Claire Scenario 2 Rank A Guide by MKim

Version: 0.0.3a | Updated: 03/26/00 | Printable Version

                             Resident Evil 2
                   Also known as Biohazard 2 as Japan
               Claire Redfield Scenario 2 1:40 Rank A Guide
                     For the Sony PlayStation Console
                  Compiled by Mark Kim (Vesther Fauransy)
                              Version 0.0.3a
                              Text Build 101
            Date of Completion: March 26, 2000 (No time given)
           Date of Public Release: March 26, 2000 (No time given)

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final time I have to repeat this.


October 17, 1999
Finally got this Claire B 1:40 Guide up and running.  Too busy to talk
right now.

October 28, 1999
Just some minor-touchups.  That's all.

October 31, 1999
Just a minor update for legal considerations.  That's all.

January 9, 2000
Let me get this clear: There are reasons why I had to create this file
and amongst the reasons why I created this file is because I wanted you
to understand that it's possible to get a 1:40 and maybe even 1:35 (if
you are valorous and avoid goofing up too often) even though Claire
has Sherry Birkin and unimpressive Ammo to deal with.  Anyway I had to
update this FAQ to a certain extent in order to erase more of the
unneeded legal stuff that is plaguing this FAQ.

When I tried to buy a new game for the PlayStation (besides I failed if
you had to ask me), I asked a Funcoland Representative at the Downers
Grove Facility whether I should consider buying Resident Evil 3 Nemesis
or not.  The representative told me not to buy Resident Evil 3 Nemesis
and told me to wait until I get a Sega Dreamcast and he told me it is
highly recommended that I at least rent it so that I can get set for the
all-Redfield installment (Resident Evil/Biohazard Code Veronica).  All
Resident Evil 3 does is reveal some of the darker secrets behind
Umbrella's cause.

You should try to rent or get a Dreamcast in order to experience the
REAL sequel to Resident Evil 2.  I don't know what people might have said
about the Dreamcast in the past but I'm pretty sure that with Resident
Evil Code Veronica to be exclusive to the Dreamcast for the time-being,
it becomes evident why the Dreamcast is pretty much a rising star in
the Video Gaming Industry.

So since the Funcoland representative told me to wait until RECV comes
to the states, I would say the same thing as well: Wait until RECV
comes to the US Dreamcast.

To tell you the honest truth, I will NEVER CREATE AN FAQ FOR LEON'S
FIRST SCENARIO because I'm sticking to my beliefs that Resident Evil
is supposed to be the story about the Redfield's mallistic quest to
uncover the darkest secrets Umbrella has in mind.  That is why I went
all the way in Claire's Story.  This document only serves as a "Claire
Counterpart" of Vincent Merken's Leon Scott Kennedy Scenario 1
95-Minute Walkthrough, although Vincent Merken was able to pull a
*kick-ass* performance of under 90 minutes without cheating or saving.

Enough rambling.  Let's get to the main course.

March 26, 2000
Bugs, bugs, bugs.  I have to remove them if for any reason I have to have
them posted on the Internet.  Bugs, bugs, bugs.  *eats M&Ms in dismay*


* Newsflash
* Why I had to write this file and why I'm also going to be using this
  file as a walkthrough as well
* Recommendations and suggestions
* The outer city and the Police Station
  - From the streets to the Police Station
  - Extinguishing the Police Chopper
  - Electronically opening the doors
  - Meeting up with Leon S. Kennedy at the STARS Office
  - Clearing up the Corridor Wreckage
  - Meeting up with Chief Irons and Sherry Birkin
  - The Outside Sewer System and the Parking Lot
  - Wrapping up plans of escape
* The Main Sewer System
  - Getting the Wolf Medal
  - Getting the Eagle Medal
  - Boarding the Tram
* The Factory
  - The Narrow Corridors
  - Getting the Control Room Key
  - Boarding the Umbrella Lift
  - Confronting William 3
* Umbrella's Secret Labratory
  - Powering on the Elevator
  - The Main Fuse Stretch
  - Getting the Power Room Key
  - Saving Sherry Birkin from Tyrant
  - Finding Sherry Birkin
  - Accessing the Emergency Platform
  - Powering the Train, facing Tyrant for the last time
  - Mobilizing the Train
* Desperate Escape
  - Picking up Leon S. Kennedy and William Birkin
  - Destroying William once and for all
* Special Items and Characters
* Do's and Dont's
* How to suggest fixes
* Resources of this file
* Acknowledgements


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Coming across to, I have read Jim Irwin's Resident Evil 2
Claire Scenario 2 Speed Guide and once I got the Gatling Gun by just
reading his guide several times, I thought that I would be fast enough
just in time to have the PlayStation rest for 1-2 Hours after consecutive
hours of gameplay.

However, it becomes obvious that once you become better in the game, then
saving will be a thing in the past.  Also, there are some areas that can
be omitted for the sake of saving your PlayStation's skin.  Typically,
your PlayStation can only last 2 hours which means in order to help you
avoid running your PlayStation for 2:30 sharp, I have came up with this
guide that should enable you to wield hardcore fast times of under 2

Once you listen to all the cheesey voice acting, overreacting, and all
the *lame* elements of the game, then getting the best clear records is
all that matters.  However, speed games do get boring because they take
the fun of the game away.  Unfortunately, speed games are a must if you
want to access a variety of weapons and secret characters available in
the Normal Mode.

For this guide, I'm assuming that you are willing to finish Claire
Redfield's Second Scenario (Yep, that's the wimpy Leon's Story) between
the Game Clear Timeframes of a Vincent Merken-esque 1:35 to 1:45.  For
those of you who are going to be using it as a walkthrough, I will be
going in as much depth as I can but if you are using it as a Walkthrough,
then you won't be able to get the Gatling Gun and Hunk, which are the
prizes you will be getting for beating the Second Scenario in under
2:30 with a rank of A with no saves at all.  BTW I'd like to tell you
sure your PlayStation gets some rest, I will make sure that you don't
go over 1:45.  To achieve 1:35, you have to undergo HIGH RISKS throughout
the game.

Also, with the arrival of Resident Evil 3 Nemesis and its cousin Dino
Crisis (KIM that RE3N and Dino Crisis are rated M for explicit scenes of
violence and gore), rumors from Sendai/Ziff-Davis and Tips and Tricks
sources has declared that Capcom has taken steps to improve all the voice
acting, which was Resident Evil's weakest part when it first came out.

While Jill Valentine will be going solo on RE3N, KIM that RE3N is just
a side-story to Resident Evil 2 as it occurs 24 hours before and after
Resident Evil 2.  The real sequel to Resident Evil 2 is the Dreamcast-only,
all-Redfield (Claire and Chris only, no Leon, Barry, Rebecca, or Jill)
Code Veronica.


1. I highly recommend that you read this guide over and over again before
   spending a single minute with the game.  This way you can stay in task
   as much as you can.

2. Like I said, my purpose of this guide is to help you beat Claire's
   Second Scenario in 1:45 or less with no saves and no cheat items at all.
   For those of you who are using this as a walkthrough, I will try to go
   in depth as much as I can and state where you can get whatever and

3. First Aid Sprays are considered cheating.  As many FAQ Authors have
   already stated on their files, getting one is just a waste of an Item
   Slot (Jim Irwin).  Use a First Aid Spray and you will receive less
   points for cheating (Vincent Merken).

4. You will receive higher points if you use Herbs.  They won't lower your
   rank so it can't hurt to grab an Herb.  Anybody new to Speed Playing
   will need all the Herbs you can have but Advanced Players can beat the
   game without too many herbs.  As a general rule, since speed is what
   we want to go for, always carry a spare herb handy.  If you see Claire
   grab her stomach, then use the Herb.  The speed of the game begins to
   bog down if Claire isn't at FINE Condition.  To free up Item Space, try
   mixing herbs to the following:

One Green Herb: Restores life equivalent only to 1/3rd First Aid Spray
Two Green Herbs: Restores life equivalent only to 2/3rd First Aid Spray
Three Green Herbs: Restores as much life as a First Aid Spray and it's
                   not considered cheating since Herbs are the key to
                   "healing the hard way".
One Blue Herb: Neutralizes Poisons
One Green and Blue Herb: Restores life equivalent only to 1/3rd First
                         Aid Spray but neutralizes Poisons
Two Green Herbs, One Blue Herb: Restores life equivalent ONLY to 2/3rd
                                First Aid Spray, but neutralizes poisons.
Red Herbs: Cannot be used alone and must be mixed with a Green Herb first.
One Red and Green Herb: Restores life as much as a First Aid Spray.  This
                        is acceptable even though you only mixed two herbs.
Red,Green,Blue Herb: Also called a Superherb, this powerful combination
                     completely restores you and also neutralizes poisons.
                     Even though this combination's healing power is
                     thoughtful of being counted as cheating, it's
                     acceptable to use (believe it or not) because you
                     have combined three herbs into one item slot and the
                     Red Herbs cannot be used alone.

5. Try to rest your PlayStation for at least one hour so that you can
   just simply run through Claire's Second Scenario in a clean Vincent
   Merken-esque 1:35-1:45.  Again, my primary goal is to have you beat
   Claire's Second Scenario spending no more than 1:45.  If you are using
   this guide as a walkthrough, then I'll state the best times to save
   your game.  You have a limited amount of saves so use your saves
   wisely.  Remember you're allowed up to 2:30 of playing time and no
   more than 6 saves.  Since I'm not planning to save at all, then IT

6. For anybody new to speed playing, you should give some more time so
   that you can get used to omitting several places in the game.  This
   means that you may not be able to beat the game in 1:45 or under, but
   hopefully if you follow this guide and skip all the optional areas,
   then you should barely clear Claire's Second Scenario in under 2

7. Avoid grabbing/using any First Aid Sprays or any Items that take 2
   Item Slots.  You will receive less points for using First Aid Sprays
   and 2-slotters.  You will also receive less points if you save more
   than 6 times, which is a lot.

8. Even though you are allowed up to 6 saves, for those of you who are
   new to Speed Games, you will probably need to save.  Four saves should
   suffice but if you have been playing Speed Games for awhile, then
   just forget about saving.  But keep in mind that you need to avoid
   saving if you want the Gatling Gun.

9. If you are using this guide to obtain a Vincent Merken-esque 1:35,
   I will outline as many high risks as I can.  You need to learn how
   to overcome extremely high-risks outlined in this guide if you want
   to beat the game by 1:35.  Typically, only Leon can do 1:35 as
   Vincent Merken has stated on his Leon Scenario 1 1:35 Guide but if
   you take more risks by ignoring a high number of Zombies or Lickers,
   then you should be able to achieve 1:35.  Just make sure that you
   stay within task at all times and don't goof up.

10. To achieve 1:35 or 1:45 clear times, you only need about 43-58 Hand
    Gun Bullets, 12 Grenade Rounds, 24-30 Acid Rounds, and 30-36 Fire
    Rounds.  Forget about the Bow Gun this time around because it
    definitely sucks (I agree with Jim Irwin here).  Also, you will
    be asked to skip THE OPTIONAL AREAS for 98% of the time since these
    areas only add up unnecessary time to your performance.

11. Beginners will need to go inside an Optional Area since they are
    brand new to this.  For those of you who are using this file as a
    Walkthrough, play the game in the Easy Mode so that you can get used
    to it.  You still need to play the game in Easy Mode if you are new
    to Speed Playing since you need extreme practice before doing the
    real thing.  Remember that you can only get prizes and extra
    characters in the Normal Mode.

12. Feel free to variate whatever is comfortable with you but my primary
    focus here is to help you achieve a kick-ass time of 1:40 and below
    with a Rank of A.  I can't recommend using a First Aid Spray or a
    Special Weapon because not because they lower your rank if you use
    them, but they are rather useless anyway.

13. Prerequisites: You have read and performed all the stunts as outlined
    in Vincent Merken's Leon Scenario 1 95-minute Walkthrough.  This is
    a Claire supplement of Vincent Merken's Leon Scenario 1 Walkthrough.


The Slums
Claire has a shorter distance from the starting point to the Police
Station, which is a good thing because you can't afford wasting too much
energy playing a Vincent Merken-esque game of ignore.  This helps you
save as much herbs as you can until the end of the game.  Just slip and
slide through zombies with skill and wit and you should be able to reach
the back side of the Station in only a flash.

Opening up the Cabin
Head right through the Security Office at the outside.  Just run in
between the Zombies for now: they are a piece of cake to ignore.  Now
grab the Cabin Key and hug the side the door from the slums was at.
Run right through the cabin really hard whilst slipping and sliding right
through the zombie's fingers and open up the cabin with the Cabin Key.

Getting inside the Police Precinct
Let's go onto the next door since we can't see anything interesting here
(even though there are 15 more Handgun Bullets and 2 more saves).

And now we have to contend with lots of Zombies here.  The zombies
before the staircase can be easily slippen and slidden.  You need to be
really careful about the Lady Zombie because in most cases, she will be
blocking the staircase.  If you can't ignore the Lady Zombie without
taking any damange and/or saving any ammo, then just knock her down and
run right past through her and board the staircase.  I know this wastes
ammo but sometimes you can ignore the zombies (all of them) without
wasting any ammo at all.

Now you can just either sit back and watch the FMV or just skip it by
pressing the Start Button.  For the sake of saving you time, just hit
the Start Button to skip the FMV.

Board the door that leads to the Crow Caves.  Now just run really hard
until you approach a door at your left.  We don't have time to kill all
the crows, though.  Just unlock the door at your left and quickly get
in the door before you get jacked by the crows!!!  BTW there is a Green
Herb next to you as you are entering the Crow Corridor.  If you have
taken any damage, feel free to grab herbs at ANYTIME.  Remember the less
damage you take, and the less unnecessary pickups you engage on, the
faster you will be.

Now board the staircase and get in the door at the first floor of the
Liaison Area.  You can grab the Herbs if you want but I don't need them
now since you *should* still be in good condition.

Entering the Liaison Room, there should be 15 bullets on the corpse of
the perished officer (Pick up Hand Gun Bullets spraingly, as you only
need a few handgun bullets to beat the game).  I would take the Handgun
Bullets now as I may benefit from them.

Now just go inside the Liaison Room and head left, and grab the Valve
Handle.  Go back to the Helicopter Wreckage Area and extinguish all the
flames near the wreckage.  Examine the Helicopter Wreckage for any M79
Rounds if you need to as you won't return back after you return back to
the Crow Corridor after the Tyrant FMV.  As you return back to Crow Hall,
skip or watch the Tyrant FMV.

Meeting Tyrant for the first time
OK so the door that leads back to the Helicopter Wreckage is now blocked
so just go forward and we now see The Tyrant making his first appearance.
Just run away from him (but be warned that you'll have to take a hit
because he's brutally accurate) and head towards the door that leads to
the Inner Wreckage Hall.

Now make your way towards the dead-end (you will hear a scream) and
board the door near the Helicopter Wreckage and you will be inside the
Statue Room where you have to place two Red Jewels in order to reveal
something, which I will reveal out later on.  Just grab the Keycard near
the left statue, and just run away from the Licker (Heh, he's easily
avoided since he usually tries to tounge you through) and head back to
the Wreckage Hall.  Now board towards the visible door at your right
and you should be now at a Safe Room.

The first Safe Room
Grab the Hand Gun Bullets right there since you get 30 rounds.  At the
Magic Box, keep only the Blue Keycard, your Handgun, Bullets, and a
spare herb or two just in case Claire has to grab her stomach.  Now
let's go to Floor 2 of the Main Hall.

Getting the Unicorn Medal
This is quite possibly an ammo-consuming task as there are plenty of
zombies blocking your path.  Just watch your ammo (you don't have too
much so watch your ammo) and just stay calm while you kill the zombies
in this corridor.  If you want, then you can grab the Grenade Launcher
before going head-to-head against these zombies.  Your best bet is to
stay calm with the Hand Gun Bullets.  After you off the Zombies, descend
through the ladder (be sure to bring the ladder down first) and grab the
Grenade Launcher near the security desk.  Go to the computer and use
the Blue Keycard to unlock all the electronically-locked doors.  Now
board the left double-cased doors on Floor 1 of the Precinct.

The quest for the first Red Jewel
Be careful as you board the "not-so-safe room" since there are zombies
blocking your path.  Calm down and knock them out as quick as you can.
Pass up the drawer that has the First Aid Spray (you will be slapped for
cheating at the end of the game if you pick and use this item up) and
proceed to the Licker Hall.  Use and discard the Spade Key and enter the
File Room.

Now just push the ladder until you can't push it anymore.  All you need
to do is to just climb up the ladder and grab the Lighter high above.

Leave the file room and board the twisting corridor.  As you make your
way to the Briefing Room, be careful as two zombies will try to deter
you as you try to make your progress.  A close shot with the Grenade
Launcher should suffice both zombies so try to aim the nozzle up their
heads and let them have it.  The grenades are not as powerful as Leon's
Shotgun Shells so you need to be conservative in your ammo at this point
of the game.

Once you get those annoying zombies out of your way, get inside the back
of the Briefing Room.  Use the lighter in front of the fireplace and
retrieve the first Red Jewel.  Get out of the briefing room and board the
leftmost staircase in the first floor of the Precinct.

Heading to the STARS Office
There are no zombies at the leftmost lower staircase as opposed to the
first scenario so just climb up the staircase.  If you are hurting, then
there are herbs in the back of the staircase but if you are still fine,
then just board the stairs.

Note: You can visit the Safe Room near the left lower stairs to dump
the Lighter and the Red Jewel (alongside any unnecessary items) if you
want but I personally would wait until after I meet up with Leon at the
STARS Office.

Arriving at the leftmost staircase at the second floor, keep on moving
forward until you see the statues.  Move the statues so that both of the
statues face the middle statue.  If you are having mondo trouble in solving
this puzzle, then all you need to do is to just point your browser to this


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Reader at

Grab the Red Jewel after solving the statue puzzle and proceed to the
door closest to the Statue Puzzle and enter the STARS Office.  Leon will
give you Chris Redfield's Diary.  Bypass the Diary and after some
*lame* chit-chat, go to Chris's desk and grab the Diamond Key.  Leave
the Bow Gun behind you because this is the worst weapon in the game.
You can clear this scenario without the help of the Bow Gun so don't
get mad at me if I told you to avoid the Bow Gun.

Leave the STARS Office and go back to the leftmost staircase at the
lower floor of the precinct (just ignore the zombie chasing after Sherry).
Use the Diamond Key to open the door to the Supplies Room (it's the room
next to the room Marvin got zombified in the first scenario).  At this
point, you can just go ahead and dump any unneeded items at the safe
room next to the lower left stairs.  You can take a higher risk by just
waiting until you get to the 2F Waiting Room to dump any unneeded items
but keep in mind that you need to save at least two spaces for the
Detonator and the Plastic Explosive, and since I won't permit the use
to grab some needed herbs at times.  So use your judgment before boarding
inside the Supplies Room.

The Plastic Explosive and the Detonator
Since Leon has eliminated all of the zombies on the first scenario,
Claire deserves a break from zombie conflict in this room.  All you need
to do is to just walk forward and lock-pick the Plastic Explosive door
to retrieve the Plastic Explosive.  Now just unlock the door left of you
and you will be in the Dressing Room/Office.

Watch out because zombies will block your intentions in grabbing the
Detonator.  Use good judgment when dealing with zombies because in the
world of survival horror, killing zombies isn't the best way to survive
a horror story.  Knock out the zombies as quick as you can, grab the
Detonator (be sure you combine the Detonator and the Plastic Explosive),
and "get the hell out of the Locker Room."

Board the ladder and right into the Second Floor Waiting Room.

The Chief and Sherry Birkin
At the safe room, make sure that you keep only the Detonator/Explosive
and the Grenade Launcher and the Rounds plus one triple/super herb.
Clear the Helicopter wreckage and enter the blocked passage leading
to a chit-chat with the Chief.

Note: Getting the first Blue Stone half is optional as of this point
but feel free to grab the first Blue Stone Half if you want to.  All
you need to do is to enter the same room where you have obtained the
Blue Keycard at (nullify the Licker with the Acid Shot).  Now just put
the red jewels at the side of the center statue.  Once you placed both
of the jewels on the fist-size holes, you should be able to get the
first Blue Stone Half.  Get out of there and meet up with the Chief
at his office, formerly blocked by the wreckage.

After the chit-chat with the Chief, board the freely-accessible door at
the Chief's right (Don't bother with the Stone Puzzle Door right now
as the Chief is still blocking it) and proceed further until you meet
up with Sherry Birkin.  Now go back to the Chief's office after the
chit-chat with Sherry (Don't bother with any items here because it has
no importance whatsoever) and retrieve the Heart Key at his desk.  Go
back to the Helicopter Wreckage Hallway and back to the Liaison Room
but instead of entering the Liaison Room directly, go to the door next
to the Liaison Office and open the door to the basement with the Heart
Key.  Discard and board the path to the Watchman's Area and the basement.

Watch out for the dog blocking the staircase to the Basement.  After
offing the Dog, you may choose to grab the Herbs if you want but I
personally would save them until right after I grab the Crank from Leon's
Sewer Entrance.  Board the staircase to the Basement since we have no
more time to waste.

Keep on going forward until you reach a T-Intersection.  Board a left,
past through the Autopsy Room, and right into the outer Basement Area.
Climb down the ladder at the Manhole and to access the area that would
trigger Sherry's Mini-Quest.

THE LIGHTER WITH YOU.  Save at least three item spaces for the Crank,
Cog, and the Club Key.  Your inventory before the three obtained items
should be the Grenade Launcher with loaded rounds, spare rounds just
in case you run out (You only need to have two kinds of rounds at this
point of the game), and a Diamond Key.  You don't need any Herbs because
at this point I WILL ASSUME that you are in good condition thus far.

Ready?  Get out of the Safe Room with the following inventory: Grenade
Launcher, two types of Grenade Shots (One loaded in your Grenade Launcher,
and the other as spare ammo), Diamond Key, and the Lighter.

The Sherry Birkin Mini-Quest
After the chat where Sherry tries to escape Claire's grasp, it's time for
a *yucky* Sherry Birkin quest.  Go forward to the Lift and then keep on
going forward until you see a T-Intersection.  Head a right (The zombies
just spit here so avoiding them should be cake) and directly to the room
storing the Club Key.

Now climb down the stairs and HOOOO!!!!  We've got another puzzle to
solve here!!!  Push the rightmost box all the way forward.  After pushing
the rightmost box, climb the middle box, descend through the box, and
push the middle box against the rightmost box.  Board the middle box,
descend through the middle box, and push the leftmost box all the way
in so that you can make a bridge once you lift up the current.  Go
back to the way you came and face the switch.  Turn the switch on and
you should be able to cross the bridge that you have made.  Now go to
the dead-end and grab the Club Key.  Now return to the area where the
Sherry Mini-Quest began.

Optional Area: If you think that you may run out of ammo or if you don't
feel like beating the game in under 1:45.
After getting out of the Club Key Room, go right at the very first
intersection, and all the way to the Ada Elevator.  Board Ada's Elevator
and grab the Grenade Rounds.  Now return back to the area where Sherry's
Mini-Quest Started.  I can't recommend going here since it will only add
unnecessary time to your achievement.  As a general rule with this Extra
ROUNDS!!!  Trust me on this.

After the Sherry Mini-Quest
Grab the Club Key and board the Manhole once again (watching out for the
dogs that are now on the floor), and then back to the Basement Hall (Well
you already got the Red Herb when you first came in this doggy corridor).
Open the Autopsy Room door with the Club Key (but we are not going to go
inside the Autopsy Room because getting the backpack is also a major
time-waster) and JUST PROCEED FORWARD until you see the door leading to
the Parking Garage.  Now just go forward and board the door that both
Leon and Ada cleared up during the first scenario.

Be careful of the dog eating up the corpse as you enter the hallway.
Skillfully slip and slide right past through the dog without letting
him see you.  Board the first door you see.  You're almost there to the

As we proceed forward, we are in a lot of trouble because we have
persistent dogs blocking our path.  Off the dogs with skill and wit and
next to the manhole Leon opened up with the Manhole Opener on the first
scenario, there should be a Crank.  Pick it up and return all the way
back to the Watchman's Hall.

There should be some precious Acid Rounds next to the Staircase.  If
you think that 24 acid rounds should be enough, then for the least unlock
the Watchman's Room with the Club Key and then proceed back to the Liaison
Room.  Get out of the Liaison Room by heading rightwards at the
Intersection and board through the double doors.  Now would be a good
time to do the 2236 combination to grab 6 more Acid Shots, but remember
you only need 24-30 Acid Rounds to beat the game.  If you have just about
enough Acid Shots, then just skip the 2236 puzzle since it's sort of a

Note: You can skip this area if you want to.  However, for beginners I
would say enter this room because you need enough ammo to survive the
horror for the first time.  Later on, as you become more capable of
slipping and sliding through monsters without much damage, you can
just try your luck and omit several ammo pick-ups that are not necessary.
Open the Watchman's Room with the Club Key and get inside the Watchman's
Room.  At the same area you found Leon's Desert Eagle in the first
scenario there should be some Acid Shots.  Grab the Acid Shots and then
proceed back to the Liaison Room.  Get out of the Liaison Room by heading
rightwards at the Intersection and board through the double doors.  Now
would be a good time to do the 2236 combination to grab 6 more Acid Shots,
but remember you only need 24-30 Acid Rounds to beat the game.  If you
have just about enough Acid Shots, then just skip the 2236 puzzle since
it's sort of a time-waster.

This next hallway could be a main concern for those who are attempting
a 1:35-1:45 Rank A game.  You need to off the zombies the quickest you
can and then head rightwards and another right until you reach the
dead-end with the door leading to a next set of rooms.  The zombies
that are blocking the doorway to the Interrogationary/Video Rooms
can be slipped through.  Zombies are up close and personal when you
first enter this hallway so you must be fast over here or you may
suffer extremely high damage.

Proceed forward (but be careful of any approaching Zombies if any)
and open the Interrogation Room with the Diamond Key (and discard it)
forward until you see the Green Door.  Open the door with the Club
Key and discard it (and that's why I said use the Keys to their
fullest so that you can leave as much space as you can for the other
items).  Go to the range and use the Lighter right there.  Now turn
on faucets 12, 13, and 11 and go forward to retrieve the Cog but be
careful of the reluctant Tyrant who tries to inflict damage.  Grab

Enter the Interrogation Room.  Just before the Interrogation Room,
there is a Red Herb if you have enough space left.  Hopefully, with
only the Grenade Launcher, Spare Rounds, the Cog, and the upcoming
blue stone half plus the crank, you should have two free spaces left
assuming that you don't have any herbs in your inventory.  The only
thing you need to do in the Interrogation Room is to just grab the
Eagle Stone and get out.  Go back to the hallway that leads to the
Liaison Room.  Note that Tyrant will block your way as you make your
way back to the Main Hall.  Hug your right and after you regain control
of Claire, HUG THE RIGHT WALL as you return back to the main hall
since Tyrant needs some time to turn around completely.  You should
be able to dodge Tyrant without a scratch by the time you make your
way back to the Main Hall, but still be concerned about the Zombies.
Slip and slide through the Zombies carefully because the corridor's
kind of narrow right here, all the way and with precise timing and
finesse.  If you are good enough, then you should be able to ignore
all the zombies without taking any damage at all. Back to the hallway
we go!!!

Final Stretch of the Police Station
Board the emergency ladder and into the Second Floor Library (be
careful of the stealthy licker lurking as you make your way there)
whilst skillfully slipping through the Licker's Fingers without taking
any damage.  Board the Library Doors quickly and as you board your
way through the library, zombies will get inside the building.  Who
cares about these zombies because we are not going to go inside these
areas again for any further.  Inside the vase are Red Herbs if you have
enough space to spare, but I would wait until right after I completed
the Crank/Cog Puzzle.  Climb up the stairs and board the door that
you see.

Keep on going forward until you see the door that leads to the classic
Crank/Cog Puzzle.  Use the crank to lower the staircase.  Climb up the
staircase and go to the clock gears and use the Cog.  Turn on the
switch and you should be able to see the final half of the Blue Stone
Half.  Get out of the room and head back to the Third Floor of the
Library.  As you try to make your way back to the Library, you wonder
what happened to the Music?  As you attempt to go back to the Library,
TYRANT COMES!!!  How could he be able to climb through floors without
any staircase remains a question but all you need to do is to just jack
him with 4 acid rounds.  Loot 6 Grenade Shots from him before returning
back to the library.  Gee, can't Tyrant respect anybody's privacy?

Now just board the pitfall of the Library.  Go forward to open a secret
passage.  Now get near the switch nearest to the staircase and shove the
shelf rightwards.  Do the same thing to the shelf nearest to the leftmost
shelf and hopefully, you should be able to get the Serpent Stone.  Grab
the Serpent Stone and make your way back to the second floor Waiting
Room whilst skillfully slipping and sliding through the licker.  Grab
the Red Herb from the vase if you want to now.

On the Waiting Room 2F, you will only need the Acid Rounds, Grenade
Launcher (plugged with Acid Rounds), the Serpent and Eagle Stones, and
a Tripleherb.  If you already have done the Red Jewel Puzzle before
you met up with Irons and Sherry, then just combine the blue stones
to get a Cougar Stone.  If not, then solve the Red Jewel Puzzle and
grab the final half of the Blue Stone, and then combine both halves
to get the Blue Stone.  Now it's time to get inside Chief Irons's office.

After some chit-chat with Sherry Birkin, open the framework and put all
the three stones in to open the door.  Board the elevator and after
decending through the Elevator, go to the door at the dead-end.

Exiting out of the Police Station
After the chit-chat with the Chief, there should be some Acid Rounds at
the leftmost table.  Now inspect the Trapdoor and Chief Irons will have
been decapitated by William Birkin.  Board the ladder and now you will
have to fight William Birkin.

William Birkin
This fight is pretty easy.  Once you regain control of Claire, pound
about 5-6 Acid Rounds on this cheeser, staying calm and patient.  Once
the music stops, return back to Chief Irons's office and pick up Sherry.
Now that Sherry is in your possession, go back to where you encountered
William 1, but this time, keep on proceeding forward, trip the switch
to uncover a ladder, and keep on going forward until Claire and Sherry
enters a scene where they are forced to take the next door due to Tyrant's

That should be it with the longest part of the game: The Police Station.
Any elapsed playing time in between 45-50 minutes would be considered


Entering the first hallway of the Sewer System, Sherry gets sucked in
(and thank god there's no Sherry Mini-Quest in this scene as opposed to
the first scenario) and Claire is forced to look everywhere for Sherry.
All you need to do is to just go forward until you reach an intersection
that you need to board through.  Make your way to the Dead-End and board
the door (There are two Blue Herbs as you make your way through).

Commencing Escape
At the safe room, all you need right now is Grenade Rounds plugged in
your M79, and the Valve Handle.  Don't bother having spare herbs handy
from this point because there should be plenty as you walk by.  Now board
the lift and you will meet up with Leon.  After the chit-chat with Leon,
head left through the Intersection (There is no time to waste with the
Leon Control Room) and through the door.  Board leftwards through the
Intersection and when you get to the left intersection, board the dead
end corridor.  Grab both the Fire Rounds and the Wolf Medal from the
corpses.  Now turn around and head right and head left at the T
Intersection that you encounter.  Be careful about the Spiders since
they will shower the sky with poisonous acid.

Boarding through the door, and at the Intersection you see, board left
and through the double doorcase (be careful of the chasing spider) which
will eventually lead to a chit-chat with Annette.  After the chit-chat
with the evil prick, keep on going forward until you run into a switch
requiring the use of the Valve Handle.  Lower the bridge using the Valve
Handle and proceed forward until you see another switch.  Raise the bridge
using the Valve Handle and proceed through the door at the front.

Note: There are two Green Herbs and a case of Fire Rounds as you make your
way into the Alligator Hall.

Keep on going forward until you reach the red door which doubles as a
dead-end.  I will assume that you have already destroyed the Alligator
on Leon's First Scenario.  If not, then just run until you reach a canister
and then release the canister.  When the alligator eats the canister, let
the Alligator have it.  If you have to fight the Alligator on Claire's
Second Scenario, you're in for some major time loss because offing the
Alligator in Leon's First Scenario will help speed things up for Claire
on her Second Scenario.

Now go to the Ada Ladder and climb up.  Cross the bridge and head a left
right through the Sewer Mainframe.  Now grab the Eagle Medal and head
back to the Ada Ladder and descend down.  Go back to the Alligator Hall
and back to the Bridge Area.

At the bridge on the lower floor, use the Valve Handle for the final
time to lower the bridge and cross the bridge.  Board the double doors
and head left until you see a Medal Insertion at your right.  Insert
the medals to negate the current blocking the door and board the door
once blocked by the current.

The next corridor is easy: All you need to do is to just continue forward
until you come across a next door.

Go forward and head a right.  Now hug the right and then fiddle with the
Tram Switches so that you will be able to access the Tram.  After the Tram
agrees to return back, Sherry will come on and then after the chit-chat
ceases, get inside the Tram.  You are now inside the Factory right after
you get out of the tram.

WOW!!!  The Sewers were relatively short!!!  For the record, any elapsed
time-to-date in between the 55-65 minute range would be first-class.


Note: Make sure Sherry is within range with Claire from here.  If you go
too fast, Sherry will sit down and Claire won't be able to board any
doors so make sure that Sherry is within range.

Head to the door that you see.  Now at the intersection, just make a right
since that's where the next door is at.  Kill the zombie with a close-up
nozzle shot with Grenade Rounds.  Just proceed to the door as quickly as
you can.

Now move on forward until you see an Intersection.  Be careful of any
zombies blocking the Intersection as they will attack you at full force.
Again, skillful Zombie-shooting should suffice.  Head left on the
Intersection and board the ladder at the leftmost dead-end.  Now you
should be somewhere at the Safe Room.

Note: The Weapon Box Key is near the Flare Gun but I really don't need
the Weapon Box Key since the Grenade Rounds inside the Weapon Box Storage
at William's Lab are considered unnecessary pickups IMO.

Accessing the Lift
After the chit-chat with Sherry, go to the Magic Box.  At the Magic Box,
keep only the Grenade Rounds (all types), the Grenade Launcher loaded with
Acid Rounds (that should be 3 item spaces), and two Tripleherbs.  Get
out of the Safe Room and proceed forward until you see a lift.  Board
the lift and head rightwards towards the rightmost dead-end and get
inside the door.

Keep on moving forward until you reach the monitors at the dead-end.
There should be a flashing object which is the Control Panel Key.  Grab
the Control Panel Key and go back to the Safe Room.  As you try to exit
out of the Monitoring Room, Tyrant tries to trap you.  Jack him with
about 4 Acid Rounds (maybe 3 if you are lucky) and loot him for 6 more
Acid Rounds.  We are now back in the Safe Room.  Now go next to Sherry
and place the Control Panel Key in the hole requiring use of the Control
Panel Key.  Get out of the Safe Room and head right.  Now flip all the
switches at the control panel next to the lift and you'll be able to get
inside of the lift right away.

Note: If you are playing the game in EASY Mode, then you'd better save
your game as William will be quite tough.  I have read Jim Irwin's Claire
Scenario 2 Speed Guide and found out that this is possibly the hardest
William in the Second Scenario overall.

After an FMV, and a disturbance courtesy of William, grab the Fire
Rounds next to the bench and get out of the lift.  You will not be
permitted to return inside until you destroy William for the second
time.  Go forward until you confront with William for the second time.
He is similar to the William you fight before having to contend with
William 4 at the end of the First Scenario.  He's tough so get ready
to rumble.

William Part 3
This is a tough fight.  When the fight begins, make sure that you have
fire rounds plugged inside your M79.  Unload one fire shot and then
run away from him and he'll jump up and then block you.  Back up just
about right so that you can land 2-3 hits on William so that he can jump
up on the lift once again.  Turn around and get blocked by William again.
Do the same thing.  Repeat until William gets off the lift bleeding
into a crisp.  It will take about 10-12 Fire Shots to off William 3 and
his 4-hit combo can drain about half of your life bar away.  Don't let
William jack you up or that hit could be your last.  After finishing
William off, get back inside the lift.

Almost there!!!
After the lift stops because of overheating, you will get into a
conversation with Sherry and Claire.  After the conversation, get out
of the lift, head a left from the Intersection, go dead-center and board
the ventilation hole that will lead you to the Power Supplementation Area
at Umbrella's Secret Lab.  And you are now finished with the Factory
portion of the Second Scenario.

For the record, an elapsed time-to-date between the 68-80 minute range
would be deemed first-class.  Only 25-30 minutes remain.


Now I am going to get REALLY complicated right here.  If you think that
text-only explanation is way too vague for your tastes, please go to, click on Resident Evil FAQs on the
main page, and then use the drop-down menu to locate my Resident Evil
2 PDF for the Second Scenario's Harsh Entrance into the Umbrella Lab.

Right after the Lift has taken off without your guidance, your only
alternative is to turn right and then head towards the door.  There is
a moveable box near the Lift.  Before you even proceed, take the time to
dump any unnecessary items from your inventory.  Be sure to keep only
the Grenade Launcher, Fire and Acid Shots, and a spare tripleherb or
any herb combinations that you've kept all along.

Are you ready to take on this pain-in-the-ass puzzle, let's GO!!!

Push the moveable box towards the direction of the door that you came
from so that you are able to move the box towards the room to the Power
Room.  Now aim the box right at the lift.  Push the box right at the lift
and then descend through the lift.  Push the box *just right* so that you
can push the box at the direction against the Power Room Lift.

Once you can't push the box towards the Power Room Lift anymore, push
the box against the same wall you've came from until you can't move the
box anymore.  Now once again you want to move the lift against the
direction of the Power Room Entrances.  Once you can't move the box
anymore, hopefully, you should be able to push the box against the
same wall you came from to create a staircase to the upper floor of the
Power Room.

If this one was a bit too complicated to understand, remember that you
should follow these directions:

* Type down on your Go To Text Box.
* Point the mouse to Resident Evil FAQs
* At the Drop-Down Menu Box, select the PDF involving the harsh entrance
  of the Umbrella Secret Lab for the Second Scenarios.  This PDF File
  covers BOTH second scenarios.

Note: You need Adobe's Acrobat Reader to view this file.  If you don't
have it yet, then go to to get your copy of the
Free Acrobat Reader right now.

Once you completed this hated puzzle, then you don't have to re-solve
this puzzle if you return--it's there forever!!!

Now descend through the lift that will take you to the lower level of
the Power Room so that you can provide the power to the Elevator.  Once
you have descended through the lifts, walk all the way until you see a
Dead-End.  There are about 2 to 3 super Lickers in this area so you need
to use caution if you want to slip and slide through these pests.
Confront the Super Lickers within your own discretion, but remember the
less lickers there are, the higher your survival rate would be.  Lickers
tend to be difficult to ignore *unscathed* but they don't do massive
damage like the prick Hunters did in RE1.

Quickly turn on the Elevator Power and then return back to the lift.  If
you have killed all the Lickers, then great, but you will need to learn
how to slip and slide right through the Lickers in the future so that
you can waste less time in unnecessary kills.  If not, then really be
valiant as you try to dodge these unforgiving Lickers since they are
rather persisitent.

Once you get away from the trouble of having to start the elevator, go
back to the way you came and go to the Elevator.  Now the Elevator should
be working.

After going down the Elevator, you will be at the Security Area of the
secret Labratory.  Be careful of the Naked Zombies blocking your way.
One Acid Shot should suffice but here's the deal:

* Save at least 2 Acid Rounds for the final confrontation against Mr. T.
  He's really hard to dodge than the first Tyrant in RE1 and at times he
  gives no room for escape so be sure to meet this Jim Irwin Minimum if
  you are planning to abuse your Acid Shots.  For a speed player, shortage
  of Ammo can be a main concern but remember, Practice makes Perfect.

* 9 Fire Shots are needed for William Part 5.  While Jim Irwin says that
  8 Fire Shots is all you need, I would just go with Fire Shots all the
  way to save time since the Rocket Launcher Leftovers virtually do nothing.
  You can use Fire Shots to defeat Plants, but be sure to save at least 9
  for the final confrontation against William.

Well, then just head straight and then at the Intersection, head a right
and then proceed through the door.

Optional: If you don't think you have enough Grenade Shots
Listen, but you really don't need too much ammo but if you think that the
amount of ammo is less than what I'm saying, then you can go here.  However,
to save you time, don't go here unless you really need it.  This part can
be omitted without penalty.  Go inside the Security Office.  At the desk
there should be some Acid Shots, and at the File Cabinet, there should be
a Green Herb.  Get out of the Security Office and then turn right into the
door that will lead you to the Lighting Area.

You are now at the Lighting Area.  This lab hasn't been used ever since
William has caused havoc around Raccoon City.  Head Straight and at the
Power Generator, take the corridor to the East Area.  After boarding the
door to the East Area, proceed to the frozen doors.  Keep forward until
you see a Fuse Case (but avoid the Gerrycan that has the First Aid Sprays
since First Aid Sprays are bad news).  Grab the Fuse Case and go to the
Fuse Maker at the right of you and then use the Fuse Case to get the Main
Fuse.  Now go all the way back to the Power Generator.

Use the Main Fuse to have the Power Generator provide power for the
Entire Lab and then head towards the West Area.

Flick the switch near the door open and you will be greeted by two
Poisonous Plants.  Run back until you are out of the Plants' reach.
Let the Plants have it with two Fire Rounds.  Two Fire Shots should do
the trick.  Now run hard and proceed to the door that used to be blocked
by the Poisonous Plants.  If you took the time to burn them, then their
corpses shouldn't injure you.  If you didn't burn them if you have killed
them, then their corpses will inflict lousy damage at you but at a
situation like this, you can't take anything for granted.

After entering inside the Plant-Infested Area, leave the Poisonous Plant
alone and immediately take the ladder down to the MO-Disc Verification
Area.  Now take the door that leads to the MO-Disc Verification Area.
Once you confront with the first array of *evil* lickers, you can kill
them or just RUN HARD by heading left towards the intersection, past
through the three Green Herbs and the MO-Disc Verification Device, onto
the door that leads to the Monitoring Room.  You may need to kill one or
two lickers in order to lessen the damage done by these jokers.  It's
quite a risk trying to run away from three lickers at once (since they
inflict massive damage) but the rewards are significant.  Hug rightward
and keep on running hard until you reach the Monitoring Room.  You may
need to carry a spare herb or two if you are planning to ignore the
Lickers all the way since they may inflict some damage to you.

Proceed through the Monitoring Room until you find a dead-end.  Enter
the room that will eventually lead to William's Labratory.  Enter the
P-4 Lab and head a right.  Now head a left to enter the actual lab.
Be careful of the Naked Zombies as you are approaching the Power Key.
You don't have to kill all the zombies but just kill only the ones that
stand in your way.  Now at the Flatbed Monitor, just pick up the Power
Key go back to the Power Room.

Meanwhile inside the Monitoring Room, you will be stopped by Annette.
She will ask you where is Sherry.  Claire will tell Annette that Sherry
has never heard anything about the G-Virus before.  Suddenly...

Uh-oh, Sherry is in trouble!!!  Both Claire and Annette has to take the
necessary actions to free Sherry from the reluctant Tyrant who's been
hunting Sherry like crazy.  Annette and Claire agrees to split-up and
rescue Sherry who's been jacked by the Tyrant.  It's time to help Sherry.

QUICK!!!  We need to go to the Power Room and rescue Sherry from Tyrant.
As you are trying to make your way back to the Plant Corridor in your
brave attempt to rescue Sherry, valiantly dodge the Lickers and heal
yourself when Claire grabs her stomach.  Climb the Plant Corridor, and
make your way back into the Generator Intersection.  It's possible to
dodge the Plant blocking the path to the Generator Intersection but
you need to hug your left and run hard since the corridor's quite narrow.
If you think this is too dangerous, just kill him.  I personally would
hug the left wall and run hard from the Plant trying to grab me, though.

You're almost to the Power Room.  Now board the Elevator, and right where
the Stepstair puzzle began.  Board the lift and go back to where you made
the Stepstool.  Climb up the stairs and board the Power Room.  Now enjoy
the boring conversation.

Claire tells Sherry to give her the Pendant (Tyrant's after it anyway).
Afterwards, Claire tells Sherry to run hard so that Tyrant won't damage
her.  Now Claire will throw Tyrant right into the vat of steel and after
Tyrant jumps through the steel, go back to the way you came.  Sherry may
have disappeared but don't count Tyrant out yet.

Unfortunately, Tyrant has punched the Main Power Generator, causing the
Self Destruct Sequence to activate, so it's time to run away from this
lab before all is lost.

Head back to the Generator Room where you placed the Main Fuse at.  Now
you will see Annette dying in front of a tearful Sherry.  Right after
Claire tells Sherry that escape is mandatory, pick up the Master Key
next to the dead Annette.  Now head to the Elevator, use the Master Key
to activate the Emergency Elevator Platform, and you will now find that
you are inside the Train.

Now head towards the end of the Train and you will find a Safe Box along
with a Typewriter and a Platform Key which is shining at the ground.
Take the Platform Key and at the safe box, keep only the Grenade Launcher
loaded with at least 2 Acid Rounds, Fire Rounds, three Triple or Super
Herbs, Grenade Rounds (if any), and the Platform Key.  Note: You need to
save at least two item spaces so that you can get the Plugs to power up
the train.  If you don't have Grenade Rounds left, then your inventory
would be Grenade Launcher with Acid Rounds, Fire Rounds, four Triple or
Super Herbs, and the Platform Key.  This should give you two free item
spaces right after you use the Platform Key but more on this later.

After taking a trip to the Magic Box, go back to where you entered the
train, but this time open up the gate with the Platform Key.  Now climb
up the stairs.


You should be able to descend through the stairs facing the direction
that the Joint S and N plugs are stored.  Push the switch to open the
door that is protecting the Joint S and N Plugs.  Take both plugs and
pass up the stairs, which will lead you to the door.  Now keep on walking
forward until you see a Female Connector.  Now use one of the plugs and
you should be able to provide power to the Train.  However, as you try
to mobilize the Train, Tyrant comes in to negate your hopes of escape.

He's a lot tougher since he has faster attacks and a dual-hand press
that will damage you.  His Normal punches can be avoided by running left
but I found it hard to dodge him because he has such long-range.  The
attacks that you can't dodge is his Hand Sandwich and his running punch.
Use your Acid Round when he charges at you and then use the Auto-Aiming
feature to jack Tyrant with another round.  It always help to have
Auto-Aiming on since you will miss with normal aiming.  After two
lands, Ada will drop a Rocket Launcher.  Quickly grab the Rocket Launcher
and make sure that Auto-Aiming is turned on because as with any weapon,
you can always miss.  One perfect aim is all it takes to net a spectacular
finish ("You lose, big guy!!!").  Now return back to the area you entered
from the Elevator, but this time, keep on going straight and at the
dead-end (Pass the Intersection), press the switch so that the Train is
no longer blocked.  Go back inside the train and into the Pilot's room
and start the train.  Note: Be careful of the Naked Zombies.  Once you
start the train, you will pick up both Leon Kennedy and William Birkin.


After finding out that something has bumped right into the train, Claire
decided to check out what has happened.  Go to the Train's Save Point
and you will be greeted with some Biohazardous Outbreak running rampant
around the train.  Now that the train will detonate, Claire will have
to go to the Save Room and find out what it is...

William Birkin is now nothing but a blob.  Once you regain control of
Claire, just hug the back (be sure to face the blob) and unload 9 Fire
Rounds on William.  If you don't have enough, then be sure to use the
one shot remaining on your Rocket Launcher or perhaps use whatever you
have left in your Arsenal.  Remember that you only have 2 minutes to
comply from the point the Biohazardous Outbreak was declared.

Once you defeat William (boy, he was a breeze!), try to return back to
the Engine Room and you have finally beaten the game!!!  Enjoy the
boring end credits (with the exciting ending) and check out your clear

Note: Reading Vincent Merken's Leon A 95-Minute Guide, the time you will
be spending on your Television will be longer than your clear time.  You
can expect your clear time to be faster than the actual time you spend
on your Television.  To skip any FMV's in addition to the announcer at
the beginning of the game (excluding the FMV's close to the end of the
game), press the Start Button.

Hopefully by using this guide, your clear time should be in between
1:30-1:45 for expert players, and a time range of 1:50-2:00 for beginners.
Hopefully, I didn't force you into saving at all, or even worse, either
using any Infinite Weapons, First Aid Sprays, or any Special Weapons.
If the clear time is 1:40 or less (Under 2 hours for beginners), and if
your rank is A, then please enjoy your new Gatling Gun!

Also, if you achieve the Rank of A, and if this was your first time
beating the Second Scenario, then please enjoy the Hunk Scenario, which
is a lot harder than the original scenarios.  Beat Claire's Third
Scenario for the Third Time (I know that you can do this because this
guide also helps you get Hunk), and you will get Tofu, which is the
hardest scenario to clear in the game.

For the record, the best Claire Scenario 2 achievement that I have
made was a kick-ass time of 1:34:19 with a rank of A without saving and
without cheating (Yep, Normal Weapons only, just like what Vincent
Merken did).  Can you do better?  Please let me know if you can.


As much as I want you to get the best rank score in the Claire Scenario
1 Speed Guide, here are the items that YOU MUST NOT TAKE AND/OR USE AT

-  First Aid Sprays
-  Nearly all Ink Ribbons
-  Spark Shot Rifle
-  Sub-Machine Gun
-  If you won any on previous scenarios, any infinite weapons (I found
   that the Infinite Weapons are useless anyway)

Special thanks goes to Vincent Merken for the verification about the
Spark Shot. =)


Rocket Launcher:  You must beat either the first or second scenario in
no more than 2 and one-half hours, saved no more than 6 times, used no
health sprays, used no infinite weapons, and you must not have picked
up the limited-ammo Sub-Machine Gun at any time.  If you have done the
following right after you have beaten the game, then you will be able
to see it on your item box the next time you play it.  Keep in mind
that if for any reason you use it on the next scenario, you will receive
less points at the end of the next scenario.  You'll need to achieve
a rank of A to get this weapon.

Gatling Gun: You must beat the second scenario in no more than 2 and
one-half hours, have NOT SAVED AT ALL, used no health sprays, used no
bonus weapons, and you must not have picked up the limited ammo UZI at
any time.  If you have done this condition (it's tough but it can be
done), then you should be able to see a Gatling Gun in your Item Box
during the subsequent missions.  Keep in mind that you will lose points
every time you use an Infinite Weapon.  You'll need to achieve a rank of
A to get this weapon.

Infinite Ammo Uzi: You should be quick enough to beat the second scenario
to get this weapon.  Now here's the real confusion: In just about every
gaming magazine, I was told that you only need to beat the game in under
3 hours and achieve a rank of B to get this weapon.  Well, that's full
of bull right over there.  Here's MY WAY (and the best way to get it):
Obtain this weapon like you would with the Gatling Gun.  This way you
can win 2 weapons instead of one.  If you have followed this guide
closely, then you *should* be able to get both the Uzi and the Gatling
Gun achieving a rank of A and achieving a Second Scenario time of in
between 1:40-1:45.

Hunk:  Beat the second scenario achieving the rank of A.  This means
that during the time you are trying to get Hunk, NO BONUS WEAPONS OR
ANY FIRST AID SPRAYS CAN BE USED AT ALL.  This rules out the Spark
Shot Cannon, Limited-Ammo Uzi, and the health sprays.

Tofu:  Beat 6 scenarios in a row and earn the right to play as Hunk by
the end of the second scenario.  HOWEVER, DURING THE QUEST TO SEEK OUT
MUST BE ON YOUR MEMORY CARD before you can get him.

Brad Vickers Zombie:  Rush to the Police Station without getting any
items at all.  For beginners, this is risky but for Advanced Players,
this is a major speed gain.  I personally would forget this trick even
though I'm capable of reaching the Police Station without grabbing
any items because this wastes time.  You may need to spend time grabbing
any weapons you need because he takes a lot of beating before being
defeated.  Once you kill Brad, get the special key from the slain corpse.
Now open the locked doors at the Darkroom with this key for one new
choice for Claire, and two new choices for Leon.

This section only works in normal mode, and will not work in Easy Mode.

Best Claire B Clear Time: Claire B: 1:34:13, Rank of A with NO SAVES!
Best Claire A Clear Time: Claire A: 1:40:00, Rank A with NO SAVES!!
(Weird because I can't remember a thing!)
Note: The Claire A would be a little better if I haven't goofed up
in the process of getting out of the Police Station!!!  Remember if
you want 1:45 Claire A Times, then YOU CANNOT GOOF UP AT ALL.

Now here's the most frequently asked question:

Q: Do I lose the bonus weapons if I use them?

A: Hell no. Once you earn the Special Weapon, you can't lose it--it's
   inside the Item Box (the first time you open it up) provided that you
   keep on saving and saving.

Q: How come you offer PDF's on certain puzzles for Resident Evil and
   Resident Evil 2?  Where can I get these PDF's at?

A: There are bound to be some puzzles that can either be a pain-in-the-
   ass to solve or they might take a lot of tricky timing to perfect, or
   for a beginner, it might become a major time waster in the game, thus
   adding unnecessary ticks on the clock to your overall performance.
   As much as you want to be fast, I want to help as well.  From time to
   time, I reserve every right to offer PDF versions of some of the
   puzzles in Resident Evil and Resident Evil 2.  Keep in mind that
   when I consider creating a PDF for a Resident Evil Puzzle or so-so,
   only the toughest puzzles will be covered.  I've started this PDF
   mania when I realized that an optional puzzle in the original Resident
   Evil took a lot of tricky timing and became a total time waster that
   it added too much unnecessary time to my performance.  The same thing
   occurred with the harsh entrance towards the Umbrella Secret Lab in
   the second Resident Evil.  To my belief, words sometimes can't cover
   an entire complex puzzle, something that most FAQ authors are aware
   of.  By releasing a PDF-style FAQ on certain puzzles that are billed
   as either major time-wasters or tricky-timing events, a beginner
   may benefit from the graphics displayed in the PDF rather than have
   to struggle wasting several seconds just to get the timing right.
   And PDFs can only be found at Verasnaship Interactive's Resident Evil
   Frequently Asked Questions Stable at this following location:

Q: Will you create an FAQ or a speed guide for Resident Evil 3 Nemesis
   or Biohazard 3 Last Escape?

A: HELL NO!!!  This is just a side-story to Resident Evil 2.  Upholding
   my beliefs that Resident Evil is basically the Redfields' story, I
   would stay away from this game, but I would rent it just to learn some
   devious secrets regarding about the bastard Umbrella Company that is
   causing trouble with their dangerous experiments.  Henry LaPierre has
   a totally kick-ass FAQ available at for
   Biohazard 3 Last Escape/Resident Evil 3 Nememsis.  However, the real
   sequel is the all-Redfield Resident Evil Code Veronica for the Sega

Q: How about those Game Shark Codes?

A: Duh...You can find them by pointing on your
   favorite browser.

A final rant from "Ves"
If for any reason this document won't enable you to reach an achievement
time of under 1:40, and a rank of A, make any necessary adjustments until
you make reaching Rank A with 1:40 second nature.  This speed guide is
just a blueprint of what to expect so you may need to variate your skills
a little just to pick up some speed that you might need in subsequent


Again, this document can only show up on the following locations:

* Verasnaship Interactive,
* GameFAQs,
* Secrets of the Game Sages,
* Cheat Code Central,
* Game Shark Code Creators Club,

You can always get the latest version at Verasnaship first since I run
the website for myself.  GameFAQs does a good job keeping the files
up-to-date at all times and is the most visited site for FAQ-related
walkthroughs.  Secrets of the Game Sages is a "Code-related" partner
to GameFAQs since both GameFAQs and Secrets of the Game Sages share the
same information.  Cheat Code Central not only has codes, but up-to-date
FAQs and Text-based Walkthroughs based upon marshmallow's knowledge.
Finally, Game Shark Code Creators Club is a Game Shark site run under
the Code Master to provide up-to-date Game Shark Codes and is a highly
visited Game Shark Site.

DONT'S: Never, ever, ever place this file directly onto your Internet
Account as I'm now getting sick and tired of people trying to store the
outdated version of my files.  I only want the latest version of my
work to be displayed as I'm taking this step to end the outdated blues.

DO'S: In order to make sure that you are guaranteed the latest version
of this document is to link to my website UNDER THE FOLLOWING PERMISSIBLE

* (For Text Files)
* (For PDFs of Resident
  Evil's toughest puzzles).


* If you are planning to link to GameFAQs, make sure that you type in in the Location Box AND
  If you are planning to link to Cheat Code Central, then type in on the Location Text Box and then find and
  read the entire fine print.

* Next you need to read Brad Templeton's Linking Rights Essay by
  typing in carefully
  since it explains a person's right to restrict the links pretty
  much well.

If for any reason you can't adhere to any of the Linking Rules at the
aforementioned URLs then it's simple: Don't link to them.


One time when I was forced to update another FAQ for Super GT by Sega,
I was surprised to see that I was driving from Helen Keller.  That is
why you MUST follow the protocol as described in the Newsflash section
of this document.


* Jim Irwin
* Brandon W. Dennis (
* Vincent Merken

You can find their work at

-  Capcom for making Resident Evil 2 more valuable to play than the
   first one.

-  Jim Irwin for telling me that the Infinite Ammo Weapons lowers your
   rank score, and the Flamethrower in Leon's Disc isn't necessary to
   complete the game.

-  Brandon W. Dennis for telling me that the First Aid Sprays,
   Limited-Ammo Submachine Gun lowers your rank score and to save the
   inventory slots to store your herbs.

-  Both Jim Irwin and Brandon W. Dennis for motivating me to become a
   speed-minded Resident Evil 2 player with their FAQs.  Please read
   their FAQs at the site at either of these addresses: (Use the search engine to locate them, but

-  CJayC for mirroring almost 3MB of "unpublished work" at

-  Capcom for starting the Survival Horror Craze with Resident Evil
   (known as Biohazard in Japan).

-  Vincent Merken, Josh Harring, Tu Dang, and Mark Stephenson for
   motivating me to become a speed player with their own FAQs.  You can
   read their FAQs at (Use the Search Engine).

-  Vincent Merken for being the strongest warrior in the World of
   Survival Horror and for a confirmation about the Spark Shot PLUS
   a better way of disposing Zombies as Leon and for the many time-wasting
   pick-ups that I needed to be aware of.

-  Network Solutions and the InterNIC for handling my Domain Registration.

-  Saturn Services and Savant Networks for doing a great job of hosting
   my website.

-  Henry LaPierre for the first respective Resident Evil Nemesis FAQ.

-  Finally, Kao Megura for opening up the door to many FAQ Authors like

This document is dedicated to the loving memory of Princess Diana of Wales
and Fashion Designer Gianni Versace.  We need to stop destroying people
for a stupid reason right now.


This Electronically Published Document is copyrighted (c) 1999 Mark Kim.
All Rights Reserved.  This document is protected by applicable copyright
laws and international treaties.  Unauthroized reproduction, retransmission,
and/or a breach of copyright, partial or full, may result in civil and
criminal penalties and is subject to maximum punishment and prosecution
to the highest extent possible by law.  Please credit Mark Kim as Vesther
Fauransy where credit is due.  This document is the sole property of Mark

Resident Evil/Biohazard: (c)1996-2000 Capcom.  All Rights Reserved.