Resident Evil 2 Walkthrough :
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Walkthrough - FAQ/Walkthrough(This guide is best viewed at screen area 800x600) They were parted by an unescapable destiny. This is just the beginning of thier worst nightmare............................... CAPCOM SURVIVAL GAMING AND CAPCOM ENTERTAINMENT, PROUDLY PRESENT ____ ____ __ _ ___ ___ _ _ _____ ___ _ _ _ _ | \| __|/ \| || \ | _|| \ | ||_ _| | _|| || || || | | |\ || | | /\ || || |\ || | | \ | | | | | | | || || || | | || || | | ||_|| || || || | | \| | | | | | | || || || | | || || |_ \ \_ | || || || |_ | |\ | | | | |_ | || || || | | /| _| \_ \ | || || || _|| | \ | | | | _|| || || || | | |\ \| | _ \ \| || || || | | | \ | | | | | | || || || | | || || | | || || || || || | | | | | | | | | | || || || | | || || |__ | \/ || || |/ || |_ | | | | | | | |_ \ \/ /| || |__ |_||_||____|\____/|_||___/ |___||_| |_| |_| |___| \__/ |_||____| _________ / ______ \ | / \ / |_| / / / / / / / / / / / / / / | |_________ |___________| U L T I M A T E G U I D E B Y THE B.A.D M.a.N (Biological Armament Developer) DISCLAIMER: The Resident Evil logo is made by Dan Birlew (President Evil) and permission granted to use in this FAQ. Copyright(c) President Evil 1998-2000. All rights reserved. ====================== TABLE OF CONTENTS: ====================== 1.Author's notes 2.How to use this strategy guide 3.Game controls 4.Characters 5.Enemies 6.Weapons 7.Twelve rules for survival 8.Walkthrough a. Claire b. Leon Walkthrough parts= i. A city gone bad ii. The police station, RPD iii. Backside of RPD iv. RPD B1 v. Sewage disposal vi. Back to the RPD vii. The sewers viii. The factory ix. The labs & The escape 9.Acknowledgements 10. What is the G-virus? ---------------- AUTHOR'S NOTES ---------------- No portion of this walkthrough may be reprinted without my written or e-mail permission. You may contact me at SHEHARYAR_PK@YAHOO.CO.UK (all characters minimized). All questions, comments, or corrections regarding this game and FAQ are welcome. This walkthrough is public domain and may be used by websites only in it's complete and original form, unaltered in any way. But I would sincerely appreciate e-mail notification if you intend to post it at a site. This FAQ cannot be used for profitable purposes (even if no money would be made from sellingit) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Sheharyar Ahmad. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. This FAQ and everything included herein is protected by the Berne Copyright Convention of 1976, not to mention the International Copyright Law. Remember, Plagiarism is against the law and if you Plagiarise my strategy guide, I WILL MAKE SURE THE ASTRONAUTES ON THE MOON HEAR YOUR ASS SCREAMING. Thank you. This strategy is for 1ST SCENARIO ONLY. I will be posting a complete one with the same format on 2ND SCENARIO soon. Some people may think I've played Resident Evil 2 recently, but I've had it for a long time (from February '99. Still late, but not too much). I was too lazy to write a strategy guide for it. But when I saw how poorly and improperly other people are writing guides, I thought of writing a correct and better guide, so this is it! I have taken some descriptions from the sites listed in the Acknowledgments section, as I couldn't think of words to describe things, but this strategy is still in my words and my property. For survival, first it was 8 rules, then 10, and now 12 rules for survival. SHEESH, survival is tough!!!!(am I repeating myself?) Choose what you want from the table of contents. PLEASE, PLEASE, PLEASE!!!(am I repeating myself?)MAIL ME THE NAME AND ADRESS OF THE SITE YOU ARE READING THIS STRATEGY ON. JUST FOR SECURITY REASONS!! You can also ask questions about some things I've written in the FAQ, but PLEASE mail me the name and address of this site. There are many secret files in the game. They are hidden in the background and it is hard to find them. If you find any files which I have not listed, please mail me the name of the file, along with the name and address of the site you are reading this strategy guide on. As for the puzzles, you can see the clue and try them yourself or use my solution. ------------------------------- HOW TO USE THIS STRATEGY GUIDE ------------------------------- 1. PLEASE READ THE AUTHORS NOTES!! I don't want you into trouble. And if you're a ripper, you're not allowed to see this strategy! 2. The controls in the Game Controls section are set for default mode (Mode A). 3. In the Characters section, first an introduction is made to the characters, after which you are briefed about the characters' roles in the game. 4. The enemies in the Enemies section are first briefed, and then their weaknesses and powers revealed. The bosses section is, however, different. Only the descriptions of the bosses are given. 5. In the Weapons section, the description of the weapon is given, and then the importance of the weapons. 6. On the Walkthrough, every Danger will be surrounded with !!!! and every puzzle with ????. The boss fights will be surrounded with #+#+#+. 7. All the codes in Gameshark section have been made and tested on Gameshark version 3.2 --------------- GAME CONTROLS --------------- Note: These are the default settings. D-Pad: UP= Go forward = Turn to the characters right Down= Go backwards X= Action Button/ Fire O= Go to inventory Square= Back/ Cancel Triangle= n/a L1= n/a L2= n/a R1= Aim R2= Aim START= Pause game SELECT= Go to options ------------- CHARACTERS ------------- __________________ |Leon Scott Kennedy| |__________________| Leon is an idealistic Rookie Cop. He burns with the need to protect and to serve, and life as a cadet was an eye-opening experience. While reckless and brash, Leon is certainly not as naive as his demeanor would suggest. He is highly qualified for his new job with the Raccoon-Police. His first day on the job was not as he expected at all, as now he is trapped in a city where survival is the name of the game.. SPECIAL ITEM: Lighter: An oil lighter. ROLE: Leon is my man! This guy is so cool and he even looks like LEONardo di Caprio. (I'm sure the girls will like that!) He gets better weapons, takes less time to finish puzzles, his walkthrough is smaller and it takes a lot more bites to drop his health. Although he is not the main character, he's still Simply My Kind Of A Guy!! _______________ |Claire Redfield| |_______________| Claire is a light-hearted, articulate modern woman. While she can be a bit of a tomboy at times, she is somewhat wild. Self-confident and extroverted, Claire is typically the first person to try something many others would not. She was in Raccoon to find her brother, Chris (from Resident Evil), but finds something much more sinister... SPECIAL ITEM: Lockpick: I can pick simple locks with this. ROLE: Claire is the main character of the game (although her CD is named CD2!) and boy, is she a drag! Her handgun sucks, I mean, you can put it in the ass of a zombie, shoot 13 times and he'd still be biting at Claire's boobs (am I over doing it??? am I being RUDE!!????) Seriously, Claire is not the person I would rely on in this game. The thing is, why is always hard to play with the main character in Resident Evil (it happened with Chris!) OK!!!! Some of you may like her and I'm sorry!! But I don't like her, so excuse me!! It's not that I'm jealous, I'm not a girl and I'm not gay, actually, I would like to have her as my girlfriend (yeah!! I'd like to be biting at HER myself, if you know what I'm talking!), BUT NOT IN THIS GAME!!!!! ________ |Ada Wong| |________| Leon stumbles upon this mysterious woman who is quite secretive, yet at the same time, a professional and skilled investigator. She can also come across as condescending, and has a tendency to talk down to those she deems inferior to herself. She says she is in town to search for her boyfriend, but there is something else about her.. SPECIAL ITEM: Photo: A photograph taken fairly recently. ROLE: Miss Sexe-a-la-mysterooi. Ada is mysterious. She doesn't let anyone know what she's doing in RPD. Very mysterious. She's a great help for Leon. She also has a Browning HP, so those monsters better be careful! She helped me kill 3 zombies in the sewers and even defeat The Claw! Very mysterious (am I repeating myself?) and sexy. Actually, she's a lot like Albert Wesker (from Resident Evil). They also have something common in their names...(thanx 2 The Right Game for dat scoop!) _____________ |Sherry Birkin| |_____________| A lonely and insecure 12 year old, Sherry is quite mature for her age. She is very shy and when she speaks, she lacks self-confidence and always has the feeling she is lost. Sherry's parents are too wrapped up in their work to heed the emotional needs of their child. Her mother told her to go to the RPD because it is safe, but it was not quite so.. SPECIAL ITEM: Photo: A photograph taken fairly recently. ROLE : WHY WHY WHY!!!!! Why did it have to be Sherry!!?? It could've been Snagglepuss, it could've been Batman, it could've been that damned Chris!!! Sherry is for Claire what Ada is for Leon, but with Ada, she could even protect us (with her gun and shooting) and with Sherry, we need to protect HER! When we play along side Sherry, if you run to distance of 10 feet from her, she simply sits down and waits for you to come back and pick her up! Image that if there are Zombies or Spiders after you!! She doesn't have a weapon and those Cerberi can make mince meat outta her. Disgusting!!!! ___ |Ben| |___| Ben is one of those reporter types, always looking for a scoop. Ben has arrested himself in the R.P.D. prison to be safe of all the zombies. But not only that, he knows that those zombies are not the only things crawling around out there... ROLE: What can I say? Nothing else. ___________ |Brian Irons| |___________| Police Chief Brian Irons has been told to watch for the mayor's daughter, but he failed miserably. Irons seems very stressed. He doesn't know what he'll do next. Also he has his hands at Umbrella... ROLE: bad man ______________ |Annette Birkin| |______________| She is the wife of the Umbrella scientist William Birkin and Sherry's mother. Annette was the one who told Sherry to go to the RPD, because it was safe there. All in one Annette is pretty worried about her little daughter, but her mission has first priority... ROLE: You play as Leon, this woman tries to kill you. You play as Claire, this woman tries to kill you. You play as Leon, a pipe falls on her and she's dead. You play as Claire, she gets herself killed by her husband. WHATS WITH THIS WOMAN????? ______________ |William Birkin| |______________| A high ranked researcher for Umbrella. William was the one responsible for the creation of the G-virus. He was trying to escape from his labs, with his life's work, when Umbrella's mercenaries ambushed him and shot him. They took away the G-virus, his life's work but forgot one sample which he had, the very sample he trusted into his body, and became something very, very bad..... And now he is a monster created by himself, his own virus, his own creation...... ROLE: ............................... ------------ ENIMIES ------------ (note: These enemies are from both scenarios and in order as they come) ZOMBIES: Former residents of Raccoon city, these people were attacked and infested by the G-virus. They have lost all conscience and emotions and are now after alive humans. In-game: Your main enemies, these guys are persistent, and hungry. They are usually in groups of 3-4 and usually attack one by one. There are different kinds: Normal zombies, Police zombies, Teen zombies (you can tell by their T-shirts and jeans), Female Zombies and Naked zombies. Don't worry, they are male and you encounter them only once in the Umbrella labs. $$$Special Move$$$: Puke Duke; Bite Dive. Where: Everywhere LICKERS: A strange creature that appeared out of nowhere. It has lost skin patches all over its body, yet it's most distinctive feature is its whip like tongue, which can tear a human torso in an instance. In-game: This, is a strange creature. Not because it's so ugly looking, but because it can't get over with the damn staring and licking!!! When you die, they crawl over you, and start licking you. Bet they're saying "Oh, honey! You're so cute! Let me give you a kiss. SLURP!" Basically they lickers were zombies before. Just like William, when he's injured and sheds off his skin, the lickers are zombies you injured, but didn't KILL (probably with handgun or knife). If you KILL the zombies, they won't reappear as lickers. The rest of the lickers stay where they are supposed to be. I really like them, coz when you blow their friggin' brains out, they sing a cute lullaby: "I'M DYING, I'M DYING, I'M DYING, DYING, DYING!! AAAAAAAAAAAAAA!!!! $$$Special Move$$$: Slick Lick; Slash Crash. Where: RPD CROWS: Normal crows which lived in the Raccoon City limits. They were exposed to the G-virus and are now also bloodthirsty. In-game: The crows are not that much of a problem, but they are deadly. If you just ignore them and think they can't do anything to you, you're certainly wrong. They are always in flocks and they use this strategy: "I'll go first, peck 'em, you guys follow, peck 'em one by one, they die, we feast!" $$$Special Move$$$: Pack Attack. Where: RPD ZOMBIE DOGS aka CERBERUS: Formerly Doberman, these dogs were attackers for the Police. Again, they were exposed to the virus and turned deadly and vicious. In-game: The dogs are usually in pairs. When there is no keeper (of course there isn't. He's probably outside eating his mamma's legs), they take control of an area and patrol it. They even eat their victims, which is not normal (of course it isn't, nothing is!!!). They will be alerted if you shoot, run or have physical contact with them. Better if you find some safe place and pick them off one by one, just like Ada can. $$$Special Move$$$: Height Bite. Where: RPD B1 SPIDERS: Spiders which lived in the Raccoon city area. They have also been exposed to the virus and have grown tremendously in size. Due to the virus mutation, they now carry a dozen 'baby' spiders in their body. in-game: The spiders are very large. It made me jump outta my seat when I first saw their size. As big as they maybe, they are still gentle giants. You can just run past them. The ones in the Sewers only use poison, which you can avoid just by running. The ones in the Sewerage disposal don't pay you any special attention. And even if they do, they just block you, which unlike Resident Evil doesn't hurt you. They only spit at you once in a blue moon. $$$Special Move$$$: Acid Spit. Where: Sewerage disposal & Sewers PLANT MONSTERS: Plants which were exposed to the virus. They can now move and think. They are very smart. In-game= These guys look like idiots, like the way they walk. They actually look like people who were going to a Fancy Dumb Costume Party on Friday the 13th and had a sudden change of attitude. But they are smart as sometimes they are not dead, just lie there and when you walk past their wines shoot up and hit you. After sometime, when you come back, they are resurrected. They just walk towards you slowly and limply (of course, they just learned to walk. they're plants!) and keep spitting acid at you. This is where Claire's M79 comes in hand. The flame rounds turn them into cabbage shit. One word of advice: never get too close. $$$Special Move$$$: Grudge Hug. Where: Labs Green LICKERS: They look just like Lickers, but are green in color. They also appear to be smarter. In-game: They are just like Lickers, but they are more powerful, smarter and, green. They are smarter because they most of the time surprise you. Or wait for you come in the opening so they can QSC you, which hurts ALOT! If you'll pay attention to their claws, they're twice the size of Licker claws!! $$$Special Move$$$: Slick lick; Quick Slash Crash Where: Labs ******* BOSSES ******* THE "OFFSPRING": A strange creature with a disgusting looking body. When you meet it, you see in the scene that it was just a piece of meat with an eye on one side. Then it mutates and grows a head, three legs, and a huge claw. It spits small hermit crab like things from its mouth, that's why it's called The "Offspring." These things just hook them selves with, like leeches. If you don't kill them, they just keep sticking to you. If you get too close to The "Offspring," he will raise his claw and hit you, which throws you and your health back a long way. WHERE: Sewerage disposal; secret room in RPD THE GATOR: It is a giant gator which is in the sewers. Very powerful, and as large as a T-rex. Moves quite fast through the narrow passage. I believe Umbrella didn't want to make this tank of a BOW, but it could've been a great experiment. Too bad they just waste their time in making failures like Tyrant-002. This gator is really, really hungryyy.... WHERE: Sewerage disposal WILLIAM I: The first form and first fight with William (gave me goose bumps the first time I fought him!). When you come out, he throws a pipe at you (and does some disgusting things). He still has one of his "human" arms but the on the right side is huge and has claws which go in and out. He has 2 small teeny-weeny claws protruding outta his abdomen, which don't hurt you. He still has his trousers on (glad he has a sense of censorship) and his face is recognizable, outta which grows a hideous and long face. WHERE: Factory THE MOTH: I'm calling it a boss, because it's unique, one-of-a-kind, special, and, uh, ass- kicking. It has a room completely dedicated to it. He is actually hibernating when we go and bash his head. He's a real meany if you burn/blow off it's wings. Then it crawls on the floor and bites you on your legs. The best weapon, what else, is Flame/Acid with M79. WHERE: Umbrella labs WILLIAM II: This time he is very tall. Has 4 (maybe 5) claws, and still has that ugly long face. When you play as Jill, you get a sneak peek at him. He walks slowly towards you, and attacks. Sometimes he holds you with 2 claws and bashes you with the rest. You must know you have a time of 4:30 minutes when you start fighting him. He has a round mark on his chest, which looks hollow, and as if something special is inside... WHERE: The escape WILLIAM III: The final form of William. When you have hurt William II enough, he turns into this the very instance. Remember I said about the hollow round mark? Well that thing turns into William's whole mouth, which is about half the size of his body!!! He gets down on four legs, like a huge dog and is as fast as lightening. He just jumps on the large containers, which makes it difficult for us to shoot at him. Then he jumps down behind you, grabs your whole body, sucks blood, bites you, then throws you away, which is very very lethal. WHERE: The escape -------- WEAPONS -------- (note: the placing of these weapons are according to the 1st scenario) KNIFE: Standard issue survivor combat knife. +Importance-= Absolutely bullshit. If you want to commit suicide, use. Slightly effective against Crows, single Cerberus (fat chance). Where: Start with it. Handguns= H&K VP70 (Leon): Manufactured by H&K, Germany. Uses 9mm parabellum rounds. +Importance-= This is the standard weapon for Leon. Can hold 18 Bullets in its holster. Effective against Zombies, Crows, Cerberi. Find the upgrading parts (see Walkthrough) and will also be useful against Lickers and Plant Monsters as it will be able to shoot 3 bullets at the same time. Where: Start with it. BROWNING HP (Claire): Manufactured by FN, Belgium. Uses 9mm parabellum rounds. +Importance-= Claire's baby, this baby holds 13 Bullets in its holster and takes another minus because it needs more bullets to kill. No upgrade, so use only against Zombies, Crows, Cerberi. Where: Start with it. SHOTGUN (Leon): Remington M 1100-P. It uses 12 gauge rounds. Smaller than the standard M 1100, as the barrel is cut. +Importance-= Now that's a weapon!! Can take out anything from Crows to William III! As you shoot, it spreads lead in a wide angle, which is great for multiple targets. It can hold 5 Shells at one time. You can find upgrades (see Walkthrough) and make it the M 1100, then it can hold 7 Shells and it can cut up to three zombies in half in one shot! Undoubtedly the most powerful weapon for Leon. Where: Dead body of gun shop owner; S.T.A.R.S office. BOWGUN (Claire): A powerful bowgun primarily used to hunt large game. +Importance-= All is said in the intro. This thing shoots 3 Bows at the same time and carries maximum of 18 bows at one time. You only get its ammo once or twice, so it's not that much of a weapon. Where: Dead body of gun shop owner; backside of RPD. GRENADE LAUNCHER (Claire): M79 grenade launcher. Can use several kinds of rounds. The cut stock causes greater recoil. Made in the USA. +Importance-= Similar to Jill's Bazooka in Resident Evil, this is Claire's answer to Leon's Shotgun, and as good as it is. It can use three rounds, which are Explosive, Acid and Flame. The bad part is its slow reload. If you're in a close battle with a licker or something, you can knock it over, but it will be on you as soon as you reload. The better part is all the enemies have exposed meat and skin, such as Lickers and Nakedzombies, so you can use Acid rounds which are very effective against these enemies. It is also very affective against bosses. Like Barry Burton in Resident Evil said: "I'm giving you (Jill) a very powerful weapon. It will be very useful against those monsters. Here." And then he passes over Acid rounds. The Explosive rounds are very powerful, as they spread four fireballs all over the place. BUT IT'S BETTER IF YOU DON'T AIM down WITH THE EXPLOSIVE ROUNDS AGAINST LIKERS. Where: S.T.A.R.S office. MAGNUM (Leon): Desert Eagle 50.AE. A high calibre magnum pistol. Uses powerful DOT50 A.E rounds. By IMI, Israel. +Importance-= WOOOOOOHOOOOOOO!!!! The big-momma of all pistols and handguns, this baby is super! I wish we could start the game with this. This is just like the Colt Python from Re1 and Re3 (but looks like a handgun), as it can kill zombies in 1 shot (guaranteed). But it takes up to 4 bullets or more to kill a Plantmonster and Greenlicker. But you also get its upgrade (see Walkthrough), which makes its barrels 14 inch long!! You can then kill a Greenlicker or Plantmonster in 2 or max 3 shots. Believe it or not, I've killed 3 zombies with just one bullet, as they were in a semi-diagonal line (/)!!!!! I read a couple of strategies where the author says you can't find it until the second scenario. WELL, THOSE GUYS USE OTHER STRATEGIES THEMSELVES AND ONLY TAKE SHORTCUTS SO THEY HAVE A BETTER RANKING. Where: Guard room in RPD SUB-MACHINE GUN: MAC 11. Manufactured by Military Armament Corps. Uses DOT 380 rounds. +Importance-= Nice weapon. Although it takes up 2 slots in your inventory, it's still a nice weapon with powerful bullets. You don't find ammo for it, so keep track of your bullets. It's plus though is that it's 100% goes down very slow. It's found both by Leon and Claire. I started shooting with it when I met the "Offspring." Put it down in the chest 3 times, and still made it through with William III. BUT HAVING THIS WEAPON LOWERS YOUR FINAL RANKING BY ONE. Where: RPD Weapon Storage. FLAME THROWER (Leon): Chemical fuel flame-thrower made by Umbrella Inc. The fuel is fed from a small cartridge. +Importance-= AAAHHHHHHHHH!! Get it away from me!!! No, I'm not burning alive. This weapon sucks so much, I want to get away from it!! It burns for like 12/13 seconds, just like the one in Resident Evil (Chris). Only useful against crows, but you don't get crows don't in the labs. Fairly effective against zombies. For you guys, I tried to kill a Greenlicker with it, and didn't get a chance to heal myself! It also takes up 2 inventory slots, which is a waste of space. Where: Umbrella Labs guard house SPARK GUN (Claire): High voltage gun to repel experimental animals. It uses Spark Shot rounds and has a range of 10 feet. +Importance-= Best weapon for Claire, this thing also takes 2 inventory slots. One shot takes away 1%, so there ARE 100 shots. As said this is for repelling experimental animals (zombies I think) and has high voltage, so repeated shooting can kill things. Best if stocked away for William II and III. I still use it with zombies, as sometimes it blows their heads up! YES THIS IS ALSO A SPECIAL WEAPON AND LOWERS YOUR GRADE. Where: Dead body in The factory. 12 12 12 12 12 12 12 12 12 TWELVE RULES FOR SURVIVAL 12 12 12 12 12 12 12 12 12 1. Always keep track of your ammo and reload manually. 2. Know your keys. 3. Know your enemies and when they are dead. 4. Use herbs only and avoid fights until your health is FINE. 5. Avoid unnecessary battles. 6. Save your game in a new area, but save less than 9 times. 7. Dump things not needed at time in chest and have at least 3 THREE free slots. 8. Search an area as thoroughly as you can until you're sure there are no keys, ammo or health items. 9. Keep mixing the herbs, as they get better and more healing (for more info, mail me). 10. Don't waste your time from inspecting everything over and over again and master the technique of running, your gonna need it. 11. Use my signature technique called ZeeZAG. It is running like this= --/\/\/-- (for more info, mail me.) 12. USE MY STRATEGY GUIDE!!!!!!!!!!! ----------------- {WALK THROUGH } ----------------- (note: this walkthrough is for the 1st scenario of both players. I will be writing one for the 2nd scenario very soon.) PLEASE READ THE author's notes, how to use this strategy AND 12 rules for survival FIRST!!!! _____ _ _ _____ ____ ____ / ___|| | /_\ |_ _|| |_|| | __| / / | | //_\\ | | | _ | | _| \ \___ | |__ / ___ \ _| |_ | | \ \ | |__ \_____||____|/_/ \_\|_____||_| \_\|____| ------------------- |1. A City Gone Bad | ------------------ From the starting point, clear a path through the zombies or use ZeeZAG and make your way to the corner of the road. Go forward until you reach the jeep and enter the door on your right. Just move and you'll have a scene. After that, just come towards the screen and you'll see a door. Forget it for now. There, you will find two boxes of Bullets, one behind the right side counter, one by the left (I suggest you take the one in the right counter first). !!!!!!!! As soon as you pick up the Bullets on the left hand counter and move, five zombies !DANGER! will break through the glass and kill the shop owner. You can kill zombies and get !!!!!!!! the owners Bowgun, or flee in terror. Now exit the shop and go around the corner and you'll see zombies trying to break through the gate. Just go forward and the zombies will break the gate (at least they have spirit). Keep going and you'll reach the back of a van. There are Bullets in the back of the van. The zombies will break through the gate; yes, you have to kill them. Go through the door, which leads to a street ball court. You can ignore the guy in here. Go through the door on the other side of the court. Go up the stairs, around the corners and down the stairs. You can either quickly climb the dumpster, ascend and ZeeZAG your way outta here, or, climb the dumpster, shoot 2 zombies, descend ZeeZAG/shoot your way outta here. It's up to you. (you'll hear the sounds of flesh being ripped up, the bones being broken, the blood flowing, the, OK I'm over doing it) From here, go forward and stay by the side of the cars and run like hell coz when you reach the zombies they'll get up and go for new dinner, YOU. Just go to the bus and go inside. Once there, take the Bullets behind you, go forward, take care of the crawling bag of poopoo and Mister NoShirtAtAll, and head for the front door of the bus. Once you're out, you'll find yourself surrounded by zombies. You can either kill all if you have enough Bullets, or use ZeeZAG. Believe me this place is great to find out if you're great at ZeeZAG or not. These zombies give me no problem. Once you're on the other side of the herd of zombies (or herd of dead bodies), go through the small side gate (it's hidden coz of the camera angle). Tell you what, you can either go through the garden by killing 2 zombies, or (am I repeating myself?) go forward, go down the stairs on your right, go forward, go up the stairs, take a green herb, take a U turn around the railing, go forward and through the big door. It's up to you. ---------------------- |2. Police Station, RPD| ---------------------- In the main hall, go forward and go up the right hand-side path to pick up Bullets and Ink Ribbon. You can save here at the typewriter. Go into the unlocked door (I'm not telling!) and you'll have a scene. Now, go to the computer in the main hall where you found the Bullets and Ink Ribbon. Use the computer and say yes when it asks for the key card (unless you've fallen in love with the key card). Now go to the big double door on the left side of the hall which was previously locked. There is a chest on your left. Open it and put away the Knife forever and other unnecessary stuff. There is a Police Memorandum on the sofa. No need to open the desk, as there are is a First Aid Spray (from now on Spray) inside. Now turn around and go to the door (what the hell was that you ask? You'll find out soon...). Down the hall you'll come across an officer who has a little problem with his head. If you double-check him, you'll find that he has some Bullets. Further down the hall, you'll come across a pool of blood. Now you'll see a movie which introduces you with Licker. Twice with the Bowgun (if you saved) and he sleeps. If you ain't got Bowgun, leave it go through the door on the other side of the hall. Pick up the green herbs to heal yourself now or later. Enter the door. Go down the hall, ignore the double doors to the right. Head down the hall through yet another door. There are many zombies here. I suggest you kill the girl and then the guy coming towards you, then the rest. Besides the stairs, there are 2 Greens. The door on the left is the dark room. There are Bullets in the glass cabinet, and a chest. The little dark passage leads to the dark room, where you can develop films. Now go up the stairs and head down the hall until you reach the statue with the second red jewel in its hand. ???????? Inspect the big statue and you'll get the clue. You have to push the statues so they ?PUZZLE? are looking at big statue. You'll see small squares on the floors. This is where the ???????? statues need to be placed. You'll hear a sound if the statues are placed correctly and they will not be able to move. If you did something wrong, just leave the hall by the door and return. The puzzle will reset. If done correctly, the red jewel will be released and is yours for the taking (mail me if you don't understand). Head through the door to the right of the statue. Enter the door to your left, which is the S.T.A.R.S. office. On the desk you will find Chris's Diary, and beneath that you will find the Unicorn Medal. Get the M79 out of the locker. NOW YOU'RE PACKED AND LETHAL!! and Bullets, which are behind the big desk (with a big S.T.A.R.S board behind it). Now exit the room and a fax will come in, which you should grab. Take the Unicorn Medal to the fountain in the main hall. If you didn't kill the Licker, give him a piece of the M79. Put the jewel in the room after the Licker hall. Place the Unicorn Medal in the front of the fountain. This will release the Spade key. Go back to the Licker hall, and unlock the door to the file room which is to the right. There, you'll find Ink Ribbon on the floor with the scattered things. Go around the shelf. To get the Crank, push the step stool to the cabinet, climb up, and get it. When you get down, don't move but simply turn to your right and on the shelf you'll find the Patrol Report. Now go up to the S.T.A.R.S hall and a scene will take place. Kill the zombie and use the Spade key on the door and discard it. Now go through and you'll have a scene. Down the hallway behind Leon, you'll find a box of Bullets. In the desk you'll find Flame rounds (from now on Flame). Enter the library to the left. Head up the stairs to the right and down the walkway, where you'll fall through the floor. ???????? Look at the picture clue and push the red button and go through the shelve. If you get ?PUZZLE? far enough and look, you'll see there is a larger version of the picture behind the ???????? bookshelves. Approach the left-most book shelve and inspect the red light and choose RIGHT. Then go to the shelve to the right of the left most shelve and choose to slide RIGHT again. Once in the correct position, the picture will fall away and reveal the Serpentstone. Take the stone and exit the double doors. Take it and exit the double doors. You're now in the balcony. Make your way to the center of the balcony, and go to the red box and choose to press the switch and lower the ladder. Now make your way to the other side of the balcony and through the door. Pick up the Desk key, Ink Ribbon, and the Secretary's Diary A. You can save here and put things in the chest. Return to the first floor via the emergency ladder and head for the briefing room. Inside, to your left on the desk is the Operation Report. Go to the small room in the back with the fireplace. Use the lighter to light the fire and burn the painting. This will reveal the second red jewel. Take it and go back to the room where you got the lighter and put it in the chest. Then, exit through the opposite door. ---------------------- |3. Backside of the RPD| ---------------------- Then exit through the opposite door, kill the zombies and head through the door at the end of the hall. Exit through the door straight ahead. Once outside go down the stairs and enter the door. You can take the Greens if you want. In here, go through doorway on the left. There are 5 Zombies in here, 3 on the other side of the room, 1 in the small side office and 1 lying on the floor that never gets up and only attack if you get too close. Kill the 1 Zombie and enter the small side office to your right. There is a safe here. To open the safe, use the combo 2236. Inside you will find Acids and a complete police station map. Now go back the way you came, out, up and about. Turn right and go forward. Inspect the officer and get something. !!!!!!!! As soon as you turn the corner, a flock of Crows will introduce themselves to you and !DANGER! probably give you a heart attack. Just keep running until you reach the end of the !!!!!!!! hall and go out. Go down the stairs, give some lead to the Zombies or ZeeZAG and enter the door around the corner, where you'll find a save point, Bullets, and a Valve handle. With Valve handle in hand, return to the burning helicopter. Go behind the open fence next to the door and use the valve handle on the water-pressure valve. Water will quench the flames and in the front compartment of the chopper you will find Bullets. Head back to hallway inside where the helicopter was protruding in. First go to the waiting room and dump the Valve handle and take the jewels. Now with the flames out you can enter the door on the right of the helicopter. In this room you will find the diamond key and Shells somewhere on the right hand-side of the room. Place a red jewel in each one of the busts which are on the left and right of the big relief. This will show an FMV and reveal part of the Blue stone. Take it and dump into the chest, and head back to the first floor. Use the diamond key to enter the evidence room on the first floor to the right of the main staircase. Dispatch the Zombies quickly, and go forward towards the red drawers. When you inspect them, it will say, "The lock seems to be broken, will you use the lockpick?" Select YES and the drawer will open and give you the C4 explosive cube. Then search for the film, which is on the right side of the shelves, but beware, 2 Zombies are guarding it. As you reach the drawer which contains it, the camera angle will change (if you want to see it, take it and develop it. if not, just leave). This time he's in (another) small side office. When you meet him, you'll find out how people turn into Zombies. On the desk in the room where you find him will be the Detonator. Now, combine the Detonator with the C4 and you'll have a Bomb! If you look around the main room you will find some handgun bullets in the locker and a memo to Leon on the desk. Go to the door on the right side of the main door. As Claire said, go up to the second floor via the emergency ladder. Go to the chopper wreckage and use the Bomb on the damaged door. Go forward and in the door. Go forward and you'll have a scene with the Chief. Exit the room through the other room. Go to the end of the hall and through the door. You'll hear footsteps. Make your way to the small room at the back. See the thing on the wall right besides the opening? It's a switch. Push it and you'll have a scene with Sherry. Now go back to the Chief's room. Where the hell did he go?! Take the Heart key and make your way back to the main hall on the first floor. Go through the door on the right of the main entrance doors. This is the blue hall. There'll be a herd of zombies charging at you. 2 from the Shotgun will do. Now go into the blue double. This is the same room where you got the map of RPD. Go to the back from where you came the first time, but this time turn left and go to the door. Use the Heart key and discard it. Go through and take the 2 Greens if necessary. Just go to the other side of the hall and down the stairs. --------- |4. RPD B1| --------- Look out for the Cerberus patrolling here. If you kill him, the other will become active. Just go forward till the T-junction, take your first right and run to the first door on your right and this will save you from the Cerberi. Inside, pick up the green herbs and police B1 map, then head for the reserve power control panel, which is situated in the back of the left side. Once there press up, down, up, down, up. This will activate the key card lock door. Now head back out, take a right, and go through the double doors at the hall, around the corner. Go forward and take your left. !!!!!!!! As you're reaching the manhole opening, 2 Cerberi will jump from the sky and try to !DANGER! attack you. You can easily avoid them and go down the manhole. !!!!!!!! ------------------ |5. Sewage Disposal| ------------------ There is a room to your left. You have o go in. It is a save room. Once outside, you'll have a scene and play as Sherry. Head to the elevator and go up. BEWARE OF THE CERBERI!! Sherry doesn't have any weapons and she can't fight the Cerberi! Just take a right and run straight into the door. Once inside the room, look to the right - hanging on the wall is the sewage- disposal map. Grab it, hop down to the left of the control panel. ???????? You have to push the boxes so they make a bridge. Here are their ?PUZZLE? placing: | [2] | ???????? |[1] | | [3]| Climb up box 1 and drop off on the other side. Push box 2 only a little so box 1 can be pushed into place. Now push box 3 and you'll have a bridge. Now for the water... Now go back up and press the switch on the control panel thingee. The water will raise the boxes and you can walk across and get the Club key. Just get out and run straight to the elevator. Once back down, Sherry will automatically give Claire the items, and you will once again control Claire. Go back up the manhole ladder and through a set of doors. ------------------ |6. Back to the RPD| ------------------ Once you are yourself again, head back up to the ladder, and back to the RPD B1. The Cerberi will now be turned into Lickers. I killed them but still they turned into Lickers. Go to the double doors in the middle of the hall, right in front of the T-junction. Use the Club key. This is the autopsy room/ morgue. Go around the autopsy bed, and go to the shelf. Inspect and you'll find a key card. !!!!!!!! As soon as you pick up the key card, all the dead bodies in the room will come live. !DANGER! Shoot a couple and run outta the room. Now go to the Weapon Storage and use the key !!!!!!!! card on the card reader to the left (the one with the green light). Now go inside and you'll find AMMO!! If you just go straight from the door to the lockers, you'll find a side pack and a Sub-Machine Gun!! NOTE: IF YOU TAKE THE S-M GUN, YOUR RANK WILL LOWER BY 1 GRADE! Now go out and back up the stairs. There is a door to your right, just behind the railing. Use the Club key. Inside the room, you'll find Acids and the Nightwatchman's diary. FIRST OF ALL TAKE THE LIGHTER!!! Now go to the blue hall and to the door that goes to a U Hall. Take care of the walking dead and go to the door you come to first. Use the Diamond key and discard it, and enter the room and take the Eaglestone on the shelf and if you want, the cord. !!!!!!!! As soon as you take Eaglestone and turn to leave the room, a Licker will jump through !DANGER! the mirror and scare the living daylights out of you. You can easily avoid it and !!!!!!!! flee. Now, go to the green door, use the Club key to enter and discard. Don't forget the Lighter!!! ???????? Go to the picture of the cart and read the writing. With lighter in hand, ignite the ?PUZZLE? furnace on the far side of the room. Then turn the faucets on the wall in this ???????? order: 12, 13, and 11. This will make the G-cogwheel fall out of the painting. Take it and head to the third floor via the library on the second floor. Don't forget to take the Crank!! Enter the only other door on the third floor and use the crank in the square hole in the wall to lower a staircase. Head up the staircase and use the G-cogwheel on the gears, then press the button to open the door to the right. Behind the door you'll find the other piece to the blue stone. Now, you have to go to the Chief's room. In the waiting room, you can stock up weapons, health items and the four stones. Combine both pieces of the blue stone to make the Jaguarstone. Now go, but after saving. Go behind the Chief's desk and press the button beneath the painting (there is also his diary on the table, which tells you what a sick person he is). This will cause the painting to move. Place the three stones in the three slots provided. This will open a door. Head through it, pick up the mail to the chief, and then go down the elevator. Go around the corner to the door and you'll have a scene. Pick up the Acids. Now go where you have to go. Down the ladder..... #+#+#+#+#+#+#+#+#+ Whoa this guy is ugly. "So, this is the 1st boss, #BOSS Number 1 + huh?" This is what your probably saying. But watch #THE "OFFSPRING" + out! This guy can kick ass. For those cockroachy #+#+#+#+#+#+#+#+#+ things, just one with the handgun will do. But for the big momma, you'll have to use a combo of Flames and Acids. This is the trick I use. Load Acids into the M79 and shoot while going forward. When you get too close, he will pick up his huge, hurting claw. Just press the down button when you see his claw is raising, and you'll dodge his attack. Then quickly load Flames in the M79 and shoot the big eye on his side. 4 Acids and 3 Flames worked for me. If there is a little too much traffic from the little roaches, just equip the handgun and kill them. When you kill Offspring, quickly leave the room the way you came or a dozen roaches will jump outta his dead body and roach you!! Now go back up the elevator and this time take Sherry with you to the room where you fought Offspring. Go to the other side of the room and press the button. A ladder will lower. You know what to do!! ------------- |7. The Sewers| ------------- Head into the sewers with Sherry. Go forward and down the ledge. You'll have a scene and a sneak preview of William. Now you will be forced to play as Sherry. Simply forge ahead, and watch out for the REAL cockroaches. These are roaches mutated with G-virus and are as big as rats. They are only found in this air tunnel. Enter the first room, and exit it through the air tunnel. There is a Zombie here so be careful. Go at the back of the room. There is a vent here. Go down and go forward to try to pick up a silver coin. After Sherry helplessly falls, you become Claire once again. Now go further down the sewer and through the first door, picking up green herbs before entering. This is Control Room 2. It contains a save point, a storage bin, and Sewer Managers Fax. If you inspect the strange steel door, you'll realize you can open it. There is a ladder. Down the ladder and you'll discover Acids and Spray, as well as the Zombie who gave Sherry a hard time. Kill it for Sherry. That's better!! Take the valve handle from the chest. Now go back up to the room and this time down the elevator. Once down, grab the map on wall, head into the water, and search for the Flames in the cubbyhole to your left end. Then go in the other direction, take a left, go through the door, while evading the Spiders. There are more Spiders in here. Go forward until you see a ledge into the door, which is to the left. You'll have a scene and a super COOL movie. Use the valve handle on the bridge-lowering mechanism. Once across and on the other side, use it again to raise the bridge back up (trust me). Head down the corridor until you see a scene. Time for another boss! +#+#+#+#+#+#+#+#+# I'm calling it a boss, cause it can be hell on earth +BOSS FIGHT NO. 2# for you. You can either use all the firepower you +THE GATOR # got, or use this trick. Run back all the way to the +#+#+#+#+#+#+#+#+# door you came from. When you reach the corner to the door, you'll see a red light. This is a gas canister. Push the button and it will fall out. The Gator will be with you by now (boy is he fast!). If you look closely, you'll see a crack on the floor. This is the best place to stand so you can far from the Gator and still see him. Wait for him to take the canister into his mouth, and then shoot at the Gator! Head down to the door in the direction the alligator came from. Open the doors, and collect the Wolfmedal (sound familiar?) and Sherry. Head up the ladder, go left, and get the Eaglemedal (sound familiar?) and Sewer Manager's Diary. Veer right and use the valve handle on the lighted machine to the left of the spinning fan. This will allow you to climb up the ladder and through the air tunnel. I advise you to go back to the control room and throw the valve handle away. Go back if you followed my advice. This time in the first sewer, instead of the Spiders, Zombies will suddenly come to life from the water. BE CAREFUL! If you run too fast, you will leave Sherry behind and then you'll have to save her and you'll be in real deep shit. GO through the door. Yup, the Spiders are here in this room. Just go to the end of this room this time and inspect the water-flow control panel to the right of the waterfall, and drop both of the medals into it. This will stop the flow of water and allow you access to the door behind. Just go through the door on the other side of this hall. Make your way to the right side of the trolley and turn on the power switch on the control panel to activate the trolley. Enter it and take it for a ride. Once on the other side, exit and turn to your left. If you inspect the thing you'll find out it's a flare signal. Located to the immediate right of the flare signal on the ground is the Weapon-box key (you can't see it, but it's there). Pick it up and head for |
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Another Resident Evil 2 Walkthrough :
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