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    Leon Walkthrough by DLoh

    Updated: 01/01/70 | Printable Version | Search This Guide

    Resident Evil 2
    F.A.Q
    
    from Davis Loh J. Y. (alien_xenomorph@hotmail.com)
    
    
    
    Leons First Scenario...
    
    From the starting point, clear a path through the zombies and make
    your way to the gun shop. There, you'll find two boxes of handgun
    ammunition. Once the zombies break through the glass, you can either
    flee in terror or kill the zombies and get the shop owner's bow gun.
    
    Once in the alley behind the shop, make your way to the back of the
    van and collect the handgun rounds. The zombies will break through the
    gate; take care of them and go to the door on the other side of the
    basketball court. From this point, run by the zombies and head to the
    bus. Once inside, take the handgun bullets out of the bag and take
    care of the flesh eaters. Head for the front door of the bus.
    
    From here, it's only a short distance to the police station, but
    beware - many of the undead are waiting.
    
    In the main hall of the police station, pick up the handgun bullets
    and ink ribbon. You can save here at the typewriter. Go through the
    unlocked door and speak with the wounded officer. He will give you a
    key card. Use the key card on the computer in the main hall where you
    first entered the station house. It unlocks the other door. Now go
    through it, and you'll find a police memo. Head through the door next
    to the window. In the hallway you will come across an officer who has
    had a slight problem with his head. If you double-check him you will
    find that he has some handgun bullets that you might need. Further
    down the hall you'll come across a pool of blood. Beware of the
    creature that drops down. Simply aim low and shoot until it doesn't
    move anymore. Pick up the green herbs to heal yourself now or later.
    
    Enter the door at the end of the hall. Go down the hall and through
    the double doors to the right. To your immediate left on a desk you
    will find the Operation Report file. Head to the small room to the
    left of the chalkboard. There, go to the fireplace and ignite the fire
    with the lighter to reveal the first red jewel. Take it and head out
    the door and continue down the hallway. When you reach the room with
    the zombies, take care of them quickly and head up the stairs to the
    left. Now head down the hall until you reach the statue with the
    second red jewel in its hand. Push the smaller gray statue over the
    square on the floor to the left of the big statue. Push the reddish
    statue over the square on the right side of the statue. The red jewel
    will be released and is yours for the taking. Head through the door to
    the right of the statue and down the hallway. Enter the first door,
    which is the S.T.A.R.S. office. On Chris's desk you will find his
    diary, and beneath that you will find the Unicorn Medal. Get the
    shotgun out of the locker and exit the room.
    
    Take the Unicorn Medal to the fountain in the main hall of the police
    station, where you first entered. Place the Unicorn Medal in the front
    of the fountain. This will release the spade key. Go back into the
    door from which you came and down the hall, and unlock the door to the
    file room. There, you'll find the Patrol Report, ink ribbon, and a
    crank. To get the crank, push the step stool to the cabinet, climb up,
    and get it. Exit the room and head up to the second floor
    
    Go down the hall past the statues and enter the door. Make your way to
    the library. From there, head up the stairs to the right and down the
    walkway. You will fall through the floor. Look at the picture clue and
    push the red button. Approach the face of the bookshelves and push the
    red switches to make the bookcases match the picture clue. Once in the
    correct position, the picture will fall away and reveal the bishop
    plug. Take the plug and exit the double doors. Then make your way to
    the other side of the balcony, past the zombies, and through the door
    on the far side. Enter the room and pick up the desk key, ink ribbon,
    and the Chief Secretary's Diary A. Then exit through the opposite door
    and head down the hallway. Exit through the door straight ahead.
    
    Once outside go down the stairs and enter the door. In the hallway,
    enter the open doorway on the left. Enter the small room with the open
    door to the right. Inside you will find green herbs behind a desk and
    a safe in front. To open the safe, use the combo 2236. Inside you will
    find acid rounds and the police station map. Exit double doors at far
    end of room.
    
    Make your way to the burning helicopter outside the police station. Go
    down the stairs and enter the door around the corner, where you'll
    find a save point, bow darts, and a valve handle. With valve handle in
    hand, return to the burning helicopter. Go behind the open fence next
    to the door and use the valve handle on the water-pressure
    valve. Water will quench the flames and in the smoke you will find
    handgun bullets. Head back to hallway inside the house where the
    helicopter was protruding in. Now with the flames out you can enter
    the door on the right.
    
    In this room you will find the diamond key and two stone busts
    protruding out of the wall. Place a red jewel in each one of the
    busts. This will reveal the king plug. Take the plug and head back to
    the first floor. Use the diamond key to enter the evidence room on the
    first floor to the right of the main staircase. Dispatch the zombies
    quickly, and then search for the film and shotgun shells. Exit through
    the other door into the room where the officer gave you the key card
    at the beginning. This time he won't be so nice. On the desk in the
    room where you find him will be the heart key. If you look around the
    main room you will find some handgun bullets in the locker and a memo
    to Leon on the desk. When you're done poking around, head to the
    interrogation room that you can open with the diamond key. Once inside
    you'll find the rook plug and cord. Make your way out of the room
    quickly....
    
    Now go back to the room where you got the memo to Leon. From there, go
    down the short hallway to the door you need the heart key for. Use it
    and discard. Now head for the stairs, and look out for the dogs. Take
    your first right and run to the first door on your right. Inside, pick
    up the green herbs and police B1 map, then head for the reserve power
    control panel. Once there press up, down, up, down, up. This will
    activate the key card lock door. Now head back out, take a right, and
    head to the door at the end of the hallway marked parking.
    
    You will now meet up with Ada Wong. Help Ada move the paddy wagon out
    of the way. Follow her in and find the cell that Ben is in. After a
    brief conversation, look to the shelf on the right for the manhole
    opener. Head to the left of the kennels and look for the manhole. Use
    the manhole opener and head down. Once there you will become
    Ada. Beware of the dogs!
    
    You want to take the first right and head straight for the
    door. Inside the room, look to the right to find the sewage-disposal
    map hanging on the wall. Hop down to the left of the control panel and
    push the boxes in place so they make a bridge. Once they are in place,
    hop back up to the water-level control switch and push the button. The
    water will raise the boxes and you can walk across and get the club
    key. Now head back to the door on the right, where some grenade rounds
    are waiting, and head back to where you first became Ada. She will
    automatically give Leon the items. Once you are yourself again, head
    back up the stairs, open the door using the diamond key, and discard
    it. Inside the room, you'll acquire the Magnum, the night watchman's
    diary, and ammo. Now go into the only room on the first-floor map you
    haven't been in: the middle room on the upper right side. Use the club
    key to enter and discard. With lighter in hand, ignite the furnace on
    the far side of the room. Then turn the faucets on the wall in this
    order: 12, 13, and 11. This will make the golden cogwheel fall out of
    the painting. Take it and head to the third floor via the library on
    the second floor.
    
    Enter the only other door on the third floor and use the crank in the
    square hole in the wall to lower a staircase. Head up the staircase
    and use the golden cogwheel on the gears, then press the button to
    open the door to the right. Behind the door you will find the knight
    plug. Go down the shaft and pick up the mail to the chief. Keep going
    and prepare for a fierce fight with the hideous monster waiting for
    you. Once he's defeated, make your way to the door at which you need
    to place all of the chess piece plugs to enter. From there you can
    find the room that contains the ink ribbon, sewer manager file, and
    save point.
    
    When you exit, you'll run into Ada again. After a brief conversation,
    you will be shot and become Ada again. Follow the woman up the ladder
    and on into the vent shaft. After you meet up with her, head down the
    ladder. Here you'll once again become Leon. Go down the hallway and
    find the wolf coin. Follow the sewer until you reach the
    equipment. Use the valve handle on the bridge-lowering mechanism. Once
    across and on the other side, use it again to raise the bridge back up
    (trust me). Head down the corridor until the alligator attacks. Then
    run back until you get to the red light on the left. Push the button
    to release the gas canister. Let the alligator take the canister into
    his mouth, then shoot it! Head down to the door in the direction the
    alligator came from. Head up the ladder, go to the left, and get the
    eagle medal and sewer manager's diary.
    
    Head to the right and use the valve handle on the lighted machine to
    the left of the spinning fan. This will allow you to climb up the
    ladder and through the airshaft. Follow the sewer until you reach the
    waterfall and use both of the medals on the water-flow control panel
    to the right. This will stop the flow of water and allow you access to
    the door behind. Make your way to the right side of the trolley and
    turn on the power switch on the control panel. This will activate the
    trolley. Enter it, but beware of the monster. When he attacks, shoot
    up at his arms. Once on the other side, exit, and to the immediate
    left, use the lighter on the flare signal to make the weapon-box key
    gleam in the light. Pick up the key and head for the door.
    
    Go down the walkway until you reach some zombies and the first
    intersection. Go to the left, and search on the dead guy for shotgun
    parts, which can be combined with the shotgun to make a super
    shotgun. Head to the right and up the ladder. In the room above,
    you'll find ink ribbons, Magnum bullets, shotgun rounds, and a save
    point. Once all of the items have been collected, head out the
    door. Go into the tractor housing sitting on the platform. Inside,
    you'll find more ammo and the key to activate the platform. Take the
    key out to the control panel in front of the tractor housing, use it,
    and press the button to activate. Once inside, William, the creature
    (you can't miss him), will attack. Exit the tractor and get ready for
    battle!
    
    Once William is defeated, go back in the tractor housing. After Ada is
    done talking, explore the room for various items, head to the east
    area, and go through the frozen door. Get the fuse case off the cart
    and use it at table to have it put together by the mechanical
    arm. Take the fuse to the junction in between the east and west area,
    and use it. Head to the west area and go in the door to the right. Get
    the security memo and temporary-user note. Go to the computer and turn
    on the anti-B.O.W. sprinklers. Shoot the plant coming out of the
    ventilation shaft with flame rounds or the flamethrower found in the
    locker. Climb through the vent shaft and pick up the ammo and ink
    ribbon.
    
    Now go to open the door to the right, but beware of the fierce plant
    creatures waiting behind the door. Once they have been dealt with,
    head through the door and destroy one more. Then head down the ladder
    by the big plant. Enter the door and search beneath all of the
    monitors for the map. Go through the door and use the weapon-box key
    to get the Magnum parts. These can be combined to make a custom
    Magnum. Go in and deal with the zombies and pick up the red lab
    card. Take it and head to the door with the huge eggs out front. Use
    the card to enter, and kill the giant moth. Then move over to the
    computer and clear off the keyboard by killing all of the little
    creatures on it.
    
    Use the computer and enter in the password "guest." Then head back up
    to the east area and use the key card on the door. Enter and kill the
    zombies and turn on the light switch. Pick up the first-aid spray,
    Magnum rounds, and most importantly the MO disk. When you go outside
    you'll run into Annette and receive the G-virus. Head to the large
    door to use the MO disk. Ada will confront you. After this, continue
    on your way to the MO disk door. Enter and prepare for the final
    battle with William. Just make sure you have a lot of herbs and/or
    first-aid spray and ammo!
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    Claire First Scenario...
    
    From the starting point, clear a path through the zombies and make
    your way to the gun shop. There, you will find two boxes of handgun
    ammunition. After the zombies break though the glass, you can either
    flee in terror or kill the zombies and get the shop owner's shotgun.
    
    In the alley behind the shop, make your way to the back of the van and
    collect the handgun rounds. The zombies will break through the gate;
    take care of them and go to the door on the other side of the
    basketball court. From this point, run by the zombies and head to the
    bus. Once inside, take the handgun bullets out of the bag, take care
    of the flesh eaters, and head for the front door of the bus. From
    here, it's only a short distance to the police station, but beware -
    many of the undead are waiting.
    
    In the main hall of the police station, pick up the handgun bullets
    and ink ribbon. You can save here at the typewriter. Go into the
    unlocked door and speak with the wounded officer who will give you a
    key card. Use the key card on the computer in the main hall where you
    first entered the station house. It unlocks the other door. In this
    room, you'll find a police memo, and locked inside the desk is a can
    of first-aid spray. Head through the door next to the window. In the
    hallway, you'll come across an officer who's had a slight problem with
    his head. If you double-check him, you'll find that he has some
    handgun bullets. Further down the hall, you'll come across a pool of
    blood. Beware of the creature that drops down. Simply aim low and
    shoot until it doesn't move anymore. Pick up the green herbs to heal
    yourself now or later.
    
    Enter the door at the end of the hall. Go down the hall and into the
    double doors to the right. To your immediate left on a desk you will
    find the Operation Report file. Exit the room and head down the hall
    to yet another door. Beware - on the other side of this door is a mess
    of zombies. Go to the top of the stairs and head down the hallway
    until you reach a statue with a red jewel in its hand. Push the
    smaller gray statue over the square on the floor to the left of the
    big statue. Push the reddish statue over the square spot on the right
    side of the statue. The red jewel will be released and is yours for
    the taking. Head through the door to the right of the statue and down
    the hallway.
    
    Enter the first door to find the S.T.A.R.S. office. On Chris's desk
    you will find his diary, and beneath that you'll find the Unicorn
    Medal. Get the grenade launcher out of the locker and exit the
    room. When you try to exit, a fax will come in, which you should
    grab. Take the Unicorn Medal to the main hall of the police station
    where you first entered, and place it in the front of the
    fountain. This will release the spade key. Go back through the door
    from which you came and down the hall, and unlock the door to the file
    room. There, you'll find the Patrol Report, ink ribbon, and a
    crank. To get the crank, push the step stool to the cabinet, climb up,
    and get it.
    
    Exit the room and head up to the second floor. Go down the hall past
    the statues and enter the door. Inside, you'll find a little girl in
    trouble. Shoot the zombie and talk to Chris. Down the hallway behind
    him, you'll find a box of handgun bullets. Down the hall to the right
    you'll find a box of flame rounds in the desk. Enter the library to
    the left. Head up the stairs to the right and down the walkway, where
    you'll fall through the floor. There, look at the picture clue and
    push the red button. Approach the face of the leftmost bookshelf, push
    the red switch, and move it to the right. Go to the next bookshelf to
    the right and move it to the right as well. This will trigger the
    picture to move and reveal the serpent stone. Take the stone and exit
    the double doors. Then make your way to the other side of the balcony,
    past the zombies, and through the door on the far side.
    
    Enter the room and pick up the lighter, ink ribbon, and the Chief
    Secretary's Diary A. Return to the first floor via the emergency
    ladder and head for the briefing room. Inside, go to the small room in
    the back with the fireplace. Use the lighter to light the fire and
    burn the painting. This will reveal the second red jewel. Take it and
    go back to the second-floor save-point room where you got the
    lighter. Then, exit through the opposite door and head down the
    hallway. Exit through the door straight ahead. Once outside, go down
    the stairs and enter the door. In the hallway, enter the open doorway
    on the left.
    
    Enter the small room with the open door to the right. Inside you'll
    find green herbs behind the desk and a safe in front. To open the
    safe, use the combo 2236. Inside you will find acid rounds and the
    police station map.. Exit the double doors at the far end of
    room. Make your way to the burning helicopter outside the police
    station. Go down the stairs and enter the door around the corner for a
    save point, shells, and a valve handle. With valve handle in hand,
    return to the burning helicopter, go behind the open fence next to the
    door, and use the valve handle on the water-pressure valve. Water will
    quench the flames, and in the smoke you'll find handgun bullets. Head
    back to the hallway inside the house where the helicopter was
    protruding in. Now, with the flames out, you can enter the door on the
    right. Once inside the room you'll find the diamond key, along with
    two stone busts protruding out of the wall. Place a red jewel in each
    one of the busts. This will reveal part of the blue stone. Take the
    stone and head back to the first floor.
    
    Use the diamond key to enter the evidence room on the first floor to
    the right of the main staircase. Dispatch of the zombies quickly, and
    search for the film and plastic explosive. Exit through the other door
    into the room where the officer gave you the key card at the
    beginning. This time he won't be so nice. On the desk in the room
    where you find him will be the detonator. If you look around the main
    room you'll come across some handgun bullets in the locker and a memo
    to Leon on the desk.
    
    When you're done poking around, head to the interrogation room that
    you can open with the diamond key. Once inside you will find the eagle
    stone and cord. Make your way out of the room quickly....
    
    Now go back to the room where you got the memo to Leon. From that
    room, go down the short hallway to the door you need the heart key
    for. Use it and discard. Now head for the stairs. Look out for the
    dogs, take your first right, and run to the first door on your right.
    
    Inside, pick up the green herbs and police B1 map, then head for the
    reserve power control panel. There, press up, down, up, down, up. This
    will activate the key card lock door. Now head back out and take a
    left, pass the first door on your right, and enter the door to the
    left. Go down the corridor and enter the door on your left. Here you
    can save your progress or get some things out of the storage
    chest. Once you exit the room you will run into Sherry. After a brief
    talk you'll play as Sherry. Head to the elevator and go up. Beware of
    the dogs! You want to take the first right and head straight for the
    door. Once inside the room, look to the right - hanging on the wall is
    the sewage-disposal map. Grab it, hop down to the left of the control
    panel, and push the boxes in place so they make a bridge. Once the
    boxes are in place, hop back up to the water-level control switch and
    push the button. The water will raise the boxes and you can walk
    across and get the club key.
    
    You can head back to the elevator or to the door on the right where
    some grenade rounds are waiting. Once back up the elevator, Sherry
    will automatically give Claire the items, and you will once again
    control Claire. Go back up the manhole ladder and through a set of
    doors. Then, use the club key on the autopsy room to the left. Inside,
    in the far left of the room in a cabinet, you'll discover the red key
    card. Watch out! The moment you pick up the red key card, all of the
    zombies in the room spring to life.
    
    Next, go down the hallway to the key-card door and use the key card to
    enter. There are two boxes of handgun ammunition, an equipment bag,
    and a submachine gun.
    
    Now, head all the way back to the top of the stairs. Follow the
    railing to the door immediately to your right, and use the club key to
    open it. Inside, you'll find the night watchman's diary and acid
    rounds. Now go into the only room on the first-floor map you haven't
    been in: the middle room on the upper right side. Use the club key to
    enter and discard. Ignite the furnace on the far side of the room
    using the lighter. Then turn the faucets on the wall in this order 12,
    13, and 11. This will make the golden cogwheel fall out of the
    painting. Take it and head to the third floor via the library on the
    second floor.
    
    
    
    
    Once there, enter the only other door on the third floor and use the
    crank in the square hole in the wall to lower a staircase. Head
    upstairs and use the golden cogwheel on the gears, then press the
    button to open the door to the right. Behind the door you'll find the
    other piece to the blue stone. Combine both pieces to make the jaguar
    stone.
    
    Take all three stones to the chief's office, after saving. Go behind
    his desk and press the button beneath the painting. This will cause
    the painting to move. Place the three stones in the three slots
    provided. This will open a door. Head through it, pick up the mail to
    the chief, and then go down the elevator.
    
    Talk to the chief, pick up the rounds, and go down the ladder. Battle
    the horrible monster and, once victorious, go back and get
    Sherry. Then head to where you fought the monster, and push the button
    to lower the ladder.
    
    Head into the sewers with Sherry. She will fall into a floodgate, and
    once again you will be forced to play as her. Simply forge ahead,
    enter the first room, and exit it through an air vent. Evade some
    bats, and pick up a silver coin at the end. After Sherry helplessly
    falls, you become Claire once again. Now go further down the sewer and
    through the first door, picking up green herbs before entering. This
    large room contains a save point, a storage bin, and a memo. If you go
    down the ladder first, you'll discover acid rounds and first-aid
    spray, as well as a zombie. Or you can just go down the elevator
    platform. Once down, grab the map on wall, head into the water, and
    search for the flame rounds in the cubbyhole near one end. Then go in
    the other direction, take a left, go through the door, and evade or
    destroy the spiders. Go into the door to the left of the waterfall.
    
    You'll encounter Annette, Sherry's mother. After a brief discussion,
    you'll go your separate ways. Use the valve handle on the
    bridge-lowering mechanism. Once across and on the other side, use it
    again to raise the bridge back up (trust me). Head down the corridor
    until the alligator attacks, then run back until you get to the red
    light on the left. Push the button to release the gas canister. Let
    the alligator take the canister into his mouth, then shoot it! Head
    down to the door in the direction the alligator came from. Open the
    doors, and collect the coin and Sherry. Head up the ladder, go left,
    and get the golden coin and sewer managerss' memo. Veer right and use
    the valve handle on the lighted machine to the left of the spinning
    fan. This will allow you to climb up the ladder and through the
    airshaft.
    
    Once down on the other side, look for the waterfall, and drop both of
    the coins into the water-flow control panel. This will stop the flow
    of water and allow you access to the door behind. Make your way to the
    right side of the trolley and turn on the power switch on the control
    panel to activate the trolley. Enter it and take it for a ride. Once
    on the other side, exit and use the lighter on the flare signal
    (located to the immediate right) to make the weapon-box key gleam in
    the light. Pick up the key and head for the door. Go down the walkway
    until you reach some zombies and the first intersection. Go to the
    left and search the dead guy to find the almighty spark gun.
    
    Head to the right and go through the door. Inside, you'll encounter
    some more zombies. To the right, there are two green herbs and to the
    left a ladder that leads to the room. It contains a save point, a
    storage box, first-aid spray, flame rounds, and grenade rounds. Once
    all of the items have been collected, head out the door. Go into the
    tractor housing sitting on the platform. Inside, you'll find more ammo
    and the key to activate the platform. Take the key out to the control
      panel in front of the tractor housing, use it, and then press the
    button to activate. Once inside, William, the creature (you can't miss
    him), will attack. Exit the tractor and get ready for battle! The
    spark gun works very well against him. Once he's down, head back
    inside the tractor housing.
    
    After Sherry gives her speech, head to the west area and go into the
    only door accessible. There, find the memo, go to the computer, and
    activate the anti-B.O.W. program. Get the other memo on the sofa and
    the shells in the locker. Head to the east area and into the
    frozen-door room. Get the fuse case off the cart and use at table to
    have it put together by the mechanical arm. Take the fuse to the
    junction in between the east and west area, and use it. Now the door
    in the west area can be opened, but beware of the fierce plant
    creatures waiting behind the door. Once they've been dealt with, head
    through the door and destroy one more. Then head down the ladder by
    the big plant. Enter the door and find the map beneath all of the
    monitors. Go through the door and use the weapon-box key to get the
    grenade rounds.
    
    Enter the automatic door and pick up the red key card after battling
    the zombies. When you exit the room Annette will confront you. After
    she's attacked, get the serum instructions from her. Use the red key
    card to enter the door by the eggs. Kill the big moth, and then use
    the handgun to clear off the creatures on the computer. Enter the
    password "guest." Head up to the west area and use flame rounds to
    kill the plant in the air shaft, then climb into the air shaft and
    grab the ink ribbon and two cases of grenade rounds in the
    locker. Enter the east area and use the key card on the door, pick up
    the serum canister, shoot the zombies, and turn on the lights. You
    will find the MO disk in the corner. Go to the computer and use the
    serum canister, then hit the switch on the machine to the right,
    return to the computer terminal, and retrieve the processed
    serum. Head back down the ladder by the plant, enter the large P4 door
    where you picked up the key card, go to the machine on the left, and
    use the serum canister. The machine will process it. Then head to the
    door that requires the MO disk. Go inside and get ready for the final
    battle with William. After defeating him, run for the train. Enjoy the
    ride!
    
    The End... for now.