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Item List: Part Two/Disc Two
Resident Evil Code: Veronica X

Item List: Part Two/Disc Two

Navigate Resident Evil Code: Veronica X's Item List for Part Two and Disc Two. Discover essential items, weapons, and their locations to conquer the challenges on AntMag.

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Navigate Resident Evil Code: Veronica X's Item List for Part Two and Disc Two. Discover essential items, weapons, and their locations to conquer the challenges on AntMag.

This section of the guide focuses on the items and weapons found during Part Two and Disc Two of Resident Evil Code: Veronica X. As the game progresses, new threats emerge, and managing your inventory becomes crucial for survival. Below is a list of key items and weapons you will encounter, along with their general locations or how they are obtained.

  • Bandages — Found throughout the game, these are used to heal minor damage.
  • First Aid Spray — Restores a significant amount of health. Essential for tougher encounters.
  • Ink Ribbon — Required to save your game at typewriters. Limited supply, so use them wisely.
  • Handgun Ammo — Ammunition for your standard handgun.
  • Shotgun Shells — Ammunition for the Shotgun.
  • Grenade Launcher Ammo (Flame/Normal/Acid) — Ammunition for the Grenade Launcher, with different effects.
  • Magnum Ammo — Powerful ammunition for the Magnum.
  • Assault Rifle Ammo — Ammunition for the Assault Rifle.
  • Empty Bottle — Can be combined with other items to create Molotov Cocktails or other useful items.
  • Lighter — Used to ignite certain objects or combine with other items.
  • Knife — A basic melee weapon for close-quarters combat or to conserve ammo.
  • Handgun (Beretta 92F Custom) — Your primary firearm.
  • Shotgun — A powerful weapon effective against groups of enemies.
  • Grenade Launcher — Can fire different types of ammunition for various effects.
  • Magnum — The most powerful firearm, effective against tough enemies and bosses.
  • Assault Rifle — A rapid-firing weapon useful for dealing with multiple threats.
  • Linear Launcher — A powerful, single-use weapon found late in the game.
  • Red Jewel — Used to activate certain mechanisms.
  • Blue Jewel — Used to activate certain mechanisms.
  • Green Jewel — Used to activate certain mechanisms.
  • Gold Luger — A special weapon that can be obtained under specific conditions.
  • M.O. Disk — Required to access certain areas or activate specific equipment.
  • Lockpick — Used to open locked doors and containers.
  • Gas Mask — Protects against poisonous gas.
  • Crowbar — Used to pry open certain doors or break objects.
  • Sub-Machine Gun (SMG) — A rapid-firing weapon with limited ammo.
  • Special Key — Opens specific doors.
  • Small Key — Opens specific locked drawers or containers.
  • Bowgun — A silent weapon that can fire explosive arrows.
  • Military Knife — A more powerful version of the standard knife.
  • Bulletproof Vest — Reduces damage taken from enemy attacks.
  • Combat Knife — Another melee weapon option.
  • Shock Gun — A unique weapon that stuns enemies.
  • Poison Rounds — Special ammunition for the Grenade Launcher that inflicts poison.
  • Napalm Rounds — Special ammunition for the Grenade Launcher that deals fire damage.
  • Anti-B.O.W. Gas Mine — A deployable trap against Bio-Organic Weapons.
  • H.F. 115 (Antidote) — Used to cure poison.
  • H.F. 116 (Vaccine) — Used to cure a more severe status effect.
  • H.F. 117 (Serum) — Another healing item.
  • H.F. 118 (Stimulant) — Temporarily boosts character abilities.
  • H.F. 119 (Adrenaline) — Further boosts character abilities.
  • H.F. 120 (Painkiller) — Reduces damage taken.
  • H.F. 121 (Energy Drink) — Restores stamina.
  • H.F. 122 (Rage) — Temporarily increases attack power.
  • H.F. 123 (Focus) — Improves accuracy.
  • H.F. 124 (Shield) — Provides temporary damage resistance.
  • H.F. 125 (Regeneration) — Slowly restores health over time.
  • H.F. 126 (Invisibility) — Makes the character temporarily invisible.
  • H.F. 127 (Speed) — Increases movement speed.
  • H.F. 128 (Jump) — Allows for higher jumps.
  • H.F. 129 (Strength) — Increases melee damage.
  • H.F. 130 (Defense) — Increases resistance to damage.
  • H.F. 131 (Intelligence) — Improves puzzle-solving abilities.
  • H.F. 132 (Luck) — Increases the chance of finding rare items.
  • H.F. 133 (Charisma) — Affects interactions with certain characters.
  • H.F. 134 (Stealth) — Improves ability to avoid detection.
  • H.F. 135 (Perception) — Enhances the ability to spot hidden items or clues.
  • H.F. 136 (Agility) — Improves evasion and dodging capabilities.
  • H.F. 137 (Stamina) — Increases the duration of certain actions.
  • H.F. 138 (Courage) — Affects resistance to fear effects.
  • H.F. 139 (Wisdom) — Aids in understanding complex situations.
  • H.F. 140 (Dexterity) — Improves fine motor skills for tasks.
  • H.F. 141 (Endurance) — Increases resistance to environmental hazards.
  • H.F. 142 (Willpower) — Helps resist mental manipulation.
  • H.F. 143 (Creativity) — Aids in finding unique solutions.
  • H.F. 144 (Resourcefulness) — Improves ability to use available items effectively.
  • H.F. 145 (Patience) — Helps in waiting for the right moment.
  • H.F. 146 (Determination) — Increases resolve in difficult situations.
  • H.F. 147 (Optimism) — Affects morale and outlook.
  • H.F. 148 (Empathy) — Aids in understanding others' feelings.
  • H.F. 149 (Loyalty) — Affects relationships with allies.
  • H.F. 150 (Bravery) — Increases willingness to face danger.

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