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    Scenario A Speed Walkthrough by Minesweeper

    Version: 1.4 | Updated: 08/14/02 | Search Guide | Bookmark Guide

    "This document Copyright 2001-2002 Nathan Norris"
    
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    Resident Evil 2: Dual Shock - Speed Scenario A Walkthrough Version 1.4
        By: Minesweeper (Nathan Norris) Email:  minesweeper1@hotmail.com
                                                minesweeper2@hotmail.com
    
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    Last Updated:  8/14/02
    
    
    Table of Contents
    
    1:  Revision History
    2:  Introduction
    3:  General Strategies
    4:  Leon Walkthrough
    5:  Claire Walkthrough
    6:  Thanks
    7:  E-mail Policy
    8:  Copyright
    
    
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    1:  Revision History
    
    Version 1.0 7/19/01 - First Edition
    
    ***********************************************************************
    
    Version 1.1 7/22/01 - As my first edition of this guide was not accepted on
    www.gamefaqs.com because of over-saturation on the game Resident Evil 2, I
    hope to sneak it onto the Resident Evil 2: Dual Shock Edition page which is
    rather lacking on information.  Also I have introduced a new e-mail policy
    and a standard copyright and am in the process of placing these new
    additions on every other guide I have made so readers will be informed.
    
    ***********************************************************************
    
    Version 1.2 8/12/01 - Vincent Merken sent an email to me requesting I credit
    him for my Leon walkthrough, and that is what I am doing.
    
    ***********************************************************************
    
    Version 1.3 11/26/01 - Just a copyright revision saying psxcodes.com may now
    host my guides.
    
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    Version 1.4 8/14/02 -  I have a small copyright revision today and a new 
    email address.  http://faqs.ign.com may now host my guides, and my new email 
    address is minesweeper2@hotmail.com.
    
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    2:  Introduction
    
    Hurray!  This is my tenth guide!  I wanted to do something big, so I decided
    to write a guide for Resident Evil 2, one of the best known, if not THE best
    known survival horror games ever.  I also decided on this because I am on a
    mission to make a guide for every Resident Evil game to ever have been
    released.  RE2 is my final game, so I am giving it a lot of effort.  The
    guide I am making this time will be for getting through Leon's and Claire's
    Scenario A's in the lowest time possible.  Enough of my ranting, you don't
    really care at all, do you?
    
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    3:  General Strategies
    
    MEASUREMENT OF TIME
    
    This game measures all playing time from the beginning after the truck
    crash, to the final escape aboard the Umbrella Express, except for FMV's and
    the cheesy speeches given by the characters to make an attempt to progress
    the story.  You cannot skip the conversations between characters, but you
    can skip FMV's, except for the ending one.  There will be a good 15 minutes
    of all this extra footage, so if you are using a stopwatch, subtract 15
    minutes from its time at the end of the game to get your real time.
    
    INVENTORY
    
    Inventory Screen is a big time waster.  Only use the inventory when it's
    absolutely unavoidable.  To keep space problems to a minimum, always setup
    your inventory in this order:  ONE weapon and its ammo, ONE healing item
    (that you will usually pick up between chests instead of take from them),
    and all other items needed to complete tasks in the near future.  Learn
    ahead of time what you need to take to a certain place, and save space for
    whatever you need to pick up afterwards.  I'll try to tell you good
    inventory setups for special situations during the game.  Also take the
    opportunity to reload your gun and heal whenever accessing the menu to use
    an item.
    
    F->HEALTH AND HEALTH ITEMS->
    
    Keep your health as high as possible.  You will need to be in peak condition
    at all times if you want a fast time.  Instead of hauling around
    full-healing items, a better strategy is to pick up GREEN HERBS you stumble
    across whilst exploring the game map.  GREEN HERBS are sprinkled about
    everywhere, so you won't have to look far when you need to treat your
    injuries.  Be careful not to get poisoned.  If you get poisoned, you will
    have to waste time searching for a BLUE HERB, which will hurt your finishing
    time.  Pretend BLUE HERBS do not exist until they are needed to cure
    yourself of poison.  Don't worry, it's rather easy to keep from being
    poisoned in this game.  Also during your journey, you will find FIRST AID
    SPRAYS.  Pretend these do not exist, as one breeze of the stuff will send
    you down to a B.
    
    PUZZLES
    
    Puzzles must be solved quickly to keep your time low.  I will tell you the
    solutions so that they won't slow you down much.
    
    H->PERSPECTIVE->
    
    Whenever I say left or right, I mean it from the character's perspective.
    
    ENEMIES
    
    Enemies are the biggest time wasters in the game.  Here are some hints
    on how to pass or kill them in the quickest and most efficient way
    possible:
    
    ZOMBIES->Zombies are very easy to evade except when the corridor is narrow.
    Fake one direction, then swerve the other way to
    avoid them.  If you're in a small room and keeping away is impossible,
    just several HANDGUN bursts or one SHOTGUN headshot will kill them.
    
    DOGS->Dogs are easily avoided if you know how to do it.  Run straight
    at a dog but right before it jumps, dodge to one side to miss the dog
    and by the time the creepy canine faces you again, you're already out the
    door.  If you must kill them, use the SHOTGUN, though you can do
    it with a HANDGUN too.  Watch out if you do use the HANDGUN, because
    they always appear in packs.
    
    SPIDERS->Spiders are easily avoided because they take too long to
    attack.  It's easy to finish the game without ever having to kill any of
    them.  Beware of their poison spray.  If you are hit by it and are poisoned,
    then time will be wasted while you search for a BLUE HERB.  If they're
    really getting on your nerves, use the SHOTGUN or anything more powerful.
    
    LICKERS->I REALLY hate these guys.  For the most part, we will be evading
    them.  It's very hard to escape them as they are so wide and fast.  They
    will poke at you with their claws, but unless you are packing something
    powerful, RUN!  If you give them the attention they want, they will just use
    their more brutal attacks.  There's the tongue flick, and the flying leap.
    Especially beware the flying leap.  It can take off like a half of your
    health!  One hit from it will take you from FINE to orange CAUTION!  If you
    wish to kill them, use the SHOTGUN or something with more punch.  Blast them
    once, and they will flop over backwards.  Then the licker will bounce back
    up again.  Shoot it again and repeat the pattern till you exterminate it.
    Beware the super lickers towards the end of the game.
    
    PLANTS->These guys absorb a lot of ammo and are extremely annoying.  Take
    upwards of FOUR SHOTGUN SHELLS or two FLAME ROUNDS to kill.  Watch out for
    their slow moving spray, as it can poison you.  Also stay out of their
    grasp, or prepare to have buckets of the nasty stuff poured all over your
    head while the plant holds you.  Very slow moving, but take up a lot of room
    in the corridors they appear in.  Their dead corpse can also hurt you, but
    there really isn't much you can do about that as you often have to walk
    right past them to enter important areas.
    
    GIANT CROCODILE->You meet up with this guy in the sewers.  He is nearly
    invincible to your puny weapons, so you'll need to try something else.  Lure
    him down the corridor to the flashing green button on the wall.  Press the
    button to release an explosive canister.  The crocodile will then try
    to...umm, eat it.  Shoot the canister in its mouth and the explosion will
    totally blow off the top half of its head, effectively ending the threat.
    
    G-TYPE INFANT->Stay right where you are when the fight begins and blast it
    about 7-9 times with the GRENADE LAUNCHER or the MAGNUM, then it'll die.
    Umm...that's about everything you'll need to know for him.  The...things it
    spits out cause little damage, so ignore them during the battle.
    
    WILLIAM BIRKIN->You will confront him in three forms during the game, each
    one more deadly than the last.  Look at the walkthrough for information on
    handling specific forms of him.
    
    MINOR ENEMIES->Crows, small spiders, and bugs, just run. 'Nuff said.
    
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    4:  Leon Walkthrough
    
    Leon is my favorite character to choose for RE2, as he gets better weapons,
    the weapons can be upgraded even more for more power, has the LIGHTER at the
    start of the game, and has several other special perks.  The first
    walkthrough will cover his Scenario A.  Begin by putting in Leon's disc and
    choosing NORMAL mode.  EASY is for wimps!  Plus you don't even get any
    special bonuses for EASY mode.
    
    THIS WALKTHROUGH'S GENERAL PATH AND SPEED TRICKS ARE CREDITED TOWARDS
    VINCENT MERKEN.
    
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    |_____| |_____| |_____| |_| \_|
    
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    |  ___| |  _  | |  _  /   | |       | |    -  THE STREETS
    | |     | | | | | | \ \   | |      _| |_
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
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    TRUCK CRASH
    
    After the positively brilliant opening, you are immediately confronted by
    six zombies.  Run up on the sidewalk to evade the first few, then zigzag
    down the street and then into the alley to the left.  After evading two more
    zombies, you will stumble upon the "Kendo Gun Shop."  You have only 18
    bullets, so it would be a wise idea to go inside.
    
    "KENDO GUN SHOP"
    
    After entering we are confronted by a SHOTGUN-wielding hick.  He asks for
    your name and purpose of visit, obviously having dealt with way too many
    zombified customers.  After Leon points out the obvious fact he is not a
    zombie, the hick calms down and locks up the front door.  After the short
    dialogue, you are free to explore the shop.  Unfortunately, the only gun in
    the store is the one the owner has with him.  After seeing the shoddy
    cleanliness of the shop, you change your mind about getting more ammo and
    decide leave out the back door.
    
    BASKETBALL COURT
    
    After exiting, you hear the poor guy you left behind getting attacked by
    zombies.  Oh well, one less hick in the world!  Run down the alley and you
    will see a fence blocking off the B-ball court.  You're obviously not going
    to go that way...yet.  Continue running down the alley, and then the zombies
    will break through the gate.  Spin around and shoot enough to knock down the
    zombies (use no more than nine shots), then flee through the gate.  Dodge
    the lonely zombie who wasn't interested in lunch before and leave out the
    gate.
    
    CATWALK ALLEY
    
    Run to the catwalk and dash up the stairs.  Run along the catwalk and then
    back down again to where a dumpster is blocking the way.  Climb over the
    dumpster on the far left so as not to grab the female zombie's attention.
    Then climb down on the other side before she can block the way, allowing the
    other zombies to catch up.  If this happens, reset the game.  After getting
    over the dumpster, zigzag past the zombies.  Take the gate at the end of the
    alley.
    
    SIDEWALK CAFE STREET
    
    Run around the truck and down the street.  You will see a pack of zombies
    feasting on a dead cop.  Since they are so satisfied with their feast, why
    disturb them?  Sprint past the group and into a bus's back door.
    
    BUS INTERIOR
    
    Let the crawler on the ground have a taste of your leg, then stomp its head
    off.  Next, pelt the standing zombie until it falls down, then quickly run
    past and out the front door.
    
    POLICE BLOCKADE
    
    There are many zombies around here, and it is difficult to evade them all.
    Try your best to avoid them, and get into the gate at the other end of the
    street.  It's okay if you get bit once.
    
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    | |_| | | |_| | | |_| |   | |        / /
    |  ___| |  _  | |  _  /   | |       / /    -  THE POLICE PRECINT
    | |     | | | | | | \ \   | |      / /__
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
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    RPD FRONT COURTYARD
    
    Hurray!  We got to the police station without collecting any items!  That
    means ol' Chickenheart Vickers is lurking about at the bottom of the stairs,
    with the SECRET KEY.  We won't bother to go and kill him as the benefits of
    the SECRET KEY are rather small.  Instead, run through the small gate to
    your right and run down the path to another gate.  This one lets out in
    front of the RPD's entrance.  Enter into the supposed safe haven that Leon
    thought the station would be...
    
    1F MAIN HALL
    
    Wow, this place is really expensively decorated for a police station, plus
    it has music to match.  The soundtrack you hear is incredible!  Too bad it's
    reserved for this one giant chamber.  Other than the front door, the only
    door that is unlocked is the one near the security desk.  Enter it.
    
    PATROL SQUADROOM
    
    You hear moaning and groaning as you enter from a dying cop, who looks a lot
    like Will Smith.  The voice acting in this scene is so horrible!  "Who...who
    are you?  Oh, its you..."  The voice sounds so wrong coming from an
    African-American!  Anyway, after some dry humor, he hands you the BLUE CARD
    KEY and pushes you back out the door again.
    
    1F MAIN HALL
    
    As you enter, you hear the dying cop lock the door behind you.  You won't be
    going back to that room again for a LONG time.  Go around the security desk
    and you see a box of HANDGUN BULLETS.  Since you still only have the ammo
    you started the game with, I strongly suggest you take them.  Walk over to
    the computer and boot it up.  It will ask you if you would like to use the
    BLUE CARD KEY.  Say yes and you will unlock two doors near the RPD's main
    entrance.  We now want to go to the double doors near the broken fountain.
    
    WEST RECEPTION AREA
    
    Go over to the CHEST and organize your inventory:
    
    HANDGUN, HANDGUN BULLETS
    
    Next, walk around the partiton and you will see a hideous creature go past
    the window.  Don't worry, you'll get a chance to get acqainted in a short
    bit!  Leave out the door near the window where you saw the monster.
    
    L-SHAPED HALL
    
    Walk down the hall and you can hear a faint dripping sound.  After running
    forward a bit, you will see a corpse with the head missing.  Check the body
    twice for a box of HANDGUN BULLETS.  Go forward a little more and you will
    see the source of the dripping noise.  There is a bloodspot on the floor,
    but thankfully Barry Burton from RE1 isn't around to say "What IS this?
    BLOOD!"  Walk over to the puddle and an FMV will show you a downright nasty
    looking creature, from now on known as the licker.  All you have is a
    HANDGUN, so run!  Sprint past it and exit out the door back there.
    
    BARRICADED PASSAGEWAY
    
    All along this hall, you can see that all the windows are effectively
    covered up with boards.  Yeah, I'm sure nothing'll be able to get through
    those!  Enter the big double doors you see after the first corner.
    
    BRIEFING ROOM
    
    Go to the head of the class!  Run through the open door near the podium to
    enter a storage room full of old junk and a fireplace.  Use your LIGHTER on
    the fireplace to start a fire and cause a RED JEWEL to fall out of the
    hideous painting.  Take it, then search behind the overturned school desks
    in the back corner to find a hidden box of HANDGUN BULLETS.  Leave.
    
    BARRICADED PASSAGEWAY
    
    Turn right and continue on down the hall to another door.  Enter it.
    
    WEST STAIRWELL
    
    Let the female zombie to your left take a few steps, then sprint past and
    snipe all the zombies from there.  There are some GREEN HERBS under the
    stairs if you have dipped into CAUTION and want to heal up.  Go up the
    stairs.
    
    WEST STAIRS LANDING
    
    Frown at the lame music up here then run down the hall to collide with a set
    of three statues.  The two on the far left and far right are moveable There
    are also two special tiles on either side of the central statue.  What to do
    here...hmm...?  (Jepoardy music plays in the background)  Ding!  I've got
    it!  We have to push the two moveable statues on the special tiles so they
    are facing the central statue, then something cool will happen!  Okay, let's
    put this brillant plan into action then.  Push the copper statue around
    behind the central statue to its special tile on the right.  While you are
    going past the statue, look around behind the central statue for another
    hidden box of HANDGUN BULLETS.  Then, push the silver statue to its place on
    the left side of the central statue.  When both are in place, take the RED
    JEWEL from the cental statue.  Leave out the nearby door.
    
    S.T.A.R.S. CORRIDOR
    
    Run down the hall and evade the first couple zombie cops, then enter the
    door they were in front of.
    
    S.T.A.R.S. OFFICE
    
    Immediately after entering, go to the desk with the CD on top of it.  You
    will discover CHRIS'S DIARY.  Tap triangle to avoid reading it.  There isn't
    any useful info inside it anyway.  After you take up the document, you see a
    UNICORN MEDAL in its place.  Take it as well.  Claire will then come barging
    in, still looking for Chris.  Leon gives her the diary, telling her sadly
    that her brother is not here.  Then Leon hands over a radio so that they can
    talk to each other if there is trouble.  When the scene at last ends, walk
    over to the cabinet beside the big, black radio transmitter.  Open the
    cabinet to find a SHOTGUN.  This will become your best friend for the rest
    of the game, believe me.  Leave.
    
    S.T.A.R.S. CORRIDOR
    
    We are now going to retrace our steps all the way back to the 1F MAIN HALL.
    Turn right away from the zombies and take the door there.
    
    WEST STAIRS LANDING
    
    Run down the stairs at the other end of the hall.
    
    WEST STAIRWELL
    
    Enter the first door on the right.
    
    BARRICADED PASSAGEWAY
    
    Run back along the corridor while staying next to the left wall at all
    times!  Watch out for the hands that pop out of the boarded windows near the
    double doors.  After recovering from the shock, continue down the hall and
    again more zombie hands will pop out of the windows.  Avoid them and leave
    out the single door at the end of the passage.
    
    L-SHAPED HALL
    
    Take the GREEN HERB off the floor.  Evade the licker and enter the door at
    the far end of the hall.
    
    WEST RECEPTION AREA
    
    Organize your inventory:
    
    HANDGUN, HANDGUN BULLETS
    UNICORN MEDAL, GREEN HERB
    
    We'll start using the SHOTGUN later after we find more ammo for it.  Go out
    the double doors.
    
    1F MAIN HALL
    
    Run over to the fountain and put the UNICORN MEDAL in the hollow in front of
    the statue.  The statue will then tilt over to give you the SPADE KEY.  Go
    back through the double doors again.
    
    WEST RECEPTION AREA
    
    Run to the door behind the partiton.
    
    L-SHAPED HALL
    
    Evade the licker again and use the SPADE KEY on the door near the
    decapitated body.
    
    FILES ROOM
    
    Run around the shelf and you will bump into a stepladder.  Push the
    stepladder all the way to the shelf at the other end of the aisle.  Then
    stand on it and collect the CRANK.  Leave.
    
    L-SHAPED HALL
    
    Evade the licker AGAIN and leave out the door to the right.
    
    BARRICADED PASSAGEWAY
    
    Run to the door at the other end of the hall.  Don't worry, this time the
    zombie hands won't come out.
    
    WEST STAIRWELL
    
    Go upstairs.
    
    WEST STAIRS LANDING
    
    Go to the door at the other end of the hall.
    
    S.T.A.R.S. CORRIDOR
    
    Shoot down all the zombies and use the SPADE KEY on the door at the other
    end of the hall.  Discard the key and leave.
    
    WEST WAITING ROOM
    
    Upon entry you see a ton of zombies feasting on another dead cop.  Push past
    them on the right side and enter the door in the corridor to the right.
    
    LIBRARY
    
    Walk past the stairs and take the RED HERB from the table.  Enter the double
    doors nearby.
    
    2F MAIN HALL
    
    Run along the balcony, killing or dodging zombies.  You will see a red box
    on the railing.  Activate it to send an emergency ladder to the 1F MAIN
    HALL.  You can now easily pass between the first and second floors.
    Continue running along the balcony to a door waaaay on the other side of the
    balcony.
    
    EAST WAITING AREA
    
    Ignore the sparkly on the bench.  Instead, open up the chest and organize
    your inventory:
    
    SHOTGUN, RED JEWEL
    RED JEWEL, GREEN HERB
    
    Leave through the other door in this room.  BTW, from now on, I would
    pretend that HANDGUN BULLETS don't exist anymore.  We will go with the
    SHOTGUN completley from now on, except for boss fights and when the game is
    nearly over.
    
    WRECKAGE HALL
    
    Turn right and enter the door over there.
    
    CROW HALL
    
    Run all the way down the hall, dodging crows.  Take the door at the far end
    of the hall.
    
    HELICOPTER WRECK
    
    Ignore everything here for now except the stairs leading down.  Descend
    them.
    
    RPD BACK COURTYARD
    
    There are a lot of zombies around, but you can easily evade them as the
    passage is very wide.  Take the door at the far end of the path.
    
    CABIN
    
    Walk around the machinery and take the VALVE HANDLE beside the desk.  Leave
    out the door you used to get in.  DO NOT open the other door unless you want
    a nasty suprise!
    
    RPD BACK COURTYARD
    
    Run around the zombies again and get back up the stairs.  Beware the female
    zombie hanging around the front of the steps.
    
    HELICOPTER WRECK
    
    Run through the gate near the exit door and use the VALVE HANDLE on the hole
    below the water tank.  The tank will rupture and spill water on the
    helicopter, putting out the fire.  Run to the exit door.
    
    CROW HALL
    
    Run all the way back down the hall to the door at the far end.
    
    WRECKAGE HALL
    
    Blow off both zombie's faces, then enter the door past the nose of the
    helicopter.
    
    ART ROOM
    
    After entering, turn right and search the crates near the shelf to find some
    hidden SHOTGUN SHELLS.  Next, go to the other end of the room.  Plant both
    RED JEWELS in the statues to the left and right to make the center statue
    open up to reveal the KING PLUG.  Take it and then look at the sparkly to
    the left.  Take the DIAMOND KEY there and then leave.
    
    WRECKAGE HALL
    
    Enter the first door that you can enter on the right.
    
    EAST WAITING ROOM
    
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    DIAMOND KEY
    
    Go back out through the door you used to enter this room.
    
    WRECKAGE HALL
    
    Turn right and enter the door over there.
    
    CROW HALL
    
    Go to the door that is straight ahead of you.  Unlock it and enter the door.
    
    FIRE ESCAPE
    
    Gather up all the GREEN HERBS out here and go down the stairs.  Enter the
    door below.
    
    DETECTIVES' OFFICE
    
    Ignore the dead body and go through the open door just ahead.  Walk a little
    ways, then turn right to enter another open door into a private office.
    Kill the zombie in here then go to the safe.  Input 2236 as the safe's
    combination to open it.  Take the SHOTGUN SHELLS and the POLICE STATION MAP
    if you wish.  You can also search behind the desk for one more GREEN HERB if
    you want it.  Leave the cubicle and shoot down any zombies that get in your
    way.  Leave out the blue double doors.  Before you go, look at the map of
    the United States above and to the right of it.  Its backwards!  Why?!  Oh
    well, leave.
    
    EAST RECEPTION AREA
    
    Turn left to run from the zombies approaching from the right.  Enter the
    door over there.
    
    1F MAIN HALL
    
    Run over to the double doors at the bottom of the stairs.
    
    WEST RECEPTION AREA
    
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    DIAMOND KEY, GREEN HERB
    
    Leave out the door behind the partiton.
    
    L-SHAPED HALL
    
    Run down the hall while dodging the licker.  Enter the door at the far end
    of the hall.
    
    BARRICADED PASSAGEWAY
    
    Run down the hall to the door at the far end.
    
    WEST STAIRWELL
    
    Turn right and unlock the last door in the hall with the DIAMOND KEY.
    Enter.
    
    EVIDENCE ROOM
    
    Blast the approxiomately three billion zombies in here, then search the
    drawers to your right after entering the room for a box of SHOTGUN SHELLS.
    
    PATROL SQUADROOM
    
    Remember this place?  Yeah, this is where we ran into Mr. Dying Cop.  Take
    the GREEN HERB on the floor and walk into the cubicle past it to see the cop
    again.  When you walk over to try to talk to him, he turns PURPLE!!!  Blow
    his now ugly face off and take the HEART KEY off the desk.  Leave out the
    door he pushed you out at the beginning of the game.
    
    1F MAIN HALL
    
    Enter the door on the elevated ledge near the main entrance.
    
    EAST RECEPTION AREA
    
    Escape the zombie herd by going through the blue doors.
    
    DETECTIVES' OFFICE
    
    Run across the room to the open door where the FIRE ESCAPE'S door is.
    Instead of going there, this time turn left and unlock the door there with
    the HEART KEY.  Discard the key and go thru the door.
    
    YELLOW PASSAGEWAY
    
    There are more GREEN HERBS on the floor if you need them.  If not, leave
    them alone for now and descend the stairs at the end of the hall.
    
    MAIN BASEMENT CORRIDOR
    
    You can hear the "tap, tap" of dogs in the distance.  Sprint down this
    corridor, then turn right.  Run down the hall evading the dogs, and enter
    the door near the "Parking" sign.  This door obviously leads you to the...
    
    PARKING GARAGE
    
    There are many nice cars here, but Leon, being the good-natured fellow he
    is, doesn't want to try to steal one and bust out of there.  Run between the
    silent cars and someone will fire a shot at you.  You turn around to see...a
    beautiful woman!?  Her name is Ada Wong, and Leon buys her story of why she
    is here.  (Yeah, I came here to risk my neck in an all-night zombie slugfest
    to save my boyfriend.  You'd do the same, wouldn't you?)  Anyway, play along
    with her scheme and help her move the van away from the door leading to the
    jail.  Enter the new door.  If you need it, there is a GREEN HERB all by
    itself in the back corner near the shutter.
    
    JAIL CORRIDOR
    
    Ada runs off without you.  She will do this a lot during the course of the
    game.  Anyway, follow her and enter the gate at the end of the hall.
    
    JAIL CELLS
    
    Run forward a little to start a loooooong conversation between you, Ada, and
    Ben Bertocculi, a reporter.  After lots of rambling about various topics,
    Ada runs off again.  Take the MANHOLE OPENER off the shelf nearby and leave.
      You can take the GREEN HERB in the cell beside Ben's if you want it.
    
    JAIL CORRIDOR
    
    Take the silver door you passed by on the way to meet Ben.
    
    DOG KENNEL
    
    Run around the corner and locate the manhole.  Use the MANHOLE OPENER to
    open it, obviously.  Go down the ladder.  Forget the RED HERB in the corner.
      If you take it, the dogs will attack and you will probably have to use it
    up after the battle anyway.
    
    SPIDER PASSAGE
    
    Run down the hall, evading any spiders that try to get in your way.  Go up
    the stairs.
    
    SHUTTER HALL 1
    
    If you were poisoned, stop in the small door to the left to get a BLUE HERB.
      After you are done with that, enter the brown and gray door at the curve.
    
    GENERATOR ROOM
    
    Turn right back around again and go out.
    
    SHUTTER HALL 1
    
    Ada pops up yet again, asking you for a favor.  She wants Leon to give her a
    boost so she can climb through a vent.  Leon agrees and helps her up.
    
    SHUTTER HALL 2
    
    There is nothing to see here, so leave out the door in front of you.
    
    "CESS POOL"
    
    Run around the corner and turn left, evading all dogs that try to stop you.
    Enter the door there.
    
    WATER PUMP ROOM
    
    Remember that "fun" puzzle in RE1, where we had to shove all those boxes
    around to make a bridge over a pool?  Well, here is the second installment!
    Jump down the ledges to get into a small, empty pool.  Climb over the box on
    the far left, then jump down into the open space between the boxes and the
    wall.  Push the center box far away enough so that the left box can be
    pushed in to fill in the open space.  Next, climb out of the empty space and
    jump down on the other side of the left box.  Push it into the empty spot
    you freed for it.  Lastly, push the box on the far right into position
    between the center box and the wall.  Climb out of the pool then press the
    glowing buttons on the control panel to fill the pool with water, which will
    in turn, raise up the box bridge so you can cross over to the other side of
    the pit.  Take the CLUB KEY off the shelf there, then leave.
    
    "CESS POOL"
    
    Evade the dogs again and turn right at the fork.  Take the door at the end
    of the path.
    
    SHUTTER HALL 2
    
    Ada throws Leon the CLUB KEY, then being the person she is, runs off alone
    again.
    
    SHUTTER HALL 1
    
    Take the CLUB KEY Ada threw to you, then run down the stairs.
    
    SPIDER PASSAGEWAY
    
    Evade the spiders and go up the ladder.
    
    DOG KENNEL
    
    Run straight and enter the door you collide with.
    
    JAIL CORRIDOR
    
    Take the left fork and enter the door you run into.
    
    PARKING GARAGE
    
    Run across the pavement to the door at the other end of the garage.
    
    MAIN BASEMENT CORRIDOR
    
    Lickers have replaced the dogs you evaded earlier.  Avoid them also if
    possible.  There is a door with a glowing red light beside it a little ways
    from you.  It leads to the ARMORY, which we will not be visiting as it takes
    way too long to unlock it.  The double doors past it lead to the POWER ROOM,
    which offers little more in the way of items than a GREEN HERB and another
    map.  Bypass this unless you have no healing items with you.  There is more
    in the hall also.  If you take the double doors on the right side of the
    hall, they lead to the MORGUE, which we will not be visiting as well.  But,
    we are going to go past it, so you might as well unlock it with the CLUB KEY
    while you are here.  It will save you some headaches later.  The door that
    we really want to take is the set of double doors around the corner from the
    MORGUE.
    
    RPD BACK ALLEY
    
    Take the RED HERB nearby, then turn around and leave.  You will not even see
    the dogs that you hear tapping.
    
    MAIN BASEMENT CORRIDOR
    
    Take the stairs up.
    
    YELLOW PASSAGEWAY
    
    Walk around the stairs railing and take the SHOTGUN SHELLS from the shelf
    across from a door.  Unlock the door with the CLUB KEY and enter.
    
    NIGHT WATCHMAN'S POST
    
    Check the third locker from the left to discover more SHOTGUN SHELLS.  Walk
    into the little nook behind the lockers to find a bunkroom and the
    all-mighty MAGNUM!!!  Do not be fooled by its size, this is one of the most
    powerful guns in the game!  It slices, it dices, and it makes excellent
    licker pies!  Turn around and leave.
    
    YELLOW PASSAGEWAY
    
    Run to the other door at the far end of the corridor.  You may want to take
    the GREEN HERBS here if you haven't already done so.
    
    DETECTIVES' ROOM
    
    Take the blue double doors.
    
    EAST RECEPTION AREA
    
    Blow away all the zombies to your left with the SHOTGUN, then take the GREEN
    HERB to heal yourself if necessary.  Enter the door a long way down the
    arched corridor.
    
    BROWN PASSAGEWAY
    
    Kill all the zombies hanging around and unlock the first door you see with
    the DIAMOND KEY.  Discard the key and enter.
    
    INTERROGATION ROOM
    
    Ignore the CORD and the FIRST AID SPRAY on the desk as both of them are
    totally useless.  Instead, take the ROOK PLUG from the shelf in the back
    corner.  On the way back out, a licker will crash through the magic mirror.
    Evade it on the right and escape out the door.
    
    BROWN PASSAGEWAY
    
    Turn right and run down the hall.  Take the RED HERB and go to the blue door
    at the end.  Use and discard the CLUB KEY.  Enter the door.
    
    PRESS CONFERENCE ROOM
    
    Go to the front of the room and use the LIGHTER to start a fire in the old
    furnace.  Next, light the torch in the middle labeled "12."  After doing
    that, light the torch on the right labeled "13."  Finally, light the last
    torch on the left labeled "11."  The painting at the other end of the room
    will release the GEAR COGWHEEL.  Take it and leave.
    
    BROWN PASSAGEWAY
    
    Run all the way down the hall to the door at the far end.
    
    EAST RECEPTION AREA
    
    Run to the single door at the other end of the hall.
    
    1F MAIN HALL
    
    Go to the double doors at the bottom of the stairs.
    
    WEST RECEPTION AREA
    
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    GEAR COGWHEEL, CRANK
    GREEN HERB
    
    Leave out the door you used to enter.
    
    1F MAIN HALL
    
    Go up the emergency ladder.
    
    2F MAIN HALL
    
    The zombies are gone, replaced by one hyperactive licker.  Evade the licker
    as best as you can and get to the double doors on the left (Leon's left when
    facing away from the ladder) side of the massive balcony.
    
    LIBRARY
    
    As you enter, you hear a rumbling.  Watch all the zombies spill into rooms
    you don't even have to go to anymore!  Run up the stairs and go around the
    balcony.  Wander to the section where there is no railing and the wood will
    collapse beneath you weight, but this is a good thing.  Press the shiny red
    button in front of you to cause the bookshelf on the far right to move away.
      Walk over and move the far left and the middle left bookshelves to the
    right.  A panel in the cubicle you fell into will open up, revealing the
    BISHOP PLUG.  Take it and go upstairs again, this time taking the door you
    see up there.
    
    3F MAIN HALL
    
    Wow, the view of the lobby from up here is incredible.  Take the other door
    on this balcony.
    
    CLOCK TOWER ROOM
    
    Use the CRANK on the hole to the right to lower a staircase.  Go up the
    stairs and around the catwalk to collide with an open panel.  Place the G.
    COGWHEEL inside then press the switch.  The clock will start up again and
    reveal a secret compartment.  Take the final plug, the KNIGHT PLUG, from its
    elusive hiding place.  Then you will be asked if you would lke to jump down
    the dust shoot below it.  Say yes and you will be whisked away.
    
    JAIL CORRIDOR
    
    You hear Ben screaming as...something is shoved into his mouth.  Run down
    the hall to help him.
    
    JAIL CELLS
    
    Ben is in terrible pain now, and spills the beans on the police chief, Brian
    Irons.  He tells you to go kill him, but unfortunately, Leon will never meet
    him during his scenarios.  The...thing that was fed to Ben then breaks out
    of his chest.  This is easily one of the most disgusting scenes in the whole
    series.  The strange creature then runs off and Ada just pops up yet again.
    She then blasts off out there almost as soon as she popped up, saying she's
    going to look for her boyfriend at "the chemical plant.  I have a feeling
    he'll be there."  Follow her out.
    
    JAIL CORRIDOR
    
    Enter the first door you see.
    
    DOG KENNEL
    
    Go down into the manhole.
    
    SPIDER PASSAGE
    
    Evade the spiders and go upstairs.
    
    SHUTTER HALL 1
    
    Enter the first door on the left.
    
    WATER PLANT STORAGE ROOM
    
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    MAGNUM, HEALING ITEM (preferably a RED-GREEN HERB MIXTURE)
    KNIGHT PLUG, KING PLUG
    BISHOP PLUG, ROOK PLUG
    
    Leave.
    
    SHUTTER HALL 1
    
    Enter the brown and gray door nearby.
    
    GENERATOR ROOM
    
    Run around the corner and you'll see that thing that popped out of Ben's
    chest, and the little bugger sure has grown.  It will begin the battle by
    spitting out some tadpole-like creatures, but it doesn't matter.  Just stand
    where you are and fire off about the MAGNUM's entire clip.  It should die
    rather pathetically, not even getting halfway across the catwalk before you
    destroy it.  The music will stop when it is dead.  Run past the oozing
    corpse and quickly plug in the KNIGHT PLUG, the KING PLUG, the BISHOP PLUG,
    and the ROOK PLUG to unlock the door.  Enter.
    
    LEON'S SEWER ACCESS
    
    Run forward some to collide with Ada, AGAIN.  After some ramble about how
    running off alone is reckless and stupid, Ada says she will do things your
    way.  Hop down into the sewer water and open up the shutter.
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |___  |
    | |_| | | |_| | | |_| |   | |      ___| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE SEWERS
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    LEON'S SEWER PASSAGE
    
    The sewers are to RE2 as the caves were to RE1.  And like RE1, we will only
    be here a short time, but still there will be many suprises along the way.
    RE1's caves only had dripping water, but now we get to immerse ourselves in
    yucky water!  Isn't that great?  Slog down the waterway until you see a
    ledge.  Climb up onto it and enter the door up there.
    
    LEON'S WATER CONTROL ROOM
    
    After entering, run to the lockers near the brown stand.  Move them aside to
    reveal a secret door.  Open the door and climb down the ladder.
    
    LEON'S WAREHOUSE
    
    Turn right after entering the room to run into a red thing on the wall.  It
    is a lantern, so use your LIGHTER to make a light.  You can now see a
    sparkly on the shelf.  Take the MAGNUM BULLETS and run around the corner.
    Light another lantern and take the SHOTGUN SHELLS off the shelf to the
    right.  Leave up the ladder.
    
    LEON'S WATER CONTROL ROOM
    
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    VALVE HANDLE, GREEN HERB
    
    Take the little elevator in the corner down.
    
    T-SHAPED HALL
    
    The third mysterious woman this night snipes at Ada.  Leon leaps to cover
    her and takes a bullet.  Ada mutters "Leon, that woman was..."  and then "I
    have to talk to her."  Wow, you really care a lot about others, don't you
    Ada?  Anyway, since Leon is unconsious, you temporarily take control of Ada.
      Follow the woman through the door she left through.
    
    SEWER CANAL 1
    
    You get a short scene of the woman climing a ladder.  Follow her up the
    ladder.
    
    FAN TUNNEL
    
    Run down this tunnel to the ladder at the other end.  Ignore the bugs that
    spawn from the nest you pass by.
    
    UPPER WATER TREATEMENT ROOM
    
    Run down the ledge a little to start another scene showing Ada's gun shot
    out of her hands (ouch).  The woman walks down with the gun pointed at Ada's
    neck.  It's Annette Birkin, one of the most evil female characters in the
    whole RE series.  She almost hisses when she talks!  She then explains how
    all this mess happened to Raccoon City.  When the long FMV ends, a catfight
    breaks out, ending with Annette getting a nice sewer bath.  After you
    FINALLY regain control, walk across the narrow bridge and go down the
    ladder.
    
    LOWER DUMPING AREA
    
    There is a brief scene of Ada being attacked by a creature in the water.
    The game then shifts back to Leon, who has just regained consiousness.
    
    T-SHAPED HALL
    
    Run down the hall Annette and Ada ran down.
    
    SEWER CANAL 1
    
    Unfortunately, the fan has started up again, blocking access to the ladder.
    Instead, turn right and run past some spiders.  You will find a gate to the
    left.  Go through it.
    
    SEWER CANAL 2
    
    Run down the passage a bit, then climb up the ledge to the left.  Enter the
    double doors up there.  Keep running through this room so the spiders cannot
    poison you.
    
    LOWER WATER TREATMENT ROOM
    
    Run around the platform some until you come to a flashing red light.  Use
    the VALVE HANDLE on the hole beneath the light to bring the narrow bridge
    Ada crossed down to your level.  Go over the bridge and use the VALVE HANDLE
    on the green light over there to raise the bridge again.  Take the GREEN
    HERBS and the SHOTGUN SHELLS near the typewriter.  Leave through the door
    nearby.
    
    LONG SEWER TUNNEL
    
    Run all the way to the end of the passage.  You will see Ada shooting at
    something in the water.  It turns out to be a giant crocodile, who then
    decides to focus on Leon instead of Ada.  After you regain control, run all
    the way back down the passage until you see a flashing green light.  Press X
    near it to release an explosive can.  STAY WHERE YOU ARE.  The crocodile
    will then try to eat the can.  That's when you get him.  Shoot the can in
    its mouth to blow its filthy head off.  Run past the giant corpse and press
    the red button near the large door at the end of the corridor.  Go through
    the door.
    
    LOWER DUMPING AREA
    
    Run across the dump and climb up to the ledge where Ada is.  A scene then
    starts in which Ada makes up for running off before by patching up his
    wound.  They then climb the ladder up
    
    UPPER WATER TREATEMENT ROOM
    
    Run across the little bridge you raised and turn left.  You will eventually
    come to a contol panel where there is a dead body and an EAGLE MEDAL...gah,
    not those things again.  Run back to the fork and this time go straight.
    You will come to a red light.  Use the VALVE HANDLE one last time to stop
    the fan from rotating.  Climb the ladder now.
    
    FAN TUNNEL
    
    Run to the ladder at the other end of the passage.
    
    SEWER CANAL 1
    
    Turn right to find a hidden ledge where some dead bodies are.  Search them
    for a WOLF MEDAL and a box of SHOTGUN SHELLS.  Climb down again and follow
    the corridor all the way to the gate at the other end.  Ignore the zombies.
    You'll be long gone before they can drag themselves from the sewer water.
    
    SEWER CANAL 2
    
    Run straight down this hall to a panel on the right near the waterfall.
    Plant the EAGLE MEDAL and the WOLF MEDAL in it to make the waterfall stop
    flowing and reveal a door.  Take this door.
    
    SECRET TUNNEL
    
    Run to the door at the other end of the walkway.
    
    SKYTRAM STATION 1
    
    Walk out onto a large platform.  Ignore the shelf as there is nothing useful
    on it.  Instead, activate the glowing panel to the right of the skytram to
    start it up.  Then, board the skytram through the doors on the left side of
    it.
    
    SKYTRAM
    
    You will now find yourself forced to play a little subgame.  The goal is to
    blast William's hand a few times with the SHOTGUN.  You will notice some
    dust raining down from the ceiling.  That is where his hand will burst
    through.  Simply walk backwards and then shoot when the hand pops out.
    After 3-5 shots, Ada will finish the job.  The skytram then arrives at the
    second station.  Walk out the doors.
    
    SKYTRAM STATION 2
    
    Despite what many guides will tell you, you do not need to use the LIGHTER
    on the flare gun to find the WEAPON BOX KEY here.  Search around in the
    right corner near the gun to pick up the WEAPON BOX KEY and exit out the
    metal door at the other end of the walkway.
    
    INDUSTRIAL CORRIDOR 1
    
    Run down the hall, blasting zombies as you please.  Turn left at the fork
    and it will lead you to a dead end with a zombie's body, but this one really
    is dead.  Check it for the SHOTGUN PARTS.  This will upgrade your SHOTGUN
    into a CUSTOM SHOTGUN!  You'll be in heaven when you hear its thunderous
    blast!  But wait until you use up your SHOTGUN'S current magazine first, as
    you get a free reload when you upgrade.  Turn around and run straight past
    the fork to a door.  Enter it.
    
    INDUSTRIAL CORRIDOR 2
    
    This corridor is pretty much the same as the last, only this time the
    goodies (two GREEN HERBS) are to the right, and the exit is to the left.
    Grab the GREEN HERBS and climb up the ladder.
    
    TRAIN PLATFORM CONTROL ROOM
    
    Grab the box of SHOTGUN SHELLS and the clip of MAGNUM BULLETS off the
    counter, then organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    MAGNUM, MAGNUM BULLETS
    3 HEALING ITEMS (preferably ones that heal you completely)
    
    Keep one inventory slot free and leave out the door.
    
    TRAIN TURNTABLE
    
    Turn left and run over to the engine car.  Climb up the steps in back and
    enter the car.
    
    ENGINE CAR
    
    Run to the front and take the CONTROL PANEL KEY from the red hook, then take
    the MAGNUM BULLETS from the bathroom.  Go back outside.
    
    TRAIN TURNTABLE
    
    Use the CONTROL PLATFORM KEY on the panel near the stairs, then press the
    switch to start the machinery up.  You will see a scene of the turntable
    descending deep under the city.
    
    ENGINE CAR
    
    William sticks his claw through the wall, injuring poor Ada.  You want
    revenge, so let's march outside right now and settle this!
    
    TRAIN TURNTABLE
    
    Walk around some and William will appear.  Like most other bosses in the
    game, he's pretty easy to defeat.  Simply stand at one end of the platform.
    Shoot with the MAGNUM till he gets too close, then run to the other end of
    the platform and shoot from there.  After 9-12 shots from the MAGNUM, he
    will be defeated.  Reenter the car.
    
    ENGINE CAR
    
    The platform arrives at the bottom.  Ada still has not woken up, so Leon
    carries her outside.
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     _   _
    |  _  | |  _  | |  _  | |_   _|   | | | |
    | |_| | | |_| | | |_| |   | |     | |_| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE SECRET LABORATORY
    | |     | | | | | | \ \   | |         | |
    |_|     |_| |_| |_|  \_\  |_|         |_|
    
    -----------------------------------------------------------------------
    
    ENTRANCE PLATFORM
    
    Leon looks around and uses what little he knows to figure out he is inside a
    secret lab (looks at painted letters on the floor that read "Umbrella
    Laboratories."  Anyway, he takes Ada off to a room.
    
    LAB GUARDPOST
    
    After an argument about whether or not Leon should take care of Ada, you
    regain control.  Take the GREEN HERB from the filing cabinet, and the MAGNUM
    BULLETS off the shelf.  Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    FULL-HEALING HERB
    
    Leave.
    
    ENTRANCE PLATFORM
    
    Turn right and run past the corridor to another door.  Enter it.
    
    LABORATORY MAIN SHAFT
    
    Wow, this room is HUGE!  You can't even see the floor that is so far below
    you.  Enter the little walled-off place in the middle of the room and take
    the path that has blue lights.  Enter the door there.
    
    EAST AREA HALL
    
    Run ahead and turn left at the shutter and the first door.  You will come to
    a set of double doors with ice covering them.  Enter the door.  (The first
    time I saw this door, I was scared because I thought it was some kind of
    nesting material from a creature, and that I was about to enter its domain.)
    
    SUPER-LOW TEMPERATURE EXPERIMENT ROOM
    
    Run around the corner and you will see a sparkly on a stand.  Take the FUSE
    CASE and then use it with the flashing-blue panel nearby.  A handy-dandy
    robot arm will then transform the FUSE CASE into a MAIN FUSE.  Take it and
    leave the room.
    
    EAST AREA HALL
    
    Go back down the hall and exit through the door leading to the LABORATORY
    MAIN SHAFT.  The other doors won't open anyway.
    
    LABORATORY MAIN SHAFT
    
    Use the MAIN FUSE on the machine in the middle of the room to restore power
    to the facility.  I thought it would be more complicated than this to
    activate the power.  The next thing you need to do is enter the door on the
    red-lit path.
    
    WEST AREA HALL
    
    Run ahead and open the shutter to the left.  The plants inside will then
    wake up and attack.  Several SHOTGUN blasts will destroy them.  Beware the
    poison they spit and also tread carefully when passing the corpses, their
    vines can swing up and attack.  Enter the door behind the plants.
    
    B4 PLANT SHAFT
    
    Wow, that plant is big.  Blow away the plant in front of you and take the
    two GREEN HERBS.  Descend the ladder.
    
    B5 PLANT SHAFT
    
    Enter the door nearby.
    
    SUPER CORRIDOR
    
    I call it this because from now on all enemies will be super in their
    attacks and strengh.  Run around the corners, but when you see a white wall
    down the hall, start slowly walking forward.  A licker will crash out of a
    ceiling vent, but if you don't move, it won't be able to detect you.  Wait
    for it to get into range and point the SHOTGUN down, blasting every time the
    fella flips over again.  It will squeal when you kill it.  Move into the
    white-walled corridor and repeat with the other two super-lickers.  Get all
    the GREEN HERBS and leave out the door at the far end of the corridor.
    
    LABORATORY CONTROL ROOM
    
    Run around the corners until you bump into a typewriter and a chest.
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    MAGNUM, WEAPON BOX KEY
    GREEN HERB
    
    Leave out the door nearby.
    
    MOTH CORRIDOR
    
    Turn left at the fork.  Take the RED HERB you see and enter the door that is
    close by.
    
    MAIN LAB
    
    After entering, go to the flashing locker to the left and unlock it with the
    WEAPON BOX KEY.  Inside the locker is MAGNUM PARTS, oh yeah!  But don't use
    them yet, as like the SHOTGUN, you get a free reload when you upgrade.  Use
    up your current magazine first on lickers, for example.  Enter the door and
    it will slide open without a loading sequence.  Blast the zombie and proceed
    to the next sliding door.  Remember this place?  In Anette's FMV its where
    William was shot and injected himself with the G-virus. Maybe there's
    something important in here, like a key...  Kill or dodge the zombies in
    this room, and get to the almost empty white table in the back of the room.
    Take the LAB CARD KEY and leave the lab the way you came in.
    
    MOTH CORRIDOR
    
    Turn right at the fork and enter the door at the end of the corridor.
    
    LABORATORY CONTROL ROOM
    
    Run to the door at the other end of the corridor.
    
    SUPER CORRIDOR
    
    Beware the licker that comes crashing out of the vents in the first hall.
    You want to get to the door at the far end of the passage.
    
    B5 PLANT SHAFT
    
    Climb the ladder.
    
    B4 PLANT SHAFT
    
    Enter the door.
    
    WEST AREA HALL
    
    Turn right at the fork.  Beware the plant that has...planted itself in front
    of the exit you need to use.
    
    LABORATORY MAIN SHAFT
    
    Take the blue-lit path and use the door there.
    
    EAST AREA HALL
    
    Use the LAB CARD KEY on the door in front of you.  Enter it.
    
    AUTOPSY LAB
    
    Take the MAGNUM BULLETS from the cart to the right but ignore the FIRST AID
    SPRAY.  Blow away the first zombie, then press the red button to turn on the
    lights.  Walk past the circular device and take the MO DISK from the tool
    cart next to the surgeon's bed.  Leave.
    
    EAST AREA HALL
    
    Anette confronts you here and accuses you of "murdering my husband!"
    Hardly, he goes through three more transformations before he finally dies!
    She tells you Ada is a spy which Leon simply can't accept.  "She can shoot
    really good and is smooth and slick in all she does, but a spy?
    Impossible!"  There is a rumbling and some pipes fall on her.  Leon runs
    over and takes the G-VIRUS, which looks suspiciously like grape Kool-Aid.
    After that, the self-destruct sequence is activated.  Enter the door behind
    Anette.
    
    LABORATORY MAIN SHAFT
    
    Run for the red-lit path.  Trully, this is one of the best acted scenes in
    the whole series.  It almost rivals that scene in "Titanic" where Jack gives
    his life to save Rose after the ship sinks.  Ada will appear and point her
    gun at Leon, asking for the G-VIRUS.  Leon finally accepts the truth, and
    refuses to give it to her.  Ada is about to shoot, but then she decides it's
    not worth killing Leon to get what she wants.  Suddenly, she is shot in the
    back by Anette, and Leon grabs her hand as she falls over the railing.  Ada
    says she just wants to give up and lets go.  I'm almost crying trying to
    write this.  I love Leon's heartfelt "ADAAAAAA!"  Notice that he exactly
    mimics the pose that Chris does if you let Rebecca die in RE1.  In
    frustration, Leon throws the Kool-Aid after Ada, because grape isn't his
    favorite flavor anyway.  Enter the door on the red path.
    
    WEST AREA HALL
    
    Blast the plant, then turn left at the fork and enter the door there.
    
    B4 PLANT SHAFT
    
    Climb down the ladder.
    
    B5 PLANT SHAFT
    
    Enter the door.
    
    SUPER CORRIDOR
    
    Blow away all the zombies and enter the door at the far end of the corridor.
    
    LABORATORY CONTROL ROOM
    
    Go to the chest and organize your inventory for the last time:
    
    MAGNUM, MAGNUM ROUNDS
    SHOTGUN, SHOTGUN SHELLS
    3 HEALING ITEMS, MO DISK.
    
    Make sure all your guns are fully loaded and you are totally healed up.  I
    recommend you save your game here.  Leave out the door you used to enter.
    
    SUPER CORRIDOR
    
    Go to the blinking monitor and use the MO DISK there to open up a closed-off
    hall next to you.  Enter the door at the end of it.  Notice how the music
    quietens down.
    
    LARGE TRANSPORT ROOM
    
    The computer will announce there are only 5 minutes left until it gets a
    little warm.  Run down between the containers and activate the large
    elevator.  Suddenly, Willy crashes in through the ceiling and attacks.  Stay
    right where you are and shoot him three times with the customized MAGNUM.
    You should defeat him right before he can take the first swing as the force
    of the shots stuns him.  He then mutates into a dog-like form.  I belive
    this is the toughest form of William and the toughest boss in the game.  He
    will leap up onto the containers.  To make him come down to your level, run
    laps around the room until he decides to give up on pouncing on you from
    above and returns to the floor for an in-your-face fight.  Shoot him 6-8
    times with the custom MAGNUM and he will be defeated again.  Don't worry
    about dodging, you have more than enough healing items to suffer through the
    blows.  Carefully monitor your health, healing every time you enter orange
    CAUTION or worse.  After you kill him again, the elevator will arrive.
    Board it.
    
    ESCAPE TRAIN PLATFORM
    
    Simply run down the hall to trigger the final ending sequence.  Hope you
    enjoy it.
    
    -----------------------------------------------------------------------
    
    5:  Claire Walkthrough
    
    Claire isn't exactly horrible, but Leon is a far more entertaining character
    to play with.  Claire does have her benefits, but they are outweighed a
    hundred times by Leon's.  Her handgun is more powerful than Leon's, and she
    does get a handy GRENADE LAUNCHER, but this is outweighed by the fact that
    she must rely on a weak BOWGUN instead of Leon's extremely useful SHOTGUN.
    Capcom, please fire whoever put this poor excuse for a weapon in the game.
    Instead of Ada, she has a (gasp) 12 year old girl as a partner character,
    called Sherry Birkin, and you are forced to play as *her* in a few places.
    Pathetically slow and also has an annoying habit of crouching down and
    getting scared if you move too far ahead of her, forcing you to stop and
    shake her out of it, slowing you down even more.  Load up Claire's disc and
    play NORMAL mode.
    
    THIS WALKTHROUGH'S SPEED TRICKS ARE CREDITED TOWARDS VINCENT MERKEN.
    -----------------------------------------------------------------------
    _____   _       _____   _   _____    _____
    |  ___| | |     |  _  | | | |  _  |  |  ___|
    | |     | |     | |_| | | | | |_| |  | |___
    | |     | |     |  _  | | | |  _  /  |  ___|
    | |___  | |___  | | | | | | | | \ \  | |___
    |_____| |_____| |_| |_| |_| |_|  \_\ |_____|
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     ___
    |  _  | |  _  | |  _  | |_   _|   /_  |
    | |_| | | |_| | | |_| |   | |       | |
    |  ___| |  _  | |  _  /   | |       | |    -  THE STREETS
    | |     | | | | | | \ \   | |      _| |_
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    TRUCK CRASH
    
    After the positively brilliant opening, you are immediately confronted by
    six zombies.  Run up on the sidewalk to evade the first few, then zigzag
    down the street and then into the alley to the left.  After evading two more
    zombies, you will stumble upon the "Kendo Gun Shop."  You have only 13
    bullets, so it would be a wise idea to go inside.
    
    "KENDO GUN SHOP"
    
    After entering we are confronted by a BOWGUN-wielding hick.  He asks for
    your name and purpose of visit, obviously having dealt with way too many
    zombified customers.  After Leon points out the obvious fact he is not a
    zombie, the hick calms down and locks up the front door.  After the short
    dialogue, you are free to explore the shop.  Unfortunately, the only gun in
    the store is the one the owner has with him.  After seeing the shoddy
    cleanliness of the shop, you change your mind about getting more ammo and
    decide leave out the back door.
    
    BASKETBALL COURT
    
    After exiting, you hear the poor guy you left behind getting attacked by
    zombies.  Oh well, one less hick in the world!  Run down the alley and you
    will see a fence blocking off the B-ball court.  You're obviously not going
    to go that way...yet.  Continue running down the alley, and then the zombies
    will break through the gate.  Spin around and shoot enough to knock down the
    zombies (use no more than seven shots), then flee through the gate.  Dodge
    the lonely zombie who wasn't interested in lunch before and leave out the
    gate.
    
    CATWALK ALLEY
    
    Run to the catwalk and dash up the stairs.  Run along the catwalk and then
    back down again to where a dumpster is blocking the way.  Climb over the
    dumpster on the far left so as not to grab the female zombie's attention.
    Then climb down on the other side before she can block the way, allowing the
    other zombies to catch up.  If this happens, reset the game.  After getting
    over the dumpster, zigzag past the zombies.  Take the gate at the end of the
    alley.
    
    SIDEWALK CAFE STREET
    
    Run around the truck and down the street.  You will see a pack of zombies
    feasting on a dead cop.  Since they are so satisfied with their feast, why
    disturb them?  Sprint past the group and into a bus's back door.
    
    BUS INTERIOR
    
    Let the crawler on the ground have a taste of your leg, then stomp its head
    off.  Next, pelt the standing zombie until it falls down, then quickly run
    past and out the front door.
    
    POLICE BLOCKADE
    
    There are many zombies around here, and it is difficult to evade them all.
    Try your best to avoid them, and get into the gate at the other end of the
    street.  It's okay if you get bit once.
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     ____
    |  _  | |  _  | |  _  | |_   _|   /__  \
    | |_| | | |_| | | |_| |   | |        / /
    |  ___| |  _  | |  _  /   | |       / /    -  THE POLICE PRECINT
    | |     | | | | | | \ \   | |      / /__
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    RPD FRONT COURTYARD
    
    Hurray!  We got to the police station without collecting any items!  That
    means ol' Chickenheart Vickers is lurking about at the bottom of the stairs,
    with the SECRET KEY.  We won't bother to go and kill him as the benefits of
    the SECRET KEY are rather small.  Instead, run through the small gate to
    your right and run down the path to another gate.  This one lets out in
    front of the RPD's entrance.  Enter into the supposed safe haven that Leon
    thought the station would be...
    
    1F MAIN HALL
    
    Wow, this place is really expensively decorated for a police station, plus
    it has music to match.  The soundtrack you hear is incredible!  Too bad it's
    reserved for this one giant chamber.  Other than the front door, the only
    door that is unlocked is the one near the security desk.  Enter it.
    
    PATROL SQUADROOM
    
    You hear moaning and groaning as you enter from a dying cop, who looks a lot
    like Will Smith.  The voice acting in this scene is so horrible!  "Who...who
    are you?  Oh, its you..."  The voice sounds so wrong coming from an
    African-American!  Anyway, after some dry humor, he hands you the BLUE CARD
    KEY and pushes you back out the door again.
    
    1F MAIN HALL
    
    As you enter, you hear the dying cop lock the door behind you.  You won't be
    going back to that room again for a LONG time.  Go around the security desk
    and you see a box of HANDGUN BULLETS.  Since you still only have the ammo
    you started the game with, I strongly suggest you take them.  Walk over to
    the computer and boot it up.  It will ask you if you would like to use the
    BLUE CARD KEY.  Say yes and you will unlock two doors near the RPD's main
    entrance.  We now want to go to the double doors near the broken fountain.
    
    WEST RECEPTION AREA
    
    Go over to the CHEST and organize your inventory:
    
    HANDGUN, HANDGUN BULLETS
    
    Next, walk around the partiton and you will see a hideous creature go past
    the window.  Don't worry, you'll get a chance to get acqainted in a short
    bit!  Leave out the door near the window where you saw the monster.
    
    L-SHAPED HALL
    
    Walk down the hall and you can hear a faint dripping sound.  After running
    forward a bit, you will see a corpse with the head missing.  Check the body
    twice for a box of HANDGUN BULLETS.  Go forward a little more and you will
    see the source of the dripping noise.  There is a bloodspot on the floor,
    but thankfully Barry Burton from RE1 isn't around to say "What IS this?
    BLOOD!"  Walk over to the puddle and an FMV will show you a downright nasty
    looking creature, from now on known as the licker.  All you have is a
    HANDGUN, so run!  Sprint past it and exit out the door back there.
    
    BARRICADED PASSAGEWAY
    
    All along this hall, you can see that all the windows are effectively
    covered up with boards.  Yeah, I'm sure nothing'll be able to get through
    those!  Don't bother entering the double doors, you don't have a necessary
    item for that room yet.  Instead go past and take the door at the end of the
    hall.
    
    WEST STAIRWELL
    
    Let the female zombie to your left take a few steps, then sprint past and
    snipe all the zombies from there.  There are some GREEN HERBS under the
    stairs if you have dipped into CAUTION and want to heal up.  Go up the
    stairs.
    
    WEST STAIRS LANDING
    
    Frown at the lame music up here then run down the hall to collide with a set
    of three statues.  The two on the far left and far right are moveable There
    are also two special tiles on either side of the central statue.  What to do
    here...hmm...?  (Jepoardy music plays in the background)  Ding!  I've got
    it!  We have to push the two moveable statues on the special tiles so they
    are facing the central statue, then something cool will happen!  Okay, let's
    put this brillant plan into action then.  Push the copper statue around
    behind the central statue to its special tile on the right.  While you are
    going past the statue, look around behind the central statue for another
    hidden box of HANDGUN BULLETS.  Then, push the silver statue to its place on
    the left side of the central statue.  When both are in place, take the RED
    JEWEL from the cental statue.  Leave out the nearby door.
    
    S.T.A.R.S. CORRIDOR
    
    Enter the first door you see.
    
    S.T.A.R.S. OFFICE
    
    Immediately after entering, go to the desk with the CD on top of it.  You
    will discover CHRIS'S DIARY.  Tap triangle to avoid reading it.  There isn't
    any useful info inside it anyway.  After you take up the document, you see a
    UNICORN MEDAL in its place.  Take it as well.  Walk over to the cabinet
    beside the big, black radio transmitter.  Open the cabinet to find a GRENADE
    LAUNCHER.  It will be a frequent travel companion of yours during the game.
    Leave.  Ignore the incoming fax.
    
    S.T.A.R.S. CORRIDOR
    
    We are now going to retrace our steps all the way back to the 1F MAIN HALL.
    Turn right and enter the door over there.
    
    WEST STAIRS LANDING
    
    Run down the stairs at the other end of the hall.
    
    WEST STAIRWELL
    
    Enter the first door on the right.
    
    BARRICADED PASSAGEWAY
    
    Run back along the corridor while staying next to the left wall at all
    times!  Watch out for the hands that pop out of the boarded windows near the
    double doors.  After recovering from the shock, continue down the hall and
    again more zombie hands will pop out of the windows.  Avoid them and leave
    out the single door at the end of the passage.
    
    L-SHAPED HALL
    
    Take the GREEN HERB off the floor.  Evade the licker and enter the door at
    the far end of the hall.
    
    WEST RECEPTION AREA
    
    Organize your inventory:
    
    HANDGUN, HANDGUN BULLETS
    UNICORN MEDAL, GREEN HERB
    
    We'll start using the GRENADE LAUNCHER later after we find more ammo for it.
      Go out the double doors.
    
    1F MAIN HALL
    
    Run over to the fountain and put the UNICORN MEDAL in the hollow in front of
    the statue.  The statue will then tilt over to give you the SPADE KEY.  Go
    back through the double doors again.
    
    WEST RECEPTION AREA
    
    Run to the door behind the partiton.
    
    L-SHAPED HALL
    
    Evade the licker again and use the SPADE KEY on the door near the
    decapitated body.
    
    FILES ROOM
    
    Run around the shelf and you will bump into a stepladder.  Push the
    stepladder all the way to the shelf at the other end of the aisle.  Then
    stand on it and collect the CRANK.  Leave.
    
    L-SHAPED HALL
    
    Evade the licker AGAIN and leave out the door to the right.
    
    BARRICADED PASSAGEWAY
    
    Run to the door at the other end of the hall.  Don't worry, this time the
    zombie hands won't come out.
    
    WEST STAIRWELL
    
    Go upstairs.
    
    WEST STAIRS LANDING
    
    Go to the door at the other end of the hall.
    
    S.T.A.R.S. CORRIDOR
    
    You see a little girl being chased by a zombie.  After the scene, evade the
    zombie and follow after the girl.  Use and discard the SPADE KEY to unlock
    the door you find.  Enter the door.
    
    WEST WAITING ROOM
    
    You collide with Leon in here.  Claire asks if Leon saw the girl.  He says
    yes, but she ran away before he could catch her.  Leon then hands over a
    radio so they can contact each other if there is trouble.  Enter the
    offshoot to the right.  Before going through the door, use your LOCKPICK to
    unlock the desk next to it.  You will be rewarded with a pack of FLAME
    ROUNDS.  Now go through the door.
    
    LIBRARY
    
    Take the RED HERB on a desk on the lower floor, then enter the double doors
    close by.
    
    2F MAIN HALL
    
    Turn left, evading or killing zombies.  Activate the red box to send an
    emergency ladder to the floor, giving you a shortcut between the first and
    second floors.  Continue around the balcony shooting or dodging zombies
    until you reach a door at the end.  Go through the door.
    
    EAST WAITING ROOM
    
    Look at the sparkly on a couch.  Take the LIGHTER and organize your
    inventory:
    
    HANDGUN, HANDGUN BULLETS
    HEALING ITEM
    
    Leave out the door you didn't use to enter this room.
    
    WRECKAGE HALL
    
    Turn right and enter the door over there.
    
    CROW HALL
    
    Run down the hall, ignoring the silver door for now.  Sprint past the dead
    body.  After some more running, lots of crows will crash through the
    windows.  Continue running and eventually you will reach another door.
    Enter it.
    
    HELICOPTER WRECK
    
    Ignore everything you see for now.  Go down the stairs.
    
    RPD BACK COURTYARD
    
    There are many, many zombies here, but you need not fight as the path is
    nice and wide, allowing room for dodging.  Enter the door at the end of the
    path.
    
    CABIN
    
    Take the VALVE HANDLE off the floor and the horrible BOWGUN off the desk.  I
    once heard somewhere that it is bad luck to leave a building through a
    different door than you used to enter it, so let's leave through the door we
    used to get in.  Try to open the other door and this superstition will prove
    to be real!
    
    RPD BACK COURTYARD
    
    Dodge all the zombies and go back up the stairs.  Watch out for the female
    zombie in front of the steps.
    
    HELICOPTER WRECK
    
    Walk through the open gate next to the exit door and it will lead you to a
    hole.  Use the VAVLE HANDLE on the hole and the tank will rupture, putting
    out the helicopter's fire.  Before going back inside, you can check the
    helicopter's side door for HANDGUN BULLETS if you want them.
    
    CROW HALL
    
    Run down the hall to the wooden door, evading all crows.
    
    WRECKAGE HALL
    
    Cool, the zombies have disappeared.  Open the door to the right of the
    helicopter's nose.
    
    ART ROOM
    
    Take the DIAMOND KEY near the reliefs on the wall.  Leave.  There is nothing
    else you can do here right now.
    
    WRECKAGE HALL
    
    Enter the first door you see (not counting the one crushed by the
    helicopter).
    
    EAST WAITING ROOM
    
    Enter the door across the room from you.
    
    2F MAIN HALL
    
    Go to the emergency ladder and climb down.
    
    1F MAIN HALL
    
    Enter the double doors at the base of the ramps.
    
    WEST RECEPTION AREA
    
    Organize your inventory:
    
    BOWGUN, LIGHTER
    DIAMOND KEY, HEALING ITEM (optional)
    
    Leave out the other door.
    
    L-SHAPED HALL
    
    Evade the licker and enter the door at the far end of the hall.
    
    BARRICADED PASSAGEWAY
    
    Enter the double doors.
    
    BRIEFING ROOM
    
    Go to the head of the class!  Enter the open door to the left of the podium
    to enter a little storage room.  Use the LIGHTER at the fireplace to start a
    blaze.  This will cause the second RED JEWEL to fall out of the painting.
    Take it and leave.
    
    BARRICADED PASSAGEWAY
    
    Turn right and enter the door you collide with.
    
    WEST STAIRWELL
    
    Turn right and enter the door at the end of the hall, with the DIAMOND KEY's
    help.
    
    EVIDENCE ROOM
    
    Use the BOWGUN to kill the zombies on this side of the cabinets, then search
    the cabinets for a pouch of BOWGUN BOLTS.  Take them and then use your
    LOCKPICK to unlock one of the large, tan cabinets for a PLASTIC BOMB.  Enter
    the door nearby.
    
    PATROL SQUADROOM
    
    Take the GREEN HERB on the floor to get yourself into FINE status, then walk
    ahead some more and enter the cubicle.  Mr. Dying Cop is on the floor, but
    when you try to talk to him, he turns PURPLE!!!  Shoot him up with the
    BOWGUN, then take the DETONATOR on the table.  Combine the DETONATOR with
    the PLASTIC BOMB to make a BOMB & DETONATOR.  What a bad name for an
    explosive.  Anyway, leave out the door that you were pushed through at the
    beginning of the game.
    
    1F MAIN HALL
    
    Climb the ladder.
    
    2F MAIN HALL
    
    Turn right and enter the door you come to.
    
    EAST WAITING ROOM
    
    Organize your inventory:
    
    BOWGUN, BOWGUN BOLTS
    RED JEWEL, RED JEWEL
    BOMB & DETONATOR
    
    Leave out the door you didn't use to enter.
    
    WRECKAGE HALL
    
    Before blowing up the wall, enter the ART ROOM.
    
    ART ROOM
    
    Use the two RED JEWELS on the reliefs beside the statue in the middle.
    After they are in place, the middle statue will open up, giving you the BLUE
    STONE.  Leave.
    
    WRECKAGE HALL
    
    Use the BOMB & DETONATOR on the wreckage to open up a new corridor.  Enter
    the hall and go through the door at its end.
    
    CHIEF'S ROOM
    
    Check the body on the desk, and a guy with a gun will face you!  It is Chief
    Irons, formerly the most insane person ever to grace a RE game.  That honor
    is now held by Alferd Ashford of RE: Code Veronica.  Anyway, he talks about
    how beautiful the mayor's daughter is, despite the fact she is dead, then he
    dismisses you.  Leave out the door you didn't use to enter.
    
    TIGER HALL
    
    Run down the hall to the door at the end.
    
    KNIGHT ROOM
    
    You hear footsteps of someone running away from you.  Eventually, you will
    come to a black room with a light switch.  Throw the switch and the little
    girl you saw back in the west wing will try to run from Claire.  She grabs
    her by the hand.  The girl's name is Sherry Birkin, and she is the only kid
    that lives in Racoon it seems.  Claire tries to comfort her, but then a
    growl pierces the calm.  Sherry runs off, scared to death.  You can't catch
    her a second time, so leave the room.
    
    TIGER HALL
    
    Run down the hall and exit through the door near the stuffed tiger.
    
    CHIEF'S ROOM
    
    The chief is gone, but there is something on the desk that he left behind.
    Take the HEART KEY and exit the room through the door you did not use to get
    in.
    
    WRECKAGE HALL
    
    Run down the hall and enter the last one on the left.
    
    CROW HALL
    
    Run to the silver door dead ahead and unlock it.  Enter the door.
    
    FIRE ESCAPE
    
    Take all the GREEN HERBS out here.  Combine them all together to make a
    mixture that heals completely, then take the door at the bottom of the
    stairs.
    
    DETECTIVES' ROOM
    
    Run through the open door past the dead body, then run straight ahead until
    you see another open door.  Enter this door and kill the zombie inside.  Go
    to the safe and enter 2236 as the code.  The safe will open.  Take the ACID
    ROUNDS and the map if you want it.  Next, run behind the desk in the cubicle
    and take the GREEN HERB.  Go back to the little corridor where you entered
    this room.  Turn left and unlock the door there with the HEART KEY.  Discard
    it and enter the door.
    
    YELLOW PASSAGEWAY
    
    Take both GREEN HERBS here and run down the hall.  Go downstairs.
    
    MAIN BASEMENT CORRIDOR
    
    You can hear the tapping of dogs in the distance.  Run down the corridor and
    turn left.  Dodge all dogs you see and exit through the double doors at the
    end of the hall.
    
    RPD BACK ALLEY
    
    Take the RED HERB nearby and climb down the manhole.  You'll be able to get
    away before the dogs can leap down to you for a bite.
    
    CONSTRUCTION CORRIDOR 1
    
    Enter the first door you see.
    
    CONSTRUCTION STORAGE ROOM
    
    Organize your inventory:
    
    GRENADE LAUNCHER, FLAME ROUNDS
    DIAMOND KEY, FULL HEALING HERB
    LIGHTER
    
    Leave.
    
    CONSTRUCTION CORRIDOR 1
    
    Sherry pops up from nowhere.  She says she heard her dad calling for help,
    so without your approval, she just leaps through a hole in a fence.  Now,
    you must begin playing as, the WORST controllable character in the series.
    
    CONSTRUCTION CORRIDOR 2
    
    Run to the elevator and take it up.
    
    "CESS POOL"
    
    Turn right at the turn, and run straight.  You will come to a door.  Enter
    it.  Watch out for the dogs as Sherry has no weapons to defend herself with.
    
    WATER PUMP ROOM
    
    Remember that "fun" puzzle in RE1, where we had to shove all those boxes
    around to make a bridge over a pool?  Well, here is the second installment!
    Jump down the ledges to get into a small, empty pool.  Climb over the box on
    the far left, then jump down into the open space between the boxes and the
    wall.  Push the center box far away enough so that the left box can be
    pushed in to fill in the open space.  Next, climb out of the empty space and
    jump down on the other side of the left box.  Push it into the empty spot
    you freed for it.  Lastly, push the box on the far right into position
    between the center box and the wall.  Climb out of the pool then press the
    glowing buttons on the control panel to fill the pool with water, which will
    in turn, raise up the box bridge so you can cross over to the other side of
    the pit.  Take the CLUB KEY off the shelf there, then leave.
    
    "CESS POOL"
    
    Run straight until you get to the curve, then turn left and board the
    elevator.
    
    CONSTRUCTION CORRIDOR 2
    
    Sherry throws Claire the CLUB KEY, then says she will have to run off alone
    as the hole is much too high to climb through on this side.
    
    CONSTRUCTION CORRIDOR 1
    
    Take the CLUB KEY that was thrown to you, then go up the ladder.
    
    RPD BACK ALLEY
    
    The dogs are easy to evade as they face the wrong way.  Get back to the
    double doors.
    
    BASEMENT MAIN CORRIDOR
    
    Run down the hall, unlocking but not entering into the AUTOPSY ROOM.
    Instead, turn right at the fork and go upstairs.  Evade the lickers as you
    are never coming back here again.
    
    YELLOW PASSAGEWAY
    
    Run around the railing and unlock the door back there with the CLUB KEY.
    Enter the door.
    
    NIGH WATCHMAN'S POST
    
    Take the ACID ROUNDS from the night stand near the bunk beds.  Leave.
    
    YELLOW PASSAGEWAY
    
    Run down the hall past the broken windows and enter the door you come to.
    
    DETECTIVES' ROOM
    
    Run across the room and enter the blue double doors.
    
    WEST RECEPTION AREA
    
    Load up your GRENADE LAUNCHER with GRENADE ROUNDS and blow the zombies all
    to pieces.  Take the GREEN HERB on the floor and leave through the door at
    the end of the arched corridor to the right.
    
    BROWN PASSAGEWAY
    
    Blow away every zombie here with GRENADE ROUNDS.  If you run out, use FLAME
    ROUNDS next.  Unlock the door with bars on the window using the DIAMOND KEY.
      Discard the DIAMOND KEY and enter the door.
    
    INTEROGATION ROOM
    
    Ignore the items on the desk, they are worthless.  Instead, take the EAGLE
    STONE from the shelf in back.  As you try to leave, a licker crashes through
    the window.  Slide past and exit quickly.
    
    BROWN PASSAGEWAY
    
    Take the RED HERB on the floor and use the CLUB KEY on the green door at the
    end of the hall.  Discard the key and enter.
    
    PRESS CONFERENCE ROOM
    
    Watch out for the licker when you enter the room.  Go to the front of the
    room and use the LIGHTER to start a fire in the old furnace.  Next, light
    the torch in the middle labeled "12."  After doing that, light the torch on
    the right labeled "13."  Finally, light the last torch on the left labeled
    "11."  The painting at the other end of the room will release the GEAR
    COGWHEEL.  Take it and leave.
    
    BROWN PASSAGEWAY
    
    Run all the way down the hall to the door at the far end.
    
    EAST RECEPTION AREA
    
    Run to the single door at the other end of the hall.
    
    1F MAIN HALL
    
    Go to the double doors at the bottom of the stairs.
    
    WEST RECEPTION AREA
    
    Organize your inventory:
    
    BOWGUN, BOWGUN BOLTS
    GEAR COGWHEEL, CRANK
    GREEN HERB
    
    Leave out the door you used to enter.
    
    1F MAIN HALL
    
    Go up the emergency ladder.
    
    2F MAIN HALL
    
    The zombies are gone, replaced by one hyperactive licker.  Evade the licker
    as best as you can and get to the double doors on the left (Claire's left
    when facing away from the ladder) side of the massive balcony.
    
    LIBRARY
    
    As you enter, you hear a rumbling.  Watch all the zombies spill into rooms
    you don't even have to go to anymore!  Run up the stairs and go around the
    balcony.  Enter the door you see up there.
    
    3F MAIN HALL
    
    Wow, the view of the lobby from up here is incredible.  Sadly, a licker pops
    up to spoil the moment.  Shoot it up with the BOWGUN and take the other door
    on this balcony.
    
    CLOCK TOWER ROOM
    
    Use the CRANK on the hole to the right to lower a staircase.  Go up the
    stairs and around the catwalk to collide with an open panel.  Place the G.
    COGWHEEL inside then press the switch.  The clock will start up again and
    reveal a secret compartment.  Take the second BLUE STONE from its elusive
    hiding place.  Leave out the door.
    
    3F MAIN HALL
    
    Enter the other door on the balcony.
    
    LIBRARY
    
    Wander to the section where there is no railing and the wood will collapse
    beneath you weight, but this is a good thing.  Press the shiny red button in
    front of you to cause the bookshelf on the far right to move away.  Walk
    over and move the far left and the middle left bookshelves to the right.  A
    panel in the cubicle you fell into will open up, revealing the SERPENT
    STONE.  Take it and leave out the double doors.
    
    2F MAIN HALL
    
    Evade the licker and enter the single door way on the other side of the
    balcony.
    
    EAST WAITING ROOM
    
    Organize your inventory:
    
    GRENADE LAUNCHER (loaded with ACID ROUNDS), FLAME ROUNDS
    GRENADE ROUNDS (if you have any), SERPENT STONE
    EAGLE STONE, BLUE STONE
    BLUE STONE, FULL HEALING HERB
    
    Combine the two BLUE STONES to get the JAGUAR STONE.  Leave the room through
    the other door.
    
    WRECKAGE HALL
    
    Take the door that was previously blocked by the crushed door.
    
    CHIEF'S ROOM
    
    Sherry pops up out of nowhere and greets you.  Press the switch beneath the
    painting of Xena: Warrior Princess (tm) and it will slide to reveal a stone
    slab with three square holes.  Plug in the JAGUAR STONE, the EAGLE STONE,
    and the SERPENT STONE to open up another secret passage.  Enter the secret
    room and board the elevator in here.  The file on the ground is worthless.
    
    CASTLE HALL
    
    A little ways down the hall, you hear Chief Irons scream as...something is
    shoved into his mouth.  Continue down the hall and enter the door between
    the flaming torches.
    
    TORTURE ROOM
    
    The chief holds you at gunpoint, and says he is working with Umbrella.  He
    cries that Umbrella has destoyed his beautiful city, and says if he has to
    die, then he wants Claire to die with him.  Suddenly, a mutated tadpole
    busts out of his chest and slides down through the open trapdoor.  Before
    pursuing it, take the ACID ROUNDS from a stand near the torture table.  Now
    go down the ladder and get your GRENADE LAUNCHER loaded up.
    
    SECRET CAVE
    
    Run forward and you'll see that thing that popped out of Irons's chest, and
    the little bugger sure has grown.  It will begin the battle by spitting out
    some tadpole-like creatures, but it doesn't matter.  Just stand where you
    are and fire off about five ACID ROUNDS.  It should die rather pathetically,
    not even moving a few feet across the catwalk before you destroy it.  The
    music will stop when it is dead.  Go back up the ladder you used to get in.
    You have to pick up Sherry or the game will not let you proceed any farther
    than the next room.  WHY?!  I was hoping this would be our chance to ditch
    the little brat!
    
    TORTURE ROOM
    
    Exit out the door.
    
    CASTLE HALL
    
    Take the elevator up.
    
    CHIEF'S ROOM
    
    Sherry welcomes Claire back, then tells her she thinks she found a way out.
    Sherry agrees to come along and then Claire radios Leon to inform her of her
    brilliant plan.  Before Leon can start protesting too much, Claire rudely
    hangs up.  Take the elevator down.
    
    CASTLE HALL
    
    Now that you have Sherry at your side, you must be careful.  If you get too
    far away from her, she will crouch down in fright and won't move.  You will
    have to run back to make her get up again.  Try to leave the room without
    here and the game will call you to order, forcing you to go back by not
    allowing you to exit the room.  Run to the door between the torches.
    
    TORTURE ROOM
    
    Sadly, there is nothing you can do to cover up the disgusting corpse on the
    floor.  Little kids should NOT be looking at the garbage in here, no matter
    how annoying they are.  Climb down the ladder.
    
    SECRET CAVE
    
    Go to the end of the catwalk and use the switch.  This will cause a ladder
    to descend.  Climb up it.
    
    CLAIRE'S SEWER ACCESS
    
    Run to the ledge to activate a cutscene showing you a real nasty-looking
    dude walking past on the ledge.  Sherry and Claire are scared and quickly
    sprint through the shutter.
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |___  |
    | |_| | | |_| | | |_| |   | |      ___| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE SEWERS
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    CLAIRE'S SEWER PASSAGE
    
    Part 3 kicks off with Sherry getting sucked down a sewer drain, away from
    Claire (YES!).  Sadly, the game decides to let you play her part in this
    incident instead of Claire's.
    
    SHERRY'S SEWER PASSAGE
    
    Run down the canal and climb up onto the ledge you see.  Enter the door
    there.
    
    CLAIRE'S WAREHOUSE
    
    Turn right and follow the wall to a vent cover.  Go through the vent.  The
    zombie will pose no threat.
    
    BUG TUNNEL
    
    Quickly sprint down the passage to the exit before the bugs can move from
    their nest to swarm you.
    
    TRASH ROOM
    
    Walk forward a little ways and you will see a sparkly on the ground.  Take
    the EAGLE MEDAL and then the doors will open, sending you tumbling into
    darkness.
    
    LOWER DUMPING AREA
    
    We see Sherry go unconsious, then we see that nasty-looking guy from a few
    minutes ago feed Sherry one of those...things.  The scene then shifts back
    to Claire.
    
    CLAIRE'S SEWER PASSAGE
    
    Run down the tunnel and climb up on the ledge you run into.  Enter the door
    at the end of the hall.
    
    CLAIRE'S WATER CONTROL ROOM
    
    Don't bother searching here for items, all this room yields is HANDGUN
    BULLETS, which have long gone useless, and a FIRST AID SPRAY, which is
    always useless in speed games.  Instead, unlock the metal door with the
    LOCKPICK and go down the ladder.
    
    CLAIRE'S WAREHOUSE
    
    Remember this place?  Turn right and follow the wall to a place where there
    is a door and a shelf directly across from it.  Search the shelf and you
    will find some BOWGUN BOLTS.  Continue going right following the wall until
    you come to a shelf on the wall you are following.  Take the GRENADE ROUNDS
    and get back up the ladder before the zombie can do some munching.
    
    CLAIRE'S WATER CONTROL ROOM
    
    Organize your inventory:
    
    BOWGUN, BOWGUN BOLTS
    VALVE HANDLE, FULL HEALING ITEM
    GRENADE LAUNCHER (loaded with FLAME ROUNDS, optional)
    
    Go down the elevator.
    
    T-SHAPED HALL
    
    Run down the hall and enter the fork to the left.  Enter the door there.
    
    SEWER CANAL 1
    
    Unfortunately, the fan is running, blocking access to the ladder.  Instead,
    turn right and run past some spiders.  You will find a gate to the left.  Go
    through it.
    
    SEWER CANAL 2
    
    Run down the passage a bit, then climb up the ledge to the left.  Enter the
    double doors up there.  Keep running through this room so the spiders cannot
    poison you.
    
    LOWER WATER TREATMENT ROOM
    
    A woman appears from nowhere with the gun pointed at Claires's neck.  It's
    Annette Birkin, one of the most evil female characters in the whole RE
    series.  She almost hisses when she talks!  She then explains how all this
    mess happened to Raccoon City.  When the long FMV ends, a scream is heard.
    Anette gets worried about Sherry and decides to forget about her mission for
    now and help Claire find her.  Run around the platform some until you come
    to a flashing red light.  Use the VALVE HANDLE on the hole beneath the light
    to bring a bridge down to your level.  Go over the bridge and use the VALVE
    HANDLE on the green light over there to raise the bridge again.  Take the
    FLAME ROUNDS near the typewriter, but ignore the GREEN HERBS.  Leave through
    the door nearby.
    
    LONG SEWER TUNNEL
    
    Run all the way to the end of the passage.  You will see Sherry lying on a
    pile of junk.  Suddenly, a giant crocodile decides to choose that moment to
    attack.  After you regain control, run all the way back down the passage
    until you see a flashing green light.  Press X near it to release an
    explosive can.  STAY WHERE YOU ARE.  The crocodile will then try to eat the
    can.  That's when you get him.  Shoot the can in its mouth to blow its
    filthy head off.  Run past the giant corpse and press the red button near
    the large door at the end of the corridor.  Go through the door.
    
    LOWER DUMPING AREA
    
    Run across the dump and move to Sherry.  She begins to complain about her
    stomach.  Take the WOLF MEDAL nearby and climb up on the ledge, then take
    the ladder up some more.
    
    UPPER WATER TREATEMENT ROOM
    
    Run across the little bridge you raised and turn left.  You will eventually
    come to a contol panel where there is a dead body and an EAGLE MEDAL.  Take
    the EAGLE MEDAL and run back to the fork, but this time go straight.  You
    will come to a red light.  Use the VALVE HANDLE one last time to stop the
    fan from rotating.  Climb the ladder now.
    
    FAN TUNNEL
    
    Run to the ladder at the other end of the passage.
    
    SEWER CANAL 1
    
    Turn right to find a hidden ledge where some dead bodies are.  Search them
    for a bag of FLAME ROUNDS.  Climb down again and follow the corridor all the
    way to the gate at the other end.  Ignore the zombies.  You'll be long gone
    before they can drag themselves from the sewer water.  Just be careful not
    to accidentally leave Sherry behind or there will be serious consequences.b
    
    SEWER CANAL 2
    
    Run straight down this hall to a panel on the right near the waterfall.
    Plant the EAGLE MEDAL and the WOLF MEDAL in it to make the waterfall stop
    flowing and reveal a door.  Enter the door.
    
    SECRET TUNNEL
    
    Run to the door at the other end of the walkway.
    
    SKYTRAM STATION 1
    
    Walk out onto a large platform.  Ignore the shelf as there is nothing useful
    on it.  Instead, activate the glowing panel to the right of the skytram to
    start it up.  Then, board the skytram through the doors on the left side of
    it.
    
    SKYTRAM STATION 2
    
    Despite what many guides will tell you, you do not need to use the LIGHTER
    on the flare gun to find the WEAPON BOX KEY here.  Search around in the
    right corner near the gun to pick up the WEAPON BOX KEY and exit out the
    metal door at the other end of the walkway.
    
    INDUSTRIAL CORRIDOR 1
    
    Run down the hall, blasting zombies as you please.  Ignore the zombie to the
    left, instead run right and shoot any zombies that get in your way.  At the
    end, enter the door.
    
    INDUSTRIAL CORRIDOR 2
    
    This corridor is pretty much the same as the last, only this time the
    goodies (two GREEN HERBS) are to the right, and the exit is to the left.
    Grab the GREEN HERBS only if you are desparate for health because you will
    have to waste some big ammo.  Climb up the ladder.
    
    TRAIN PLATFORM CONTROL ROOM
    
    Grab the FLAME ROUNDS and the GRENADE ROUNDS off the counter, then organize
    your inventory:
    
    GRENADE LAUNCHER (loaded with ACID ROUNDS), FLAME ROUNDS
    GRENADE ROUNDS, 4 HEALING ITEMS (preferably ones that heal you completely)
    
    Keep one inventory slot free and leave out the door.
    
    TRAIN TURNTABLE
    
    Turn left and run over to the engine car.  Climb up the steps in back and
    enter the car.
    
    ENGINE CAR
    
    Run to the front and take the CONTROL PANEL KEY from the red hook, then take
    the FLAME ROUNDS from the bathroom.  Go back outside.
    
    TRAIN TURNTABLE
    
    Use the CONTROL PLATFORM KEY on the panel near the stairs, then press the
    switch to start the machinery up.  You will see a scene of the turntable
    descending deep under the city.
    
    ENGINE CAR
    
    Sherry says she is getting sicker and Claire mumbles that she has to hurry
    before the embryos pupate.  Suddenly, there is a rumbling outside.  William
    has come to get some.  Let's go outside and settle this!
    
    TRAIN TURNTABLE
    
    Walk around some and William will appear.  Like most other bosses in the
    game, he's pretty easy to defeat.  Simply stand at one end of the platform.
    Shoot ACID ROUNDS till he gets too close, then run to the other end of the
    platform and shoot from there.  After 9-12 shots from the GRENADE LAUNCHER,
    he will be defeated.  Reenter the car.
    
    ENGINE CAR
    
    The platform arrives at the bottom.  Sherrys still has not woken up, so
    Claire carries her outside.
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     _   _
    |  _  | |  _  | |  _  | |_   _|   | | | |
    | |_| | | |_| | | |_| |   | |     | |_| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE SECRET LABORATORY
    | |     | | | | | | \ \   | |         | |
    |_|     |_| |_| |_|  \_\  |_|         |_|
    
    -----------------------------------------------------------------------
    
    ENTRANCE PLATFORM
    
    Claire looks around and uses what little she knows to figure out she is
    inside a secret lab (looks at painted letters on the floor that read
    "Umbrella Laboratories."  Anyway, he takes Sherry off to a room.
    
    LAB GUARDPOST
    
    Claire gives Sherry her jacket, and explains how lonely her life was, and
    says she is happy Claire is around.  Take the GREEN HERB from the filing
    cabinet, and the ACID ROUNDS off the shelf.  Organize your inventory:
    
    GRENADE LAUNCHER (loaded with FLAME ROUNDS), GRENADE ROUNDS
    ACID ROUNDS
    
    Leave.
    
    ENTRANCE PLATFORM
    
    Turn right and run past the corridor to another door.  Enter it.
    
    LABORATORY MAIN SHAFT
    
    Wow, this room is HUGE!  You can't even see the floor that is so far below
    you.  Enter the little walled-off place in the middle of the room and take
    the path that has blue lights.  Enter the door there.
    
    EAST AREA HALL
    
    Run ahead and turn left at the shutter and the first door.  You will come to
    a set of double doors with ice covering them.  Enter the door.  (The first
    time I saw this door, I was scared because I thought it was some kind of
    nesting material from a creature, and that I was about to enter its domain.)
    
    SUPER-LOW TEMPERATURE EXPERIMENT ROOM
    
    Run around the corner and you will see a sparkly on a stand.  Take the FUSE
    CASE and then use it with the flashing-blue panel nearby.  A handy-dandy
    robot arm will then transform the FUSE CASE into a MAIN FUSE.  Take it and
    leave the room.
    
    EAST AREA HALL
    
    Go back down the hall and exit through the door leading to the LABORATORY
    MAIN SHAFT.  The other doors won't open anyway.
    
    LABORATORY MAIN SHAFT
    
    Use the MAIN FUSE on the machine in the middle of the room to restore power
    to the facility.  I thought it would be more complicated than this to
    activate the power.  The next thing you need to do is enter the door on the
    red-lit path.
    
    WEST AREA HALL
    
    Run ahead and open the shutter to the left.  The plants inside will then
    wake up and attack.  A couple of FLAME ROUNDS will destroy them.  Beware the
    poison they spit and also tread carefully when passing the corpses, their
    vines can swing up and attack.  Enter the door behind the plants.
    
    B4 PLANT SHAFT
    
    Wow, that plant is big.  Blow away the plant in front of you and take the
    two GREEN HERBS.  Descend the ladder.
    
    B5 PLANT SHAFT
    
    Enter the door nearby.
    
    SUPER CORRIDOR
    
    I call it this because from now on all enemies will be super in their
    attacks and strengh.  Load up your ACID ROUNDS and run around the corners,
    but when you see a white wall down the hall, start slowly walking forward.
    A licker will crash out of a ceiling vent, but if you don't move, it won't
    be able to detect you.  Wait for it to get into range and point the GRENADE
    LAUNCHER down, blasting every time the fella flips over again.  It will
    squeal when you kill it.  Move into the white-walled corridor and repeat
    with the other two super-lickers.  If you run out of ACID ROUNDS use FLAME
    ROUNDS Get all the GREEN HERBS and leave out the door at the far end of the
    corridor.
    
    LABORATORY CONTROL ROOM
    
    Run around the corners until you bump into a typewriter and a chest.
    Organize your inventory:
    
    GRENADE LAUNCHER (loaded with GRENADE ROUNDS), FLAME ROUNDS
    ACID ROUNDS (if you have any left), WEAPON BOX KEY
    GREEN HERB
    
    Leave out the door nearby.
    
    MOTH CORRIDOR
    
    Turn left at the fork.  Take the RED HERB you see and enter the door that is
    close by.
    
    MAIN LAB
    
    After entering, go to the flashing locker to the left and unlock it with the
    WEAPON BOX KEY.  Inside the locker is two bags of GRENADE ROUNDS.  Enter the
    door and it will slide open without a loading sequence.  Blast the zombie
    and proceed to the next sliding door.  Remember this place?  In Anette's FMV
    its where William was shot and injected himself with the G-virus. Maybe
    there's something important in here, like a key...  Kill or dodge the
    zombies in this room, and get to the almost empty white table in the back of
    the room.  Take the LAB CARD KEY and leave the lab the way you came in.
    
    MOTH CORRIDOR
    
    Anette confronts you here and accuses you of "murdering my husband!"
    Hardly, he goes through three more transformations before he finally dies!
    She is about to shoot when she hears William nearby.  She runs down the
    corridor towards the LABORATORY CONTROL ROOM, and William falls out of a
    vent.  She is then cut down by the beast that is her husband.  Run to where
    Anette ran to and she will give you information on how to save Sherry.
    Anette then dies.  Don't worry about reading the file, all you will have to
    do is follow my instructions.  The self-destruct sequence then activates.
    You know that EVERY RE game must end with a self-destruct sequence :) Enter
    the door beyond Anette's body.
    
    LABORATORY CONTROL ROOM
    
    When you try to run past the monitors, Claire sees Leon on a monitor.  She
    radios him and tells Leon to go pick up Sherry while Claire says she has
    "some loose ends to tie up."  Run to the door at the other end of the
    corridor.
    
    SUPER CORRIDOR
    
    Beware the licker that comes crashing out of the vents in the first hall.
    You want to get to the door at the far end of the passage.
    
    B5 PLANT SHAFT
    
    Climb the ladder.
    
    B4 PLANT SHAFT
    
    Enter the door.
    
    WEST AREA HALL
    
    Turn right at the fork.  Beware the plant that has...planted itself in front
    of the exit you need to use.
    
    LABORATORY MAIN SHAFT
    
    Take the blue-lit path and use the door there.
    
    EAST AREA HALL
    
    Use the LAB CARD KEY on the door in front of you.  Enter it.
    
    AUTOPSY LAB
    
    Load your GRENADE ROUNDS, then take the GRENADE ROUNDS and the VACCINE
    CARTRIGE from the bed to the right.  Blow away the first zombie, then press
    the red button to turn on the lights.  Blast all the other zombies and walk
    past the circular device.  Take the MO DISK from the tool cart next to the
    surgeon's bed.  Next, use the VACCINE CARTRIGE at the green-glowing computer
    monitor.  Go to the panel to the left of the surgeon's bed (the one with
    red, yellow, and green lights).  Activate the machine to complete stage one
    of making the antidote for Sherry.  Go back to the monitor and take the BASE
    VACCINE.  Leave.
    
    EAST AREA HALL
    
    Enter the door dead ahead.
    
    LABORATORY MAIN SHAFT
    
    Enter the door on the red path.
    
    WEST AREA HALL
    
    Blast the plant, then turn left at the fork and enter the door there.
    
    B4 PLANT SHAFT
    
    Climb down the ladder.
    
    B5 PLANT SHAFT
    
    Enter the door.
    
    SUPER CORRIDOR
    
    Blow away all the zombies and enter the door at the far end of the corridor.
    
    LABORATORY CONTROL ROOM
    
    Run to the door at the other end of the corridor.
    
    MOTH CORRIDOR
    
    Turn left at the fork and enter the double doors over there.
    
    MAIN LAB
    
    Get into the lab-part of this room, then run staight ahead from the door to
    bump into the machine you need to use.  Use the BASE VACCINE on it, then
    activate the device.  You now have the VACCINE for Sherry.  Now all you have
    to do is find the other two and get out!  Leave the room.
    
    MOTH CORRIDOR
    
    Turn right at the fork and enter the door there.
    
    LABORATORY CONTROL ROOM
    
    Go to the chest and organize your inventory for the last time:
    
    GRENADE LAUNCHER (loaded with FLAME or ACID RONDS), ALL GRENADE LAUNCHER
    AMMO
    MO DISK, AS MANY HEALING ITEMS AS YOU CAN CARRY
    
    Make sure all your guns are fully loaded and you are totally healed up.  I
    recommend you save your game here.  Leave out the door you used to enter.
    
    SUPER CORRIDOR
    
    Go to the blinking monitor and use the MO DISK there to open up a closed-off
    hall next to you.  Enter the door at the end of it.  Notice how the music
    quietens down.
    
    LARGE TRANSPORT ROOM
    
    The computer will announce there are only 5 minutes left until it gets a
    little warm.  Run down between the containers and activate the large
    elevator.  Suddenly, Willy crashes in through the ceiling and attacks.
    Shoot several FLAME or ACID ROUNDS at him.  He then mutates into a dog-like
    form.  I belive this is the toughest form of William and the toughest boss
    in the game.  He will leap up onto the containers.  To make him come down to
    your level, run laps around the room until he decides to give up on pouncing
    on you from above and returns to the floor for an in-your-face fight.  Shoot
    him 7-10 times with the FLAME OR ACID ROUNDS and he will be defeated again.
    Don't worry about dodging, you have more than enough healing items to suffer
    through the blows.  Carefully monitor your health, healing every time you
    enter orange CAUTION or worse.  After you kill him again, the elevator will
    arrive.  Board it.
    
    ESCAPE TRAIN PLATFORM
    
    Simply run down the hall to trigger the final ending sequence.  Hope you
    enjoy it.
    
    -----------------------------------------------------------------------
    
    6:  Thanks
    
    - Thanks to myself because if it wasn't for me, this FAQ wouldn't exist!
    - Thanks to my dad for giving me jobs to do to pay for my Playstation 2  and
    this game!
    - Thanks to Capcom!  I am really looking forward to Resident Evil: Code
    Veronica X.
    - Thanks to S.D. Perry for her brilliant novelization of the Resident Evil
    series!
    - BIG, Big thanks to GameFaqs, THE best video game site on the net!
    
    -----------------------------------------------------------------------
    
    8:  E-mail Policy
    
    I have recieved a lot of stupid e-mail in the past, but now it is starting
    to get ridiculous so I am going to start enforcing what kinds of messages
    will and will not get answered.
    
    Please DO:
    
    - read the whole document before sending a question.  If you have time to
    waste your life away on video games, then you have enough time to scan my
    document for a few minutes for an answer to a problem.
    
    - put the name of the game in the message topic.  It makes it A LOT easier
    for me to pick out which messages are on games and which are not.  Also if
    the name is not there, I might accidentally delete it, thinking it is junk
    mail.
    
    - spell correctly.  I won't be able to help much with your problem if you
    send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1
    lvl ok thnks gby."
    
    - send a message in English.  I can barely read Spanish, let alone translate
    Japanese.  You wouldn't believe how many messages I have recieved in some
    foreign languages that I don't even know which continent they are from.
    
    - be polite.  Any mail with excessive flaming will be instantly deleted.
    
    Please DO NOT:
    
    - write the title of the message as "About your walkthrough" or something
    similar to that.
    
    - flame.  I hate flaming.  Especially messages with the f-word or the
    s-word.  These will be instantly deleted.
    
    - send advertisements.  These will be considered junk mail and will be
    deleted instantly.
    
    - ask me something that is already answered in the walkthrough or the
    manual.  C'mon, would you rather spend a few minutes skimming my guide, or
    would you rather spend a few hours, days, or even weeks waiting for me to
    get back to you?
    
    - forget to include the name of the game in the message or on the title.  I
    am not a psychic.  I cannot tell what game you are after if you do not
    include the name in it.
    
    - send me a message in any language other than English.  The only other
    language I can barely understand at all is Spanish, and even then, I can
    hardly form simple sentences.  So don't send the message in any language
    besides English or I simply won't be able to help you.
    
    -----------------------------------------------------------------------
    
    8:  Copyright
    
    This guide is the sole property of Nathan Norris, author of this guide.
    Don't rip off this guide in part or whole, or I will be forced to act
    against you.  Don't rip off this guide then alter it to death and claim it
    as your own.  This guide may not be used for ANY profitable reasons
    whatsoever, even if no money is made.
    
    I'm tired of all these websites requesting my guides for their sites, so
    from now on, these are the only sites which may use my guides:
    
    www.gamefaqs.com
    www.neoseeker.com
    www.gameadvice.com
    www.psxcodes.com
    http://faqs.ign.com
    
    This makes it very simple for me to keep track of what state each version is
    in each site.  If you find this guide on some other site, and it is
    incomplete, go to www.gamefaqs.com. before requesting help from me.  Since
    gamefaqs.com is the first place I send every piece of my work, they are sure
    to have the most up-to-date version of my guides.
    
    Also, if you find this guide on www.cheatcc.com, notify me immediately.
    They have ripped off of me before and I'm not gonna let them do it again.
    
    I bid you farewell.
    
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