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Resident Evil 2/Biohazard 2 
 Claire Redfield Scenario 1 Speed Guide 
 Compiled by Mark Kim (Vesther Fauransy) 
 Capcom for the Sony PlayStation Console 
 Version 0.3.8 
 (Text Build 2002) 
 Date of Completion: January 1, 2000 (No time given) 
 Date of Public Release: January 1, 2000 (No time given) 
 
Copyright Information 
--------------------- 
Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. 
All Rights Reserved. 
 
 This file is SHAREWARE and is strictly for entertainment use only. 
 In addition, this file can only be HTMLized by the sole owner of 
the 
 file (Mark Kim), regardless whether the content is good or bad. 
 Furthermore, only the following sites shall be granted an 
exclusive 
 license to view this file over the web: 
 
 * Verasnaship Interactive (http://www.verasnaship.net) 
 * GameFAQs (http://www.gamefaqs.com) 
 * Secrets of the Game Sages (http://www.gamesages.com) 
 * Cheat Code Central (http://www.cheatcc.com) 
 * Game Shark Code Creators Club (http://www.cmgsccc.com) 
 
 It is a criminal act to reproduce and/or retransmit this file in 
 any way, shape, or form (regardless of the medium) and it shall be 
 a criminal act to to use this file at a password-protected site 
 where either user accounts are utilized and/or money is made 
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 profitable (even if you fail to make any money out of it), 
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 and/or commercial transactional purposes (including but not 
limited 
 to giving this file as some sort of bonus, gift, or any other 
means 
 to generate any money out of this document). It shall be a severe 
 criminal act to incorporate any or all of this file into any 
gaming 
 guides, game sites, magazines, or any other profitable and/or 
 commercial transactional means that exists (including reprinting, 
 OCR-ing, and the like). To conclude about this, it shall be a 
direct 
 criminal act to make any money out of this document. 
 
 Currently, this document is being maintained and is the sole 
property 
 of Mark Kim, and this file is protected by all applicable 
copyright, 
 trademark, and patent laws in addition to all International 
Treaties. 
 Any breach of copyright, trademark, and/or patents (which includes 
 but not limited to plagiarism, stealing, laming, pirating, or 
otherwise) 
 and/or using this document for any other purposes other than 
personal 
 and private purposes, and/or illegal mirroring of this file (other 
than 
 the five aforementioned URLs as described in the beginning of this 
 disclaimer) is a direct violation of all applicable copyright 
laws, 
 International Treaties, Patent Laws, US Title 107, and the Berne 
 Copyright Bill of 1976. Violators and Transgressors shall face 
severe 
 civil and criminal penalties through the maximum extent possible 
by 
 law. 
 
 Mark Kim acknowledges and respects all copyrights, patents 
(pending 
 or not), and trademarks whether if it's mentioned or not somewhere 
 in either the FAQ Text File and/or site as no copyright 
infringement 
 was intended. If for any reason I MUST USE any copyrighted 
resource, 
 then credit will be given at the Acknowledgements Section for the 
 common part. Note that whenever I give credit, I WILL NOT REVEAL 
 ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the 
privacy 
 of the people for whom I give credit to. This file has been 
carefully 
 written by Mark Kim in respect to all copyrights, patents, and 
 trademarks. 
 
 Resident Evil, Resident Evil 2, Biohazard, Biohazard 2, Chris 
Redfield, 
 Claire Redfield, Jill Valentine, Barry Burton, Albert Wesker, 
Rebecca 
 Chambers, Leon S. Kennedy, and any Resident Evil/Biohazard-
associated 
 characters (whether living or dead) and any material/event 
associated 
 and/or related to Resident Evil/Biohazard are registered 
trademarks and 
 copyrights of Capcom Co. LTD. and Capcom USA, Inc. All Rights 
Reserved. 
 This document was carefully authored by Mark Kim in respect to all 
 Capcom Properties, as no infringement was intended. 
 
I'll make this simple: THIS FILE IS MINE AND THERE IS NO 
UNAUTHORIZED 
USE OF IT!!! NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE 
ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME 
OUT OF 
THIS WORK!!!! THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL 
COSTS!!!! 
I didn't create this file so that some hack-writer can just slack-
off 
and get paid for it!!! 
 
===================================================================
===== 
HISTORY OF THE FAQ 
 
May 27, 1998 
------------ 
This is the Beta version of this FAQ, which was submitted to CJayC 
in 
the form of an e-mail message, because I have no idea if my work 
will 
cause any treaty violations or not. Also, there are many flaws 
sending 
the FAQ in the form of an e-mail message. Too many bugs on this 
version. 
 
May 28, 1998 
------------ 
This is the first public release of this FAQ, with lots of bug 
fixings 
and with some additional features that were not included with this 
FAQ. 
Also, to avoid allegations of plagiarism, I managed to fix the 
content 
of this work whenever appropriate. This work will be displayed 
right 
at my website but will be a GameFAQs.com exclusive until I can get 
my 
site updated. 
 
June 1, 1998 
------------ 
Possible Resources of this FAQ were added in the event of a 
Lawmaker 
checking the content of this FAQ. I, as the author of this FAQ, 
makes 
sure that I'm writing this FAQ in my own words, and in my own 
knowledge. 
Also, note that I may have removed or added some material in this 
FAQ 
under my own discretion. 
 
June 10, 1998 
------------- 
I realized that I haven't split one paragraph apart from the 
optional 
area. Also, since you are allowed 6 saves (before your ranking 
goes 
down), I have included some recommended save points. I have 
included an 
end-of-game warning because there are times when you don't have the 
guts 
to destroy William Birkin. 
 
July 5, 1998 
------------ 
I have a new domain registered with the InterNIC! Start checking 
your 
bookmarks now if you have not done so lately. I'm also enforcing 
my own 
anti-laming policy in this FAQ as well. Also, I may have suggested 
a few 
pet peeves depending how appropriate it is. 
 
October 29, 1998 
---------------- 
This FAQ has been mainly updated for legal purposes, but there 
seems to 
be one or two areas in this game that seems to be hard to 
accomplish due 
to its high-degree of difficulty. If for any reason I have to go 
in-depth, 
I will tell you why. 
 
May 17, 1999 
------------ 
Use of the Vesther Fauransy Pseudonym begins for this document. 
Document 
updated to take advantage of the brand new Mark Kim Trademark 
Interface 
for FAQs. 
 
July 6, 1999 
------------ 
Many of things have changed ever since I've first wrote a speed 
guide 
in the world of survival horror. 
 
Much of this information that you might have been reading may or 
may 
not be able to get you the Rocket Launcher, which is the ultimate 
goal 
for this file. Also, I'm trying to have you grab the Rocket 
Launcher 
in inder 2 hours. 
 
Also, there have been some areas that have been identified to add 
some 
time, so I'll note them as "Beginner Areas" since these areas are 
meant 
for Beginners. 
 
It's possible to achieve hellish-hard times of 1:45 for Claire's 
First 
Scenario, although only Leon can do 95 minutes on his first 
scenario, 
and 100 minutes on his Second Scenario. Vincent Merken has 
demonstrated 
that ONLY Leon can achieve even hellish-hard 95 minutes. I should 
be 
able to have his document mirrored at my website by the time you 
are 
finished readingthis (but I'm going to keep his legalese if you 
had to 
ask me). 
 
Much of the reason why I only write two speed guides (One for 
Claire, 
and one for Leon) for Claire's storyline is because Resident Evil 
(Biohazard) is supposed to be a story about the Redfield family. 
Chris 
was still missing after Resident Evil 2 and Claire is trying to 
find 
Chris Redfield in Resident Evil/Biohazard: Code Veronica for the 
Sega 
Dreamcast. 
 
Resident Evil/Biohazard Nemesis coming up for the PlayStation is 
only 
a bridge to Resident Evil 2, with Jill Valentine coming to Raccoon 
City, only to find out that she has to move away from Raccoon City 
before all is too late. Still I would say that the Redfields are 
the 
main attraction to this game. 
 
I have made many revisions so that I can help you get the Rocket 
Launcher (which also lowers rank if you happen to use it since you 
tend to cheat) and achieve a time of under 2 hours, maybe even 1:45 
if you don't commit blatant mess-ups. Remember, ONLY Leon can 
achieve 
hellish-hard 95 minute-First Scenario Games as Vincent Merken has 
made 
clear on his Leon Scenario 1 95-minute file. The Second Scenarios 
are 
a lot slower than the first scenarios as I found out from the speed 
survivor himself. 
 
Enough ranting. Time for the main scope. 
 
July 12, 1999 
------------- 
Just had to be more descriptive on some parts of this document 
because 
I felt I rushed the last version of the document into the Internet. 
This way even beginners may be able to beat the game in under 2 
hours. 
 
===================================================================
===== 
CONTENTS OF THIS FAQ: 
 
- Newsflash 
- What you need to know 
- Guidelines 
- Items for Claire 
- The Body of this FAQ 
- What items to avoid 
- Special Items and Characters 
- How to mirror this FAQ or send a new version to GameFAQs.com 
- Resources of this FAQ 
- Credits 
 
===================================================================
===== 
NEWSFLASH 
 
Newer versions of the Resident Evil 2/Biohazard 2 Speed Guide for 
Claire 
Redfield's First Scenario can be found at 
http://www.verasnaship.net, 
where my homepage is located at. 
 
For EMERGENCY PURPOSES ONLY, I have an FTP Location where you can 
retrieve this documentation in ZIP Format (If you are using a 
Macintosh, 
please let me know if you can port this document as an HQX File, 
and if 
you do, please e-mail it to me so I can make the FTP Site friendly 
to 
Mac users) meaning that you will need NetZIP 
(http://www.netzip.com) by 
Software Builders or WinZip (http://www.winzip.com) by Nico Mak 
Computing. 
DON'T ABUSE THIS LOCATION OR I WILL TAKE IT AWAY. Here's the URL 
in the 
event you get a 304 from verasnaship.net: 
 
- ftp://ftp.enteract.com/users/markkim/resevil2_clairea.zip 
 
Again, if you are a Mac user and if you have the ability to create 
HQX 
Files, please feel free to port this file over as an HQX, but keep 
the 
content 100% original at all costs. E-Mail me the HQX and you 
should 
get a Thank-You Message. 
 
If you have any fixes, bugs, suggestions, comments, or any tralala 
you 
want to share with me, then I have a convenient MAILTO form that 
you can 
use so you don't have to go through the hassle of using an e-mail 
client 
(which takes up resources off your computer) at the following 
location: 
 
- http://www.verasnaship.net/text/emailme.html 
 
Although e-mail policing will be light for ANY RESIDENT 
EVIL/BIOHAZARD 
documents that I have published, keep in mind that if you choose to 
flame, I will ask your ISP to warn you and if your abuse continues 
to 
persist, then I will ask your ISP or E-Mail Provider to unfavorably 
shut 
you down. Also, if you choose to indulge to do any of the 
following, 
I will ask your E-Mail Provider or ISP to shut you down without 
warning 
from your provider: 
 
- Spamming of any sorts 
- Unsolicited Advertisements 
- Dirty Pictures 
- Racist Behavior 
- Impersonating anybody 
- How to get rich quick or what you're trying to sell to me 
- Any writing of material that is offensive, gross, or otherwise 
deemed 
 illegal per Internet Community 
- Bulk Mailing and/or Mail Bombing 
- Linking to any Dirty Websites 
- Not adhering to your ISP's AUP 
- Racial/Ethical Slurs 
- Fake Messages 
 
Also, impersonating as "Capcom" for any reason is immediate grounds 
for 
me to ask your ISP to shut you down. Your IP Address and your DNS 
Lookup will be displayed with the message so you'd better be good. 
Also, I will be using Eudora Pro as my primary e-mail client when 
it 
comes to e-mail so if I catch any rule violations within your e-
mail, 
then I will take these issues up to your ISP. I, as the sole 
author 
and owner of this document, reserve the right to enforce my ISP's 
and 
your ISP's Acceptable Use Policies and the Terms of Service without 
any warning at anytime. Please visit the following websites to see 
why 
I'm doing this: 
 
- http://spam.abuse.net (Spamming Infocenter) 
- http://www.cauce.org (Coalition Against Unsolicited Commercial E-
Mail) 
 
That aside and please enjoy the document. 
 
This document, like all Video Game FAQs on the Internet, must be 
viewed in a monotype font or the alignment will not be correct. If 
the alignment isn't correct for any reason, then please follow 
these 
procedures: 
 
1. On Netscape Communicator, click on Edit, then Preferences. 
2. Click on Fonts at the Appearance Section 
3. At the Fixed Width Font, select Courier New, and select size 10 
 point font. 
4. If you see this sample bulk of writing aligned correctly, 
please 
 proceed: 
 
1234567890 
********** 
 
===================================================================
===== 
WHAT YOU NEED TO KNOW 
 
If you have noticed by now, I have visited GameFAQs.com and looked 
at a 
lot of Resident Evil 2 FAQs lately. While there were some pretty 
reliable 
speed guides on the site, neither have talked about Claire's 
Scenario 1 
the fast way. That is why this guide is intended as a speedguide 
and not 
a walkthrough. If you use this as a walkthrough, then you may get 
lost 
or whatever. 
 
It is highly recommended that you spend some time going through 
Claire's 
Scenario 1 before you even try to read this document. 
 
Like I have said in the "History of this FAQ", there have been a 
lot of 
things that have changed in the world of Survival Horror. A 
confirmation 
from Vincent Merken have rang the bell for people to try to get the 
Rocket Launcher in only 95 minutes for Leon's First Scenario. 
 
However, since my focus is staying relevant to my belief that 
Resident 
Evil/Biohazard is the Redfield Family's story, I'll try to help you 
get 
the Rocket Launcher (using Claire, I can't believe that many people 
pity 
Claire because of her weapons and that) the Claire Way. My goal is 
to 
help you get the Rocket Launcher in under 2 hours, but if you skip 
all 
the optional areas, then you should be netting 1:45 Claire Scenario 
1 
Missions (but remember, ONLY Leon can do 95 minutes on his 1st 
Scenario 
as Vincent Merken has made clear on his Leon Scenario 1 95-minute 
Guide). 
 
I have already identified plenty of areas that will ONLY add up 
some 
time. By the time I first written this guide, I was only a 
beginner to 
speed-survival. Now I'm about 15-20 minutes faster than what I was 
one year ago. 
 
For advanced players, I would say that you can go under 2 hours and 
you don't need that much ammo but a Beginner may need to grab lots 
of 
ammo in order to beat the game in under 2:30. 
 
Also, there are some risks that you need to take if you want to 
achieve 
1:45 Claire Scenario 1 Missions (i.e. blowing the Bow Gun, et. 
al.). 
 
===================================================================
=====GUIDELINES 
 
* It is strongly recommended that you read through this over and 
over 
 again. If you need to start a Speed Game, practice on the EASY 
mode 
 first before going onto NORMAL mode. This guide assumes that you 
are 
 on the NORMAL mode. Once you are confident enough that you will 
 achieve under 2 hour Claire Scenario 1 Missions (1:45 for 
professionals, 
 2:30 for beginners), then you can go ahead with the Normal 
Setting. 
 
* Don't bother with the First Aid Sprays. If you even use a single 
First 
 Aid Spray, then you will receive a lower rank. You shouldn't be 
able 
 to use them. The goal to get Rank A is to heal yourself "The 
Hard Way". 
 
* Herbs are acceptable. Three Green Herbs provide as much healing 
power 
 as a First Aid Spray. Combining a Red, Green, and a Blue Herb 
has more 
 healing power than a Triple Green Herb or a First Aid Spray. 
Save your 
 Superherbs (Red, Green, and Blue) for the last. 
 
* You are allowed up to 6 saves, which is definitely too much. For 
 Advanced and Expert Players, I would say that you can pretty much 
beat 
 the game without saving. This only applies to the First 
Scenario. For 
 each Ink Ribbon you grab, you will get 2 saves so in practice you 
only 
 need 3 Ink Ribbons. They can be found at nearly every 
typewriter. 
 For beginners, I would say that you may need to use the 6 
allotted saves 
 in this guide. 
 
* The only time you need to kill Zombies or whatever is whenever 
the 
 corridor is too narrow, or if there's too many of them. Skillful 
 swerving and maneuvering will help you ignore the Zombies 
unscathed, 
 though the Zombies have much better reach than in the first 
Resident 
 Evil/Biohazard. 
 
* Since I'm assuming that you know everything there is for Claire's 
First 
 Scenario already, I won't be too nosy about what you have to grab 
 throughout. HOWEVER, whenever possible, I'll try to spot any 
unnecessary 
 pickups, which will only be suitable for Beginners (since I don't 
want 
 to place any beginners at risk). 
 
* Side areas often lead to extra ammo and will appeal to Beginners. 
 However, the only time you need to go inside a Side Area is when 
you 
 are running short of Ammo. Remember that you need to beat the 
game 
 in under 2:30, save no more than 6 times, use no First Aid 
Sprays, 
 and achieve a Rank A if you want the Rocket Launcher. 
 
* Notice that I have omitted certain parts of the mission for the 
interest 
 of saving you time. Whenever possible, I will tell you what's 
risky to 
 blow or not. For Advanced Players, you probably don't need that 
much 
 ammo but a Beginner may need lots of ammo in order to do so. In 
this 
 speed guide, you probably only need 118 Hand Gun Bullets, 18 Bow 
Gun 
 Shots (I hate the Bow Gun because its efficiency leaves a lot to 
be 
 desired), and 24-30 Grenades (depending on skill). You may need 
to pick 
 up all Acid and Fire Shot Packs, but if you think you can handle 
this 
 mission with fewer Acid and Fire Shots, then feel free to do so. 
 
* Ignore all the files as they are only time-wasters to my taste. 
 
* Your main concern in Claire's First Scenario is the Sherry Mini-
Quests, 
 where you have to dodge the bees and dogs without any weapons. 
Even 
 though it's only a sub-quest, you STILL have to keep Sherry in 
good 
 condition. The game ends if Sherry gets killed by either the 
dogs or 
 the bees. To escape from the Bees' grasp, press the X butto 
rapidly 
 and wiggle the Control Pad until Sherry is freed. Do it the 
instant 
 you see Sherry get grasped at--or it's game over. 
 
* Since what I'm going to throw out in words is quite a risk, try 
to 
 grab as much ammo as you can. Later, when you become better in 
the 
 game, you can omit some unnecessary pickups and beat the game 
with 
 even less ammo. Kill Lickers and the Spitter with the Acid 
Shots. 
 Take on Part 2 and Part 3 William with the Fire Rounds. Kill 
Plants 
 with the Fire Rounds. Rationalize your ammo when killing certain 
 Zombies. 
 
* If you are not planning to save at all, then I recommend that if 
you 
 have been playing with your PlayStation for 2 or more hours, then 
please 
 wait for 30 minutes at the least (longer is better) before 
playing 
 Resident Evil 2. Plan on any events that you will undergo in RE2 
ahead 
 of time as it's easy to get lost here. Remember the less you 
goof-up 
 (and the less you spend in unnecessary events), the faster you 
will 
 be. 
 
* With regards to the Memory Card, I recommend that you make at 
least 
 one block for these following start scenarios: Leon 1st, Leon 
2nd, 
 Claire 1st, Claire 2nd, Hunk, and Tofu. 
 
* Prizes and extra characters are only available on Normal Mode, so 
keep 
 that in mind. 
 
* For the advanced player, you can pretty much ignore about 80% of 
the 
 Zombies, but you need to be very careful since you only have 13 
Bullets. 
 If you can make it through the Police Station without grabbing 
any items 
 (and of course skillfully swerving and sliding past through the 
Zombies), 
 then you will be able to reach the Brad Vickers Zombie. However, 
I would 
 NOT think about grabbing the Special Key since the Vickers Zombie 
takes 
 lots of hits, so once you get inside the Police Station, just get 
inside 
 the Building as we don't have time to waste with the Brad Vickers 
Zombie. 
 However, for beginners, I would say that you will need to grab 
the items 
 before the Police Station. 
 
* For a beginner, it's quite a risk to omit any ammo pick-ups but 
for 
 Advanced Players, it's OK to omit unnecessary "things" since 
you've 
 gotten a lot better in the game. Beginners will miss a chance to 
 extend some precious ammo, but for Advanced Players, skipping 
side 
 areas also mean some major Time Gains as well. 
 
* Forget the Spark Shot as this is considered cheating. You will 
receive 
 a lower rank if you pick it up and use it. 
 
* Hopefully, this document should help you beat Claire's First 
Scenario 
 (assuming that YOU DID play the game in Normal Mode) in under 
2:30. If 
 not, make any necessary adjustments to reach your goal. For 
advanced 
 players, if this guide does not enable you to reach times in 
under 2 
 or if you are unable to reach your ultimate goal of under 1:45, 
then 
 make any adjustments until you are able to reach the ultimate 
goal. 
 
===================================================================
===== 
ITEMS FOR CLAIRE: 
 
Knife 
----- 
Good for close-up attacks but not as protective as a Firearm. 
Forget 
using this weapon since it's pretty much useless. 
 
Browning High-Power 
------------------- 
Weakest weapon available for Claire, but a lot more protective. 13 
bullets in a chamber. 
 
Hand Gun Bullets 
---------------- 
Weakest bullets in the game for use with the Browning High-Power. 
Each 
box you grab is usually worth 15 bullets, and a few are worth 30 
bullets. 
You basically need only about 88-118 bullets (About 5-6 boxes, one 
of 
the box is a 30-pack) for this guide. 
 
Bow Gun 
------- 
I hate this weapon. It sucks. Worst powerup in the whole game. 
This 
is not a suitable weapon overall. For the advanced player, you may 
be 
able to beat the game without the Bow Gun (it's risky) but for an 
Intermediate Player, you possibly need about 18 shots in order to 
do 
so. The weapon holds 6 shots. 
 
Bow Gun Bolts 
------------- 
For the Bow Gun. Each bag gives you 12 more shots. You only need 
18 
Bow Gun Shots, but an Advanced Player can beat the game without the 
Bow 
Gun Shots, though it's kind of a risk to leave the Bow Gun. 
 
Three-Element M79 
----------------- 
Claire's main weapon overall. It uses three types of rounds: 
Explosive,Acid, and Fire. The M79 can carry unlimited counts of bullets of 
one 
type. 
 
Explosive Rounds 
---------------- 
Rounds that spread through a wide range and explode in contact. 
Each 
bag gives you 6 more explosives. 
 
Acid Rounds 
----------- 
Rounds that burn up through contact. Each bag gives you 6 more 
Acid 
Shots. 
 
Fire Shots 
---------- 
Rounds that emits large amount of fire through contact. Each bag 
gives 
you 6 more Fire Shots. 
 
First Aid Sprays 
---------------- 
Lots of healing power. Lowers Rank. Forget using any of these 
things 
since they are BAAAAAAAAAAD for 100% of the time. Consider them 
unnecessary pick-ups. Even beginners can beat the game in under 
2:30 
without these lamers. Either way, it doesn't recover you from 
Poison 
status. 
 
Herbs 
----- 
Herbs heal you depending on how you combine them. To tell you the 
truth, 
your condition should NOT be less than "Fine" as your speed 
decreases 
every time your condition worsens. This is why you need to keep an 
herb 
or two ready just in case Claire grabs her stomach with her arm. 
If you 
see Claire do so, then it's time to heal up. Here's how you can 
combine 
your herbs (and know that using Herbs are acceptable): 
 
- One Green Herb: Recovers life only equivalent to 1/3rd of a First 
Aid 
 Spray. 
- Two Green Herbs: Recovers life only equivalent to 2/3rd of a 
First Aid 
 Spray. 
- Three Green Herbs: Recovers life equivalent to a First Aid Spray. 
- Blue Herb: Neutralizes Poisons. 
- One Green Herb, One Blue Herb: Recovers life only equivalent to 
1/3rd 
 of a First Aid Spray, but neutralizes poisons. 
- Two Green Herbs, One Blue Herb: Recovers life only equivalent to 
2/3rd 
 of a First Aid Spray, but neutralizes poisons. 
- One Red and Green Herb: Recovers life equivalent to a First Aid 
Spray, 
 sometimes more. 
- One Red, Green, and Blue Herb (Superherb): The mother of Mixed 
Herbs. 
 Recovers life equivalent to about 3-4 First Aid Sprays. You may 
think 
 that this combination will lower your rank just because of its 
awesome 
 healing power, BUT BELIEVE IT OR NOT, IT WON'T LOWER YOUR RANK 
(because 
 you used three herbs to create this one) and that's good because 
if you 
 are at Danger condition, then you can just use a Superherb and 
recover 
 back to FINE in no time. Save this one for the end-bosses. 
 
Spark Shot 
---------- 
20 Shots. Electrocutes in contact. Lowers Rank because this is 
considered 
cheating in other words. Don't worry: It's useless because you 
can't aim 
upwards. 
 
Machine Gun 
----------- 
Fully Automatic Firing. Lowers Rank because this is considered 
cheating 
in other words. Don't worry: Most two-slots become useless anyway. 
 
Side Pack 
--------- 
With the Side Pack, you can carry 10 items. AS A GENERAL RULE, 
SAVE THE 
SIDE PACK FOR THE SECOND SCENARIO MISSIONS. For Advanced Players, 
you can 
pass both scenarios without the Side Pack (though it's quite a 
risk) but 
a beginner will need to have it on Scenario 2. No big deal if you 
want to 
pass up the Side Pack: You just won't have enough space to carry 
the Herbs 
you want. 
 
===================================================================
===== 
NOW IT'S TIME TO GET GOING 
 
Note: To skip FMV's (with the exception of the cheesey speeches and 
the 
end FMV), press the Start Button. If you have read Vincent 
Merken's 
Leon Scenario 1 95-minute Guide, then the FMVs AND the Cheesey 
Speeches 
does not influence time, which is a good thing. Just press the 
start 
button to cancel the FMV's because I'm pretty sure you want to eat 
lunch 
or dinner the sooner the better. 
 
From the area which Leon and Claire split up into two groups 
------------------------------------------------------------ 
Skillfully swerve and slide past through the zombies (because you 
don't 
have enough bullets). Allow yourself some room for error as you 
can't 
afford to get injured here. Even for a beginner, I would say that 
swerving and sliding past through the zombies here are just cake. 
Just 
hurry up to the weapon shop and hear the first cheesey speech. 
 
Note: I hate hearing the cheesey speeches over and over again. Ask 
Jim Irwin, Vincent Merken, Brandon Dennis, and any other speed-
minded 
souls. =P 
 
After the cheesey speech with the Gun Shop Owner, just make your 
way 
through the door. For beginners, I would take the boxes of Hand 
Gun 
Bullets before proceeding on, but Advanced Players should just bill 
the 
boxes as unnecessary pick-ups. Either way, don't bother with the 
Bow 
Gun now: Trying to kill the zombies for control of the Bow Gun only 
wastes time. 
 
Get out of the weapons shop, pass the fence, and when the Zombies 
crack 
the fence open, you'll probably need to knock out the zombies 
(Don't kill 
them though, you only have 13 bullets). Knock them out and slide 
past 
them. Get inside the door from the Basketball Court. For 
beginners, 
before you even deal with the Zombies who knocked the fence open, 
grab 
the Handgun Bullets from the back of the pickup. For advanced 
players, 
you probably don't need that much ammo anyway. Still you need to 
be 
careful because you only have 13 bullets from the start until you 
get 
to the Police Station. 
 
Keep on moving forward up to the Trash Can. For beginners, I would 
take the Handgun bullets before moving on but for Advanced Players 
I 
would deem this as an unnecessary pick-up (Remember, you only need 
about 
88-118 Handgun bullets in all). If you are an advanced player, you 
need 
to skillfully swerve and slide past through the zombies with 
minimal 
damage. BE VERY CAREFUL THAT YOUR CONDITION DOES NOT FALL BELOW 
FINE 
as some zombies before you reach the next door tend to drain your 
energy 
pretty quickly. Skillfully swerve and slide right through the 
zombies 
but you may need to take a hit from that lady zombie anyway (but 
you can 
dodge her with skill and wit, though it's kind of difficult without 
knocking her down). However, for a Beginner's case, you will need 
to 
knock down the Lady Zombie first and then start swerving and 
sliding past 
through the Zombies by hugging the Right Wall. 
 
As you approach the bus, hug the left side to easily avoid the 
Zombies 
eating a cop. Now just enter inside the doors. 
 
For a beginner, I would take the Handgun bullets at the back seat 
but 
for Advanced Players, I would deem the box at the back seat YET 
another 
unnnecessary pick-up (since you became a lot more skillful than you 
were 
as a beginner). Knock out the lady zombie crawling at the floor 
and 
KNOCK DOWN BUT DON'T KILL the other zombie and get out of the bus 
from 
the front door. For advanced players, you should be out of bullets 
by 
now but beginners will have some bullets left. 
 
Beginners may need to knock a few zombies down before proceeding 
since 
a large group of zombies are waiting but Advanced Players can laugh 
at 
the zombies by just skillfully swerving and sliding right past 
through 
the zombies. All you need to do is to know the pattern to dodge 
the 
zombies unscathed. Head to the door and now you are at the Police 
Department. 
 
Beginners: You are going to take up more time than Advanced Players 
since I had you take the items for your own safety. Take the first 
right, grab the herb from the left plants, and get inside the 
Police 
Station Building. 
 
Advanced: Since you didn't obtained any items from the start until 
the 
moment you arrived at the Precinct, you have already met the 
conditions 
to meet up the Brad Vickers Zombie at the second right from the 
stairs. 
We won't mess with the Brad Vickers Zombie since we want a major 
speed 
gain. Grab the herb from the left plants, and get inside the 
Police 
Station Building (You should be proudby now because since you 
reached 
the Police Station without grabbing any items, you've done yourself 
justice with a major speed gain). 
 
Once you head towards the hall, pass the dual doors at the left, 
and get 
inside the locker room, hear YET another cheesey speech between 
Claire 
and Marvin, and get the Keycard from Marvin. Afterwards, go to the 
computer and use the Keycard to open the doors, and get the Bullets 
from 
the railing of the reception desk of the Hall. Advanced Players 
will 
need the 30-pack since they are now out of bullets by now. 
 
First Save: Right after you electronically opened the left dual 
doors 
and the right door with the Keycard. 
 
You should be going to the wooden dual doors and dump the knife in 
the 
Item Box. You only need the Handgun and the Handgun Bullets. 
 
Keep advancing to the Licker Hall, and face the Licker. Don't 
bother 
killing the Licker for now since he takes about 10 Handgun Bullets 
before 
he dies (You are not strong enough to kill him yet). Instead, just 
hug 
the left wall and proceed to the door towards you. He's not as 
quick as 
Hunters were in Resident Evil 1, but they're still dangerous as 
they are 
as quick as you are. Now keep advancing to the hallway to the 
briefing 
room (but pass the briefing room because you don't need to go in 
there 
now), and into the hallway to the Darkroom. Be careful of the four 
zombies lurking there as you try to take the stairs to the second 
floor. 
Grab the herbs if you are in for some hurting and if your condition 
falls 
below "Fine" (You probably done all of the Zombies by now), combine 
all 
three Green Herbs that you have created into a Triple Herb, and use 
it 
so that you will be back to Fine Condition. 
 
Note: Before you face the Licker for the first time, a corpse will 
have 
a box of Hand Gun Bullets. Beginners will probably need it but 
Advanced 
Players can take the risk of not getting it. 
 
Statue Puzzle 
------------- 
When you get to the Statue Puzzle Area, you should concentrate on 
making 
the statues face the statue that carries the Red Jewel. I would 
personally start by moving the bronze Statue to face the Middle 
Statue 
first and then the gray Statue in. Make sure that you are moving 
the 
statues properly or you may have to do it all over again. 
 
Note: Behind the middle statue, there are handgun bullets. Take 
them 
if you want but for Advanced Players, you only need about 88-118 
bullets 
overall throughout the game. That's 5-6 boxes, one of the boxes 
being 
a 30-pack. 
 
Reason for In-Depth Coverage of the Statue Puzzle: This is a 
difficult 
puzzle and it will consume your time if you do not get the 
positioning 
out right the first time. 
 
After you get the Red Jewel, head to the STARS Office and examine 
Chris 
Redfield's desk for the Diary and the Unicorn Medal, and get the 
Handgun 
Bullets (Advanced Players probably may need this box) and the 
Grenade 
Launcher before you leave. Ignore the FAX Machine and exit out of 
the 
office. 
 
Go back to the way you came from. You should now be powerful 
enough to 
off the Licker. If you don't want to, then just hug the right wall 
and 
keep on running until you can reach the door. Don't worry: He 
won't jump 
attack you as long as you don't stay put. It takes two grenades to 
off 
the Licker. Use the Unicorn Medal to get the Spade Key from the 
Statue. 
 
Go back to the Licker Hall and open the door to the File Room. You 
will 
probably need to kill the Licker before you get in. Just two 
grenade 
shots before he dies. Get the Crank and go back to the STARS 
hallway. 
Pass the office this time and take on the zombie chasing after 
Sherry 
Birkin. Use and discard the Spade Key to meet up with Leon, then 
enter 
the Library. 
 
Note: On your way to the locked door near the STARS Office, you may 
need 
to go inside the safe room near the staircase to dump the Crank 
before 
proceeding. You basically only need the Handgun, Bullets, and the 
Spade 
Key from this point. There are Handgun bullets at the left side as 
you 
enter the room, but like I said, advanced players need only 88-118 
bullets 
overall in the game. Also, grab the Fire Rounds before you enter 
the 
Library, and the Red Herb from the vase as you exit the Library. 
 
You should have already solved the Statue Puzzle by the time you go 
back 
to STARS office to unlock the door requiring the Spade Key. Head 
to the 
second floor of the Hallway, release the Emergency Ladder, and get 
inside 
the Waiting Room. When you get inside the roasted hall, just go to 
the 
next door which isn't obstructed by the flames. Unlock the grey 
door to 
the Liaison Room, go through the Crow Corridor, and enter the 
outside 
wreckage area. Go down the stairs, into the cabin, get the Valve 
Handle 
(and the Bow Gun for Beginners, for Advanced players, you can leave 
the 
Bow Gun alone, but if you need more ammo, you only need about 18 
Bow Gun 
Shots overall), and go back to the outside wreckage area and use 
the Valve 
Handle to extinguish the flame. 
 
Go back to the wrecked hall, passing the Waiting Room, and go 
inside the 
statue room (the door near the wreckage) and retrieve the Diamond 
Key. Get 
inside the Waiting Room once again, grab the lighter from the seat, 
dump 
any unneccesary items into the Item Box. You should only have the 
Handgun, 
Bullets, Bow Gun (for beginners and anybody who needed the 18 
shots: if 
you choose to leave the Bow Gun for this scenario, you will take 
quite a 
risk but the rewards are quite significant), the Diamond Key, and 
the 
Lighter. Take the emergency ladder, and head back to the same 
direction 
you took to get inside the STARS office but with a few exceptions: 
 
* After exiting out of the Licker Hall, go inside the Briefing Room 
and 
 into the Chimney. Use the lighter and obtain the second Red 
Jewel. 
 Leave out of the Liaison Room and into the leftmost staircase on 
the 
 first floor of the Precinct. 
 
* Unlock the last door at your right using the Diamond Key. Now go 
back 
 to the safe room near the stairs and dump any unnecessary items 
into 
 the Magic Box. Dump the Handgun and Bullets since you don't need 
them 
 anymore. From this point on, *I WILL ASSUME* that you did have a 
need 
 for 18 Bow Gun Shots. If not, then no big deal: You won't have 
as many 
 shots as you need to kill William 4 at the end. Keep only the 
Bow Gun, 
 and keep one pack of herbs ready just in case you get injured. 
The 
 Safe Room Visit is just optional for now since you don't need to 
visit 
 unless you are really hurting for space. 
 
When you get into the darkroom hallway once again, unlock the door 
to the 
File Room with the Diamond Key but as you try to unlock the door to 
the 
locker room, be careful of those zombies who are up close and 
personal with 
you. Don't forget to grab the Plastic Explosive (and the Bow Gun 
Bolts at 
the right side of you as you unlock the door) before you leave. 
 
Go to the mini-office to face the now-zombified Marvin and get the 
Detonator. Combine both Explosive and Detonator to create a 
complete 
detonator. Exit back into the hall, go up the Emergency ladder, 
into the 
Waiting Room, and use the complete detonator to clear the wreckage. 
 
Second Save: If you want, though it's not required. Before you 
clear the 
wreckage blocking the pathway to Irons' office. 
 
Meet Brian Irons in the Chief's Office and Sherry Birkin in the 
Second 
Floor Chimney. Get the Heart Key from the Chief's Desk before 
returning 
to the wrecked hallway. 
 
Go back to the Crow Hallway and take the gray door to the liaison 
room. 
Don't enter main room just yet; use and discard the Heart Key and 
go inside 
the basement. Go to the X-ed doors, into themanhole, into the 
safe room, 
and find Sherry once again. The dogs can be skillfully ignored if 
you are 
careful as killing them just wastes time. 
 
Note: Before you meet up with Sherry once again, you only need the 
Bow 
Gun, the remaining bolts you have, the Grenade Launcher, Lighter, 
and the 
Diamond Key. You don't need herbs now (since there should be some 
along 
the way). At your discretion, you can grab the Handgun and Bullets 
but 
this will be the last time you will ever use it if you want to grab 
it so 
be careful not to grab any more Handgun Bullets. 
 
As Sherry, just go into the Sewer Irrigation Room, solve the 
Freight Puzzle 
to get the Club Key. Just return to where the Sherry Mini-Quest 
started. 
Your main concern in the Sherry Mini-quest is evading the dogs, who 
will 
try to destroy Sherry in an instant. The game may end if Sherry is 
killed 
by the hands of the dogs. When you regain control of Claire, get 
the Club 
Key, and just unlock the Autopsy Room with the Club Key and return 
back to 
the Liaison Room. Be careful of the Lickers sneaking in the 
Hallway. No 
time to mess around with the Lickers, so even though you may need 
to take 
some hits (Their hits do lousy damage, only the Air Slash inflicts 
tons of 
damage), just ignore them and head back to the Liaison Room. 
 
Optional Area 
------------- 
I DEFINITELY SEE NO REASON DOING THIS BECAUSE THIS WASTES A LOT OF 
TIME. 
If you are an advanced player, then don't bother. If you are a 
beginner, 
then follow along: 
 
* After opening up the Autopsy Room with the Club Key, grab the Red 
 Keycard. Be careful of the zombies who wake up. 
 
* Go inside the Power Room and solve the Power Room Puzzle by 
flicking 
 the switches Up, Up, Down, Down, and then Up. 
 
* Use the Red Keycard to open up the Weapons Room, and grab the Bow 
Gun 
 Bolts. I personally would leave the Side Pack for the Second 
Scenario 
 Missions, and the UZI will lower your rank if you even take 
and/or use 
 it. 
 
Now, before you get inside the Liaison Room, open up the Watchman's 
Room 
with the Club Key and grab the Acid Rounds at the Bedroom and head 
back 
to the Liaison Room. You will need them as life's gotta be easier 
with 
the Acid Rounds. 
 
Go to the mini-office of the Liaison Room (careful, there are 
zombies 
here), use the 2236 combination, and retrieve the map and the Acid 
Rounds 
(For advanced players, you only need 18 Acid Rounds overall, but 
Beginners 
will need more of this, though). Get out of the Liaison Room, head 
forward 
to the Soda Machines, then head right to the Monitoring Hallway. 
Use up the 
Bow Gun to kill all the zombies here (You possibly may be able to 
run out) 
since there are too many of them. Open the Criminal Monitoring 
Room with 
the Diamond Key and the Video Room with the Club Key. Be sure you 
discard 
both keys. If you want to save ammo, then skillfully swerve and 
slide right 
past through the Zombies, but since the corridor's quite narrow, 
beginners 
may have to kill them. If you want to free up space, use all 
remaining 
Hand Gun and Bow Gun shots you may have. 
 
* I personally would go inside the Interrogation Room first and 
grab the 
 Yellow Stone. A licker will come out but just get out of there 
quickly 
 since he's easily ignored. 
 
* Next stop is the Video Room. Use and discard the Club Key and 
kill the 
 Licker with an Acid Shot. Use the lighter to light up the range, 
and 
 turn on Faucet 12, 13, and then 11 to get the crank. 
 
Head back to the Hall, take the Emergency Ladder, and head to the 
Waiting 
Room on the Second Floor (since you will need to make some 
adjustments to 
your inventory right now). Go to the Magic Box and make sure that 
your 
inventory contains only the M79 with Acid Rounds, two Red Jewels, 
Crank, 
Cog, and the Yellow Stone. Head back to the Library and take the 
stairs 
to the Third Floor. Be careful of the Licker who now lurks in the 
second 
floor of the Hall (You can swerve and slide right past him or kill 
him if 
you want). Take the third floor exit of the Hallway, into the Gear 
Room, 
and solve the Crank and Cog puzzles to get the First Blue Stone 
Half. 
Required Items: Cogwheel, Crank 
 
Go back to the Library and instead of taking the stairs, take the 
Dead 
End and solve the Shelf Puzzle to get the Red Stone. Go into the 
room 
you got your Diamond Key at, but this time, use the Red Jewels to 
solve 
the Jewel Puzzle, and get the second half of the Blue Stone and 
combine 
both halves to create one Blue Stone. Head to the Chief's office 
and use 
the Stones to open a passage to the secret rooms of the Chief (You 
will 
engage with YET another cheesey speech with Sherry). After the 
Chief 
slanders at you (and after he bursts into half), take the ladder, 
and 
face the terrible Spitter. Use Acid Rounds against the Spitter, 
and once 
you defeat the Spitter, return back to the Chief's Office to get 
Sherry. 
 
Note: Grab the Acid Shots before facing the Spitter and plug them 
into 
your M-79. It takes about 5 shots before the Spitter goes down 
into 
submission. 
 
Now with Sherry on your possesion, enter the Sewer, into the 
irrigation 
corridor, and after Sherry gets sucked in, head towards the 
basement, 
into the ventilation hole, and get the Wolf Medal. Sherry will get 
sucked in and will be infected by William. You will gain control 
of 
Claire once again. 
 
Head towards the Claire Control Room, and go back to the Magic Box 
and 
make sure that you have the Grenade Laucher with the Acid Rounds, 
Fire 
Rounds, then the Grenade Rounds, and finally the Valve Handle 
(which 
plays importance in this stage of the game. 
 
Optional Area 
------------- 
There is NO REASON to go inside this one because you are only 
wasting 
time this way. Unlock the door to the basement using the Lockpick 
and 
open the door. Go down the ladder and kill the zombie. Grab ONLY 
the 
Grenade Rounds and get out. For Advanced Players, we don't have 
any 
time to waste in this basement. 
 
Take the lift that will lead to the same area Leon will get shot by 
Annette in both of his Scenarios and take the same door to the 
actual 
Sewer. 
 
Optional: For beginners ONLY 
---------------------------- 
Advanced Players can live without an extra 6 Fire Rounds but 
Beginners 
may need lots of them in order to suffice. After taking the door 
to 
the actual Sewers, head left and climb up towards the deceased 
corpses. 
One of the corpses should have 6 extra fire rounds. Use your Fire 
Rounds wisely because it's reserved for William Birkin and the 
Plants. 
 
Basically, you head right after entering the Main Sewer Area and 
then 
another left onto the door to the next area. Now at the next 
Intersection, you will want to take a left and into the Double 
Doors 
you go inside. Turn left and get annoyed by Annette for a while (I 
hate this cold-blooded blonde). Press the start button to skip the 
FMV involving Annette. After Claire tells Annette to take the 
double 
doors, it's time to use the Valve Handle to lower the bridge. 
Cross 
the bridge and use the Valve Handle again to raise the bridge. 
 
Take the Fire Rounds near the typewriter and the two green herbs 
near 
the bridge (Remember to keep a spare Tripleherb handy just in case 
Claire begins to falter up). Advance to the door and keep walking 
forward until you see Sherry laying down on pain. Now you will 
have 
to confront an Alligator with an appetite problem. 
 
Run back until you see a canister at Claire's right. Release it 
and 
walk a little bit so that you are not too close to the Canister. 
Here 
it helps have Auto-Aiming turned on. Now when the Alligator puts 
the 
canister on his mouth, let the Alligator have it. This way Leon 
won'thave to fight it on his Second Scenario. 
 
Now return back to Sherry Birkin and wake her up. Grab the Wolf 
Medal 
before you climb up the Ada ladder. Cross the bridge and grab the 
Eagle 
Medal and go back to the Ada Ladder and climb back down. 
 
Note: You need to make sure that Sherry is within your reach. If 
you 
run too fast, Sherry will stop and Claire will complain that she 
can't 
leave Sherry alone. Make sure that you don't run too fast. 
 
Special Note: Sherry is in deep trouble right now because William 
has 
just implanted an Embryo inside her body! 
 
Go back to where you got annoyed by Annette earlier on the game. 
Use 
the Valve Handle the final time so that you can cross the bridge. 
Now 
go to the Clearance Device and use both Medals and reveal a door of 
hope. Go inside the Door of hope and go forward until you see the 
Tram Area. 
 
Go to the computer and turn on the Tram. Go inside the Tram and 
board. 
After getting out of the tram, go to Claire's extreme front-left. 
Press the X button until Claire ducks. Say YES when prompted to 
grab 
the Weapon Box Key. Now advance to the singular door leading to 
the 
first corridor of the Factory. Make sure that Sherry is within 
range 
or the game won't proceed. 
 
Head forward and then right. The best way to kill Zombies is to 
plug 
Grenades inside the Grenade Launcher, aim the nozzle at the 
Zombie's 
head, and blow them up. Not as effective or spectacular as Leon's 
Shotgun Trick (A Vincent Merken first) but it works. Keep going 
forward and board the door. 
 
Keep going forward until you see an Intersection. Take a left and 
keep forward until you see a ladder. Now go up the ladder. 
 
Now we are inside a Safe Room. Grab both the Fire and the Grenade 
Rounds (You will need them anyway) near the Control Panel. Now go 
to the Magic Box and take ONLY the Fire Rounds, and the Grenade 
Launcher. This William is definitely a wimp. =) 
 
Get out of the Safe Room and go inside the Umbrella Lift. At the 
Pilot Room there should be a Control Panel Key flashing somewhere. 
In the back of the Pilot's Room there should be 6 more Fire Shots. 
Grab the Fire Shots because you will need them anyway. Get out of 
the Lift, and go to the Lift Activator and use the Key. Say YES 
when prompted to start the lift. Skip the FMV showing the lift is 
going down and when Sherry states that her stomach hurts, Claire 
suspects that the Embryo is pupating and if it does, then Sherry 
will, 
will...................... Anyway, let's get out of the interior 
of 
the Lift. Notice you can't go back inside until you defeat William 
Birkin. Note: USE Fire Shots at William. 
 
Keep going forward until you see William. Now run as far as you 
can 
from William until you are far enough to plug in 8 Rounds at him. 
After 8 Rounds, William will be stunned so you shouldn't damage him 
until after he resumes walking with his hand on his stomach. Now 
when 
his hand is on his stomach, hit him with one more Fire Shot and 
he's 
down. Go back to the lift and you will automatically take Sherry 
into 
the bed of the Security Room. Take the Green Herb near Sherry and 
the 
Acid Rounds near the Typewriter. At the Magic Box take only the 
M79, 
Grenade Rounds, Acid Rounds, Fire Rounds, and ONE spare Tripleherb 
ready. Get out of the Security Room and head towards the door at 
the 
Intersection leading to the Power Supplement Corridor. 
 
Go to the East Area and proceed to the frozen door and keep on 
going 
forward until you see a Fuse Case. Grab the Fuse Case and position 
yourself near the Fuse Generator. Use the Fuse Case and say YES 
when 
prompted to grab the Main Fuse. Go back to the Intersection at the 
Power Supplement Hall and use the Main Fuse at the Power Generator. 
Now proceed to the door leading to the West Area. 
 
Optional Area 
------------- 
Advanced Players DON'T NEED TO GET THROUGH THE HASSLE OF GOING HERE 
but 
Beginners probably need to do so. AS A GENERAL RULE, YOU ONLY GO 
HERE 
IF YOU ARE REALLY SHORT ON AMMO (A Brandon Dennis First). I would 
deem 
this as an unnecessary pick-up because it only adds time to your 
overall 
performance (A Vincent Merken first). Skip this if you are an 
Advanced 
Player, but if you are a Beginner, then follow along: 
 
Use the Fire Round to destroy the Plant obstructing the ventilation 
duct, 
and face two lickers with Grenade Rounds. Be sure you take the 
Grenade 
Rounds before leaving back to the unplanted hallway. 
 
Go to the switch and turn it on only to reveal two plants. Now 
after 
the door opens up, let the plants have it with two Fire Shots. 
Proceed 
to the door blocked by the Plants after killing the Plants. 
No time to mess around with the plant near the ladder, so just go 
down 
the ladder, and then enter the hallway to the MO Disk Computer 
Area. 
Be sure that you kill the three Lickers blocking the MO Computer 
Area 
before advancing. Acid Rounds work well against the Super Lickers. 
Afterwards, advance to the Monitor Room, go to the Magic Box, and 
keep only the Three Types of Grenade Rounds, the Grenade Launcher, 
and the Weapon Box Key. 
 
Go into the P4 Room, get the Grenade Rounds (use and discard the 
Weapon 
Box Key, you will need them for William Birkin) from the Locker, 
head 
towards William's Research Room and get the Lab Keycard (Watch out 
for 
the Zombies, though). Exit out of the P4 room and get yelled at by 
Annette for killing her husband ("I'll never forgive you!"). When 
you 
hear William roar, Annette will report to the Monitor Room to see 
her 
husband torn apart by the G-Virus, and she will get scratched BAD 
for 
such a cold-blooded act she has demonstrated for all of her life 
(That 
is good because I don't want to see Annette anymore; she turns me 
off!). 
 
WARNING: AT THE VERY LEAST SAVE AT LEAST 6 FIRE ROUNDS AND SAVE AS 
MANY EXPLOSIVE ROUNDS AS YOU CAN (15-20 SHOULD BE ENOUGH) FOR THE 
FINAL 
ENCOUNTER AGAINST WILLIAM BIRKIN. IF YOU DON'T MEET THESE 
MINIMUMS, THEN 
YOUR CHANCES OF SURVIVAL MAY BE ALL FOR NAUGHT. 
 
Go back to the Monitor Room, but you will have to ask Annette about 
the 
G-Vaccine first. I'm glad William hacked Annette right at her 
heart 
because she should be punished for her cold and selfish ways in her 
life 
(as I said before on the previous paragraph). Head back to the 
East Area 
(I'm assuming you know where to go), and use the Lab Keycard to 
open the 
door to the VAM room. Get the Vaccine Cart (and the Grenade Rounds 
as you 
will need them for William Birkin), turn on the switch, place the 
Vaccine 
Cart on the VAM, get the MO Disk from the tray, and turn on the VAM 
switch 
to get the Base Vaccine. Afterwards, you should head back to the 
P4 Lab 
Room and solve the Vaccine Puzzle there. Don't forget to use the 
MO Disk 
at the Verification Station near the Biohazard Entrance Room before 
solving 
the Vaccine Puzzle. While accomplishing this paragraph, be careful 
of the 
Final Licker, zombies on the VAM room, Plants at the West Area 
Hall, and 
the Naked Zombies on the MO Disk Room. 
 
Before going into the Biohazard room, take time to arm yourself 
with 
any remaining M79 rounds that you have, and fill your inventory 
with any 
healing items that you have left (but no first aid sprays are 
allowed!). 
 
WARNING: YOU ALSO NEED AT LEAST TWO SUPERHERBS, ONE RED-AND-GREEN 
HERB, 
AND THE REST ANY TRIPLEHERBS THAT YOU HAVE LEFT OVER. 
 
Enter the Biohazard room and turn on the switch for the emergency 
exit 
elevator and William Birkin. You will have only 5 minutes to make 
it to 
the train (and to beat the game). 
 
Final Save: Before the final fight against William Birkin. 
 
William Birkin will need to be destroyed in two forms. The first 
form 
is slow, but his four-hit combo is MEGA powerful,and you need to 
keep 
your distance from him at all times. Keep away from him at all 
times 
and nail him with 6 Fire Rounds. 
 
Once William's defeated for the first time, he can get pretty 
nasty. 
He is much faster in his second form and his attacks pack a much 
better 
punch than his first form. Once William performs his 5-hit combo 
on you, 
he then has no problem trashing you away. Right in this point, you 
will 
be in "DANGER" Condition, so use a Superherb to heal yourself 
now!!! 
 
Nail William 4 with Explosive Rounds and any Fire and Acid Rounds 
that 
you have left over. I agree with Vincent Merken (and his 95-minute 
guide for Leon's First Scenario) that this is the most dangerous 
form 
of William. If you are in Caution, then William's bite and swiggle 
will 
instantly kill you. Make sure that you are in "FINE" condition at 
all 
times and watch your condition at all times. 
 
Once William is defeated, head to the elevator and right into the 
Train 
to beat the game. 
 
Hopefully for beginners, this shouldn't take you any more than 2:30 
and 
I didn't cause you to grab any First Aid Sprays, Spark Shot, and 
the 
UZI. If not, then make any necessary adjustments until you beaten 
the 
game with a Grade of A for the Rocket Launcher. 
 
For Advanced Players, if you follow everything in this manual, then 
you 
should be able to beat the game in under 2 hours with a grade of A. 
If 
you can beat the game in 1:45 or under with a grade of A, then that 
means 
that you are learning something new. Besides, I almost beaten the 
game 
in under 1:45 (1:46:01 with a grade of A) but I goofed-up on some 
tasks 
which wastes time. Remember the less items you take (and the less 
optional areas you take), the faster you will be. 
 
===================================================================
===== 
ITEMS TO AVOID 
 
As much as I want you to get the best rank score in the Claire 
Scenario 
1 Speed Guide, here are the items that YOU MUST NOT TAKE AND/OR USE 
AT 
ALL TIMES: 
 
- First Aid Sprays 
- Nearly all Ink Ribbons 
- Spark Shot Rifle 
- Sub-Machine Gun 
- If you won any on previous scenarios, any infinite weapons (I 
found 
 that the Infinite Weapons are useless anyway) 
 
Special thanks goes to Vincent Merken for the verification about 
the 
Spark Shot. =) 
 
===================================================================
===== 
SPECIAL ITEMS AND CHARACTERS 
 
Rocket Launcher: You must beat either the first or second scenario 
in 
no more than 2 and one-half hours, saved no more than 6 times, used 
no 
health sprays, used no infinite weapons, and you must not have 
picked 
up the limited-ammo Sub-Machine Gun at any time. If you have done 
the 
following right after you have beaten the game, then you will be 
able 
to see it on your item box the next time you play it. Keep in mind 
that if for any reason you use it on the next scenario, you will 
receive 
less points at the end of the next scenario. You'll need to 
achieve 
a rank of A to get this weapon. 
 
Gatling Gun: You must beat the second scenario in no more than 2 
and 
one-half hours, have NOT SAVED AT ALL, used no health sprays, used 
no 
bonus weapons, and you must not have picked up the limited ammo UZI 
at 
any time. If you have done this condition (it's tough but it can 
be 
done), then you should be able to see a Gatling Gun in your Item 
Box 
during the subsequent missions. Keep in mind that you will lose 
points 
every time you use an Infinite Weapon. You'll need to achieve a 
rank of 
A to get this weapon. 
 
Infinite Ammo Uzi: You should be quick enough to beat the second 
scenario 
to get this weapon. Now here's the real confusion: In just about 
every 
gaming magazine, I was told that you only need to beat the game in 
under 
3 hours and achieve a rank of B to get this weapon. Well, that's 
full 
of bull right over there. Here's MY WAY (and the best way to get 
it): 
Obtain this weapon like you would with the Gatling Gun. This way 
you 
can win 2 weapons instead of one. If you have followed this guide 
closely, then you *should* be able to get both the Uzi and the 
Gatling 
Gun achieving a rank of A and achieving a Second Scenario time of 
in 
between 1:40-1:45. 
 
Hunk: Beat the second scenario achieving the rank of A. This 
means 
that during the time you are trying to get Hunk, NO BONUS WEAPONS 
OR 
ANY FIRST AID SPRAYS CAN BE USED AT ALL. This rules out the Spark 
Shot Cannon, Limited-Ammo Uzi, and the health sprays. 
 
Tofu: Beat 6 scenarios in a row and earn the right to play as Hunk 
by 
the end of the second scenario. HOWEVER, DURING THE QUEST TO SEEK 
OUT 
TOFU, NO BONUS WEAPONS CAN BE USED WHATSOEVER. Also note that Hunk 
MUST BE ON YOUR MEMORY CARD before you can get him. 
 
Brad Vickers Zombie: Rush to the Police Station without getting 
any 
items at all. For beginners, this is risky but for Advanced 
Players, 
this is a major speed gain. I personally would forget this trick 
even 
though I'm capable of reaching the Police Station without grabbing 
any items because this wastes time. You may need to spend time 
grabbing 
any weapons you need because he takes a lot of beating before being 
defeated. Once you kill Brad, get the special key from the slain 
corpse. 
Now open the locked doors at the Darkroom with this key for one new 
choice for Claire, and two new choices for Leon. 
 
This section only works in normal mode, and will not work in Easy 
Mode. 
 
Best Claire B Clear Time: Claire B: 1:34:13, Rank of A with NO 
SAVES! 
Best Claire A Clear Time: Claire A: 1:40:00, Rank A with NO SAVES!! 
(Weird because I can't remember a thing!) 
Note: The Claire A would be a little better if I haven't goofed up 
in the process of getting out of the Police Station!!! Remember if 
you want 1:45 Claire A Times, then YOU CANNOT GOOF UP AT ALL. 
 
Now here's the most frequently asked question: 
 
Q: Do I lose the bonus weapons if I use them? 
 
A: Hell no. Once you earn the Special Weapon, you can't lose it--
it's 
 inside the Item Box (the first time you open it up) provided 
that you 
 keep on saving and saving. 
 
Q: How come you offer PDF's on certain puzzles for Resident Evil 
and 
 Resident Evil 2? Where can I get these PDF's at? 
 
A: There are bound to be some puzzles that can either be a pain-in-
the- 
 ass to solve or they might take a lot of tricky timing to 
perfect, or 
 for a beginner, it might become a major time waster in the game, 
thus 
 adding unnecessary ticks on the clock to your overall 
performance. 
 As much as you want to be fast, I want to help as well. From 
time to 
 time, I reserve every right to offer PDF versions of some of the 
 puzzles in Resident Evil and Resident Evil 2. Keep in mind that 
 when I consider creating a PDF for a Resident Evil Puzzle or so-
so, 
 only the toughest puzzles will be covered. I've started this 
PDF 
 mania when I realized that an optional puzzle in the original 
Resident 
 Evil took a lot of tricky timing and became a total time waster 
that 
 it added too much unnecessary time to my performance. The same 
thing 
 occurred with the harsh entrance towards the Umbrella Secret Lab 
in 
 the second Resident Evil. To my belief, words sometimes can't 
cover 
 an entire complex puzzle, something that most FAQ authors are 
aware 
 of. By releasing a PDF-style FAQ on certain puzzles that are 
billed 
 as either major time-wasters or tricky-timing events, a beginner 
 may benefit from the graphics displayed in the PDF rather than 
have 
 to struggle wasting several seconds just to get the timing 
right. 
 And PDFs can only be found at Verasnaship Interactive's Resident 
Evil 
 Frequently Asked Questions Stable at this following location: 
 http://www.verasnaship.net/text/biohazard.html.Q: Will you create an FAQ or a speed guide for Resident Evil 3 
Nemesis 
 or Biohazard 3 Last Escape? 
 
A: HELL NO!!! This is just a side-story to Resident Evil 2. 
Upholding 
 my beliefs that Resident Evil is basically the Redfields' story, 
I 
 would stay away from this game, but I would rent it just to 
learn some 
 devious secrets regarding about the bastard Umbrella Company 
that is 
 causing trouble with their dangerous experiments. Henry 
LaPierre has 
 a totally kick-ass FAQ available at http://www.gamefaqs.com for 
 Biohazard 3 Last Escape/Resident Evil 3 Nememsis. However, the 
real 
 sequel is the all-Redfield Resident Evil Code Veronica for the 
Sega 
 Dreamcast. 
 
Q: How about those Game Shark Codes? 
 
A: Duh...You can find them by pointing http://www.cmgsccc.com on 
your 
 favorite browser. 
 
A final rant from "Ves" 
----------------------- 
If for any reason this document won't enable you to reach an 
achievement 
time of under 1:45, and a rank of A, make any necessary adjustments 
until 
you make reaching Rank A with 1:45 second nature. This speed guide 
is 
just a blueprint of what to expect so you may need to variate your 
skills 
a little just to pick up some speed that you might need in 
subsequent 
missions. 
 
===================================================================
===== 
THE DO'S AND DONT'S 
 
Again, this FAQ can only appear in the following sites: 
 
* Verasnaship Interactive (http://www.verasnaship.net) 
* GameFAQs (http://www.gamefaqs.com) 
* Cheat Code Central (http://www.cheatcc.com) 
* Secrets of the Game Sages (http://www.gamesages.com) 
* Game Shark Code Creators Club (http://www.cmgsccc.com) 
 
Why? Because these sites are the only ones that keep all original 
work 
updated and up-to-date. Ever since reading marshmallow's works, 
I've 
been obsessed in limiting the amount of sites that are permitted to 
display this file. 
 
You can always get the latest version at Verasnaship first since I 
run 
the website for myself. GameFAQs does a good job keeping the files 
up-to-date at all times and is the most visited site for FAQ-
related 
walkthroughs. Secrets of the Game Sages is a "Code-related" 
partner 
to GameFAQs since both GameFAQs and Secrets of the Game Sages share 
the 
same information. Cheat Code Central not only has codes, but up-
to-date 
FAQs and Text-based Walkthroughs based upon marshmallow's 
knowledge. 
Finally, Game Shark Code Creators Club is a Game Shark site run 
under 
the Code Master to provide up-to-date Game Shark Codes and is a 
highly 
visited Game Shark Site. However, I might elect to do PDFs on 
certain 
games, and only my website (Verasnaship Interactive) has it. 
 
Rules: 
 
* DO NOT place this file in your web site directly. Only the five 
 aforementioned sites have an exclusive right to mirror this file. 
 
* You can make a link to my FAQ Library Page. The only rules that 
 I would like to enforce is that you link ONLY to an HTML or an 
 Interactive Web Page. The link to this page is: 
 
 - http://www.verasnaship.net/text/biohazard.html 
 
* Please KIM that linking to GameFAQs is goverened by the Legal 
 Disclaimer as foretold under the statement, "Linking Rights". I 
 highly recommend that you make a link to my website so that 
people 
 will always have the latest version of this work viewed right 
through 
 their screen. Please DO NOT link directly to any TXT or ZIP 
files 
 if you have to link to my page! 
 
Part of the reason why I'm doing this is because if you don't view 
an 
HTML Site, then you may not be able to run the ads that appear on 
top 
of the HTML Document, which IS NO FAIR TO THE WEBMASTER. 
 
Also, I'm doing this because all FAQ writers are just getting sick 
and 
tired of seeing outdated versions of their files!!! 
 
For details about linking rules, visit 
http://www.templetons.com/brad/linkright.html which is Brad 
Templeton's 
Linking Rights Essay. 
 
===================================================================
===== 
HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA 
 
One time when I was forced to update another FAQ for Super GT by 
Sega, 
I was surprised to see that I was driving from Helen Keller. That 
is 
why you MUST follow the protocol as described in the aforementioned 
Form Mail Page URL. 
===================================================================
===== 
RESOURCES OF THIS FAQ 
 
* Jim Irwin 
* Brandon W. Dennis (http://dbcore.tierranet.com) 
* Vincent Merken 
 
You can find their work at http://www.gamefaqs.com. 
===================================================================
===== 
 
ACKNOWLEDGEMENTS 
 
- Capcom for making Resident Evil 2 more valuable to play than the 
 first one. 
 
- Jim Irwin for telling me that the Infinite Ammo Weapons lowers 
your 
 rank score, and the Flamethrower in Leon's Disc isn't necessary 
to 
 complete the game. 
 
- Brandon W. Dennis for telling me that the First Aid Sprays, 
 Limited-Ammo Submachine Gun lowers your rank score and to save 
the 
 inventory slots to store your herbs. 
 
- Both Jim Irwin and Brandon W. Dennis for motivating me to become 
a 
 speed-minded Resident Evil 2 player with their FAQs. Please 
read 
 their FAQs at the GameFAQs.com site at either of these 
addresses: 
 
 http://www.gamefaqs.com (Use the search engine to locate them, 
but 
 PLEASE REMEMBER IF YOU WANT TO LINK TO GAMEFAQS.COM, YOU ARE 
 ONLY PERMITTED TO LINK TO AN HTML OR ASP PAGE!!!) 
 
- Capcom for starting the Survival Horror Craze with Resident Evil 
 (known as Biohazard in Japan). 
 
- Vincent Merken, Josh Harring, Tu Dang, and Mark Stephenson for 
 motivating me to become a speed player with their own FAQs. You 
can 
 read their FAQs at http://www.gamefaqs.com (Use the Search 
Engine). 
 
- Vincent Merken for being the strongest warrior in the World of 
 Survival Horror and for a confirmation about the Spark Shot. 
 
- GameFAQs for being the largest stable of Original Work 
 
- Kao Megura for *finally* reaching his ultimate milestone. 
 
- Imagine Games Network for being the largest Video Gaming 
Community 
 over the Internet 
 
- Game Shark Code Creators Club for a good assortment of Game 
Shark 
 Codes 
 
- Secrets of the Game Sages for having the best amount of non-Game 
 Shark codes on the web. 
 
This document is dedicated to the loving memory of Princess Diana 
of Wales 
and Fashion Designer Gianni Versace. We need to stop destroying 
people 
for a stupid reason right now. 
 
** END OF DOCUMENT AND ONE LAST WARNING ** 
 
This Electronically Published Document is copyrighted (c) 1999 Mark 
Kim. 
All Rights Reserved. This document is protected by applicable 
copyright 
laws and international treaties. Unauthroized reproduction, 
retransmission, 
and/or a breach of copyright, partial or full, may result in civil 
and 
criminal penalties and is subject to maximum punishment and 
prosecution 
to the highest extent possible by law. Please credit Mark Kim as 
Vesther 
Fauransy where credit is due. This document is the sole property 
of Mark 
Kim. 
 
Resident Evil 2/Biohazard 2 (c)1996, 1998, 1999, 2000 Capcom.

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