Wii u resident evil code veronica x iso download






















Originally posted by: sbec Originally posted by: JordanMc How do I download older versions of Nintendont? I'm experiencing freezing with baten kaitos origins with the latest version but according to the compatibility list Baten kaitos Origins US works v2. Originally posted by: xenowild I just need the controller. But i can't seem to find it D: can somebody please help me? Originally posted by: faralh Hey Everybody! Do you know if there's someway to copy the data from the virtual Memcard to a normal one?

Originally posted by: nicholas Originally posted by: JPdude How do I change the configuration settings for it to use a virtual memory card? It is plugged into the right port as it had launched previously, only without the ability to save due to no virtual memory card enabled.

I don't know what else to do, any help? Originally posted by: ilovebun Hello good day, I have a problem with the game resident evil code veronica PAL, with any review of active nintendont the option force widescreen, video mode Mpal and a message appears "resolution not supported change the resolution of the external device" my TV it is a samsung led hdtv T22C?

Originally posted by: e. Left to fend for herself, Claire must escape the island and find her brother before it's too late. In comparison to other Resident Evil games, Code: Veronica X HD offers a similarly paced and at times silly story, but one with great characters and some surprisingly scary moments.

As the true intended sequel to Resident Evil 2 , there are some pretty big story moments in Code: Veronica X that you'll have to see to believe. In signature Resident Evil style, Code: Veronica X HD offers a mixture of slow-paced third-person shooting, combined with various puzzles and inventory management.

During the game, you get to play as both Claire and Chris Redfield, although both characters function mostly the same. Since you start with no gun or healing items, you'll have to search your environment, looking for ammo, weapons, and other items of interest. Your path forward is often blocked by locked doors or obstacles, many of which can be overcome by finding the correct item. Grab it and Hunters will make their appearance. Beware of the scanner cameras hovering on the walls and ceilings.

If Chris walks into the light they emit, Hunters will come into the room instantly and attack him. Head back through the Tyrant Storage Room. Tyrant Storage Room Run back through the room, down the stairs. Sewer Balcony Run up the stairs and into the elevator. Ride it to the Control Room on the second floor.

Control Room Run through the brown into the Balcony again. Balcony Run across and head to the Hall again. Hall Avoid the Hunter sensing units and head into the lab area.

Then go through the door there. Stairs In the hall, approach the door that had no doorknob. Steve's Dad Room 2F You are on the other side of the broken walkway in the room where Steve shot his dad. Return to the Hall afterwards. Hall Return to the Balcony, while avoiding those annoying Hunter scanners. Balcony Enter the Control Room.

Control Room Head to the elevator and ride it to the first floor this time. Elevator Hall 1F Once there, head down the long hallway to the room with the mini model of the Military Training Facility. Once you've grabbed those items, leave the room. Tyrant Storage Room Run through the room, up the stairs and past the tubes until a cutscene occurs. Keep going, to the Turntable Room. When it stops, head out of the hole in the wall. The path to the Palace is blocked by rubble, so enter the giant elevator leading to the Airport Save Room.

Airport Save Room Once there, make sure you have 3 item spaces open, via the item box if you need to manage your inventory. Afterwards, enter the Cargo Room. Cargo Room Kill the Hunter that ambushes you. Next, ride the lift up to the room with the crane controls. Then, go to the door past the crane controls. You are now in the Upper Bridge.

Upper Bridge The bridge controls aren't working, so cross the bridge into the room where Claire got the Airport Key to the Oil Room. Oil Room To the left of the door is an oil machine hence the name of the room. You'll see several cylinders with oil in them.

To solve the puzzle, press the button with the 3 twice. Then press the 5 button once. Then, press the 10 button once. Then press the 3 button twice and finally press the 5 button once to finish the puzzle and reactivate the bridge controls. The dead zombies in the room will rise, but it's not worth wasting your ammo to kill them, so just leave the room. Upper Bridge Get back to the bridge controls and pull the lever to lower the bridge.

Now you can get to the Seaplane Terminal. Go back to the Cargo Room. Cargo Room Head to the Bridge this time. Bridge Cross the bridge, killing the Hunter that literally decides to jump in on you. Head to the Fork Room afterwards. Fork Room There are special zombies in here. You can kill the group of them by detonating one with explosives strapped onto its back.

Head to the Seaplane Terminal on the left fork. Seaplane Terminal Kill the Hunter in here, and then head for the computer console.

Shut off the electricity that's preventing you from reaching the proofs. Return to the Fork Room afterwards. Airport Office Head down the right fork back towards the bridge. Note that you can't head to the Palace because the Submarine isn't docked at the airport for some reason.

Bridge Cross the Bridge once again and head for the Cargo Room. Then ride the giant elevator up. Military Training Facility Yard You'll be ambushed by a bunch of Sweepers red Hunters with the ability to poison. You won't be passing through the yard again, so just avoid them and return to the Main Hall. Main Hall This time, head into the brown door. Main Office Inside the Main Office, take care of the zombies. Then head through the open door to an adjacent room where you'll see a hole in the wall leading to a hallway.

Go through at the end of the hall. Lower Balcony You are now in the lower balcony on the other side of the chasm. Kill the zombie and head down the ladder. Steve Room 3 You are now in Steve Room 3. To the right of Chris is a lever. Pull it and the gas in the room will dissolve, allowing you to pass through. Take care of the zombies about, and go to Steve Room 1.

Steve Room 1 Kill the lone Hunter in here, then head through the door to the small store room. However, if you didn't bring the Glock 17, don't worry as the upgrade doesn't appear to do very much. Go back to Steve Room 1. Steve Room 1 Head back to Steve Room 3. Steve Room 3 This time, head down the stairs, through the main area and up the stairs to the Sewer Balcony. Sewer Balcony Run forward and board the elevator for the first floor.

Once pulled, the model of the training facility will slide back into the wall, revealing a hidden ladder. Secret Tunnel Head down the tunnel, killing the Giant Spiders that inhabit the room. Continue on until you reach another ladder to descend. Albinoid Room Down here is another boss, the Albinoid Adult.

It seems that Albinoid Claire accidentally set free has grown quite a bit, and has taken up residence in a pool, of all places. As you probably learned in a random episode of the Pokemon anime show, water conducts electricity, which means Chris needs to be careful when dealing with the Albinoid Adult, since it emits electricity. As it swims to the edge, spray some ammo at it. Repeat this pattern the whole process may take a few minutes of waiting until the Albinoid dies.

You'll get shocked at least twice, which is how the full-powered healing items comes in handy. Go back to the Secret Tunnel. Secret Tunnel Head back through the tunnel, and up the ladder to the M. Model Room. The stairs will rise into the position they were in when Claire was here.

Go into the water that the stairs were blocking before, and then cross the water onto another platform kill the zombie that rises here. Grab the herbs you see here, and then climb the ladder. You will end up in the Harrier Jet Hallway. Save the game if you must, and then leave the room.

You'll see a long cutscene, and Chris will be in Antarctica. Blast the Tentacles that mysteriously protrude from the walls. Then, go past the seaplane wreckage and down the ladder. Head towards the save room in the Moth Hall.

Be sure NOT to go towards the Production Room in the Moth Hall, unless you feel like taking unnecessary damage from a particularly annoying creature. Antarctic Save Room There, look at the display cabinet. To the right is a halberd engraving.

Be sure to manage your items in the item box. Afterwards, leave and head for the Upper Production Room. Upper Production Room You'll notice that the lower area is now filled with ice because they busted a water valve when trying to escape in the driller. Head to the room where Claire modified the valve handle socket. Valve Handle Modification Room The zombie trapped in the cage has managed to break free, so kill it. Then leave the room. Pick it up and attempt to exit the way you came.

You'll then see a cutscene with the zombies incased in the block of ice break free and attack Chris. Kill one or two zombies, then dodge the rest as you escape. Upper Production Room From the door to the Upper Mining Room, walk all the way across the walkway until you're at the door leading to the Valve Handle Modification Room, and you'll see the broken catwalk. Jump down, onto the ice, then cross and jump onto another part of the catwalk.

Go into the nearby door. Scanner Hall Immediately upon entering the room, you'll see a cutscene with, and be subsequently scanned by, Wesker's Hunter scanners, meaning you'll have to kill the Hunter that enters the room immediately.

After you kill it, run all the way down, turning two corners until you see an elevator at the end. Enter it and ride it down. Carousel Room Once you enter the room, into the door directly in front of Chris. Cold Hall In this rather dark and cold hall duh , step into the door to the immediate left of Chris.

Power Save Room Feel free to save your game here. Now inspect the machinery in the room. Use it and then get turn the switch on the other machine nearby. Power will be restored to the lower part of the base. Leave the room. After you kill all the zombies, head down the hall, grab the herbs you see, and then head into the door on the left wall in the final leg of the hallway. The room highly resembles a room from the Spencer Mansion. If you want to get the map, push the statue in the center of the room into a cracked tile at the edge of the room so you can grab the map.

Anyway, go down the red hall, past the door until you reach the tiger statue does THAT remind you of anything? The statue will rotate back to its normal position. Afterwards, head back down the red hall and enter the door you passed by earlier.

It's another lift. They're almost harmless, and aren't worth the ammo. Head through the double doors up ahead.

Storage Room In the Storage Room, run forward and go up the flight of steps towards the back area, and inspect the computer to the right of the storage capsule. Examine it and you will have to press a code code in order.

The capsule will then rise and open, and Alfred Ashford's dead body will fall out onto the floor. Anthill Room You can check out the room located on the opposite end of the room for some files and items, but other than that, take the elevator up back to the Tiger Statue Room.

Cold Hall Stop by the save room if you need to, but otherwise, return to the Carousel Room. Carousel Room Ride the elevator back up to the Scanner Hall. Scanner Hall Back here, beware of Wesker's Hunter scanners. Avoid them, then head to the double doors and go through them. Water Tank Room Run over to the small console and push the button by the lift, causing a huge barrel of fire extinguishant to rise.

Then, ride the nearby lift down. Ride the lift back up to the Water Tank Room. Water Tank Room This time, head to the back of the room, past the water tank, and ride the lift up towards the controls. Head back up the ladder, down the lift and back to the Scanner Hall.

Upper Production Room From the door, head down Chris' right until you reach a control area for the crane. Afterwards, you'll be facing off against the next boss. Once it dies, a bunch of smaller spiders will emerge from the boss's body and attack Chris. Like the ants, they're mostly harmless-just avoid them. Grab it, and then head back to the Scanner Hall. Carousel Room This time, head down the hallway into the main area, where you'll see the carousel and a Sweeper that you should get rid of.

They'll all take up one item space, so don't worry. Then, head through the double doors near the carousel. Mansion Hall Another room from the original Resident Evil. It's not all the same, though, especially the big painting atop the staircase. It's the Ashford family, Alfred, Alexia and Alexander. Well, you'll need one more.

Head down to the first floor, and head to the area behind the grand stair- case. Watch the cutscene and then you'll be prompted with one of two scenes: Claire will be poisoned if she inhaled Nosferatu's poison during the second boss battle , or she'll be perfectly fine. If she's poisoned, follow this next little segment of the walkthrough.

Otherwise, skip to the next section. After you grab it, simply return to the Mansion Hall and Chris will cure Claire of her poison automatically. Under any circumstances, before you leave the room, make sure you have two full-powered healing items! The next portion will almost require Claire to use both unless she's very lucky.

Be sure to pack a minor weapon, perhaps Chris' Glock 17 and one clip of ammo. Otherwise, do not bring any heavy weaponry with Claire, because she simply is not going to need it. Afterwards, leave the room. Tentacle Hall Run down this hall should remind you of the hall where the dogs jumped through the windows in the original Resident Evil.

As you run down, tentacles will emerge from the walls; one of them will assuredly land a hit at Claire, but it won't hurt her too much. Just keep going, and kill the tentacles if you'd like. Turn the corner and head through the door at the very end of the hall.

Prison Cells Another prison, although much smaller than the one on Rockfort Island. Go up the small flight of stairs past the steel door.

Grab the file near the cannon. A slab of concrete will then fall and pull back up. Now, head through the steel door you passed by earlier. Run by all the knight statues to the very end of the room, where you'll see Steve and another cutscene. Then, you'll be fighting, or frantically running from, rather, the sixth boss.

Steve's is gigantic, fast and wields a giant killer axe. Don't even think about fighting him, as the game simply was not designed to allow Claire to fight him. Steve will inevitably hit her with the axe once, probably twice. After each hit, go into the item box and use a full-powered healing item. Then keep running until you head back through the gate. Some players apparently don't have two healing items to bring as they used them up or failed to bring more with the.

Most likely, you're out of luck and will have to restart from an early save and be more wise about inventory management. It's possible you may be able to escape without using healing items, but you'll need to bring along a heavy weapon that can push Steve back fast enough for you to turn and run like mad.

But it's best not to count on this working. Equip the appropriate weapon, get away from Alexia, and start shooting. Alexia isn't too fast, but she throws blood around the hall that bursts into flames, which can hurt Chris and stop him long enough for Alexia to swoop in for the kill.

The painting will then slide down to reveal a hidden door. As you leave the room, Alexia will rise from the ground in much of the same fashion as Mr. Don't worry, as Alexia isn't going to begin stalking Chris. Then, pass the double doors near the entrance and turn left, where you'll see a single door nearby. Desk Room In this office, check the desk without the typewriter on it. After you take it, feel free to save the game and leave the room. Go through the door afterwards.

Power Save Room Back here, switch off the power so the base has no electricity again. You'll need to do this to proceed. Cold Hall Return to the Carousel Room.

Note that without the electricity, you can't go back to the Tiger Statue Hall from this room. Carousel Room Head back to the Mansion Hall. Mansion Hall Back in the Mansion hall, once again go though the double doors back to the Tiger Statue Room. Tiger Statue Room Run down the red hall to the tiger statue again. After you grab them, return to the Mansion Hall. Note that you're free to restore power to the base in the Power Save Room if you wish, but it won't make a difference in the outcome of the game anyway.

Y-Shaped Hall Head down the hall and take the left fork again. This time, go to the very end of the hall and into the door on the right side of the hall. Nearby are some herbs you can pick up. Then, go through the door in the wall that leads to Alexia's Room, just like in the Private Residence. Alexia's Room Alexia's music box will be playing the now-memorable theme, so examine it to shut it off. Head back into Alfred's Room afterwards.

Go through them this time. Examine the nearby computer to open the glass casing. Ride the lift up and go through the door up the small flight of stairs after unlocking it. Tentacle Hall Chris is back in the hall with the tentacles where Claire passed through earlier.

There will be one tentacle remaining along with any Claire didn't kill, so destroy them now. Head back to the Shotgun Rack room, down to the right from the door leading to the Computer Room. Shotgun Rack Room Now it's time to prepare for the final battle.

This is your final chance to organize your items. Pack along 3 or so full-powered healing items. Head back to the Tentacle Hall now. Since Claire is trapped, Chris must set the self-destruct system to unlock all doors in the base. Run to the very end of the room, past an emergency elevator and head up the staircase at the very end. Upper Anthill Room You're above the anthill you saw earlier.

Insert it into the slot next to the door to unlock it, then go inside. Security Room There are a few final zombies left in here to harass Chris, so take them down quickly. If you've been reading the files of the game, you'll know what it is. Or, if you realize the name of the game you're playing, then you'll know the code as well. The code, of course, is Veronica.

Enter it and the self-destruct system will start and the timer will count down. Leave the room as quickly as possible. Upper Anthill Room Chris and Claire will be reunited, but the final boss battle will also begin. Use a weapon and shoot Alexia as quickly as possible before she kills Claire and ends the game. Once you shoot Alexia, Claire will escape and Alexia will mutate into her second form.

Alexia's second form isn't mobile, as it stays still. However, it's gigantic and Chris has little room to run. The faster the weapons, the faster Alexia II goes down. You can also shoot the smaller creatures that emerge from Alexia to throw them off and prevent them from hurting Chris, but it wastes ammo, so just focus on the huge creature instead. After enough bullets, Alexia will mutate once again, and will become a flying creature.

She'll be ultimately less menacing than her second form, but she'll be spewing fire again. Therefore, take aim and fire one shot into Alexia. She'll try her best to miss, but thankfully you have unlimited ammo, so keep firing until you hit her, ending the battle. Watch the ending sequence and enjoy the credits. HERBS are okay. Battle Game is a game in which you go through a fixed set of rooms about 18 or so that are filled with monsters, such as zombies, Bandersnatches and Hunters.

You'll be able to control Claire using her outfit from the main game, or Claire with an alternate, Resident Evil 2-like costume, Chris, Steve and Wesker.

With the exception of Wesker, all characters hold an assortment of "related" weapons with infinite ammo as well as a few healing items. Go into the silver door. Go back to Room Her game is a little bit more difficult than the Standard Claire game, but she's still pretty simple to get through.

Grab all the Herbs. Then or otherwise , use the Assault Rifle when starting the battle. Then run to the far corners when the Tyrant approaches you. Keep firing until it comes into sight. Run to next corner and repeat the pattern until the creature dies.

Attack her using the same strategies as the main game. The camera has shifted from its usual detached third-person perspective to an over-the-shoulder or first-person view, your choice.

Either allows precision aiming especially with a laser-sight-equipped pistol , which in turn opens up a whole new field of gunplay gameplay. If you shoot an enemy in the head, itll stun him, says Kobayashi. Shoot him in his knee once and he'll bend over and hold it; shoot his knee again and hell fall. Enemies will carry axes and other weapons you can shoot their hands to make them drop their weapons. Wait a zombies carrying weapons?

Thats another big change for RE4: no zombies. Zombies are slow and a bit dumb, says Kobayashi. You canlt expect much from a zombie. But these new enemies are smart. They can use weapons, plan strategies to surround you, and move a lot more quickly. So exactly who or what are these new enemies? Possessed people? Homicidal lunatics? We don't know, and Capcom isnt saying, but whatever they are, its clear theyre smarter than our old flesheating adversaries.

In the short demo we played, these angry villagers dodged attacks, threw sickles, brandished chain saws even set up ladders to climb into a house Leon RE4s main playable character had barricaded himself in. At one point, as Leon sat in a tower picking them off, the new bad guys bombarded him with Molotov cocktails. Other alterations and additions controllable vehicles, booby traps, a context-sensitive action button round out this rethinking of RE Could all these changes possibly mean that, for the first time ever, a Resident Evil game wont end with a self-destruct-countdown boss battle?

Kobayashi smiles, Of course I cannot tell you the ending of the game. While Resident Evil 4 has a potentially infected Leon fighting swirling black clouds of vapor that form into phantom attackers and disappearing dogs, the upcoming Resident Evil: Apocalypse movie pits a genetically altered Alice Milla Jovovich with superhuman strength and reflexes against the unstoppable Nemesis.

Fans who can swallow this far-flung premise will be rewarded by glimpses of characters from RE3, a helicopter-versus-girl chase sequence straight out of the intro to RE Code: Veronica, and some really bitchin' S.

Maybe Milla'II kick a zombie dog in the face in slow motion again, too. There's always hope By now, you must know that RE4 completely rocks--it was EGM's Game of the Year, after all--so I won't waste your time by extolling its many virtues here. And even if you're a vet of the GC and PS2 outings, this Wii-make offers something new: RE4 action mapped to near-first-person-shooter-style controls.

But moving your character with the Nunchuk's analog stick doesn't aim, it only moves your field of view, with enemies often out of view unless you wave the Remote around, holding while pressing A to shoot.

Essentially, it's more complicated than it sounds, which saps some of the fun out of it. But it's amazing how a game that once looked so good can look so dated after a couple years of seeing games in high-def. Though they suffer a bit when things get hectic, the Wii-mote-enabled controls generally serve RE4 well: Aiming weapons, swiping your knife, and shaking off face-sucking nasties with real-world moves adds urgency to an already incredibly intense experience.

Unlike Milky, I never complained about the newfangled gameplay. In fact, I actually found the Wii's point-and-shoot controls made gunning down Ganados a helluva lot easier than before But I will find time to chew out Capcom for not including anything new in this old but still amazing game. Is it that hard to throw in some extra costumes or weapons?

Hell no! Well, at least the cheapo price tag takes away some of that pain,. Resident Evil 4 is a lesson in change; a lesson that the industry should take note of. It takes the overly familiar franchise in a different direction, toys around with the proven and successful gameplay formula, and offers up something completely new - and more surprisingly, it succeeds on most levels.

In the first Resident Evil, you panicked because you weren't armed to deal with the situations thrown at you, and more often than not, had to flee the scene entirely.



0コメント

  • 1000 / 1000