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    Information Guide by Mastermind

    Updated: 05/23/99 | Search Guide | Bookmark Guide

    This is an easy to follow information guide regarding everything in
    Resident Evil 2
    This FAQ Copyright 1999 by Mastermind and is to be copied/distributed
    only if credit is given to my sources and me.
    I will not speculate at all, information will be brief and to the point.
    This FAQ last revised 5/23/99.
    5/23/99-just added some information at the end
    _Hangun_you start off with this gun in all scenarios except Tofu's.  It
    is good against zombies, dogs, and simple enemies.  It can be used
    against lickers, but I do not recommend it, as the licker will almost
    definitely hit you and will take around ten shots.  The custom handgun 
    has an automatic function, making zombies easy to dispatch, Claire
    cannot get the custom handgun.  Can hold thirteen or eighteen bullets,
    depending on the character in use.
    _Colt S.A.A._you can get this by accessing Claire's other outfit in the
    special key locker.  It shoots fast and raises fast, but isn't strong
    and holds only six bullets.  Help yourself.
    _Knife_you start off with this in every scenario except Hunk's.  It
    sucks, don't use it unless you absolutely have to or if you're just
    screwing around and you want to try fighting a lone zombie.  If you're
    going to use it, swing upward.
    _Shotgun_Only Leon and Hunk can use this.  It is strong and should be
    used against lickers, plants, spiders, and Tyrant.  It is also useful
    against hordes of zombies and can usually take out three at a time.  Be
    careful, sometimes when you blast a zombie with this his torso falls off
    and requires one more bullet.  The shotgun's coolest functions is how
    you can aim up and blast off multiple zombies' heads.  The custom
    shotgun holds two more shells and is stronger than the magnum at close
    range, however, it kicks twice as hard.  The shotgun holds five shells
    at a time.
    _Bow Gun_Only Claire can get this and she finds it in the same places
    Leon found the shotgun.  It is a bad shotgun.  It shoots out three
    arrows at a time and does significant damage only at close range.  Use
    it against zombie hordes and lickers, however   I recommend the grenade
    launcher instead.  The bow gun holds eighteen arrows at a time, which is
    actually only six shots.
    _Grenade Launcher_Claire's main weapon that only she can use.  It is
    useful against all enemies except dogs and smaller enemies that take one
    bullet.  It holds three types of rounds:  grenade, acid, and flame. 
    Acid are strongest and should be reserved for Tyrant, William Birkin,
    and lickers (personally, I kill lickers with grenade rounds, but I have
    no justification).  Flame rounds are useful against plants and work just
    fine against Tyrant and William Birkin.  Grenade rounds spread into
    three shots and are useful against zombie hordes and spiders (Note:  the
    grenade rounds don't travel far, don't use them unless the enemy is
    reasonably close by).
    _Magnum_Only used by Leon and Hunk.  A very powerful weapon.  It should
    only be used against William Birkin, his son, and Tyrant's combat form. 
    It blows a zombie's head apart in one shot, which is cool but is a waste
    of very precious ammo.  The custom magnum is stronger and looks cooler,
    but kicks VERY hard.  The magnum holds eight bullets at a time.
    _Spark Shot_Claire finds this in the factory corridors before you reach
    the moving platform where you fight William Birkin.  It's cool, but has
    no importance except maybe against the moth.  Each shot decreases its
    ammo by 5%.  Takes two item spaces.
    _Flamethrower_Leon finds this in the lab where the plant is sticking out
    of the wall.  I only use it against the moth, which you don't really
    need to fight.  Takes two item spaces.
    _Submachine Gun_Unless you do the endgame code (discussed later), it's
    found either in the weapon storage room in the police basement or in the
    dreaded shutter room in the lab.  It lowers rank and takes two item
    spaces, but is loads of fun if you have the infinite one.  Help
    _Gatling Gun_Accessed only through an endgame code.  An infinite
    automatic weapon that shoots so fast that no enemy can stand the
    attack.  Once you get this there is no need to collect anymore weapons
    or ammo.  The gatling gun lowers rank and takes two item spaces.
    _Rocket Launcher_Accessed through an endgame code or when Ada gives it
    to you during the fight with Tyrant at the end of Scenario Two.  It
    takes a little longer than normal to raise the gun, but it kills all
    normal enemies in one shot.  The infinite rocket launcher lowers rank. 
    The rocket launcher takes two item spaces.
    _Ink Ribbon_Put these in typewriters to save your game.
    _Lighter_Leon always has this.  It lights the fireplace behind the
    operation room, it lights kerosene lamps in the underground warehouse,
    it lights the furnace in the club room on the second floor, it lights
    the plant coming out of the wall in the lab, and it lights the flare gun
    after the sky tram.
    _Lockpick_Only Claire has this (it is her reusable item).  It opens all
    simple locks.
    _Small Key_Leon finds some of these scattered around.  They open things
    Claire would use the lockpick on.
    _Crank_It is used to lower the staircase in the clock tower. 
    _G. Cogwheel_This is found in the club room on the second floor.  It is
    put into the clock gears.  You push the switch after using it to open up
    the iron plate to your right.
    _Unicorn Medal_In Scenario One it is found in the S.T.A.R.S. office on
    the third desk from the left, under Chris' diary.  In Scenario Two it is
    on the second floor balcony in the RPD emblem.  
    _Handgun Parts_Found in the drawer next to the entrance to the library
    via the spade door.  Combines with the handgun to make the custom
    _Shotgun Parts_Found where Claire finds the spark shot.  Combines with
    the shotgun to make the custom shotgun.
    _Magnum Parts_Found in the lab weapons locker.  Combines with the magnum
    to make the custom magnum.
    _Cord_Found on the interrogation room table.  You use to close the
    hallway window shutters.  Not necessary. 
    _Valve Handle_In Scenario One it is in the burnt out power room with the
    typewriter.  In Scenario Two it is in the police office next to the room
    with the safe.  It is used to extinguish the fire, change the speed of
    the fan in the sewers, and to manipulate the rising  walkway in the
    _Chess Plugs_
    1)Leon finds the bishop plug by solving the library puzzle.  
    2)He gets the rook plug in the interrogation room.  
    3)He acquires the king plug by putting the two red jewels into the two
    women statuettes in the room with the glass    ceiling (next to the
    helicopter that protrudes through the wall).  
    4)The knight plug is behind the iron plate in the clock tower.  You put
    these into their places next to a sewer door.
    _Hell Stones_Claire finds the eagle stone, the serpent stone, and the
    two halves of the jaguar stone in the same places Leon finds the chess
    plugs.  You put the three whole stones into their places behind the
    painting near the chief's desk.
    _Cabin Key_Found in the beginning of Scenario Two in the little security
    room.  Used to open the old power room.
    _Spade Key_put the Unicorn Medal into the statue in the main hall.
    _Club Key_in the sewer room with the water fill selector.
    _C4 & Detonator_Claire finds the C4 in the diamond locker room.  The
    detonator is on the desk in the diamond room where you kill the zombie
    of the black cop.  Combine and put them next to the protruding
    helicopter.  It will open a doorway to the chief's office.
    _Eagle/Wolf Medals_They shut off the waterfall blocking the sewer exit.
    _Weapon Box Key_You see this when you light the flare gun after the tram
    ride.  It opens the weapons locker in the lab revealing either the
    magnum parts or two sets of grenade rounds.
    _Control Panel Key_In Scenario One it is inside the far room in the
    platform vehicle to the lab.  In Scenario Two it is in the room entered
    through the door on the wall beside this vehicle.
    _Platform Key_Found at the far end of the train.  Opens the door leading
    to the rest of the train area.
    _Master Key_It takes you to the secret exit accessed from the elevator
    in the lab.  In Leon B it opens the security room in the lab complex
    where Sherry is lying.
    _Main Fuse & Fuse Case_Found in the white room in the lab.  You put the
    fuse case into the machine with the arm.  This gives you the main fuse
    which you put into the generator in the center of the lab complex.
    _First Aid Spray_Restores you to full health.  Lowers rank.
    _Herbs_There are three kinds of herbs and they can be mixed together to
    form stronger herbs:
     1)A green herb can boost your health.  
     2)A blue herb kills poison, but restores no health.  
     3)A mixture of two green is a double dose of green herb.
     4)A blue mixed with a green is self-explanatory
     5)Three greens boost you to fine condition but may not bring you to
    perfect health, depending on how hurt you are.  
     6)A red by itself does nothing.  
     7)A red and a green works like three greens.
     8)Two greens and a blue are self-explanatory.
     9)A mixture of one of each color brings you to fine, kills poison, and
    makes you temporarily invincible.
    _Manhole Opener_Found next to Ben's cell.  Opens the manhole in the dog
    _G-Virus_Leon acquires this near the end of Scenario One, but as far as
    I can tell, it does nothing but replace your reusable item (i.e.,
    lighter, lockpick).
    _Power Room Key_Opens the lab power room in Scenario Two.  
    _Blue Card Key_Opens hall doors.  In Scenario One the dying cop gives it
    to you in the room past the double doors in the hall.  In Scenario Two,
    it is in the room with the glass ceiling.
    _Red Card Key_Found in the autopsy room in the basement.  Used to access
    the weapons storage after power is on.
    _Lab Card Key_Found in William Birkin's lab at the bottom of the lab
    complex or in the room with the tentacles and the dead scientist.  Opens
    the moth room and the vaccine lab.
    _M.O. Disk_Found in the vaccine lab in the first scenario.  It opens the
    gate at the bottom floor of the lab complex that leads to the final
    battle with William.  
    _Cartridge_Only in Claire A, put in the machine in the vaccine lab to
    create the base vaccine.  Found in vaccine lab.
    _Base Vaccine_Only in Claire A, bring it to William's lab at the lower
    level and insert it in the machine to create the G-Virus vaccine,
    code-named "Devil". 
    _Joint S&N Plugs_Found at the end of Scenario Two.  They are inside a
    security chamber located through the platform key door and past the
    staircase.  You put them into a machine to start the power running
    through the train.  The machine is through the door directly opposite
    the security chamber.
    _LOCATIONS_certain items change for every scenario, locations are here:
    Leon Scenario A:
    -shotgun is on the man in the gun shop's body or the S.T.A.R.S. office
    -magnum is in the club room with the watchman's body.
    -Diamond key is in the room with the glass ceiling (near the helicopter
    -Heart key is in the diamond room where you kill the black cop.
    -Crank is found in the Spade file room.
    Leon Scenario B:
    -shotgun is in main hall.
    -magnum is in the S.T.A.R.S. office locker.
    -Diamond key is near the hole in the wall you see Sherry crawl through.
    -Heart Key is on the black cop's desk. 
    -Crank is in the room accessed via the chief's office, in the small
    square box.
    Claire Scenario A:
    -bow gun is on the gun shop owner's body or in the burnt out power room
    with the valve handle.
    -grenade launcher is in the S.T.A.R.S. office locker.
    -diamond key is in the room with the glass ceiling. 
    -heart key is on the chief's desk after you come back from talking to
    -crank is in the spade file room.
    -lighter is in the waiting room with the item box. 
    Claire Scenario B:
    -bow gun is in the S.T.A.R.S. office locker.
    -grenade launcher is on the desk in the main hall.
    -Crank is in the dog kennel.
    -diamond key is in the S.T.A.R.S. office, on Chris's desk.
    -heart key is on the chief's desk when you come back from talking to
    -lighter is in the waiting room on the second floor.
    _Zombie_Basic enemy and embodiement of the T-Virus.  When blood comes
    out of the torso after they fall down, they're dead.  The naked zombies
    at the end of the game are tougher and hurt much more.
    _Dog_A zombie dog.  They can be easily avoided by shooting them once
    with the pistol and running past them, they take awhile to get up.  
    _Licker_The crawling thing with claws and a razor tongue, possibly an
    animal mutated by the G-Virus.  They make clicking and growling sounds
    when closeby.  Multiple forms of attack and can kill you quickly.  The
    super lickers at the end are darker and much tougher.
    _Plant_They are found only in the lab.  They spew acid and will really
    mess you up if you get too close. 
    _Spider_Big and slow.  Found in the sewers, they attack like plants but
    move more.  You can just avoid most spiders in the game because you're
    much faster.
    _Alligator_Found in the hallway after you manipulate the rising platform
    in the sewers.  Refer to the "Tricks" section for the only reasonable
    way to kill him.
    _Son of William_The adult offspring of the G-Virus.  You only fight him
    in Scenario One.  He is so slow that as long as you keep shaking off the
    little things he spits out, you should never lose to him.
    _Moth_Found in the lab room where you input your "Guest" registration. 
    Best killed with flamethrower, but is unnecessary to fight unless you
    want to access the fingerprint lab room.
    _William Birkin_Human embodiement of the G-Virus.  His first form (that
    you only see in Scenario Two) is where he attacks with the pipe (the
    overhead smash will kill you instantly).  He is slow, but watch out, he
    can really mess you up.  If he gets a good hit on you, you'll fall down
    and if you don't get up fast enough he'll hit you again which usually
    kills you.  His second form is the one you fight on the descending
    platform.  Easy enough to kill but don't let him get near you, his four
    hit combo should almost always kill you.  His third form is the one in
    the lab room where he comes out of the ceiling (final boss Scenario
    One).  After shooting him a few times he turns into combat mode and is
    faster.  If he grabs you with his chest claws and throws you around, use
    a tri-color herb or you'll be killed soon enough.  His final form is the
    monstrous thing at the end of Scenario Two.  This is his coolest
    looking, but easiest form.  Just stay close, but not too close to his
    face, and keep blasting him with your strongest weapon.
    _Tyrant_Tyrant is never actually called Tyrant during the game.  You
    only fight Tyrant in Secnario Two and in the two secret missions; he has
    two forms.  The first is the BIG guy in the overcoat that you fight over
    and over again.  Dispatch him with shotgun, magnum, or grenades to the
    face.  The second form is combat Tyrant at the end.  He moves like
    lightning and kills you quickly if you don't keep moving and blasting. 
    After you hit him a few times, Ada drops you a Rocket Launcher.  Grab
    it, run a little away from him and shoot him, done.
    _Simple Enemies_These are the creatures that only require one bullet to
    kill.  They include crows, hornets, and any tiny mutant you see crawling
    around on the floor.
    _Safe Combination_2236
    _Statue Puzzle_The statue on the second floor of the police department
    that holds a red jewel in his hand is forced to drop the jewel when you
    manuever the movable statues next to him so that they are facing him and
    are on the different colored squares of the floor.
    _Library Puzzle_First, climb the stairs and run over the section of the
    floor where the rail is missing.  After you fall through notice the
    picture on the wall and press the red button near the bookcase to
    activate power.  Move the two far left bookcases to the right.  The
    picture will open, revealing the bishop plug or the serpent stone. 
    _Furnace Puzzle_First, light the big furnace.  Then turn on 12, 13, then
    _Power Puzzle_The sequence to turn on the power to the weapon storage
    room in the basement is up, up, down, down, up.  Another sequence works,
    but makes no difference.
    _Sherry/Ada's Quest Puzzle_When you enter the room with the water fill
    selector, climb down to the area with the boxes and push them so that
    they are horizontally next to each other against the wall opposite the
    one where you climbed down.  Go up and turn on the water fill selector
    and you have formed a bridge.
    _Way to the Power Room_ In Scenario Two there is an area with a lift, an
    item box, and a black box in the lab.  Push the black box onto the lift,
    descend and push it to the place with two boxes stacked on top of each
    other.  You can now climb onto them and reach the power room.
    _Rankings_Ranks are also dependant on your number of saves.
      1)To get an A ranking, you must win in under 3 hours 30 minutes (six
    or less saves).  
      2)For a B, same as A with a rank decrease (discussed later).  
      3)For a C, 3.5-7 hours  
      4)There is also D, 7-9 hours, and E, 9 hours and up.  I don't think
    there is an F.  
      The following items will lower your rank:  
      a)first aid spray 
      b)submachine gun 
      c)gatling gun 
      d)infinite rocket launcher  
    _Endgame Codes_These can only be done on Normal mode.
      1)If you beat Scenario 1 with an A in under 2 hours 30 minutes, you
    earn the infinite rocket launcher.  
      2)If you beat Scenario 2 with an A, you earn infinite submachine gun.
      3)If you beat Scenario 2 in under 2 hours 30 minutes with an A, you
    get infinite submachine gun & rocket launcher.
      4)If you beat Scenario 2 in under 2 hours 30 minutes with an A, and
    without saving, you get infinite submachine gun, rocket launcher, and
    gatling gun.
    _Special Key_Run to the police station without picking up anything. 
    Grab some bullets and return to the area near the stairs you climb to
    get to the police station.  Kill the Brad Vickers zombie and search his
    body.  You get the special key, which opens the locker in the darkroom
    and provides new outfits (and the Colt S.A.A. handgun for Claire). 
    Leon's new outfits enable him to shoot faster.  I don't recommend doing
    this because you miss a shotgun/bow gun and sixty bullets, plus Brad
    Vickers is quite tough.  Normal mode only.
    _Alligator Kill_There is a large gas canister in the tunnel where you
    fight the alligator.  Once he comes at you, run to the canister and
    press X, it will fall over.  Now move back a few steps and wait for the
    alligator.  He'll pickup the canister in his mouth.  Shoot him and it
    will explode, killing him.  He is very hard to kill otherwise (I once
    used the rocket launcher and STILL lost!).  
    _Scenario Affectors_Certain things you do in Scenario One will affect
    Scenario Two.  
      1)Leave the side pack and the submachine gun for the next character. 
    They are not necessary for either game, you never need to use the
    submachine gun anyway, but Scenario Two is harder and it is strategic to
    leave them.  
      2)If you kill the alligator with the technique above, then the second
    character will not have to fight him.  
      3)If you turn on the B.O.W. gas in Scenario One, it will already have
    completed spraying in Scenario Two and a second spraying will be
    unnecessary, however, the Scenario Two enemies seemed tougher to me when
    I did this in Scenario One.  
      4)If you enter your fingerprint into the computer in the moth lab room
    with both characters (Scenario One & Scenario Two) then you can access
    the closed shutter in Scenario Two.  I SERIOUSLY do not recommend going
    into this room.  It has three or four super lickers and all you get is a
    submachine gun.
    _Film D (from GameSages)_Check the far left hand desk in the S.T.A.R.S.
    office fifty times.  It will open, revealing film D.
    _Free Refills_When you put the handgun, shotgun, and magnum parts onto
    their respective weapons, the ammo is immediately filled.  This way you
    can shoot zombies with your magnum to empty the gun before the refill.
    _General Hints_
      1)Use controller type C for autoaiming, it helps a lot.  
      2)When entering your User Name on the lab computer, you should always
    enter "Guest".  
      3)When you kill Tyrant in his overcoat you can search his body for
    different kinds of ammo.  
      4)There are stashes of ammo that are not visible.  They are:
    	a)on the body of the guy opposite the heart door
    	b)in the room with the painting that you light
    	c)behind the far left desk in the S.T.A.R.S. office
    	d)in the helicopter once you put out the fire
    	e)in the big factory area opposite the large elevator down to the lab
      	f)in the room with the glass ceiling after you put in both jewels
    	g)on the bodies of agents in the sewers
      5)In the sewer control room you can push the locker away revealing a
    hidden weapons warehouse.  
      6)Light fire to the plant sticking its tentacles out of the lab room
    wall, it reveals a passageway to another room.  
      7)When you get the control panel key in Scenario Two, check the
      8)You can run past the crows every time without being hurt or wasting
    ammo on them.  
      9)Read every little scrap of paper and film you find if you haven't
    read or seen it already.  They provide useful hints and you miss the
    whole story if you don't.  
     10)Leon B is most likely the shortest mission.  When playing it for
    speed it is unnecessary to even get the unicorn medal or spade key!
    _Secret Missions_To access Hunk's mission, beat Scenario One & Scenario
    Two in a row with two A rankings.  To access Tofu's mission, beat six
    scenarios in a row with all A's and with Hunk's mission already saved.
    _Leon Kennedy_New addition to the S.T.A.R.S. team who arrives for his
    first day on the job only to find Raccoon City swarming with zombies and
    other things.  He feels the need to truly serve and protect.
    _Claire Redfield_Chris Redfield's (from Resident Evil) sister.  She is
    searching for him in Raccoon City.  Claire is a caring person.
    _Ada Wong_A spy from the agency searching for the G-Virus.  She became
    intimate with a man associated with Umbrella's labs in order to learn
    more of the virus.  She is human, but unaware that other people exist.
    _William Birkin_Brilliant scientist working for Umbrella.  He developed
    the T-Virus and the G-Virus.  Although he created the monstrous weapons,
    he did not intend for anything to happen, he just wanted the satifaction
    of creating the ultimate bio-weapon.  
    _Annette Birkin_William's wife.  She works for Umbrella too, but we
    don't learn of anything she actually does.  She is obsessed with William
    and his G-Virus and is paranoid about everyone trying to steal it from
    _Sherry Birkin_William and Annette's daughter.  She is independent and
    hasn't had much attention from her parents.    Although she is a good
    person, she is rather dim-witted, considering that she has been holding
    the G-Virus all along without knowing it.
    _Ben Bertolucci_Reporter who is investigating the viral outbreaks in
    hope of a breaking story.  He bothers you before William impregnates
    him.  Gives Leon incriminating evidence about the chief.
    _Chief Brian Irons_The chief of the Raccoon City Police Dept.  He is
    kinda strange and prone to violence, but actually cares about the town. 
    He's been covering up for William the whole time.
    _Hunk_One of the members of Umbrella's strike force sent to retrieve the
    G-Virus samples from William.  Aside from Tofu, he is the only team
    member left.
    _Tofu_The toughest guy ever.  He is the last and most secret member of
    Umbrella's strike force.  He doesn't use guns because they're for
    sissies.  He can take ridiculous amounts of damage before being hurt the
    least bit, however, he is armed only with a knife.  Oh, and he is
    actually a large cube of tofu with hands.
    _Agent T-00_Also known as Tyrant.  Tyrant is a bio-weapon sent by
    Umbrella to obtain the G-Virus.  He is most likely made of a hard metal
    and is eight feet tall.  In combat mode, he is lighter, quicker and has
    razors for fingers that are over a foot long each.
    I give credit to Mark Kim, Jim Irwin, GameSages, and anyone who wrote a
    Resident Evil 2 FAQ.  I read them all even though I beat the game on my
    own.  If you want a game walkthrough, refer to one of them, I don't do
    walkthroughs.  GameSages gets credit for not only being the best code
    outlet on the internet, but for giving me the Film D trick.  I have an
    information guide for Syphon Filter out as well, check it out.  I also
    have a *Fighting Tactics* guide out for Silent Hill, both at
    gamefaqs.com.  My latest is a FAQ for Legend of Legaia.  If you have any
    questions, email me at:
    by Mastermind

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