
My journey through my old survival horror games continues. Code Veronica is the game that bumped the Resident Evil series up to the next generation of graphics. Awesome. Claire looks so much more defined than she did in the original RE2.
With this game, your cleared data only affords you the infinite rocket launcher, not infinite weapons across the board as in RE3. The rocket launcher takes up two slots, and you don’t have that many slots to begin with. Argh.
There’s also an infamous glitch you can use to make the item in one particular slot infinite at the beginning of the game. I don’t know how the hell anyone ever figured this out, because there are numerous steps that involve arranging your inventory in a certain way and then using certain items before it works. I followed the instructions to get infinite green herbs, but because my game began with the rocket launcher in my inventory and using the slot I needed for the item I wanted to make infinite, I couldn’t get it to work. Oh well. Luckily, I was able to hide behind my infinite rocket launcher the whole game to stay alive.
Since I just played RE3 on the GameCube, I was thrilled to find the controller layout was exactly the same for this game. I wasn’t so thrilled to find that once again, you can’t aim the rocket launcher up and down, just straight ahead. What felt really weird is that even when you have to go up short staircases, you have to press the action button to climb them. Not ideal when you’re trying to run from an enemy.

Beginning at an island prison, the game quickly thrusts a load of zombies at you in a cemetery. This whole section has a load of zombies, as well as a load of items to pick up…with only 8 slots (6 if you have the infinite rocket launcher), and no item box in sight. Dammit.
In fact, when you leave the starting area, you quickly pass a table with a typewriter and ink ribbon–that has only 1 save instead of the usual 3! I panicked, fearing that was going to be the norm in this game (it’s been so long since I played that I couldn’t remember), but the next time I reached a typewriter, it had the usual 3-save ink ribbon.
There’s a lot of running back and forth in this section, and lots of fun jump scares, plus some zombie dogs. In other words, tread lightly, because zombies and dogs pop up around corners. Also, beware of the patches of fire you encounter, because they will hurt you if you touch them.

There’s also a very unnerving section that forces you to put all your metal items in a box in order to pass through a shutter door. That includes weapons, first aid sprays, the lighter you always have on you in a separate item slot, and…ink ribbons! No! This means remembering what you left there, and hoping you can get them back before you leave this area for good. Seriously, I didn’t quite plan correctly and ended up leaving a few things behind (not my ink ribbons), including the handgun. But who needs a handgun when you have an infinite rocket launcher?

The next area, “the palace”, has dogs, zombies, and…bats. Here is the thing you wouldn’t know without a walkthrough. There are two rooms you enter in which there are bats and items to collect. If you equip your lighter before you enter them, the bats won’t bother you. Wow. Another part that will leave you having no idea what to do or where to go unless you read a walkthrough involves a guy yelling for help and you having to find him and save him from being crushed. WTF? Good news is, you finally find a save room with an item box. Yay! And you will also score two sets of ink ribbons in this section. Wahoo! Plus, you find an expansion pack for your inventory that gives you 2 more slots. Sweet!

One of the most memorable storylines of all the games to me is introduced in this section, because it has to do with siblings and gender identity. Awesome.

Next, you’re off to a military facility. Eek! The moment you enter it, you meet the dreaded, giant ground worm. Dreaded if you don’t have the infinite rocket launcher, that is. See, you run through this open area repeatedly and have to just dodge this bitch unless you have the infinite rocket launcher. Then you just shoot him a few times when he pops out of the ground, and he’s dead for good. Awesome.

You also meet the Bandersnatch in this area. This big lug’s stretchy arm whips out and smacks you upside the head from a distance. However, that arm couldn’t cover as much distance as my infinite rocket launcher!
But I didn’t have my precious weapon when I was suddenly switched over to Claire’s new friend Steve. You briefly play Steve with just a pair of guns, and you have to go through three rooms and clear out all the zombies with your limited ammo. Beware. The first door you go through has the most obscured view ever. You can barely see yourself and the zombie standing right in front of you. Basically, just start shooting immediately or you will get grabbed and bitten. Also, watch out for the exploding gas barrel right next to the gate. Sure, it takes out a few zombies, but it also knocks you down to danger level health if you hit it. And there’s no health for you to find in this short section, so if you are badly wounded, you have to drag your way through the next two rooms of zombies and kill them all without being bitten. Yeah. Learned that the hard way.

You also meet a new crawling life form in this level that electrocutes you if you run into it. The first time you encounter it is in a bullshit moment where you are warned you have to retreat back to the lobby of the area before a shutter closes you inside the contaminated area. You get 45 seconds, but the crawlers are all over the floor, which hinders your progress, plus, the fricking timer continues during the slow as fuck animations of doors opening! No fair! Realistically, you’d be throwing those doors open and running through them in seconds!
You eventually find a secret passage, which delivers a Bandersnatch jump scare, and this leads to a covered bridge that takes you across to a mansion, with an epic approach that is so fricking atmospheric. You also encounter two Bandersnatches right away. Walkthrough told me not to kill them, but I very vividly recall what happened to me the first time I ever played the game and they were still there later (I’ll get to that memory momentarily).
My walkthrough author also told me not to bother going into a certain side room when I first entered the mansion, because there’s a Bandersnatch in there and it’s not worth it to get some ammo and a fricking ink ribbon. I would die for more ink ribbon…but I didn’t have to because I took the Bandersnatch out with my infinite rocket launcher.
This mansion is where we first spy on the brother and sister twins, who are bourgeois creepy and are adults but still have the rooms of children. Eek!

After this, we get to explore some new areas while passing through some old ones that have new zombies in them. Argh. The biggest challenge is the “morgue” section, because it leads you into a room with a statue holding a sword. Would have been nice if the walkthrough had warned me to backtrack and save before this part, because even with the walkthrough, I didn’t know what to do. It turned out to be a lot easier than I realized. You take the sword, the door locks, and poisonous gas starts filling the room. My infinite rocket launcher wasn’t going to save me here. I died the first time and then watched a YouTube video to see what I was actually supposed to. It was simple…just spin another statue in the room 180 degrees and the gas stops and unlocks the door.
Things really pick up when you get the chance to get higher up into the mansion to learn the truth about the twins. This is one of my favorite parts of the game thanks to the big reveal, but it’s also the part that was a nightmare the first time I played, because the trip back to the mansion was now covered with zombies and Bandersnatches, and I didn’t have the ammo or health to fight them all. My entire posse of friends happened to be present for this segment, and we were laughing and screaming as I escaped this section dragging my way around lunging zombies and getting smacked from across the screen by Bandersnatch arms. It was one of the funniest and most terrifying moments in my video game playing history. This time around, I just fucked them all up with my rocket launcher on my way to the mansion, so they weren’t even there when I left. Suckers.

Soon after that, you encounter fricking Tyrant! I’d say eek, but one shot with a rocket and he was dead. Then I teamed up with Claire’s buddy Steve to escape this section of the game in a plane on a five-minute timer. Naturally, things don’t go smoothly, and Claire volunteers to backtrack and do what needs to be done to get the escape plane running. I would’ve had no idea what to do without a walkthrough. That includes how to kill Tyrant again when he shows up on the fricking plane after you take off. There’s no one-shot rocket launcher kill this time. You can shoot him a bit to weaken him, but the goal is to avoid him in the cargo hold, lure him in front of a bunch of crates, and then hit a lever that launches the crates at him and knocks him out of the plane. The catch is, if he’s not worn down enough, he leaves skid marks on the cargo hold floor as he stops the crates before they can knock him out. Fucker.

While I originally played this game on PS2 on one disc, the GameCube requires two discs, and this is the moment you have to switch them. I was so afraid my old console was going to fail during the disc swap, but thankfully, the game lets you save before the disc switch. Awesome. The disc switch went smoothly, and then we were in Antarctica! You can feel the cold in the facility you end up in. Steve leaves you alone to explore, and one of the first things you have to do is get the electricity working for light. The walkthrough I used made it very clear which doors to avoid going through, so I’d say a walkthrough is crucial at this point.
The bane of my Antarctic existence was the moth hallway. It is covered in cocoons and filled with moths that attack you, lay eggs on your back, and poison you every time you run through it. Worst of all, it’s the hallway that holds the only save room in this section. Oh. And if you kill all the moths, they just respawn the next time you run through the hall. Double oh. The blue herbs you need to heal after being poisoned? There are barely any in this section. There are, however, plenty of other items, but you are unlikely to be able to see them until after you get the lights working, at which point you might want to retrace all your steps and collect everything you missed. Antarctica tosses plenty of zombies at you, along with giant spiders and more zombie dogs. Definitely not an easy section.

When you finally get to leave Antarctica, you have to run through that damn moth hall again. Ugh. Here is something crucial. When you are in the save room gathering your things before this final exit, you absolutely must put anything crucial in the item box, because you are about to switch characters, and if you don’t leave things like, say, an infinite rocket launcher in the box, when you switch from Claire to her brother Chris for the next portion of the game, he will not have it.

Unfortunately, this means you do have to fight a boss without the infinite rocket launcher as Claire before the swap. You get a sniper rifle for this bitch of a battle, but I also took a grenade launcher and extra ammo I’d picked up along the way. This boss is on a platform with you. He has tentacles. If he hits you with a tentacle, chances are he’s going to knock you off the platform, which is instant death. Even with the grenade launcher, I had three instant deaths. Good news is, you get a “retry” option rather than being forced to load your last save. The point of the sniper rifle is to hit the boss directly in his heart, which delivers a one-hit kill. However, you only get seven bullets, it’s foggy, which means you have to wait for the boss to get close to you so you can see him, looking through the sniper scope takes time and now the boss is on top of you and about to knock you off the platform, and, most importantly, I fucking suck with the sniper rifle in video games. Therefore, I just ran up to the bastard with my grenade launcher and laid into him.

Once you defeat him, you are in Chris’s shoes. You only have a handgun, but luckily, a typewriter and a storage chest are nearby, so I immediately grabbed the infinite rocket launcher Claire left for Chris (aka: I left for me). I needed it, because in the next room you have to fight another damn giant underground worm. If you kill it fast enough (I did with one infinite rocket shot), he spits out a dude who gives you a lighter. Why is that crucial? Because you need that lighter to open a secret panel in the next room that scores you a submachine gun. Of course, if you have an infinite rocket launcher, does a finite submachine gun even matter? I can answer that. No. It doesn’t. At all.
Here’s one snag with changing over to Chris. You don’t have the expansion pack for your inventory, so you’re stuck with only 8 slots. Argh! Good news is, it’s not too long before you find another pack and bump back up to 10 slots.
There’s a lot of back and forth on multiple levels in this section, plus moving stairs that are manipulated by a shotgun on or off a rack, so I don’t see how you would get past this section without a walkthrough. We also meet up with the good old hunters, and there are surveillance spotlights in hallways. Run into them and hunters appear. We also meet poisonous hunters for the first time when we play as Chris, meaning you will need blue herbs to heal if they hit you.
This game always confused me, because there are certain points where you’ll like go through a door in a section and end up in a section from way earlier in the game, and it’s like…did I just go from one continent to another simply by passing through a door? This whole section feels like that. However, you do take a plane back to Antarctica as Chris, where you discover that those buggers in the moth hall are no longer around because the place has been overrun by the cold and they couldn’t survive. Yay!
You get to explore new areas of Antarctica with Chris as you solve more puzzles and collect new items. And oddly enough, you come to an area that is an exact copy of a room from the original Resident Evil. This game is so trippy. You also get to face something very big that you noticed moving under an ice pool earlier in the game when you were playing as Claire…an enormous spider! The walkthrough said to just avoid him and run onto the ice to grab the shiny object waiting there and get out, but fuck that suggestion. Since I had infinite rockets to spare, I blasted the fucker to smithereens with one shot. Awesome.

My arrogance about my infinite fire power was immediately squelched as I neared the end of this section. It’s a section I remembered well but not fondly, and it’s even worse than I remembered. It’s unfathomable how many instant death moments you are faced with before you finally get another save.
My walkthrough guy warned me to save right before the shit hit the fan, as if I don’t save every chance I get anyway. Even so, it’s important to note at this last save before moving on to a new area that you are about to play briefly as Claire, but do not leave anything crucial like the infinite rocket launcher for her, because you don’t play as her for long, and you don’t want to lose such crucial items to her when you revert back to Chris. As Claire, you can just grab a some shitty guns from the item box to kill the few zombies and tentacles she runs into during her very brief but very challenging return.

So, as Chris, you end up in what looks like a very familiar mansion, find Claire, and have to hunt down a serum for her since she’s been poisoned. When you get back to her and administer it, there’s a cutscene, after which you’re playing as Claire. Despite having been given a serum, your health is in danger mode. WTF? You are in a room with plenty of supplies (including herbs you will need to heal), a secret panel you can open for more supplies, an item box, and NO fucking typewriter. And you are about to encounter several instant kill challenges in a row.
First, theres a crushing cement block. You must trigger it by turning a handle, then run under it before it stomps you, grab a crystal on the other side, then run into a bright circle on the floor under the stone to drop the crystal there to be crushed. The good news is that you automatically step out in a cutscene before the crystal is crushed. The bad news is that you now have to get right back on that bright spot on the floor to pick the crystal up. Do it in time and the stone will not fall. Thing is, it is such a tight spot, and it is really easy to overshoot the bright spot and get crushed. Six fucking times I had to redo it. Thankfully, it’s a “retry” moment, however, it puts you back in the room without the save just to rub it in, and you have to recollect all the items you collected already.

What happens next? You go through a few doors, walk to the end of a corridor, and after a cutscene, have to quickly turn and run back to the exit while a monster with a huge axe is chasing you. If he hits you twice, you die. He doesn’t die if you shoot him, so you just have to run. My walkthrough told me to take numerous healing items and save every time he hit me. Seriously, this is not a long corridor, yet it feels miles long. I don’t know if you get a “retry” if you screw up, because I actually made it out the first time, but I did have to heal twice.

Next, you play as Chris again…right after a cutscene with a fiery boss only inches in front of you. If she touches you, it’s instant death. Good news for me was that I just panicked and immediately used my rocket launcher without creating space first (knowing my habit of letting terror get the better of me, I would have run directly into her if I tried to distance myself from her). One rocket took her down. YAY. I’m not sure if this moment would have offered a “retry” option, because if it didn’t, I would lose my shit if I was sent back to item room before Claire has to use the crystal crusher.

Finally, after going through a few more rooms, you end up in a save room with more ink ribbons. What a relief. After that, there’s just a bit more scavenging to get a few more items to progress to the final boss.
I was surprised out how fast I killed the final boss. The shitty thing is you only have five minutes, and the countdown begins before you even reach her. Then you’re on a platform with her and Claire. There’s a cutscene, and when it ends, you have to quickly shoot the boss once or she will immediately knock Claire off the platform and it’s game over. That didn’t happens to me thanks to my infinite rocket launcher. After I saved Claire, I just had to shoot at the boss until a nearby linear launcher finished charging. The idea is to grab the linear launcher, which has infinite firing power, and hit the boss twice with it. Problem is she’s now a flying bug, and every time you target her, the POV switches into sniper view, and the whole damn screen turns green, making her hard to see. You sort of have to shoot wildly and hope you hit her while also keeping on the move so she can’t hit you with her projectile powers. I couldn’t even tell if I was hitting her, but within a minute, she was dead. Wow.

After that, I gripped my controller in panic that every cut scene was going to put me back into control for something else. Shockingly, it doesn’t. There are like ten minutes of cut scenes that close out the game. No more fighting, no running to catch a helicopter during a countdown. Amazing and well deserved after that long stretch I had without any save.
For me, all the game completion rankings and stats don’t even matter. What made me most proud was that I finished the game with eight ink ribbons to spare.