Resident Evil 2: Dual Shock Edition

Resident Evil 2: Dual Shock Edition

16.10.2013 15:12:56
Speed Scenario A Walkthrough
~B
"This document Copyright 2001-2002 Nathan Norris"

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Resident Evil 2: Dual Shock - Speed Scenario A Walkthrough Version 1.4
By: Minesweeper (Nathan Norris) Email: minesweeper1@hotmail.com
minesweeper2@hotmail.com

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Last Updated: 8/14/02


Table of Contents

1: Revision History
2: Introduction
3: General Strategies
4: Leon Walkthrough
5: Claire Walkthrough
6: Thanks
7: E-mail Policy
8: Copyright


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1: Revision History

Version 1.0 7/19/01 - First Edition

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Version 1.1 7/22/01 - As my first edition of this guide was not accepted on
www.gamefaqs.com because of over-saturation on the game Resident Evil 2, I
hope to sneak it onto the Resident Evil 2: Dual Shock Edition page which is
rather lacking on information. Also I have introduced a new e-mail policy
and a standard copyright and am in the process of placing these new
additions on every other guide I have made so readers will be informed.

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Version 1.2 8/12/01 - Vincent Merken sent an email to me requesting I credit
him for my Leon walkthrough, and that is what I am doing.

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Version 1.3 11/26/01 - Just a copyright revision saying psxcodes.com may now
host my guides.

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Version 1.4 8/14/02 - I have a small copyright revision today and a new
email address. http://faqs.ign.com may now host my guides, and my new email
address is minesweeper2@hotmail.com.

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2: Introduction

Hurray! This is my tenth guide! I wanted to do something big, so I decided
to write a guide for Resident Evil 2, one of the best known, if not THE best
known survival horror games ever. I also decided on this because I am on a
mission to make a guide for every Resident Evil game to ever have been
released. RE2 is my final game, so I am giving it a lot of effort. The
guide I am making this time will be for getting through Leon's and Claire's
Scenario A's in the lowest time possible. Enough of my ranting, you don't
really care at all, do you?

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3: General Strategies

MEASUREMENT OF TIME

This game measures all playing time from the beginning after the truck
crash, to the final escape aboard the Umbrella Express, except for FMV's and
the cheesy speeches given by the characters to make an attempt to progress
the story. You cannot skip the conversations between characters, but you
can skip FMV's, except for the ending one. There will be a good 15 minutes
of all this extra footage, so if you are using a stopwatch, subtract 15
minutes from its time at the end of the game to get your real time.

INVENTORY

Inventory Screen is a big time waster. Only use the inventory when it's
absolutely unavoidable. To keep space problems to a minimum, always setup
your inventory in this order: ONE weapon and its ammo, ONE healing item
(that you will usually pick up between chests instead of take from them),
and all other items needed to complete tasks in the near future. Learn
ahead of time what you need to take to a certain place, and save space for
whatever you need to pick up afterwards. I'll try to tell you good
inventory setups for special situations during the game. Also take the
opportunity to reload your gun and heal whenever accessing the menu to use
an item.

F->HEALTH AND HEALTH ITEMS->

Keep your health as high as possible. You will need to be in peak condition
at all times if you want a fast time. Instead of hauling around
full-healing items, a better strategy is to pick up GREEN HERBS you stumble
across whilst exploring the game map. GREEN HERBS are sprinkled about
everywhere, so you won't have to look far when you need to treat your
injuries. Be careful not to get poisoned. If you get poisoned, you will
have to waste time searching for a BLUE HERB, which will hurt your finishing
time. Pretend BLUE HERBS do not exist until they are needed to cure
yourself of poison. Don't worry, it's rather easy to keep from being
poisoned in this game. Also during your journey, you will find FIRST AID
SPRAYS. Pretend these do not exist, as one breeze of the stuff will send
you down to a B.

PUZZLES

Puzzles must be solved quickly to keep your time low. I will tell you the
solutions so that they won't slow you down much.

H->PERSPECTIVE->

Whenever I say left or right, I mean it from the character's perspective.

ENEMIES

Enemies are the biggest time wasters in the game. Here are some hints
on how to pass or kill them in the quickest and most efficient way
possible:

ZOMBIES->Zombies are very easy to evade except when the corridor is narrow.
Fake one direction, then swerve the other way to
avoid them. If you're in a small room and keeping away is impossible,
just several HANDGUN bursts or one SHOTGUN headshot will kill them.

DOGS->Dogs are easily avoided if you know how to do it. Run straight
at a dog but right before it jumps, dodge to one side to miss the dog
and by the time the creepy canine faces you again, you're already out the
door. If you must kill them, use the SHOTGUN, though you can do
it with a HANDGUN too. Watch out if you do use the HANDGUN, because
they always appear in packs.

SPIDERS->Spiders are easily avoided because they take too long to
attack. It's easy to finish the game without ever having to kill any of
them. Beware of their poison spray. If you are hit by it and are poisoned,
then time will be wasted while you search for a BLUE HERB. If they're
really getting on your nerves, use the SHOTGUN or anything more powerful.

LICKERS->I REALLY hate these guys. For the most part, we will be evading
them. It's very hard to escape them as they are so wide and fast. They
will poke at you with their claws, but unless you are packing something
powerful, RUN! If you give them the attention they want, they will just use
their more brutal attacks. There's the tongue flick, and the flying leap.
Especially beware the flying leap. It can take off like a half of your
health! One hit from it will take you from FINE to orange CAUTION! If you
wish to kill them, use the SHOTGUN or something with more punch. Blast them
once, and they will flop over backwards. Then the licker will bounce back
up again. Shoot it again and repeat the pattern till you exterminate it.
Beware the super lickers towards the end of the game.

PLANTS->These guys absorb a lot of ammo and are extremely annoying. Take
upwards of FOUR SHOTGUN SHELLS or two FLAME ROUNDS to kill. Watch out for
their slow moving spray, as it can poison you. Also stay out of their
grasp, or prepare to have buckets of the nasty stuff poured all over your
head while the plant holds you. Very slow moving, but take up a lot of room
in the corridors they appear in. Their dead corpse can also hurt you, but
there really isn't much you can do about that as you often have to walk
right past them to enter important areas.

GIANT CROCODILE->You meet up with this guy in the sewers. He is nearly
invincible to your puny weapons, so you'll need to try something else. Lure
him down the corridor to the flashing green button on the wall. Press the
button to release an explosive canister. The crocodile will then try
to...umm, eat it. Shoot the canister in its mouth and the explosion will
totally blow off the top half of its head, effectively ending the threat.

G-TYPE INFANT->Stay right where you are when the fight begins and blast it
about 7-9 times with the GRENADE LAUNCHER or the MAGNUM, then it'll die.
Umm...that's about everything you'll need to know for him. The...things it
spits out cause little damage, so ignore them during the battle.

WILLIAM BIRKIN->You will confront him in three forms during the game, each
one more deadly than the last. Look at the walkthrough for information on
handling specific forms of him.

MINOR ENEMIES->Crows, small spiders, and bugs, just run. 'Nuff said.

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4: Leon Walkthrough

Leon is my favorite character to choose for RE2, as he gets better weapons,
the weapons can be upgraded even more for more power, has the LIGHTER at the
start of the game, and has several other special perks. The first
walkthrough will cover his Scenario A. Begin by putting in Leon's disc and
choosing NORMAL mode. EASY is for wimps! Plus you don't even get any
special bonuses for EASY mode.

THIS WALKTHROUGH'S GENERAL PATH AND SPEED TRICKS ARE CREDITED TOWARDS
VINCENT MERKEN.

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| ___| | _ | | _ / | | | | - THE STREETS
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TRUCK CRASH

After the positively brilliant opening, you are immediately confronted by
six zombies. Run up on the sidewalk to evade the first few, then zigzag
down the street and then into the alley to the left. After evading two more
zombies, you will stumble upon the "Kendo Gun Shop." You have only 18
bullets, so it would be a wise idea to go inside.

"KENDO GUN SHOP"

After entering we are confronted by a SHOTGUN-wielding hick. He asks for
your name and purpose of visit, obviously having dealt with way too many
zombified customers. After Leon points out the obvious fact he is not a
zombie, the hick calms down and locks up the front door. After the short
dialogue, you are free to explore the shop. Unfortunately, the only gun in
the store is the one the owner has with him. After seeing the shoddy
cleanliness of the shop, you change your mind about getting more ammo and
decide leave out the back door.

BASKETBALL COURT

After exiting, you hear the poor guy you left behind getting attacked by
zombies. Oh well, one less hick in the world! Run down the alley and you
will see a fence blocking off the B-ball court. You're obviously not going
to go that way...yet. Continue running down the alley, and then the zombies
will break through the gate. Spin around and shoot enough to knock down the
zombies (use no more than nine shots), then flee through the gate. Dodge
the lonely zombie who wasn't interested in lunch before and leave out the
gate.

CATWALK ALLEY

Run to the catwalk and dash up the stairs. Run along the catwalk and then
back down again to where a dumpster is blocking the way. Climb over the
dumpster on the far left so as not to grab the female zombie's attention.
Then climb down on the other side before she can block the way, allowing the
other zombies to catch up. If this happens, reset the game. After getting
over the dumpster, zigzag past the zombies. Take the gate at the end of the
alley.

SIDEWALK CAFE STREET

Run around the truck and down the street. You will see a pack of zombies
feasting on a dead cop. Since they are so satisfied with their feast, why
disturb them? Sprint past the group and into a bus's back door.

BUS INTERIOR

Let the crawler on the ground have a taste of your leg, then stomp its head
off. Next, pelt the standing zombie until it falls down, then quickly run
past and out the front door.

POLICE BLOCKADE

There are many zombies around here, and it is difficult to evade them all.
Try your best to avoid them, and get into the gate at the other end of the
street. It's okay if you get bit once.

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| ___| | _ | | _ / | | / / - THE POLICE PRECINT
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RPD FRONT COURTYARD

Hurray! We got to the police station without collecting any items! That
means ol' Chickenheart Vickers is lurking about at the bottom of the stairs,
with the SECRET KEY. We won't bother to go and kill him as the benefits of
the SECRET KEY are rather small. Instead, run through the small gate to
your right and run down the path to another gate. This one lets out in
front of the RPD's entrance. Enter into the supposed safe haven that Leon
thought the station would be...

1F MAIN HALL

Wow, this place is really expensively decorated for a police station, plus
it has music to match. The soundtrack you hear is incredible! Too bad it's
reserved for this one giant chamber. Other than the front door, the only
door that is unlocked is the one near the security desk. Enter it.

PATROL SQUADROOM

You hear moaning and groaning as you enter from a dying cop, who looks a lot
like Will Smith. The voice acting in this scene is so horrible! "Who...who
are you? Oh, its you..." The voice sounds so wrong coming from an
African-American! Anyway, after some dry humor, he hands you the BLUE CARD
KEY and pushes you back out the door again.

1F MAIN HALL

As you enter, you hear the dying cop lock the door behind you. You won't be
going back to that room again for a LONG time. Go around the security desk
and you see a box of HANDGUN BULLETS. Since you still only have the ammo
you started the game with, I strongly suggest you take them. Walk over to
the computer and boot it up. It will ask you if you would like to use the
BLUE CARD KEY. Say yes and you will unlock two doors near the RPD's main
entrance. We now want to go to the double doors near the broken fountain.

WEST RECEPTION AREA

Go over to the CHEST and organize your inventory:

HANDGUN, HANDGUN BULLETS

Next, walk around the partiton and you will see a hideous creature go past
the window. Don't worry, you'll get a chance to get acqainted in a short
bit! Leave out the door near the window where you saw the monster.

L-SHAPED HALL

Walk down the hall and you can hear a faint dripping sound. After running
forward a bit, you will see a corpse with the head missing. Check the body
twice for a box of HANDGUN BULLETS. Go forward a little more and you will
see the source of the dripping noise. There is a bloodspot on the floor,
but thankfully Barry Burton from RE1 isn't around to say "What IS this?
BLOOD!" Walk over to the puddle and an FMV will show you a downright nasty
looking creature, from now on known as the licker. All you have is a
HANDGUN, so run! Sprint past it and exit out the door back there.

BARRICADED PASSAGEWAY

All along this hall, you can see that all the windows are effectively
covered up with boards. Yeah, I'm sure nothing'll be able to get through
those! Enter the big double doors you see after the first corner.

BRIEFING ROOM

Go to the head of the class! Run through the open door near the podium to
enter a storage room full of old junk and a fireplace. Use your LIGHTER on
the fireplace to start a fire and cause a RED JEWEL to fall out of the
hideous painting. Take it, then search behind the overturned school desks
in the back corner to find a hidden box of HANDGUN BULLETS. Leave.

BARRICADED PASSAGEWAY

Turn right and continue on down the hall to another door. Enter it.

WEST STAIRWELL

Let the female zombie to your left take a few steps, then sprint past and
snipe all the zombies from there. There are some GREEN HERBS under the
stairs if you have dipped into CAUTION and want to heal up. Go up the
stairs.

WEST STAIRS LANDING

Frown at the lame music up here then run down the hall to collide with a set
of three statues. The two on the far left and far right are moveable There
are also two special tiles on either side of the central statue. What to do
here...hmm...? (Jepoardy music plays in the background) Ding! I've got
it! We have to push the two moveable statues on the special tiles so they
are facing the central statue, then something cool will happen! Okay, let's
put this brillant plan into action then. Push the copper statue around
behind the central statue to its special tile on the right. While you are
going past the statue, look around behind the central statue for another
hidden box of HANDGUN BULLETS. Then, push the silver statue to its place on
the left side of the central statue. When both are in place, take the RED
JEWEL from the cental statue. Leave out the nearby door.

S.T.A.R.S. CORRIDOR

Run down the hall and evade the first couple zombie cops, then enter the
door they were in front of.

S.T.A.R.S. OFFICE

Immediately after entering, go to the desk with the CD on top of it. You
will discover CHRIS'S DIARY. Tap triangle to avoid reading it. There isn't
any useful info inside it anyway. After you take up the document, you see a
UNICORN MEDAL in its place. Take it as well. Claire will then come barging
in, still looking for Chris. Leon gives her the diary, telling her sadly
that her brother is not here. Then Leon hands over a radio so that they can
talk to each other if there is trouble. When the scene at last ends, walk
over to the cabinet beside the big, black radio transmitter. Open the
cabinet to find a SHOTGUN. This will become your best friend for the rest
of the game, believe me. Leave.

S.T.A.R.S. CORRIDOR

We are now going to retrace our steps all the way back to the 1F MAIN HALL.
Turn right away from the zombies and take the door there.

WEST STAIRS LANDING

Run down the stairs at the other end of the hall.

WEST STAIRWELL

Enter the first door on the right.

BARRICADED PASSAGEWAY

Run back along the corridor while staying next to the left wall at all
times! Watch out for the hands that pop out of the boarded windows near the
double doors. After recovering from the shock, continue down the hall and
again more zombie hands will pop out of the windows. Avoid them and leave
out the single door at the end of the passage.

L-SHAPED HALL

Take the GREEN HERB off the floor. Evade the licker and enter the door at
the far end of the hall.

WEST RECEPTION AREA

Organize your inventory:

HANDGUN, HANDGUN BULLETS
UNICORN MEDAL, GREEN HERB

We'll start using the SHOTGUN later after we find more ammo for it. Go out
the double doors.

1F MAIN HALL

Run over to the fountain and put the UNICORN MEDAL in the hollow in front of
the statue. The statue will then tilt over to give you the SPADE KEY. Go
back through the double doors again.

WEST RECEPTION AREA

Run to the door behind the partiton.

L-SHAPED HALL

Evade the licker again and use the SPADE KEY on the door near the
decapitated body.

FILES ROOM

Run around the shelf and you will bump into a stepladder. Push the
stepladder all the way to the shelf at the other end of the aisle. Then
stand on it and collect the CRANK. Leave.

L-SHAPED HALL

Evade the licker AGAIN and leave out the door to the right.

BARRICADED PASSAGEWAY

Run to the door at the other end of the hall. Don't worry, this time the
zombie hands won't come out.

WEST STAIRWELL

Go upstairs.

WEST STAIRS LANDING

Go to the door at the other end of the hall.

S.T.A.R.S. CORRIDOR

Shoot down all the zombies and use the SPADE KEY on the door at the other
end of the hall. Discard the key and leave.

WEST WAITING ROOM

Upon entry you see a ton of zombies feasting on another dead cop. Push past
them on the right side and enter the door in the corridor to the right.

LIBRARY

Walk past the stairs and take the RED HERB from the table. Enter the double
doors nearby.

2F MAIN HALL

Run along the balcony, killing or dodging zombies. You will see a red box
on the railing. Activate it to send an emergency ladder to the 1F MAIN
HALL. You can now easily pass between the first and second floors.
Continue running along the balcony to a door waaaay on the other side of the
balcony.

EAST WAITING AREA

Ignore the sparkly on the bench. Instead, open up the chest and organize
your inventory:

SHOTGUN, RED JEWEL
RED JEWEL, GREEN HERB

Leave through the other door in this room. BTW, from now on, I would
pretend that HANDGUN BULLETS don't exist anymore. We will go with the
SHOTGUN completley from now on, except for boss fights and when the game is
nearly over.

WRECKAGE HALL

Turn right and enter the door over there.

CROW HALL

Run all the way down the hall, dodging crows. Take the door at the far end
of the hall.

HELICOPTER WRECK

Ignore everything here for now except the stairs leading down. Descend
them.

RPD BACK COURTYARD

There are a lot of zombies around, but you can easily evade them as the
passage is very wide. Take the door at the far end of the path.

CABIN

Walk around the machinery and take the VALVE HANDLE beside the desk. Leave
out the door you used to get in. DO NOT open the other door unless you want
a nasty suprise!

RPD BACK COURTYARD

Run around the zombies again and get back up the stairs. Beware the female
zombie hanging around the front of the steps.

HELICOPTER WRECK

Run through the gate near the exit door and use the VALVE HANDLE on the hole
below the water tank. The tank will rupture and spill water on the
helicopter, putting out the fire. Run to the exit door.

CROW HALL

Run all the way back down the hall to the door at the far end.

WRECKAGE HALL

Blow off both zombie's faces, then enter the door past the nose of the
helicopter.

ART ROOM

After entering, turn right and search the crates near the shelf to find some
hidden SHOTGUN SHELLS. Next, go to the other end of the room. Plant both
RED JEWELS in the statues to the left and right to make the center statue
open up to reveal the KING PLUG. Take it and then look at the sparkly to
the left. Take the DIAMOND KEY there and then leave.

WRECKAGE HALL

Enter the first door that you can enter on the right.

EAST WAITING ROOM

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
DIAMOND KEY

Go back out through the door you used to enter this room.

WRECKAGE HALL

Turn right and enter the door over there.

CROW HALL

Go to the door that is straight ahead of you. Unlock it and enter the door.

FIRE ESCAPE

Gather up all the GREEN HERBS out here and go down the stairs. Enter the
door below.

DETECTIVES' OFFICE

Ignore the dead body and go through the open door just ahead. Walk a little
ways, then turn right to enter another open door into a private office.
Kill the zombie in here then go to the safe. Input 2236 as the safe's
combination to open it. Take the SHOTGUN SHELLS and the POLICE STATION MAP
if you wish. You can also search behind the desk for one more GREEN HERB if
you want it. Leave the cubicle and shoot down any zombies that get in your
way. Leave out the blue double doors. Before you go, look at the map of
the United States above and to the right of it. Its backwards! Why?! Oh
well, leave.

EAST RECEPTION AREA

Turn left to run from the zombies approaching from the right. Enter the
door over there.

1F MAIN HALL

Run over to the double doors at the bottom of the stairs.

WEST RECEPTION AREA

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
DIAMOND KEY, GREEN HERB

Leave out the door behind the partiton.

L-SHAPED HALL

Run down the hall while dodging the licker. Enter the door at the far end
of the hall.

BARRICADED PASSAGEWAY

Run down the hall to the door at the far end.

WEST STAIRWELL

Turn right and unlock the last door in the hall with the DIAMOND KEY.
Enter.

EVIDENCE ROOM

Blast the approxiomately three billion zombies in here, then search the
drawers to your right after entering the room for a box of SHOTGUN SHELLS.

PATROL SQUADROOM

Remember this place? Yeah, this is where we ran into Mr. Dying Cop. Take
the GREEN HERB on the floor and walk into the cubicle past it to see the cop
again. When you walk over to try to talk to him, he turns PURPLE!!! Blow
his now ugly face off and take the HEART KEY off the desk. Leave out the
door he pushed you out at the beginning of the game.

1F MAIN HALL

Enter the door on the elevated ledge near the main entrance.

EAST RECEPTION AREA

Escape the zombie herd by going through the blue doors.

DETECTIVES' OFFICE

Run across the room to the open door where the FIRE ESCAPE'S door is.
Instead of going there, this time turn left and unlock the door there with
the HEART KEY. Discard the key and go thru the door.

YELLOW PASSAGEWAY

There are more GREEN HERBS on the floor if you need them. If not, leave
them alone for now and descend the stairs at the end of the hall.

MAIN BASEMENT CORRIDOR

You can hear the "tap, tap" of dogs in the distance. Sprint down this
corridor, then turn right. Run down the hall evading the dogs, and enter
the door near the "Parking" sign. This door obviously leads you to the...

PARKING GARAGE

There are many nice cars here, but Leon, being the good-natured fellow he
is, doesn't want to try to steal one and bust out of there. Run between the
silent cars and someone will fire a shot at you. You turn around to see...a
beautiful woman!? Her name is Ada Wong, and Leon buys her story of why she
is here. (Yeah, I came here to risk my neck in an all-night zombie slugfest
to save my boyfriend. You'd do the same, wouldn't you?) Anyway, play along
with her scheme and help her move the van away from the door leading to the
jail. Enter the new door. If you need it, there is a GREEN HERB all by
itself in the back corner near the shutter.

JAIL CORRIDOR

Ada runs off without you. She will do this a lot during the course of the
game. Anyway, follow her and enter the gate at the end of the hall.

JAIL CELLS

Run forward a little to start a loooooong conversation between you, Ada, and
Ben Bertocculi, a reporter. After lots of rambling about various topics,
Ada runs off again. Take the MANHOLE OPENER off the shelf nearby and leave.
You can take the GREEN HERB in the cell beside Ben's if you want it.

JAIL CORRIDOR

Take the silver door you passed by on the way to meet Ben.

DOG KENNEL

Run around the corner and locate the manhole. Use the MANHOLE OPENER to
open it, obviously. Go down the ladder. Forget the RED HERB in the corner.
If you take it, the dogs will attack and you will probably have to use it
up after the battle anyway.

SPIDER PASSAGE

Run down the hall, evading any spiders that try to get in your way. Go up
the stairs.

SHUTTER HALL 1

If you were poisoned, stop in the small door to the left to get a BLUE HERB.
After you are done with that, enter the brown and gray door at the curve.

GENERATOR ROOM

Turn right back around again and go out.

SHUTTER HALL 1

Ada pops up yet again, asking you for a favor. She wants Leon to give her a
boost so she can climb through a vent. Leon agrees and helps her up.

SHUTTER HALL 2

There is nothing to see here, so leave out the door in front of you.

"CESS POOL"

Run around the corner and turn left, evading all dogs that try to stop you.
Enter the door there.

WATER PUMP ROOM

Remember that "fun" puzzle in RE1, where we had to shove all those boxes
around to make a bridge over a pool? Well, here is the second installment!
Jump down the ledges to get into a small, empty pool. Climb over the box on
the far left, then jump down into the open space between the boxes and the
wall. Push the center box far away enough so that the left box can be
pushed in to fill in the open space. Next, climb out of the empty space and
jump down on the other side of the left box. Push it into the empty spot
you freed for it. Lastly, push the box on the far right into position
between the center box and the wall. Climb out of the pool then press the
glowing buttons on the control panel to fill the pool with water, which will
in turn, raise up the box bridge so you can cross over to the other side of
the pit. Take the CLUB KEY off the shelf there, then leave.

"CESS POOL"

Evade the dogs again and turn right at the fork. Take the door at the end
of the path.

SHUTTER HALL 2

Ada throws Leon the CLUB KEY, then being the person she is, runs off alone
again.

SHUTTER HALL 1

Take the CLUB KEY Ada threw to you, then run down the stairs.

SPIDER PASSAGEWAY

Evade the spiders and go up the ladder.

DOG KENNEL

Run straight and enter the door you collide with.

JAIL CORRIDOR

Take the left fork and enter the door you run into.

PARKING GARAGE

Run across the pavement to the door at the other end of the garage.

MAIN BASEMENT CORRIDOR

Lickers have replaced the dogs you evaded earlier. Avoid them also if
possible. There is a door with a glowing red light beside it a little ways
from you. It leads to the ARMORY, which we will not be visiting as it takes
way too long to unlock it. The double doors past it lead to the POWER ROOM,
which offers little more in the way of items than a GREEN HERB and another
map. Bypass this unless you have no healing items with you. There is more
in the hall also. If you take the double doors on the right side of the
hall, they lead to the MORGUE, which we will not be visiting as well. But,
we are going to go past it, so you might as well unlock it with the CLUB KEY
while you are here. It will save you some headaches later. The door that
we really want to take is the set of double doors around the corner from the
MORGUE.

RPD BACK ALLEY

Take the RED HERB nearby, then turn around and leave. You will not even see
the dogs that you hear tapping.

MAIN BASEMENT CORRIDOR

Take the stairs up.

YELLOW PASSAGEWAY

Walk around the stairs railing and take the SHOTGUN SHELLS from the shelf
across from a door. Unlock the door with the CLUB KEY and enter.

NIGHT WATCHMAN'S POST

Check the third locker from the left to discover more SHOTGUN SHELLS. Walk
into the little nook behind the lockers to find a bunkroom and the
all-mighty MAGNUM!!! Do not be fooled by its size, this is one of the most
powerful guns in the game! It slices, it dices, and it makes excellent
licker pies! Turn around and leave.

YELLOW PASSAGEWAY

Run to the other door at the far end of the corridor. You may want to take
the GREEN HERBS here if you haven't already done so.

DETECTIVES' ROOM

Take the blue double doors.

EAST RECEPTION AREA

Blow away all the zombies to your left with the SHOTGUN, then take the GREEN
HERB to heal yourself if necessary. Enter the door a long way down the
arched corridor.

BROWN PASSAGEWAY

Kill all the zombies hanging around and unlock the first door you see with
the DIAMOND KEY. Discard the key and enter.

INTERROGATION ROOM

Ignore the CORD and the FIRST AID SPRAY on the desk as both of them are
totally useless. Instead, take the ROOK PLUG from the shelf in the back
corner. On the way back out, a licker will crash through the magic mirror.
Evade it on the right and escape out the door.

BROWN PASSAGEWAY

Turn right and run down the hall. Take the RED HERB and go to the blue door
at the end. Use and discard the CLUB KEY. Enter the door.

PRESS CONFERENCE ROOM

Go to the front of the room and use the LIGHTER to start a fire in the old
furnace. Next, light the torch in the middle labeled "12." After doing
that, light the torch on the right labeled "13." Finally, light the last
torch on the left labeled "11." The painting at the other end of the room
will release the GEAR COGWHEEL. Take it and leave.

BROWN PASSAGEWAY

Run all the way down the hall to the door at the far end.

EAST RECEPTION AREA

Run to the single door at the other end of the hall.

1F MAIN HALL

Go to the double doors at the bottom of the stairs.

WEST RECEPTION AREA

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
GEAR COGWHEEL, CRANK
GREEN HERB

Leave out the door you used to enter.

1F MAIN HALL

Go up the emergency ladder.

2F MAIN HALL

The zombies are gone, replaced by one hyperactive licker. Evade the licker
as best as you can and get to the double doors on the left (Leon's left when
facing away from the ladder) side of the massive balcony.

LIBRARY

As you enter, you hear a rumbling. Watch all the zombies spill into rooms
you don't even have to go to anymore! Run up the stairs and go around the
balcony. Wander to the section where there is no railing and the wood will
collapse beneath you weight, but this is a good thing. Press the shiny red
button in front of you to cause the bookshelf on the far right to move away.
Walk over and move the far left and the middle left bookshelves to the
right. A panel in the cubicle you fell into will open up, revealing the
BISHOP PLUG. Take it and go upstairs again, this time taking the door you
see up there.

3F MAIN HALL

Wow, the view of the lobby from up here is incredible. Take the other door
on this balcony.

CLOCK TOWER ROOM

Use the CRANK on the hole to the right to lower a staircase. Go up the
stairs and around the catwalk to collide with an open panel. Place the G.
COGWHEEL inside then press the switch. The clock will start up again and
reveal a secret compartment. Take the final plug, the KNIGHT PLUG, from its
elusive hiding place. Then you will be asked if you would lke to jump down
the dust shoot below it. Say yes and you will be whisked away.

JAIL CORRIDOR

You hear Ben screaming as...something is shoved into his mouth. Run down
the hall to help him.

JAIL CELLS

Ben is in terrible pain now, and spills the beans on the police chief, Brian
Irons. He tells you to go kill him, but unfortunately, Leon will never meet
him during his scenarios. The...thing that was fed to Ben then breaks out
of his chest. This is easily one of the most disgusting scenes in the whole
series. The strange creature then runs off and Ada just pops up yet again.
She then blasts off out there almost as soon as she popped up, saying she's
going to look for her boyfriend at "the chemical plant. I have a feeling
he'll be there." Follow her out.

JAIL CORRIDOR

Enter the first door you see.

DOG KENNEL

Go down into the manhole.

SPIDER PASSAGE

Evade the spiders and go upstairs.

SHUTTER HALL 1

Enter the first door on the left.

WATER PLANT STORAGE ROOM

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
MAGNUM, HEALING ITEM (preferably a RED-GREEN HERB MIXTURE)
KNIGHT PLUG, KING PLUG
BISHOP PLUG, ROOK PLUG

Leave.

SHUTTER HALL 1

Enter the brown and gray door nearby.

GENERATOR ROOM

Run around the corner and you'll see that thing that popped out of Ben's
chest, and the little bugger sure has grown. It will begin the battle by
spitting out some tadpole-like creatures, but it doesn't matter. Just stand
where you are and fire off about the MAGNUM's entire clip. It should die
rather pathetically, not even getting halfway across the catwalk before you
destroy it. The music will stop when it is dead. Run past the oozing
corpse and quickly plug in the KNIGHT PLUG, the KING PLUG, the BISHOP PLUG,
and the ROOK PLUG to unlock the door. Enter.

LEON'S SEWER ACCESS

Run forward some to collide with Ada, AGAIN. After some ramble about how
running off alone is reckless and stupid, Ada says she will do things your
way. Hop down into the sewer water and open up the shutter.

-----------------------------------------------------------------------
_____ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| |___ |
| |_| | | |_| | | |_| | | | ___| |
| ___| | _ | | _ / | | |___ | - THE SEWERS
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

LEON'S SEWER PASSAGE

The sewers are to RE2 as the caves were to RE1. And like RE1, we will only
be here a short time, but still there will be many suprises along the way.
RE1's caves only had dripping water, but now we get to immerse ourselves in
yucky water! Isn't that great? Slog down the waterway until you see a
ledge. Climb up onto it and enter the door up there.

LEON'S WATER CONTROL ROOM

After entering, run to the lockers near the brown stand. Move them aside to
reveal a secret door. Open the door and climb down the ladder.

LEON'S WAREHOUSE

Turn right after entering the room to run into a red thing on the wall. It
is a lantern, so use your LIGHTER to make a light. You can now see a
sparkly on the shelf. Take the MAGNUM BULLETS and run around the corner.
Light another lantern and take the SHOTGUN SHELLS off the shelf to the
right. Leave up the ladder.

LEON'S WATER CONTROL ROOM

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
VALVE HANDLE, GREEN HERB

Take the little elevator in the corner down.

T-SHAPED HALL

The third mysterious woman this night snipes at Ada. Leon leaps to cover
her and takes a bullet. Ada mutters "Leon, that woman was..." and then "I
have to talk to her." Wow, you really care a lot about others, don't you
Ada? Anyway, since Leon is unconsious, you temporarily take control of Ada.
Follow the woman through the door she left through.

SEWER CANAL 1

You get a short scene of the woman climing a ladder. Follow her up the
ladder.

FAN TUNNEL

Run down this tunnel to the ladder at the other end. Ignore the bugs that
spawn from the nest you pass by.

UPPER WATER TREATEMENT ROOM

Run down the ledge a little to start another scene showing Ada's gun shot
out of her hands (ouch). The woman walks down with the gun pointed at Ada's
neck. It's Annette Birkin, one of the most evil female characters in the
whole RE series. She almost hisses when she talks! She then explains how
all this mess happened to Raccoon City. When the long FMV ends, a catfight
breaks out, ending with Annette getting a nice sewer bath. After you
FINALLY regain control, walk across the narrow bridge and go down the
ladder.

LOWER DUMPING AREA

There is a brief scene of Ada being attacked by a creature in the water.
The game then shifts back to Leon, who has just regained consiousness.

T-SHAPED HALL

Run down the hall Annette and Ada ran down.

SEWER CANAL 1

Unfortunately, the fan has started up again, blocking access to the ladder.
Instead, turn right and run past some spiders. You will find a gate to the
left. Go through it.

SEWER CANAL 2

Run down the passage a bit, then climb up the ledge to the left. Enter the
double doors up there. Keep running through this room so the spiders cannot
poison you.

LOWER WATER TREATMENT ROOM

Run around the platform some until you come to a flashing red light. Use
the VALVE HANDLE on the hole beneath the light to bring the narrow bridge
Ada crossed down to your level. Go over the bridge and use the VALVE HANDLE
on the green light over there to raise the bridge again. Take the GREEN
HERBS and the SHOTGUN SHELLS near the typewriter. Leave through the door
nearby.

LONG SEWER TUNNEL

Run all the way to the end of the passage. You will see Ada shooting at
something in the water. It turns out to be a giant crocodile, who then
decides to focus on Leon instead of Ada. After you regain control, run all
the way back down the passage until you see a flashing green light. Press X
near it to release an explosive can. STAY WHERE YOU ARE. The crocodile
will then try to eat the can. That's when you get him. Shoot the can in
its mouth to blow its filthy head off. Run past the giant corpse and press
the red button near the large door at the end of the corridor. Go through
the door.

LOWER DUMPING AREA

Run across the dump and climb up to the ledge where Ada is. A scene then
starts in which Ada makes up for running off before by patching up his
wound. They then climb the ladder up

UPPER WATER TREATEMENT ROOM

Run across the little bridge you raised and turn left. You will eventually
come to a contol panel where there is a dead body and an EAGLE MEDAL...gah,
not those things again. Run back to the fork and this time go straight.
You will come to a red light. Use the VALVE HANDLE one last time to stop
the fan from rotating. Climb the ladder now.

FAN TUNNEL

Run to the ladder at the other end of the passage.

SEWER CANAL 1

Turn right to find a hidden ledge where some dead bodies are. Search them
for a WOLF MEDAL and a box of SHOTGUN SHELLS. Climb down again and follow
the corridor all the way to the gate at the other end. Ignore the zombies.
You'll be long gone before they can drag themselves from the sewer water.

SEWER CANAL 2

Run straight down this hall to a panel on the right near the waterfall.
Plant the EAGLE MEDAL and the WOLF MEDAL in it to make the waterfall stop
flowing and reveal a door. Take this door.

SECRET TUNNEL

Run to the door at the other end of the walkway.

SKYTRAM STATION 1

Walk out onto a large platform. Ignore the shelf as there is nothing useful
on it. Instead, activate the glowing panel to the right of the skytram to
start it up. Then, board the skytram through the doors on the left side of
it.

SKYTRAM

You will now find yourself forced to play a little subgame. The goal is to
blast William's hand a few times with the SHOTGUN. You will notice some
dust raining down from the ceiling. That is where his hand will burst
through. Simply walk backwards and then shoot when the hand pops out.
After 3-5 shots, Ada will finish the job. The skytram then arrives at the
second station. Walk out the doors.

SKYTRAM STATION 2

Despite what many guides will tell you, you do not need to use the LIGHTER
on the flare gun to find the WEAPON BOX KEY here. Search around in the
right corner near the gun to pick up the WEAPON BOX KEY and exit out the
metal door at the other end of the walkway.

INDUSTRIAL CORRIDOR 1

Run down the hall, blasting zombies as you please. Turn left at the fork
and it will lead you to a dead end with a zombie's body, but this one really
is dead. Check it for the SHOTGUN PARTS. This will upgrade your SHOTGUN
into a CUSTOM SHOTGUN! You'll be in heaven when you hear its thunderous
blast! But wait until you use up your SHOTGUN'S current magazine first, as
you get a free reload when you upgrade. Turn around and run straight past
the fork to a door. Enter it.

INDUSTRIAL CORRIDOR 2

This corridor is pretty much the same as the last, only this time the
goodies (two GREEN HERBS) are to the right, and the exit is to the left.
Grab the GREEN HERBS and climb up the ladder.

TRAIN PLATFORM CONTROL ROOM

Grab the box of SHOTGUN SHELLS and the clip of MAGNUM BULLETS off the
counter, then organize your inventory:

SHOTGUN, SHOTGUN SHELLS
MAGNUM, MAGNUM BULLETS
3 HEALING ITEMS (preferably ones that heal you completely)

Keep one inventory slot free and leave out the door.

TRAIN TURNTABLE

Turn left and run over to the engine car. Climb up the steps in back and
enter the car.

ENGINE CAR

Run to the front and take the CONTROL PANEL KEY from the red hook, then take
the MAGNUM BULLETS from the bathroom. Go back outside.

TRAIN TURNTABLE

Use the CONTROL PLATFORM KEY on the panel near the stairs, then press the
switch to start the machinery up. You will see a scene of the turntable
descending deep under the city.

ENGINE CAR

William sticks his claw through the wall, injuring poor Ada. You want
revenge, so let's march outside right now and settle this!

TRAIN TURNTABLE

Walk around some and William will appear. Like most other bosses in the
game, he's pretty easy to defeat. Simply stand at one end of the platform.
Shoot with the MAGNUM till he gets too close, then run to the other end of
the platform and shoot from there. After 9-12 shots from the MAGNUM, he
will be defeated. Reenter the car.

ENGINE CAR

The platform arrives at the bottom. Ada still has not woken up, so Leon
carries her outside.

-----------------------------------------------------------------------
_____ _____ _____ _____ _ _
| _ | | _ | | _ | |_ _| | | | |
| |_| | | |_| | | |_| | | | | |_| |
| ___| | _ | | _ / | | |___ | - THE SECRET LABORATORY
| | | | | | | | \ \ | | | |
|_| |_| |_| |_| \_\ |_| |_|

-----------------------------------------------------------------------

ENTRANCE PLATFORM

Leon looks around and uses what little he knows to figure out he is inside a
secret lab (looks at painted letters on the floor that read "Umbrella
Laboratories." Anyway, he takes Ada off to a room.

LAB GUARDPOST

After an argument about whether or not Leon should take care of Ada, you
regain control. Take the GREEN HERB from the filing cabinet, and the MAGNUM
BULLETS off the shelf. Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
FULL-HEALING HERB

Leave.

ENTRANCE PLATFORM

Turn right and run past the corridor to another door. Enter it.

LABORATORY MAIN SHAFT

Wow, this room is HUGE! You can't even see the floor that is so far below
you. Enter the little walled-off place in the middle of the room and take
the path that has blue lights. Enter the door there.

EAST AREA HALL

Run ahead and turn left at the shutter and the first door. You will come to
a set of double doors with ice covering them. Enter the door. (The first
time I saw this door, I was scared because I thought it was some kind of
nesting material from a creature, and that I was about to enter its domain.)

SUPER-LOW TEMPERATURE EXPERIMENT ROOM

Run around the corner and you will see a sparkly on a stand. Take the FUSE
CASE and then use it with the flashing-blue panel nearby. A handy-dandy
robot arm will then transform the FUSE CASE into a MAIN FUSE. Take it and
leave the room.

EAST AREA HALL

Go back down the hall and exit through the door leading to the LABORATORY
MAIN SHAFT. The other doors won't open anyway.

LABORATORY MAIN SHAFT

Use the MAIN FUSE on the machine in the middle of the room to restore power
to the facility. I thought it would be more complicated than this to
activate the power. The next thing you need to do is enter the door on the
red-lit path.

WEST AREA HALL

Run ahead and open the shutter to the left. The plants inside will then
wake up and attack. Several SHOTGUN blasts will destroy them. Beware the
poison they spit and also tread carefully when passing the corpses, their
vines can swing up and attack. Enter the door behind the plants.

B4 PLANT SHAFT

Wow, that plant is big. Blow away the plant in front of you and take the
two GREEN HERBS. Descend the ladder.

B5 PLANT SHAFT

Enter the door nearby.

SUPER CORRIDOR

I call it this because from now on all enemies will be super in their
attacks and strengh. Run around the corners, but when you see a white wall
down the hall, start slowly walking forward. A licker will crash out of a
ceiling vent, but if you don't move, it won't be able to detect you. Wait
for it to get into range and point the SHOTGUN down, blasting every time the
fella flips over again. It will squeal when you kill it. Move into the
white-walled corridor and repeat with the other two super-lickers. Get all
the GREEN HERBS and leave out the door at the far end of the corridor.

LABORATORY CONTROL ROOM

Run around the corners until you bump into a typewriter and a chest.
Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
MAGNUM, WEAPON BOX KEY
GREEN HERB

Leave out the door nearby.

MOTH CORRIDOR

Turn left at the fork. Take the RED HERB you see and enter the door that is
close by.

MAIN LAB

After entering, go to the flashing locker to the left and unlock it with the
WEAPON BOX KEY. Inside the locker is MAGNUM PARTS, oh yeah! But don't use
them yet, as like the SHOTGUN, you get a free reload when you upgrade. Use
up your current magazine first on lickers, for example. Enter the door and
it will slide open without a loading sequence. Blast the zombie and proceed
to the next sliding door. Remember this place? In Anette's FMV its where
William was shot and injected himself with the G-virus. Maybe there's
something important in here, like a key... Kill or dodge the zombies in
this room, and get to the almost empty white table in the back of the room.
Take the LAB CARD KEY and leave the lab the way you came in.

MOTH CORRIDOR

Turn right at the fork and enter the door at the end of the corridor.

LABORATORY CONTROL ROOM

Run to the door at the other end of the corridor.

SUPER CORRIDOR

Beware the licker that comes crashing out of the vents in the first hall.
You want to get to the door at the far end of the passage.

B5 PLANT SHAFT

Climb the ladder.

B4 PLANT SHAFT

Enter the door.

WEST AREA HALL

Turn right at the fork. Beware the plant that has...planted itself in front
of the exit you need to use.

LABORATORY MAIN SHAFT

Take the blue-lit path and use the door there.

EAST AREA HALL

Use the LAB CARD KEY on the door in front of you. Enter it.

AUTOPSY LAB

Take the MAGNUM BULLETS from the cart to the right but ignore the FIRST AID
SPRAY. Blow away the first zombie, then press the red button to turn on the
lights. Walk past the circular device and take the MO DISK from the tool
cart next to the surgeon's bed. Leave.

EAST AREA HALL

Anette confronts you here and accuses you of "murdering my husband!"
Hardly, he goes through three more transformations before he finally dies!
She tells you Ada is a spy which Leon simply can't accept. "She can shoot
really good and is smooth and slick in all she does, but a spy?
Impossible!" There is a rumbling and some pipes fall on her. Leon runs
over and takes the G-VIRUS, which looks suspiciously like grape Kool-Aid.
After that, the self-destruct sequence is activated. Enter the door behind
Anette.

LABORATORY MAIN SHAFT

Run for the red-lit path. Trully, this is one of the best acted scenes in
the whole series. It almost rivals that scene in "Titanic" where Jack gives
his life to save Rose after the ship sinks. Ada will appear and point her
gun at Leon, asking for the G-VIRUS. Leon finally accepts the truth, and
refuses to give it to her. Ada is about to shoot, but then she decides it's
not worth killing Leon to get what she wants. Suddenly, she is shot in the
back by Anette, and Leon grabs her hand as she falls over the railing. Ada
says she just wants to give up and lets go. I'm almost crying trying to
write this. I love Leon's heartfelt "ADAAAAAA!" Notice that he exactly
mimics the pose that Chris does if you let Rebecca die in RE1. In
frustration, Leon throws the Kool-Aid after Ada, because grape isn't his
favorite flavor anyway. Enter the door on the red path.

WEST AREA HALL

Blast the plant, then turn left at the fork and enter the door there.

B4 PLANT SHAFT

Climb down the ladder.

B5 PLANT SHAFT

Enter the door.

SUPER CORRIDOR

Blow away all the zombies and enter the door at the far end of the corridor.

LABORATORY CONTROL ROOM

Go to the chest and organize your inventory for the last time:

MAGNUM, MAGNUM ROUNDS
SHOTGUN, SHOTGUN SHELLS
3 HEALING ITEMS, MO DISK.

Make sure all your guns are fully loaded and you are totally healed up. I
recommend you save your game here. Leave out the door you used to enter.

SUPER CORRIDOR

Go to the blinking monitor and use the MO DISK there to open up a closed-off
hall next to you. Enter the door at the end of it. Notice how the music
quietens down.

LARGE TRANSPORT ROOM

The computer will announce there are only 5 minutes left until it gets a
little warm. Run down between the containers and activate the large
elevator. Suddenly, Willy crashes in through the ceiling and attacks. Stay
right where you are and shoot him three times with the customized MAGNUM.
You should defeat him right before he can take the first swing as the force
of the shots stuns him. He then mutates into a dog-like form. I belive
this is the toughest form of William and the toughest boss in the game. He
will leap up onto the containers. To make him come down to your level, run
laps around the room until he decides to give up on pouncing on you from
above and returns to the floor for an in-your-face fight. Shoot him 6-8
times with the custom MAGNUM and he will be defeated again. Don't worry
about dodging, you have more than enough healing items to suffer through the
blows. Carefully monitor your health, healing every time you enter orange
CAUTION or worse. After you kill him again, the elevator will arrive.
Board it.

ESCAPE TRAIN PLATFORM

Simply run down the hall to trigger the final ending sequence. Hope you
enjoy it.

-----------------------------------------------------------------------

5: Claire Walkthrough

Claire isn't exactly horrible, but Leon is a far more entertaining character
to play with. Claire does have her benefits, but they are outweighed a
hundred times by Leon's. Her handgun is more powerful than Leon's, and she
does get a handy GRENADE LAUNCHER, but this is outweighed by the fact that
she must rely on a weak BOWGUN instead of Leon's extremely useful SHOTGUN.
Capcom, please fire whoever put this poor excuse for a weapon in the game.
Instead of Ada, she has a (gasp) 12 year old girl as a partner character,
called Sherry Birkin, and you are forced to play as *her* in a few places.
Pathetically slow and also has an annoying habit of crouching down and
getting scared if you move too far ahead of her, forcing you to stop and
shake her out of it, slowing you down even more. Load up Claire's disc and
play NORMAL mode.

THIS WALKTHROUGH'S SPEED TRICKS ARE CREDITED TOWARDS VINCENT MERKEN.
-----------------------------------------------------------------------
_____ _ _____ _ _____ _____
| ___| | | | _ | | | | _ | | ___|
| | | | | |_| | | | | |_| | | |___
| | | | | _ | | | | _ / | ___|
| |___ | |___ | | | | | | | | \ \ | |___
|_____| |_____| |_| |_| |_| |_| \_\ |_____|

-----------------------------------------------------------------------
_____ _____ _____ _____ ___
| _ | | _ | | _ | |_ _| /_ |
| |_| | | |_| | | |_| | | | | |
| ___| | _ | | _ / | | | | - THE STREETS
| | | | | | | | \ \ | | _| |_
|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

TRUCK CRASH

After the positively brilliant opening, you are immediately confronted by
six zombies. Run up on the sidewalk to evade the first few, then zigzag
down the street and then into the alley to the left. After evading two more
zombies, you will stumble upon the "Kendo Gun Shop." You have only 13
bullets, so it would be a wise idea to go inside.

"KENDO GUN SHOP"

After entering we are confronted by a BOWGUN-wielding hick. He asks for
your name and purpose of visit, obviously having dealt with way too many
zombified customers. After Leon points out the obvious fact he is not a
zombie, the hick calms down and locks up the front door. After the short
dialogue, you are free to explore the shop. Unfortunately, the only gun in
the store is the one the owner has with him. After seeing the shoddy
cleanliness of the shop, you change your mind about getting more ammo and
decide leave out the back door.

BASKETBALL COURT

After exiting, you hear the poor guy you left behind getting attacked by
zombies. Oh well, one less hick in the world! Run down the alley and you
will see a fence blocking off the B-ball court. You're obviously not going
to go that way...yet. Continue running down the alley, and then the zombies
will break through the gate. Spin around and shoot enough to knock down the
zombies (use no more than seven shots), then flee through the gate. Dodge
the lonely zombie who wasn't interested in lunch before and leave out the
gate.

CATWALK ALLEY

Run to the catwalk and dash up the stairs. Run along the catwalk and then
back down again to where a dumpster is blocking the way. Climb over the
dumpster on the far left so as not to grab the female zombie's attention.
Then climb down on the other side before she can block the way, allowing the
other zombies to catch up. If this happens, reset the game. After getting
over the dumpster, zigzag past the zombies. Take the gate at the end of the
alley.

SIDEWALK CAFE STREET

Run around the truck and down the street. You will see a pack of zombies
feasting on a dead cop. Since they are so satisfied with their feast, why
disturb them? Sprint past the group and into a bus's back door.

BUS INTERIOR

Let the crawler on the ground have a taste of your leg, then stomp its head
off. Next, pelt the standing zombie until it falls down, then quickly run
past and out the front door.

POLICE BLOCKADE

There are many zombies around here, and it is difficult to evade them all.
Try your best to avoid them, and get into the gate at the other end of the
street. It's okay if you get bit once.

-----------------------------------------------------------------------
_____ _____ _____ _____ ____
| _ | | _ | | _ | |_ _| /__ \
| |_| | | |_| | | |_| | | | / /
| ___| | _ | | _ / | | / / - THE POLICE PRECINT
| | | | | | | | \ \ | | / /__
|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

RPD FRONT COURTYARD

Hurray! We got to the police station without collecting any items! That
means ol' Chickenheart Vickers is lurking about at the bottom of the stairs,
with the SECRET KEY. We won't bother to go and kill him as the benefits of
the SECRET KEY are rather small. Instead, run through the small gate to
your right and run down the path to another gate. This one lets out in
front of the RPD's entrance. Enter into the supposed safe haven that Leon
thought the station would be...

1F MAIN HALL

Wow, this place is really expensively decorated for a police station, plus
it has music to match. The soundtrack you hear is incredible! Too bad it's
reserved for this one giant chamber. Other than the front door, the only
door that is unlocked is the one near the security desk. Enter it.

PATROL SQUADROOM

You hear moaning and groaning as you enter from a dying cop, who looks a lot
like Will Smith. The voice acting in this scene is so horrible! "Who...who
are you? Oh, its you..." The voice sounds so wrong coming from an
African-American! Anyway, after some dry humor, he hands you the BLUE CARD
KEY and pushes you back out the door again.

1F MAIN HALL

As you enter, you hear the dying cop lock the door behind you. You won't be
going back to that room again for a LONG time. Go around the security desk
and you see a box of HANDGUN BULLETS. Since you still only have the ammo
you started the game with, I strongly suggest you take them. Walk over to
the computer and boot it up. It will ask you if you would like to use the
BLUE CARD KEY. Say yes and you will unlock two doors near the RPD's main
entrance. We now want to go to the double doors near the broken fountain.

WEST RECEPTION AREA

Go over to the CHEST and organize your inventory:

HANDGUN, HANDGUN BULLETS

Next, walk around the partiton and you will see a hideous creature go past
the window. Don't worry, you'll get a chance to get acqainted in a short
bit! Leave out the door near the window where you saw the monster.

L-SHAPED HALL

Walk down the hall and you can hear a faint dripping sound. After running
forward a bit, you will see a corpse with the head missing. Check the body
twice for a box of HANDGUN BULLETS. Go forward a little more and you will
see the source of the dripping noise. There is a bloodspot on the floor,
but thankfully Barry Burton from RE1 isn't around to say "What IS this?
BLOOD!" Walk over to the puddle and an FMV will show you a downright nasty
looking creature, from now on known as the licker. All you have is a
HANDGUN, so run! Sprint past it and exit out the door back there.

BARRICADED PASSAGEWAY

All along this hall, you can see that all the windows are effectively
covered up with boards. Yeah, I'm sure nothing'll be able to get through
those! Don't bother entering the double doors, you don't have a necessary
item for that room yet. Instead go past and take the door at the end of the
hall.

WEST STAIRWELL

Let the female zombie to your left take a few steps, then sprint past and
snipe all the zombies from there. There are some GREEN HERBS under the
stairs if you have dipped into CAUTION and want to heal up. Go up the
stairs.

WEST STAIRS LANDING

Frown at the lame music up here then run down the hall to collide with a set
of three statues. The two on the far left and far right are moveable There
are also two special tiles on either side of the central statue. What to do
here...hmm...? (Jepoardy music plays in the background) Ding! I've got
it! We have to push the two moveable statues on the special tiles so they
are facing the central statue, then something cool will happen! Okay, let's
put this brillant plan into action then. Push the copper statue around
behind the central statue to its special tile on the right. While you are
going past the statue, look around behind the central statue for another
hidden box of HANDGUN BULLETS. Then, push the silver statue to its place on
the left side of the central statue. When both are in place, take the RED
JEWEL from the cental statue. Leave out the nearby door.

S.T.A.R.S. CORRIDOR

Enter the first door you see.

S.T.A.R.S. OFFICE

Immediately after entering, go to the desk with the CD on top of it. You
will discover CHRIS'S DIARY. Tap triangle to avoid reading it. There isn't
any useful info inside it anyway. After you take up the document, you see a
UNICORN MEDAL in its place. Take it as well. Walk over to the cabinet
beside the big, black radio transmitter. Open the cabinet to find a GRENADE
LAUNCHER. It will be a frequent travel companion of yours during the game.
Leave. Ignore the incoming fax.

S.T.A.R.S. CORRIDOR

We are now going to retrace our steps all the way back to the 1F MAIN HALL.
Turn right and enter the door over there.

WEST STAIRS LANDING

Run down the stairs at the other end of the hall.

WEST STAIRWELL

Enter the first door on the right.

BARRICADED PASSAGEWAY

Run back along the corridor while staying next to the left wall at all
times! Watch out for the hands that pop out of the boarded windows near the
double doors. After recovering from the shock, continue down the hall and
again more zombie hands will pop out of the windows. Avoid them and leave
out the single door at the end of the passage.

L-SHAPED HALL

Take the GREEN HERB off the floor. Evade the licker and enter the door at
the far end of the hall.

WEST RECEPTION AREA

Organize your inventory:

HANDGUN, HANDGUN BULLETS
UNICORN MEDAL, GREEN HERB

We'll start using the GRENADE LAUNCHER later after we find more ammo for it.
Go out the double doors.

1F MAIN HALL

Run over to the fountain and put the UNICORN MEDAL in the hollow in front of
the statue. The statue will then tilt over to give you the SPADE KEY. Go
back through the double doors again.

WEST RECEPTION AREA

Run to the door behind the partiton.

L-SHAPED HALL

Evade the licker again and use the SPADE KEY on the door near the
decapitated body.

FILES ROOM

Run around the shelf and you will bump into a stepladder. Push the
stepladder all the way to the shelf at the other end of the aisle. Then
stand on it and collect the CRANK. Leave.

L-SHAPED HALL

Evade the licker AGAIN and leave out the door to the right.

BARRICADED PASSAGEWAY

Run to the door at the other end of the hall. Don't worry, this time the
zombie hands won't come out.

WEST STAIRWELL

Go upstairs.

WEST STAIRS LANDING

Go to the door at the other end of the hall.

S.T.A.R.S. CORRIDOR

You see a little girl being chased by a zombie. After the scene, evade the
zombie and follow after the girl. Use and discard the SPADE KEY to unlock
the door you find. Enter the door.

WEST WAITING ROOM

You collide with Leon in here. Claire asks if Leon saw the girl. He says
yes, but she ran away before he could catch her. Leon then hands over a
radio so they can contact each other if there is trouble. Enter the
offshoot to the right. Before going through the door, use your LOCKPICK to
unlock the desk next to it. You will be rewarded with a pack of FLAME
ROUNDS. Now go through the door.

LIBRARY

Take the RED HERB on a desk on the lower floor, then enter the double doors
close by.

2F MAIN HALL

Turn left, evading or killing zombies. Activate the red box to send an
emergency ladder to the floor, giving you a shortcut between the first and
second floors. Continue around the balcony shooting or dodging zombies
until you reach a door at the end. Go through the door.

EAST WAITING ROOM

Look at the sparkly on a couch. Take the LIGHTER and organize your
inventory:

HANDGUN, HANDGUN BULLETS
HEALING ITEM

Leave out the door you didn't use to enter this room.

WRECKAGE HALL

Turn right and enter the door over there.

CROW HALL

Run down the hall, ignoring the silver door for now. Sprint past the dead
body. After some more running, lots of crows will crash through the
windows. Continue running and eventually you will reach another door.
Enter it.

HELICOPTER WRECK

Ignore everything you see for now. Go down the stairs.

RPD BACK COURTYARD

There are many, many zombies here, but you need not fight as the path is
nice and wide, allowing room for dodging. Enter the door at the end of the
path.

CABIN

Take the VALVE HANDLE off the floor and the horrible BOWGUN off the desk. I
once heard somewhere that it is bad luck to leave a building through a
different door than you used to enter it, so let's leave through the door we
used to get in. Try to open the other door and this superstition will prove
to be real!

RPD BACK COURTYARD

Dodge all the zombies and go back up the stairs. Watch out for the female
zombie in front of the steps.

HELICOPTER WRECK

Walk through the open gate next to the exit door and it will lead you to a
hole. Use the VAVLE HANDLE on the hole and the tank will rupture, putting
out the helicopter's fire. Before going back inside, you can check the
helicopter's side door for HANDGUN BULLETS if you want them.

CROW HALL

Run down the hall to the wooden door, evading all crows.

WRECKAGE HALL

Cool, the zombies have disappeared. Open the door to the right of the
helicopter's nose.

ART ROOM

Take the DIAMOND KEY near the reliefs on the wall. Leave. There is nothing
else you can do here right now.

WRECKAGE HALL

Enter the first door you see (not counting the one crushed by the
helicopter).

EAST WAITING ROOM

Enter the door across the room from you.

2F MAIN HALL

Go to the emergency ladder and climb down.

1F MAIN HALL

Enter the double doors at the base of the ramps.

WEST RECEPTION AREA

Organize your inventory:

BOWGUN, LIGHTER
DIAMOND KEY, HEALING ITEM (optional)

Leave out the other door.

L-SHAPED HALL

Evade the licker and enter the door at the far end of the hall.

BARRICADED PASSAGEWAY

Enter the double doors.

BRIEFING ROOM

Go to the head of the class! Enter the open door to the left of the podium
to enter a little storage room. Use the LIGHTER at the fireplace to start a
blaze. This will cause the second RED JEWEL to fall out of the painting.
Take it and leave.

BARRICADED PASSAGEWAY

Turn right and enter the door you collide with.

WEST STAIRWELL

Turn right and enter the door at the end of the hall, with the DIAMOND KEY's
help.

EVIDENCE ROOM

Use the BOWGUN to kill the zombies on this side of the cabinets, then search
the cabinets for a pouch of BOWGUN BOLTS. Take them and then use your
LOCKPICK to unlock one of the large, tan cabinets for a PLASTIC BOMB. Enter
the door nearby.

PATROL SQUADROOM

Take the GREEN HERB on the floor to get yourself into FINE status, then walk
ahead some more and enter the cubicle. Mr. Dying Cop is on the floor, but
when you try to talk to him, he turns PURPLE!!! Shoot him up with the
BOWGUN, then take the DETONATOR on the table. Combine the DETONATOR with
the PLASTIC BOMB to make a BOMB & DETONATOR. What a bad name for an
explosive. Anyway, leave out the door that you were pushed through at the
beginning of the game.

1F MAIN HALL

Climb the ladder.

2F MAIN HALL

Turn right and enter the door you come to.

EAST WAITING ROOM

Organize your inventory:

BOWGUN, BOWGUN BOLTS
RED JEWEL, RED JEWEL
BOMB & DETONATOR

Leave out the door you didn't use to enter.

WRECKAGE HALL

Before blowing up the wall, enter the ART ROOM.

ART ROOM

Use the two RED JEWELS on the reliefs beside the statue in the middle.
After they are in place, the middle statue will open up, giving you the BLUE
STONE. Leave.

WRECKAGE HALL

Use the BOMB & DETONATOR on the wreckage to open up a new corridor. Enter
the hall and go through the door at its end.

CHIEF'S ROOM

Check the body on the desk, and a guy with a gun will face you! It is Chief
Irons, formerly the most insane person ever to grace a RE game. That honor
is now held by Alferd Ashford of RE: Code Veronica. Anyway, he talks about
how beautiful the mayor's daughter is, despite the fact she is dead, then he
dismisses you. Leave out the door you didn't use to enter.

TIGER HALL

Run down the hall to the door at the end.

KNIGHT ROOM

You hear footsteps of someone running away from you. Eventually, you will
come to a black room with a light switch. Throw the switch and the little
girl you saw back in the west wing will try to run from Claire. She grabs
her by the hand. The girl's name is Sherry Birkin, and she is the only kid
that lives in Racoon it seems. Claire tries to comfort her, but then a
growl pierces the calm. Sherry runs off, scared to death. You can't catch
her a second time, so leave the room.

TIGER HALL

Run down the hall and exit through the door near the stuffed tiger.

CHIEF'S ROOM

The chief is gone, but there is something on the desk that he left behind.
Take the HEART KEY and exit the room through the door you did not use to get
in.

WRECKAGE HALL

Run down the hall and enter the last one on the left.

CROW HALL

Run to the silver door dead ahead and unlock it. Enter the door.

FIRE ESCAPE

Take all the GREEN HERBS out here. Combine them all together to make a
mixture that heals completely, then take the door at the bottom of the
stairs.

DETECTIVES' ROOM

Run through the open door past the dead body, then run straight ahead until
you see another open door. Enter this door and kill the zombie inside. Go
to the safe and enter 2236 as the code. The safe will open. Take the ACID
ROUNDS and the map if you want it. Next, run behind the desk in the cubicle
and take the GREEN HERB. Go back to the little corridor where you entered
this room. Turn left and unlock the door there with the HEART KEY. Discard
it and enter the door.

YELLOW PASSAGEWAY

Take both GREEN HERBS here and run down the hall. Go downstairs.

MAIN BASEMENT CORRIDOR

You can hear the tapping of dogs in the distance. Run down the corridor and
turn left. Dodge all dogs you see and exit through the double doors at the
end of the hall.

RPD BACK ALLEY

Take the RED HERB nearby and climb down the manhole. You'll be able to get
away before the dogs can leap down to you for a bite.

CONSTRUCTION CORRIDOR 1

Enter the first door you see.

CONSTRUCTION STORAGE ROOM

Organize your inventory:

GRENADE LAUNCHER, FLAME ROUNDS
DIAMOND KEY, FULL HEALING HERB
LIGHTER

Leave.

CONSTRUCTION CORRIDOR 1

Sherry pops up from nowhere. She says she heard her dad calling for help,
so without your approval, she just leaps through a hole in a fence. Now,
you must begin playing as, the WORST controllable character in the series.

CONSTRUCTION CORRIDOR 2

Run to the elevator and take it up.

"CESS POOL"

Turn right at the turn, and run straight. You will come to a door. Enter
it. Watch out for the dogs as Sherry has no weapons to defend herself with.

WATER PUMP ROOM

Remember that "fun" puzzle in RE1, where we had to shove all those boxes
around to make a bridge over a pool? Well, here is the second installment!
Jump down the ledges to get into a small, empty pool. Climb over the box on
the far left, then jump down into the open space between the boxes and the
wall. Push the center box far away enough so that the left box can be
pushed in to fill in the open space. Next, climb out of the empty space and
jump down on the other side of the left box. Push it into the empty spot
you freed for it. Lastly, push the box on the far right into position
between the center box and the wall. Climb out of the pool then press the
glowing buttons on the control panel to fill the pool with water, which will
in turn, raise up the box bridge so you can cross over to the other side of
the pit. Take the CLUB KEY off the shelf there, then leave.

"CESS POOL"

Run straight until you get to the curve, then turn left and board the
elevator.

CONSTRUCTION CORRIDOR 2

Sherry throws Claire the CLUB KEY, then says she will have to run off alone
as the hole is much too high to climb through on this side.

CONSTRUCTION CORRIDOR 1

Take the CLUB KEY that was thrown to you, then go up the ladder.

RPD BACK ALLEY

The dogs are easy to evade as they face the wrong way. Get back to the
double doors.

BASEMENT MAIN CORRIDOR

Run down the hall, unlocking but not entering into the AUTOPSY ROOM.
Instead, turn right at the fork and go upstairs. Evade the lickers as you
are never coming back here again.

YELLOW PASSAGEWAY

Run around the railing and unlock the door back there with the CLUB KEY.
Enter the door.

NIGH WATCHMAN'S POST

Take the ACID ROUNDS from the night stand near the bunk beds. Leave.

YELLOW PASSAGEWAY

Run down the hall past the broken windows and enter the door you come to.

DETECTIVES' ROOM

Run across the room and enter the blue double doors.

WEST RECEPTION AREA

Load up your GRENADE LAUNCHER with GRENADE ROUNDS and blow the zombies all
to pieces. Take the GREEN HERB on the floor and leave through the door at
the end of the arched corridor to the right.

BROWN PASSAGEWAY

Blow away every zombie here with GRENADE ROUNDS. If you run out, use FLAME
ROUNDS next. Unlock the door with bars on the window using the DIAMOND KEY.
Discard the DIAMOND KEY and enter the door.

INTEROGATION ROOM

Ignore the items on the desk, they are worthless. Instead, take the EAGLE
STONE from the shelf in back. As you try to leave, a licker crashes through
the window. Slide past and exit quickly.

BROWN PASSAGEWAY

Take the RED HERB on the floor and use the CLUB KEY on the green door at the
end of the hall. Discard the key and enter.

PRESS CONFERENCE ROOM

Watch out for the licker when you enter the room. Go to the front of the
room and use the LIGHTER to start a fire in the old furnace. Next, light
the torch in the middle labeled "12." After doing that, light the torch on
the right labeled "13." Finally, light the last torch on the left labeled
"11." The painting at the other end of the room will release the GEAR
COGWHEEL. Take it and leave.

BROWN PASSAGEWAY

Run all the way down the hall to the door at the far end.

EAST RECEPTION AREA

Run to the single door at the other end of the hall.

1F MAIN HALL

Go to the double doors at the bottom of the stairs.

WEST RECEPTION AREA

Organize your inventory:

BOWGUN, BOWGUN BOLTS
GEAR COGWHEEL, CRANK
GREEN HERB

Leave out the door you used to enter.

1F MAIN HALL

Go up the emergency ladder.

2F MAIN HALL

The zombies are gone, replaced by one hyperactive licker. Evade the licker
as best as you can and get to the double doors on the left (Claire's left
when facing away from the ladder) side of the massive balcony.

LIBRARY

As you enter, you hear a rumbling. Watch all the zombies spill into rooms
you don't even have to go to anymore! Run up the stairs and go around the
balcony. Enter the door you see up there.

3F MAIN HALL

Wow, the view of the lobby from up here is incredible. Sadly, a licker pops
up to spoil the moment. Shoot it up with the BOWGUN and take the other door
on this balcony.

CLOCK TOWER ROOM

Use the CRANK on the hole to the right to lower a staircase. Go up the
stairs and around the catwalk to collide with an open panel. Place the G.
COGWHEEL inside then press the switch. The clock will start up again and
reveal a secret compartment. Take the second BLUE STONE from its elusive
hiding place. Leave out the door.

3F MAIN HALL

Enter the other door on the balcony.

LIBRARY

Wander to the section where there is no railing and the wood will collapse
beneath you weight, but this is a good thing. Press the shiny red button in
front of you to cause the bookshelf on the far right to move away. Walk
over and move the far left and the middle left bookshelves to the right. A
panel in the cubicle you fell into will open up, revealing the SERPENT
STONE. Take it and leave out the double doors.

2F MAIN HALL

Evade the licker and enter the single door way on the other side of the
balcony.

EAST WAITING ROOM

Organize your inventory:

GRENADE LAUNCHER (loaded with ACID ROUNDS), FLAME ROUNDS
GRENADE ROUNDS (if you have any), SERPENT STONE
EAGLE STONE, BLUE STONE
BLUE STONE, FULL HEALING HERB

Combine the two BLUE STONES to get the JAGUAR STONE. Leave the room through
the other door.

WRECKAGE HALL

Take the door that was previously blocked by the crushed door.

CHIEF'S ROOM

Sherry pops up out of nowhere and greets you. Press the switch beneath the
painting of Xena: Warrior Princess (tm) and it will slide to reveal a stone
slab with three square holes. Plug in the JAGUAR STONE, the EAGLE STONE,
and the SERPENT STONE to open up another secret passage. Enter the secret
room and board the elevator in here. The file on the ground is worthless.

CASTLE HALL

A little ways down the hall, you hear Chief Irons scream as...something is
shoved into his mouth. Continue down the hall and enter the door between
the flaming torches.

TORTURE ROOM

The chief holds you at gunpoint, and says he is working with Umbrella. He
cries that Umbrella has destoyed his beautiful city, and says if he has to
die, then he wants Claire to die with him. Suddenly, a mutated tadpole
busts out of his chest and slides down through the open trapdoor. Before
pursuing it, take the ACID ROUNDS from a stand near the torture table. Now
go down the ladder and get your GRENADE LAUNCHER loaded up.

SECRET CAVE

Run forward and you'll see that thing that popped out of Irons's chest, and
the little bugger sure has grown. It will begin the battle by spitting out
some tadpole-like creatures, but it doesn't matter. Just stand where you
are and fire off about five ACID ROUNDS. It should die rather pathetically,
not even moving a few feet across the catwalk before you destroy it. The
music will stop when it is dead. Go back up the ladder you used to get in.
You have to pick up Sherry or the game will not let you proceed any farther
than the next room. WHY?! I was hoping this would be our chance to ditch
the little brat!

TORTURE ROOM

Exit out the door.

CASTLE HALL

Take the elevator up.

CHIEF'S ROOM

Sherry welcomes Claire back, then tells her she thinks she found a way out.
Sherry agrees to come along and then Claire radios Leon to inform her of her
brilliant plan. Before Leon can start protesting too much, Claire rudely
hangs up. Take the elevator down.

CASTLE HALL

Now that you have Sherry at your side, you must be careful. If you get too
far away from her, she will crouch down in fright and won't move. You will
have to run back to make her get up again. Try to leave the room without
here and the game will call you to order, forcing you to go back by not
allowing you to exit the room. Run to the door between the torches.

TORTURE ROOM

Sadly, there is nothing you can do to cover up the disgusting corpse on the
floor. Little kids should NOT be looking at the garbage in here, no matter
how annoying they are. Climb down the ladder.

SECRET CAVE

Go to the end of the catwalk and use the switch. This will cause a ladder
to descend. Climb up it.

CLAIRE'S SEWER ACCESS

Run to the ledge to activate a cutscene showing you a real nasty-looking
dude walking past on the ledge. Sherry and Claire are scared and quickly
sprint through the shutter.

-----------------------------------------------------------------------
_____ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| |___ |
| |_| | | |_| | | |_| | | | ___| |
| ___| | _ | | _ / | | |___ | - THE SEWERS
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|

-----------------------------------------------------------------------

CLAIRE'S SEWER PASSAGE

Part 3 kicks off with Sherry getting sucked down a sewer drain, away from
Claire (YES!). Sadly, the game decides to let you play her part in this
incident instead of Claire's.

SHERRY'S SEWER PASSAGE

Run down the canal and climb up onto the ledge you see. Enter the door
there.

CLAIRE'S WAREHOUSE

Turn right and follow the wall to a vent cover. Go through the vent. The
zombie will pose no threat.

BUG TUNNEL

Quickly sprint down the passage to the exit before the bugs can move from
their nest to swarm you.

TRASH ROOM

Walk forward a little ways and you will see a sparkly on the ground. Take
the EAGLE MEDAL and then the doors will open, sending you tumbling into
darkness.

LOWER DUMPING AREA

We see Sherry go unconsious, then we see that nasty-looking guy from a few
minutes ago feed Sherry one of those...things. The scene then shifts back
to Claire.

CLAIRE'S SEWER PASSAGE

Run down the tunnel and climb up on the ledge you run into. Enter the door
at the end of the hall.

CLAIRE'S WATER CONTROL ROOM

Don't bother searching here for items, all this room yields is HANDGUN
BULLETS, which have long gone useless, and a FIRST AID SPRAY, which is
always useless in speed games. Instead, unlock the metal door with the
LOCKPICK and go down the ladder.

CLAIRE'S WAREHOUSE

Remember this place? Turn right and follow the wall to a place where there
is a door and a shelf directly across from it. Search the shelf and you
will find some BOWGUN BOLTS. Continue going right following the wall until
you come to a shelf on the wall you are following. Take the GRENADE ROUNDS
and get back up the ladder before the zombie can do some munching.

CLAIRE'S WATER CONTROL ROOM

Organize your inventory:

BOWGUN, BOWGUN BOLTS
VALVE HANDLE, FULL HEALING ITEM
GRENADE LAUNCHER (loaded with FLAME ROUNDS, optional)

Go down the elevator.

T-SHAPED HALL

Run down the hall and enter the fork to the left. Enter the door there.

SEWER CANAL 1

Unfortunately, the fan is running, blocking access to the ladder. Instead,
turn right and run past some spiders. You will find a gate to the left. Go
through it.

SEWER CANAL 2

Run down the passage a bit, then climb up the ledge to the left. Enter the
double doors up there. Keep running through this room so the spiders cannot
poison you.

LOWER WATER TREATMENT ROOM

A woman appears from nowhere with the gun pointed at Claires's neck. It's
Annette Birkin, one of the most evil female characters in the whole RE
series. She almost hisses when she talks! She then explains how all this
mess happened to Raccoon City. When the long FMV ends, a scream is heard.
Anette gets worried about Sherry and decides to forget about her mission for
now and help Claire find her. Run around the platform some until you come
to a flashing red light. Use the VALVE HANDLE on the hole beneath the light
to bring a bridge down to your level. Go over the bridge and use the VALVE
HANDLE on the green light over there to raise the bridge again. Take the
FLAME ROUNDS near the typewriter, but ignore the GREEN HERBS. Leave through
the door nearby.

LONG SEWER TUNNEL

Run all the way to the end of the passage. You will see Sherry lying on a
pile of junk. Suddenly, a giant crocodile decides to choose that moment to
attack. After you regain control, run all the way back down the passage
until you see a flashing green light. Press X near it to release an
explosive can. STAY WHERE YOU ARE. The crocodile will then try to eat the
can. That's when you get him. Shoot the can in its mouth to blow its
filthy head off. Run past the giant corpse and press the red button near
the large door at the end of the corridor. Go through the door.

LOWER DUMPING AREA

Run across the dump and move to Sherry. She begins to complain about her
stomach. Take the WOLF MEDAL nearby and climb up on the ledge, then take
the ladder up some more.

UPPER WATER TREATEMENT ROOM

Run across the little bridge you raised and turn left. You will eventually
come to a contol panel where there is a dead body and an EAGLE MEDAL. Take
the EAGLE MEDAL and run back to the fork, but this time go straight. You
will come to a red light. Use the VALVE HANDLE one last time to stop the
fan from rotating. Climb the ladder now.

FAN TUNNEL

Run to the ladder at the other end of the passage.

SEWER CANAL 1

Turn right to find a hidden ledge where some dead bodies are. Search them
for a bag of FLAME ROUNDS. Climb down again and follow the corridor all the
way to the gate at the other end. Ignore the zombies. You'll be long gone
before they can drag themselves from the sewer water. Just be careful not
to accidentally leave Sherry behind or there will be serious consequences.b

SEWER CANAL 2

Run straight down this hall to a panel on the right near the waterfall.
Plant the EAGLE MEDAL and the WOLF MEDAL in it to make the waterfall stop
flowing and reveal a door. Enter the door.

SECRET TUNNEL

Run to the door at the other end of the walkway.

SKYTRAM STATION 1

Walk out onto a large platform. Ignore the shelf as there is nothing useful
on it. Instead, activate the glowing panel to the right of the skytram to
start it up. Then, board the skytram through the doors on the left side of
it.

SKYTRAM STATION 2

Despite what many guides will tell you, you do not need to use the LIGHTER
on the flare gun to find the WEAPON BOX KEY here. Search around in the
right corner near the gun to pick up the WEAPON BOX KEY and exit out the
metal door at the other end of the walkway.

INDUSTRIAL CORRIDOR 1

Run down the hall, blasting zombies as you please. Ignore the zombie to the
left, instead run right and shoot any zombies that get in your way. At the
end, enter the door.

INDUSTRIAL CORRIDOR 2

This corridor is pretty much the same as the last, only this time the
goodies (two GREEN HERBS) are to the right, and the exit is to the left.
Grab the GREEN HERBS only if you are desparate for health because you will
have to waste some big ammo. Climb up the ladder.

TRAIN PLATFORM CONTROL ROOM

Grab the FLAME ROUNDS and the GRENADE ROUNDS off the counter, then organize
your inventory:

GRENADE LAUNCHER (loaded with ACID ROUNDS), FLAME ROUNDS
GRENADE ROUNDS, 4 HEALING ITEMS (preferably ones that heal you completely)

Keep one inventory slot free and leave out the door.

TRAIN TURNTABLE

Turn left and run over to the engine car. Climb up the steps in back and
enter the car.

ENGINE CAR

Run to the front and take the CONTROL PANEL KEY from the red hook, then take
the FLAME ROUNDS from the bathroom. Go back outside.

TRAIN TURNTABLE

Use the CONTROL PLATFORM KEY on the panel near the stairs, then press the
switch to start the machinery up. You will see a scene of the turntable
descending deep under the city.

ENGINE CAR

Sherry says she is getting sicker and Claire mumbles that she has to hurry
before the embryos pupate. Suddenly, there is a rumbling outside. William
has come to get some. Let's go outside and settle this!

TRAIN TURNTABLE

Walk around some and William will appear. Like most other bosses in the
game, he's pretty easy to defeat. Simply stand at one end of the platform.
Shoot ACID ROUNDS till he gets too close, then run to the other end of the
platform and shoot from there. After 9-12 shots from the GRENADE LAUNCHER,
he will be defeated. Reenter the car.

ENGINE CAR

The platform arrives at the bottom. Sherrys still has not woken up, so
Claire carries her outside.

-----------------------------------------------------------------------
_____ _____ _____ _____ _ _
| _ | | _ | | _ | |_ _| | | | |
| |_| | | |_| | | |_| | | | | |_| |
| ___| | _ | | _ / | | |___ | - THE SECRET LABORATORY
| | | | | | | | \ \ | | | |
|_| |_| |_| |_| \_\ |_| |_|

-----------------------------------------------------------------------

ENTRANCE PLATFORM

Claire looks around and uses what little she knows to figure out she is
inside a secret lab (looks at painted letters on the floor that read
"Umbrella Laboratories." Anyway, he takes Sherry off to a room.

LAB GUARDPOST

Claire gives Sherry her jacket, and explains how lonely her life was, and
says she is happy Claire is around. Take the GREEN HERB from the filing
cabinet, and the ACID ROUNDS off the shelf. Organize your inventory:

GRENADE LAUNCHER (loaded with FLAME ROUNDS), GRENADE ROUNDS
ACID ROUNDS

Leave.

ENTRANCE PLATFORM

Turn right and run past the corridor to another door. Enter it.

LABORATORY MAIN SHAFT

Wow, this room is HUGE! You can't even see the floor that is so far below
you. Enter the little walled-off place in the middle of the room and take
the path that has blue lights. Enter the door there.

EAST AREA HALL

Run ahead and turn left at the shutter and the first door. You will come to
a set of double doors with ice covering them. Enter the door. (The first
time I saw this door, I was scared because I thought it was some kind of
nesting material from a creature, and that I was about to enter its domain.)

SUPER-LOW TEMPERATURE EXPERIMENT ROOM

Run around the corner and you will see a sparkly on a stand. Take the FUSE
CASE and then use it with the flashing-blue panel nearby. A handy-dandy
robot arm will then transform the FUSE CASE into a MAIN FUSE. Take it and
leave the room.

EAST AREA HALL

Go back down the hall and exit through the door leading to the LABORATORY
MAIN SHAFT. The other doors won't open anyway.

LABORATORY MAIN SHAFT

Use the MAIN FUSE on the machine in the middle of the room to restore power
to the facility. I thought it would be more complicated than this to
activate the power. The next thing you need to do is enter the door on the
red-lit path.

WEST AREA HALL

Run ahead and open the shutter to the left. The plants inside will then
wake up and attack. A couple of FLAME ROUNDS will destroy them. Beware the
poison they spit and also tread carefully when passing the corpses, their
vines can swing up and attack. Enter the door behind the plants.

B4 PLANT SHAFT

Wow, that plant is big. Blow away the plant in front of you and take the
two GREEN HERBS. Descend the ladder.

B5 PLANT SHAFT

Enter the door nearby.

SUPER CORRIDOR

I call it this because from now on all enemies will be super in their
attacks and strengh. Load up your ACID ROUNDS and run around the corners,
but when you see a white wall down the hall, start slowly walking forward.
A licker will crash out of a ceiling vent, but if you don't move, it won't
be able to detect you. Wait for it to get into range and point the GRENADE
LAUNCHER down, blasting every time the fella flips over again. It will
squeal when you kill it. Move into the white-walled corridor and repeat
with the other two super-lickers. If you run out of ACID ROUNDS use FLAME
ROUNDS Get all the GREEN HERBS and leave out the door at the far end of the
corridor.

LABORATORY CONTROL ROOM

Run around the corners until you bump into a typewriter and a chest.
Organize your inventory:

GRENADE LAUNCHER (loaded with GRENADE ROUNDS), FLAME ROUNDS
ACID ROUNDS (if you have any left), WEAPON BOX KEY
GREEN HERB

Leave out the door nearby.

MOTH CORRIDOR

Turn left at the fork. Take the RED HERB you see and enter the door that is
close by.

MAIN LAB

After entering, go to the flashing locker to the left and unlock it with the
WEAPON BOX KEY. Inside the locker is two bags of GRENADE ROUNDS. Enter the
door and it will slide open without a loading sequence. Blast the zombie
and proceed to the next sliding door. Remember this place? In Anette's FMV
its where William was shot and injected himself with the G-virus. Maybe
there's something important in here, like a key... Kill or dodge the
zombies in this room, and get to the almost empty white table in the back of
the room. Take the LAB CARD KEY and leave the lab the way you came in.

MOTH CORRIDOR

Anette confronts you here and accuses you of "murdering my husband!"
Hardly, he goes through three more transformations before he finally dies!
She is about to shoot when she hears William nearby. She runs down the
corridor towards the LABORATORY CONTROL ROOM, and William falls out of a
vent. She is then cut down by the beast that is her husband. Run to where
Anette ran to and she will give you information on how to save Sherry.
Anette then dies. Don't worry about reading the file, all you will have to
do is follow my instructions. The self-destruct sequence then activates.
You know that EVERY RE game must end with a self-destruct sequence :) Enter
the door beyond Anette's body.

LABORATORY CONTROL ROOM

When you try to run past the monitors, Claire sees Leon on a monitor. She
radios him and tells Leon to go pick up Sherry while Claire says she has
"some loose ends to tie up." Run to the door at the other end of the
corridor.

SUPER CORRIDOR

Beware the licker that comes crashing out of the vents in the first hall.
You want to get to the door at the far end of the passage.

B5 PLANT SHAFT

Climb the ladder.

B4 PLANT SHAFT

Enter the door.

WEST AREA HALL

Turn right at the fork. Beware the plant that has...planted itself in front
of the exit you need to use.

LABORATORY MAIN SHAFT

Take the blue-lit path and use the door there.

EAST AREA HALL

Use the LAB CARD KEY on the door in front of you. Enter it.

AUTOPSY LAB

Load your GRENADE ROUNDS, then take the GRENADE ROUNDS and the VACCINE
CARTRIGE from the bed to the right. Blow away the first zombie, then press
the red button to turn on the lights. Blast all the other zombies and walk
past the circular device. Take the MO DISK from the tool cart next to the
surgeon's bed. Next, use the VACCINE CARTRIGE at the green-glowing computer
monitor. Go to the panel to the left of the surgeon's bed (the one with
red, yellow, and green lights). Activate the machine to complete stage one
of making the antidote for Sherry. Go back to the monitor and take the BASE
VACCINE. Leave.

EAST AREA HALL

Enter the door dead ahead.

LABORATORY MAIN SHAFT

Enter the door on the red path.

WEST AREA HALL

Blast the plant, then turn left at the fork and enter the door there.

B4 PLANT SHAFT

Climb down the ladder.

B5 PLANT SHAFT

Enter the door.

SUPER CORRIDOR

Blow away all the zombies and enter the door at the far end of the corridor.

LABORATORY CONTROL ROOM

Run to the door at the other end of the corridor.

MOTH CORRIDOR

Turn left at the fork and enter the double doors over there.

MAIN LAB

Get into the lab-part of this room, then run staight ahead from the door to
bump into the machine you need to use. Use the BASE VACCINE on it, then
activate the device. You now have the VACCINE for Sherry. Now all you have
to do is find the other two and get out! Leave the room.

MOTH CORRIDOR

Turn right at the fork and enter the door there.

LABORATORY CONTROL ROOM

Go to the chest and organize your inventory for the last time:

GRENADE LAUNCHER (loaded with FLAME or ACID RONDS), ALL GRENADE LAUNCHER
AMMO
MO DISK, AS MANY HEALING ITEMS AS YOU CAN CARRY

Make sure all your guns are fully loaded and you are totally healed up. I
recommend you save your game here. Leave out the door you used to enter.

SUPER CORRIDOR

Go to the blinking monitor and use the MO DISK there to open up a closed-off
hall next to you. Enter the door at the end of it. Notice how the music
quietens down.

LARGE TRANSPORT ROOM

The computer will announce there are only 5 minutes left until it gets a
little warm. Run down between the containers and activate the large
elevator. Suddenly, Willy crashes in through the ceiling and attacks.
Shoot several FLAME or ACID ROUNDS at him. He then mutates into a dog-like
form. I belive this is the toughest form of William and the toughest boss
in the game. He will leap up onto the containers. To make him come down to
your level, run laps around the room until he decides to give up on pouncing
on you from above and returns to the floor for an in-your-face fight. Shoot
him 7-10 times with the FLAME OR ACID ROUNDS and he will be defeated again.
Don't worry about dodging, you have more than enough healing items to suffer
through the blows. Carefully monitor your health, healing every time you
enter orange CAUTION or worse. After you kill him again, the elevator will
arrive. Board it.

ESCAPE TRAIN PLATFORM

Simply run down the hall to trigger the final ending sequence. Hope you
enjoy it.

-----------------------------------------------------------------------

6: Thanks

- Thanks to myself because if it wasn't for me, this FAQ wouldn't exist!
- Thanks to my dad for giving me jobs to do to pay for my Playstation 2 and
this game!
- Thanks to Capcom! I am really looking forward to Resident Evil: Code
Veronica X.
- Thanks to S.D. Perry for her brilliant novelization of the Resident Evil
series!
- BIG, Big thanks to GameFaqs, THE best video game site on the net!

-----------------------------------------------------------------------

8: E-mail Policy

I have recieved a lot of stupid e-mail in the past, but now it is starting
to get ridiculous so I am going to start enforcing what kinds of messages
will and will not get answered.

Please DO:

- read the whole document before sending a question. If you have time to
waste your life away on video games, then you have enough time to scan my
document for a few minutes for an answer to a problem.

- put the name of the game in the message topic. It makes it A LOT easier
for me to pick out which messages are on games and which are not. Also if
the name is not there, I might accidentally delete it, thinking it is junk
mail.

- spell correctly. I won't be able to help much with your problem if you
send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1
lvl ok thnks gby."

- send a message in English. I can barely read Spanish, let alone translate
Japanese. You wouldn't believe how many messages I have recieved in some
foreign languages that I don't even know which continent they are from.

- be polite. Any mail with excessive flaming will be instantly deleted.

Please DO NOT:

- write the title of the message as "About your walkthrough" or something
similar to that.

- flame. I hate flaming. Especially messages with the f-word or the
s-word. These will be instantly deleted.

- send advertisements. These will be considered junk mail and will be
deleted instantly.

- ask me something that is already answered in the walkthrough or the
manual. C'mon, would you rather spend a few minutes skimming my guide, or
would you rather spend a few hours, days, or even weeks waiting for me to
get back to you?

- forget to include the name of the game in the message or on the title. I
am not a psychic. I cannot tell what game you are after if you do not
include the name in it.

- send me a message in any language other than English. The only other
language I can barely understand at all is Spanish, and even then, I can
hardly form simple sentences. So don't send the message in any language
besides English or I simply won't be able to help you.

-----------------------------------------------------------------------

8: Copyright

This guide is the sole property of Nathan Norris, author of this guide.
Don't rip off this guide in part or whole, or I will be forced to act
against you. Don't rip off this guide then alter it to death and claim it
as your own. This guide may not be used for ANY profitable reasons
whatsoever, even if no money is made.

I'm tired of all these websites requesting my guides for their sites, so
from now on, these are the only sites which may use my guides:

www.gamefaqs.com
www.neoseeker.com
www.gameadvice.com
www.psxcodes.com
http://faqs.ign.com

This makes it very simple for me to keep track of what state each version is
in each site. If you find this guide on some other site, and it is
incomplete, go to www.gamefaqs.com. before requesting help from me. Since
gamefaqs.com is the first place I send every piece of my work, they are sure
to have the most up-to-date version of my guides.

Also, if you find this guide on www.cheatcc.com, notify me immediately.
They have ripped off of me before and I'm not gonna let them do it again.

I bid you farewell.

-----------------------------------------------------------------------





















 
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