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{ WALKTHRU FOR LEON'S 'A' SCENARIO }
{=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-}
{=-=-=-=-=-=-}
{ BY MR. BLACK }
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CONTENTS
--------

==================
1) Introduction
2) Before you Start
3) A Note on Herbs
4) The Walkthru
5) Epilogue
5a) Challenges
5b) Plot Bodges and Game Glitches
6) The End
==================

1) INTRODUCTION
---------------
Resident Evil 2. A game that needs no introduction.

Wait a minute. Aw, crap, I just gave it one. What a waste of time.

Incidentally, I've only just finished writing this guide for Resident
Evil 2, and it's the 3rd of August, 2000. Why so late? Because I wanted
to find EVERYTHING in the game. Of course, being lazy didn't help much
either.

When I finally finished this walkthru for Leon's A Scenario, I realised
that it was pretty damn huge. So, instead of doing one big walkthru,
for both of Leon and Claire's scenarios, I'm doing each scenario at a
time, with it's own walkthru, and you're reading the first one now.

(note: this is a fairly big text file, and Notepad may not be capable
of running it. Try WordPad instead.)

2) BEFORE YOU START
-------------------
Right then, plucky adventurers. I'll divulge a few tips that you should
at least browse through before you start laying waste to the legions of
undead that plague Raccoon City.

1) Choose the right gun. Believe me, dispatching a zombie with a Combat
Magnum is *not* efficient. Sure, it'll kill him, but so will four or
five pistol rounds. Seeing as you get thousands of pistol ammo boxes
lying around, it's best to save the heavy ordnance for the bosses.

2) Conserve your ammo. Loose off as many pistol shots as you want, but
beware - the next baddie is just around the corner. What are you gonna
do if you don't have any ammo?! Stare him down?!?

3) Reload after every encounter. There's nothing worse than facing off
a Licker when your shotgun's empty. It's a simple matter of going to
the menu screen and combining the bullets with the gun.

4) Heal yourself. Always have at least one healing item with you. Many
enemies have attacks that can easily finish you off in one go if you're
on low to middling health.

5) Listen. True RESI experts will quickly learn what a baddie sounds
like. Identifying the bad guy by it's cries will make you more
prepared, and hopefully, with the right gun.

6)Look. Check any suspicious looking pieces of scenery for various
items, ie: ammo, health, anything.

7)Smell. Only joking.

8)Dodge. The best tactic when taking on enemies isn't to engage them in
combat, it's to avoid them. Learn each baddie's attack patterns, and
rather than wasting ammo, just run past them. Note that this won't work
with certain enemies, especially the boss characters that you *have* to
kill.

3) A NOTE ON HERBS
------------------
During your adventure, you'll enevitably come across three different
types of herb, namely Green, Red, and Blue. Now, these items are
healing items of average strength on their own, but to get the really
good results, you'll have to go all D.J. and MIX.

You see, by using the Combine option in the item menu, you can mix two
of more herbs together, to create some slightly dubious-looking
powders, ready for ingestion. These concoctions are more often than not
a vast improvement on the single herb medicine-wise, but to get the
desired effect, you'll need to know what mixture of herbs does what.
So, I've compiled this nice little chart for your herb-related perusal:

1 Green: Light healing
1 Red: No use on it's own
1 Blue: Cures Poison
2 Green: Medium healing
3 Green: Full healing
1 Green + 1 Red: Full healing
1 Green + 1 Blue: Light healing + Cures Poison
2 Green + 1 Blue: Medium healing + Cures Poison
1 Green + 1 Red + 1 Blue: Complete healing + Cures Poison

See? Pretty self-explanatory actually, once you realise what each
single herb does. Remember, you can't mix more than three herbs
together.


4) THE WALKTHRU
---------------
In the walkthru, I've given detailed information about more or less
whatever you come across, plus, where to find every item. However, for
the shocks and set-pieces, I'll place this precursor:

- ShOcKeR!!! -

for those who want to experience them for theirselves. Also, when
referring to a weapon or item, I've displayed them in CAPITALS, for
easier reference. Locations within the game have been displayed in
, again, for easier reference.

Now for the walkthru. Prepare to descend into the ultimate horror that
is Raccoon City..... MWA HA HA HAAAAA!!!!! Ahem.

-------------------
Leon's 'A' Scenario
-------------------
- ShOcKeR!!! -
Watch the intro to see how Leon comes to Raccoon City and meets Claire
for the first time. Exhilarating sequence follows as the stricken truck
hurtles towards them - and they escape just in time. Lucky, that.
- ShOcKeR!!! -

You start the game with the HANDGUN, a terrible weapon that fires as
slow as anything and does minimal damage, but does well for the zombies
that you'll first encounter. It'll be your primary weapon for the first
part of the game. On easy mode, it comes with a stash of 120 bullets
(which will rapidly decrease, trust me) and 18 in the clip.

You'll also be in possession of the KNIFE, which, quite frankly, is a
pointless addition that does virtually no damage to enemies whatsoever.
Get rid of it as soon as possible.


You'll instantly encounter your first enemy, the...

MALE ZOMBIE - Bog-standard cannon fodder. They shamble around like,
well, zombies, and have a medium strength attack, which is to grab you
and start chowing down on your neck. If this happens, bash the fire,
run and aim buttons to push them away. Their other attack is to grab
your ankle when they're on the floor. Perform the same button bashing
technique, and you'll squish their head under your trendy trainers. As
for their toughness, they very resilient. They can take around five
HANDGUN bullets to kill, and that's on easy difficulty. If, however,
you aim for their midriffs with the SHOTGUN, you can literally blow
them in half. Then their top halves crawl along the floor to try and
get your ankle. Much later, when you get the MAGNUM, you can shoot
their heads off, killing them instantly. Yummy. They come in many cool
flavours - white shirt, denim jeans, cop, and on fire, to name but a
few.

Get moving quickly, as although these zombies are few in number,
they'll finish you off in no time if you hang around, plus they'll have
reinforcements from the burning truck. Dodge past them, the street is
wide enough for you to have room to manoeuvre. Make your way left, to
the end of the street, where it will branch off. There'll be few more
zombies here, but again, they're easy to avoid. Go into the
with the black jeep outside.


As soon as you move, the shopkeeper will pull a SHOTGUN on you and
interrogate you. When he realises that you are a human, you can move
around the shop. Go to the counter nearest the window, and take the...

HANDGUN BULLETS - You'll be seeing a lot of these. They add an extra 15
bullets to the ammo pool for your HANDGUN. They're hidden everywhere,
so check all over the place.

- ShOcKeR!!! -
The zombies burst through the window and put a grisly end to the
shopkeeper in a gory setpiece. The world is surely better off for it.
- ShOcKeR!!! -

Thank the zombies by killing them with your HANDGUN. Make a tactical
retreat if need be. Move behind the counters for a better position.
Once they're all dead (look for the blood pools), move towards the
shopkeeper and inspect his body twice to find the...

SHOTGUN - Almost infinitely more powerful than the HANDGUN, this will
finish off the zombies with one shot. However, ammo is scarce, so watch
out. It's best to save it for the harder enemies. If you do use it on
the zombies, aim upwards just before firing to remove their heads and
get a definite kill. Kick ass.

Apart from another box of HANDGUN BULLETS near the other counter,
there's nothing else here. Leave via the other door.


If, by chance, you didn't take the bullets in the gun shop, you'll hear
the zombies murder the shopkeeper just as you move away from the door.
Go back in to retrieve the SHOTGUN and HANDGUN BULLETS. You'll still
have to kill the zombies, mind, and they'll be in different places.
Anyway, run down the alley, but stop at the basketball court's gate.
Shoot through the wire mesh fence with the HANDGUN to kill the two
zombies standing within. You'll find that the door is unopenable, so
continue down the alley. At some point, another zombie will break down
the gate and come after you. Ignore him for now, and go to the end of
the alley, where you'll find a white van. Search it for HANDGUN
BULLETS, then kill the zombie and enter the basketball court. Run past
the one remaining zombie, and go through the door.


Go up the green metal stairs and around the balcony. Go down again, and
climb up onto the dumpster. From here, pick off the...

FEMALE ZOMBIE - The same as the male zombie, but for some reason,
slightly weaker. (Feminists - your quarrel is with Capcom, not with me)

... and her male counterpart. Run past the rest, and through another
door we go.


Quickly now, run past the zombies feasting on the corpse and hop in the
crashed bus, taking no time *at all* to chuckle at the nice man in the
cafe with chair legs protruding from his abdomen. Hee, hee, hee...


Ooh, spooky music. Firstly, check the back for some HANDGUN BULLETS.
Dispatch the female zombie on the floor with your HANDGUN. Proceed
through the bus, and kill the zombie with his guts hanging out. Seeing
as there's no space to manoeuvre, you'll more than likely have to kill
them both rather than dodge them.

This bus is pretty gory, with smashed heads everywhere, so exit quickly
if you're of a nervous disposition.


Several zombies litter this small section, so just run past them,
through the gate, and into the...


Before we start exploring the main part of the game, here's a little
secret. If, by some marvellous gaming feat (hah!), you managed to get
here without picking up *any* items, there'll be a super-tough zombie
down in the lower passage here. (For those who care, this is Brad
Vickers, a S.T.A.R.S. member who was in RESI 1 and is killed rather
violently by the Nemesis in RESI 3) Upon defeat, he'll relinquish the
SPECIAL KEY, which can unlock a secret costume later on. Meanwhile,
either kill or avoid the two zombies on the grass. There lies the
splendour of the Raccoon Police Department's front door. Check the
hedges at the back for...

GREEN HERBS - Standard healing stuff. Restores a fairly small portion
of your health.

Enter the station, or, if you fancy a bit more death, examine the gate
opposite to reveal a secret screen containing some more zombies.
Pointless, but interesting nonetheless.


Wow, isn't it huge? There's lots to do here, but for some reason two of
the doors won't flippin' open. Something must be done. Proceed first to
the reception desk where you can take some more HANDGUN BULLETS and
an...

INK RIBBON - These come in packs of two or three, depending on the
difficulty setting, and allow you to save the game. When you have one
in your inventory, use a typewriter. Simple as that.

Try all three doors. The one that does open... er... opens.


Don't get any ideas - the room's been trashed and there's a half-dead
cop on the floor.

- ShOcKeR!!! -
The cop reveals what happened, involving the RESI 1 incident and the
zombies appearing in Raccoon City. He's about to cop it, so he tells
Leon to go on and leave him, and to try and rescue any other survivors.
- ShOcKeR!!! -

The cop gives you a BLUE CARD KEY at the end of his speech, which'll
open those stubborn doors.


The cop locks the door behind you (I don't know how he manages to get
across the room that fast), so that room's out of bounds for a while.
Still, you've got plenty to do. Use the BLUE CARD KEY on the computer
to open the doors. Go through the one on the left-hand side of the
hall.


Pick up the POLICE MEMORANDUM on the bench, and go to the box-like
chest in the corner. These chests (which are scattered across the game)
are used as a kind of extended inventory where you can store extra
items. Open it to reveal three..

FIRST AID SPRAYS - These are invaluable, because they restore your
health to maximum. They are quite rare, unfortunately.

Take as many FIRST AID SPRAYs as you want (they'll not be here on
normal hardness or above), get rid of the useless KNIFE, then...
carefully... slowly... walk behind the screen at the end of the room...

- ShOcKeR!!! -
Aaah! What was that?! You'll find out soon enough... hahaha...
- ShOcKer!!! -

The desk next to you is locked, so go through the door. We'll open it
later when we have the right key.


This is where you'll meet that mysterious creature that you saw just
then. If you listen, you can hear drip-drip-drip... Arm your shotgun,
and move down the corridor. Round the corner you can see a dead body.
Inspect it. "It's head seems to have been twisted off." Inspect it
again for HANDGUN BULLETS. Move further still, and you'll see blood
dripping from the ceiling into a puddle on the floor. Go closer, I DARE
you.

- ShOcKeR!!! -
Following the scary cutscene, the hideous creature drops down from the
ceiling to attack. Meet the...
- ShOcKeR!!! -

LICKER - These monstrosities are tougher, faster, stronger and smarter
than zombies. They crouch right down on the floor, so you'll have to
aim down to hit them. They can attack in three ways. One attack is
simply where they crawl up to you and hack your legs. The second is to
spear you with their long tongue. The last, and most lethal, is to
launch a flying leap at you before slicing into your neck. This can
kill you in one go, but luckily you can tell if they're going to do it,
because they crouch on their hind legs before jumping. The best weapon
to use is the SHOTGUN. Two blasts'll send the bugger to mutant hell.

Changed your trousers yet? Good. If you try to open the first door,
you'll find that it's locked, so carry on the way you were going, take
the handily placed GREEN HERBs if you were wounded in the fight, and
open the next door.


What happened here? Seems like the whole place has been barricaded
up... Follow the corridor round halfway, and go through the double
doors.


This place has been wrecked, but there's plenty to get here. Take the
OPERATION REPORT 1 from the desk, and go behind the screen at the back.
Use the LIGHTER on the fireplace to get the RED GEM. This is essential
later on. Search the mess at the far end of the screen for some HANDGUN
BULLETS. Now, go back to the...


This time, go all the way around to reach the...


Quickly move towards the female zombie, kill her, and take her position
to finish off the other zombies that advance. Leave the one hiding
round the corner alone, he's easy to dodge. Instead of going up the
stairs, go round the corner that the zombie's hiding in, to find some
GREEN HERBs and a door to the...


If you got the SPECIAL KEY from Brad Vickers, use it on the tall locker
here to get Leon's alternative costumes. One makes him look like a
street punk, giving him shades, a baseball cap, a T-shirt, and jeans
(it also makes him fire his HANDGUN sideways-on, gangsta-style). The
other turns Leon into a biker, with jacket and drainpipe jeans. You can
continually revisit this locker, so if you fancy a change of clothes
halfway through, all you need to do is come back here.

The filing cabinet holds some HANDGUN BULLETS, and you should take the
OPERATION REPORT 2 and INK RIBBONs from the desk. This is also where
you'll come to develop any films that you might find, using them on the
developing fluid bath in the side room. Go back to the...


Up the stairs to the...


Ignore the first door, it won't open. Now comes a pretty cool little
puzzle. Push the red and blue statues onto the pressure pads at the
opposite ends, so that they're looking at the statue of the bloke in
the middle of the room. If nothing happens, make sure the statues are
dead centre by nudging them around until it makes a *clunk* sound. When
it's right, the statue in the middle will drop another RED GEM. When
you've got it, go through the door.


Nothing to do here except polish off the three zombie cops.
Mmmm....satisfying. Enter the door with the S.T.A.R.S. sign outside.


Tons of stuff in here. The large cabinet in the top corner contains
another SHOTGUN, the small cabinet to the right of the right-most desk
offers a FIRST AID SPRAY, and the middle desk will relinquish CHRIS'S
DIARY and the UNICORN MEDAL. Take both, and Claire will appear and
speak to you. Now, if you want some hardcore secret stuff, listen up.
Search the top desk, the one that says: "It's trashed. Someone must
have searched the desk." when examined. Search this 50, yes, *50* times
to reveal a FILM, that can be developed in the . It's a
rather sexy shot of a young girl in a tight vest crouching next to a
basketball. Once you've cleared this room out, exit.


The other door requires a SPADE KEY, so we'll have to backtrack. Go
back to the...



- ShOcKeR!!! -
Tread carefully - this corridor is a lot more dangerous now. At two
points here, zombies from outside will thrust their hands through the
gaps in the boards to try and grab you. If they get you, tap all the
buttons quickly to release their grip.
- ShOcKeR!!! -

Run through, and return again to the...


Go up to the slab in front of the statue of the lady and use the
UNICORN MEDAL. After a brief cutscene, you'll be rewarded with the
SPADE KEY. Instead of going all the way back to the S.T.A.R.S. OFFICE
CORRIDOR, go through the other door that the BLUE CARD KEY unlocked.


There are six zombies here. The best way to kill them is to aim at
their heads with the SHOTGUN, and see how many you can take off with
one shot. Finish the rest with your HANDGUN. Go through the nearest
door.


Kill the zombies, but watch out for the one playing dead on the floor.
Take the INK RIBBON from near the printer (you can't save here), and
the HANDGUN BULLETS from the dead guy in the small side corridor. Go
then into the small office. There's a GREEN HERB hidden behind the
desk. Then open the safe with the combination - 2236 (you should
already know this from one of the REPORTs that you've picked up).
Inside, you'll find a POLICE STATION MAP, and your first box of SHOTGUN
SHELLS.

The door next to the dead guy leads to a fire escape which acts as a
thoroughfare between this and a higher floor. There's some GREEN HERBs
there, but the top door's locked. Fear not, as you'll have the chance
to unlock it later. Leave through the door by which you came in.


There is yet another GREEN HERB next to the drinks machines. Go through
the other door.


Don't worry, no spooky hands reaching through to grab you here, but
there are a few more zombies. You'll probably have to kill them, seeing
as there's not much room to manoeuvre through due to the narrow walls.
After the corridor's safe, you can pick up a new item, the...

RED HERB - These don't do anything on their own, but as I described in
the "Note on Herbs", these can be combined with other herbs to form
more potent healing items.

Two of the doors are locked, so open the remaining one.


You can see items through the glass, but you'll have to make do with
the SMALL KEY on the desk for now. Now that you have this, plus the
essential SPADE KEY, make the trek back to the...


Now you can unlock the other door. It opens into the...


Search the shelves for a PATROL REPORT, the 'visual material' cabinet
for INK RIBBONs, and the other cabinet at the end of the row for some
ammo for your trusty HANDGUN. Then push the movable ladder to that
self-same cabinet. Hop up and claim the CRANK.

Now to open another SPADE KEY door, back in the...


The door in question leads to the...


I'm running out of names for corridors now. Flatten the zombies with
one blast from your SHOTGUN. Down the spooky red-lit corridor, you can
grab some HANDGUN BULLETS from under the locker, but the real treat
lies in the small red desk before one of the doors. This can be
unlocked with the SMALL KEY, and inside you find the incredibly
useful...

HANDGUN PARTS - Combine these with the HANDGUN to form the...

COMBAT HANDGUN (C. HANDGUN) - A semi-automatic extension for the
HANDGUN. It can be set to AUTO (which fires three shots in one blast,
and, consequently, eats up three bullets) or MANUAL (one shot) in the
inventory. It's much more effective than the HANDGUN, so keep it on
AUTO all the time, unless I indicate otherwise. Okay?!?

Now that you've acquired this cool gun, proceed through the door.


Fiction or non-fiction? Hope you brought your library card.

This library holds a key item, but will only let you have it if you
solve a puzzle. The secret lies in those funky-looking bookshelves.
First things first, take the RED HERB from the table, and go up the
stairs. Ignore the door, and keep going round to the damaged part of
the balcony.

- ShOcKeR!!! -
The flimsy wooden floor collapses, dropping you into a hidey-hole. A
vain attempt by the programmers to scare us - by now, our psyches are
fractured beyond repair, we no longer experience emotions, and we're
all merciless, bloodthirsty killers.
- ShOcKeR!!! -

Look at the panel on the wall. It shows what looks like a bird's-eye-
view of the bookcases. Once you've checked it out, push the small red
button. It pushes the bookcase out of the way.
Now, you have to move the other bookcases into the pattern that was on
the panel by pushing the switches and choosing left or right. To do
this, move the left two cases one space right. This should open up the
panel and reveal the BISHOP PLUG.

Take the double door to get to the...


This area is, obviously, above the MAIN HALL. There's nothing essential
here, so just kill the zombies and move on. You can, however, drop the
emergency ladder, if you want. This provides quick access to the lower
floor. The door on the other side of the balcony leads to the...


It's another save point. Here you can take the INK RIBBONs, SMALL KEY
and the SECRETARY'S DIARY. Onwards...

(This SMALL KEY can be used to open the locked desk back in the first
, which holds a less-than-vital box of HANDGUN BULLETS.
Whether or not you go and get them is up to you.)


There are two zombie cops here - one normal and the other on fire. He's
been set ablaze by a burning helicopter, half of which is sticking
through the wall. Seeing as this is blocking the route, take the other
door.


You can hear cawing, so it's obvious that there's some kind of bird
ahead.

CROW - Simple to kill. They require one HANDGUN bullet to top. They
don't go directly for you either, but if you get too near, they'll
start to peck at your head. Tap all the buttons to shake it off.

That blue door that you can see is the other end of the fire escape
that leads to the OFFICE, so you can unlock to provide a useful
shortcut.

Check the dead guy's body for HANDGUN BULLETS after you've killed the
crows near him, and move round the corner.

- ShOcKeR!!! -
Several crows suddenly smash through the windows, inspired by Alfred
Hitchcock's 'Birds', I'm sure. Finish them off with your C. HANDGUN.
- ShOcKeR!!! -

Continue around, and go through the white door.


No need to waste time, so just run down the stairs to the...


Essentially just a zombie-killing section. Head to the shed-like
structure at the end of the path.


A tiny room, but with lots to get. There's INK RIBBONs (plus a chance
to save), HANDGUN BULLETS, and a key item, the VALVE HANDLE, which
you'll use several times during the game.

- ShOcKeR!!! -
If you try to open the other door, a lay-dee zombie and her boyfriend
try to eat you. Don't bother shooting them, just run.
- ShOcKeR!!! -

Go back to the...


Behind the wire mesh fence, there's a valve. Use the newly-acquired
VALVE HANDLE on it to overload the pressure in the water tank and burst
it, extinguishing the flames on the chopper.

Once done, steal the HANDGUN BULLETS from the wreckage, and zoom off
back to the...


Now that the fire's out, it reveals a new door. Enter.


It's too quiet... Oh well. There are lots of hidden items in here, but
first, let's get another two key items. One is plain to see - the
DIAMOND KEY on the stack of crates. The KING PLUG is obtained by
slotting the two RED GEMs into the necklaces of the women reliefs. Once
you do this, the big statue's chest pops open (!) to reveal a secret
compartment.

The really well hidden items are located in the big white china pot
near the door (INK RIBBONs) and the crates opposite (SHOTGUN SHELLS).

Now, do you remember the ? Good chap. Off you trot.


The previously inaccessable door here can now be opened with the shiny
pink DIAMOND KEY.


Take the CORD, FIRST AID SPRAY first, then the ROOK PLUG on the SHELF.
Take a couple of steps back towards the door, and prepare to crap
yourself.

- ShOcKeR!!! -
One of the cleverest shocks in the game. A licker bursts through the
two-way mirror to attack you. Marvellous idea - credit to Capcom. To
kill it, point your SHOTGUN down and fire twice.

I remember the first time I saw this - I was watching a friend play,
and we both knew that it would jump through as we had read about it in
computer mags and suchlike. However, my friend says "It's okay. As long
as I leave the FIRST AID SPRAY, it won't jump through." Lo and behold,
despite his 'good idea', it *did* jump through, causing both of us to
have mild heart attacks. I never forgave him for that.
- ShOcKeR!!! -

Get out of here, and head aaaalll the way back to the...


Go through the DIAMOND KEY door here which will open to the...


There are loads of zombies in a tight space. Use the SHOTGUN if
necessary, and watch out for the ones behind the row of lockers. The
lockers themselves contain SHOTGUN SHELLS and a FILM. This particular
film is a shot of a blood-covered dismembered arm floating in fluid. I
can just imagine it on the cover of the next issue of Vogue.

Before you go through the next door, arm your SHOTGUN, as you're about
to face the game's first boss character.


Remember this? Remember the wounded cop? Can you guess who the boss is
gonna be? Click.

There's a GREEN HERB here, useful if you're wounded in the fight ahead.

He's in the smashed up office, lying on the floor.

- ShOcKeR!!! -
A pleasant close-up of the cop regressing into a zombie. Beautiful.
This guy's tougher than most zombies, and the fact that he's right next
to you don't help much. Fire your SHOTGUN immediately, then when he's
on the floor, finish him with the C. HANDGUN.
- ShOcKeR!!! -

When he's copped it (excuse the pun), nick his HEART KEY. This key only
unlocks one door, but it leads to a vast new area.

Take the MEMO TO LEON (that's you, remember) from the desk, and acquire
*yet another* set of HANDGUN BULLETS from the large locker.

Toddle off back to the...


Go through the HEART KEY door to the...


Two GREEN HERBS are readily available, and there are SHOTGUN SHELLS in
the shelves at the end. The door needs a CLUB KEY, so we'll just have
to flipping well find one, won't we? Maybe it's down those stairs...

(extra ammo saving tip - you see the green electric box? Use the CORD
on it to prevent some zombies escaping here when you next enter the
library. If I'm not making any sense, read on - I'll explain fully
later)


This is easily the scariest section of the game. Firstly, meet an new
acquaintance - the...

DOG - Whether it's a zombie or not, I'm not really sure, but it is
tough. Tougher than it looks, actually. It takes two C. HANDGUN AUTO
blasts to kill. Using the SHOTGUN is quicker, but not effective. They
have only one attack, which is to leap and bite you. Try to shoot them
in mid-air.

There are three of them. Once they're dead, you are free to explore the
. There are three doors that you can open. The one at the
left end of the fork is not worth going through - there's a RED HERB
just inside the door and a save room at the end, but you'll have to
fight two dogs concealed in dangerous places. If you *must* go through,
just go through the door, take the RED HERB, and come straight back
into the .

Ignore the big, brown double doors - we can open them later. The only
door that you really want is the one that has the big 'Parking' sign
outside.



- ShOcKeR!!! -
A few steps in, you'll be shot at by a woman called Ada Wong. She
misses, but recognises you as a human and says she's looking for a
reporter called Ben. She'll help you move the big police van blocking
one of the doors, so that you can proceed. She'll follow you for a
while, too.
- ShOcKeR!!! -

There is a GREEN HERB a little to the right of the van, by a large
gate. Go through the door that was revealed when you moved the van.


Ada runs off, so follow her. She goes past the door, to the fencey
thing at the end of the corridor. Before entering, take the HANDGUN
BULLETS from the table.


From the first vacant cell, you can take a GREEN HERB and a...

BLUE HERB - These don't up your health, but heal poison. There are some
poison-inflicting enemies ahead, so it might be wise to take it.

Go to the next cell, where you'll find...

- ShOcKeR!!! -
...Ben. Alive, too. He's locked himself in a cell to keep protected
from the zombies. Ada appears again and talks about her missing
boyfriend John. Ada runs off, Ben then tells you that there's a manhole
in the , which can take you out of the city, but, as Ben says,
"it won't be easy".
- ShOcKeR!!! -

Take the MANHOLE OPENER from the cabinet, and travel back to the...


Go into the door that you passed earlier. It leads to the...


You can kill the dogs if you want, but they're trapped in their cages
and can't get you. Take the RED HERB next to the end kennel, and then
use the MANHOLE OPENER on the manhole cover to open an exit to the...


Get out your SHOTGUN, as it's time to get jiggy wid da...

SPIDER - Grotesque, vile, repulsive. These massive spiders will make
your skin crawl with their eerily realistic movement. They remain
dormant until you get too close, but when they see you, they're hard to
shake off - they crawl on the floor, walls, or ceilings to try and
either bite you or gob poisonous gunk on you. If you get hit by the
gunk, check your status in the inventory. If it reads 'Poison', then
use a BLUE HERB immediately, or else your health will slowly decrease.
Poison can't kill you, but it will eventually lower you to critical
health, where one hit will kill you. Spiders take two SHOTGUN blasts to
vanquish.

There's two spiders in this short section. Go up the stairs when
they're both dead.


Simply pop through the first door to reach the...


Take all of the PLUGs that you've got so far from the chest, take the
BLUE HERB from the floor, and go back outside to the...


Into the next door we go.


Fit all the plugs into the panel to find that you're one short. D'oh!
Go back to the...


Hey! Ada's back. She offers to explore the vent, so you give her a leg-
up. She crawls through the vent to the...


Huh?! What's going on? Yes, folks, it's true. You get to control the
lovely Ada for a little while. She has a similar HANDGUN to Leon's,
except it fires faster and has a smaller clip of 13. She also has 45
extra HANDGUN BULLETS and a FIRST AID SPRAY.

On the other side of that door is the...


Kill off the three dogs. Take the red lift in the cog-filled outhouse
to go to the...


Take the SHOTGUN SHELLS, and go back to the...


Take the door this time.


Rip down the BASEMENT MAP from the wall, hop down the steps, and nudge
the crates around so that they're all up against the wall in a straight
line. Climb back up, and hit the switch. The water will rise, and the
crates will make a handy bridge leading across to a shelf that holds
the final station key, the CLUB KEY. Return to the...


Ada will throw the CLUB KEY and SHOTGUN SHELLS back to Leon in the...


You resume control of Leon, so pick up the items that Ada lobbed. Go
all the way back to the , but take care whilst
traversing through the , two flesh-hungry lickers
await.


Unlock the CLUB KEY door at the top of the stairs. Go in, a marvellous
piece of kit is present therein.


Take some SHOTGUN SHELLS from the third locker from the left, and then
look behind them. Gaze in awe. There lies the oh-so-groovy...

MAGNUM - The best all-round gun in the game. Powerful, accurate, and
just damn good-looking. It does twice as much damage as the SHOTGUN,
but ammo is even rarer. It can hold 8 rounds, and you can find extra
clips of 8 rounds.

Oh yeah, you can steal the WATCHMAN'S DIARY, too.

For my next trick, I'll tell you how to open the penultimate key room.
It's miles away, in the...


It's the futuristic blue door with the painting next to it. In you
go...


Is nothing sacred? Even this place has been trashed. There's a tricky
puzzle here. Firstly, use your lighter on the furnace-like thing next
to the three woman-shaped busts (oo-er). Then, turn the taps on the
busts in this order - middle, then right, then left. This knocks a G.
COGWHEEL out from the painting on the opposite wall. Take it, plus the
FILM on the desk right next to it.

Now, we're off to get the final PLUG. It's in a room at the very top of
the cop shop, the CLOCK TOWER. Before we set off, make sure that the
CRANK and the G. COGWHEEL are in your inventory. Go to the...



- ShOcKeR!!! -
As soon as you enter, there'll be a cutscene where you see hordes of
zombies pushing themselves through windows in the LICKER CORRIDOR and
the BROKEN WINDOW CORRIDOR. If you placed the CORD in the BROKEN WINDOW
CORRIDOR fuse box, the shutters will be down and the zombies can't get
in. Ha!
- ShOcKeR!!! -

Go through the door at the very top of the stairs.


Go straight through the other door.


Use the CRANK on the hole to lower the stairs, then put the G. COGWHEEL
in the assortment of cogs. Press the switch, and a big rusty door will
open next to you, revealing a dust chute. In a little hole behind the
door hides the elusive KNIGHT PLUG. The game then asks you if you want
to jump down the chute. Say yes, as it takes you back to the...



- ShOcKeR!!! -
A rather sick cutscene shows Ben having a gobbet of flesh rammed down
his throat by some weird creature that looks strangely familiar... Look
at the filed Film A photograph to jog your memory.
- ShOcKeR!!! -

The game won't let you go through any other doors apart from the one
that leads to Benny boy, so tramp through that.



- ShOcKeR!!! -
Although I think RESI 2's a smashing piece of gamery and all that, this
cutscene has more hammy acting than Charlton Heston himself. I will
demonstrate by relating it to you in a script fashion. Lights,
camera... action!

*BEN IS LYING ON THE FLOOR, PROPPED UP AGAINST THE WALL*
*ENTER LEON*
Leon: God, Ben, what happened? What was that sound?
Ben: Well, got the story, but, wouldn't you know it, I've flipping
gone and got myself inpregnated with a genetically mutated embryo.
Leon: Whoa, bummer.
Ben: Yeah. Turns out that the Chief of Police is a bit of a bent
copper. Read this!
*BEN HANDS LEON A PIECE OF PAPER, WHICH LEON FLICKS THROUGH*
Ben: Ouch, my chest. Oh well, time's up. Looks like I'm just about to
be brutally and violently ripped apart.
Leon: OK, then. Bye.
Ben: AAAAAARRRRRRRGGGGHHHHH!!!!
*BEN'S TORSO TEARS IN HALF FROM SHOULDER TO HIP*
*THE EMBRYO WRIGGLES OUT AND SQUIRMS DOWN THE CORRIDOR*
*LEON WATCHES IT GO*
*BEN'S RAVAGED BODY FLOPS TO THE FLOOR*
*ENTER ADA*
*ADA STARES AT BEN'S BODY FOR A MOMENT*
Ada: Hi, Leon. I'm off to the chemical plant. My boyfriend might be
there. Oh, yeah, by the way, what happened to Ben?
Leon: Ben? What Ben? Oh, right, him. Don't worry about it. Off you go,
then. I'll be with you in a tick.
*EXIT ADA*
*FIN*

Although *slightly* exaggerated, this is basically what happens. Utter
tripe.
- ShOcKeR!!! -

Read and file the MAIL TO THE CHIEF.

Right then, we're almost done in the police station. All that remains
is to return to the...


Go through the big brown double doors. They lead to the...


Take the GREEN HERB and POLICE B1 MAP. Find the panel with the
switches. Flick the first up, the next down, then up, down, and finally
up again. This restores power to the card reader outside the .

Go back to the...


Let's open the final CLUB KEY door. It leads to the gruesome...


Run around to the cabinet at the end, to take the RED CARD KEY.

- ShOcKeR!!! -
The seemingly dead blokes around the floor spring to life! Send 'em
back to the other side with either the C. HANDGUN, or the SHOTGUN if
they get too close.
- ShOcKeR!!! -

Return once more to the...


Use the RED CARD KEY on the now-activated card reader to grant you
access to the fabulous...


Ooh, sweet. First, scavenge all the ammo you can find. I count two
cases of HANDGUN BULLETS and one of SHOTGUN SHELLS. Then proceed to the
lockers at the end to discover the...

SUB-MACHINE GUN - It ain't all it's cracked up to be. Instead of an
ammo counter, the SUB-MACHINE GUN has a ammo percentage which drops
after you fire each shot. It starts at 100%. The gun itself is pretty
weak - yeah, it's rapid firing, but it's only really useful for a short
section. And another disadvantage - if you take it now, it won't be
there for Claire in her 'B' Scenario. You've got to ask yourself this:
do you *really* want it? Yeah, go on. Leave Claire to suffer. The thing
is, in the small section that it's useful for, it's VERY useful.

You should also take the SIDEPACK, which adds an extra two spaces in
your inventory.

Time to fight the first proper boss. Tramp back to the ,
but first place the KNIGHT PLUG and SUB-MACHINE GUN in your inventory
if you decided to take it, otherwise bring along the SHOTGUN or, even
better, the MAGNUM.


Remember that gribbly embryo that burst out of Ben...?

- ShOcKeR!!! -
Here you can see it rapidly grow and mutate into one of the ugliest
buggers you're ever likely to see, what I like to call the...

INFANT TYRANT - This hulking great beast is slow, but tough. If you've
got the SUB-MACHINE GUN - easy. Just fire at it constantly, and when it
pukes up the little cockroaches, (talk about this to your family at the
tea-table for a guaranteed conversation piece) aim down to splat them.
After about 25% of the SUB-MACHINE GUN's ammo has been emptied, the
monster should have taken enough lead to kill it outright. However, if
you've only got the SHOTGUN or MAGNUM, you should fire away at it, but
when the cockroaches get near, switch to the C. HANDGUN on MANUAL and
kill them with one shot. Then resume fire on the big guy. His bug
friends will crawl up you and bite you if you get too close. Shake them
off in the normal fashion - tap all the buttons quickly. If you get too
close, he'll swipe at you with his powerful claws, but if he gets that
close, you're doing summat wrong.
- ShOcKeR!!! -

Once it's dead, fit the final PLUG into the panel, opening the huge
door. Welcome to the...


It's Ada again! She'll have a chat with you, after which you should
immediately exit through the only other door.


Nothing to do here except take some BLUE HERBs. Hop up onto the step
and go through the door.


Another save room. You'll probably want the HANDGUN BULLETS from the
small red cabinet and the SEWER MANAGER FAX from the table. There's the
usual INK RIBBONS near the typewriter as well.

After getting all that, there's a secret door here. Push the silver
cupboard out of the way to reveal a ladder to the...


It's pitch black, so to see any items you'll have to light the two gas
lamps with your LIGHTER. The light will reveal a clip of MAGNUM BULLETS
on one shelf, and SHOTGUN SHELLS on another. Take both, and return to
the...


Go down the red lift.



- ShOcKeR!!! -
A mysterious lab-coated woman stands in the corridor. Ada follows her,
but she gets shot at. Leon, in hero mode, dives in front of Ada and
takes the bullet. He passes out due to shock.
-ShOcKeR!!! -

So, you get to control Ada again for a little while. Go through the
door.


Firstly, run to the top of the screen, where there's an alcove
containing some slaughtered marines. Remember this place, as you'll
have to return here later as Leon. Go up the ladder.

There are two icky spiders in the , which you should leave for
now. Your HANDGUN isn't that great against them, so it's much better to
wait until you can wipe them out with Leon's more powerful weapons.
Besides, you don't need to go near them.


As soon as you get up the ladder, RUN. If you wait around, loads of
giant cockroaches will swarm from a grating. They can finish you off
surprisingly quickly. There's another ladder at the end, so burn
rubber.



- ShOcKeR!!! -
The weirdo scientist lady reveals her identity as Annette Birkin, and
Ada finds out that John's dead. Also, it turns out that the freaky
mutant thing that blew up Ben is Annette hubby! Bet she didn't expect
that when she tied the knot. There follows a lengthy cutscene which
tells all about the G and T-Viruses.

Still don't get it? Okay, here's the deal...

The T-Virus is the one that turns people into zombies. It has been
transmitted to people around Raccoon City by rats, after it's canister
is dropped in the sewer.

The G-Virus is the one that turns William into a huge mutant. It can
revive dead cells, and rewrite genetic structures. William injects the
G-Virus into himself after he's shot by the marines, so that he isn't
killed. Those marines are after the G-Virus for some reason, which will
undoubtedly be later explained.

After the cutscene, Ada and Annette have a little brawl, which results
in Annette being thrown off the gantry with a truly pathetic scream.
- ShOcKeR!!! -

Run across the thin walkway to a balcony overlooking some trash. Go
down the ladder on the left of the screen.



- ShOcKeR!!! -
Ada, having climbed dwon the ladder, notices something splash in the
water... fade to black...
- ShOcKeR!!! -

We cut back to Leon in the...



- ShOcKeR!!! -
Leon hears Ada's terrified scream. It seems as if the female cast is
being killed off one by one (that's not a plot hint, by the way. There
isn't some kind of woman-killing maniac running around - just so you
know)!
- ShOcKeR!!! -

Leon recovers from the shock of the bullet wound, and you regain
control of him. Go the same way that you did with Ada, to the...


Remember that grisly alcove where we visited as Ada? Go there now,
ignoring the spiders. Search the bloody corpses for a WOLF MEDAL and a
box of SHOTGUN SHELLS. Then, kill both spiders. The SUB-MACHINE GUN is
very useful here, but not necessary. The vent that Ada went through is
blocked by a spinning fan, so you'll have to go through the other gate.


It's wise to move straight away, because there's a spider right above
you, ready to gob some unpleasant sputum on you. Run towards the
screen, avoiding the other spider, and jump onto the step. Go through
the large metal double doors.


There's an infinite supply of BLUE HERBS in the flower box inside the
door, for use if you got poisoned by the spiders you just ran past.
You'll need to use the VALVE HANDLE in the slot to lower the gantry.
Make sure that once you're across, you use the VALVE HANDLE on the
other slot to raise the gantry to it's original position for later use.
There are GREEN HERBs on the floor, and SHOTGUN SHELLS, INK RIBBONS,
and a typewriter on the desk, for your own, personal, exclusive use.

The door next to the desk leads to the...


You're real close to another boss, but don't worry if you didn't bring
your most powerful guns. Run to the big brown door at the end of the
corridor.

Ada's alive! But... what's she shooting at?

- ShOcKeR!!! -
CRIPES! Bet you weren't expecting that!! That sure is one...

GIANT ALLIGATOR - Blimey. How the hell are you supposed to kill that
thing?!? No matter how many bullets you put in it, it just keeps on
coming.

It's actually very, very, easy. You COULD empty all your guns into it,
but this is a frightful waste of ammo. The sneaky way is to run back
through the corridor, and press the small red-lit switch on the wall.
This drops an emergency gas cylinder onto the floor. Take a few steps
back, equip your C. HANDGUN, point it at the alligator, and wait. The
alligator will scoop up the cylinder in it's mouth. Wait another two
seconds or so, then fire one shot.

KABOOOOOOM!!!!

The gas cylinder explodes - and it takes half of the alligator's head
with it! Hooray! A seemingly impossible boss taken care of with one
HANDGUN bullet!
- ShOcKeR!!! -

Go back to where it came. Flick the switch on the wall to unlock the
door.


The right-hand rubbish pile has some INK RIBBONS in. Climb onto the
step to talk with Ada again and have your wounds healed. Go up the
ladder, and be quick about it.


Go up the sloping walkway to find another dead guy. This one holds the
second medal, the EAGLE MEDAL. There's also a SEWER MANAGER DIARY on
the control panel. Now slow the fan down by using the VALVE HANDLE on
the panel at the base of the ladder and climb up into the shaft. Go
through to the...


There are now three corpses on the floor that weren't there before.
These are actually zombies playing dead. Run past them, through the
door, to the...


Fit the two medals into their slots. This drains all the water and lets
you go through the door behind the waterfall.


Terrfiying music. Just run along to the next door. You may be slightly
perturbed by the mysterious thud above you that you hear halfway
across.


The panel on the right of the tram must be activated before you can
enter the tram. All aboard!



- ShOcKeR!!! -
The mutated creature attacks! It's on top of the tram, and it tries to
kill you by stabbing it's claw through the tin-foil-like roof at
various places. Stand still, and when you see dust above you, move
away. Your gun hurts it, but luckily Ada shoots at it too, so you can
run around without worrying about shooting. Eventually Ada will finish
it off, and the tram will reach it's destination.
- ShOcKeR!!!-


Turn left as soon as you exit, and you'll see a flare gun. Use your
LIGHTER on it so that it fires a flare into the darkness. This makes a
flash appear for a moment, and the light reveals the 'twinkle' of a
hidden item on the floor right next to you. Pick it up, it's a W. BOX
KEY, which will later be used to get a *very* powerful gun. Open the
door.


In the meanwhile, before you get the *very* powerful gun, there's
another gun for you to get, which isn't *quite* as powerful, but much
more fun. Take the left fork, fight your way past the zombies as
there's no moving space, and search around the corpse at the end for
the SHOTGUN PARTS. Combine these with the SHOTGUN to create the...

COMBAT SHOTGUN - This is COOL. It's my favourite gun on RESI 2, no
doubt about it. It's as powerful as the MAGNUM, but takes off more body
parts. As long as you get fairly close to your target, it won't stand a
chance. It'll fill 'em with so much buckshot that they wouldn't be able
to stand even if they still possessed the necessary
nerves/bones/muscles.

Take the other fork and go through the door.


Test out your C. SHOTGUN on the zombies, taking the right fork if you
want some GREEN HERBs, and taking the left fork if you want the next
room.


Usual save room. INK RIBBONS, chest, typewriter. You know the drill.

There's also an oppotunity to stock up on ammo and health here. There
are SHOTGUN SHELLS, MAGNUM BULLETS, plus a FIRST AID SPRAY.

Exit via the medium of the door.


Well, it *might* be a factory.

There are some inadequate HANDGUN BULLETS in the oil drums, and a
FACTORY MAP on the wall. Could be useful.

You can't activate the , so go inside.


Steal the C. PANEL KEY and go back to the...


Use the C. PANEL KEY on the control panel and press the button. You'll
automatically re-enter the...


The starts up, and you descend into the depths.

- ShOcKeR!!! -
BANG! It looks as if Ada's met her match. But no! She's still alive! Go
outside to avenge her death... I mean, vicious wounding. Boss time...
- ShOcKeR!!! -



- ShOcKeR!!! -
After taking a few steps, the evil William Birkin, in hideous mutation
form, lobs a heavy pipe at you and jumps down.

TYRANT, SECOND FORM - He's slow, but powerful. His claws do a great
deal of damage, but as long as you keep your distance and keep firing
your MAGNUM, he'll go down easily. Have a FIRST AID SPRAY handy just in
case. You'll know when he's 'dead' when the music stops. Six accurate
MAGNUM shots is all it takes.
- ShOcKeR!!! -

The stops, and you carry Ada off.


A great place to rearm. After Ada's finished whining, take the INK
RIBBONS, GREEN HERBS and MAGNUM BULLETS that are in plain view. Then
there's some more SHOTGUN SHELLS in the locker.

Exit when ready.


Take the only openable door.


The left-hand route is the one you want.


Go through the door with ice around it.


Take the FUSE CASE from the trolley, and use it on the robotic arm.
This forms the MAIN FUSE.

Take the FIRST AID SPRAY on top of the drum, and go back to the...


Use the MAIN FUSE on the breaker in the middle to restore power to the
lab. Now take the right-hand route.


Open the shutters by using the switch. This is your first encounter
with the...

TRIFFIDS - Nasty plant-men. These things can grab you with their arms
(vines?) and spit the same poisonous acid as the spiders in your face.
They can take up to two C. SHOTGUN shots to kill, but watch out, as
they can still whip you with their tendrils whilst dead on the floor.

Kill 'em!!!

Now take the right-most door. (The middle one won't open)


There's two reports in here - one on the bench, and one by the
computer. Then look in the locker for the...

FLAMETHROWER - A mostly useless weapon, but deals a lot of damage to
triffids and zombies. Like the SUB-MACHINE GUN, it has a percentage
count instead of ammo.

Infinite supply of BLUE HERBs next to the bed, if you want them.

Go and look at the dead scientist next to the vine-infested vent. To
get into the vent, either use your LIGHTER on the petrol on the floor,
or just fire one blast from the FLAMETHROWER. Then climb up in.


Don't move! You're surrounded by...

ADVANCED LICKERS - Basically normal lickers, but they're tougher, and
do more damage with their attacks. And they have hooks on their hands
instead of claws. And they're green. OK, so they're nothing like normal
lickers. They take 2-3 C. SHOTGUN blasts to kill.

Kill them off, then search the large closet for two lovely boxes of
SHOTGUN SHELLS.

Exit via door.


The triffids are back, so dispose of them duly. Then go through the
most left-most door possible.


Retch at the sight of the massive grim-looking plant. Then kill the
triffid, take the GREEN HERBs, and hop down the ladder.


Just go through the door, man.


Go round the bend of the corridor, but when you see the highlighted
vent cover in the top of the screen, tread carefully...

- ShOcKeR!!! -
A simple but effective scare, the advanced licker bursts out from the
vent.
- ShOcKeR!!! -

Kill off all three advanced lickers in here, and take the multitude of
GREEN HERBs. They'll undoubtedly be useful after fighting all those
lickers. The big door won't open, cause it needs a M.O. DISK. We'll
have to get that later, so just go through the door at the end of the
long corridor.


Just a very big save room, but you can take the LABORATORY MAP that's
cunningly concealed next to the blue-lit computer underneath the
monitors.

Door. Go through.


Don't go down the corridor with the Alien-like eggs in it - the door at
the end won't open, and you'll have just wasted time, won't you? Simply
take the RED HERB and go through the big door.


Want to get that *very* powerful gun that I mentioned earlier. So be
it. Got the W. BOX KEY? Good. Use it on the locker with the blue lamp
above it. Ooh! Some MAGNUM PARTS! Can you guess which gun you have to
combine them with?

C. MAGNUM - Just go through the automatic door, and fire it at the
zombie. You'll see what I mean. Impressive kickback, eh? Although the
zombie isn't the best test subject, trust me, this gun rocks. It's
*twice* as powerful as the MAGNUM, easily felling an advanced licker in
one shot. Cooool. Just beware of the horrendous recoil time.

Wipe out all the zombies in this room. You'd think, wouldn't you, that
in such a big room, there'd be loads of choice items to nab, but all
there is is a LAB CARD KEY! Pfah. Scientists.

Take it and leave.


It's time to brave the egg corridor. Icky!

Beware of the...

GIANT MAGGOTS - These drop from the vents in the ceiling. They're
mostly harmless, and don't even heed to be shot - just stand on them
and squish 'em. They do spit poison goo, though.

Go through the door.


There's a boss-type creature here, the...

GIANT MOTH - You can actually kill this freak without even seeing it.
As soon as you enter the room, aim your gun, and tap the 'right' button
once. Then fire your C. MAGNUM thrice. This will kill it. If you miss,
and it gets close, it'll jump on your face and start biting you. If it
does this, shake it off and get medieval on it's furry ass.

Go up to the computer and fire your C. SHOTGUN down once or twice to
clear the desk of maggots. Access the computer and enter your user name
as 'GUEST'. Then register your fingerprint. This won't do anything now,
but it lets you access a secret room in Claire's Scenario B.

Go back to the...



- ShOcKeR!!! -
Again, an advanced licker bursts from an air vent. Hardly imaginative.
- ShOcKeR!!! -

Trek back to the...


Open the second LAB CARD KEY door.


Turn on the light switch first of all, so you can see all the zombies
lurking in the darkness. Then C. SHOTGUN them down. The M.O. DISK is on
the operating table, and there's also a FIRST AID SPRAY on one of the
trolleys.

Exit to...



- ShOcKeR!!! -
Annette appears, rants about the G-Virus and how Ada's a spy, then
suffers a rather hilarious death by way of falling masonry. You nick
the G-VIRUS off of her cold, dead body, and then there's a P.A.
announcement - the place is gonna blow!
- ShOcKeR!!! -

Go to the...



- ShOcKeR!!! -
Ada threatens you with her gun - she wants the G-Virus. It appears that
Annette was right - Ada is a spy! Luckily for all of us, Annette
arrives (won't she die?!) and puts a bullet through Ada's back and
promptly cops it. Ada falls off the gantry, but Leon grabs her arm. Cue
sentimental rubbish - soppy music, 'I won't let you go' kind of thing.
Leon does let go, and Ada falls to her doom. Leon gets rid of the G-
Virus.
- ShOcKeR!!! -

If you check Ada's gun afterwards, you'll find that it's not loaded. Oh
well, we all make mistakes.

Go back to the...


Fight off the zombies. Quickly now, the lab *is* going to blow up, you
know. Insert the M.O. DISK in the computer by the huge door to open it.

Go through the door at the end.


Activate the lift by pushing the button.

- ShOcKeR!!! -
It's Willy again, and this time he's more vicious than ever. Come on,
it's time to put an end to this freak...

TYRANT, THIRD FORM - This form of the Tyrant won't last long. Fire your
C. MAGNUM twice to make him mutate again.

TYRANT, FOURTH FORM - Vile. The Tyrant's mainly teeth now, and he jumps
around like a dog. He'll hop around on the tops of the containers, and
jump down occasionally to maul you. He picks you up in his gob, chews
you, then tosses you to one side. This ferocious attack takes you
straight down to 'danger' status, so avoid it. Three more C. MAGNUM
shots finishes him off FOR GOOD, and he turns into a pile of oozing
mush on the floor.

The lift arrives, so take it.


Just run to the end. Hooray! That's Leon's A Scenario completed!!

Only another three Scenarios to go... and is the Tyrant really dead?

After the cutscene and credits, you'll be ranked on how well you
performed, depending on several factors. The factors are:


Number of saves
Number of FIRST AID SPRAYS and MIXED HERBS used
Time taken


Number of reports, letters, maps, etc. collected


S
A
B
C
D
E

I don't know the exact requirements for each rank, but to get the best
one, S, complete the game without saving *once*, or using *any* FIRST
AID SPRAYs or MIXED HERBs, in under 1 hour and 30 minutes. Tough? Too
damn right.

If this is your first time completing a scenario, you'll be told that
you can now play the scenarios in the 'Hard' difficulty setting.

Then, you'll be asked if you want to update your saved game. If you say
yes, then when you reload that saved game, it'll be at the start of
Scenario B, a much harder version of the game, in which you start on
the other side of the burning truck.

- GAME OVER -

5) LEON'S A SCENARIO - EPILOGUE
-------------------------------

Was that great, or was that great? Here's an extra section that I've
added, just for fun.

5a) CHALLENGES
--------------

Try these on for size if you found the game too easy...

1/ Complete the game using only the HANDGUN and SHOTGUN (no
upgrades)

2/ Complete the game using only the HANDGUN.

3/ Complete the game using only the KNIFE (impossible).

4/ Complete the game without healing yourself at all.

5/ Complete the game without killing anything except the bosses.

6/ Try to make bullet holes appear on the screen.

7/ Get an 'S' rank on the 'Hard' difficulty setting.

8/ Use a game hacker or cheat cartridge to start the game without
any
items. You can only use items that you pick up during the game.
(this
is easy)

9/ Complete the game without getting hurt *at all*. (VERY hard)

10/ Complete the game without getting spooked once. (harder than it
seems)

5b) PLOT BODGES AND GAME GLITCHES
---------------------------------

Here's a little section for all the tears in the very fabric of RESI 2
that I've found.

- In the , the licker jumps through from the
, right? But if you've already been in the , and there wasn't a licker in there then - just how did it get in
there? Presumably, then, this means that lickers can open doors. Spook.

- How does the Tyrant get into Ben's cell if he locked the door? It
didn't break through any walls or doors, because they're all intact
afterwards. That means that Ben actually *opened* the door to let the
Tyrant in! Dumbass.

- How the HELL does Leon (or Claire, or Sherry for that matter) manage
to survive the whole Raccoon City incident without being
psychologically scarred or without having any mental breakdowns? I'm
pretty sure that experiencing all those horrors is MORE than enough to
send you hopelessly insane, and Leon wouldn't generally be classed as
the superhero type.

- How does Leon survive getting shot *right through the heart*? If you
look at the cut-scene, Leon's back is facing Annette when she shoots
him, but when he lands on the floor, he has an exit wound right over
his heart. Therefore, the bullet must have gone in through his back,
through his heart, and out the other side. I take back what I said
about Leon not being a superhero - he's bloody invincible.


6) THE END
----------

Because I want to make this guide as full and complete as possible, I'd
very much like it if any astute readers would be so kind to e-mail me
at

aggisander@altavista.co.uk

with any comments, corrections, or criticisms (hopefully, there won't
be too many of the latter). However, before you do so, read through
these next points first:

1. This guide was based on the PC version of RESI 2. Although I'm
pretty sure that there aren't any differences between this and
the Playstation version, don't go holding me to that. If I've missed
something out that was in the Playstation version, don't bother with
corrections. This is a PC version walkthru.

2. Alright, I admit it. At times, I can be tiresomely immature.
That's me. So don't bother e-mailing me saying "That joke sucked!" or
whatever. I won't change it.

3. I really don't want a deluge of mail from RESI plot analysts
slating me for making mistakes on the "Plot Bodges" section, nor giving
me detailed background information. I haven't paid a great deal of
attention to the plot, and I don't intend to. However, a simple
correction will be much appreciated.

4. I will not accept spam, chain letters, or the like. They WILL be
taken up with your mail provider. Sorry to be so harsh.

By the way, although I've used my internet handle "Mr. Black" as the
author's name for this walkthru, it's

Copyright 2000 Alexander Hugh Clarkson

So you can't go posting this without my permission. All you have to do
is ask nicely, and I'll more than likely let you at least link to it.


And that's yer lot.

By Mr. Black