resident evil 2 walkthrough
The City Streets:
At the beginning of this adventure, the Raccoon City Streets
are a one-way path to the Raccoon City Police Department
(RPD). Make your way as quickly as possible to the RPD.
Along the way Leon can acquire the Shotgun and additional
Hand Gun Bullets (5). If you are a true adventurer, however,
you will not pick up a single item in the City Streets
which will allow access to a secret of Resident Evil 2
The Raccoon City Police Department(RPD):
The Main Hall of the RPD contains Hand Gun Bullets, Ink
Ribbon, and Typewriter. Head to single door located to
back left. It is the only door currently open. Get the
Blue Key Card from injured cop and use it on Computer
Terminal in Main Hall. Two doors will unlock.
Go through double doors to the west. A file containing
information on a safe combination is found here. Ditch
Knife in Item Box and make note of locked desk in the
corner.
Continue through to the next door and into "L"-shaped
Hall. Dead cop on the floor holds Hand Gun Bullets. Proceed
a few more steps and you'll be greeted by a Killer. If
you already have the Shotgun, blast away. A Pistol will
work, but outrunning the beast to the next door is best
strategy without the Shotgun.
Move down the "U"-shaped hall to double doors
in middle. Use Lighter on Fireplace in back room to get
Red Jewel (1 of 2). Also get File and Hand Gun Bullets.
Moving on, have Pistol fully loaded when entering the
next hall. Zombies await. If slightly injured, use Greenery
under stairs. Move into Store Room/Dark Room and deposit
Red Gem. Note the locked locker (see Strategy Extra).
Ascend stairs. At end of hall, move the two statues onto
pressure plates. Make sure the statues face toward each
other and Red Jewel (2 of 2) is reward. Head through door
at end of hall. Three Zombies will greet you. After a
few shots, move into STARS office. Get Diary File, Unicorn
Medallion, Hand Gun Bullets, Shotgun, and Spray. Meet
up with Claire and backtrack to Main Hall. Store Red Jewel
and extra health along the way.
Use Unicorn Medallion on central statue in Main Hall
to get Spade Precinct Key (blue). Head back toward Second
Floor.
Along the way, Records Room on southwest side (consult
Map) can be opened with the key. Inside, push stepstool
into corner to get Crank. Box of Bullets and Ribbon are
also found. Continue to Second Floor and use Spade Key
on door just past STARS office. Key can be dropped.
Inside the door four Zombies feast. Drop 'em and replenish
ammo at end of narrow corridor. Continue through only
door that will open and into Library (note locked desk
prior to entering).
Inside Library, go up stairs, across catwalk, and through
door. Continue down Third Floor corridor and into Attic.
Use Crank on appropriate hole to drop stairs. Rid yourself
of Crank. Head back to Library.
On Library catwalk, move to side opposite stairs. Floor
will give way dropping Leon to level below. Inspect diagram
on wall then hit Red Switch. Starting from left, move
first two bookcases one space to right. A panel slides,
revealing Bishop Plug. Get it and move through double
doors.
Second Floor Concourse is guarded by Zombies. An escape
ladder can be dropped. Activate it, but don't go down
yet. Instead, proceed to opposite side of Concourse and
into door.
Inside is Second Floor Storeroom. Store Bishop Plug and
look for Small Key. Backtrack through Library and use
Small Key to get Custom Hand Gun Kit. Combine it with
Hand Gun. Head back to Second Floor Storeroom.
Continuing through Storeroom, enter hall, and move through
door directly across. Proceed toward end and acquire Hand
Gun Bullets from deceased. Crows are no match for Custom
Pistol. Exit through door that leads to Roof.
Journey down stairs and around four Zombies that are
easily avoided. Enter Power Cabin and grab Valve Handle,
Hand Gun Bullets, and Ribbon. Return to Roof and use Valve
Handle on valve to douse flames. Return to Second Floor
Storeroom.
Ditch Valve Handle and grab Red Jewels. Return to previous
hall and move to left, where lack of fire reveals a door.
Go in.
Place Red Gems in figurines to get King Plug. Grab Diamond
Precinct Key (purple) and Shotgun Shells. Return to Storeroom
and drop King Plug. Move back to Crow Hall, through gray
door, and down stairs, observing fine Greenery for the
taking.
Entering East Office, Hand Gun Bullets can be found on
corpse. Main Office Area is infested with Zombies, but
there is an Ink Ribbon to be found. Small inner office
holds Safe to be opened with combination of 2-2-3-6. Get
ammo and Map. Note Greenery behind desk. Now, move though
blue double doors.
Waiting Room is filled with Zombies; but before proceeding,
make sure four Inventory Slots are available. Proceed
through Waiting Room and through door at end of hall.
More Zombies await.
Move into first door to the right: the Interrogation
Room. Rook Plug is on the shelf. Grab electric Cord and
Spray and prepare for a surprise. Exit and enter next
door to the right. Grab Small Key.
Head back to Main Hall (where Unicorn Medallion was used)
and through double doors. Small Key can be used on locked
desk to get Hand Gun Bullets. Continue through to "U"-shaped
Hall. Use electric Cord on switch to shut iron window
gates. Move to West Side Stairwell and to locked door
on right. Drop Precinct Key. Have Shotgun armed and ready.
After Zombies have been cut down, search drawers to find
Film and Shotgun Shells. Move out opposite door and return
to West Office. (Use Film in Darkroom under stairwell.)
Inside inner office an old acquaintance greets you. Grab
Heart Precinct Key (red) from desk. Outer office holds
Hand Gun Bullets and Note for file. Move into Main Hall.
Proceed to locked door located at rear of East Office.
Drop Precinct Key, enter Back Hall, and move to the end.
On shelf are Shotgun Shells. Move down stairs to RPD Basement.
Beware: the Basement Hall is patrolled by Dogs. Move
through brown double doors to west and enter Heating Room.
On back wall is Map of Basement. Control Panel with five
switches will activate Key Card panel on another door.
The switch order is Up, Up, Down, Down, Up. Leave.
Continue west and enter Garage at end of Basement Hall.
Meet up with Ada and assist with truck. Enter the door.
Ada will bolt. Follow her to end of hall and through
gate, while snatching Hand Gun Bullets from desk. Inside
Cell Block, Ben will explain how to access Sewers. Grab
Manhole Opener from shelf next to cell and backtrack to
door just prior to Cell Block. Inside Kennels is a manhole.
Use Manhole Opener and proceed down.
In Raccoon City Sewage Disposal Plant, two giant Spiders
lurk in corridor. Quickly take them out (or run past)
and head up stairs at other end.
At top of stairs, to left is Storeroom. Straight ahead
is an "I"-shaped room. Grab all available Chess
Pieces and enter "I"-shaped room. Use each Chess
Piece on Control Panel and exit the same way you entered.
Ada is here and formal introductions are made. A sequence
will take place allowing control of Ada.
With Ada, proceed through only door that will open and
into area with two Dogs. A few shots later, head to door
on opposite side of area and enter.
Don't throw switch. Instead, descend down ledges into
Pool Area and climb over box on left. Push center box
to right. Climb back over box and push left box into space.
Line up other boxes in place from left to right. Move
back up ledges and hit switch. Walk across newly formed
bridge and grab Club Precinct Key (green). Leave.
Move straight and through open door, down elevator, and
grab Shells. Return to area where control of Ada began.
Throw Leon Club Key and Shells. Controlling Leon once
again, pick up Shells and Club Key and return through
Garage to Basement Hall.
Look out for Killers and proceed through double doors
at east end of Basement Hall. Once in Autopsy Room, inspect
cabinet in far corner. Grab Red Key Card and prepare to
meet the undead. Exit and move to opposite end of hall.
Swipe Red Key Card on panel and enter Armory. Find Bullets
and Shells on shelves. In one of the lockers is Submachine
Gun (take it) and Side Pack (equip it). Return to RPD
Floor One.
Enter door next to stairs. In back is Magnum and File.
Grab Shells from locker. Inspect Map to discover where
to use Club Key (green). Move back through East side of
RPD to Media Room. Use Club Key and drop it. Enter.
Use Lighter on stove in corner and hit the three lamp
switches in this order: Middle, Right, Left. Golden Cog
Wheel will fall from picture. (Note: You can grab the
film but it's optional.) Grab Cog and move to RPD Third
Floor (3F). Beware, Killer on Second Floor Concourse.
Once in Attic, head up stairs and place Cog in mechanism.
Panel opens and Knight Plug is found. Answer 'Yes' and
slide down Dust Chute to RPD Basement (B1). Go to Cell
Block to check on Ben. Get File from Ben. Move to Kennel
and down manhole.
Once through sewer corridor and up the stairs, enter
door straight ahead with Submachine Gun ready. Make sure
you have Knight Plug and prepare for a Boss.
Boss Guide - This guy is cake with the Submachine Gun.
Keep your distance and shoot downward when the vermin
it spits from its mouth get close.
After taking down the Boss, insert Knight Plug and enter
newly opened door. Ada is waiting. Go down stairs and
exit.
Raccoon City Sewers:
Move through sewers and into Storeroom. Inside is Fax
File on table and Hand Gun Bullets in corner drawer. Push
large locker to reveal a door. Open door and go down.
Locate Alcohol Lamps (2) and use Lighter to shed light
on the subject. A Magnum Clip and Shells become visible.
Go back up ladder. Make sure to grab Valve Handle from
Item Box and use Elevator to head down. After a little
firefight, control returns to Ada.
With Ada, follow the woman out the door and up the ladder.
Once inside corridor, quickly run to other side to avoid
bugs. Go down ladder. A meeting takes place between Ada
and Annette. After they're done, move across catwalk and
down ladder (the only way to go). Control returns to Leon.
Head through door back out into canal. Near ladder is
small alcove with Wolf Medal and Shells on dead soldiers.
Move to opposite end of canal and to the left. Spiders
are easily avoided. Move through door and two more Spiders
await. Straight ahead is waterfall and Clearance Identification
Panel. Place Wolf Medal into Panel and move to alcove
directly behind you. Enter double doors.
Move to Red Light and use Valve Handle to lower Catwalk.
Proceed across and use Valve Handle again to raise Catwalk.
If you have an Ink Ribbon, it's probably a good idea to
save. Grab Shells and Greenery if possible. Head out door
immediately ahead. Move to the end of corridor and a Giant
Alligator will greet you.
Boss Guide - Prior to encountering the Alligator, you
will notice a green switch on the wall. After the Gator
appears, run back to the Switch. It is now red. Use it
to dislodge the Gas Cylinder. When the Gator puts the
Cylinder in its mouth, start firing. Boss over. Move back
down corridor to where Alligator was first seen. Use Switch
to open door. You are now reunited with Ada. Get patched
up and move up ladder.
Head across Catwalk and up ramp. Grab Eagle Medal from
deceased and File from console. Backtrack through Alligator
corridor to room with Typewriter. Lower Catwalk using
Valve Handle. Go across and exit. Use Eagle Medal on Electric
Panel to stop waterfall. Exit through door.
Keep moving and hit Power Switch to right of Tram. Enter
Tram and take a trip to the other side. Exit Tram and
turn left. Use Lighter to ignite Flare Gun. Pick up Weapon
Box Key. Proceed through door. In this corridor, Zombies
are waiting. To the left (at the dead end) is Custom Shotgun
Kit. Combine it with Shotgun. To the opposite side is
the exit. Take it to enter a similar corridor.
More zombies. To the right is some Greenery and to the
left is a ladder up. Take the ladder to the Storeroom/Control
Room. Grab Shells, Magnum Clip, and Spray. Make sure to
have one Inventory Slot open before exiting through door.
Enter the Train Cabin and at opposite end grab Control
Panel Key (with a "D" on it) and Magnum Clip.
Exit. There is a Control Panel next to the Train. Use
Key to power-up the lift.
The Train descends and strange rumblings happen outside.
Exit Train to investigate. A Boss awaits. Boss Guide -
Armed with the Magnum this mutant is a pushover. Create
some space between Leon and the foe, and then pump him
full of lead. Be sure to take careful aim. Return inside
Train to check on Ada. Leon will pick her up and carry
her to Lab Storeroom.
The Umbrella Lab:
In Lab Storeroom grab Magnum Clip from desk and Shells
from locker. Exit. Move down corridor marked "Main
Shaft" and enter door. Proceed to the center and
down East Shaft (Blue). Enter. Proceed down corridor and
enter "frosty" door. Inside Cold Room is Fuse
Case. Use Fuse Case on Machine directly behind to obtain
Main Fuse. Also take can of Spray if needed. Exit back
to Main Shaft.
Use Main Fuse on mechanism in middle of floor. Now head
down to West Corridor (Red). Enter. Move to the right
and enter door at end. Inside is Flamethrower in locker.
Hand Gun Bullets and File are also found. Grab Security
File and turn on Gas Sprinkler. Use Flamethrower or Lighter
to torch the Tentacles. Now, enter the shaft where Tentacles
were.
Two Killers will be a surprise in this room. Torch 'em
and then grab Shells (2) out of steel cabinet. Ribbon
is on desk. Exit. Proceed down hall to large steel door.
Hit Switch to open it. Dispose of Poisonous Plants and
continue down hall to the door. Go through door, onto
ledge, and down ladder. Enter door at bottom.
Move through the corridor and look out for Killers. There
is basically only one way to go and you'll pass a Typewriter
and Item Box. Just prior to Item Box is a Map. Continue
to large metal door and enter Research Center. The small
outer room contains Weapon Box and Custom Magnum Kit.
Equip it. Small room leads to larger lab filled with Zombies.
Toward the back of the room is red Lab Key Card. Grab
it and exit the lab.
Move straight ahead while avoiding the Slugs that drop
from the ceiling. Use the Lab Key Card to enter. Inside
is a Giant Moth that is easily taken care of. Head to
corner with computer terminal. Slugs must be disposed
of before computer can be used. Use computer and enter
User ID as 'GUEST'. Exit and return up to Lab B4. Return
to East Shaft (blue) and switch door on right. Go to Control
Panel and initiate security switches. Note: the door will
not open, but you must do this for Claire to enter later.
Return to door just prior to this and use the red Lab
Key Card to enter.
Move straight and look out for Zombies. Locate Light
Switch and turn it on. More Zombies will appear. Get MO
Disk, Spray, and Magnum Clip. Exit.
Annette Birkin confronts Leon, and after a mishap drops
the G-Virus. Grab it and after the self-destruct signal,
go to West Shaft (red). After a crazy confrontation in
West Shaft, continue into West Shaft (red) and down ladder
to Lab (B5).
Move down corridor and beware of Zombies. Go to Computer
Terminal next to a huge door. Use MO Disk to open it.
Enter the opened passage and proceed through door.
Head straight ahead and hit switch next to elevator.
Prepare for the final conflict. See below for Boss strategy.
Boss Guide - This creature takes two forms. First, create
some space by running around the perimeter, shooting it
a few times before running again. Eventually the creature
will morph and leap above. Try to keep moving as it leaps
down. It will continue with this pattern until it dies
or time runs out. Just hope there is enough time to escape.
Exit the lab via the elevator. A save slot will be created
for Claire's quest which is the second part of the adventure.
Only after completing this will the game be finished.
Think You Are Finished? The adventure is not done! To
get the complete ending you must play through Claire's
Second Scenario. If you beat Leon's first scenario, you
can then view the Resident Evil story from Claire's perspective.
Many of Leon's previous actions will directly affect Claire's.
Did Leon take the Submachine Gun...dispose of the alligator...partially
open the Lab's Security Door? This, plus new puzzles,
bosses, and surprises await. Here are some tips to make
it easier.
Claire will begin in an unfamiliar area on the City Streets,
but once the first two areas are explored, the scenery
becomes familiar. The Second Scenario of this epic has
identical puzzles as the first, but some of the item locations
are different.
The first order of business for Claire is to get to the
Main Hall of the RPD via the Crow Hall and Second Floor
Storeroom/Waiting Room. The bazooka is located on the
desk (next to the Typewriter and Computer). Note: On the
Second Floor (2F) Main Hall Concourse the Unicorn Medal
can be found at one end.
The second order of business is to find the Valve Crank,
which is found in the East Office on the First Floor (1F).
Access this area by returning to the Second Floor via
the ladder and down the outside stairwell located on the
far East side. From there, use the Valve Crank and get
ready for a huge surprise when returning. When you confront
this new foe, RUN!
Proceed by getting the Blue Key Card in the room that
can be accessed by putting out the fire. From here, most
of it is very familiar, but there are some notable areas
and events.
Claire does not collect Chess Plugs, but rather Colored
Stones that are found in nearly every location where Leon
found the Plugs. Claire has access to an additional area
of the RPD. The broken door located next to the crashed
helicopter can be opened using the Plastique Explosives
and Detonator found after locating the Diamond Precinct
Key (purple). The Detonator is found in the West Office
on the RPD First Floor (1F). The Plastique is found in
the small room adjoining it. Combine the two and use it
on the door. In this area is the office of Brian Irons.
A panel will open behind his desk to reveal the spot to
place the Colored Blocks.
In the RPD Basement (B1), Claire does not gain access
to the Sewage Plant via the Garage. She must go down a
Manhole that is found to the far East of the Basement
(beyond the Autopsy Room).
In the Umbrella Lab, Claire will start in a different
place. First, find the power switch for the Elevator.
After Claire has escaped the Umbrella Lab, the scene
will change to the Transport Area. Find the Platform Key
in the back of the Train. Proceed through gate, over catwalk,
and look for the Electric Panel. Get two Fuses and head
through white door. Place the Fuses and fight the Last
Boss (see Strategy below).
The final conflict is almost identical to the first version
of Resident Evil. Evade the charging beast as long as
possible. A mysterious figure will throw you the Rocket
Launcher. Equip it. One shot will do the trick. Escape
to the Train.
Strategy Extra:
The Special Key
Finding the Special Key is fairly easy. Just get to the
RPD without picking up any items. Brad from the STARS
Team is now a Zombie and will appear in the tunnel under
the RPD entrance. First go inside the RPD and grab the
Hand Gun Bullets from the central desk. Return outside
and take 'im down. Search his corpse to find it.
The Special Key is used on the locker in the Storeroom/Darkroom.
For Leon, it will give him access to two changes of clothes.
For Claire, the Special Key will give her a new Western
costume complete with authentic Six-Shooter.
Ranking System:
After beating Leon and Claire's scenarios, the ranking
screen will display a letter grade (A-F), the number of
saves, and the time it took to complete the scenario.
The main focus is clearly on the time clock, but the number
of saves will also factor heavily into a point system
that Resident Evil 2 tracks internally. Try not to save
more than 10 times per scenario. The point system is also
affected by the use of any weapons with infinite ammo
- in other words Special Weapons. You will not get an
"A" grade with the use of Special Weapons.
Saves:
Like a car racing around a track, consider each time through
the entire Resident Evil 2 adventure as a lap. As you
will see, Resident Evil 2 can track how many laps you
have made through the game by the file you start your
game with. The more laps, the more secrets you may discover.
Special Weapons:
Infinite Ammo Rocket Launcher - Complete the 1st
Scenario in under 2 1/2 hours. Achieve a grade of A or
B
Infinite Ammo Gatling Gun - Complete the 2nd Scenario
in under 2 1/2 hours. Achieve a grade of A or B.
Infinite Ammo Submachine Gunn - Complete the 2nd
Scenario in under 3 hours. Achieve a grade of A or B.
All 3 Infinite Weapons - Complete the 2nd Scenario
in under 2 1/2 hours. Achieve a grade of A or B.
The 4th Survivor - Hunk:
Hunk is one of the Umbrella Corporation's goons sent to
steal the G-Virus from William Birkin. To plays as Hunk
you must beat the 2nd Scenario in under 3 Hours with a
grade of A. If you have accomplished this task correctly,
a screen with Hunk will be followed by the option to create
a Hunk save file. Save and you will be able to load Hunk's
game from either Resident Evil 2 disc.
The Tofu Survivor:
This trick is completely whacked out and requires incredible
dedication to playing the game through and through and
through again. Here's how to find Tofu.
The entire game (1st + 2nd Scenario) must be played through
three times, plus you must find Hunk along the way. You
must start from the newly created Leon or Claire save
file each time through. In addition, the Hunk File must
exist on your memory card BEFORE playing the game through
for the third time.