Resident Evil 2/Biohazard 2 Claire Redfield Scenario 1 Speed Guide Compiled by Mark Kim (Vesther Fauransy) Capcom for the Sony PlayStation Console Version 0.3.8 (Text Build 2002) Date of Completion: January 1, 2000 (No time given) Date of Public Release: January 1, 2000 (No time given) Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is SHAREWARE and is strictly for entertainment use only. In addition, this file can only be HTMLized by the sole owner of the file (Mark Kim), regardless whether the content is good or bad. Furthermore, only the following sites shall be granted an exclusive license to view this file over the web: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Cheat Code Central (http://www.cheatcc.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) It is a criminal act to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium) and it shall be a criminal act to to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. It is a direct felony to use this file for any profitable (even if you fail to make any money out of it), promotional, and/or commercial transactional purposes (including but not limited to giving this file as some sort of bonus, gift, or any other means to generate any money out of this document). It shall be a severe criminal act to incorporate any or all of this file into any gaming guides, game sites, magazines, or any other profitable and/or commercial transactional means that exists (including reprinting, OCR-ing, and the like). To conclude about this, it shall be a direct criminal act to make any money out of this document. Currently, this document is being maintained and is the sole property of Mark Kim, and this file is protected by all applicable copyright, trademark, and patent laws in addition to all International Treaties. Any breach of copyright, trademark, and/or patents (which includes but not limited to plagiarism, stealing, laming, pirating, or otherwise) and/or using this document for any other purposes other than personal and private purposes, and/or illegal mirroring of this file (other than the five aforementioned URLs as described in the beginning of this disclaimer) is a direct violation of all applicable copyright laws, International Treaties, Patent Laws, US Title 107, and the Berne Copyright Bill of 1976. Violators and Transgressors shall face severe civil and criminal penalties through the maximum extent possible by law. Mark Kim acknowledges and respects all copyrights, patents (pending or not), and trademarks whether if it's mentioned or not somewhere in either the FAQ Text File and/or site as no copyright infringement was intended. If for any reason I MUST USE any copyrighted resource, then credit will be given at the Acknowledgements Section for the common part. Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. This file has been carefully written by Mark Kim in respect to all copyrights, patents, and trademarks. Resident Evil, Resident Evil 2, Biohazard, Biohazard 2, Chris Redfield, Claire Redfield, Jill Valentine, Barry Burton, Albert Wesker, Rebecca Chambers, Leon S. Kennedy, and any Resident Evil/Biohazard-associated characters (whether living or dead) and any material/event associated and/or related to Resident Evil/Biohazard are registered trademarks and copyrights of Capcom Co. LTD. and Capcom USA, Inc. All Rights Reserved. This document was carefully authored by Mark Kim in respect to all Capcom Properties, as no infringement was intended. I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF THIS WORK!!!! THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!! I didn't create this file so that some hack-writer can just slack-off and get paid for it!!! ======================================================================== HISTORY OF THE FAQ May 27, 1998 ------------ This is the Beta version of this FAQ, which was submitted to CJayC in the form of an e-mail message, because I have no idea if my work will cause any treaty violations or not. Also, there are many flaws sending the FAQ in the form of an e-mail message. Too many bugs on this version. May 28, 1998 ------------ This is the first public release of this FAQ, with lots of bug fixings and with some additional features that were not included with this FAQ. Also, to avoid allegations of plagiarism, I managed to fix the content of this work whenever appropriate. This work will be displayed right at my website but will be a GameFAQs.com exclusive until I can get my site updated. June 1, 1998 ------------ Possible Resources of this FAQ were added in the event of a Lawmaker checking the content of this FAQ. I, as the author of this FAQ, makes sure that I'm writing this FAQ in my own words, and in my own knowledge. Also, note that I may have removed or added some material in this FAQ under my own discretion. June 10, 1998 ------------- I realized that I haven't split one paragraph apart from the optional area. Also, since you are allowed 6 saves (before your ranking goes down), I have included some recommended save points. I have included an end-of-game warning because there are times when you don't have the guts to destroy William Birkin. July 5, 1998 ------------ I have a new domain registered with the InterNIC! Start checking your bookmarks now if you have not done so lately. I'm also enforcing my own anti-laming policy in this FAQ as well. Also, I may have suggested a few pet peeves depending how appropriate it is. October 29, 1998 ---------------- This FAQ has been mainly updated for legal purposes, but there seems to be one or two areas in this game that seems to be hard to accomplish due to its high-degree of difficulty. If for any reason I have to go in-depth, I will tell you why. May 17, 1999 ------------ Use of the Vesther Fauransy Pseudonym begins for this document. Document updated to take advantage of the brand new Mark Kim Trademark Interface for FAQs. July 6, 1999 ------------ Many of things have changed ever since I've first wrote a speed guide in the world of survival horror. Much of this information that you might have been reading may or may not be able to get you the Rocket Launcher, which is the ultimate goal for this file. Also, I'm trying to have you grab the Rocket Launcher in inder 2 hours. Also, there have been some areas that have been identified to add some time, so I'll note them as "Beginner Areas" since these areas are meant for Beginners. It's possible to achieve hellish-hard times of 1:45 for Claire's First Scenario, although only Leon can do 95 minutes on his first scenario, and 100 minutes on his Second Scenario. Vincent Merken has demonstrated that ONLY Leon can achieve even hellish-hard 95 minutes. I should be able to have his document mirrored at my website by the time you are finished reading this (but I'm going to keep his legalese if you had to ask me). Much of the reason why I only write two speed guides (One for Claire, and one for Leon) for Claire's storyline is because Resident Evil (Biohazard) is supposed to be a story about the Redfield family. Chris was still missing after Resident Evil 2 and Claire is trying to find Chris Redfield in Resident Evil/Biohazard: Code Veronica for the Sega Dreamcast. Resident Evil/Biohazard Nemesis coming up for the PlayStation is only a bridge to Resident Evil 2, with Jill Valentine coming to Raccoon City, only to find out that she has to move away from Raccoon City before all is too late. Still I would say that the Redfields are the main attraction to this game. I have made many revisions so that I can help you get the Rocket Launcher (which also lowers rank if you happen to use it since you tend to cheat) and achieve a time of under 2 hours, maybe even 1:45 if you don't commit blatant mess-ups. Remember, ONLY Leon can achieve hellish-hard 95 minute-First Scenario Games as Vincent Merken has made clear on his Leon Scenario 1 95-minute file. The Second Scenarios are a lot slower than the first scenarios as I found out from the speed survivor himself. Enough ranting. Time for the main scope. July 12, 1999 ------------- Just had to be more descriptive on some parts of this document because I felt I rushed the last version of the document into the Internet. This way even beginners may be able to beat the game in under 2 hours. ======================================================================== CONTENTS OF THIS FAQ: - Newsflash - What you need to know - Guidelines - Items for Claire - The Body of this FAQ - What items to avoid - Special Items and Characters - How to mirror this FAQ or send a new version to GameFAQs.com - Resources of this FAQ - Credits ======================================================================== NEWSFLASH Newer versions of the Resident Evil 2/Biohazard 2 Speed Guide for Claire Redfield's First Scenario can be found at http://www.verasnaship.net, where my homepage is located at. For EMERGENCY PURPOSES ONLY, I have an FTP Location where you can retrieve this documentation in ZIP Format (If you are using a Macintosh, please let me know if you can port this document as an HQX File, and if you do, please e-mail it to me so I can make the FTP Site friendly to Mac users) meaning that you will need NetZIP (http://www.netzip.com) by Software Builders or WinZip (http://www.winzip.com) by Nico Mak Computing. DON'T ABUSE THIS LOCATION OR I WILL TAKE IT AWAY. Here's the URL in the event you get a 304 from verasnaship.net: - ftp://ftp.enteract.com/users/markkim/resevil2_clairea.zip Again, if you are a Mac user and if you have the ability to create HQX Files, please feel free to port this file over as an HQX, but keep the content 100% original at all costs. E-Mail me the HQX and you should get a Thank-You Message. If you have any fixes, bugs, suggestions, comments, or any tralala you want to share with me, then I have a convenient MAILTO form that you can use so you don't have to go through the hassle of using an e-mail client (which takes up resources off your computer) at the following location: - http://www.verasnaship.net/text/emailme.html Although e-mail policing will be light for ANY RESIDENT EVIL/BIOHAZARD documents that I have published, keep in mind that if you choose to flame, I will ask your ISP to warn you and if your abuse continues to persist, then I will ask your ISP or E-Mail Provider to unfavorably shut you down. Also, if you choose to indulge to do any of the following, I will ask your E-Mail Provider or ISP to shut you down without warning from your provider: - Spamming of any sorts - Unsolicited Advertisements - Dirty Pictures - Racist Behavior - Impersonating anybody - How to get rich quick or what you're trying to sell to me - Any writing of material that is offensive, gross, or otherwise deemed illegal per Internet Community - Bulk Mailing and/or Mail Bombing - Linking to any Dirty Websites - Not adhering to your ISP's AUP - Racial/Ethical Slurs - Fake Messages Also, impersonating as "Capcom" for any reason is immediate grounds for me to ask your ISP to shut you down. Your IP Address and your DNS Lookup will be displayed with the message so you'd better be good. Also, I will be using Eudora Pro as my primary e-mail client when it comes to e-mail so if I catch any rule violations within your e-mail, then I will take these issues up to your ISP. I, as the sole author and owner of this document, reserve the right to enforce my ISP's and your ISP's Acceptable Use Policies and the Terms of Service without any warning at anytime. Please visit the following websites to see why I'm doing this: - http://spam.abuse.net (Spamming Infocenter) - http://www.cauce.org (Coalition Against Unsolicited Commercial E-Mail) That aside and please enjoy the document. This document, like all Video Game FAQs on the Internet, must be viewed in a monotype font or the alignment will not be correct. If the alignment isn't correct for any reason, then please follow these procedures: 1. On Netscape Communicator, click on Edit, then Preferences. 2. Click on Fonts at the Appearance Section 3. At the Fixed Width Font, select Courier New, and select size 10 point font. 4. If you see this sample bulk of writing aligned correctly, please proceed: 1234567890 ********** ======================================================================== WHAT YOU NEED TO KNOW If you have noticed by now, I have visited GameFAQs.com and looked at a lot of Resident Evil 2 FAQs lately. While there were some pretty reliable speed guides on the site, neither have talked about Claire's Scenario 1 the fast way. That is why this guide is intended as a speedguide and not a walkthrough. If you use this as a walkthrough, then you may get lost or whatever. It is highly recommended that you spend some time going through Claire's Scenario 1 before you even try to read this document. Like I have said in the "History of this FAQ", there have been a lot of things that have changed in the world of Survival Horror. A confirmation from Vincent Merken have rang the bell for people to try to get the Rocket Launcher in only 95 minutes for Leon's First Scenario. However, since my focus is staying relevant to my belief that Resident Evil/Biohazard is the Redfield Family's story, I'll try to help you get the Rocket Launcher (using Claire, I can't believe that many people pity Claire because of her weapons and that) the Claire Way. My goal is to help you get the Rocket Launcher in under 2 hours, but if you skip all the optional areas, then you should be netting 1:45 Claire Scenario 1 Missions (but remember, ONLY Leon can do 95 minutes on his 1st Scenario as Vincent Merken has made clear on his Leon Scenario 1 95-minute Guide). I have already identified plenty of areas that will ONLY add up some time. By the time I first written this guide, I was only a beginner to speed-survival. Now I'm about 15-20 minutes faster than what I was one year ago. For advanced players, I would say that you can go under 2 hours and you don't need that much ammo but a Beginner may need to grab lots of ammo in order to beat the game in under 2:30. Also, there are some risks that you need to take if you want to achieve 1:45 Claire Scenario 1 Missions (i.e. blowing the Bow Gun, et. al.). ======================================================================== GUIDELINES * It is strongly recommended that you read through this over and over again. If you need to start a Speed Game, practice on the EASY mode first before going onto NORMAL mode. This guide assumes that you are on the NORMAL mode. Once you are confident enough that you will achieve under 2 hour Claire Scenario 1 Missions (1:45 for professionals, 2:30 for beginners), then you can go ahead with the Normal Setting. * Don't bother with the First Aid Sprays. If you even use a single First Aid Spray, then you will receive a lower rank. You shouldn't be able to use them. The goal to get Rank A is to heal yourself "The Hard Way". * Herbs are acceptable. Three Green Herbs provide as much healing power as a First Aid Spray. Combining a Red, Green, and a Blue Herb has more healing power than a Triple Green Herb or a First Aid Spray. Save your Superherbs (Red, Green, and Blue) for the last. * You are allowed up to 6 saves, which is definitely too much. For Advanced and Expert Players, I would say that you can pretty much beat the game without saving. This only applies to the First Scenario. For each Ink Ribbon you grab, you will get 2 saves so in practice you only need 3 Ink Ribbons. They can be found at nearly every typewriter. For beginners, I would say that you may need to use the 6 allotted saves in this guide. * The only time you need to kill Zombies or whatever is whenever the corridor is too narrow, or if there's too many of them. Skillful swerving and maneuvering will help you ignore the Zombies unscathed, though the Zombies have much better reach than in the first Resident Evil/Biohazard. * Since I'm assuming that you know everything there is for Claire's First Scenario already, I won't be too nosy about what you have to grab throughout. HOWEVER, whenever possible, I'll try to spot any unnecessary pickups, which will only be suitable for Beginners (since I don't want to place any beginners at risk). * Side areas often lead to extra ammo and will appeal to Beginners. However, the only time you need to go inside a Side Area is when you are running short of Ammo. Remember that you need to beat the game in under 2:30, save no more than 6 times, use no First Aid Sprays, and achieve a Rank A if you want the Rocket Launcher. * Notice that I have omitted certain parts of the mission for the interest of saving you time. Whenever possible, I will tell you what's risky to blow or not. For Advanced Players, you probably don't need that much ammo but a Beginner may need lots of ammo in order to do so. In this speed guide, you probably only need 118 Hand Gun Bullets, 18 Bow Gun Shots (I hate the Bow Gun because its efficiency leaves a lot to be desired), and 24-30 Grenades (depending on skill). You may need to pick up all Acid and Fire Shot Packs, but if you think you can handle this mission with fewer Acid and Fire Shots, then feel free to do so. * Ignore all the files as they are only time-wasters to my taste. * Your main concern in Claire's First Scenario is the Sherry Mini-Quests, where you have to dodge the bees and dogs without any weapons. Even though it's only a sub-quest, you STILL have to keep Sherry in good condition. The game ends if Sherry gets killed by either the dogs or the bees. To escape from the Bees' grasp, press the X butto rapidly and wiggle the Control Pad until Sherry is freed. Do it the instant you see Sherry get grasped at--or it's game over. * Since what I'm going to throw out in words is quite a risk, try to grab as much ammo as you can. Later, when you become better in the game, you can omit some unnecessary pickups and beat the game with even less ammo. Kill Lickers and the Spitter with the Acid Shots. Take on Part 2 and Part 3 William with the Fire Rounds. Kill Plants with the Fire Rounds. Rationalize your ammo when killing certain Zombies. * If you are not planning to save at all, then I recommend that if you have been playing with your PlayStation for 2 or more hours, then please wait for 30 minutes at the least (longer is better) before playing Resident Evil 2. Plan on any events that you will undergo in RE2 ahead of time as it's easy to get lost here. Remember the less you goof-up (and the less you spend in unnecessary events), the faster you will be. * With regards to the Memory Card, I recommend that you make at least one block for these following start scenarios: Leon 1st, Leon 2nd, Claire 1st, Claire 2nd, Hunk, and Tofu. * Prizes and extra characters are only available on Normal Mode, so keep that in mind. * For the advanced player, you can pretty much ignore about 80% of the Zombies, but you need to be very careful since you only have 13 Bullets. If you can make it through the Police Station without grabbing any items (and of course skillfully swerving and sliding past through the Zombies), then you will be able to reach the Brad Vickers Zombie. However, I would NOT think about grabbing the Special Key since the Vickers Zombie takes lots of hits, so once you get inside the Police Station, just get inside the Building as we don't have time to waste with the Brad Vickers Zombie. However, for beginners, I would say that you will need to grab the items before the Police Station. * For a beginner, it's quite a risk to omit any ammo pick-ups but for Advanced Players, it's OK to omit unnecessary "things" since you've gotten a lot better in the game. Beginners will miss a chance to extend some precious ammo, but for Advanced Players, skipping side areas also mean some major Time Gains as well. * Forget the Spark Shot as this is considered cheating. You will receive a lower rank if you pick it up and use it. * Hopefully, this document should help you beat Claire's First Scenario (assuming that YOU DID play the game in Normal Mode) in under 2:30. If not, make any necessary adjustments to reach your goal. For advanced players, if this guide does not enable you to reach times in under 2 or if you are unable to reach your ultimate goal of under 1:45, then make any adjustments until you are able to reach the ultimate goal. ======================================================================== ITEMS FOR CLAIRE: Knife ----- Good for close-up attacks but not as protective as a Firearm. Forget using this weapon since it's pretty much useless. Browning High-Power ------------------- Weakest weapon available for Claire, but a lot more protective. 13 bullets in a chamber. Hand Gun Bullets ---------------- Weakest bullets in the game for use with the Browning High-Power. Each box you grab is usually worth 15 bullets, and a few are worth 30 bullets. You basically need only about 88-118 bullets (About 5-6 boxes, one of the box is a 30-pack) for this guide. Bow Gun ------- I hate this weapon. It sucks. Worst powerup in the whole game. This is not a suitable weapon overall. For the advanced player, you may be able to beat the game without the Bow Gun (it's risky) but for an Intermediate Player, you possibly need about 18 shots in order to do so. The weapon holds 6 shots. Bow Gun Bolts ------------- For the Bow Gun. Each bag gives you 12 more shots. You only need 18 Bow Gun Shots, but an Advanced Player can beat the game without the Bow Gun Shots, though it's kind of a risk to leave the Bow Gun. Three-Element M79 ----------------- Claire's main weapon overall. It uses three types of rounds: Explosive, Acid, and Fire. The M79 can carry unlimited counts of bullets of one type. Explosive Rounds ---------------- Rounds that spread through a wide range and explode in contact. Each bag gives you 6 more explosives. Acid Rounds ----------- Rounds that burn up through contact. Each bag gives you 6 more Acid Shots. Fire Shots ---------- Rounds that emits large amount of fire through contact. Each bag gives you 6 more Fire Shots. First Aid Sprays ---------------- Lots of healing power. Lowers Rank. Forget using any of these things since they are BAAAAAAAAAAD for 100% of the time. Consider them unnecessary pick-ups. Even beginners can beat the game in under 2:30 without these lamers. Either way, it doesn't recover you from Poison status. Herbs ----- Herbs heal you depending on how you combine them. To tell you the truth, your condition should NOT be less than "Fine" as your speed decreases every time your condition worsens. This is why you need to keep an herb or two ready just in case Claire grabs her stomach with her arm. If you see Claire do so, then it's time to heal up. Here's how you can combine your herbs (and know that using Herbs are acceptable): - One Green Herb: Recovers life only equivalent to 1/3rd of a First Aid Spray. - Two Green Herbs: Recovers life only equivalent to 2/3rd of a First Aid Spray. - Three Green Herbs: Recovers life equivalent to a First Aid Spray. - Blue Herb: Neutralizes Poisons. - One Green Herb, One Blue Herb: Recovers life only equivalent to 1/3rd of a First Aid Spray, but neutralizes poisons. - Two Green Herbs, One Blue Herb: Recovers life only equivalent to 2/3rd of a First Aid Spray, but neutralizes poisons. - One Red and Green Herb: Recovers life equivalent to a First Aid Spray, sometimes more. - One Red, Green, and Blue Herb (Superherb): The mother of Mixed Herbs. Recovers life equivalent to about 3-4 First Aid Sprays. You may think that this combination will lower your rank just because of its awesome healing power, BUT BELIEVE IT OR NOT, IT WON'T LOWER YOUR RANK (because you used three herbs to create this one) and that's good because if you are at Danger condition, then you can just use a Superherb and recover back to FINE in no time. Save this one for the end-bosses. Spark Shot ---------- 20 Shots. Electrocutes in contact. Lowers Rank because this is considered cheating in other words. Don't worry: It's useless because you can't aim upwards. Machine Gun ----------- Fully Automatic Firing. Lowers Rank because this is considered cheating in other words. Don't worry: Most two-slots become useless anyway. Side Pack --------- With the Side Pack, you can carry 10 items. AS A GENERAL RULE, SAVE THE SIDE PACK FOR THE SECOND SCENARIO MISSIONS. For Advanced Players, you can pass both scenarios without the Side Pack (though it's quite a risk) but a beginner will need to have it on Scenario 2. No big deal if you want to pass up the Side Pack: You just won't have enough space to carry the Herbs you want. ======================================================================== NOW IT'S TIME TO GET GOING Note: To skip FMV's (with the exception of the cheesey speeches and the end FMV), press the Start Button. If you have read Vincent Merken's Leon Scenario 1 95-minute Guide, then the FMVs AND the Cheesey Speeches does not influence time, which is a good thing. Just press the start button to cancel the FMV's because I'm pretty sure you want to eat lunch or dinner the sooner the better. From the area which Leon and Claire split up into two groups ------------------------------------------------------------ Skillfully swerve and slide past through the zombies (because you don't have enough bullets). Allow yourself some room for error as you can't afford to get injured here. Even for a beginner, I would say that swerving and sliding past through the zombies here are just cake. Just hurry up to the weapon shop and hear the first cheesey speech. Note: I hate hearing the cheesey speeches over and over again. Ask Jim Irwin, Vincent Merken, Brandon Dennis, and any other speed-minded souls. =P After the cheesey speech with the Gun Shop Owner, just make your way through the door. For beginners, I would take the boxes of Hand Gun Bullets before proceeding on, but Advanced Players should just bill the boxes as unnecessary pick-ups. Either way, don't bother with the Bow Gun now: Trying to kill the zombies for control of the Bow Gun only wastes time. Get out of the weapons shop, pass the fence, and when the Zombies crack the fence open, you'll probably need to knock out the zombies (Don't kill them though, you only have 13 bullets). Knock them out and slide past them. Get inside the door from the Basketball Court. For beginners, before you even deal with the Zombies who knocked the fence open, grab the Handgun Bullets from the back of the pickup. For advanced players, you probably don't need that much ammo anyway. Still you need to be careful because you only have 13 bullets from the start until you get to the Police Station. Keep on moving forward up to the Trash Can. For beginners, I would take the Handgun bullets before moving on but for Advanced Players I would deem this as an unnecessary pick-up (Remember, you only need about 88-118 Handgun bullets in all). If you are an advanced player, you need to skillfully swerve and slide past through the zombies with minimal damage. BE VERY CAREFUL THAT YOUR CONDITION DOES NOT FALL BELOW FINE as some zombies before you reach the next door tend to drain your energy pretty quickly. Skillfully swerve and slide right through the zombies but you may need to take a hit from that lady zombie anyway (but you can dodge her with skill and wit, though it's kind of difficult without knocking her down). However, for a Beginner's case, you will need to knock down the Lady Zombie first and then start swerving and sliding past through the Zombies by hugging the Right Wall. As you approach the bus, hug the left side to easily avoid the Zombies eating a cop. Now just enter inside the doors. For a beginner, I would take the Handgun bullets at the back seat but for Advanced Players, I would deem the box at the back seat YET another unnnecessary pick-up (since you became a lot more skillful than you were as a beginner). Knock out the lady zombie crawling at the floor and KNOCK DOWN BUT DON'T KILL the other zombie and get out of the bus from the front door. For advanced players, you should be out of bullets by now but beginners will have some bullets left. Beginners may need to knock a few zombies down before proceeding since a large group of zombies are waiting but Advanced Players can laugh at the zombies by just skillfully swerving and sliding right past through the zombies. All you need to do is to know the pattern to dodge the zombies unscathed. Head to the door and now you are at the Police Department. Beginners: You are going to take up more time than Advanced Players since I had you take the items for your own safety. Take the first right, grab the herb from the left plants, and get inside the Police Station Building. Advanced: Since you didn't obtained any items from the start until the moment you arrived at the Precinct, you have already met the conditions to meet up the Brad Vickers Zombie at the second right from the stairs. We won't mess with the Brad Vickers Zombie since we want a major speed gain. Grab the herb from the left plants, and get inside the Police Station Building (You should be proud by now because since you reached the Police Station without grabbing any items, you've done yourself justice with a major speed gain). Once you head towards the hall, pass the dual doors at the left, and get inside the locker room, hear YET another cheesey speech between Claire and Marvin, and get the Keycard from Marvin. Afterwards, go to the computer and use the Keycard to open the doors, and get the Bullets from the railing of the reception desk of the Hall. Advanced Players will need the 30-pack since they are now out of bullets by now. First Save: Right after you electronically opened the left dual doors and the right door with the Keycard. You should be going to the wooden dual doors and dump the knife in the Item Box. You only need the Handgun and the Handgun Bullets. Keep advancing to the Licker Hall, and face the Licker. Don't bother killing the Licker for now since he takes about 10 Handgun Bullets before he dies (You are not strong enough to kill him yet). Instead, just hug the left wall and proceed to the door towards you. He's not as quick as Hunters were in Resident Evil 1, but they're still dangerous as they are as quick as you are. Now keep advancing to the hallway to the briefing room (but pass the briefing room because you don't need to go in there now), and into the hallway to the Darkroom. Be careful of the four zombies lurking there as you try to take the stairs to the second floor. Grab the herbs if you are in for some hurting and if your condition falls below "Fine" (You probably done all of the Zombies by now), combine all three Green Herbs that you have created into a Triple Herb, and use it so that you will be back to Fine Condition. Note: Before you face the Licker for the first time, a corpse will have a box of Hand Gun Bullets. Beginners will probably need it but Advanced Players can take the risk of not getting it. Statue Puzzle ------------- When you get to the Statue Puzzle Area, you should concentrate on making the statues face the statue that carries the Red Jewel. I would personally start by moving the bronze Statue to face the Middle Statue first and then the gray Statue in. Make sure that you are moving the statues properly or you may have to do it all over again. Note: Behind the middle statue, there are handgun bullets. Take them if you want but for Advanced Players, you only need about 88-118 bullets overall throughout the game. That's 5-6 boxes, one of the boxes being a 30-pack. Reason for In-Depth Coverage of the Statue Puzzle: This is a difficult puzzle and it will consume your time if you do not get the positioning out right the first time. After you get the Red Jewel, head to the STARS Office and examine Chris Redfield's desk for the Diary and the Unicorn Medal, and get the Handgun Bullets (Advanced Players probably may need this box) and the Grenade Launcher before you leave. Ignore the FAX Machine and exit out of the office. Go back to the way you came from. You should now be powerful enough to off the Licker. If you don't want to, then just hug the right wall and keep on running until you can reach the door. Don't worry: He won't jump attack you as long as you don't stay put. It takes two grenades to off the Licker. Use the Unicorn Medal to get the Spade Key from the Statue. Go back to the Licker Hall and open the door to the File Room. You will probably need to kill the Licker before you get in. Just two grenade shots before he dies. Get the Crank and go back to the STARS hallway. Pass the office this time and take on the zombie chasing after Sherry Birkin. Use and discard the Spade Key to meet up with Leon, then enter the Library. Note: On your way to the locked door near the STARS Office, you may need to go inside the safe room near the staircase to dump the Crank before proceeding. You basically only need the Handgun, Bullets, and the Spade Key from this point. There are Handgun bullets at the left side as you enter the room, but like I said, advanced players need only 88-118 bullets overall in the game. Also, grab the Fire Rounds before you enter the Library, and the Red Herb from the vase as you exit the Library. You should have already solved the Statue Puzzle by the time you go back to STARS office to unlock the door requiring the Spade Key. Head to the second floor of the Hallway, release the Emergency Ladder, and get inside the Waiting Room. When you get inside the roasted hall, just go to the next door which isn't obstructed by the flames. Unlock the grey door to the Liaison Room, go through the Crow Corridor, and enter the outside wreckage area. Go down the stairs, into the cabin, get the Valve Handle (and the Bow Gun for Beginners, for Advanced players, you can leave the Bow Gun alone, but if you need more ammo, you only need about 18 Bow Gun Shots overall), and go back to the outside wreckage area and use the Valve Handle to extinguish the flame. Go back to the wrecked hall, passing the Waiting Room, and go inside the statue room (the door near the wreckage) and retrieve the Diamond Key. Get inside the Waiting Room once again, grab the lighter from the seat, dump any unneccesary items into the Item Box. You should only have the Handgun, Bullets, Bow Gun (for beginners and anybody who needed the 18 shots: if you choose to leave the Bow Gun for this scenario, you will take quite a risk but the rewards are quite significant), the Diamond Key, and the Lighter. Take the emergency ladder, and head back to the same direction you took to get inside the STARS office but with a few exceptions: * After exiting out of the Licker Hall, go inside the Briefing Room and into the Chimney. Use the lighter and obtain the second Red Jewel. Leave out of the Liaison Room and into the leftmost staircase on the first floor of the Precinct. * Unlock the last door at your right using the Diamond Key. Now go back to the safe room near the stairs and dump any unnecessary items into the Magic Box. Dump the Handgun and Bullets since you don't need them anymore. From this point on, *I WILL ASSUME* that you did have a need for 18 Bow Gun Shots. If not, then no big deal: You won't have as many shots as you need to kill William 4 at the end. Keep only the Bow Gun, and keep one pack of herbs ready just in case you get injured. The Safe Room Visit is just optional for now since you don't need to visit unless you are really hurting for space. When you get into the darkroom hallway once again, unlock the door to the File Room with the Diamond Key but as you try to unlock the door to the locker room, be careful of those zombies who are up close and personal with you. Don't forget to grab the Plastic Explosive (and the Bow Gun Bolts at the right side of you as you unlock the door) before you leave. Go to the mini-office to face the now-zombified Marvin and get the Detonator. Combine both Explosive and Detonator to create a complete detonator. Exit back into the hall, go up the Emergency ladder, into the Waiting Room, and use the complete detonator to clear the wreckage. Second Save: If you want, though it's not required. Before you clear the wreckage blocking the pathway to Irons' office. Meet Brian Irons in the Chief's Office and Sherry Birkin in the Second Floor Chimney. Get the Heart Key from the Chief's Desk before returning to the wrecked hallway. Go back to the Crow Hallway and take the gray door to the liaison room. Don't enter main room just yet; use and discard the Heart Key and go inside the basement. Go to the X-ed doors, into the manhole, into the safe room, and find Sherry once again. The dogs can be skillfully ignored if you are careful as killing them just wastes time. Note: Before you meet up with Sherry once again, you only need the Bow Gun, the remaining bolts you have, the Grenade Launcher, Lighter, and the Diamond Key. You don't need herbs now (since there should be some along the way). At your discretion, you can grab the Handgun and Bullets but this will be the last time you will ever use it if you want to grab it so be careful not to grab any more Handgun Bullets. As Sherry, just go into the Sewer Irrigation Room, solve the Freight Puzzle to get the Club Key. Just return to where the Sherry Mini-Quest started. Your main concern in the Sherry Mini-quest is evading the dogs, who will try to destroy Sherry in an instant. The game may end if Sherry is killed by the hands of the dogs. When you regain control of Claire, get the Club Key, and just unlock the Autopsy Room with the Club Key and return back to the Liaison Room. Be careful of the Lickers sneaking in the Hallway. No time to mess around with the Lickers, so even though you may need to take some hits (Their hits do lousy damage, only the Air Slash inflicts tons of damage), just ignore them and head back to the Liaison Room. Optional Area ------------- I DEFINITELY SEE NO REASON DOING THIS BECAUSE THIS WASTES A LOT OF TIME. If you are an advanced player, then don't bother. If you are a beginner, then follow along: * After opening up the Autopsy Room with the Club Key, grab the Red Keycard. Be careful of the zombies who wake up. * Go inside the Power Room and solve the Power Room Puzzle by flicking the switches Up, Up, Down, Down, and then Up. * Use the Red Keycard to open up the Weapons Room, and grab the Bow Gun Bolts. I personally would leave the Side Pack for the Second Scenario Missions, and the UZI will lower your rank if you even take and/or use it. Now, before you get inside the Liaison Room, open up the Watchman's Room with the Club Key and grab the Acid Rounds at the Bedroom and head back to the Liaison Room. You will need them as life's gotta be easier with the Acid Rounds. Go to the mini-office of the Liaison Room (careful, there are zombies here), use the 2236 combination, and retrieve the map and the Acid Rounds (For advanced players, you only need 18 Acid Rounds overall, but Beginners will need more of this, though). Get out of the Liaison Room, head forward to the Soda Machines, then head right to the Monitoring Hallway. Use up the Bow Gun to kill all the zombies here (You possibly may be able to run out) since there are too many of them. Open the Criminal Monitoring Room with the Diamond Key and the Video Room with the Club Key. Be sure you discard both keys. If you want to save ammo, then skillfully swerve and slide right past through the Zombies, but since the corridor's quite narrow, beginners may have to kill them. If you want to free up space, use all remaining Hand Gun and Bow Gun shots you may have. * I personally would go inside the Interrogation Room first and grab the Yellow Stone. A licker will come out but just get out of there quickly since he's easily ignored. * Next stop is the Video Room. Use and discard the Club Key and kill the Licker with an Acid Shot. Use the lighter to light up the range, and turn on Faucet 12, 13, and then 11 to get the crank. Head back to the Hall, take the Emergency Ladder, and head to the Waiting Room on the Second Floor (since you will need to make some adjustments to your inventory right now). Go to the Magic Box and make sure that your inventory contains only the M79 with Acid Rounds, two Red Jewels, Crank, Cog, and the Yellow Stone. Head back to the Library and take the stairs to the Third Floor. Be careful of the Licker who now lurks in the second floor of the Hall (You can swerve and slide right past him or kill him if you want). Take the third floor exit of the Hallway, into the Gear Room, and solve the Crank and Cog puzzles to get the First Blue Stone Half. Required Items: Cogwheel, Crank Go back to the Library and instead of taking the stairs, take the Dead End and solve the Shelf Puzzle to get the Red Stone. Go into the room you got your Diamond Key at, but this time, use the Red Jewels to solve the Jewel Puzzle, and get the second half of the Blue Stone and combine both halves to create one Blue Stone. Head to the Chief's office and use the Stones to open a passage to the secret rooms of the Chief (You will engage with YET another cheesey speech with Sherry). After the Chief slanders at you (and after he bursts into half), take the ladder, and face the terrible Spitter. Use Acid Rounds against the Spitter, and once you defeat the Spitter, return back to the Chief's Office to get Sherry. Note: Grab the Acid Shots before facing the Spitter and plug them into your M-79. It takes about 5 shots before the Spitter goes down into submission. Now with Sherry on your possesion, enter the Sewer, into the irrigation corridor, and after Sherry gets sucked in, head towards the basement, into the ventilation hole, and get the Wolf Medal. Sherry will get sucked in and will be infected by William. You will gain control of Claire once again. Head towards the Claire Control Room, and go back to the Magic Box and make sure that you have the Grenade Laucher with the Acid Rounds, Fire Rounds, then the Grenade Rounds, and finally the Valve Handle (which plays importance in this stage of the game. Optional Area ------------- There is NO REASON to go inside this one because you are only wasting time this way. Unlock the door to the basement using the Lockpick and open the door. Go down the ladder and kill the zombie. Grab ONLY the Grenade Rounds and get out. For Advanced Players, we don't have any time to waste in this basement. Take the lift that will lead to the same area Leon will get shot by Annette in both of his Scenarios and take the same door to the actual Sewer. Optional: For beginners ONLY ---------------------------- Advanced Players can live without an extra 6 Fire Rounds but Beginners may need lots of them in order to suffice. After taking the door to the actual Sewers, head left and climb up towards the deceased corpses. One of the corpses should have 6 extra fire rounds. Use your Fire Rounds wisely because it's reserved for William Birkin and the Plants. Basically, you head right after entering the Main Sewer Area and then another left onto the door to the next area. Now at the next Intersection, you will want to take a left and into the Double Doors you go inside. Turn left and get annoyed by Annette for a while (I hate this cold-blooded blonde). Press the start button to skip the FMV involving Annette. After Claire tells Annette to take the double doors, it's time to use the Valve Handle to lower the bridge. Cross the bridge and use the Valve Handle again to raise the bridge. Take the Fire Rounds near the typewriter and the two green herbs near the bridge (Remember to keep a spare Tripleherb handy just in case Claire begins to falter up). Advance to the door and keep walking forward until you see Sherry laying down on pain. Now you will have to confront an Alligator with an appetite problem. Run back until you see a canister at Claire's right. Release it and walk a little bit so that you are not too close to the Canister. Here it helps have Auto-Aiming turned on. Now when the Alligator puts the canister on his mouth, let the Alligator have it. This way Leon won't have to fight it on his Second Scenario. Now return back to Sherry Birkin and wake her up. Grab the Wolf Medal before you climb up the Ada ladder. Cross the bridge and grab the Eagle Medal and go back to the Ada Ladder and climb back down. Note: You need to make sure that Sherry is within your reach. If you run too fast, Sherry will stop and Claire will complain that she can't leave Sherry alone. Make sure that you don't run too fast. Special Note: Sherry is in deep trouble right now because William has just implanted an Embryo inside her body! Go back to where you got annoyed by Annette earlier on the game. Use the Valve Handle the final time so that you can cross the bridge. Now go to the Clearance Device and use both Medals and reveal a door of hope. Go inside the Door of hope and go forward until you see the Tram Area. Go to the computer and turn on the Tram. Go inside the Tram and board. After getting out of the tram, go to Claire's extreme front-left. Press the X button until Claire ducks. Say YES when prompted to grab the Weapon Box Key. Now advance to the singular door leading to the first corridor of the Factory. Make sure that Sherry is within range or the game won't proceed. Head forward and then right. The best way to kill Zombies is to plug Grenades inside the Grenade Launcher, aim the nozzle at the Zombie's head, and blow them up. Not as effective or spectacular as Leon's Shotgun Trick (A Vincent Merken first) but it works. Keep going forward and board the door. Keep going forward until you see an Intersection. Take a left and keep forward until you see a ladder. Now go up the ladder. Now we are inside a Safe Room. Grab both the Fire and the Grenade Rounds (You will need them anyway) near the Control Panel. Now go to the Magic Box and take ONLY the Fire Rounds, and the Grenade Launcher. This William is definitely a wimp. =) Get out of the Safe Room and go inside the Umbrella Lift. At the Pilot Room there should be a Control Panel Key flashing somewhere. In the back of the Pilot's Room there should be 6 more Fire Shots. Grab the Fire Shots because you will need them anyway. Get out of the Lift, and go to the Lift Activator and use the Key. Say YES when prompted to start the lift. Skip the FMV showing the lift is going down and when Sherry states that her stomach hurts, Claire suspects that the Embryo is pupating and if it does, then Sherry will, will...................... Anyway, let's get out of the interior of the Lift. Notice you can't go back inside until you defeat William Birkin. Note: USE Fire Shots at William. Keep going forward until you see William. Now run as far as you can from William until you are far enough to plug in 8 Rounds at him. After 8 Rounds, William will be stunned so you shouldn't damage him until after he resumes walking with his hand on his stomach. Now when his hand is on his stomach, hit him with one more Fire Shot and he's down. Go back to the lift and you will automatically take Sherry into the bed of the Security Room. Take the Green Herb near Sherry and the Acid Rounds near the Typewriter. At the Magic Box take only the M79, Grenade Rounds, Acid Rounds, Fire Rounds, and ONE spare Tripleherb ready. Get out of the Security Room and head towards the door at the Intersection leading to the Power Supplement Corridor. Go to the East Area and proceed to the frozen door and keep on going forward until you see a Fuse Case. Grab the Fuse Case and position yourself near the Fuse Generator. Use the Fuse Case and say YES when prompted to grab the Main Fuse. Go back to the Intersection at the Power Supplement Hall and use the Main Fuse at the Power Generator. Now proceed to the door leading to the West Area. Optional Area ------------- Advanced Players DON'T NEED TO GET THROUGH THE HASSLE OF GOING HERE but Beginners probably need to do so. AS A GENERAL RULE, YOU ONLY GO HERE IF YOU ARE REALLY SHORT ON AMMO (A Brandon Dennis First). I would deem this as an unnecessary pick-up because it only adds time to your overall performance (A Vincent Merken first). Skip this if you are an Advanced Player, but if you are a Beginner, then follow along: Use the Fire Round to destroy the Plant obstructing the ventilation duct, and face two lickers with Grenade Rounds. Be sure you take the Grenade Rounds before leaving back to the unplanted hallway. Go to the switch and turn it on only to reveal two plants. Now after the door opens up, let the plants have it with two Fire Shots. Proceed to the door blocked by the Plants after killing the Plants. No time to mess around with the plant near the ladder, so just go down the ladder, and then enter the hallway to the MO Disk Computer Area. Be sure that you kill the three Lickers blocking the MO Computer Area before advancing. Acid Rounds work well against the Super Lickers. Afterwards, advance to the Monitor Room, go to the Magic Box, and keep only the Three Types of Grenade Rounds, the Grenade Launcher, and the Weapon Box Key. Go into the P4 Room, get the Grenade Rounds (use and discard the Weapon Box Key, you will need them for William Birkin) from the Locker, head towards William's Research Room and get the Lab Keycard (Watch out for the Zombies, though). Exit out of the P4 room and get yelled at by Annette for killing her husband ("I'll never forgive you!"). When you hear William roar, Annette will report to the Monitor Room to see her husband torn apart by the G-Virus, and she will get scratched BAD for such a cold-blooded act she has demonstrated for all of her life (That is good because I don't want to see Annette anymore; she turns me off!). WARNING: AT THE VERY LEAST SAVE AT LEAST 6 FIRE ROUNDS AND SAVE AS MANY EXPLOSIVE ROUNDS AS YOU CAN (15-20 SHOULD BE ENOUGH) FOR THE FINAL ENCOUNTER AGAINST WILLIAM BIRKIN. IF YOU DON'T MEET THESE MINIMUMS, THEN YOUR CHANCES OF SURVIVAL MAY BE ALL FOR NAUGHT. Go back to the Monitor Room, but you will have to ask Annette about the G-Vaccine first. I'm glad William hacked Annette right at her heart because she should be punished for her cold and selfish ways in her life (as I said before on the previous paragraph). Head back to the East Area (I'm assuming you know where to go), and use the Lab Keycard to open the door to the VAM room. Get the Vaccine Cart (and the Grenade Rounds as you will need them for William Birkin), turn on the switch, place the Vaccine Cart on the VAM, get the MO Disk from the tray, and turn on the VAM switch to get the Base Vaccine. Afterwards, you should head back to the P4 Lab Room and solve the Vaccine Puzzle there. Don't forget to use the MO Disk at the Verification Station near the Biohazard Entrance Room before solving the Vaccine Puzzle. While accomplishing this paragraph, be careful of the Final Licker, zombies on the VAM room, Plants at the West Area Hall, and the Naked Zombies on the MO Disk Room. Before going into the Biohazard room, take time to arm yourself with any remaining M79 rounds that you have, and fill your inventory with any healing items that you have left (but no first aid sprays are allowed!). WARNING: YOU ALSO NEED AT LEAST TWO SUPERHERBS, ONE RED-AND-GREEN HERB, AND THE REST ANY TRIPLEHERBS THAT YOU HAVE LEFT OVER. Enter the Biohazard room and turn on the switch for the emergency exit elevator and William Birkin. You will have only 5 minutes to make it to the train (and to beat the game). Final Save: Before the final fight against William Birkin. William Birkin will need to be destroyed in two forms. The first form is slow, but his four-hit combo is MEGA powerful, and you need to keep your distance from him at all times. Keep away from him at all times and nail him with 6 Fire Rounds. Once William's defeated for the first time, he can get pretty nasty. He is much faster in his second form and his attacks pack a much better punch than his first form. Once William performs his 5-hit combo on you, he then has no problem trashing you away. Right in this point, you will be in "DANGER" Condition, so use a Superherb to heal yourself now!!! Nail William 4 with Explosive Rounds and any Fire and Acid Rounds that you have left over. I agree with Vincent Merken (and his 95-minute guide for Leon's First Scenario) that this is the most dangerous form of William. If you are in Caution, then William's bite and swiggle will instantly kill you. Make sure that you are in "FINE" condition at all times and watch your condition at all times. Once William is defeated, head to the elevator and right into the Train to beat the game. Hopefully for beginners, this shouldn't take you any more than 2:30 and I didn't cause you to grab any First Aid Sprays, Spark Shot, and the UZI. If not, then make any necessary adjustments until you beaten the game with a Grade of A for the Rocket Launcher. For Advanced Players, if you follow everything in this manual, then you should be able to beat the game in under 2 hours with a grade of A. If you can beat the game in 1:45 or under with a grade of A, then that means that you are learning something new. Besides, I almost beaten the game in under 1:45 (1:46:01 with a grade of A) but I goofed-up on some tasks which wastes time. Remember the less items you take (and the less optional areas you take), the faster you will be. ======================================================================== ITEMS TO AVOID As much as I want you to get the best rank score in the Claire Scenario 1 Speed Guide, here are the items that YOU MUST NOT TAKE AND/OR USE AT ALL TIMES: - First Aid Sprays - Nearly all Ink Ribbons - Spark Shot Rifle - Sub-Machine Gun - If you won any on previous scenarios, any infinite weapons (I found that the Infinite Weapons are useless anyway) Special thanks goes to Vincent Merken for the verification about the Spark Shot. =) ======================================================================== SPECIAL ITEMS AND CHARACTERS Rocket Launcher: You must beat either the first or second scenario in no more than 2 and one-half hours, saved no more than 6 times, used no health sprays, used no infinite weapons, and you must not have picked up the limited-ammo Sub-Machine Gun at any time. If you have done the following right after you have beaten the game, then you will be able to see it on your item box the next time you play it. Keep in mind that if for any reason you use it on the next scenario, you will receive less points at the end of the next scenario. You'll need to achieve a rank of A to get this weapon. Gatling Gun: You must beat the second scenario in no more than 2 and one-half hours, have NOT SAVED AT ALL, used no health sprays, used no bonus weapons, and you must not have picked up the limited ammo UZI at any time. If you have done this condition (it's tough but it can be done), then you should be able to see a Gatling Gun in your Item Box during the subsequent missions. Keep in mind that you will lose points every time you use an Infinite Weapon. You'll need to achieve a rank of A to get this weapon. Infinite Ammo Uzi: You should be quick enough to beat the second scenario to get this weapon. Now here's the real confusion: In just about every gaming magazine, I was told that you only need to beat the game in under 3 hours and achieve a rank of B to get this weapon. Well, that's full of bull right over there. Here's MY WAY (and the best way to get it): Obtain this weapon like you would with the Gatling Gun. This way you can win 2 weapons instead of one. If you have followed this guide closely, then you *should* be able to get both the Uzi and the Gatling Gun achieving a rank of A and achieving a Second Scenario time of in between 1:40-1:45. Hunk: Beat the second scenario achieving the rank of A. This means that during the time you are trying to get Hunk, NO BONUS WEAPONS OR ANY FIRST AID SPRAYS CAN BE USED AT ALL. This rules out the Spark Shot Cannon, Limited-Ammo Uzi, and the health sprays. Tofu: Beat 6 scenarios in a row and earn the right to play as Hunk by the end of the second scenario. HOWEVER, DURING THE QUEST TO SEEK OUT TOFU, NO BONUS WEAPONS CAN BE USED WHATSOEVER. Also note that Hunk MUST BE ON YOUR MEMORY CARD before you can get him. Brad Vickers Zombie: Rush to the Police Station without getting any items at all. For beginners, this is risky but for Advanced Players, this is a major speed gain. I personally would forget this trick even though I'm capable of reaching the Police Station without grabbing any items because this wastes time. You may need to spend time grabbing any weapons you need because he takes a lot of beating before being defeated. Once you kill Brad, get the special key from the slain corpse. Now open the locked doors at the Darkroom with this key for one new choice for Claire, and two new choices for Leon. This section only works in normal mode, and will not work in Easy Mode. Best Claire B Clear Time: Claire B: 1:34:13, Rank of A with NO SAVES! Best Claire A Clear Time: Claire A: 1:40:00, Rank A with NO SAVES!! (Weird because I can't remember a thing!) Note: The Claire A would be a little better if I haven't goofed up in the process of getting out of the Police Station!!! Remember if you want 1:45 Claire A Times, then YOU CANNOT GOOF UP AT ALL. Now here's the most frequently asked question: Q: Do I lose the bonus weapons if I use them? A: Hell no. Once you earn the Special Weapon, you can't lose it--it's inside the Item Box (the first time you open it up) provided that you keep on saving and saving. Q: How come you offer PDF's on certain puzzles for Resident Evil and Resident Evil 2? Where can I get these PDF's at? A: There are bound to be some puzzles that can either be a pain-in-the- ass to solve or they might take a lot of tricky timing to perfect, or for a beginner, it might become a major time waster in the game, thus adding unnecessary ticks on the clock to your overall performance. As much as you want to be fast, I want to help as well. From time to time, I reserve every right to offer PDF versions of some of the puzzles in Resident Evil and Resident Evil 2. Keep in mind that when I consider creating a PDF for a Resident Evil Puzzle or so-so, only the toughest puzzles will be covered. I've started this PDF mania when I realized that an optional puzzle in the original Resident Evil took a lot of tricky timing and became a total time waster that it added too much unnecessary time to my performance. The same thing occurred with the harsh entrance towards the Umbrella Secret Lab in the second Resident Evil. To my belief, words sometimes can't cover an entire complex puzzle, something that most FAQ authors are aware of. By releasing a PDF-style FAQ on certain puzzles that are billed as either major time-wasters or tricky-timing events, a beginner may benefit from the graphics displayed in the PDF rather than have to struggle wasting several seconds just to get the timing right. And PDFs can only be found at Verasnaship Interactive's Resident Evil Frequently Asked Questions Stable at this following location: http://www.verasnaship.net/text/biohazard.html. Q: Will you create an FAQ or a speed guide for Resident Evil 3 Nemesis or Biohazard 3 Last Escape? A: HELL NO!!! This is just a side-story to Resident Evil 2. Upholding my beliefs that Resident Evil is basically the Redfields' story, I would stay away from this game, but I would rent it just to learn some devious secrets regarding about the bastard Umbrella Company that is causing trouble with their dangerous experiments. Henry LaPierre has a totally kick-ass FAQ available at http://www.gamefaqs.com for Biohazard 3 Last Escape/Resident Evil 3 Nememsis. However, the real sequel is the all-Redfield Resident Evil Code Veronica for the Sega Dreamcast. Q: How about those Game Shark Codes? A: Duh...You can find them by pointing http://www.cmgsccc.com on your favorite browser. A final rant from "Ves" ----------------------- If for any reason this document won't enable you to reach an achievement time of under 1:45, and a rank of A, make any necessary adjustments until you make reaching Rank A with 1:45 second nature. This speed guide is just a blueprint of what to expect so you may need to variate your skills a little just to pick up some speed that you might need in subsequent missions. ======================================================================== THE DO'S AND DONT'S Again, this FAQ can only appear in the following sites: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Cheat Code Central (http://www.cheatcc.com) * Secrets of the Game Sages (http://www.gamesages.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) Why? Because these sites are the only ones that keep all original work updated and up-to-date. Ever since reading marshmallow's works, I've been obsessed in limiting the amount of sites that are permitted to display this file. You can always get the latest version at Verasnaship first since I run the website for myself. GameFAQs does a good job keeping the files up-to-date at all times and is the most visited site for FAQ-related walkthroughs. Secrets of the Game Sages is a "Code-related" partner to GameFAQs since both GameFAQs and Secrets of the Game Sages share the same information. Cheat Code Central not only has codes, but up-to-date FAQs and Text-based Walkthroughs based upon marshmallow's knowledge. Finally, Game Shark Code Creators Club is a Game Shark site run under the Code Master to provide up-to-date Game Shark Codes and is a highly visited Game Shark Site. However, I might elect to do PDFs on certain games, and only my website (Verasnaship Interactive) has it. Rules: * DO NOT place this file in your web site directly. Only the five aforementioned sites have an exclusive right to mirror this file. * You can make a link to my FAQ Library Page. The only rules that I would like to enforce is that you link ONLY to an HTML or an Interactive Web Page. The link to this page is: - http://www.verasnaship.net/text/biohazard.html * Please KIM that linking to GameFAQs is goverened by the Legal Disclaimer as foretold under the statement, "Linking Rights". I highly recommend that you make a link to my website so that people will always have the latest version of this work viewed right through their screen. Please DO NOT link directly to any TXT or ZIP files if you have to link to my page! Part of the reason why I'm doing this is because if you don't view an HTML Site, then you may not be able to run the ads that appear on top of the HTML Document, which IS NO FAIR TO THE WEBMASTER. Also, I'm doing this because all FAQ writers are just getting sick and tired of seeing outdated versions of their files!!! For details about linking rules, visit http://www.templetons.com/brad/linkright.html which is Brad Templeton's Linking Rights Essay. ======================================================================== HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA One time when I was forced to update another FAQ for Super GT by Sega, I was surprised to see that I was driving from Helen Keller. That is why you MUST follow the protocol as described in the aforementioned Form Mail Page URL. ======================================================================== RESOURCES OF THIS FAQ * Jim Irwin * Brandon W. Dennis (http://dbcore.tierranet.com) * Vincent Merken You can find their work at http://www.gamefaqs.com. ======================================================================== ACKNOWLEDGEMENTS - Capcom for making Resident Evil 2 more valuable to play than the first one. - Jim Irwin for telling me that the Infinite Ammo Weapons lowers your rank score, and the Flamethrower in Leon's Disc isn't necessary to complete the game. - Brandon W. Dennis for telling me that the First Aid Sprays, Limited-Ammo Submachine Gun lowers your rank score and to save the inventory slots to store your herbs. - Both Jim Irwin and Brandon W. Dennis for motivating me to become a speed-minded Resident Evil 2 player with their FAQs. Please read their FAQs at the GameFAQs.com site at either of these addresses: http://www.gamefaqs.com (Use the search engine to locate them, but PLEASE REMEMBER IF YOU WANT TO LINK TO GAMEFAQS.COM, YOU ARE ONLY PERMITTED TO LINK TO AN HTML OR ASP PAGE!!!) - Capcom for starting the Survival Horror Craze with Resident Evil (known as Biohazard in Japan). - Vincent Merken, Josh Harring, Tu Dang, and Mark Stephenson for motivating me to become a speed player with their own FAQs. You can read their FAQs at http://www.gamefaqs.com (Use the Search Engine). - Vincent Merken for being the strongest warrior in the World of Survival Horror and for a confirmation about the Spark Shot. - GameFAQs for being the largest stable of Original Work - Kao Megura for *finally* reaching his ultimate milestone. - Imagine Games Network for being the largest Video Gaming Community over the Internet - Game Shark Code Creators Club for a good assortment of Game Shark Codes - Secrets of the Game Sages for having the best amount of non-Game Shark codes on the web. This document is dedicated to the loving memory of Princess Diana of Wales and Fashion Designer Gianni Versace. We need to stop destroying people for a stupid reason right now. ** END OF DOCUMENT AND ONE LAST WARNING ** This Electronically Published Document is copyrighted (c) 1999 Mark Kim. All Rights Reserved. This document is protected by applicable copyright laws and international treaties. Unauthroized reproduction, retransmission, and/or a breach of copyright, partial or full, may result in civil and criminal penalties and is subject to maximum punishment and prosecution to the highest extent possible by law. Please credit Mark Kim as Vesther Fauransy where credit is due. This document is the sole property of Mark Kim. Resident Evil 2/Biohazard 2 (c)1996, 1998, 1999, 2000 Capcom.
Resident Evil 2/Biohazard 2 Leon S. Kennedy Scenario 2 Speed Guide For the Sony PlayStation Console Compiled by Mark Kim (Vesther Fauransy) Version 0.4.1 Text Build 2554 Date of Completion: January 1, 2000 (No time given) Date of Public Release: January 1, 2000 (No time given) Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is SHAREWARE and is strictly for entertainment use only. In addition, this file can only be HTMLized by the sole owner of the file (Mark Kim), regardless whether the content is good or bad. Furthermore, only the following sites shall be granted an exclusive license to view this file over the web: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Cheat Code Central (http://www.cheatcc.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) It is a criminal act to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium) and it shall be a criminal act to to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. It is a direct felony to use this file for any profitable (even if you fail to make any money out of it), promotional, and/or commercial transactional purposes (including but not limited to giving this file as some sort of bonus, gift, or any other means to generate any money out of this document). It shall be a severe criminal act to incorporate any or all of this file into any gaming guides, game sites, magazines, or any other profitable and/or commercial transactional means that exists (including reprinting, OCR-ing, and the like). To conclude about this, it shall be a direct criminal act to make any money out of this document. Currently, this document is being maintained and is the sole property of Mark Kim, and this file is protected by all applicable copyright, trademark, and patent laws in addition to all International Treaties. Any breach of copyright, trademark, and/or patents (which includes but not limited to plagiarism, stealing, laming, pirating, or otherwise) and/or using this document for any other purposes other than personal and private purposes, and/or illegal mirroring of this file (other than the five aforementioned URLs as described in the beginning of this disclaimer) is a direct violation of all applicable copyright laws, International Treaties, Patent Laws, US Title 107, and the Berne Copyright Bill of 1976. Violators and Transgressors shall face severe civil and criminal penalties through the maximum extent possible by law. Mark Kim acknowledges and respects all copyrights, patents (pending or not), and trademarks whether if it's mentioned or not somewhere in either the FAQ Text File and/or site as no copyright infringement was intended. If for any reason I MUST USE any copyrighted resource, then credit will be given at the Acknowledgements Section for the common part. Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. This file has been carefully written by Mark Kim in respect to all copyrights, patents, and trademarks. Resident Evil, Resident Evil 2, Biohazard, Biohazard 2, Chris Redfield, Claire Redfield, Jill Valentine, Barry Burton, Albert Wesker, Rebecca Chambers, Leon S. Kennedy, and any Resident Evil/Biohazard-associated characters (whether living or dead) and any material/event associated and/or related to Resident Evil/Biohazard are registered trademarks and copyrights of Capcom Co. LTD. and Capcom USA, Inc. All Rights Reserved. This document was carefully authored by Mark Kim in respect to all Capcom Properties, as no infringement was intended. I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF THIS WORK!!!! THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!! I didn't create this file so that some hack-writer can just slack-off and get paid for it!!! ========================================================================= HISTORY OF THE FAQ June 1, 1998 ------------ To show further appreciation in playing Resident Evil 2, I have created a totally brief Leon Scenario 2 Speed Guide strictly for use with Experts. June 10, 1998 ------------- I had to update the warning just before the final battle against Tyrant, the Naked Zombies, and William Birkin because as I figured out, you need not use the Shotgun if you have 16 Magnum Bullets and upgraded to the Custom Magnum nearing the end of the game. Also, I may have touched up the areas in order to include my recommendation that you shouldn't save at all. Also keep in mind that you can only get the Infinite Weapons once. Also, I have stated a benefit of playing as Ada during her miniquests. July 5, 1998 ------------ I have a new domain registered with the InterNIC! Start checking your bookmarks now if you have not done so lately. I'm also enforcing my own anti-laming policy in this FAQ as well. Also, I may have suggested a few pet peeves depending how appropriate it is. October 29, 1998 ---------------- First Update in quite a while. There are some pretty pain-in-the-@$$ sections that are not described in this document, and I realize that the most rewarding game for the Second Scenario would not to be saving at all. I removed all saving points for the interest of handing out the Gatling Gun, which you should try to use only if you want some fun. I found out from a recent e-mail from Brandon Dennis that Speed-minded games can really bore players to death, so if you are able to get an A ranking for the first two scenarios (provided that you do have the Gatling Gun, Machine Gun, Rocket Launcher, and Hunk in your Memory Card), then go ahead and spend 6 hours playing it (though this will hurt your ranking). If for any reason I have to go in-depth with a harsh puzzle, then I will state that reason, but keep in mind that I want to be as brief as I can. The Entrance to the Power Room is what really bothered one person who e-mailed me with regards to Resident Evil 2. May 17, 1999 ------------ Use of Vesther Fauransy Pseudonym begins. Document updated to take advantage of the new Mark Kim FAQ Writing Interface. July 11, 1999 ------------ Many things have happened in the world of Survival Horror. I've been reading a lot of speed guides to see how I can benefit from playing speed games in Resident Evil 2, and even the first Resident Evil. I thought that what I can do from the documents written by Jim Irwin and Brandon Dennis would place me into gear. However, with the recent arrival of Vincent Merken's Leon Scenario 1 95 Minute File, there seems to be some unnecessary stuff that I need to take away from this file. Still, I'll try to make this file friendly for Beginner Speedsters to use. However, just expect more optional areas from this update, as I have caught several unnecessary areas from playing Leon's Second Scenario already. Rushing to the Police Station without grabbing any items (You will get the Brad Vickers Zombie this way), avoiding the need for the Weapons Storage at the Basement, and avoiding any unnecessary pickups (i.e. Extra Ammo at the Control Room Basement). Also, throughout Leon's Second Scenario, the Shotgun should be the creme de la creme for Zombie-Killing. You really don't need the Handgun at all for this one. Also, if you can practice slipping right through the zombie's fingers for about 80% of the time (Leon faces more monsters than Claire does), then you should also notice a major speed gain. Overall, your goal should be 1:45 or better (but keep in mind that Leon can only do 95 minutes in his First Scenario. Claire will have to allow at least two hours for her scenarios, but hardcore Claire Players will be able to get through her scenarios in 1:45). Also, I have fixed a lot of things ever since I've first released this file to the public. Lots of bug busts have taken place from my 35 File Experience. You may have to re-read this document since it's been remodeled. Enough ranting. Let's get onto it! July 12, 1999 ------------- Some minor bug swats. No major updates today. ======================================================================== CONTENTS OF THIS FAQ: - Newsflash - What you need to know - Guidelines - Items for Leon - The Body of this FAQ - What items to avoid - Special Items and Characters - How to mirror this FAQ or send a new version to GameFAQs.com - Resources of this FAQ - Credits ======================================================================== NEWSFLASH Newer versions of the Resident Evil 2/Biohazard 2 Speed Guide for Leon S. Kennedy's Second Scenario can be found at http://www.verasnaship.net, where my homepage is located at. For EMERGENCY PURPOSES ONLY, I have an FTP Location where you can retrieve this documentation in ZIP Format (If you are using a Macintosh, please let me know if you can port this document as an HQX File, and if you do, please e-mail it to me so I can make the FTP Site friendly to Mac users) meaning that you will need NetZIP (http://www.netzip.com) by Software Builders or WinZip (http://www.winzip.com) by Nico Mak Computing. DON'T ABUSE THIS LOCATION OR I WILL TAKE IT AWAY. Here's the URL in the event you get a 304 from verasnaship.net: - ftp://ftp.enteract.com/users/markkim/resevil2_leonb.zip Again, if you are a Mac user and if you have the ability to create HQX Files, please feel free to port this file over as an HQX, but keep the content 100% original at all costs. E-Mail me the HQX and you should get a Thank-You Message. If you have any fixes, bugs, suggestions, comments, or any tralala you want to share with me, then I have a convenient MAILTO form that you can use so you don't have to go through the hassle of using an e-mail client (which takes up resources off your computer) at the following location: - http://www.verasnaship.net/text/emailme.html Although e-mail policing will be light for ANY RESIDENT EVIL/BIOHAZARD documents that I have published, keep in mind that if you choose to flame, I will ask your ISP to warn you and if your abuse continues to persist, then I will ask your ISP or E-Mail Provider to unfavorably shut you down. Also, if you choose to indulge to do any of the following, I will ask your E-Mail Provider or ISP to shut you down without warning from your provider: - Spamming of any sorts - Unsolicited Advertisements - Dirty Pictures - Racist Behavior - Impersonating anybody - How to get rich quick or what you're trying to sell to me - Any writing of material that is offensive, gross, or otherwise deemed illegal per Internet Community - Bulk Mailing and/or Mail Bombing - Linking to any Dirty Websites - Not adhering to your ISP's AUP - Racial/Ethical Slurs - Fake Messages Also, impersonating as "Capcom" for any reason is immediate grounds for me to ask your ISP to shut you down. Your IP Address and your DNS Lookup will be displayed with the message so you'd better be good. Also, I will be using Eudora Pro as my primary e-mail client when it comes to e-mail so if I catch any rule violations within your e-mail, then I will take these issues up to your ISP. I, as the sole author and owner of this document, reserve the right to enforce my ISP's and your ISP's Acceptable Use Policies and the Terms of Service without any warning at anytime. Please visit the following websites to see why I'm doing this: - http://spam.abuse.net (Spamming Infocenter) - http://www.cauce.org (Coalition Against Unsolicited Commercial E-Mail) That aside and please enjoy the document. This document, like all Video Game FAQs on the Internet, must be viewed in a monotype font or the alignment will not be correct. If the alignment isn't correct for any reason, then please follow these procedures: 1. On Netscape Communicator, click on Edit, then Preferences. 2. Click on Fonts at the Appearance Section 3. At the Fixed Width Font, select Courier New, and select size 10 point font. 4. If you see this sample bulk of writing aligned correctly, please proceed: 1234567890 ********** ======================================================================== WHAT YOU NEED TO KNOW Recently, Dan Birlew has released a "Plot Analysis" for use with BOTH Resident Evil games for the PlayStation, and the upcoming Biohazard Code Veronica and Biohazard Nemesis. Much of the reason why I wrote guides ONLY for Claire's story is because Resident Evil is supposed to be a story about the Redfield family trying to prove the guilt of the conglomerate Umbrella Corporation whilst trying to survive the undead that lurks within. I agree with Dan Birlew on his position in regards about Resident Evil 2. Claire's story makes more sense. Play Claire's story to see why I agree with Dan. About Resident Evil Nemesis, it is basically only a trailer to Resident Evil 2, basically telling the story about how Jill Valentine was forced to stay away from Raccoon City once and for all, how Brad Vickers got infected, and how the events of Resident Evil 2 came about. It takes place one full day before Resident Evil 2 in other words. Since I'm targeting this one as a speed guide and not a walkthrough, it is highly recommended that you spend some time going through Leon's Scenario 2 before you even try to read this document. For those of you who want a walkthrough, you need to go to http://www.gamefaqs.com, type in "Resident Evil 2" on the Search Text Box, click on the appropriate Resident Evil 2 Link, and locate Brandon Dennis's Leon Scenario 2 Speed Guide and Walkthrough. Like I have said in the "History of this FAQ", there have been a lot of things that have changed in the world of Survival Horror. A confirmation from Vincent Merken have rang the bell for people to try to get the Rocket Launcher in only 95 minutes for Leon's First Scenario. Please remember that Leon can ONLY get 95 minutes by reading Vincent Merken's 95-Minute Guide for Leon's First Scenario. Since you've finished up the first scenario as Claire, it's time for you to play the game as Leon. My primary focus is to help you get the Gatling Gun in under 1:45. In order to help you do this, I have stated more optional areas than the earlier versions of this document. You don't need to go inside an optional area unless you are short on ammo. More on this later. I have already identified plenty of areas that will ONLY add up some time. By the time I first written this guide, I was only a beginner to speed-survival. Now I'm about 15-20 minutes faster than what I was one year ago. Even for beginners, you DEFINITELY need to take the risk of running your PlayStation for more than 2 hours because YOU WILL NOT SAVE AT ALL. Also, you will be encouraged to skip a lot of optional areas since it only adds time to your performance. For advanced players, this should be all cake since you've mastered the art of 1:45 back in Claire's first scenario. Also, there are some risks that you need to take if you want to achieve 1:45 Leon Scenario 2 Missions (i.e. less Shotgun and Magnum Ammo, et. al.). ========================================================================= GUIDELINES * It is strongly recommended that you read through this over and over again. If you need to start a Speed Game, practice on the EASY mode first before going onto NORMAL mode. This guide assumes that you are on the NORMAL mode. Since I won't mention any Save Locations at all (as much as Brandon Dennis wants you to get the Gatling Gun, I WANT YOU TO DO SO AS WELL), you will need to make sure that your latest practice speed game in Easy Mode rings up 1:45 or less for Leon's Second Scenario before trying your luck in Normal Mode. The Normal Mode is definitely the creme de la creme for this document. * Don't bother with the First Aid Sprays. If you even use a single First Aid Spray, then you will receive a lower rank. You shouldn't be able to use them. The goal to get Rank A is to heal yourself "The Hard Way". * Herbs are acceptable. Three Green Herbs provide as much healing power as a First Aid Spray. Combining a Red, Green, and a Blue Herb has more healing power than a Triple Green Herb or a First Aid Spray. Save your Superherbs (Red, Green, and Blue) for the last. * I WILL GIVE YOU NO SAVES AT ALL since my primary focus is to help you grab the Gatling Gun in under 2 hours, possibly 1:45. Even for a beginner, just pretend that Ink Ribbons do not exist. Advanced and Expert Players will probably do 1:45, but a Beginner may need to allow 2 hours for this one. Since you will not be saving at all, you will DEFINITELY need to rest up your PlayStation for at least 30-60 minutes before trying to get the Gatling Gun. * The only time you need to kill Zombies or whatever is whenever the corridor is too narrow, or if there's too many of them. Skillful swerving and maneuvering will help you ignore the Zombies unscathed, though the Zombies have much better reach than in the first Resident Evil/Biohazard. * The best way to deal with a Zombie is to aim the nozzle of the Shotgun at their heads at close-range, and let the Zombie have it! If you are lucky enough, then several Zombies will have their heads blown off with one shell. Another Vincent Merken first. Neat. * Side areas often lead to extra ammo and will appeal to Beginners. However, the only time you need to go inside a Side Area is when you are running short of Ammo. YOU NEED TO REMEMBER THAT IF YOU DO HAVE ENOUGH AMMO, THEN DON'T GO INSIDE A SIDE AREA. THE ONLY TIME YOU NEED TO GO INSIDE A SIDE AREA IS WHEN YOU RUN SHORT ON AMMO. SKIPPING AS MUCH SIDE AREAS AS YOU CAN ARE MAJOR SPEED GAINS. I WILL ENCOURAGE SKIPPING PLENTY OF SIDE AREAS FOR THE INTEREST OF SAVING TIME. * Notice that I have omitted certain parts of the mission for the interest of saving you time. Whenever possible, I will tell you what's risky to blow or not. For Advanced Players, you probably don't need that much ammo but a Beginner may need lots of ammo in order to do so. In this speed guide, you probably only need 118 Hand Gun Bullets, 18 Bow Gun Shots (I hate the Bow Gun because its efficiency leaves a lot to be desired), and 24-30 Grenades (depending on skill). You may need to pick up all Acid and Fire Shot Packs, but if you think you can handle this mission with fewer Acid and Fire Shots, then feel free to do so. * Ignore all the files as they are only time-wasters to my taste. * Plan on any events that you will undergo in RE2 ahead of time as it's easy to get lost here. Remember the less you goof-up (and the less you spend in unnecessary events), the faster you will be. * With regards to the Memory Card, I recommend that you make at least one block for these following start scenarios: Leon 1st, Leon 2nd, Claire 1st, Claire 2nd, Hunk, and Tofu. * Prizes and extra characters are only available on Normal Mode, so keep that in mind. * For a beginner, it's quite a risk to omit any ammo pick-ups but for Advanced Players, it's OK to omit unnecessary "things" since you've gotten a lot better in the game. Beginners will miss a chance to extend some precious ammo, but for Advanced Players, skipping side areas also mean some major Time Gains as well. * Lickers can be killed either by using the Shotgun or the Magnum. Later on, when you upgrade to the Custom Shotgun (I highly recommend upgrading to the Custom Shotgun but you can beat the game by not upgrading your shotgun at all, which is quite a risk), then you can slam several lickers as surprisingly long range. * Save your Magnum bullets exclusively for Tyrant and William Birkin. The Shotgun is too few and weak to nail them. The more Magnum rounds you save for these two cheap bosses, the better your chances of survival. * DO NOT USE THE MAGNUM BULLETS ON THE ZOMBIES. If you need to blow off the heads of the Zombies, aim the Shotgun Nozzle DIRECTLY at the Zombie's heads. This provides as much fun as using the Magnum, but with better economy. Special thanks goes to Vincent Merken for the Shotgun Tip. * Be sure that you keep a spare Triple Herb (or Superherb) handy and check your health often. Make sure that Leon's hand isn't grabbing his stomach at all. If this is so, DON'T USE A HEALTH SPRAY but use the Superherb or Tripleherb. You can use weaker herbs, but they may not recover Leon back to fine. The key to speed playing is to keep Leon in mint condition at all costs, so always have a spare Tripleherb or Superherb handy. * During an Ada quest you can fire faster than Leon--a great benefit to have whenever you're taking on the zombies. Even though it's only a sub-quest, you must keep Ada in good condition at all times. The game ends if Ada dies under the hands of the Zombies or if Ada gets grabbed by the bees for too long. * I e-mailed Jim Irwin with regards about the Flamethrower. I found out that the Flamethrower won't reduce your rank at all. It's good because I'm assuming that there are scrubs who can't beat up these darn plants with the Custom Shotgun at all. If you elect to kill the Plants with the Custom Shotgun, keep in mind that their corpse can hurt you, so walk with caution. * Although getting the Flamethrower won't reduce your rank, it wastes time. I suggest that you park the Flamethrower and use the Custom Shotgun to off the Plants instead. It's better to beat the game in under 2 hours instead of having to waste too much time to get the Flamethrower instead! I'd rather use the extra space to store Herbs instead. * If you have found the Vickers Zombie earlier on at Claire's Scenario, then you can go to the same place right after you get the Shotgun at the Hall of the Police Station. I'd rather skip getting the Special Key this time because it takes too much time for the effort of having to get the Special Key, plus the benefits of the alternate uniforms are rather unrewarding. I'd rather have you beat the game in under 2 hours sharp rather than going for the "cha-chi" during any time of the scenario. * When you off Tyrant, you will be given a chance to loot him for some ammo. You will be given a choice whether to loot Tyrant or not. If you choose to run away from Tyrant, then no big deal, but remember choosing to run away from Tyrant also means missing a chance to extend your ammo. I'll tell you for the least what to do whenever you face Tyrant from this update on. * If for any reason this guide won't get you through in under 2 hours or even the 1:45 quota, then make any necessary adjustments until you succeed. ======================================================================== ITEMS FOR LEON: Knife ----- Good for close-up attacks but not as protective as a Firearm. Forget using this weapon since it's pretty much useless. Hand Gun -------- Weakest weapon available for Leon, but a lot more protective. Leon's handgun is weaker than Claire's but it holds 18 bullets instead of 13. You virtually don't need the Handgun at all since the Shotgun will be your main weapon in this scenario. Hand Gun Bullets ---------------- Weakest bullets in the game for use with the 18-shot. Each box you grab is usually worth 15 bullets, and a few are worth 30 bullets. Like I said, you REALLY DON'T NEED Hand Gun Bullets or the Hand Gun to beat this Scenario. Hand Gun Parts -------------- Parts for the Handgun. Used to upgrade to the Custom Handgun. Try to wait until you run out because you will get a free reload whenever you upgrade. Free Reloads are nice because they more than make up for the side areas that you might have skipped. You seldomly need them because you're not going to be using the Hand Gun in this scenario AT ALL. Shotgun ------- The Remington M1100 is a lot shorter than typical Remingtons but has a cut barrel. No worries though, this weapon kicks ass because it can clean the path of zombies blocking your way. A great way to clean up Zombies is to get up to 3-4 steps away, aim the nozzle at the head, and blow the heads off with one shot!!! Another Vincent Merken first. 5 shells per chamber. Shotgun Shells -------------- Ten-Gauge Shells for use with the Remington Shotgun. Shotgun Parts ------------- Parts for the Shotgun. Used to upgrade to the Custom Shotgun. Try to wait until you run out because you will get a free reload whenever you upgrade. Free Reloads kicks ass because it more than makes up for the unnecessary side areas that you might have skipped. Custom Shotgun -------------- Getting the Shotgun may add unnecessary time to your performance but it's worth it. It won't lower your rank which is a good thing. More powerful than the ordinary Shotgun. Basically speaking, this is the Remington M1100 Full-Sized Semiautomatic. The Longer Barrel is created from the Custom Shotgun Parts, and reinforces even more concentrated blasts than a shorter-barrelled Shotgun. 7 Shells per chamber. Magnum ------ The Desert Eagle 50-Caliber Longslide Semi-Automatic. The most powerful handgun Leon can get in the entire game. Fires high-caliber bullets. Only use the Magnum for the Bosses. 8 bullets in a chamber. Magnum Clip ----------- These clips contain DE50AE Bullets for use with the Desert Eagle 50-Caliber Longslide. Magnum Parts ------------ Parts for the Magnum that is used to upgrade to the Custom Magnum. Custom Magnum ------------- Hits harder than the ordinary Magnum. The Desert Eagle 10-millimeter was created with the Nozzle inserted on top of the slide. The longer nozzle allows Leon to fire Magnum Bullets more powerfully. First Aid Sprays ---------------- Lots of healing power. Lowers Rank. Forget using any of these things since they are BAAAAAAAAAAD for 100% of the time. Consider them unnecessary pick-ups. Even beginners can beat the game in under 2:30 without these lamers. Either way, it doesn't recover you from Poison status. Herbs ----- Herbs heal you depending on how you combine them. To tell you the truth, your condition should NOT be less than "Fine" as your speed decreases every time your condition worsens. This is why you need to keep an herb or two ready just in case Leon grabs his stomach with his arm. If you see Leon do so, then it's time to heal up. Here's how you can combine your herbs (and know that using Herbs are acceptable): - One Green Herb: Recovers life only equivalent to 1/3rd of a First Aid Spray. - Two Green Herbs: Recovers life only equivalent to 2/3rd of a First Aid Spray. - Three Green Herbs: Recovers life equivalent to a First Aid Spray. - Blue Herb: Neutralizes Poisons. - One Green Herb, One Blue Herb: Recovers life only equivalent to 1/3rd of a First Aid Spray, but neutralizes poisons. - Two Green Herbs, One Blue Herb: Recovers life only equivalent to 2/3rd of a First Aid Spray, but neutralizes poisons. - One Red and Green Herb: Recovers life equivalent to a First Aid Spray, sometimes more. - One Red, Green, and Blue Herb (Superherb): The mother of Mixed Herbs. Recovers life equivalent to about 3-4 First Aid Sprays. The healing effect of this awesome herb looks like a Rank-reducer, but IT'S STILL ACCEPTABLE TO USE (since you have mixed three Herbs), and that's good because if your condition is at Danger, then you can restore yourself back to FINE in no time with this one. Machine Gun ----------- Fully Automatic Firing. Lowers Rank because this is considered cheating in other words. Don't worry: Most two-slots become useless anyway. Flamethrower ------------ Serious burning power for the Scrubs and has poor range. This won't lower rank, which is a good thing but adds unnecessary time to the clock. Side Pack --------- With the Side Pack, you can carry 10 items. AS A GENERAL RULE, SAVE THE SIDE PACK FOR THE SECOND SCENARIO MISSIONS. For Advanced Players, you can pass both scenarios without the Side Pack (though it's quite a risk) but a beginner will need to have it on Scenario 2. No big deal if you want to pass up the Side Pack: You just won't have enough space to carry the Herbs you want. ======================================================================== NOW IT'S TIME TO GET GOING: From the area which Leon and Claire split up into two groups ------------------------------------------------------------ Just avoid the zombies at the street and concentrate on getting the Cabin Key to unlock the Cabin Door. Get inside the Cabin, then past through the cabin, then go up the stairs that leads you to the Helicopter Wreckage Area. Be careful of the Zombies that block your way towards the Helicopter Wreckage Area. Note: You can skip FMV's by pressing the Start Button. You can also skip the announcer at the beginning by doing the same thing. The only things you can't skip are the cheesey speeches and the FMV's near the end of the game. Once you get inside Crow Hall, there should be some Herbs at your front. Turn right, then keep on proceeding until you see the door at your left. No time to waste with the Crows (since killing them wastes time) so just slip right through their fingers and proceed into the Liaison Room. On your way to the Liaison Room, you will see three Herbs. You will need these Herbs since you should keep a spare Tripleherb just in case your condition falls below FINE. The only thing you need to do in the Liaison Room for now is to grab the Valve Handle Wheel. After getting the Valve Handle, return back to the Outer Helicopter Wreckage and use the Valve Handle to extinguish the fire. Be sure to grab the Shotgun Shells from the Wreckage before returning back to the Crow Hall because you will be using the Shotgun Shells as your primary weapon for this scenario. Enter the Crow Hall and skip or watch the Tyrant intro if you want. Ignore the Tyrant (You will need to take a hit, a reason why you need to keep a spare Tripleherb ready) and advance to the inner wreckage area. Skillfully slip right through the Lickers' fingers since you are not powerful enough yet to dispose them. Lickers are bad news because they are as fast as you are when you are in FINE condition and their air slashes can do massive damage. Go to the room past through the wreckage and grab the Blue Keycard (There are Shotgun Shells near the rightmost vase, so grab them since you will be abusing the Shotgun for this scenario). Ignore the Licker and advance back to the Inner Wreckage Hall. Skillfully slip right through the Lickers' fingers and onto the Waiting Hall you go. Hopefully, you didn't suffer too much damage from the Lickers. If you didn't get hit by the Lickers (be sure it isn't the Air Slash), then you are on your way to the Gatling Gun! At the Waiting Room, grab the Small Key (so that you will trade it for the Shotgun Shells at the Not-So-Safe Room) and go onto the Magic Box. Keep only the Shotgun Shells, Blue Keycard, and the Small Key. Heal yourself with the Tripleherb now if you have suffered heavy damage from the Lickers. Get out of the Waiting Room 2F, and release the Emergency Ladder at the Main Hall 2F. Go down the ladder and proceed to the Reception Desk. Grab the Shotgun before advancing to the computer. Go to the computer and use the Blue Keycard. Now let's go to the left door near the entrance to this precinct. Negotiate the Zombies and go to the locked drawer so that you can trade the Small Key for a box of Shotgun Shells. Go to the Licker Hall and as you exit the Licker Hall, you will see an Herb at your right. You will probably need the Herb since you tossed the Tripleherb at your Magic Box. Now go to the Twisting Corridor and as you make your way to the Briefing Room, you will see two Zombies. A good way to deal with them is to just aim the nozzle at their heads and let them have it! Definitely the Vincent Merken way of disposing Zombies since he mentioned it on his Leon Scenario 1 95-Minute File. Go inside the Briefing Room and go to the Chimney. Use the lighter (Leon already has it, so don't worry about it :) ) near the Chimney and grab the Red Jewel. Time to leave the Briefing Room and onto the leftmost staircase that leads to the Second Floor. Climb the staircase and make your way to the Statue Puzzle before the hall of the STARS. Statue Puzzle ------------- When you get to the Statue Puzzle Area, you should concentrate on making the statues face the statue that carries the Red Jewel. I would personally start by moving the bronze Statue to face the Middle Statue first and then the gray Statue in. Make sure that you are moving the statues properly or you may have to do it all over again. Reason for In-Depth Coverage of the Statue Puzzle: This is a difficult puzzle and it will consume your time if you do not get the positioning out right the first time. After you get the Red Jewel, get inside the STARS office and get the Magnum near the Communications equipment. You will need the Magnum as it's important like Bread and Butter. Continue moving to the door that isn't locked by the Club Key anymore and you will run into Sherry Birkin. You will follow Sherry. Grab the Diamond Key and the Shotgun Shells before coming back the way you came. You will run into Claire on your way back to the STARS hall for some cheesey chit-chat. After the speech ends, go back to the leftmost staircase at the first floor, unlock the door to the Solved Files Room, and get inside the Safe Room near the staircase. Go to the Magic Box and keep only the Shotgun and Shells. Don't worry about keeping a spare Tripleherb because you'll find plenty of Herbs on your way to meet Ada Wong. More on this later. Make your way to the Solved Files Room. Be sure to grab the Shotgun Shells as you approach straight at the right side of you. Unlock the door and into the Locker Room to get the Heart Key. At the right of you there should be a Green Herb waiting for you. Now make your way back to the Hall on the first floor and take the right door near the entrance this time around. Your main concern is the amount of zombies that you will encounter here. If you want the Gatling Gun, then you will need to move fast in order to avoid losing health due to the high amount of Zombies here. Anyway, go back to the Liaison Room, right into the door which leads to both the Watchman's Room (Use and discard the Heart Key) and the Basement (Watch out for the dog blocking the staircase, before the dog are two green herbs), then negotiate the Basement and the lower parking lot and meet up with Ada. Once Ada finishes talking, push the car, into the jail cell to find Ben Bertolucci. Note: On your way to meet Ada, you will see plenty of herbs at the Stairway Hall leading to the Basement. Forget about opening up the safe (in the Liaison Office) even though it contains Shotgun Shells because you probably have enough ammo already. Get the herb at your extreme right before you even push the car with Ada because like I said, you need to keep a Tripleherb handy just in case you get seriously hurt. Before you meet Ben, there should be a Green and Blue Herb near the open Jail Cell. As long as you play the art of slipping and sliding, then you should be OK. The dogs can be easily slipped right through, just don't expect to slip right past through the Lickers that easy. After talking to Ben, get the Manhole Opener and use it to go inside the manhole where the dogs are jailed at. No time to waste with the Red Herb because the Dogs will attack you if you grab it, which wastes time. Negotiate the first sewer corridor, into the Chess-Operated Door Area, and back to the hallway where you will now play as Ada for awhile. Concentrate on solving the Irrigational Room Puzzle to get the Club Key and return back where the Ada mini-quest started. Note: There's definitely NO REASON to go inside the area where the Sherry Mini-Quest started to get the Shotgun Shells because I deem that as an unnecessary pick-up and it only adds extra time to your performance. Just concentrate on the Club Key, Leon should have enough ammo even though Ada won't be able to give Leon 7 more shells. After the Ada Mini-Quest, pick up the Club Key. Now go back to the Safe Room and only take the Shotgun, Shells, Club and Diamond Key. At that safe room, there is a Blue Herb. Now with the Club Key on Leon's Possesion, return back to the Inner Basement, into the Watchman's Hallway, and inside the Watchman's room if you are hurting for more ammo. BTW there is no time to waste with the dogs blocking your way back to the Liaison Room. You can open up the Autopsy Room with the Club Key but DON'T GO INSIDE THE AUTOPSY ROOM because we don't need to add time just to get the Side Pack. Back to the Liaison Room you go, like it or not. Note: The following can be skipped ---------------------------------- Since you will be using the Shotgun and Magnum as your Meat and Potatoes, I recommend that you go inside the Watchman's room it has 7 more shells and 8 more Magnum Rounds (You are now using the Shotgun and the Shells). The Shotgun shells can be found at the locker while the Magnum Rounds can be found at the same area you got the Magnum at Leon's first scenario. Make your way to the Liaison Room (You can do that classic 2236 thingy if you want to, but you don't need to waste time with that anyway if you are an advanced player) and exit the Liaison Room through the double-doors, and make a right until you see a left door at the dead-end (There is a Green Herb as you walk to the dead-end). Make your way to the Interrogation Room and use and discard the Diamond Key. Grab the Chess Plug from the shelf and just exit out of the room. The licker will only pop out of the Interrogation Mirror if you take the First Aid Spray, which is something that you don't want to grab anyway. :) Go inside the Video Room (You should be able to use and discard the Club Key if asked to do so) and light up the range. Light Faucet 12 first, then 13, then 11 to release the Cog. Unfortunately, Tyrant will butt in (Damn that bothersome fly!) so hold your ground. Grab the Cog and GET OUT OF HERE FAST before Tyrant does massive damage at you. As we make our way out of the hall, we see Tyrant busting from Leon's right. In order to save you some herbs, hug the right wall ALL THE WAY since Tyrant needs some time to turn around and react. Keep hugging the right wall and get out walking forward, and through the door, back into the hall, unscathed from Tyrant despite the narrow corridor. Tyrant has some weak spots, doesn't he? Well, let's not go too hot on this yet since Tyrant's always smart. In the First Floor Hall, take the Emergency Ladder to the Second Floor Waiting Room. Skillfully slip and slide past through that Licker (He's only as fast as you are assuming that you are on FINE Condition). Go to the Magic Box and take only the Magnum, Magnum Rounds, Red Jewels, Cog, the Chess Plug that you recently obtained, and POSSIBLY ONE SPARE TRIPLEHERB AND ONE SPARE BLUE AND GREEN HERB since you may need to kill the lickers now. Go back to the room where you got the Blue Keycard and place the Red Jewels at the statues to get the Chess Plug. Get out of the room and go to the room where you found Sherry Birkin in Claire's first scenario. In the box a Crank should be inside. Grab the Crank and make your way back to the Second Floor Waiting Room. However, Tyrant will be blocking your way and since you can't dodge Tyrant this time around (The corridor's too narrow), 3-4 Magnum Bullets should suffice. After knocking Tyrant down, loot him so that you can extend 8 more Magnum Rounds. Note: Since it's easy to miss, be sure that you are on Auto-Aiming Mode. Hopefully, your inventory is made of the Magnum, Magnum Rounds, Crank, Cog, two Chess Plugs, and a blue-and-green Herb. You probably used up one Tripleherb due to the effort of killing the Lickers. Believe it or not, the Lickers at the inner Wreckage Hall can be dodged with skill and wit with minimal damage!!! Just avoid their damaging Air Slash and you should be OK. Back to the Library we go and grab the Red Herb and mix the Blue and Green Herb to create a Superherb. Climb up the stairs and go to the Deadend and solve the classic Library Shelf Puzzle and get the third Chess Plug. Go up to the Third Floor Hall and make your way to the Gearroom. Use the Crank to release the stairs and climb up the stairs. Use the Cog and flick the switch to open a secret door. Get the fourth Chess Plug and jump down to the Vent Hole and... DON'T TELL ME HOW DID WILLIAM BIRKIN GOT INSIDE BEN'S CELL!!! He wounds poor Ben and now you have to get back to him!!! Once you get back to the area where you first met Ben, you will know that the Chief HAS BEEN WORKING FOR UMBRELLA (Wesker did work for Umbrella BTW) and Ben will die and Ada will butt in. Press Triangle repeatly to blow the Mail to the Chief since that only adds time to your performance. A cheesey speech with Ada and a radio from Claire will follow. Now it's time to go back to the Chess-powered door area and make William Birkin pay for killing Ben. William is slow but his attacks pack a powerful punch. If you are careful of this cheesebrain, then you won't be needing any herbs during the first fight. Afterwards, use the chess plugs and go inside the true first room of the Sewer to yell at Ada for her carelessness. Go to the Leon Control Room (there should be two Blue Herbs as you make your way inside) and just ignore the Basement thingy (There's more ammo but you don't need that much since you have just about enough ammo now). Take ONLY the Shotgun, Shells, and the Valve Handle, and a Single Green Herb if you have one inside your Magic Box (since you are going to be creating a Tripleherb for this part) and into the lift. Now it's time to get shot by Annette Birkin (And never trust a cold-blooded blonde like Annette Birkin, who cares only about her work). As Ada, just go out of the Lift Hall, then onto the ladder which leads to the Ventilation Fan, and get justice-shot by Annette. Now Ada will beat Annette up after having enough with her. Then take the bridge and onto the ladder where you will regain control of Leon again. No time to waste with Claire's control room, so just make your way to the corpses and grab the Wolf Medal. Now make your way to the same area Claire got annoyed by Annette in the first scenario. Use the Valve Handle to lower the bridge and cross the Bridge. Use the Valve Handle again to raise the Bridge. There are two herbs and Shotgun Shells as you make your way to the door in front of you. Hopefully, you killed the Alligator at the Alligator Hall in Claire's first scenario. If not, then just release the Canister and when the Alligator eats the canister, let the Alligator have it. Go up to Ada and let Ada patch you (Yuck, why do strangers touch each other, shouldn't there be a rule that YOU CAN'T TOUCH THE LADIES AT ALL?) and climb up the ladder. Cross the bridge and grab the Eagle Medal at the sewer management mainframes. Re-Cross the bridge and make your way back to the Alligator Hall. Make your way back to the First Floor Sewer Management Room and use the Valve Handle for the last time to lower the bridge. Cross the bridge and take the double doors and use the Animal Medals in front of the clearance device to lower the current and take the door formerly blocked by the current. Walk forward and make your way to the Lift Switch. Press X to fiddle with the Lift Switch and get inside the lift. You will have to contend with William's hand while on the lift. Four Shotgun shells should do the trick. Get out the lift, get the Weapon Box Key, and get in the factory. Note: It's quite a risk to skip this pick-up, but you can beat the game without this important pick-up ------------------------------------------------------------------ As you enter the first Factory Hall, take a left, and take a right. Be careful of the Zombies blocking your way. At the corpse, there are Shotgun Parts. Grab the Shotgun Parts and use up the entire Magazine before you upgrade because when you upgrade, you also get a free reload. A Jim Irwin/Brandon Dennis first. Now take the door to the right, and on the second hallway, head straight. Once you reach the intersection, take a left, and at the leftmost dead-end, there should be a ladder. Climb up the ladder and take both the Shotgun Shells and Magnum Rounds since you will need them. At the Magic Box, take only the Tripleherb, Magnum, Magnum Rounds, Shotgun Shells, and Custom Shotgun. Equip the Magnum and get out of the safe room. Take the lift and take the door to the security room. At the video monitors, grab the Control Key. After you get the Control Key, Tyrant will block your way. 4-6 Magnum Shots should suffice. Now loot him so that you will get 7 more Shotgun Shots. Go back to the safe room and use the Control Room Key next to Ada. Now flick the control box near the lift and you should be inside the lift in no time. WARNING: I have read Jim Irwin's Claire Scenario 2 Speed Guide and I understand that William 3 IS NOT NICE AT ALL. You may need to carry a tripleherb and a Superherb just in case Willie has to jack you with high-damage multihit combos. This is a main concern if you are planning to get the Gatling Gun. Inside the lift, Ada will get wounded by William's Hand. That means that you will have to fight William once again outside the lift. Before getting out of the lift, be sure to take the Magnum Bullets at the back of the cockpit. This William is similar to the William before the Final William at the end of Claire's First Scenario. Keep a distance from him and when he leaps into the lift, find refuge to another side and keep attacking him and repeat the process to defeat William until he can't take it anymore. About 9-11 Magnum Rounds (WHY SO MUCH?!) should suffice. Go inside the lift to find out that the lift can't operate, talk to Ada a bit, and go into the ventilation hole where the lift will operate without your guidance. Go inside the OSHA Cautionary Area. Optional: If for any reason you are carrying too much as of this point (There should be Green Herbs at the left of the Magic Box), then go to the Magic Box and take ONLY the Shotgun Shells, Shotgun (Custom Shotgun if you have upgraded to it), and a spare triple herb. After making sure that you have only the necessary items in your inventory, there should be a movable Freight near the Magic Box. Move the freight to the Lift. Now descend through the lift. Move the freight away from the lift until you have room to move the lift to Leon's left. Now move the freight upwards (make sure it's at the left of the lift) until you can't move it anymore. Be sure to leave some room so that you can push the lift towards the red lift (You can't push the box to the red lift anyway). Now push the freight upwards until you can't move it anymore. Once the freight is at the dead-end (You should be able to gain access to the Power Room, but you can't do so from this point since you don't have the Power Room Key), you don't have to do it again and that's great since this is a tough puzzle to complete. Reason for In-Depth Details: One person e-mailed me with regards of the Power Room in Leon's Second Scenario. I understood that this puzzle is no pushover, so I'll be nice to you right here. After you solve the stepstair puzzle, go inside the lower level of the power room to turn on the power of the Elevator. Be sure that you either slip and slide through the Super Lickers or just kill them (If you don't have the Custom Shotgun, then you will have to just slip and slide through them, and it's pretty tough because there are about four lickers) before providing the Elevator some much needed power. Now go back to the way you came, and go to the Elevator. Now the Elevator should be working. After you go down the Elevator, you will be at the Security Corridor. The Naked Zombies can be disposed of by just aiming the nozzle of the Shotgun at their heads and letting them have it. Try to tag several Naked Zombies at once with one shell so this way you can conserve ammo. Now head to the door at Leon's right. At the intersection, take the door to the East Area. Now take the door at the leftmost dead-end. Now walk until you see yet another dead-end. Take the Fuse Case (BUT DON'T TAKE THE FIRST-AID SPRAY NEAR THE GERRY CAN, REMEMBER THOSE ARE BAD) and stand near the computer. Use the Fuse Case and you will get the Main Fuse. Take the Main Fuse and return back to the Intersection. Use the Main Fuse at the Power Generator and head to the door leading to the West Area. Note: The following SHOULD ONLY BE UNDERTAKEN IF YOU ARE VERY SHORT ON AMMO. ---------------------------------------------------------------------- I agree with Brandon Dennis with this one. You should have enough Shotgun Ammo here by the time you are in Umbrella's Secret Lab. AS A GENERAL RULE, YOU ONLY GO HERE IF YOU DO NOT HAVE ENOUGH SHOTGUN BOXES LEFT IN YOUR INVENTORY. A Brandon Dennis First since you only go here if you are short on ammo. A Vincent Merken first since I deem this as an unnecessary pickup. Be sure that you have AT LEAST TWO ITEM SPACES because you will need the Flamethrower which is located at the locker at the right of the Anti-BOW Gas Triggering System. Be careful as there are several Naked Zombies here. After disposing the Zombies, use the Flame Thrower on the plant blocking the pathway to extra Shotgun Ammo. Now go inside the Venthole and you will be greeted by several Lickers. Ignore the Lickers and go to the door that contains two boxes of Shells. Get both of them and head towards the door that is locked. Now it's time to deal with the Poisonous Plants at the West Area. Note: Jim Irwin told me that the Flamethrower won't lower your rank since the range of this weapon is lousy, which is a good thing since some beginners are afraid that the corpses of the plants may injure Leon. Still, the Flamethrower only adds time to your performance so just omit the Flamethrower for the sake of having lunch early. Like I said, you should have enough Shotgun Shells by the time you first get inside the West Area. Flick the switch near the door open and you will be greeted by two Poisonous Plants. Run backwards until you are out of the reach of the Poisonous Plants. Now let the Plants have it. After the Plants are done for, head to the door which is blocked by the Poisonous Plants. Be careful as their corpses can injure you somewhat. When you get inside the Plant-Infested Area, there is no time to mess with the Poisonous Plant, so just take the ladder down to the MO-Disc Verification Area. Once you are inside the MO-Disc Verification Area, a narrow corridor will prevent you from sliding from the Lickers without any wounds, so you will have to dispose the Lickers before moving on. March gently as you dispose the lickers (There should be three Green Herbs at your right as you make your way past through the MO Disc Station) and proceed to the Monitoring Room. Next to the Magic Box (near the door to the next room), take the Weapon Box Key and switch the Tripleherb to the Superherb (or a Blue and green Herb if you do have one, there's a Red Herb before you enter William's Research Room) and let's head to William's Research Room. As you enter inside William's Research Room, there should be a door that will require you to use the Weapon Box Key. Just exchange the Weapon Box Key for the Magnum Parts. Now inside the actual study room dispose any Naked Zombies by blowing their heads off (The Vincent Merken Way) and at the same area you saw the Lab Card Key, there should be the Power Room Key. Return to the Magic Box near the door and take the Magnum with you. Go back to the West Area upstairs and back to the elevator near the Security Corridor. While returning back, try to hug the left wall so the plant won't grab and poison you. If you get poisoned, just use the Superherb. Also, just use the Magnum at the Final Licker as you make your way back to the Power Room Area. If you run out of ammo, it's time to upgrade your Magnum to the Custom Magnum (You get a free kick-ass reload). As you make your way to the area where you did the painful Freight Puzzle, you will be stopped by Annette for some cheesey chit-chat. As Annette tries to kill you, Tyrant butts in and that will be the last time we will ever see Annette ever (That's good because she gives me the creeps). Bad part: Annette leaves you with Tyrant to deal with. Ignore him (if you have AT LEAST an 8-Magnum Bullet Clip on your Magic Box) or loot him by giving him 5-7 shots from the Magnum and taking the Magnum Clip from him. Back to the area where you did that painful Freight Puzzle, take the lift and descend. Now go to the dead-end which is supposed to be the gateway to the Power Room. Climb up the boxes and use and discard the Power Key. Walk to the dead-end and you will suddenly be stopped by Tyrant. Just as you thought that it's all over, Ada comes in to save you, but she gets lifted over and she lands several shots at Tyrant's face. UNFORTUNATELY, TYRANT SLAMS ADA HARD ON THE PILLAR AND FALLS DOWN ON THE MOLTEN STEEL!!! You try to save Ada's life, but she won't survive. Leon kisses Ada and then after Ada dies, he screams, "AAAAAAAAAAAAAAAADDDDAAAAAAAAAAAAAA!!!!" and you feel a sense of guilt on your heart!!! Unfortunately, the lab feels like blowing up, so you'd better get out of here before it's too late. Before leaving the Power Room, grab the Master Key that is flashing with light. This is a vital item to take so don't miss out. WARNING: SAVE AT LEAST 3 MAGNUM BULLETS FOR THE FINAL ENCOUNTER WITH TYRANT, 5 FOR TAKING OUT THE NAKED ZOMBIES WHO WILL TRY TO PREVENT YOU FROM UNCLOGGING THE TRAIN PASSAGE, AND 7 FOR THE FINAL ENCOUNTER AGAINST WILLIAM BIRKIN. ADD THEM UP TOGETHER, AND YOU SHOULD HAVE 15 MAGNUM BULLETS OVERALL. YOU MUST HAVE ALSO UPGRADED TO THE CUSTOM MAGNUM JUST BEFORE YOU SUPPLY THE POWER TO THE TRAIN OR JUST BEFORE ANNETTE BIRKIN YELLS AT YOU FOR THE FINAL TIME AT UMBRELLA. YOU WILL NEED MORE AMMO IF YOU CHOSE NOT TO UPGRADE TO THE CUSTOM MAGNUM AT ALL BUT IF YOU ARE PLANNING TO CLEAR THE GAME WITH OTHER WEAPONS, BE SURE TO MEET THESE MINIMUMS. After exiting out of the Upper Power Room, Claire will tell you to go inside the Security Office to pick up Sherry. Head to the Security Office (You know where it is) and use the Master Key. You will drop Sherry inside the train. BTW There's nothing you can do to grab the items in the Security Office but who cares...you have enough ammo anyway! Now go to the Elevator and use the Master Key to release the Emergency Platform. After dropping Sherry off, go to the end of the Train and grab the Platform Key. Go to the Magic Box and take only the Custom Magnum, the remaining Magnum Rounds you have (HAVE AT LEAST 16 ROUNDS OVERALL, INCLUDE THE ROUNDS ALREADY INSIDE THE MAGNUM ITSELF), Four Triple Herbs and/or Superherbs, the Platform Key, and ONE FREE ITEM SPACE (You will free up an item space after using the Platform Key). Now get out of the train and unlock the Platform Gate (Use and discard the Platform Key). Now board the stairs. WARNING: You only have five minutes from this point to finish up Tyrant and to finish solving the Train Puzzle, so make sure you do not waste any time. Go up the stairs and go to the closed area and flick the switch to open the poles. Now grab the Joint S and N Plugs and go inside the Power Supplementation Area. At the end, use the Joint S and N Plugs. Unfortunately, Tyrant has survived the fall and he will now attack you with full strength!!! Tyrant has even faster attacks and a dual-hand press that will damage you no matter what you are doing! For the normal attacks, just run left. If you run right, Tyrant will always tag you with his punches. Once you have enough room to tag him, use your Magnum and when he charges right at you, run leftwards and he will only swat thin air. Three Shots and the ghost of Ada will drop a Rocket Launcher. Grab the Rocket Launcher and make sure that Auto-Aiming is turned on because you STILL can miss. One perfect aim is all it takes to net a spectacular finish ("Game Over!"). Now return back to the area you entered from the Elevator, but this time, keep on going straight and at the dead-end (Pass the Intersection), press the switch so that the Train is no longer blocked. Go back inside the train and into the Pilot's Room and start the train. Note: Be careful of the Naked Zombies. Once you start the train, you will pick up Claire and William Birkin. Once you regain control of Leon, load up the Magnum and reload it. Now make your way to the back of the train and you will face William Birkin for the final time. For this final transformation, all you need to do is to just walk back until you can't do so anymore and fire seven Custom Magnum Rounds until he's toast. Now try to make your way back to the Engine Room and you are finished with the game!!! Hopefully, if you have skipped all of the optional pick-ups (what I deem unnecessary since it adds too much time anyway), then your effort should be no slower than 1:45. However, beginners will have to allow a 2-hour effort in order to beat the game. If you beat the game by saving but if you already have an A Ranking, you will get an Infinite Weapon, though you can't get the Gatling Gun. Beat the game without saving, in under 2:30, and with the A Ranking, and you will get the Gatling Gun. Either way, you will get the Hunk Scenario, which is a lot harder than the regular game. Have fun! That's it!!! ======================================================================== ITEMS TO AVOID As much as I want you to get the best rank score in the Claire Scenario 1 Speed Guide, here are the items that YOU MUST NOT TAKE AND/OR USE AT ALL TIMES: - First Aid Sprays - Nearly all Ink Ribbons - Spark Shot Rifle - Sub-Machine Gun - If you won any on previous scenarios, any infinite weapons (I found that the Infinite Weapons are useless anyway) Special thanks goes to Vincent Merken for the verification about the Spark Shot. =) ======================================================================== SPECIAL ITEMS AND CHARACTERS Rocket Launcher: You must beat either the first or second scenario in no more than 2 and one-half hours, saved no more than 6 times, used no health sprays, used no infinite weapons, and you must not have picked up the limited-ammo Sub-Machine Gun at any time. If you have done the following right after you have beaten the game, then you will be able to see it on your item box the next time you play it. Keep in mind that if for any reason you use it on the next scenario, you will receive less points at the end of the next scenario. You'll need to achieve a rank of A to get this weapon. Gatling Gun: You must beat the second scenario in no more than 2 and one-half hours, have NOT SAVED AT ALL, used no health sprays, used no bonus weapons, and you must not have picked up the limited ammo UZI at any time. If you have done this condition (it's tough but it can be done), then you should be able to see a Gatling Gun in your Item Box during the subsequent missions. Keep in mind that you will lose points every time you use an Infinite Weapon. You'll need to achieve a rank of A to get this weapon. Infinite Ammo Uzi: You should be quick enough to beat the second scenario to get this weapon. Now here's the real confusion: In just about every gaming magazine, I was told that you only need to beat the game in under 3 hours and achieve a rank of B to get this weapon. Well, that's full of bull right over there. Here's MY WAY (and the best way to get it): Obtain this weapon like you would with the Gatling Gun. This way you can win 2 weapons instead of one. If you have followed this guide closely, then you *should* be able to get both the Uzi and the Gatling Gun achieving a rank of A and achieving a Second Scenario time of in between 1:40-1:45. Hunk: Beat the second scenario achieving the rank of A. This means that during the time you are trying to get Hunk, NO BONUS WEAPONS OR ANY FIRST AID SPRAYS CAN BE USED AT ALL. This rules out the Spark Shot Cannon, Limited-Ammo Uzi, and the health sprays. Tofu: Beat 6 scenarios in a row and earn the right to play as Hunk by the end of the second scenario. HOWEVER, DURING THE QUEST TO SEEK OUT TOFU, NO BONUS WEAPONS CAN BE USED WHATSOEVER. Also note that Hunk MUST BE ON YOUR MEMORY CARD before you can get him. Brad Vickers Zombie: Rush to the Police Station without getting any items at all. For beginners, this is risky but for Advanced Players, this is a major speed gain. I personally would forget this trick even though I'm capable of reaching the Police Station without grabbing any items because this wastes time. You may need to spend time grabbing any weapons you need because he takes a lot of beating before being defeated. Once you kill Brad, get the special key from the slain corpse. Now open the locked doors at the Darkroom with this key for one new choice for Claire, and two new choices for Leon. This section only works in normal mode, and will not work in Easy Mode. Best Claire B Clear Time: Claire B: 1:58:18, Rank of A with NO SAVES! Best Claire A Clear Time: Claire A: 1:46:01, Rank A with NO SAVES!! Note: The Claire A would be a little better if I haven't goofed up in the process of getting out of the Police Station!!! Remember if you want 1:45 Claire A Times, then YOU CANNOT GOOF UP AT ALL. Now here's the most frequently asked question: Q: Do I lose the bonus weapons if I use them? A: Hell no. Once you earn the Special Weapon, you can't lose it--it's inside the Item Box (the first time you open it up) provided that you keep on saving and saving. Q: How come you offer PDF's on certain puzzles for Resident Evil and Resident Evil 2? Where can I get these PDF's at? A: There are bound to be some puzzles that can either be a pain-in-the- ass to solve or they might take a lot of tricky timing to perfect, or for a beginner, it might become a major time waster in the game, thus adding unnecessary ticks on the clock to your overall performance. As much as you want to be fast, I want to help as well. From time to time, I reserve every right to offer PDF versions of some of the puzzles in Resident Evil and Resident Evil 2. Keep in mind that when I consider creating a PDF for a Resident Evil Puzzle or so-so, only the toughest puzzles will be covered. I've started this PDF mania when I realized that an optional puzzle in the original Resident Evil took a lot of tricky timing and became a total time waster that it added too much unnecessary time to my performance. The same thing occurred with the harsh entrance towards the Umbrella Secret Lab in the second Resident Evil. To my belief, words sometimes can't cover an entire complex puzzle, something that most FAQ authors are aware of. By releasing a PDF-style FAQ on certain puzzles that are billed as either major time-wasters or tricky-timing events, a beginner may benefit from the graphics displayed in the PDF rather than have to struggle wasting several seconds just to get the timing right. And PDFs can only be found at Verasnaship Interactive's Resident Evil Frequently Asked Questions Stable at this following location: http://www.verasnaship.net/text/biohazard.html. Q: Will you create an FAQ or a speed guide for Resident Evil 3 Nemesis or Biohazard 3 Last Escape? A: HELL NO!!! This is just a side-story to Resident Evil 2. Upholding my beliefs that Resident Evil is basically the Redfields' story, I would stay away from this game, but I would rent it just to learn some devious secrets regarding about the bastard Umbrella Company that is causing trouble with their dangerous experiments. Henry LaPierre has a totally kick-ass FAQ available at http://www.gamefaqs.com for Biohazard 3 Last Escape/Resident Evil 3 Nememsis. However, the real sequel is the all-Redfield Resident Evil Code Veronica for the Sega Dreamcast. Q: How about those Game Shark Codes? A: Duh...You can find them by pointing http://www.cmgsccc.com on your favorite browser. A final rant from "Ves" ----------------------- If for any reason this document won't enable you to reach an achievement time of under 1:45, and a rank of A, make any necessary adjustments until you make reaching Rank A with 1:45 second nature. This speed guide is just a blueprint of what to expect so you may need to variate your skills a little just to pick up some speed that you might need in subsequent missions. ======================================================================== THE DO'S AND DONT'S Again, this FAQ can only appear in the following sites: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Cheat Code Central (http://www.cheatcc.com) * Secrets of the Game Sages (http://www.gamesages.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) Why? Because these sites are the only ones that keep all original work updated and up-to-date. Ever since reading marshmallow's works, I've been obsessed in limiting the amount of sites that are permitted to display this file. You can always get the latest version at Verasnaship first since I run the website for myself. GameFAQs does a good job keeping the files up-to-date at all times and is the most visited site for FAQ-related walkthroughs. Secrets of the Game Sages is a "Code-related" partner to GameFAQs since both GameFAQs and Secrets of the Game Sages share the same information. Cheat Code Central not only has codes, but up-to-date FAQs and Text-based Walkthroughs based upon marshmallow's knowledge. Finally, Game Shark Code Creators Club is a Game Shark site run under the Code Master to provide up-to-date Game Shark Codes and is a highly visited Game Shark Site. However, I might elect to do PDFs on certain games, and only my website (Verasnaship Interactive) has it. Rules: * DO NOT place this file in your web site directly. Only the five aforementioned sites have an exclusive right to mirror this file. * You can make a link to my FAQ Library Page. The only rules that I would like to enforce is that you link ONLY to an HTML or an Interactive Web Page. The link to this page is: - http://www.verasnaship.net/text/biohazard.html * Please KIM that linking to GameFAQs is goverened by the Legal Disclaimer as foretold under the statement, "Linking Rights". I highly recommend that you make a link to my website so that people will always have the latest version of this work viewed right through their screen. Please DO NOT link directly to any TXT or ZIP files if you have to link to my page! Part of the reason why I'm doing this is because if you don't view an HTML Site, then you may not be able to run the ads that appear on top of the HTML Document, which IS NO FAIR TO THE WEBMASTER. Also, I'm doing this because all FAQ writers are just getting sick and tired of seeing outdated versions of their files!!! For details about linking rules, visit http://www.templetons.com/brad/linkright.html which is Brad Templeton's Linking Rights Essay. ======================================================================== HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA One time when I was forced to update another FAQ for Super GT by Sega, I was surprised to see that I was driving from Helen Keller. That is why you MUST follow the protocol as described in the aforementioned Form Mail Page URL. ======================================================================== RESOURCES OF THIS FAQ * Jim Irwin * Brandon W. Dennis (http://dbcore.tierranet.com) * Vincent Merken You can find their work at http://www.gamefaqs.com. ======================================================================== ACKNOWLEDGEMENTS - Capcom for making Resident Evil 2 more valuable to play than the first one. - Jim Irwin for telling me that the Infinite Ammo Weapons lowers your rank score, and the Flamethrower in Leon's Disc isn't necessary to complete the game. - Brandon W. Dennis for telling me that the First Aid Sprays, Limited-Ammo Submachine Gun lowers your rank score and to save the inventory slots to store your herbs. - Both Jim Irwin and Brandon W. Dennis for motivating me to become a speed-minded Resident Evil 2 player with their FAQs. Please read their FAQs at the GameFAQs.com site at either of these addresses: http://www.gamefaqs.com (Use the search engine to locate them, but PLEASE REMEMBER IF YOU WANT TO LINK TO GAMEFAQS.COM, YOU ARE ONLY PERMITTED TO LINK TO AN HTML OR ASP PAGE!!!) - Capcom for starting the Survival Horror Craze with Resident Evil (known as Biohazard in Japan). - Vincent Merken, Josh Harring, Tu Dang, and Mark Stephenson for motivating me to become a speed player with their own FAQs. You can read their FAQs at http://www.gamefaqs.com (Use the Search Engine). - Vincent Merken for being the strongest warrior in the World of Survival Horror and for a confirmation about the Spark Shot. - GameFAQs for being the largest stable of Original Work - Kao Megura for *finally* reaching his ultimate milestone. - Imagine Games Network for being the largest Video Gaming Community over the Internet - Game Shark Code Creators Club for a good assortment of Game Shark Codes - Secrets of the Game Sages for having the best amount of non-Game Shark codes on the web. This document is dedicated to the loving memory of Princess Diana of Wales and Fashion Designer Gianni Versace. We need to stop destroying people for a stupid reason right now. ** END OF DOCUMENT AND ONE LAST WARNING ** This Electronically Published Document is copyrighted (c) 1999 Mark Kim. All Rights Reserved. This document is protected by applicable copyright laws and international treaties. Unauthroized reproduction, retransmission, and/or a breach of copyright, partial or full, may result in civil and criminal penalties and is subject to maximum punishment and prosecution to the highest extent possible by law. Please credit Mark Kim as Vesther Fauransy where credit is due. This document is the sole property of Mark Kim. Resident Evil 2/Biohazard 2 (c)1996, 1998, 1999, 2000 Capcom.
Leon B FAQ/Walkthrough/Speed Guide (Version 1.0; finished 3-8-98) Written by Brandon W. Dennis, aka Majin Vegeta <wesley_d@juno.com> (Note #1: If you see this faq and wish to post it on a site related to video games or RE2, feel free to do so, but please leave it in its original form, IE don't modify it. Also, try to let me know you're posting it so that I can get an idea of how well it's being received.) (Note #2: If most of the faq looks double spaced, open it up in NotePad or some other text editor and use the "Word Wrap" option, as there are many paragraphs within. Thanks!) Contents: I. A Message from the Author II. Tips for using this guide and playing the game: III. The Guide A. The City Streets/Outside the Station B. Escaping the Police Station (and adjacent areas) 1. Dousing the fire, meeting Wallsmasher 2. Getting the red gems, Diamond, and Heart Keys 3. Getting the Club Key 4. Getting the Rook Plug, cogwheel, King Plug, and crank 5. Getting the Bishop and Knight Plugs, exiting the station C. The Sewers 1. Ada's second quest 2. Getting the Wolf and Eagle Medals, exiting the sewers D. The Factory Area 1. Getting the shotgun parts, raising the tractor lift 2. 3rd form Willie E. The Umbrella Lab 1. Turning on the power to the elevator 2. Turning on the lab power, getting the platform key 3. Getting to the train 4. Finishing Wallsmasher, getting the train moving 5. The final confrontation IV. Credits V. Final Notes I. A Message from the Author Note: If you want to avoid my praise of the game/pointless rambling and head straight to the streets of Racoon City, you'll want to skip the following paragraph! Resident Evil 2 is undoubtedly one of my favorite games of all time, and definitely the game that I have spent the most time playing of all of my PlayStation games (the rest of them being fighting games). As Leon B was the last of the missions I needed to complete (or rather, the last of the missions I cared to complete), I have decided to write this guide to completing it. Why? Well, I do this to give something back to those who have supported one of the most excellent games I have seen, and because I want others to have the experience of wielding the murderous firearm that is the gattling gun (but to do this, remember that you're not going to be able to save). But enough rambling; it's time to start shootin'! -Brandon W. Dennis II. Tips for using this guide and playing the game: 1. I'd suggest reading over this guide one or more times before beginning play, primarily to get an idea of what you're supposed to be doing, what enemies will confront you at what time, and what items you're going to need in your arsenal. 2. If you've never played through Leon B before, don't worry too much; if you've completed Claire A, you should have a good idea of where you are. Besides, once you get out of the police station, the game is pretty straight forward. 3. If you come to a critical item you don't have enough room to grab, but you have two or more herbs/herb mixtures, combine the herbs to make room. Try to avoid using herbs to clear storage slots, but if you must consume an herb do it; you don't have time to run back to a storage bin (unless you're not trying to win anything). 4. I haven't mentioned all of the item locations (mainly ink ribbons and non-visible ammo hidden in large rooms) because I don't know where they are. Remember, if you want the gattling gun you won't be able to save, so mention of ink ribbons wouldn't do you much good anyway (additionally, I haven't factored in ink ribbons in a lot of my storage calculations). However, for those that intend to use this guide as a walkthrough, I have included the locations of some ink ribbons (mostly visible ones). 5. Many tasks in the game can be completed if the player wishes to gain files/ammo/health sprays, but can be skipped in the interest of saving time. Mention of such tasks (with the exception of picking up nearby ammo) will be preceded or followed by a notice of some sort. 6. If you want the gattling gun, in addition to saving, you're not gonna want to use health sprays either (though herbs are acceptable). However, for those intending to use this as a walkthrough, I will mention the locations of health sprays I noticed. 7. All directions mentioned are in reference to the direction your character is facing when he enters a room (left, right, forward, back are the only ones mentioned here). Since all turns aren't mentioned, just follow the paths unless otherwise noted, or check your maps to figure out where you're supposed to be going. Additionally, when I say to head to the back of a room or hall, it usually means to proceed to the side opposite the one you entered from. 8. Unless you've got some objection to it, I'd suggest using the one of the auto-aiming control types (Type C works just fine). Although it won't help you much when shooting zombies and other normal enemies (though it will help you target enemies that Leon sees but you don't), having this option enabled will be an immense help against bosses, especially Birkin's third mutation. 9. Check your health often, and heal every time your condition drops below fine unless you're sure that you won't be encountering any enemies for a while. If possible, try to carry at least a green herb on you, just in case an enemy is able to sneak in a hit or two before you blast it to hell. 10. The order of performing tasks in this guide has been arranged so that one can achieve a time fast enough to receive an "A" ranking (many of the tasks which must be completed are arranged so that they can follow each other without you needing to revisit areas), provided everything else is done right. However, if you simply want to get through the game, after reading through you should be able to devise your own course through the game. 11. Finally, you'll notice I don't mention saving often, because if you save, you won't get the almighty gattling gun. I know I talk an awful lot about getting this weapon, but hey, if you really must save (it is a lot of pressure to keep from dying, especially as you get farther into the game), you'll still get the submachine gun and the rocket launcher (not to mention Hunk), provided you clear the game in under 2 and a half hours and don't save more than six times. I occasionally mention the locations of typewriters, so if you think there's a chance you might be killed by an upcoming foe and you don't care to get the gattling gun, saving your game might keep you from having to start all over. III. The Guide A. The City Streets/Outside the Station Lucky for you, Leon starts out on the other side of the wreckage, which means he has a lot less ground to cover before he's inside the station. First, run past the zombies until you reach the gate. Upon entering, walk forward a bit and hang a right, dodging the two zombies (it shouldn't be too hard, as they probably haven't noticed you yet). Run into the room back there, snag the cabin key off of the desk, and make your way straight across to the closed cabin door. Beware, as the two zombies you passed have probably started to advance (in an attempt to corner you), and the third zombie (who was to your left when you first entered) will awaken as you make your way to the cabin door. Use the key, discard, and enter the cabin. Once you're inside, hang a left to snag some handgun bullets (joy!) and the ink ribbons if you like. Then advance to the door directly across from the one you entered and exit. There is a good number of zombies out here, but they're pretty spread apart, meaning you shouldn't have much trouble dodging them. Follow the path and you'll come to some stairs, which you should ascend. Upon reaching the top of the stairs, you'll see a FMV segment that sheds a little light on the helicopter crash. Watch it if you like, or hold start to skip it and move on. Walk forward for a bit, then make a left. Eventually you'll see a door. Before entering, however, take note of the opening in the gate ahead (just take note of it, don't go inside just yet -- you won't need to return here until you've gotten the valve handle). B. Escaping the Police Station (and adjacent areas) 1. Dousing the fire, meeting Wallsmasher Upon entering that door, you'll find a green herb, which you would do well to snag (if your condition isn't at fine use it now; if you're ok, keep it for later). Begin running down the hallway, and after a bit you'll come to the dead body (with lots of crows perched nearby). Snatch the bullets from the body and keep running straight until you come to the grey door. Enter. Snag the green herb out here, combine it with the one you already have (if you didn't need to use it), and proceed down the stairs to snag two more green herbs. Enter the door and pick up some ammo from the body before proceeding into the main office through the open doorway. Upon entering, make a left and grab the valve handle. (Note: The following paragraph can be skipped) Head into the open door a little ways across and to the right of the door you entered, killing zombies along the way, of course (use an herb if injured; if not, combine the two single herbs in your inventory). Once you get inside there, go behind the desk to pick up two green herbs, and combine them to form another two herb combo (if you haven't used any herbs yet, your inventory should at present consist of: the handgun, knife, ammo, 3 sets of double herbs, and the valve handle). Proceed to the safe, enter the combo (2236), and take the shotgun shells and police station map. (Note: In the large area of the office, there is a zombie playing dead behind the desk. You won't need to walk over him here, so just save your ammo and let him sleep.) You're done here for now, so head back out of the office the way you came, back up the stairs, and through the door. Hang a right and make your way back out to the burning helicopter (remember to run; those crows don't like you too much). Once you're back outside, duck into that opening in the gate, turn right, and make your way to the water tank. At this point, use the valve handle to increase the pressure and rupture the tank. The water from the tank will put out the fire (joy!), allowing you to head back out and grab a box of shotgun shells from inside the helicopter. Now head back inside the crow hallway once again (though the crows are all gone), either watching or skipping the FMV segment introducing our new friend. After you've taken a few steps forward, the roof will collapse and block the door (hopefully you didn't forget to snag those shotgun shells). You're probably pretty scared (you can hear heavy footsteps), but don't be alarmed; it's only Wallsmasher, aka Mr. Big Stuff. If I were you, I'd wait until I could actually see him before trying to duck him, but at any rate you should just run down the hallway and past him (he'll clothesline you back at first, but he'll try for an overhead smash, at which point you'll be able to give him the slip). Continue down the hallway, turning at the grey door, and out of the door at the end. 2. Getting the red gems, Diamond, and Heart Keys Upon entering this hallway, you'll hear hissing sounds. This basically means that you should heal yourself now (if injured), and if not, get ready to heal yourself, because you will be injured by the end of the upcoming battle with two lickers. If you wish, you can try and avoid them while making your way into the room behind the fallen helicopter, but I found it easier to just whip out my pistol and take them head on. Remember to check your health periodically during the battle (and especially after a licker sets you up with a leaping slash). After they're dead, heal yourself as best you can and proceed into the room behind the helicopter. Once the interior of the room is visible, you'll find a box of shotgun shells to your right (under some junk; I couldn't see them), and a set of ink ribbons in the vase to your left (I think they're there, anyway). After snagging these, advance forward a bit and you'll see the blue key card gleaming to your left. Grab it and run out of the room, avoiding the licker who crashes through the skylight (hey, fight him if you want, but I wouldn't recommend it). Now head back down the hallway (proceed with caution if you left the lickers alive), and enter the first door on the right (that you skipped past before). Once inside, pick up the ink ribbons (if you want 'em) and the small key on the desk, and stop by the bin. Drop off the small key, the knife, and any remaining herbs you might have (and ink ribbons if you picked 'em up). Head out of the door closest to you. Follow along the railing until you come to the emergency ladder, which you should drop. (Note: The following paragraph can be skipped) If you're not playing to win anything special, continue along the railing (killing zombies as you go) until you come to the end wall, where you'll find the Unicorn Medal embedded in the wall. Having this will allow you access to the Spade Key (which only grants you access to a room with a file, ink ribbons, and a health spray). Proceed down the ladder, snag the shotgun on the counter, and use the computer (inserting the blue key card when asked). Take the ink ribbons near the typewriter if you like, and enter the double doors beneath the stairs (which could be on either side, depending on which way you go). (If you grabbed the Unicorn Medal above, don't forget to place it in its space beneath the statue to access the Spade Key before entering the double doors.) Note: If you got the special key with Claire in the first scenario, you can head outside the police station, make a left (grabbing the green herb in the leftmost greenery), down the stairs, and kill Mr. Vickers again to get the key in the second scenario as well. I wouldn't recommend doing this, as it will take a little time to do, but it's your call. Cap the three zombies in here, drop the ink ribbons in the bin (if you picked them up), and exit through the door in back of the room. Advance down this hallway until you come to the headless body, take some ammo from his corpse, and keep moving forward. (If you picked up the Spade Key, stop in the room on your right before continuing to obtain a file and some ink ribbons. Push the ladder to the shelf and climb up to grab a health spray.) Towards the end of the hallway, you'll see a green herb. Store it and enter the door ahead. Advance down the hallway until the two zombies bust through the boarded up wall. Kill them and enter the double doors to your right. Run forward through aisle, then turn left and go through the open door. If you move forward past the fireplace as far as you can go, you should find some handgun ammo. After picking this up, stand in front of the fireplace (facing it) and use the lighter, which will release the first red jewel. Pocket it and go back out through the double doors into the hallway. Continue in the same direction you were moving and exit the hallway through the door at its end. Turn left and run into the space before the stairs, where you'll find two herbs and a door. Pocket the herbs (combine herbs if you don't have enough room) and enter the door. There's handgun bullets on top of the file cabinet that you'll want to grab (you may not be able to see them, but they're there towards the middle). Keep moving forward to find a storage box, where you'll want to drop off those herbs you just picked up, along with the red jewel. Also, take the small key out of the bin and proceed back out of this room and up the stairs. (If you picked up the special key, don't forget to change clothes and stuff before leaving, but be quick about it.) Run up another flight of stairs and keep going until you come to the statues puzzle. Complete it as you did in the first scenario (push the moving statues onto the opposite tiles of the room so that they are facing the center statue) and grab the red jewel. Proceed through the door ahead. Upon entering this hallway, you'll come across a gang of zombies (look out for the one crawling along the floor)! Draw that handgun and start shootin'; this is one of the last times you're going to use that weapon. When they're all dead, enter the S.T.A.R.S. office, grab the magnum from the locker, exit, and continue down the hallway, entering the door at the end. You'll see Sherry here, who will escape you after a brief chase down a corridor which leads to a dead end (for you, anyway). Luckily, she'll leave the Diamond Key behind. You'll want to grab this, as well as the shotgun shells hidden in the bucket to your left (or right, if you're exiting the corridor). Once you've made your way back into the main portion of the room, you'll meet up with Claire. After a brief talk, run down the other hallway within this room. Use the small key on the desk to uncover the handgun parts and combine them with your handgun to form the custom handgun. Whatever you do, don't enter the library just yet. Now go all the way back past Claire, through the door, down the hallway, through another door, past the statues, down the stairs, and into the darkroom. Drop off the red gem and the magnum in the bin and exit the room. Go forward, make a left, and enter the door at the very end of this hallway. Move forward, grab the shotgun shells from the drawers on your right, and exit through the door at the end of the file room. In the next room, blow away the zombie to your left first (a stream of three shots should put him down, another stream should keep him there). Next put down the zombie in front of you (who may not have noticed you yet). There's another zombie in the open who sometimes decides to cross over in front of you, and sometimes he just stays on the other side of the table and doesn't get in your way. If he crosses over, destroy him, if not, leave him alone. Grab the herb, advance, and kill the zombie in the office. Grab the Heart Key off of the desk and head straight on the right side of the long table, snagging the small key from below the receptionist's window and getting the handgun bullets out of the locker. Move between the overturned tables and exit the room. (Note: The following paragraph can be skipped. However, completing the quick tasks here shouldn't take long so I see no huge objections to them) Now, go back into the room with the double doors, storing the Diamond Key, the herb you just picked up, and possibly the handgun and bullets. If you want to take it with you to use your remaining bullets, do so by all means; you'll be dropping it off for good at the next bin (if you do drop it here, don't forget to equip the shotgun). Run to the desk towards the back of the room and use the small key on it to retrieve a box of shotgun shells. (Option: Rather than using the small key here, you can place it in the bin and save it for later use in the beginning of the sewer area...) 3. Getting the Club Key Now, make your way up the stairs in front of the statue and into the door at your left (be prepared). A ton of zombies greet you here; two are fairly close to you, while the others are a little ways back. If you kept the handgun, quickly put down the one closest to you (he's a little ways to your right), then run towards his body, pivot, and take down the other one. (Note: It's not necessary to make sure the first one is dead until the other one is down -if- you're quick and don't want to get bitten.) If you dropped the handgun at the last bin, use a straight shotgun blast to knock down the first one, run in his direction, and kill the second one with either a shot to the gut (careful; you don't want to blow him in half) or a shot to the head. Carefully advance forward, take care of the rest of the gang (if you want; if not, you'll have to do it later anyway), and head into the police office through the blue double doors at your right. If you killed the zombies the first time you stopped in here, run straight through the room and out of the open door at the end (if not, you'll have to kill them before proceeding). Once in the hallway, make a left and enter the door (discarding the Heart Key). Snag the herb(s) (I don't remember if there's one or two here in Leon B) and walk forward until the camera angle changes. By this time, you should just be able to see the dog (you heard his tap-taps as soon as you entered) slowly rounding the corner. If you've still got handgun ammo, exhaust it on the dog; if not, kill the dog with the shotgun. After he's gone, advance down the hallway and descend the stairs at the end. Follow this hallway until you come to the intersection. If you want an extra red herb, make a left and proceed into the room with the "X" on the door, grab the red herb, and run back out (remember, doing this will take a little time, so you might want to skip it). Return to the intersection (or just make a right if you didn't want the red herb) and run forward until you reach the brown metal set of double doors on your right. Now here's where you have to make a decision. If you intend to access the weapons room later (which you definitely want to do if you left the sidepack for Leon), you'll want to go inside here. If not, you can keep moving along and skip the rest of this paragraph (unless you just want to go inside and snag the green herb). If you decide you need to go inside, enter, make a left, and snag the green herb (skip to the next paragraph if the herb is all you wanted). Continue along until you come to the reverse power control. Enter the correct sequence (up, down, up, down, up) and leave, snagging the map on your left if you wish. Continue moving along, note the key card slot and weapons room door on your right, and enter the parking lot when you come to the door. Run forward for a while until you're surprised by Ada Wong. After talking with her a bit, run into the space to the right and snag the herb (you should've seen it during your talk with Ada). Return to help her push the car out of the way, and enter the door with her. At this point she'll run off to find Ben, leaving you on your own again. Run forward, make a left, and enter the gate at the end of the hall. Enter the open cell door, pick up the green and blue herbs (make sure you have one storage space free after this), and leave the cell. You should see something shiny towards the back of this cell area, so start moving towards it. Just before you get to it, however, Leon notices Ben in the cell. During your conversation with him (and Ada) you'll discover where you need to be going, so grab the manhole opener off of the shelf and exit this room. Run back down the hall until you come to the door you passed before. Enter and follow the left wall of the room until you come to the manhole. Use the manhole opener. Here, you can choose to either head down the ladder or go into the main portion of the room (depending on how many inventory slots you have left and how hungry you are for herbs). If you've got two storage spaces free and you lust for herbs, go into the main portion of the room (the dogs in the cells will surprise you). Shoot the dog in the second cell, but leave the one in the first cell alive. Run to the end of the room and pick up the herb, then run forward a bit and try to spin around quickly (if you've got auto-aiming on, you should be fine) to shoot the dog who busts out. Once he's dead, check his cell for a blue herb. After you're done, climb down the ladder into the sewers. Down here your path is pretty obvious; follow the walls until you reach the stairs on the other end. (Watch out; two giant spiders will attempt to attack you down here. I suggest simply running past them, but you can kill them if you like.) Go up the stairs and enter the first door on your left. Store the multitude of herbs you should now have (along with the blue herb in here) and retrieve the diamond key (and some form of health, preferably a double or triple mixed herb). You might want to take a blue herb as well (if you didn't kill the spiders and think they might poison you). Leave the room and run into the next open door (there's only one). Once inside, simply turn around and exit. When you come out, you'll run into Ada again. After helping her through the crawl space, you gain control of her. Exit the door and mow down the zombies you'll come across (there's one lying on the ground; be sure to take care of him too). After you've made a right, make a left and enter the building. Run to the end of the high ground (behind the sewage control device) and hop down a couple of levels. Once at the bottom, push the box closest to you (and furthest to your right) all the way against the wall. Then turn left, run forward, and hop up onto the box in front of you. Drop down into the little space between the other box and the wall and push this other box into the one you moved before. Hop out of the space (using either box), drop down, and push the remaining box against the wall. Return to the high ground and push the button on the sewage control device to raise the water. Cross over your newly made bridge, grab the Club Key on the shelf, and exit this room. (Note: The following paragraph can be skipped) Now head forward and turn into the open warehouse area. Use the platform lift to access a lower area, where you'll find a box of shotgun shells. Head back up the platform lift and run back out of the open door. Now, return Ada back to where she started. She'll converse with Leon, toss him the items, and run off again. At this point, Claire should inform you that she's cleared the helicopter wreckage, which means you can access Chief Irons' office and private room. Now, after regaining control of Leon, pick up the items and head back down into the sewers. 4. Getting the Rook Plug, cogwheel, King Plug, and crank Navigate your way through and up the ladder to find yourself back in the kennel. Head out of here, down the hall, and back into the parking lot, where (surprise!) there are now dogs! Run past them (or kill them, if you're feeling vicious) and into the building. (Note: The following paragraph can be skipped) Depending on what you decided to do earlier, you're going to want to get into the weapons room. You'll have to enter the autopsy room first (all the way on the other side of the hall, now to your right). Instead of a ton of sleeping zombies (as in the first scenario), two lickers now reside in here. Pump them full of shotgun shells and grab the card key from the cabinet in the back of the room to the left. Leave this room and return to the door closest to the parking lot entrance. Insert the key card in the reader to your left and enter the weapons room (joy!). Snag the magnum rounds in here and proceed to the locker. Grab the sidepack (if you left it; if you didn't, I have no clue why you opted to go in here at all) and exit the room. Turn back the original way you came and ascend the stairs. Either enter the room at the top (using the Club Key) or proceed down the hall. If you decide to enter, you'll find shotgun shells in the locker and magnum rounds in the back of the room (on the dresser near the watchman's body). Once you're back in the hallway, make your way to the only other door (at the end), which will put you back bear the police office area. Run through the open door, through the office, and out of the blue double doors on the other side. Now make a right and snag the green herb near the soda machines. Either run around or take down the zombie here and enter the door near the boxes at the end of the hall. Continue down the hall and enter the first door you come to (discarding the Diamond Key). Go left around the table and grab the Rook Plug on the shelf. On your way out (if you're not trying for anything special) you can take the first aid spray, but don't be surprised when a licker comes busting through the mirror. Exit the room (either killing the licker or running away). Now enter the greenish door at the end of the hall (picking up the red herb nearby) and discard the Club Key. Once inside, simply proceed to the back of the room and light the fireplace in the left corner. Now, turn on the middle faucet (12), then the one farthest right (13), then the one farthest left (11). You'll see the cogwheel fall from the picture in the front of the room and Leon will turn to face in that direction. However, as soon as you move, Wallsmasher will come busting through the wall behind the desk. (Man, this guy doesn't quit!) Run across the room, pick up the cogwheel, and get out of there as fast as you can. Now run back down the hall, admiring Wallsmasher's handiwork along the way. Upon seeing this get ready, because around the next corner Mr. Big Stuff will bust through the wall again, this time right in front of you. When he does, continue running, but hug the wall on your right. If done correctly, you'll be able to run right past him -without- taking a hit. (You're good, Mr. Kennedy! However, this is the only time you'll ever be able to run past Wallsmasher without taking a hit, so don't get used to evading him unscathed.) Enter the door at the end of the hallway and leave our friend in the dust. Make your way down this hallway, turning at the soda machines, and exit through the door at the very end. Head up the emergency ladder, kill the licker who is now waiting at the top (creepy lil guy, isn't he), and head back to the safe room (turn right). Here's where you'll want to drop off the Rook Plug, any herbs you collected (you may want to keep one just in case), and the cogwheel. Retrieve the two red gems and the magnum. Now, head into the hallway where the fire used to be. Duck into the door behind the helicopter (where you got the blue key card). Kill the licker and place the red gems in the busts located on both sides of the center statue. Hold start to skip the FMV sequence and snatch the King Plug. Now exit this room and enter the hole in the wall Claire made for you. You'll find a door at the end of this newly made hallway, which you should enter. Go around the table, enter the door on the other side, and proceed down this hallway until you reach the next door. Go inside and follow either wall until you come to the well lit area with the chest towards the back left corner. Inside the chest you'll find the crank. Now exit the room. As soon as you enter this narrow hallway again, you'll hear the Wallsmasher theme music! You run past him if you want (you'll take a hit this time), or you can put him down. If you choose option B (joy!), equip the magnum and walk forward just a bit (so you can get the most convenient camera angle). As soon as he rounds the corner, start shooting. Four shots should bring him down. You should be fine; there's a nice stretch of hallway between you two (if you let him hit you, you didn't start shooting fast enough). Check him for ammo, then make your way back to the safe room (through the chief's office, out the hole, and down the hallway to the first door on your right). 5. Getting the Bishop and Knight Plugs, exiting the station Pick up the cogwheel, King Plug, and Rook Plug from the bin, then exit the room onto the balcony. Make absolutely sure you have two slots open (store the shotgun and ammo if you have to). Advance to the library (enter the set of double doors you'll eventually come to) and take the red herb from the vase on the desk. After walking forward a bit (that is, if you used the cord to seal up the windows in the first scenario), Leon will stop to hear the sounds of a horde of zombies breaking into the police station. Fortunately for you, you've already completed the necessary tasks downstairs and won't have to bother yourself with them (gotta love that order of tasks thing we've got going on here). Now run up the stairs and to the end of the platform, falling through the floor. Run over to the button and press it to allow yourself a passage out of there, as well as activating the controls on the other bookshelves. Move the first and second bookshelves (starting from the left) over to the right. This will make the Bishop Plug accessible, which you should run back behind the bookshelves and grab. Climb the stairs again and exit through the only door up there. Turn right and enter the other door on the third floor. Once inside, turn right and approach the square hole in the wall. Using the crank here will lower a staircase (as well as free up an inventory slot). Ascend the stairs, place the cogwheel in the gears, and press the button. To your right a panel will move aside and allow you access to the Knight Plug. After taking it, slide down the chute. Upon reaching the bottom, you'll hear a bit of commotion nearby. Don't ask me how Willie got inside Ben's cell or how he escaped (there's no hole in the wall back there), but somehow he got next to Ben and gave him a good slash. Go check on Ben and he'll give you Chief Irons' mail, which you can read if you want. Get out of there and head down the manhole in the kennel again, avoid the spiders (unless you killed them before), and ascend the stairs at the end of the path. Keep heading forward and enter the door directly ahead (skipping past the save room). Advance a bit in here and you'll run into Big Willie. Run back over by the door and start shooting (here's where that auto-aiming comes into play). After about 6 shots from the magnum he'll go into a slashing frenzy. You can simply wait him out, but I prefer giving him another shot to calm him down. He'll fall over the railing, allowing you to advance to the door on the other side of the room. Insert the plugs in the panel and enter the door. C. The Sewers 1. Ada's second quest After meeting up with Ada again, enter the door at the end of this area. Proceed until you see a corridor that you can hop up onto. Pick up the two blue herbs and enter the door. You'll find yourself inside another safe room. Drop off the herbs in the bin and retrieve the valve handle (pick up the shotgun and shells if you left them before). Make sure that you have three spaces free (drop off the magnum and rounds if you have to). (Note: The following paragraph can be skipped) Before leaving, you'll notice a locker that seems horribly out of place. Push it aside to reveal a secret door. Open it, climb down the ladder, and (after lighting the oil lamps on each side) recover the shotgun shells and magnum rounds. Climb back up the ladder (and deposit your newly acquired magnum rounds in the bin if you dropped the others off there). Now take the platform lift out of here and you'll run into Annette. She'll shoot Leon, leaving you in control of Ada. Run down the narrow hallway, entering the door at the end. You'll see her running towards the ladder, which means you should too. Climb up the ladder, run through the shaft (look out for the bugs), and exit at the other side. Down here you'll catch up with Annette and she'll tell Ada her tale of woe. After Annette makes it apparent that she intends to kill Ada, Ms. Wong will retaliate and knock her over the railing. (What a woman!) Now run across the bridge, through the open doorway, and climb down the ladder. Right about now you'll regain control of Leon. 2. Getting the Wolf and Eagle Medals, exiting the sewers (Note: The following paragraph can be skipped) Use the platform lift opposite the one you used to enter the other control room. In here you'll find three herbs, which you should stick inside the bin nearby. If you kept a small key, you can use it to open the warehouse door (although I don't recommend wasting time doing it; you should now have enough ammo now to last you the rest of the game). If you must, climb down the ladder and recover the shotgun and magnum rounds, keeping an eye out for the zombie hanging out down here. Climb back out and leave via the platform lift. Now follow the same route you did with Ada until you hop down into the water. Go back past the ladder (you'll notice that the fan is now spinning, so you can't take Ada's route anyway) until you see a little alcove. Hop inside and grab the Wolf Medal. (The other officer holds the small key for use in the other control room, but if you didn't save the other key to do it there's no sense in going back; it's a waste of time.) Now hop down and run forward (past the ladder) until you eventually make it to some open space. Watch out, because there are two spiders here who would just love to poison you. Make a left and run into the only door here. In this section you'll find two more spiders, so run until you reach the high ground. Hop up and enter the double doors here. Run to the end of this narrow path and use the valve handle to lower the bridge. Run across and use it again to raise the bridge. Take the green herb and shotgun shells on your left (and the ink ribbons if you're saving, but make sure you have one extra space left) and enter the door over here. Run down this empty corridor (if you killed the 'gator with Claire; if not, put him down this time) and exit through the door at the end. Wade over to Ada and hop up. After she patches you up, you'll automatically ascend the ladder. Run out of this area, across the bridge, make a left, and proceed until you reach the control station. Grab the Eagle Medal and run down to where Ada first entered this area. Use the valve handle to stop the fan and climb up the ladder. Run through the tunnel (no bugs this time) and climb down the ladder on the other side. Once back here, you're in for some good news and bad news. The good news is that the spiders in this section of the sewers are gone. The bad news, however, is that they've been replaced with a good number of zombies. Run out of this area the way you went before with Leon (stick to the right) and enter the door. This area should look familiar as well; you've been here before too. Run forward again, but instead of hopping onto the high ground, position yourself in front of the device on the right wall. Here, use both of the medals you're currently carrying to stop the waterfall. (Don't be afraid; if the spiders get too close while you're inserting the medals, Ada has your back.) Once the waterfall stops, hop up and enter the door behind it. D. The Factory Area 1. Getting the shotgun parts, raising the tractor lift Once inside, simply follow the path until you reach the next door, then enter. Advance in this next room, but make a right onto a small path when you see it. Fool with the controls at the end of it and the train will come back. Hop inside and hitch a ride. While inside, you'll hear a bit of banging on the top of the train. It's our good buddy Willie! Wait until you see dust fall over your head, then back up a bit. When he busts his arm through, aim your shotgun upwards (at the arm) and blast it good. After a few good shots, he'll leave you alone. When the train stops, exit through the door. There's a weapon box key hidden near the railing. If you remember where it is, just walk over to its area and pick it up (Leon will look down at it). If you don't remember, light the flare gun to the left to make it gleam. Once you've gotten it, follow the railing to the building and enter the door. Either advance or wait for the nearby zombies to enter your viewpoint before blowing them away (there's over 3 of them around here, so be careful when turning corners). After advancing into the hallway, you'll notice there are two paths you can take. If you go left you'll eventually find a body with custom shotgun parts, which you should take. Combine these with your shotgun to make a custom shotgun. Now go back down to where you came from and take the right path this time. Enter the door at the end. Follow this path (killing zombies as you go) until you come to another crossroads. This time, going right will yield you two green herbs, while going left will lead you to a ladder. Get the herbs (if you don't have enough space for them, combine herbs and/or forget about them), then make your way to the ladder and climb it. Pick up all of the junk inside here (except the first aid spray and ink ribbons, unless you're not playing for rank), save if you like (if you don't want the gattling gun, that is), place stuff in the bin (all you'll really need during your next journey is the magnum and an empty storage slot), and exit through the only door. Turn right and use the platform ahead and to your left to lower yourself onto the walkway below. Enter the door down hear and follow this walkway until you come to a small control area. Pick up the key and turn on the monitor (or not) and equip the magnum, because you'll run into Wallsmasher on the way out. I suggest turning on the monitor and positioning yourself so that the camera shows you standing towards the lower left corner of the screen (standing/aiming at an angle). This way you can hit him with four quick shots as soon as he's visible without getting hit (apparently he turns even more slowly than the regular characters when walking). Once he's down, check him for ammo, and make your way back to the room where you left Ada. In the upper left corner of the room, use the key in the panel to raise the tractor lift. Run outside (taking with you a few triple herbs and the magnum/bullets; there's an upcoming boss), make a left, and examine the control panel outside of the tractor. Leon and Ada will automatically hop onboard. (Hold start if you want to skip the short FMV segment.) 2. 3rd form Willie On the way down , a monstrous claw will come busting through the side of the transport and KO Ada. Being an idiot, you now have to go outside and see for yourself what's out there. Advance to the front of the tractor lift and round the corner and you'll run into Willie's 3rd form (joy!). Shoot him twice with the magnum (or three times if you're feeling risky), turn, and run back in the direction you came (but don't hop up and go back inside). You should hear him jump on top of the tractor, which is your cue to turn around and run back the other way (you can also wait for the sound of him jumping off to run). Willie should land behind you, but keep running until you get near the corner again (this should put sufficient distance between you two). Turn (auto-aiming does it for you, not to mention faster than you could), shoot him two or three times, turn back, and run around towards the end of the opposite side of the tractor. Listen for him jumping, and repeat the process of running around the tractor until he's defeated (watch for him to turn towards the side of the tractor and listen for the music to change). (If you did it right, you should have survived this battle without a scratch!) Even before he jumps off, start making your way back to the entrance to the tractor. After entering, you'll talk to Ada for a bit, and then the tractor lift will overheat. Go back outside once again and follow the edge of the lift until you come to a path which you can hop up onto. Do so and enter the grate at the end of it. E. The Umbrella Lab 1. Turning on the power to the elevator Upon falling down inside, Leon will hear the tractor lift resume its descent. (Hold start if you want to skip the short FMV segment.) Once you regain control of Leon, turn right and enter the doors at the end. Advance forward to find a storage bin with a green herb to its right (your left). Pick up the herb and stick it in the bin (along with any health you might not have used during the battle with Willie) and make your way back to the center area of this room. To your right (or left, depending on which way you're facing) you should see a dark blue crate as well as a platform with a control panel. Push the blue crate onto the platform (the light will turn green again when it's all the way on) and descend to the next level using the control panel. Push the crate to the right of the screen (pushing it forward and then over if necessary), until eventually you get it in the joint where two paths come together and form a sort of "L." Push it down the path vertical (in respect to the screen) until it won't go any further. Return to the joint of the "L" and this time advance down the other path until you come to another lift and descend. Right about now you'll want to equip your shotgun, because there are two lickers hanging out down here. Turn right and you should come to an angle that shows a long stretch of ground before you. If you've got auto-aiming enabled, you won't have to wait for the lickers to come into your view before blasting at them, but if you're playing with normal control I suggest you wait until you can see them before you fire. Kill both of them and then advance, taking the only continuous path until you come to the power control machine at the end. Turn on the power to the elevator and make your way back to the room where you first landed (when you jumped down the grate). 2. Turning on the lab power, getting the platform key Round the room and you'll come to an elevator. Enter it, turn left, and press the button. You'll exit at the bottom automatically, finding yourself in a familiar place (if you remember the general area Claire enters the lab in her first scenario). Kill the naked zombies here (there's quite a few of them, so advance with caution), make a right into the corridor, and enter the door at the end of it. Advance down the walkway, go right around the machinery in the center, and exit through the open blue doorway. Make your way down this walkway and exit. Again, if you remember Claire's first scenario, this should all seem pretty familiar to you. Walk forward, turn left, and enter the frozen door. Once inside, advance, turn left, and follow the path until you come to a cart. Take the fuse case and use it in the machine behind you to produce the main fuse. Take it and return to the junction just inside of the open blue doorway. Use the main fuse in the machinery in the center of the room to restore power to the mansion lab. Now exit through the open red doorway and make your way to the door at the end of yet another walkway. Once inside the door at the end, advance until you come to another crossroads. (Note: The following paragraph can be skipped) For one, I don't recommend doing this part at all (I never actually did it in Leon B, but from reading other faqs and wasting time here in Claire B, I've got a pretty good idea of what you'll come across). I only suggest taking this route if you're really low on ammo (as in less than ten shotgun shells). If you must go this way, however, make a right and enter the door ahead of you (you'll notice that the door to your left is locked anyway). There should be about three zombies in here (who you'd do well to kill). If you are even attempting to finish this game in under 2:30 (I don't know why you're in here at all if you are), ignore the key card, kill the plant coming from the shaft in the back of the room (unless you killed it last time), and climb inside. Upon falling into the next room, kill the two lickers inside and check the locker in the back to get two boxes of shotgun shells. There are some ink ribbons near the lamp as well (but if you're not saving, ignore them). Unlock the door in here, exit, and make your way back to the crossroads. Go left and open the shutter by pressing the button on the wall. Now run back a ways (to avoid the poison the plants will spit at you) and pump three shotgun blasts into the newly opened corridor. Advance down the corridor and enter the door at the end. Hit this plant creature with three quick shotgun blasts and climb down the ladder to your right. Enter the door at the bottom. When you enter this corridor, you'll hear hissing sounds, and you know what that means. Advance until the licker drops from the ceiling and kill him. By the time he's finished, the other lickers hanging around here should have trickled into your sights. If not, quickly run out into the open and fire standing shots at them until they join their friend. Pick up the three herbs and keep moving down the corridor until you come to a door. Enter it and move along the path in this room. Near the door at the end you'll find ink ribbons, a storage bin, and a typewriter. Drop off the herbs and the ink ribbons, take the weapon box key with you, and exit through the door. Advance down this corridor, make a left, snag the red herb, and enter the doors. Use the weapon box key on the locker to get the magnum parts (equip the magnum, but don't combine the parts with the gun just yet). Now turn around and enter the door ahead and to the right (it opens for you) and then the other one ahead and to the left. You'll be greeted by a zombie, whose head you should promptly blow off. Enter the door and kill the zombies in here with the magnum, but do not reload. (When your magnum is out of bullets, combine it with the magnum parts. You'll get a free reload!) Follow the left wall of the room and you'll eventually come to the power room key. Grab it. 3. Getting to the train Now make your way all the way back to the elevator you entered from. (Watch out; upon exiting the monitor room a licker will drop down. Two plant creatures will be waiting for you when you exit through the door at the top of the ladder. If you stand at the right angle, you can shoot the one nearest you without getting hit; its poison will hit the corner in front of it. After it's dead, quickly advance and run down the corridor at your right, ignoring the other plant creature). Once you've made it to the elevator, press the button to your left to go back up. Upon exiting at the top, attempt to round the room and enter the door up there. However, before you reach it, you'll be stopped by Annette. After the two of you talk for a bit, Wallsmasher will interrupt. Run past him (taking your hit), enter the door, and make your way to where you positioned the dark blue box. Climb onto it and then climb up onto the platform to your right. Use the power room key to enter the door. Follow the path in here until you come to a dead end, at which point you'll notice Mr. Big Stuff has been tailing you. Just when it looks like you're finished, Ada shows up to save your butt. Unfortunately, she should have packed a better weapon, because those bullets aren't stopping Wallsmasher. Watch in awe as the big guy manhandles your woman and goes off the edge. Get your kiss on, then grab the master key on the floor near your fallen love. Since the self-destruct sequence has been activated, you had better get out of here. Leave this area and head all the way back to the elevator (Notice that our buddy Wallsmasher isn't dead yet!) After you leave the room with Ada, you'll be contacted by Claire. After she tells you where to get Sherry, continue on your way back up to the elevator. Press the button to your left again and you'll come out back in the lab. Go forward and enter the locked door to your left using the master key. You'll automatically pick up Sherry (too bad you can't get any of the items in here) and carry her back to the elevator. Once inside, go to the panel in the back of the elevator and use the master key. You'll be taken down the escape route to the train at the bottom of the factory, which you'll automatically enter and set Sherry down inside. 4. Finishing Wallsmasher, getting the train moving Once inside, head all the way to the back of the train (travel opposite the direction of the stairs leading to the controls). Once you reach the very back, you'll see a typewriter (if you've been saving, make your final save here), a storage bin, and the platform key on the floor. Pick it up, equip your magnum, and open the storage bin for the last time. Take with you your magnum, your shotgun, ammo for each, and as many mixed herbs (preferably red and green combos, but triple greens will do) as you can carry, but make sure that you have one space free (with the platform key). Head back to the front of the train (not going up the stairs) and exit it. Once outside, hang a left and use the platform key to open the gate (you should now have two free inventory slots). Move forward in this next area and ascend the stairs (stay towards the right side of the screen), then turn left and go up some more. Then go across the platform and go down the two sets of stairs on the other side. Advance and you should see a control panel. Press the button and the joint plugs will become accessible. Grab both of these (filling your inventory), turn around, and run under the stairs. You'll come to a door, which you should enter. Advance inside here and eventually you'll see the outlets for the plugs. Insert them both (notice that molten pool nearby) and prepare for the final confrontation with Wallsmasher. During this battle, it is imperative that you continuously check your health, healing yourself at any time you find your condition to be less than "fine." (If you got the sidepack earlier, you should have plenty of herbs with you, and as such you should not have a problem fulfilling this task. Additionally, if you didn't enable auto-aiming earlier, do use it for this battle.) Shoot Wallsmasher twice with the magnum (you'll take a few hits) and attempt to move to your right. After you've moved a bit, a friend (Ada, perhaps?) will toss a rocket launcher down. Run over and pick it up (picking it up won't be easy; Mr. Big Stuff can hit you when you're kneeling to grab the weapon). Once you have it, equip it and start to run away from the monster. When you're a little ways away, raise the weapon (auto-aiming should turn you to face him) and fire. In the following cut scene, Wallsmasher will be blown to bits. (Note: If you still refused to turn on auto-aiming, make absolutely sure you hit Wallsmasher, as you can miss. If you waste both of your shots, I have no idea how you're going to finish the game. Should this happen, however, I suggest running to the door and attempting to leave him behind.) Now that Wallsmasher is done with, heal yourself (if you have herbs left), equip your shotgun, and make your way back inside the gate (on which you used the platform key). Advance in the direction of the naked zombies (killing them with your shotgun or evading them) until you come to a control panel. Messing with it will open the doors blocking the train. Now enter the train, turn left, go up the stairs, and into the front compartment of the train. (Note: Do not attempt to go back and save upon entering the train again; Leon will just complain that there's no time to do so.) Push the lever to start up the train and enjoy the show (which is almost the ending to Claire's first scenario). 5. The final confrontation However, after the point where Claire's ending finished, you'll feel a bit of a disturbance on the train. Once you're back in control, head towards the back of the train until you run into William's final form. Leon will take over and run back a ways, and you'll be treated to a good look at the final result of William's G-virus induced transformation. (Lovely, isn't it?) Once you regain control of Leon, back up a little, equip the rocket launcher, and fire your final shot at him. Then equip your magnum and fire at him until he's dead (should you run out of magnum bullets, switch over to the shotgun). (Note: The trick to killing him unscathed is staying fairly close to him, but not too much so; try to put yourself around four or so feet away from him each time you move back. If you're too close, his toothy little mouth will bite you, but if you're too far he'll swat you with his tentacles. However, if you're at just the right distance, he'll do nothing but advance, which means you just have to back up once or twice when he gets too close.) Once he's dead, turn around, exit the door behind you, and try to enter the next compartment. Before you reach it, however, the game will take over and you'll be forced to watch the lovely ending sequence. Enjoy! After the credits roll and all of that, you'll get to see your ranking. If you finished in under 2:30 without using health sprays and saving more than six times, you'll be rewarded with an infinite ammo submachine gun and an infinite ammo rocket launcher, which you'll find waiting for you in the bins in the Claire A game you'll be saving. If you made the time limit and used no herbs, but didn't save, the unlimited ammo gattling gun will join the above arsenal. If you met the reqs above (either set), you'll also gain access to Hunk's mission. And that's all, folks! IV. Credits Special thanks to... KamiKaze, Tanya, and Kevin for looking at this faq before I finished it and offering suggestions and the like. Vegitto for being the first to play the game using the faq! TrunksKun, Tanya (again), Master D, and Paul for supporting me in writing this faq. the folks at Neo-Gaming <http://www.epinc.net> for posting my reviews of this game and of Robo Pit 2 (and hopefully more in the future). Capcom for creating the greatest game I've played yet! TrunksKun (again) for convincing/forcing me to buy this game. To think that I actually doubted it would be any good! all sites that house this faq, as these sites are helping the faq to reach those who need it! you, because if nobody found any use for this faq, my writing it would have been a waste of time (although I enjoyed doing it). V. Final Notes Thanks again for reading this faq; I hope you found it helpful in completing Leon's second quest and attaining your desired ranking. I know there are quite a few other Leon B faqs (at www.gamefaqs.com and www.videogames.com, not to mention numerous gaming mags), but following the order of events they contain won't get you the time you need to attain the secrets of RE2. If you have any suggestions for future updates to this faq or comments on it, please don't hesitate to e-mail me at <wesley_d@juno.com> (omit <>, obviously). And enjoy blowing zombies apart with the coveted infinite ammo weapons (I'm sure Claire will)! -Brandon W. Dennis Visit the Dragonball Core! <http://dbcore.tierranet.com> Check out the cornucopia of gaming mirth and merriment accessible at Neo-Gaming! <http://www.epinc.net> (and don't forget to check out my reviews of RE2 and RP2)
|