Resident Evil 2/Biohazard 2
                Leon S. Kennedy Scenario 2 Speed Guide
                   For the Sony PlayStation Console
                Compiled by Mark Kim (Vesther Fauransy)
                            Version 0.4.1
                           Text Build 2554
          Date of Completion: January 1, 2000 (No time given)
        Date of Public Release: January 1, 2000 (No time given)

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 Resident Evil, Resident Evil 2, Biohazard, Biohazard 2, Chris Redfield,
 Claire Redfield, Jill Valentine, Barry Burton, Albert Wesker, Rebecca
 Chambers, Leon S. Kennedy, and any Resident Evil/Biohazard-associated
 characters (whether living or dead) and any material/event associated
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 This document was carefully authored by Mark Kim in respect to all
 Capcom Properties, as no infringement was intended.

I didn't create this file so that some hack-writer can just slack-off
and get paid for it!!!


June 1, 1998
To show further appreciation in playing Resident Evil 2, I have created a
totally brief Leon Scenario 2 Speed Guide strictly for use with Experts.

June 10, 1998
I had to update the warning just before the final battle against Tyrant,
the Naked Zombies, and William Birkin because as I figured out, you need
not use the Shotgun if you have 16 Magnum Bullets and upgraded to the
Custom Magnum nearing the end of the game.  Also, I may have touched up
the areas in order to include my recommendation that you shouldn't save
at all.  Also keep in mind that you can only get the Infinite Weapons
once.  Also, I have stated a benefit of playing as Ada during her

July 5, 1998
I have a new domain registered with the InterNIC!  Start checking your
bookmarks now if you have not done so lately.  I'm also enforcing my
own anti-laming policy in this FAQ as well.  Also, I may have suggested
a few pet peeves depending how appropriate it is.

October 29, 1998
First Update in quite a while.  There are some pretty pain-in-the-@$$
sections that are not described in this document, and I realize that the
most rewarding game for the Second Scenario would not to be saving at all.
I removed all saving points for the interest of handing out the Gatling
Gun, which you should try to use only if you want some fun.  I found out
from a recent e-mail from Brandon Dennis that Speed-minded games can really
bore players to death, so if you are able to get an A ranking for the first
two scenarios (provided that you do have the Gatling Gun, Machine Gun,
Rocket Launcher, and Hunk in your Memory Card), then go ahead and spend 6
hours playing it (though this will hurt your ranking).  If for any reason
I have to go in-depth with a harsh puzzle, then I will state that reason,
but keep in mind that I want to be as brief as I can.  The Entrance to the
Power Room is what really bothered one person who e-mailed me with regards
to Resident Evil 2.

May 17, 1999
Use of Vesther Fauransy Pseudonym begins.  Document updated to take
advantage of the new Mark Kim FAQ Writing Interface.

July 11, 1999
Many things have happened in the world of Survival Horror.  I've been
reading a lot of speed guides to see how I can benefit from playing
speed games in Resident Evil 2, and even the first Resident Evil.  I
thought that what I can do from the documents written by Jim Irwin and
Brandon Dennis would place me into gear.

However, with the recent arrival of Vincent Merken's Leon Scenario 1
95 Minute File, there seems to be some unnecessary stuff that I need
to take away from this file.  Still, I'll try to make this file friendly
for Beginner Speedsters to use.  However, just expect more optional
areas from this update, as I have caught several unnecessary areas
from playing Leon's Second Scenario already.

Rushing to the Police Station without grabbing any items (You will get
the Brad Vickers Zombie this way), avoiding the need for the Weapons
Storage at the Basement, and avoiding any unnecessary pickups (i.e.
Extra Ammo at the Control Room Basement).  Also, throughout Leon's
Second Scenario, the Shotgun should be the creme de la creme for
Zombie-Killing.  You really don't need the Handgun at all for this

Also, if you can practice slipping right through the zombie's fingers
for about 80% of the time (Leon faces more monsters than Claire does),
then you should also notice a major speed gain.  Overall, your goal
should be 1:45 or better (but keep in mind that Leon can only do 95
minutes in his First Scenario.  Claire will have to allow at least
two hours for her scenarios, but hardcore Claire Players will be able
to get through her scenarios in 1:45).

Also, I have fixed a lot of things ever since I've first released this
file to the public.  Lots of bug busts have taken place from my 35 File
Experience.  You may have to re-read this document since it's been

Enough ranting.  Let's get onto it!

July 12, 1999
Some minor bug swats.  No major updates today.


-  Newsflash
-  What you need to know
-  Guidelines
-  Items for Leon
-  The Body of this FAQ
-  What items to avoid
-  Special Items and Characters
-  How to mirror this FAQ or send a new version to
-  Resources of this FAQ
-  Credits


Newer versions of the Resident Evil 2/Biohazard 2 Speed Guide for Leon S.
Kennedy's Second Scenario can be found at,
where my homepage is located at.

For EMERGENCY PURPOSES ONLY, I have an FTP Location where you can
retrieve this documentation in ZIP Format (If you are using a Macintosh,
please let me know if you can port this document as an HQX File, and if
you do, please e-mail it to me so I can make the FTP Site friendly to
Mac users) meaning that you will need NetZIP ( by
Software Builders or WinZip ( by Nico Mak Computing.
event you get a 304 from


Again, if you are a Mac user and if you have the ability to create HQX
Files, please feel free to port this file over as an HQX, but keep the
content 100% original at all costs.  E-Mail me the HQX and you should
get a Thank-You Message.

If you have any fixes, bugs, suggestions, comments, or any tralala you
want to share with me, then I have a convenient MAILTO form that you can
use so you don't have to go through the hassle of using an e-mail client
(which takes up resources off your computer) at the following location:


Although e-mail policing will be light for ANY RESIDENT EVIL/BIOHAZARD
documents that I have published, keep in mind that if you choose to
flame, I will ask your ISP to warn you and if your abuse continues to
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Also, impersonating as "Capcom" for any reason is immediate grounds for
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- (Spamming Infocenter)
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That aside and please enjoy the document.

This document, like all Video Game FAQs on the Internet, must be
viewed in a monotype font or the alignment will not be correct.  If
the alignment isn't correct for any reason, then please follow these

1.  On Netscape Communicator, click on Edit, then Preferences.
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4.  If you see this sample bulk of writing aligned correctly, please



Recently, Dan Birlew has released a "Plot Analysis" for use with BOTH
Resident Evil games for the PlayStation, and the upcoming Biohazard
Code Veronica and Biohazard Nemesis.  Much of the reason why I wrote
guides ONLY for Claire's story is because Resident Evil is supposed to
be a story about the Redfield family trying to prove the guilt of the
conglomerate Umbrella Corporation whilst trying to survive the undead
that lurks within.

I agree with Dan Birlew on his position in regards about Resident Evil
2.  Claire's story makes more sense.  Play Claire's story to see why
I agree with Dan.

About Resident Evil Nemesis, it is basically only a trailer to Resident
Evil 2, basically telling the story about how Jill Valentine was forced
to stay away from Raccoon City once and for all, how Brad Vickers got
infected, and how the events of Resident Evil 2 came about.  It takes
place one full day before Resident Evil 2 in other words.

Since I'm targeting this one as a speed guide and not a walkthrough, it
is highly recommended that you spend some time going through Leon's
Scenario 2 before you even try to read this document.  For those of you
who want a walkthrough, you need to go to, type
in "Resident Evil 2" on the Search Text Box, click on the appropriate
Resident Evil 2 Link, and locate Brandon Dennis's Leon Scenario 2 Speed
Guide and Walkthrough.

Like I have said in the "History of this FAQ", there have been a lot of
things that have changed in the world of Survival Horror.  A confirmation
from Vincent Merken have rang the bell for people to try to get the
Rocket Launcher in only 95 minutes for Leon's First Scenario.

Please remember that Leon can ONLY get 95 minutes by reading Vincent
Merken's 95-Minute Guide for Leon's First Scenario.  Since you've
finished up the first scenario as Claire, it's time for you to play
the game as Leon.  My primary focus is to help you get the Gatling
Gun in under 1:45.  In order to help you do this, I have stated more
optional areas than the earlier versions of this document.  You don't
need to go inside an optional area unless you are short on ammo.  More
on this later.

I have already identified plenty of areas that will ONLY add up some
time.  By the time I first written this guide, I was only a beginner to
speed-survival.  Now I'm about 15-20 minutes faster than what I was
one year ago.

Even for beginners, you DEFINITELY need to take the risk of running
your PlayStation for more than 2 hours because YOU WILL NOT SAVE AT
ALL.  Also, you will be encouraged to skip a lot of optional areas
since it only adds time to your performance.  For advanced players,
this should be all cake since you've mastered the art of 1:45 back
in Claire's first scenario.

Also, there are some risks that you need to take if you want to achieve
1:45 Leon Scenario 2 Missions (i.e. less Shotgun and Magnum Ammo, et.


* It is strongly recommended that you read through this over and over
  again.  If you need to start a Speed Game, practice on the EASY mode
  first before going onto NORMAL mode.  This guide assumes that you are
  on the NORMAL mode.  Since I won't mention any Save Locations at all
  (as much as Brandon Dennis wants you to get the Gatling Gun, I WANT YOU
  TO DO SO AS WELL), you will need to make sure that your latest practice
  speed game in Easy Mode rings up 1:45 or less for Leon's Second
  Scenario before trying your luck in Normal Mode.  The Normal Mode is
  definitely the creme de la creme for this document.

* Don't bother with the First Aid Sprays.  If you even use a single First
  Aid Spray, then you will receive a lower rank.  You shouldn't be able
  to use them.  The goal to get Rank A is to heal yourself "The Hard Way".

* Herbs are acceptable.  Three Green Herbs provide as much healing power
  as a First Aid Spray.  Combining a Red, Green, and a Blue Herb has more
  healing power than a Triple Green Herb or a First Aid Spray.  Save your
  Superherbs (Red, Green, and Blue) for the last.

* I WILL GIVE YOU NO SAVES AT ALL since my primary focus is to help you
  grab the Gatling Gun in under 2 hours, possibly 1:45.  Even for a
  beginner, just pretend that Ink Ribbons do not exist.  Advanced and
  Expert Players will probably do 1:45, but a Beginner may need to allow
  2 hours for this one.  Since you will not be saving at all, you will
  DEFINITELY need to rest up your PlayStation for at least 30-60 minutes
  before trying to get the Gatling Gun.

* The only time you need to kill Zombies or whatever is whenever the
  corridor is too narrow, or if there's too many of them.  Skillful
  swerving and maneuvering will help you ignore the Zombies unscathed,
  though the Zombies have much better reach than in the first Resident

* The best way to deal with a Zombie is to aim the nozzle of the Shotgun
  at their heads at close-range, and let the Zombie have it!  If you are
  lucky enough, then several Zombies will have their heads blown off with
  one shell.  Another Vincent Merken first.  Neat.

* Side areas often lead to extra ammo and will appeal to Beginners.
  However, the only time you need to go inside a Side Area is when you
  are running short of Ammo.  YOU NEED TO REMEMBER THAT IF YOU DO HAVE

* Notice that I have omitted certain parts of the mission for the interest
  of saving you time.  Whenever possible, I will tell you what's risky to
  blow or not.  For Advanced Players, you probably don't need that much
  ammo but a Beginner may need lots of ammo in order to do so.  In this
  speed guide, you probably only need 118 Hand Gun Bullets, 18 Bow Gun
  Shots (I hate the Bow Gun because its efficiency leaves a lot to be
  desired), and 24-30 Grenades (depending on skill).  You may need to pick
  up all Acid and Fire Shot Packs, but if you think you can handle this
  mission with fewer Acid and Fire Shots, then feel free to do so.

* Ignore all the files as they are only time-wasters to my taste.

* Plan on any events that you will undergo in RE2 ahead of time as it's
  easy to get lost here.  Remember the less you goof-up (and the less you
  spend in unnecessary events), the faster you will be.

* With regards to the Memory Card, I recommend that you make at least
  one block for these following start scenarios:  Leon 1st, Leon 2nd,
  Claire 1st, Claire 2nd, Hunk, and Tofu.

* Prizes and extra characters are only available on Normal Mode, so keep
  that in mind.

* For a beginner, it's quite a risk to omit any ammo pick-ups but for
  Advanced Players, it's OK to omit unnecessary "things" since you've
  gotten a lot better in the game.  Beginners will miss a chance to
  extend some precious ammo, but for Advanced Players, skipping side
  areas also mean some major Time Gains as well.

* Lickers can be killed either by using the Shotgun or the Magnum.
  Later on, when you upgrade to the Custom Shotgun (I highly recommend
  upgrading to the Custom Shotgun but you can beat the game by not
  upgrading your shotgun at all, which is quite a risk), then you can
  slam several lickers as surprisingly long range.

* Save your Magnum bullets exclusively for Tyrant and William Birkin.
  The Shotgun is too few and weak to nail them.  The more Magnum
  rounds you save for these two cheap bosses, the better your chances
  of survival.

  off the heads of the Zombies, aim the Shotgun Nozzle DIRECTLY at the
  Zombie's heads.  This provides as much fun as using the Magnum, but
  with better economy.  Special thanks goes to Vincent Merken for the
  Shotgun Tip.

* Be sure that you keep a spare Triple Herb (or Superherb) handy and
  check your health often.  Make sure that Leon's hand isn't grabbing
  his stomach at all.  If this is so, DON'T USE A HEALTH SPRAY but
  use the Superherb or Tripleherb.  You can use weaker herbs, but
  they may not recover Leon back to fine.  The key to speed playing
  is to keep Leon in mint condition at all costs, so always have a
  spare Tripleherb or Superherb handy.

* During an Ada quest you can fire faster than Leon--a great benefit
  to have whenever you're taking on the zombies.  Even though it's
  only a sub-quest, you must keep Ada in good condition at all times.
  The game ends if Ada dies under the hands of the Zombies or if Ada
  gets grabbed by the bees for too long.

* I e-mailed Jim Irwin with regards about the Flamethrower.  I found
  out that the Flamethrower won't reduce your rank at all.  It's good
  because I'm assuming that there are scrubs who can't beat up these
  darn plants with the Custom Shotgun at all.  If you elect to kill
  the Plants with the Custom Shotgun, keep in mind that their corpse
  can hurt you, so walk with caution.

* Although getting the Flamethrower won't reduce your rank, it wastes
  time. I suggest that you park the Flamethrower and use the Custom
  Shotgun to off the Plants instead.  It's better to beat the game in
  under 2 hours instead of having to waste too much time to get the
  Flamethrower instead!  I'd rather use the extra space to store Herbs

* If you have found the Vickers Zombie earlier on at Claire's Scenario,
  then you can go to the same place right after you get the Shotgun at
  the Hall of the Police Station.  I'd rather skip getting the Special
  Key this time because it takes too much time for the effort of having
  to get the Special Key, plus the benefits of the alternate uniforms
  are rather unrewarding.  I'd rather have you beat the game in under 2
  hours sharp rather than going for the "cha-chi" during any time of
  the scenario.

* When you off Tyrant, you will be given a chance to loot him for
  some ammo.  You will be given a choice whether to loot Tyrant or not.
  If you choose to run away from Tyrant, then no big deal, but remember
  choosing to run away from Tyrant also means missing a chance to extend
  your ammo.  I'll tell you for the least what to do whenever you face
  Tyrant from this update on.

* If for any reason this guide won't get you through in under 2 hours
  or even the 1:45 quota, then make any necessary adjustments until
  you succeed.


Good for close-up attacks but not as protective as a Firearm.  Forget
using this weapon since it's pretty much useless.

Hand Gun
Weakest weapon available for Leon, but a lot more protective.  Leon's
handgun is weaker than Claire's but it holds 18 bullets instead of 13.
You virtually don't need the Handgun at all since the Shotgun will be
your main weapon in this scenario.

Hand Gun Bullets
Weakest bullets in the game for use with the 18-shot.  Each box you
grab is usually worth 15 bullets, and a few are worth 30 bullets.
Like I said, you REALLY DON'T NEED Hand Gun Bullets or the Hand Gun
to beat this Scenario.

Hand Gun Parts
Parts for the Handgun.  Used to upgrade to the Custom Handgun.  Try
to wait until you run out because you will get a free reload whenever
you upgrade.  Free Reloads are nice because they more than make up for
the side areas that you might have skipped.  You seldomly need them
because you're not going to be using the Hand Gun in this scenario

The Remington M1100 is a lot shorter than typical Remingtons but has
a cut barrel.  No worries though, this weapon kicks ass because it
can clean the path of zombies blocking your way.  A great way to clean
up Zombies is to get up to 3-4 steps away, aim the nozzle at the head,
and blow the heads off with one shot!!!  Another Vincent Merken first.
5 shells per chamber.

Shotgun Shells
Ten-Gauge Shells for use with the Remington Shotgun.

Shotgun Parts
Parts for the Shotgun.  Used to upgrade to the Custom Shotgun.  Try
to wait until you run out because you will get a free reload whenever
you upgrade.  Free Reloads kicks ass because it more than makes up for
the unnecessary side areas that you might have skipped.

Custom Shotgun
Getting the Shotgun may add unnecessary time to your performance but
it's worth it.  It won't lower your rank which is a good thing.  More
powerful than the ordinary Shotgun.  Basically speaking, this is the
Remington M1100 Full-Sized Semiautomatic.  The Longer Barrel is created
from the Custom Shotgun Parts, and reinforces even more concentrated
blasts than a shorter-barrelled Shotgun.  7 Shells per chamber.

The Desert Eagle 50-Caliber Longslide Semi-Automatic.  The most
powerful handgun Leon can get in the entire game.  Fires high-caliber
bullets.  Only use the Magnum for the Bosses.  8 bullets in a chamber.

Magnum Clip
These clips contain DE50AE Bullets for use with the Desert Eagle
50-Caliber Longslide.

Magnum Parts
Parts for the Magnum that is used to upgrade to the Custom Magnum.

Custom Magnum
Hits harder than the ordinary Magnum.  The Desert Eagle 10-millimeter
was created with the Nozzle inserted on top of the slide.  The longer
nozzle allows Leon to fire Magnum Bullets more powerfully.

First Aid Sprays
Lots of healing power.  Lowers Rank.  Forget using any of these things
since they are BAAAAAAAAAAD for 100% of the time.  Consider them
unnecessary pick-ups.  Even beginners can beat the game in under 2:30
without these lamers.  Either way, it doesn't recover you from Poison

Herbs heal you depending on how you combine them.  To tell you the truth,
your condition should NOT be less than "Fine" as your speed decreases
every time your condition worsens.  This is why you need to keep an herb
or two ready just in case Leon grabs his stomach with his arm.  If you
see Leon do so, then it's time to heal up.  Here's how you can combine
your herbs (and know that using Herbs are acceptable):

- One Green Herb: Recovers life only equivalent to 1/3rd of a First Aid
- Two Green Herbs: Recovers life only equivalent to 2/3rd of a First Aid
- Three Green Herbs: Recovers life equivalent to a First Aid Spray.
- Blue Herb: Neutralizes Poisons.
- One Green Herb, One Blue Herb: Recovers life only equivalent to 1/3rd
  of a First Aid Spray, but neutralizes poisons.
- Two Green Herbs, One Blue Herb: Recovers life only equivalent to 2/3rd
  of a First Aid Spray, but neutralizes poisons.
- One Red and Green Herb: Recovers life equivalent to a First Aid Spray,
  sometimes more.
- One Red, Green, and Blue Herb (Superherb): The mother of Mixed Herbs.
  Recovers life equivalent to about 3-4 First Aid Sprays.  The healing
  effect of this awesome herb looks like a Rank-reducer, but IT'S STILL
  ACCEPTABLE TO USE (since you have mixed three Herbs), and that's good
  because if your condition is at Danger, then you can restore yourself
  back to FINE in no time with this one.

Machine Gun
Fully Automatic Firing.  Lowers Rank because this is considered cheating
in other words.  Don't worry: Most two-slots become useless anyway.

Serious burning power for the Scrubs and has poor range.  This won't
lower rank, which is a good thing but adds unnecessary time to the

Side Pack
With the Side Pack, you can carry 10 items.  AS A GENERAL RULE, SAVE THE
can pass both scenarios without the Side Pack (though it's quite a risk)
but a beginner will need to have it on Scenario 2.  No big deal if you
want to pass up the Side Pack: You just won't have enough space to carry
the Herbs you want.


From the area which Leon and Claire split up into two groups
Just avoid the zombies at the street and concentrate on getting the
Cabin Key to unlock the Cabin Door.  Get inside the Cabin, then past
through the cabin, then go up the stairs that leads you to the Helicopter
Wreckage Area.  Be careful of the Zombies that block your way towards
the Helicopter Wreckage Area.

Note: You can skip FMV's by pressing the Start Button.  You can also
skip the announcer at the beginning by doing the same thing.  The only
things you can't skip are the cheesey speeches and the FMV's near the
end of the game.

Once you get inside Crow Hall, there should be some Herbs at your front.
Turn right, then keep on proceeding until you see the door at your left.
No time to waste with the Crows (since killing them wastes time) so just
slip right through their fingers and proceed into the Liaison Room.

On your way to the Liaison Room, you will see three Herbs.  You will
need these Herbs since you should keep a spare Tripleherb just in case
your condition falls below FINE.  The only thing you need to do in the
Liaison Room for now is to grab the Valve Handle Wheel.  After getting
the Valve Handle, return back to the Outer Helicopter Wreckage and use
the Valve Handle to extinguish the fire.  Be sure to grab the Shotgun
Shells from the Wreckage before returning back to the Crow Hall because
you will be using the Shotgun Shells as your primary weapon for this

Enter the Crow Hall and skip or watch the Tyrant intro if you want.
Ignore the Tyrant (You will need to take a hit, a reason why you need
to keep a spare Tripleherb ready) and advance to the inner wreckage

Skillfully slip right through the Lickers' fingers since you are not
powerful enough yet to dispose them.  Lickers are bad news because
they are as fast as you are when you are in FINE condition and their
air slashes can do massive damage.  Go to the room past through the
wreckage and grab the Blue Keycard (There are Shotgun Shells near
the rightmost vase, so grab them since you will be abusing the Shotgun
for this scenario).  Ignore the Licker and advance back to the Inner
Wreckage Hall.  Skillfully slip right through the Lickers' fingers and
onto the Waiting Hall you go.  Hopefully, you didn't suffer too much
damage from the Lickers.  If you didn't get hit by the Lickers (be sure
it isn't the Air Slash), then you are on your way to the Gatling Gun!

At the Waiting Room, grab the Small Key (so that you will trade it for
the Shotgun Shells at the Not-So-Safe Room) and go onto the Magic Box.
Keep only the Shotgun Shells, Blue Keycard, and the Small Key.  Heal
yourself with the Tripleherb now if you have suffered heavy damage from
the Lickers.

Get out of the Waiting Room 2F, and release the Emergency Ladder at the
Main Hall 2F.  Go down the ladder and proceed to the Reception Desk.
Grab the Shotgun before advancing to the computer.  Go to the computer
and use the Blue Keycard.  Now let's go to the left door near the entrance
to this precinct.

Negotiate the Zombies and go to the locked drawer so that you can trade
the Small Key for a box of Shotgun Shells.  Go to the Licker Hall and as
you exit the Licker Hall, you will see an Herb at your right.  You will
probably need the Herb since you tossed the Tripleherb at your Magic Box.

Now go to the Twisting Corridor and as you make your way to the Briefing
Room, you will see two Zombies.  A good way to deal with them is to just
aim the nozzle at their heads and let them have it!  Definitely the
Vincent Merken way of disposing Zombies since he mentioned it on his
Leon Scenario 1 95-Minute File.

Go inside the Briefing Room and go to the Chimney.  Use the lighter
(Leon already has it, so don't worry about it :) ) near the Chimney and
grab the Red Jewel.  Time to leave the Briefing Room and onto the
leftmost staircase that leads to the Second Floor.  Climb the staircase
and make your way to the Statue Puzzle before the hall of the STARS.

Statue Puzzle
When you get to the Statue Puzzle Area, you should concentrate on making
the statues face the statue that carries the Red Jewel.  I would
personally start by moving the bronze Statue to face the Middle Statue
first and then the gray Statue in.  Make sure that you are moving the
statues properly or you may have to do it all over again.

Reason for In-Depth Coverage of the Statue Puzzle: This is a difficult
puzzle and it will consume your time if you do not get the positioning
out right the first time.

After you get the Red Jewel, get inside the STARS office and get the
Magnum near the Communications equipment.  You will need the Magnum as
it's important like Bread and Butter.  Continue moving to the door that
isn't locked by the Club Key anymore and you will run into Sherry Birkin.
You will follow Sherry.  Grab the Diamond Key and the Shotgun Shells
before coming back the way you came.  You will run into Claire on your
way back to the STARS hall for some cheesey chit-chat.  After the speech
ends, go back to the leftmost staircase at the first floor, unlock the
door to the Solved Files Room, and get inside the Safe Room near the
staircase.  Go to the Magic Box and keep only the Shotgun and Shells.
Don't worry about keeping a spare Tripleherb because you'll find plenty
of Herbs on your way to meet Ada Wong.  More on this later.

Make your way to the Solved Files Room.  Be sure to grab the Shotgun
Shells as you approach straight at the right side of you.  Unlock the
door and into the Locker Room to get the Heart Key.  At the right of
you there should be a Green Herb waiting for you.

Now make your way back to the Hall on the first floor and take the right
door near the entrance this time around.  Your main concern is the amount
of zombies that you will encounter here.  If you want the Gatling Gun,
then you will need to move fast in order to avoid losing health due to
the high amount of Zombies here.  Anyway, go back to the Liaison Room,
right into the door which leads to both the Watchman's Room (Use and
discard the Heart Key) and the Basement (Watch out for the dog blocking
the staircase, before the dog are two green herbs), then negotiate the
Basement and the lower parking lot and meet up with Ada.  Once Ada
finishes talking, push the car, into the jail cell to find Ben Bertolucci.

Note: On your way to meet Ada, you will see plenty of herbs at the
Stairway Hall leading to the Basement.  Forget about opening up the safe
(in the Liaison Office) even though it contains Shotgun Shells because
you probably have enough ammo already.  Get the herb at your extreme
right before you even push the car with Ada because like I said, you need
to keep a Tripleherb handy just in case you get seriously hurt.  Before
you meet Ben, there should be a Green and Blue Herb near the open Jail
Cell.  As long as you play the art of slipping and sliding, then you
should be OK.  The dogs can be easily slipped right through, just don't
expect to slip right past through the Lickers that easy.

After talking to Ben, get the Manhole Opener and use it to go inside the
manhole where the dogs are jailed at.  No time to waste with the Red Herb
because the Dogs will attack you if you grab it, which wastes time.
Negotiate the first sewer corridor, into the Chess-Operated Door Area,
and back to the hallway where you will now play as Ada for awhile.
Concentrate on solving the Irrigational Room Puzzle to get the Club Key
and return back where the Ada mini-quest started.

Note: There's definitely NO REASON to go inside the area where the Sherry
Mini-Quest started to get the Shotgun Shells because I deem that as an
unnecessary pick-up and it only adds extra time to your performance.  Just
concentrate on the Club Key, Leon should have enough ammo even though
Ada won't be able to give Leon 7 more shells.

After the Ada Mini-Quest, pick up the Club Key.  Now go back to the
Safe Room and only take the Shotgun, Shells, Club and Diamond Key.  At
that safe room, there is a Blue Herb.

Now with the Club Key on Leon's Possesion, return back to the Inner
Basement, into the Watchman's Hallway, and inside the Watchman's room
if you are hurting for more ammo.  BTW there is no time to waste with
the dogs blocking your way back to the Liaison Room.  You can open up
the Autopsy Room with the Club Key but DON'T GO INSIDE THE AUTOPSY
ROOM because we don't need to add time just to get the Side Pack.
Back to the Liaison Room you go, like it or not.

Note: The following can be skipped
Since you will be using the Shotgun and Magnum as your Meat and Potatoes,
I recommend that you go inside the Watchman's room it has 7 more shells
and 8 more Magnum Rounds (You are now using the Shotgun and the Shells).
The Shotgun shells can be found at the locker while the Magnum Rounds
can be found at the same area you got the Magnum at Leon's first scenario.

Make your way to the Liaison Room (You can do that classic 2236 thingy if
you want to, but you don't need to waste time with that anyway if you are
an advanced player) and exit the Liaison Room through the double-doors,
and make a right until you see a left door at the dead-end (There is a
Green Herb as you walk to the dead-end).

Make your way to the Interrogation Room and use and discard the Diamond
Key.  Grab the Chess Plug from the shelf and just exit out of the room.
The licker will only pop out of the Interrogation Mirror if you take the
First Aid Spray, which is something that you don't want to grab anyway.

Go inside the Video Room (You should be able to use and discard the Club
Key if asked to do so) and light up the range.  Light Faucet 12 first,
then 13, then 11 to release the Cog.  Unfortunately, Tyrant will butt
in (Damn that bothersome fly!) so hold your ground.  Grab the Cog and
GET OUT OF HERE FAST before Tyrant does massive damage at you.

As we make our way out of the hall, we see Tyrant busting from Leon's
right.  In order to save you some herbs, hug the right wall ALL THE
WAY since Tyrant needs some time to turn around and react.  Keep hugging
the right wall and get out walking forward, and through the door, back
into the hall, unscathed from Tyrant despite the narrow corridor.  Tyrant
has some weak spots, doesn't he?  Well, let's not go too hot on this yet
since Tyrant's always smart.

In the First Floor Hall, take the Emergency Ladder to the Second Floor
Waiting Room.  Skillfully slip and slide past through that Licker (He's
only as fast as you are assuming that you are on FINE Condition).  Go to
the Magic Box and take only the Magnum, Magnum Rounds, Red Jewels, Cog,
the Chess Plug that you recently obtained, and POSSIBLY ONE SPARE
the lickers now.  Go back to the room where you got the Blue Keycard and
place the Red Jewels at the statues to get the Chess Plug.  Get out of the
room and go to the room where you found Sherry Birkin in Claire's first
scenario.  In the box a Crank should be inside.  Grab the Crank and make
your way back to the Second Floor Waiting Room.  However, Tyrant will
be blocking your way and since you can't dodge Tyrant this time around
(The corridor's too narrow), 3-4 Magnum Bullets should suffice.  After
knocking Tyrant down, loot him so that you can extend 8 more Magnum

Note: Since it's easy to miss, be sure that you are on Auto-Aiming Mode.

Hopefully, your inventory is made of the Magnum, Magnum Rounds, Crank,
Cog, two Chess Plugs, and a blue-and-green Herb.  You probably used up one
Tripleherb due to the effort of killing the Lickers.  Believe it or not,
the Lickers at the inner Wreckage Hall can be dodged with skill and wit
with minimal damage!!!  Just avoid their damaging Air Slash and you should
be OK.

Back to the Library we go and grab the Red Herb and mix the Blue and Green
Herb to create a Superherb.  Climb up the stairs and go to the Deadend and
solve the classic Library Shelf Puzzle and get the third Chess Plug.  Go
up to the Third Floor Hall and make your way to the Gearroom.

Use the Crank to release the stairs and climb up the stairs.  Use the
Cog and flick the switch to open a secret door.  Get the fourth Chess
Plug and jump down to the Vent Hole and...

poor Ben and now you have to get back to him!!!  Once you get back to
the area where you first met Ben, you will know that the Chief HAS BEEN
WORKING FOR UMBRELLA (Wesker did work for Umbrella BTW) and Ben will die
and Ada will butt in.  Press Triangle repeatly to blow the Mail to the
Chief since that only adds time to your performance.

A cheesey speech with Ada and a radio from Claire will follow.  Now it's
time to go back to the Chess-powered door area and make William Birkin
pay for killing Ben.  William is slow but his attacks pack a powerful punch.
If you are careful of this cheesebrain, then you won't be needing any herbs
during the first fight.  Afterwards, use the chess plugs and go inside the
true first room of the Sewer to yell at Ada for her carelessness.

Go to the Leon Control Room (there should be two Blue Herbs as you make
your way inside) and just ignore the Basement thingy (There's more ammo
but you don't need that much since you have just about enough ammo now).
Take ONLY the Shotgun, Shells, and the Valve Handle, and a Single Green
Herb if you have one inside your Magic Box (since you are going to be
creating a Tripleherb for this part) and into the lift.  Now it's time
to get shot by Annette Birkin (And never trust a cold-blooded blonde
like Annette Birkin, who cares only about her work).  As Ada, just go
out of the Lift Hall, then onto the ladder which leads to the Ventilation
Fan, and get justice-shot by Annette.  Now Ada will beat Annette up after
having enough with her.  Then take the bridge and onto the ladder where
you will regain control of Leon again.

No time to waste with Claire's control room, so just make your way to
the corpses and grab the Wolf Medal.  Now make your way to the same
area Claire got annoyed by Annette in the first scenario.  Use the Valve
Handle to lower the bridge and cross the Bridge.  Use the Valve Handle
again to raise the Bridge.  There are two herbs and Shotgun Shells as
you make your way to the door in front of you.

Hopefully, you killed the Alligator at the Alligator Hall in Claire's
first scenario.  If not, then just release the Canister and when the
Alligator eats the canister, let the Alligator have it.

Go up to Ada and let Ada patch you (Yuck, why do strangers touch each
other, shouldn't there be a rule that YOU CAN'T TOUCH THE LADIES AT
ALL?) and climb up the ladder.  Cross the bridge and grab the Eagle
Medal at the sewer management mainframes.  Re-Cross the bridge and
make your way back to the Alligator Hall.  Make your way back to the
First Floor Sewer Management Room and use the Valve Handle for the
last time to lower the bridge.  Cross the bridge and take the double
doors and use the Animal Medals in front of the clearance device to
lower the current and take the door formerly blocked by the current.

Walk forward and make your way to the Lift Switch.  Press X to fiddle
with the Lift Switch and get inside the lift.  You will have to contend
with William's hand while on the lift.  Four Shotgun shells should do
the trick.  Get out the lift, get the Weapon Box Key, and get in the

Note: It's quite a risk to skip this pick-up, but you can beat the
game without this important pick-up
As you enter the first Factory Hall, take a left, and take a right.
Be careful of the Zombies blocking your way.  At the corpse, there
are Shotgun Parts.  Grab the Shotgun Parts and use up the entire
Magazine before you upgrade because when you upgrade, you also get
a free reload.  A Jim Irwin/Brandon Dennis first.

Now take the door to the right, and on the second hallway, head
straight.  Once you reach the intersection, take a left, and at
the leftmost dead-end, there should be a ladder.  Climb up the ladder
and take both the Shotgun Shells and Magnum Rounds since you will
need them.  At the Magic Box, take only the Tripleherb, Magnum,
Magnum Rounds, Shotgun Shells, and Custom Shotgun.

Equip the Magnum and get out of the safe room.  Take the lift and take
the door to the security room.  At the video monitors, grab the Control
Key.  After you get the Control Key, Tyrant will block your way.  4-6
Magnum Shots should suffice.  Now loot him so that you will get 7 more
Shotgun Shots.  Go back to the safe room and use the Control Room Key
next to Ada.  Now flick the control box near the lift and you should
be inside the lift in no time.

WARNING: I have read Jim Irwin's Claire Scenario 2 Speed Guide and I
understand that William 3 IS NOT NICE AT ALL.  You may need to carry
a tripleherb and a Superherb just in case Willie has to jack you with
high-damage multihit combos.  This is a main concern if you are planning
to get the Gatling Gun.

Inside the lift, Ada will get wounded by William's Hand.  That means
that you will have to fight William once again outside the lift.  Before
getting out of the lift, be sure to take the Magnum Bullets at the back
of the cockpit.  This William is similar to the William before the Final
William at the end of Claire's First Scenario.  Keep a distance from him
and when he leaps into the lift, find refuge to another side and keep
attacking him and repeat the process to defeat William until he can't
take it anymore.  About 9-11 Magnum Rounds (WHY SO MUCH?!) should
suffice.  Go inside the lift to find out that the lift can't operate,
talk to Ada a bit, and go into the ventilation hole where the lift will
operate without your guidance.

Go inside the OSHA Cautionary Area.  Optional: If for any reason you
are carrying too much as of this point (There should be Green Herbs at
the left of the Magic Box), then go to the Magic Box and take ONLY the
Shotgun Shells, Shotgun (Custom Shotgun if you have upgraded to it), and
a spare triple herb.  After making sure that you have only the necessary
items in your inventory, there should be a movable Freight near the
Magic Box.  Move the freight to the Lift.  Now descend through the lift.
Move the freight away from the lift until you have room to move the lift
to Leon's left.  Now move the freight upwards (make sure it's at the left
of the lift) until you can't move it anymore.  Be sure to leave some room
so that you can push the lift towards the red lift (You can't push the
box to the red lift anyway).  Now push the freight upwards until you can't
move it anymore.  Once the freight is at the dead-end (You should be able
to gain access to the Power Room, but you can't do so from this point
since you don't have the Power Room Key), you don't have to do it again
and that's great since this is a tough puzzle to complete.
Reason for In-Depth Details: One person e-mailed me with regards of the
Power Room in Leon's Second Scenario.  I understood that this puzzle is
no pushover, so I'll be nice to you right here.

After you solve the stepstair puzzle, go inside the lower level of the
power room to turn on the power of the Elevator.  Be sure that you either
slip and slide through the Super Lickers or just kill them (If you don't
have the Custom Shotgun, then you will have to just slip and slide through
them, and it's pretty tough because there are about four lickers) before
providing the Elevator some much needed power.  Now go back to the way
you came, and go to the Elevator.  Now the Elevator should be working.

After you go down the Elevator, you will be at the Security Corridor.
The Naked Zombies can be disposed of by just aiming the nozzle of the
Shotgun at their heads and letting them have it.  Try to tag several
Naked Zombies at once with one shell so this way you can conserve ammo.

Now head to the door at Leon's right.  At the intersection, take the
door to the East Area.  Now take the door at the leftmost dead-end.  Now
walk until you see yet another dead-end.  Take the Fuse Case (BUT DON'T
stand near the computer.  Use the Fuse Case and you will get the Main
Fuse.  Take the Main Fuse and return back to the Intersection.  Use the
Main Fuse at the Power Generator and head to the door leading to the
West Area.

I agree with Brandon Dennis with this one.  You should have enough
Shotgun Ammo here by the time you are in Umbrella's Secret Lab.  AS A
LEFT IN YOUR INVENTORY.  A Brandon Dennis First since you only go here
if you are short on ammo.  A Vincent Merken first since I deem this as
an unnecessary pickup.  Be sure that you have AT LEAST TWO ITEM SPACES
because you will need the Flamethrower which is located at the locker
at the right of the Anti-BOW Gas Triggering System.  Be careful as
there are several Naked Zombies here.  After disposing the Zombies,
use the Flame Thrower on the plant blocking the pathway to extra Shotgun
Ammo.  Now go inside the Venthole and you will be greeted by several
Lickers.  Ignore the Lickers and go to the door that contains two boxes
of Shells.  Get both of them and head towards the door that is locked.
Now it's time to deal with the Poisonous Plants at the West Area.

Note: Jim Irwin told me that the Flamethrower won't lower your rank
since the range of this weapon is lousy, which is a good thing since
some beginners are afraid that the corpses of the plants may injure
Leon.  Still, the Flamethrower only adds time to your performance so
just omit the Flamethrower for the sake of having lunch early.

Like I said, you should have enough Shotgun Shells by the time you
first get inside the West Area.  Flick the switch near the door open
and you will be greeted by two Poisonous Plants.  Run backwards until
you are out of the reach of the Poisonous Plants.  Now let the Plants
have it.  After the Plants are done for, head to the door which is
blocked by the Poisonous Plants.  Be careful as their corpses can
injure you somewhat.

When you get inside the Plant-Infested Area, there is no time to mess
with the Poisonous Plant, so just take the ladder down to the MO-Disc
Verification Area.  Once you are inside the MO-Disc Verification Area,
a narrow corridor will prevent you from sliding from the Lickers without
any wounds, so you will have to dispose the Lickers before moving on.
March gently as you dispose the lickers (There should be three Green
Herbs at your right as you make your way past through the MO Disc Station)
and proceed to the Monitoring Room.  Next to the Magic Box (near the door
to the next room), take the Weapon Box Key and switch the Tripleherb to
the Superherb (or a Blue and green Herb if you do have one, there's a
Red Herb before you enter William's Research Room) and let's head to
William's Research Room.

As you enter inside William's Research Room, there should be a door that
will require you to use the Weapon Box Key.  Just exchange the Weapon Box
Key for the Magnum Parts.  Now inside the actual study room dispose any
Naked Zombies by blowing their heads off (The Vincent Merken Way) and at
the same area you saw the Lab Card Key, there should be the Power Room
Key.  Return to the Magic Box near the door and take the Magnum with you.

Go back to the West Area upstairs and back to the elevator near the
Security Corridor.  While returning back, try to hug the left wall so
the plant won't grab and poison you.  If you get poisoned, just use the
Superherb.  Also, just use the Magnum at the Final Licker as you make your
way back to the Power Room Area.  If you run out of ammo, it's time to
upgrade your Magnum to the Custom Magnum (You get a free kick-ass reload).

As you make your way to the area where you did the painful Freight Puzzle,
you will be stopped by Annette for some cheesey chit-chat.  As Annette
tries to kill you, Tyrant butts in and that will be the last time we will
ever see Annette ever (That's good because she gives me the creeps).
Bad part: Annette leaves you with Tyrant to deal with.  Ignore him (if you
have AT LEAST an 8-Magnum Bullet Clip on your Magic Box) or loot him by
giving him 5-7 shots from the Magnum and taking the Magnum Clip from him.

Back to the area where you did that painful Freight Puzzle, take the lift
and descend.  Now go to the dead-end which is supposed to be the gateway
to the Power Room.  Climb up the boxes and use and discard the Power Key.
Walk to the dead-end and you will suddenly be stopped by Tyrant.  Just as
you thought that it's all over, Ada comes in to save you, but she gets
lifted over and she lands several shots at Tyrant's face.  UNFORTUNATELY,
You try to save Ada's life, but she won't survive.  Leon kisses Ada and
then after Ada dies, he screams, "AAAAAAAAAAAAAAAADDDDAAAAAAAAAAAAAA!!!!"
and you feel a sense of guilt on your heart!!!  Unfortunately, the lab
feels like blowing up, so you'd better get out of here before it's too

Before leaving the Power Room, grab the Master Key that is flashing
with light.  This is a vital item to take so don't miss out.


After exiting out of the Upper Power Room, Claire will tell you to go
inside the Security Office to pick up Sherry.  Head to the Security
Office (You know where it is) and use the Master Key.  You will drop
Sherry inside the train.  BTW There's nothing you can do to grab the
items in the Security Office but who have enough ammo anyway!

Now go to the Elevator and use the Master Key to release the Emergency
Platform.  After dropping Sherry off, go to the end of the Train and
grab the Platform Key.  Go to the Magic Box and take only the Custom
Magnum, the remaining Magnum Rounds you have (HAVE AT LEAST 16 ROUNDS
Triple Herbs and/or Superherbs, the Platform Key, and ONE FREE ITEM
SPACE (You will free up an item space after using the Platform Key).

Now get out of the train and unlock the Platform Gate (Use and discard
the Platform Key).  Now board the stairs.  WARNING: You only have five
minutes from this point to finish up Tyrant and to finish solving the
Train Puzzle, so make sure you do not waste any time.  Go up the stairs
and go to the closed area and flick the switch to open the poles.  Now
grab the Joint S and N Plugs and go inside the Power Supplementation
Area.  At the end, use the Joint S and N Plugs.  Unfortunately, Tyrant
has survived the fall and he will now attack you with full strength!!!

Tyrant has even faster attacks and a dual-hand press that will damage
you no matter what you are doing!  For the normal attacks, just run
left.  If you run right, Tyrant will always tag you with his punches.
Once you have enough room to tag him, use your Magnum and when he charges
right at you, run leftwards and he will only swat thin air.  Three Shots
and the ghost of Ada will drop a Rocket Launcher.  Grab the Rocket Launcher
and make sure that Auto-Aiming is turned on because you STILL can miss.
One perfect aim is all it takes to net a spectacular finish ("Game Over!").
Now return back to the area you entered from the Elevator, but this time,
keep on going straight and at the dead-end (Pass the Intersection), press
the switch so that the Train is no longer blocked.  Go back inside the
train and into the Pilot's Room and start the train.  Note: Be careful
of the Naked Zombies.  Once you start the train, you will pick up Claire
and William Birkin.

Once you regain control of Leon, load up the Magnum and reload it.  Now
make your way to the back of the train and you will face William Birkin
for the final time.  For this final transformation, all you need to do
is to just walk back until you can't do so anymore and fire seven Custom
Magnum Rounds until he's toast.  Now try to make your way back to the
Engine Room and you are finished with the game!!!

Hopefully, if you have skipped all of the optional pick-ups (what I deem
unnecessary since it adds too much time anyway), then your effort should
be no slower than 1:45.  However, beginners will have to allow a 2-hour
effort in order to beat the game.  If you beat the game by saving but if
you already have an A Ranking, you will get an Infinite Weapon, though
you can't get the Gatling Gun.  Beat the game without saving, in under
2:30, and with the A Ranking, and you will get the Gatling Gun.  Either
way, you will get the Hunk Scenario, which is a lot harder than the
regular game.  Have fun!  That's it!!!


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

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

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


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

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

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

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

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

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

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

Best Claire B Clear Time: Claire B: 1:58:18, Rank of A with NO SAVES!
Best Claire A Clear Time: Claire A: 1:46:01, Rank A with NO SAVES!!
Note: The Claire A would be a little better if I haven't goofed up
in the process of getting out of the Police Station!!!  Remember if
you want 1:45 Claire A Times, then YOU CANNOT GOOF UP AT ALL.

Now here's the most frequently asked question:

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

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

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

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

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

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

Q: How about those Game Shark Codes?

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

A final rant from "Ves"
If for any reason this document won't enable you to reach an achievement
time of under 1:45, and a rank of A, make any necessary adjustments until
you make reaching Rank A with 1:45 second nature.  This speed guide is
just a blueprint of what to expect so you may need to variate your skills
a little just to pick up some speed that you might need in subsequent


Again, this FAQ can only appear in the following sites:

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

Why?  Because these sites are the only ones that keep all original work
updated and up-to-date.  Ever since reading marshmallow's works, I've
been obsessed in limiting the amount of sites that are permitted to
display this file.

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


* DO NOT place this file in your web site directly.  Only the five
  aforementioned sites have an exclusive right to mirror this file.

* You can make a link to my FAQ Library Page.  The only rules that
  I would like to enforce is that you link ONLY to an HTML or an
  Interactive Web Page.  The link to this page is:


* Please KIM that linking to GameFAQs is goverened by the Legal
  Disclaimer as foretold under the statement, "Linking Rights".  I
  highly recommend that you make a link to my website so that people
  will always have the latest version of this work viewed right through
  their screen.  Please DO NOT link directly to any TXT or ZIP files
  if you have to link to my page!

Part of the reason why I'm doing this is because if you don't view an
HTML Site, then you may not be able to run the ads that appear on top
of the HTML Document, which IS NO FAIR TO THE WEBMASTER.

Also, I'm doing this because all FAQ writers are just getting sick and
tired of seeing outdated versions of their files!!!

For details about linking rules, visit which is Brad Templeton's
Linking Rights Essay.


One time when I was forced to update another FAQ for Super GT by Sega,
I was surprised to see that I was driving from Helen Keller.  That is
why you MUST follow the protocol as described in the aforementioned
Form Mail Page URL.

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

You can find their work at


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

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

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

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

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

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

-  Vincent Merken for being the strongest warrior in the World of
   Survival Horror and for a confirmation about the Spark Shot.

-  GameFAQs for being the largest stable of Original Work

-  Kao Megura for *finally* reaching his ultimate milestone.

-  Imagine Games Network for being the largest Video Gaming Community
   over the Internet

-  Game Shark Code Creators Club for a good assortment of Game Shark

-  Secrets of the Game Sages for having the best amount of non-Game
   Shark codes on the web.

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


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

Resident Evil 2/Biohazard 2 (c)1996, 1998, 1999, 2000 Capcom.