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Читы для Resident Evil 2

Чит-файл для Resident Evil 2

Resident Evil 2

в России известна как

Обитель зла 2

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Обитель зла 2
Название в Японии:BioHazard 2
Название в Японии:バイオハザード2
Название в Японии:BioHazard 2 PC
Разработчики:Capcom, TOSE, Capcom Production Studio 3, Angel Studios и SOURCENEXT
Издатель:Virgin Interactive Entertainment
Локализатор в России:Акелла
Издатель в России:Акелла
Модель распространения:розничная продажа/цифровая доставка
ISO статус:релиз состоялся 19 февраля 1999 года
Официальный сайт:Открыть (Открыть русский сайт)
Жанры:Action (Survival horror) / 3D / 3rd Person
Multiplayer:Отсутствует

Даты выхода игры | Раскрыть все

вышла 29 ноября 2006 г.
вышла 30 мая 2003 г.
вышла 23 января 2003 г.

Solution [ENG]

Информация актуальна для
========================================================================
 ITEMS
========================================================================


Herbs: Those little potted plants you find throughout the game are
       called herbs, and you had better collect them if you have the
       space, because you will need them to restore your limited amount
       of energy. There are three types of herbs: Green, blue, and red.
       By mixing them in the item screen, you can achieve a variety of
       different effects AND save tons of precious space to
       boot...because your running and turning speed reduces with your
       status (Fine being the best, caution being okay, and danger being
       near death), you should always keep a herb on hand.

1 green = energy revived                 1 blue = poison cured
2 green = lots of energy revived         1 green + 1 red = all energy
3 green = all energy revived                               revived

          1 green, 1 blue = energy revived, poison cured
          2 green, 1 blue = lots of energy revived, poison cured
          1 green, 1 red, 1 blue = all energy revived, poison cured

And etc., etc...

------------------------------------------------------------------------

First Aid Spray: To the novice, this is a life saver, as it will
                 immediately recover all health. However, to the
                 advanced player, this is useless, because it will make
                 your rank go down to a "B" if you just use ONE of these
                 things. I ignore them in my walkthrough.

------------------------------------------------------------------------

Ink ribbon: Use these with a typewriter to be able to save your
            game. The amount of ribbons you pick up in a game does
            affect your overall rank, even if you don't actually use
            them...

------------------------------------------------------------------------

Claire's weapons: Claire starts off with a dinky handgun that can hold
                  13 bullets per cartridge, which will just barely be
                  able to kill a Zombie in five or six shots.
                  Thankfully, ammo for this weapon is abundant.

                  Later, you find the grenade launcher, which can
                  literally blow the enemy to pieces. On the plus side,
                  this can clear an entire group of zombies in one or
                  two blasts. Flame is good for zombies, plants, or
                  bosses, acid for lickers or groups of zombies, and
                  regular grenades are rather useless unless you run out
                  of the other two types.

                  The bowgun is decent, and can kill Zombie's quickly,
                  but there is no way to re-fill its ammunition.

                  The bolts gun will lower your rank, so don't use it.

------------------------------------------------------------------------

Magic Box: These are usually found in the same room as a typewriter, and
           will allow you to store various items. Seeing as you can only
           hold six items (without a sidepack), and there are literally
           dozens of items to find even at the start of the game, you
           will need to make use of these frequently. Smart planning and
           foresight will enable you to only be required to backtrack a
           few times...

------------------------------------------------------------------------

Miscellaneous stuff: Throughout the game, you will find a huge number of
                     items that will allow you to unlock various
                     obstacles blocking your path, enabling you to go
                     deeper and deeper into the game. For obvious space
                     reasons, I did not include them all in this
                     section.


========================================================================
ENEMY CHARACTERS
========================================================================


Zombie: You can always tell the worth of an enemy in a game by thinking
        what the game would be like without it. Without Zombies, RE2
        would be so boring it isn't funny!

        The entire challenge of the game is mainly on the shoulders of
        these putrid walkers of death, and the point of them is to soak
        up your already low-supply of ammunition in order to make you
        panic. Zombies by themselves are relatively harmless, but when
        you come upon a group of five or six with only 14 handgun
        bullets and are in "danger" with only one herb...you will be
        "scared" in more ways than one.

        There are basically four ways to get around zombies. (1) The
        most inefficient way is to keep shooting until they die. You
        never want to do this unless they are severely blocking your
        path, you're low on health, or if you will be going through the
        area they inhabit many times throughout the game, and don't feel
        like dodging them everytime you return

        (2) Shoot them three or four times and they will fall to the
        floor for several seconds. Run around them...simple. (3) If you
        have enough health, let a zombie grab you. Press the action
        buttons rapidly to shake it off, and then if the said zombie is
        knocked into any others, they will fall as well, creating a
        perpetual domino effect. Quickly run past...

        (4) Simple dodging. There are several aways to do this...if you
        are in a tight space, try to lead the zombie to one side of the
        hall. When they are about to get you, run on the opposite side.
        Always remember: NEVER run directly in front of a zombie. Run
        behind them. They can, and will lunge at you if you are close
        enough. Don't be fooled by their slowish walk...it's the best
        way to meet a quick death.

        An annoying thing with the zombie is that you never can quite
        tell when it's dead, because it lays on the ground after you
        shoot it a few times. However, there is one way to tell: if a
        puddle of blood has formed underneath it, it is truly dead, and
        you won't have to worry about it the rest of the game.

        If you're low on ammo but are good on health, knock down a
        zombie, and let it grab your leg. Shake it off, and your
        character will automatically destroy it by either smashing it,
        or kicking its head clean off its shoulders.

------------------------------------------------------------------------

Licker: A twisted monstrosity...imagine a person turned inside-out out,
        the head of a xenomorph, no eyes whatsoever...and a grotesque
        tongue that can impale you from afar. Their basic swipe does
        little damage, and you can run around them when they do this.
        Their most devastating move, however, is when they run full
        speed, leap into mid-air, and literally bowl you over with their
        massive claws. They only do this move when you are running away
        from them...they will shift their weight on their back legs
        (check their animation), scream, and then go into the motion. In
        narrow corridors you will want to take care of them with your
        shotgun or grenade launcher immediately, but in open spaces you
        should be able to avoid them with ease. Unfortunately for you,
        they mainly appear in narrow areas...

        On a last note, a Licker will often make their entrances rather
        abruptly. Bursting through windows, dropping from a ventilation
        shaft, crashing through walls...when it comes to the element of
        surprise, they have the upper-hand. Add in the fact they can run
        as fast as you when in "Fine" mode, and you have the single most
        dangerous creature in the game. Remember: They CAN kill you in
        one hit if you are in "Caution" mode if they manage to connect
        their leaping attack with your body.

------------------------------------------------------------------------

Plant: Found in the last areas of the game, the plant is a zombified
       venus flytrap that will remain stationary all of the time. It has
       both a long range attack and a short range attack, making it a
       particularly nasty opponent...if you stay away from it, be
       prepared to be doused in poison gas shots. Luckily, these are
       easy to avoid, and cause little damage. However, get close
       enough, and it will grab onto you and strangle the life out of
       ya! Very, very painful indeed. Conventional weaponry will only
       stun the creature...its body will still strike out with its long,
       spindly tentacles. To TRULY destroy it you must use either the
       flamethrower or fire rounds for the grenade launcher.

------------------------------------------------------------------------

Dog: A rabid, diseased dog that travels in packs, this enemy can prove
     to be a nuisance.

------------------------------------------------------------------------

Bug: There are three types of bugs in Resident Evil 2, and they don't
     make much of a mark in this title at all...

     (1) Roaches! They only appear for a brief instant in the sewers,
     and will fly towards you in an attempt to suck the life out of you.
     (2) The giant moth guards a secret room in the umbrella factories,
     but can be ignored with little consequences. (3) The spiders
     (wooly tarantula to be specific) are the most powerful, but can be
     avoided with ease. Even when you run right past its gaping jaws,
     it will do little to hurt you.

------------------------------------------------------------------------

Crows: Hitchcock's best friends return yet again, although they are of
       little threat if you keep running. However, slowing down can have
       a horrible effect on your health...

------------------------------------------------------------------------

G-Infant: Appearing after bursting from someone's chest in classic
          "Aliens" fashion, the G-Infant is a gruesome beast that fits
          the mood of the game perfectly. Unfortunately, it is easier to
          beat than making toast. Simply stand back and unload your most
          powerful weapons into it, disregarding the convoluted insects
          it spews out.


========================================================================
CLAIRE SCENARIO "2" WALKTHROUGH
========================================================================



Resident Evil 2 is set up so you can complete the game in MANY different
ways, and I applaud Capcom for this endeavor. However, I believe the way
I set this walkthrough up is the most efficient way you can complete
Claire's "2" scenario, as it is set up so you will not revisit very many
areas, and won't have to backtrack a ton. Good luck, young zombie
hunter...


I DO SUGGEST PICKING "FIRST PERSON AUTO" IN THE CONTROL OPTIONS, BECAUSE
IT ALLOWS YOU TO MOVE YOUR CHARACTER ***MUCH*** MORE EASILY THAN ANY OF
THE OTHERS.


------------------------------------------------------------------------
Collecting the "Cabin Key":
------------------------------------------------------------------------

Items we will find:
Cabin Key

After the massive introductory FMV, you find yourself near the flaming
wreckage of the gas tanker that rammed into your poor police car...and
you start the adventure immediately, as you must avoid groups of 2-3
zombies, lunging at you for blood. Since you only have 13 rounds, and
each beast takes five to six shots to put down, you will have to avoid
them. Simply walk on the side that has the most room, and even a novice
will have little difficulty sliding in and out of the large groups.
Continue going forward, and you will find a door. Go through it, and you
will end up in a small area with three zombies. Turn to your right to
find a small cabin, and pick up the key inside -- the CABIN KEY.

------------------------------------------------------------------------
Meeting "Mr. X"; or Meeting the Tyrant:
------------------------------------------------------------------------

Items we will find:
Handgun bullets x3
Acid rounds x2
Valve handle

Use the CABIN KEY to open the door, and go inside. This should be
familiar from the first scenario...go to the typewriter and grab the
handgun bullets, but do not save. Exit through the other door, and
continue to weave in and out of the many zombies, who are just kind of
hanging outside in the fresh night breeze. When you go up the stairs,
you will automatically trigger an interesting FMV that will explain the
helicopter accident. Go past the flaming wreckage, and into the crow
hallway. All of the demon birds are sitting on the dead body, so simply
run past them (or, if you wish, shoot them all down using your pistol,
then collecting more pistol ammunition by inspecting the dead body). Go
to the blue door, and open it. Go down the metal stairs, collecting the
herbs if you wish, and open the door at the bottom to enter the
detective's office. Inspect the dead body for more pistol ammo. Go into
the main office, and shoot the zombie wandering near the start. Run
inside the small cubicle, and plug the dead-head full of lead. Quickly
go to the safe, and enter the combination to open it (N64 = 4542) for
some easy acid rounds (and we don't even have the grenade launcher
yet!). Return to the office, pick up the VALVE HANDLE off of the shelf,
and go through the same door we entered through (in front of the dead
body).

Now, backtrack to the roof of the building, to where the helicopter
wreckage is sitting ablaze. You will notice a small gate in the
foreground -- so go there, down the "hall", and plug the VALVE HANDLE to
the pipe. After turning it several times, the water pipes above will
burst, pouring gallons of water on the fire, dousing it completely. Now,
go to the wreckage and search it for some acid rounds. Return to the
door, and when you attempt to open it an FMV will show a helicopter fly
over head, toting a huge rack of cylinders. One of them is released, and
explodes like a bomb, unleashing a mutant creature into the crow
hallway. Players of the first Resident Evil will recognize him as an
upgraded Tyrant (though he is often referred to as "Mr. X"), who will
stop at nothing to retrieve a vial of G-virus.

Go inside the crow's tunnel, and a mini-avalanche of stones and wooden
planks will forever seal off the wreckage area. As you walk down the
hall, you hear footsteps...then the music starts...it's Mr. X, the
monster/human hybrid!! He can laugh off your pistol shots without
breaking a sweat, so it's a good idea to run past him. He has two
attacks: a quick, weak punch, and a long, powerful, two handed HAMMER
slam. If you take the weak punch, you can slide by him by the time he
powers up the hammer slam. Quickly run down the hall, ignore the blue
door, and go inside the brown door at the end.

------------------------------------------------------------------------
Collecting the "Blue Card Key":
------------------------------------------------------------------------

Items we will find:
Blue Card Key

After avoiding Mr. X and dashing into the wreckage hallway, you will
find two doors. Ignore the first one, and go to the area where the head
of the helicopter is peaking out (you will now hear a woman scream in
the distance very loudly). Behind it is a door: go inside, and you will
find a huge statue, along with two relief's of female heads. Go to the
stack of crates to the left of the statue, and pick up the shimmering
item -- the BLUE CARD KEY. With this, a licker will suddenly crash
through the glass window in the roof, scaring the living shit out of you
in the process. As you regain control, the vile monstrosity is already
in the "crouching position", meaning any movement will cause him to leap
at you, taking away 3/4 of your life (e.g. instant death unless you are
in "Fine" mode). So, run in one direction, and when he begins to jump,
run to either his left or right side, and he will miss you completely.
Run over the broken shards of glass and quickly exit!

------------------------------------------------------------------------
Collecting the "Spade Key":
------------------------------------------------------------------------

Items we will find:
Handgun bullets x2
Grenade launcher (w/6 grenade rounds)
Unicorn Medal
Spade Key

Back in the wreckage hallway, take the door in the middle, going into
the waiting room. Grab the handgun bullets off of the sofa, and go to
the magic box. Re-arrange your items until you have it as so:

(1) Handgun (2) Handgun bullets (3) Blue Card Key

Which, of course, leaves five spaces open. Now, exit through the door
nearest the magic box, and you appear on the second-story level of the
police precinct. Keep running until you find the ladder mechanism;
activate it, and you will be able to go to the first floor/second floor
in an instant. Instead of going down it, however, continue, and you will
eventually find a HUGE mass of zombies all bunched together. Take out
your handgun and the 60+ rounds, and just start busting caps left and
right. When not a single one is left standing, rush to the cabinet and
retrieve the UNICORN MEDAL.

Backtrack to the ladder mechanism and go down it, reaching the computer
desk. With a loving coo, take the GRENADE LAUNCHER off of the table
ledge (it is plainly visible). Go to the computer, activate it, and when
it prompts you, use the Blue Key Card to unlock all the electrical
doors. In the middle of the silent lobby is a huge marble statue...go to
it, and use the UNICORN MEDAL on it. After the FMV, walk forward and
collect the SPADE KEY.

------------------------------------------------------------------------
Collecting the first "Red Jewel":
------------------------------------------------------------------------

Items we will find:
Handgun bullets x2
Lighter
Red Jewel # 1

After obtaining the SPADE KEY, go through the door that is, roughly
speaking, to the left of the unicorn medal statue. Inside, three zombies
await. Because of Claire's pathetic amount of hit points, I would advise
to shoot them all down using your handgun. Then, go to the magic box and
arrange it as so:

(1) Handgun (2) Handgun bullets (3) Spade Key

This leaves five spaces free...

Now, go into the licker hallway (though there are no lickers, or enemies
period, in this scenario). Go to the decapitated body, and examine it
twice to earn some handgun rounds. Go through the door next to the blood
puddle, and then discard the SPADE KEY when prompted. Inside this small
supply room, push the metal step-ladder against the shelf, then climb it
to retrieve the LIGHTER (this is a main difference between Leon and
Claire -- Leon starts the game with the lighter, while Claire starts it
off with a bobby pin, which can open locks that Leon would have to find
'small keys' in order to open). Return to the licker hallway, and on to
the boarded up green hallway.

As you go down the tunnel, two zombies will suddenly burst through two
boarded up windows, taking off anywhere from eight to ten years off of
your expected life span. Because the corridor is so narrow, you must
shoot them both dead. Go through the double-doors, into some sort of
classroom -- it's hard to tell, because everything has been trashed. Run
into the back room, and search the far corner for some handgun bullets.
Now, go to the fireplace, use the LIGHTER, and the painting above will
melt, allowing a shiny, red crystal to lazily fall out onto the cement
ledge. Pick it up, and the first RED JEWEL is yours. Now we have four
item spaces left...

------------------------------------------------------------------------
Collecting the second "Red Jewel":
------------------------------------------------------------------------

Items we will find:
Handgun rounds x1
Red Jewel # 2

After collecting the first RED JEWEL, exit back to the green hallway,
and continue on, until you reach a door. Go through it to find a large
chamber with a stair-case, a locked door, and a back-door which leads to
a dark room (and, subsequently, a typewriter). Go up the stairs to
find...what...yes, you are right: a puzzle! If you've gotten to the
second scenario, you should already know how to solve this, but just in
case you have a known history of being senile: push each small statue
around the center statue, so the face is looking at the central
sculpture. When each statue is on its correct plate, the work of art
will drop the second RED JEWEL. Also be sure to search behind the center
statue for some handgun rounds (you won't be able to see them directly).

You now have three spaces left...

------------------------------------------------------------------------
Collecting the "Diamond Key":
------------------------------------------------------------------------

Items we will find:
Bowgun
Diamond Key

After obtaining the second RED JEWEL, go through the door to arrive at
the S.T.A.R.S. hall. This is rather strange...we haven't seen sight nor
smell of any enemies for quite some time. Go inside of the S.T.A.R.S.
office, and you will find Leon, quickly zipping his pants to hide his
beating erection from your eyes. After a bit of chit-chat, you regain
control. Go to the large weapon storage locker in the foreground to
collect the BOWGUN, which comes with a meager 18 shots (and each time
you pull the trigger it expends three arrows). Go to the desk behind
Leon (the slimy pervert!) to pick up a nice, shiny object...the DIAMOND
KEY!

------------------------------------------------------------------------
Meeting Chief Irons:
------------------------------------------------------------------------

Items we will find:
Plastic Bomb
Detonator
1/2 Blue Stone

When you go into the S.T.A.R.S. hall, a young girl will run away from a
zombie...just ignore it.

Backtrack to the chamber before where you obtained the second RED
JEWEL...go behind the staircase, into the darkroom, and put away both
RED JEWELS, freeing up some space in your inventory screen. Go to the
locked door, and open it using your DIAMOND KEY. In this desolate
storage room, go forward and search the boxes, eventually finding one
you can open, revealing the PLASTIC BOMB. Mmmm...explosives. Go through
the door at the end. Inside, finally, zombies will be everywhere. Use
your bowgun inches away from their face, and they will be killed with a
single pull of the trigger. By the time the room is cleared, the bowgun
will become useless, to the dismay of players around the world. After
weeping for your loss, go inside the small cubicle at the end and steal
the DETONATOR off of the desk. In the inventory screen, combine the
DETONATOR and PLASTIC BOMB to make the BIG FAT OLD BOMB (er, not
exactly, but close enough, eh?).

At the end of this trashed room you will find yet another door. Go
through it, and hey baby, we're back in the lobby of the police
precinct! Go to the ladder mechanism, climb up, and make your way to the
waiting room. Here, go to the magic box and make your inventory screen
as so:

(1) Handgun (2) Handgun rounds (3) Diamond Key (4) Red Jewel 1 (5) Red
Jewel 2 (6) Grenade Launcher w/acid rounds

Inside the wreckage hallway, go to the room where you got the BLUE CARD
KEY. With a single acid shot, the licker that broke through the glass
near the start of the game will be killed. Go to the statue, and set a
RED JEWEL into each relief. After the FMV, go to the open cavity and
retrieve 1/2 BLUE STONE...the other 1/2 will be found later, so don't
panic.

Now, go to the helicopter wreckage, and stand against the wooden door
that has been reduced to nothing more than splinters. Set the BOMB here,
and a cinema will show the twisted metal of the chopper being blasted
into oblivion...gotta love explosive mayhem! Go through the new tunnel,
and into a brand spankin' room.

After a cool cinema, Chief Irons will be revealed in all of his
glory...he's an interesting character, that's for sure.

------------------------------------------------------------------------
Collecting the "Heart Key":
------------------------------------------------------------------------

Items we will find:
Handgun rounds x1
Heart key

Go through the door near Chief Irons' desk, and down the long, silent
corridors. At the very end, you meet the most horrifying creature in the
game...a young girl by the name of Sherry Birkin with a voice that rakes
across my brain like nails across a chalkboard. Unfortunately for you,
she will be a major part of Claire's game. After she runs off, terrified
of the monster that is supposedly following her (puberty, perhaps?),
open the treasure chest in the foreground to collect some handgun
rounds. Now, backtrack to Chief Irons' office, and he will be gone, a
sparkling object on his desk. Examine it, and it is true, the HEART KEY
is yours!

------------------------------------------------------------------------
Collecting the "Club Key":
------------------------------------------------------------------------

Items we will find:
Grenade rounds
Club Key

Exit to the wreckage hall, into the waiting room, to the magic box, and
get rid of the 1/2 Blue Stone, leaving only with...

(1) Handgun (2) Handgun bullets (3) Diamond Key (4) Heart Key (5)
Grenade launcher w/acid rounds

Return to the crow hallway, and enter the blue door, down the stairs,
and into the detective's office. Avoid any would-be enemies, and unlock
the door using the HEART KEY, then discard it when prompted. In this
narrow corridor, all of the windows have been shattered, and shards of
glass litter the floor...uh-oh...a zombie dog! Step back and unload
pistol rounds into it until it dies, then go through the corridor,
arriving at a locked door and a staircase going down...take the stairs,
of course.

In these dark, empty tunnels, go forward until the camera angle shifts,
allowing you to see a set of double doors being illuminated with a red
light. Go down there, ignore the double doors, round the corner, and go
through the doors there. Pick up the red herb if you wish, and
frantically run to the manhole (I'm not feeling politically correct
today) before the dogs come and rip you limb from limb.

In the sewers, go into the typewriter room, then exit, and...oh no...OH
MY GOD! RUN FOR YOUR LIFE! No, it's not a horde of super lickers,
it's...Sherry Birkin. Terrifying! I pissed my pants in terror just
hearing this horrible dialogue.

Regardless, you will eventually end up controlling Sherry through a
series of events you can not stop (unfortunately). So, go to the
elevator (or lift, for you Brits) to arrive at a series of catwalks
containing many zombies. Don't worry, they can't grab you...they only
vomit hot acid when you get close, so just run past. Go to the door that
Ada entered through in Leon's first scenario, then pick up the grenade
rounds. Go to the box puzzle room...sheesh, talk about a simple puzzle.
You have to push the boxes in Zelda-ish fashion so they form a bridge
across when you turn on the water pump above. Just remember you can
climb on top of them, and go to the otherside in case they get stuck.

Now, run across your makeshift bridge, and collect the sparkling object
on the shelf. Return to where you started Sherry's little mini-quest,
and a cinema will show Claire automatically receiving the grenade rounds
along with the CLUB KEY. Sweet molasses! Now we can clean out the rest
of the police precinct...

------------------------------------------------------------------------
Collecting the "Sidepack" (OPTIONAL):
------------------------------------------------------------------------

Items we will find:
Red Card Key
Handgun bullets x2
Acid rounds
Sidepack
                                        
Yes, this entire thing is TOTALLY optional, but it will save you a lot
of hassle, and only takes about two minutes to complete.

After Sherry runs off, go to the typewriter room and manage your
inventory screen as so --

(1) Handgun (2) Handgun rounds (3) Diamond Key (4) Club Key (5) Grenade
launcher w/acid rounds (6) Lighter

This leaves two item spaces to fill. Now, return to the halls with the
red lighting (you'll need to avoid those pesky dogs). Inspect the double
doors, it reads "Autopsy Room." Unlock it using your CLUB KEY, enter,
and quickly take out the lickers that burst from the ceiling using your
handy-dandy grenade launcher (with the acid rounds, of course -- best
for lickers). Go to the blue cabinet in the far corner, and open it,
shifting through the various pornography magazines, and at the bottom
you find the RED CARD KEY. Now, go to the second set of double doors, go
inside, and to the generator. Using simple mathematical skills, the code
is: up, up, down, down, up. Of course, there are other ways, but that's
the easiest one if you ask me.

With this, the key-card operator adjacent the metal door will ring to
life. Use the RED CARD KEY on it, and presto, a secret cache with two
handgun rounds, acid rounds, and a rusted out locker. Inside, you can
collect both the machine gun and sidepack...but don't get the gun! It
will lower your rank. So instead, pick the SIDEPACK, and you can now
carry a whopping TEN items at once.

*** Note: The sidepack will not be there if you used it in the first
          scenario.

------------------------------------------------------------------------
Obtaining the three stones:
------------------------------------------------------------------------

Items we will find:
Crank
Acid rounds x2
Eagle Stone
Cogwheel
Blue Stone 1/2
Grenade rounds (if you kill Tyrant)
Serpent Stone

This is quite a long mini-section...it deals with collecting the three
stones so you can meet up with Mr. Irons again. You should have the
following before starting this large feat --

(1) Handgun (2) Handgun rounds (3) Diamond Key (4) Club Key (5) Grenade
launcher w/acid rounds (6) Lighter

Inside of the dark hallways (with the autopsy room), go to the parking
garage and quickly dodge the demon dogs (or, if you wish, kill them in
one hit with an acid round), and into the cellblock. Here, a dog is
feeding on a corpse, and you will have to end his evening meal with a
bang of your grenade launcher. There is another dog, but you should be
able to reach the kennel before it even smells you. Here, two more dogs
await, so quickly kill them. Go to the manhole lid (there I go rambling
without being PC) and pick up the CRANK. Oh baby...where have you been
all of my life?!

Return to the parking garage, the dark tunnels, and to the hallway with
broken windows. Go to the locked door, and with the power of the CLUB
KEY, go inside. Search behind the lockers for some acid rounds, then
exit the watchman's room, back into the broken glass corridor. Go behind
the staircase, press the search button next to the bookcase, and you
will pick up some invisible acid rounds.

Exit the broken glass corridor, entering the detective's office. Weave
in and out of the zombie groups, and through the blue double doors.
Here, six-seven zombies will surround you on both sides, so quickly whip
out your trusty grenade launcher and pelt them all with acid rounds,
killing two-three in a single shot. Take out any survivors with your
handgun, and then go behind them, to where the coke machines are held.
Run down the nearby hall, and through the door. Here, go to the first
door you see, and unlock it using the DIAMOND KEY, then discard it when
prompted. Inside this room, go to the nearby shelf and easily collect
the EAGLE STONE. Return to the brown hallway, ignore the second door,
and use the CLUB KEY on the green entranceway, then discard it when
prompted. Here, go to the back, and light the furnace using the LIGHTER.
Now, walk up to the three statuettes, and activate them as so: middle,
right, left. With this, the cog of a nearby painting will lazily fall
out, spilling to the floor with a clang. When you attempt to collect
it...*BANG* AHHHHHHHH!!!

*pauses the game and goes to wash his pants*

Er...okay, so basically Mr. X will burst through the wall, cutting you
off and sending debris everywhere. Go around him, quickly collect the
COGWHEEL, and exit. When you try to return to the lobby of the police
precinct, Mr. X will make another appearance. To get around, wait at the
very edge of a corner. He won't see you, and you'll be able to run
behind him before he notices.

In the lobby, go to the ladder mechanism and climb up, then destroy the
raspy breathing licker. Turn left, and enter the library...a horrifying
(wink, wink) cinema will show zombies flooding into almost every main
corridor of the building, but luckily you won't have to have a tea party
with them. Go up the stairs, and through the first door you see.

Cross the balcony, and go inside the clock-tower. Use the CRANK on the
large hole, and a huge wooden staircase will be lowered. In the second-
floor, go to the large gearbox, and insert the COGWHEEL into it, then
press the button when prompted. The series of gears will start moving,
opening a secret passage. Walk up to it, and obtain the 1/2 BLUE STONE.
Backtrack to the library, and Mr. X will vault over the railing,
blocking your escape. If you have enough acid rounds, you can kill him
before he can reach you. If not...try running around. If you do end up
killing the evil Tyrant, be sure to inspect his body for some grenade
rounds.

Back inside the library, continue on the catwalk, and the flooring will
suddenly give way, causing you to fall into a secret alcove. Press the
glowing red button (ooh...glowing) to escape, and activate the buttons
on the other book-cases.

                   _____  _____  _____
                   | 1 |  | 2 |  | 3 |
                   -----  -----  -----


Press the button so "2" bookcase goes right, and then press the button
on "1" bookcase so it goes right as well. With this mentally retarded
puzzle completed, a slate beneath the painting will lower, revealing the
SERPENT STONE. Be sure to grab it, and go to the waiting room. Go to the
magic box, take out the second 1/2 BLUE STONE, and combine both pieces
to form the JAGUAR STONE. Organize your inventory screen as so:

(1) Handgun (2) Grenade launcher (w/acid rounds) (3) Serpent Stone (4)
Jaguar Stone (5) Eagle Stone (6) Grenade rounds (7) Any herbs you may
want

Go to Chief Irons office, and you will meet up with Sherry...the horrid
creature. Explore behind Chief Iron's desk, and you will find a small
painting on the wall. Search it, and you will press a button, causing it
to move away, revealing a plate with three holes. Plug in the SEPERNT,
JAGUAR, and EAGLE STONES to cause a secret passage to open up!

------------------------------------------------------------------------
Finding the sewer entrance:
------------------------------------------------------------------------

Items we will find:
Acid rounds

Use the elevator to go down to an underground cave system, and a
delightful cinema will unfold, showing Chief Irons's more insane side,
as he threatens you with a magnum at point-blank range whilst explaining
about the G-virus and Umbrella's plans. Before he kills you, a tentacle
shoots from the nearby chute, grabs the chief, and pulls him down. After
seconds of intense screaming, his upper torso is spewed out, shaved of
any appendages. Yummy...grab the acid rounds off of the table, and climb
down the ladder.

A mutating William Birkin shuffles on the metal grating, breathing
heavily. With his tremendous strength, he rips a metallic bar from the
railing, and screams in agony as his disfigured arm begins to grow,
blood spewing from the shoulder. The first boss fight of the game is on!
Stand back and peg five-six acid shots into his body...pretty simple. In
pain, William will fall over the railing, splashing into the water
below.

Return to pick up Sherry, and go beyond the battle site. Activate the
ladder, and climb up into the sewer system!! Finally, we are out of the
police precinct!

------------------------------------------------------------------------
Collecting the two Medallions / Exiting the Sewer System
------------------------------------------------------------------------

Items we will find:
Handgun rounds x2
Grenade rounds x1
Flame rounds x2
Wolf Medallion
Eagle Medallion

After "escaping" from Tyrant, Sherry will be sucked into another
passageway, and we will not see her for awhile (thankfully). Follow the
path, climb onto the ledge, and go through the door to arrive at a safe
room. Save your game if you wish, collect the handgun bullets from the
bag (READ: if you have more than 30 bullets, don't bother). Go to the
magic box, and arrange your inventory so it looks as so:

(1) Handgun (2) Handgun rounds (3) Valve handle (4) Grenade launcher
(w/acid rounds) (5) Grenade rounds

Do not bring any herbs, as there will be plenty to pick up along the
way.

Still in the safe room, pick the door's lock using your bobby pin, and
then climb down the ladder, lowering yourself into a storage room of
some sort. Kill the lone zombie using your handgun, and collect the
grenade rounds off of the shelf. Return to the typewriter room.

Use the elevator to go down, and after the cinema showing the wounded
Leon, you can either go where Ada ran to, or to the safe room that Leon
came from earlier. If you go to the control room, you can get more
handgun bullets, and A LOT of herbs (store them in the magic box for
later). However, you'll want to go to where Ada did eventually.

Here, you will have to take a dip in a river of sewage. Go to Claire's
left, and into the small alcove next to the ladder, finding two bloody
bodies that have been mutilated beyond recognition. Search them for your
first ever flame rounds and the WOLF MEDALLION. Follow the linear path,
escaping the jaws of the deadly spiders that run across the walls and
ceiling. You now find yourself at a miniature waterfall that is blocking
a door, and there is a machine next to it...slide the WOLF MEDALLION in,
and...oh, it seems that we need one more item to insert. Continue, and
you find yourself speaking to a barely conscious Annette Birkin. After
she collapses, use the VALVE HANDLE on the mechanism to cause a bridge
to come down. Cross it, and use the VALVE HANDLE on the second mechanism
to cause it to go back up. Collect the second batch of flame rounds, and
through the door we go, entering the alligator hallway.

If you didn't defeat the scaly beast during Leon's first scenario, then
here's how: lead it to the area with the yellow light. Activate the
light, and a gas canister will drop down. When the great monster has it
in his maw, shoot the canister, causing the beast to be decapitated
instantly. Go past the large body, through the trash containment
chamber, up the ladder, cross the bridge, turn left, grab the EAGLE
MEDALLION from the dead sewage worker, turn right, use the VALVE HANDLE
to stop the fan, climb the ladder, avoid the flying insects, down the
ladder annnnnnnndddd..........we are back in a familiar area, after that
ridiculously long run-on sentence.

Return to the water-fall, insert the EAGLE MEDALLION, and all the water
from the sewers will be drained, allowing you to exit this slimy place.

------------------------------------------------------------------------
Locating the steam elevator:
------------------------------------------------------------------------

Items we will find:
Flame rounds x1
Acid rounds x2
Control Panel Key
Weapon Box Key

Follow the wooden path, and go to where the trolly was once docked. Go
to the control panel, search it, and a cinema will show the trolly
returning. Then, something horrible happens...something that will cause
you to break down to your knees and cry...yes...Sherry has returned. :D
After a naughty cinema, crawl into the trolly, cross the chasm, and onto
the other side.

Before continuing, be sure to pick up the WEAPON BOX KEY from the corner
(you don't need the lighter...just go to the right of the launcher and
search the corner). Continue to go down the narrow halls, using your
dwindling supply of handgun bullets to take care of the walking undead.
At the very end, you find a typewriter room...save if you wish, pick up
the flame and acid rounds, then leave Sherry behind (yes!), exit, and go
to the metal elevator. Take it down, through the door, and collect the
CONTROL PANEL KEY. Inspect the nearby monitor, and a closed-circuit
television will show Tyrant's introductory cinema...interesting, to say
the least. Stand back and plaster him with flame rounds until he falls
face-first. Examine him for some acid rounds, and return to Sherry. Plug
the CONTROL PANEL KEY into the console, and then the steam elevator will
have returned. Search the operation box to cause it to start, and you
will automatically board it...

------------------------------------------------------------------------
Locating Umbrella's Secret Laboratory:
------------------------------------------------------------------------

Items we will find:
Flame Rounds x2

After the nuclear platform has begun its decent, something makes a
strange noise outside, so you being the one with the grenade launcher,
gets the job of going to investigate. Before doing this, however, be
sure to grab the flame rounds from the bathroom (at least, it LOOKS like
a bathroom...). Outside, William Birkin's body has fully mutated,
growing an extra set of arms, his skull tearing through his face, which
continues to slowly move south.

Get back about ten feet, snap in some fire rounds, and continue to
unload them on this G-virus reject. After a few hits, he will leap to
the roof of the nuclear elevator, When you hear the first "swoosh", it
is him moving upwards. The second "swoosh" is that of him leaping back
down, so listen carefully, and when the second "swoosh" happens, that's
your cue to run around so you don't get mauled by this flying freak.
After a few more shots, he jumps up to cling to the elevator shaft.
Return to Sherry.

Ugh...this cinema is SICKENING. It has more cheese than the state of
Wisconsin it's so bad...I wish I could skip it, but noooo, Capcom wants
us to see this crappy attempt at pulling our heart-strings. Oh
well...After this, the engine will over-heat, so you'll need to go back
outside. Here, circle around and crawl through the ventilation duct --
just in time to see the elevator re-start and continue downward without
you inside. What luck we may have had left today has just vanished! :D

These corridors are filled with cables and wires, along with a huge
freight elevator. Ignore it, and choose the other path. Take the lift
down, go to the dead body, and pick up the flame rounds nearby. Take the
second lift, and you will hear the familiar, raspy breathing of the
super lickers before you even see them. Equip your acid shots, and then
carefully walk around the corner, then pelt the two beasts with two
shots each, before they get a chance to perform their leap attack. Walk
past their twitching bodies and activate the generator switch, giving
power to the freight elevator I talked about earlier. Board it to reach
Umbrella's secret laboratory...

------------------------------------------------------------------------
Collecting the "Master Key":
------------------------------------------------------------------------

Items we will find:
Fuse Case
Fuse
Grenade rounds x5
Power Room Key
Lab Card Key
Master Key

As you enter, six or so naked zombies (the type that have been stripped
of their flesh. Num nums!) will hoard around you. Quickly load your
grenade launcher and plug them all full of whatever you have (DO NOT
waste the acid rounds, however). When all of this is said and done, go
through the nearby door. Go across the metal walkway and you will find a
split in the path: follow the blue lining. Here, in the "EAST" area, go
through the large mechanical door covered in ice. Pick up the FUSE
CASING and examine the robotic arm (awesome animation BTW), which will
put the fuse inside of the casing, creating the all-powerful FUSE. Go
back to the split in the path and insert it into the large machine/hole,
and the power will return again. Follow the red path.

Push the red button and a mechanical "slinky" door will open, revealing
two rabid zombie plants. Conventional weaponry can take them down, but
their tentacles will still try to grab you; only fire rounds can truly
put them down. You are now in the "WEST" area, as shown by the sign.
Turn right and open the unlocked door. Grab the LAB CARD KEY on the
table, and shoot a fire grenade down the vent to extinguish the plant.
Crawl through, and two hungry super-lickers meet your eye...quickly take
them down using your dwindling acid rounds. Go to the adjacent locker,
open it, and retrieve the two grenade rounds. Pick the lock and exit
back to the "WEST" area.

Run past the plant corpses, opening the door to a huge vertical corridor
that has been absolutely over-run with plant tentacles. Climb down the
ladder, and into a new, twisting hallway. Equip your acid shots, as
super-lickers will burst from ceilings -- three in total to be found
here. There are three (!) herbs if you want them. Go through the only
door.

Circle around, save at the type-writer if you wish, and go into Dr.
Birkin's laboratory. Open the locker with the blue light above it
(Weapon Box Key required) and two grenade rounds will be your prize.
Battle your way past the large amount of naked zombies, and steal the
POWER ROOM KEY from the desk. Backtrack a bit and a cinema will show
Annette returning, asking where Sherry is. After this, continue going
back until you reach the freight elevator at the start of the Secret
Lab. Go down. Go to the large crate, push it on the small lift, and go
down. Push it to the dead-end, climb up, and open the door using the
POWER ROOM KEY. After the interesting cinema that shows Tyrant falling
into a pool of liquid lead, backtrack to the area with the blue/red
paths. After the cinema showing Annette dying, take the MASTER KEY.

By now, the emergency evacuations and alarms should have started going
off. Aeiiighhhhh!

------------------------------------------------------------------------
Escaping Umbrella's Secret Laboratory:
------------------------------------------------------------------------

Items we will find:
Platform key
Joint N Plug
Joint S Plug
Rocket Launcher

"Repeat, all employees proceed to the bottom platform."

Where's this bottom platform? Just get on the freight elevator, use the
MASTER KEY on the computer, and you'll get to a huge nuclear train. Go
inside and drop Sherry off, and go to the very back, where you'll find a
magic box, typewriter, and PLATFORM KEY.

You should have the following in your inventory:

(1) Grenade launcher w/fire rounds (2) Grenade rounds (3) Acid rounds
(4) Platform key (5) - (7) Lots and lots of herbs. As much as you can
fit, the most powerful you can muster. Leave ONE space open.

Outside the train, open the gate using the PLATFORM KEY (this frees up
another space, leaving two available). The computer voice now informs
you that you have exactly five minutes until the entire complex is
annihilated, and a timer appears, counting down. Run up the stairs,
across the bridge that goes over the train, to the console, punch the
button, and watch in wonder (not) as the metal bars disappear, revealing
two objects: JOINT N PLUG and JOINT S PLUG. Take them both, turn a 180,
go underneath the stairs, and into the liquid lead area. Go to the
adjacent generator and install both plugs. As the lights go out, a huge
figure suddenly blocks your view...

The Tyrant is back!

His body still on fire, more powerful than ever, the mutagenic beast
rushes right for you. This is, IMO, the most difficult fight in the game
because this guy can take you out with three swipes of his fiery claws
(which is why you'll need as many herbs and healers as possible).
Continue to shoot grenades at him while you futily attempt to dodge his
shots, and eventually a shadow of Ada Wong (see Leon's scenario) will
throw you a ROCKET LAUNCHER. One shot from this baby and the Tyrant is
down for the count...for good. The power is restored to the train as the
battle ends.

Return to the train, take out the naked zombies, and open the metal gate
using the computer (nice sound effects I must say). Board the train and
hit the lever.

The ending cinema will proceed as usual, until the train's alarm systems
suddenly go off, informing you that the train will detonate due to the
presence of biohazardous material. A trip to the back of the train, and
a HUGE version of William Birkin smashes through the train's ceiling,
teeth exposed, tentacles flying, blood spewing...it's pretty cool,
really. The only way you can still tell it was once a person is by the
skull swinging from the spinal cord in his back.

Though threatening in appearance, this guy is very weak. Just step back,
unload all of your ammunition into him, and he's done. Game ended.


========================================================================
RANKINGS
========================================================================


In Resident Evil 2, you are scored at the end of completing the
game...you can achieve either an A, B, C, D, or E, depending on a
variety of factors...

Rank "A": To get this coveted rank, you must...

* Beat the game in less than 3:00 (three hours) -- cinemas not included.

* Use ABSOLUTELY NO first aid sprays.

* Use NO special weapons (that is, any weapon that takes up two item
  spaces). The only exceptions are the flamethrower and the rocket
  launcher that the shadow gives you at the end of the "2" scenario.

* You can only pick up six ink ribbons. Even if you don't use them, you
  can't pick them up.

Every other rank depends on how many of the above rules you break, but
it doesn't matter, because the only one you should be interested in is
the "A" rank...

P.S. Getting a "A" ranking in every scenario is highly recommended. It
allows you to access the Fourth Survivor Mini-game (AKA Hunk's
Scenario). TONS of fun that is.

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