This is an easy to follow information guide regarding everything in Resident Evil 2 This FAQ is Copyright 1999 by Mastermind and is to be recopied and distributed only if credit is given to my sources and me. I will not speculate at all, information will be brief an to the point. This FAQ last revised 2/13/99. All information is while playing Leon on Scenario 1 and Claire on Scenario 2, however, most of the information is the same for the opposite. PART ONE, WEAPONS _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 10 shots. The custom handgun has an automatic function, making zombies easy to dispatch, Claire cannot get the custom handgun. Can hold 13 or 18 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 kicks hard so I don't recommend it. Actually just a different kind of handgun, may be slightly stronger than the 9mm. Knife-you start off with this in every scenario. 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, at the head. _Shotgun_-Only Leon and Hunk can use this. It is found on the guy in the gunshop or in the S.T.A.R.S. office locker. 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 3 at a time. Be careful, sometimes when you blast a zombie with this his torso falls off and requires one more bullet. The custom shotgun holds 2 more shells and is stronger than the magnum at close range, however, it kick twice as hard. The shotgun holds 5 shells at a time. _Bow Gun_-Only Claire can get this and she finds it in the same places Leon found the shotgun. The gun is a bad shotgun. It shoots out 3 arrows at a time and only does significant damage at close range. Use it against zombie hordes and lickers, however I recommend the Grenade Launcher instead. The Bow Gun holds 18 arrows at a time, which is actually only 6 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 1 bullet. It holds 3 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 3 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 and found in the watchman's bunk. 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 1 shot, which is cool but is a waste of very precious ammo. The custom magnum is stronger and looks much cooler. The magnum holds 8 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 real importance except maybe against the moth. Each shot decreases its ammo by 5%. Takes 2 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 2 item spaces. _Submachine Gun_-Unless you do the endgame code (discussed later), this is found either in the weapon storage room in the police basement or in the dreaded shutter room in the lab. It is useful against William's son, but I don't recommend getting it with any character. It lowers rank and takes 2 item spaces, but kills zombies quickly. Your choice. _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 2 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 2. It takes a little longer than normal to raise the gun, but it kills absolutely all enemies in 1 shot (except for William Birkin's final form at the end of Scenario 2). The infinite Rocket Launcher lowers rank. The Rocket Launcher takes 2 item spaces. PART TWO, ITEMS _Ink Ribbon_-Put these in typewriters to save your game. _Lighter_-Claire finds this in the safe room behind the diamond door, while Leon always has it. 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 2nd 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_- Leon finds this in the file room. It is used to lower the staircase in the clock tower. _G. Cogwheel_-This is found in the club room on the 2nd 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 1 it is found in the S.T.A.R.S. office on the 3rd desk from the left, under Chris' diary. In Scenario 2 it is on the 2nd 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 handgun. _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. Don't use it on the windows in the hallway where you killed the licker from the ceiling, zombies break in anyway. If you close the shutters in the heart door hallway, the zombies can't get in. _Precinct Keys_-The spade key is found by putting the unicorn medal itno the statue in the hall. The heart key is found in the room where the cop you talk to in the beginning turns into a zombie. The diamond key is found in the room that is accessable after you extinguish the fire. The club key is found in the room where you manipulate the boxes so that you can cross a pool of sewage water. Note: the locations for the diamond and heart keys are for Scenario 1, in Scenario 2 the locations may or may not change for these 2 keys. _Valve Handle_-In Scenario 1 it is in the burnt out power room with the typewriter. In Scenario 2 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 sewers. _Chess Plugs_-Leon finds the bishop plug by solving the library puzzle. He gets the rook plug in the interrogation room. He acquires the king plug by putting the 2 red jewels into the 2 women statuettes in the room with the glass ceiling (next to the helicopter that protrudes through the wall). The knight plug is behind the iron plate in the clock tower. You put these into their places next to a door in the room where you fight William's son. _Hell Stones_-Claire finds the eagle stone, the serpent stone, and the 2 halves of the jaguar stone in the same places Leon finds the chess plugs. You put the 3 whole stones into their places behind the painting near the chief's desk. _Cabin Key_-Found in the beginning of Scenario 2 in the little security guard room. Used to open the old power room. _C4 & Detonator_-Claire finds the C4 in the file 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. _Weapon Box Key_-You see this when you light the flare gun. It opens the weapons locker in the lab revealing either the magnum parts or 2 sets of grenade rounds. _Control Panel Key_-In Scenario 1 it is inside the far room in the platform vehicle to the lab. In Scenario 2 it is in the room entered through the door on the wall beside the vehicle. _Platform Key_-Found at the far end of the train. Opens the door leading to the rest of the train area. _Master Key_-Annette drops this at the end of Scenario 2. It takes you to the secret exit accessed from the elevator in the lab. _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_-A green herb can boost you to the next level of health. A blue herb kills poison, but restores no health. A mixture of 2 green or 1 green and 1 red herb can boost you 2 levels of health. A blue mixed with a green works like 2 greens and kills poison as well. 3 greens boost you to fine condition but may not bring you to perfect health, depending on how hurt you are. A red by itself does nothing. 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 kennel. _G-Virus_-You acquire this near the end of Scenario 1, but as far as I can tell, it does nothing but replace your reusable item (i.e., lighter, lockpick). _Power Room Key_-Opens the power room in Scenario 2. Found in the vaccine lab. _Blue Card Key_-Opens hall doors. In Scenario 1 the dying cop gives it to you in the room past the double doors in the hall. In Scenario 2, 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. Opens the moth room and the vaccine lab. _M.O. Disk_-Found in the vaccine lab in the 1st Scenario. It opens the gate at the bottom floor of the lab complex that leads to the final battle with William. _Joint Plugs_-Found at the end of Scenario 2. 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. PART THREE, ENEMIES _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. _Dog_-A zombie dog. They can be easily avoided by shooting them once with the pistol and running past them, they take a while 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. Their poison makes them deadly. _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 fight him in the room where you put in the chess plugs. He is best killed with the magnum, but the shotgun is fine if you're worried about ammo. 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 1st form is in the passageway beneath the torture room. 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 2nd form is the one you fight on the descending platform. Easy enough to kill but don't let him get near you, his 4-hit combo should almost always kill you. His third form is the one in the lab room where he comes out of the ceiling. 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 2. 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 2 and in the 2 secret missions; he has 2 forms. The 1st is the BIG guy in the overcoat that you fight over and over again in. Dispatch him with shotgun, magnum, or grenades to the face. When he falls down, search his body for ammo. The 2nd form is combat Tyrant. 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 1 bullet to kill. They include crows, hornets, and any tiny mutant you see crawling around on the floor. PART FOUR, PUZZLES _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 11. _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 2 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 2 boxes stacked on top of each other. You can now climb onto them and reach the power room. PART FIVE, TIPS, TRICKS, & HINTS _Rankings_-To get an A ranking, you must win in under 3 hours. For a B, 3-5 hours. For a C, 5-7 hours. There is also D, 7-9 hours, and E, 9-years. I do not think there is an F. The following items will lower your rank: first aid spray; submachine gun; gatling gun; infinite rocket launcher. For an A, I believe you can only save 6 times. _Endgame Codes_-If you beat Scenario 1 with an A or B in under 2 hours and 30 minutes, you earn the infinite rocket launcher. If you beat Scenario 2 with an A or B in under 2 hours and 30 minutes, you earn infinite rocket launcher and infinite submachine gun. If you beat Scenario 2 in under 2 hours and 30 minutes with an A or B and without saving, you earn all of the above and the infinite gatling gun. Normal mode only. _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 60 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. _Scenario Affectors_-Certain things you do in Scenario 1 will affect Scenario 2. Leave both the side pack and the submachine gun for the next character. They are not necessary for either game, and I never use the submachine gun anyway, but Scenario 2 is harder and it is strategic to leave them. If you kill the alligator with the technique above, then the second character will not have to fight him. If you turn on the B.O.W. gas in Scenario 1, it will already have completed spraying in Scenario 2 and a second spraying will be unnecessary. If you enter your fingerprint into the computer in the moth lab room with both characters (Scenario 1 & Scenario 2) then you can access the closed shutter in Scenario 2. I seriously do not recommend going into this room. It has 3 or 4 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 50 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_-Use controller type C for autoaiming, it helps a lot. When entering your User Name on the lab computer, you should always enter Guest. When you kill Tyrant in his overcoat you can search his body for different kinds of ammo. The dead guy opposite the heart door has bullets on him. In either of the sewer control rooms you can push the locker away revealing a hidden weapons warehouse. Light fire to the plant sticking its tentacles out of the lab room wall, it reveals a passageway to a room with some ammo and 2 plants. When you get the control panel key in Scenario 2, check the monitor. You can run past the crows every time without being hurt or wasting ammo on them. 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. Enter the library as little as possible. After 2 or 3 entries, zombies pour through the hall windows. _Secret Missions_-To access Hunk's mission, beat Scenario 1 & Scenario 2 in a row with two A rankings. To access Tofu's mission, beat 6 scenarios in a row (possibly with all A's) with Hunk's mission already saved on the memory card. PART SIX, CHARACTERS _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 an 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 them. _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 weapon sent by Umbrella to obtain the G-Virus and to cleanse Raccoon City of survivors in order to prevent any witness testimony in the meantime. He is most likely made of a hard metal and is eight feet tall. In combat mode, he is lighter and has razors for fingers that are over a foot long each. PART SEVEN, MISCELLANEOUS I give credit to Mark Kim, Jim Irwin, and GameSages. I read all their FAQ's even though I'd beaten the game on my own. They are true Resident Evil experts. GameSages gets credit for not only being the best code outlet on the Internet, but for giving me the Film D trick. by Mastermind