=========================================
RESIDENT EVIL 2(DUAL SHOCK VERSION)
=========================================
[FULL FAQ/WALKTHROUGH]
[by snk202]@excite.com
=============
THE RULES
=============
All rights reserved to Gamefaqs and to snk202. "Copy" and or plagarism is
NOT ALLOWED. If you would like to post this on your site, contact me by
E-MAILING ME FIRST!!! Copyright 2001 Gamefaqs
=========================
GAME/GAME FAQ STATUS
=========================
GAME: Resident Evil 2(Dual Shock ver.)
SYSTEM: PlayStation
COMPANY: Capcom
BY: snk202
E-MAIL:
[email protected]
DATE STARTED: 7/23/01
DATE FINISHED: 7/26/01
DATE COMPLETE FINISHED: 7/31/01
=====================
VERSION INFORMATION
=====================
-Ver. 1.0-
7/23/01 Started and finished The Herb section and Weapon part(as well as all
the beginning stuff). Began the Claire A walkthrough.
-Ver. 2.0-
7/24/01 Continued finishing up Claire A walkthrough, began Leon B
walkthrough.
-Ver. 3.0-
7/25/01 Finsished Leon B walkthrough
-Ver. 4.0-
7/26/01 Started and finished Leon A, began Leon A walkthrough.
-Ver. 5.0-
7/27/01 Completed Leon A walkthrough, started Claire B.
-Ver. 6.0-
7/28/01 Finished up Claire B, started it's walkthrough.
-Ver. 7.0-
7/30/01 Finished Claire B walkthrough(update) and added Extreme Battle Mode
guide.
-Ver. 8.0-
7/31/01 Completed FAQ(with all updates).
========================
TABLE OF CONTENTS
========================
[1]---------------[MY OPINION]
[2]---------------[THE CONTROLS]
[3]---------------[THE HERBS]
[4]---------------[THE WEAPONS]
[5]---------------[IMPORTANT]
[6]---------------[WALKTHROUGH: CLAIRE A]
[7]---------------[WALKTHROUGH: LEON B]
[8]---------------[WALKTHROUGH: LEON A]
[9]---------------[WALKTHROUGH: CLAIRE B]
[10]--------------[EXTREME BATTLE MODE]
[11]--------------[THE FINAL WORD]
=================
[1]MY OPINION
=================
The Resident Evil series has made it's way sucessfully throughout the
gaming industry. Capcom has become one of the most famous videogame
companies to date, releasing Resident Evil games on all systems, including
this particulary one on the N64, PS, DC, and even the PC.
What makes this game so unique is the two character scenarios, with
similar yet different adventures, meeting different people, shooting
anything that moves and makes a sound, solving puzzles, and of course,
picking up ammo and items.
Although Code Veronica X is schedule to come out soon for PS2(won't be
suprised if it's delayed yet again), this is one PS classic you should
definetly hook up and play for a "warm up" and get you ready for that old
thing that never gets old............. survival horror.
-snk202-
===================
[2]THE CONTROLS
===================
If you played any Resident Evil game before, you know what to expect when it
comes to controls. At first it may seen confusing, but you should pick it up
quickly. In case you need this(which you probably won't in time), here are
all the buttons that are used in this game.
UP: Move forward, walk and run, aim up.
DOWN: Back up, aim down.
Left/Right: Self Explanatory, move in the according direction.
X: The most used button in the game for examining, shoot, and pick up items.
O: Access the menu screen for inventory and map.
SQUARE: Hold this while moving to run.
START: Pause the game.
SELECT: Go to Configuration Menu.
R1: To aim your gun.
==================
[3]THE HERBS
==================
Mixing herbs is one of the most important aspects of any Resident Evil game.
Look at this chart to understand the results and concepts of mixing herbs.
COLOR(S) RESULT
Green---------------- Cures a portion of health
Green+Green---------- Cures a half of health
Green+Green+Green---- Full Health recovery
Green+Red------------ Full Health recovery
Green+Blue----------- Portion of health and poisen
Blue----------------- Cures poisen
Green+Red+Blue------- Full recovery and cures poisen.
===================
[4]THE WEAPONS
===================
Below is a list of the weapons found in the game, as well as there power,
how much bullets it carries per clip, usefulness against a particular
enemy(ies), their location(s) and a brief description.
-KNIFE-(Leon and Claire)
Holds: N/A
Power: Weak
Location: You start out with it.
DESCRIPTION:
The Knife. The #1 weapon ranked as the worst weapon in the game. Just like
in the first Resident Evil, you will not use this often(only once).
-BERRETTA-(Claire)
Holds: 13 bullets
Power: Weak
Location: First gun weapon.
DESCRIPTION:
The Beretta is most useful against zombies and dogs. Use this more often and
save the big guns for later.
-PISTOL-(Leon)
Holds: 18 bullets
Power: Weak
Location: First weapon.
DESCRIPTION:
Similar to Claire's Berretta, the only difference is the amount it can
carry. Again, use this often against dogs and zombies.
-SHOTGUN-(Leon)
Holds: 5 shells
Power: Average
Location: Main Hall center desk, shed, Gun Shop
DESCRIPTION:
Use this against a large group of zombies, lickers, and the Tyrant. It's one
of the best weapons for Leon.
-G. LAUNCHER-(Claire)
Holds: 66-?? grenades
Power: Strong
Location: S.T.A.R.S. Office(cabinet)
DESCRIPTION:
Claire's best and most used weapon. Use the Acid Rounds against lickers and
bosses, Flame Rounds against plants and bosses, and Grenade Rounds against
groups of zombies, spiders, and the Tyrant.
-MAGNUM-(Leon)
Holds: 6 bullets
Power: Strong
Location: S.T.A.R.S. Office(cabinet)
DESCRIPTION:
Leon's most powerful gun(not counting the Rocket Launcher). Use this against
lickers and bosses.
-AUTO-SHOTGUN-(Leon)
Holds: 7 shells
Power: Strong
Location: From dead zombie in narrow hall(before taking the trolley).
DESCRIPTION:
Much better then the original Shotgun. More powerful and more of a spreding
attack. USe this when faced with lickers, the Tyrant, and multiple enemies.
-SPARK SHOT-(Claire)
Holds: Up to 100% voltage shots.
Power: Weak
Location: From dead zombie in narrow hall(before taking the trolley).
DESCRIPTION:
This gun isn't worth picking up. It takes up two spaces in your inventory,
and two long shots to take down a simple zombie.
-BOW GUN-(Claire)
Holds: 18 bolts
Power: Average
Location: Gun Shop, generator shed, Main Lobby desk.
DESCRIPTION:
Not as strong as anyone would expect, however it has a major impact on
multiple enemies.
-SUB MACHINE GUN-(Leon and Claire)
Holds: 100% machine bullets
Power: Average
Location: Locker in the "Weapon" Store Room.
DESCRIPTION:
You don't really end up using it much, but good for finishing off enemies.
-FLAME THROWER-(Leon)
Holds: 100% flamable catridge
Power: Average
Location: Locker in the room with the B.O.W. Gas Sprinkler computer.
DESCRIPTION:
Very useful against Plants(the only main purpose), but not so good towards
every other creature.
-ROCKET LAUNCHER-(Both Characters)
Holds: 5-?? rockets
Power: Super Strong
Location: Final Battle with the Tyrant(Scenario B).
DESCRIPTION:
The most powerful weapon in the game. One hit to the enemy saves the day.
===============
[5]IMPORTANT
===============
*Note: This was on the Original game on Normal Difficulty. I belive
everything is the same as on Easy mode, except for the higher challenge.
However, in order to unlock the additional Extreme Battle Mode, you MUST
complete the game on the Normal setting.
*Also: In the walkthrough(s), I've CAPATILIZED items, ammo, and files for a
noticable purpose. Make sure to pick them up.
========================
[6]WALKTHROUGH: CLAIRE A
========================
- After the long yet exciting intro, you'll start off immediatly
encountering zombies. Either run or take them out, then proceed to the Gun
Shop.
- Once you're done talking to the owner, pick up 2HANDGUN BULLETS in the
shelf behind the counter and on top of the box in the back. Exit through the
door. Optional: Kill all the zombies that come crashing through the window
and take the BOW GUN from the man's body.
- Continue through the narrow alley, shoot the two zombies behind the fence
and go straight. Grab the HANDGUN BULLETS in the back of the white van then
eliminate the zombie that comes bursting out of the caged door. Pass the
baketball court(and zombie) and into the door.
- Go up the green staircase, rap around it and down, pick up the HANDGUN
BULLETS form the trash can, then hop on top and over the trash disposal.
Shoot the zombies and run for the door. Quickly run past the group of
zombies feeding on a corpse and enter the bus. Grab the HANDGUN BULLETS from
the seat then exit at the other end.
- Clear a path by disposing only a few zombies and enter the far door. Go
down the stairs and up the other, and then enter the Police Station.
- On the front desk, take some HANDGUN BULLETS and an INK RIBBON. Enter the
northwestern door. Meet the wounded officer to recieve the BLUE CARD KEY.
Use it on the computer on the front desk to unlock the doors in the first
floor of the Main Hall. Proceed through the double doors.
- Store the Knife and Ink Ribbon, then take the POLICE MEMORANDUM off the
bench and unlock the small grey desk with your Lockpick. Inside is a FIRST
AID SPRAY. Enter the door and continue down the hall to encounter a licker.
If you did not pick up the Bow Gun from the man at the Kendo Shop, I
strongly suggest you run from the creature. Pick up the GREEN HERB by the
door and enter.
- Run past the double doors(you'll come back here later) and go through the
door at the end. Quickly take out the three zombies and grab the 2GREEN
HERBS by the door and enter. In the save room, take the HANDGUN BULLETS from
the cabinet, OPERATION REPORT 2 on the desk, and the INK RIBBON near the
type writer. Store any uneeded items and go up the staircase(if you haven't
saved, I recommend you do so).
- Once up the stairs, you will come across multiple statues, which is indeed
the first puzzle in the game.
---------
Puzzle!
---------
The key is to push the two statues into the square tablets on the left and
right side so they are both facing each other and the center statue. Simple
enough.
- Afterward, pick up the RED JEWEL that falls from the stone man's hand,
then proceed through the door. Go through the door you first see to arrive
at the S.T.A.R.S. Office. In there, grab CHRIS'S DIARY and the UNICORN MEDAL
from the middle desk, the GRENADE LAUNCHER in the silver cabinet, and the
HANDGUN BULLETS below the S.T.A.R.S. poster. Try to leave then read the FAX
PAPERS out of the fax machine. Head back to the Main Hall.
- Place the Unicorn Medal in the slot in front of the statue to earn the
SPADE KEY. Go back to the hall where you encountered the Licker and use the
key on the grey door. Inside, take the PATROL REPORT from file shelf and INK
RIBBON in the cabinet. Push the small ladder against the cabinet at the end
of the room, climb up and grab the CRANK.
- Make your back to the S.T.A.R.S. Office hallway on the second floor and
encounter a young girl. Follow her through the door using the Spade Key.
Meet up with Leon, then proceed down the dark narrow hall. Grab some HANDGUN
BULLETS from the locker on the side wall, then go down the end of the area.
Use you Lockpick on the small desk to recieve FLAME ROUNDS. Enter the
Library.
- First, take the RED HERB from the table in the corner, then go up the
stairs and at the end of the balcony to fall. Look at the picture, hit the
red switch, and be faced with another easy puzzle.
---------
Puzzle!
---------
>From left to right, there are Shelves 1, 2, and 3. Simply move Shelf 1 right
and Shelf 2 right to solve this puzzle.
- Once finsihed, take the SERPENT STONE from the painting and exit through
the double doors. Eliminate the zombies and activate the Emergancy Ladder at
the center of the second floor balcony. Do not descend, instead, enter the
eastern door.
- In the save room, grab the LIGHTER off the bench, SECRETARY'S DIARY A on
the desk, and the INK RIBBON in front of the type writer. Store any uneeded
items, keep the Lighter, and go back to the west area on the first floor.
- Go into the double brown doors(remember when I said you'll come back here
later?) located just beyond the hall where you encountered the licker. In
there, pick up the OPERATION REPORT 2 on the desk, then use your Lighter on
the fireplace in the back of the room. Take the RED JEWEL, then proceed back
to the second floor save room. Exit through the other door.
- Enter the door away from the fire, then run down the hall. Unlock the blue
door to create a shortcut for later, then continue down the hall and pick up
the HANDGUN BULLETS from the corpse. Leave through the door at the end(be
aware of the crows that come crahing through the windows).
- Arriving on the roof, take the stairs down leading to the small cabin.
Once inside, take the VALVE HANDLE, BOW GUN, and INK RIBBON. Go back to the
roof and use the Valve Handle on the water pressure in front of the chopper
to stop the fire. Grab some HANDGUN BULLETS from the helicopter, then track
back to the hall in front of the firing crash(make sure to get the two Red
Jewels from the store box).
- Enter the door right of the crashed chopper. Get the DIAMOND KEY on the
stacked wooden boxes, INK RIBBON in the vase, then place the two Red Jewels
in the left and right statues. Take the HALF BLUE STONE from the statue,
then make your way back to the east area of the first floor.
- Now you must proceed to the hall with the save room and the staircase(the
area just beyond where you get the second Red Jewel from the fire place).
Unlock the silver door at far end of the hall with your Diamond Key to enter
a small room sorrounded by many lockers. Use your Bow Gun to take of the
zombies without trouble. Examine all the lockers(including the back) to find
the PLASTIC, BOW GUN BOLTS, and FILM. Exit through the other door by
unlocking it.
- In this room, pick up the GREEN HERB on the ground, MEMO TO LEON on the
desk, HANDGUN BULLETS in the locker, and the DETENATOR in the small
office(you'll also find the wounded office who doesn't look to good). Leave
through the brown door at the end to arrive back at the Main Lobby.
- Go back to the "crashed helicopter hall way" on the second floor and
combine the Detenator with the Plastic. Set it in front of the chopper to
clear a path. Enter the newly found door leading to the Cheif's room.
- Talk to the Cheif himself, then go to the back of his room(from the other
door). Go to the far back dark room(while hearing footsteps on the way) and
hit the switch to turn the lights on. Meet the young child Sherry Birkin,
then find the SECRETARY'S DIARY B on the table and a FIRST AID SPRAY in the
chest. Go back to the Cheif's main room(and find out he left. Grab the HEART
KEY on his desk, HANDGUN BULLETS in desk's droure, and the CHEIF'S DIARY on
his chair.
- It's time to enter the east area of the Police Station on the first
floor(enter from the Main Lobby). Before going, however, make sure to bring
your Bow Gun with you. Take care of the large group of zombies simply with
your Bow Gun, grab the GREEN HERB by the vending machine, then continue down
the hall and enter the single door at the end.
- Heads up for three zombies in your sorroundings. Use the Diamond Key on
the first grey door you see. In this room, quickly grab the EAGLE STONE off
the shelf and the WIRE from the table. Be aware of the Licker who loves a
suprising entrance through the glass.
- Next, head back to the first hall in the eastern area and enter the double
blue doors. In this office area, take the INK RIBBON on the end of the left
desk, then proceed inside the little office with the safe. Use the
combination 2236 on the safe itself, and take the ACID ROUNDS and POLICE
STATION MAP. Behind the desk in front of the safe are 2GREEN HERBS.
- Walk through the back of the area, take a right, and grab the HANDGUN
BULLETS from the dead police officer. The grey door leads outside to the
second floor(where you have already been), but you can grab the 3GREEN HERBS
on top and bottom of the staircase. After that, use your Heart Key on the
brown door in back of the office area.
- Snatch the GREEN HERB on the ground, then use the Wire on the far panel to
close the shutters. Go down the staircase to enter the basement.
- Take out the dogs with your Berreta pistol, then head into the double
brown doors. Take the GREEN HERB on the ground, HANDGUN BULLETS form the
small brown shelf, and the POLICE B1 MAP from the back shelf. Go up to the
reserve power panel for yet another puzzle.
---------
Puzzle!
---------
The goal in this puzzle is to set the power on "80". This is an optional
puzzle, but well worth doing so. Hit the switch in this order: Up, up, down,
up, down.
- Lave the room and make your way down the hall into the parking lot. Run
down passed the cars and grab the GREEN HERB near the exit. Go back to the
previous hall and go down the other end(passed the double white doors)and
into the double grey doors.
- Pick up the RED HERB on the ground a run past the above dogs(who
eventually jump down) and descend the ladder. Enter the first door you see
into the save room, take the INK RIBBON and save your game if needed. Exit
to meet Sherry again, and once she crawls through the ventilation, you're in
control of her(which is a bad thing).
- I'm going to be straight out honest that Sherry is indeed the WORST
playable character in the game. She cannot aim, let alone carry a weapon,
and her speed is just plain ridiculous. The best tactic for this girl is to
RUN away from any enemy you encounter. That is the best(and only) way to
survive with her.
- Head up the small elevator and enter the nearest door(run quickly away
from the dogs). Take the GRENADE ROUNDS from the floor, exit and proceed to
the next door. Grab the SEWAGE DISPOSAL MAP, then climb down the large steps
to be faced with a minor puzzle.
---------
Puzzle!
---------
You need to form a bridge with the three large boxes so you can cross above
when the water is raised. Push the three boxes against the north wall and
make sure there together and lined up. Once you do so, climb the large steps
up and push the panel to raise the water.
- Cross the newly formed bridge and take the CLUB KEY form the shelf. Go
back to Claire(where you first started) to give her the items and to get
control of her again.
- Back as Claire, pick up the items Sherry gave you and jog back up the
ladder, and unlock the double white doors with the Club Key(use Acid Rounds
against the lickers). Inside, get the RED CARD from the little cabinet in
the corner and quickly leave. Use the Red Card on the panel next to the
single door to unlock it.
- This room is fully loaded with ammo and aterily scatterd within the area.
First things first, grab the 2HANDGUN BULLETS and BOW GUN BOLTS from the
left and right counters. After, you CAN examine the locker to get the SUB
MACHINE GUN and or BACKPACK. However, if you do so, they won't show up in
Scenario B for Leon(which is much more difficult). If you only take one
item, the other will show up. It's your choice, but I suggest you take
neither and be on your way. If you agree and listen to me, DO NOT EXAMINE
THE LOCKER at all, just leave.
- Make your way back up the stairs to the first floor of the Police Station.
Unlock the door left of the staircase with your Club Key. Get the INK RIBBON
on the table, ACID ROUNDS on the small dresser, and the WATCHMAN'S DIARY on
the bed.
- Now it's time to go back to the eastern most hall in the east area(where
you got the Eagle Stone from the shelf with the Licker crashing through the
magic window). You need to bring the Lighter with you.
- At the end of that hall, use the Club Key one last time on the far green
door(make sure to pick up the RED HERB on the floor). If you need
ammunition, enter the second grey door across the green to get HANDGUN
BULLETS from the shelf(be aware of the licker). Once you enter the green
door, use your Lighter on the rusty furnace next to the three statues.
Here's the puzzle solution:
----------
Puzzle!
----------
The three statues are numbered 11, 12, and 13 from left to right. Light them
in this order: 12, 13, 11. Puzzle solved.
- Grab the GOLDEN COG WHEEL which falls from the painting to the ground,
then go to the nearest save room, take the Crank from the store box, and
head back to the Library.
- In the Library, go up the stairs and enter the door to arrive on the third
floor balcony of the Main Hall. Go through the door at the other end, and
use the Crank on the squared cirle on the right wall to lower a wooden
staircase. Go up and place the Golden Cog Wheel in the empty slot of the
gear. Hit the switch to open up a hidden passage, and in there take the
other HALF BLUE STONE.
- Combine the two Blue Stones to develop the JAGUAR STONE. Bring all the
stones(Eagle, Jaguar, and Serpent) to the Cheif's room. Meet Sherry again
and hit the hidden switch on the colorful painting on the wall behind his
desk and place the three stones in the empty plates to reveal a hidden
passage.
Pick up the MAIL TO CHEIF on the ground and go down the elevator(you'll have
to examine it twice). Once down, continue down the hall(watch the Cheif get
implanted with a deadly embryo) and enter the door. Meet Cheif Iron's once
again, and after he "splits" grab the ACID ROUNDS from the small shelf, then
make sure to equip yourself with the Grenade Launcher and Acid Rounds. Go
down the ladder in the corner and head down the walkway a bit to encounter
the first "real" boss.
-------
Boss!
-------
This guy isn't nearly as tough has you'd expect. The best and easiest method
is to keep a fair distance, then fire away with your Acid Rounds. He'll go
down soon enough.
- After the battle, go back to Sherry, bring her down the elevator and
passed where you just fought the "bug" boss. At the end of the walkway is a
switch, hit it to lower the ladder and climb up. Upon your entry, Sherry
will fall in a water current, leaving you, unfortunatly, in control of her
again.
- Run down through the door, and enter the small ventilation shaft in the
southeast corner of the room(watch out for the zombie). Quickly run past the
annoying bugs, and into the other ventilation shaft on the other side. Pick
up the WOLF MEDAL on the ground and fall.
- Once Claire again go down and pick up 2BLUE HERBS in front of the door and
enter. In the save room, grab the SEWER MANAGER FAX on the table, HANDGUN
BULLETS in the black bag, FIRST AID SPRAY in the locker, and the INK RIBBON
in front of the typewriter.
- Using your Lockpick, unlock the door on the wall to reveal a hidden ladder
passage way. Descend and take the BOW GUN BOLTS from the front shelf and
GRANADE ROUNDS from the back shelf. Go back to the save room, get the Valve
Handle from your store box, then head down the small red elevator.
- Take the SEWER MANAGER MAP off the wall and head through the door nearby.
Go to the left end of the hall first and grab the FLAME ROUNDS from the
corpse, then proceed to the other end and enter the cage door. Run past more
spiders and go into the double doors on the right. Meet Annette Birkin,
Sherry's mother, and watch a cool cinema.
- Afterward, use the Valve Handle on the Oil Pressure(below the red light)
to lower the machanical bridge. Cross the bridge and use the Valve Handle
once again on the Oil Pressure located on the other side to raise it again.
Pick up the 2GREEN HERBS on the ground, FLAME ROUNDS by the table, and an
INK RIBBON at the usual spot. Walk into the door and make your way down at
the end of the long hall. Hit the switch by the rusty gate to release the
lock, and you'll find Sherry and a very disturbed Alligator boss.
-------
Boss!
-------
The Giant Alligator is by far the easiest boss in the game, surely because
you can dispose of it with one shot with your Berretta pistol. Here's the
best technique: When you're finally in control of your character, do not
waste your ammo by shooting the creature. Instead, run down the hall a ways
until you come upon a red blinking switch on the wall. Examine the switch to
cuase a gas tube to fall. Back up a little ways and wait for the large
Alligator to put the gas tube into it's mouth. Now, with your pistol, aim
and fire at it to cause the gas tube to explode in it's mouth(it's a
somewhat resemblance of the ending of the movie "Jaws"). The battle's over.
- Go to Sherry and take the WOLF MEDAL next to her. Proceed up the ladder,
cross the bridge(which you raised earlier) and take a left first on the
walkway. Get the SEWER MANAGER DIARY in front of the monitor machine and the
EAGLE MEDAL from the corpse. Head down right of the walkway and use the
Vlave Handle one last time on the Fan Regulator to stop the fan above. Go up
the ladder, cross, and go down the other end.
- Jog past the spiders and place both the Wolf and Eagle Medal into the slot
machine in front of the waterfall to drain the sewer water. Enter the newly
revealed rusted door(you should go back and get the Lighter before going)
and make your way down the hall and to the train trolley. Turn the power on
from the panel to the right of the trolley, and enter it for a ride.
- When you disembark, use the lighter on the flare gun next to the trolley
to ignite it and reveal the WEAPON BOX KEY(on the ground to the right). Pick
it up, then enter the far door.
- In the narrow hall, work your way down to the left end first while taking
out the zombie. Find the SPARKSHOT(which isn't that useful in the game)
from the dead zombie on the ground, and proceed through the door at the
other end.
- In this hall you'll find 2GREEN HERBS on the right end, and a ladder
leading to the save room at the opposite end. In the save room, look for an
INK RIBBON located in front of the type writer, FIRST AID SPRAY in the rear
cabinet, and FLAME and ACID ROUNDS on the table. Make sure to SAVE YOUR
GAME! I recommend taking one or two FULL curing Herbs and your Grenade
Launcher with all Rounds(just in case you run out). When you're prepared,
open the door leading to an outside area.
- There are HANDGUN BULLETS located between the northern barrells and the
FACTORY MAP on the west wall. Enter the large elevator trolley, take the
FLAME ROUNDS found inside the small bathroom and the CONTROL PANEL KEY in
the front. Go back outside and use the key on the panel to activate the
elevator. After a "short" trip down, a noise will take place, leaving you
the one to go check it out. Go outside and rap around the descending
platform to encounter a somewhat familar friend, more specificly, William
Birkin.
-------
Boss!
-------
This guy is much more tougher this time around. Stay a very FAR distance,
because his slash attack does multiple hits and has a painful result. Fire
away with your Grenade Launcher, unloading him with Acid and Flame Rounds as
fast as you can. The "hit and run" attack seems to work best for this boss,
so you'll have an opportunity to shoot him four to five times(depending on
your distance as mentioned before). Repeat this process until he begins to
move slower(after about eight shots with the Flame Rounds). Once the
creature begins to do this, pump one more shot into him to take him
down(once and for all...)?
- Renter the elevator trolley and back to Sherry, then watch Claire carry
her to the save room.
- In the save room, find the GREEN HERB on top of the refridgerator, FLAME
ROUNDS in the locker, ACID ROUNDS on the table, and yes, the INK RIBBON at
the usual spot. Leave and go into the sliding single door(west of the save
room). You'll arrive at a "dark" area with multiple colored hallways. Go
through the blue colored walkway first, and into the door.
- This is the "East Area" as said on the wall. Enter the double frosted
doors located and the far west end of the hall. Inside, grab the FIRST AID
SPRAY off the large barell as well as the FUSE CASE on the small shelf.
Insert the Fuse Case into the nearby panel(where the blue blinking light is)
to develop and obtain the MAIN FUSE. Take the Main Fuse back to the dark
colored hallway and use it on the center "breaker" machine to turn on the
power within the lab. Proceed through the red hallway into the "West Area".
- Enter the door at the east end of the hall, and take the USER
REGRISTRATION on the bench, BOW GUN BOLTS in the locker, and the LABATORY
SECURITY MANUAL in front of the computer. Use the computer to turn on the
gas sprinkler, then shoot the plant in the vent with your Flame Rounds.
- Crawl through the vent afterward and eliminate the two lickers with Acid
Rounds. Recieve 2GRENADE ROUNDS from the grey cabinet, and if you want, grab
the INK RIBBON off the desk. Leave and go down the hall, hit the red switch
to open the shutters, and encounter two plant creatures. Stay a fair
distance and with an open aim, and fire with your Flame Rounds(two shots
usually does the trick).
- Make your way through the single door beyond where you opened the shutter
and watch out for yet another plant. Use the same method as before, pick up
the 2GREEN HERBS behind it and go down the ladder.
- Open the door and run down the hall. Using your Acid Rounds, take out the
three "mutated" lickers and find 3GREEN HERBS against the wall. Jog down the
hallway and into the sliding door to arrive at the "Monitor Room." Examine
the blue light on the panel screen to file the LABATORY MAP, and open the
store box and take the W. Box Key with you. Leave through the door nearby.
- Pick up the RED HERB from the corner and open the double doors. Use the W.
Box Key on the lighted locker and take the 2GRENADE ROUNDS, and also find a
FIRST AID SPRAY located on the rusty table. Enter the two sliding doors into
the expiremntal room, and grab the LAB CARD KEY of the back counter(you'll
also find an INK RIBBON on the end of the long desk). In the southwest
corner of the room you will notice a vaccine machine. Remember this, because
you will HAVE to come back here.
- Go back into the hall to meet Annette once more. After her husband
"slashes" her gratitude, talk to her to acquire the VACCINE SYNTHESIS
INSTRUCTIONS. Back up a little bit and enter the door at the opposite end
of the room you just came out. Use your Bow Gun against the giant moth
creature who has been nesting in the room, then hop over to the computer.
Use your Knife to dispose of the bugs crawling around the keyboard in order
to get access to the computer. When you do, use the password GUEST(this is
optional, but well worth it for Scenario B).
- Make a trip back to the Monitor Room and see Leon on the monitor itself.
Now it's time to make your way back up the ladder and down into the blue
colored hallway from the "dark" room." Use the Lab Card Key on the door next
to the sign "East Area" to open the door.
- Grab the VACCINE CARTRIDGE and GRENADE ROUNDS on the hospital cart, and
hit the light switch on the wall. Insert the Vaccine Cartridge into the
computer(the green blinking screen), then go in the back of the room and
take the MO DISK laying on the shelf. Turn on the switch on the "VAM Panel
Controller" on the back wall, and go back and examine the computer again to
obtain the BASE VACCINE.
- Leave the room and hit the red switch directly right of the East Area sign
to open the shutter. Go up to the panel inside and vertify your
identification by hand for the second scenario(which is again optional).
- Walk down back to the lower level and into the experimental room(where the
vaccine machine is located and where I told you to keep in memory). Once
there, use the Base Vaccine on the machine to create the VACCINE for Sherry.
After this happens, proceed back into the Monitor Room and MAKE YOUR LAST
SAVE! Bring the Grenade Launcher, Acid, Flame, and Grenade Rounds with you
as well as the Mo Disk and four FULL cures.
- In the next room(which is now invaded by zombies)use the Mo Disk on the
panel to open the large gate. Take a walk down and enter the double doors.
Once the time limit is exposed, run straight and hit the lift switch on the
north wall and wait for the elevator. Soon after, you'll get one last visit
(at the worst time) by William Birkin.
-------------
Final Boss!
-------------
The final boss at most points is not too difficult at all. However, with a
slight of hesitation, you could make a mistake. As long as you have at least
four or five curing items that recovers your health fully, you shouldn't
have any worry. There are two forms of the beast, which are mentioned below
in full detail with the best method for victory.
The first form is almost exactly the same as you fought him before,
however, it seems he's gotten stronger. As before, stay a distance and fire
as quickly as possible(you should save your Acid Rounds for the last form).
Back up and run a bit, then shoot when you have the opportunity. Soon
enough, he'll change into his second and final form.
This form is witout a doubt odd in a way, but much more harder before hand.
You should only run when the creature jumps on top of the platforms above,
and once he lands, wait for it and let'em have it. Never hestitate to fire,
because the thing will take a bite at you, leaving you in caution within a
second. After about nine to ten shots, William will go down for good.
- After winning the battle finale, go up the elevator and run to the train
to watch the ending of Claire: Scenario A.
=========================
[7]WALKTHROUGH:LEON B
=========================
- Begin Senario B with Leon and pass the all the zombies and through the
door on the far right. When you go through, take a right and get the CABIN
KEY out of the little office on the desk.
- Use the Cabin Key to unlock way to the left to enter the cabin shed. Take
some HANDGUN BULLETS and an INK RIBBON off the desk, enter the door and take
a walk up the far stairs to arrive on the roof of the Police Station(by
passing zombies).
- Watch a short cinema to see the helicopter crash into the building, then
open the door west destruction. Get the GREEN HERB that's located on the
floor, and proceed into the door you first see(if your tight on space with
inventory, continue down the hall and enter the door and the one after to
the save room to store some items).
- Take the 3GREEN HERBS on the top and bottom of the staircase, and enter
the door. Get more HANDGUN BULLETS from the dead officer, and go into the
office area. Grab the VALVE HANDLE from the shelf and head into the small
office. Shoot down the zombie inside and enter the combination 2236 on the
safe to recieve SHOTGUN SHELLS and the POLICE STATION MAP. You'll also find
2GREEN HERBS behind the desk, as well as an INK RIBBON on the edge of the
northwest desk in the open office area.
- Go back to the roof and use the Valve Handle on the water pressure
valve(by the helicopter) to stop the fire. Grab some more SHOTGUN SHELLS
from the chopper, and enter the door you just came out of. Watch another
cinema, then walk a ways down the hall to encounter Umbrella's Tyrant.
- I'm not going to consider Tyrant as a boss(until the end), rather a enemy
that is one tough cookie. Fighting him won't do you any good, since the
result always ends up with a pack of Shotgun Shells or Handgun Bullets(which
is definetly not worth the fight). You DON'T have to fight the Tyrant when
faced with him throughout the game, instead, use the method of running a way
for a better result(while saving a lots of ammo). So, in this situation,
run by the tall creature and open the door at the far end of the hall. You
will ALWAYS get hit atleast once or twice, so just keep running without any
hesitation.
- Two lickers are found in this hall, so run by them at first and enter the
right door into the second floor east save room. Pick up the HANDGUN BULLETS
and SECRETARY'S DIARY A on the desk, INK RIBBON by the type writer, and a
SMALL KEY on the bench. Store some items, and save if you want. Open the
door to arrive on the second floor balcony the Main Lobby.
- Activate the Emergency Ladder and climb down, take the SHOTGUN and an INK
RIBBON from the center desk, and go back up. Run down the second floor
balcony to the other end and shoot the large group of zombies with your
Shotgun. Behind all the zombies you will find the UNICORN MEDAL on the wall.
Go back down the ladder and place it into the statue in front of the main
entrance. Take the SPADE KEY and go back to the crashed helicopter
hallway(where there are two lickers crawling around).
- Take care of the two lickers with your Shotgun, then enter the door in
front of the helicopter(where the fire used to be). Find the BLUE CARD KEY
on top of the stacked wooden boxes, and also an INK RIBBON in the vase.
Heads "up" for the suprising licker from the ceiling window.
- Head back to the Main Lobby and use the Blue Card Key on the computer(at
the center desk). Once the three doors are unlocked, enter the west area
from the double doors on the first floor.
- Pick up the POLICE MEMORNDUM on the bench, and if you want, use the Small
Key on the small desk to recieve some SHOTGUN SHELLS(I reccomend you save
the Small Key for later and more important item). Enter the door and run
down the hall, grab the HANDGUN BULLETS found from the corpse, and use the
Spade Key on the grey door.
- In this room, find the PATROL REPORT on the file shelf and another INK
RIBBON in the cabinet. Push the small ladder to the end of the room against
the second cabinet, climb and take the FIRST AID SPRAY. Leave the room and
exit the hall through the door at the end.
- In this "boarded up" hallway, proceed into the double doors. Look for the
OPERATION REPORT on the front desk, and go into the back of the room and use
your Lighter on the fire place to obtain a RED JEWEL. You will also find
more HANDGUN BULLETS to your right(in the wrekage).
- Leave the room and open the door and the end of the hall. Take out the
zombies, pick up the 2GREEN HERBS on the floor, and enter the save room(by
the staircase. Find the another pack of HANDGUN BULLETS in the cabinet and
the OPERATION REPORT on the desk. There's nothing else you can do here, so
save if you want and walk up the staircase.
- Continue down the area and be faced with the same exact statue puzzle as
in Scenario A.
---------
Puzzle!
---------
As before, you need to push the two colored statues onto each brown tablets
on the floor so they are facing each other and the center statue.
- Once this is solved, take the other RED JEWEL which falls from the statues
hand, and proceed through the nearby door.
- Walk down the hallway and enter the S.T.A.R.S. Office(the first door you
see). Get CHRIS'S DIARY from the desk, the COLT MAGNUM from the metal
cabinet, and some HANDGUN BULLETS below the S.T.A.R.S. Poster. Exit and head
into eastern end door.
- Witness a little girl run, follow her and pick up the DIAMOND KEY that she
drops. Grab the SHOTGUN SHELLS out of the opened locker, and go back into
the area to meet Claire. When you're done talking with her, jog at the end
and use the Small Key on the little desk to recieve the HANGUN PARTS.
- Open the door to the Library. Grab the RED HERB on the table in the
corner, then step up the stairs and walk down at the end of the balcony and
fall. Hit the switch to activate the shelves, and be ready to solve the same
puzzle from Scenario A.
---------
Puzzle!
---------
>From left to right, the shelves are numbered 1, 2, and 3. Move Shelf 1
right, and Shelf 2 right to solve it. Simple enough.
- After, take the BISHOP CLUB from the painting(where you fell from the
balcony). Open the double doors to arrive on the second floor balcony of the
Main Lobby.
- Get the two Red Jewels from your toy box and bring them to the room in
front of the crahsed helicopter(where you found the Blue Card Key). Place
both Red Jewels into the left and right statues to reveal the KING PLUG.
- Make your way back to the first floor in the Main Lobby. Enter the eastern
door(the one you haven't entered yet), and eliminate the group of zombies
with your Shotgun. Go past the double blue doors(you'll come back here soon
enough), grab the GREEN HERB by the vending machine, and through the door at
the end.
- Be aware of the zombies ahead, and enter the first door you see(remember
this hall because you will need to come back here). Quickly grab the CORD
off the table and the ROOK PLUG on the shelf, and either run or take out the
licker who comes crashing through the mirror.
- You now need to track back to the first floor western area, in the hall
with the save room and staircase. At the eastern end of the area, use your
Spade Key on the silver door to unlock it. In the small locker room, examine
the lockers(from front to the back of the room) to find SHOTGUN SHELLS and
FILM. Unlock and go through the other silver door.
- This office room is actually the very first room you entered and meant the
wounded officer(in Scenario A). Get the GREEN HERB near the door, MEMO TO
LEON on the edge of the desk, HANDGUN BULLETS in the locker, and a SMALL KEY
on the top right counter. Go into the small office and meet the wounded
officer who is now a zombie, take him out and grab the HEART KEY off his
desk. Exit out of the other door.
- Jog back to the east area and finally enter the double blue doors. You've
already been here(and hopefully picked up everything), so go into the back
of the room and unlock the door on the west wall with the Heart Key. Grab
the 2GREEN HERBS when you enter, and use your Shotgun against all the
zombies. Use the Cord on the panel to close the shutters, then go down the
stairs leading to the basement.
- This time around, there are lickers roaming the hall instead of dogs.
Shoot them down and enter the double brown doors. Take the GREEN HERB laying
down and the HANDUN BULLETS found in the small brown shelf. Go into the back
of the room, take the POLICE B1 MAP on the large shelf, and examine the
western reserve power panel.
---------
Puzzle!
---------
To get the power to 80, simply move the coordinates in this order: Up, up,
down, up, down.
- After that, leave and head to the parking lot(at the end of the hall).
Meet Ada Wong(if you played the first RE, you should remember hearing her
name). Help her push the large van, and enter the door(a GREEN HERB can be
found near the parking lot exit below).
- Ada will seperate, leaving you alone again. Run past the first door you
see, and enter the cage gate into the cell(if you want, take the FILM on the
table). Find a GREEN and BLUE HERB in the first cell, and the reporter Ben
in the second cell. He'll tell you to enter the sewer in order to move on.
BEFORE LEAVING, grab the MANHOLE OPENER on the shelf right of his cell.
- Go back out in the hall, and into the door you first ran by. The dogs in
this room are locked up, but if you risk the chance of getting the RED HERB
past all their cells, they will break through the cage. It is indeed worth
it, simply because dogs are one of the easiest enemies in the game. Use the
Manhole Opener on the manhole and descend down the ladder.
- Trail through the narrow sewer area, past the giant spiders, and step up
the stairs. Open the first door into the save room, picking up a BLUE HERB
and an INK RIBBON. Bring the Rook, King, and Bishop Club(these are the one's
you should have so far) and leave and enter the other door. Cross the ramp
and insert the three out of four plugs into the panel. Leave and meet Ada
once again.
- Soon after Ada and Leon have a conversation, you'll be in control of her.
She is indeed better than Sherry, and shoots her Handgun much faster than
Leon.
-After seeing Sherry, go through the door. Eliminate the zombies and take
the small elevator down first. Get the SHOTGUN SHELLS for Leon and head back
up the elevator and into the other door. Take the SEWAGE DISPOSAL MAP and
climb down the large steps. Get ready for another puzzle "clone" like
Scenario A.
---------
Puzzle!
---------
Push the three boxes against the north wall so they are together and form a
bridge. When you completed this, climb back up the large steps and hit the
switch on the panel.
- You now should be able to cross to the other side and recieve the CLUB KEY
from the shelf.
- Go back to Leon(where you first took control of Ada)to give him the items
you aquired and also to take complete control over him again. The map will
indicate where to go, so work your way back up through the sewer and into
the basement. Before going up the stairs, however, use the Club Key on the
double white doors entitled "Autopsy Room."
- Take care of the lickers found in this room, and find the RED CARD KEY in
the small cabinet in the corner. Exit and use the Red Card on the blinking
blue panel next to the single door(it's a little ways down the hall) and go
inside. Pick up the 2HANDGUN BULLETS and MAGNUM ROUNDS on the left and right
counters, then go up and examine the locker. Hopefully, you saved both the
SUB MACHINE GUN and the BACKPACK for this Scenario, so take both special
items to get some extra space and some more heavy gear.
- When you walked back up the basement stairs, use enter the door next to
the staircase and find some SHOTGUN SHELLS in the locker, an INK RIBBON on
the table, MAGNUM ROUNDS off the dresser, and the WATCHMAN'S DIARY on the
bed. Now make your way to the Cheif's room(which is found on the second
floor eastern area where the crahsed helicopter used to be).
- Before you enter the Chief's room, make sure to save your game and bring a
cure or two. When you're there, grab the CHEIF's DIARY on his chair, and
more HANDGUN BULLETS in his desk. The other door leads into a long narrow
hallway, then to a antique collection. In the back room you'll find the
CRANK in the chest, as well as the SECRETARY'S DIARY B.
Go back through the long narrow hall to encounter the Tyrant again.
- Run! Run! Run! It's best to save ammo, other wise you'll use your Shotgun
and or Magnum against him spilling out a lot of ammo. If you actually do
want to fight it, the Magnum works best, but don't forget, he is not as slow
as a standard zombie. Once you can get aim of him, fire away non-stop. Don't
forget to pick up some AMMO from his body.
- Take a walk back to the first floor east area and go past the double blue
doors and into the door leading to a familar hall. Run down at the end, grab
the RED HERB, and find a box of HANDGUN BULLETS on the shelf inside the
first room you see. Go back into the hall and unlock the green door. Light
the rusty furnace by the three statues with your Lighter and if you do not
remember the solution, look below:
---------
Puzzle!
---------
These statues are numbered 11, 12, and 13(from left to right). Light them(by
examining them) in this order: 12, 13, 11.
- The GOLDEN COG WHEEL will drop, leaving you to run after and grab it.
Unfortunatley, the Tyrant is alive and well, so he will make a dramatic
entrance when you make your move.
- Run over and get the Golden Cog Wheel on the ground below the
picture(there's also another FILM on the table), and either run or take him
down. When you leave the room, run down and leave the hall only to encounter
the Tyrant again(sheesh)! Make a run for it or stand there wasting you ammo,
then proceed back to the Library(bring the G.C. Wheel and Crank with you).
- Walk up the stairs and open the door from there. Shoot the licker and
enter the door at the end of the third balcony. Use the Crank on the "square
hole" to lower a wooden staircase, climb up and place the G.C. Wheel in the
empty slot if the gear. Take the KNIGHT CLUB, and yes, do jump down.
- When you land, you'll hear Ben scream. Check it out in the cell and talk
to him. Recieve the MAIL TO CHEIF from him, then proceed back into the
manhole, through the sewers, and up the steps. Enter the save room and SAVE!
Bring the Knight Plug as well as the Sub Machine Gun, Colt Magnum, bullets,
and of course, a full cure. Enter the nearby door(where you already placed
the three plugs) and encounter William Birkin.
-------
Boss!
-------
This fight is much harder than any other bosses in Scenario A, so be
prepared. That metal pipe of his can kill you with one hit. That's right, if
he kicks you down(leaving your character on his knee's), one swing with the
object is a dreadful and instant kill. Keep a far distance, and unleash with
your Sub Machine Gun on him. Once he gets close to you, run around him
quickly and keep another far distance away from the creature. When you
Machine Gun is about 80%, equip your Magnum and fire away. He should go down
in the next couple of shots.
- Insert the last Plug into the panel to unlock the door. Go through and
meet up with Ada. Doing it Leon's way this time, go into the metal gate and
through the first door to a save room. Inside, take the HANDGUN BULLETS in
the small brown shelf, SEWER MANAGER FAX on the table, and an INK RIBBON by
the type writer. Push the locker cabinet to reveal a hidden ladder.
- Climb down and use the Lighter on the lamp to find MAGNUM ROUNDS on the
shelf. Go in the back of the room, use your Lighter once more on the other
lamp and find SHOTGUN SHELLS on that shelf. Climb back up the ladder, get
the Valve Handle out of the store box, and head down the elevator. Leon will
be shot, leaving you to control Ada again.
- Don't bother picking up the map on the wall, just walk into the door and
follow Annette up the ladder and down at the other end(those bugs are very
annoying). Meet Annette on the walkway and see the two girls fight. After
Ada throws her down, cross the bridge and step down the ladder.
- When Leon wakes up, grab the SEWER MAP hanging on the wall, and open the
door. Optional: You can take the other small elevator up to the second save
room, where you'll find HANDGUN BULLETS in the black bag and 3GREEN HERBS.
- As you enter the door, take a left(this time past the ladder where you
took Ada) and find the WOLF MEDAL and a SMALL KEY from the dead corpse.
Optional: Go back to the second save room and use the Small Key on the
locked door. There are MAGNUM ROUNDS and SHOTGUN SHELLS in the front and
back shelves.
- At the other side of the sewer hall, jog past the giant spiders and
through the cage door. Go up to the waterfall and place the WOLF MEDAL in
the vertification slot machine next to it. Enter the double doors on the
left wall.
- Use the Valve Handle on them Oil Pressure Transmitter to lower the steel
bridge. Cross it and use the Valve Handle once more on the second Oil
Transmitter to raise it back up. Pick up the 2GREEN HERBS, SHOTGUN SHELLS,
and another INK RIBBON, and go leave from the door.
- Run down the large and long hallway(where you previously fought the Giant
Alligator in Scenario A) and open the rusty gate to find Ada. Step up the
ladder, cross the bridge, and take a left on the walkway. Grab the EAGLE
MEDAL from the dead body and the SEWER MANAGER DIARY near the monitor
system. Head down the right side of the walkway and use the Valve Handle one
last time on the Fan Regulator to stop the fan above.
- Climb the ladder up, walk across the ventilation, and down at the other
side(just press "X" up to the fan). Place the Eagle Medal into the
vertification slot machine(with the Wolf Medal) to stop the flow of water.
Enter the new Rusty Door.
- Travel down the area until you reach a train trolley. Activate it by
operating the panel to the right, and with Ada, board the trolley. On the
way, however, you'll come across another battle with an old friend, William
Birkin.
------
Boss!
------
This fight with the power packed monster isn't too difficult at all. In
fact, you can win the battle using only your Handgun. His large hand will
crash through the ceiling of the train, and the only person who is his
target is you. Stand at a spot, and when the ceiling above shakes, move out
of the way and shoot the hand when it pops out. Repeat this process until he
leaves(which is unfortunate, meaning he'll wait and fight you again).
- As you board off the trolley, ignite the Flare Gun with your Lighter to
reveal the WEAPON BOX KEY on the ground. Pick it up and open the door in the
corner.
- Walk down the narrow hall and shoot down the zombies. Go down left first
and find the SHOTGUN PARTS from the dead zombie. Combine them with your
Shotgun to develop the AUTO SHOTGUN. Go through the door on the right side.
- Much similar to the previous hall, eliminate more zombies and pick up the
BLUE and GREEN HERB from one end, then climb the ladder to the save room.
Take the FIRST AID SPRAY inside the cabinet, MAGNUM ROUNDS and SHOTGUN
SHELLS on the table, and an INK RIBBON. Save your game if you haven't in a
while, and bring some health items with you.
- Proceed through the door, find some HANDGUN BULLETS near the barrels and
the FACTORY MAP on the western wall. Go down the small elevator, and enter
the room near by. At the end, grab the CONTROL PANEL KEY, then look on the
monitor. The Tyrant is back(are you suprised), so get your new Auto Shotgun
ready and blast him full shells as fast as you can. As he falls, pick up
some AMMO from his body, and go back to Ada.
- Use the C. Panel Key on the panel next to Ada to bring up the elevator
trolley. SAVE your game, then use the C. Panel Key on the panel next to the
elevator to start it up. Enter the trolley from the rear, and go for another
ride and trip to the Umbrella Lab. Hmm.... that William monster doesn't seem
to quit.
------
Boss!
------
Sherry's father is one of those types who never give up. When he delivers a
devasting slash to Ada, you have no choice but exit the elevator and go
check it out. About midway across the descending platform, William shows his
more "stronger" side of himself. As in Scenario A, what ever you do, do NOT
stay too close. Distance is always the key against this power house, so the
Magnum and Auto Shotgun work very well. As long as you stay a long length
away from him, and your shooting is accurate, then you won't have much
trouble at all. When he comes close, try your best to run by him, then get
another distance position and fire away.
- When the battle concludes, go back to Ada and listen to them talk and get
a little closer to each other. When the elevator stops, run out and climb up
the ledge sorrounded by a caution banner, and enter through the vent.
- When Leon falls, enter the door on the left(as of now the elevator isn't
working). First, take the GREEN HERB by the store box, and take take the
lift down(you'll worry about the large grey box later). Find the
INVESTAGATING REPORT P-EPSILON GAS from the corpse and SHOTGUN SHELLS next
to the type writer, and head down the small eleavtor on the other side.
- With your Shotgun, take down the "mutated" lickers roaming around, and
push the switch on the far wall to activate the power to the elevator(which
wasn't working at first). Make your way back up to the now working elevator,
go inside, and hit the switch to go down. Elimiante more zombies and head
through the sliding door.
- This area consists of three different colored hallways, including red,
blue and white. First, go down the blue hallway(East Area), through the
door, and into the double frosted doors. Find another FIRST AID SPRAY on the
large barrel, and the FUSE CASE on the small shelf. Use the Fuse on the
frozen panel nearby(where the blue blinking light is) to create the MAIN
FUSE.
- Take the Main Fuse back to the "colored" hallway and place it in the
center "breaker" machine to turn on the power within the area. Now, enter
the red hallway leading to the West Area.
- Lead Leon to the far right door at the end of the hall. Inside, grab the
FLAME THROWER from the locker, USER REGISTRATION on the bench, LABATORY
SECURITY MANUAL near the computer, and the LAB CARD KEY from the corpse. Use
the Flame Thrower against the plant in the vent and slide through.
- Heads up for two lickers in this room, and investigate to find an INK
RIBBON on the desk and 2SHOTGUN SHELLS in the cabinet. Unlock and leave
through the door. Open the shutter at the west end of the hallway from the
switch, and be warned with two plant creatures awaiting you're arrival.
Using the Flame Thrower, eliminate the creatures with a simple strike of
flames, and proceed into the door behind.
- Take the GREEN HERB on the top platform, descend down the ladder and
through the door. Get you're Shotgun ready for some more mutated lickers
waiting for a bite, pick up the 3GREEN HERBS against the wall, and enter the
not so ordinary save room sorrounded by monitors. File the LAB MAP from the
screen, go to the store box, bring the Knife and W. Box Key with you, and
exit through the nearby door.
- Go into the double doors(picking up the RED HERB on the way). Use the W.
Box Key on the locker with the light above it to get the MAGNUM PARTS.
Combine them with your Colt Magnum to have a more powerful impact. Grab the
FIRST AID SPRAY on the brown table, then head through the two sliding doors
into the expiremental room.
- Walk in the back of the room to find the POWER ROOM KEY on the back
counter, as well as another INK RIBBON on the edge of the front desk. Leave
and enter the "moth" room on the opposite end. Fight the Giant Moth
inside(the Auto Shotgun makes it too easy). Go up to the computer in the
corner and use your Knife to dispose of the bugs crawling on the key board.
Enter the word GUEST as the password, and go back up and back to the East
Area(blue hallway).
- Open the shutter on the eastern wall by hitting the switch, then examine
the panel to vertify your identification. Enter the double doors, shoot the
lickers in the room, and find a MACHINE GUN CLIP which is loaded with 100%
shots from the corpse. Exit and trail back down the white hallway and up the
elevator again.
- Meet Annette(who shot Leon earlier) and encounter the Tyrant once again.
As usual, stay a distance, fire with your Shotgun, run by him, and shoot
again. About four or five shots will do the trick. Enter the door at the end
to arrive back into the "steam" room.
- Push the large grey box onto the lift elevator and make sure it's center
and can fit the both of you. Hit the switch to lower the elevator, then push
the large box from the left towards the eastern screen. When the screen
changes, push the object down the north narrow walkway and against the stack
of boxes. Climb up and use the Power Room Key on the door and enter.
- Walk down the metal ramp to the end to encounter the damn Tyrant again.
Watch Ada risk her life and to see the creature fall into a chemical liquid
material. When Leon is done talking to Ada, pick up the MASTER KEY on the
ground(near her body), leave the room and talk to Claire on the radio.
- The map shows you where to go to get to Sherry. To get there, take the
elevator back down and use the Master Key on the room to unlock it. Inside,
Leon will carry Sherry back to the elevator, where you must use the Master
Key on the emergency panel on the back wall. Go down and enter the train
from the side door.
- Walk in the back of the train and grab the PLATFORM KEY. This should be
your LAST save, so do so and exit the train and use the Platform Key on the
gate to go through. Once you're timed, hurry and go up the stairs and down
at the other end. In front of you, hit the switch to open the bars and take
the JOLT S and N PLUGS. Run down, open the door and place the two Jolts into
the power panel for the train. Get ready for the new and improved mutated
Tyrant who has his eyes set of seeking revenge.
------
Boss!
------
Through out the walkthrough, as said before, I didn't consider the Tyrant an
actual boss. However, this time around, he does indeed fit in that category.
Gone are the slow walking movements that he once used during the game.
Instead, he's definetly has two major advantages: speed and strentgh. If you
ever faced the final Tyrant boss from the first RE, you know what to expect.
Here's the strategy: Immediatly when the battle begins, run left or right to
dodge is devasting dragging arm slash attack. You won't be able to dodge
evrything, but when you have the opportunity, blast him with your Magnum.
After about three to four shots, a mysterious yet familar woman throws you
the ROCKET LAUNCHER from above. Quickly pick it up, aim, and fire at the
beast to end his days of seeing light in the world.
- Afterward, go back on the other side of the train. Fight your way through
the zombies(where they came from is unknown)and keep going straight until
you reach a switch. Hit it to open the gate blocking the trains exit, then
board the train and go up the deck in the front, and push the lever to start
the train.
- Watch a cinema(mostly the same as the Scenario A ending), and as soon as
Leon says goodbye to Ada, the train shakes. Walk down the deck, talk to
Claire, then open the door leading to the back train department. Head in the
far back rear of the train to encounter William Birkin(or at least once left
of him) for a final fight.
-------------
Final Boss!
-------------
The last boss of Scenario B is actually the easiest of the bunch. As the
battle starts, back up against the double doors and fire everything you got.
The Magnum works fine, and to make things even easier, you can use the last
rocket from your Rocket Launcher against the blob as well. Just let loose
and never stop firing!
- When you finally kill the creature(or maybe not) walk back to Claire and
Sherry to the first train department. Watch the long, intense, and exciting
ending of Leon B. Is it really up to Leon and Claire to take out Umbrella?
=========================
[8]WALKTHROUGH: LEON A
=========================
- When the game starts, run past the zombies and enter the Gun Shop. Talk to
the man, then grab the 2HANDGUN BULLETS on the front shelf and in the back
on the large wooden box. Exit through the side door. Optional: After the
zombies come crashing through the window, get the SHOTGUN from the dead
man's body.
- Walk down the narrow alley and shoot the two zombies behind the fence. Run
straight to find another pack of HANDGUN BULLETS from the white van, take
out the other zombie, and run through the basketball court and into the
door.
- Step up the green staircase, walk around and down. Take the HANDGUN
BULLETS from the trash can and hop on top and over the trash disposal. Jet
past the zombies if you can, and run through the door.
- Quickly run past the large group of zombies who happen to be feeding on a
corpse, then enter the bus. Pick up the HANDGUN BULLETS on the seat, watch
out for a ground and walking zombie, and exit on the other end.
- Fight your way through the dead walking men and into the west door. Go
down the stairs and up the other, then enter the Racoon Police Station.
- This is the Main Lobby of the Police Station. Find some more HANDGUN
BULLETS on the desk and an INK RIBBON near the type writer. Open the
northwest door to meet a wounded officer to recieve the BLUE CARD KEY. Use
the card on the computer from the desk to unlock the two doors.
- Enter the double doors first and take the POLICE MEMORANDUM on the bench.
Sore the Knife and Ink Ribbon and proceed into the back door. Run down the
hallway and grab the HANDGUN BULLETS from the corpse. Continue down and
encounter your first licker.
- If you haven't already gotten the Shotgun from the Gun Shop, I strongly
recommend running from the creature and dispose of it later. If you did, a
couple shots will call it a day. Afterward, walk down at the end of the
hall, pick up the GREEN HERB on the ground, and enter the door.
- In the "boarded" up hallway, open the double brown doors and find the
OPERATION REPORT on the back desk. Proceed in the back of the room and use
your Lighter on the fire place to obtain a RED JEWEL. Examine to the right
of the fire place to recieve HANDGUN BULLETS.
- Exit and continue down the hall and through the door. Remeber this area,
you'll have to come back here. Shoot the zombies and enter the save room by
the staircase(make sure to get the 2GREEN HERBS off the gorund). Inside,
take the HANDGUN BULLETS from the cabinet, OPERATION REPORT and INK RIBBON
on the desk. Save if you so desire, then leave and head up the stairs.
- A little ways down you will come across the first puzzle in the game. It's
not too difficult at all, however, here's the solution:
---------
Puzzle!
---------
The object of this puzzle is to push the two statues onto the left and right
brown tablet on the ground so they are facing each other on opposite ends.
If you place them correctly on the tablet, you'll here a "click."
- When it is solved, grab the RED JEWEL that falls from the statues hand,
then open the nearby door.
- Take out the zombies and enter the first door you see into the S.T.A.R.S.
Office. In there, find CHRIS'S DIARY and the UNICORN MEDAL on the middle
desk, then talk to Claire who arrives in the room. After, take the HANDGUN
BULLETS below the S.T.A.R.S. poster as well as the SHOTGUN from the metal
cabinet. There's also a FIRST AID SPRAY in the small brown file cabinet in
the corner of the room.
- Head back to the Main Lobby and place the Unicorn Medal in front of the
fountain to recieve the SPADE KEY. Now trial back to where you first
encountered the licker and use the key on the grey door(near the corpse).
- In this crouded room, look for the PATROL REPORT in the file collection
shelve and another INK RIBBON in the cabinet. Push the small ladder to the
end of the room against the far cabinet and climb up. Take the CRANK atop,
then leave and go back to the S.T.A.R.S. Office hallway.
- At the end of the hall, unlock the door with the Spade Key at the end and
enter. Use your Shotgun to clear a way through the horde of zombies, the run
down the north narrow hall first to find more HANDGUN BULLETS in the locker.
At the other end, enter the door into the Library(you can use a Small Key on
the desk nearby to find the HANDGUN PARTS).
- In the Library, run up the stairs and go at the end of the balcony to
fall. Hit the red switch and be faced with another easy puzzle.
---------
Puzzle!
---------
>From left to right, the shelves are numbered 1, 2, and 3. You need to have
the shelves placed exactly like in the painting, so simply move Shelf 1
right and Shelf 2 right.
- When that is solved, take the BISHOP PLUG from the painting and head
through the double doors.
- On the second floor balcony, take out more zombies and run down about half
way to activate the emergency ladder. Continue down the balcony and into the
eastern door.
- In the second floor east save room, find the SMALL KEY on the bench, and
the SECRETARY'S DIARY A and INK RIBBON on the desk. Optional: Now you can go
back to the hall just before the Library and use the Small Key on the little
desk to get the HANDGUN PARTS.
- From the save room, open the other door leading to the crashed helicopter
hallway. Take a right and through that door. Jog down and unlock the blue
door. If you want, open it and pick up 3GREEN HERBS from the top and bootom
of the staircase, then go back into the hall. Grab the HANDGUN BULLETS from
the dead body, then run down and arrive on the roof of the Police Station.
- Step down the staircase in the corner and run past the zombies and into
the shed. Inside, take the VALVE HANDLE, the HANDGUN BULLETS, and an INK
RIBBON near and on the desk, then proceed back on the roof.
- Use the Valve Handle on the water pressure in front of the chopper to stop
the fire, and find yet another pack of HANDGUN BULLETS from the helicopter
itself. Head back into the save room and put both Red Jewels into your
inventory.
- Enter the door in front of the chopper(you'll hear a scream). In this
room, look around to find a INK RIBBON in the vase and the DIAMOND KEY on
top of the stack wooden boxes. Place both Red Jewels into the left and right
statues to obtain the KING PLUG.
- Make your way back to the western area on the first floor(where the save
room and staircase is). Unlock the far eastern grey door with the Diamond
Key. Enter and examine around the lockers to find SHOTGUN SHELLS and a FILM.
Unlock and enter the second grey door.
- In the western office area, pick up the GREEN HERB on the floor, MEMO TO
LEON on the edge of the desk, and HANDGUN BULLETS in the locker. Go into the
small office to meet the wounded officer again, and take him down with
standard ammo when he turns into a zombie. Grab the HEART KEY from his desk,
and exit through the brown door back into the Main Lobby.
- Head into the eastern door from the Main Lobby on the first floor. Shoot
the large group of zombies with your Shotgun, and go passed the double blue
doors first(you'll come back here soon enough). Take the GREEN HERB next to
the vending machine, and head into the door at the end of the hall.
- Unlock the first grey door you see with the Diamond Key. Inside, grab the
FIRST AID SPRAY and CORD on the table and the ROOK PLUG on the shelf.
Quickly leave(you'll run into a suprise attack by a licker).
- Before leaving, take a minute to keep this hall in memory, because you
will have to return here a little later in the game. Track back in the
previous hall and enter the double doors.
- In the eastern office area, examine the desks to find another INK RIBBON.
Go inside the small office and unlock the safe by entering the combination:
2236. Inside you'll find SHOTGUN SHELLS and the POLICE STATION MAP. In the
same office, look behind the desk for 2GREEN HERBS.
Go into the back of the room and get the HANDGUN BULLETS from the corpse.
Use the Heart Key on the brown door.
- Pick up 2GREEN HERBS on the floor, then walk down and use the Cord on the
panel to lower the shutters. Head down the stairs into the basement.
- Use your Handgun against the two dogs running around, and go through the
double brown doors. Grab the GREEN HERB in the corner and the POLICE B1 MAP
on the back shelf. Go up to the "Reserve Power Panel" to come across another
puzzle.
---------
Puzzle!
---------
You need to set the power to 80. Here are the coordinates: Up, down, up, up,
down. A minor note: There is actually another order to solve this panel to
set it to eighty, so I used the other one in some of the other walkthroughs.
Don't get confused like I did.
- Leave and head to the parking lot(at the end of the hall). Meet Ada
Wong(if you played the first RE, you heard only her name), and help her push
the truck to get access to the door behind it. Before you enter, find
another GREEN HERB near the parking lot exit.
- When Ada runs off, walk a ways down(passed the first door) and into the
cell(grab the HANDGUN BULLETS from the table). In the first cell are a BLUE
and GREEN HERB. In the second cell, meet the reporter Ben. He'll tell you to
go inside the sewer to move on. Before leaving, take the MANHOLE OPENER on
the shelf next to his cell.
- Proceed into the door you first ran by. If you want, grab the RED HERB
beyond the three cells, but beware of the dogs who will burst out of the
cages. If you did do this, find a BLUE HERB in the first cage. Use the
Manhole Opener on the manhole, and climb down the ladder.
- Run by the spiders in the narrow hall, and go up the stairs. Enter the
storage save room, and inside, take both the BLUE HERB and INK RIBBON. Get
the three plugs you have(Rook, King, and Bishop), and exit and enter the
next door. Cross the walkway and insert the three plugs in the panel(yes,
you do need one more). Leave to meet up with Ada again.
- After they talk and she crawls the the ventilation, you're in control of
her. Open the door straight ahead and go right first and down the small
elevator. Pick up the SHOTGUN SHELLS for Leon on the ground, go back up the
elevator, and enter the other door. Climb down the large steps and be faced
with a not so hard puzzle.
---------
Puzzle!
---------
The key here is two push the three large boxes against the north wall so
they form a bridge for you to cross. Make sure that all three boxes are
together from side to side, then climb back up the large steps and hit the
switch from the panel to raise the water.
- Once you do so, cross the new formed bridge and take the CLUB KEY from the
shelf. Go back to Leon(where you first started off) to give him the items.
- Back as Leon, pick up the items Ada throws to you and go back to the first
basement hallway(bring the Shotgun with you). Fight the lickers crawling
around, and use the Club Key on the double white doors titled Autopsy Room.
Enter and run to the northwest corner of the room and get the RED CARD KEY.
Exit and use the card on the panel next to the single door. Enter.
- Inside the "Weapon" room, grab the SHOTGUN SHELLS and 2HANDGUN BULLETS
from the left and right counters. Optional: Go up to the locker and open it
to find the SUB MACHINE GUN and BACKPACK. Warning: If you take them, neither
one of them will show up in Scenario B(the harder quest). You SHOULD save
them for the second quest.
- Head back up to the first floor and use the Club Key on the door next to
the basement staircase. Inside, find an INK RIBBON on the table, SHOTGUN
SHELLS in the locker, WATCHMAN'S DIARY on the bed, and the MAGNUM on top of
the dresser.
- Return to the most eastern hallway(where I told you to remember). At the
end of the area, pick up the RED HERB and unlock the green door with the
Club Key(inside the second grey door you can find a SMALL KEY on the table).
- Walk up to the eastern wall in the room and light the rusty furnace with
your Lighter. Get ready for another puzzle.
--------
Puzzle!
--------
These three statues are numbered(from left to right) 11, 12, and thirteen.
You must light them in this order: 12, 13, 11.
- As you solve the puzzle, an item falls from the painting. Pick the GOLDEN
COG WHEEL from the ground(you can also find a FIRST AID SPRAY under the
desk).
- Make your way back to the Library. Step up the stairs and into the door.
On the third floor balcony, run down and enter the door at the end. Use the
Crank on the square hall located on the east wall to lower the wooden
staircase. Walk up and place the Golden Cog Wheel into the gear to open the
rusty door. From there, take the KNIGHT PLUG and jump down the vent.
- When you land, you'll hear Ben scream(and watch an embryo be implanted
into him). Run to the cell to talk to him. After he gives you the MAIL TO
CHEIF(and says my favorite quote: "Get that scum, make him pay), the embryo
bursts out of his body.
- Leave the cell and enter the door. Go into the save room and get your
Magnum and Shotgun. Proceed into the room to place the last plug in the
panel. Before you cross the walkway, you'll encounter the first boss.
------
Boss!
------
This "bug" monster is sadly and somewhat suprisingly easy. Pump about five
rounds of shells with the Shotgun, then finish him off with two shots from
the Magnum(yes, it is that quick). The only way you'll get hit is by the
bugs which he spits out of his mouth(they don't cuase to many damage).
- Place the Knight Plug into the panel to unlock and enter the door. Go down
the stairs to meet up with Ada again. Head through the gate and down the
sewer hall, pick up the 2BLUE HERBS on the ground and enter the save room.
- Inside, take the INK RIBBON, SEWER MANAGER FAX on table, and the HANDGUN
BULLETS on the little brown shelf. Push the locker aside to reveal a hidden
passage. Descend down the ladder and use the Lighter on the front and back
lamps to find MAGNUM BULLETS and SHOTGUN SHELLS on the shelves.
- Go back up into the save room, bring the Valve Handle, and take the
elevator down. Watch a cinema. After Leon is shot, use Ada to follow the
mysterious woman through the door(save the map on the wall for Leon).
- Run left and climb up the ladder. Quickly jog by the annoying bugs above
and go down the ladder on the other side. Walk down the walkway to meet
Annette.
- When Ada gives her a big smack cuasing her to fall, cross the steel bridge
and head down the ladder.
- Back as Leon, take the SEWER MAP off the wall, and open the door. Take a
left(pass the ladder this time around) and find the WOLF MEDAL and SHOTGUN
SHELLS from the two corpses. Run down at the opposite end of the area and
through the cage door.
- Go straight and place the Wolf Medal into the vertification slot machine
next to the water flow. Enter the double doors on the west wall.
Use the Valve Handle on the Oil Pressure Transmitter to lower the steel
bridge. Cross the bridge and use the Vlave Handle a second time on the
second Oil Transmitter to raise the bridge.
- Grab the 2GREEN HERBS, SHOTGUN SHELLS on table, and an INK RIBBON. Go into
the door and run down the long wide hallway. At the end, see Ada shooting at
the sewage water, and encounter the second boss in the game.
------
Boss!
------
The Alligator is by far the easiest boss in the game, of course, that's only
if you use this method. Once your in control of your character, run away
from the creature and down the hallway until you come across a red blinking
switch. Examine it to have a gas tube fall. Wait for the Alligator to catch
up, and eventually he'll put the gas tube in it's mouth. When this happens,
simply take one shot with your Handgun to allow the tube to explode into the
lizards mouth. Ouch!
- Once the battle is over, run back down to the end of the hall and hit the
red switch to release the energy lock. Open the rusty gate to reunite with
Ada.
- Head up the ladder and cross the steel bridge(which you were supposed to
raise earlier). Walk up the left walkway and pick up the EAGLE MEDAL from
the dead body and SEWER MANAGER DIARY near the monitor. Go down the eastern
side and use the Valve Handle one last time on the Fan Regulator to stop the
rotating fan. Step up the ladder, cross, and go down on the other side.
- Proceed back into the far cage door and place the Eagle Medal into the
vertification slot machine. When the water stops, go into the north rusty
door and make your way to the train troller. Operate the "sky tram" computer
to start up and board the train. On the ride, however, you'll be faced with
yet another boss.
------
Boss!
------
The boss(William Birkin) in this situation isn't bad considering that this
is no "true" battle one on one. His large claw hand comes only from the
ceiling, and his one target is none other than you(yeah, it doesn't even
have a care in the world to attack Ada). With that in mind, stay still at a
positon and when the ceiling shakes from above, move completly out of the
way. As the large claw pops out, aim with your standard ammo and fire
away(fortunatly, even Ada lends a hand). After a few round up of shots, the
creature will retreat.
- Disembark the train trolley and use your Lighter to ignite the flare gun
close, which will reveal the WEAPON BOX KEY hidden on the ground. Pcik it up
and open the far door.
- In the narrow hallway, walk left(watch for the zombies) and grab the
SHOTGUN PARTS from the dead zombie. Combine the parts with your Shotgun to
create the AUTO SHOTGUN.
- In the next hall, pick up the 2GREEN HERBS located on the eastern end,
then proceed up the ladder into the save room. Get the FIRST AID SPRAY in
the cabinet, MAGNUM BULLETS and SHOTGUN SHELLS on the table, and as usually,
the INK RIBBON. You SHOULD save your game if this is your first time
through, and when you're ready, open the single door.
- Take the FACTORY MAP on the wall, as well as HANDGUN BULLETS near the far
barells. Board the elevator trolley and find more MAGNUM BULLETS in the
small bathroom. Go in the front and get the CONTROL PANEL KEY that hangs
from the wall, then use it on the outside panel to start up the elevator. On
the way down(suprise, suprise), William Birkin is waiting for you outside
the trolley.
-------
Boss!
-------
The once William Birkin is now a mutated monster who happens to have one of
the most devestating and deadly attacks in the game. These "multiple"
attacks of slashing you're character aren't slow either, so the main key is
to stay a FAR distance from the beast. Double check to make sure he does not
get too close, and also keep in mind that you can't stay too far away from
him due to aiming and inflicting damage. The best way is to stay at a screen
where you can always see him, and if you have the accuracy, fire away with
your Shotgun and Magnum. When he arrives almost right in front of you, run
from the side(you usually WILL get hit) and repeat the same process.
- After the battle, go back to Ada in the trolley and watch Leon carry her
into the Security Room(a.k.a. save room). Do Leon and Ada have something
going between each other? Inside, grab the GREEN HERB on top of the
refrigirator, SHOTGUN SHELLS in the locker, MAGNUM BULLETS on the desk, and
the INK RIBBON at the usual spot. Leave and head through the sliding door on
the west wall.
- This is the "dark" colored hall, mainly becuase of the colored halls of
red, blue, and white. First, make you're way down the blue(which is known as
the East Area). Run down and enter the double frosted doors. Find a FIRST
AID SPRAY on top of the barrell and the FUSE CASE on the little shelf. Use
the Fuse Case on the nearby panel to develop the MAIN FUSE. Take it and
return to the dark colored hall and place it into the center breaker.
- When the power is finally back on in the labatory, proceed into the red
hallway(the West Area). Enter the door at the eastern end and take the
FLAMETHROWER inside the locker, USER REGRISTRATION on the bench, and
LABATORY SECURITY MANUAL near the computer. Use the computer to turn on the
gas sprinkler, then shoot a flame with you Flame Thrower on the plant in the
corner vent. Slide through the ventilation and blast the two "mutated"
lickers with your Shotgun. Find 2SHOTGUN SHELLS in the cabinet and an INK
RIBBON on the desk(by this time, there is no real purpose of picking up Ink
Ribbon, unless you're going to save twenty or so more times).
- Unlock and leave through the door, head down the hall and hit the shutter
switch next to the sign West Area. When the shutter opens, get ready for two
plant creatures who you happen to wake up. Simply use your Flame Thrower to
call it a day, however, be cautious of the "acid" attack which will usual
poisen you. If that happens, return to the far east room and use the stack
of BLUE HERBS near the bed.
- Open the door and fire away on the plant standing still with little
movement. Take the 2GREEN HERBS and descend down the ladder. In this hall,
get you're Shotgun ready for two lickers(one from above and on ground) who
await you're arrival. Snatch the 3GREEN HERBS against the wall, run by the
gate(which is you're last destination) and into the sliding door.
- In the "Monitor" room examine the blue panel to file the LABATORY MAP.
Store any items without use and bring the W. Box Key and the Knife. Head
through the second sliding door and pick up the RED HERB from the ground,
then head into the double doors.
- Use the W. Box Key on the locker to get the MAGNUM PARTS(it's about time)!
Walk over and into the two sliding doors leading to a expirement room. Grab
the LAB CARD KEY on the back counter(there's another INK RIBBON on the right
edge of the front desk, but there really is no need).
- Exit the room and enter the door at the opposite direction(which looks
like a Jurassic Park setting). Inside, take out the Giant Moth with your
Shotgun and use the Knife to slash away the bugs covering the computer
keyboard. Once done so, operate the computer and enter the word GUEST as the
password.
- Make your way back up to the blue colored hallway(East Area) and unlock
the shutter there. Operate the panel to vertify Leon's hand identification
for the second scenario, then continue to unlock the nearby door with the
Lab Card Key(it's next to the East Area sign).
- Get the FIRST AID SPRAY and MAGNUM BULLETS on the hospital cart, then flip
the light switch on the wall. Walk in the back of the room to find the MO
DISK on the small shelf(be aware of some zombies).
- Now proceed back down into the "Monitor" save room and make your LAST
SAVE. Here's what you'll need: The Magnum, Magnum Bullets, a couple full
cure items, and the Mo Disk(make sure to take as many combined herbs as
possible). Go to the previous room and unlock the large gate by using the Mo
Disk on the panel screen(if you want, go back and fit in another mixed
herb). Enter the door beyond and head straight. As you're timed, hit the red
switch to access the large lift at the northern wall. Arghh... that William
never gives up and his back at the worst time.
------
Boss!
------
You knew you wouldn't just get away that easily without a fight. The are two
alternive forms to the last boss, so look below for the best results:
The first form is pretty much the same as the previous one on the elevator.
Stay a far distance as before, and unleash about three shots with the new
and improved Magnum for a quick victory(a little too easy in my category).
Now be prepared for his second form.
What ever the creature has turned into now is beyond me, but it does has
major advances over the first form. This time around, it is much, much
faster than before. And if you get cuaght into its's jaws, he inflicts a
major amount of damage. You really should stop trying to dodge it's attacks
and concentrate on killing the creature(also remember you're being timed).
Sometimes occasionally and sometimes often the monster will jump on top of
the upper platforms, leaving you hanging low waiting for the creature to
return. Instead of standing there waiting, run around the room until the
beast eventually jumps down(either in front or behind you). When it does
this, fire everything you got, and do not stop. Repeat this method until
defeat.
- Afterward, head up, the lift and run to the train for the ending to Leon
A.
==========================
[9]WALKTHROUGH: CLAIRE B
==========================
- As you start off, run north past the zombies and enter the door. Go right
and get the CABIN KEY on the desk in th little office, and use it on the
left shed door.
- Grab the HANDGUN BULLETS and INK RIBBON on the desk, then head into the
door and work you're way to the roof. Watch a cinema and make your way
across the roof and into the west door. Pick up the GREEN HERB off the
ground, continue down, and find HANDGUN BULLETS from the corpse.
- Unlock and enter the blue door(you should continue down the hall and enter
the nearby save room to store items in order to pick up everything). Take
the 3GREEN HERBS on the top and bottom of the staircase and open the door at
the bottom.
- Find yet another pack of HANDGUN BULLETS from the corpse and enter the
office area in front. Take out the zombies inside and grab the VALVE HANDLE
on the shelf, as well as an INK RIBBON on one of the desks. Enter the small
office and use the combination 2236 on the safe. Take both the ACID ROUNDS
and POLICE STATION MAP inside, and find 2GREEN HERBS behind the desk.
- Return to the crashed helicopter on the roof and use the Valve Handle on
the water pressure to stop the fire. Head back into the door you just came
out of to watch another cinema. After the other half of the ceiling
collapses, walk down the hall to encounter Umbrella's Tyrant.
- Like I said in the Leon B walkthrough, I myself do not consider the Tyrant
an actual boss. Instead, I think of him as a "mid" boss who indeed shows
up(usually at the worst times)through out Scenario B. Here are you're
options: If you want to just save you're ammo, run by and away from the
creature every step of the way. Don't expect to get away without being hit
at least once though. The other option is to obviously fight the creature.
This will result in using all of you're ammo(and this is the beginning of
the game), so you'll end up with a little or fewer stock of bullets. You CAN
run away from the creature at every encounter(except the end), and by doing
so leaves you a better chance of beating Scenario B. To escape from the
Tyrant, just leave the room that you are in.
- Either run away or fight the Tyrant, and proceed through the door at the
end of the area. In the "crashed" heliopter hallway, enter the door in front
of the chopper(you'll hear a scream on the way). Inside the room, find an
INK RIBBON hidden in the vase and the BLUE CARD KEY on top of the stack
boxes.
- Heads "up" for the licker who crashes through the window from above(you
can dispose of it later). Head into the save room and pick up the
SECRETARY'S DIARY A and INK RIBBON on the desk, and the HANDGUN BULLETS on
the bench.
- Open the door leading into the second floor Main Lobby balcony, and run
down and activate the emergency ladder. Descend and find the GRENADE
LAUNCHER and INK RIBBON on the desk, then use the Blue Card Key on the
computer to unlock the three doors.
- Climb back up the ladder and walk to the western end of the balcony. Use
your Grenade Launcher against the large group of zombies and find the
UNICORN MEDAL on the wall beyond. Go back down the ladder in the Main Lobby
and place the Unicorn Medal in front of the fountain statue(near the main
entrance). Recieve the SPADE KEY that falls, and head into the double doors
on the first floor.
- Take down more zombies and store any uneeded items in the store box. Pick
up the POLICE MEMORANDUM on the bench, and use your lockpick on the small
desk in the corner to find a FIRST AID SPRAY. Open the back door and jog
down the hall.
- Grab the HANDGUN BULLETS from the corpse and use the Spade Key on the grey
door. Examine around to find the PATROL REPORT on the file collection shelf
and an INK RIBBON in the cabinet. Push the ladder to the end of the room
against the cabinet and climb up. Take the LIGHTER from above and leave the
room.
- Continue down the hall, take the GREEN HERB, and enter the door. In the
"boarded" up hallway, proceed into the double brown doors(be aware of the
zombies who burst out of the windows). Inside, search for the OPERATION
REPORT 1 on the desk, and go into the back of the room and use the Lighter
on the fire place to obtain a RED JEWEL(you can also find HANDGUN BULLETS to
the right of the fire place on the floor).
- Exit and make your way down the hall and into the next area. Enter the
door next to the staircase(picking up 2GREEN HERBS on the way) into the
"dark" save room. Get the HANDGUN BULLETS from the cabinet and the OPERATION
REPORT 2 and INK RIBBON on the desk. Leave and step up the stairs.
- Walk down and come across two(actually three) statues. Get ready for the
same puzzle as in Scenario A.
---------
Puzzle!
---------
Fortunatley(as I assume) you've played Scenario A and have already gone
through this puzzle. In case you forget(which is highly unlikely), here is
the solution: Push the left and right statues(red and blue) to the opposite
ends of where they stand. Place them on the brown slot tablet on the ground
so both are facing each other and the center statue.
- Afterward, take the second RED JEWEL that falls from the hand and open the
nearby door.
- Trial down the hall and arrive in the S.T.A.R.S. Office. Talk to Leon(it's
about time) and read CHRIS'S DIARY which he gives you. Investigate deeper
within the room to find the DIAMOND KEY on the middle desk, BOW GUN in the
silver cabinet, and MAIL TO CHRIS from the fax machine(when you try to
leave).
- When you exit, you'll encounter a little girl screaming for help. Pass by
or shoot the zombie and follow the girl into the next hall. Equip you're Bow
Gun to take care of the horde of zombies in the room, and unlock the small
desk with the Lockpick to get more HANDGUN BULLETS. Enter the Library.
- As in Scenario A, take the RED HERB from the corner table and walk up the
stairs. Jet to the end of the balcony to fall through. Hit the red switch
and get ready for another "exact" puzzle from the firts scenario.
--------
Puzzle!
--------
As mentioned in the previous walkthroughs, the shelves(from left to right)
and numbered 1, 2, and 3. Simply push Shelf 1 right and Shelf 2 right. Is it
that easy? It most certainly is.
- Get the SERPENT STONE from the picture and open up the double doors. Back
on the second floor Main Lobby balcony, track back to the crashed helicopter
hallway and return into the door in front of the chopper.
- If you didn't kill the licker from before, make sure you have a stonger
weapon besides the Handgun with discent ammo(Acid Rounds with the Grenade
Launcher work best. Place the two Red Jewels into the left and right statues
to obtain the HALF BLUE STONE.
- Make your way into the first floor eastern area(from the Main Lobby). With
Grenade Rounds, shoot the zombies and pass the blue doors first(you'll come
back here later). Grab the GREEN HERB next to the vending machine and enter
the far door.
- In the next hall(which you need to remember), use the Diamond Key on the
first door you come by, and inside, get the EAGLE STONE from the shelf(if
you want, you can take the FIRST AID SPRAY on the table only to set off a
licker attack).
- Head back to the western area on the first floor(the area just beyond the
boarded up hallway) and use the Diamond Key on the far silver door. Examine
the lockers in the room to find the PLASTIC BOMB and BOW GUN BOLTS. Unlock
and go through the other silver door.
- In this office area, pick up the GREEN HERB and look around for the MEOM
TO LEON on the edge of the desk and HANDGUN BULLETS in the locker. Enter the
little office to find the DETENATOR on the desk. Unlock and leave through
the door into the Main Lobby.
- Now, track back once again into the crashed heliopter hallway and combine
the Detenator and Plastic Bomb. Set it in front of the chopper to cuase an
obvious explosion. Enter the Cheif's room.
- Meet Cheif Irons, who is now a crazy man that just wants to be alone. Head
into the east door and down the long narrow hallway. Inside the crowded
antique room, go in the back dark room and hit the light switch on the wall.
Search the room to find and meet Sherry Birkin. When she runs away, grab the
SECRETARY'S DIARY B on the table and some HANDGUN BULLETS from the chest.
- Back in the Cheif's room, take the HEART KEY from his desk and the CHEIF'S
DIARY on his chair. Now, make your way back to the first floor in the east
area and enter the double blue doors into the office area again. Go in the
back and unlock the western door with the Heart Key. Enter.
- Pick up the 2GREEN HERBS on the floor and work your way through the
zombies found in this hall. Step down the staircase to enter the basement.
- In the first basement hallway, head into the double brown doors first.
Inside, take another GREEN HERB in the corner, FLAME ROUNDS below the small
table, and the POLICE B1 MAP on the back shelf. Examine the "Reserve Power
Panel" for another puzzle.
---------
Puzzle!
---------
You need to set the power to the 80 mark. Here are the coordinates: Up,
down, up, up, down. This is an optional but well worth puzzle.
- Exit the room and enter the double grey doors at the end of the hall(past
the white doors). Snatch the RED HERB off the gound and quickly run down and
descend the ladder from the manhole.
- Go through the first door you come across into a small save room. Take the
INK RIBBON and store any "extra" items into the store box. Leave to talk to
the little girl Sherry again.
- Once you're Sherry, make your way up the elevator and run past all the
zombies. Run into the closest door first and grab the GRENADE ROUNDS on the
ground for Claire. Proceed into the door further down and take the SEWER
DISPOSAL MAP on the wall. Jump down the large steps and get ready for the
"box" puzzle.
--------
Puzzle!
--------
The key here is two push the three large boxes against the north wall so
they form a bridge for you to cross(you'll also have to climb over the boxes
as well). Make sure that all three boxes are together from side to side,
then climb back up the large steps and hit the switch from the panel to
raise the water.
- Cross the new "box" bridge and take the CLUB KEY from the shelf. Return to
Claire(where you first started) to give her the items and to become back in
control of her again.
- Back as Claire, grab the CLUB KEY and GRENADE ROUNDS which Sherry threw,
and go back into the first basement hallway. Use the Club Key on the double
white doors(titled Autopsy Room).
- Watch above and below for the two lickers crawling around, and take the
RED CARD KEY from the small cabinet in the corner. Back in the hall, use the
Red Card on the card reader next to the single door and enter the "weapon"
room.
- Grab the 2HANDGUN BULLETS and the ACID ROUNDS on the left and right
counters, and take the SUB MACHINE GUN and BACKPACK from the locker(this is
only if you saved them from Scenario A).
- Enter the parking lot at the end of the hall and find a GREEN HERB laying
on the ground near the lot's exit. Open the west door and jog down the hall.
First, run past the first door you see and enter the cell area. In the first
cell, pick the BLUE and GREEN HERBS, then get the BOW GUN BOLTS from the far
shelf.
- Leave and go through the door you first ran by. If you want, grab the RED
HERB beyond the three cells, but beware of the dogs who will burst out of
the cages. If you did do this, find a BLUE HERB in the first cage cell. Pick
up the CRANK on the ground, and lead yourself back to the first floor of the
Police Station.
- Unlock the door next to the basement staircase. Look around for an INK
RIBBON on the table, WATCHMAN'S DIARY on the bed, and more ACID ROUNDS on
top of the small dresser. Now go back to the nearest save room and bring the
Lighter with you.
- Trail back to the eastern most hall on the first floor(where I told you to
keep in mind), and at the end, take the RED HERB, and if you so desire,
enter the second grey door and get the HANDGUN BULLETS from the shelf. Once
this is done, use the Club Key one last time on the green door and enter.
- On the east wall, use your Lighter to ignite the rusty furnace, and then
confront another "statue relating" puzzle.
--------
Puzzle!
--------
These three statues are numbered(from left to right) 11, 12, and 13. You
must light them in this order: 12, 13, 11.
- When the puzzle is solved, find a FIRST AID SPRAY below the desk and hurry
across the room to get the GOLDEN COG WHEEL which fell from the painting(of
course the Tyrant is back).
- Leave the room and run down the hall only to encounter the Tyrant once
again. Use either your own or my technique which you would regular use, and
return to the Library(bring the Crank and Golden Cog Wheel).
- Walk up the stairs and go into the door. On the third floor balcony, run
to the end and enter the room. Use the Crank on the square hole located on
the east wall to lower the wooden staircase. Step up and place the Golden
Cog Wheel in the empty slot of the gear to open a rusty door. Behind the
door find the other HALF BLUE STONE. Combine the two Blue Stones to make the
JAGUAR STONE.
- Gather all the three stones that you have(Jaguar, Serpent, and Eagle) and
take a trip back to the Cheif's room(SAVE YOUR GAME). Meet Sherry again and
examine the colorful picture on the wall behind the Cheif's desk. Hit the
switch and place the three stones into the slots to reveal a hidden passage.
- Get the MAIL TO CHEIF on the ground and examine the elevator twice to go
down(don't forget to bring you Grenade Launcher with all Rounds and a couple
full healing items). Walk down the hidden chamber and enter the door to talk
to Cheif Irons. After the he's pulled under, grab the ACID ROUNDS on the
small shelf and examine the corner ladder to watch a very graphic visual of
the Cheif's body. Go down the ladder and walk a little ways down the walkway
to encounter William Birkin.
------
Boss!
------
Sherry's father injected the G-Virus into his own body, cuasing him to
develop such greater strength, which is unfortunate for you. This form of
William, belive it or not, is the most difficult out of any other bosses in
the game. The pipe that he rips off the railing dishes out a deadly hit that
only takes one swing to kill your character. NEVER get too close to him,
stay away from him and use distance attacks. When he starts to walk up
closer, run by him from the side quickly and fire away(the best thing to use
is the Acid and Flame Rounds) from a distance. If it so happens that he hits
you down(cuasing your character to land on their knees), press all the
buttons on the control at your best effort and as quickly as possible to get
back up.
- As the battle ends(after he falls off the side), go back to Sherry and
bring her down the secret chamber. Walk down the walkway(where you just
fought the boss) and hit the switch at the end to lower the ladder. Climb up
and watch a short cinema.
- Sherry will fall, so head down the area and pick up the 2BLUE HERBS, then
enter the save room. Grab the SEWER MANAGER FAX on the table, HANDGUN
BULLETS in the black bag, FIRST AID SPRAY in the locker, and the INK RIBBON
near the type writer. Use the Lockpick on the "warhouse" door on the wall to
find a hidden passage. Descend down the ladder and find BOW GUN BOLTS on
then front shelf and GRENADE ROUNDS on the back shelf.
- Go back up to the save room, bring the Valve Handle and Lighter, and head
down the small elevator. Talk to the wounded Leon, then take the SEWER MAP
off the wall and into the door. Optional: You can enter Loen's save room by
going up the other elevator passed where Loen is sitting. In there are
3GREEN HERBS on the floor and HANDGUN BULLETS in the little brown shelf.
Open Leon's "warhouse" door and step down the ladder. Use your Lighter on
the front and back lamps to get GRENADE and FLAME ROUNDS on the front and
back shelves.
- Back to the next hall, go left and pass the ladder to find the WOLF MEDAL
and FLAME ROUNDS from the two corpses. Enter the cage door at the other end
of the area.
- Walk straight and place the Wolf Medal into the vertification slot machine
next to the water flow. Head into the west double doors. Use the Valve
Handle on the Oil Pressure Transmitter to lower the steel bridge. Cross the
bridge and use the Valve Handle once again to raise it back up. Get the
2GREEN HERBS and an INK RIBBON, then open the nearby door.
- Make your way down the long wide hallway and open the rusty gate at the
end. Go up the corner ladder and cross the steel bridge(which you raised
earlier). Take a left up the walkway and get the EAGLE MEDAL from the body
and SEWER MANAGER DIARY near the monitor.
- Go east and use the Valve Handle one last time on the Fan Regulator in
order to stop the rotating fan. Climn up the ladder, run down, and descend
at the opposite end. Pass the zombies who suddenly appear and go back to the
vertification slot machine and place the Eagle Medal into it to stop the
water.
- Go through the north rusty door and take a walk to the train trolley(and
meet up with Sherry). Operate the computer on the right to start it up, then
board the train. After the ride, use the Lighter to ignite the Flare Gun so
you can find the WEAPON BOX KEY on the ground. Head into the door.
- In the narrow hallway, watch for zombies on the corners and run left first
to find the SPARKSHOT from the dead body(you don't have to pick this up
simply beacuase it's the worse gun game, but it's there if you want to). In
the next almost "identical" hall, walk to the eastern end first and pick up
the BLUE and GREEN HERB. Enter the save room from the ladder at the western
end.
- Inside, look around for FIRST AID SPRAY in the cabinet, ACID and FLAME
ROUNDS on the table, and yet another INK RIBBON. Save your game if you
haven't done so in a while, then head through the door.
- Take some HANDGUN BULLETS near the barells and the FACTORY MAP on the
wall. Go down the small grey elevator and into the next room. Jog down the
walkway and find the CONTROL PANEL KEY near the monitor. Turn on the monitor
itself to see the Tyrant! This area is narrow, but not impossible to run
past him.
- Make it back to Sherry in the save room and use the C. Panel Key on the
control panel(save your game and bring some heavy ammo and cures). Go back
outside and hit the switch on the panel near the elevator trolley and board.
Take the FLAME ROUNDS inside the little bathroom and hear a noise outside of
the elevator. Go outside and walk a ways down to pick a fight with William
Birkin once again.
------
Boss!
------
This form is exactly the same as in Scenario A, but he does however have a
new tactic of his own. This time around, he'll will jump above on top of the
trolley and land right in front of you. When he does this, just run around
the trolley, and when he lands, back up a distance and fire away. As before,
Acid and Flame Rounds work best against this big foe.
Watch your health closely because his multiple attacks are fast and furious.
Remember, DISTANCE is the key.
- Afterward, return in the trolley and the elevator will stop. Leave the
trolley once more and hop over the ledge sorrounded by a caution banner.
Head through the vent and fall, then go through the double doors(as of now
the elevator is not working).
- In the "steam" room, grab the GREEN HERB next to the store box, then go
down the lift(you have to come back here and deal with the large grey box
later). Leave the area by going down the small elevator.
- Use your Acid Rounds against the two mutated lickers, and proceed at the
end of the room and hit the power switch to turn on the elevator. Go back to
the room where you fell from the vent and enter the elevator. Press the
switch to go down.
- Be aware of the zombies roaming around in the area, then enter the save
room(the first door you see). Examine the room to find the HANDGUN BULLETS
in the locker, GREEN HERB on top of the refrigerator, FLAME ROUNDS on the
desk, and the INK RIBBON in the front of the type writer. Exit the room and
enter the sliding grey door.
- In the "dark colored" hall, run down the blue lighted hallway first into
the "East Area." From there, go at the end and into the double frosted
doors. Find a FIRST AID SPRAY on top of the barrell and the FUSE CASE on the
little shelf. Use the Fuse Case on the nearby panel to develop the MAIN
FUSE. Take it and return to the dark colored hall and place it into the
center breaker in order to turn on the power.
- Proceed into the red hallway(the West Area). Enter the door at the eastern
end and take the USER REGRISTRATION and LAB CARD KEY on the bench, BOW GUN
BOLTS in the locker, and LAB SECURITY MANUAL near the computer. Crawl
through the vent in the corner of the room and eliminate the two lickers
inside. Find 2GRENADE ROUNDS in the back cabinet and an INK RIBBON on the
desk. Unlock and leave through the door.
- At the west end of the hallway, hit the shutter switch(next to the sign
West Area). When the shutter opens, get ready for two plant creatures who
you happen to wake up. Simply use Flame Rounds against the creatures for a
easy win, however, beware of their "acid" attack is poisonous. If that
happens, return to the far east room and use the stack of BLUE HERBS near
the bed.
- Open the door behind the shutter and fire away on the plant standing still
with little movement. Take the 2GREEN HERBS and descend down the ladder. In
this hall, get you're Acid Rounds ready for two lickers(one from above and
on ground) who await you're arrival. Snatch the 3GREEN HERBS against the
wall, then head into the "Monitor" room.
- Examine the blue screen to file the LABATORY MAP. Store some items, and
take the W. Box Key and the Knife with you. In the next hall, grab the RED
HERB laying on the floor and enter the double doors. Use the W. Box Key on
the locker with the light above to get 2GRENADE ROUNDS. Look for the FIRST
AID SPRAY on the table nearby, and go through the two sliding doors into a
lab expirement room.
- On the back counter you'll find the POWER ROOM KEY, as well as the "no
more purpose of picking up" INK RIBBON on the far right end of the front
desk(unless you actually do need it).
- Exit the room and enter the door at the opposite direction(surrounded by
moss looking plants and eggs). Inside, take out the Giant Moth with your Bow
Gun and use the Knife to slash away the bugs covering the computer keyboard.
Once done so, operate the computer and enter the word GUEST as the password.
When you leave, meet Annette in the monitor room.
- Head back to the "dark" hall and back to the blue East Area. Open the
shutter on the western hall by hitting the switch. Walk a ways in and
vertify your identification with Claire's hand(which you did with Leon in
Scenario A), then open the double door. In the back of the room you can
examine the corpse to find a 100% SUB MACHINE GUN CLIP.
- Back in the dark hall, make your way through the white colored hallway and
go back up in the elevator. Enter the steam room again, and push the large
grey box on the center of the lift and hit the switch(it needs to be
centered so you can move it from the left). When you and the box are carried
down, push the box from the left and towards the eastern screen. When the
screen changes, push the large box north through the narrow walkway and
against the boxes at the end. Climb up and use the Power Room Key on the
double doors.
- When you enter, run down in the area and watch a cinema. When that's over,
head all the way back to the dark hall again to witness Annette's death.
Grab the MASTER KEY from Annette, then go back in the elevator(yes, the one
you just used to get up here)and use the Master Key on the emergency panel
on the back wall.
- Make it to the train and enter from the side door. Go into the back of the
second train department and run down to find a store box, type writer, an
INK RIBBON, and the PLATFORM KEY. Make your LAST SAVE in the game and bring
you Grenade Launcher with all rounds, the Platform Key, and fit in the rest
with full cure items(make sure to leave one empty space in your inventory).
- Exit the train and use the Platform Key on the gate. Head through and get
ready for a time limit. Run straight first(following the white arrow on the
ground) and hit the red blinking switch to release the barrier bars. Take
both the JOINT S and N PLUGS, then run up the stairs, cross, and down the
other. Open the door and place the Plugs in the slot panel. Just as you do
so, the Tyrant is back at the worst time, bigger than ever.
------
Boss!
------
The new and improved Tyrant is by no means an easy opponent. If you played
the first RE, this is much similar to the last boss of that game. This time
around, the large beast as both speed and strength. Immediatly when the
fight begins, he will drag his claw and try to slash your character within a
second. You WILL get hit, so don't feel ashamed. Just keep firing with your
Flame, Acid, and Grenade Rounds non stop. Soon enough, a mysterious(yet
obvious)character will throw down a Rocket Launcher for you to use. Quickly
pick it up, aim, and fire.
- After the intense battle, run back on the other side outside of the train
and in the front to push the switch to open the front gate that blocks the
exit. Board the train, step up the small staircase, and into the front room.
Push the lever to start the train. Watch the cinema.
- As the cinema concludes, a sudden shake of the train takes place. Go into
the back of the train to meet William Birkin(or whatever it is) for a final
showdown.
-------------
Final Boss!
-------------
This is the easiest boss in Scenario B. The blob is slow in moving, and to
win, all you have to do is to back up against the double doors and fire away
with your Grenade Launcher and with your last rocket with the Rocket
Launcher.
- When the blob "melts", go back to Sherry and Leon to see the Claire's
ending for Scenario B. Claire leaves and goes to look for her brother Chris,
which leads to Resident Evil: Code Veronica.
==========================
[10]EXTREME BATTLE MODE
==========================
The Extreme Battle Mode is an additional feature after you complete the game
on the Normal setting with Scenario B. It's quite some fun, and it gives you
the chance to play as Chris Redfield!
-THE CHARACTERS-
Below is the playable characters found in the Ex. Battle Mode, as well as
what items they start out with, and a brief description of each.
-LEON S. KENNEDY-
Weapons/Items:
Handgun
Shotgun
Magnum
Ink Ribbon
First Aid Spray
Blue Herb
DESCRIPTION: Playing with Leon is not an easy task, however, if your used to
him from the regular game, it shouldn't be too much trouble at all. The
Shotgun and Magnum work best against anything, but save them for lickers,
Tyrants, spiders, and bosses.
-CLAIRE REDFIELD-
Weapons/Items:
Grenade Launcher
Flame Rounds
Acid Rounds
Ink Ribbon
First Aid Spray
Blue Herb
DESCRIPTION: Claire is a well equipped character. The Flame Rounds work best
against plants, and the Acid Rounds should be used for lickers. The Grenade
Rounds(found througout the levels)are best useful when faced with multiple
enemies.
-CHRIS REDFIELD-
Weapons/Items:
Berretta Handgun
Auto-Shotgun
Ink Ribbon
Rocket Launcher
F. Aid Spray
DESCRIPTION: With the Rocket Launcher, it makes this guy the best character
in the bunch. He even has the updated Auto Shotgun, which makes things even
earlier. To unlock him, beat the EX. Battle Mode with Ada on any difficulty.
-ADA WONG-
Weapons/Items
Colt S.A.A.
Sub Machine Gun
Bow Gun
Ink Ribbon
Mixed Herb
DESCRIPTION: Don't let her inventory fool you. Yeah, I admit it's not easy,
but it is certaintly not impossible to beat the game with her. The key
technique with her is to run away from any "strong" enemies you encounter.
To unlock her, beat the mini game with either Leon or Claire.
-EXTREME BATTLE MODE TIPS-
- Note that this is not a walkthrough for the extra game. Instead, I give
you the locations of the "mega" weapons and the bombs. After all, the
purpose in this mini game is to forget about the puzzles and shoot any
creature in sight.
? Random locations: During my multiple times playing the EX game, I came
across some random aspects. Sometimes there may or may not be ammo where it
usual is, and to make matters worse, the bomb locations are random as well!
It just makes writing a FAQ even harder for all of us.
? Tyrants, should I worry: DO NOT WASTE your ammo against these foes. Even
if you do kill the creatures, they don't even carry extra ammo for you! But
to answer the question, yes, you should always worry and be prepared,
becuase you will encounter more than one at the SAME time!
? This isn't a tip, but rather a comment. If you haven't notice, on the
character select screen, I came across an error with the word "Herb". Now
I'm no expert, but in my game, it's spelled "Harb" with an A. Is this just
my copy or is it in everyone elses?
* General tip: In all the three stages, make sure to check every room,
corner to corner, back to back. You'll usual find some ammo and maybe even
some extra weapons(mention below).
-STAGE ONE-
In stage one, you can get the Sub Machine Gun. In order to find this, head
into the "steam" room, take the lft down, and climb the northern stack of
boxes. Enter the double doors and walk to the end of the walkway. There
sitting on the ground is the SUB MACHINE.
-STAGE TWO-
Stage two consists of the most powerful weapon of all, the Rocket Launcher.
When you disembark the train trolley(after you ride it), enter the door, and
make your way to the drained sewer area. Open the double doors on the west
wall and run down the long wide hallway. Go through the rusty gate at the
end, then proceed up the ladder in the corner. The ROCKET LAUNCHER is
sitting on the edge of the ledge(I didn't even find this out until
recently). It is indeed worth, because it contains ten rockets!
-STAGE THREE-
Okay, Stage three will take you a very, very long time to complete. Never
before did I expect looking for four virus bombs to be so frustrating and
time consuming. If it wasn't for the "random thing", the EX Mode would be a
straight up walk through. Below are the locations that I came across THE
MOST during my completion with the mini game.
*There probably and more likely to be more locations, so search from the
sewer to the Police Station.
*Special thanks to my friend Jason and my cousin Marc for helping me find
some of the bombs and from preventing me to break the controller in
frustration.
-BOMB LOCATIONS- "The Top Four"
- Look in the back entrance of the Police Station(in the little Office where
you begin Scenario B). It's on the desk.
- It's in the Cheif's back room near where the antique collection is, on the
table.
- It seems almost every time I play the Ex Mode I find a Virus Bomb in the
S.T.A.R.S. Office on the mid desk.
- Head up to the third floor room and find one in front of the gear machine.
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[11]THE FINAL WORD
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I want to thank Game FAQS for giving me(and many others) such an
opportunity to write a FAQ/strategy for games, and also thanks to all the
people who find my guide useful. If you own a PS2, make sure to pick up the
upcoming Resident Evil CODE: Veronica X.
-snk202-
copyright 2001 Game FAQS