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Resident Evil – Code: Veronica: Difference between revisions

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The [[Calico Series of Rifles and Pistols|Calico Model 100P]] can be obtained relatively early on after the first encounter with Steve, these are taken off of a zombie that busts out of a window.  The upside is that if fires faster than the M93R, and can lock onto 2 targets at once, fired akimbo.  The downside is that there is limited ammunition for it and cannot be reloaded
The [[Calico Series of Rifles and Pistols|Calico Model 100P]] can be obtained relatively early on after the first encounter with Steve, these are taken off of a zombie that busts out of a window.  The upside is that if fires faster than the 93R, and can lock onto 2 targets at once, fired akimbo.  The downside is that there is limited ammunition for it and cannot be reloaded


== M79 Grenade Launcher ==
== M79 Grenade Launcher ==

Revision as of 07:13, 11 February 2011

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Nice, but where's the trigger?

This article or section is incomplete. You can help IMFDB by expanding it.

The following weapons were used in the videogame Resident Evil: Code Veronica:

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Resident Evil: Code Veronica


Browning Hi-Power

Claire is shown using this weapon during the intro movie. She loses it when she is captured and it is never used in game.

It's presumably the same weapon she acquired in Resident Evil 2.

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Browning Hi-Power
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Claire enters John Woo mode, and drops her Hi-Power
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Claire's Hi-Power has locked empty. Also seen in this shot is a Desert Eagle.


Beretta 93R

This weapon is obtained during your first encounter with Steve. When you first acquire it, it only holds 15 rounds and only fires in semi-automatic. Later on, it can be upgraded to fire in 3-round bursts, as well as being given a 20-round magazine. It also receives a folding stock.

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Beretta 93R 9mm

Calico Model 100P


The Calico Model 100P can be obtained relatively early on after the first encounter with Steve, these are taken off of a zombie that busts out of a window. The upside is that if fires faster than the 93R, and can lock onto 2 targets at once, fired akimbo. The downside is that there is limited ammunition for it and cannot be reloaded

M79 Grenade Launcher

Single shot launcher that fires various types of grenade rounds.

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M79 grenade launcher - 40mm


MAC-11

Claire finds a set of Mac-11's and gives them to Steve who uses them throughout the game. Chris has the opportunity to find a set as well and uses them until the ammo runs out (no spare ammo). Also, in the main game playing as Steve, if the player presses the aim button then releases it then presses it again Steve will hold his weapons with his arms cross linked much like Arnold Schwarzenegger does in True Lies

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Ingram MAC-11, .380 ACP

Glock 17

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Chris Redfield's starting weapon. The barrel can later be enhanced underneath Rockfort Island training facility to fire rounds more powerfully.

SPAS-12

Chris finds this weapon in the Rockfort Island Training Facility and used to operate lever mechanism locks at certain key points. It is a cruiser grip model (no buttstock) carries 8 rounds and uses 12 Gauge Buckshot.

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Franchi SPAS-12 12 guage

AK-47

Claire finds this weapon in the Antarctic Research Facility Weapons Storage. It fires rapidly and ammunition is represented in percent, rather than traditional numeric value, as is the standard for fully-automatic (or High Capacity) weapons in the Resident series. Chris can later use the AK47 should the player deposit it in the Item Chest before completion of Claire's 1st scenario. Chris can also find a spare magazine (50%) in the Rockfort Island Training Facility.

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Marlin MR7 Sniper Rifle

Weapon used by Alfred Ashford throughout most of Claire's game, a Marlin's manufactured version, a custom combination of both Remington 700 and Winchester 70. Claire can acquire it after Steve shot Alfred. The weapon, according to the inventory screen, holds 7 shots but it must be taken into account that Alfred fired the weapon 2 or 3 times before he is shot. This weapon is required to trigger the next cutscene. After climbing onto a building's roof top, Claire will automatically equip it as the primary weapon to battle Nosferatu (mutated Alexander Ashford). Normally killing Nosferatu requires about 3 or 4 accurately shots at his heart. Besides, a final blow with MR7 triggers an extended scene as well.

This is also the very first Sniper Rifle of the Resident Evil series thanks to the full-3D environment. Through out the game its caliber is never reviewed, however in the game's novelization (by S.D.Perry) its ammo type is claimed to be .22 LR, Alfred also comments that he uses Glazer Safety slugs while killing a zombie he knew in the previous life. Players can use cheat device to get it anytime outside Nosferatu battle, even so the real damage to zombies no much better than handguns, despite its capabilities to deal direct headshots.


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Alfred misses with his sniper rifle.
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The famous Remington 700, basis of Marlin MR7.


Colt Python

The only way to get this gun was to place the fire extinguisher in the items box at the beginning of the game. Chris can recharge this later in the Antartic Base, put out the fire and then get the pistol. Ammo for this weapon is extremely rare, 6 rounds in the gun and 12 rounds that are found in the later half of the game.

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Colt Python .357 Magnum 6in


Linear Launcher

An Anti-BOW energy weapon developed by Umbrella.

File:LinearLauncher.jpg