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Resident Evil: Code Veronica X cheats / Resident Evil: Code Veronica X hints / Resident Evil: Code Veronica X faqs / Resident Evil: Code Veronica X solutions



Resident Evil: Code Veronica X faqs and solutions


Resident Evil Kode:Veronica x Walkthrough

PART 1

01. You begin the game in a prison cell. Equip the lighter in your inventory and
walk up to shine the light out of your cell. When you are free to move about exit
the basement.

02. Travel through the graveyard (taking notice of the briefcase engulfed in
flames) and out of the door on the other side. Go through the courtyard and
through the door on the other side. Make your way around the building ‘til you
come to a door on the other side. Enter it. Follow the path past the fence and
the large metal shutter and enter the door at the end. Go past the metal
detector, through the hallway and enter the door immediately on your left. In
this room you will want to take the Hawk Emblem from inside the desk drawer then
find a panel with a blinking light and press the button on it.

03. Leave this room and travel back through the hallway of metal detectors and
out of the building. The metal shutter will now be unlocked. Raise it and take
the fire extinguisher from inside. Travel back to the graveyard and use the fire
extinguisher on the flames surrounding the briefcase, and then pick it up. Go
into your inventory and check the top of the briefcase. Open it up and take the
TG-01 from inside.

04. Go back through the graveyard, through the courtyard, around the building and
into the building with the metal detector. Go through the hallway and into the
room at the other end. Find the duplicator machine and place the Hawk Emblem into
the reader. Next, place the TG-01 in the right portion of the machine. You will
now have a non-metallic Hawk Emblem.

05. Leave this building, and then go past the fence, through the door, around the
building and back into the courtyard. Find the large double doors and place the
Hawk Emblem into them. Go through the doors. Travel across the iron bridge.
You'll need to push the lone crate into position so that it is on top of the
flames and right next to the other crates. You can then get on top of them and
climb down on the other side. Go up the stairs here and into the passage.
Continue straight ahead here (don't go right) and up the steps at the end.

06. Follow this path around 'til you come to a set of stairs on your right. Pick
up the Navy Proof amongst the rubble opposite these stairs, and then go up them
and into the Palace. Continue ahead and go up the staircase to the right of the
front desk.

07. Go up the stairs on the right and through the door on the landing. Move a
bookshelf out of the way and pick up the ID Card. Go into the inventory and check
the back of it for an ID number. Remember it.

08. Leave this room and go back down the stairs.

09. Go behind the front desk and access the computer. Enter the ID number you
just found on the back of the ID Card to unlock a door on 1F. Go through this
door (at the back left corner of the room). Follow the hallway straight to the
end and go through the unlocked door. Find the blinking button and press it. Go
through the passage that opens and take the Steering Wheel from the floor.

10. Exit this room the way you came in and go leave the palace through the front
door. Go to the right at the bottom of the stairs and down the steps at the end
of the path.

11. Find the platform and use the steering wheel to raise a submarine and extend
the platform. Enter the submarine and move the lever to dive. Exit the sub.

12. Go down the stairs and through the door at the end of the path. Go past the
desk on the right side and through the metal shutter. Take notice of the plane
here, and then go across the bridge and through another metal shutter. Find the
lift in this room and take it up to the second level.

13. Use the mechanism here to grab the box in the back and on the left. Go back
down the lift and walk over to the elevator controls. Activate the elevator, kill
the zombies and pick up the Biohazard Card. Leave this area and backtrack to the
submarine. Take it back up to surface level and exit. Move the platform back to
the land and go up the steps.

14. Follow the path straight across past the Palace and down the steps at the
other end. When you come down the steps you will be back in the passage. Walk
forward a little and go through the iron door that will be on your left.

15. Walk ahead and find the double wooden doors and enter the Military Training
Facility. Walk straight ahead and find the metal shutter with the card reader
next to it. Use the Biohazard Card to open the door and enter. Walk through the
hallway and through the door at the other end. Run around to the stairs and go up.

16. Go through the door on the right. Walk to the end of the hall to find two
doors. Go through the one on the right to access a storage trunk and a typewriter.

17. Leave this room and go through the other door. Find the Submachine Guns to
your left, and then go around and down the stairs. Go through the open door.

18. Walk straight ahead and through the door on your right. Go down the stairs,
straight across the room then up the steps and through the door. Continue ahead
to the elevator. After the cut-scene follow Steve through the door and onto the
platform.

19. Find the single door in this room (to your left) and go through. Walk
straight through this hallway and through the door at the other end. Take the
Eagle Plate off of the wall, taking notice that a painting looks like it once
hung here.

20. Leave this room, go through the hallway and back into the room where Steve is
crying. Go through the double doors. Unlock and go through the door on your
right. Find the main entrance to the facility here and enter. Go forward and use
the Biohazard Card to get to the hallway again. Go through the door at the end,
and then up the stairs.

21. Place the Eagle Plate in the indentation and take the Emblem Card from the
box. Go back down the stairs and find the opening in the fence. Go through and
then down the ladder in the ground.

22. Walk ahead and open the gate using the Emblem Card. Go up the steps on your
left and through the door. Continue straight ahead and go into the elevator. Take
it up to 2F.

23. Open the shutter on your right with the Emblem Card, and then enter the
control room. Take the Army Proof from the panel near all of the chairs. Then
switch the security monitor on. Move the camera to the right to find the painting
on the wall then press the square button to zoom in and find the passcode.
Remember it. Exit through the brown door in this room.

24. Go down the steps on your right then around and through the door. Find the
shutter and use the Biohazard Card to open it. Go through and up the stairs. Go
to the end of the hall and through the door. Enter the passcode you just saw on
the painting into the security keypad and enter the chamber. Take the skeleton
picture from the wall. Leave the chamber and the room and go through the hallway
and back down the stairs.

25. Exit the facility through the main entrance. Go to your left through the
courtyard and through the door to the area with the tank. Go through the door
here back to where Steve was crying, and then through the single brown door. Walk
straight down the hallway and through the door at the end. Place the Skeleton
Painting on the wall then take the Gold Key from the display.

26. Leave this room and head all the way back to and through the courtyard and
into the passage.

27. Go back up the stairs and into the Palace. Go through the door at the back of
the room. Go through the hallway and unlock the door at the end using the Gold
Key. Enter this room and go up the steps to find a Message to the New Family
Master. Use this to solve the puzzle in this room. After doing so, take the vase,
go into your inventory and check it to find the Queen Ant Object inside.

28. Leave this room, go through the hallway, back to the main entrance area and
up the stairs next to the desk.

29. Go up to the right and into the save room. Use the gold lugers on the door
here to unlock it, and then go through. Find the memo on the desk, which will
give you a clue for the gaining the computer access code. Turn the computer on to
activate the music box. Use the music box to find out the password, and then
enter it into the computer. Go through the opening in the wall and through the
door to the
bridge.

30. Cross the bridge and go up the stairs to the private residence. Continue up
steps until you come to the main entrance. Go inside then up the staircase
directly in front of you.

31. Continue around the path and up stairs until
you come to a door; go through. Go to the right
and through another door. Stop the music box from
playing, take the Silver Key from the bed, and
then place the Queen Ant Object in the lid of the
music box. Take the Music Plate Box from inside.


32. Leave this room, leave the private
residence and go back across the bridge to the
palace. Go back through to the save room, and
then out of the door here back to the stairs. Go
down the first flight of stairs and then up the
stairs on the left. Unlock this door with the
Silver Key and grab and items you need from
inside.


33. Leave this room and go down to 1F. Go
through the door at the back of the room and
through the double doors directly in front of you
using the Silver Key to unlock them. Inside you
need to pick up the Eagle Plate. Leave the
palace. Go through the passage, back across the
iron bridge and back to the prison.


34. Make your way back to the area with
the fenced in guillotine. Place the Eagle Plate
in the door here and go through. Go through the
wooden door immediately on your left. Make your
way to the back of the room and go through the
wooden door.


35. You can grab a few items in this room
then leave. You need to kill the doctor zombie in
this room then take the Glass Eye from his body.
Go into the office just off of this room and
place the Glass Eye into the human model. Go down
the stairs that appear behind you.

36. Make your way through the hallway then
through the door at the other end. Go through the
opening on the left and down a short flight of
stairs. Go through the door here. In this room
you need to remove the Rusted Sword from the
showpiece. After you’ve alleviated Claire’s gas
problem an iron maiden will appear. Place the
Rusted Sword into it to unlock the door. Take the
Piano Scroll from inside the iron maiden and
leave the room.


37. Return to the palace. Upon entering
the palace, go up the stairs then to the left.


38. Go through the door you unlocked
earlier with the Silver Key. Find the piano and
use the piano scroll on it. Take the King Ant
Object from inside the slot machine.


39. Leave the room and head back to the
private residence, making sure that you have the
King Ant and the Music Box Plate in your
inventory.


40. Upon entering the house, go up the
stairs and through the door the same as before.
After entering the door, go to the left and
through the door (last time you went to the
right). Place the King Ant Object in the music
box, and then the Music Plate inside of it. Go up
the ladder that is revealed.

41. Walk around and pick up the Silver Dragonfly.
Find the large ant mural on the wall and stand in
front of it. Check the dragonfly in your
inventory to remove its wings, and then use it as
a key in the mural. Go up the ladder to 4F. Push
the box up against the bookshelves, climb on top
of it and take the Confession Letter and the Air
Force Proof. Climb back down to 3F, and then down
again to 2F. Leave the room.

42. Leave the private residence and head
back over the bridge to the palace. Go to the
save room and make sure to put all three proofs
into your inventory. Go down to 1F.


43. Leave the palace and head to your
right. Go down the stairs and out to the
submarine. Take it down and exit.


44. Walk down the stairs and around the
hallway then through the door. Walk to the left
of the desk, past the fish tank and through the
door. Find and activate the boarding platform.
Place the three proofs into the platform. Push
the switch.
Inside the cockpit grab the Control Lever. Leave
the plane the same way you got on. Go back to the
fish tank room and go through the metal shutter.
Go across the bridge, and then through another
metal shutter. Find the lift and take it up.
Walk around the platform and through the door.
Use the Control Lever on the panel here, and then
move it to raise the bridge. Go across the
bridge, and then through the door. Take the
airport key from near the zombie corpses, and
then head back to the lift and take it down.
Use the Airport Key to raise the gate right next
to the lift then go through the shutter. It’s a
good idea to save your game at this point. Move
the boxes so that the elevator door can close
properly. Open the door and get on the elevator.
You will exit the elevator in the courtyard of
the Military Training Facility. Exit to the
passage and head towards the palace. After you’ve
taken care of the enemy that’s in your way, go up
the stairs to the palace area. Head all the way
to the other end, go down the stairs and board
the sub. Go down to the Airport and exit.
Make your way back to the airplane and board it.
There will be a few minor details you’ll need to
take care once on board, but for the most part,
you’re finished with part 1.
PART 2

01. Proceed straight ahead ‘til you come to a
ladder. Go down, and then walk forward past both
doors and down a set of stairs.

02. Walk ahead and turn to the left and
continue to the end of the hall. Enter the door
on your right. Make your way around this
area 'til you come to a door marked "Weapon." Go
through this door. Make your way through this
room picking up the Mining Room Key. At the dead
end of this room you will find a Detonator. Pick
it up, then immediately use it in the locker door
right next to you.



03. Leave this room the same way you came
in. Head back around the way you came 'til you
come to a set of stairs. Go up the stairs, unlock
the door with the Mining Room Key and enter. Go
straight through this next room and through the
door. In this room you need to find an area
underneath a generator. Turn the lever here to
activate the generator. Now find a large unit in
the center of the room. Move the lever here to
supply the complex with power.

04. Leave this room and go back to the
large conveyor belt room. Move to the area in the
center of the room and activate the sorter via
the control panel on the wall. Now move the
conveyor belt via the control panel with the
large lever just to the left.

05. Head back around to the left and head
back through the doors you entered through. Go
down the hallway and through the door on your
left. You'll find a typewriter and an item box
here. Go to the back of the room and push the
bookcase to reveal a hall. Go to the end of the
hall and find a switch inside of a locker. Push
the switch to reveal a room. Enter the room and
take the Plant Pot from the corner. Check the
bottom of the Plant Pot to find the Machine Room
Key.

06. Leave this room and head back to the area
with the conveyor belt. Go past the stairs and
into the room with B.O.W. marked on the door.
Find and take the Bar Code Sticker. Leave the
room and go over to the sorter. Place the Bar
Code Sticker on the box here then activate the
sorter. Go back into the B.O.W. room and take the
Gas Mask from the wall.

07. Leave this room, go through the
conveyor belt room back to the hallway and go up
the stairs to B1F.



08. Walk along the catwalk 'til you come
to a set of double doors. Go through, and then
follow the platform around to Claire's left. Use
the Machine Room Key to unlock the door and
enter. Inspect the control panel in front of you.
You'll need to reenter the Machine Room then go
through it to the next room. Take the Valve
Handle from the floor.



09. Leave this room then go through the
Machine Room. Go completely around the catwalk to
find another door. Go through the door. Find the
cutting machine in the back of the room and place
the Valve Handle in it. Take the Octa Valve
Handle from it.

10. Leave this room and head back down to
B2F.

11. Go through to the room with the conveyor
belt. Walk to the left and up the stairs. Go
through the door into the gas filled room. Just
to the right will be two large concrete steps. Go
up them, and then up the stairs just ahead. Use
the Octa Valve Handle here to stop the flow of
gas. Finally, pick up the Sniper Rifle from the
floor and get ready to leave this place.

12. You'll now be in control of Chris
Redfield. Make use of the typewriter and item box
if you need to, and then go through the door
here. You don't need to kill the Gulp Worm and
rescue your buddy, but if you do you'll get the
Lighter from him. Hmm… wasn't there something
that needed to be light with a flame? Whether you
kill it or not, make your way to the elevator and
jump on board.


13. Walk around the jeep and through the
double doors. Make your way to the back of the
tank and press the button. Take the lift down.




14. Walk around the hallway to find a
Battery Pack. Take it and return to the other end
of the hallway. Ride the lift back up to 1F.

15. Go through the door back to the jeep
room. Use the Battery Pack on the lift here and
ride it up.

16. Walk to your left and take the Chem. Storage
Key from the shelf. Walk the other way on the
catwalk and go through the door. Walk forward for
a cut-scene. Head to the elevator and go to B1F.

17. Walk forward to find a set of metal
stairs. Go down.


18. Go through the door here. In the next
room, find the stairs at the other end and go up.


19. Walk through this room and through
the doors at the other end. Take the Door Knob
from the floor here and leave through the door
you initially entered through. Head through the
room and back down the stairs.

20. Go back up the metal stairs.

21. Proceed to the right and enter the elevator.
Go up to 2F.

22. Proceed to the right and exit through
the door. Walk straight ahead and go through the
door on the other side. Go around this wall
through the hole and enter the door on the other
side of it. Proceed straight down the hallway and
use the doorknob to enter the door on your left.
Move along the catwalk to your left and take the
Tank Object.


23. Return to the elevator and take it
down to 1F.



24. Proceed to the right down the hallway
and through the door at the end. Place the Tank
Object in the display. Turn around and take the
Turntable Key from the opening in the wall.

25. Head back to the elevator and take it
down to B1F.

26. Walk ahead and go down the metal stairs.

27. Go through the door, walk ahead and
go up the stairs.



28. Make your way through the room
exiting through the door at the other end.
Continue ahead and go through the door on your
left. Proceed through the sliding doors and make
your way over to the chemical storage. Use the
Chem. Storage Key to unlock it, and then set the
temperature to discover which is the correct
chemical you need. Once this is done, take the
Clement E from the storage.



29. Leave this room, and then make your
way over to the turntable. Use the key to
activate the control panel, and then activate the
turntable.

30. Climb over the boxes and through the
hole in the wall. Go to your left and through the
door. Make your way to the back of the room and
go through another hole in a wall. Go through the
door here. Go through the opening in the fence
and proceed down the ladder.
31. Raise the lever for the ventilation device
just to your right. Move ahead into the open
area. Make your way to the right and up a set of
stone steps. Go through the door here. Go
straight across the room and through the door. At
the back of this room you will find the Clement A
on a shelf. Take it, and then go into your
inventory and combine it with the Clement E.

32. Head back to the ladder and go up.


33. Go around past the fence and through
the door. Go through this room and through the
door. Go up to the main entrance door and exit to
the courtyard. Go to the right and get on the
elevator.




34. Exit through the door and get on the
lift. Take it up.

35. Continue ahead and go through the
door. Walk across the bridge and through another
door. You'll need to fix the oil pressure here.
Once you've done this, leave the room and go to
the other side of the bridge. Lower the lever
(and the bridge) then go back to the lift and
take it down.



36. Exit the room through the shutter. Go
straight across the bridge then through the
shutter on the other side. Go around the desk and
through the door on the other side. Turn off the
electricity at the panel then take the three
proofs from the loading lift.

37. Head all the way back to the elevator
and get on.


38. Head back to the ladder and go down.


39. Go to the elevator and take it up to
1F.

40. Go to the right and through the door.
Place the three proofs into the wall opening.
Lower the lever. Turn around and go down the
ladder.


41. Go through the hallway and down the ladder at
the other end.

42. Proceed into the opening and find a
body of water containing the Eagle Plate. Either
avoid or kill the monster in the water and
retrieve the plate. Combine the Clement Mixture
with the Eagle Plate. Return to the ladder and go
up when you've done this. Go forward and up the
next ladder to return to 1F.


43. Leave the tank room and get on the
elevator. Take it down to 2F.


44. Go to the left and through the door.
Take the lift down to the jeep room.

45. Exit the room out to the open area
with the tank. Go down the lift here. Go straight
through the hallway to the end and use the
Halberd on the door.



PART 3
01. Make your way around the catwalk and exit
through the door. Continue ahead and go down the
ladder. Keep moving across the catwalk and go
down the stairs.

02. Walk straight ahead and enter through
the door. Use the Halberd on the wall then take
the Paper Weight from the closet. Leave this room
and go back up the stairs.


03. Continue along the catwalk and enter
the double doors when you come to them. Take the
path to the right and enter through the door.
Step out onto the ice and walk around to find the
Octa Valve Handle that Claire placed here before.


04. Take it and leave the room the same
way you came in. Go all the way around the
catwalk 'til it breaks. Step down onto the ice to
get to the other section, and then go through the
door here. Continue to the end of the hallway and
take the elevator down.

05. Enter the door directly opposite of
you. Enter the door immediately on your left. Use
the Octa Valve Handle on the unit in the back of
the room. Now find the switchboard and move the
handle to supply electricity to the complex.



06. Leave this room and head to the other end of
the hallway and go through the door. Go through
the open doorway and continue through the hall.
At the other end you will find a tiger statue.
Remove the left jewel and take the Socket from
behind it. Place the jewel back when you are
done. Combine the Socket and the Octa Valve
Handle to make a Sq. Valve Handle. Turn around
and walk straight ahead. Go through the door here.

07. Move forward to find a massive hive.
Pick up the Wing Object, which is right at your
feet. Walk to your right and enter the door
ahead. Proceed forward and go up the steps. There
is a puzzle box on the right. You'll have to
enter a sequence of four symbols. Once this is
done, place the Paper Weight in the open box.
Take Alfred's Ring from the floor in front of the
freezer.


08. Leave and head back to the elevator.


09. Go back past the power generator room
and onto the elevator.

10. Walk through this hallway and enter
the door on your right just before the end. Walk
forward and to the right and board the lift at
the end. Find the square opening and use the Sq.
Valve Handle to drain the water. Go down the
ladder and take the Crane Key from the bottom of
the tank.


11. Leave this room and go through the door
immediately on your right. Continue around the
catwalk to the crane control panel. Use the Crane
Key here. Get out on the ice and take Alexander's
Pierce from the middle of the room.

12. Go back to the elevator and take it
down.


13. Head down the hallway to the left and
into the courtyard. Pick up two Wing Objects in
this area, and then enter the building through
the double doors. Equip your Combat Knife (if you
don't have one in your inventory there is one you
can pick up on the upper stair area). Go to the
area at the back of the room underneath the
staircase. Use your knife to free Claire.


14. Go back to the elevator and take it
up.

15. Follow the hallway around and enter
the door on your right. Find the lift that goes
down and ride it. Take the Serum from the shelves.



16. Return to the elevator and go down.

17. Go back to Claire and give her the
Serum.


18. You're in control of Claire again.
Use the item box here if you need to then exit
through the door. Go to the other end of the
hallway and through the door at the other end.
Walk forward and up a set of stairs on your left.
Find a crystal ball and figure out a way to get
the Security Card from inside of it.


19. Once you've done this, go down the
steps and back towards the door you entered this
area through. Go through the door on the left,
and then use the Security Card to go through the
next door. After the cut-scenes you'll need to
get out of this room as quickly as possible.

20. Now in control of Chris, you'll need
to kill Alexia to escape from this room. Before
you leave, however, don't forget to grab Alexia's
Choker from near the stairs. Exit this room and
go back to the power supply room (with the
typewriter and item box).


21. Make sure you have the choker, pierce and
ring in your inventory, and then move the lever
to turn the power off. Return to the area where
you killed Alexia and go up the first flight of
stairs. Go into your inventory and inspect each
of the jewels. Remove the jewel portion from the
jewelry. Now place each jewel in the painting. Go
through the door.

22. Walk ahead through the hallway and go
to the left when it splits. Go through the first
door on your left and take the Sterile Room Key
from the desk.


23. Leave the room and head back through
the hallway the way you entered. Just before the
door you originally entered through will be
another door on your left. Go through and find a
lift in this room. Take it down, push the button
on the control panel and take the Wing Object
from inside the case.


24. Take the lift back up and head back
to the main entrance. Go down the stairs.

25. Use the Sterile Room Key here to open
the door on the side of the room. Go through to
find that you're in the hallway with the tiger
statue. Take both jewels from it.


26. Return to the main entrance and go up the
stairs.

27. Go through the painting door and
continue ahead to where the hallway splits. Go
along the path to the right and enter the door.
Stop the music box, place the red jewel into the
lid and take the Music Plate from inside.


28. The relief in the wall next to the
bed acts as a door. Go through it to find another
room with a music box. Place the Blue Jewel in
the lid and the Music Plate inside. Go up the
ladder above the bed.


29. Take the Dragonfly object out of the
canister on the table. Go back down the ladder.
Leave the room and head back to the main entrance
and down the stairs.

30. Go back to the power control room and
turn the electricity back on. Get the Wing
Objects (you should have 4 of them) from the item
box and combine them with the Dragonfly Object to
make the Gold Dragonfly. It's also a good idea to
save your game at this point.


31. Go back to the main entrance to the mansion
and up the stairs.

32. Go through the painting door. Go
through the first door immediately on your right.
Go to the back of the room and up a flight of
stairs. Unlock the door and go through. Continue
straight ahead and through the door at the end of
the hallway.


33. After getting the Security File from
Claire go into your inventory and inspect it to
get the Security Card. Walk to the end of this
passage and up a flight of stairs. Walk across
the platform and place the Gold Dragonfly in the
wall. Make your way around to the upper platform
and use the Security Card to access the terminal
here. Enter the code into the terminal.


34. Leave this room the way you entered.
I don't want to spoil anything for you, so figure
out the rest on your own. You're almost at the
end, just one more enemy to take care of.








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17. Resident Evil: Code Veronica X hints
18. Resident Evil: Code Veronica X hints
19. Resident Evil: Code Veronica X hints
20. Resident Evil: Code Veronica X hints
21. Resident Evil: Code Veronica X hints
22. Resident Evil: Code Veronica X hints
23. Resident Evil: Code Veronica X hints
24. Resident Evil: Code Veronica X hints
25. Resident Evil: Code Veronica X hints



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