Strategy Guide - Guide for Resident Evil 2
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TABLE OF CONTENTS -INTRODUCTION -BASICS -WALKTHROUGH -CITY AREA -POLICE HEADQUARTERS -FOUNDATION -POLLUTION DUMP -DEEP SEWERS -FACTORY -UNDERGROUND LAB -ESCAPE TRANSPORT -RANKING SYSTEM -STAGE PUZZLES -SURVIVAL GUIDE -ENDINGS -CHARACTERS -ENEMIES -ITEMS -WEAPONS -FACTS -SECRETS INTRODUCTION Resident Evil 2 is a masterpiece complete with classic B picture acting, terrifying creatures, unlikely heroes and villains all combined in an enveloping story. Guide two characters, one at a time, to safety through a station ridden with horrors and even dysfunctional citizens. Starting out with limited means of protection, your arsenal increases steadily as the dangers become deadlier. Zombies and more await dark corners attempting to snack on the living (that'd be you friend). Cameras remain fixed at specific angles to create a movie effect. As you walk along the camera views change, usually showing what you want, or not want to see. Explore beautifully rendered backgrounds and solve bizarre puzzles that are crucial for advancing. Fall victim to the intensity of this entertaining title, but be sure that is all you fall victim to. NEW FEATURES BEYOND ITS PREDECESSOR Two new characters to choose from. Each with their own personal experiences and struggles. More weapons. Upgrades for some guns. Zapping system. Innovations for frightening gamers that are creepier than ever. Detailed ending that halts abruptly at first, but reveals more the second time around. Better secrets and even a new game mode! WHAT THIS GUIDE OFFERS: Full character bios. Best boss strategies ever given for a Resident Evil game! Convenient layout and details of all items, weapons, files, or characters located in the game. So you know right where to find something without having to read through everything, which is time consuming and annoying. 3 chances for solving puzzles on your own without receiving the answer right off. First with a hint, second with a description of what is needed for passing the puzzle, then finally the answer. Tidbits that link this game to other Resident Evil games. So if your new to the series, your not left in the dark as to what is happening outside this adventure. Comparisons of the 3 main versions of Resident Evil 2 for PSX, N64, and DC. Facts galore, about actual theatrical zombies, and issues related to the production of Resident Evil games that are mostly focused on this edition. Ending spoilers. What to expect from each room, including things to find in it, and enemies who will appear then or when you return to that area. Given for each character and their scenario. Walkthrough for everybody, including a special survival guide for winning with Hunk and Tofu. Popular cheesy Resident Evil 2 game quotes mentioned throughout this guide. Subtle differences are described for each main character and their secondary character that are controllable during portions of the game. Herb mixing reference chart. Lots, lots more! BASICS When encountering legions of ghouls, hell hounds, and the sort, every advantage matters. It isn't futile to fight unprepared. Yet to get the best results out of your performance, take on these initiatives. - Choose A Vivid Blood Color (DC & N64 only): Red blood is the natural choice. Unfortunately it can at times be difficult to identify red blood whenever many bodies are huddled atop the puddles, or if the room is too dark. To resolve this, pick the blue blood type so it is more obvious to see whenever it flows. Green is also an available choice, yet blue is still brighter. It can be a matter of preference though. So if green is easier on the eyes plus still does the trick, then of course pick it instead. Another issue to take into consideration is if graphic violence is too unsettling for the player. You might prefer to turn blood off. Keep in mind that disallowing any blood makes the game more difficult than if you had left the blood red. Hope queasiness doesn't overwhelm you at the sight of splattering blood. Maneuver Via 1st Person (DC & N64 only): Not only is using 1st-person control more efficient but it is easier to adjust to. By sticking with the default 3rd-person setup, one can't retreat quickly. If cornered, the character must spin to face a desired direction before proceeding ahead. This is too error prone and vulnerable for severe attack. Similarly, from some angles it is difficult to ascertain whether a targeted enemy is in sight. When off aim, this results in wasted ammunition and gives an enemy the opportunity to overcome you. 3rd-person forces you to rotate pressing left/right and then advance pressing up. 1st-person allows you to just press in the direction you request to face without slowing things down or complications. This recommended control setup is the standard for most games and a wise choice. Making the learning curve simplistic. Turn On Auto Aim: Perhaps the greatest asset yet is engaging use of automatic aiming. Manual aiming forces you to face the general vicinity of a target to properly get shots off. As with auto aiming you need only arm yourself for combat, then you'll flawlessly point in direction of the closest threatening target. Pressing an object selection button allows adjustment to point at another target you might feel is a greater nuisance. Even if attacked from behind, the character will quickly turn around with the gun pointing dead on. In terms of enemy herds, using spread shot weapons like shotgun positions you for the best possible multiple enemy attack. Giving that weapon's most feasible discharge per use. There is no penalty in taking some weight off your shoulders. Even if you're already a crack shot this makes the task at hand much faster. Get In The Habit Of Using The Analog Stick (DC & N64 only): The analog stick relieves you of using an extra button. With a digital pad you constantly have to hold down a button just to induce running. This isn't a catastrophe of course! This is just something to take into consideration. WALKTHROUGH Welcome. This it the heart of the guide. From here, you will be able to trace every step, item, boss, save point, storage chest, and puzzle required to succeed pass the player's missions for Claire and Leon. It isn't necessary reading from top to bottom if you're stuck in one spot. Simply look up the room you are stuck in, and a chain reaction of items needed and the means to access them will be revealed. Our walkthrough is divided into eight sections: 1 - City Area 2 - Police Headquarters 3 - Foundation 4 - Pollution Dump 5 - Deep Sewers 6 - Factory 7 - Underground Lab 8 - Escape Transport We have also included four additional sections to help you beat the puzzles, unlock some of the secret stuff, etc.: Ranking System Point charts that articulate what determines the ranking a player receives after every successfully passed scenario. Stage Puzzles A hint and separate explanation for all the stage's puzzles as well as the locations for where they can be found. Survival Guide A walkthrough designed specifically for passing Resident Evil 2's mini-game for Hunk and Tofu. Endings All Resident Evil 2 story endings including scenario 'A', scenario 'B', and Hunk. And don't forget to read the Character Strategies section for character-specific tips. -------------------------------------------------------------------------------- - Special terms or objects are color coded. They mean the following- RED = WEAPONS GRAY = AMMO BLUE = ITEMS GREEN = HEALTH ORANGE = FILES ~ Each section will be divided into subsections called "locations." Following is an example table you will have to read from along with an explanation of what may or may not be posted on it. Additionally, you'll notice the table is divided in sections of scenarios that apply and to whom they apply to. In most cases multiple scenarios will exhibit the same situation. including the same enemies and items. In these cases only one description is given for all those scenarios at once. SAVE POINT = A location where there is a typewriter. An ink ribbon can be used on this object to save your progress in a game. STORAGE = Where a storage chest is available for archiving stuff you don't currently need or retrieving stuff you do need. BOSS = You will encounter a unique and massive opponent here that must be dealt with 1 on 1. PUZZLE = Some puzzle or mystery of a sort must be solved to acquire an item or progress here. If this location has either a SAVE POINT, STORAGE, BOSS (special info here), and/or PUZZLE it will be notified in bold print here: location number goes here - a more identifiable name for the location is given here Description of the environment is listed here so it is easier to identify or recall where this location is (Section ? - location ?) - (Section ? - Location ?) Whichever sections/locations this area is attached or next to will be listed here: CLAIRE - SCENARIO 'A' : Enemies, Weapons, Ammo( ), Items, Health, and Files are posted and the amount of each one that is encountered - Any additional tips, or important information will be given here: CLAIRE - SCENARIO 'B' LEON - SCENARIO 'A' LEON - SCENARIO 'B' Section 1 - City Area -------------------------------------------------------------------------------- location 1 - wreckage spot (a) = Massive fire burns from a truck that has collided into another vehicle nearby a gun shop = (Section 1 - location 2) CLAIRE/LEON - SCENARIO 'A' : 8xZombies - Head immediately for the shops in the background. Hug the wall as you move along to the left while avoiding all the zombies. Now all you have to do is a little bit of zigging and zagging to dodge the last two zombies. You shouldn't need to fire a single shot. location 2 - KENDO gun shop You are greeted by a jumpy shop owner who mistakenly takes you for a zombie (Section 1 - location 1) - (Section 1 - location 3) CLAIRE - SCENARIO 'A' : 0 to 4xZombies ` Bow Gun ` H. Gun Bullets2x(15) ` Robert's Note #file 04/16 - All is clear when you enter the shop as the owner locks the door behind you. If you approach some ammo in a corner next to the window, then when you return 4 zombies will burst through the glass and attack the shop owner. At this point you can either leave or fight off the zombies with your sidearm so you can grab the new weapon he is carrying. Examine his body twice to pick up the weapon. If you leave the shop without walking near the ammo, the zombies will choose to attack then. You can hear a scream as you try to walk down the back alley behind the shop. LEON - SCENARIO 'A' : 0 to 4xZombies ` Shotgun ` H. Gun Bullets2x(15) ` Robert's Note #file 04/16 - All is clear when you enter the shop as the owner locks the door behind you. If you approach some ammo in a corner next to the window, then when you return 4 zombies will burst through the glass and attack the shop owner. At this point you can either leave or fight off the zombies with your sidearm so you can grab the new weapon he is carrying. Examine his body twice to pick up the weapon. If you leave the shop without walking near the ammo, the zombies will choose to attack then. You can hear a scream as you try to walk down the back alley behind the shop. * DID YOU NOTICE?... If and when you pick up the weapon carried by the shopkeeper it is lacking in ammo. The bow gun which can carry 15 arrows now only has 12, and the shotgun which can carry 5 shells now only has 4. This is due to the shopkeeper firing off a round from the weapon as he is attacked. * location 3 - basketball court A narrow path is behind the gun shop. Along it is a van and a b-ball court with graffiti on the walls (Section 1 - location 2) - (Section 1 - location 4) CLAIRE/LEON - SCENARIO 'A' : 4xZombies ` H. Gun Bullets1x(15) - Passing by a chicken wire fence, 3 zombies anxiously wait for a closer encounter. When reaching close to the van or returning from it, the zombies break open the cage's door. At this point you have to fire madly at them, or take a hit and push them all down. Your stricken from any other alternatives. Once inside the court, another zombie tries for you. There is more than enough room to run by him. The van has ammo in it. "Don't Shoot! I'm a human." by Claire Redfield location 4 - back alley A stairway leads upwards, wraps around a building, and then lowers to an object that must be climbed over (Section 1 - location 3) - (Section 1 - location 5) CLAIRE/LEON - SCENARIO 'A' : 4xZombies ` H. Gun Bullets1x(15) - Upon reaching the stairway's bottom, the player can climb over a dumpster. Before climbing, try checking the other side of this dumpster for ammo. From atop this dumpster, you can proceed by stabbing two nearby zombies to death. It is the safest way to bypass them and is the best time to ever use the knife. Plus the knife is already equipped. If you run along the wall across from the dumpster climbed down from, you can easily run by the other two zombies. One zombie in particular will come uncomfortably close. But its back should be facing the you, and that means you can quickly run along without him grabbing the location 5 - street Dead bodies pollute a nearby restaurant close to a bus (Section 1 - location 4) - (Section 1 - location 6) CLAIRE/LEON - SCENARIO 'A' : 4xZombies - A pack of zombies feast away at some hapless victim. They are distracted up until you come within a closer range. There is nothing to pick up, nor is anything blocking your path. So there is no reason not to just pass by without brute force. location 6 - inside parked bus Inside a crippled bus that is littered with the deceased (Section 1 - location 5) - (Section 1 - location 7) CLAIRE/LEON - SCENARIO 'A' : 2xZombies ` H. Gun Bullets 1x(15) ` Dario's Note #file 05/16 - An injured zombie crawls to your feet, you have enough time to either quickly stab it to death or fire a few rounds into her back. Afterwards concentrate your aim straight ahead for an oncoming zombie. All you need to do is knock him down and quickly run by as it is falling so it neither has time to get back up nor bite your leg. location 7 - gate to RCPD A street that leads to the Raccoon City Police Department's entrance gate. Nearby is a fire truck that ironically is on fire (Section 1 - location 6) - (Section 1 location 8) CLAIRE/LEON - SCENARIO 'A' : 6xZombies - A bit of tight turning, and careful walking will evade all of the zombies and get you to the gate. Move down the street a little bit, then run towards the fire truck. From here, follow the truck to its end and then run back across to the street's other side and straight to the entrance. Hurry though, don't want to give them time to bunch up together. If you decide to fire upon them, better hope you have enough ammo to take almost all 6 down as they will crowd up to block your path, forcing you to waste all of them. location 8 - police department lawn Lamps illuminate a grassy patch in front of the police department (Section 1 - location 7) - (Section 2 - location 1) CLAIRE/LEON - SCENARIO 'A' : 1 to 2xZombies ` Special Key ` Green Herb 1x - A couple of the walking dead are hanging out in the grass patch. Easily enough, just walk down some nearby steps and move forth without crossing their paths. However, if you've discovered Brad Vickers, you will have to confront him at this spot and the other two zombies won't exist. Either battle him now, or run by and return when your better armed. Please see "specials and secrets" section of this guide for information about how to find Brad and earn the special key. Use this key in the darkroom (Section 2 - location 8). On one end of the building are a couple of gardening decorations, check the leftmost one when facing them. It will have an herb. CLAIRE - SCENARIO 'B' : 1 to 2xZombies ` Special Key ` Green Herb 1x ` Brad's Note #file 10/16 - A couple of the walking dead are hanging out in the grass patch. Easily enough, just walk down some nearby steps and move forth without crossing their paths. However, if you've discovered Brad Vickers, you will have to confront him at this spot and the other two zombies won't exist. Either battle him now, or run by and return when your better armed. Please see "specials and secrets" section of this guide for information about how to find Brad and earn the special key. Use this key in the darkroom (Section 2 - location 8). Along the path of where you climb down the steps will be the Brad's note file. On one end of the building are a couple of gardening decorations, check the leftmost one when facing them. It will have an herb. location 9 - wreckage spot (b) The street is ablaze from a crashed tanker truck. Along the street are several smashed up cars. At the other end is a gate entrance (Section 1 - location 12) CLAIRE/LEON - SCENARIO 'B' : 6xZombies ` Mercenary's Log #file 06/16 - There is no need to fire upon any zombies here. Run from the three that emerge from the wreckage flames. As you proceed, carefully walk along the upper or lower edges of vehicles while running to switch positions in between zombies. There should be ample space in between the zombies to run through. If this proves to be too difficult, then fire a few shots into the zombies to jolt them back as you run by. Look by a snack cart to get the mercenary's log file. "What's the matter? hee. Don't you trust me?" by Claire Redfield SAVE POINT location 10 - shed A brick shed with non-working machinery (Section 1 - location 11) - (Section 1 - location 12) CLAIRE - SCENARIO 'A' : 0 to 2xZombies ` Bow Gun ` Ink Ribbon(2) ` Valve Handle - This room is completely clear. If you press your luck by trying to go outside the other end then two zombies will hunt you. If you've already grabbed everything you need then run, else this puts you in a predicament to defend yourself. Best concept is not to try leaving this way. Besides, even if you kill the zombies it won't let you go out the door. Cause after the incident the character realizes how dangerous it is to attempt that again. The valve handle can be useful to put out a roof fire at the crash site (Section 2 - location 24), lower a bridge at the lower sewer post (Section 5 - location 11), or turn off a powerful fan at the upper sewer post (Section 5 - location 13). LEON - SCENARIO 'A' : 0 to 2xZombies ` H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Valve Handle - This room is completely clear. If you press your luck by trying to go outside the other end then two zombies will hunt you. If you've already grabbed everything you need then run, else this puts you in a predicament to defend yourself. Best concept is not to try leaving this way. Besides, even if you kill the zombies it won't let you go out the door. This is because after the incident the character realizes how dangerous it is to attempt that again. The valve handle can be useful to put out a roof fire at the crash site (Section 2 - location 24), lower a bridge at the lower sewer post (Section 5 - location 11), or turn off a powerful fan at the upper sewer post (Section 5 - location 13). CLAIRE/LEON - SCENARIO 'B' : 0 to 2xZombies ` H. Gun Bullets 1x(15) ` Ink Ribbon(2) - This room is completely clear. When you walk past the typewriter, on your way back you'll hear the moaning of zombies. Don't try to go outside or two zombies will suddenly appear and hunt you. If you've already grabbed everything you need then run, else this puts you in a predicament to defend yourself. Best concept is not to try leaving this way. Besides, even if you kill the zombies it won't let you go out the door. Cause after the incident the character realizes how dangerous it is to attempt that again. location 11 - path to shed Decorative street lamps light the way to a shed (Section 2 - location 24) - (Section 1 - location 10) CLAIRE/LEON - SCENARIO 'A'&'B' : 4xZombies - On either angle for encountering these zombies gives leeway to killing them without being cornered. Yet there is no reason for mindless violence here. Walk through the enormous gaps they leave in between them. So you gain safety without the cost of ammo. location 12 - police parking lot Several law enforcement vehicles are parked between two sheds (Section 1 - location 9) - (Section 1 - location 10) CLAIRE/LEON - SCENARIO 'B' : 3xZombies ` Cabin Key - Two zombies will be on your right side while the other is on your left. If you choose to fire at any of them, you can do so by standing in the center and trading off. Make sure you're using a hand gun of course. The best approach would be to run by the two on your right to grab the cabin key, then run back and bypass everyone on your way to the shed (Section 1 - location). Section 2 - Police Headquarters -------------------------------------------------------------------------------- SAVE POINT location 1 - lower main hall The massive entrance room for the RCPD. A dry fountain of a woman pouring water is centered (Section 1 - location 8) - (Section 2 - location 2) - (Section 2 - location 3) - (Section 2 - location 12) - (Section 2 - location 20) CLAIRE/LEON - SCENARIO 'A' : H. Gun Bullets 1x(30) ` Ink Ribbon(2) ` Spade Key - A Blue Card Key (Section 2 - location 2) must be used with the computer system to unlock doors to the information office (Section 2 - location 3) and the the main office (Section 2 - location 12). Return to use a Unicorn Medal (Section 2 - location 11) on the female statue. Once gaining possession of the spade key one can open compatible locked doors for the lower circuitry hallway (Section 2 - location 4) and the S.T.A.R.S. hallway (Section 2 - location 10). CLAIRE - SCENARIO 'B' : G. Launcher ` Ink Ribbon(2) ` Spade Key - A Blue Card Key (Section 2 - location 25) must be used with the computer system to unlock doors to the information office (Section 2 - location 3), the library (Section 2 - location 19), and the the main office (Section 2 - location 12). Return to use a Unicorn Medal (Section 2 - location 20) on the female statue. Once gaining possession of the spade key one can open a locked door in the lower circuitry hallway (Section 2 - location 4). The G. launcher is on the desk and easily visible. LEON - SCENARIO 'B' : Shotgun ` Ink Ribbon(2) ` Spade Key - A Blue Card Key (Section 2 - location 25) must be used with the computer system to unlock doors to the information office (Section 2 - location 3), the library (Section 2 - location 19), and the the main office (Section 2 - location 12). Return to use a Unicorn Medal (Section 2 - location 20) on the female statue. Once gaining possession of the spade key one can open a locked door in the lower circuitry hallway (Section 2 - location 4). The shotgun is on the desk and easily visible. location 2 - trashed office Documents and paraphernalia are scattered everywhere (Section 2 - location 1) - (Section 2 - location 26) CLAIRE - SCENARIO 'A' : 0 to 1xZombies ` H. Gun Bullets 1x(15) ` Blue Key Card ` Detonator ` Green Herb 1x ` Memo to Leon - At first visit you are given a card that must be used on a computer (Section 2 - location 1). Nothing seems peculiar during this time, as you leave the door is locked behind you. After you find another way back in much later, the officer who gave you the blue key card turns into a zombie and attacks you. Be sure to have a powerful weapon ready to kill him in one shot. Else turn to quickly retreat (only if you're using 1st person controls). If you do not follow either of the suggestions, you will be bitten at least once. If you've opted to retreat, then be sure to return and kill him, considering this zombie is protecting a valuable item. With this zombie out of the way, pick up the detonator. Combine this detonator with the Plastic Bomb (Section 2 - location 26) to form an explosive device. Use this explosion near a door and helicopter at the wrecked hall (Section 2 - location 22). Check the lockers for ammo and unlock the door so this room can be accessed from the lower main hall (Section 2 - location 1). LEON - SCENARIO 'A' : 0 to 1xZombies ` H. Gun Bullets 1x(15) ` Blue Key Card ` Heart Key ` Green Herb 1x ` Memo to Leon - At first visit you are given a card that must be used on a computer (Section 2 - location 1). Nothing seems peculiar during this time, as you leave the door is locked behind you. After you find another way back in much later, the officer who gave you the blue key card turns into a zombie and attacks you. Be sure to have a powerful weapon ready to kill him in one shot. Else turn to quickly retreat (only if you're using 1st person controls). If you do not follow either of the suggestions, you will be bitten at least once. If you've opted to retreat, then be sure to return and kill him, considering this zombie is protecting a valuable item. With this zombie out of the way, pick up the heart key. Use this key to open up a door in the police facilities (Section 2 - location 13). Check the lockers for ammo and unlock the door so this room can be accessed from the lower main hall (Section 2 - location 1). CLAIRE - SCENARIO 'B' : 5xZombies ` H. Gun Bullets 1x(15) ` Detonator ` Green Herb 1x ` Memo to Leon - If you only have a hand gun with you, then keep your back to the corner and fire upon the zombies as they close in on you. Four of these zombies should be out in the open to fire at. As for the last zombie, it will be waiting inside the office area. If you have something more powerful, you can sway fighting all the zombies by running completely around the desks in the middle and coming back to the office from the other side of this desk. Run into the office, shoot the zombie in there, grab the detonator, and then leave with your life. Combine this detonator with the Plastic Bomb (Section 2 - location 26) to form an explosive device. Use this explosion near a door and helicopter at the wrecked hall (Section 2 - location 22). Check the lockers for ammo and unlock the door so this room can be accessed from the lower main hall (Section 2 - location 1). LEON - SCENARIO 'B' : 5xZombies ` H. Gun Bullets 1x(15) ` Small Key ` Heart Key ` Green Herb 1x ` Memo to Leon - If you only have a hand gun with you, then keep your back to the corner and fire upon the zombies as they close in on you. Four of these zombies should be out in the open to fire at. As for the last zombie, it will be waiting inside the office area. If you have something more powerful, you can sway fighting all the zombies by running completely around the desks in the middle and coming back to the office from the other side of this desk. Run into the office, shoot the zombie in there, grab the heart key, and then leave with your life. The small key can be used to open locks at the information office (Section 2 - location 3), the waiting room (Section 2 - location 18), or a locked door at the superintendence room (Section 5 - location 19). Check the lockers for ammo and unlock the door so this room can be accessed from the lower main hall (Section 2 - location 1). STORAGE location 3 - information office A quaint room with a red "no smoking" sign by the double door and a small window by the other door (Section 2 - location 1) - (Section 2 - location 4) CLAIRE - SCENARIO 'A' : F. Aid Spray 1x ` Police Memorandum - Use Lockpick to open a corner desk drawer. LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Police Memorandum - The desk in this room has a lock that can be opened using a Small Key (Section 2 - location 16) (Section 2 - location 21). What you'll find inside this locked desk is more ammo. CLAIRE - SCENARIO 'B' : 3xZombies ` F. Aid Spray 1x ` Police Memorandum - You will start out facing zombies in this room. Remember there is a storage in here though. So now is a good time to pick up the hand gun if you have ammo for it but don't have it equipped. Use this hand gun to kill off these zombies that are in a small quantity and well spaced out to easily kill without being overwhelmed. The first two are in plain sight. Though careful not to inadvertently run into the zombie that is around the corner. If he hasn't chosen to walk out of hiding, then line up next to the corner desk, face the direction of your blind spot, and fire off a few shots. Now you can back up and kill him for good when he comes out to pester you. Use Lockpick to open a corner desk drawer. LEON - SCENARIO 'B' : 3xZombies ` Shotgun Shells 1x(7) ` Police Memorandum - You will start out facing zombies in this room. Remember there is a storage in here though. So now is a good time to pick up the hand gun if you have ammo for it but don't have it equipped. Use this hand gun to kill off these zombies that are in a small quantity and well spaced out to easily kill without being overwhelmed. The first two are in plain sight. Though careful not to inadvertently run into the zombie that is around the corner. If he hasn't chosen to walk out of hiding, then line up next to the corner desk, face the direction of your blind spot, and fire off a few shots. Now you can back up and kill him for good when he comes out to pester you. The desk in this room has a lock that can be opened using a Small Key (Section 2 - location 21) (Section 2 - location 2) (Section 5 - location 9). What you'll find inside this locked desk is more ammo. "Oh. You must be the new guy, Leon. I'm sorry, but it looks like your party has been... canceled." by Injured Officer location 4 - lower circuitry hallway The ceiling has cords running throughout, that are attached to the window shutters. A tiny green light glows over a door (Section 2 - location 3) - (Section 2 - location 5) - (Section 2 - location 17) CLAIRE/LEON - SCENARIO 'A' : 1xLickers to 6xZombies ` H. Gun Bullets 1x(15) ` Green Herb 1x - Run from the licker and come back when your better equipped. A power box has faulty wiring. Examine the decapitated officer's body twice for ammunition. A locked door in here requires the Spade Key (Section 2 - location 1). If you choose to fix the window shutters so that they may close. You can return later to use a Cord (Section 2 - location 30) on the power box. You only get one cord, so either use it in this room or at the basement transfer hall (Section 2 - location 31). Whichever room's shutters you choose to fix will keep 6 zombies out momentarily. This flood of zombies will try to break in once you've first acquired the G. Cogwheel (Section 2 - location 33) and walked around the library (Section 2 - location 19) again. There is no reason why you should be walking through this hall anyways at that time. If you do, there is enough space to carefully run around the zombies without getting bitten. It is extremely risky though. CLAIRE - SCENARIO 'B' : 0 to 6 to 3xZombies ` H. Gun Bullets 1x(15) ` Green Herb 1x - Examine the decapitated officer's body twice for ammunition. A locked door in here requires the Spade Key (Section 2 - location 1). This room will remain clear until you visit the library (Section 2 - location 19) and move to the center of that library. Then the lower circuitry hallway fills with six zombies. Even if you used a cord to fix the shutters in this room during the scenario 'A' game, it will short out and still let the zombies in. There is no reason why you should be walking through this hall anyways at that time, because there are safer means for getting around without using this room. If you do, there is enough space to carefully run around the zombies without getting bitten. It is extremely risky though. When you return here after picking up the Crank (Section 3 - location 11) the room will once again be filled with zombies. This time amounting to three. Use the techniques you used to deal with the first set of zombies encountered in this room. This time it won't be as risky since there is half the quantity now than what you dealt with the first time. LEON - SCENARIO 'B' : 0 to 6xZombies ` H. Gun Bullets 1x(15) ` Green Herb 1x - Examine the decapitated officer's body twice for ammunition. A locked door in here requires the Spade Key (Section 2 - location 1). This room will remain clear until you visit the library (Section 2 - location 19) and move to the center of that library. Then the lower circuitry hallway fills with six zombies. Even if you used a cord to fix the shutters in this room during the scenario 'A' game, it will short out and still let the zombies in. There is no reason why you should be walking through this hall anyways at that time, because there are safer means for getting around without using this room. If you do, there is enough space to carefully run around the zombies without getting bitten. It is extremely risky though. location 5 - dark hallway A narrow path sets your way full of boarded up windows (Section 2 - location 4) - (Section 2 - location 6) - (Section 2 - location 7) CLAIRE/LEON - SCENARIO 'A' : - Everything is quiet on the first trip through this hallway... Too quiet. After reentering this room zombies will attempt to grab the player by reaching through window cracks. They attack twice, from different windows as the player moves along. Keep the greatest distance from any windows to stay out of reach. CLAIRE - SCENARIO 'B' : 2x to 1xZombies - When you're close to reaching the boarded windows across from a door, two zombies will leap into the room. Because you have much retreat space and there are only two enemies, any long range weapon will do for killing them. Be sure to run up and fire down at them as they are trying to stand up. If you haven't killed them by time they do stand, then move back a little bit and return to firing at them as they walk towards you. After you've acquired the Crank (Section 3 - location 11) there will be one zombie in this room. This zombie will be nearby the briefing room (Section 2 - location 5) door just like the first two were earlier. Deal with this zombie and proceed. LEON - SCENARIO 'B' : 2x to 3xZombies - When you're close to reaching the boarded windows across from a door, two zombies will leap into the room. Because you have much retreat space and there are only two enemies, any long range weapon will do for killing them. Be sure to run up and fire down at them as they are trying to stand up. If you haven't killed them by time they do stand, then move back a little bit and return to firing at them as they walk towards you. Three more zombies will appear after you've visited the library (Section 2 - location 19) and move to the center of that library. There is no reason why you should be walking through this hall anyways at that time, because there are safer means for getting around without using this room. If you do, fight through the zombies with any long range weapon of choice. These zombies are well spaced and hardly threatening unless you attempt to run by them. Which the latter is a foolish decision to make unless you enjoy being bitten. location 6 - briefing room Rows of green chairs are set up in front of a podium. Nearby is a fireplace with a painting hanging above (Section 2 - location 5) CLAIRE - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Red Jewel ` Operation Report 1 - You'll need a Lighter (Section 2 - location 21) to turn on a flame in the fireplace and free the red jewel. This red jewel has a purpose at the stored goods room (Section 2 - location 25). LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Red Jewel ` Operation Report 1 - You'll need a Lighter to turn on a flame in the fireplace and free the red jewel. This red jewel has a purpose at the stored goods room (Section 2 - location 25) CLAIRE - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Red Jewel ` Operation Report 1 - You'll need a Lighter (Section 2 - location 17) to turn on a flame in the fireplace and free the red jewel. This red jewel has a purpose at the stored goods room (Section 2 - location 25). CLAIRE - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Red Jewel ` Operation Report 1 - You'll need a Lighter to turn on a flame in the fireplace and free the red jewel. This red jewel has a purpose at the stored goods room (Section 2 - location 25). location 7 - darkroom stairway Stairs lie next to a door leading to the darkroom and diagonal from a hall of two doors (Section 2 - location 5) - (Section 2 - location 8) - (Section 2 - location 9) - (Section 2 - location 26) CLAIRE/LEON - SCENARIO 'A' : 4xZombies ` Green Herb 2x - From the current position, you can run into the corner near a female zombie. Turn around and fire away at all the zombies while using the wall to cover your back. Concentrate on the female first as she is the closest. A locked door requires the Diamond Key (Section 2 - location 25) to pass. CLAIRE - SCENARIO 'B' : 0 to 5 to 2xZombies ` Green Herb 2x - A locked door requires the Diamond Key (Section 2 - location 11) to pass. After you've visited the library (Section 2 - location 19) and walk into the center of that room, you'll notice that a few more zombies have partaken to invade the department. Returning to the darkroom after this will lead you to a room that now has 5 zombies in it. They will be crowded into a ball so bring something powerful to kill them with. Just keep your back to the wall and shoot without regret. After you've acquired the Crank (Section 3 - location 11) there will be two zombies in this room. The zombie in front of the stairway might be a little tricky to run by. If you find an opportunity to run by then do so, else you should kill it. As for the zombie hanging out in the corner beside the steps, there is no reason to fight her. Just ignore her. LEON - SCENARIO 'B' : 0 to 5xZombies ` Green Herb 2x - A locked door requires the Diamond Key (Section 2 - location 18) to pass. After you've visited the library (Section 2 - location 19) and walk into the center of that room, you'll notice that a few more zombies have partaken to invade the department. Returning to the darkroom after this will lead you to a room that now has 5 zombies in it. They will be crowded into a ball so bring something powerful to kill them with. Just keep your back to the wall and shoot without regret. "Bitter sweet irony. The chief of police, a co-conspirator. Get that scum. Make him pay." by Ben Bertolucci SAVE POINT | STORAGE location 8 - darkroom Lockers are positioned in one portion of this room as the other portion entails red lit facilities for developing film (Section 2 - location 7) CLAIRE - SCENARIO 'A' : Colt S.A.A. ` H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Film A ` Film B ` Film D ` Operation Report 2 - The tall locker here requires the Special Key (Section 1 - location 8) to open. Refer to "specials and secrets" section of this guide for more information about the locker's contents and what they do. Utilize the developing equipment on Film (Section 2 - location 11) (Section 2 - location 26) (Section 2 - location 33) to get film A, film B, and film D. LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Film A ` Film B ` Film D ` Operation Report 2 - The tall locker here requires the Special Key (Section 1 - location 8) to open. Refer to "specials and secrets" section of this guide for more information about the locker's contents and what they do. Utilize the developing equipment on Film (Section 2 - location 11) (Section 2 - location 26) (Section 2 - location 33) to get film A, film B, and film D. CLAIRE - SCENARIO 'B' : Colt S.A.A. ` H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Operation Report 2 ` Film B ` Film C ` Film D - The tall locker here requires the Special Key (Section 1 - location 8) to open. Refer to "specials and secrets" section of this guide for more information about the locker's contents and what they do. Utilize the developing equipment on Film (Section 2 - location 11) (Section 2 - location 33) (Section 3 - location 9) to get film A, film B, film C, and film D. CLAIRE - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Operation Report 2 ` Film B ` Film C ` Film D - The tall locker here requires the Special Key (Section 1 - location 8) to open. Refer to "specials and secrets" section of this guide for more information about the locker's contents and what they do. Utilize the developing equipment on Film (Section 2 - location 11) (Section 2 - location 33) (Section 3 - location 9) to get film A, film B, film C, and film D. PUZZLE location 9 - room of the gods A gray statue holds its arm up high while two smaller head statues sit on each side (Section 2 - location 7) - (Section 2 - location 10) CLAIRE/LEON - SCENARIO 'A'&'B' : H. Gun Bullets 1x(15) ` Red Jewel - The "Gods' Puzzle" must be solved to get a red jewel. Use this red jewel on a statue at the stored goods room (Section 2 - location 25). Ignore the locked door in here, you are never able to access it at any time during the story. Look behind the center statue to find the ammo. location 10 - S.T.A.R.S. hallway A sign announcing the S.T.A.R.S. office hangs on the wall while nearby is a bench with handcuffs on a pole (Section 2 - location 9) - (Section 2 - location 11) - (Section 2 - location 18) CLAIRE - SCENARIO 'A' : 0 to 1xZombies - This space will be clear the first time you visit it. If you have the spade key, then the next time you set foot in this hall you'll see a zombie scare off a little girl. Take any means you feel necessary on this zombie. Evading it will be very easy to do though. Just lure it near a wall and run past its uncovered side. To access the end door, be sure to have the Spade Key (Section 2 - location 1) handy. LEON - SCENARIO 'A' : 3xZombies - If you're pressed for ammo, then ignore the zombies and run directly into the next room. Afterall, you have ample room and time to do so. However, it would be nice to get these guys out of your hair. So stay yourself on the other side of the hall and kill them using something small like the hand gun. The third zombie will slowly make his way around the corner as you cut down his buddies. So long as you keep back while firing, you should be at no risk at any time. Return here again after you've picked up the Spade Key (Section 2 - location 1) so you can open a locked door in this hall and proceed. CLAIRE - SCENARIO 'B' : 0 to 1xZombies - This room is clear when you first enter it. After you've gone into the S.T.A.R.S. office (Section 2 - location 11) and exit back out you'll see a zombie chase a little girl off. This zombie is alone and even has its back to you. Passing it up is an easy task, but if you don't want to avoid it then shoot it quickly while its back is still turned. LEON - SCENARIO 'B' : 5xZombies - If you're pressed for ammo, then ignore the zombies and run directly into the next room. Afterall, you have ample room and time to do so. However, it would be nice to get these guys out of your hair. So stay yourself on the other side of the hall and kill them using something small like the hand gun. The fifth zombie will slowly make his way around the corner as you cut down his buddies. So long as you keep back while firing, you should be at no risk at any time. Beware, one of the zombies starts out lying on its stomach and acts dead. Shoot down at it to kill it. "Something is wrong. Lets check it out." by Umbrella Operative location 11 - S.T.A.R.S. office Plenty of desks, equipment, and a locker decorate this office (Section 2 - location 10) CLAIRE - SCENARIO 'A' : G. Launcher ` H. Gun Bullets 1x(15) ` Unicorn Medal ` Film ` Chris's Diary ` Mail to Chris ` Jill's Note #file 08/16 - Read the diary to see what is under it. Please check "specials and secrets" for whereabouts of the hidden film. This film can be developed in the darkroom (Section 2 - location 8). Examine a portrait next to the S.T.A.R.S. wall logo to see a picture of the S.T.A.R.S. squad. You'll also find ammo laying on the floor in front of this logo. Use the Unicorn Medal on a Virgoan statue in the lower main hall (Section 2 - location 1) to get the Spade Key. The G. launcher can be picked up from the locker. Besides from being a formidable weapon, it can also be used to access a room from inside the sitting room (Section 7 - location 7). The mail to chris file won't show up until you try to leave the room. You can develop the film in the darkroom (Section 2 - location 8). LEON - SCENARIO 'A' : Shotgun ` H. Gun Bullets 1x(15) ` Unicorn Medal ` Film ` F. Aid Spray 1x ` Chris's Diary ` Jill's Note #file 08/16 - Read the diary to see what is under it. Please check "specials and secrets" for whereabouts of the hidden film. This film can be developed in the darkroom (Section 2 - location 8). Examine a portrait next to the S.T.A.R.S. wall logo to see a picture of the S.T.A.R.S. squad. You'll also find ammo laying on the floor in front of this logo. Use the Unicorn Medal on a Virgoan statue in the lower main hall (Section 2 - location 1) to get the Spade Key. Look inside the locker for the shotgun and check the wall's corner across from this locker to find a first aid spray. You can develop the film in the darkroom (Section 2 - location 8). CLAIRE - SCENARIO 'B' : Bow Gun ` Diamond Key ` Film ` Chris's Diary ` Mail to Chris ` Rebecca's Report #file 09/16 - Please check "specials and secrets" for whereabouts of the hidden film. This film can be developed in the darkroom (Section 2 - location 8). Examine a portrait next to the S.T.A.R.S. wall logo to see a picture of the S.T.A.R.S. squad. The bow gun can be picked up from the locker. The mail to chris file won't show up until you try to leave the room. You can develop the film in the darkroom (Section 2 - location 8). The diamond key is handy for opening a door in the darkroom stairway (Section 2 - location 7) and a door in the illuminated pass (Section 2 - location 15). CLAIRE - SCENARIO 'B' : Magnum ` Film ` Chris's Diary ` Rebecca's Report #file 09/16 - Please check "specials and secrets" for whereabouts of the hidden film. This film can be developed in the darkroom (Section 2 - location 8). Examine a portrait next to the S.T.A.R.S. wall logo to see a picture of the S.T.A.R.S. squad. The bow gun can be picked up from the locker. The mail to chris file won't show up until you try to leave the room. You can develop the film in the darkroom (Section 2 - location 8). * DID YOU KNOW?... S.T.A.R.S. members were divided into 2 units for the first Resident Evil and most were massively slaughtered or killed by betrayal. All persons of S.T.A.R.S. both alive and slain are :ALPHA TEAM: Barry Burton - Joseph Frost - Chris Redfield - Jill Valentine - Brad Vickers - Albert Wesker :BRAVO TEAM: Richard Aiken - Rebecca Chambers - Enrico Marini - Forest Speyer - Kenneth J. Sullivan * location 12 - main office Two pay phones are nearby a door with a couple of vending machines in the vicinity too (Section 2 - location 1) - (Section 2 - location 13) - (Section 2 - location 15) CLAIRE/LEON - SCENARIO 'A' : 6xZombies ` Green Herb 1x - From point of entrance, slowly move closer to your blind spot till zombies are visible. Use the hand gun to kill off these zombies. Using a powerful weapon would be a waste since you can easily take them all down using weaker weapons. If they start gaining on you, then retreat a little bit and resume firing. CLAIRE/LEON - SCENARIO 'B' : 6xZombies ` Green Herb 1x - For the first time you enter this room, you will be attacked by zombies from both sides. It is strongly suggested you bring along something powerful to shoot at them with. Else you will be in a position of definite attack. Immediately fire and kill the zombie standing in a corner. With him dead, run to that corner and turn around to start firing at four other zombies that are gaining up on you. For the last defenseless zombie who will be standing back from the rest of his crew, use any long range weapon you wish to kill him with. "Shut up! You're gonna make it." by Leon Kennedy PUZZLE location 13 - police facilities A large desk divides the center while automatic ceiling fans turn overhead (Section 2 - location 12) - (Section 2 - location 14) - (Section 2 - location 31) CLAIRE - SCENARIO 'A' : 5xZombies ` Acid Rounds 1x(6) ` H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Green Herb 2x ` Police Station Map David's Letter #file 07/16 - The safest route is moving beside the wall closest to the large desk. From here you can easily dispatch any enemies from a safe distance while the desk obstructs their reach. Be sure to kill a wounded zombie on the floor nearby this desk. If all this firing hasn't lured a zombie from the smaller office room, then simply take him straight on. This shouldn't be a problem to do after having cleared all the others. Two herbs are behind the small desk across from a safe. The "Office Locker Combination" must be figured out. In the larger portion of this room, above a ceiling fan is a tiny and desolate desk. Search the corners of this desk for the ink ribbon. Examine the corpse of a fellow slain officer to pickup ammo. Open a locked door in here using the Heart Key (Section 2 - location 27). LEON - SCENARIO 'A' : 5xZombies ` Shotgun Shells 1x(7) ` H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Green Herb 2x ` Police Station Map David's Letter #file 07/16 - The safest route is moving beside the wall closest to the large desk. From here you can easily dispatch any enemies from a safe distance while the desk obstructs their reach. Be sure to kill a wounded zombie on the floor nearby this desk. If all this firing hasn't lured a zombie from the smaller office room, then simply take him straight on. This shouldn't be a problem to do after having cleared all the others. Two herbs are behind the small desk across from a safe. The "Office Locker Combination" must be figured out. In the larger portion of this room, above a ceiling fan is a tiny and desolate desk. Search the corners of this desk for the ink ribbon. Examine the corpse of a fellow slain officer to pickup ammo. Open a locked door in here using the Heart Key (Section 2 - location 2). CLAIRE - SCENARIO 'B' : 5 to 4xZombies ` Acid Rounds 1x(6) ` H. Gun Bullets 2x(15) ` Ink Ribbon(2) ` Valve Handle ` Green Herb 2x ` Police Station Map - Try to fight your way into the small office portion of this room. Shoot the zombie in this office a few times till it stumbles, then run behind it to avoid attack from other zombies cause of you hanging out by the door frame in harm's way. Shoot the zombie in this office down dead. As the other zombies come dragging themselves into the room, shoot them down in the midst of their efforts to reach you. Move out of the room to kill any left over zombies and don't forget to shoot the wounded one lying on the ground or else avoid walking past it. Two herbs are behind the small desk across from a safe. The "Office Locker Combination" must be figured out. In the larger portion of this room, above a ceiling fan is a tiny and desolate desk. Search the corners of this desk for the ink ribbon. Examine the corpse of a fellow slain officer to pickup ammo. Open a locked door in here using the Heart Key (Section 2 - location 27). The valve handle can be useful to put out a roof fire at the crash site (Section 2 - location 24), lower a bridge at the lower sewer post (Section 5 - location 11), or turn off a powerful fan at the upper sewer post (Section 5 - location 13). When you reach the library (Section 2 - location 19) and walk to the center of that room, you'll notice that a few areas are filling up with zombies. After this action has taken place, this room will have four new undead occupants for you to deal with. There is no need to deal with them though, one can easily just pass on by them if they're lured to one side first. If you choose to kill them, fire from safety on the other side of the long desk. LEON - SCENARIO 'B' : 5xZombies ` Shotgun Shells 1x(7) ` H. Gun Bullets 2x(15) ` Ink Ribbon(2) ` Valve Handle ` Green Herb 2x ` Police Station Map - Try to fight your way into the small office portion of this room. Shoot the zombie in this office a few times till it stumbles, then run behind it to avoid attack from other zombies cause of you hanging out by the door frame in harm's way. Shoot the zombie in this office down dead. As the other zombies come dragging themselves into the room, shoot them down in the midst of their efforts to reach you. Move out of the room to kill any left over zombies and don't forget to shoot the wounded one lying on the ground or else avoid walking past it. Two herbs are behind the small desk across from a safe. The "Office Locker Combination" must be figured out. In the larger portion of this room, above a ceiling fan is a tiny and desolate desk. Search the corners of this desk for the ink ribbon. Examine the corpse of a fellow slain officer to pickup ammo. Open a locked door in here using the Heart Key (Section 2 - location 27). The valve handle can be useful to put out a roof fire at the crash site (Section 2 - location 24), lower a bridge at the lower sewer post (Section 5 - location 11), or turn off a powerful fan at the upper sewer post (Section 5 - location 13). location 14 - stairway shortcut Two barrels are set up next to a set of stairs (Section 2 - location 13) - (Section 2 - location 23) CLAIRE/LEON - SCENARIO 'A'&'B' : Green Herb 3x - Nothing here to concern yourself with. BOSS (scenario 'B' only) location 15 - illuminated pass Several neon ceiling bulbs add light to this hall. There are also a few boarded windows along the way (Section 2 - location 12) - (Section 2 - location 16) - (Section 2 - location 30) - (Section 2 - location 33) CLAIRE/LEON - SCENARIO 'A' : 4xZombies ` Red Herb 1x - There is ample space and time to either take out the zombies in this room one by one, or bypass them. The latter option isn't difficult, but can be tricky if chosen to risk it. One of this room's locked doors requires a Diamond Key (Section 2 - location 25) to open it. The other locked door in this room can be opened using a Club Key (Section 4 - location 5). CLAIRE - SCENARIO 'B' : 0 to Mr. X ` Red Herb 1x - One of this room's locked doors requires a Diamond Key (Section 2 - location 11) to open it. The other locked door in this room can be opened using a Club Key (Section 4 - location 5). After you've picked up the G. Cogwheel (Section 2 - location 33) and try to pass around the second corner of this room, Mr. X will bust through the wall right in front of you. You will likely take a hit when you try to pass, but run by when he goes for his slow second swing. This is better than wasting a bunch of ammo to knock him down. The choice is yours though. LEON - SCENARIO 'B' : 0 to Mr. X ` Red Herb 1x - One of this room's locked doors requires a Diamond Key (Section 2 - location 18) to open it. The other locked door in this room can be opened using a Club Key (Section 4 - location 5). After you've picked up the G. Cogwheel (Section 2 - location 33) and try to pass around the second corner of this room, Mr. X will bust through the wall right in front of you. You will likely take a hit when you try to pass, but run by when he goes for his slow second swing. This is better than wasting a bunch of ammo to knock him down. The choice is yours though. location 16 - criminal examination room A table and two chairs are set up in front of a see-through mirror (Section 2 - location 15) CLAIRE - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Journalist's Note #file 12/16 - A few things can be picked up here, but nothing vital. LEON - SCENARIO 'A' : Small Key ` Journalist's Note #file 12/16 - The small key can be used to open a desk lock in the information office (Section 2 - location 3), or a desk in the waiting room (Section 2 - location 18). CLAIRE - SCENARIO 'B' : 1xLicker ` H. Gun Bullets 1x(15) - Enter this room, halt, look up. Notice something suspicious about the ceiling? As usual when dealing with the likes of lickers you should have something powerful equipped. At least with this particular licker you get a couple of free shots. Take advantage by first firing upwards to knock it down. Then step back as it scrambles to stand up and be ready to fire at it again. There isn't much room for moving around, so dodge only if it tries to lance you with its tongue or leap at you. Else, hold your ground and keep the constant firing coming. Consider something, this room only has a box of 15 hand gun bullets. Since you run the risk of being attacked, and need to waste ammo to kill the licker, it really isn't worth the trip into this room. The choice is yours. location 17 - filing facility Archives of papers and documents are filed here. There also is a copy machine in the proximity (Section 2 - location 4) CLAIRE/LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Crank ` Ink Ribbon(2) ` Patrol Report ` Jill's Report #file 01/16 - Check the corner of the cabinet where the crank is, you'll find some ammo there. Be sure to grab this ammo before trying for the crank, or else you will block yourself from reaching it cause the stool will be in your way. Push the stepping stool up against a cabinet so you can reach the crank. This crank can lower a stairway by using it in the clock tower (Section 2 - location 35). CLAIRE - SCENARIO 'B' : Lighter ` Ink Ribbon(2) ` Patrol Report - Push the stepping stool up against a cabinet so you can reach the lighter. The lighter you acquire here can be used to get a Red Jewel (Section 2 - location 6), get a G. Cogwheel (Section 2 - location 33), see the W. Box Key (Section 6 - location 1), and illuminate for better visibility at the pitch-dark shed (Section 5 - location 20). LEON - SCENARIO 'B' : Ink Ribbon(2) ` F. Aid Spray 1x ` Patrol Report - Push the stepping stool up against a cabinet so you can reach the lighter. location 18 - waiting room A few rows of chairs partake two sides of a soda vending machine (Section 2 - location 10) - (Section 2 - location 19) CLAIRE - SCENARIO 'A' : H. Gun Bullets 1x(15)` Flame Rounds 1x(6) - Use your Lockpick to get the flame rounds out of a drawer. LEON - SCENARIO 'A' : 5xZombies ` H. Gun Bullets 1x(15) ` H. Gun Parts - Because all the zombies are already gathered up for a meal, the easiest way to take em out is to wait for them to stand up and shoot their skulls. If aimed correctly, you can take out all five with just two shots from your shotgun. Should you prefer to use a hand gun, then shoot as many bullets at them as you can while they're standing up, run to the end of the hall when they are in pursuit, and turn around to shoot relentlessly as they slowly stagger down the hall after you. The locked desk in this room can be opened with a Small Key (Section 2 - location 16) (Section 2 - location 21). Combine the H. gun parts with your hand gun to produce a more effective version named the C. hand gun. CLAIRE - SCENARIO 'B' : 5xZombies ` H. Gun Bullets 1x(30) - Use your Lockpick to get the hand gun bullets out of a drawer. Because all the zombies are already gathered up for a meal, the easiest way to take em out is to shoot them while they're still feasting. If aimed correctly, you can take out all five with just a few shots from a powerful spread weapon. Should you prefer to use a hand gun, then shoot as many bullets at them as you can while they're standing up, run to the end of the hall when they are in pursuit, and turn around to shoot relentlessly as they slowly stagger down the hall after you. LEON - SCENARIO 'A' : H. Gun Bullets 1x(30) ` H. Gun Parts ` Diamond Key - The locked desk in this room can be opened with a Small Key (Section 2 - location 21) (Section 2 - location 2) (Section 5 - location 9). Combine the H. gun parts with your hand gun to produce a more effective version named the C. hand gun. The diamond key is handy for opening a door in the darkroom stairway (Section 2 - location 7) and a door in the illuminated pass (Section 2 - location 15). * DID YOU NOTICE?... Scattered throughout this adventure from beginning to end are small openings Claire and Leon comment on not being able to fit through. These seemingly inaccessible spaces are how Sherry has been safely maneuvering about without being in harm's way. * PUZZLE location 19 - library Bookcases surround many sides, including even the upstairs area (Section 2 - location 18) - (Section 2 - location 20) - (Section 2 - location 34) CLAIRE - SCENARIO 'A' : Serpent Stone ` Red Herb 1x ` Raccoon City Pamphlet #file 16/16 - Climb the stairs and walk all the way around to the dead end atop. Make sure to proceed towards this end even though nothing appears to be there. The floor will collapse, and a hidden area will be revealed. Solve "Medusa's Challenge" to get a serpent stone. This stone can be placed into a slot found at the chief's office (Section 2 - location 27). When you return to this room after acquiring a G. Cogwheel (Section 2 - location 33), 6 zombies will crawl into the lower circuitry hallway (Section 2 - location 4) and 5 zombies will crawl into the basement transfer hall (Section 2 - location 31). The only thing that can prevent this from happening is using the Cord (Section 2 - location 30) on a power box found in these rooms. However, only one cord is available, so only one box may be fixed. LEON - SCENARIO 'A' : Bishop Plug ` Red Herb 1x ` Raccoon City Pamphlet #file 16/16 - Climb the stairs and walk all the way around to the dead end atop. Make sure to proceed towards this end even though nothing appears to be there. The floor will collapse, and a hidden area will be revealed. Solve "Medusa's Challenge" to get the bishop plug. Use this plug in the chess lock room (Section 4 - location 12). When you return to this room after acquiring a G. Cogwheel (Section 2 - location 33), 6 zombies will crawl into the lower circuitry hallway (Section 2 - location 4) and 5 zombies will crawl into the basement transfer hall (Section 2 - location 31). The only thing that can prevent this from happening is using the Cord (Section 2 - location 30) on a power box found in these rooms. However, just one cord is available, so only one box may be fixed. CLAIRE - SCENARIO 'B' : Serpent Stone ` Red Herb 1x - Climb the stairs and walk all the way around to the dead end atop. Make sure to proceed towards this end even though nothing appears to be there. The floor will collapse, and a hidden area will be revealed. Solve "Medusa's Challenge" to get a serpent stone. This stone can be placed into a slot found at the chief's office (Section 2 - location 27). When you walk to the center of this room 6 zombies will crawl into the lower circuitry hallway (Section 2 - location 4), 5 zombies will crawl into the basement transfer hall (Section 2 - location 31), 5 zombies will suddenly appear in the darkroom stairway (Section 2 - location 7), and 4 zombies will show up in the police facilities (Section 2 - location 13). Even if you used a cord in either the lower circuitry hallway or the basement transfer hall rooms during the scenario 'A' game it will short out and let the zombies back in. LEON - SCENARIO 'B' : Bishop Plug ` Red Herb 1x - Climb the stairs and walk all the way around to the dead end atop. Make sure to proceed towards this end even though nothing appears to be there. The floor will collapse, and a hidden area will be revealed. Solve "Medusa's Challenge" to get the bishop plug. Use this plug in the chess lock room (Section 4 - location 12). When you walk to the center of this room 6 zombies will crawl into the lower circuitry hallway (Section 2 - location 4), 5 zombies will crawl into the basement transfer hall (Section 2 - location 31), 5 zombies will suddenly appear in the darkroom stairway (Section 2 - location 7), and 4 zombies will show up in the police facilities (Section 2 - location 13). Even if you used a cord in either the lower circuitry hallway or the basement transfer hall rooms during the scenario 'A' game it will short out and let the zombies back in. location 20 - upper main hall A walkway stretches completely around the building. At the halfway point is an electric ladder release (Section 2 - location 19) - (Section 2 - location 21) - (Section 2 - location 1) CLAIRE/LEON - SCENARIO 'A' : 4xZombies to 1xLickers - Zombies here are kind've tightly closed in. It would be safest to kill them off. Thankfully, there is enough retreat space to just fire at them from a safe distance. Take caution when turning corners though. Also be sure to release the emergency ladder for quicker access between the lower and upper areas. Upon returning much later in the game after grabbing the G. Clogwheel (Section 2 - location 33), be wary of a licker that is next to the emergency ladder. You can avoid using this floor so you don't have to confront the licker, you can run by the licker but the odds aren't favorable for you always getting by unharmed, or of course you can dispose of the critter and be done with any worries. There is plenty of space to work with. Try using the same strategy on this licker that is suggested for the zombies found on this floor earlier. CLAIRE/LEON - SCENARIO 'B' : 5xZombies to 1xLickers ` Unicorn Medal - All the zombies in here will be waiting on side of this hall. The best angle to work with is to assure that all zombies are on one side of you only. After that is adjusted, fire at them as they line up to absorb your bullets. It is simple to run by without killing these zombies, but you'll need to get rid of them so you can reach the unicorn medal. This medal can be found hanging on the wall at one end of this hall. Also be sure to release the emergency ladder for quicker access between the lower and upper areas. Use the Unicorn Medal on a Virgoan statue in the lower main hall (Section 2 - location 1) to get the Spade Key. After you've picked up the G. Cogwheel (Section 2 - location 33) there will be a licker waiting up here for you. He will be next to the ladder access to the lower main hall. If you climb the ladder, prepare to fire straight down when you reach the top. Else, you can try running by quickly and heading towards a location of choice. "You lose big guy." by Claire Redfield SAVE POINT | STORAGE location 21 - relaxation room Two sets of seats sit across from each other. In a corner is a small rack of magazines (Section 2 - location 20) - (Section 2 - location 22) CLAIRE - SCENARIO 'A' : Lighter ` Ink Ribbon(2) ` Secretary's Diary A - The lighter you acquire here can be used to get a Red Jewel (Section 2 - location 6), get a G. Cogwheel (Section 2 - location 33), see the W. Box Key (Section 6 - location 1), and/or help to access a new room from when used to burn a living plant in the sitting room (Section 7 - location 7). LEON - SCENARIO 'A' : Small Key ` Ink Ribbon(2) ` Secretary's Diary A - The small key can be used to open locks at the information office (Section 2 - location 3), or the waiting room (Section 2 - location 18). CLAIRE - SCENARIO 'B' : H. Gun Bullets 1x(30) ` Ink Ribbon(2) ` Secretary's Diary A - A few items are available, but nothing important happens here. LEON - SCENARIO 'B' : H. Gun Bullets 1x(30) ` Small Key ` Ink Ribbon(2) ` Secretary's Diary A - A few items are available, but nothing important happens here. The small key can be used to open locks at the information office (Section 2 - location 3), the waiting room (Section 2 - location 18), or a locked door at the superintendence room (Section 5 - location 19). location 22 - wrecked hall Remnants of a helicopter cockpit has smashed through the wall of this tiny hall (Section 2 - location 21) - (Section 2 - location 23) - (Section 2 - location 25) - (Section 2 - location 27) CLAIRE - SCENARIO 'A' : 2xZombies - Passing a few time through this hall is unavoidable. So it would be best to kill those pesky zombies now instead of constantly trying to dodge them. A room is out of reach cause of the blazing flames. A water tower at the crash site (Section 2 - location 24) can aid in putting out this fire. A bomb has to be used to clear the aircraft wreckage. The tools needed to make this bomb are the Plastic Bomb (Section 2 - location 26) and the Detonator (Section 2 - location 2). LEON - SCENARIO 'A' : 2xZombies - Passing a few time through this hall is unavoidable. So it would be best to kill those pesky zombies now instead of constantly trying to dodge them. A room is out of reach cause of the blazing flames. A water tower at the crash site (Section 2 - location 24) can aid in putting out this fire. CLAIRE - SCENARIO 'B' : - A room is out of reach cause of the blazing flames. A water tower at the crash site (Section 2 - location 24) can aid in putting out this fire. A bomb has to be used to clear the aircraft wreckage. The tools needed to make this bomb are the Plastic Bomb (Section 2 - location 26) and the Detonator (Section 2 - location 2). LEON - SCENARIO 'B' : 2xLickers - Two lickers will quickly pursue you when you enter this room. Without something powerful to shoot them with, the situation may be a little difficult to get by on without sustaining much damage. If possible, return here to kill these lickers when you have something better than a standard hand gun. A room is out of reach cause of the blazing flames. A water tower at the crash site (Section 2 - location 24) can aid in putting out this fire. Return here after picking up the Club Key (Section 4 - location 5) to find you now have access to the chief's office (Section 2 - location 27). BOSS (scenario 'B' only) location 23 - crows' pass A dark hallway almost cloaks the flock of maniacal ravens (Section 2 - location 22) - (Section 2 - location 14) - (Section 2 - location 24) CLAIRE/LEON - SCENARIO 'A' : 2 to 6xCrows ` H. Gun Bullets 1x(15) - At first, there are only 2 crows that guard this corridor. As you move past the unbroken windows that aren't next to a dead body four more crows come crashing through. Use something small like a hand gun to kill the first two crows, then run for safety as the others break after you. When you reenter this room they will be mellow again, now is your time to take advantage of their rest. Unlock the door to mobilize your chances of transferring from here and room of the gods (Section 2 - location 9). Examine the dead body twice to uncover ammo. Unlock the door in here so you have access to the stairway shortcut (Section 2 - location 14) from both sides. CLAIRE/LEON - SCENARIO 'B' : 8xCrows to Mr. X ` H. Gun Bullets 1x(15) ` Green Herb 1x - Around the corner will be a gang of crows waiting for fresh blood. From here you can fire upon them, but since there are so many of them it will be quite difficult to kill them all without being pecked. Should you attempt, fire at one of them and then dash down the hall halfway, turn around and fire again at a few. Some might make it past you during all of this. It is up to you to pace up and down the halls while positioning yourself to aim right at them when firing. You may want to just run pass them and head straight to the door, even if it does mean passing up some extra ammo for the moment. You can always return to pick it up. Examine the dead body twice to acquire this ammo. Unlock the door in here so you have access to the stairway shortcut (Section 2 - location 14) from both sides. Once you've used the Valve Handle (Section 2 - location 13) to extinguish a fire at the crash site (Section 2 - location 24), come back here. You won't be able to return to the crash site ever again. Additionally, you now will have to periodically deal with Mr. X, starting with this room first. Nothing you can do but make a run for the other side. It is almost impossible to bypass him without being hit. So rush him full force, take your hit, and then get out the door as he winds up for another strike. location 24 - crash site Most of the body and tail of a helicopter lay crippled on a rooftop (Section 2 - location 23) - (Section 1 - location 11) CLAIRE/LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) - Use the Valve Handle (Section 1 - location 10) in order to put the fire out. Examine the copter for ammo after you've extinguished the flames. CLAIRE - SCENARIO 'B' : Acid Rounds 1x(6) - Use the Valve Handle (Section 2 - location 13) in order to put the fire out. Examine the copter for ammo after you've extinguished the flames. LEON - SCENARIO 'B' : Shotgun Bullets 1x(7) - Use the Valve Handle (Section 2 - location 13) in order to put the fire out. Examine the copter for ammo after you've extinguished the flames. location 25 - stored goods room Plenty of furniture and boxes are backed against the walls. Above is a ceiling window (Section 2 - location 22) CLAIRE - SCENARIO 'A' : Ink Ribbon(2) ` Diamond Key ` Blue Stone - To get a portion of the blue stone, use a Red Jewel (Section 2 - location 9) (Section 2 - location 6) on the two wall statuettes. Check near a gray pot for the ink ribbon. The diamond key is handy for opening a door in the darkroom stairway (Section 2 - location 7) and a door in the illuminated pass (Section 2 - location 15). The blue stone can be combined with the other Blue Stone (Section 2 - location 35) half to form a jaguar stone. This jaguar stone becomes 1 of 3 blocks placed in an empty slot at the chief's office (Section 2 - location 27). LEON - SCENARIO 'A' : Shotgun Shells 1x(7) ` Ink Ribbon(2) ` Diamond Key ` King Plug - To get the king plug, use a Red Jewel (Section 2 - location 9) (Section 2 - location 6) on the two wall statuettes. Use this plug in the chess lock room (Section 4 - location 12). Check near a gray pot for the ink ribbon. The diamond key is handy for opening a door in the darkroom stairway (Section 2 - location 7) and a door in the illuminated pass (Section 2 - location 15). Rummage through the piles of stuff to find ammo. CLAIRE - SCENARIO 'B' : 1xLickers ` Ink Ribbon(2) ` Blue Card Key ` Blue Stone - After you pick up the blue card key and head back for the door, a licker will drop down from the ceiling. If you aren't well equipped, you should try running right pass its side and exit out the door. If you have a good weapon to kill this licker with, point straight down and knock the licker on its back with a point-blank shot. Keep the pattern going as it scrambles to get back up. Use the blue card key on a computer in the lower main hall (Section 2 - location 1). To get a portion of the blue stone, use a Red Jewel (Section 2 - location 9) (Section 2 - location 6) on the two wall statuettes. The blue stone can be combined with the other Blue Stone (Section 2 - location 35) half to form a jaguar stone. This jaguar stone becomes 1 of 3 blocks placed in an empty slot at the chief's office (Section 2 - location 27). Check near a gray pot for the ink ribbon. LEON - SCENARIO 'B' : 1xLickers ` Shotgun Shells 1x(7) ` Ink Ribbon(2) ` Blue Card Key ` King Plug - After you pick up the blue card key and head back for the door, a licker will drop down from the ceiling. If you aren't well equipped, you should try running right pass its side and exit out the door. If you have a good weapon to kill this licker with, point straight down and knock the licker on its back with a point-blank shot. Keep the pattern going as it scrambles to get back up. Use the blue card key on a computer in the lower main hall (Section 2 - location 1). To get the king plug, use a Red Jewel (Section 2 - location 9) (Section 2 - location 6) on the two wall statuettes. Use this plug in the chess lock room (Section 4 - location 12). Check near a gray pot for the ink ribbon. "Claire. Claire? Wait, wait! Man, why doesn't anybody ever listen to me?" by Leon Kennedy location 26 - confiscation lockers Mini personals lockers make up a couple of aisles (Section 2 - location 7) - (Section 2 - location 2) CLAIRE - SCENARIO 'A' : 6xZombies ` Bow Gun Bolts 1x(36) ` Plastic Bomb ` Film - Try being prepared with something powerful equipped. Waste no time blasting the zombies directly in front of your entrance. Even if you don't kill them right away, pause to turn to your character's right side and blast a zombie that is closing in on you fast. Be sure to knock this guy back at the very least. Then return concentration on the bigger crowd you first started shooting at. Move up a little bit and start putting the works to them. Inch away from any zombies that will try to attack your blind spots from behind. After the 3 are dead, now you can turn around and make the others pay. The other zombies aren't guarding anything important, so if you wish to grab the essentials and run then you should do so. The Lockpick will help you to access the plastic bomb. Combine the plastic bomb with a Detonator (Section 2 - location 2) to make an explosive. Use this explosive near a helicopter and door at the wrecked hall (Section 2 - location 22). You can develop film at the darkroom (Section 2 - location 8). Unlock the door to allow further access. LEON - SCENARIO 'A' : 6xZombies ` Shotgun Shells 1x(7) ` Film - Try being prepared with something powerful equipped. Waste no time blasting the zombies directly in front of your entrance. Even if you don't kill them right away, pause to turn to your character's right side and blast a zombie that is closing in on you fast. Be sure to knock this guy back at the very least. Then return concentration on the bigger crowd you first started shooting at. Move up a little bit and start putting the works to them. Inch away from any zombies that will try to attack your blind spots from behind. After the 3 are dead, now you can turn around and make the others pay. The other zombies aren't guarding anything important, so if you wish to grab the essentials and run then you should do so. Unlock the door to allow further access. You can develop the film in the darkroom (Section 2 - location 8). CLAIRE - SCENARIO 'B' : Bow Gun Bolts 1x(36) ` Plastic Bomb ` Film - The Lockpick will help you to access the plastic bomb. Combine the plastic bomb with a Detonator (Section 2 - location 2) to make an explosive. Use this explosive near a helicopter and door at the wrecked hall (Section 2 - location 22). You can develop film at the darkroom (Section 2 - location 8). Unlock the door to allow further access. LEON - SCENARIO 'B' : Shotgun Shells 1x(7)` Film - Unlock the door to allow further access. You can develop the film in the darkroom (Section 2 - location 8). location 27 - chief's office A personal desk and chair sit beside ornamental animal heads hung on the wall (Section 2 - location 22) - (Section 2 - location 28) - (Section 3 - location 7) CLAIRE - SCENARIO 'A'&'B' : Heart Key ` Chief's Diary ` Mail to the Chief - Here you get to finally meet Chief Irons. After listening to his psycho babble you can proceed elsewhere. Be sure to seek out Sherry in the exhibit room (Section 2 - location 29) and return back to the chief's office. Once doing so, you'll be able to freely explore around Chief Iron's desk to find a heart key and diary. Use this key to open up a door in the police facilities (Section 2 - location 13). Look for a picture behind the desk chair. Examine it for a button that will open it up and reveal 3 empty slots. In these slots you can place the Serpent Stone (Section 2 - location 19), the Eagle Stone (Section 2 - location 30), and the jaguar stone that is formed from piecing together two halves of the Blue Stone (Section 2 - location 25) (Section 2 - location 35). A door will open up and inside the mail to the chief can be found lying on the floor. Sherry will be waiting for you here once you've successfully obtained the eagle stone, serpent stone, and two blue stone halves. You will have to leave her behind as you head to the steel grate path (Section 4 - location 9) and battle a boss. Return here to pick up Sherry once you've killed the boss LEON - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Chief's Diary - Ammo is on the desk nearby the chair. .BOSS (scenario 'B' for Leon only) location 28 - trophy hall A stuffed wild tiger awaits one side of this hall (Section 2 - location 27) - (Section 2 - location 29) CLAIRE - SCENARIO 'A'&'B' : - Nothing will harm you here, nor is there anything to collect. LEON - SCENARIO 'B' : 0 to Mr. X - This room is clear at first. Mr. X will appear to fight you after you've picked up the Crank (Section 2 - location 29). Begin firing immediately to knock him down before he reaches you. Else, run towards him, take a hit, and then you'll be able to successfully pass him up as he winds up for another swing. location 29 - exhibit room Priceless valuables in a glass case can be seen here (Section 2 - location 28) CLAIRE - SCENARIO 'A' : F. Aid Spray 1x ` Secretary's Diary B - Find your way to an adjacent room that is too dark to see anything in. Be sure to turn on your light to reveal the presence of a small girl hiding here. Open the small chest for the first aid spray. CLAIRE - SCENARIO 'B' : Hand Gun Bullets 1x(15) ` Secretary's Diary B - Find your way to an adjacent room that is too dark to see anything in. Be sure to turn on your light to reveal the presence of a small girl hiding here. Open the small chest for some ammo. LEON - SCENARIO 'B' : Crank ` Secretary's Diary B - Open the small chest for the crank. This crank can lower a stairway by using it in the clock tower (Section 2 - location 35). location 30 - interrogation room A one-way mirror is placed across from a table (Section 2 - location 15) CLAIRE - SCENARIO 'A' : 1xLickers ` Eagle Stone ` Cord - Be cautious, the room is clear when you first enter. It isn't until you grab the eagle stone and attempt to leave that a licker will jump right through the mirror! This licker lands directly next to you. So if you plan on firing at it, be sure to have something powerful equipped as this room handicaps you to a confined battle. The licker pauses a second after making its faithful leap. Take this opportunity to run for the door instead of shooting at the licker. Now that you have the eagle stone, you can place it in an empty slot at the chief's office (Section 2 - location 27). The cord can be used to fix an electrical window shutter system at either the lower circuitry hallway (Section 2 - location 4) or at the basement transfer hall (Section 2 - location 31). Choose wisely, as you can only repair one or the other. Not both. Doing so will keep zombies from entering the room you choose to fix the shutters in. At least until these shutters break down again. LEON - SCENARIO 'A' : 1xLickers ` Cord ` Rook Plug ` F. Aid Spray 1x - Be cautious, the room is clear when you first enter. It isn't until you grab the rook plug and attempt to leave that a licker will jump right through the mirror! This licker lands directly next to you. So if you plan on firing at it, be sure to have something powerful equipped as this room handicaps you to a confined battle. The licker pauses a second after making its faithful leap. Take this opportunity to run for the door instead of shooting at the licker. Now that you have the rook plug, you can place it in an empty slot at the chess lock room (Section 4 - location 12). The cord can be used to fix an electrical window shutter system at either the lower circuitry hallway (Section 2 - location 4) or at the basement transfer hall (Section 2 - location 31). Choose wisely, as you can only repair one or the other. Not both. Doing so will keep zombies from entering the room you choose to fix the shutters in. At least until these shutters break down again. CLAIRE - SCENARIO 'B' : 1xLickers ` Eagle Stone ` F. Aid Spray 1x - Be cautious, the room is clear when you first enter. It isn't until you grab the F. aid spray that a licker will jump right through the mirror! This licker lands directly next to you. So if you plan on firing at it, be sure to have something powerful equipped as this room handicaps you to a confined battle. The licker pauses a second after making its faithful leap. Take this opportunity to run for the door instead of shooting at the licker. Now that you have the eagle stone, you can place it in an empty slot at the chief's office (Section 2 - location 27). LEON - SCENARIO 'B' : 1xLickers ` Rook Plug ` F. Aid Spray 1x - Be cautious, the room is clear when you first enter. It isn't until you grab the F. aid spray and attempt to leave that a licker will jump right through the mirror! This licker lands directly next to you. So if you plan on firing at it, be sure to have something powerful equipped as this room handicaps you to a confined battle. The licker pauses a second after making its faithful leap. Take this opportunity to run for the door instead of shooting at the licker. Now that you have the rook plug, you can place it in an empty slot at the chess lock room (Section 4 - location 12). location 31 - basement transfer hall Broken windows follow this hall on one side, while turned off wall lamps follow the other side. A stairway awaits at the end (Section 2 - location 13) - (Section 3 - location 1) - (Section 2 - location 32) CLAIRE - SCENARIO 'A' : 0 to 5xZombies ` Green Herb 2x - Here you can unlock a door in this hall using the Club Key (Section 4 - location 5). You can use the Cord (Section 2 - location 30) to fix the broken window shutters. Doing so will keep out 5 intrusive zombies for the remainder of this scenario. They won't try to break in until you get the G. Cogwheel (Section 2 - location 33) and reenter the library (Section 2 - location 19). If you've been an upstanding player, then you wouldn't need to go down this hall anymore at this point. If something evades your memory and encourages you to go this way afterall, then bring ammo. Cause those two zombies by the door can be walked around, but the hallway is too narrow to dodge anything else. So you'll end up either taking lots of bites, or taking out lots of zombies. However you can instead decide to fix the shutters at the lower circuitry hallway (Section 2 - location 4). This will have the same effect of keeping out zombies momentarily, except in that hallway instead. LEON - SCENARIO 'A' : 0 to 5xZombies ` Shotgun Shells 1x(7) ` Green Herb 2x - Here you can unlock a door in this hall using the Club Key (Section 4 - location 5). You can use the Cord (Section 2 - location 30) to fix the broken window shutters. Doing so will keep out 5 intrusive zombies for the remainder of this scenario. They won't try to break in until you get the G. Cogwheel (Section 2 - location 33) and reenter the library (Section 2 - location 19). If you've been an upstanding player, then you wouldn't need to go down this hall anymore at this point. If something evades your memory and encourages you to go this way afterall, then bring ammo. Cause those two zombies by the door can be walked around, but the hallway is too narrow to dodge anything else. So you'll end up either taking lots of bites, or taking out lots of zombies. However you can instead decide to fix the shutters at the lower circuitry hallway (Section 2 - location 4). This will have the same effect of keeping out zombies momentarily, except in that hallway instead. Look on the shelf in a corner to find shotgun ammo. CLAIRE - SCENARIO 'B' : 5 to 5xZombies ` Acid Rounds 1x(6) ` Green Herb 2x - Here you can unlock a door in this hall using the Club Key (Section 4 - location 5). Bring ammo to prepare for a fight with zombies. The starting two zombies by the door can be walked around, but the hallway is too narrow to dodge anything else. So you'll end up either taking lots of bites, or taking out lots of zombies. Keep your back to the wall and fire away to kill off the zombies. Don't waste your stronger ammo if possible. After you've acquired the Crank (Section 3 - location 11) this room will fill up with 5 more zombies. Be ready for a struggle when you climb the stairs. Equip something powerful and back up against the wall when you reach the top of the stairs to this room. Fire away and keep on those zombies. LEON - SCENARIO 'B' : Green Herb 2x - Here you can unlock a door in this hall using the Club Key (Section 4 - location 5). location 32 - bedroom A room built for standard living conditions. Including television, sink, bunk bed, locker, and eating materials (Section 2 - location 31) CLAIRE - SCENARIO 'A'&'B' : Acid Rounds 1x(6) ` Ink Ribbon(2) ` Watchman's Diary - Get what you need from here. More ammo is usually a needful thing. LEON - SCENARIO 'A' : Magnum ` Shotgun Shells 1x(7) ` Ink Ribbon(2) ` Watchman's Diary - A few useful items can be picked up here as well as a powerful sidearm. LEON - SCENARIO 'B' : M. Bullets 1x(8) ` Shotgun Shells 1x(7) ` Ink Ribbon(2) ` Watchman's Diary - A few useful items can be picked up here. "Let me guess. You must be Ben, right? Get up! Now!" by Leon Kennedy PUZZLE | BOSS (scenario 'B' only) location 33 - broadcast room Camera equipment used for televised news are focused on a desk (Section 2 - location 15) CLAIRE - SCENARIO 'A' : 1xLickers ` Film ` G. Cogwheel ` F. Aid Spray 1x - The licker in this room has an advantage. You can't run past it without getting hit, you can't see the licker if you try to hide behind a nearby table, and there isn't space for a strategic fight of fancy maneuvers. Only thing one can do is bring a weapon that gets the job done quickly and begin firing at the licker as soon as you enter. With the film in possession, take it to the darkroom (Section 2 - location 8) for development. Use the Lighter (Section 2 - location 21) on a furnace in one corner of this room, by the desk. Having done that you can try your chances with the "Fire Carriage" puzzle to free the G. cogwheel. This G. cogwheel is needed for getting one of the Blue Stone (Section 2 - location 35) halves. LEON - SCENARIO 'A' : Film ` G. Cogwheel ` F. Aid Spray 1x - With the film in possession, take it to the darkroom (Section 2 - location 8) for development. Use the Lighter on a furnace in one corner of this room, by the desk. Having done that you can try your chances with the "Fire Carriage" puzzle to free the G. cogwheel. This G. cogwheel is needed for getting the Knight Plug (Section 2 - location 35). CLAIRE - SCENARIO 'B' : Mr. X ` G. Cogwheel ` F. Aid Spray 1x - Use the Lighter (Section 2 - location 17) on a furnace in one corner of this room, by the desk. Having done that you can try your chances with the "Fire Carriage" puzzle to free the G. cogwheel. This G. cogwheel is needed for getting one of the Blue Stone (Section 2 - location 35) halves. After you finish the fire carriage puzzle and try to walk away, Mr. X will bust through the wall. Run to grab the G. cogwheel and then leave the room. LEON - SCENARIO 'B' : Mr. X ` G. Cogwheel ` F. Aid Spray 1x - With the film in possession, take it to the darkroom (Section 2 - location 8) for development. Use the Lighter on a furnace in one corner of this room, by the desk. Having done that you can try your chances with the "Fire Carriage" puzzle to free the G. cogwheel. This G. cogwheel is needed for getting the Knight Plug (Section 2 - location 35). After you finish the fire carriage puzzle and try to walk away, Mr. X will bust through the wall. Run to grab the G. cogwheel and then leave the room. BOSS (scenario 'B' for Claire only) location 34 - path to clock tower A straight walkway with a hand rail hovers above the main hallway (Section 2 - location 35) - (Section 2 - location 19) CLAIRE - SCENARIO 'A' : 0 to 1xLickers - There is nothing here to pester you unless you've collected the G. Cogwheel (Section 2 - location 33). A bothersome licker will sneer at you from the other side of this path. There is no use in trying to pass by unharmed, so you might as well kill it! Grateful to a long stretch in between, you can use a weak long range weapon to wound and maybe kill the licker. Try this if you want, and if the licker starts to quickly run up to you then switch to something powerful and finish it off. LEON - SCENARIO 'A'&'B' : - Everything is clear, so just head on to the clock tower (Section 2 - location 35). CLAIRE - SCENARIO 'B' : 0 to Mr. X - There is nothing here to pester you unless you've collected a particular piece of the Blue Stone (Section 2 - location 35). Once that piece is picked up, and you try to enter the library (Section 2 - location 19), Mr. X will climb over the banister and block your way to the door. There is little to not enough space for knocking him down from gunfire even if you wanted to do such a thing. So all one can do is run past him, take a hit, and then successfully get by as he goes for his second swing. Then of course go into the door. location 35 - clock tower Boards and gigantic gears are sprawled all over a wooden floor. From here you can see the giant clock's skeleton (Section 2 - location 34) - (Section 3 - location 9) CLAIRE - SCENARIO 'A' : Blue Stone - A raised stairway prohibits accessing the upper level of this tower. On one side of the room near the entrance, is a spot to use the Crank (Section 2 - location 17). Doing so will lower this needed stairway. At the peak of this tower you'll notice a button that can be pushed. The clock must first be fixed before this button will do anything. So use the G. Cogwheel (Section 2 - location 33) and then press the button. It moves a metal plate and reveals the blue stone. This stone can be pieced together with its counterpart Blue Stone (Section 2 - location 25) to form a jaguar stone. This jaguar stone becomes 1 of 3 blocks placed in an empty slot at the chief's office (Section 2 - location 27). LEON - SCENARIO 'A' : Knight Plug - A raised stairway prohibits accessing the upper level of this tower. On one side of the room near the entrance, is a spot to use the Crank (Section 2 - location 17). Doing so will lower this needed stairway. At the peak of this tower you'll notice a button that can be pushed. The clock must first be fixed before this button will do anything. So use the G. Cogwheel (Section 2 - location 33) and then press the button. It moves a metal plate and reveals the knight plug. Use this plug in the chess lock room (Section 4 - location 12). You'll notice that you can slide down a chute. Unless you have some unfinished business to attend to, you should follow this chute down into the concrete hall (Section 3 - location 9). CLAIRE - SCENARIO 'B' : Blue Stone - A raised stairway prohibits accessing the upper level of this tower. On one side of the room near the entrance, is a spot to use the Crank (Section 3 - location 11). Doing so will lower this needed stairway. At the peak of this tower you'll notice a button that can be pushed. The clock must first be fixed before this button will do anything. So use the G. Cogwheel (Section 2 - location 33) and then press the button. It moves a metal plate and reveals the blue stone. This stone can be pieced together with its counterpart Blue Stone (Section 2 - location 25) to form a jaguar stone. This jaguar stone becomes 1 of 3 blocks placed in an empty slot at the chief's office (Section 2 - location 27). LEON - SCENARIO 'B' : Knight Plug - A raised stairway prohibits accessing the upper level of this tower. On one side of the room near the entrance, is a spot to use the Crank (Section 2 - location 29). Doing so will lower this needed stairway. At the peak of this tower you'll notice a button that can be pushed. The clock must first be fixed before this button will do anything. So use the G. Cogwheel (Section 2 - location 33) and then press the button. It moves a metal plate and reveals the knight plug. Use this plug in the chess lock room (Section 4 - location 12). You'll notice that you can slide down a chute. Unless you have some unfinished business to attend to, you should follow this chute down into the concrete hall (Section 3 - location 9). Section 3 - Foundation -------------------------------------------------------------------------------- location 1 - main basement hall A long hall by the stairs joins into another hall. A sign by one door says "parking" on it (Section 2 - location 31) - (Section 3 location 2) - (Section 3 - location 3) - (Section 3 - location 6) - (Section 3 - location 4) - (Section 1 - location 5) CLAIRE/LEON - SCENARIO 'A' : 3xDogs to 2xLickers ` H. Gun Bullets 1x(15) - Be sure you're equipped with a gun of some sort. Wait patiently. Soon you'll see a dog pass, and then approach you. Without moving towards the dog, begin firing at it until this dog is dead. At this moment you can hear the other two dogs racing around as they've been alerted to your presence. However, these other dogs will never go down the hall looking for you. Which means you'll have to come to them. Run to the intersection of the other hall, and make a right turn. You'll see a dog running directly at you, so quickly veer close to the right wall so the dog will miss his leaping bite. This dog that just tried to attack needs time to turn around, but he is also blocking the other dog from immediately striking. So use this time to turn around, raise your weapon, and fire in their general direction. Even if you can't see them, you'll surely hit them. Now in a position of control, kill them off as you see fit. When you return to this room sometime later, you'll be up against two lickers. They are well spaced apart. So just come well armed and use the great distance you have from them to kill them off before they can reach you. Look in the shady area by the side route (Section 3 - location 2) door for ammo. You will need the Club Key (Section 4 - location 5) to open the locked door in this room. A door to the weapon depot (Section 3 - location 5) first needs power for the card reader. This power can be supplied from the power room (Section 3 - location 3). After this is all done, acquire the Red Card Key (Section 3 - location 4) and use it on the card reader to unlock the weapon depot door. CLAIRE - SCENARIO 'B' : 5 to 2xZombies ` H. Gun Bullets 1x(15) - Try to lure the zombies in this room down the hall you start in and then take them out as they slowly line up. Look in the shady area by the side route (Section 3 - location 2) door for ammo. A door to the weapon depot (Section 3 - location 5) first needs power for the card reader. This power can be supplied from the power room (Section 3 - location 3). After this is all done, acquire the Red Card Key (Section 3 - location 4) and use it on the card reader to unlock the weapon depot door. You will need the Club Key (Section 4 - location 5) to open the locked door in this room. Look in the shady area by the side route (Section 3 - location 2) door for ammo. After you grab the red card key, there will be more pesky zombies waiting for you. Deal with them as you see fit. LEON - SCENARIO 'B' : H. Gun Bullets 1x(15) - A door to the weapon depot (Section 3 - location 5) first needs power for the card reader. This power can be supplied from the power room (Section 3 - location 3). After this is all done, acquire the Red Card Key (Section 3 - location 4) and use it on the card reader to unlock the weapon depot door. You will need the Club Key (Section 4 - location 5) to open the locked door in this room. Look in the shady area by the side route (Section 3 - location 2) door for ammo. location 2 - side route An outside spot. Bugs are buzzing around ceiling lights, and ravens can be heard cackling in the distance (Section 3 - location 1) - (Section 4 - location 1) CLAIRE/LEON - SCENARIO 'A'&'B' : 2xDogs ` Red Herb 1x - You won't see the dogs at first, even though you can hear them. This is cause they are on higher platforms waiting to pounce on you. A dog will leap from both your front and back sides. It is foolish to try and battle them under these conditions. Instead, make a dash for the ladder at the end. When you return to climbing back up the ladder, the dogs will already be on the ground and lined up in front of you. So as soon as you reenter this room from the ladder's side, start firing at the dogs. Even though you can't see them when you emerge, they will already be lined up to shoot at. PUZZLE location 3 - power room A corner table is next to the entrance. A large piece of machinery obstructs the center of this room (Section 3 - location 1) CLAIRE/LEON - SCENARIO 'A' : Green Herb 1x ` Police B1 Map - By properly operating the "Power Generator", access will be granted to the weapon depot (Section 3 - location 5). CLAIRE - SCENARIO 'B' : Flame Rounds 1x(6) ` Green Herb 1x ` Police B1 Map - By properly operating the "Power Generator", access will be granted to the weapon depot (Section 3 - location 5). LEON - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Green Herb 1x ` Police B1 Map - By properly operating the "Power Generator", access will be granted to the weapon depot (Section 3 - location 5). location 4 - mortuary Lockers used for storing dead bodies occupy a wall. Stretchers form a path to a cabinet (Section 3 - location 1) CLAIRE/LEON - SCENARIO 'A' : 5xZombies ` Red Card Key - Bodies of zombies lie everywhere. Unfortunately, you can't disintegrate their remains to assure they're dead. They won't attack until you pick up the red card key. After that, all will rise at once. Don't bother fighting, it is only a waste of ammo. Instead, dart quickly for the main door. If you do this immediately, you'll be at that door and out before all the zombies have had time to completely stand up. The red card key you pick up here can be used on a card reader at the main basement hall (Section 3 - location 1). CLAIRE - SCENARIO 'A'&'B' : 2xLickers ` Red Card Key - Proceed with great caution. After you take a few steps into this room a licker will drop down. Try to scrunch yourself into the facing your character's left side. From there, step up a few so the licker will fall down, blast it with something powerful by pointing downwards. Everytime it tries to get back up just repeat the process. If you hear quick scurrying then that means the second licker is about to swipe at your feet. If this is the case, then fire in a diagonal direction in hopes of hitting this other licker. Else, move up and position yourself to shoot it from as safe a distance as possible. Keep at the licker until it is dead. The red card key you pick up here can be used on a card reader at the main basement hall (Section 3 - location 1). "And to think taxidermy used to be my hobby." by Chief Irons location 5 - weapon depot Ammo can be found in greater abundance than usual and a large locker awaits the door's opposite side (Section 3 - location 1) CLAIRE - SCENARIO 'A' : S. Machine Gun ` H. Gun Bullets 2x(15) ` Bow Gun Bolts 1x (36) - In this locker next to the S. machine gun you'll find a sidepack. Equipping this belt gear adds two slots to your inventory carrying screen. Meaning you can now hold that many more slots worth of items, ammo, health, or whatever you choose to carry. If you leave this behind, it will still be around for the someone to pick it up in their scenario 'B' game. Else if you equip it, the pack will not be available to that person for scenario 'B'. The second scenarios are the harder ones to play, so it is up to you to use this item now or leave it for the tougher battle ahead. These same rules apply for the S. machine gun too. You can choose to take one of the items or both, and not let the scenario 'B' person have them or leave one or both behind for that scenario 'B' character to use. LEON - SCENARIO 'A' : S. Machine Gun ` H. Gun Bullets 2x(15) ` Shotgun Shells 1x(7) - In this locker next to the S. machine gun you'll find a sidepack. Equipping this belt gear adds two slots to your inventory carrying screen. Meaning you can now hold that many more slots worth of items, ammo, health, or whatever you choose to carry. If you leave this behind, it will still be around for the someone to pick it up in their scenario 'B' game. Else if you equip it, the pack will not be available to that person for scenario 'B'. The second scenarios are the harder ones to play, so it is up to you to use this item now or leave it for the tougher battle ahead. These same rules apply for the S. machine gun too. You can choose to take one of the items or both, and not let the scenario 'B' person have them or leave one or both behind for that scenario 'B' character to use. CLAIRE - SCENARIO 'B' : S. Machine Gun ` H. Gun Bullets 2x(15) ` Acid Rounds 1x(6) - There is the possibility of picking up an S. machine gun, a sidepack, or both in the locker here. What determines what you can or cannot pick up is whether any of these items were already picked up in scenario 'A' or left behind. Anything that was in fact picked up in scenario 'A' will not be available to be picked up now. Otherwise, whichever items that were left behind should be available. About the sidepack, equipping this belt gear adds two slots to your inventory carrying screen. Meaning you can now hold that many more slots worth of items, ammo, health, or whatever you choose to carry. LEON - SCENARIO 'B' : S. Machine Gun ` H. Gun Bullets 2x(15) ` M. Bullets 1x(8) - There is the possibility of picking up an S. machine gun, a sidepack, or both in the locker here. What determines what you can or cannot pick up is whether any of these items were already picked up in scenario 'A' or left behind. Anything that was in fact picked up in scenario 'A' will not be available to be picked up now. Otherwise, whichever items that were left behind should be available. About the sidepack, equipping this belt gear adds two slots to your inventory carrying screen. Meaning you can now hold that many more slots worth of items, ammo, health, or whatever you choose to carry. location 6 - parking lot Parked cars are lined up on two sides. On one end is an armored truck (Section 3 - location 1) - (Section 3 - location 9) CLAIRE - SCENARIO 'A' : Green Herb 1x - Look in a dark corner for the green herb. LEON - SCENARIO 'A' : Green Herb 1x - Look in a dark corner for the green herb. Position yourself behind the armored truck and push into it. Hold in its direction until the truck budges and then Ada will help push it out of your way. You can now access the door this vehicle was blocking. CLAIRE - SCENARIO 'B' : 0 to 2xDogs ` Green Herb 1x - Look in a dark corner for the green herb. After you've picked up the Club Key (Section 4 - location 5) you will have access to the concrete hall (Section 3 - location 9). Additional to this, two dogs will be waiting for you. You have plenty of space to fight them in and can even achieve killing them with a weak long range weapon. However, if your ammo is lacking or non-existent you can run in a snake like pattern around the dogs to get to the other side. If you don't get too close to them, you will pass without even alerting them to your presence. LEON - SCENARIO 'B' : 0 to 2xDogs ` Green Herb 1x - Look in a dark corner for the green herb. Position yourself behind the armored truck and push into it. Hold in its direction until the truck budges and then Ada will help push it out of your way. You can now access the door this vehicle was blocking. After you've picked up the Club Key (Section 4 - location 5) you will have access to the concrete hall (Section 3 - location 9). Additional to this, two dogs will be waiting for you. You have plenty of space to fight them in and can even achieve killing them with a weak long range weapon. However, if your ammo is lacking or non-existent you can run in a snake like pattern around the dogs to get to the other side. If you don't get too close to them, you will pass without even alerting them to your presence. "That's right. The creature that has been causing all this destruction around here is none other than my husband." by Annette Birkin location 7 - secret path A dark hall with tiny ceiling lights guiding the way. At one end is a door with hanging torches (Section 2 - location 27) - (Section 3 - location 8) CLAIRE - SCENARIO 'A' : - It isn't what is in this hall you need to worry about. Brian Irons's screams give a preview of things to come. CLAIRE/LEON - SCENARIO 'B' : - Torch lighting attracts you to your destination in this underpass. location 8 - torture chamber A wooden resting table with a saw rests in the center of this room. A shelf with various bottles is nearby (Section 3 - location 7) - (Section 4 - location 7) CLAIRE - SCENARIO 'A' : Acid Rounds 1x(6) - Only thing to do here is pick up acid rounds. You may need them! CLAIRE - SCENARIO 'A' : Acid Rounds 1x(6) ` Chris's Report #file 14/16 - You should pick up the acid rounds. You may need them! Check the table next to a saw for the chris's report file. LEON - SCENARIO 'B' : Chris's Report #file 14/16 - Check the table next to a saw for the chris's report file. location 9 - concrete hall A dark hall that swerves and leads to a chicken wire fence. Next to this fence is a table (Section 3 - location 6) - (Section 3 - location 10) - (Section 3 - location 11) - (Section 2 - location 35) LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) - The ammo is in an obvious position on the table. CLAIRE - SCENARIO 'B' : 2xDogs ` Film - It might be difficult to tell at first, but one of the dogs is directly in front of you and slightly camoflauged by the dark corner. Aim nearby the leftmost corner and fire your weapon. There is a great possibility you'll hit the dog if you do this. Keep shooting this dog and be alert for another dog that will be making its way around the corner. You can attempt to conquer your errands by running by these dogs all the time if you want. There is barely enough space in the hall for dodging, it all depends on how desperate you are at this moment. The film you pick up here can be developed in the darkroom (Section 2 - location 8). CLAIRE - SCENARIO 'B' : Film - The film is in an obvious position on the table. "I don't know anything. And even if I did, why would I want to tell you?" by Ben Bertolucci location 10 - prison Room entails separate caged cells meant for holding prisoners (Section 3 - location 9) LEON - SCENARIO 'A' : Green Herb 1x ` Red Herb 1x ` Manhole Opener ` Mail to the Chief - After you are finished talking to Ben, don't overlook picking up the manhole opener. Use the manhole opener on a cover in the kennel (Section 3 - location 11). Return here much later after having acquired the Knight Plug (Section 2 - location 35), you'll notice that Ben is being attacked and he will give you the mail to the chief file. CLAIRE - SCENARIO 'B' : Bow Gun Bolts 1x(36) ` Green Herb 1x ` Blue Herb 1x - A few nice items to have are available here. LEON - SCENARIO 'A' : Green Herb 1x ` Blue Herb 1x ` Manhole Opener ` Mail to the Chief - After you are finished talking to Ben, don't overlook picking up the manhole opener. Use the manhole opener on a cover in the kennel (Section 3 - location 11). Return here much later after having acquired the Knight Plug (Section 2 - location 35), you'll notice that Ben is being attacked and he will give you the mail to the chief file. location 11 - kennel Caged cells made to poorly accommodate animals make up this room. A few items surround a manhole (Section 3 - location 9) - (Section 4 - location 9) LEON - SCENARIO 'A'&'B' : 2xDogs ` Red Herb 1x ` Blue Herb 1x - Thankfully, the dogs in here are caged and out of threatening reach. There is a red herb in this room that can be reached right away. Should you choose to go for this herb, your character will flinch when a dog leaps against the first cage as you walk by it. Shoot at the dog in the second cage while it is still trapped inside. The dog will break free from its containment after you pick up the herb. Turn around quickly and fire at it. Any long range weapon will suffice so long as you keep the shots flowing steadily in rhythm. After these dogs are dead, you can go into the cage where the dog tried to startle you and pick up the blue herb. If you don't care about the blue herb and just want the red herb, then kill the dogs by firing into their cages before picking the red herb up. The reason you can't reach the blue herb this way is cause the dogs never live to open up the cage themselves. Go straight to using the Manhole Opener (Section 3 - location 10) on the manhole cover right away if you don't want either of the herbs or after you've gotten the herbs you want. CLAIRE - SCENARIO 'A' : 2xDogs ` Crank ` Blue Herb 1x - The dogs in here are loose! As soon as you walk through the door, be prepared to shoot straight ahead right away. After the first shot is fired the other dog will rush up to join in. Keep the bullets flying in the dogs' direction and scoot closer to them everytime you knock them down. This gives you better leverage to stay on them like this. Pick up the crank by the manhole cover. This crank can lower a stairway by using it in the clock tower (Section 2 - location 35). Section 4 - Pollution Dump -------------------------------------------------------------------------------- location 1 - secluded room An underpass with pipes lined up all around (Section 3 - location 2) - (Section 4 - location 2) - (Section 4 - location 3) CLAIRE - SCENARIO 'A'&'B' : - Nothing of importance at first. First you'll need to enter the work shed (Section 4 - location 2) even if you have no initial purpose to gather or do anything there. When you return to this room from the work shed, Sherry will be waiting for you. You then control Sherry. Anything she collects is later given to you. Sherry must return with a Club Key (Section 4 - location 5) and has a choice of whether she wishes to collect G. Rounds 1x(6) (Section 4 - location 6) for Claire. Don't overlook picking these item(s) up when they've been delivered. LEON - SCENARIO 'A'&'B' : - There isn't anything to find or do here, so proceed on. SAVE POINT | STORAGE location 2 - work shed A few more pipes and work tools are placed in this tiny room (Section 4 - location 1) CLAIRE - SCENARIO 'A'&'B' : Ink Ribbon(2) - Nothing beyond a good spot for rest and relaxation. LEON - SCENARIO 'A'&'B' : - Nothing beyond a good spot for rest and relaxation. location 3 - work elevator room Two red lamp lights are set up on each side of a blockade standee (Section 4 - location 4) - (Section 4 - location 1) CLAIRE - SCENARIO 'A'&'B' : - Now controlling Sherry instead of Claire, move the little girl to the elevator. LEON - SCENARIO 'A'&'B' : Shotgun Shells 1x(7) - Here you can use Ada to pick up some more ammo for Leon. It is a slight detour to take, whether you need the ammo or not it doesn't take much time to acquire. This ammo can later be given to Leon when you return to the alternate zone route (Section 4 - location 6). location 4 - remote zone Machinery fills the room with the elevator. Outside is open space without a roof, and handrails that lead to two doors (Section 4 - location 6) - (Section 4 - location 3) - (Section 4 - location 5) CLAIRE - SCENARIO 'A' : 2xDogs - This is a challenge to pass these dogs with Sherry and avoid being bitten since she can't fight them. Firstly, wait near the elevator as one of the dogs peeps in the room. Make a diagonal run to your left when you see him entering. The dog will try to leap but should end up missing. When you run outside this room be sure to follow the straight ramp you're on all the way to the water control room (Section 4 - location 5). If you follow in a line formation and hug the wall then the other dog should miss you. Don't sway cause you'll lose your much needed momentum. Once back outside, you can go to the alternate zone route (Section 4 - location 6) or head back to Claire now. Either way, just run pass the dogs with no hesitation. They will be greatly spaced apart now, and react so slowly to your passing that you can get to either room with little a problem. Don't forget to dodge head-to-head dog attacks. LEON - SCENARIO 'A' : 2xDogs - The good thing is Ada is a character who shoots fast, has plenty of ammo, and only has to bother with two dogs. So unless you're really pressed for time or bored, spend a moment to kill these hounds. Walk a short distance until you take the first corner, now fire away at the dog walking towards you. Even if you can't see it, you should still easily be able to hit it. Another dog will run up to attack, but if you keep firing it too will fall victim to your bullets. Keep it up till they're dead. If this seems too much of a hassle, then just run by and cleverly juke them. Even if you take a bite it still won't be a big problem or concern. CLAIRE - SCENARIO 'B' : 3xZombies - You despair here. Even though you're unequipped with any manner of a weapon, all you have to do is keep moving to avoid being attacked. It is quite simple. Get as close to the zombies as you want so long as you don't stop for anything. When you run outside this room be sure to follow the straight ramp you're on all the way to the water control room (Section 4 - location 5). Once back outside, you can go to the alternate zone route (Section 4 - location 6) or head back to Claire now. LEON - SCENARIO 'B' : 4xZombies - With plenty of ammo and a superb trigger finger, taking down all these zombies is a snap. Fire away to clear the path and don't get grabbed by an injured zombie on the ground. If you'd like, you can chance just pushing through the zombies and take the hits. Not like you can't refill your life or sustain enough damage to even need health. PUZZLE location 5 - water control room Three crate boxes sit in the center of this room (Section 4 - location 4) CLAIRE - SCENARIO 'A'&'B' : Club Key ` Sewage Disposal Map - A "Crate Bridge" puzzle must be figured out before you can collect the club key. You cannot control your primary character again until you've at least collected this key to give to that character at the secluded room (Section 4 - location 1). The club key can be used to open locked doors at the main basement hall (Section 3 - location 1), the basement transfer hall (Section 2 - location 31), and the illuminated pass (Section 2 - location 15). Don't forget the map in this room! LEON - SCENARIO 'A'&'B' : Club Key ` Sewage Disposal Map - A "Crate Bridge" puzzle must be figured out before you can collect the club key. You cannot control your primary character again until you've at least collected this key to give to that character at the storage and septic hall (Section 4 - location 10). The club key can be used to open locked doors at the main basement hall (Section 3 - location 1), the basement transfer hall (Section 2 - location 31), and the illuminated pass (Section 2 - location 15). Don't forget the map in this room! "Hey, I'm not going anywhere! I'm the only cop left alive in this building." by Leon Kennedy location 6 - alternate zone route A space hangs over a square metal door. The word "cesspool" is written across a wall (Section 4 - location 10) - (Section 4 - location 4) CLAIRE - SCENARIO 'A'&'B' : G. Rounds 1x(6) - Picking up the G. rounds is optional. Yet they would come in handy for Claire. If decidedly so, return these G. rounds to the secluded room (Section 4 - location 1). LEON - SCENARIO 'A'&'B' : - You start out here with Ada, and after you've picked up the Club Key (Section 4 - location 5) and maybe the Shotgun Shells (Section 4 - location 3) you will need to return to this room. Anything Ada has picked up will be given to Leon. BOSS (for Claire only) location 7 - steel grate path The short walkway has hand railing on both sides and leads to an electric ladder (Section 3 - location 8) - (Section 4 - location 8) CLAIRE - SCENARIO 'A' : G-Virus Spawn - Kill the boss, backtrack to the chief's office (Section 2 - location 27) to pick up Sherry, and bring her to this room. Press the button to lower the electric ladder and proceed at will. CLAIRE - SCENARIO 'B' : G-Virus Monster (first form) - Kill the boss, backtrack to the chief's office (Section 2 - location 27) to pick up Sherry, and bring her to this room. Press the button to lower the electric ladder and proceed at will. LEON - SCENARIO 'B' : - There is nothing to fight, collect, or learn from this spot. location 8 - small sewage pass Only a short distance of dry ground leads to sewage water. An inaccessible upper level is within sight (Section 4 - location 7) - (Section 5 - location 1) CLAIRE - SCENARIO 'A'&'B' : - There is nothing to fight, collect, or learn from this spot. LEON - SCENARIO 'B' : - There is nothing to fight, collect, or learn from this spot. location 9 - wet passage A narrow hall filled with shallow water. A ladder awaits one side as a stairway awaits the other (Section 3 - location 11) - (Section 4 - location 10) LEON - SCENARIO 'A'&'B' : 2xSpiders - It is recommended that you bring along something powerful to kill these spiders with. As they don't leave much room for bypassing. Should you lure any of them up to the wall or ceiling, then you can run past them. However you do have to return to this area again, so it is best to kill them now to get it over with. The first spider will be clinging to a wall directly in front of you. Run up, fire a shot to knock it off the wall, and then fire down at it before it has a chance to turn around and attack. By time you kill this spider, its ally will be rushing down the hall after you. Concentrate all aim straight ahead at it. You may move at will once these two are dead. CLAIRE - SCENARIO 'B' : 2xSpiders - If you decide to go down here, bring something powerful to kill these spiders with. Right away a spider will have you cornered and probably even get a few hits on you. There isn't much you can do from your pinned state other then to point and fire until this spider is dead. As you take the first corner, the next spider will be charging at you, likely while clinging to the wall. Aim down the hall and be prepared to shoot it off the wall. Fire downwards to finish the spider off. You have nothing to gain by coming here, so don't bother making the trip. location 10 - storage and septic hall The floor is green, the word "storage" is posted before a door, and "septic" is written on a portion of the wall (Section 4 - location 9) - (Section 4 - location 11) - (Section 4 - location 12) - (Section 4 - location 6) LEON - SCENARIO 'A'&'B' : - Options might not seem available at first, not until you go into the chess lock room (Section 4 - location 12). Even if you choose or can't do anything once inside the chess lock room, when you leave you'll meet up with Ada Wong. You will be controlling her for a short while. Anything she collects is later given to you. Ada must return with a Club Key (Section 4 - location 5) and has a choice of whether she wishes to collect Shotgun Shells 1x(7) (Section 4 - location 3) for Leon. Don't overlook picking these item(s) up when they've been delivered. CLAIRE - SCENARIO 'B' : - This area is clear and off of the path you need to travel. So there is no reason to come here. SAVE POINT | STORAGE location 11 - disposal storage A tan room with a few insignificant items sitting around (Section 4 - location 10) LEON - SCENARIO 'A'&'B' : Ink Ribbon(2) ` Blue Herb 1x - Pick up the herb if you think you'll need it and of course you can save your game too. CLAIRE - SCENARIO 'B' : Blue Herb 1x - If you've shown up here for whatever reason, there is a blue herb you can pick up and a chance to save your progress if desired. Though it reasonably isn't worth the trip here for this. BOSS (for Leon only) location 12 - chess lock room This room has a small bridge to cross. The lock on a nearby door resembles a portion of a chess board (Section 4 - location 10) - (Section 5 - location 17) LEON - SCENARIO 'A' : G-Virus Spawn - Your first encounter with this room requires that you just walk in, and walk right out. After you leave, Ada will be waiting for you. Return here later when you have the Bishop Plug (Section 2 - location 19), the King Plug (Section 2 - location 25), the Knight Plug (Section 2 - location 35), and the Rook Plug (Section 2 - location 30). Use them all on the chessboard lock by the door and you will be granted access to open it. Though after you return after picking up all the plugs you will have to defeat a boss in here. Kill it and you will be allowed to put the plugs in the open board slots. CLAIRE - SCENARIO 'B' : - This area is clear and off of the path you need to travel. So there is no reason to come here. LEON - SCENARIO 'B' : G-Virus Monster (first form) - Your first encounter with this room requires that you just walk in, and walk right out. After you leave, Ada will be waiting for you. Return here later when you have the Bishop Plug (Section 2 - location 19), the King Plug (Section 2 - location 25), the Knight Plug (Section 2 - location 35), and the Rook Plug (Section 2 - location 30). Use them all on the chessboard lock by the door and you will be granted access to open it. Though after you return after picking up all the plugs you will have to defeat a boss in here. Kill it and you will be allowed to put the plugs in the open board slots. Section 5 - Deep Sewers -------------------------------------------------------------------------------- location 1 - sewage drain A pool of water is maintained by flowing water from a pipe. At one end is a door accessible on dry land (Section 4 - location 8) - (Section 5 - location 7) - (Section 5 - location 2) CLAIRE - SCENARIO 'A' : Blue Herb 2x - Immediately you will lose Sherry when entering this room. You guide her momentarily starting at the rear sewage entrance (Section 5 - location 2). She can help you by picking up the Wolf Medal (Section 5 - location 5) for you to later collect in the garbage dump (Section 5 - location 6). CLAIRE - SCENARIO 'B' : Blue Herb 2x - Climb up onto dry land and pick up the blue herbs if you want or need them. LEON - SCENARIO 'B' : 4xZombies - The zombies here are spaced out well enough to maneuver around. Make a run for the platform onto dry land, there you'll be safe from their reach. location 2 - rear sewage entrance A waterfall flows down a wall across from a gated dead end. A door awaits at the end of a hall with three lights (Section 5 - location 3) - (Section 5 - location 1) CLAIRE - SCENARIO 'A' : - This area is clear. This is where you'll start by controlling Sherry after she falls through the waterfall opening. So find your way to dry land and seek out the door. CLAIRE/LEON - SCENARIO 'B' : - This area is clear and off of the path you need to travel. So there is no reason to come here. location 3 - stockroom Many filled supply shelves are kept down here (Section 5 - location 4) - (Section 5 - location 7) - (Section 5 - location 2) CLAIRE - SCENARIO 'A' : 1xZombies ` G. Rounds 1x(6) ` Bow Gun Bolts 1x(36) - There isn't anything Sherry can do about the zombie in here other than ignore him. Run to the side of this room that is opposite of the ladder. Look for a square space in a wall near the ground. Sherry can and needs to go through it. You'll have to return here later with Claire to get the G. rounds and bow gun bolts off the shelves. It is possible for Claire to get both items in this room without having to bother fighting the zombie. If you maneuver around it and are quick about picking the stuff up that is. Neither of these items are on the shelf sides that the zombie is next to. CLAIRE - SCENARIO 'B' : 1xZombies ` G. Rounds 1x(6) ` Bow Gun Bolts 1x(36) - You'll have to return here later with Claire to get the G. rounds and bow gun bolts off the shelves. It is possible for Claire to get both items in this room without having to bother fighting the zombie. If you maneuver around it and are quick about picking the stuff up that is. Neither of these items are on the shelf sides that the zombie is next to. LEON - SCENARIO 'B' : 1xZombies ` Shotgun Shells 1x(7) ` M. Bullets 1x(8) - It is possible for Leon to get both items in this room without having to bother fighting the zombie. If you maneuver around it and are quick about picking the stuff up that is. Neither of these items are on the shelf sides that the zombie is next to. location 4 - rusted pipe Small steel grates can be found on each side of this large pipe (Section 5 - location 5) - (Section 5 - location 3) CLAIRE - SCENARIO 'A' : Roaches - There is nothing here for Sherry to collect. So don't wait to run to the other side and escape outside of this pipe. You might take a hit from the roaches in your attempt, but there is little you can do about this. location 5 - trash release room Piles of rubbish are built up (Section 5 - location 4) - (Section 5 - location 6) CLAIRE - SCENARIO 'A' : Wolf Medal - On the ground is the wolf medal. Use Sherry to pick this up first so Claire can collect it from her. Sherry will then fall down to the garbage dump (Section 5 - location 6). Knocked out cold, Claire will find Sherry in the garbage dump to collect the wolf medal. With this medal and the Eagle Medal (Section 5 - location 13) Claire can turn off the waterfall and then reach a door at the water shower sewer (Section 5 - location 10). location 6 - garbage dump A mountain of trash is pushed up again two sides of this room, creating a shallow path of water in between (Section 5 - location 13) - (Section 5 - location 12) - (Section 5 - location 5) CLAIRE - SCENARIO 'A' : - Careful not to overlook picking up the Wolf Medal that was initially collected by Sherry in the trash release room (Section 5 - location 5) but then was dropped when she fell into the garbage dump. LEON - SCENARIO 'A'&'B' : Ink Ribbon(2) - Bring Ada here first. Afterwards, Leon will finally regain consciousness and partake his mission again. When Leon gets here, he can search through the garbage to find an ink ribbon. CLAIRE - SCENARIO 'B' : Ink Ribbon(2) - Search through the garbage to find an ink ribbon. SAVE POINT | STORAGE location 7 - sewage control room A table with a handbag is nearby the control console (Section 5 - location 1) - (Section 5 - location 3) - (Section 5 - location 8) CLAIRE - SCENARIO 'A'&'B' : H. Gun Bullets 1x(30) ` Ink Ribbon(2) ` F. Aid Spray 1x ` Sewer Manager Fax - Check a bag on the table for ammo. You'll find the first aid spray in the lockers. A door in here necessitates a Lockpick to open. LEON - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Ink Ribbon(2) ` Green Herb 3x - Check a bag on the table for ammo. You'll find the first aid spray in the lockers. The locked door in this room can be opened using a Small Key (Section 2 - location 21) (Section 2 - location 2) (Section 5 - location 9). location 8 - elevator access hall A closed in hallway stretches across from one elevator to another elevator. In between is an extension of this hall (Section 5 - location 19) - (Section 5 - location 9) - (Section 5 - location 4) - (Section 5 - location 7) CLAIRE - SCENARIO 'A' : Sewer Map - The map can be found hanging on the wall of one of these halls. One of these elevators is unusable by your player. LEON - SCENARIO 'A'&'B' : Sewer Map - At first, you assume control of Ada Wong while Leon recovers from a bullet wound. She can still pick up the map. Yet that is all she can pick up for the duration of controlling her. The map can be found hanging on the wall of one of these halls. One of these elevators is unusable by your player. CLAIRE - SCENARIO 'B' : Sewer Map - The map can be found hanging on the wall of one of these halls. It is now possible to use the other elevator in this room. "I'm not letting anyone leave my town. Everyone is gonna die!" by Chief Irons location 9 - ventilation entrance sewer An area filled mostly with raw sewage. An active wall fan is visible. Nearby are the remnants of two deceased people (Section 5 - location 8) - (Section 5 - location 10) - (Section 5 - location 14) CLAIRE - SCENARIO 'A' : 2xSpiders to 3xZombies ` Flame Rounds 1x(6) - Don't give the spiders in here a chance to poison you. Grab whatever you need in here, then race for the door out. When you have to return to this room shortly later, they will be gone. So killing them would be a waste of ammo anyways. After you return to this room via the fan pipe (Section 5 - location 14) a small band of zombies will rise and attempt to attack you. There is plenty of time to run for the door and never having to worry about looking back. Should you desire to attack them. Run to the end of any corner, and fire from there. The water will slow their movement for attack and become easy targets to fire upon. Don't waste powerful ammo on them though. If you find the mangled remains of some people in a small hall in this room, then check the one leaning against a wall. It will have the flame rounds. LEON - SCENARIO 'A' : 2xSpiders to 3xZombies ` Shotgun Shells 1x(7) ` Wolf Medal - Since you walk through this area with Ada, you can choose to kill the spiders in here now. If you wait till later to do it, at least wait till Ada can back you up. No point in wasting your ammo and Ada is quite efficient at doing the dirty work herself. If you choose to manually kill them then don't give the spiders in here a chance to poison you. Grab whatever you need in here, then race for the door out. When you have to return to this room shortly later, they will be gone. So killing them would be a waste of ammo anyways. After you return to this room via the fan pipe (Section 5 - location 14) a small band of zombies will rise and attempt to attack you. There is plenty of time to run for the door and never having to worry about looking back. Should you desire to attack them. Run to the end of any corner, and fire from there. The water will slow their movement for attack and become easy targets to fire upon. Don't waste powerful ammo on them though. Afterall, Ada will have your back. If you find the mangled remains of some people in a small hall in this room, then check the one leaning against a wall. It will have the wolf medal. CLAIRE - SCENARIO 'B' : 2xSpiders to 3xZombies ` Flame Rounds 1x(6) ` Wolf Medal ` Operation Instructions #file 03/16 - Don't give the spiders in here a chance to poison you. Grab whatever you need in here, then race for the door out. When you have to return to this room shortly later, they will be gone. So killing them would be a waste of ammo anyways. After you return to this room via the fan pipe (Section 5 - location 14) a small band of zombies will rise and attempt to attack you. There is plenty of time to run for the door and never having to worry about looking back. Should you desire to attack them. Run to the end of any corner, and fire from there. The water will slow their movement for attack and become easy targets to fire upon. Don't waste powerful ammo on them though. If you find the mangled remains of some people in a small hall in this room, then check the one leaning against a wall. It will have the flame rounds. LEON - SCENARIO 'B' : 2xSpiders to 3xZombies ` Shotgun Shells 1x(7) ` Wolf Medal ` Small Key - Since you walk through this area with Ada, you can choose to kill the spiders in here now. If you wait till later to do it, at least wait till Ada can back you up. No point in wasting your ammo and Ada is quite efficient at doing the dirty work herself. If you choose to manually kill them then don't give the spiders in here a chance to poison you. Grab whatever you need in here, then race for the door out. When you have to return to this room shortly later, they will be gone. So killing them would be a waste of ammo anyways. After you return to this room via the fan pipe (Section 5 - location 14) a small band of zombies will rise and attempt to attack you. There is plenty of time to run for the door and never having to worry about looking back. Should you desire to attack them. Run to the end of any corner, and fire from there. The water will slow their movement for attack and become easy targets to fire upon. Don't waste powerful ammo on them though. Afterall, Ada will have your back. If you find the mangled remains of some people in a small hall in this room, then check the one leaning against a wall. It will have the wolf medal. The small key can be used to open locks at the information office (Section 2 - location 3), the waiting room (Section 2 - location 18), or a locked door at the superintendence room (Section 5 - location 19). location 10 - water shower sewer A spray of water blocks the reach of a door. The floor around has water in it except for a two door entrance nearby (Section 5 - location 9) - (Section 5 - location 11) - (Section 5 - location 15) CLAIRE - SCENARIO 'A' : 2xSpiders - You can deal with these pesky spiders now, or attempt to ignore them. You will have to return to this level again so take your choice with consideration. However, it isn't difficult to do everything required in this room without killing the spiders. Do so only if you have a lot of ammo and don't wish to chance a surprise attack. Don't stand close to the walls for long periods of time if you've allowed these spiders to live. To get to a door that is unreachable because of the waterfall, one needs to turn the water off first. To do this you'll need the Wolf Medal (Section 5 - location 9) and the Eagle Medal (Section 5 - location 13). Use these medals on the machine panel next to this waterfall. LEON - SCENARIO 'A'&'B' : 2xSpiders - You can deal with these pesky spiders now, or attempt to ignore them. You will have to return to this level again so take your choice with consideration. However, it isn't difficult to do everything required in this room without killing the spiders. Do so only if you have a lot of ammo and don't wish to chance a surprise attack. Don't stand close to the walls for long periods of time if you've allowed these spiders to live. To get to a door that is unreachable because of the waterfall, one needs to turn the water off first. To do this you'll need the Wolf Medal (Section 5 - location 5) and the Eagle Medal (Section 5 - location 13). Use these medals on the machine panel next to this waterfall. CLAIRE - SCENARIO 'B' : 2xSpiders - You can deal with these pesky spiders now, or attempt to ignore them. You will have to return to this level again so take your choice with consideration. However, it isn't difficult to do everything required in this room without killing the spiders. Do so only if you have a lot of ammo and don't wish to chance a surprise attack. Don't stand close to the walls for long periods of time if you've allowed these spiders to live. To get to a door that is unreachable because of the waterfall, one needs to turn the water off first. To do this you'll need the Wolf Medal (Section 5 - location 5) and the Eagle Medal (Section 5 - location 13). Use these medals on the machine panel next to this waterfall. SAVE POINT location 11 - lower sewer post A large pool of deep water impairs crossing without a bridge (Section 5 - location 10) - (Section 5 - location 12) CLAIRE - SCENARIO 'A'&'B' : Flame Rounds 1x(6) ` Ink Ribbon(2) ` Blue Herb 0x ` Green Herb 2x - A blue herb patch sits nearby one of the entrances. Select to use it if you are poisoned. This patch may be used an infinite amount of times, though none of the herbs can actually be taken for later use. To cross the gap, use the Valve Handle (Section 1 - location 10) on a hole you'll see with a tiny machine light. This will lower a bridge. After passing over the bridge, be sure to use the valve handle again to raise the bridge. This is so you'll be able to pass across once reaching the top. If you forget, you'll be forced to return later and do this. LEON - SCENARIO 'A'&'B' : Shotgun Shells 1x(7) ` Ink Ribbon(2) ` Blue Herb 0x ` Green Herb 2x - A blue herb patch sits nearby one of the entrances. Select to use it if you are poisoned. This patch may be used an infinite amount of times, though none of the herbs can actually be taken for later use. To cross the gap, use the Valve Handle (Section 1 - location 10) on a hole you'll see with a tiny machine light. This will lower a bridge. After passing over the bridge, be sure to use the valve handle again to raise the bridge. This is so you'll be able to pass across once reaching the top. If you forget, you'll be forced to return later and do this. BOSS (scenarios 'A'&'B' for Claire and scenario 'A' for Leon only) location 12 - winding tunnel A tan shaded tunnel coils around. Near one end of this tunnel is a fuel canister (Section 5 - location 11) - (Section 5 - location 6) CLAIRE - SCENARIO 'A'&'B' : Crocodile - Work your way to the end of this pathway where you'll meet a boss. Once you've defeated this boss, a button needs to be pressed to unlock the door the croc attacked you from. LEON - SCENARIO 'A' : Crocodile - Work your way to the end of this pathway where you'll meet a boss. Once you've defeated this boss, a button needs to be pressed to unlock the door the croc attacked you from. LEON - SCENARIO 'B' : - Nothing of importance here. "Easy, easy there. I'm not a zombie. You're safe now." by Claire Redfield location 13 - upper sewer post A gap requiring a bridge connects to the ramp. A dead watchperson sits in a chair next to a console (Section 5 - location 6) - (Section 5 - location 14) CLAIRE/LEON - SCENARIO 'A' : Eagle Medal ` Sewer Manager Diary - The eagle medal is used to turn a waterfall off and thus permit access to a door at the water shower sewer (Section 5 - location 10). This medal pairs up with the Wolf Medal (Section 5 - location 5) to accomplish the goal of turning off the waterfall. Use the Valve Handle (Section 1 - location 10) to turn off the ventilation fan so that it is safe to enter. CLAIRE/LEON - SCENARIO 'B' : Eagle Medal ` Sewer Manager Diary - The eagle medal is used to turn a waterfall off and thus permit access to a door at the water shower sewer (Section 5 - location 10). This medal pairs up with the Wolf Medal (Section 5 - location 5) to accomplish the goal of turning off the waterfall. Use the Valve Handle (Section 2 - location 13) to turn off the ventilation fan so that it is safe to enter. location 14 - fan pipe On each end of this stretch of pipe is a fan blade (Section 5 - location 8) - (Section 5 - location 13) CLAIRE - SCENARIO 'A' : - Nothing alarming happens. So make your way to the other side at will. LEON - SCENARIO 'A'&'B' : Roaches - It is possible to kill every last one of these bugs, but don't bother when you can run for cover on the other side instead. Ada can pick up a lot of speed when she is running through here, so outracing the insects should be easy. They won't be here when you return with Leon, even if you don't kill any of them. CLAIRE - SCENARIO 'B' : Roaches - It is possible to kill every last one of these bugs, but don't bother when you can run for cover on the other side instead. Claire can pick up a lot of speed when she is running through here, so outracing the insects should be easy. location 15 - cavern walkway A rickety board walkway stretches from one door to the other. The entire room is elliptical and rocky (Section 5 - location 10) - (Section 5 - location 16) CLAIRE/LEON - SCENARIO 'A'&'B' : - An unexpected thud will occur as you travel this walkway. Yet nothing becomes of it. location 16 - cave transport Positioned in the corner is a small items shelf with construction cones nearby (Section 5 - location 15) - (Section 6 - location 1) CLAIRE - SCENARIO 'A' : Flame Rounds 1x(6) ` H. Gun Bullets 1x(15) - Walk alongside the track car, opposite from its entrance door. There you'll see a control panel. Operate it to turn on the power. Now you may enter this car. LEON - SCENARIO 'A' : Shotgun Shells 1x(7) ` H. Gun Bullets 1x(15) - Walk alongside the track car, opposite from its entrance door. There you'll see a control panel. Operate it to turn on the power. Now you may enter this car. When you get into the transport car, the G-Virus monster will attempt to attack you by punching holes into the vehicle's roof. Look for crumbling dust in the ceiling as indication of when the G-Virus monster is gonna strike. It will aim for where you're standing at the moment. Don't bother wasting any ammo to shoot it, as the monster will give up after four swipes whether you fire upon its arm or not. Exit the car after this incident is passed. CLAIRE - SCENARIO 'B' : - Find the control panel sitting in a corner. Operate it to send for the transport to return here. Now you may enter this car. Sherry will show up to join you as you try to enter this car. LEON - SCENARIO 'B' : - Walk alongside the track car, opposite from its entrance door. There you'll see a control panel. Operate it to turn on the power. Now you may enter this car. When you get into the transport car, the G-Virus monster will attempt to attack you by punching holes into the vehicle's roof. Look for crumbling dust in the ceiling as indication of when the G-Virus monster is gonna strike. It will aim for where you're standing at the moment. Don't bother wasting any ammo to shoot it, as the monster will give up after four swipes whether you fire upon its arm or not. Exit the car after this incident is passed. location 17 - front sewage entrance A metallic bridge leads to a stairway down into water (Section 4 - location 12) - (Section 5 - location 18) LEON - SCENARIO 'A'&'B' : - You run into Ada again. She follows you this time, if only for a short while. CLAIRE - SCENARIO 'B' : - This area is clear and off of the path you need to travel. So there is no reason to come here. "Ada. Don't die." by Leon S. Kennedy location 18 - side sewage drain The ground is filled with water, while nearby is an entrance onto dry land. On each side of this entrance is a tube from which water is flowing out (Section 5 - location 17) - (Section 5 - location 19) LEON - SCENARIO 'A' : Blue Herb 2x - Grab the herbs if you need them, then be on your way. CLAIRE - SCENARIO 'B' : 3xZombies - There are no items here, only zombies. So there is no reason to come here. The zombies are spaced enough that they can be walked around. SAVE POINT | STORAGE location 19 - superintendence room A table sits in the middle of a room next to a computer console. Three chairs are lined up next to each other on one side of this table (Section 5 - location 18) - (Section 5 - location 8) - (Section 5 - location 20) LEON - SCENARIO 'A'&'B' : H. Gun Bullets 1x(30) ` Ink Ribbon(2) ` Sewer Manager Fax - Move the cabinet by leaning against it an pressing to push in a direction to the side. It will reveal a door to a ladder leading down. CLAIRE - SCENARIO 'B' : H. Gun Bullets 1x(30) ` Green Herb 3x - Move the cabinet by leaning against it an pressing to push in a direction to the side. It will reveal a door to a ladder leading down. location 20 - pitch-dark shed It is impossible to see anything in this room due to a lack of light. When light is restored, the room appears to be filled with a few shelves (Section 5 - location 19) LEON - SCENARIO 'A'&'B' : M. Bullets 1x(8) ` Shotgun Shells 1x(7) - Use the Lighter to put a fire back into lamps down here. As soon as you reach the bottom of the ladder, move straight forward till you can't move, then run yourself to the character's facing right side. Brush against the wall till you cannot move anymore. From this position, you should be in front of a lamp even if you don't realize it. Use use your lighter from this spot to add light to this half of the room. When you make your way to the other darkened portion of this room, try maneuvering your character to the center of the wall as you run into the darkness. The lamp is somewhere around that general vicinity. CLAIRE - SCENARIO 'B' : G. Rounds 1x(6) ` Flame Rounds 1x(6) - Use the Lighter (Section 2 - location 17) to put a fire back into lamps down here. As soon as you reach the bottom of the ladder, move straight forward till you can't move, then run yourself to the character's facing right side. Brush against the wall till you cannot move anymore. From this position, you should be in front of a lamp even if you don't realize it. Use use your lighter from this spot to add light to this half of the room. When you make your way to the other darkened portion of this room, try maneuvering your character to the center of the wall as you run into the darkness. The lamp is somewhere around that general vicinity. Section 6 - Factory -------------------------------------------------------------------------------- location 1 - company transport room On one end is a flare gun facing into the darkness, while on the other end is a door that is well illuminated (Section 5 - location 16) - (Section 6 - location 2) CLAIRE - SCENARIO 'A' : W. Box Key - Look next to the track car. You'll see a device of a sort. This is a flare gun. Use your Lighter (Section 2 - location 21) on the flare gun to fire it. Doing so will light up the room, and make the W. box key visible. It is not necessary to light the flare gun to pick up this key. Simply search the corner on the facing right side of the flare gun to pick up the key. This W. box key can be used to open a locker in the chemical research room (Section 7 - location 14) and thus acquire some ammo. LEON - SCENARIO 'A'&'B' : W. Box Key - Look next to the track car. You'll see a device of a sort. This is a flare gun. Use your Lighter on the flare gun to fire it. Doing so will light up the room, and make the W. box key visible. It is not necessary to light the flare gun to pick up this key. Simply search the corner on the facing right side of the flare gun to pick up the key. This W. box key can be used to open a locker in the chemical research room (Section 7 - location 14) and thus acquire some gun parts. CLAIRE - SCENARIO 'B' : W. Box Key - Look next to the track car. You'll see a device of a sort. This is a flare gun. Use your Lighter (Section 2 - location 17) on the flare gun to fire it. Doing so will light up the room, and make the W. box key visible. It is not necessary to light the flare gun to pick up this key. Simply search the corner on the facing right side of the flare gun to pick up the key. This W. box key can be used to open a locker in the chemical research room (Section 7 - location 14) and thus acquire some ammo. location 2 - hallway structure one Narrow halls are dimly lit with work lights. The paths separate out into two directions (Section 6 - location 1) - (Section 6 - location 3) CLAIRE - SCENARIO 'A'&'B' : 4xZombies ` Spark Shot - This is a decision of wants or needs. If you don't care to pick up the spark shot then move up the hall till you see the first zombie, shoot at it till it bounces back, run past and make a right turn. Another zombie will be in your way now. Quickly fire upon it till this zombie flies back too. Then you can quickly pass by in safety and into the door. If you do want the spark shot then you'll not only need to make a left turn instead, but also will have to kill all the zombies. In this case, let the first few come to you. Being patient will lure them in your direction. Since there is a lot of retreat room, go ahead and use a weak gun to tear them up with. After killing the first two, move up and go left. Kill another zombie the same way as you did the other two. Search a dead body at the end for the spark shot. You now only need to wound the zombie that will obstruct your way to the door. Kill it if you feel the need. LEON - SCENARIO 'A'&'B' : 4xZombies ` Shotgun Parts - This is a decision of wants or needs. If you don't care to pick up the shotgun parts then move up the hall till you see the first zombie, shoot at it till it bounces back, run past and make a right turn. Another zombie will be in your way now. Quickly fire upon it till this zombie flies back too. Then you can quickly pass by in safety and into the door. If you do want the shotgun parts then you'll not only need to make a left turn instead, but also will have to kill all the zombies. In this case, let the first few come to you. Being patient will lure them in your direction. Since there is a lot of retreat room, go ahead and use a weak gun to tear them up with. After killing the first two, move up and go left. Kill another zombie the same way as you did the other two. Search a dead body at the end for the shotgun parts. You now only need to wound the zombie that will obstruct your way to the door. Kill it if you feel the need. Because Ada is covering you during all of this, you can just fall back and let her take out the enemies for you. This way you won't be wasting ammo. location 3 - hallway structure two Continuing span of narrow halls in the same design as another set which it is divided by with a door (Section 6 - location 2) - (Section 6 - location 4) CLAIRE - SCENARIO 'A' : 4xZombies ` Green Herb 2x - If you don't care to pick up the two green herbs then move up the hall till you see the first zombie, shoot at it till it bounces back, run past and make a left turn. Another zombie will be in your way now. Quickly fire upon it till this zombie flies back too. Then you can quickly pass by in safety and up the ladder. If you do want the two herbs then you'll not only need to make a right turn instead, but also will have to kill all the zombies. In this case, let the first few come to you. Being patient will lure them in your direction. Since there is a lot of retreat room, go ahead and use a weak gun to tear them up with. After killing the first two, move up and go right. Kill another zombie the same way as you did the other two. At the dead end will be the two herbs. You now only need to wound the zombie that will obstruct your way to the ladder. Kill it if you feel the need. LEON - SCENARIO 'A' : 4xZombies ` Green Herb 2x - If you don't care to pick up the two green herbs then move up the hall till you see the first zombie, shoot at it till it bounces back, run past and make a left turn. Another zombie will be in your way now. Quickly fire upon it till this zombie flies back too. Then you can quickly pass by in safety and up the ladder. If you do want the two herbs then you'll not only need to make a right turn instead, but also will have to kill all the zombies. In this case, let the first few come to you. Being patient will lure them in your direction. Since there is a lot of retreat room, go ahead and use a weak gun to tear them up with. After killing the first two, move up and go right. Kill another zombie the same way as you did the other two. At the dead end will be the two herbs. You now only need to wound the zombie that will obstruct your way to the ladder. Kill it if you feel the need. Because Ada is covering you during all of this, you can just fall back and let her take out the enemies for you. This way you won't be wasting ammo. CLAIRE - SCENARIO 'B' : 4xZombies ` Green Herb 1x ` Blue Herb 1x - If you don't care to pick up the two green herbs then move up the hall till you see the first zombie, shoot at it till it bounces back, run past and make a left turn. Another zombie will be in your way now. Quickly fire upon it till this zombie flies back too. Then you can quickly pass by in safety and up the ladder. If you do want the two herbs then you'll not only need to make a right turn instead, but also will have to kill all the zombies. In this case, let the first few come to you. Being patient will lure them in your direction. Since there is a lot of retreat room, go ahead and use a weak gun to tear them up with. After killing the first two, move up and go right. Kill another zombie the same way as you did the other two. At the dead end will be the two herbs. You now only need to wound the zombie that will obstruct your way to the ladder. Kill it if you feel the need. LEON - SCENARIO 'B' : 4xZombies ` Green Herb 1x ` Blue Herb 1x - If you don't care to pick up the two green herbs then move up the hall till you see the first zombie, shoot at it till it bounces back, run past and make a left turn. Another zombie will be in your way now. Quickly fire upon it till this zombie flies back too. Then you can quickly pass by in safety and up the ladder. If you do want the two herbs then you'll not only need to make a right turn instead, but also will have to kill all the zombies. In this case, let the first few come to you. Being patient will lure them in your direction. Since there is a lot of retreat room, go ahead and use a weak gun to tear them up with. After killing the first two, move up and go right. Kill another zombie the same way as you did the other two. At the dead end will be the two herbs. You now only need to wound the zombie that will obstruct your way to the ladder. Kill it if you feel the need. Because Ada is covering you during all of this, you can just fall back and let her take out the enemies for you. This way you won't be wasting ammo. "Yes, yes I am. And who are you? No, don't bother telling me. It makes no difference. You'll end up just like all the others." by Chief Irons SAVE POINT | STORAGE location 4 - control shed Hardhats are hung on a wall next to a glass screened cabinet. Across from this is a machine console (Section 6 - location 3) - (Section 6 - location 5) CLAIRE - SCENARIO 'A' : G. Rounds 1x(6) ` Flame Rounds 1x(6) ` Ink Ribbon(2) ` F. Aid Spray 1x - The wall cabinet is where you'll find a first aid spray. LEON - SCENARIO 'A' : Shotgun Shells 1x(7) ` M. Bullets 1x(8) ` Ink Ribbon(2) ` F. Aid Spray 1x - The wall cabinet is where you'll find a first aid spray. CLAIRE - SCENARIO 'B' : Acid Rounds 1x(6) ` Flame Rounds 1x(6) ` Ink Ribbon(2) ` F. Aid Spray 1x - The wall cabinet is where you'll find a first aid spray. Leave Sherry behind as you venture off to the warehouse (Section 6 - location 5). Return here once you have the C. Panel Key (Section 6 - location 8) and use the key on a console in here. After doing so, you will have called the transport to show up. So go out to the warehouse again and enter the car. LEON - SCENARIO 'B' : Shotgun Shells 1x(7) ` M. Bullets 1x(8) ` Ink Ribbon(2) ` F. Aid Spray 1x - The wall cabinet is where you'll find a first aid spray. Leave Ada behind as you venture off to the warehouse (Section 6 - location 5). Return here once you have the C. Panel Key (Section 6 - location 8) and use the key on a console in here. After doing so, you will have called the transport to show up. So go out to the warehouse again and enter the car. location 5 - warehouse This large building is missing an entire wall on one side. The back of this building has nothing but a bent barrel (Section 6 - location 4) - (Section 6 - location 6) - (Section 6 - location 8) CLAIRE/LEON - SCENARIO 'A' : H. Gun Bullets 1x(15) ` Factory Map - Check along the back of this room near the metal barrel to find ammo. The map is hanging on the wall. Outside of the electric transportation vehicle is a control box. Return here once grabbing the C. Panel Key (Section 6 - location 6) and use it on the box to receive power. Now choose to push the activation switch for the vehicle to begin movement. CLAIRE/LEON - SCENARIO 'B' : H. Gun Bullets 1x(15) ` Factory Map - Check along the back of this room near the metal barrel to find ammo. The map is hanging on the wall. Outside of the electric transportation vehicle is a control box. You need to use the C. Panel Key (Section 6 - location 8) on a console in the control shed (Section 6 - location 4) to call for the transport car. After doing so, press a button on the console that will be sitting just outside the electric transportation vehicle. location 6 - electric car transport Inside this vehicle is a bench, restroom, and a separated console space (Section 6 - location 5) - (Section 6 - location 7) CLAIRE - SCENARIO 'A' : Flame Rounds 1x(6) ` C. Panel Key - Search the restroom for flame rounds. The C. panel key can be used on a mounted control box in the warehouse (Section 6 - location 5) to move this car. After this proceed on outside the moving electric car (Section 6 - location 7) to fight a boss and return back in here once you're finished. LEON - SCENARIO 'A' : M. Bullets 1x(8) ` C. Panel Key - Search the restroom for flame rounds. The C. panel key can be used on a mounted control box in the warehouse (Section 6 - location 5) to move this car. Proceed on outside the moving electric car (Section 6 - location 7) to fight a boss and return back in here once you're finished. CLAIRE - SCENARIO 'B' : Flame Rounds 1x(6) - Search the restroom for flame rounds. Be sure to press the button that is just outside this vehicle on a console, it will set this vehicle in motion. After this, proceed on outside the moving electric car (Section 6 - location 7) to fight a boss and return back in here once you're finished. The vehicle will stop due to overheating after you've killed the boss and returned. Leave the car and Sherry behind to access a new location. LEON - SCENARIO 'B' : M. Bullets 1x(8) - Search the restroom for flame rounds. Be sure to press the button that is just outside this vehicle on a console, it will set this vehicle in motion. After this, proceed on outside the moving electric car (Section 6 - location 7) to fight a boss and return back in here once you're finished. The vehicle will stop due to overheating after you've killed the boss and returned. Leave the car and Ada behind to access a new location. "Stop! You might hit the sample." by Umbrella Operative BOSS location 7 - moving electric car A closed in portion of ground is walkable outside the car transport. Meanwhile, it is moving downwards (Section 6 - location 6) - (Section 7 - location 1) - (Section 7 - location 18) CLAIRE/LEON - SCENARIO 'A' : G-Virus Monster (second form) - You will be locked out of the electric car transport (Section 6 - location 6) from walking outside while it is still moving. There is no permit to return until after you've defeated the boss here. Then the door will be accessible again. CLAIRE - SCENARIO 'B' : G-Virus Monster (third form) - You will be locked out of the electric car transport (Section 6 - location 6) from walking outside while it is still moving. There is no permit to return until after you've defeated the boss here. Then the door will be accessible again. After this boss is defeated, go into the electric car transport (Section 6 - location 6) and check up on Sherry. Return out here afterwards, run around to the back end of the car, hop up onto a higher path that wasn't there before, and go into the door up ahead. LEON - SCENARIO 'B' : G-Virus Monster (third form) - You will be locked out of the electric car transport (Section 6 - location 6) from walking outside while it is still moving. There is no permit to return until after you've defeated the boss here. Then the door will be accessible again. After this boss is defeated, go into the electric car transport (Section 6 - location 6) and check up on Ada. Return out here afterwards, run around to the back end of the car, hop up onto a higher path that wasn't there before, and go into the door up ahead. BOSS (scenario 'B' only) location 8 - surveillance room A walkway leads around to a console with camera monitors (Section 6 - location 5) CLAIRE/LEON - SCENARIO 'B' : Mr. X ` C. Panel Key ` Want Ad #file 15/16 - This room is clear of enemies at first. Once you pick up the C. panel key, Mr. X will be waiting for you around the corner. Examine the monitors to see Mr. X entering the room after you've picked up the key. Because the space is too tight, you will have to endure a hit from Mr. X as you try to run by him. Keep trying to run by and you will succeed as he raises his arms for a second hit. There isn't enough space to shoot him down without being hit so you might as well just save the ammo and run for it. search for the want ad file directly across from where you pick up the C. panel key. Section 7 - Underground Lab -------------------------------------------------------------------------------- location 1 - divided course A door with a light atop its frame is beside a split hall leading to two more doors (Section 6 - location 7) - (Section 7 - location 3) - (Section 7 - location 21) CLAIRE/LEON - SCENARIO 'A' : 0 to 5xZombies - An elevator door in this room is inaccessible. It will remain so for the duration of this scenario. So don't bother coming back to try and open it. If you return here after grabbing the MO Disk (Section 7 - location 16) there will be zombies roaming the halls. You will have to kill the first two if you wish to move by them safely. Else, run into them and shrug the two onto the floor. Go into the work compartment (Section 7 - location 2) if you desire. When you return, if you haven't killed all the zombies already and don't want to waste ammo, just lure them away from the halls and proceed past them when the coast is clear. CLAIRE - SCENARIO 'B' : 5xZombies - There will be zombies roaming the halls. You will be faced against a hall loaded with zombies. There is no space for running by them, so you'll just have to fight your way through this crowd. LEON - SCENARIO 'B' : 5xZombies - There will be zombies roaming the halls. You will be faced against a hall loaded with zombies. There is no space for running by them, so you'll just have to fight your way through this crowd. A door to the work compartment (Section 7 - location 2) requires the Master Key (Section 7 - location 23) to open. Go into this work compartment door to rescue Sherry. SAVE POINT | STORAGE location 2 - work compartment Rows of mini monitors decorate one wall while a set of lockers face across from them (Section 7 - location 1) CLAIRE - SCENARIO 'A' : Flame Rounds 1x(6) ` Acid Rounds 1x(6) ` Ink Ribbon(2) ` Green Herb 1x - All you can do is leave Sherry behind as you search for means of helping her. LEON - SCENARIO 'A' : Shotgun Shells 1x(7) ` M. Bullets 1x(8) ` Ink Ribbon(2) ` Green Herb 1x - All you can do is leave Ada behind as you search for means of helping her. CLAIRE - SCENARIO 'B' : Flame Rounds 1x(6) ` Hand Gun Bullets 1x(15) ` Ink Ribbon(2) ` Green Herb 1x - Pick up what you need and save your game if necessary. location 3 - central power room This tower has three bridges that all connect in the middle (Section 7 - location 1) - (Section 7 - location 4) - (Section 7 - location 6) CLAIRE/LEON - SCENARIO 'A' : - The machine in the center can circulate power with the use of a fuse inside the Fuse Case (Section 7 - location 5). A machine in the room where you find the fuse case can insert a fuse into the case for you. Once this power is restored, you can open electric shutter doors in the east wing (Section 7 - location 4) and the west wing (Section 7 - location 6). CLAIRE - SCENARIO 'B' : Master Key - The machine in the center can circulate power with the use of a fuse inside the Fuse Case (Section 7 - location 5). A machine in the room where you find the fuse case can insert a fuse into the case for you. Once this power is restored, you can open electric shutter doors in the east wing (Section 7 - location 4) and the west wing (Section 7 - location 6). Return to this room after you've visited the boiler room (b) (Section 7 - location 23) and pick up the master key from Annette's hand. Use this key in the main lab elevator (Section 7 - location 21). LEON - SCENARIO 'B' : - The machine in the center can circulate power with the use of a fuse inside the Fuse Case (Section 7 - location 5). A machine in the room where you find the fuse case can insert a fuse into the case for you. Once this power is restored, you can open electric shutter doors in the east wing (Section 7 - location 4) and the west wing (Section 7 - location 6). location 4 - east wing A hall with blue writing on the wall. One of the doors here is frosted on the outside (Section 7 - location 3) - (Section 7 - location 5) - (Section 7 - location 16) - (Section 7 - location 22) CLAIRE - SCENARIO 'A' : - A switch you encounter needs power before you can use it to raise the shutter. This power can be turned on in the central power room (Section 7 - location 3) using a fuse. Use the Fuse Case (Section 7 - location 5) to hold the fuse that can be found using a machine in the same room. A door behind the shutter requires several executed procedures in order to open it. Anything in this locked door can be ignored if preferred. Should you care to open it, you will first need to validate a particular name along with your fingerprints in the infested computer room (Section 7 - location 15). Next, return here to verify your newly registered fingerprint. After doing this, you still will not be able to enter the room. You have however set up for the player in scenario 'B' to act as the second individual needed for this process. It might seem like a waste of time now, but in due time, the character in scenario 'B' can gain access to rare ammo. Use the Lab Card Key (Section 7 - location 14) in this room to open the locked door that is directly next to the shutter. LEON - SCENARIO 'A' : G-Virus - A switch you encounter needs power before you can use it to raise the shutter. This power can be turned on in the central power room (Section 7 - location 3) using a fuse. Use the Fuse Case (Section 7 - location 5) to hold the fuse that can be found using a machine in the same room. A door behind the shutter requires several executed procedures in order to open it. Anything in this locked door can be ignored if preferred. Should you care to open it, you will first need to validate a particular name along with your fingerprints in the infested computer room (Section 7 - location 15). Next, return here to verify your newly registered fingerprint. After doing this, you still will not be able to enter the room. You have however set up for the player in scenario 'B' to act as the second individual needed for this process. It might seem like a waste of time now, but in due time, the character in scenario 'B' can gain access to rare ammo. Use the Lab Card Key (Section 7 - location 14) in this room to open the locked door that is directly next to the shutter. Come back to this room after you've picked up the MO Disk (Section 7 - location 16) and you will find a gun pointed at you by Annette Birkin. After revealing a little more of the plot, conveniently so rubble falls on Annette and knocks her out cold. Leon will automatically pick up the G-Virus sample off of her. CLAIRE/LEON - SCENARIO 'B' : - A switch you encounter needs power before you can use it to raise the shutter. This power can be turned on in the central power room (Section 7 - location 3) using a fuse. Use the Fuse Case (Section 7 - location 5) to hold the fuse that can be found using a machine in the same room. A door behind the shutter requires several executed procedures in order to open it. Anything in this locked door can be ignored if preferred. Should you care to open it, you will first need to validate a particular name along with your fingerprints in the infested computer room (Section 7 - location 15). Next, return here to verify your newly registered fingerprint. If this procedure was done in the scenario 'A' adventure also, then the door will now be accessible. Else if the procedure was not done in the first scenario, then the door will still be locked and registering the fingerprint would be a waste of time. Use the Lab Card Key (Section 7 - location 7) in this room to open the locked door that is directly next to the shutter. location 5 - frozen research room Equipment and various objects are covered in frost. Visible mist filters the air (Section 7 - location 4) CLAIRE/LEON - SCENARIO 'A'&'B' : Fuse Case ` F. Aid Spray 1x - Use the fuse case on the machine here. It will remove a fuse and place it into the case creating a main fuse. This can then be used in the central power room (Section 7 - location 3) to restore power and gain access to new spots in the east wing (Section 7 - location 4) and the west wing (Section 7 - location 6). location 6 - west wing A hall with red writing on the wall (Section 7 - location 3) - (Section 7 - location 7) - (Section 7 - location 9) CLAIRE/LEON - SCENARIO 'A' : 2x to 4xM. Plants - A switch you encounter needs power before you can use it to raise the shutter. This power can be turned on in the central power room (Section 7 - location 3) using a fuse. Use the Fuse Case (Section 7 - location 5) to hold the fuse that can be found using a machine in the same room. After this power is turned on, you can return here later to press the shutter switch. Two M. plants will be waiting for on the other side of this shutter. So as soon as possible, run a little bit down the hall in the opposite facing direction of these plants. Keep out of reach from their spurting poison while firing away at them. It is likely you won't be able to see them from this recommended angle, so listen carefully for the peculiar sound they make when they're dying. If the B.O.W. spray isn't turned on in the sleeping quarters (Section 7 - location 7) then the next time you return here you will have to deal with another pair of these M. plants. Use a general strategy to eliminate these enemies, think accordingly to which angle you are at when confronting them. Had you turned on the B.O.W. spray afterall, you needn't worry about any more M. plants after killing the first set of two you encountered. If you do turn on this spray, the plants will become immune to it in scenario 'B' and it won't be useful to turn on then. If you'd prefer to eliminate how many enemies you have to face in the next scenario, then don't turn this spray on now. CLAIRE/LEON - SCENARIO 'B' : 2x to 4xM. Plants - A switch you encounter needs power before you can use it to raise the shutter. This power can be turned on in the central power room (Section 7 - location 3) using a fuse. Use the Fuse Case (Section 7 - location 5) to hold the fuse that can be found using a machine in the same room. After this power is turned on, you can return here later to press the shutter switch. Two M. plants will be waiting for on the other side of this shutter. So as soon as possible, run a little bit down the hall in the opposite facing direction of these plants. Keep out of reach from their spurting poison while firing away at them. It is likely you won't be able to see them from this recommended angle, so listen carefully for the peculiar sound they make when they're dying. If the B.O.W. spray isn't turned on in the sleeping quarters (Section 7 - location 7) then the next time you return here you will have to deal with another pair of these M. plants. Use a general strategy to eliminate these enemies, think accordingly to which angle you are at when confronting them. Had you turned on the B.O.W. spray afterall, you needn't worry about any more M. plants after killing the first set of two you encountered. If the spray was turned on in scenario 'A' first, then turning it on now won't do any good as the plants have become immune to any effects of the chemicals. "In a manner of speaking there is. Either by putting a bullet through her brain, or decapitating her completely." by Chief Irons location 7 - sleeping quarters Multiple beds are available via spaces in the wall. A computer's monitor is flickering (Section 7 - location 6) - (Section 7 - location 8) CLAIRE - SCENARIO 'A' : Bow Gun Bolts 1x(36) ` Blue Herb 0x ` User Registration ` Lab Security Manual - A blue herb patch lies beside the beds. A menacing plant prevents you from getting into the sitting room (Section 7 - location 8). This plant can be persuaded to move with fire either from shooting directly at it with a G. Launcher (Section 2 - location 11) using flame rounds or using the Lighter (Section 2 - location 21) to ignite some flammable fluid that is already spilt all over the plant. Select to turn on the B.O.W. spray to prevent more M. plants from returning to the west wing (Section 7 - location 6). If you this is turned on you will only have to kill two M. plants. Else two more will appear the next time you enter the room after having killed the first two. Consequently, the M. plants will grow immune to this chemical in scenario 'B'. Should this happen, you will have to tolerate fighting limited reoccurrence of these M. plants in that second scenario. An alternative is to deal with the M. plants now and wait till scenario 'B' before activating this chemical to aid you. LEON - SCENARIO 'A' : Flamethrower ` Blue Herb 0x ` User Registration ` Lab Security Manual - A blue herb patch lies beside the beds. A menacing plant prevents you from getting into the sitting room (Section 7 - location 8). This plant can be persuaded to move with fire either from shooting directly at it with a flamethrower, or using the Lighter to ignite some flammable fluid that is already spilt all over the plant. Select to turn on the B.O.W. spray to prevent more M. plants from returning to the west wing (Section 7 - location 6). If you this is turned on you will only have to kill two M. plants. Else two more will appear the next time you enter the room after having killed the first two. Consequently, the M. plants will grow immune to this chemical in scenario 'B'. Should this happen, you will have to tolerate fighting limited reoccurrence of these M. plants in that second scenario. An alternative is to deal with the M. plants now and wait till scenario 'B' before activating this chemical to aid you. CLAIRE - SCENARIO 'B' : 3xZombies ` Bow Gun Bolts 1x(36) ` Lab Card Key ` Blue Herb 0x ` User Registration ` Lab Security Manual - A zombie from each angle will close in on you. Use a weapon with power or spread capabilities to take these walking cadavers down. Select to turn on the B.O.W. spray to prevent more M. plants from returning to the west wing (Section 7 - location 6). If you this is turned on you will only have to kill two M. plants. Else two more will appear the next time you enter the room after having killed the first two. If the spray was already turned on in scenario 'A' then the plants are immune to the chemicals now. So turning the spray on now won't do any good. If this is the case, you will have to tolerate fighting limited reoccurrence of these M. plants in that second scenario. You can use the lab card key to open a door in the laboratory hall (Section 7 - location 13) and a door in the east wing (Section 7 - location 4). LEON - SCENARIO 'B' : Flamethrower ` Lab Card Key ` Blue Herb 0x ` User Registration ` Lab Security Manual - A blue herb patch lies beside the beds. A menacing plant prevents you from getting into the sitting room (Section 7 - location 8). This plant can be persuaded to move with fire either from shooting directly at it with a flamethrower, or using the Lighter to ignite some flammable fluid that is already spilt all over the plant. Select to turn on the B.O.W. spray to prevent more M. plants from returning to the west wing (Section 7 - location 6). If you this is turned on you will only have to kill two M. plants. Else two more will appear the next time you enter the room after having killed the first two. If the spray was already turned on in scenario 'A' then the plants are immune to the chemicals now. So turning the spray on now won't do any good. If this is the case, you will have to tolerate fighting limited reoccurrence of these M. plants in that second scenario. You can use the lab card key to open a door in the laboratory hall (Section 7 - location 13) and a door in the east wing (Section 7 - location 4). location 8 - sitting room Vines are spread out all over this room's walls and ceiling. A few blue seats sit in here (Section 7 - location 7) - (Section 7 - location 6) CLAIRE - SCENARIO 'A'&'B' : 2xLickers ` G. Rounds 2x(6) ` Ink Ribbon(2) - Upon dropping into this room, there will be no room for strategy or movement. Two super lickers will have you surrounded and either blasting them with something powerful or fleeing for the door is gonna keep you from sustaining several attacks. You cannot retreat the same direction from which you entered this room. Instead, unlock the door to leave and permit access to this room from the west wing (Section 7 - location 6). LEON - SCENARIO 'A'&'B' : 2xLickers ` Shotgun Shells 2x(7) ` Ink Ribbon(2) - Upon dropping into this room, there will be no room for strategy or movement. Two super lickers will have you surrounded and either blasting them with something powerful or fleeing for the door is gonna keep you from sustaining several attacks. You cannot retreat the same direction from which you entered this room. Instead, unlock the door to leave and permit access to this room from the west wing (Section 7 - location 6). location 9 - higher outer ladder access The entire surrounding wall is covered in living plant life. An opening with a ladder leads downwards (Section 7 - location 6) - (Section 7 - location 10) CLAIRE/LEON - SCENARIO 'A'&'B' : 1xM. Plants ` Green Herb 2x - Within uncomfortably close range will be an M. plant upon entering this room from its upper level. Due to a slight delay the plant will partake before turning to face you, it is possible to quickly dispose of this fiend before it has the opportunity to strike. Be quick though, and use something reasonably powerful. If the first suggestion just isn't possible to comply with, then it is recommended that you dash for the ladder. Trying to grab any herbs or fight the M. plant with weak weapons in this closed in space will only cause your character a lot of grief. Running from this particular M. plant isn't too difficult. Just remember it will be waiting for you if you didn't kill it. location 10 - lower outer ladder access The entire surrounding wall is covered in living plant life. An opening with a ladder leads upwards (Section 7 - location 9) - (Section 7 - location 11) CLAIRE/LEON - SCENARIO 'A'&'B' : - No good or bad will come to you at this spot, regardless of the seemingly aggressive plantlife that occupies the entire wall. * DID YOU KNOW?... Resident Evil 3: Nemesis and Resident Evil Zero stories are not chronological sequels. RE Nemesis though released after RE 2, coincides at the same time as the events that happen in RE 2. Except from the perspective of Jill Valentine as she challenges the streets. Resident Evil Zero which is the fifth title in the series to be released, is a prequel to the first Resident Evil adventure. This time following the events of Rebecca Chambers long before her becoming stranded in an Umbrella mansion. * location 11 - central pass From two directions are narrow halls that lead to this well lit room. The floor has painted directional arrows. Within this room is a flickering monitor (Section 7 - location 10) - (Section 7 - location 12) - (Section 7 - location 17) CLAIRE/LEON - SCENARIO 'A' : 3 to 4xLickers to 5xZombies ` Green Herb 3x - As you proceed down this hallway, a super licker will alarmingly fall from a grate in the hallway ceiling. There is no room for swerving around this creature so come prepared with a powerful weapon and react to fire as it lands. Remember it will not attack immediately upon landing. You should move swiftly to deal with this first licker, as two others will soon be grouping to join into the fight. Sometimes these other two prefer to stay out into the open area. Should this be the case, try running straight form the hall out into the open part of this room. Aim to hug against the wall you'll be facing as you exit this hall, and proceed down it quickly. So far you should've been dodging these other two super lickers. Make until you're almost into the other hallway that is not the one you began in. From here you can choose to continue forth unharmed, or turn and exact your vengeance onto the two remaining lickers. Use the open space to your advantage and be wary of these particular lickers endurance and strength. When you return to this room later, another licker will drop from a ceiling opening as you try to run down the hall. Be ready to kill it immediately as it will have you trapped in the narrow space. This second dive-bombing incident will not occur in the same hallway that the first licker dropped down from. After having picked up the MO Disk (Section 7 - location 16) and returning here, the room will be crowded with five zombies. If you quickly kill the first one that is encountered in a hallway then it is possible to maneuver around the others in the larger portion of this room. Just stay close to the wall at first, and lure them into a tight ball, while eventually just dashing around them. This can be a hassle and difficult though, so you might want to kill them off. If you choose to do so, it'd be advised to use weaker ammo on them while baiting them into the hall. Use your MO disk to open up a locked door in this room. CLAIRE/LEON - SCENARIO 'B' : 3 to 4xLickers ` Green Herb 3x - As you proceed down this hallway, a super licker will alarmingly fall from a grate in the hallway ceiling. There is no room for swerving around this creature so come prepared with a powerful weapon and react to fire as it lands. Remember it will not attack immediately upon landing. You should move swiftly to deal with this first licker, as two others will soon be grouping to join into the fight. Sometimes these other two prefer to stay out into the open area. Should this be the case, try running straight form the hall out into the open part of this room. Aim to hug against the wall you'll be facing as you exit this hall, and proceed down it quickly. So far you should've been dodging these other two super lickers. Make until you're almost into the other hallway that is not the one you began in. From here you can choose to continue forth unharmed, or turn and exact your vengeance onto the two remaining lickers. Use the open space to your advantage and be wary of these particular lickers endurance and strength. When you return to this room later, another licker will drop from a ceiling opening as you try to run down the hall. Be ready to kill it immediately as it will have you trapped in the narrow space. This second dive-bombing incident will not occur in the same hallway that the first licker dropped down from. SAVE POINT | STORAGE location 12 - monitor room 25 monitors are set up above a console. About 11 of these monitors are turned on (Section 7 - location 11) - (Section 7 - location 13) CLAIRE/LEON - SCENARIO 'A'&'B' : Laboratory Map - Thinning down to almost the last chance to save your game, this is an opportunity you might want to think twice about before passing up. Check the control console for the map. location 13 - laboratory hall 2 separate halls lead to a door while the 3rd door is accessed in an open part of the room. One of these halls is covered with moss and eggs (Section 7 - location 12) - (Section 7 - location 14) - (Section 7 - location 15) CLAIRE - SCENARIO 'A' : Red Herb 1x ` Vaccine Synthesis - Silence stills this room as no harm is evident. Return to this room later after picking up the Lab Card Key (Section 7 - location 14) and witness Annette being attacked. Afterwards, you will receive the vaccine synthesis file from her. Use the lab card key on a door here to enter the infested computer room (Section 7 - location 15). LEON - SCENARIO 'A' : Larva ` Red Herb 1x - Larva will try to drop down on you if and when you proceed through the hall with the eggs. Return to this room later after picking up the Lab Card Key (Section 7 - location 14). Use the lab card key on a door here to enter the infested computer room (Section 7 - location 15). CLAIRE/LEON - SCENARIO 'B' : Larva ` Red Herb 1x - Larva will try to drop down on you if and when you proceed through the hall with the eggs. Use the Lab Card Key (Section 7 - location 7) on a door here to enter the infested computer room (Section 7 - location 15). "Damn! I don't believe this. I almost got the story." by Ben Bertolucci location 14 - chemical research room Automatic sliding doors divide up the sections of this large room. One room has lockers, another has a window attached to the lab, and the last is the lab (Section 7 - location 13) CLAIRE - SCENARIO 'A' : 5xZombies ` G. Rounds 2x(6) ` Lab Card Key ` F, Aid Spray 1x - You won't have to worry about the zombies until after you've gone through the first automatic door. Remember, even though a door divides you from the other zombies, they can and will still walk through these doorways to attack you. If you don't take too long then you can quickly run through both doors and possibly maneuver around the lab portion of this room while avoiding any attacks! There is plenty of room for walking around while avoiding harm or attacking the zombies. If you have no ammo to spare, take a gamble and grab what you need while not staying for a fight. It makes the situation easier to lure a couple of zombies into the other room before entering into the lab. However, you might prefer to kill a couple of zombies or all of them to ease up the situation on yourself. No point in taking them on the hard way if you have ammo to spare. The easiest way to kill a few or all the zombies is to bait them nearby the doorway. Blast them as they attempt to walk through it! It is common for a couple of zombies to choose staying inside the lab while the others hunt you down. Keep count of the zombies you kill or dodge and you won't be caught by surprise. Notice a locker with a dim blue light that is on above it? Use the W. Box Key (Section 6 - location 1) on this locker to open it and reach the G. rounds inside. You can use the lab card key to open a door in the laboratory hall (Section 7 - location 13) and a door in the east wing (Section 7 - location 4). The F. aid spray can be found next to a table nearby the lockers. Acquire the Vaccine Cart. (Section 7 - location 16), be sure to turn this vaccine cart. into the base vaccine by using it on the VAM which can be found in the same room as the vaccine cart. itself, then return here to use the base vaccine on a machine in the lab. It will produce a mandatory vaccine. LEON - SCENARIO 'A' : 5xZombies ` Magnum Parts ` Lab Card Key ` F, Aid Spray 1x - You won't have to worry about the zombies until after you've gone through the first automatic door. Remember, even though a door divides you from the other zombies, they can and will still walk through these doorways to attack you. If you don't take too long then you can quickly run through both doors and possibly maneuver around the lab portion of this room while avoiding any attacks! There is plenty of room for walking around while avoiding harm or attacking the zombies. If you have no ammo to spare, take a gamble and grab what you need while not staying for a fight. It makes the situation easier to lure a couple of zombies into the other room before entering into the lab. However, you might prefer to kill a couple of zombies or all of them to ease up the situation on yourself. No point in taking them on the hard way if you have ammo to spare. The easiest way to kill a few or all the zombies is to bait them nearby the doorway. Blast them as they attempt to walk through it! It is common for a couple of zombies to choose staying inside the lab while the others hunt you down. Keep count of the zombies you kill or dodge and you won't be caught by surprise. Notice a locker with a dim blue light that is on above it? Use the W. Box Key (Section 6 - location 1) on this locker to open it and reach the magnum parts inside. You can use the lab card key to open a door in the laboratory hall (Section 7 - location 13) and a door in the east wing (Section 7 - location 4). CLAIRE - SCENARIO 'B' : 5xZombies ` G. Rounds 2x(6) ` P. Room Key ` F, Aid Spray 1x ` Mother Virus Report #file 13/16 - You won't have to worry about the zombies until after you've gone through the first automatic door. Remember, even though a door divides you from the other zombies, they can and will still walk through these doorways to attack you. If you don't take too long then you can quickly run through both doors and possibly maneuver around the lab portion of this room while avoiding any attacks! There is plenty of room for walking around while avoiding harm or attacking the zombies. If you have no ammo to spare, take a gamble and grab what you need while not staying for a fight. It makes the situation easier to lure a couple of zombies into the other room before entering into the lab. However, you might prefer to kill a couple of zombies or all of them to ease up the situation on yourself. No point in taking them on the hard way if you have ammo to spare. The easiest way to kill a few or all the zombies is to bait them nearby the doorway. Blast them as they attempt to walk through it! It is common for a couple of zombies to choose staying inside the lab while the others hunt you down. Keep count of the zombies you kill or dodge and you won't be caught by surprise. Notice a locker with a dim blue light that is on above it? Use the W. Box Key (Section 6 - location 1) on this locker to open it and reach the G. rounds inside. The P. room key opens a door at the furnace room (Section 7 - location 19). LEON - SCENARIO 'B' : 5xZombies ` Magnum Parts ` P. Room Key ` F, Aid Spray 1x ` Mother Virus Report #file 13/16 - You won't have to worry about the zombies until after you've gone through the first automatic door. Remember, even though a door divides you from the other zombies, they can and will still walk through these doorways to attack you. If you don't take too long then you can quickly run through both doors and possibly maneuver around the lab portion of this room while avoiding any attacks! There is plenty of room for walking around while avoiding harm or attacking the zombies. If you have no ammo to spare, take a gamble and grab what you need while not staying for a fight. It makes the situation easier to lure a couple of zombies into the other room before entering into the lab. However, you might prefer to kill a couple of zombies or all of them to ease up the situation on yourself. No point in taking them on the hard way if you have ammo to spare. The easiest way to kill a few or all the zombies is to bait them nearby the doorway. Blast them as they attempt to walk through it! It is common for a couple of zombies to choose staying inside the lab while the others hunt you down. Keep count of the zombies you kill or dodge and you won't be caught by surprise. Notice a locker with a dim blue light that is on above it? Use the W. Box Key (Section 6 - location 1) on this locker to open it and reach the gun parts inside. The P. room key opens a door at the furnace room (Section 7 - location 19). BOSS | PUZZLE location 15 - infested computer room Most of the room is covered in eggs both above and below. At a corner is an operating computer (Section 7 - location 13) CLAIRE/LEON - SCENARIO 'A' : Giant Moth ` 4xLarva - Kill the boss by your own preference. Yet it is possible, easier, and faster to just run directly to the computer, shoot the larva off the computer keyboard, complete the "Registration Name", and then run back out the door again. The moth won't even have an opportunity to attack. Registering the correct name allows you to later verify it on a wall console in the east wing (Section 7 - location 4). Even after you've verified your prints at the east wing, this will only be 1/2 your goal for accessing the locked door. You will need to repeat this process again in scenario 'B' to actually unlock the door and access its contents. CLAIRE/LEON - SCENARIO 'B' : Giant Moth ` 4xLarva - Kill the boss by your own preference. Yet it is possible, easier, and faster to just run directly to the computer, shoot the larva off the computer keyboard, complete the "Registration Name", and then run back out the door again. The moth won't even have an opportunity to attack. Registering the correct name allows you to later verify it on a wall console in the east wing (Section 7 - location 4). If this procedure wasn't done in scenario 'A' first, then it is a waste of time to do as you need two verifications to open the door. * DID YOU KNOW?... A future installment to this series will let you control the story from an Umbrella employee's perspective. * location 16 - chemical testing room A dark room that requires the flip of a switch to illuminate. Various pieces of equipment and examination lamps over beds are in this room (Section 7 - location 4) CLAIRE - SCENARIO 'A' : 5xZombies ` G. Rounds 1x(6) ` Vaccine Cart. ` MO disk ` Umbrella Memo #file 11/16 - Blast the first zombie you see as soon as you enter the door. The other four zombies will be huddled into the darker portion of this room. You can either point yourself towards them and begin blasting these trapped minions of death or run straight ahead to turn on the lights first. By doing so, you can obviously see your targets better. Because the last four zombies are so bunched up, using spread weapons would be a good idea to get more use from single shots. It is necessary to kill off these enemies as they will obstruct you from what you need to do here. Place the vaccine cart. into the VAM and turn on the press the button on the nearby wall computer that isn't attached to the VAM itself. Now you can remove the vaccine cart. from the VAM to acquire what has become the base vaccine. Take this base vaccine to the chemical research room (Section 7 - location 14) and use it with a machine in the lab to turn it into the vaccine. The MO disk can be used to open a locked door in the central pass (Section 7 - location 11). LEON - SCENARIO 'A' : 5xZombies ` MO disk ` F. Aid Spray 1x ` Umbrella Memo #file 11/16 - Blast the first zombie you see as soon as you enter the door. The other four zombies will be huddled into the darker portion of this room. You can either point yourself towards them and begin blasting these trapped minions of death or run straight ahead to turn on the lights first. By doing so, you can obviously see your targets better. Because the last four zombies are so bunched up, using spread weapons would be a good idea to get more use from single shots. It is necessary to kill off these enemies as they will obstruct you from what you need to do here. The MO disk can be used to open a locked door in the central pass (Section 7 - location 11). CLAIRE - SCENARIO 'B' : 2xM. Plants ` G. Rounds 1x(6) - When you enter the door, do not move up or you will put yourself in danger of the M. plant hitting you with poison. Fire straight ahead from your starting location once inside the door. Work off the first M. plant, then position yourself to fire into the dark side of this room around the corner. This is apparently where the other M. plant is hiding. You can hit a switch to turn on the lights whenever you want. LEON - SCENARIO 'B' : 2xM. Plants ` M. Bullets 1x(8) - When you enter the door, do not move up or you will put yourself in danger of the M. plant hitting you with poison. Fire straight ahead from your starting location once inside the door. Work off the first M. plant, then position yourself to fire into the dark side of this room around the corner. This is apparently where the other M. plant is hiding. You can hit a switch to turn on the lights whenever you want. BOSS (scenario 'A' only) location 17 - elevator exit A large square room with an obstruction on two sides of it. Across from the entrance is the door to an elevator (Section 7 - location 11) - (Section 8 - location 1) CLAIRE/LEON - SCENARIO 'A' : G-Virus Monster (fourth form) - Press the switch to activate the elevator. Doing so will provoke the boss to appear and attempt to stop you. Kill this boss and enter the elevator. You have less than 5 minutes in which to comply. BOSS (scenario 'B' for Leon only) location 18 - mechanical hall Metal walls make up this path. On the floor are two thick cords that run throughout this hall (Section 6 - location 7) - (Section 7 - location 19) - (Section 7 - location 21) CLAIRE - SCENARIO 'B' : - An elevator in here is lacking power so it cannot yet be used. You can restore this power by turning on a switch in the boiler room (Section 7 - location 20). LEON - SCENARIO 'B' : 0 to Mr. X - This room is clear at first. An elevator in here is lacking power so it cannot yet be used. You can restore this power by turning on a switch in the boiler room (Section 7 - location 20). Come here after picking up the P. Room Key (Section 7 - location 14) to fight the boss. "You really don't know anything do you? Ha ha ha. You're so gullible." by Annette Birkin SAVE POINT | STORAGE | PUZZLE location 19 - furnace room This two level room has machinery everywhere that are shooting out steam. An elevator is used to reach the separate levels (Section 7 - location 18) - (Section 7 - location 20) - (Section 7 - location 23) CLAIRE - SCENARIO 'B' : Flame Rounds 1x(12) ` Ink Ribbon(2) ` Green Herb 1x ` P- epsilon Report - The "Leverage" puzzle must be figured out before you can get to an area out of reach. Search next to the storage chest for an herb. The locked door in here requires the P. Room Key (Section 7 - location 14) to open it. LEON - SCENARIO 'B' : Shotgun Shells 1x(7) ` Ink Ribbon(2) ` Green Herb 1x ` P- epsilon Report - The "Leverage" puzzle must be figured out before you can get to an area out of reach. Search next to the storage chest for an herb. The locked door in here requires the P. Room Key (Section 7 - location 14) to open it. location 20 - boiler room (a) A winding path made of metal with a handrail on each side. On the walls are mounted lamps. Over one edge can be seen a large container of molten metal (Section 7 - location 19) CLAIRE/LEON - SCENARIO 'B' : 2xLickers - There are a couple of strong lickers here. If you stay close to the corner, you can fire at them from a safe distance and get a few shots at them before they can run around this corner. Try to take out the first one quickly with something powerful. You might have to do some maneuvering to avoid attacks from the second licker. Hit the switch at the end of this walkway to turn on power to an elevator in the mechanical hall (Section 7 - location 18). location 21 - main lab elevator A roomy elevator that has a computer wall console aside from the room selection panel (Section 7 - location 18) - (Section 7 - location 1) - (Section 8 - location 1) CLAIRE/LEON - SCENARIO 'B' : - Press the panel key button to switch between rooms in this elevator. Come back here and use the Master Key (Section 7 - location 3) when you have it. location 22 - thrashed experiment room Several capsules once used to hold bio chemical creations have been wrecked by something (Section 7 - Location 4) CLAIRE/LEON - SCENARIO 'B' : 3xLickers ` S. Machine Gun ` MA121 Progress Report #file 02/16 - When you enter the room, fire straight down at a licker that will be in front of you. Try to bring something powerful that will put this licker on its back. Meanwhile the other lickers will be around a corner trying to get to you. If you stay put in the spot you start in, then they won't reach you immediately. Use this shortly given time to deal with the first licker. After killing this first licker, turn to face the other two and fire at them. Hopefully they will be exposed enough to shoot at but still blocked by the wall from attacking you. Once again, don't move until you kill them or they break free from their blocked position. If you already have an S. machine gun for scenario 'B', then you'll find a clip meant to be used on the S. machine gun instead of finding the gun itself. Search an area next to the door to find the MA121 progress report file. location 23 - boiler room (b) A metallic tower is next to a bridge with handrails. Below is a vat of molten metal (Section 7 - Location 19) CLAIRE - SCENARIO 'B' : - Come here to help out Sherry after you've picked up the P. Room Key (Section 7 - location 14). LEON - SCENARIO 'B' : Master Key - Come here to meet up with Ada after you've picked up the P. Room Key (Section 7 - location 14). The master key you pick up here can be used at the main lab elevator (Section 7 - location 21) and at the divided course (Section 7 - location 1). Section 8 - Escape Transport -------------------------------------------------------------------------------- location 1 - train entrance A long hall leads to the train. Nearby on the wall is a train gate control computer. Across from this control is a gated door (Section 7 - location 17) - (Section 7 - location 21) - (Section 8 - location 2) - (Section 8 - location 4) CLAIRE/LEON - SCENARIO 'A' : - Sprint to the train, the fighting might be over, but the clock is still ticking. CLAIRE/LEON - SCENARIO 'B' : 5xZombies - There is a locked door in this location. To open it, use the Platform Key (Section 8 - location 3). Return here after you've killed the boss at the outer stairway room (Section 8 - location 5) and open the train gate by flipping a switch on the wall here. At this moment, you'll also have to deal with some pesky zombies. If you have plenty of ammo to spare, then shoot through them. If you have plenty of health to spare or are lacking in time, then shrug through them to get to the gate controls. With the gate finally open, go to the train coach (Section 1 - location 2) cockpit and turn the vehicle on. location 2 - train coach A cot sits on one side of this train car. An automatic sliding door leads to the main train control console (Section 8 - location 1) - (Section 8 - location 3) CLAIRE/LEON - SCENARIO 'B' : - Return here after you've opened the train gate at the train entrance (Section 8 - location 1). Go into the cockpit and use it to start the train moving. Next, move to the train caboose (Section 8 - location 3) for the final confrontation. "That can't be. I know her. Ada wouldn't do something like that." by Leon Kennedy SAVE POINT | STORAGE | BOSS (scenario 'B' only) location 3 - train caboose The long tail end of the train. Miscellaneous items are placed at the back of this car (Section 8 - location 2) CLAIRE/LEON - SCENARIO 'B' : G-Virus Monster (final form) ` Platform Key ` Ink Ribbon (2) - The platform key can be used to open a door at the train entrance (Section 8 - location 1). After you've started the train moving at the train coach (Section 8 - location 2), come back here to face your final challenge. Head back to the train coach if and when you kill the boss. STORAGE location 4 - stairway overpass Stairs lead up and over the train tracks to another door on the other side (Section 8 - location 1) - (Section 8 - location 5) CLAIRE/LEON - SCENARIO 'B' : Joint S Plug ` Joint N Plug - Press the button on a console to reveal the joint S plug and joint N plug. These plugs can be used at the outer stairway room (Section 8 - location 5). BOSS (scenario 'B' only) location 5 - outer stairway room An open area that is next to the train tracks (Section 8 - location 4) CLAIRE/LEON - SCENARIO 'B' : Tyrant - Ahead of you should be a wall with an exposed square piece. Use the Joint S Plug (Section 8 - location 4) and the Joint N Plug on that exposed spot. After this is done the tyrant boss will find and battle you. Kill this boss, and return to the train entrance (Section 8 - location 1) to flip the switch on a wall console and thus open the gate which prohibits the train's progress. RANKINGS SYSTEM -------------------------------------------------------------------------------- ~ Upon successful completion of any scenarios for either Claire or Leon you'll notice a rank is issued. Not only are these ranks nice for credibility, but they also unlock a few goodies. So to learn the basis of this scoring system lets first examine the points needed for a particular rank... Scores Required Per Rank 270 to 300 = Rank A 200 to 269 = Rank B 145 to 199 = Rank C 100 to 144 = Rank D 0 to 99 = Rank E N64 ONLY NOTE: For the elite players only-- Complete the game without picking up any ink ribbons, do not pick up any F. aid sprays, do not use any special weapons, complete the scenario in under 2 1/2 hours, and pick up every EX file you happen across. Doing so will earn you the privileged "Rank S"! ~ Following are a list of things that must be abide by to ensure a good score. You will notice several different things are factors in what score you earn. What combination of things you choose to do or not do is up to you. However the scenario must be passed without using health sprays, saving, or using special weapons, and all under 2 1/2 hours to get the ultimate score of 300 points! Use Of Special Weapon -Firing any weapon that takes up two item slots reduces your final rank an entire letter worth regardless of overall points score- Completion Time hours:minutes:seconds points 2:29:59 or less 100 2:30:00 to 3:29:59 90 3:30:00 to4:29:59 80 4:30:00 to5:29:59 70 5:30:30 to 6:29:29 60 6:30:30 to 7:29:59 50 7:30:00 to 8:29:59 40 8:30:30 to 9:29:29 30 9:30:30 to 10:29:59 20 10:30:00 to 11:29:59 10 11:30 or more 0 Amount Of Saves Per Ink Ribbon --- points 0 ink ribbon 100 1 ink ribbon 95 2 ink ribbons 90 3 ink ribbons 85 4 ink ribbons 80 5 ink ribbons 75 6 ink ribbons 70 7 ink ribbons 65 8 ink ribbons 60 9+ ink ribbons 55 Amount of First Aid Uses Per F-Aid Spray --- points 0 spray 100 1 spray 90 2 sprays 80 3 sprays 70 4 sprays 60 5 sprays 50 6 sprays 40 7+ sprays 0 SOLVING THE PUZZLES ~ Each puzzle includes an identifiable name, location of where this puzzle is found and discussed, a quote given whenever the puzzle is examined, a hint to read so the player can still guess how to pass it, and then the actual answer if the player still isn't sure. Office Locker Combination (Section 2 - location 13) 'A numerical key pad.' -HINT- There doesn't seem to be anything in this room that has 4 digit combinations written on it. This combo is written on something a little more obvious than the other puzzles this adventure usually has. Chances are you already "documented" the code. If not, then you should start out by looking for it. Surely whatever it is written on is laying out in plain visible sight somewhere. -ANSWER- The combination is written in a file. Particularly one named Police Memorandum (Section 2 - location 3). Reading it reveals the needed information. For N64 only, the combination is 5-4-5-2. On other versions the combination is 2-2-3-6. Gods' Puzzle (Section 2 - location 9) 'Something is written on the mounting. "The god of sun and the god of moon. Their gaze upon me is the only thing that can release red soul."' -HINT- It speaks of a god of sun and moon whom's gaze is needed to release red soul. The jewel is red, the two smaller statues must be these other gods mentioned. Yet their "gaze" is the clue here. They're staring away from the red soul, not at it like they should. -ANSWER- From the smaller statues' starting position, they are staring at walls. Notice that from their direct line of vision, the floor has slightly discolored squares. The statues belong on these spots while also staring in direction of the center statue. Push into one of the statues till it budges. Be careful not to push it up against the wrong side of a wall, or else that statue will be trapped from pushing it into the proper position. If this happens, exit and reenter the room, this will reset their placement. When a statue is pushed onto a discolored portion of the floor, a click sound will occur. Repeat this procedure for the other statue, pushing it onto the opposing discolored block. The gray statue (God of Moon) belongs on the center statue's facing right side. While the bronze statue (God of Sun) belongs on the center statue's facing left side. Once both statues are on the discolored floor patches and heads are facing directly at the center statue, the jewel will be released. If this has not happened then try checking to see if both statues are well placed. Remember a clicking noise is made to confirm a solid placement, even if the statue is facing the wrong direction. Medusa's Challenge (Section 2 - location 19) 'A bronze plate with a picture on it.' -HINT- The illustration appears to be a miniature version of the actual puzzle. There are slight differences though. The bookcases are lined up differently than what the picture shows. Two of them seem to be in proper place already, so only two of the three "movable" bookcases need to be adjusted. -ANSWER- There are silver and gold markings between the painting and the bookcases. The smaller illustration shows how these bookcases are to be lined up on the bigger version. Only the two leftmost bookcases were tampered with. Start with the very leftmost bookcase. Select to move it "right." Now move onto the next closest bookcase. Choose to move this bookcase also to the "right." This should solve the puzzle. Crate Bridge (Section 4 - location 5) 'A lever to fill and drain water. Will you move it?' -HINT- Well, the items you need are obviously on the other side. Since you can't seem to climb from the box onto the ledge, another plan must be devised. There are three boxes, so certainly you need to use all three to aid you somehow. After you've moved the boxes in a helpful formation, turning the water on would be the second step to this plan. -ANSWER- A bridge must be formed using the three boxes. Make sure the area around the boxes is dry so that you may climb down with them. Hop down the large steps to reach them. They must all be pushed against the wall on the side where the railing has an open gap. This is so you can later climb on top of the boxes. See the box that is by itself and away from the other two that are within touching space? Get behind this box and push it all the way against the wall until it is trapped in a corner. Notice the box that is directly across from the one you just pushed? Hop up on this opposing box, then drop down into the tiny space there is between the wall and it. Now push this box up against the first box you pushed till they're side by side. After doing this, you'll notice a perfect space has been made for the final box to be pushed directly in to. So do it. After this is all done, you may climb back up the steps, and turn on the water using the mechanical device. Water will fill in, and you can safely cross to the other side. Power Generator (Section 3 - location 3) '-Reserve Power Control Panel- Power can be routed to the areas with insufficient power using these five switches. Using all the power may cause a short and cut the power supply.' -HINT- A balance of power has to be maintained while using all five switches too. The large 80 appears to be a mediocre measurement. Not being too scarce in power as to not fuel the connections, and not too much power as to short everything out. The numbers above and below the switches indicate how much power is being induced/reduced on the scale as they're initiated. -ANSWER- Pressing a switch up will add 36 notches onto the scale, as pressing a switch down will deduct 14 notches from the scale. Any combination of 5 +36s and/or - 14s that add up to a sum of 80 will solve this puzzle. So that means there is more than one possibility. Here are all the combinations you can use... [up, up, down, up, down] or [up, up, down, down, up] or [up, down, down, up, up] or [up, down, up, up, down] or [up, down, up, down, up]. Notice all possibilities start with "up." Fire Carriage (Section 2 - location 33) 'A picture of a man on a carriage. Something is on the wheel. Light the queen, the king and the jack..... then the carriage will start running.' -HINT- To "light" is apparently to set aflame, turning the knobs on the wall statues will have this effect. Yet the riddle speaks of a king, queen, and jack. There doesn't seem to be a listing for any of those three, just the numbers 11, 12, and 13. Any avid card game player would recognize the symbolism of this riddle. -ANSWER- Be sure to ignite the furnace before attempting this puzzle. This revolves around classic card game rules. It is all a matter of precedence. For a standard deck of cards, the numeric symbols extend up to 10. After that, it is jack (which equals 11), queen (which equals 12), and king (which equals 13). Knowing this, one can guess that to light the queen, king, and jack is precisely saying light the 12, 13, and 11. So turn the faucets on in that order. If the fire is burning, and the order is done correctly, the wheel will be released. Registration Name (Section 7 - location 15) 'Will you operate the computer?' -HINT- Nobody mentioned anything about needing a user name and it must want something specific cause it won't accept any random name. There has to be a procedural code written somewhere that explains what should be input. Anything that will give access will do, even if only for a day. -ANSWER- The user name is written in a file found in the sleeping quarters (Section 7 - location 7). Reading it reveals the needed information. For N64 only, the user name is "NEMESIS". On other versions the user name is "GUEST". Leverage (Section 7 - location 19) No Comment is Available -HINT- A platform you need to reach doesn't have anything to climb up on. This is a situation where you'll have to find something that can be stepped up on and figure out a way to get it to this spot. -ANSWER- Make sure you're up on the upper level first. Look for a crate that is sitting next to the elevator and is lined up with a storage chest. Lean up against and push this crate in the opposite direction of the storage chest. Only move it far enough for you to be able to push it towards the elevator. Switch sides so you can push the crate to line up with the elevator and then switch sides again to push the crate onto the elevator. Be sure to push it all the way to the back of the elevator. Now press the elevator button to lower yourself and the crate. From here on, push the crate off the elevator and keep moving this crate in the direction of where the path divides in two. From your current camera angle at this point, it will be the path that is straight forward that you need to move this crate to. When you get the crate to the end, position it as close as possible to the platform you need to reach. Now you can climb up on the crate to reach this upper area. SURVIVAL GUIDE (Your Companion For Unlocking RE2's Mini Game And Beating It) -Hunk and Tofu are underground operatives that have their own problems to attend to. In this mini-game you assume control of one of these characters and attempt to deliver a G-Virus sample. The match is timed for documenting performance but there is no limit on how long you take. Neither is there anything rewarded for outstanding time or effort. So move along at your leisure. There are no puzzles to solve. There are also no items, ammo, health, weapons, or anything to pick up. So what you start with is what you've got! A general strategy about these characters is given on the "character strategy" page.- (PSX & N64 only) UNLOCKING HUNK AND TOFU -------------------------------------------------------------------------------- HUNK: To make this character playable, successfully pass scenario 'B' with an A-ranking using either Claire or Leon. Save the new character onto an empty slot. TOFU: To make this character playable, a total of 6 scenarios must be passed. 2 scenarios being passed twice. This is what needs to be done. Choose a character like either Claire or Leon. Play through that character's scenario 'A' and pass it with an A- ranking. Now, continue on with the same game passing scenario 'B' also with an A- ranking. Be sure to save your progress after the ending of scenario 'B'. Start a new game using the other character who's scenario 'A' you haven't played yet. That is, if you first chose to play Claire's scenario 'A', then now pick to play Leon, or vice versa. With this new character and fresh game, pass scenario 'A' with an A- ranking, then continue on this same game to pass scenario 'B' with an A-ranking. Save your game on a new slot. With either of the two saved games you have, pick one to play. For whichever one you chose to play, go through and pass that character's scenario 'A' with an A-ranking and then go straight onto the scenario 'B' passing it also with an A-ranking. After all of this you will finally be able to save the Tofu game to an empty slot. It is a lot of work and quite time consuming but just to see Tofu in action is worth the effort. He is very comical. * For information on getting A-rankings please refer to the "rankings system" page. * Consult the "character strategy", "weapons", and "enemy strategy" sections of this guide to learn more about Tofu, see a strategy for the weapon he uses, and figure out the behavior patterns of the enemies he'll face. Combine this information with Hunk's general walkthrough to pass Tofu's scenario. Good luck! * Consult the "controls strategy" section of this guide to learn the best setup recommended for playing this mini-game. WALKTHROUGH FOR HUNK -------------------------------------------------------------------------------- Start: You have a near impossible task to embark. So get going already! Make your way up the stairs and prepare for a long, hard battle ahead. Room #2 - 5 zombies Shoot the female zombie once using your standard hand gun. As she walks towards you, switch to shoot the male zombie straight ahead of you once, and shoot the zombie standing on the bridge once. Stay next to one endge and wait for them to walk towards you. As they get close up, run by them while hugging the wall completely on the opposite side of where they are lined up. Run across the bridge. Fire once at the other two zombies waiting for you and as they turn to walk towards you, run through the space they'll leave on one side. Make for the door. Room #3 - 4 zombies Run behind the back of the first zombie by hugging the wall on your character's left side. Keep hugging this wall and go straight towards the door. Room #4 - 2 spiders Walk up to the first corner in this room. Wait for a spider to show up. As this spider appears on your screen, and tries to move around the corner, make a dash past it. Keep heading straight while hugging the wall on your right side. About time you reach the next corner, another spider will show up. Just cut the corner around that spider the same as you did the first spider. Once you've passed up the first spider, don't slow down for anything. Room #4 - 3 dogs Run straight forward immediately. If you do this without bothering to raise your gun or any hesitation, then all the dogs will miss hitting you. Dart around the corner and go through the door. Room #5 - 6 zombies Move to the corner next to the door. Wait approximately one second in this spot, giving the zombie on the floor enough time to turn facing the corner you're in. Now before the walking zombies nearby you has a chance to grab you, run between them and the wounded zombie that is crawling towards you. If you aim and time this correctly, you'll get by without a scratch. After you get around the corner you are confronted with two more zombies. Shoot the first zombie to attract its attention. Stand close to one side of the wall as it approaches, then dash through the open space it will leave between it and the wall. Continue down the straight line to pass up the other zombie behind him. Room #6 - 3 dogs Begin running straight to avoid a dog on your side that will immediately try to leap and bite you. After that dog misses, quickly juke to the side to avoid oncoming leap attacks from two other dogs. Proceed straight to the door. Room #7 - 9 crows To avoid being pecked either one or more times, it is best to just shoot the crows here. Use your standard hand gun for this job. Take out the first group of crows that are camped by the door, be sure the coast is clear before moving around the corner, take all the crows out while in the open area you're in. Keep track of the crows you shoot, there are 9 total. Room #8 - 3 dogs Stay by the steps as the first dog walks up to you. When it gets uncomfortably close, run by the dog while staying on Hunk's left side. Keep going straight until you reach a dead end, then turn to head right into the door. Room #9 - 7 zombies Don't wait to run straight ahead and into the doorframe before a zombie ahead of you can reach the doorframe first. Wait for the zombie on Hunk's left side has gotten a little closer to him. Then run past this zombie by whichever side has the most space cushioning. Move straight down between the desk and the wall, and go out the door. Room #10 - 6 zombies With a shotgun, quickly point to the corner closest to the door you need to exit out of. Fire into this corner, this should push back or kill 2-3 zombies. Run for the door as soon as you fire this singular shot. Room #11 - 0 enemies This room is empty, so proceed onto the next. - How you doing so far? You should've reached this point without being hit once. It is only gonna get harder before it gets easier. - Room #12 - 2 spiders Wait by the door. The two spiders will group up to approach you. When either of them becomes visible on your screen, run around the structure that is in the center to completely dodge the first spider. Proceed running as you move around the corner, thus confusing and missing any conflicts with the second spider in the process. Room #13 - 3 lickers Do not run. Instead, walk next to the wall on Hunk's left side. keep walking until a licker drops from the ceiling. Run just enough to quickly pass it up, but then return to walking again. Do not pass up the next corner. Also, don't worry about the licker you just moved by, if you walked most of the time as recommended, it will be minding its own business right now. Stand next to the wall on Hunk's right side and wait by the corner. Stand there until another licker's fully body comes into view. Run past this licker while hugging the wall on Hunk's right side while you move around the corner. Keep running straight while next to this wall, this will help you get by yet another licker unharmed. Room #14 - 2 mutant plants Run up to the corner and stop in front of it. Press against the wall on Hunk's left side and aim diagonally to his right side. When the mutant plant comes into view, fire at it twice with the magnum pistol. By that time, you are risking it getting around the corner enough to actually reach you with its spewing poison. So move halfway down the hall and fire at it approximately 2-3 more times. This should be more than enough shots to kill it. Rush up to the corner and move around it. You will be facing straight across from another mutant plant. Again, use your magnum to kill it in 4-5 shots. Keep your back against the wall so that you are at the maximum out of reach range you can achieve. Once the second plant is dead, run for the door. Room #15 - 2 mutant plants Immediately run towards Hunk's facing right side. Go all the way to the end of the hall, in the opposite direction of the mutant plants. Once you reach the dead end, turn around. Fire about 7 shots from your shotgun at the mutant plants. The spread out range should hit and kill both if you aim evenly between them. Room #16 - Mr. X Move about halfway up the hall. When you see Mr. X heading towards you, turn around, and run back to the stairs. Stand and stay in the corner that is straight across from the stairway. Turn to face the stairway. Wait till Mr. X gets right up to you. Then, run straight towards to steps, turn and run towards the direction of the hall, then turn and run into the hall itself. Do this correctly and Mr. X will miss hitting you as you literally run a half-circle around him. Now in a safe position, run straight down the hall and go into the door. Room #17 - 6 zombies It is quite difficult to explain, but it is possible to pass up all the zombies in this room without shooting them or being hit. The cluster of wounded zombies in the center cause the most significant problem for passing up unscratched. It demands careful walking between these undead bodies without stepping on their faces. However, there is no reason why you can't use your standard hand gun to shoot all the obstructing bodies in the back. Once you're sure they're not gonna attack, then you can proceed to the door without concern. Room #18 - 3 super lickers Stand by the door. Wait for the nearest licker to approach you. When it gets sort of close to you, walk straight to the hallway up ahead. As this nearby licker gets ready to swipe or attack you, switch into running mode. Run just up until you're about to enter the hallway, then make a quick and sharp right turn. A licker in the hall will have tried to leap attack you, but should've missed. Go straight to the door while bypassing another licker that will hopefully have missed its jumping attack. Go to the door. Room #19 - 0 enemies This room is empty, so proceed to the next. - Almost to the end! You still should be hit and poison free at this moment. If you got hit along the way, no problem. If you got hit a few times, then shame on you. - Room #20 - 2 mutant plants Move along the path until you're facing diagonally with the first mutant plant. Don't bother to stand on the same side of the room it is on. Instead, keep your distance and shoot at it from across the banister. Being out of harm's way, and still having plenty of H. gun bullets left, you can just wail on this plant until it dies using these weak bullets. Run around this first corner, then run up till you almost reach the next corner. Stay close to where the electric ladder release is. Aim diagonally towards the second plant and being pumping it with bullets. You won't be able to see the plant from this diagonal angle, but at least you're safe from its spewing poison. Listen carefully for it to make a screech noise when it is dead. That is your cue to safely run by and go into the next door. Room #21 - 8 zombies The best method for passing this is to purposely endure a hit. Immediately run straight forward, while turning to head towards the door. This should dodge the first zombie that reaches for your back, but will send you right into the arms of another zombie that is in front of the door. Push off this attacking zombie. This should knock down the attacker as well as two nearby zombies that are blocking the door. Now you can get to the door with ease. Room #22 - 6 zombies Quickly turn towards Hunk's facing right side and fire the shot gun upwards. This will blow off the heads of a few zombies. For the remaining zombies, move closer to them, and shoot upwards again. If there are any zombies left in the corner by the door, then finish them off with shotgun/magnum head shots. Do this quickly before a zombie sneaks up on your backside. Go into the door. Room #23 - Mr. X Switch to your Magnum. Run around the first corner of this hall, and then run around the second corner also. Shoot once at Mr. X with your Magnum and turn to run away. Retreat halfway down the hall, and then stand next to the wall that is closest to the door in this spot of the hall. Mr. X should have trouble getting around the corner if you stand here. While he is struggling, pop him with approximately 5-7 shots. If he gets unstuck and heads towards you, then retreat some more, turn around, and shoot him again. finish: Sit back and enjoy the ending show. You've earned it. CONGRATULATIONS! FINAL CONFRONTATION (game endings for all characters including Hunk) ~ The beginning of the end. (scenarios A) After a final encounter with the Tyrant who is obliterated by a rocket launcher, Leon and Claire must quickly make their way off the premises. A self destruct mechanism balances a sealed fate, and times their departure. One of them makes it to the train first and starts it in motion while the other person barely makes it in a leap of faith. Both duck to the floor as the ground quakes from the building's destrutive explosion. Claire in a state of fear, gives Sherry a vaccine for the G- Virus infection that was earlier forced upon her. To everyone's relief, the vaccine quickly stabilizes and then kills the virus. Sherry recovers with a smile. Leon in a stern tone declares it's over. Claire responds by saying that she still has to find her brother. Leon agrees and unhappily acknowledges that they have a harder battle ahead of them. Leon seeks privacy in another room of the train and whispers a small prayer to Ada Wong, whom he believes died. ~ Showdown with "little" William. (scenarios B) An unexpected jolt of the train interrupts everyone's calm. Leon, Claire, and Sherry group into the same train car to question what happened. One of them leaves the party to search other cars of the train. Just when they thought they've seen enough explosions for one day, the train's self destruct mechanism is mysteriously activated. In the process, the train door on its main car is locked off so one of the heroes is trapped from returning. To increase matters for worse, the stray person becomes faced with William who has transformed into his final evolution stage, a large, nasty mass of flesh and stretchy limbs. The cornered person madly fires any available weapons at William until its skin melts away. Turning to face away from the creature, the hero notices William is still very much alive! Meanwhile, the other adult of this bunch attempts to reach the train control room so the brake can be pulled. Unfortunately, there is no access available. So Sherry volunteers without permission to make way through a small control room opening she can fit in. The G-Virus monster known as William smashes through the recently locked door. One person is cornered in the main car, while the other who faced William earlier is now crawling along the train's roof from car to car. Sherry is confused as to what she is supposed to press or pull for stopping this train. The hero atop the train opens a ceiling grate above Sherry, then instructs her on how to stop the train. Sherry complies, the train finally stops, and everyone evacuates out into the open area outside the tunnel. William now more enormous than ever envelops the entire train with his huge mass and at the last second realizes the train is about to explode. The tunnels erupt in flames as everything, including the G-Virus monster is finally vanquished. Leon and Claire congratulate Sherry on her helpful deed. One of them begins to head off quickly, ready to lead their next step towards bringing Umbrella down. ~ Hunk makes a successful delivery! The agent scopes his surroundings for assurance that all is secure. Hunk then kneels, plants a flare launcher, and watches it fire his signal. Quickly a copter appears overhead this rendezvous point. It flashes a spotlight right onto Hunk. He motions for the copter to pick him up and it does. With Hunk safe from the carnage, the pickup copter flies off in the direction of moonlight. Everything fades to black as these words of terrifying truth are given... "Agent survived and successfully obtained the G virus. The virus went into the hands of Umbrella. End of one nightmare prelude to the another..." CHARACTERS THE GOOD (main characters) -------------------------------------------------------------------------------- Claire Redfield Sister Of The Legendary S.T.A.R.S. Member Chris Redfield Background : Excelling in self-confidence and determination, Claire is deceivingly innocent looking. Yet she comes equipped with survival instincts and a few underground talents like lock picking. She has a strong bond to her brother and is has been greatly concerned for his sudden disappearance. Claire doesn't know what her limits are in daring to find the truth. Nor does she know if she has such limits. Spoiler : Claire crosses paths with a young female child. Concerned for the girl's well being, she eventually tracks her down and learns a bit of her identity and troubles. Learning this girl's name is Sherry, Claire sympathizes and relates to Sherry's separation from family. Claire takes it upon herself to seek out Sherry's parents as well as her own brother Chris. -------------------------------------------------------------------------------- Leon Scott Kennedy Raccoon Police Department Officer Background : A young rookie cop with a passion for his destiny to serve and protect. Leon is placed in a situation that is far from preparation of his training. Nevertheless, he rises to the task and refuses to flee in the fray. Though seemingly naive, Leon is far from it. He has a strong grasp on the situation even when others' cooperation is not in his favor. All this resolute individual wants is to offer safety to those in his presence. Beyond this his courageous deeds will earn respect and a debt of gratitude to all he helps. Spoiler : Leon becomes quite fond of Ada Wong. Despite Ada's harsh attitude, Leon maintains a sincere bond to her and they even develop an intimate relationship. -------------------------------------------------------------------------------- Sherry Birkin Lost Child In A City Of Chaos Background : Sherry is a well mannered girl. She has adjusted to being around groups of strange people and isn't very social. Sherry hasn't been in a position to have many friends her age. As a result from her deprivation, Sherry insists towards helping elders for attention. Cause she is hindered with taught morals and an adolescent train of thought, Sherry is often confused and unsure when to trust people. Spoiler : Sherry frantically searches for her father in response to his outcries. In conjunction, she also is trying to thwart a monster that insists on seeking her out. Sherry is worried her father will or has already been attacked by this monster. She is unaware that her father is the monster. -------------------------------------------------------------------------------- Ada Wong Perplexing Individual With A Secret Purpose Background : Ada is very complicated and tries hard to separate herself from others. She isn't fond of playing in a team, or abiding by any rules. She can be quite manipulative and demanding at times. Just fits into her upbringing, not her actual personality. Ada is convinced that people are pressured to a cause given to them by others, and that she is no exception to this. When she has a job to do, she does it and veers away from potential distractions. Deep inside her heart is a strong glare of femininity. This cloaked part of her feelings is well protected as Ada knows she easily can become attached to another lovingly. This fact troubles Ada. Spoiler : Effort is placed into gaining Leon's trust, and later Ada learns her boyfriend John is deceased. Ada becomes worried when she notices Leon falling in love with her, and even more worried when she begins feeling the same for him. Headstrong, she proceeds with her mission at hand which is to acquire a sample of the G-Virus. Leon is led to the truth of Ada being an agent for Umbrella. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- THE BAD Brian Irons Chief of police and prior patient of psychiatric treatment. Brian is a deranged individual who engages in multiple hobbies that all have an odd theme about them. He has usually been one step ahead in knowledge about Umbrella's motives. This is cause he has secretly supported their cause until recently when a key facility of Umbrella's caused an outbreak in the city. Though Mr. Irons is sincerely upset about the spread of chaos throughout Raccoon City, the show he gives for drowning in his sorrows is only an act. He is letting the madness consume his soul and will take advantage of this opportunity to murder innocents. Annette Birkin A loyal wife, mother of Sherry, and scientist. Annette's greatest devotion is to her work. She exercises an unhealthy obsession with the G-Virus project and in the process is neglectful of her daughter. There is no saying that Annette doesn't love her daughter, but her priorities aren't always where they should be. Annette is unstably mixed with emotions of pain, confusion, and rage. Her world is tearing apart, and the weight of burden is Annette's motivation. Mr. Death The most mysterious figure yet. Responding to the code name Hunk. This agent is trained and qualified to do Umbrella's dirty work. His current objective is tough as usual, but he's prepared to do anything to meet his goal. Hunk must return with a sample of the G-virus and perhaps await an immediate assignment. Though not enough information is available on Mr. Death, it is known he has faced the impossible several times on behalf of Umbrella. For all that exist, the surprises probably don't end there either. -------------------------------------------------------------------------------- AND THE EVIL William Birkin Once a biochemist working for Umbrella. William worked in underground facilities under life threatening non-disclosure agreements. Supposedly confided with full cooperation, William was let on to Umbrella's plans to seize his virus and relieve him of his duties. He drastically tried to collect all samples of the virus and leave with his legacy. His efforts failed and he was shot down by operatives. These agents managed to commandeer a briefcase that had all containers of the virus, except for the one in William's hand. In an act of irrationality, William injected himself with the virus. It revitalized his cells and healed, but it also mutated him. Now reacting to instincts, he wanders around while attempting to plant embryos in those he crosses. Mr. X Gone through cycles of genetic enhancements and mutations, Mr. X has become Umbrella's bouncer. Also known as the Tyrant, this creature is the first successful biochemical soldier whom can operate to simple commands. Tyrant doesn't answer to anything other than Umbrella's orders. He also is unreasonably tough. There are no options for negotiating with him or even running. Exhaustion seems to never inflict this individual. The only thing darker than his presence, is the hollowness of his past. -------------------------------------------------------------------------------- OTHER RESIDENTS Ben Bertolucci A reporter on the verge of journalism fame, Ben is struggling to release the most important story of the decade. Ben has done a great job of gathering vital information and building a collection of valuable sources. He's aiming to expose Umbrella's plans and facility locations as soon as he learns the identities of all parties involved. Ben refuses to cooperate by leaking stories that could be used to compete against his breaking coverage. However, he is one of the few people who actually can be trusted. Robert Kendo Owner of a gun shop. Robert is a supplier to the causes of rebels and defenders alike. He has already put himself at risk in order to accommodate others. Yet proceeds to go about his generous ways. Brad Vickers The helicopter pilot who fled from danger in the first Resident Evil, leaving the team behind. Brad earned the name "chickenheart" and has developed a bit of insecurity from all this mocking. Brad was in town while the zombie outbreak occurred. Unable to escape this time, he is eventually overwhelmed by zombies and deeply bitten, thus becoming a zombie himself. Currently Brad travels aimlessly around Raccoon City wearing an easily identifiable orange vest jacket. Thriving among the undead as a puppet of Umbrella's bio-products. Wounded Officer The last standing survivor from a fleet of cops turned into zombies. This individual is aware of his inevitable outcome and won't let precious time be wasted on saving him. In the face of twisted fate, this man becomes nothing more than a poor soul torn by Umbrella's claws. Character Strategies STARTING TOOLS are anything that the character will have equipped in the way of an item or weapon upon the start of an adventure. The first tool will be listed between ( ). This particular tool is a default item which the character already has, can't unequip, nor needs to bother searching for elsewhere during their scenario. Not all starting tools are useful. For situations that may apply, some items will have -easy following them. This signifies that the character only starts with the item on easy mode. USABLE WEAPONS would be any weapon that the character has access to during their scenario. No special infinite weapons are listed as only primary characters can unlock and use them. -------------------------------------------------------------------------------- PRIMARY CHARACTERS -------------------------------------------------------------------------------- CLAIRE REDFIELD STARTING TOOLS (Lockpick) ` Knife ` Hand Gun ` H. Gun Bullets 1x (120)-easy USABLE WEAPONS Bow Gun ` Colt S.S.A. ` G. Launcher ` Spark Shot ` S. Machine Gun ` Rocket Launcher ABOUT THE CHARACTER HEALTH: One word that best describes what to overall expect from this person is "limitations". Claire lacks in health compared to most other characters. Though she isn't the only one with a short lifeline, since she is a main character it becomes a serious issue. Afterall, controlling her does make up a significant portion of the game. So try to keep health on hand and attempt to save some for the long term battles ahead. Be wary of your health after 3 attacks from any enemy. The next 1 to 2 hits could be fatal depending on the opponent. WEAPONS: The style of weapons Claire happens upon don't commonly have a long reach and aren't very effective. Meaning that she has to often get uncomfortably close to the action with arms that aren't in a habit of clearing the field of danger. On a lighter note, some of her weapons are limitless in the amount of ammo they can carry. This is beneficial in obvious ways. Try not to be surrounded and if you have a chance to run then do so. Though weapons like bow gun don't instantly kill, they are great for knocking down groups of enemies in a few shots. Try not to take out rooms full of enemies when reduced to just one weapon that has seemingly sufficient ammo. There is no greater distress than being cornered after supplies have been quickly dissipated. Try either running from docile enemies or use the weaker weapons on them. Wasting launcher rounds on human zombies and dogs all the time will cause problems later. Especially when you find being forced to use your sidearm against the likes of lickers and various bosses. ALLIES: Yet another drawback is the liability known as Sherry Birkin. She is a youth that depends on you to help her, so obviously she is in no shape to reciprocate much. So don't count on too much help from others in the near future. Also, be careful not to walk or run too fast when Sherry is by your side. You may just end up turning around to find her missing. If Sherry can't keep up with you, she will kneel and pout. You then will have to retrace your steps to find her. OTHER: Claire begins with and is the only person who knows how to use the lock pick. So take advantage of searching areas that are usually inaccessible without a small key. -------------------------------------------------------------------------------- LEON S. KENNEDY STARTING TOOLS (Lighter) ` Knife ` Hand Gun ` H. Gun Bullets 1x (120)-easy USABLE WEAPONS Shotgun ` Magnum ` C. Hand Gun (upgrade) ` C. Shotgun (upgrade) ` C. Magnum (upgrade) ` Flamethrower S. Machine Gun ` Rocket Launcher ABOUT THE CHARACTER HEALTH: Maybe its the vest, or maybe he is naturally a tough person under that nice-guy exterior. But this man can sure take a hit. He almost makes this taking on the dead business look easy. They can bite, claw, toss, and maim. This boy just keeps traveling on. Now, don't let this exaggeration deceive you, he is hardly invincible. Just stating he can take a good 5-6 hits before you need to be concerned. WEAPONS: Leon not only gets his pick of powerful yet quick weapons, he also gets to upgrade them! Thanks to a great arsenal, you hardly have to worry about which long range weapon is best for the job. A general rule is to use the sidearm on weaker enemies of course. Yet when the sidearm is upgraded, it can become something worth using on the likes of any enemy. Upgrading weapons like shotgun does slow it down a little, but in conjunction makes it so insanely powerful that lack of speed really isn't a care. Shotgun and the revolver have a similar feel about them in terms of attacking. Choosing which one to carry with you can seem arbitrary. Focus using the shotgun on groups of enemies as to take advantage of its spreading range. Spare the revolver for bosses cause of its slightly forged power over the shotgun. ALLIES: As if this one-man army needed any help, he has the best backup a person could ever ask for. The sassy yet skillful Ada Wong. Not only does she cover the blind spots with ease, but she also is formidable on her own. Regardless the situation, when this lady takes out her gun you know some ass kicking is gonna happen. OTHER: Leon begins with a lighter which is a required item for both him and Claire to have. Leon has to pick up several keys to reach the areas that Claire already has a capability to access. Yet if he doesn't bother with these extras, then he can get through his mission faster. Already having a lighter saves the trouble of backtracking specific areas that Claire is forced to do upon retrieving this lighter. -------------------------------------------------------------------------------- SECONDARY CHARACTERS -------------------------------------------------------------------------------- SHERRY BIRKIN STARTING TOOLS (Picture) ` F. Aid Spray ABOUT THE CHARACTER Sherry becomes controllable for a short while. But she cannot and won't ever help you defeat enemies. She can't even defeat them to save herself! She is reduced to running, and running she will do. Her lifeline is short, and she can't move very fast either. When faced against zombies it is extremely easy to dodge attacks. Since she is so short the zombies can't grab her. Instead they attempt to vomit acid on her pretty outfit. Ick! No big deal, just keep moving with seldom a worry and all will be fine. The biggest problem is if and when she encounters dogs. These hounds can pick up speed fast as Sherry cannot. You must engage some fancy zig zag running techniques to avoid their leaping bites, cause they will quickly reach her and also tear her apart. So map out your running space, don't hesitate to start moving, and make sure the stretch of road you choose is a small distance, or else you'll quickly be ganged up on and destroyed. ADA WONG STARTING TOOLS (Picture) ` Hand Gun ` H. Gun Bullets 1x(45) ` F. Aid Spray ABOUT THE CHARACTER WHEN CONTROLLABLE: She only has one weapon, and it is the same gun Claire is packing. So an evident problem arises which is 1 weapon, regularly effective yet nothing special, and also having a short clip. Good news? Yes! Ada has one serious trigger finger. She can push out those 13 shots and reload before her victims even know what hit them. You have to try hard to let enemies get close to this girl. Since she so quickly pumps them with lead. She also has more than enough ammo to keep the party alive. So fire away carelessly if you want. Ada isn't the shortest on life, she isn't the greatest on it either. With skills like hers, when will you ever be attacked enough to figure that out for yourself? AS YOUR BACKUP: This girl really knows how to make you look bad. Watch her take down zombies and mutant spiders as though it is her hobby. They hardly stand a chance against her, and she seldom ever leaves you hanging. In fact, just stand behind her and let her do all the dirty work. It saves you the ammo, she will never be killed doing the job herself, and she never runs out of ammo when acting as backup. -------------------------------------------------------------------------------- SPECIAL CHARACTERS * If you own either the PSX or N64 versions of RE2 then please refer to "! ! survival guide ! !" portion of this guide for information on how to acquire or earn these special characters. Else read that section for a walkthrough on passing their missions. The mini-walkthrough is compatible with any version of RE2. -------------------------------------------------------------------------------- HUNK STARTING TOOLS (G-virus) ` Shotgun ` Hand Gun ` Magnum ` H. Gun Bullets 1x (150) ` Shotgun Shells 1x(15) M. Bullets 1x(8) ` Mixed Herb "1 Green + 1 Blue" 1x(2) ABOUT THE CHARACTER HEALTH: Another person who can withstand a wound here and there. Even more so than Leon. Be warned, his support for additional health refills is scarce! So regardless of this operative's endurance for sustained attacks, he won't last long if you don't take good care of his health. Run, hide, do whatever it takes but for the sake of delivering the G-Virus, stay out of harms way! WEAPONS: Obviously someone who knew what to expect and came prepared, he is well armed in the weapons department. Still, run whenever you can, and use the weapons mostly for immobilizing enemies as you escape. Ammo is still lacking for terms of excessive onslaughts, and there is a long road ahead of you. Stick to the general strategy of each weapon's potential to get the best results. OTHER: Possibly cause time is of the essence, this soldier can move quite fast. Even more so than any other playable character other than Tofu. So don't be afraid to pull off those quick running by an enemy maneuvers. -------------------------------------------------------------------------------- TOFU STARTING TOOLS (G-virus) ` Knife ` Green Herb 2x ` Blue Herb 1x ABOUT THE CHARACTER HEALTH: Wow! Tofu really is a healthy product afterall. Considering he has a longer lifeline than any playable character in RE2! Now here is someone who becomes a quick snack favorite among the dead. Sadly, Tofu only brought a couple of life refills though. So run, chew, heal, run, chew, heal. Get the idea? WEAPONS: Tofu is an example for an exact opposite to Hunk. Tofu excels with a little more life compared to Hunk. So keeping that point of "opposition" in mind and knowing that Hunk has a massive collection of weapons. What does that mean Tofu gets? A KNIFE! Ack! Whatever is a vegetarian product to do? Run! Of course a knife is good for slowing down dogs though, don't forget that, but most of all run, run, run, run, run..... OTHER: Just like Hunk, this slab of bean curry can make haste! Good thing too, cause running is his strongest defense. ENEMIES ENEMIES AND BOSSES Before you rush into becoming bait for death. Memorize and take advantage of these basic tips that are applicable for almost all enemies you encounter. MAKE SURE THEY STAY DEAD : What might be unknown when new to the world of Resident Evil, is that zombies can be killed. Down to the point where they won't be there when you come back to the areas you fought them in. Sure they keep standing up a few times even after shooting them several times. Keeping the onslaught going until that zombie ceases to rise anymore assure its haunting days are over. FIND A SAFE SPOT TO SHOOT FROM : No need to face your opponent head-on. Some situations you can actually fire upward or downward from a safe location unto an enemy. Creatures cannot nor will attempt to reach you when standing on uneven ground. A more common situation is firing at an enemy from across an object like a desk, or from any awkward angle where something blocks the closest path between you and an enemy yet you can still fire at them. Enemies will always try to move "straight" towards you, making this technique an easy one to enforce. LISTEN AND LEARN : When entering a room, sometimes you can't see what is in it. Sit still, and listen, creatures of the night aren't very quiet. You can determine what exactly you're up against by the noises they make. Some examples are that zombies moan, lickers make sticky suction cup noises as they walk and occasionally screech, dogs make tapping sounds as they run and growl, crows squawk and flutter. By knowing what you're about to face before actually doing so will prepare you. SOMETIMES IT ISN'T OVER TILL THE MUSIC STOPS : For some especially tense scenes, mood music will be played as an unexpected mob of creatures attempt to surround you. During times like this, sometimes the music will suddenly stop when everything is killed in the room. Yet this doesn't always happen. So why is this useful to know? Well, whether everything is actually dead or not doesn't always effect the music as mentioned. But, if you think everything is dead and the horror music is still playing, then not everything is dead afterall. Remember this well. YOU GET WHAT YOU SEE : There is never a time where you encounter two types of creatures in the same room. If you see even one zombie, then that means only zombies are in the room. If you see a licker, then only lickers are in the room. This applies for any creature, in any room, and any scenario. Even during Hunk's and Tofu's mini game. So once you're aware of what you'll be up against, set yourself up with the proper weapon for the job. LOOK FOR BLOOD : After an enemy is truly dead a puddle of blood flows from its body. This is a certain way to tell it won't be getting back up. Always look for this puddle before proceeding by zombies, cause if you don't see it then the enemy lying there is just faking it! -------------------------------------------------------------------------------- * Enemies and bosses are listed in order of appearance... ENEMIES Zombie DESCRIPTION - Men and women walk the streets, spreading plague and pestilence as they wander about. Their moans filter the night air with songs of suffering. Staggering along, these inhabitants of the nether world search for blood and flesh to appease their appetites. They commonly can be found in extremely large packs. STRATEGY: When battling one at a time this can be quite an easy task. They don't notice you by staring, it usually takes something noisy like gun shots to alert them. That or getting really close. So take a little bit of time to position yourself in a good spot before firing away. They're slow and stupid. So if your in good health you can usually just run right by them. Be sure to do this behind their back. Even if they're already alerted to your presence you can sneak behind them. Don't worry how close you get to a zombie if its back is in fact facing you, just make sure you keep running and don't hesitate. For a zombie will quickly turn around and grab you as you run by. They always miss if you keep on moving though. Handgun is a good general weapon to use for a small group of zombies. Don't be afraid if a zombie is gaining speed on you while your firing at it. After approximately 1-5 shots a zombie will fly back some distance. This is a great opportunity to run while it attempts to catch its balance. If the zombie is a few paces from you while your firing at it, watch to see if it dives for your feet, make sure to move away when it does. If not it will hold you still for other zombies to get you while it bites your leg. You can use the knife on wounded zombies if you take the time to move away after every 4 stabs. This however is an uncommon situation and isn't advised cause zombies can endure a lot of stabs. Just fire a few rounds from your weaker sidearm to finish off wounded zombies. Even when a zombie is just barely knocked down, don't wait for it to get back up, walk up and fire a few rounds into the zombie to finish it off. When it is on the ground is also when it is the most vulnerable. You can usually get off at least 4 shots on a zombie trying to stand back up. In larger groups of zombies you might want to use bigger weapons. But if you do make sure you take great advantage of every shot. The crossbow is best for groups of zombies! Since it spreads out in 3 directions and pushes them back or instantly kills. Be sure to use launcher rounds from the greatest possible distance so it has a chance to spread out a little and hit more than one zombie at a time. Yet shotgun and revolver are the most effective yet. With shotgun just point straight up when a zombie is close to you and fire to blow their head off! Instant kill. As for revolver, it does the same thing but you only have to point it straight at the zombie instead of pointing up. Aim high with a launcher only when zombies are gaining up closely, as it will knock them down dead without removing their legs first. Cause when their legs are blown off they usually aren't dead yet, plus they try to bite you. If a zombie grabs you while other move in to share you as a snack, be sure to wait a small while before pushing the zombie off. By doing so you'll be able to push them all back with your shrug motion instead of shrugging off just one zombie only to be immediately attacked by another. Rarely a zombie will vomit acid on you. This is only at very close contact, so don't worry about it happening anytime soon as zombies tend to grab you instead. When controlling a short character such as Sherry, this becomes a zombie's only form of attack. Zombies that fall on their backs are usually dead. Even if they're not you can safely walk near them as they cannot and will not bite you while on their back. Be cautious of when they land on their stomachs though. Make sure they're dead before chancing to proceed on by. Zombies dead in water will float to the surface instead of bleeding. :TACTIC FOR SUPER ZOMBIE: Somewhere out there is a super zombie that can take up to 2 gun clips worth of ammo to kill. Situations like this is a good time to tease a zombie into lunging for you. Just stand 5 paces away and back up slowly. Stab it once or twice to upset it, then run away and line yourself up to repeat this process. Do it right, and enough times, the zombie will eventually dive for your feet. Now you can physically destroy its head and kill it in one hit too! Don't forget to grab a gun clip inside the police department's main hall on a desk, and an herb hidden in one of the police department lawn's marble structures. Located all the way right of the main door when facing it. Look up "specials and secrets" to learn more about finding this zombie. For scenario 'B', use the shotgun to blow his head off from his shoulders. -------------------------------------------------------------------------------- Licker DESCRIPTION - An unusual mutation of a sort. Its cerebral cortex is visible as so is most of its raw flesh and muscle. It drools a lot, crawls stretched out, or clings on ceilings waiting to pounce. This beast's name describes how it enjoys attacking with its long lance tongue. STRATEGY: One shot from something powerful like Chris's shotgun or revolver will toss a licker on its back. This works for most weapons but requires that you fire head-on and not pointing directly down at the licker. This is great for escaping or keeping the creature at bay. You can proceed to fire upon a licker until it is dead, yet you have to wait for it to stand back up on all 4 claws again. Else your shots will miss. Weaker weapons can put it on its back too, but require quite a few shots first. Weapons like G. Launcher usually destroys a licker in 1-3 shots. Whenever a licker drops from the ceiling, it is momentarily stunned. Take this opportunity to shoot it with a powerful weapon. If your weapon is weak, then create distance or flee. If you see it trying to crawl up the ceiling, well... Don't let it! Show that licker who is in charge. Point up towards it and fire. Any weapon, regardless of caliber, will knock it down. A quick and efficient way to stay out of harm's way and to confuse a licker is to run circles around it. Not only will it be immobile from attack but will soon grow irritated and flair. When it does this you can bide this time to shoot it or leave unnoticed. Of course this is more difficult around groups of lickers. A licker attacks 3 way. When it swipes at your feet this is nearly impossible to avoid and is quite annoying. The only defense is to run entirely in the opposite direction, or shoot it onto its back, both when you see it crawling quickly towards you. If it is closing in on you slowly then backpedal, cause if it chooses to "lick" you then the tongue will be out of reach and miss. Finally, if you hear it scream at you, it is preparing to leap and slash you. So quickly dodge to the left or right after you hear it scream. Turn around and quickly shoot it. Sometimes a licker won't attack unless provoked. :LOOK OUT FOR THE SUPER LICKERS: In some instances, you will see a licker that is noticeably darker than usual. This version of a licker is much tougher than the brighter tinted ones. Taking a significantly greater amount of damage to falter into death. When faced against any of this breed, run away if possible and fight only with the strongest of available weapons. -------------------------------------------------------------------------------- Crow DESCRIPTION - A large bird with black plumage. It cries with a shrilling wail and flaps its wings loudly as it flies. STRATEGY: They carry on the traits you'd expect from most birds. As in, so long as your distance is kept, they won't attack you. Unless you agitate or provoke them, they will just squawk or move around a little bit. When they take to quick flight in your direction then that is your cue to react. When a crow pecks at you, the player can shrug away and swat it to the floor. At this moment the bird is stunned, so point down and shoot at it before it has a chance to peck you again. If surrounding birds prevent you from firing at one then just swat down and run for cover instead. Because the crows aren't instant attackers. You are basically given a free shot. So line yourself up well, aim true, and try to take out 2 or 3 at a time! Use the shotgun for the greatest results. Any weapon works best on the crows. You can stab them out of the air which is difficult. Else, anything other than a knife is effective against these flock. Even a simple hand gun will take its toll in only one shot. So don't waste your better weapons, it just isn't worth it. If you decide to use the grenade launcher, always point up before firing at flying crows. For an unusual affliction, use the bow gun on the crows while they're airborne. It will pin them against the wall. Sick, but interesting. Crows are the fastest moving standard creature in this game. Trying to position your aim can seem like a chore around them. Since they have a habit of quickly flying by as you're raising your weapon, they'll usually crowd up to peck at you. The best solution to always do when you see a group of crows flying is to run. Don't hesitate, just keep moving and try not to juke while doing so, it will only slow you down and it doesn't throw them off track. Only take chances to attack while they're perched. -------------------------------------------------------------------------------- Dog DESCRIPTION - Hounds with strong endurance. These dogs are powerful, ferocious, and swift. They commonly attack from all sides, always leaping for the throat when they strike. STRATEGY: They leap before attacking, and run before they leap. So as long as you see a dog walking, you know it won't suddenly bite your legs or something. However, if a dog gets too close, its running leap may be faster than your reflexes and timing to raise a weapon. So be aware! Dogs are the easiest thing to dodge. If you're in a largely open space, don't bother killing them unless you want to. It is very simple to run at them and juke as they leap. Keep moving though as they'll turn around quickly for chasing. Never stop running when a dog catches up to your backside, when it leaps to bite you, it will come up short. So you need not worry about dodging at times like that. Do not attempt to outrun them with someone slow like Sherry, or anyone wounded that isn't Hunk or Tofu. Cause in instances like those, the dog won't come up short, and will in fact execute a nasty bite off the back of your neck. The hardest part about battling with these hell hounds is knocking them down. Since they attack in packs and are relentless it can be a difficult task to hit one. But once you hit one, keeping it down is extremely easy, so long others don't attack you from behind while trying to do so. Any weapons works against killing a dog! Even a knife, so long as your timing is right. For a knife you must strike straight just as a dog is leaping up to bite. For long range weapons you can fire at any time a dog is up on all four paws. Meaning, when it isn't on its way standing up. When a dog is working its way to a standing stance, you can easily stab down at it to wound it again. Keep doing this as it tries to stand until it is eventually dead. The dog will yelp on the fatal blow. However a knife takes too long, requires to be up close, and is not good to use when facing more than one dog at any time. So use long range weapons to fire at them, and shoot again when they stand up. You do not have to be close to do this with guns. Because dogs are so easily knocked down, some circumstances where you're wounded, low on ammo, and outwitting several dogs at once, would be a great time to simply shoot them once and run as they stand up. Even if you're limping you will buy a lot of time to run as they're standing back up. Shoot them again from afar if needed. Weaker weapons like the hand gun does well to kill a dog, but must be fired several times to do so. Even a shotgun can't always put these doggies down in one shot, though as usual it is great for its spread out reach. Yet the likes of a magnum or launcher usually puts a permanent hurt on them. A bow gun is strongly discouraged from using though, since dogs easily maneuver around the arrows. -------------------------------------------------------------------------------- Roach DESCRIPTION - Overgrown insects that live in filthy environments and scatter in large groups. STRATEGY: These bugs will scatter in pacts to nip at your neck. It is possible to shoot them, but they are in such large groups that it isn't worth attempting. Shooting at them will only get you hurt. These bugs move very fast so organizing your attacks is once again a difficult thing. All in all, just run from them. It isn't like you're required to kill them. -------------------------------------------------------------------------------- Spider DESCRIPTION - Freakishly large tarantulas! They have two sets of four legs, a bulb for a tail, two twitching teeth, and are hairy. They can climb walls, spit poison, and even have offspring when killed. STRATEGY: Their attacks are bounded to the obvious. If a spider is on foot, it can only bite you. To do this it will have to be directly next to you. Also, if the spider's back is to you, it will turn completely around before advancing. This gives a lot of time for attacking. But once it is facing in your direction, run in a straight line away from it to avoid being bitten. If a spider crawls on the wall, it also can only bite. In cases like this, simply stay out of reach from the wall. When a spider takes to the ceiling, it will spit poison onto you. Should this poison touch you, the odds are in favor of you becoming terminally ill. So don't let it stand directly overhead. A spider will not drop directly from the ceiling or wall. Even if it is shot. Only unless that shot is fatal will it fall. A spider is easiest to attack when it is on a wall. Keep your distance and it will begin to climb. Quickly run up to the spider while its on the wall. This will provoke the spider to attack you from its current position. From here you can easily pick it off using any long range weapon. Waste your weaker ammo at times like this. If it is on a ceiling, lining up a shot becomes trickier. Plus it puts you in danger of being poisoned. If you shoot at it, keep the bursts very short, and then run. The spider cannot be shot if it is directly above you. Since your aim is at a slight arch. It would be better to stand nearby a wall to coax the spider into climbing down it after you. If a spider charges you from the ground, fire at only with powerful weapons. Else you'll take a lot of hits. Especially if it corners you. Yet running is the best solution. A spider will quickly catch up since it runs fast, even in water! But if you head away from it, the spider's attack will miss as you wander in the opposite direction from it. Don't bother juking to throw a spider off. It won't work. Stay away from the poison most of all. If you become poisoned, it can get you quickly killed if you don't cure yourself soon. When a spider is killed. Be certain to run fast. As a horde of standard sized tarantulas will emerge from the bigger spider. These smaller ones will hop and bite you relentlessly. Anything will kill these smaller arachnids, even running will make your character stomp on them. Yet they are annoying in their groups and are best avoided by leaving. Take note, these smaller spiders do not come out if the host spider lands on water when killed. The spider falls over on its back and cringes when it perishes. When you see it do this, you know it is generally safe for now. -------------------------------------------------------------------------------- M. Plant DESCRIPTION - These mutant plants have a resemblance to a living weed. Being green, tall, dragging long branches in place of arms, and sprouting several whip-like tentacles. They move slowly while balancing themselves on their roots. Beware of the poisonous chlorophyl they spray. STRATEGY: These plants can endure quite a bit from the likes of handgun bullets or even something stronger like a shotgun. Firstly, do not, I repeat, do not try to attack these plants with a knife. That is suicidal. Killing one of these creatures is a patient and delicate process. Your stronger ammo should be saved up for enemies the likes of these. So use such ammo while trying to keep out of their sight and out of reach from their flinging poison. The fluid they squirt is highly poisonous. Yet it is possible to be attacked a few times and never succumb to its sickening effects. Don't risk it though, keep back and attack from afar. If the worst happens to you then a blue herb patch should be nearby. Unless you're hazardously low on ammunition, do not attempt to shrug by one of these plants. They have two forms of close-up attacks. (1) They swing their extended branch arms to pound you. (2) Most dangerously, they will pick you up and shower you in poison. This is also a quicker way of becoming infected. The chances of passing by them undetected is improbable. So expect to take a hit if you resort to passing them up. These plants can attack from front or back. They are slow, but needn't even rotate around as their bodies quickly switch directions. So it doesn't do any good to try and ambush them from behind. As they lift their limbs to swing, be sure to move to their side for dodging. Their reach is long so it is dangerous to retreat straight away from their front until after they miss. The fight never ends with these mutants. If possible, do not walk directly over their bodies when they're dead. Sure they might seem helpless, but that doesn't stop them from occasionally lashing you as you run by. Yes, this does deplete your life. Larva DESCRIPTION - White worm-like hatchlings crawl and spew small amounts of poison. STRATEGY: Anything that reaches these insects can and will work in killing them. Including stepping on them. Unless you must clear them from your path, there really is no purpose in killing them. Just go about your business and keep a safe distance when walking by them. This is cause they will try to poison you by spitting an extremely short-ranged stream of poison. -------------------------------------------------------------------------------- BOSSES G-Virus Spawn DESCRIPTION - A tiny insect looking entity passes through a state of extreme metamorphosis. Emerging from its cocoon as a vile beast. Its neck stretches out far, it crawls as it moves, swings around gargantuan arms, and perpetually spits out substitute creatures. STRATEGY: The greatest threat of this boss is its symbiotes. They will gather in a maximum group of four and no matter how many you kill they'll keep coming at you with seemingly no pause. If these smaller critters get close enough, they will jump onto your hip and cling. This does not hurt you, yet. At this point you will have to repeatedly press up and down to shake them off of you. If you fail to do so in time, they will leap onto your face and start munching away. This obviously does hurt. When you free yourself from this munching they will try to quickly leap back onto your hip again. These things can be killed two ways, either by shooting at them by pointing downward or stepping on them while running. If you plan on shooting them, using a spread out weapon like launcher or shotgun is a good choice. But also using quicker weapons like the hand gun or S. machine gun works for the closer encounters. As when you throw these creatures off of you the slower weapons might do as well as the faster ones for quick disposal. But the main objective is to kill the mother of these things and shooting at the tiny critters can eat up a lot of ammo quickly. So concentrate your fire on the larger creature. If you see any of the tiny critters closing in on you, try to run pass them. It is possible to easily dodge their leaps. If they leap on you, then shake them off and quickly run in the direction they fall in. Hopefully you'll break free of their grip and crush their bodies with your dominant weight. If the larger monster begins to close in on you, then simply run right by to its other side. Don't worry about its attack. The only thing this larger creature can do is swipe at you. But this swipe is hyper slow. So you can easily run by in time, or retreat too if you find yourself not being able to squeeze by. Any long range weapon will work. Unless you have ample amounts of ammo for your powerful weapons, it would be best to work this creature down with weaker weapons instead. The only difference would be how long it takes to kill the creature. Sure it can take a lot of shots. But if you master maneuvering around those tiny creatures than it really becomes more annoying than difficult. Be cautious, even after the larger creature is dead, whatever is left of the tiny ones will still attack. You can leave the room instead of killing them off if you'd prefer. Crocodile DESCRIPTION - A long reptilian creature with sharp teeth, scaly skin, and a quick sprint. It roars to let its fury be heard and snaps suddenly with powerful jaws. STRATEGY: There is a hard way and an easy way to be rid of this nuisance. HARD-> Run quickly in the opposite direction from the croc. When you hear or see it roar, fire at it a few times with a long range weapon. Be sure to use powerful ammunition only! For it can take quite a few hits and will soon corner you. Don't take too long or else the croc will quickly snap at you. Make way till you reach a dead end. Turn around and fire with all you've got. From this point there is no possibility of dodging, running, or hiding. So if it bites you, better hope you can withstand the bites and brought plenty of health refills with you. If you did a good job of getting a few hits in early on before being cornered, and have a lot of ammo for a powerful gun, you should do just fine. Keep this up and the crocodile will dash into the wall and leave never to be seen again. EASY-> Don't bother firing a shot at the crocodile. Instead backtrack down the hall at top speed. Be on the lookout for a tall canister in the wall. It is noticeable by a flashing red light next to it. Examine this spot and the canister should fall to the ground. Now back away from it in the opposite direction of the croc that is charging you. Wait and watch for the croc to pick this canister up in its mouth. Now fire at it with any long range weapon! It will take only one shot to ignite this canister and blow up the croc's head. Thus ending its life. G-Virus Monster (second form) DESCRIPTION - Merging into the second phase of transformation. The G-Virus monster is no longer dependent on the support of weapons. Throwing away the pipe it had been wielding, its right hand grows unproportional to its left with razor sharp claws. What is left of a human face becomes a mere patch of skin beneath a new skull. STRATEGY: Run straight away from this monster as it lands from a leap. Always keep a great distance between you and the monster whenever attacking. Be mindful of this monster's four attacks (1) double swipe where it hook swings at you then backhands (2) single hook swipe (3) if you stand still it will stab straight and/or (4) if you stand still it will hook punch with its left hand. A good procedure to get into the habit of doing is luring the monster to one end of the transportation car. Run past the monster without firing and proceed till you're lined up with the tail of the car. From here, fire at the monster once or twice. Back away from the monster to the other end of the car and fire a couple of times. When the monster gains on you, run by it to the tail end and fire again. Repeat this back and forth pattern. When you're ready to run by this monster, check to see that you have any retreat space left, wait for the monster to swipe, run away from it so that the monster misses, and then quickly bypass the monster as it slowly recovers from its swing. If you get trapped in a corner with no room for retreating then trick the monster into brushing up against something on its right side. From there, make a mad dash "straight" on its left side. If done correctly its swipe will not connect in time. Use good judgment for how much time you have to fire but do not attempt more than three shots at any standing point. If using an automatic weapon, then fire for a couple of seconds. Be careful about the length of bursts you use. Surprisingly, the spark shot is quite an effective weapon here. Not only does it deliver a nasty kick that is unfavorable to the monster, but it also delays the beast. This is great for getting extra shots off. If you can handle the prolonged heat of facing this monster, then any long range weapon will do the job. You will know when the monster is wore down once it begins limping. From this point, it is especially safe to use weak weapons to finish it off with. Since its attacks move unbelievably slow now. Whatever approach you take, try to have extra health on hand for this one. Cause if you're wounded to the point of walking slow. Then running past its swipe and gaining distance will become near impossible. Giant Moth DESCRIPTION - A moth larger than an adult human. This insect has an appetite for blood and flies around wildly whenever it feels threatened. STRATEGY: There are a few things this insect will attempt to do in the name of vengeance. However, it is actually an easy creature to figure out and eliminate. The moth will initially be clinging to a wall when you enter the room. It cannot attack you from this position so be sure to fire upon the moth till it drops onto the ground. If you run and stand in a discreet location away from its immediate vision, the moth will return to its slumber on the wall. This in itself is a safe technique for killing it off slowly. This isn't a necessary strategy though. With just a little more effort, you can kill the moth swiftly while not resorting to hiding. The moth can hurt you if you're too close when it flaps its wings. Other than that, it cannot attack you unless it is airborne. With this in mind, keep only a few steps away from it and fire down at the moth. When you see it flapping its wings, move to any available side on either the right or left. It will fling itself towards you but miss. Don't lag in your reaction, but because the moth is so slow, you needn't worry about quick reflexes either. The moth will either try to ram into you if you're straight in its path as it takes flight or latch on if you're close by, where it will then bite and attempt to poison you. For the most part, it is simple to move out of this insect's way. Any long range weapon can accomplish the job for this boss. So try not to waste any valuable ammo if possible. G-Virus Monster (fourth form) DESCRIPTION - Still in its third form at first sight, the G-Virus monster transitions into another form after it is attacked enough. From there, it will slump to walk on all fours. In this fourth form, its most evident feature is its large mouth and protruding spiky teeth. It also has a snake like head that hovers above the mouth, but doesn't attack with it. The monster then leaps and runs a lot from this point on. STRATEGY: The G-Virus monster is still in its third form as it drops in front of the elevator entrance. Mostly it will walk after you and do either single or double swings with its massive arms. If powerful ammo is in great abundance, then fire wildly as the monster recovers from dropping down on you from the ceiling. Else skip straight to how you'll need to finish it off. Which is by running in circles, gaining significant distance from the creature, and getting off a few shots as it tries to catch up to you. Keep this up until it finally morphs into its fourth form. This is the point of no return. Take everything you have and waste it all on killing this beast off as you won't need the ammo for anything else after this encounter. Unfortunately, there isn't much that can be done to shake this boss off of you. It will charge to bunt, leap off the wall to pounce, climb up on stuff to dive, swipe with a gimp arm, leap to strike, and even chew you up and then spit you out. This enemy is relentless! Turning to run and juking hardly ever dodges anything and will only suffer you attacks without any advantage for counterattacking. Yet this boss is not powerful so it doesn't take much to kill it. Use something that doesn't take a long time to fire or recover from and is powerful when shooting the G-Virus monster. Weapons like the S. machine gun are alright, but aren't as ideal as the G. launcher and magnum. Kamikaze this boss, fire at the boss while looking it right at its ugly face. Inch away backwards when the monster gets too close to avoid it from doing its strongest attack. That would be the one where it chews and tosses you around. If it jumps on an object, then point up and fire at it to get it down. With only a couple of health refills and a decent supply of ammunition, you should easily take out this enemy without first becoming its victim. Mr. X DESCRIPTION - Created from the successfully developed T-Virus, Mr. X is Umbrella's hitman. Tall, expressionless, and mean. Mr. X is dressed in a trench coat and walks at a calm pace. He is as dangerous as he is frightening. STRATEGY: He won't ever run, that is a good thing to keep in mind. So whenever there is a lot of distance between you and him, feel free to fire at or strategize moving around him without worrying about him charging. Unfortunately, you cannot kill him. You must shoot him several times with even the most powerful of weapons to put him down for a short while. As he falls to lay down, he won't bother you for the duration of you remaining in the same room as him. This however is a waste of ammo. As he will get back up and likely run into you again at other points in the story. Also, if you just run past him into another room, you can return and find that he doesn't stick around to wait for you to come back. As for passing him up, it is very improbable to make it by without getting hit once. He can't be psyched out nor easily dodged. As you try to pass him up he will quickly swipe, this is what will hit you. Afterwards he raises both arms and swings down with a hammerfist, which on the contrary can be dodged. The most common and expected way to deal with Mr. X is to take your first hit and keep running pass as he goes for the second, which one almost always succeeds in safely getting by as he goes for his second hit. Else waste your ammo to knock him down. Yet another option, though slightly unlikely to pull off too, is to fire at him just enough times until he stumbles back. You'll notice him lose balance as his shoulder shrugs away. During this you can attempt to run by him and sometimes you will successfully run by without being hit once. He recovers quickly though, which is why this technique doesn't always work. Try keeping some spare health with you when you know you're gonna encounter this guy. For your information, Mr. X will drop random supplements of ammo for everytime you shoot him down. Try not to pass these rewards for your efforts. G-Virus Monster (first form) DESCRIPTION - Less than human, the G-Virus monster still has the appearance of a human, yet a significant portion of his body is mutated. The resemblance of a large eye is evident on his right arm. It stumbles when it walks as though injured or vastly fatigued. The monster pulls off a bar from a handrail to wield as a weapon. STRATEGY: The swings this monster throws with its pipe has a little power to it. Though the boss itself is sadly slow and easily fooled. Keep an far distance from the G-Virus monster, shooting at it with any long range weapon you have. If he closes in to corner you, simply run by him on his left side. His reaction to swing, as well as the swing itself are too slow to hit a swiftly moving target. If you are injured, then backpedal when he gets close and wait for him to do a powerful downwards swing. At that moment you can shoot him once and backpedal again with little risk involved. For a healthy character, pacing back and forth while firing at the monster after distance is gained is the ideal pattern to pursue. G-Virus Monster (third form) DESCRIPTION - Having grown taller, the G-Virus monster now has two long limbs with razor claws, and two smaller arms positioned below the larger ones. The monster's chest throbs as its heart pulses as it glares at you with a menacing look. STRATEGY: This beast will always walk slowly towards you so long as you stay moderately close to it. If you have plenty of powerful ammo to spare, then go ahead and use it. However, if you're lacking in it then you can still get by using a hand gun since this monster is easy to get around and manipulate. Fire a few shots as it is approaching you. When the monster starts to close in, turn around, walk away from it, wait for it to raise its arm to swing, and then run away instead of walking. This should almost always make him miss. While he is recovering from his powerful swipe, run past him, gain a little bit of distance in between, and fire a few more times. Repeat this pattern if possible. The monster will not grab you and mostly does single swings with either arm. If you move too far away from the G-Virus monster then pay attention to a noise the monster makes. This means the monster had jumped up on the electric transport car. Carefully listen for the monster to make this noise again, it means he is leaping right at you. You can keep running to avoid him jumping near you, but even if you stand still, the monster will not attack immediately after it has landed. Giving you more than enough time to run away. However, it is best to run while it is leaping down, shoot it once as it lands, and then run for more distance to repeat the first recommended pattern. Sometimes when you shoot him he'll automatically leap up on the car. What he does when he jumps back down isn't any different than usual though. Otherwise when you shoot him, he sometimes raises his arms up high, proceeds closer to you in that pose, and then tries to beat-knuckle you with a four hit combo. It is a quick punch, though has a shorter reach from his conventional attack and is still easy to dodge. The monster is also an easier target when it raises its arms as it moves a little slower. Tyrant DESCRIPTION - Mr. X rises from the depths of fire. His coat is burnt completely off and only his patience is dead. Mr. X reveals the true nature and horror that is the tyrant! Arms stretched out bearing gargantuan bladed hands, your toughest battle begins now. STRATEGY: The Tyrant sweeps the ground with a long slide as he swipes. This move is quick, and deadly. The most important thing to have is a lot of life. Whatever you have left for health in your storage up to this moment, bring with you now. You will need the strongest of weapons to use on this boss. The pattern is simple enough to decipher, though it is working around it that becomes the tricky part. Tyrant will smack you around with a clapping strike and dash at you when you get too far from his reach. Try running away from him and dodging to a side as he dashes. Turn and quickly fire a shot at him, then dodge again fast. If he barely misses you at any point of dodging, then make him chase you and miss again before you attempt to fire at him. Don't take too long, you are on a set time schedule. You will take a few hits in your struggles, but keep at it. After Tyrant has sustained enough damage, and you run to the center of the room, a mysterious person will drop the rocket launcher for you. You only need to shoot Tyrant once with this, but careful with your aim. Lure Tyrant away from the rocket launcher so that you can pick it up without being hit. If he strikes you while you try to pick this weapon up, it will force you to drop it. G-Virus Monster (final form) DESCRIPTION - A large blob mass sludges closer to you. It is compiled of many disorganized limbs as it grows more and more at an uncontrollable rate. Long snake- like limbs reach out for you. STRATEGY: Nowhere to run, nowhere to hide. All you need or can do is load up whatever you have left in the way of ammo, point your guns at it, and shoot with extreme hatred for this thing that just....... won't....... die! ITEMS Below, you will find full descriptions of all items encountered and the locations for where they can be found. Aditionally, we have also compiled three sections that deal with files and herbs. Files Page: Fully typed files and the locations for where they can be found. Herb Mixing Chart: An advanced look at the effects of herbs and the many combinations they can be combined into. Herbs and Health: A description of all herbs/F. aid sprays and the locations for where they can be found. * For easier navigation, all item names will appear blue in the "sections walkthrough and object locations" portion of this guide. ~ For items, the following important information will be discussed: Description = Observation of item as provided by the game's examine quote. Purpose = A general outlook at what usefulness, if any applies to the item and how that item should be treated or utilized. Mandatory = Yes classifies the item as necessary to have and use at least once to pass the adventure. No means the item is optional and may be overlooked if desired. Usable By = Character's name(s) are listed to indicate whom has the capability to use this item. For those who can't, this item will not be found at anytime during that person's scenario. Where It Can Be Found = All the places this item can be found are listed accordingly. Equipped means the usable characters will already be carrying this item as soon as they are controllable. Else an item's location will be posted directly after the scenario that spot pertains to. Lockpick Description: 'A lockpick. I can unlock the simple locks with this.' Purpose: Use it to unlock anything that otherwise would require small keys to unlock. This includes locked drawers and a cellar room. Mandatory: No Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A' & 'B' Equipped Special Key Description: 'There must be an unopened locker somewhere.' Purpose: In the dark room is a locker which encases delightful surprises. Refer to "specials and secrets" for details as to what these surprises are and what they do. Mandatory: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 1 - City Area Location 8 - police department lawn Small Key Description: 'It looks like the key to a desk.' Purpose: Use these tiny keys to open simple locks and reveal sometimes useful items. Mandatory: No Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 21 - relaxation room LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 2 - trashed office Section 5 - Deep Sewers Location 9 - ventilation entrance sewer H. Gun Parts Description: 'They look like parts for a gun.' Purpose: Combine these parts with your hand gun to turn it into the C. hand gun. Which is a rapid burst firing version of its former self. Mandatory: No Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 18 - waiting room Shotgun Parts Description: 'They look like parts for a shotgun.' Purpose: Combine these parts with your shotgun to turn it into the C. shotgun. Which will fire more powerful, and concentrated blasts. Mandatory: No Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 6 - Factory Location 2 - hallway structure one Magnum Parts Description: 'They look like parts for a magnum.' Purpose: Combine these parts with your shotgun to turn it into the C. shotgun. Which will fire more powerful, and concentrated blasts. Mandatory: No Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 7 - Underground Lab Location 14 - chemical research room Ink Ribbon Description: 'I can type in my progress with this.' Purpose: Whenever a typewriter is located you can use this item to save your progress on it. You have as many saves as you do a supply of ink ribbons. It isn't necessary to carry an ink ribbon on you at all times, considering almost every instance where you find a typewriter there is either (a) another ink ribbon next to it (b) a storage chest to retrieve an ink ribbon for use or (c) both. Mandatory: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE - SCENARIO 'A' Section 1 - City Area Location 10 - shed 1x(2) Section 2 - Police Headquarters Location 1 - lower main hall 1x(2) ` Location 8 - darkroom 1x(2) ` Location 13 - police facilities 1x(2) Location 17 - filing facility 1x(2) ` Location 21 - relaxation room 1x(2) ` Location 25 - stored goods room 1x(2) Location 32 - bedroom 1x(2) Section 4 - Pollution Dump Location 2 - work shed 1x(2) Section 5 - Deep Sewers Location 7 - sewage control room 1x(2) ` Location 11 - lower sewer post 1x(2) Section 6 - Factory Location 4 - control shed 1x(2) Section 7 - Underground Lab Location 2 - work compartment 1x(2) ` Location 8 - sitting room 1x(2) CLAIRE - SCENARIO 'B' Section 1 - City Area Location 10 - shed 1x(2) Section 2 - Police Headquarters Location 13 - police facilities 1x(2) ` Location 25 - stored goods room 1x(2) ` Location 21 - relaxation room 1x(2) ` Location 1 - lower main hall 1x(2) Location 17 - filing facility 1x(2) ` Location 8 - darkroom 1x(2) ` Location 32 - bedroom 1x(2) Section 4 - Pollution Dump Location 2 - work shed 1x(2) Section 5 - Deep Sewers Location 7 - sewage control room 1x(2) ` Location 11 - lower sewer post 1x(2) ` Location 6 - garbage dump 1x(2) Section 6 - Factory Location 4 - control shed 1x(2) Section 7 - Underground Lab Location 19 - furnace room 1x(2) ` Location 2 - work compartment 1x(2) ` Location 8 - sitting room 1x(2) Section 8 - Escape Transport Location 3 - train caboose 1x(2) LEON - SCENARIO 'A' Section 1 - City Area Location 10 - shed 1x(2) Section 2 - Police Headquarters Location 1 - lower main hall 1x(2) ` Location 8 - darkroom 1x(2) ` Location 13 - police facilities 1x(2) ` Location 17 - filing facility 1x(2) Location 21 - relaxation room 1x(2) ` Location 25 - stored goods room 1x(2) ` Location 32 - bedroom 1x(2) Section 4 - Pollution Dump Location 11 - disposal storage 1x(2) Section 5 - Deep Sewers Location 19 - superintendence room 1x(2) ` Location 11 - lower sewer post 1x(2) ` Location 6 - garbage dump 1x(2) Section 6 - Factory Location 4 - control shed 1x(2) Section 7 - Underground Lab Location 19 - furnace room 1x(2) ` Location 2 - work compartment 1x(2) ` Location 8 - sitting room 1x(2) Section 7 - Underground Lab Location 2 - work compartment 1x(2) ` Location 8 - sitting room 1x(2) LEON - SCENARIO 'B' Section 1 - City Area Location 10 - shed 1x(2) Section 2 - Police Headquarters Location 13 - police facilities 1x(2) ` Location 25 - stored goods room 1x(2) ` Location 21 - relaxation room 1x(2) Location 1 - lower main hall 1x(2) ` Location 17 - filing facility 1x(2) ` Location 8 - darkroom 1x(2) ` Location 32 - bedroom 1x(2) Section 4 - Pollution Dump Location 11 - disposal storage 1x(2) Section 5 - Deep Sewers Location 19 - superintendence room 1x(2) ` Location 7 - sewage control room 1x(2) ` Location 11 - lower sewer post 1x(2) Location 6 - garbage dump 1x(2) Section 6 - Factory Location 4 - control shed 1x(2) Section 7 - Underground Lab Location 19 - furnace room 1x(2) ` Location 8 - sitting room 1x(2) Section 8 - Escape Transport Location 3 - train caboose 1x(2) Blue Card Key Description: 'A plastic card. It reads: Hall electronic lock.' Purpose: Use this on its compatible computer to unlock doors that hinder your progress. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 2 - trashed office CLAIRE/LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 25 - stored goods room Red Card Key Description: 'A plastic card. It reads: Weapon Storage.' Purpose: With this at your grasp, you can enter a room that is generous in weapons and ammo supplies. First the reader you slip this card through will need power. Mandatory: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 3 - Foundation Location 4 - mortuary Lab Card Key Description: 'It looks like a card key for lab access.' Purpose: A locked door that is necessary to pass can now be opened when this key is used on the card reader next to it. This isn't the only door that it can be used to open though. A room that can be used for registering identification can be reached using this card on the door to it. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 7 - Underground Lab Location 14 - chemical research room CLAIRE/LEON - SCENARIO 'B' Section 7 - Underground Lab Location 7 - sleeping quarters Red Jewel Description: 'A blood-red jewel about the size of a fist.' Purpose: Small wall statues have openings in their chest sized to hold these trinkets. Delivering these, will deliver something needed to journey further. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 9 - room of the gods ` Location 6 - brieifing room Unicorn Medal Description: 'Something is engraved on the back. "Please guide me to the beautiful maiden who turned into stone as she waited for me."' Purpose: Like most circular objects commonly found, this one serves to filter a similar shaped gap somewhere. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office CLAIRE/LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 20 - upper main hall Manhole Opener Description: 'A tool to open the manhole lid.' Purpose: A lid nearby where this opener is found is too heavy to lift without it. After the lid is open, an underground access is revealed. Mandatory: Yes Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 3 - Foundation Location 10 - prison Film Description: 'I can't tell what's on the film until I develop it.' Purpose: Developing pictures can clarify a little more of the complete story. What they reveal varies on the film developed of course. Mandatory: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 33 - broadcast room CLAIRE/LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office ` Location 26 - confiscation lockers CLAIRE/LEON - SCENARIO 'B' Section 3 - Foundation Location 9 - concrete hall G. Cogwheel Description: 'It's gold-plated. It looks like a large clock cog.' Purpose: The description basically gives it away. There is a large broken clock in a tower. This piece will repair the device and you may reap the rewards. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 33 - broadcast room Spade Key Description: 'It's in the shape of a spade.' Purpose: This key can be used to open any locked doors with a "spade" shape etched in the keyhole or doors that flash blue on the Police Headquarter's map. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 1 - lower main hall Diamond Key Description: 'It's in the shape of a diamond.' Purpose: This key can be used to open any locked doors with a "diamond" shape etched in the keyhole or doors that flash pink on the Police Headquarter's map. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 25 - stored goods room CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 18 - waiting room Heart Key Description: 'It's in the shape of a heart.' Purpose: This key can be used to open any locked doors with a "heart" shape etched in the keyhole or doors that flash red on the Police Headquarter's map. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 27 - cheif's office LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 2 - trashed office Club Key Description: 'It's in the shape of a club.' Purpose: This key can be used to open any locked doors with a "club" shape etched in the keyhole or doors that flash green on the Police Headquarter's map. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 4 - Pollution Dump Location 5 - water control room Crank Description: 'The end is square-shaped.' Purpose: This accessory is designed to fit in a square hole. Then it can be properly turned to open up the way to another room that otherwise would be out of reach. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 17 - filing facility CLAIRE - SCENARIO 'B' Section 3 - Foundation Location 11 - kennel LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 29 - exhibit room Bishop Plug Description: 'A plug of some sort in the shape of a bishop.' Purpose: This is 1 of 4 plugs designed to resemble chess pieces and fitted for a mechanical chessboard lock. Find all the pieces, place them accordingly, and you will be granted further passage. Mandatory: Yes Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 19 - library King Plug Description: 'A plug of some sort in the shape of a king.' Purpose: This is 1 of 4 plugs designed to resemble chess pieces and fitted for a mechanical chessboard lock. Find all the pieces, place them accordingly, and you will be granted further passage. Mandatory: Yes Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 25 - stored goods room Rook Plug Description: 'A plug of some sort in the shape of a rook.' Purpose: This is 1 of 4 plugs designed to resemble chess pieces and fitted for a mechanical chessboard lock. Find all the pieces, place them accordingly, and you will be granted further passage. Mandatory: Yes Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 30 - interrogation room Knight Plug Description: 'A plug of some sort in the shape of a knight.' Purpose: This is 1 of 4 plugs designed to resemble chess pieces and fitted for a mechanical chessboard lock. Find all the pieces, place them accordingly, and you will be granted further passage. Mandatory: Yes Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 35 - clock tower Serpent Stone Description: 'A six inch stone with a snake etched on the side.' Purpose: This is 1 of 3 stones that will fit in an empty square slot somewhere. These will open a door to progress. Mandatory: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 19 - library Eagle Stone Description: 'A six inch stone with an eagle etched.' Purpose: This is 1 of 3 stones that will fit in an empty square slot somewhere. These will open a door to progress. Mandatory: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 30 - interrogation room Jaguar Stone Description: 'A six inch stone with a jaguar etched.' Purpose: This is 1 of 3 stones that will fit in an empty square slot somewhere. These will open a door to progress. You create this stone by piecing together the two blue stone halves. Mandatory: Yes Usable By: Claire Redfield Blue Stone Description: 'Half of an animal is etched on the stone fragment.' Purpose: The blue stone is found in halves. Their overall meaning is useless until they are pieced back together as one. From there, they become an entire jaguar stone that is 1 of 3 blocks needed to appease an opportunity to progress. Mandatory: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 25 - stored goods room ` Location 35 - clock tower Lighter Description: 'An oil lighter.' Purpose: Having the gift of fire can come in handy for several situations. Try lighting anything that normally seems it could be. Such as fireplaces, oil lamps, or even chemical spills (don't try this at home of course!) Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 21 - relaxation room CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 17 - filing facility LEON - SCENARIO 'A'&'B' Equipped Plastic Bomb Description: 'Enough C4 to clear the wall, but it needs a detonator.' Purpose: An inoperative bundle of explosives. When it is combined with a detonator it becomes a tool for clearing the helicopter blockage. Mandatory: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 1 - City Area Location 26 - confiscation lockers Valve Handle Description: 'I can open/close the valves with this.' Purpose: Just as the description suggest, anytime a valve is present is when to use this item. It can do anything from turning on water, shutting down ventilation fans, or even manipulating the direction of a bridge. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 1 - City Area Location 10 - shed CLAIRE/LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 13 - police facilities Detonator Description: 'It's a charge detonator. It's useless by itself.' Purpose: Serving to be combined with a mass of explosives. Together they can form the tool necessary for blowing up large objects that tend to halt traffic. Mandatory: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 1 - City Area Location 2 - trashed office Bomb & Det. Description: 'I can clear the wreckage away with this.' Purpose: The combined efforts of the plastic bomb and a detonator mechanism turn into a product of mass destruction. Now the helicopter wreckage can be destroyed. Mandatory: Yes Usable By: Claire Redfield Cord Description: 'A cord to connect wires on small electric devices' Purpose: There are two locations that this item can be used on. Each bearing exposed and damaged power cords that operate window shutters. You can choose to fix only one of these shutter systems using the cord, not both. Upon doing so, you will prevent that hall from further zombie infestation... For now at least. Mandatory: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 1 - City Area Location 30 - interrogation room Wolf Medal Description: 'A wolf is etched' Purpose: This silver colored medallion is 1 of 2 needed to pass a certain point. A machine somewhere is designed to read the insignias and turn off an obstructing waterfall upon matching. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE - SCENARIO 'A' Section 5 - Deep Sewers Location 5 - trash release room CLAIRE - SCENARIO 'B' Section 5 - Deep Sewers Location 9 - ventilation entrance sewer LEON - SCENARIO 'A'&'B' Section 5 - Deep Sewers Location 9 - ventilation entrance sewer Eagle Medal Description: 'An Eagle is etched' Purpose: This gold colored medallion is 1 of 2 needed to pass a certain point. A machine somewhere is designed to read the insignias and turn off an obstructing waterfall upon matching. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 5 - Deep Sewers Location 13 - upper sewer post W. Box Key Description: 'An odd-shaped key. Umbrella's logo is on the key ring...' Purpose: This key will open a storage locker somewhere. Inside can be found items that are weapons related. Mandatory: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 6 - Factory Location 1 - company transport room C. Panel Key (up/down) Description For Down Key:'A control panel key. The letter "D" is etched.' Description For Up Key: 'A control panel key. The letter "U" is etched.' Purpose For Down Key: This operates a transportation device. The key is meant to be used on a box outside of the vehicle. Doing so will activate power to the box, which can then be used to turn on the vehicle. Purpose For Up Key: This calls for a transportation device. The key is meant to be used on a console inside a room. Doing so will call for the vehicle to show up so that it may be used to cross to a new location. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 6 - Factory Location 6 - electric car transport * For the C. Panel Key (down) only CLAIRE - SCENARIO 'B' Section 6 - Factory Location 8 - surveillance room * For the C. Panel Key (up) only Cabin Key Description: 'I can access the cabin in the rear with this.' Purpose: In the same area is a locked door which this key opens. Use as it is needed to be, and continue forth as desired. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'B' Section 1 - City Area Location 12 - police parking lot P. Room Key Description: 'It looks unique. Now I can access the power room.' Purpose: A large metal door requires this key to unlock and access it. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'B' Section 7 - Underground Lab Location 13 - chemical research room Master Key Description: 'It looks very important.' Purpose: A key meant for accessing high clearance areas Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE - SCENARIO 'B' Section 7 - Underground Lab Location 3 - central power room CLAIRE - SCENARIO 'B' Section 7 - Underground Lab Location 23 - boiler room (b) Platform Key Description: 'I have to hurry and get that train operational!' Purpose: This key can open a door next to a train. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'B' Section 8 - Escape Transport Location 3 - train caboose Fuse Case Description: 'A case for industrial fuses. It's been designed for superconductor fuses.' Purpose: This acts as a shell for a fuse. To do this a machine that carries the fuses must be sought out. Then it will implant a fuse within this casing and thus create an item that is capable of restoring power. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 7 - Underground Lab Location 5 - frozen research room Main Fuse Description: 'I can restore the power to the lab with this.' Purpose: The resulting product for when a fuse is positioned into a fuse case. This main fuse can be used to supply power throughout an entire building when used at the right place. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Picture Description: 'A picture taken fairly recently' Purpose for Sherry Birkin: An affectionate display of Sherry's love for her parents. This picture she carries on her at all times. Though it is possible to see this picture, it is not a puzzle element or useful item in any manner. Purpose for Ada Wong: Embraced in the arms of the mysterious John. This is about the only thing Ada has left of the relationship she had with this individual. Though it is possible to see this picture, it is not a puzzle element or useful item in any manner. Mandatory: No Usable By: Sherry Birkin, Ada Wong Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Equipped * DID YOU KNOW?... John, the individual that Ada Wong developed a relationship with is an agent of Umbrella and is briefly mentioned in the first Resident Evil adventure. This occurs when Chris and Jill access a computer and use John's name for the log-in. Even more so, "ada" is the needed password with the log-in name. * MO Disk Description: 'The label says "For Cargo Room Verification".' Purpose: A disk reading wall unit can scan the information on this disk, verify its validity, and then allow access to a door that was originally locked. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' Section 7 - Underground Lab Location 16 - chemical testing room G-Virus Description: 'A purple object in a gel-like state.' Purpose: A sample of the infamous biochemical which everyone is fighting about or over. With it, you can finish your mission with a clear conscience. Mandatory: Yes Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A' Section 7 - Underground Lab Location 4 - east wing Vaccine Cart. Description: 'Used to create the vaccine. I need the base vaccine first.' Purpose: This cartridge participates in the cure that Sherry is depending on you to concoct for her. Use it with the VAM. Mandatory: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A' Section 7 - Underground Lab Location 16 - chemical testing room Base Vaccine Description: 'Vaccine cartridge processed with the activator.' Purpose: After the vaccine cart. is used on a VAM, it will emerge one step closer to a cure for any who might've been infected with the G-Virus. Mandatory: Yes Usable By: Claire Redfield Vaccine Description: 'I can save Sherry with this.' Purpose: Using the base vaccine with the correct machine will finally result in a vaccine that cures G-Virus victims whom are still in early stages of infection. Once this is acquired, rush it to Sherry and save the day. Mandatory: Yes Usable By: Claire Redfield Joint S Plug Description: 'High power plug. Used to activate large generators.' Purpose: This along with the Joint N Plug are needed to regain flowing energy to the circuits that control the train gates. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'B' Section 8 - Escape Transport Location 4 - stairway overpass Joint N Plug Description: 'High power plug. Used to activate large generators.' Purpose: This along with the Joint S Plug are needed to regain flowing energy to the circuits that control the train gates. Mandatory: Yes Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'B' Section 8 - Escape Transport Location 4 - stairway overpass FILES * For easier navigation, all file names will appear orange in the "sections walkthrough and object locations" portion of this guide. * There are some rare and subtle alterations made from files in the PSX and DC versions apart from the N64 version. The following file quotes below are all collected from the N64 version of RE2. Additionally, only the N64 version has EX files. ~ For files, the following important information will be discussed: Description = Observation of files and photos as provided by the game's examine quote. Descriptions of maps do not apply. Where It Can Be Found = All the places these files can be found are listed accordingly. A file's location will be posted directly after the scenario that spot pertains to. -------------------------------------------------------------------------------- MAPS Maps keep progress of a player's position, shows areas that aren't accessed, and occasionally marks destinations to be reached. Police Station Map Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 13 - police facilities Sewage Disposal Map Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 4 - Pollution Dump | Location 5 - water control room Police B1 Map Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 3 - Foundation | Location 3 - power room Sewer Map Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 5 - Deep Sewers | Location 8 - elevator access hall Factory Map Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 6 - Factory | Location 5 - Warehouse Laboratory Map Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 7 - Underground Lab | Location 12 - Monitor Room -------------------------------------------------------------------------------- EX FILES (N64 ONLY) These new files tie the story line of RE2 to future adventures of the Resident Evil series. 8 of these files can be found in a scenario 'A' adventure another 8 can be found in the scenario 'B' adventure. All 16 files contain unique information. Jill's Report #file 01/16 Description: 'July 24th, 1998 Raccoon Forest: The following documents were obtained at a sanitarium owned by Umbrella Corp.: "Umbrella Bio Organic Weapon Publicity Material" Dev. Code: MA-39 Cerberus Dev. Code: MA-121 Hunter Dev. Code: Fi-3 Neptune Dev. Code: T-002 Tyrant In addition to the above, it is believed that several other B.O.W. were created by means of accidental infection. During the course of the tests, it was discovered that the contagion is not limited to human beings, and may pose a hazardous risk to plant and animal lifeforms. Effective means of controlling this contagion have yet to be found. Raccoon City Police Department S.T.A.R.S. Alpha Team Jill Valentine' Where It Can Be Found Claire/Leon - Scenario 'A' Section 2 - Police Headquarters | Location 17 - filing facility * DID YOU KNOW?... The four previously mentioned bio projects were all encountered in the first Resident Evil adventure. "Cerberus" is a zombie dog, "Hunter" is a slouching frog beast with a high pitch roar and razor claws, "Neptune" is a frenzied shark, and "Tyrant" is a tall nightmare whom ended up becoming the last boss for Chris and Jill. Only Cerberus and Tyrant are seen in Resident Evil 2. * MA121 Progress Report #file 02/16 Description: 'As a result of the scheduled product improvement plans for the MA120, productions of the latest multi Purpose B.O.W. MA121-Hunter has been completed. Although the Hunter has demonstrated high performance exceeding expectations as a B.O.W., in the interest of producing improved products with higher levels of usability and enhanced power, Hunter-R and additional enhanced B.O.W.s are currently under development. There should be no shortage of practical applications for current products under development. William Birkin' Where It Can Be Found Claire - Scenario 'B' Section 7 - Underground Lab | Location 22 - thrashed experiment room Operation Instructions #file 03/16 Description: 'Orders for Special Agent Hunk are as follows: Penetrate Umbrella research facility located outside of raccoon city. Recover G-virus sample from Dr. William Birkin. You are authorized to use any means necessary to secure this sample. Upon recovery, sample is to be delivered to Loire Village. Failure on this mission is not an option. French Division R&D Facility Head Manager Christine Henri' Where It Can Be Found Claire - Scenario 'B' Section 5 - Deep Sewers | Location 9 - ventilation entrance sewer Robert's Note #file 04/16 Description: 'How could this have happened, Barry? The town's been overrun by zombies and has literally become a nightmare on earth. As you know, my concern for the town is as great as your own. I have waited for your arrival on the assumption you were still in the area, but the threat of my shop being overwhelmed by zombies has become too great. I've already distributed the majority of weapons and ammo to the town's survivors including the Raging Bull you special ordered. I hope you understand, given the circumstances. At any rate, I have no intention of pointlessly sacrificing my life and will be retreating to Stone Ville. If you get this message, meet me there. We'll go fishing... Robert Kendo' Where It Can Be Found Claire/Leon - Scenario 'A' Section 1 - City Area | Location 2 - KENDO gun shop Dario's Note #file 05/16 Description: 'I can't help but wonder if anyone will read these words, but writing them will help me maintain my sanity if nothing else. After I've become a meal for those undead monsters, will the G.I.s responsible for sealing off the town laugh upon discovering my corpse? So is this how it's supposed to end? I don't want to die. I'm just not ready... My wife, daughter, mother... My entire family has been killed. But none of that matters anymore. Right now, my life is the only important thing. That's all that matters. I never would have pictured my end to be like this. I had so much left to do. Rather than becoming a salesman, I should have tried my hand at being a novelist. It's what I've always wanted, but my mother would only tell me you have a long way to go. Why did I ever listen to her? But this looks like the end for the great Dario Rosso, novelist extraordinaire. Cut down before his prime...' Where It Can Be Found Claire/Leon - Scenario 'A' Section 1 - City Area | Location 6 - inside parked bus Mercenary's Log #file 06/16 Description: 'September 1st Following six months of intensive training, my body's edge had returned. I was a good soldier, but they ordered my execution with no reason given. I was tortured and forced to give a false confession. But on the morning of my execution, a miracle happened. The company had helped me out, giving me a second lease on life. September 15th I ended my vacation short and returned to the HQ office. It looks like my UBCS unit's been called into action. Umbrella maintains its own paramilitary unit to counter corporate terrorism and V.I.P. abduction. In addition, they have nightmen who specialize in handling problems caused by illegal products. I'm currently a member of the latter. September 28th Dawn's here, but we're still slogging through this nightmare. There are no provisions of any kind here. The undead walk the streets feeding upon the flesh of the living. Given the choice again, I would rather have been executed. Death row was a heavenly asylum compared to this place. I've chosen to pull the trigger myself, in the hope that my dead body won't come back to life. Where It Can Be Found Claire/Leon - Scenario 'B' Section 1 - City Area | Location 9 - wreckage spot (b) David's Letter #file 07/16 Description: 'My sanity is at its end... I still can't believe this is happening. We lost another man yesterday. Meyer; one of our better marksmen. He saw me panic once we were overrun by the zombies but he came back to save me. But when the time came to return the debt, I ran. I can still hear him calling out my name. I can still hear the screams coming from behind. The sound of his flesh being stripped from its bones. I was afraid... terrified... It's the 27th. The fight to stay alive continues. I took out several zombies who managed to break through the barricades. Now I'm cutting through the chill with whisky, unloading my Mossberg on anything undead. That shotgun's become a close friend of mine. I've blasted many a zombie into fertilizer with it. We've lost 12 men as of yesterday. In 3 hours, we'll bicker about trivial things in the meeting room. It's a total waste of time. When I finish this bottle, my old friend Mossberg will be turning one last body into fertilizer. Peace at last. I can hardly wait...' Where It Can Be Found Claire/Leon - Scenario 'A' Section 2 - Police Headquarters | Location 13 - police facilities Jill's Note #file 08/16 Description: 'It all began as an ordinary day in September. An ordinary day in Raccoon City. A city controlled by Umbrella. No one dared to oppose them. That and the lack of strength would ultimately lead to their destruction. I suppose they had to suffer the consequences of their actions but there would be no forgiveness. If only they had had the courage to fight... But it's true that once the wheels of justice began to turn, nothing could stop them. Nothing. It was Raccoon City's last chance... And my last chance, my last escape...' Where It Can Be Found Claire/Leon - Scenario 'A' Section 2 - Police Headquarters | Location 11 - S.T.A.R.S. office * DID YOU KNOW?... Jill's Note contains the precise words spoken aloud by Jill Valentine herself at the beginning of RE Nemesis. * Rebecca's Report #file 09/16 Description: 'On July 23rd, an MP vehicle was found inside the Arklay Mountains. Corpses of MP members and an unidentified body were found near the vehicle. According to the information from military authorities, the unidentified body was identified as former ensign Billy Koen, who was sentenced the death penalty following a court-martial on July 22nd. While Koen was on transfer via Navy MP escort, they must have experienced some kind of accident. The corpses were severely mauled, apparently torn apart by unidentified wild animals. The following day we returned to the location to recover the bodies but they were nowhere to be found. Military authorities have requested that we turn over Koen's body as proof of his death. But due to the circumstances described above, it will be a difficult task to recover the corpse. I am requesting that this case be temporarily closed until further notice. Raccoon City Police Department S.T.A.R.S. Alpha Team Rebecca Chambers' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 11 - S.T.A.R.S. office Brad's Note #file 10/16 Description: 'No!! It's that monster in the black suit again! Why does that thing keep chasing me?! What did I do? This must be someone's sick idea of a joke. If I knew things were going to end up like this, I would have left the S.T.A.R.S. team a long time ago. But whining won't help me now. I know I'm finished... Oh... In my hometown Delucia, I bet the flowers are in bloom. If I could only see them once more before I die... Brad Vickers' Where It Can Be Found Claire/Leon - Scenario 'B' Section 1 - City Area | Location 8 - police department lawn Umbrella Memo #file 11/16 Description: 'Dear Dr. Birkin, It has come to my attention that we are currently experiencing a shortage of APL-14. To counteract this problem I am asking you and several other labs to donate five cases of APL-14 to our facility immediately. For your information, we have discovered, that our base in the South Pole is primarily responsible for this shortage. We are currently taking steps to prevent this from happening in the future. And don't worry, the Ashford's reputation is now irreparably tarnished. Your quick response is greatly appreciated. Regards, Joel Allman Vice-president USA Branch September 15' Where It Can Be Found Claire/Leon - Scenario 'A' Section 7 - Underground Lab | Location 16 - chemical testing room Journalist's Note #file 12/16 Description: 'As I write this, my hands shake with anger and fear. The civilians of this town have been blockaded by the military. And though I sigh for the survivors of the town, I still feel that it's the best decision. They cannot take the chance of the disease spreading any further. I am going to make it my top priority to discover what has caused this incredibly dangerous incident. So far, I have only found out that the disease is not airborne.' Where It Can Be Found Claire/Leon - Scenario 'A' Section 2 - Police Headquarters | Location 16 - criminal examination room Mother Virus Report #file 13/16 Description: 'The Mother Virus was first discovered by Ozwell E. Spencer. And it was him, who founded Umbrella Inc.. As time passed, Spencer's research was succeeded to Dr. J. Marcus. However, Dr. Marcus abused his power and had to be fired. Following Dr. Marcus came Dr. William Birkin. Dr. Birkin's experiments delivered many outstanding results including the T-virus. It is presumed that that he will be finishing work on the more powerful G-virus in the near future. Currently, research on the Mother Virus takes place at our laboratories all over the world. In the near future, we hope to discover many new viruses.' Where It Can Be Found Claire/Leon - Scenario 'B' Section 7 - Underground Lab | Location 14 - chemical research room Chris's Report #file 14/16 Description: 'Dear Chief, Below is my account of what led up to the explosion of the mansion: On July 23rd, S.T.A.R.S. Bravo team, led by Captain Marini, went to investigate the bizarre homicides that occurred in the Arklay Mountains. After contact with team's chopper was lost, S.T.A.R.S. Alpha team, lead by Captain Wesker went in. We found the remains of Bravo team's helicopter on the ground. After landing we were immediately attacked by bloodthirsty dogs. We later discovered that these dogs were actually zombie dogs as they did not even feel our gunfire. After Joseph Frost was killed, we were forced to retreat to a nearby mansion. After further investigating the mansion, we learned that it was actually a secret laboratory of Umbrella Inc.. All researchers were turned into zombies by some type of unknown virus. We also discovered that Umbrella was using that lab as a testing area for new Bio Organic Weapons. We found the dead bodies of some of the Bravo team members including Enrico Marini, Kenneth Sullivan, Forest Speyer, and Richard Aiken. We believe that those Bio Organic Weapons caused their deaths. After that we discovered that Captain Wesker was actually working with Umbrella and that both Alpha and Bravo teams were being used as live test subjects for the Bio Organic Weapons. Wesker had betrayed us! We barely managed to survive that nightmare. However, since the mansion exploded, there is no evidence to support our claims of Umbrella's secret lab or the Bio Organic Weapons. The zombie phenomenon that has been occurring in the city is extremely similar to the zombies we saw at the mansion. We suspect that Umbrella is somehow linked to all this. In order to solve this mystery and put an end to the zombies that are roaming the city, I propose we launch a formal investigation into Umbrella. Thank you for your attention to this extremely important matter. Chris Redfield S.T.A.R.S. Alpha Team' Where It Can Be Found Claire/Leon - Scenario 'B' Section 3 - Foundation | Location 8 - torture chamber Want Ad #file 15/16 Description: 'NEW POSITIONS AVAILABLE!! Umbrella Inc. Raccoon Branch FULL TIME (Includes benefits) WHO ARE WE? As the number one pharmaceutical corporation in the world, we are constantly reaching for new ways to expand and grow. WHAT WE'RE LOOKING FOR? We're looking for healthy, dedicated, and single individuals of any race, religion, or sex. POSITIONS AVAILABLE: Sales, Service, Production, etc. Requirements: No Experience needed, but you must have a clean bill of health. Overseas positions are also available! (please note this on your application.)' Where It Can Be Found Claire/Leon - Scenario 'B' Section 6 - factory | Location 8 - surveillance room Racoon City Pamphlet #file 16/16 Description: 'City Guide No. 12 --A Brief Look-- Hello and welcome to Raccoon City! As you will notice, our city is a clean and private town dedicated to families. Raccoon City has partnered with our friends at Umbrella Inc., in order to generate unprecedented growth and stability. Umbrella Inc. is a highly regarded and well funded corporation that cares about its employees. They have helped to create many public facilities to make this city a better place for everyone. As we look to the future, I will continue to support Umbrella Inc. in terms of new business developments. Please enjoy your stay in my lovely city. Thank you. Michael Warren Raccoon City Mayor' Where It Can Be Found Claire/Leon - Scenario 'A' Section 2 - Police Headquarters | Location 19 - library BLUE/RED/YELLOW FOLDER FILES -------------------------------------------------------------------------------- ~ Various files including photographs that are affiliated to all versions of RE2 are listed here. Files start by being documented in the "blue folder." When this folder is completely filled, then the "red folder" will be used. Finally after that, the "yellow folder" holds excess files. Each folder can hold about 8 files. Police Memorandum Description: '8/23/1998 This letter is just to inform everyone about the recent moment of equipment that has happened during the precinct's rearrangement. The safe with the four digit lock has been moved from the S.T.A.R.S. office on the second floor, to the eastern office on the first floor. "2236/4542" Raccoon Police Liaison Dept.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 3 - information office Operation Report 1 Description: '--Operation Report-- September 26th The Raccoon Police Dept. was unexpectedly attacked by zombies. Many have been injured. Even more were killed. During the attack, our communications equipment was destroyed and we no longer have contact with the outside. We have decided to carry out an operation with the intent of rescuing any possible survivors as well as to prevent this disaster from spreading beyond Raccoon City. The details of the operation are as follows: Security of armaments and ammunition. Chief Irons has voiced concern regarding the issue of terrorism due to a series of recent unresolved incidents. On the very day before the zombies' attack, he made the decision to relocate all weapons to scattered intervals throughout the building as a temporary measure to prevent their possible seizure. Unfortunately, this decision has made it extremely difficult to locate all ammunition caches. It has become our top priority to recover these scattered munitions. To unlock the weapon storage. As stated earlier, it will be extremely difficult to secure all the ammunition. However, a considerable supply still remains in the underground weapon storage. Unfortunately, the person in charge of the card key used to access the weapon storage is missing and we have been unable to locate the key. One of the breakers went down during the battle and the electronic locks are not functioning in certain areas. It has become a top priority to restore the power in the power room and secure those locks. Recorder: David Ford - -Operation Report-- September 27th 1:00 PM. The west barricade has been broken through and another exchange ensued. We sheltered the injured in the confiscation room on the first floor temporarily. Twelve more people were injured in the battle. Recorder: David Ford -Additional Reports- Three additional people were killed following the sudden appearance of an as of yet unknown creature. This creature is identified by missing patches of skin and razor-like claws. However, its most distinguishing characteristic is its lance-like tongue, capable of piercing a human torso in an instant. Their numbers as well as their location remains unknown. We have tentatively named this creature the "licker" and are currently in the process of developing countermeasures to deal with this new threat.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 6 - briefing room Operation Report 2 Description: '--Operation Report-- September 28th, Early Morning 2:30 AM. Zombies overran the operation room and another battle broke out. We lost four more people, including David. We're down to four people, including myself. We failed to secure the weapons cache and hope for our survival continues to diminish. We won't last much longer... We agreed upon a plan to escape through the sewer. There's a path leading from the precinct underground to the sewage disposal plant. We should be able to access the sewers through there. The only drawback is that there is no guarantee the sewage disposal plant is free of any dangers. We know our chances in the sewers are slim, but anything is better than simply waiting here to die. In order to buy more time, we locked the only door leading to the underground, which is located in the eastern office. We left the key behind in the western office since it's unlikely that any of those creatures have the intelligence to find it and unlock the door. I pray that this operation report will be helpful to whoever may find it. Recorder: Elliot Edward' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 8 - darkroom Chris's Diary Description: 'August 8th I talked to the chief today once again, but he refused to listen to me. I know for certain that Umbrella conducted T-Virus research in that mansion. Anyone infected turns into a zombie. But the entire mansion went up in that explosion; along with any incriminating evidence. Since Umbrella employs so many people in town, no one is willing to talk about the incident. It looks like I'm running out of options. August 17th We've been receiving a lot of local reports about strange monsters appearing at random throughout the city. This must be the work of Umbrella. August 24th With the help of Jill and Barry, I finally obtained information vital to this case. Umbrella has begun research on the new G-virus, a variation of the original T-Virus. Haven't they done enough damage already?! We talked it over, and have decided to fly to the main Umbrella HQ in Europe. I won't tell my sister about this trip because doing so could put her in danger. Please forgive me Claire.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 11 - S.T.A.R.S. office Mail to Chris Description: 'FEDERAL POLICE DEPT. -INTERNAL INVESTIGATION REPORT Mr. Chris Redfield Raccoon City Police Dept. S.T.A.R.S. division As per your request, we have conducted our internal investigation and discovered the following information: 1) Regarding the G-Virus currently under development by Umbrella Inc. So far it is unconfirmed that the G-virus even exists. We're continuing with our investigation. 2) Regarding Mr. Brian Irons, Chief of the Raccoon City Police Dept. Mr. Irons has allegedly received a large sum of funds in bribes from Umbrella Inc. over the last five years. He was apparently involved in the cover up of the mansion lab case along with several other incidents in which Umbrella appears to have direct involvement. Mr. Irons had been arrested under suspicion of rape on two separate counts during his years as a university student. He underwent psychiatric evaluation as a result of the charges but was released due to circumstantial evidence as well as his phenomenal academic standing. As such, extreme caution is advised when dealing with him. Jack Hamilton Section Chief Internal Investigations United States Federal Police Department' Where It Can Be Found Claire - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 11 - S.T.A.R.S. office Film A Description: 'Code G Human Body Experiment 9/15 15:24' Where It Can Be Found Claire/Leon - Scenario 'A' Section 2 - Police Headquarters | Location 8 - dark room Film B Description: 'Filmed in front of the Arukas tailor. Regressed into a zombie within two hours. Subject repeatedly complained about severe agitation of the epidermis in addition to feeling of nausea. This happened up to the moment he lost consciousness. Picture by R. Lambert.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 8 - dark room Film C Description: 'Development Code : T-103 Due to accelerated metabolism relative to the earlier 00 series, this subject possesses exemplary regenerative capabilities. PH - X016 File Dat' Where It Can Be Found Claire/Leon - Scenario 'B' Section 2 - Police Headquarters | Location 8 - dark room Film D Description: 'RECRUIT' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 8 - dark room Patrol Report Description: '-Patrol Report- September 20th 9:30 PM Reporter : Sgt. Neil Carlsen We received a report of a suspicious individual skulking around the sewers in the outskirts of Raccoon City. I searched the area and located the individual, but he ran away before I was able to question him. I recovered the following items: *A small amount of C4 plastic explosive. *An electronic detonator. *9x19 parabellum rounds. *infrared scope [broken]. End of report.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 17 - filing facility Secretary's Diary A Description: 'April 6th I accidentally moved one of the stone statues on the second floor when I leaned against it. When the chief found out about it, he was furious. I swear the guy nearly bit my head off, screaming at me never to touch the statue again. If it's so important, then maybe he shouldn't have put it out in the open like that... April 7th I heard that all the art pieces from the chief's collection are rare items, literally worth hundreds of thousands of dollars. I don't know which is the bigger mystery: where he finds those tacky things, or where he's getting the money to pay for them. May 10th I wasn't surprised to see the chief come in today with yet another large picture frame in his hands. This time it was a really disturbing painting depicting a nude person being hanged. I was appalled by the expression on the chief's face as he leered at that painting. Why anyone would consider something like that to be a work of art is beyond my comprehension...' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 21 - relaxation room Secretary's Diary B Description: 'June 8th As I was straightening up the chief's room, he burst through the door with a furious look on his face. It's only been nearly 2 months since I've started working here, but that's the second time I've seen him like this. The last time was when I bumped into that statue, only this time he looked even more agitated than ever. I seriously thought for a moment that he was going to hurt me. June 15th I finally discovered what the chief has been hiding all along... If he finds out that I know, my life will be in serious danger. It's getting late already. I'm just going to have to take this one day at a time...' Where It Can Be Found Claire - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 29 - exhibit room Leon - Scenario 'B' Section 2 - Police Headquarters | Location 29 - exhibit room Memo to Leon Description: 'To Leon S. Kennedy, Congratulations on your assignment to the Raccoon City police department. We all look forward to having you as part of our team and promise to take good care of you. Welcome aboard! From all the guys at the R.P.D.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 2 - trashed office Chief's Diary Description: 'September 23rd It's all over. Those imbeciles from Umbrella have finally done it... Despite all their promises, they've ruined my town. Soon the streets will be infested with zombies. I 'm beginning to think that I may even be infected myself. I'll kill everyone in town if this turns out to be true!!! September 24th I was successful in spreading confusion among the police as planned. I've made sure that no one from the outside will come to help. With the delays in police actions, no one will have the chance to escape my city alive. I've seen to it personally that all escape routes from inside the precinct have been cut off as well. There are several survivors still attempting to escape through the lower levels, but I'll make sure no one gets out. September 26th I've had a change of heart about the remaining survivors inside the precinct. I've decided to hunt them down myself. I shot Ed in the back through the heart less than an hour ago. I watched him writhe in pain upon the floor in a pool of his own blood. The expression on his face was positively exquisite. He died with his eyes wide open, staring up at me. It was beautiful. I wonder if the mayor's daughter is still alive? I let her escape so I could enjoy hunting her down later... I'm going to enjoy my new trophy. Yes, frozen forever in the pose I choose to give her.' Where It Can Be Found Claire - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 27 - chief's office Leon - Scenario 'B' Section 2 - Police Headquarters | Location 27 - chief's office Watchman's Diary Description: 'August 11th I finally had the chance to see blue skies for the first time in ages, but it did little to lift my spirits. I was reprimanded by the chief for neglecting my duties while I was up on the clock tower. There's only one thing I still don't understand : the chief seemed to be more concerned about the fact that I was up on the tower rather than that I was neglecting my duties. Why was access to the tower prohibited in the first place anyway? September 5th I recently talked to the old man who works in the scrap yard out back. His name is Thomas. He's a quiet man and really seems to enjoy chess. He even went so far as to design a special key and lock engraved with chess pieces on them for one of the doors in the disposal yard. We made plans to play chess tomorrow night. I can't help but wonder how good he is. One thing that's been bothering me about him is the way that he's always scratching himself... Does he have some sort of skin disease or is he just rude? September 9th Thomas was a much better player than I had imagined. I used to think of myself as a fairly decent player, but he did a pretty good job of humbling me. About the only thing I imagine could match his skills in chess is his appetite. All the guy did was talk about food throughout the entire game. He sounded fairly healthy, but he didn't look quite right... I wonder if he's ok. September 12th I was supposed to play another game of chess with Thomas, but we had to cancel it because he hasn't been feeling so well. He stopped by to see me, but I told him to go back and rest since he literally looked like the walking dead. He insisted that he was just fine, but I could tell he was really having problems. Come to think of it, I haven't been feeling too good myself lately...' Where It Can Be Found Claire/Leon - Scenario 'A'&'B Section 2 - Police Headquarters | Location 32 - bedroom Mail to the Chief Description: 'To: Mr. Brian Irons, Chief of the Raccoon City Police Dept. We have lost the mansion lab facility due to the actions of the renegade operative, Albert Wesker. Fortunately, his interference will have no lasting effects upon our continued virus research. Our only present concern is the presence of the remaining S.T.A.R.S. members: Redfield, Valentine, Burton, Chambers, and Vickers. If it comes to light that the S.T.A.R.S. have any evidence as to the activities of our research, dispose of them in such a matter that would appear to be purely accidental. Continue to monitor their progress and make certain their knowledge does not go public. Annette will continue to be your contact throughout this affair. William Birkin To: Mr. Brian Irons, Chief of the Raccoon City Police Dept. I have deposited the amount of US $10,000 to the account for you services this term as per our agreement. The development of the G-Virus scheduled to replace the T-Virus, is near completion. Once completed, I am certain that I will be appointed to be a member of the executive board for Umbrella Inc. It is imperative that we proceed with extreme caution. Redfield and the remaining S.T.A.R.S. members are still attempting to uncover information on the project. Continue to monitor their activities and block all attempts to investigate the underground research facilities. William Birkin To: Mr. Brian Irons, Chief of the Raccoon City Police Dept. We have a problem. I have received information informing me that Umbrella HQ has sent spies to recover my research on the G-Virus. There are an unknown number of agents involved. They must not be allowed to take this project away from me as it represents my entire life's work. Search the city thoroughly for any suspicious persons. Detain any such individuals by whatever means deemed necessary and contact me immediately through Annette. With these precautions, any possible threat should be eliminated. I will not allow anyone to steal my work on the G-Virus. Not even Umbrella... William Birken' Where It Can Be Found Claire - Scenario 'A'&'B' Section 2 - Police Headquarters | Location 27 - chief's office Leon - Scenario 'A'&'B' Section 3 - Foundation | Location 10 - prison Sewer Manager Fax Description: '-User list of the Connecting Facility- On the first and third Wednesdays of the month, Angelica Margaret, chief of maintenance, will make use of the facilities. Be sure to reduce the moisture levels in the facility by activating the fan, as the equipment she will be using is susceptible to the effects of water vapor. On the 28th every month, the chemical transporter Don Weller will use the facility. The chemicals he will be transporting are extremely volatile. Extreme caution should be observed throughout their transport. On the 6th and 16th of every month, police chief Brian Irons will visit the facility to attend the regular meetings that take place in the lab. On the fourth Friday of every other month, William Birkin will use the facility to conduct a training seminar for the Chicago branch of Umbrella Inc. As the probability of an attack upon Dr. Birkin will be high, take every measure conceivable to guard his life. You will be informed of all other potential visitors and the times they will arrive as needed. Guide these individuals to their destination safely. We expect nothing but the best from you. Charles Coleman Secretary Chief Umbrella Headquarters' Where It Can Be Found Claire - Scenario 'A'&'B' Section 5 - Deep Sewers | Location 7 - sewage control room Leon - Scenario 'A'&'B' Section 5 - Deep Sewers | Location 19 - superintendence room Sewer Manager Diary Description: 'June 28th It's been a while, but I saw Don today and we talked after completing our work. He told me he had been sick in bed until yesterday. It really doesn't come as much of a surprise given how long he's been working here. He was sweating like a horse and kept scratching his body while we were talking. I asked if he was hot, but he just looked at me funny. What's wrong with him anyway? July 7th Chief Irons has been visiting the lab quite often lately. I don't know what he's doing over there but he always looks grim. The expression on his face has been even more unsettling than usual... My guess is that it's because of Dr. Birkin's impossible requests. The chief has my sympathies though. After all he's done for the town, he doesn't deserve this. July 21st I rarely drink because I'm on the graveyard shift, but I don't suppose I have much to complain about since this is how I make my living. August 16th Chief Irons came in late today, looking grimmer than his usual self. I tried to joke with him to cheer him up but he wasn't amused. He pulled out his gun and threatened to shoot me! I was able to calm him down, but that guy must have some serious problems. He knows he can't enter the lab without my help and my medal. This is what it means for the chief " to serve and protect " !? August 21st William informed me that the police and media have begun their investigation on Umbrella's affairs. He said that the investigation will be citywide and that there is a possibility that they'll even search through the sewers. He asked me to suspend all Umbrella sewer facility operations until the investigation has concluded. The sewer will still be used for passage, but he stressed that I have to be extremely cautious and that I'd lose my job if anyone finds out about this operation.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 5 - Deep Sewers | Location 13 - upper sewer post User Registration Description: 'Temporary User Registration for the Culture Experiment Room. User Name : "GUEST/NEMESIS" Password : None Valid for 24 hours.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 7 - Underground Lab | Location 7 - sleeping quarters Lab Security Manual Description: 'Laboratory Security Manual -Security measures in case of an emergency- In the instance of an uncontainable biohazardous breakout, all security measures will be directed toward the underground transport facility. In the instance that any abnormalities are detected among cargo in transit, all materials will automatically be transported from the loading zone to the designated high-speed train. At which point, all materials will be isolated and disposed of immediately. In the instance of a Class 1 emergency, the entire train will be purged and disposed of without delay. In the instance that the lab itself becomes contaminated, the northern most route currently used to transport materials to and from the facility will be designated as the emergency escape route. This route will secure passage to the relay point outside the city limits. Disclosure about any information regarding research conducted here, or the existence of this facility, is strictly prohibited. Since it is top priority to keep all research classified, escape access may be denied under certain extenuating circumstances.' Where It Can Be Found Claire/Leon - Scenario 'A'&'B' Section 7 - Underground Lab | Location 7 - sleeping quarters Vaccine Synthesis Description: 'INSTRUCTIONS FOR SYNTHESIS OF THE G-VIRUS ANTIGEN : G-VACCINE, CODE NAMED "DEVIL." Any beings infected by the G-Virus will reproduce through the impregnation of an embryo within another living being. Unless rejected by the host, the embryo will undertake a process of gradual cellular invasion, infecting the host's cells on a molecular level as it rewrites their DNA. Once the metamorphosis is complete, the host will be capable of continuing this cycle of self-replication. The duration of time for the process to run its course will vary from subject to subject. In the early stages of cellular invasion, it is possible to halt progression of the metamorphosis through the administration of the G-Vaccine antigen. The following procedure details the synthesis. The vaccine creation requires the base vaccine. This can be arranged by the activator VAM. First set the empty cartridge to the VAM and activate it. After several moments the process will be complete and the white-colored base vaccine will be set in the cartridge automatically. Then confirm the green light is on, remove the cartridge, and proceed to the next step. Once the base vaccine has been prepared, set it in the vaccine synthesis machine located in the P-4 level experiment room. The machine is fully automated and only requires the user to push the sequence start switch. At this point, the program will run automatically and synthesis will be complete within approximately 10 seconds. As the synthesis of DEVIL is an extremely delicate process, the quality will vary with slight shocks to changes in temperature. Careful handling is required for the proper results.' Where It Can Be Found Claire - Scenario 'A' Section 7 - Underground Lab | Location 13 - laboratory hall P-epsilon Report Description: 'INVESTIGATIVE REPORT ON P-EPSILON GAS -This report demands immediate attention- The P-epsilon gas has been proven capable of incapacitating all known B.O.W. (Bio Organic Weapon). As such, it has been designated for emergency usage in the event of a B.O.W. escape. Reports based upon data collected during prior incidents indicate the potential for negative side effects. The P-epsilon gas has been proven to weaken B.O.W.s' cellular functions. However, prolonged or repeated exposures will result in the creation of adaptive antibodies to the agent. Furthermore, some species have been observed to absorb the P-epsilon gas as a source of nutrition and use the taxing extracted against anything perceived as a threat. Use of the P-epsilon gas should be severely limited to extreme cases only. We strongly request the authority to re-evaluate the P-epsilon gas deployment system. We would like this re-evaluation to take place immediately. 2nd R&D Room/Security Team' Where It Can Be Found Claire - Scenario 'B' Section 7 - Underground Lab | Location 19 - furnace room Herb Mixing Chart So! You want to be a botanist eh? Well even if you don't you'll need to know a few quick things about the herbs in this game. Think of this as a preparation class for the wonderful world of plant science. Except science is not actually this easy and nobody will care if you cheat. On with the learning ritual! GREEN HERB This is the most common herb you'll encounter. It grows wild in many places. Ingesting will rejuvenate a small portion of health. RED HERB Keep your eyes peeled for the dark corners, this one is tricky to immediately spot sometimes. This herb is useless by itself. But when combined with green herbs it improves the potency of healing to its maximum. BLUE HERB Few and far in between, this herb can be collected individually like green and red herbs or used from an entire bed of them if you find it. This herb can appear to be either utterly useless or one of your most important items depending on the trouble you get into. It is the only antidote to treat poisoning. So do well to keep 1 on reserve. * To mix herbs, select an herb from your inventory, click combine, then select the herb you desire it to be mixed with. If you've selected two compatible herbs, they will transform into a unique item. You can only mix a maximum of 3 herbs. EFFECTS OF USING COMBINED HERBS green&red blue red green none/incompatible health & cure 3x health 2x health green none/incompatible none/incompatible none/incompatible 3x health red 3x health & cure none/incompatible none/incompatible health & cure blue none/incompatible 2x health & cure none/incompatible 3x health green&green HERBS AND HEALTH * For easier navigation, all herbs and health names will appear green in the "sections walkthrough and object locations" portion of this guide. * Please refer to the "herb mixing chart" for more information on herbal health. Locations for all herbs and health including green herbs, red herbs, blue herbs, and F-Aid Sprays will be given in this section. Some characters start with some type of a life refill. To see which ones please refer to the "character strategy" section of this guide. * Mixed herbs count as a unique item in itself. But since the contents of them vary according to the player's mixture choices, not where they are found, details of these mixtures will not be mentioned on this page. ~ For health, the following important information will be discussed: Description = Observation of herbs and spray cans as provided by the game's examine quote. Where It Can Be Found = All the places these herbs and health can be found are listed accordingly. A herb's or health's location will be posted directly after the scenario that spot pertains to. Green Herb Description: 'Special herbs that grow in the Raccoon City region.' Where It Can Be Found CLAIRE - SCENARIO 'A' Section 1 - City Area Location 8 - police department lawn 1x Section 2 - Police Headquarters Location 4 - lower circuitry hallway 1x ` Location 7 - darkroom stairway 2x ` Location 12 - main office 1x Location 13 - police facilities 2x ` Location 14 - stairway shortcut 3x ` Location 2 - trashed office 1x Location 31 - basement transfer hall 2x Section 3 - Foundation Location 3 - power room 1x ` Location 6 - parking lot 1x Section 5 - Deep Sewers Location 11 - lower sewer post 2x Section 6 - Factory Location 3 - hallway structure two 2x Section 7 - Underground Lab Location 2 - work compartment 1x ` Location 9 - higher outer ladder access 2x ` Location 11 - central pass 3x CLAIRE - SCENARIO 'B' Section 1 - City Area Location 8 - police department lawn 1x Section 2 - Police Headquarters Location 23 - crows' pass 1x ` Location 13 - police facilities 2x ` Location 12 - main office 1x ` Location 4 - lower circuitry hallway 1x Location 7 - darkroom stairway 2x ` Location 2 - trashed office 1x ` Location 31 - basement transfer hall 2x ` Location 14 - stairway shortcut 3x Section 3 - Foundation Location 6 - parking lot 1x ` Location 3 - power room 1x ` Location 10 - prison 1x ` Location 19 - superintendence room 3x Section 5 - Deep Sewers Location 11 - lower sewer post 2x Section 6 - Factory Location 3 - hallway structure two 1x Section 7 - Underground Lab Location 19 - furnace room 1x ` Location 9 - higher outer ladder access 2x ` Location 11 - central pass 3x LEON - SCENARIO 'A' Section 1 - City Area Location 8 - police department lawn 1x Section 2 - Police Headquarters Location 4 - lower circuitry hallway 1x ` Location 7 - darkroom stairway 2x ` Location 12 - main office 1x ` Location 13 - police facilities 2x Location 14 - stairway shortcut 3x ` Location 2 - trashed office 1x ` Location 31 - basement transfer hall 2x Section 3 - Foundation Location 3 - power room 1x ` Location 6 - parking lot 1x ` Location 10 - prison 1x Section 5 - Deep Sewers Location 11 - lower sewer post 2x Section 6 - Factory Location 3 - hallway structure two 2x Section 7 - Underground Lab Location 2 - work compartment 1x ` Location 9 - higher outer ladder access 2x ` Location 11 - central pass 3x LEON - SCENARIO 'B' Section 1 - City Area Location 8 - police department lawn 1x Section 2 - Police Headquarters Location 23 - crows' pass 1x ` Location 14 - stairway shortcut 3x ` Location 13 - police facilities 2x ` Location 4 - lower circuitry hallway 1x Location 12 - main office 1x ` Location 2 - trashed office 1x ` Location 31 - basement transfer hall 2x Section 3 - Foundation Location 6 - parking lot 1x ` Location 10 - prison 1x ` Location 3 - power room 1x Section 5 - Deep Sewers Location 7 - sewage control room 3x ` Location 11 - lower sewer post 2x Section 6 - Factory Location 3 - hallway structure two 1x Section 7 - Underground Lab Location 9 - higher outer ladder access 2x ` Location 11 - central pass 3x Red Herb Description: 'Special herbs that grow in the Raccoon City region.' Where It Can Be Found CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 15 - illuminated pass 1x ` Location 19 - library 1x Section 3 - Foundation Location 2 - side route 1x Section 7 - Underground Lab Location 13 - laboratory hall 1x CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 15 - illuminated pass 1x ` Location 19 - library 1x Section 3 - Foundation Location 2 - side route 1x Section 7 - Underground Lab Location 13 - laboratory hall 1x LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 15 - illuminated pass 1x ` Location 19 - library 1x Section 3 - Foundation Location 2 - side route 1x ` Location 11 - kennel 1x Section 7 - Underground Lab Location 13 - laboratory hall 1x LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 15 - illuminated pass 1x ` Location 19 - library 1x Section 3 - Foundation Location 2 - side route 1x ` Location 11 - kennel 1x Section 7 - Underground Lab Location 13 - laboratory hall 1x Blue Herb Description: 'Special herbs that grow in the Raccoon City region.' Where It Can Be Found CLAIRE - SCENARIO 'A' Section 5 - Deep Sewers Location 1 - sewage drain 2x ` Location 11 - lower sewer post 0x Section 7 - Underground Lab Location 7 - sleeping quarters 0x CLAIRE - SCENARIO 'B' Section 3 - Foundation Location 10 - prison 1x ` Location 11 - kennel 1x Section 4 - Pollution Dump Location 11 - disposal storage 1x Section 5 - Deep Sewers Location 1 - sewage drain 2x ` Location 11 - lower sewer post 0x Section 6 - Factory Location 3 - hallway structure two 1x Section 7 - Underground Lab Location 7 - sleeping quarters 0x LEON - SCENARIO 'A' Section 3 - Foundation Location 10 - prison 1x ` Location 11 - kennel 1x Section 4 - Pollution Dump Location 11 - disposal storage 1x Section 5 - Deep Sewers Location 18 - side sewage drain 2x ` Location 11 - lower sewer post 0x Section 7 - Underground Lab Location 7 - sleeping quarters 0x LEON - SCENARIO 'B' Section 3 - Foundation Location 10 - prison 1x ` Location 11 - kennel 1x Section 4 - Pollution Dump Location 11 - disposal storage 1x Section 5 - Deep Sewers Location 18 - side sewage drain 2x ` Location 11 - lower sewer post 0x Section 6 - Factory Location 3 - hallway structure two 1x Section 7 - Underground Lab Location 7 - sleeping quarters 0x F. Aid Spray Description: 'This will completely restore my vitality.' Where It Can Be Found CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 3 - information office 1x ` Location 29 - exhibit room 1x ` Location 33 - broadcast room 1x Section 5 - Deep Sewers Location 7 - sewage control room 1x Section 6 - Factory Location 4 - control shed 1x Section 7 - Underground Lab Location 5 - frozen research room 1x ` Location 14 - chemical research room 1x CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 3 - information office 1x ` Location 33 - broadcast room 1x Section 5 - Deep Sewers Location 7 - sewage control room 1x Section 6 - Factory Location 4 - control shed 1x Section 7 - Underground Lab Location 5 - frozen research room 1x ` Location 14 - chemical research room 1x LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office 1x ` Location 30 - interrogation room 1x ` Location 33 - broadcast room 1x Section 6 - Factory Location 4 - control shed 1x Section 7 - Underground Lab Location 5 - frozen research room 1x ` Location 16 - chemical testing room 1x LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 17 - filing facility 1x ` Location 30 - interrogation room 1x ` Location 33 - broadcast room 1x Section 6 - Factory Location 4 - control shed 1x Section 7 - Underground Lab Location 5 - frozen research room 1x ` Location 16 - chemical testing room 1x WEAPONS * For easier navigation, all weapon names will appear red in the "sections walkthrough and object locations" portion of this guide. ~ For weapons, the following important information will be discussed: Description = Explanation of design and type as provided by the game's examine quote. Max Ammo Capacity = Greatest amount that can be held in ammunition before reloading is required. 00 represents a variable amount that can't exceeded. Infinite suggest there is no end to how much ammo can be packed in. None indicates no ammo nor fuel is necessary for that weapon, thus providing endless use. 100% identifies weapons that run on a different system of ammo storage, by decrementing in percentile as that weapon is fired. Automatic Reloading = Yes states your character can refill the weapon's depleted ammo during battle without having to consult the menu. No warns otherwise, in which case the remaining supply must be accountable for. To manually reload just combine ammo to its corresponding weapon on the item select screen. Usable By = Character's name(s) are listed to indicate whom has the capability to use this weapon. For those who can't, this weapon will not be found at anytime during that person's scenario. Where It Can Be Found = All the places this weapon can be found are listed accordingly. Equipped means the usable characters will already be carrying this weapon as soon as they are controllable. Else a weapon's location will be posted directly after the scenario that spot pertains to. Weapon Strategy = Some info about how that weapon should be handled. -------------------------------------------------------------------------------- Knife Description: 'A combat knife. It could come in handy...' Max Ammo Capacity: None Automatic Reloading: No Usable By: Claire Redfield, Leon Kennedy, Tofu Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' & 'B' Equipped -------------------------------------------------------------------------------- Hand Gun/C. Hand Gun Description for Browning HP: 'Browning HP. Manufactured by FN, Belgium. It uses 9mm parabellum rounds.' Description for H&K VP70: 'H&K VP70 Manufactured by H&K, Germany. It uses 9mm parabellum rounds.' Description for H&K VP70 Burst: 'H&K VP70 Burst. VP70 with a stock holster. Capable of firing three round auto bursts. Max Ammo Capacity: 13 or 18 (H&K VP70 & H&K VP70 Burst only) Automatic Reloading: Yes Browning HP is Usable By: Claire Redfield, Ada Wong H&K VP70 is Usable By: Leon Kennedy, Hunk H&K VP70 Burst is Usable By: Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A' & 'B' Equipped -------------------------------------------------------------------------------- Bow Gun Description: 'A powerful bow gun primarily used to hunt large game.' Max Ammo Capacity: 15 Automatic Reloading: No Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A' Section 1 - City Area Location 2 - KENDO gun shop ` Location 10 - shed CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office -------------------------------------------------------------------------------- Flamethrower Description: 'Chemical fuel flame-thrower made by Umbrella Inc. The fuel is fed from a small cartridge.' Max Ammo Capacity: 100% Automatic Reloading: No Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A'&'B' Section 7 - Underground Lab Location 7 - sleeping quarters -------------------------------------------------------------------------------- Magnum/C. Magnum Description for Desert Eagle 50A.E.: 'Desert Eagle 50A.E. A high caliber magnum pistol. It uses powerful DOT50A.E. rounds. By IMI, Israel.' Destription for D.E.50A.E. 10 Inch: 'D.E.50A.E. 10 inch 10 inch barrel is put on to D.E.50A.E. It can fire DOT50A.E. rounds more powerfully.' Max Ammo Capacity: 8 Automatic Reloading: Yes Desert Eagle 50A.E. is Usable By: Leon Kennedy, Hunk D.E.50A.E. 10 Inch is Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 32 - bedroom LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office -------------------------------------------------------------------------------- Shotgun/C. Shotgun Description for Remington M1100-P:'Remington M1100-P. It uses 12 guage rounds. Smaller than a standard M1100, as its barrel is cut.' Description for Remington M1100 Full Size Semi-Automatic: 'Remington M1100. M1100 full size semi-automatic. The longer barrel results in more concentrated blasts.' Max Ammo Capacity: 5 to 7 (Remington M1100 Full Size Semi-Automatic only) Automatic Reloading: Yes Remington M1100-P is Usable By: Leon Kennedy, Hunk Remington M1100 Full Size Semi-Automatic is Usable By: Leon Kennedy Where It Can Be Found LEON - SCENARIO 'A' Section 1 - City Area Location 2 - KENDO gun shop Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 1 - lower main hall -------------------------------------------------------------------------------- Colt S.S.A. Description: 'Colt S.A.A. Artillery model. Used by cowboys in the Wild West. Designed for a quick draw.' Max Ammo Capacity: 6 Automatic Reloading: Yes Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 2 - Police Headquarters Location 8 - darkroom WEAPON STRATEGY Nothing has changed about the bullets this gun uses. They're still not effective unless used in great quantities. Great thing is this gun pushes out major firing speed. Cause the chamber only holds 6 bullets at a time there will be a brief pause between bullet flying intervals. But since this weapon is such a speed demon, one doesn't need to worry about getting closer to the action. With zombies, all you have to do is quickly let that lead fly at point blank range, then watch the zombie get flung back. It quickly cuts through herds of the undead easily, despite its need to constantly reload. This gadget is even great against lickers! Since it takes roughly 6 parabellum rounds to knock a licker down anyways, the only thing keeping you from doing that with a browning HP is the slow recoil. Now that isn't a problem anymore, teach those lickers a lesson while conserving your better ammo. Birds and dogs cower before this weapon's speed, just keep on them and don't worry about being overwhelmed, assuming you have enough ammo. Just point and burn. This gun works moderately well against the likes of spiders, mutant plants, and even holds its own against bosses. * Please see the "specials and secrets" section of this guide for learning how to find the key to access this weapon. -------------------------------------------------------------------------------- G. Launcher Description: 'M79 Grenade Launcher. Various rounds can be used. The cut stock causes a greater recoil.' Max Ammo Capacity: Infinite Automatic Reloading: No Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 11 - S.T.A.R.S. office CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 1 - lower main hall -------------------------------------------------------------------------------- Spark Shot Description: 'High voltage gun to repel experimental animals. It uses Spark Shot rounds and has a range of 10 feet.' Max Ammo Capacity: 100% Automatic Reloading: No Usable By: Claire Redfield Where It Can Be Found CLAIRE - SCENARIO 'A'&'B' Section 6 - Factory Location 2 - hallway structure one -------------------------------------------------------------------------------- S. Machine Gun Description: 'MAC11. Manufactured by Military Armament CORP. It uses DOT 380 rounds.' Max Ammo Capacity: 100% or None (special S. Machine Gun only) Automatic Reloading: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'A'&'B' Section 3 - Foundation Location 5 - weapon depot CLAIRE/LEON - SCENARIO 'B' Section 7 - Underground Lab Location 22 - thrashed experiment room WEAPON STRATEGY Arguably the best overall weapon! Though it isn't the most powerful, because of its trigger speed, ability to aim up and down, and force to push back multiple enemies at once, this weapon is all you need for any situation so long as the ammo don't run dry. Too bad you'll mostly be using this gun with only one clip. Good thing that clip is a long lasting one at that. There isn't a lot to say about this weapon other than it would be best to save it for rainy days, and bosses. Tap the button for controlled bursts and to reserve the ammo. When up against large groups of anything, including lickers, hold that button down and watch everything fly far back from your reach. This gun is a monsterous machine. There isn't a creature you encounter that this weapon wouldn't be the best choice for destroying. So try to span out how often you use this. Cause when this weapon's clip is exhausted, there is much to fear all over again. * Please see the "specials and secrets" section of this guide for learning how to earn special weapons. -------------------------------------------------------------------------------- Gatling Gun (special weapon) Description: 'A powerful weapon that sprays bullets into targets. I should be able to defeat any enemy with this.' Max Ammo Capacity: None Automatic Reloading: No Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found * Please see the "specials and secrets" section of this guide for learning how to earn special weapons. WEAPON STRATEGY The ultimate weapon? Almost. It does have its flaws. On its positive points, virtually no effort is required to use this powerhouse of a gun. Point, shoot, and watch everything in your path be shredded quickly. Realistically, the bullets from this gun fly right through enemies in front of you and travel to hit even the enemies behind them. So this weapon is best for using on groups of smaller enemies. However, this weapon cannot be aimed up or down nor will it push some enemies back like lickers. It will still hit enemies that are slouched low to the ground but it cannot get any that choose to crawl to higher levels. Additionally, this weapon takes a short while to get firing. The chamber spins a little bit before actually spitting out the pain. This renders the weapon not ideal for defending against quick attacks. Which also would be the case for some bosses. Ammo is obviously not an issue, so flail at will. Just be sure to give some time to fire and cease fire in between attack sessions. Outside of these shortcomings, this weapon is dangerous only to those on the receiving end of its fury. -------------------------------------------------------------------------------- Rocket Launcher Description: 'A rocket launcher. One shot from this should kill any enemy.' Max Ammo Capacity: 2 or None Automatic Reloading: No (special Rocket Launcher only) Usable By: Claire Redfield, Leon Kennedy Where It Can Be Found CLAIRE/LEON - SCENARIO 'B' Section 8 - Escape Transport Location 5 - outer stairway room WEAPON STRATEGY The most devastating weapon in the entire game. Its only drawback is it can't point up. Other than that, it will destroy most things in one shot, and anything else in approximately three. It takes awhile to put up on your shoulder, so expect to be attacked if you're too close to enemies like lickers when trying to set up for a shot. This weapon is also difficult to use on enemies that are too small like crows. Other than that, shoot it at whatever moves and turn your back knowing the missile you fired ended your foes' miserable lives. * Please see the "specials and secrets" section of this guide for learning how to earn special weapons. AMMO * For easier navigation, all name piles of ammo will appear gray in the "sections walkthrough and object locations" portion of this guide. * Loot dead (not undead) officers. They often have H. gun bullets on them. ~ For ammo, the following important information will be discussed: Description = Observation of ammunition as provided by the game's examine quote. Where It Can Be Found = All the places ammo can be found are listed accordingly. Equipped means the usable characters will already be carrying ammo as soon as they are controllable. Else an ammo location will be posted directly after the scenario that spot pertains to. Each situation where ammo may appear a number will appear in ( ) to indicate the number of rounds are included in the ammo pickup. Such as (15). For those that are already equipped with some ammo, an -easy with a number in parenthesis will list how much ammo that person begins with in easy mode. For normal mode the person will still be equipped with ammo, but only for the amount in their weapon's chamber. H. Gun Bullets Description: '9x19 parabellum rounds that can be used for either the H & K VP70 or Browning HP.' ---Where It Can Be Found--- CLAIRE - SCENARIO 'A' Section 1 - City Area Equipped(120)-easy ` Location 2 - KENDO gun shop 2x(15) ` Location 3 - basketball court 1x(15) Location 4 - back alley 1x(15) ` Location 6 - inside parked bus 1x(15) Section 2 - Police Headquarters Location 1 - lower main hall 1x(30) ` Location 4 - lower circuitry hallway 1x(15) ` Location 8 - darkroom 1x(15) Location 11 - S.T.A.R.S. office 1x(15) ` Location 18 - waiting room 1x(15) ` Location 2 - trashed office 1x(15) Location 13 - police facilities 1x(15) ` Location 17 - filing facility 1x(15) ` Location 23 - crows' pass 1x(15) ` Location 6 - briefing room 1x(15) Location 9 - room of the gods 1x(15) Section 3 - Foundation Location 1 - main basement hall 1x(15) ` Location 5 - weapon depot 2x(15) Section 5 - Deep Sewers Location 7 - sewage control room 1x(30) ` Location 16 - cave transport 1x(15) Section 6 - Factory Location 5 - warehouse 1x(15) -------------------------------------------------------------------------------- CLAIRE - SCENARIO 'B' Section 1 - City Area Equipped(120)-easy ` Location 10 - shed 1x(15) Section 2 - Police Headquarters Location 23 - crows' pass 1x(15) ` Location 13 - police facilities 2x(15) ` Location 21 - relaxation room 1x(30) Location 16 - criminal examination room 1x(15) ` Location 4 - lower circuitry hallway 1x(15) ` Location 6 - briefing room 1x(15) Location 8 - darkroom 1x(15) ` Location 18 - waiting room 1x(30) ` Location 2 - trashed office 1x(15) ` Location 29 - exhibit room 1x(15) Location 9 - room of the gods 1x(15) Section 3 - Foundation Location 1 - main basement hall 1x(15) ` Location 5 - weapon depot 2x(15) Section 5 - Deep Sewers Location 7 - sewage control room 1x(30) ` Location 19 - superintendence room 1x(15) Section 6 - Factory Location 5 - warehouse 1x(15) Section 7 - Underground Lab Location 2 - work compartment 1x(15) -------------------------------------------------------------------------------- LEON - SCENARIO 'A' Section 1 - City Area Equipped(120)-easy ` Location 2 - KENDO gun shop 2x(15) ` Location 3 - basketball court 1x(15) Location 4 - back alley 1x(15) ` Location 6 - inside parked bus 1x(15) ` Location 10 - shed 1x(15) Section 2 - Police Headquarters Location 1 - lower main hall 1x(30) ` Location 4 - lower circuitry hallway 1x(15) ` Location 6 - briefing room 1x(15) Location 8 - darkroom 1x(15) ` Location 11 - S.T.A.R.S. office 1x(15) ` Location 13 - police facilities 1x(15) Location 3 - information office 1x(15) ` Location 17 - filing facility 1x(15) ` Location 18 - waiting room 1x(15) ` Location 23 - crows' pass 1x(15) Location 2 - trashed office 1x(15) ` Location 9 - room of the gods 1x(15) Section 3 - Foundation Location 1 - main basement hall 1x(15) ` Location 9 - concrete hall 1x(15) ` Location 5 - weapon depot 2x(15) Section 5 - Deep Sewers Location 19 - superintendence room 1x(30) ` Location 16 - cave transport 1x(15) Section 6 - Factory Location 5 - warehouse 1x(15) -------------------------------------------------------------------------------- LEON - SCENARIO 'B' Section 1 - City Area Equipped(120)-easy ` Location 10 - shed 1x(15) Section 2 - Police Headquarters Location 23 - crows' pass 1x(15) ` Location 13 - police facilities 2x(15) ` Location 21 - relaxation room 1x(30) Location 4 - lower circuitry hallway 1x(15) ` Location 6 - briefing room 1x(15) ` Location 8 - darkroom 1x(15) Location 9 - room of the gods 1x(15) ` Location 18 - waiting room 1x(30) ` Location 16 - criminal examination room 1x(15) Location 2 - trashed office 1x(15) ` Location 27 - chief's office 1x(15) Section 3 - Foundation Location 1 - main basement hall 1x(15) ` Location 3 - power room 1x(15) ` Location 5 - weapon depot 2x(15) Section 5 - Deep Sewers Location 19 - superintendence room 1x(30) ` Location 7 - sewage control room 1x(15) Section 6 - Factory Location 5 - warehouse 1x(15) -------------------------------------------------------------------------------- G. Rounds Description: 'Grenade bearing rounds. For the M79 Grenade Launcher.' ---Where It Can Be Found--- CLAIRE - SCENARIO 'A' Section 4 - Foundation Location 6 - alternate zone route 1x(6) Section 5 - Deep Sewers Location 3 - stockroom 1x(6) Section 6 - Factory Location 4 - control shed 1x(6) Section 7 - Underground Lab Location 8 - sitting room 2x(6) ` Location 14 - chemical research room 2x(6) ` Location 16 - chemical testing room 1x(6) --------------------------------------------------------------------------------Section 4 - Foundation Location 6 - alternate zone route 1x(6) Section 5 - Deep Sewers Location 3 - stockroom 1x(6) ` Location 20 - pitch-dark shed 1x(6) Section 7 - Underground Lab Location 8 - sitting room 2x(6) ` Location 14 - chemical research room 2x(6) -------------------------------------------------------------------------------- Shotgun Shells Description: 'Shotgun shells. For the Remington M1100 series.' ---Where It Can Be Found--- LEON - SCENARIO 'A' Section 2 - Police Headquarters Location 13 - police facilities 1x(7) ` Location 25 - stored goods room 1x(7) ` Location 26 - confiscation lockers 1x(7) Location 31 - basement transfer hall 1x(7) ` Location 32 - bedroom 1x(7) Section 3 - Foundation Location 5 - weapon depot 2x(15) Section 4 - Pollution Dump Location 3 - work elevator room 1x(7) Section 5 - Deep Sewers Location 20 - pitch-dark shed ` Location 9 - ventilation entrance sewer 1x(7) ` Location 16 - cave transport 1x(7) Location 11 - lower sewer post 1x(7) Section 6 - Factory Location 4 - control shed 1x(7) Section 7 - Underground Lab Location 2 - work compartment 1x(7) ` Location 8 - sitting room 2x(7) -------------------------------------------------------------------------------- LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 13 - police facilities 1x(7) ` Location 24 - crash site 1x(7) ` Location 25 - stored goods room 1x(7) Location 3 - information office 1x(7) ` Location 26 - confiscation lockers 1x(7) ` Location 32 - bedroom 1x(7) Section 4 - Pollution Dump Location 3 - work elevator room 1x(7) Section 5 - Deep Sewers Location 20 - pitch-dark shed 1x(7) ` Location 3 - stockroom 1x(7) ` Location 9 - ventilation entrance sewer 1x(7) Location 11 - lower sewer post 1x(7) Section 6 - Factory Location 4 - control shed 1x(7) Section 7 - Underground Lab Location 19 - furnace room 1x(7) ` Location 8 - sitting room 2x(7) -------------------------------------------------------------------------------- M. Bullets Description: 'DOT50A.E. rounds. Magnum rounds for the Desert Eagle.' ---Where It Can Be Found--- LEON - SCENARIO 'A' Section 5 - Deep Sewers Location 20 - pitch-dark shed 1x(8) Section 6 - Factory Location 4 - control shed 1x(8) ` Location 6 - electric car transport 1x(8) Section 7 - Underground Lab Location 2 - work compartment 1x(8) -------------------------------------------------------------------------------- LEON - SCENARIO 'B' Section 2 - Police Headquarters Location 32 - bedroom 1x(8) Section 3 - Foundation Location 5 - weapon depot 1x(8) Section 5 - Deep Sewers Location 20 - pitch-dark shed 1x(8) ` Location 3 - stockroom 1x(8) Section 6 - Factory Location 4 - control shed 1x(8) ` Location 6 - electric car transport 1x(8) Section 7 - Underground Lab Location 16 - chemical testing room 1x(8) -------------------------------------------------------------------------------- Acid Rounds Description: 'Grenade Acid Rounds. For the M79 Grenade Launcher.' ---Where It Can Be Found--- CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 13 - police facilities 1x(6) ` Location 32 - bedroom 1x(6) Section 3 - Foundation Location 8 - torture chamber 1x(6) Section 7 - Underground Lab Location 2 - work compartment 1x(6) -------------------------------------------------------------------------------- CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 13 - police facilities 1x(6) ` Location 26 - crash site 1x(6) ` Location 31 - basement transfer hall 1x(6) ` Location 32 - bedroom 1x(6) Section 3 - Foundation Location 5 - weapon depot 1x(6) ` Location 8 - torture chamber 1x(6) Section 6 - Factory Location 4 - control shed 1x(6) -------------------------------------------------------------------------------- Flame Rounds Description: 'Grenade Flame Rounds. For the M79 Grenade Launcher.' ---Where It Can Be Found--- -------------------------------------------------------------------------------- CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 18 - waiting room 1x(6) Section 5 - Deep Sewers Location 9 - ventilation entrance sewer 1x(6) ` Location 11 - lower sewer post 1x(6) Location 16 - cave transport 1x(6) Section 6 - Factory Location 4 - control shed 1x(6) ` Location 6 - electric car transport 1x(6) Section 7 - Underground Lab Location 2 - work compartment 1x(6) -------------------------------------------------------------------------------- CLAIRE - SCENARIO 'B' Section 4 - Foundation Location 3 - power room 1x(6) Section 5 - Deep Sewers Location 20 - pitch-dark shed 1x(6) ` Location 9 - ventilation entrance sewer 1x(6) ` Location 11 - lower sewer post 1x(6) Section 6 - Factory Location 4 - control shed 1x(6) ` Location 6 - electric car transport 1x(6) Section 7 - Underground Lab Location 19 - furnace room 1x(12) ` Location 2 - work compartment 1x(6) -------------------------------------------------------------------------------- Bow Gun Bolts Description: 'Compact iron bolts that can be used with a bow gun.' ---Where It Can Be Found--- CLAIRE - SCENARIO 'A' Section 2 - Police Headquarters Location 26 - confiscation lockers 1x(36) Section 3 - Foundation Location 5 - weapon depot 1x(36) Section 5 - Deep Sewers Location 3 - stockroom 1x(36) Section 7 - Underground Lab Location 7 - sleeping quarters 1x(36) -------------------------------------------------------------------------------- CLAIRE - SCENARIO 'B' Section 2 - Police Headquarters Location 26 - confiscation lockers 1x(36) Section 3 - Foundation Location 10 - prison 1x(36) Section 5 - Deep Sewers Location 3 - stockroom 1x(36) Section 7 - Underground Lab Location 7 - sleeping quarters 1x(36) FACTS This section contains all sorts of info pertaining to the different versions of Resident Evil 2 as well as its prequels and sequels. To access the different sections, pick from the selection below. Past Storyline: The story told for Resident Evil 1 including before, during, and after Chris Redfield and Jill Valentine took on Umbrella's mansion. Resident Evil 2 Facts: Little known facts about the history, making, translation, and future of Resident Evil games. To be continued...: The story of things to come, including highlights of what happens to Jill in RE Nemesis and Claire in Code Veronica. Version Differences: An explanation of the major or minor differences between Resident Evil 2 for the N64, PSX, PC and DC systems. Movie Zombie Facts: An educational and humorous look at the truth behind the movie monsters that inspired Resident Evil games STORYLINE, PAST AND PRESENT There is much that occurred before Leon S. Kennedy or Claire Redfield ever visited Raccoon City. So if you haven't played RE in awhile or not at all, you might want to catch up on what led to this point. Following is a summary story on what happened before, during, and a little bit after the first Resident Evil battle. ~ Pride of Raccoon City. Not an area accustomed to problems. Panic ensued as locals began calling in with missing person reports and sightings of attacks from dog-like monsters. Victims were reported as being eaten. During general investigation, one of the missing people's body was recovered. It turned out to be a female, who was removed from a lake in slashed and mangled form. Autopsy revealed her death was caused from an animal with great fang length. Speculation hinted along the lines of a grizzly or wolf attack. Background information on this woman explained that she had partaken in a tourist group hiking trip, whom walked those mountains only a few days prior. Assuming the location to still be a threat, entrances to these mountains were barricaded. A branch of Raccoon's Police Department named Special Tactics and Rescue Squad (S.T.A.R.S.) assembled a team to search for the other hikers. Code named Bravo, this valiant team proceeds with their search of the area via helicopter. Bravo's feedback stated they've spotted a mansion in the vicinity of this targeted area. Oddly, engine failure with their craft occurs and it goes down in a crash over the mountains. All radio contact is severed. Now, a second S.T.A.R.S. party is assembled, code name Alpha. Their briefly given orders are of greater importance than the first team. They must resume Bravo's mission by investigating Raccoon Forest, also locate the whereabouts of Bravo's helicopter, rescue members of Bravo Team, and put this entire situation to a rest. Unkown to many members of Alpha Team, this would be no standard operation. ~ Return to "Survival Horror." Alpha Team spots their colleagues' wreckage. Landing nearby to initiate investigation of the area, it wasn't too long till evidence of a Bravo Team member's corpse was found. Joseph Frost, a member of Alpha Team, is jolted at the sight of these remains. Yet his panic is interrupted by a swift death from an unholy creature that sought him out. Leaping to tear into him, Jill witnesses the scene and screams out for Joseph before everyone retreats in fear of their own lives. Firing their pistols madly at the blood thirsty beast as they rush through thickets of tall grass. Distressingly, their pilot driven by cowardice, flees without his comrades. To no other reasonable alternatives the team seeks refuge in a nearby mansion, and maintain their stay in safety from the thing which lurks outside. Only to somehow be separated from within this mansion! Alpha members Chris Redfield and Jill Valentine reveal many a dreadful thing as they explore the mansion. During their exhibition, they encounter cadavers of scientist who somehow are animated and violently carnivorous. They are faced with fending off the walking dead, and other things of an experimental sort. As the plot unfolds, Chris and Jill find they are pawns in a sadistic conspiracy. They learn of a company named Umbrella, whom funds industries that devise biochemicals for warfare. One of the scientist supporting this project ends up being none other than Albert Wesker, current leader of S.T.A.R.S. Alpha Team. One twist after another unfolds. Chris's good friend and partner Barry Burton is exposed as a betrayer, a young woman named Rebecca Chambers appears to be the only remaining survivor of Bravo Team, discovered underneath the mansion is an entire chemical research facility, and scattered documents reference all the gruesome creatures as being bi- products of a chemical called T-Virus. Albert along with the help of Barry, ambush Chris and Jill. Albert explains Umbrella's operation obviously leaked, and he came present to settle the matters himself. Yet also complains of others meddling into classified information. Albert also explains that Barry's betrayal is due to a threat for death placed on Barry's family. Then as a finale to this deviation, Chris and Jill soon become faced with Tyrant. Tyrant, an organic secret weapon produced by the T-Virus is awakened from its dormant state. As Chris and Jill cross Tyrant's path, they are attacked. Though quick, agile, and deadly, the monolith weapon is thwarted and rendered unconscious from Chris and Jill's attacks. Suddenly, a self destruction sequence is activated. Pressuring all to immediately evacuate the quarters. The two heroes race upwards to the building's roof. From atop, they find a flare launcher. It is fired in hopes of alerting any nearby craft's attention. Gratefully Brad Vickers, the pilot who initially left his crew, had returned in hopes of redeeming himself by rescuing those he let down. He sees the flare and zooms towards it. Before the helicopter can land, Tyrant rips through the floor and climbs up to block a safe path. Chris and Jill fight this monster while trying to beat the clock before the building detonates. Just as despair almost sinks in, Brad drops a rocket launcher down below to be used on Tyrant. This launcher is used and in one well aimed missile, Tyrant is reduced to a pile of limbs! Certainly Chris, Jill, Barry, and Rebecca Chambers escape the evil. Albert is presumed dead as the mansion blows up in the distance. Despite all that was achieved and solved, this barely set the stage for many more adventures to come. Umbrella had counted the mansion location as a loss a long time ago, and now with all the evidence up in flames it becomes the heroes word against those involved. Umbrella thrives off far more powerful branches located outside Raccoon City. Soon to follow, the problem will grow, but so will the champions who fight the cause! ~ Nightmares Lurk The Streets. A calm ensues Raccoon City now that prolonged murders had ceased to be. For Chris and Jill, tension overpowered their time for relaxation. They tried to convince government officials of the outrageous conspiracy at hand, yet failed to grasp any attention or belief. Chris took it upon himself to investigate the matters himself. By mailing key figures with inquiries. This ongoing process was hoped to present names for others involved in this warfare project. Acting alone on the situation, Chris leaves Raccoon City on a lead for more information. Meanwhile unusual symptoms are showing up all around the city. It isn't long until almost everyone becomes the walking dead. It is unknown what is behind all these people turning into zombies. The police station is quickly turned upside down with madness and Jill Valentine is caught in the middle of it all. Struggles to fight for her life begin once again. Finally, Raccoon City is reduced to a ghost town. Yet it is not closed off to the outside public. The new adventure begins now..... To Be Continued... What is in store for the wary and unwary as Umbrella's enterprise thrives? Can Jill Valentine cheat death again? Will Claire and Chris Redfield ever reunite? These answers and more will be discussed. Not all is confided and specifics are diluted. Yet if you haven't played Nemesis or Code Veronica then knowing too much might be your own undoing. So here is a brief rundown... -The Epidemic Problem Lives On- (spoiler info for Nemesis and Code Veronica) Umbrella mercenaries flood in to control Raccoon City's zombie outbreak. One by one these soldiers are torn apart by herds of the undead. Not even help from policemen calms the situation. Jill Valentine ducks from building to building, dodging disaster, and eluding a new bio-monster named Nemesis. This female fighter pairs up with remnants of the Umbrella mercenary squad, despite her hatred for their employer. Mercenary leader Nicholai, whom also is a conspirator, contributes to killing off allies of his already reduced squad. Another member named Carlos, aids Jill and realizes the error of Nicholai's ways. Jill brings about the death of Nicholai. Yet Nicholai's demise is not as unfortunate or gruesome as when Jill later cuts Nemesis in half using a mounted railgun! Still alive and healthy, she ventures off to find Chris. Ada Wong changes identities and vows to leave all of her past behind, then proceeds to her next mission. Barry Burton puts his family on hold to go side with those he once betrayed. Sherry Birkin becomes a target for questioning by agents. Leon Kennedy makes a decision to trade in his life for Sherry's. After delivering the G-Virus sample, Hunk delves deeper into a realm of mystery. The copter pilot who picks him up congratulates Hunk. Yet refers to him as Mr. Death. Additional comments recognize Mr. Death's abilities to complete mission objectives and remain unstoppable. As for inhabitants of Raccoon City? Lets just say the entire city was erased from existence thanks to a large missile. "It is up to us to stop Umbrella!" But can they do it? Claire Redfield gives a futile attempt to single-handedly topple Umbrella headquarters. She stirs quite a bit of commotion, causes a bit of damage, yet fails and is apprehended. Umbrella takes Claire into their arresting custody. She is then put in a holding cell located on a secluded island. It would seem that wherever this company is, carnage follows, as even this prison is infested with biochemical monsters. For this reason one of the discouraged guards releases Claire and allows her to fend for herself. Quickly she happens upon a young male prisoner who conveys a disgust with trusting other people. Later finding out his father let him down, and fell victim to a zombie's bite. Sadly he is soon faced with having to kill off his own dad. Along these perplexing travels Claire explores a mansion currently occupied. She meets the grandchildren of Umbrella's founder. A sadistic brother and sister duo, whom insist on hunting Claire down as she wanders about. Claire successfully meets up with her brother Chris. The story finds its way to Antartica where a greater battle awaits. Chris eventually takes control of the mission. Somewhere in the midst of this adventure Tyrant rears its ugly head again. Even worse, Albert Wesker returns! This time he has superhuman strength and speed. Expect a climatic clash between the two, the Umbrella founder's granddaughter appearing as a mutant, and a code "veronica" that is crucial for blowing up the entire nasty works! Version Differences There are a total of four versions of Resident Evil 2 (not counting the handheld ones), and each one has slight differences over another. This small section will described the various differences between the versions. Hunk & Tofu are additional characters who star in their own extra game mode. They are automatically available at any time on the Dreamcast version. For PSX, PC and N64 they must first be unlocked by meeting certain game winning requirements. Ex Files are documents that link the storylines for other Resident Evil games to this one. You'll find them available on the N64 version. The N64 version of RE2 has different solutions to a few of the puzzles than from the PlayStation version. These puzzles entail a locker combination and user registration name. On the PlayStation you must press up to move forward at all times, while pressing left and right to adjust your facing direction. Yet on the DC and N64 versions you have an option to change your controls to move forward in the direction you press. N64 offers an extra "randomizer" mode. Which affects the location outcome of certain objects. Outfits acquired using a "special key" are different on the N64 version than other versions. Movie Zombie Facts Unless you're a voodoo priest, mad scientist, or an evil spirit, then chances are you don't know a healthy amount about Zombies. There are valid sources for learning the origin of Zombies. Books are magical tools which provide facts and fiction from professionals who've sought to do research. Yet provided here is a more delicate provision from a greater appreciated source. Motion pictures and television! Which is truly a haven for senseless education. So with this in mind, on with the Zombie culture as provided by examples used in visual multimedia. What is a Zombie? Any human or zoological being that has passed into death beyond the hope of recovery, and then is later resurrected by condemned religious practices or other unnatural methods. Sometimes the cause used to call forth Zombies is unknown even to those responsible for its effect. In a Twilight Zone episode titled Mr. Garrity and the Graves, A con artist offers his services to a town. He guarantees his ability to bring the town's dead love ones back to life at midnight. The people graciously pay this man, whom has no intention of keeping his promise as it is beyond his actual talents. Nonetheless the dead do rise precisely at midnight and because of powers that the liar could not comprehend. How does one become a Zombie? Most commonly, it is due to some act of evil, usually spiritual. As with Evil Dead 2, Ash's wife is possessed by a dark spirit. She attacks her husband and in an act of self defense he decapitates and buries her. However, she rises from the grave to haunt him once again. Another possibility is through exposure of some chemical. In Return of the Living Dead a capsule containing a corpse and classified experimental gas from the military is tampered with. The gas is inadvertently released which later brings the corpse to life. Additionally it also puts those of the living who were exposed to this gas in a deathly state and then into Zombies. For Dawn of the Dead simply being bitten by a Zombie causes the victim to pass into death and rise as the undead. The least explored example for conjuring Zombies known as voodoo is an actual life practice in certain parts of the world. Popular in Hatia, voodooism is an art of black magic and necromancy. Based on such sorcery, Serpent and the Rainbow follows a man's journey for unlocked secrets to raising dead from the grave. Along his path he receives an unexpected encounter with a Zombie by becoming one himself. Are Zombies dangerous? In most cases they are usually ruthless killers. At times they are driven by vengeance and hunt on that basis. In the movie House, a renowned novelist whom writes about his horrifying Nam experiences becomes stalked by his once dead army friend. This particular Zombie returns for revenge cause his friend didn't accept a request to kill him when he was wounded, was then captured from the enemy, and massively tortured to death. Rationalizing didn't affect the Zombie's decision to attempt murdering him. Though extremely rare, some incidents involve Zombies that are innocent. A Twilight Zone episode titled Where the Dead Are, featured an island of Zombies who benefited from excessive living due to a miracle concoction. Using an Egyptian plant that regenerates cells, this mixture must be regularly injected into the body to maintain longevity. Fear of dying had driven the entire island to violence and any necessary means to keep their secret hidden. However there was a woman among the group who is gentle, poetic, and loyal. Though a Zombie like others, this attitude separated her from the pact. How do you kill a Zombie? This depends on the manner of that particular Zombie. In Pet Cemetery a man is forced to kill his Zombie son and cat. He does so simply by injecting both with poison using a hypodermic needle. Earlier a neighbor tells the tale of how his Zombie brother was torched. Thus providing insight that their immortality is greatly limited. For movies like Day of the Dead a Zombie has to be specifically attacked in the skull to stop it. This can include shooting, stabbing, beheading, setting aflame, or any other means that penetrates or removes the head. Yet in the most difficult scenario yet, for Return of the Living Dead one must completely obliterate the Zombie so that it can no longer attack. 3 men resort to holding a raging cadaver down and strike its skull with a pickax. This doesn't stop the corpse, so then they saw its head completely off! Still, it proceeds to animate. Desperate, the men then saw all of its limbs off, stick them in trash bags, and cremate the evidence. What are ways a Zombie attacks? In the Return of the Living Dead series Zombies attack by biting specifically into the skull. They do this to appease their appetite for human brains. Sick, but true. Other biting type Zombies can be found in Dawn of the Dead where they eat anything that is living flesh. In Prince of Darkness the homeless people turned into pseudo- Zombies choose a traditional method of beating people to death. Can a Zombie be reasoned with? Those who try usually are beaten, mangled, or eaten alive. Though some are nice, some not, some attack, some don't, etc.. If movies have taught us anything about Zombies, is they for the most part are driven by a purpose of either hate or phenomenon. For In the Mouth of Madness the storyline introduced random Zombie type characters that would engage in beatings despite the victim's cries. These bloody eyed aggressors proved to be influenced by the Sutter Kane books they read. In Mary Shelly's Frankenstein a Zombie is constructed of human parts collected from several dead people. The monster in its attempt to find peace, later becomes an object of destruction as it cannot cope with the basis of its existence and loneliness. For Bram Stoker's The Mummy an Egyptian Zombie awakens only to murder any who interrupt its tomb. SECRETS Acquiring Weapons With Infinite Ammo When you've earned these special weapons, not only will they have an unlimited supply of ammunition, but they'll be available very early on in the game. To find them, make your way to any storage chest and look inside. Infinite Rocket Launcher Complete a Scenario 'A' game in 2 1/2 hours or less with either rank-A or rank-B. Infinite Sub Machine Gun Complete a Scenario 'B' game in 2 1/2 hours or less with either rank-A or rank-B. Infinite Gatling Gun Complete a Scenario 'B' game in 2 1/2 hours or less with either rank-A or rank-B, and without saving once. -------------------------------------------------------------------------------- Special Key And The Rewards It Reveals Special key is something that can be unlocked at the beginning of scenario 'A' only. But once this secret is initiated, the key will be available to grab in the same spot for both scenarios. What is necessary to accomplish is easy to explain, doing so can be moderately challenging for rookie players. #1 st - Start a game on normal mode. Choosing easy will cancel out the trick from working. #2nd - Play as you normally would, but be sure not to pick up any items along the way. This includes weapons, ammo, & files. #3rd - Survive long enough on your limited ammo until reaching the Raccoon City Police Department Headquarters. #4th - Once inside the gate, look for any secluded stairways. They can be found on either side of the main headquarters door. #5th - Walk down the steps and battle Brad Vickers. See "enemies and bosses" section under zombies for a strategy on how to easily kill him. You may go into the building to pick up ammo on the computer desk and return to kill Brad if you wish to. Once you've reached this point you can pick up items without sabotaging your chances of getting the special key. #6th - After killing Brad, be sure to check his body for the special key. #7th - Make your way to the dark room. Same spot where picture film is developed. Use the key on the locker in there. What you'll find inside depends on whom you are using. #8th - If you've done steps 1-6 for scenario 'A'. Return to where you found Brad when you play scenario 'B'. He will be there again for you to kill and collect the key for this new scenario. Nothing in particular needs to be done for scenario 'B' once the key has been unlocked in the first scenario. CLAIRE For N64 only 1 outfit change: dark-purplish combat uniform with forearm guards and an angel on back of the jacket Extras: An extra weapon, 6 shooter Wild West style gun Other versions outside of N64 1 outfit change: dark-purplish cowgirl style outfit with jeans and vest LEON For N64 only 2 outfit changes: 1st = army fatigues, sunglasses, and bandana 2nd = S.T.A.R.S. cap and jacket Extras: Now holds handgun sideways and fires 2x faster, but only when wearing the 1st outfit. Other versions outside of N64 2 outfit changes: 1st = tank top with RPD cap 2nd = civilian biker Extras: Now holds handgun sideways and fires 2x faster when wearing either of the new outfits -------------------------------------------------------------------------------- Inconspicuous Extras There is a few little things that aren't a big deal to do or get, but are fun nonetheless. Because they also aren't the most obvious things to figure out, they are discussed here. Putting Bullet Holes In The Screen Whenever the game's camera is at an angle where your directly facing the screen, aiming and firing your weapon towards the screen sometimes shows bullet holes. This works with long range weapons along the likes of magnum and shotgun, not crossbow and launcher. Use shotgun for best results. Buried Film With A Picture Of Rebecca Chambers On It= While in the S.T.A.R.S. personal office, you will notice a few desks as you first walk in. The desk on the far left is swamped with various files. While examining it your character will make a comment, "It's trashed. Someone must have searched the desk..." Proceed to examine this area a total of 50 times straight and you'll eventually find a roll of film. If you choose to develop this film in the dark room downstairs it will reveal a picture of Rebecca Chambers. * DID YOU KNOW?... Rebecca Chambers was a playable character on the first Resident Evil adventure. Thanks to her training in medical health, she saves Chris Redfield's life from the poisoning a giant serpent inflicted on him. * Temporary Invincibility Okay, whether you don't want to cheat but need a pick-me-up to pass a boss, or running low on health refills and want to make every bit count, here is a formula that will help. For a bonus effect from mixing herbs-> Combine the "green herb" with a "blue herb" first. Then proceed to mix a "red herb" to the pile. Doing so in that order will trigger the positive action when it is ingested. -------------------------------------------------------------------------------- CODES N64 INVINCIBILITY Go to the load game screen, press [down 4x], [left 4x], [L-button 1x], [R-button 2x], [L-button 1x], [C-up 1x], and [C-down 1x]. The game will then return to the starting mode select screen. Note 1: From this point you may pick "any" mode, from any difficulty to play on. Including Hunk and Tofu games. Your characters will be impervious to attack. Note 2: There is still risk of death! It isn't actually "invincibility." More like "mega health!" You should easily be able to get through any scenario or mode without needing extra health even if you're not cautious. However, being too careless to stand in front of every enemy that attacks you will eventually get you killed. If hearing this makes you nervous, then keep a few health refills around just in case of an emergency. If you load up a saved game after using this code, your mega health status is renewed. Note 3: You are still at risk of being poisoned. While in poison status, your character will stagger a little bit when walking. But not to the point of limping. If you remain poisoned you will not become any worse, even if a creature attempts to infect you again. Ingesting a blue herb will eradicate your staggering problem and return you to the prior invulnerable status. UNLIMITED AMMO SUPPLY Go to the load game screen, press [up 4x], [right 4x], [L-button 1x], [R-button 1x], [L-button 1x], [R-button 1x], [C-right 1x], and [C-left]. The game will then return to the starting mode select screen. Note 1: Although you will now have unlimited ammo at this time, any rounds that are in your weapon or inventory will be exhausted. So if you have a clip of 13 bullets, and an extra box of 30 bullets, then begin firing beyond 44+ shots, it will still keep firing but now your clip will read as 0. The latter only happens sometimes though. Other times your carried ammo supply is not affected. THE END