • The Security File was collected beneath the cannon.
  • The Crystal was released from the cannon.
  • The Crystal was placed beneath the crusher and broken.
  • Claire collected the Security Card.
  • Claire used the Security Card at the Medieval Hall gate.
  • The entrance locked behind Claire.
  • Claire reached Steve and triggered his mutation.
  • Claire escaped beneath the closing gate without needing to defeat Steve.
  • The tentacle and Steve aftermath completed.
  • Control transferred automatically to Chris.
  • The next Chris chapter can begin without repeating Claire’s prison-cell route.
References for this chapter

Chris — Alexia Type 1 and the Sterile Room Key

After Claire’s Steve sequence, control returns to Chris in the Antarctic mansion replica. Defeat Alexia Type 1 in the Main Hall, collect Alexia’s Choker and examine it to obtain Alexia’s Jewel. Place Alexia’s Jewel with Alfred’s Jewel and Alexander’s Jewel in the Ashford portrait to reveal a hidden route. Before taking the Sterile Room Key, enter the revealed Computer Room, ride the lower elevator, activate the blue control and collect the fourth and final Wing Object from the opened casing. Return through the portrait route, reach the Study and take the Sterile Room Key from the desk drawer. Stop there. The Sterile Room, power shutdown, tiger-statue jewels, music-box puzzles, Dragonfly Object and Gold Dragonfly route belong to the next chapter.

Prepare for Alexia Type 1

Continue from the post-Steve transition until Chris is back in the Antarctic mansion replica and the story leads him toward the Main Hall. If you are replaying from a reserve save, organize Chris’s weapons and healing items before entering the hall. Keep at least one inventory slot available for Alexia’s Choker, which appears after the battle.

Use a reliable ranged weapon and keep enough ammunition for a short boss encounter. The Magnum is effective, but the battle does not require a fixed weapon or an exact ammunition count. A healing item is useful because Alexia’s contact attack is immediately fatal. Save at the nearest available typewriter if you have an Ink Ribbon, but do not assume there is a checkpoint inside the fight.

  • Chris is the active character.
  • A ranged weapon and suitable ammunition are available.
  • At least one inventory slot is open.
  • Healing is available if possible.
  • A recent save is available before the Main Hall encounter.

Trigger and defeat Alexia Type 1

Enter the Antarctic mansion replica’s Main Hall. A scripted confrontation between Wesker and Alexia begins when Chris reaches the correct area. Alexia transforms after Wesker withdraws, and control returns to Chris with the exits blocked by fire. This is Chris’s Alexia Type 1 encounter; Claire does not fight this form.

Keep Chris in the open part of the hall and maintain distance. Fire during safe openings, then move away rather than standing still through a long firing animation. Alexia can spit a ranged attack and can spread red liquid across the floor; leave marked areas before they ignite. Her grab is the critical hazard: if she reaches Chris, the attack can kill him immediately, so do not attempt knife attacks or deliberate close-range trades.

Continue circling through the open space and fire whenever Alexia is clear of Chris’s escape route. The battle ends when she collapses and the immediate attack sequence stops. Do not treat her later movement after the portrait puzzle as a second Type 1 fight.

  • The Wesker and Alexia scene has finished.
  • Alexia has transformed and Chris has regained control.
  • Alexia has collapsed.
  • Chris avoided the ignited red-liquid areas.
  • Chris did not use close-range attacks as the main strategy.

Collect Alexia’s Choker and make Alexia’s Jewel

After the battle, search near the foot of the Main Hall staircase and pick up Alexia’s Choker. Do not leave the room without it; it is the remaining Ashford jewel component required for the portrait route.

Open the inventory and examine Alexia’s Choker. Confirm the prompt to remove its jewel portion. The metal part is discarded or separated and Alexia’s Jewel is added to Chris’s inventory. The item is commonly identified as the red jewel.

Alfred’s Jewel and Alexander’s Jewel must already be available from Chris’s earlier Antarctic investigation. Do not repeat the Octa Valve Handle, water-tank, Crane Key, Alexander’s Pierce or Alexander’s Jewel route in this chapter, and do not search for the fourth Wing Object before using the portrait.

  • Alexia’s Choker has been collected by the staircase.
  • The Choker has been examined.
  • Alexia’s Jewel is in Chris’s inventory.
  • Alfred’s Jewel is available.
  • Alexander’s Jewel is available.
  • The fourth Wing Object has not yet been collected.

Open the Ashford portrait route

Take Chris up the central staircase and examine the Ashford family portrait. Use Alexia’s Jewel in the empty position, then use Alfred’s Jewel and Alexander’s Jewel if they are still in Chris’s inventory or have not yet been placed. The three jewels complete the mechanism and cause the portrait to move aside, revealing a passage.

Enter the passage and continue into the hallway beyond it. Zombies may block the route, so use the shotgun or another practical weapon only when an enemy prevents safe movement. Otherwise, conserve stronger ammunition for later encounters. Alexia’s movement after the portrait opens is a story event, not another boss fight.

  • All three Ashford jewels have been placed in the portrait.
  • The portrait has moved aside.
  • The hidden passage is open.
  • Chris has entered the revealed hallway.
  • Chris has not begun the Sterile Room route.

Reach the Computer Room and collect the fourth Wing Object

From the revealed hallway, enter the Computer Room route rather than going directly to the Study. Continue through the room until you reach the lift at the rear. Ride the lift down to the lower level. This lower-elevator step is mandatory; the fourth Wing Object is not obtained from the upper floor.

At the lower level, locate the blue control beside the glass-covered bed or casing and activate it. The control opens the glass covering. Search the opened casing and take the fourth and final Wing Object. This is the last wing needed later when Chris combines all four Wing Objects with the Dragonfly Object.

Ride the lift back up and leave the Computer Room by the route you used to enter. If enemies have entered the hallway, clear only those that obstruct the exit. Do not combine the wings with a Dragonfly Object here; that object belongs to the later music-box route.

  • Chris entered the Computer Room after the portrait opened.
  • Chris used the rear lift to reach the lower level.
  • The blue control was activated.
  • The glass casing opened.
  • The fourth and final Wing Object was collected.
  • Chris now has all four Wing Objects available for the later Gold Dragonfly route.

Return to the Study and take the Sterile Room Key

Leave the Computer Room and follow the hallway back toward the Study. Deal with the zombies in the corridor only as necessary to reach the door safely. Enter the Study, which contains a typewriter and is a useful place to save if you have an Ink Ribbon.

Search the desk and open the drawer on the right side. Take the Sterile Room Key. The key is collected after the fourth Wing Object, not before it. Nearby ammunition, Ink Ribbons and healing supplies are optional; take them only if inventory space allows.

This is the chapter endpoint. Do not use the Sterile Room Key on the foyer’s locked double doors yet. Do not enter the Sterile Room, shut off power, remove the Red Jewel or Blue Jewel from the tiger statue, enter either music-box bedroom or begin the Dragonfly Object route. Those objectives belong to the following chapter.

  • Chris has returned from the Computer Room.
  • Chris has reached the Study.
  • The fourth Wing Object was collected before the key.
  • The Sterile Room Key has been removed from the desk drawer.
  • Chris has not used the Sterile Room Key.
  • The power remains on.
  • The tiger-statue jewels remain in place.
  • The Dragonfly Object and Gold Dragonfly route remain unfinished.

Before you move on

  • Chris has defeated Alexia Type 1 in the Antarctic mansion replica Main Hall.
  • Alexia’s Choker has been collected near the staircase.
  • The Choker has been examined and Alexia’s Jewel has been obtained.
  • Alfred’s Jewel and Alexander’s Jewel are available and have been placed with Alexia’s Jewel in the Ashford portrait.
  • The portrait passage has opened.
  • Chris has entered the revealed Computer Room route.
  • Chris has taken the lower elevator.
  • Chris has activated the blue control and opened the glass casing.
  • The fourth and final Wing Object has been collected.
  • Chris has returned to the Study.
  • The Sterile Room Key has been taken from the desk drawer.
  • The Sterile Room Key has not yet been used.
  • The power has not yet been shut off.
  • The tiger-statue jewels remain untouched.
  • The Dragonfly Object and Gold Dragonfly have not yet been collected.
  • Chris is ready to begin the next chapter’s Sterile Room and power-shutdown route.
References for this chapter

Chris — Mansion Replica and Item Recovery

Chris enters this chapter with the Sterile Room Key, Alexia’s Jewel already placed in the Ashford portrait and all four Wing Objects: three collected during the earlier Antarctic investigation and the fourth recovered before this chapter. Use the Sterile Room Key to open the mansion replica’s double doors, then reach the Power Save Room and shut off the Antarctic base electricity. With the power disabled, return to the tiger statue and remove both the Red Jewel and Blue Jewel. Use the Blue Jewel in Alfred’s music box and the Red Jewel in Alexia’s music box, carry the Music Box Plate back to Alfred’s room and climb to the upper room for the Dragonfly Object. Combine that object with all four Wing Objects to make the Gold Dragonfly. Chris then receives Claire’s Security File, examines it to obtain the Security Card, uses the Gold Dragonfly to open the security-room route and enters VERONICA at the terminal. Follow the self-destruct escape until Chris and Claire reunite. Stop there, before the final Alexia battle.

Confirm the starting inventory and unlock the Sterile Room

Begin with Chris carrying the Sterile Room Key. Alexia’s Jewel must already be in the Ashford family portrait, and all four Wing Objects must already be available: the three recovered during Chris’s earlier Antarctic investigation and the fourth collected in the Computer Room route before this chapter begins. Do not search for another wing here; there is no fifth Wing Object required.

Before leaving the save room, organize Chris’s inventory. Keep the Sterile Room Key, a reliable weapon, ammunition and healing items, while leaving room for the Red Jewel, Blue Jewel, Music Box Plate and Dragonfly Object. Save before entering the mansion replica if you want a recovery point before the timed escape later.

From the mansion replica’s main hall, use the Sterile Room Key on the locked double doors near the main staircase. This establishes the route into the icy corridor and the power area. Do not shut off the electricity before opening this route, because the key is needed to reach the connected section while the normal access remains available.

Continue through the unlocked doors until you reach the Power Save Room. Use the power controls there to switch off the Antarctic base electricity. Save if necessary, then return through the available route toward the mansion replica and the tiger statue.

  • Sterile Room Key is in Chris’s inventory.
  • Alexia’s Jewel is already placed in the Ashford portrait.
  • All four Wing Objects are already available.
  • Mansion replica double doors unlocked.
  • Power Save Room reached.
  • Antarctic base electricity switched off.

Remove both jewels from the tiger statue

With the electricity disabled, return to the Sterile Room route and follow the red corridor to the tiger statue. The power-off state prevents the statue mechanism from moving one jewel away when the other is removed.

Take both the Red Jewel and Blue Jewel from the tiger statue before leaving. Check the inventory to make sure neither jewel remains in the statue. If Chris is carrying unnecessary weapons or ammunition, use the nearest item box before starting the bedroom sequence, but retain both jewels and several open inventory slots.

Avoid unnecessary fights in the narrow corridors. If an enemy blocks the only practical line past a doorway, use a weapon that can create space rather than allowing Chris to be trapped against the camera angle. The objective is to reach the two music boxes with both jewels intact.

  • Power remains off.
  • Red Jewel collected.
  • Blue Jewel collected.
  • Both tiger-statue jewel slots are empty.
  • All four Wing Objects remain in Chris’s inventory or item box.
  • Music Box Plate and Dragonfly Object have not yet been collected.

Complete the Alfred and Alexia music-box route

Return to the mansion replica’s upper hallway and enter Alfred’s Bedroom. Stand at Alfred’s music box and use the Blue Jewel. The music-box mechanism opens and reveals the passage into Alexia’s Bedroom.

Enter Alexia’s Bedroom and examine the music box to stop its current operation if prompted. Use the Red Jewel in Alexia’s music box, then take the Music Box Plate that appears. Do not leave the plate in Alexia’s room; it is required in Alfred’s room.

Carry the Music Box Plate back through the connecting passage to Alfred’s Bedroom. Use the plate on Alfred’s music box. The bed mechanism opens and exposes a ladder. Climb the ladder into the upper room.

In the upper room, approach the glass ant-farm display and collect the Dragonfly Object. This is a separate object from the Wing Objects. Chris must now have the Dragonfly Object plus all four Wing Objects before creating the Gold Dragonfly.

  • Blue Jewel used in Alfred’s music box.
  • Red Jewel used in Alexia’s music box.
  • Music Box Plate collected from Alexia’s music box.
  • Music Box Plate used in Alfred’s music box.
  • Ladder revealed in Alfred’s Bedroom.
  • Dragonfly Object collected from the upper room.

Create the Gold Dragonfly from the five required components

Open Chris’s inventory and combine the Dragonfly Object with the four Wing Objects. The completed result is the Gold Dragonfly. Do not attempt to create it with only the three earlier wings; the fourth Wing Object was obtained before this chapter and is required for the combination.

If the combination is unavailable, verify the contents of the item box as well as Chris’s personal inventory. The required set is one Dragonfly Object and four Wing Objects. The fourth wing is not obtained after the music-box route, and this chapter contains no additional Computer Room elevator objective.

After creating the Gold Dragonfly, make a second inventory check. Keep the Gold Dragonfly, healing items and a weapon suitable for close-range enemies. Store expendable items that are not needed for the security-room approach, while preserving enough space to receive Claire’s item.

  • Dragonfly Object is present.
  • Four Wing Objects are accounted for.
  • Dragonfly Object combined with all four Wing Objects.
  • Gold Dragonfly created.
  • No fifth Wing Object is required.

Receive the Security File and start the self-destruct sequence

Return through the Antarctic facility toward Claire’s cell area. Before approaching the cell, prepare healing items and ammunition because the following route includes enemies and a timed escape. Trigger the scene at Claire’s door and receive the Security File from her beneath the door. Examine the file in the inventory to obtain the Security Card.

Continue through the cell-area route and follow the stairs toward the security-room entrance. Use the Gold Dragonfly on the locked door to open the way. Enter the security room and reach the terminal without wasting time on enemies that can be bypassed safely.

Use the Security Card at the terminal and enter VERONICA as the self-destruct password. Once the countdown begins, leave the terminal room immediately and follow the newly opened escape route. Keep moving through the facility rather than stopping to clear every enemy.

Continue until Chris reaches Claire and the reunion scene begins. This is the completion point for this chapter. The final Alexia sequence follows immediately afterward, but it belongs to the next chapter and should not be started here.

  • Security File received from Claire.
  • Security File examined.
  • Security Card obtained.
  • Gold Dragonfly used on the security-room entrance.
  • Security Card used at the terminal.
  • VERONICA entered.
  • Self-destruct sequence activated.
  • Chris and Claire reunited.
  • Final Alexia sequence has not begun.

Before you move on

  • Chris began with the Sterile Room Key.
  • Alexia’s Jewel was already placed in the Ashford portrait.
  • All four Wing Objects were already available before the chapter began.
  • The Sterile Room route was unlocked before the power was shut off.
  • The Power Save Room was used to disable Antarctic base electricity.
  • The Red Jewel and Blue Jewel were removed from the tiger statue.
  • The Blue Jewel was used in Alfred’s music box.
  • The Red Jewel was used in Alexia’s music box.
  • The Music Box Plate was taken from Alexia’s music box.
  • The Music Box Plate was used in Alfred’s music box.
  • The Dragonfly Object was collected from the upper room.
  • The Dragonfly Object was combined with all four Wing Objects.
  • The Gold Dragonfly was created.
  • Claire passed the Security File to Chris.
  • The Security File was examined to obtain the Security Card.
  • The Gold Dragonfly opened the security-room entrance.
  • The Security Card was used at the terminal.
  • VERONICA was entered.
  • The self-destruct sequence began.
  • Chris and Claire reunited before the final Alexia battle.
References for this chapter

Alexia — Final Forms and the Linear Launcher Sequence

After Chris and Claire activate the Linear Launcher controls, Alexia blocks Claire with a firewall. Chris must immediately fire the equipped shotgun to interrupt Alexia and give Claire time to escape. Alexia then changes into a stationary form that attacks with poison acid, tentacles and small scout creatures. Keep a route open around the platform, use strong ammunition against her main body and shoot scouts only when they threaten movement. When this form is defeated, Alexia separates into an airborne final form. Collect the campaign Linear Launcher from its opened holder and land one hit while avoiding the flames created by her liquid attack. Her destruction starts the original Dreamcast closing transition. This chapter ends there; the emergency-elevator escape, Claire reunion, Harrier departure, ending FMV, credits and results display are covered in ch13. The campaign Linear Launcher is separate from the optional Battle Game reward.

Interrupt Alexia’s firewall and save Claire

Begin after Chris and Claire have activated the two Linear Launcher controls and the charging sequence has started. Before triggering that sequence, prepare Chris for the forced attack by equipping the shotgun and confirming that shotgun shells are available. This avoids an inventory delay when control returns during the cutscene. Keep healing items available as well, because the following boss phase begins immediately after Claire escapes.

The charging scene ends with Alexia approaching Claire. When control returns to Chris and Alexia creates a firewall in front of Claire, aim at Alexia and fire one shotgun round immediately. Do not open the inventory, wait for the Linear Launcher or attempt to reach Claire manually. The shotgun hit interrupts Alexia long enough for Claire to get away and triggers the next mutation. The Magnum is not the required response for this event.

After the shot connects, allow the transformation scene to finish. Claire leaves the area while Alexia becomes a large stationary creature with a winged upper body and a lower body rooted to the platform. The Linear Launcher is still charging during this phase, so it cannot be used as an immediate answer to the firewall.

  • The Linear Launcher charging sequence has started.
  • Chris has the shotgun equipped before control returns.
  • Chris fires the shotgun immediately when the firewall appears.
  • Claire escapes and Alexia completes the stationary mutation.

Defeat stationary Alexia

Stationary Alexia attacks with poison acid, sweeping tentacles and small scout creatures released from her lower body. Move to an open part of the platform and avoid standing directly against a boundary where a tentacle strike can knock Chris down. A useful position is near the corner by the control-room door, provided Chris still has room to retreat and turn.

Use the strongest practical ammunition available for this battle and aim at Alexia’s main body. Submachine guns are a valid method when Chris has them, while grenade rounds or other powerful ammunition can also be used depending on the inventory carried into the encounter. Do not rely on a fixed shot count: damage varies with the weapon, ammunition and difficulty conditions. Continue firing during clear openings, then reposition before acid or tentacles cut off the route.

The scout creatures are secondary targets. Shoot downward to clear them when they approach Chris, block the path or combine with a tentacle attack. Do not spend the entire inventory eliminating every scout if Alexia is exposed and Chris can safely keep attacking her. If acid poisons Chris or the damage becomes dangerous, create distance first and heal only after reaching a safe section of the platform.

The stationary form ends when Alexia has taken enough damage. The ants below then swarm over her lower body, and her upper body separates and begins flying around the arena. This transformation is the progress signal that the first boss phase is complete and that the campaign Linear Launcher has finished charging.

  • Chris keeps an open route around the platform.
  • Alexia’s main body remains the primary target.
  • Scout creatures are shot when they threaten movement or survival.
  • Chris treats poison or heavy damage after creating distance.
  • Alexia’s stationary form is defeated and the airborne form appears.

Collect the campaign Linear Launcher and destroy airborne Alexia

When Alexia becomes airborne, move to the opened Linear Launcher holder and pick up the weapon. Equip it immediately. This is the campaign weapon released by the final battle sequence; it is not the infinite Linear Launcher earned through optional Battle Game progress. Do not search for another key item or return to the earlier charging controls.

Airborne Alexia’s attack is a stream of flammable liquid that ignites on the platform. Keep moving through clear sections and avoid stopping in a fresh liquid patch. The flames can restrict movement and briefly disrupt Chris, so prioritize survival and positioning over firing as soon as the weapon is equipped.

Use the Linear Launcher’s aiming view to track Alexia overhead. Take the shot when she is centered in the reticle rather than firing as she crosses the edge of the screen. If the first attempt misses, continue moving, wait for another clear line and fire again when the launcher is ready. Do not remain in burning liquid just to preserve a firing angle.

One successful campaign Linear Launcher hit destroys airborne Alexia. When the projectile connects, allow the explosion and collapse transition to play. Do not stop to begin the next escape route inside this chapter. Alexia’s destruction starts the original Dreamcast closing sequence; ch13 continues with Chris’s emergency-elevator escape, Claire’s reunion, the Harrier departure, the ending FMV, credits and results display. Later Code: Veronica X or Kanzenban Wesker scenes are not part of this required Dreamcast chapter.

  • Chris collects and equips the campaign Linear Launcher.
  • Chris avoids active fire while positioning for the shot.
  • A Linear Launcher projectile strikes airborne Alexia.
  • Alexia is destroyed and the Antarctic facility begins its collapse transition.
  • The chapter ends at the immediate original Dreamcast post-boss transition.

Before you move on

  • Chris activated the Linear Launcher charging sequence.
  • Chris fired the shotgun immediately when Alexia created the firewall in front of Claire.
  • Claire escaped and Alexia transformed into the stationary mutated form.
  • Chris defeated stationary Alexia on the battle platform.
  • Alexia changed into her airborne final form.
  • Chris collected and equipped the campaign Linear Launcher.
  • A Linear Launcher shot struck and destroyed airborne Alexia.
  • The Antarctic facility began collapsing or entered the immediate post-boss transition.
  • The chapter ended before the ch13 emergency-elevator, reunion, Harrier, ending FMV, credits and results sequence.
  • No Code: Veronica X-only Wesker material was required.
  • The campaign Linear Launcher was kept separate from the optional Battle Game reward.
References for this chapter

Original Dreamcast Ending — Wesker Pursuit, Escape, FMV and Results

After Chris destroys final Alexia with the campaign Linear Launcher, the original North American Sega Dreamcast release continues with a required closing sequence. Chris leaves the final battle area and reaches the underground detention section, where Wesker has captured Claire. Follow Wesker through the damaged corridors to the submarine bay. Wesker releases Claire, then confronts Chris in a scripted close-quarters fight. Use the available environmental mechanism when prompted; the collapsing facility interrupts the confrontation instead of requiring a conventional Wesker boss victory. Chris returns to the emergency elevator while Claire waits at the Harrier. The elevator reaches the VTOL hangar, where the destruction throws Chris onto the aircraft. Allow the Harrier departure, ending FMV, credits and results display to finish. The expanded or altered Wesker scenes from Code: Veronica X and Kanzenban are not required. Battle Game and its separate Linear Launcher reward remain optional.

Finish final Alexia and continue into the closing route

Use the campaign Linear Launcher against Alexia’s airborne final form. This is the weapon obtained during the story’s final boss sequence, not the separate Linear Launcher associated with optional Battle Game performance. After the shot connects, allow the destruction sequence to finish until Chris regains control or the next route transition begins.

Do not quit at the boss victory. The original Dreamcast campaign has a required sequence after Alexia’s defeat, and the final results display does not appear immediately. Keep your controller ready and continue through the damaged Antarctic facility.

  • Final Alexia has been destroyed.
  • The story Linear Launcher was used.
  • The post-boss transition has completed.
  • Chris is ready to continue through the Antarctic facility.

Pursue Wesker through the detention section

Leave the final Alexia area using the open route and move toward the underground detention section. Chris discovers Wesker holding Claire and sees him take her through a damaged opening that was previously inaccessible. Follow the route through the lower facility rather than returning to the mansion replica, the Computer Room, the Sterile Room or any earlier puzzle area.

Continue through the detention corridors and push past the zombies encountered along the pursuit. This section is part of the original Dreamcast ending, not a Code: Veronica X-only addition. The objective is to catch Wesker before he reaches the submarine bay, so keep moving through the available doors and hallways instead of searching for another key item.

  • Chris has reached the underground detention area.
  • Wesker has taken Claire through the damaged passage.
  • Chris is following them through the lower facility.
  • No additional key, chemical, Wing Object or puzzle item is required.

Reach the submarine bay and secure Claire’s release

Continue through the lower corridors until Chris reaches the submarine bay. Wesker is waiting there with Claire. When Chris demands her release, Wesker shoves Claire toward him. Allow the scene to finish, then follow Claire’s departure instruction rather than trying to make her remain in the bay.

Claire leaves for the VTOL hangar while Chris stays behind to confront Wesker. This is the required original Dreamcast submarine-bay sequence. The later versions contain expanded or altered Wesker material, but that does not replace the Dreamcast confrontation described here.

  • Chris and Wesker have met in the submarine bay.
  • Wesker has released Claire.
  • Claire has left toward the Harrier.
  • Chris remains in the bay for the Wesker confrontation.

Survive the interrupted Chris-versus-Wesker confrontation

Chris cannot defeat Wesker through a normal boss battle. During the confrontation, Wesker’s enhanced strength overwhelms Chris in close combat. When control is available, evade the attacks and maintain enough space to react rather than trying to win by repeatedly striking him.

Watch for the environmental mechanism and use the floor crank when the game gives Chris the opportunity. The overhead steel beams fall onto Wesker, but this does not produce a conventional victory. Wesker survives the impact and the two move toward another exchange before an explosion drops burning wreckage between them. The collapsing facility interrupts the fight and prevents either character from finishing it.

Once the obstruction separates them, leave through the available exit. Do not wait for a Wesker health bar, search for a weapon that can kill him or expect a second boss arena. The correct objective is to escape before the destruction catches up.

  • Chris has survived the close-range confrontation.
  • The overhead beams and collapsing wreckage have interrupted the fight.
  • No conventional Wesker boss victory was required.
  • Chris has reached the route back to the emergency elevator.

Return to the emergency elevator

Run back through the accessible route to the emergency elevator. Claire has already reached the VTOL hangar and is waiting for Chris near the Harrier. The elevator is the required connection between the submarine-bay area and the hangar; do not substitute a direct stairs-to-ending transition.

Enter and activate the emergency elevator when the game allows it. The elevator descends toward the VTOL hangar while explosions spread through the base. Keep watching the sequence until Chris reaches the lower hangar rather than stopping when the elevator begins moving.

  • Chris has left the submarine bay.
  • The emergency elevator has been located and activated.
  • Claire is waiting at the VTOL hangar.
  • The elevator has begun its descent toward the aircraft.

Reunite at the Harrier and escape the collapsing base

When the elevator reaches the VTOL hangar, continue into the aircraft area. Claire is waiting beside the Harrier. Chris exits the elevator, but the continuing explosions throw him onto the aircraft as the facility collapses around them.

Allow the scripted collapse and aircraft departure to play. There is no further exploration, item recovery or combat objective after the reunion. Do not reset during the destruction sequence, and do not treat the Harrier departure as an optional cutscene; it is part of the main campaign ending.

  • Chris has reached the VTOL hangar.
  • Chris and Claire have reunited at the Harrier.
  • The facility-collapse sequence has completed.
  • The Harrier has departed Antarctica.

Allow the ending presentation and results display to finish

Remain in the game after the Harrier leaves. Allow the ending FMV to play from beginning to end, then let the credits run. The main campaign is complete only after the post-credits results display appears with the run statistics.

The original Dreamcast results display is the concrete completion check for this chapter. Battle Game may become available afterward, but its character routes, rank requirements and Battle Game Linear Launcher are separate optional content and are not needed for Claire and Chris’s canonical story ending.

  • The Harrier departure has finished.
  • The ending FMV has finished.
  • The credits have finished.
  • The results display is visible.
  • Battle Game has remained separate from story completion.

Before you move on

  • Final Alexia has been destroyed with the campaign Linear Launcher.
  • Chris has pursued Wesker through the underground detention section.
  • Chris has reached the submarine bay.
  • Wesker has released Claire.
  • The interrupted Chris-versus-Wesker confrontation has completed without requiring a conventional boss victory.
  • Chris has returned to and activated the emergency elevator.
  • The elevator has reached the VTOL hangar.
  • Chris and Claire have reunited at the Harrier.
  • The Antarctic facility-collapse sequence has completed.
  • The Harrier has departed.
  • The ending FMV has finished.
  • The credits have finished.
  • The results display has appeared.
  • No expanded or altered Code: Veronica X or Kanzenban Wesker sequence was required.
  • Battle Game remains optional.
References for this chapter

Ending Sequence — Final Checks, Cutscene and Credits

This chapter is a post-results confirmation for the original North American Sega Dreamcast release of Resident Evil Code: Veronica. The playable ending route must already be complete: final Alexia was defeated, Chris pursued Wesker after the Claire reunion, the original submarine-dock confrontation occurred, Chris returned to the emergency elevator, Claire waited at the Harrier, and the collapsing facility carried Chris into the aircraft. Allow the Harrier departure, ending FMV and credits to finish, then confirm that the campaign results display appears. No particular rank, time, save count or retry total is required for an ordinary story clear. Battle Game is optional post-game content and is not part of the regular campaign completion check.

1. Confirm that the complete original Dreamcast ending route has already occurred

Do not start a new gameplay route in this chapter. Chapter 14 begins only after the final Alexia battle and the complete original Dreamcast closing sequence have finished. The preceding route includes Chris defeating the final Alexia forms, returning through the emergency-elevator route, reaching Claire and the Harrier, and surviving the destruction of the Antarctic facility.

For edition accuracy, the original North American Dreamcast ending includes Chris pursuing Wesker after Alexia’s defeat. The pursuit reaches the submarine dock, where Wesker releases Claire and confronts Chris. The confrontation is interrupted by the collapsing facility rather than ending in a later-version extended boss battle. Chris then returns to the emergency elevator while Claire waits at the Harrier. The elevator reaches the hangar as explosions overtake the base, and Chris is thrown onto the aircraft before the siblings escape.

This is not a Code: Veronica X-only sequence. Do not replace it with the added Wesker material from Code: Veronica X or Code: Veronica Kanzenban, including expanded dialogue, additional hostage scenes or a later-version confrontation that is not required by the North American original release. Conversely, do not treat the original submarine-dock encounter as optional or omit it from the completed-route checklist.

If the final Alexia battle, submarine-dock confrontation, emergency-elevator return or Harrier escape has not occurred, return to the preceding ending chapter. This chapter verifies completion after those events; it is not a substitute walkthrough for them.

  • Final Alexia was defeated.
  • Chris completed the post-Alexia route through the submarine dock.
  • Wesker released Claire before the facility collapse interrupted the confrontation.
  • Chris returned to the emergency elevator.
  • Claire was waiting at the Harrier.
  • The collapsing facility carried Chris into the aircraft.

2. Let the ending presentation finish

After the Harrier departs, do not reset, power off or skip away from the ending presentation. Allow the ending FMV to play through, then let the credits continue until the game reaches its results display or post-clear result screen.

The plane departure is not the campaign completion marker by itself. The story presentation and credits are part of the ordinary clear sequence, and stopping immediately after the escape can leave the completion process unfinished from the player’s point of view. Continue until the game has displayed the run’s result information.

The exact result depends on performance factors such as completion time, saves, retries and other ranking conditions. Those values affect the displayed grade, but an ordinary campaign completion does not require a particular rank. A lower grade does not invalidate the Claire-and-Chris story clear, provided the ending presentation reaches the results display.

  • The Harrier departure finished.
  • The ending FMV played to completion.
  • The credits were allowed to finish.
  • The game displayed the campaign result information.
  • No specific rank, time, save count or retry total was treated as mandatory.

3. Confirm the regular campaign clear

Once the results display appears, the original North American Dreamcast main campaign is complete. The required story route includes Claire’s Rockfort and Antarctic sections, Chris’s Rockfort and Antarctic sections, the final Alexia battle and the original Dreamcast escape presentation. There is no additional story chapter required after the results display.

Record the displayed grade or statistics only if you want to compare future attempts. Do not reload an earlier save merely to improve the result unless you are intentionally pursuing a ranking challenge. The ordinary completion check is satisfied by reaching the ending result screen after the credits.

Keep the edition boundary clear. The required completion state does not depend on Code: Veronica X-only Wesker scenes, added dialogue or expanded confrontation material. It also does not require any optional Battle Game character run.

  • The regular Claire-and-Chris campaign reached its result screen.
  • The ending FMV and credits were completed before declaring success.
  • No Code: Veronica X-only material was required.
  • The result grade was recorded only as optional performance information.

4. Check Battle Game separately, if desired

After the campaign result appears, Battle Game may be checked from the main menu as optional post-game content. Completing the regular game unlocks Battle Game on the Dreamcast release, but Battle Game does not extend the story campaign and is not required for the canonical ending.

Do not use a Battle Game result as a replacement for the campaign results display. Battle Game stages, character routes, rankings and rewards are separate from Claire and Chris’s story. They may be ignored while still declaring the main campaign complete.

Keep the two Linear Launcher rewards distinct. The campaign Linear Launcher is obtained during the final Alexia sequence and belongs to the story battle. The Battle Game Linear Launcher is a separate reward tied to optional Battle Game performance conditions. Earning it is not required for the ending FMV, credits, results display or regular campaign completion.

  • Battle Game was checked only after the campaign result appeared.
  • Battle Game remains optional.
  • Battle Game rankings and rewards are excluded from the main-story completion check.
  • The campaign Linear Launcher is not confused with the Battle Game Linear Launcher.

Before you move on

  • Final Alexia was defeated before this chapter began.
  • The original Dreamcast submarine-dock confrontation occurred.
  • Chris returned to the emergency elevator after the interrupted Wesker confrontation.
  • Claire waited at the Harrier.
  • The facility collapse carried Chris into the aircraft.
  • The Harrier departed.
  • The ending FMV played to completion.
  • The credits finished.
  • The campaign results display appeared.
  • The regular Claire-and-Chris campaign is accepted as complete.
  • No Code: Veronica X-only material was required.
  • Battle Game remains separate optional content.
  • The campaign Linear Launcher and Battle Game Linear Launcher remain distinct rewards.
References for this chapter

Optional Content — Battle Game, Unlocks and Magnum/Weapon Locations

The original North American Sega Dreamcast release unlocks Battle Game after the regular campaign ending and credits. Battle Game initially provides Claire and Chris. Clearing Claire’s Battle Game route unlocks Alternate Claire, clearing Chris’s route unlocks Wesker, and collecting the Luger Replica during Chris’s story section unlocks Steve. The Battle Game Linear Launcher requires an A rank with Claire, Alternate Claire, Chris, Steve and Wesker. The campaign also contains optional weapons, including the Magnum, Custom Handgun, Grenade Launcher, Sniper Rifle and Sub-Machine Guns. None is required for the canonical ending.

1. Unlock Battle Game after completing the campaign

Finish the regular Claire-and-Chris campaign, allow the final escape sequence, ending presentation and credits to complete, then return to the main menu. Battle Game should be available after the completed campaign has been recorded. A particular story rank is not required for this unlock; completing the normal campaign is the relevant condition.

Keep the completed story save separate from Battle Game attempts. Battle Game has separate character routes, inventories and results, so practicing there does not consume campaign ammunition or alter the regular story route. If you want a reliable checkpoint for later unlock work, retain a save made after the ending has finished and verify that Battle Game is listed from the main menu.

  • Complete the regular campaign.
  • Allow the complete ending and credits to play.
  • Return to the main menu.
  • Confirm that Battle Game is available.
  • Keep the completed campaign save separate from Battle Game attempts.

2. Unlock Alternate Claire and Wesker

Start Battle Game with normal Claire and clear her route once. Alternate Claire then becomes available as a separate Battle Game character. She is not selected merely by finishing Claire’s story campaign; the relevant requirement is clearing Claire’s Battle Game route.

Clear Battle Game with Chris to unlock Wesker. After both results have been recorded, check the character-selection screen for Alternate Claire and Wesker. These conditions apply to the original Dreamcast release covered here; do not substitute unlock requirements from Code: Veronica X or later ports.

For a first attempt, prioritize a safe completion rather than an immediate A rank. Learn which rooms require enemy defeats, which encounters can be bypassed, and where healing items can be collected without causing a damaging delay. Once the route is familiar, make faster attempts while preserving enough health and ammunition for the final encounters.

  • Clear Battle Game with normal Claire.
  • Confirm that Alternate Claire is selectable.
  • Clear Battle Game with Chris.
  • Confirm that Wesker is selectable.

3. Unlock Steve with the Luger Replica

During Chris’s later Rockfort Island section, reach the Secret Hangar Save Room in the hangar access area. This room contains the colored-drawer cabinet and the picture that hints at the sequence. The Luger Replica is an optional story item and is not needed to complete Chris’s route.

Open the drawers in this order: red, green, blue, then brown. The brown drawer remains locked until the first three drawers have been opened in that sequence. Open the brown drawer and take the Luger Replica.

Store the Luger Replica in an item box after collecting it. The item has no ordinary story use, but its collection is the condition that makes Steve available in Battle Game. If the selection screen does not appear to update during the current story session, finish the relevant progression, save, and verify the roster from the completed save.

Do not confuse the Luger Replica with the Gold Lugers. The Gold Lugers are involved in Claire’s story exchange with Steve, while the Luger Replica is the decorative item found by Chris in the colored-drawer puzzle. They are separate items and have different purposes.

  • Reach Chris’s Secret Hangar Save Room.
  • Open the red drawer.
  • Open the green drawer.
  • Open the blue drawer.
  • Open the brown drawer.
  • Take and store the Luger Replica.
  • Confirm that Steve is available in Battle Game.

4. Earn the Battle Game Linear Launcher

The Battle Game Linear Launcher is separate from the Linear Launcher used during the campaign’s final Alexia encounter. To unlock the Battle Game weapon in this Dreamcast edition, earn an A rank with all five available characters: Claire, Alternate Claire, Chris, Steve and Wesker. Completing every route without receiving an A rank is not enough.

There is no single safe strategy that works identically for every character. Their starting equipment, route demands and enemy groups differ. First complete each route without unnecessary deaths, then improve the result by reducing avoidable kills, minimizing item-box detours, limiting pauses in menus and collecting only supplies that materially improve survival or speed.

Change weapons before entering the next dangerous room whenever the route gives you a safe position. Do not accept avoidable damage merely to save a few seconds, especially with characters that have limited healing. Record the result shown after each run. If one character’s rank was not clearly recorded, replay that character rather than assuming the game awarded the required grade.

After Claire, Alternate Claire, Chris, Steve and Wesker have all achieved A ranks, begin another Battle Game route and inspect the starting inventory. The Battle Game Linear Launcher should be available. If it is missing, review the recorded results and replay any character whose A rank was uncertain.

  • Earn an A rank with Claire.
  • Earn an A rank with Alternate Claire.
  • Earn an A rank with Chris.
  • Earn an A rank with Steve.
  • Earn an A rank with Wesker.
  • Start another Battle Game route.
  • Confirm that the Battle Game Linear Launcher is available.

5. Preserve the Empty Fire Extinguisher for the Magnum

During Claire’s Rockfort Island route, obtain the Fire Extinguisher and use it where the story requires. After that event, retrieve the Empty Extinguisher and place it in an item box before Claire’s handover to Chris. Discarding it does not prevent campaign completion, but it removes the optional Magnum route from that save.

When Chris reaches the Antarctic Transport Terminal, take the Empty Extinguisher to the Antarctic Water Tank Room and refill it. Carry the filled extinguisher to the Antarctic Armory. Use it to extinguish the fire blocking the weapon, then collect the Magnum from the revealed platform.

The Magnum is optional and is not required for the story ending or for unlocking Battle Game. If the extinguisher was discarded or left inaccessible, continue the campaign with the weapons already available. For a weapons-focused replay, preserve it before the character transition and keep a separate save before attempting the Antarctic pickup.

  • Retrieve the Empty Extinguisher after Claire’s required use of it.
  • Store it in an item box before the Claire-to-Chris transition.
  • Refill it in Chris’s Antarctic Water Tank Room.
  • Use the filled extinguisher in the Antarctic Armory.
  • Collect the Magnum from the revealed platform if desired.

6. Collect the other optional campaign weapons

Claire’s Custom Handgun is created by combining the Handgun with the M93R Parts. In the Prison, reach the Doctor’s Bunkhouse and enter the burning room containing the Duralumin Case. Claire must have the Lockpick to open the case. Take the M93R Parts and combine them with Claire’s Handgun if you want the upgraded sidearm. This weapon is optional and does not replace the need to conserve ammunition.

The Grenade Launcher is in the Military Training Facility’s Dark Chamber. Use the Emblem Card to raise the required shutter, then collect the Grenade Launcher and nearby grenade rounds. It is useful against groups and stronger creatures, but grenade ammunition is limited, so reserve special rounds for encounters where they provide a clear advantage.

Claire can obtain the Sniper Rifle in the Mining Room after the Alfred sequence. Use the Octa Valve Handle to shut off the gas, then take the rifle from the mining area. The rifle is useful for the Nosferatu encounter and is also relevant to Battle Game content, but it is not mandatory for reaching the ending.

Chris can obtain the Sub-Machine Guns if Claire gives Rodrigo the Hemostatic Medicine during her Prison route. Later, during Chris’s section, the Gulp Worm sequence releases Rodrigo and Chris receives the Lighter. Return to Rodrigo’s Tunnel and use the Lighter on the torch above the barred compartment to open access to the Sub-Machine Guns. Missing this optional condition does not block campaign completion.

  • Use Claire’s Lockpick on the Duralumin Case in the Prison Doctor’s Bunkhouse burning room.
  • Take the M93R Parts and combine them with Claire’s Handgun if desired.
  • Collect the Grenade Launcher from the Military Training Facility Dark Chamber.
  • Use the Octa Valve Handle in the Mining Room gas sequence.
  • Collect the Sniper Rifle.
  • Give Rodrigo the Hemostatic Medicine if you want the Sub-Machine Guns.
  • Recover Chris’s Lighter after the Rodrigo and Gulp Worm sequence.
  • Use the Lighter at Rodrigo’s Tunnel and collect the Sub-Machine Guns.

Before you move on

  • Battle Game appears on the main menu after the regular campaign ending and credits.
  • Alternate Claire is available after clearing Claire’s Battle Game route.
  • Wesker is available after clearing Chris’s Battle Game route.
  • Steve is available after collecting the Luger Replica from the red-green-blue-brown drawer puzzle.
  • The Magnum has been collected if the Empty Extinguisher route was preserved.
  • Any desired optional weapons have been collected, or the player has deliberately accepted that one was missed.
  • Claire, Alternate Claire, Chris, Steve and Wesker have each displayed an A-rank result.
  • A later Battle Game start shows the Linear Launcher in the starting inventory.
References for this chapter

Recovery, Troubleshooting and Best Practices for a Successful Playthrough

The late game is safest when every handoff is treated as a checkpoint. After Chris obtains Alexander’s Jewel, place the Ashford jewels, collect the three early Wing Objects, free Claire with the Combat Knife and deliver Serum only if Nosferatu poisoned her. Claire’s Security File and Steve sequence follow. Chris then defeats Alexia Type 1, obtains Alexia’s Jewel, collects the fourth Wing Object from the lower Computer Room casing and takes the Sterile Room Key from the Study. The final circuit uses the power shutdown, tiger jewels, music boxes, Dragonfly Object and all four wings to create the Gold Dragonfly. Activate self-destruct with VERONICA, survive every Alexia form and use the campaign Linear Launcher against her airborne form. The original Dreamcast ending then requires Chris’s Wesker pursuit, the submarine-bay confrontation, Claire’s release, the interrupted fight, the emergency-elevator escape, Harrier departure, ending FMV, credits and results display. Battle Game and its separate Linear Launcher reward remain optional.

Recover Chris’s early Antarctic progress

After Chris obtains Alexander’s Jewel, return to the Ashford portrait route instead of treating Claire’s release as the immediate next task. Place Alfred’s Jewel and Alexander’s Jewel into the Ashford portrait to open the mansion-replica route.

Before leaving this section, collect the three early Wing Objects: two in the Carousel area and one in the Experiment Room. These are the three wings available before the later Computer Room route. Do not search for the fourth wing yet.

Use the opened route to reach Claire and free her with Chris’s Combat Knife. Check her condition after the Nosferatu sequence. If Claire was poisoned, retrieve the Serum from the Weapons Room and return it to her. If she was not poisoned, Serum delivery is not required. Make a recovery save before the next character-controlled section when a safe typewriter is available.

  • Alfred’s Jewel and Alexander’s Jewel placed in the Ashford portrait.
  • Two Carousel Wing Objects and one Experiment Room Wing Object collected.
  • Claire freed with Chris’s Combat Knife.
  • Serum delivered only when Nosferatu poisoning occurred.
  • A recovery save made before Claire’s Security Card and Steve section.

Keep the chemical and oil-pressure objectives separate

The two chemicals in Chris’s earlier Rockfort route must not be confused. Clement Alpha, also called Clement A, is obtained from the Steve Room 2 or Weapon Maintenance route. Clement Sigma, also called Clement E, is the chemical whose color changes when heated. Set the refrigerator to 128 degrees Fahrenheit before collecting Clement Sigma. Combine Clement Alpha with Clement Sigma to create Clement Mixture.

Use Clement Mixture on the Eagle Plate to produce the Halberd. The Halberd is required for the VTOL hangar route and is not a substitute for the Eagle Plate in another puzzle.

At the airport oil-pressure machine, work from the gauge quantities rather than memorizing an unexplained controller string. Add from the 5-unit gauge, then add from the 3-unit gauge twice so the central gauge reaches 10. Drain the central gauge. Use the remaining 1 unit, then add from the 3-unit gauge twice to finish at 7. Confirm that the central gauge displays 7 before leaving.

  • Clement Alpha/Clement A and Clement Sigma/Clement E identified as different chemicals.
  • Clement Sigma heated to 128 degrees Fahrenheit.
  • Clement Mixture used on the Eagle Plate to produce the Halberd.
  • Central oil-pressure gauge finishes at 7.
  • No raw button sequence used in place of the gauge quantities.

Prepare for the Security Card and Steve sequence

When Claire passes the Security File beneath the cell door, examine the file in the inventory. Rotate it until the contents open and reveal the Security Card; the file itself is not the finished access card. If the card does not appear, examine the file again rather than leaving the area.

The Steve sequence is heavily scripted, but the surrounding encounters still punish poor preparation. Carry healing items, a dependable ranged weapon and enough free inventory space for required puzzle objects. Keep distance from tentacles and mutated enemies, using doors and narrow entrances as escape points instead of attempting prolonged melee exchanges. Save at the next available typewriter after the sequence.

  • Security File received beneath Claire’s door.
  • Security Card obtained by examining and opening the file.
  • Healing items and a ranged weapon prepared.
  • Inventory space reserved for required items.
  • A post-Steve save made when possible.

Complete Alexia’s Jewel, fourth wing and Sterile Room Key order

After Claire’s Steve sequence, Chris faces Alexia Type 1 in the mansion hall. Defeat this form, collect Alexia’s Choker and examine it to obtain Alexia’s Jewel. Place Alexia’s Jewel with Alfred’s Jewel and Alexander’s Jewel in the Ashford portrait.

Enter the revealed Computer Room route, take the lower elevator and activate the nearby blue control. The glass casing opens, allowing Chris to collect the fourth and final Wing Object. This fourth wing must be obtained before the Dragonfly Object route is complete and before the Sterile Room Key.

After collecting the fourth Wing Object, reach the Study and take the Sterile Room Key from the desk drawer. If the drawer does not provide the key, verify the portrait placement, lower-elevator control and glass-casing pickup before retracing the route.

  • Alexia Type 1 defeated.
  • Alexia’s Choker examined for Alexia’s Jewel.
  • All three Ashford jewels placed in the portrait.
  • Fourth Wing Object collected from the lower Computer Room casing.
  • Sterile Room Key obtained after the fourth wing.

Finish the tiger-jewel and Gold Dragonfly circuit

Use the Sterile Room Key to enter its route, then reach the power controls and shut off the power. Return to the inactive tiger statue and take both the Red Jewel and Blue Jewel.

Place the Blue Jewel in Alfred’s Bedroom music box and the Red Jewel in Alexia’s Bedroom music box. Take the Music Box Plate from the appropriate sequence, return it to Alfred’s music box and climb through the revealed upper-room route to obtain the Dragonfly Object.

Combine the Dragonfly Object with the four Wing Objects already collected: one from the Experiment Room, two from the Carousel area and one from the Computer Room casing. The result is the Gold Dragonfly. If Chris has only three wings, stop and complete the Computer Room route before proceeding.

  • Sterile Room Key used.
  • Power shut off before removing the tiger jewels.
  • Red Jewel and Blue Jewel collected.
  • Music Box Plate returned to Alfred’s music box.
  • Dragonfly Object combined with all four Wing Objects.
  • Gold Dragonfly obtained without requiring a fifth wing.

Activate self-destruct and recover from a failed escape

Use the Gold Dragonfly to open the security route and use the Security Card at the terminal. Enter VERONICA to activate self-destruct. Before starting this sequence, confirm that Chris has healing items and suitable ammunition available for the final Alexia battles.

When Alexia creates the firewall in front of Claire, immediately fire the Shotgun to interrupt the attack and allow Claire to escape. The Magnum is not required for this response. After Claire gets away, continue into Alexia’s stationary and airborne forms.

If the final sequence fails, reload a save that preserves the Gold Dragonfly, Security Card, healing items and appropriate weapons. Do not discard puzzle parts or rebuild the entire route unless a required late-game item was actually lost.

  • Gold Dragonfly and Security Card used.
  • VERONICA entered at the self-destruct terminal.
  • Claire escaped the firewall attack.
  • Shotgun available for the immediate Alexia interruption.
  • A recovery save retained before the final boss route.

Defeat Alexia and complete the original Dreamcast ending

Alexia’s first form must be interrupted quickly while Claire is still in danger. After Claire escapes, fight the stationary second form by keeping moving around the open part of the platform and concentrating fire on Alexia rather than wasting ammunition on every smaller creature. Avoid the tentacle attacks and acid, and preserve enough healing capacity for the final phase.

When Alexia transforms into her airborne form, collect the campaign Linear Launcher from the wall. Aim it like the Sniper Rifle and fire when Alexia enters the reticle. This campaign weapon is separate from the optional Battle Game Linear Launcher, which is earned through high-ranking runs with all five Battle Game characters.

Alexia’s defeat begins a required original Dreamcast sequence rather than an immediate ending presentation. Chris descends toward the detention area and pursues Wesker through the damaged facility while Claire is taken toward the submarine bay. Continue through the corridor and double doors until Chris reaches Wesker and Claire in the submarine bay.

Wesker releases Claire, and Chris sends her toward the VTOL hangar while he remains behind. The ensuing Wesker confrontation is scripted: Chris cannot win it through a normal boss-fight health bar. When Wesker attacks, use the environmental crank to drop the overhead steel beams. The collapsing facility and fire interrupt the confrontation and separate the two men.

After the interruption, guide Chris back to the emergency elevator. The elevator descends toward the VTOL hangar while explosions catch up with it. Claire waits at the Harrier, and Chris reaches the aircraft as the facility collapses. Allow the Harrier departure, ending FMV and credits to finish, then wait for the results display.

Do not import the expanded or altered Code: Veronica X/Kanzenban Wesker scenes, dialogue or encounters into this Dreamcast route. The original Dreamcast pursuit, submarine-bay confrontation, Claire release, interrupted fight and emergency-elevator escape are required. Battle Game and its separate Linear Launcher reward remain optional.

  • Alexia’s initial form interrupted before Claire is killed.
  • Stationary Alexia defeated.
  • Campaign Linear Launcher used against airborne Alexia.
  • Wesker pursued after Alexia’s defeat.
  • Claire released in the submarine bay.
  • Environmental confrontation completed without requiring a conventional Wesker boss victory.
  • Chris returned to the emergency elevator.
  • Chris reunited with Claire at the Harrier.
  • Facility collapse and aircraft departure completed.
  • Ending FMV played.
  • Credits finished.
  • Results display appeared.
  • No Code: Veronica X/Kanzenban-only additions treated as required.
  • Battle Game and its separate Linear Launcher reward kept optional.

Before you move on

  • Chris completed the Ashford portrait route, collected the three early Wing Objects, freed Claire and delivered Serum only when Nosferatu poisoning required it.
  • Claire’s Security File was examined for the Security Card and the Steve sequence was completed.
  • Alexia Type 1 was defeated, Alexia’s Jewel was obtained, the fourth Wing Object was collected from the Computer Room casing and the Sterile Room Key was taken afterward.
  • The tiger jewels, music-box route and Dragonfly Object were completed, and all four wings were combined into the Gold Dragonfly.
  • VERONICA was entered at the self-destruct terminal and Claire escaped the firewall attack.
  • All final Alexia forms were defeated and the campaign Linear Launcher was used against the airborne form.
  • Chris pursued Wesker after Alexia’s defeat and reached the submarine bay.
  • Claire was released, the interrupted Wesker confrontation was completed and Chris returned to the emergency elevator.
  • Chris reunited with Claire at the Harrier and escaped the collapsing facility.
  • The ending FMV played, the credits finished and the results display appeared.
  • Code: Veronica X/Kanzenban-only Wesker additions were not required.
  • Battle Game and its separate Linear Launcher reward were treated as optional.
References for this chapter
THE NEXT SAVE POINT

Finishing up

Claire’s Rockfort route, the airport escape and her first Antarctic facility section are complete.

Chris’s Rockfort route and Antarctic investigation are complete, Claire’s Steve rescue has played, and Chris has resumed control for the final route.

Alexia’s final forms have been defeated, the original Dreamcast Wesker pursuit and submarine-bay confrontation have played, Claire has been released, Chris’s emergency-elevator escape and Harrier departure have played, the ending FMV and credits have finished, and the results display has appeared.

Battle Game is visible from the main menu after the ending. It is optional post-game content; its character unlocks, ranks and separate Linear Launcher reward are not required for campaign completion.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Dreamcast

Step-by-step walkthrough for the original North American Sega Dreamcast release of Resident Evil: Code Veronica. Follow Claire through Rockfort Island, the airport escape and Antarctica, then complete Chris’s Rockfort and Antarctic routes, Claire’s Security Card and Steve sequence, the final Alexia battles, the original Dreamcast Wesker pursuit and submarine-bay confrontation, the emergency-elevator escape to the Harrier, ending FMV, credits and results display. Optional Battle Game content is outside the main campaign goal. This guide excludes expanded or altered Code: Veronica X/Kanzenban Wesker scenes and mechanics.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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