Resident Evil 2 Versus Guide PDF
Resident Evil 2 Versus Guide PDF
Resident Evil 2 Versus Guide PDF
Training
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Monsters Intto
artwork found in Resident Evil 2, and claims no rights within. Extra special thanks to masters of mania K-Coram and Kurobosl. Gerald's
thanks: Chris. Man. my mom. Mateo's thanks: To Rachel - "Always wanting
Resident Evil® 2 and Capcom® are registered trademarks of you know what": lason. Ben. DIAMES, Choi: Louis, tor kicking much ass with
plastic hlnoos. Matfs thanks: The entire team lor making this book kick
Capcom Co., Ltd. ass and kick It on time; the Descendants. Screw 32 [U.C.I, only]. Op IV (all-
time best ska hand). MULDER!; and everyone who realizes they're
ragularjn' their respect while represent!^ the reckonition... and. as
Copyright ©1997 Empire 21 Publishing, Inc. All rights reserved, always, six. count them six. CRBs.
including the right of reproduction in whole or in part in any form. we hope vou asreo thai mis book Iszubanfll Hoi Chlckoo.
Thanks lo Ttilcklyn Tbleklcrlo Thlckl Thick Thick online
It so. please email gooes it zutianB.lic.com
Bed Baobsvl P. laglvga. My oannv eats C.C.I
"Irs all aboul Brow K. lohoev casual IN. anO the world-famous Intinuv B and lohonyB.I
Welcome, fine gameplayer, to the Resident Evil 2 Perfect Guide Basic Training section! If you're a first time
Resident Evil player, this entire section is an absolute must-read and you should study up here before you
head into the walkthroughs. Even if you're a Resident Evil veteran, you may want to skim through these pages
as they contain invaluable information on the best of the best gameplay strategies you'll need to win. Granted,
some of this information is as basic as it gets, but there are a number of great tactics that you may not have
previously considered. Don't forget to carefully peruse the Weapons and Monsters sections, which offer in-
depth data you won't get anywhere else. And remember: don't just survive the Evil, conquer it!
gives you much more ammo, and is just plain, well, rooms and
easier than the normal game. But, we're assuming hallways,
you're not a wuss and you want to have a real chal- it's better
lenge. If that's the case, normal mode is the way to
go. All strategies in this book are specically custom these enemies. than sorry,
crafted for normal mode! (Besides, many of the and elimi-
game's coolest secrets are unavailable in easy mode.) nate your foes permanently.
• 1st Mission and 2nd Mission • Backing Up vs. Turning and Running
Resident Evil 2 offers you a total of four exciting You can't actually back up and shoot at the same
scenarios with the two main characters, Claire and time; every time you take a shot you stop moving.
Leon. Play through and beat one character's 1st sce- Generally, backing up while shooting is a terrible
nario, and you will then be prompted to attempt the proposition
other character's 2nd scenario. This means you must because
beat Claire's 1st scenario in order to reach Leon's
2nd, and vice versa. You will only see the game's
almost
e v e r y
"true" ending when you beat the 2nd scenario. enemy in
• Zapping the game
Zapping refers to any action you take in one char- (even the
acter's 1st scenario which somehow affects the other slow, sham-
character's 2nd scenario. For example, if you take the bling zom-
RIGHT: Turning and running can get you into a better camera
submachine gun from the basement weapons locker bies) can
but leave the sidepack, it'll be there in the 2nd sce- walk, angle with more room to shoot enemies.
nario. Always be on the lookout for items and puzzles crawl, or slither faster than you can back up and
that might cross both scenarios. Zapping tricks can be shoot.
found throughout the walkthrough pages! So, if you've got one or more creatures breathing
• Rankings
down your neck, instead of backing and firing, turn
around and run for it to get some distance, then turn
^
The game ranks you on several factors: how quickly to face them again and start blastin'!
you beat the game, which weapons you use (the less
powerful weapons are considered better), and how
many times you save. More details are in the Secrets
section.
weapon.
hold a set grounds Low-detail objects are prime candidates for pushing!
extra inventory by holding your entire stock of one few seconds; sometimes it takes a moment to get your
type of ammo right in the barrel. If you want to swap character to switch from walk mode to push mode.
to a different type, simply Combine it into the Grenade
Launcher and your previously selected rounds will
• Look Above, Below, Behind, and Inside
Sometimes goodies can be hidden in out-of-the-way
appear in your inventory. places. Well,you wouldn't just want the game to hand
you everything on a silver platter would you? Would
J1SS0N 3: SEARCHING ROOMS you?! Look above, behind, below, and inside objects in
your quest to find the goods. Leave no stone (or skull)
• Glittering Objects unturned. Frequent use of the action button is
you in Resident advised.
All that glitters is definitely gold f<jr
Evil 2.
Whenever JSSON 4: ITEMS AND INVENTORY
you change •I
camera • Magic Boxes, Ink Ribbons, and Saving
angles in a
In scattered spots throughout the game, you'll
new area,
look
around for
encounter "safe rooms" containing a magic box and
typewriter. The box enables you
I
Okay, let's be honest here. You really don't need to The typewriter enables you to
Ink ribbons, typewriters, and
read the vast majority of the files in Resident Evil 2; p ga gave provided you
magic boxes, oh my!
they usually contain little more than amusing back- &n ink ribbon since .^j
story. However, a few contain important clues or even ribbons can be in short supply, you probably don't
numeric combinations that you'd never obtain other- want to save after every accomplishment. At the same
wise, so you might as well fill up your file book. Any time, nothing's more frustrating than losing 20+ min-
area in the game that contains piles of paper and utes of intense gameplay. The first time you play
looks like it has a file, probably does. through the game, your best bet is probably to save
the game every time you reach a new typewriter. Just
• Burn, Baby, Burn be careful not to save the game if you've used up so
if all else fails and you're really stuck,
Sometimes, much of the healing items and ammo in the game that
the answer is fire. If something looks like it can be lit,
you can't get through the later areas; this would con-
itprobably can. The lighter and the Grenade Launcher stitute a "dead game," where you've depleted so many
i (equipped with fire rounds) are your tools of ignition. of the game's resources that it's impossible to finish.
[
• Push the Action Button • Only the Basics
p It's the oldest and most boring trick in the book, but Try to keep your inventory slim and trim, and store I
push the action button repeatedly. Sometimes being a tate a walking tank), and stick to the items you know
step off can mean the difference between getting and or think you'll need to get through that particular
not getting an item, so don't be embarrassed to walk area. You usually don't need to bring ink ribbons with
across and rub up against that part of the game you, because there's a chest at almost every save
screen while jamming on the action button. It's a good point in the game (enabling you to simply grab the ink
way to find stuff, or eliminate that area from consid- ribbon when you need it). Also, keep your healing sup-
|
eration. Also, don't be afraid to "Use" items in places plies limited; in fact, you may not want to bring any I
1—L.O L. M LJ hits it takes to kill it with every weapon in the game. The
Grenade Launcher has three numbers, which indicate its three ammo types:
CROW
While crows are surprisingly easy
grenades (green), fire (red), and acid Note that the numbers can great-
. (fun, too!) to hit with the
ly be affected by range and randomness. N/A means weapon not yet available. Handgun or Submachine gun,
ENEMY ATTACKS: The monster's attacks are catalogued by range (close, mid, especially with auto-targeting on,
and far). A light attack kills you in 9 or more hits; a medium attack kills you in the best strategy is to simply run
6 - 8 hits; a heavy attack kills you in 3 - 6 hits; a critical attack in only 1 - 2 hits.
past them. If you slow down they
NOISES: Monsters make distinctive sounds; listen so you'll know if they're near.
may be able to trap you with their CLOSE ATTACKS: peck
^
COLOR CODES: Normal monsters (blue); bosses (red); special enemie
1
— ;
ZOMBIE
Zombies come in a variety of flavors in Resident Evil 2. There are eight
zombie "types" in the game as depicted on the right. Zombies that start
out standing will grab you, lunge for your feet, or occasionally vomit.
Those that start out crawling can only lunge for your feet. When you're
in open spaces and you don't have to fight, their sluggish speed makes
them easy to evade. When you're in a confined space, try to use the
handgun to conserve more precious types of ammo, but in close quarters
you may need to pull out a Shotgun, Bow Gun or Magnum for a quick fin-
ish. Aim up with the shotgun for a decap, or mid to blow out their guts
(occasionally leaving the torso alive to pursue the attack.)
CLOSE ATTACKS: bite (medium)
27-33 "14-8 11-2 1-3 Y^l / /l MID ATTACKS: vomit (light), ankle lunge (medium)
APPEARS: both missions
NOISES: moaning, groaning, and dragging feet
It's
CERBERUS
possible
to run past dogs, but I
WEB-SPINNER
These arachnids look nasty and
you'll need to be an expert at eva- act the part, but it's almost never
sion tactics. Single dogs are easy necessary to fight them. Evade
to get into
multiple dogs
handgun
locks, but
may
require more
^ when possible, but watch carefully
for the occasional acid spit if you
extreme measures, like the get within close range or they get
Shotgun. A well-aimed point-blank CLOSE ATTACKS: jumping above you. When you do need to CLOSE ATTACKS: fang bite
Bow Gun shot is good for a one- bites (light) fight, their large size makes them (medium)
shot kill. Learn to distinguish ACTIONS: scampers around | an easy hit with the Shotgun or MID ATTACKS: acid spit
between "hurt" and "dead" yelps. the room and targets you; Bow Gun. (medium) (poisonous)
extremely fast APPEARS: both missions
2 In/a Ii-3 V- APPEARS: both missions 8 •|6-7 la-3 |N/A 12 V NOISES: a low, rapid thrum-
NOISES: barking, scamper- T l"™"* " I1
-' 5"**-- ming bass sound
I*.-.' i'
n/a 'I' iUm In/a ing sound 4% '
li ' In/a twfA In/
LICKER LICKER-B
If you're low on ammo or want to I Later in the game you'll meet a
conserve ammo, run. If not, use differently-colored version of the
[the Shotgun or a more powerful Licker. These special lickers are
I weapon, which can blow the almost exactly the same as the
Licker onto its back. This will give normal Licker, only they take
you the opportunity to land free more hits (in general) to kill. Note
hit(s) as they recover. CLOSE ATTACKS: ground that if you have the anti-B.O.W. CLOSE ATTACKS: ground
slice (light), tongue whip gas turned on, their power is sev- slice (light), tongue whip
(light) erly reduced. (light)
FAR ATTACKS: jumping PAR ATTACKS: jumping
slash (critical) slash (critical)
APPEARS: both missions APPEARS: both missions
NOISES: clattering (like NOISES: clattering (like
claws on a tile floor) claws on a tile floor)
I
COCKROACH
You'll encounter these pesky crea- The long range attack these guys
PLANT
tures in the wind tunnel. If four have is fast, hits a wide area, and
or more can cling to you at once, is poisonous, making plants par-
you'll die instantly. Otherwise, ticularly dangerous. Luckily they
their biting attacks are harmless. have a serious weakness to fire,
You can kill them with any so have Leon rush 'em with the
weapon, step on them, or (safest CLOSE ATTACKS: cock- Flame Thrower (they usually
of all) simply run past them with- roach bite (no damage); seem too stunned to fight back
out fighting. swarm of four (instant kill) when you try this). For Claire,
APPEARS: both missions it's all about Incendiary Grenades.
NOISES: clattering 1 ....
r
ay 21
*
16% 1
4 '
I
MUTATION ONE
As long as you have a gun and Use a
MUTATION TWO
fairly powerful weapon on
you're fairly proficient at running, this beast. If encroached by his
this guy is a snap, but be aware children, wiggle the pad 'til they
that the third hit of his slow pole drop. Use Claire's Acid Rounds
strike combo can kill you in one with the Launcher for an easy
hit, so if he hits you once, get up kill, or normal rounds to hurt
and run quickly. Since he swings CLOSE ATTACKS: pole both him and the buggers. For CLOSE ATTACKS: slow
his pole wildly in his death strike (medium), downward Leon, it's gotta be the Magnum. wind-up punch (heavy),
throes, always make sure your pole smash (instant kill). ground gas (light)
final hit occurs at a distance. APPEARS: 2nd mission PAR ATTACKS: "my babies"
34 '133 19 in/A
I M (medium)
APPEARS: 1st mission
I m
30% '
le '
IN./ A !: If/A
Alligator only dies in the final (heavy, but critical in the hits it takes to weaken him, and slice (light), chest-lifter
screen, so save some ammo for corner) the number after the bullet (•) is (heavy).
when you draw him there. APPEARS: both missions how many hits it takes to kill. MID ATTACKS: double slice
so NOTE: There's a special (light)
15 19 17 In VJ / /10 way to kill him listed in the 32 -V
'
16 2'
JJl APPEARS: 1st mission
SECRETS section.
N/A '
I'
|t>0%
TYt "lU'O
aht:
Keep your distance and crank his The third time you meet the T-103
hide full of hot lead. Don't let him I
(assuming you follow the path in
get too close. Be sure to refer to ** our book's walkthroughs; this csee and mission
walkthroughs)
the weapon chart below! While might be the fourth time if you
you can run away from him, it's *
CLOSE ATT/ clothes-
take a different path), he's more
clothes-
often better to kill him to pick up
:
:
line (medium), overhead powerful than usual. It will take line (medium), overhead
some hot ammo. (His 6th appear- smash (heavy), Balrog more shots than ever to fell him. smash (heavy), Balrog
ance is exclusive to Leon.)
punch (heavy)
B
punch (heavy)
4PPEAI 2nd mission
: 2nd mission
:
your screen, but listen for Si- your screen, but listen for
music change N/A ii
EB N/A music change
|
Use monsters such as
this against Leon can upgrade his Shotgun by This weapon fires three arrows in a
spiders and the second boss. At adding the Shotgun parts. It packs spread, which can hit multiple zom-
point-blank range, the Shotgun's extra power (it does the same dam- bies at once. At close range all 3
murder on zombies. Aim up to blow age as the Magnum) and holds bolts can connect against large
off their head (1-hit kill), or mid to extra ammo, a valuable feature. opponents such as bosses, doing
shoot out their Use this as your| heavy damage.
chest (rarely, regular weapon Prom farther
but occasionally, once you get it. away, only 1
leaves their might connect,
torso to crawl doing less dam-
after you). age but hitting
more targets.
mm
*
|
types of rounds. You can jam an unlimited amount of house, the Sub's awesome rapid-fire
one type into the barrel, saving some inventory space. capability and ease of use makes
up for it. Lots of fun for mowing
Grenade Rounds: Travels a short range but explodes on |
Acid Rounds: Use these rounds against most bosses. Generally the most makes it less
effective on
powerful rounds, and especially good irs lickers!
later bosses.
|
AMMO: magnum bullets
HOLDS: 8
RATING: ***l/2
PROPERTY: single zombie
I
i HOLDS: 8
RATING: *
AMMO: magnum
Use this weapon to kill most bosses. I Use the Magnum parts to create This weapon kind of sucks... It
This gun will get you through the most damaging weapon other takes two slots, fires slowly, and
[
almost any difficult, combat intense than the Rocket Launcher. You can does only moderate damage. It is
part of the game. The Magnum has use it to decapitate multiple zom- very forgiving with aim (it can hit
j
the skillful capability to blow off a bies (as long as they're bunched up ground based enemies from any
zombie's head or in a straight ^|^H|HHK§' range), but gen-
\
from any range j
line) in one erally not very
(unlike the shot, whereas effective against j
j
I The Flame Thrower has severely This is possibly the most bitchin' This the penultimate weapon in
is
[limited range, and uses up ammo weapon ever in the world of RE Normally, you'll only pick
2.
fast. But it does have some strong Resident Evil. Doom your enemies this up at the very end to fight the
points: It's very good against to a living hell as you pulverize last bosses in the Snd mission,
plants, normal zombies, and the their tender hides with round after when it only holds 2 rounds. But,
first form of the I round of there's a secret j
i, i ,.
There are a ton of zombies on the other side of the bus, but evading
Police Station Area them is a snap. Just run in between the first two, then when it switches
camera angles, head up to the line of cars in the background. Keep your right side pressed up against the
cars and make a mad dash to the left. Keep a
steady course, and you can make it through 1
without a scratch. When you get through the
door, they all rise up and come for you, but the I
Waiting Room W
There are a couple of things you can do here. First, V w
'
clear up a bit of space in your inventory by dropping off your knife. I know, . .
Briefing Room
'HP 1
#* ...
West Stairwell
Ouch! Zombies attack Grab your-
from all sides here, and self a frosty
you won't have a chance ChoCho Cola
stuck in the middle. You're as you
going to need to find a safe search for the
memo and box of
ammo contained
in this beautifully
rendered room.
Then head into
the adjoining stor-
spot to shoot from, so age room to solve
either knock down the your first, um,
female zombie or the "puzzle." Just
first guy with two close search the painting over the fireplace then
range shots, then run flickyour Bio™,
to the nearest corner and a Red Jewel
and start firing. Check is yours. You
your ammo first- hav- won't be able to
ing to reload could be use it for a while,
very dangerous. so drop it into an
To the right of the staircase is item box whenev-
a safe room where you can save er you get a
and use your box. This one's also chance.
got a darkroom.
Thp ^m^ll
IIC ON Id
The Sma11 Key Leon finds in the interrogation room is the first
Kp\/
i\C_y
.1
Q f a couple. Small Keys only open drawers, and you never need to
1
1
get any of the items inside them. Getting this first key is easy enough, and you can use it
to get some great stuff. I'm not referring to the box of ammo in the locked drawer in th&
waiting room just east of the main hall... While it may be tempting to use the key there,
you're better off waiting.
There's also a locked drawer
in the lounge just outside of
the S.T.A.R.S. room, which
contains the Handgun Parts,
a very cool item that turns
your Heckler 8e Kotch into an
automatic pistol that can fire
up to three-shot bursts!
The locked chest in the first floor The locked chest in the second floor A crappy box of ammo or automatic
waiting room. lounge. firing power? You decide!
v
6 5~ —
File Room
Search this room thoroughly
for a box of ammo, an Ink
Ribbon, and another note. There's
also one key item here, the Crank, a
beloved favorite from the original
Resident Evil. You'll need to push
the step stool over to the spot shown
here and climb up. Drop the Crank
The first of the two rooms locked with
in a box and then head upstairs for
the Spade Key, the File Room is locat-
I Main Hall 2F
This area presents your first opportuni-
ty to try out your newly modified hand-
gun. It's handy and powerful, but it can
really waste bullets if you're not careful.
Remember that you can still fire single
bullets by gently tapping it, so
don't waste extra bullets shoot-
ing fallen zombies that only
need one shot.
In addition to the two zom-
bies that are immediately visi-
ble when you enter this area,
there are two more waiting across
the hall, hoping to ambush you as
you switch camera angles. Those
with auto-targetting can thwart their plans by killing them from across the screen
right now! You may not be able to see them, but auto-targeting knows that they're
there.
Lowering the ladder here will create an incredibly convenient way of getting
from one floor to the other.
whatever beneath
the water tower, and
Sploosh! Now you
can add extensive
water damage to the
helicopter's repair
bill. Right-o! Back
to that other hall-
way. . . But
search the
'copter's smolder-
ing ruins for a box
of ammo first.
y\ Weapons Room
wait right into the weapons room
If you think you can waltz
and kill this horde of zombies with anything less than the
Shotgun, then I really, truly pity you. This is what the
Shotgun's made for, so let 'em have it! Be careful when
you turn to explore behind the file cabinets, 'cause there
are zombies there too. You'll probably never come into
this room ever again, but
kill 'em all anyway. It's
good for the soul.
There's a box of ammo
in the lockers, as well as
the first roll of film. To
develop the film, just take
it to the darkroom next
West Office
Gadzooks! Your name-
less friend has contracted
the zombie virus! Cure
him by surgically remov-
ing his face with your
shotgun (wait 'til he gets
real close, tap up, then
fire). He'd have wanted it
that way. Well, probably.
On the desk is the Heart Key,
the last item you need out of
the station for now. It's time to Leon: "WHAT DO YOU MEAN
head underground. BEEN CANCELLED!?"
N
8
v are a couple more housekeeping duties to do in the
police station.
First, you can use the Diamond Key to get into the
other side of the Interrogation Room. In addition to
a First Aid Spray and the third plug (the Rook Plug),
there's an Electric Cord here. Its presence in this
room forces us to assume that Raccoon City's proud
boys in blue have been using such items to beat sus-
pects or something, 'cause
why else would it be here?
And I don't even want to
know what they do with
that Rook Plug...
Speaking of the Rook
Plug, I think it would be a really good idea to have a
shotgun equipped before you pick that item up. It's not
like anything is going to, um, happen, 'cause, uh...
'Cause what could happen here, ya know? It's just that
I got this feeling like maybe you should have a loaded shotgun equipped
Parking Garage
It's here, at the west end of
the basement hallway, that you
first meet lovely Ada.
Help her push aside the
truck that's blocking
the
door to the prison block, and
then go inside. She'll run off,
leaving poor-reflexed Leon stand-
ing around and feebly
yelling at her to wait.
This will hap-
pen approxi-
mately 6,000 more times
before the end of the game.
him, grab
head off to the kennels.
3
You might also want to search the other
cells for"herbs" (apparently it's Raccoon Police Department policy to allow prisoners
to grow their own "medication"). It's here that you'll start seeing Blue Herbs, which
can cure poison. If you're not able to carry them all out, don't worry about it. There
are approximately 10,000 blue herbs for every one enemy capable of poisoning you.
There's a Red Herb at the end of the kennel that you're
probably better off ignoring. If you really, really want that
herb, then I'd suggest you kill the caged dogs first (while fc 1
I |
Press Room
The Key loca-
final Club
tion is Press Room,
the
where you can find a second
roll of film and the Gear. To get the
gear loose, use your lighter on the
furnace and then light the torches in
" Queen-King-Jack" (12-13-11) order.
Clock Tower If you haven't already used the Crank in the third
floor clock room (off of the library) grab it now and
I
' head on up there. (It's during this event that the zom-
bies start crawling in through the first floor windows
that you didn't shut, by the way.) Go to the slot at the
far end of the clock room and turn your crank to Frank
to lower a staircase to the upper regions.
Insert your gear into the hole, and when it starts
turning, a hidden door will open. It's here that you'll
There's a licker hoping to ambush
you by the 2nd floor ladder. Grab find the Knight Plug, and a shortcut back down to the
your shotgun and return the favor. prison area.
you can go back for your chess pieces after the fight an d just about your little problems."
The first boss is easy if Start firing from this position, until
4 1
inet. Pushing it to either side will
reveal a ladder that leads to the room's
dark basement.
You can't do anything here until you
can get some light, so grope around for the
lanterns, and then use your cigarette
lighter to light them.
Between the two rooms, you should find a note, a
First Aid Spray, thirty rounds of H&K
ammo, an ink
ribbon, a box of shells, and best of all, a second mag-
num clip.
When you're done healing, saving, and
reloading, take the elevator out. But Leon
doesn't get far before he screws up yet
another pathetic attempt to impress Ada.
Ada shows her devotion by leaving
Leon to die, and runs off in pursuit of his
attacker. As long as you're playing as
Ada, you won't be able to get back into the
Supervisor's room.
There are two ways to take out the alligator. The first is a somewhat
obvious but cool secret we won't ruin here; check the Secrets section in the
back of the book if you can't figure it out.
The other way is straight up fighting with a twist. Unlike other bosses,
which die instantly after taking a certain number of hits, this boss won't
go down until he gets to a certain area. Understanding this secret is the
key to a comfortable victory that doesn't waste too much ammo. The shot-
gun is really the only weapon to use here. It even does more damage than
the Magnum in this situation (since this boss counts as multiple targets,
apparently). When the alligator attacks, just hit him once, run, hit him
Like real alligators, this guy sucks at three times when he
corners. Even if he's this close, you rounds the corner, run,
can get three shots off him, easy, repeat. Make sure you
while he tries to reorient himself.
count your shots so you
know when you have to
reload (do in the item
it
Dumping Area
If you do sustain wounds
on the alligator boss, don't
heal yourself unless you're
in the condition where you
can't run straight (and are
therefore prone to a killing
blow). After the boss dies,
ignore even major wounds, Ada, understandably nauseated at the
since Ada will heal you completely, for free, as soon as you talk to her. prospect of having to touch Leon's
Once that's done, search the dumping area for its lone item (a well-hid- clammy chest, uses the seldom-seen
den Ink Ribbon), then escape through the ladder Ada came medical technique of putting the ban-
'
down... that is, if you remembered to raise the pathway back dage on top o/Leon s clothing -
up before you fought the boss. If not, you'll have to take the long way around.
While on the second floor of the waste treatment room, search the corpse here for
|the Eagle Medal, and a note.
Then use your valve
handle, again, to turn
off the fan so that you
can cross back over.
Sky Tram
Station
you run to the door that was blocked by the waterfall, A number of zombies wil
rise up and attack. Ada's
willing to do most of the
work, so you can put her
between them and you
(coward!) to minimize
your risk of damage and
save a bit of ammo. Next,
head back to the area with
the door that's blocked by the
waterfall,and use your two
medals on the machine
that's right outside.
Incidentally, you can now head
back into the sewers and get a closer
look at the bodies that had previously
been underwater. No items there, but
I
you will find a plot point or two.
Now run to the tram station, grab the
[
ammo, hit the power, and jump onto the
I
sky tram. (The ammo won't be there if
killed
board. And, of course, make sure you've saved in the last few ¥ T
minutes as well.
Once the boss is defeated, however, you will be able to
use both this elevator and the sky tram to get back to
MB VHHHHHHH|f| earlier areas if you ever feel
a need to.
L
Refrigerated Room
When you get to the fork in the lab's main hallway, take the left door (the
blue one). Follow until you get to the frozen double
doors at the end of the hallway, where you'll find
the refrigerated room.
The Main Fuse is being
in n 't'jj | guarded by the little
robotic arm in the cor-
g ner, and he'll be glad to give it to you if you can find a
Fuse Case. But wherever would you find such a thing?
How about... Right on the table four feet away?
Another fiendish puzzle from those sadistic game
designers!
Grab a First Aid Spray
from atop a cabinet there,
and then return to the cen-
tral fork. Plug the fuse into
the big metal thingy in the
middle of the room, and the
power is back on!
The first of the three rooms in Dr. Birkin's Laboratory contains a weapon lock-
er that's locked by the key you got way back in the vacant factory. Remember
that? Whip it out from the item box in the last room, and you'll find a box of
Magnum Parts. Give it a try on the zombie in
the next room... You can kill him instantly!
Okay, admittedly you could have done that
before. But now you can kill two or three
in a row... which happens very rarely.
Still, it makes a loud noise, and hurts
bosses a lot. Okay, now stop wasting
Magnum ammo and go use up
the rest of your regular
ammo. They're just zombies,
after all.
The only thing you can
5,^ v>«**> Lck up here is the Lab Card
ey-
iflrak, IBM
-hp
Kendo Gun Shop
Just as in Leon's game, the Gun Shop is the first place in Resident Evil 2 where you'll meet
a non-zombie character, and the first chance you'll have at a more powerful weapon. But
unlike the advice we gave in Leon's area of the book,
we recommend you don't stick around to
add this new weapon to your arsenal.
Unfortunatly, the Bow Gun (normally
Claire's third weapon) isn't all that power-
ful, and isn't really valuable enough to
waste the twenty or so rounds it takes to
drop the advancing zombies. If you do
decide you want it, and kill every zombie in
the shop, the twelve bolts you're left with
(after retrieving the Bow Gun off the dead
Sure, damn fun to kill these shop-owner's body) will be enough to fire
it's
The Gate
Claire's game once again differs
from Leon's, as there is only a single
way to complete this area. Just ignore the zombies behind the
gate, they can't get through yet. Even if you managed to grab
the Bow Gun, the bolts just bounce off the wire mesh, making it
totally useless here. Instead, run down the path and grab the 1
rounds out of the van, wait for the zombies to crash through, and
start firing. After you kill the first two, run forward
to get a better view of the third. You should be able to
run past the final guy wandering around on the bas-
ketball court.
y[ 1
forget to pick up the
of 30 bullets on your
We will come back
explore the east end
station later.
PI West Stairwell
1 N
u
Be careful for the zombies on either side of you as you enter this
area. Just dash past the female zombie on your right (wait for her to
lunge, then run), and stand against the far wall and fire away.
After you take out this small pack of zombies, head for the door just
right of the stairway, and you'll find yourself in the first "safe room,"
places in the game where you can
save and exchange items without
the fear
of being
attacked.
Note
the locked cabinet,
and check out the
"Secrets" section of
this book for more
details.
tion it left a single nagging question: Where the heck did Chris
and Jill fill out their paperwork after that horrible ordeal?
Thankfully, the talents behind Resident Evil 2 heard our
cries, and added the S.T.A.R.S. Room within the Police Station,
right where it belongs. Now you too can see where the heroes
of the origi-
nal game
drank their
coffee,
filled out that paper-
work, and received
their faxes! There's a
cool poster hiding
handgun bullets; be
Sure to face, search, Unlike Leon, Claire has no zombies to Ignore this door for now. You can't
and collect. face here... yet. unlock it without the Spade Key.
That
i
signs and threats. But in Okay, it's a cliche, but it's still I
Main Hall IF With the placing of the The East Wing When you first enter this
Unicorn Medal at the base of this statue, yet another East Wing hallway, get ready for a fight. A number
mind-wrenching puzzle is solved; and the Spade Key of zombies will make their way towards you as soon
is yours. This key can be used to unlock two doors, as you appear, so run forward to get a better view
one is at the end of the S.T.A.R.S. room hallway, and and start shooting immediately. Be sure to make
the other is in the hallway to the west, but we'll tend every shot count, and load manually whenever you
to those later. can, as the time it takes your character to reload
For now though, the East Wing awaits. Be sure to could mean your
record your progress before you go on! death.
If you didn't fire
fast enough and are
leapt upon, don't
worry, just grab the
green herb found
here to heal up
before moving on
down the hallway.
on
5) _
-r
'
1
' "
The Library
The Library is where you'll find
Claire's first animal stone. These
are incredibly important items which
are vital to proceeding in your quest.
To receive the Serpent Stone, you
must first solve a quick puzzle. Climb
the stairs to the second level, and travel along
the walkway until it gives way and you fall to
a new area of the room. Take a look at theh
painting for the answer to the puzzle,
and push the red button to move the
bookcase and
walk back into
the main room. Wow push the buttons on the book-
cases,moving them so they match the pattern
shown on the painting. Once you hear a clicking
sound, check out the painting again for the stone.
CLAIRE
14/32
Storage Room
Take both Red Jewels from the magic
box before making your way past the
helicopter. Ignore the strange sound
you'll hear for now.
The Storage Room has two major
items to find: The Diamond Key and a
piece of the blue animal stone (you still
have one more complete stone and the
other half of this one to find).
Place the jewels in the two busts
entrenched into the wall on either side of the
main statue in the room, and its chest will
open, revealing the Jaguar Stone Piece.
The Diamond Key is resting on a box on
the left side of the statue, don't forget to grab
it before you leave the room.
aim fast enough, but it's extremly hard to escape unscathed with just the derme around back here -
regular handgun.
Watch out for the zombies on the other side of the cabinets, they will leap upon
you if you turn the last corner without firing a couple of shots with the handgun
first (see screenshot to the right).
Don't forget to search the cabinets around the room for a quiver of
bolts and some film, and pick the cabinet near the other door for a vital
item, the Plastic Explosives.
Press Room /I
The Club Key also allows you entrance to the Press Room, which
is located at the end of the Interrogation Room hallway. Before you head over to
this area, be sure to stop by a safe room to gather both your Grenade Launcher
and Lighter. As with any ar ea occupied by a Licker, be sure to have your Grenade
~ Launcher loaded with Acid Rounds. Once you enter the room,
stand near the door and aim down to fire on
the single Licker advancing towards you.
Use your Lighter on the furnace, then acti-
vate the 3 torches on the wall in
the order of "Queen,
King, Jack" (12, 13,
1 1 ) to make the paint-
ing in the opposite side
of the room drop the
Gear.
Grab the Gear and
second role of Film as
you leave the room.
When you first take control of Sherry, travel into the lower level of the Security
Office, watch out for the zombie wandering around here, and make
your way into
H the grate in the wall near the back of the room
(you can' t pick up any items here). Be careful for
the cockroaches, they
can't hurt you individu-
'
South Control Room Now that you have Claire back under your control, head for the
South Control Room (picking up the two Blue Herbs on the way).
here where you'll find a nice supply of
It's
ammo, a First Aid Spray and an opportunity to
save.
The ammo is "hidden" in the bag on the
grab the nearby note),
table, (don't forget to
and you'll find the First Aid Spray in the
cabinet next to the typewriter (where the
Ink Ribbon is located) and magic box.
Before we head down the elevator, you should
firstcheck out the locked door to the right of it.
This is the area that Sherry found herself in
before venturing into
the Dust Chute, so be sure to grab the
items shown on the map above: Another
quiver of 36 bolts, and a case of regular grenade u Mi
rounds.
Watch out for the single zombie down here while
gathering the items, and don't worry about the Dust
Chute itself, Claire can't fit through.
Once you've gathered everything, climb back up Don't miss the 'hidden" Bow Gun
ladder. ammo here!
While there's a super secret special method to dispatch the Croc (covered
in the back of the book in the Secrets section), we'll concentrate here on the
normal, fight it out strategy. In a twist on normal boss fights, the final blow
against the Croc must be made from a specific camera angle (at the end of
the corridor). Of course, in order to make this work, you'll still need to hit
him a certain number of times while retreating. But as long as you under-
stand when to fire and when to run, this fight should be a breeze.
The secret to killing the Croc is running away on straight paths and hit-
ting it when it turns corners. The Grenade Launcher armed with flame
rounds is the weapon of choice against this beast, and you should have plen-
If you get far enough ahead of him,
ty of ammo thanks to
you could fire at the alligator in the
the stashes you've
straightaways (top), but your best bet
is to run for the corners (bottom).
recently found.
Fire up to three shots
whenever he turns a
corner, and then just
run to the next corner
and repeat. It will take
as little as eight shots to
gll him just make sure
Stick with
this
Flame Grenade ammo for
boss, both acid and regular to save tne last snot
^ ^ retreating, you can't
rounds suck against him, and the Bow until you re at the very you et t0 this area.
g
m htm until
Tram Station
The two medals you've found can be used on the strange
control box next to the water-
fall at the end of the
sewer area.
On your way to this
area, be sure to watch
out for zombies that sud-
denly rise out of the water.
After all three are dead, your
way to the control box will be
clear.
When you use the medals
and the water recedes, don't
'waste your time by going back and
j
searching the bodies on the ground.
Although it seems like they should, none of
j
them carry any items.
Don't pass up the storage shelf in the
I tram station, it holds handgun bullets and
flame rounds (these items won't be there
if you killed the Croc boss with the secret
_
1-hit method). The tram itself can be activated by pressing the button
on the nearby control panel.
—
I
'
though (it takes 60% power to knock him You u quickly notioe that no weapon other than
re
down), as is *
j
your Bow Gun, handgun " SU11 !T^ ter - ^ l wlth
rounds) ^^V work
lUn<
will really
( 0
!
8
against this guy.
um
'
,
'
arLQ - •
- •
- KniIe -
The spark shot does look cool though!
'
E
3
5
4
might as well
record your
progress now.
Scavenge
0f this room for
a bunch of
items, includ-
more flame and acid
grenades, a Green Herb and an
Ink Ribbon.
Now that we have so much
grenade launcher ammo, you
might want to make it your pri-
mary weapon and dump the
Spark Shot and Bow Gun for
right now.
When you re-enter this area
later, be on the lookout for naked
(ooh la, la!) zombies prowling around.
They are slow and normally
bunch together, making them
easy targets for any weapon
you have equipped.
Refrigerated ROOm wb. en you hit the fork in the Lab's cen-
tral walkway, take the blue route and head for
the frozen doors at the end of hallway.
It's in this Refrigerated Room where you'll
find a useful First Aid Spray, and face another
one of Resident Evil 2's wacky puzzles.
Don't panic! Settle down, and we'll talk you through it.
First, grab the Fuse Case on the stand. Next, go to the
machine three feet away and put the case into it.
Done, the Main Fuse is
yours. Good job!
With the Main Fuse in
hand, go back to the fork in
the walkway and place your
new item into the machine
found here. The powe r is
now on, allowing you
access to the rest of the
Laboratory.
W '
28/32 #.
Staff Quarters Once the Main Fuse is in place, take the pink
,
walkway and keep going down the hallway to
the normal door at the end of it. Inside the Staff
Quarters you'll find more -
Bow Gun amm o ( in thejo cker next to the door), two notes (one of
which has impor-
I tant information), and another bushel of
always-present
blue herbs. There's also a computer here that
allows you
to turn on the "Anti-B.O.W. Gas" and a hole
in the far wall
with plant tentacles flailing about.
Kill the plant by firing a single flame
grenade at it,
and then climb through the hole. Watch out for the b}
two Lickers found inside this new area. They can both
be killed with a single well-aimed grenade (of any
kind) if you've turned on the Anti-B.O.W Gas (see sec-
tion below for more information). If the gas
isn't
on, stick with good 'ol acid.
The second Staff Quarters also holds two cases of
regular grenade ammo and an Ink Ribbon.
B4 Hallway
While you've met these new
lickers once before (in the
second Staff Quarters Room),
it's not until
right now
you'll
realize
exactly
how dangerous they are compared
with their cousins.
Not only do these monsters,
complete with their single menac-
ing claw on each hand and new
earth-tone colors, look scarier than
the originals, they tend to be a bit
more aggressive. Where the first
lickers would hiss at you a bit before
Room advancing, these guys leap at you with much less of a warning,
Control and are a whole lot faster. To make matters even worse, they
On your way down this
take more hits to kill. If you did turn on the gas in the Staff
corridor, don't forget to
Quarters, they'll be a bit easier to take down (about as tough at
grab the map off the con-
the first lickers), but with the gas off, expect to spend two acid
and take your
trol panel,
grenades on each of them.
Weapon Box Key out of
After fighting the one in the hallway, watch out
the magic box. |
My co-author wanted
me to point out how
these new lickers are
like Tamagotchis, but I
have no idea what he's
talking about...
News" came on TV and told me that I should not buy Resident Evil
A for my non-existent children this Christmas, because its scenes of
graphic violence will rot their minds. While the dogs and zombies
kill you in much the same way, I can't wait to see how Connie's
gonna freak when she sees these new additions in the sequel!
wife 'lm
law w
Plantswrap their petals around Leon, Angry llckers smash Leon's head into A very happy alligator tosses up and
and when they open, he's short a head. the pavement. (Jumping attack only) catches his new toy.
Mission 2's Tyrant knocks you down Mutation Pour, 2nd form. Leon goes in, Mutation Two: His rare uppercut finish-
and smashes your head with his boot a cascade of blood comes out. ing blow savagely skewers Leon.
V.A.M. Room V
you need to create a vaccine for
So,
Sherry, but need a base substance,
where would you go? That's right, you
need a V.A.M. Room!
Luckily, you'll find one of these areas
next to the sealed door in the "blue"
hallway. Open this room using the card
key you just found in the Lab, and
get your
Grenade
Launcher
ready.
There's a bunch of zombies
in here, but if you take it
slow, you should be able to easi
ly take them all out.
Once the room is cleared of baddies,
look for the Vaccine Case on the mobile
bed next to the door, and
turn on the red switch
on the wall. When B4 Hallway
the V.A.M. machine With the Base Vaccine in hand, rush down to Dr.
come on, place the Birkin's Lab in the lower levels. Be careful though, as
case into it, and walk the trek down won't be quite as easy as you might
to the control panel think.
near the surgery Naked Zombies now stum-
tables. After you fin- ble around the hallways in pi
S — 13 should be clear!
BOSS
mission,
Claire's final con-
frontation. You're
at the end of the 1st
so don't be afraid to use up
everything you've got.
The final boss' first form isn't really
that fast, and can be easily hit from a dis-
tance. It's when he hunches over, though,
that the trouble begins.
Use your flame rounds, and the first
form will fall within five shots, but be sure
not to be too close when he changes. His "dog"
form is quite a bit harder, and your best bet is to
stay a medium distance away at all times. If
you're too close, the dog will charge and "munch"
on you (causing huge damage), and if you're too
far he'll leap and nail you from the air. Watch
your health meter, and keep yourself above
"Caution" as many of his attacks could kill you
in this status. Keep firing at him with your
grenade launcher, and you'll finish him in under
Although his first form looks intimidating, the He'll sometimes jump on top of the
final boss isn't really a problem until its second
ten more shots.
canisters to get a better look at you.
form. Don't let the timer Shoot him before he can jump away!
be a distraction, you
should have more
than enough time to
beat this boss. But be
forewarned that you'll
need to finish him
with at least a forty-
- five second cushion to
If you when he charges,
re too close „
this boss will munch on you a bit, and
,
maKe a sate getaway.
take off major damage.. Keep an eye
This is the form to look out for... on your health! Nail him with flame grenades.
Main Hall
2nd Floor
You'll find a bit of zom-
bie opposition past the
emergency ladder on the
second floor of the Main
Hall. There's five zombies
stumbling around on the
walkway between you and
the Unicorn Medal. Once
you take them all out,
remove the medal from the 3 East Office
crest at the end of the After you acquire the Shotgun, make your way
walkway. back into the crow-filled hallway past the first
Don't worry about any of safe room. The first door you'll see in the hall-
the doors in the Main Hall, way will lead you to that outside staircase, allow-
they're all locked, including ing you a path to the first floor. If you are
TYRANT - 103
When you re-enter the hall-
way after putting out the heli-
copter, you'll notice the crows
are gone... But they've been
replaced by something much
worse.
The main difference you'll
see between a character's nor-
mal and second mission games is the addition of the
He hlts with a wide swing first Then follows with a hammer blow.
Tyrant- 103. This bad-ass new enemy roams certain areas of Raccoon City, giving you a challenge (and one hell
of a scare) whenever he appears.
Although you can run away or knock this guy down with enough shells (check out the monsters section for
more details), he never actually "dies," meaning there's no way to permanently stop him from coming back. The
good news is, he gives you ammo after falling, so you
rarely waste bullets. The only problem is the amount
of damage he can place on you before he falls. Be sure
to hit him with a strong weapon, and remember, if he
connects with a wide swing, you can run past him
when he raises his hands to perform a hammer blow.
Check out his body after each time you knock him
down, and these items could be yours (listed in the
order you should meet him): 30 bullets, 30 bullets,
Shotgun Shells, Magnum Bullets, Magnum Bullets,
Magnum Bullets. We won't ruin the experience by No matter how many times you kill
telling you exactly when to expect him. Good luck! him, this Tyrant keeps coming back.
o
Resident Evil 2 Perfect Guide
Briefing Room
This time you have a
reason to enter the
Briefing Room right away.
Not only can you use your
Lighter to immediately get
the first Red Jewel, you
can alsofind a box of
ammo "hidden" among the z
junk in the back room.
You also shouldn't pass up
the note on the table.
On your way to the
Briefing Room, make sure
>
you have your weapon 6 " *ss
^
* ready "just in case" any-
thing might happen. Not
that anything could hap- you skipped the
pen in this nice safe hall- Safe Room If
library, you'll notice a lack
way, but you just never of zombies in the stairwell. Pick up the two
can tell... Green Herbs near the safe room before entering,
then go ahead and save your game.
Besides the Ink Ribbon, and the locked cabinet
(check out the Secrets section for more details
on how to open it), you can find handgun bullets
in the cabinets next to the magic box.
S.T.A.R.S. Room
number of zombies between you and your goal
C'^TS
on the way to the S.T.A.R.S. Room, where you
can pick up your Magnum (finally!) and that
"hidden" box of ammo (see picture below).
After you clear the room of goodies, go to the
now-unlocked door at the end of the hall.
East Wing!
When you first enter the
East Wing from the Main
Hall, have your magnum
ready. When you go
through the door you'll have a zombie on either side of
you. Quickly spin around and blow off the head of the bad-
die behind you, and run towards the wall he was against.
If you do this fast enough, you'll be able to dodge the zom-
bie who was quickly approaching you from behind. Once
you have your back against the wall, go ahead and bring
out the shotgun to take down the rest of the five zombies
left in the area.
The hallway beyond has no |
1 ^
When you first enter the Prison, be on the lookout for a roll of film on
Prison the table near the gate separating the cells from the hallway. After talk-
ing to Ben (one of those reporter types... oh, never mind), grab the Manhole Opener from
the shelf, and check out the cell next to his for a Green and Blue Herb.
When you first enter the kennel, you are presented with a couple of options. Sure,
you can just go down the manhole, but what of that barking? Oh! It's JoJo and Rocket,'
those loveable Police Dogs! Now, you can either shoot them
in their cages, or free them by picking up that Red Herb at
the end of the room. If you decide to free them, these
|MHH|UBHHjjHn
H
happy show their
appreciation by licking your
I face and jugular, but they
might accidently get rough,
so have your shotgun at the
ready.
After the dogs are
dead... er... gone, check out
the first cell for another blue
herb.
areas you might not expect zombies. But unlike Sherry, Ada has a gun and
(ceilings and walls), their plenty of ammo, so don't hold back when drop-
attacks can leave you poi- ping these zombies. You'll only face
soned. about four baddies here, but keep an
1 r
There are only two doors extra eye out for one crawling around
in the hallway leaving this <^ on the ground.
small sewer. The first is a To get the Club Key, you must once
safe room, the other is a again go into the room with the boxes.
strange "I" shaped room As before, just push the boxes into
you'll be visiting again later. ^1 position, then slap the button on the
control panel to cause the water to
rise. Once the pool is filled, cross the
water on the boxes to the other side,
p,
A and grab the key from the shelf on the
,
i ft LEON
(2nd Mission)
1 0/20
Machine Room
Just as before, the Machine Room allows
you to turn on the backup power, enabling
you to use the card reader outside of the
Weapons Room door.
And just as before, turning on the power is
a cinch. Pretty much any combination of
switch flips works if exactly three of them
are "up." The easiest ones to remember are
"up/down/up/down/up" or "up/up/down/
down/up," but again, there are others as well.
Once the power is back on, don't forget to
grab both the map on the shelf, and the
Green Herb near the door.
Morgue
Your venture
into the morgue
this time won't be |
quite as surprising
j
as before, but I
emergency shutters,
there would still be a sig-
nificant number of new
baddies wandering
around that wouldn't
have otherwise. Why
waste the ammo if you
don't have to?
S. Supervisor's Room
After you find yourself back in Leon's
body, bypass the way Ada went for now, and
check out the South Supervisor's Room on
the other end of the hall for tons o' goods.
The locked door in here contains lots of
ammo, and can be unlocked using the Small
Key found on the dead
guy to the northern end
of the sewer.
5 Q a
14/20
Sewage Treatment Room the Sewer Boss
When youenter the Sewer as Leon, don't forget If you didn't "cheat" to kill the boss in one shot the
to check the dead bodies for both the Small Key and last time you made it down here (as Claire), you'll have
Wolf Medal. And as before, don't go into the Sewage to face him again.
Treatment Room without your Valve Handle. Now, if you want to be a wimp, you can still kill him
If the Giant Spiders did nail you, don't worry, as
in the "one shot" fashion our Secret section details, but
there is an ample supply of non-takeable blue herbs
come on! Be a man! Take him down! Ignore the screen
when you first enter the room. shot I have below!
Be sure to grab the Shotgun shells, two Green Ifyou've forgotten how to kill this, how should I say
Herbs and the ink ribbon on the other side of the it, only real "fun" boss in RES, check out his section in
bridge. Use the Valve Handle once more and save
Claire's walkthrough.
Unlike last time, he'll
slump over dead after
you hit him with the
final shot, allowing you
ample time to look over
his corpse.
1
Congrats! Now go see
f how Ada's doing, and
don't forget about that
— Ink Ribbon on the way.
Sewage Treatment
Room 2F
Once the boss is dead, talk to
Ada on the other side of the dump-
ing area. If you are hurt, don't
waste a First Aid Spray or herb,
she'll heal you back up to full
health.
You'll find the Eagle Medal in
the same place as before on the
second floor of the Sewag
Treatment Plant. Don't miss
the note on the table next to
the body.
After you're done here, use
the Valve Handle on the fan con
trol panel to open up an easy pas
sage back to the main sewer.
When you find yourself back in the sewer, head
Sewer Fight! towards that door behind the waterfall- type-thing.
When the zombies rise out of the water,
you'll find yourself in the coolest part of
Leon's mission, and the main reason to play
him. That's right, it's time to sit back, and let
Ada kick ass! Walk to a corner, stand behind
Ada and grab a cold one, she'll protect you
with her life.
After she mercilessly kills every zombie in
sight, proceed to the blocked off door and get
your coins... er... Medals ready.
Sky Tram Platform
You'll notice two major changes in the Sky Tram
Platform, one is that there's no longer items on the shelf, and
the other is there's no tram in the station. While you can't
do much about the lack of items, making the tram appear is
as simple as hitting a button. After you flick the switch on
the control panel, and enter the tram, you'll
find yourself in another scenario where Ada
will end up saving your ass. Sure, that hand
is ugly, and the those claws are sharp, but
Leon's fay hair
will deflect every
blow, so don't
worry about tak-
ing damage...
Vacant Factory
get towatch Ada take out every baddie in the place. Once again, just lead the zombies towards your
female companion, and watch her drop them in their tracks. It's totally cool, not only because you're
cleaning out the zombies without lifting a fin-
ger, you're also saving tons of ammo.
After Ada has her way with the baddies inl
the hallway, grab the parts at the dead end in
the first hall and modify your Shotgun. Not only
an I does this allow your little boom-stick to fire aj
more powerful blast while at the same time giv-
ing it a higher shell capacity, this modification |
16/20
Elevator Platform
You might notice a slight change here...
Before you worry about the missing platform,
we might as well grab all the goodies from the
room. You should be able to find ammo for both
your shotgun and magnum, along with another
First Aid Spray and an Ink Ribbon.
To bring the elevator back up, you've got to go
down to the small platform and make your way
into the lower control room. The key is located on
the desk on the far side of the room. >
Don t forget about the two
After you grab the Up Key, backtrack to the main items in this area: a box of normal
control room, not forgetting to pick up the hidden reg- buUets ln the hanger, and a Magnum
ular handgun ammo at the end of the hang- Clip in the train.
B^SllPC ™
s guy is visually
IfZiZi m** m^ similar to the first form
of the last boss in the
normal game, but you'll notice a few differ-
ences. Mainly, he's not as easy to knock down.
The primary idea here is to run around and
nail him with your more powerful weapons,
but be careful for his special attacks. When
this boss raises his hands and advances
towards you, keep clear If he connects a sin-
gle blow while in this stance, expect to get hit p-
quite a few more times, and to take some major
damage. He also likes to mix up the fight a bit
by jumping on top of the train, and then leap-
ing down behind you a few seconds later.
As long as you keep running and fire quick- |
.pletely Unaut
When you exit the train, walk around to
Laboratory Level 1-3 it, and you'll see the exit from
the front of
this area. The ventilation shaft drops you off in a
hallway with an elevator, which is unfortunately not
working at this time. To advance to the lower levels
of the laboratory, you must first find the power
source for the elevator.
The first floor of the basement has a moveable box
we can ignore for now, and a Green Herb next to a
* *> * mm *. magic box. When you take the small elevator down,
you'll find both an Ink Ribbon and a box of Shotgun
shells next to a typewriter. There's nothing else you
can do on this floor for now, so take the other small
elevator down to the next level of the basement.
This is where the power switch is for the elevator, but it's guarded by two
Lickers, so have your Shotgun at the ready. Once you clear the room of the
Lickers, go to the end of the walkway and flip the switch.
Make your way back up to the first hallway and enter the elevator, after hit-
ting the "down" button, you'll find yourself in a familiar area.
Laboratory Platform
Yes, you're probably excited about re-visiting
that great Security Room, to fill up on ammo and
healing items, and to even perhaps save your
game. Well, don't even bother, as Claire apparent-
ly locked the door behind her. So for right now, you
might as well vent your anger on the naked zom-
bies wandering around this area, and then take off
to the central hallway. If you desperately need to
save your game, go back up the elevator.
Refrigerated Room
With the power out again, it's up to you
to find themain fuse and restore energy to
the heavy doors. Unfortunatley, that means
you must once again match wits with the
game's development fiends, and somehow
find out how to create the main fuse.
Now, once again, don't let the fact you
find the Fuse Case only feet away from the
machine that modifies it into the Main Fuse fool you
There must be a deeper, more profound answer some
where, there must!
The Staff Quarters could have one of two scenarios
Quarters waiting for you. If you killed the plant found here in
Claire's game, expect to get attacked by a group of
naked zombies. On the other hand, if you left the
plant alive, it'll still be writhing around alone in the
room.
Along with the Lab key found here, you can also
grab an all-new weapon in the locker near the door,
the Flame Thrower. This baby is perfect for taking
out any kind of plant form, and will cause the tenta-
cles in this room (if they're still around) to burn to a
crisp in a matter of seconds. When your way is clear,
crawl through the hole, and
get ready for two lickers on
2 -- .«*«
|
there as soon as the
door opens, and spray liquid fire death over the
plant dudes. The one right outside on the stairwell The three "new" lickers down here fight
will fall just as fast. fastand hard. Be sure to have your shot-
Once inside the Lab, grab the "Mugnum Parts" in ^
at the ready!
the weapons box, and try out your new toy on the naked zombies littered around
the main room. The Power Room Key is on the table where the Lab Key Card was
found in Claire's mission.
A M Room'items
Vv.rv.ivi. As ^ has no maJ° r
or storyline
aspects, entering the V.A.M. Room is
totally optional in this mission.
There are two plants waiting for you
inside the room, giving you perfect target prac-
tive if you just got Leon his Submachine gun
for the first time. But ultimately, there's noth-
ing else in here other than a single Magnum
Clip found near the surgery tables (where the
MO Disk was).
^KnK?itnK\/ P\/Pl Now that you have the Power Room Key,
LuUUl
I
CJLUl y Lt.
I
V tJI 1~0
1
an(j have finished up everything you'd need
to do in the rest of the lab (if not, do it now!), we can begin the final steps to open
up that locked door in the basement. On your way to the power room, you might
want to equip a good, loaded weapon, because you look studly holding it. Uh, yeah.
To reach the door, you'll have to push the large box on the top level to the small
elevator. When the elevator has been lowered, shove the box downwards a bit,
then get on the left side of it. Push it towards the right until you hit the metal
rod, then get behind the box. Now shove it upwards until you hit the railing, and
get on the left side of it once more. It will only take a small push for it to hit the
bar on the right side, lining it up perfectly for the path shown in the shot on
the lower left hand corner.
After you push the box to
the end of the corridor,
climb up it and go into the
power room. After the
events in here occur, grab
the Master Key on the
floor and go back to the
Security Room for Sherry.
20/20
Wel1 this is it y°u re in tne last area of Resident Evil 2, Congrats!
'
not much you can do here without first finding the Platform
Key in the back of the train. Once you have it, open the gate to the rest of the
terminal, take a look at the strange area that has a magic box and not much else,
then take the stairs over the train.
Your goal here is to restore power (again?) to the train and main gate, so grab
those plugs found in the secure locker, and make your way into the final room.
Before you go on though, make sure you save in the train.
02/20 £
g (Second Floor)
The insanely powerful
Grenade Launcher is Claire's
next weapon, and. it's only a
few doors away Weave
through the hallways lead-
ing from the roof to the sec-
ond floor's safe room, stop-
ping only to grab the box of
ammo that the corpse in the
crow hallway possesses.
Try to run in a zig-zag pat-
tern in this area to confuse
the crows, and you should
be able to get through
unscathed.
The hallway beyond that,
with the burning helicopter's cabin, is
now being guarded by two lickers.
Luckily, this pair of lickers seems to be
heavily sedated, and won't do much I
more than stare if you just dash through the first door
that leads to the second floor's save room. Pick up the
double pack of handgun ammo and ribbon, but don't
save quite yet, since you'll be coming back through here
in just a few minutes.
Head out the other door to the main hall. You'll hear
zombies, but they're all bunched up at the other end
and won't offer any opposition if you head
straight for the ladder. Grab the Grenade
Launcher on the desk and head back the
way you came. Save your
game, and take that sel-
dom-used outside stairway
down to the first floor.
8 rt
instead of the
Crank, but the Ink Ribbon is still where it
used to be.
The Weapons
West Office Room is com-
pletely free of zombies, but there are
still a bunch wandering around in the
West Office. They come at you pretty
quickly, so this might be a good time to
test the the Bow Gun's zombie killing
capabilities.
In addition to the box of ammo and
Green Herb, you'll find a Detonator on
the desk in the office. Stick that onto the Plastic
Explosives you discovered in the locker in the weapons
room (the one that Leon couldn't open in his quest), and
you'll have a bomb that you can use to blow open a path
to a new location.
Interrogation
Room
But before we go rush-
ing off to set that bomb,
let's use up the Diamond
Key in the far side of the interrogation room. In addi-
tion to an always useful First Aid Spray, this room con-
tains the Eagle Stone, the fi rst of a series of animal-
themed stones that Claire T
collects instead of those plug
things that Leon collected.
Once you've collected the
other three, located in the
Storage Room, Library, and
Clock Tower, you'll have the
key to the Sewer system.
III
e Sherry's Quest
10/20
Basement Area
Before you go running
off to play in the parking
garage, don't forget to
clear out all of the base-
ment rooms. You know
the drill: Turn on the
power, go to the morgue
(which contains no zom-
bies but has two lickers, this
time), snag the Red Card Leon was greedy during his first mis-
sion, you won't even be able to get
Key, open up the door to the
in here.
Weapons Room, and gorge
yourself on ammo.
5 7
Prison Area
Mow that Leon and Ada have pushed away
the truck, Claire can get into the Prison area,
something she was unable to do in her own
quest.
There are a bunch of mediocre items down
Sew VoTof*
new SLMnJ
roil 01 Iiim
B
Srh
Cana a ton Of
G
herbs).
1 nd
eXf But thet hP
Only real reason to come down here is to get the
dogs!
^ are two dogs ta the
^ <*>»> tw ° ™" <*™^
dead body in the prison area, and still two more in the kennels. I thought I'd
out with the handgun here, but their tenacity inspired me to look for
tough it
more extreme
Crank, which apparently Leon dropped by the metn °ds. So i whipped out the composite grenades...
manhole, after he shut it firmly behind him (and released the dogs on
Claire, that jerk!). Grab the Crank and head back to the station.
The route
to your final Animal Stone is now clear.
Willy B. goes for the killing blow. There's nothing quite so thrilling as a cool death sequence.
See ya, wouldn't wanna be ya!
Name
. State -ZiP-
Make checks (US funds) payable to: Versus Books.
paying by credit card:
If
j _ _ ORj^Li^Bjio^^zes to order
The Completely Unauthorized Resident Evil Z Perfect Guide 109
North & South Supervisors' Rooms
After Claire fin 1
|
ishes raiding her
own safe room,
she can run
*
across the T-
shaped hallway
J and into Leon's!
The developers have placed this zom- You'll have to find and light two torch- v.ofnr'e hut
SlDie Deiore, out,
bie, in the basement of Claire's safe es in the basement of Leon's safe
room, in a really nasty spot. Be very room to get the items. since he already
careful. And hey- No Smoking! lowered his elevator 4
during his 1st mission, Claire can now get in
and clean that out too have to push aside
(you'll
a cabinet to get into the underground area). T
Enjoy your shopping spree, I assure you
that you'll never get another opportunity
to stock up on items as great as this one.
All told, you should end up with three
green herbs, 45 1
Z ^ 13 rounds of regular
0
5
ammo, 36 bow gun
I
|
bolts, 18 grenades,
two Ink Ribbons, and a First Aid Spray
You'll never run out of resources again!
i B
Croc's Tunnel
Unless you killed the
Alligator boss for good
Lower the bridge so you can cross, during the first mission,
and then raise it again when you get
you're going to have to
to the other side.
face him here. To recap
about this guy, you can
beat him by shooting
him ten or so times
with a shotgun or flame grenades and making
him run away, or you can beat him in a single shot by tricking him into eat-
ing a gas canister and then popping it with any weapon you have, blowing
his
head off and killing him for good.
The downside to the one shot kill was that
it doesn't give you any ammo in the Sky|
Once you've fought the Croc (if applic- Tram Station afterwards. Well guess what?
able),cross through the garbage pile,
It's not going to give you any this time no
and grab the Unicorn Medal here.
Then use your Valve Handle to turn
matter what you do. So if Croc's still alive, L
off the giant fan and cross the cock- run away from him until you get to the flashing light on the
roach-infested tunnel. side of this tunnel. Press the button, watch him happily chew
on the canister a bit, then split his head in two with one
well-placed handgun shot. If you do fight him with regular
tactics, you'll still kill him, but not as dramatically.
HI
Sky Tram Platform
Plunk your Medals into their clearly marked slots,
then head north for the Sky Tram Platform. After you
reunite with Sherry, hit the button to make the train come
(there are no items in the platform this time), and you're off
to the basically unchanged Vacant Factory.
When you disembark, you can light the
flare gun with your lighter, or just search
the area shown in the picture for the
Weapons Box Key. Grab a somewhat pow
erful weapon
(the Bow Gun's
nice) and head
inside.
VaCant FaCtOry There's a corpse at the end of the left fork of the first tunnel. You can't
see anything, but he's actually holding the Spark Shot, an experimental new weapon designed by
our
friends at the Umbrella corporation. Unfortunately, the mechanical weapons division of Umbrella seems
to be lagging a bit behind their chemical
weapons division, as they've basically invented
a gigantic taser that doesn't do much of any-
thing well. It can hit ground based enemies eas-
ily, which is good, but the Spark Shot fires slow-
ly, has poor range, and doesn't do a whole lot of
damage. It's pretty to look at, but in areas like
the Vacant Factory, where there's an enemy
7 tr
around every corner, you need to be able to kill
enemies far more quickly than the Spark Shot
is capable of doing.
16/20
Elevator Platform
Uhhh... something's definitely missing here.
Well, I guess Leon took the only lift, so Claire's
going to have to explore the area beneath the plat-
form to look for a way to bring it back up.
Fortunately, the Up Key is right down there,
stuck in a control panel. Swipe the key, but take
a minute to check out the monitor with the flash-
ing light before you head back up. Apparently this
isn't going to be as easy as it seemed.
Return to the safe room to meet back with Sherry
.
S^^STST
and plug that Up Key into the control panel there, items in this area: A case of Flame
Leon's elevator (claw hole and all) rises back to the Rounds here and a box of normal
surface. He left the Down Key in the slot out- ammo at the far end of the PIatform -
if
3 rr 14 r-
tin
Security Office j
Refrigerated Room
You probably remember how all of this goes. Run
down and take the blue path to the refrigerated room, |
grab the Fuse Case, trade that in for the Main Fuse,
and plug the Main Fuse into the generator at the cen-
^52 ter of the three-way fork. Now the power will be
back on, allowing you access to the
rooms at the end of either area.
r.
v
a
1
f
1
9
a
14 The Completely Unauthorized Resident Evil Z Perfect Guide
Claikl
(2nd Mission)
'
1 8/20
Staff Quarters
If Leon managed to kill the plant in the
corner of this room, then it will be dead in
Claire's 2nd mission, but the room will be
filled with three zombies. If he didn't, the
plant will still be there (Claire can kill it with
Flame Rounds) and the zombies will be absent.
You get the Lab Key Card here, which is much
sooner than you did in mission one, but it only
gives you access to a couple of optional rooms you
don't ever really need to go to anymore, like the room i
with moths and the VAM room.
Hit the shutter back in the hallway, then shoot two
incendiary grenades right between the plants to kill
both. Go outside and kill that straggler, then come
1
back and kill the new ones. Now you won't have to
worry about plants anymore... For a while, at least.
1
Dr. Birkin's Lab & Moth Room
Bring a lot of Acid
Grenades with you when
you head downstairs, as
there's a pack of hungry
lickers in the hallway out-
-
*'
v *„
side the control room that
can cause serious trouble
if they're not dealt with
quickly and decisively.
Compared to them, the zombies and moth that
guard these two rooms are complete pushovers.
Spend some of your new regular grenades to kill
the zombies in overly dramatic ways, and pop the
moth with a couple of Flame Rounds. You should
be able to fry it before it even gets off its perch.
The only item in the Lab is the Power Room Key,
which is used way up in Laboratory Level B2. And
I the only thing to do in the Moth Room is, of course,
sign in with the "GUEST" password.
When all of that is taken care of, head out to
the control room to watch an event unfold on
the monitors. It looks as though Sherry has
only minutes to live... Well, there's no way
we can make it in time, so let's mess
around a bit more.
the Platform Key. Grab a powerful weapon from your box (Acid Grenades if
you got 'em) and make sure you leave at least two slots open. Head back out
of the train, and the countdown begins. Take the catwalk over the train, grab
the two Plugs, and run over to the Southwest corner to slide them into place.
As soon as you do, you'll get an unexpected and particularly unwelcome,
extremely nasty, and unwholesome visitor...
moss
to hit
Tyrant a few times (as
little as twice with the
Acid Grenades) before
you'll receive the
K V
Rocket Launcher,
the weapon needed
to defeat him. But
even that can be
_ difficult. If it's
only one or two shots, just take whatever hits he
dishes out and hit him fast. If it's more, try to run
around a bit, but always stay fairly close to him, or
he'll break into his charge and potentially hurt you
badly. When the Rocket Launcher appears, lure him Running away from Tyrant is a losing
proposition, since he's much faster
away (or he'll keep hitting you when you try to pick than you are. The only time you want
it up) and then just point and shoot. You have only to risk it is when you need to lure him
two rockets, so make sure your aim is good. away from your Rocket Launcher.
T r3 D P 3 tf 0 Tin
j
Before y°u get on the train and ride away into the
1
annals of gaming history, you have to run around
the front of it and open the gate. A pack of zombies has appeared to make
the task a bit more complicated, but you should have the spare ammo to deal
with them without having to expend too much effort. If you s till have a
Rocket left over, P
resist the temptation
to obliterate one of
the zombies and
save it for a bit later.
You never know when might come in handy...
it
When the gates are open, get back on board,
run to the front of the train, and throw the
switch.
Goodbye, Raccoon City...
rvivor I
Umbrella S.W.A.T.
depicts
attempting
troopers to Surviy know, tofu is fermented
bean curd, a staple of food
retrieve the G Virus from in Japan) who squeaks
<;AM^ siaki
William Birkin. Remember when he walks, sweats pro-
at the end of the sequence
|
fusely when he runs, and
how it appears that all of
I
turns pink when he's dam-
the troopers died? Well, one of them escaped the fury of aged. He also spouts out amusing Japanese expressions.
good ol' Billy B. His name is Hunk, and you can play as In order to play as Tofu, you must beat six scenarios
him if you're an awesome gamer. (three complete games) in a row, and obtain Hunk along
Your mission is simple but quite challenging: Achieve the way. This means: You must beat a 1st scenario, then
an A ranking on either 2nd scenario (see below for the 2nd scenario, then the I
details on how to get an A ranking). After you beat the 1st scenario again, then the
game and the A ranking screen appears, you'll be given 2nd scenario again, then the
the option to save a game with a normal character (pos- 1 st scenario again, and
sibly with infinite weapons). finally, the 2nd scenario
But then, the real fun again. (At the end of the
begins: you'll also be able to first or second 2nd sce-
save a game featuring nario, you must get Hunk.)
"
another scenario, " which Be sure to save the game at
means HUNK! the end of each scenario, so I
Hunk starts out in the you're continuing the same game you originally started.
sewers, and his task is to Tofu is given the virtually impossible task of surviv-
escape the R.RD. with the G ing Hunk's scenario with the knife as his only weapon.
Virus. He must get to the WHAT?! Why?! Our theory is Capcom included this
roof, where he 11 be able to
' bizarre character to challenge (more like torture) all the
call an Umbrella helicopter to get him the hell out of Japanese gamers who beat RE 1 in under 2 hours with
there. Turn the page for some tactics to help you sur- just the knife. (It's true; dozens of them sent in tapes to
vive, thrive, and conquer. Japanese game mags to prove it. It became a crazy fad!)
THE RANKING
When
SYSTEM
game you beat the on
INFINITE
Infinite weapons are a
WEAPONS
special reward i
from A to E. The game bases under 2 1/2 hours, you get an Infinite
the ranking on several factors, Rocket Launcher. In the 2nd scenario,
including how long you took to there are two possibilities. If you simply |
tuckus when you haven't been picking up any items. You can try to kill him now
with a combination of your limited Handgun ammo (not nearly enough shots to
kiU him) and your Knife (uhh, good luck), but a better idea is to pass him and
Use the ghot int andJ Look
-
at the
head into the R.P.D., brataonBra|r
grab a Shotgun, and
come back for him. (Once you've made Brad appear, you
can feel free to grab any items you want, and when you
return he'll still be waiting for you.) Like any zombie,
Brad's susceptible to a close, one-hit shotgun decap if you
aim up at his head.
Get Brad to lunge at your feet and he's an easy kill. Now take the key
However, if you're feeling REALLY saucy, the coolest
way
Brad is to get him so he s facing you, then
to dispatch '
walk slowly back so that he'll lunge at your feet, and you can kill him with a single boot smash. It costs you no
ammo, you only take 1/8 of your health in damage, and you don't have to waste time searching for weapons and
returning. This method requires a bit of practice and patience but it's sooo worth it. Dispatch Brad with any of
these techniques, search his corpse, and you'll be rewarded with the Special Key, which can be used to unlock the
secret costumes (see below). (Note: To fight Brad Vickers in the 2nd scenario, you must have encountered him in
the 1st scenario. He'll still be hanging in the same area. Don't worry, you can pick up items along the way!)
SPECIAL COSTUMES
Key
Once you've obtained the Special from Brad
Vickers as described above, take the key to the
R.P.D. 's first floor west wing save point, located
below the stairs. Inside that room (which is known as the
"darkroom" if you save there), you will find a locker. Use
HMHk the Special Keyand Voila! You are SO money! With Leon,
you'll get a choice of two new costumes. No matter which
0 costume you choose, you'll look like a total badass, plus
you'll gain the new and awesome ability to fire the
Handgun one-handed. Your one-handed gun action is twice
as fast as usual! Claire gets only one new costume, but she
also gains the Colt S.A.A. gun. This weapon will give you a
taste of the wild west, as Claire fires it gunslinger style,
holding the pistol from the hip and fanning the hammer
with the palm of her hand. Not only does this look awe-
some, but she pumps out bullets at more than twice the
rate of the normal Handgun. The Colt's only drawback: it
only holds six shots (but reloads ULTRA fast!). Now she's
just like Susannah from the Gunslinger, except not crip-
pled, not black, and not schizophrenic! This reference in
honor of Mateo. Thank you. (Note: If you change clothes in
the 1st scenario, that character will still be wearing the
new outfit in the other's Snd scenario. Also, if you
encounter Brad in both scenarios, you'll get the key twice.)
KILL
'
THE CAMERA Take the
east exit out
m of the base-
ment, and
go to the
Apr
area with
two
M hole
dogs
and a man-
in it.
Rnnm
r\UUl II
1
1
*
.
^PXA/PKQ
OCWCI O
Tnere s nothing here; simply walk up the stairs
'
W
middle of the walkway. Then go and (2) stand in the cor-
'of the walkway opposite the door and lure the zom-
bies toward you. Wait for them to reach the walkway, then
(3) zigzag around them. Exit through the door.
TOFU: (1) Walk up and use Tofu's especially long range to
stab the female zombie in the back. She 11 turn and come '
I | -
Room 5: Kennel
It's incredibly easy to run here.
Just have your (1) finger on the
Dnnm
rVUUIII
£• Racflmnnt You must (1) run past tons of
O. DdOCMIItnil crows. Running from the
run button and be pressing for- crows can be difficult as there
ward (straight up on the pad) as the game loads the room. You is one bad camera angle in this area. It's when you are trying
will (g) run perfectly straight; the dogs will charge but miss. (3) to make a left turn heading towards the stairs. Try to avoid run-
Turn left and run out the door. ning into the side of the wall or a crow at that point, you must
1 z 3 (8) master the angle of the turn. When running in straight-
aways, try to run in a (3) zigzag pattern so the birds won't be
able to get a bead on you. Run where they aren't.
S re s
'
Room 7: Garage to
your left,
one in front of you, and a third farther and he will jump from behind you and
away, but you
j
TOFU: (1) First just take a step towards the two zombies on Tofu's right and wait at the point shown. When the zombie on the
right moves out from the wall, (2) use that space to run in-between him and the other two zombies into the open area. Lure out
the zombies, then (3) move to the cola machine to get three of them bunched into the center. Run around and behind them, but
slow down to a walk before the camera change. (4) Check out where the next two zombies are positioned; there should be just
enough room to (5) run and hug the wall on either side of them. Finally, run past the last zombie if there s a space between him
1
Ah, a brief stop in the main hall of the R.P.D. Remember that computer? You can go over there
Room 12: Main Hall and get on the internet! Ha, gotcha, just kidding. Nothing here, move on!
wSJSr
1
ill
.
II will try to spit acid at you. (1)
Just dodge back and forth until he
i § f
gets to his farthest point forward,
which is the beginning of the hall-
way after the table. (2) Push up
against the table and face the
P
plant and start stabbing. Even
5 though he tries to hit, both of his
tentacles will miss, letting you kill
him very easily. After every stab
*
or two you might want to reposi-
Once in the left corner, get ready and when the spit flies (5) run back to the right corner (in the process you'll dodge two spits
at once; the second comes a bit after the first but it will still miss).
Now you must wait for a split second and (6) run diagonally toward the left plant, but do not get too close or else it will grab
you. When it raises its tentacles move a little closer so that the plant on the right does not spit at you. (7) Let Tofu get hit and
then (8) make a mad dash towards the stairs. The second plant will not grab you because now it thinks that it can hit you so it
will raise its tentacles, but too late to connect.
A free room for you. While Claire and Leon were busy escaping on the train, the Repo Man came
Room 20: Library and took the bookshelves. Now poor old Hunk will never learn to read.
the plant's dead and then do the same thing for the second.
TOFU- When you first enter this room, you will see one plant in the distance. Run toward the plant, changing the camera angle
All three will miss because it
twice and (1) wait by the railing as shown. Wait for the plant to spit at you at least three times.
can't' connect at this angle. After he spits for the third time you need to run straight up to
the back wall. At the same time you're
wall behind the
running to the back wall, the plant will (2) spit at you and miss. You must quickly turn right and (3) follow the
plant as it will be delayed from the spit long enough for you to run by without being grabbed.
screen to miss
Continue running down the hall past the ladder and (4) wait at the corner of the railing for the plant that is off
Tofu the the corner but
with its spit twice. After the plant misses the second time, you must move up and (5) position to left of
wall. When the plant spits at you,
face the corner, ready to run. This will lure that annoying plant to the left and away from the
of the corner. Repeat this one more time and on the third
(6) run into the corner and then quickly go back to the original spot left
time just run into the corner and then (7) walk towards the plant but don't get too close or you will be grabbed.
The plant will
then' raise its tentacles. At this point, you want to run by the plant, pushing against the wall and (8) you
are home free... until
the next insane room.
KU1MK a i OFU S S
Room 22: Waiting Room (The Nastiest Room in the Game!)
HUNK: This is the hardest room
and if you want to finish Hunk's
scenario you are going to have to
get through it. Before you enter
here, ready your shotgun. Mote
that it's hard to see your charac-
ter because of the terrible initial
camera angle. Upon entering this
room, (1) run forward for a
moment between the zombies,
stop in front of the three in front
of you, and IMMEDIATELY (2) shoot the shotgun upward which will decapitate three at once.
(One of the zombies behind you might grab you, but you still have 2 mixed herbs, right?) Run
forward to your right or left to avoid running into the headless corpse and make your way to
the door. There should be one zombie in front of the door. Either (3) dodge around him, or fire
an upward shot at the zombie and then leave.
TOFU: Before you enter the room, push up to walk forward. You will evade the two zombies at
the door. After a split second you'll (1) have clearly passed the two zombies; hold Run and
start running (with Up) and slightly turn Left, at a gentle curve, so you loop around in between
the next two zombies. You (2) should end up pointing in the direction of the right shoulder of
the far right most zombie (the one who's really large in the camera angle). If you make it this
far, you'll switch camera angles. (3) Run and hug the right wall to (4) pass that far-right zom-
bie (if you do this right he won't be able to grab you at all even if it looks like he can in the
screenshot), and then (5) pass behind another zombie who is guarding the door. As soon as
you reach the door, leave immediately!
ed by metal... but the knife still hits! Slowly but surely, you will (3) win this race.
spent long hours crafting these insane codes for the original RES
I
I,
demo that came with Director's Cut. At the time, they allowed for an enticing look at more of the game, but now, after we've seen everything
the final game has to offer, they reveal exciting glimpses at how the game was made, what was changed in the development process, and even some
ultra-cool stuff that had to be cut for whatever reason. Apparently, when it came time to ship the RE2 demo, the wizards at Shinji Mikami's RE
devel-
opment team just dumped everything they had completed on the CD, and simply restricted access to areas they didn't want you to see. The
GameShark allows us to break down these barriers, however, and I'll explain how in the following three pages. (If you have the Bio Hazard 2 demo,
don't worry, I've got the equivalent codes for that version.) At the end of this section is an entire page of comparisons between the final game and
the same areas in the demo for those who don't have a GameShark or the RE2 preview. Also, we're sorry we couldn't offer GS codes for the final
game, but, naturally, it hasn't been released yet as I write this. The DAY the game is out we'll have codes up on our website at www.vsbooks.com, and
we'll 'continue to update regularly afterwards, so please, in the words of the scribe who adorned a Raccoon City wall with this very phrase, yo 4
it!
lated. Therefore, the general rule is I'vesimply translated the Japanese name. Items boxed in blue are present in the final, items boxed in
"look but don't touch." Don't do any- orange are in the final but are changed, and the items-that-never-were (in red) are NOT in the final.
thing that would produce a text THE CODES:
response. This is usually confined to
Note that "RE2" denotes the Resident Evil 2 Preview, while BH2" means the Bio Hazard 2 Trial Edition.
general searching you can still perform
-
BH2: Item Slot #1: 800A502C xxyy
item-based puzzles and pick items up.
RE2; Item Slot #1: 800A4BE4 xxyy HOW TO USE:
RE2: Item Slot #2: 800A4BE8 xxyy Enter the codes for the item slots BH2: Item Slot #2: 800A5030 xxyy
Just don't "look" at anything. If you do, Item Slot #3: 800A4BEC xxyy you wish to add items to. Replace BH2: Item Slot #3: 800A5034 xxyy
RE2:
the game will crash hard. There is the Slot #4: 800A4BF0 xxyy "xx" with the number of the item BH2: Item Slot #4: 800A5038 xxyy
RE2: Item
odd occasional area which HAD been BH2: Item Slot #5: 800A503C xxyy
RE2: Item Slot #5: 800A4BF4 xxyy you wish to have. "FF" will give
translated, but it's really not worth the BH2: Item Slot #6: 800A5040 xxyy
RE2: Item Slot #6: 800A4BF8 xxyy you 255 of that item. Replace
risk. Of course, if you're playing the Bio BH2: Item Slot #7: 800A5044 xxyy
RE2: Item Slot #7: 800A4BPC xxyy "yy" with the item number that
Hazard 2 demo (You'll find the equiva- BH2: Item Slot #8: 800A5048 xxyy
RE2: Item Slot #8: 800A4C00 xxyy you want; see below. The icons
lent codes for it here, too; you can look
RE2: Item Slot #0: 800A4COC xxyy will not change in the item menu, BH2: Item Slot #0: 800A5054 xxyy
at anything, and if you can read
but rest assured they are there... (Item Slot 0 the slot Leon's
Japanese you'll get a kick out of seeing (Item Slot 0 is the slot Leon's is
what text changed from demo to final. you can use/equip them normally. lighter normally appears in)
lighter normally appears in)
01 Combat Knife 02 Hani 03 Ha Custo m Hani OS Magnum 06 Custo m Magnum Shot Custom Shotgun
The H&K The The D.E The Rem- The Rem-
The now-
E3
Leon's Claire's
H&K VP- Brown- VP-70 Desert 50 A.E. ington ington
famous
Combat 70. No ing.Don'tl Burst. Eagle 50 10-inch. Bulldog Bulldog
Knife. Love it. Live real changes. Holds equip it; the game You can't select A.E. No changes, Much shorter bar- M870. No changes. Ml 100. No
less ammo, though. will crash. Auto/Manual. really. rel than the final. changes.
it.
Grenade Launcher Grenade Launcher OB Grena de Launcher OC Bowg OD Calico 9S0 OE Spark Shot OF Submac hine Gun Flamethrower^
Grenade Grenade Grenade It's the A huge The The The
Launcher Launcher Launcher Bowgun. mystery. Japanese I Ingram flame-
with with Fire with Acid Don't Where says "Air I MAC- II thrower
Grenades. Don't Grenades. Don't Grenades. Don't equip it; the game did this go? Don't Tazer (Temp.)" You can actually It can't be
equip, it'll crash equip, it'll crash will crash. equip it, it'll crash. Don't equip it. equip it. equipped.
equip, it'll crash
1 1 Rocket Launcher 18 Handgun Ammo 13 Shotgun Ammo 14 Magnum Ammo IS Fuel Grenade Rounds 17 Fire Rounds 18 Acid Rounds
Look at RMB It's the I It'sgen-
"
The same.
Um, rock
Er... it's
the same.
The same,
but you
Those
crazy fire|
Insane,
wacky,
that ^^BM same, but erally the!
same. on again. Um... um,|
I
For love & courage. Battery (Temp.)" Don't let anyone nobody uses PCs in Text says "Parts A "Parts C (Temp.)" ter believe it. those mortal
Or something. tell you otherwise Raccoon City. (Temp.)" despite being B. wounds away!™"
26 Lockpick 27 Watch 18 Valve Handle
21 Anti dote Spray 22 Chemical A 23 Chemical B 4 Recove ry Chemical 25 Li ghter
Replaced Read Read It was Looks dif- Claire's My theo- You can
Special supposed ferent in trusty ry is that I -use this
by blue Special
herbs... it| Item Item to heal the final lockpick. this was in the
would have been Notes; not enough Notes. you, but wasn't and isn't engraved Perhaps she's also a Ada's item before demo to extinguish
neater this way. room here! implemented yet. with "L.K." Master of Unlocking. she got that photo. the fire, too.
31 Blue Stone 32 Eagle Stone 33 Wood Es 34 Lock Bolt A 3£ Lock Bolt B 36 Lock Bolt C 37 Bolt Plug 38 Bolt Handle
The other] Eagle Mystery. I'm sure ...Be- ...the Strange I
Only
Maybe it these cause chess that this Shinji
half. Stone for I
These the 2nd was to be I became "lock plugs are] one has a| Mikami
can't be combined quests. Can't be used like the Wood the Chess Plugs... bolts" were too nor- kind of cooler, in a different name, not knows what this
at all yet. used in the demo. Emblem of RE1. mal, I guess... wacky sort of way. "Lock Bolt D." was for.
39 Detonator Plastic Explosive 3B Plastic Explosive 3C Crank 3D Cabin Ke; 3E P (Private) Key 3F S (Strict) Key 40 L (Limited) Key
The See "CAP1 The You know Cabin This Looks These
Detonator on the explosive what to key: the series kind of were
can't be wrapper? and deto- turn it to,| key of was like the changed _
Capcom starts mak nator. Can't be right? Of course champions replaced by the Special Key, don't because everyone
combined with the
explosive yet. tag bombs in 1998. used in the demo you do. card-themed keys it? knows cops...
Location Section-
THE CODES: The item codes are easy... now we get into difficult territory. Obviously, these codes THE CODES:
RESIDENT EVIL 2 allow you to enter locations you're not normally able to access in the demo... almost
BIO HAZARD 2
Main Location: 300A49D6 OOOx 30 of them. Unfortunately, they aren't easy to use and require plenty of trial-and- Main Location: 300A4E1E OOOx
error. I've tried to explain them thoroughly here, but undoubtedly your results will
Sub Location: 300A49D8 OOyy Sub Location: 300A4E20 OOyy
vary For those who don't want to waste time with trial and error, I've provided
Walk Through Walls Code: three "tours" (on the following page) that include MOST areas seen here, but there Walk Through Walls Code:
D00A02BC 1001 are some that can't be entered without this technique. Wow, here's what you have to D00A0704 1001
800A1C42 OCOF do: First, select a location from the bottom list. Then input the Main Location and 800A208A OCOF
D00A02BC 1002 Sub Location codes, replacing "x" with the first number in the upper-left-hand of D00A0704 1002
800A1C42 1100 the screenshot, and "yy" with the next two numbers. Input the entire Walk Through 800A208A 1100
:
Walls Code under its own header in the GameShark menu. Now, begin a new game. You'll start in the location you selected, but Leon will not be
on screen. Here's where it gets tricky. Leon is stuck in a wall somewhere, because the game doesn't "want" him to be where you are, it "wants"
him to be standing on the fiery street corner. At this point, press L2 + Up. This will activate the Walk Through Walls. Now you have to run
around wildly, hoping Leon will pop through a wall and into the scene you're looking at. Yeah, I know, it's lame, but there's no other way. If just
his shadow appears, reset with Ll+Rl+Select+Start and try again. Once you do get Leon on screen, press R2 + Up to turn OFF Walk Through
Walls. Now you can explore to your hearts' content! VSTIP: I've found that the following method will get Leon on screen for most rooms:
Holding the Run button, run totally straight for four to seven seconds (it varies from room to room,) counting slowly: One-one-thousand, two-
one-thousand, etc. Then, stop, press left twice to turn Leon 90°, and run straight again. After a few seconds Leon should pop up. It'll take a
while, but eventually you'll get good at this method! Note that when Walk Through Walls is ON, Leon's left arm will disappear. This is just to
give visual confirmation that the code is on. Turning it off with R2 + Up will get you Leon's arm back. If you'd prefer a whole and complete
Leon at all times, replace the last four digits in the second line of the Walk Through Walls Code with "HOP" but I like knowing at a glance
when it's on and when it isn't. Now, without further ado, the locations. Locations boxed in blue are present in the final with little or no changes,
locations have moderate changes to graphics or camera angles, and red locations have underwent major changes.
Meeting Room
The Library cannot be entered in RES demo; the game will crash. It can be entered in BH3. Locations Continued On next p
Photograph^\oonJ|j ^^Rk^Jj^^ Ha^^^^^a^^^^^^^J^^a^^n^H^^^^HPress^^^TCn^^^mJ
Through Walls and Unlock All (Why both- You will also need the Walk
Through Walls, Main Location
and Sub Location codes found
— Second Tour (Scenario
This Tour, unfortunately, is less straightforward than the first one. Enter all
the codes required for Tour 1 but make your Main Location 0 and your Sub
,
2)—
weapon or two. Now start a new game. on the previous page. Location 04. Also bring the following items: the Valve Handle (Item 28) and
two Red Jewels (Item 29.) Begin a new game. You'll start on the corner
Mm ^^^BB where Scenario 2 begins. Turn Walk Through Walls on. To get Leon on
screen, run straight forward for about 4-5 seconds, until you can hear his
footsteps clearly. Then press left twice
[
to turn 90°. Now run forward. Leon
should appear in one of the two areas
The first thing you'll see is the shot on the left. Turn on Walk Through
shown at right. If not, reset and try
Walls with L2+Up, then run straight forward. Leon will pop through the again. Once he does appear, turn off
wall as shown. Now just walk over to the stairs platform, turn off WTW WTW, then turn off the GameShark. _
with R2+Up, and descend the stairs. You'll now be in the brown hallway If you're playing RE2, do NOT try
in the east wing. Leon will be just barely visible, far off to the left. and go back out of the Cabin. It'll
Turn him 180°, then run towards the camera. You will pop out of the crash at the zombie screen. If
wall, ready to start exploring. At this point, turn the GameShark off you're playing BH2, you're fine.
and keep it off. You're pretty much on your own now, but there are When you get to the helicopter, use
some points you should be aware of; see below for the goods the Valve Handle as normal. Notice
the different-looking water! At the Art Storage Room, use the two Red
Jewels as normal. There's even the statue FMV! You REALLY have to won-
There's an invisible door where Leon's standing on the shot on the left.
take you to the crow hallway, just as in the final, but there's no
It'll
door you won't be able to go back! Don't enter the door at the back of
-
der why they left that on the demo disc. After you pick up your mysterious
Bolt Plug and try to leave the Art Room, however... the game will crash.
This
tells
Third Tour (Basement)
is the positively insane one. It requires a ridiculously long code that
the game "every event has happened, every item picked up, every door
—
the big office (crash,) and don't exit to the main hall from the blue hall- unlocked, and every enemy killed." This is because some of the areas in this
way. You won't be able to return. When you are ready to leave, take tour crash if you try to enter them normally. Why? My theory is that the
advantage of the Unlock All code and check out those once-locked rooms. game is trying to load an enemy or event that isn't present on the disc, so it
says "Um, no" (well... you get the idea.) Here's the code: (Con't next page)
REQUIRED CODE: RESIDENT EVIL 8 "everything's Happened" Code: REQUIRED CODE: BIO HAZARD 2 "Everything's Happened" Code:
This code will take several code slots, by the way! The four digits following each code This code will take several code slots, by the way! The four digits following each code are
are not printed here; they should he "FFFF" for every single code in the sequence. not printed here. They should be "FFFF" for every single code in the sequence.
800A49E6 800A48EE 800A49FO 800A49F2 800A49F4 800A49F6 800A49F8 800A4E34 800A4E36 800A4E38 800A4E3A 800A4E3C 800A4E3E 800A4E40
800A4AOO 800A4A02 800A4A04 800A4A06 800A4A08 800A4A0A 800A4AOC 800A4E42 800A4E44 800A4E46 800A4E48 800A4E4A 800A4E4C 800A4E4E
800A4AOE 800A4A10 800A4A12 800A4A14 800A4A16 800A4A18 800A4A1A 800A4E50 800A4E52 800A4E54 800A4E56 800A4E58 800A4E5A 800A4E5C
800A4A1C 800A4A1E 800A4A80 800A4A22 800A4A24 800A4A26 800A4A28 800A4E5E 800A4E60 800A4E62 800A4E64 800A4E66 800A4E68 800A4E6A
800A4A2A 800A4A2C 800A4A2E 800A4A30 800A4A32 800A4A34 800A4A36 800A4E6C 800A4E6E 800A4E70 800A4E72 800A4E74 800A4E76 800A4E78
800A4A38 800A4A3A 800A4A3C 800A4A3E 800A4A40 800A4A42 800A4A44 800A4E7A 800A4E7C 800A4E7E 800A4E80 800A4E82 800A4E84 800A4E86
800A4A46 800A4A48 800A4A4A 800A4A4C 800A4A4E 800A4A50 800A4A52 800A4E88 800A4E8A 800A4E8C 800A4E8E 800A4E90 800A4E92 800A4E94
800A4AS4 800A4A56 800A4A58 800A4A5A 800A4A5C 800A4A5E 800A4A60 800A4E96 800A4E98 800A4E9A 800A4E9C 800A4E9E 800A4EA0 800A4EA2
800A4A62 800A4A64 800A4A66 800A4A68 800A4A6A 800A4A6C 800A4A6E 800A4EA4 800A4EA6 800A4EA8 800A4EAA 800A4EAC 800A4EAE 800A4EB0
B00A4A70 800A4A72 800A4A74 800A4A76 800A4A78 800A4A7A 800A4A7C 800A4EB2 800A4EB4 800A4EB6 800A4EB8 800A4EBA 800A4EBC 800A4EBE
800A4A7E 800A4A80 800A4A82 800A4A84 800A4A86 800A4A88 800A4A8A 800A4ECO 800A4EC2 800A4EC4 800A4EC6 800A4EC8 800A4ECA 800A4ECC
800A4A8C 800A4A8E 800A4A90 800A4A92 800A4A94 800A4A96 800A4A98 800A4ECE 800A4ED0 800A4ED2 800A4ED4 800A4ED6 800A4ED8 800A4EDA
800A4A9A 800A4A9C 800A4A9E 800A4AA0 800A4AA2 800A4AA4 800A4AA6 800A4EDC 800A4EDE 80OA4EF0 800A4EF2 800A4EF4 800A4EF6 800A4EF8
800A4AA8 800A4AAA 800A4AAC 800A4AAE 800A4AB0 800A4AB2 800A4AB4 800A4EFA 800A4EFC 800A4EFE 800A4F00 800A4F02 800A4F04 800A4F06
800A4AB6 800A4AB8 800A4ABA 800A4ABC 800A4ABE 800A4AC0 800A4AC2 800A4F08 800A4F0A 8O0A4F0C 800A4F0E 800A4F10 800A4F12 800A4F14
800A4AC4 800A4AC6 800A4AC8 800A4ACA 800A4ACC 800A4ACE 800A4BD0 800A4F16 800A4F18 800A5018 800A501A 800A501C 800AS01E 800AS020
800A4BD2 800A4BD4 800A4BD6 800A4BD8 800A4BDA 800A4BDC 800A4BDE 800A5022 800A5024 800A5026 800A5028 800A502A
800A4BE0 800A4BE2 If you're crazed enough to enter these codes, you are the RE2 masterfreak!
mm iP RE2 [
DEMO
THIRD TOUR CONT. Start a new game with the Everything's Happened Code as well as all previous
Tour codes on (Walk Through Walls, Unlock All) and make your Main Location 1 while your Sub Location is
,
OF. You'll begin at the screen shown below, in the yellow hallway. Activate WTW, then run forward for exact-
ly five seconds, counting slowly. Tap left twice to turn 90°. Now run forward for a few seconds. Leon should
appear as shown. Turn off WTW, and turn off the GameShark. You can now check out all the basement Check out these
rooms and the officers' quarters room. Just don't try to enter the parking lot; the game will crash. eccentric stairs!
RANDOMANIA Here's the krazy zone where I'm putting codes that I don't really have room for but want to show anyway RANDOM CODES:
First, the Have All Files code... it's self-explanatory. Only the first four can be read, though - the rest crash. HAZARD 2
One of them, FAX BIO
is in English but hard to read. The others have Japanese titles - if you can read Japanese, some of
them will freak you out as Have All Files:
they don't appear in the final game - "Mansion Recovery Report," etc. Next is Pseudo Weapons. Replace "xx" with the number
of any weapon from the item list, and the gun you have equipped will fire bullets of the weapon you select-
800A5018 FFFF
ed. You can check out the weapons that crash the game this way. However, most do no damage, and are only
RANDOM CODES: 800A501A FFFF
graphical effects. Some (like the Rocket Launcher) will crash if you fire them at an enemy, and some do RESIDENT EVIL 2 Pseudo Weapons:
nothing whatsoever. I recommend the Fire Grenades. They're fun - any walls you fire them at start burning. Have All Files: 300A2092 OOxx
Wheel Next are two codes that only work in BH2 - I couldn't find equivalents in RE2. The first makes the 800A4BDO FFFF 60fps Mode:
game run at 60 frames when there are less than four zombies on screen. The second will freeze the game 800A4BD2 FFFF 8007E66C 0000
when you flick the GS switch up. Flick the switch up when the speech begins in the gun shop to hear voice Pseudo Weapons: Game Freeze:
-""i didn't make it into the final game! When the voice ends, flick it back 300A1C4A OOxx 80085 12C 0001
down.
Now that's redecoration. You've got t the placeholder characters. What happened to the bodybags?
DEMO FINAL UMVW
DEMO FINAL DEMO FINAL
X* an I mm
Why'd they strip this locker ent a few modifications.
NOT JUST A BUNCH OF MOVE LISTS
COMPREHENSIVE GUIDES
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CREATED DY NORTH AMERICA'S REST PLAYERS
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THE VIDEO GAME STRATEGY MAGAZINE THAT KICKS ASS
COMING IN 1998
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Resident Euil 2 is a registered trademark of Capcom Co. Ltd.. This booh is published without the license, official seal, or authorization of Capcom Co. Ltd.