Resident Evil 2/Biohazard 2 Claire Redfield Scenario 1 Speed Guide Compiled by Mark Kim (Vesther Fauransy) Capcom for the Sony PlayStation Console Version 0.3.8 (Text Build 2002) Date of Completion: January 1, 2000 (No time given) Date of Public Release: January 1, 2000 (No time given) Copyright Information --------------------- Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim. All Rights Reserved. This file is SHAREWARE and is strictly for entertainment use only. In addition, this file can only be HTMLized by the sole owner of the file (Mark Kim), regardless whether the content is good or bad. Furthermore, only the following sites shall be granted an exclusive license to view this file over the web: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Secrets of the Game Sages (http://www.gamesages.com) * Cheat Code Central (http://www.cheatcc.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) It is a criminal act to reproduce and/or retransmit this file in any way, shape, or form (regardless of the medium) and it shall be a criminal act to to use this file at a password-protected site where either user accounts are utilized and/or money is made through these accounts. It is a direct felony to use this file for any profitable (even if you fail to make any money out of it), promotional, and/or commercial transactional purposes (including but not limited to giving this file as some sort of bonus, gift, or any other means to generate any money out of this document). It shall be a severe criminal act to incorporate any or all of this file into any gaming guides, game sites, magazines, or any other profitable and/or commercial transactional means that exists (including reprinting, OCR-ing, and the like). To conclude about this, it shall be a direct criminal act to make any money out of this document. Currently, this document is being maintained and is the sole property of Mark Kim, and this file is protected by all applicable copyright, trademark, and patent laws in addition to all International Treaties. Any breach of copyright, trademark, and/or patents (which includes but not limited to plagiarism, stealing, laming, pirating, or otherwise) and/or using this document for any other purposes other than personal and private purposes, and/or illegal mirroring of this file (other than the five aforementioned URLs as described in the beginning of this disclaimer) is a direct violation of all applicable copyright laws, International Treaties, Patent Laws, US Title 107, and the Berne Copyright Bill of 1976. Violators and Transgressors shall face severe civil and criminal penalties through the maximum extent possible by law. Mark Kim acknowledges and respects all copyrights, patents (pending or not), and trademarks whether if it's mentioned or not somewhere in either the FAQ Text File and/or site as no copyright infringement was intended. If for any reason I MUST USE any copyrighted resource, then credit will be given at the Acknowledgements Section for the common part. Note that whenever I give credit, I WILL NOT REVEAL ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy of the people for whom I give credit to. This file has been carefully written by Mark Kim in respect to all copyrights, patents, and trademarks. 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 and/or related to Resident Evil/Biohazard are registered trademarks and copyrights of Capcom Co. LTD. and Capcom USA, Inc. All Rights Reserved. This document was carefully authored by Mark Kim in respect to all Capcom Properties, as no infringement was intended. I'll make this simple: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED USE OF IT!!! NO PAID PUBLISHERS (ESPECIALLY EGM AND ANYBODY OF THE ZIFF-DAVIS FIRM) SHALL USE THIS FILE IN ORDER TO GENERATE INCOME OUT OF THIS WORK!!!! THIS FAQ HAS TO REMAIN FREE OF CHARGE AT ALL COSTS!!!! I didn't create this file so that some hack-writer can just slack-off and get paid for it!!! ======================================================================== HISTORY OF THE FAQ May 27, 1998 ------------ This is the Beta version of this FAQ, which was submitted to CJayC in the form of an e-mail message, because I have no idea if my work will cause any treaty violations or not. Also, there are many flaws sending the FAQ in the form of an e-mail message. Too many bugs on this version. May 28, 1998 ------------ This is the first public release of this FAQ, with lots of bug fixings and with some additional features that were not included with this FAQ. Also, to avoid allegations of plagiarism, I managed to fix the content of this work whenever appropriate. This work will be displayed right at my website but will be a GameFAQs.com exclusive until I can get my site updated. June 1, 1998 ------------ Possible Resources of this FAQ were added in the event of a Lawmaker checking the content of this FAQ. I, as the author of this FAQ, makes sure that I'm writing this FAQ in my own words, and in my own knowledge. Also, note that I may have removed or added some material in this FAQ under my own discretion. June 10, 1998 ------------- I realized that I haven't split one paragraph apart from the optional area. Also, since you are allowed 6 saves (before your ranking goes down), I have included some recommended save points. I have included an end-of-game warning because there are times when you don't have the guts to destroy William Birkin. 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 ---------------- This FAQ has been mainly updated for legal purposes, but there seems to be one or two areas in this game that seems to be hard to accomplish due to its high-degree of difficulty. If for any reason I have to go in-depth, I will tell you why. May 17, 1999 ------------ Use of the Vesther Fauransy Pseudonym begins for this document. Document updated to take advantage of the brand new Mark Kim Trademark Interface for FAQs. July 6, 1999 ------------ Many of things have changed ever since I've first wrote a speed guide in the world of survival horror. Much of this information that you might have been reading may or may not be able to get you the Rocket Launcher, which is the ultimate goal for this file. Also, I'm trying to have you grab the Rocket Launcher in inder 2 hours. Also, there have been some areas that have been identified to add some time, so I'll note them as "Beginner Areas" since these areas are meant for Beginners. It's possible to achieve hellish-hard times of 1:45 for Claire's First Scenario, although only Leon can do 95 minutes on his first scenario, and 100 minutes on his Second Scenario. Vincent Merken has demonstrated that ONLY Leon can achieve even hellish-hard 95 minutes. I should be able to have his document mirrored at my website by the time you are finished reading this (but I'm going to keep his legalese if you had to ask me). Much of the reason why I only write two speed guides (One for Claire, and one for Leon) for Claire's storyline is because Resident Evil (Biohazard) is supposed to be a story about the Redfield family. Chris was still missing after Resident Evil 2 and Claire is trying to find Chris Redfield in Resident Evil/Biohazard: Code Veronica for the Sega Dreamcast. Resident Evil/Biohazard Nemesis coming up for the PlayStation is only a bridge to Resident Evil 2, with Jill Valentine coming to Raccoon City, only to find out that she has to move away from Raccoon City before all is too late. Still I would say that the Redfields are the main attraction to this game. I have made many revisions so that I can help you get the Rocket Launcher (which also lowers rank if you happen to use it since you tend to cheat) and achieve a time of under 2 hours, maybe even 1:45 if you don't commit blatant mess-ups. Remember, ONLY Leon can achieve hellish-hard 95 minute-First Scenario Games as Vincent Merken has made clear on his Leon Scenario 1 95-minute file. The Second Scenarios are a lot slower than the first scenarios as I found out from the speed survivor himself. Enough ranting. Time for the main scope. July 12, 1999 ------------- Just had to be more descriptive on some parts of this document because I felt I rushed the last version of the document into the Internet. This way even beginners may be able to beat the game in under 2 hours. ======================================================================== CONTENTS OF THIS FAQ: - Newsflash - What you need to know - Guidelines - Items for Claire - The Body of this FAQ - What items to avoid - Special Items and Characters - How to mirror this FAQ or send a new version to GameFAQs.com - Resources of this FAQ - Credits ======================================================================== NEWSFLASH Newer versions of the Resident Evil 2/Biohazard 2 Speed Guide for Claire Redfield's First Scenario can be found at http://www.verasnaship.net, 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 (http://www.netzip.com) by Software Builders or WinZip (http://www.winzip.com) by Nico Mak Computing. DON'T ABUSE THIS LOCATION OR I WILL TAKE IT AWAY. Here's the URL in the event you get a 304 from verasnaship.net: - ftp://ftp.enteract.com/users/markkim/resevil2_clairea.zip 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: - http://www.verasnaship.net/text/emailme.html 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 persist, then I will ask your ISP or E-Mail Provider to unfavorably shut you down. Also, if you choose to indulge to do any of the following, I will ask your E-Mail Provider or ISP to shut you down without warning from your provider: - Spamming of any sorts - Unsolicited Advertisements - Dirty Pictures - Racist Behavior - Impersonating anybody - How to get rich quick or what you're trying to sell to me - Any writing of material that is offensive, gross, or otherwise deemed illegal per Internet Community - Bulk Mailing and/or Mail Bombing - Linking to any Dirty Websites - Not adhering to your ISP's AUP - Racial/Ethical Slurs - Fake Messages Also, impersonating as "Capcom" for any reason is immediate grounds for me to ask your ISP to shut you down. Your IP Address and your DNS Lookup will be displayed with the message so you'd better be good. Also, I will be using Eudora Pro as my primary e-mail client when it comes to e-mail so if I catch any rule violations within your e-mail, then I will take these issues up to your ISP. I, as the sole author and owner of this document, reserve the right to enforce my ISP's and your ISP's Acceptable Use Policies and the Terms of Service without any warning at anytime. Please visit the following websites to see why I'm doing this: - http://spam.abuse.net (Spamming Infocenter) - http://www.cauce.org (Coalition Against Unsolicited Commercial E-Mail) 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 procedures: 1. On Netscape Communicator, click on Edit, then Preferences. 2. Click on Fonts at the Appearance Section 3. At the Fixed Width Font, select Courier New, and select size 10 point font. 4. If you see this sample bulk of writing aligned correctly, please proceed: 1234567890 ********** ======================================================================== WHAT YOU NEED TO KNOW If you have noticed by now, I have visited GameFAQs.com and looked at a lot of Resident Evil 2 FAQs lately. While there were some pretty reliable speed guides on the site, neither have talked about Claire's Scenario 1 the fast way. That is why this guide is intended as a speedguide and not a walkthrough. If you use this as a walkthrough, then you may get lost or whatever. It is highly recommended that you spend some time going through Claire's Scenario 1 before you even try to read this document. 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. However, since my focus is staying relevant to my belief that Resident Evil/Biohazard is the Redfield Family's story, I'll try to help you get the Rocket Launcher (using Claire, I can't believe that many people pity Claire because of her weapons and that) the Claire Way. My goal is to help you get the Rocket Launcher in under 2 hours, but if you skip all the optional areas, then you should be netting 1:45 Claire Scenario 1 Missions (but remember, ONLY Leon can do 95 minutes on his 1st Scenario as Vincent Merken has made clear on his Leon Scenario 1 95-minute Guide). 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. For advanced players, I would say that you can go under 2 hours and you don't need that much ammo but a Beginner may need to grab lots of ammo in order to beat the game in under 2:30. Also, there are some risks that you need to take if you want to achieve 1:45 Claire Scenario 1 Missions (i.e. blowing the Bow Gun, et. al.). ======================================================================== GUIDELINES * 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. Once you are confident enough that you will achieve under 2 hour Claire Scenario 1 Missions (1:45 for professionals, 2:30 for beginners), then you can go ahead with the Normal Setting. * 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. * You are allowed up to 6 saves, which is definitely too much. For Advanced and Expert Players, I would say that you can pretty much beat the game without saving. This only applies to the First Scenario. For each Ink Ribbon you grab, you will get 2 saves so in practice you only need 3 Ink Ribbons. They can be found at nearly every typewriter. For beginners, I would say that you may need to use the 6 allotted saves in this guide. * 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 Evil/Biohazard. * Since I'm assuming that you know everything there is for Claire's First Scenario already, I won't be too nosy about what you have to grab throughout. HOWEVER, whenever possible, I'll try to spot any unnecessary pickups, which will only be suitable for Beginners (since I don't want to place any beginners at risk). * 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. Remember that you need to beat the game in under 2:30, save no more than 6 times, use no First Aid Sprays, and achieve a Rank A if you want the Rocket Launcher. * 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. * Your main concern in Claire's First Scenario is the Sherry Mini-Quests, where you have to dodge the bees and dogs without any weapons. Even though it's only a sub-quest, you STILL have to keep Sherry in good condition. The game ends if Sherry gets killed by either the dogs or the bees. To escape from the Bees' grasp, press the X butto rapidly and wiggle the Control Pad until Sherry is freed. Do it the instant you see Sherry get grasped at--or it's game over. * Since what I'm going to throw out in words is quite a risk, try to grab as much ammo as you can. Later, when you become better in the game, you can omit some unnecessary pickups and beat the game with even less ammo. Kill Lickers and the Spitter with the Acid Shots. Take on Part 2 and Part 3 William with the Fire Rounds. Kill Plants with the Fire Rounds. Rationalize your ammo when killing certain Zombies. * If you are not planning to save at all, then I recommend that if you have been playing with your PlayStation for 2 or more hours, then please wait for 30 minutes at the least (longer is better) before playing Resident Evil 2. 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 the advanced player, you can pretty much ignore about 80% of the Zombies, but you need to be very careful since you only have 13 Bullets. If you can make it through the Police Station without grabbing any items (and of course skillfully swerving and sliding past through the Zombies), then you will be able to reach the Brad Vickers Zombie. However, I would NOT think about grabbing the Special Key since the Vickers Zombie takes lots of hits, so once you get inside the Police Station, just get inside the Building as we don't have time to waste with the Brad Vickers Zombie. However, for beginners, I would say that you will need to grab the items before the Police Station. * 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. * Forget the Spark Shot as this is considered cheating. You will receive a lower rank if you pick it up and use it. * Hopefully, this document should help you beat Claire's First Scenario (assuming that YOU DID play the game in Normal Mode) in under 2:30. If not, make any necessary adjustments to reach your goal. For advanced players, if this guide does not enable you to reach times in under 2 or if you are unable to reach your ultimate goal of under 1:45, then make any adjustments until you are able to reach the ultimate goal. ======================================================================== ITEMS FOR CLAIRE: Knife ----- Good for close-up attacks but not as protective as a Firearm. Forget using this weapon since it's pretty much useless. Browning High-Power ------------------- Weakest weapon available for Claire, but a lot more protective. 13 bullets in a chamber. Hand Gun Bullets ---------------- Weakest bullets in the game for use with the Browning High-Power. Each box you grab is usually worth 15 bullets, and a few are worth 30 bullets. You basically need only about 88-118 bullets (About 5-6 boxes, one of the box is a 30-pack) for this guide. Bow Gun ------- I hate this weapon. It sucks. Worst powerup in the whole game. This is not a suitable weapon overall. For the advanced player, you may be able to beat the game without the Bow Gun (it's risky) but for an Intermediate Player, you possibly need about 18 shots in order to do so. The weapon holds 6 shots. Bow Gun Bolts ------------- For the Bow Gun. Each bag gives you 12 more shots. You only need 18 Bow Gun Shots, but an Advanced Player can beat the game without the Bow Gun Shots, though it's kind of a risk to leave the Bow Gun. Three-Element M79 ----------------- Claire's main weapon overall. It uses three types of rounds: Explosive, Acid, and Fire. The M79 can carry unlimited counts of bullets of one type. Explosive Rounds ---------------- Rounds that spread through a wide range and explode in contact. Each bag gives you 6 more explosives. Acid Rounds ----------- Rounds that burn up through contact. Each bag gives you 6 more Acid Shots. Fire Shots ---------- Rounds that emits large amount of fire through contact. Each bag gives you 6 more Fire Shots. 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 status. Herbs ----- 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 Claire grabs her stomach with her arm. If you see Claire 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 Spray. - Two Green Herbs: Recovers life only equivalent to 2/3rd of a First Aid Spray. - 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. You may think that this combination will lower your rank just because of its awesome healing power, BUT BELIEVE IT OR NOT, IT WON'T LOWER YOUR RANK (because you used three herbs to create this one) and that's good because if you are at Danger condition, then you can just use a Superherb and recover back to FINE in no time. Save this one for the end-bosses. Spark Shot ---------- 20 Shots. Electrocutes in contact. Lowers Rank because this is considered cheating in other words. Don't worry: It's useless because you can't aim upwards. Machine Gun ----------- Fully Automatic Firing. Lowers Rank because this is considered cheating in other words. Don't worry: Most two-slots become useless anyway. Side Pack --------- With the Side Pack, you can carry 10 items. AS A GENERAL RULE, SAVE THE SIDE PACK FOR THE SECOND SCENARIO MISSIONS. For Advanced Players, you 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. ======================================================================== NOW IT'S TIME TO GET GOING Note: To skip FMV's (with the exception of the cheesey speeches and the end FMV), press the Start Button. If you have read Vincent Merken's Leon Scenario 1 95-minute Guide, then the FMVs AND the Cheesey Speeches does not influence time, which is a good thing. Just press the start button to cancel the FMV's because I'm pretty sure you want to eat lunch or dinner the sooner the better. From the area which Leon and Claire split up into two groups ------------------------------------------------------------ Skillfully swerve and slide past through the zombies (because you don't have enough bullets). Allow yourself some room for error as you can't afford to get injured here. Even for a beginner, I would say that swerving and sliding past through the zombies here are just cake. Just hurry up to the weapon shop and hear the first cheesey speech. Note: I hate hearing the cheesey speeches over and over again. Ask Jim Irwin, Vincent Merken, Brandon Dennis, and any other speed-minded souls. =P After the cheesey speech with the Gun Shop Owner, just make your way through the door. For beginners, I would take the boxes of Hand Gun Bullets before proceeding on, but Advanced Players should just bill the boxes as unnecessary pick-ups. Either way, don't bother with the Bow Gun now: Trying to kill the zombies for control of the Bow Gun only wastes time. Get out of the weapons shop, pass the fence, and when the Zombies crack the fence open, you'll probably need to knock out the zombies (Don't kill them though, you only have 13 bullets). Knock them out and slide past them. Get inside the door from the Basketball Court. For beginners, before you even deal with the Zombies who knocked the fence open, grab the Handgun Bullets from the back of the pickup. For advanced players, you probably don't need that much ammo anyway. Still you need to be careful because you only have 13 bullets from the start until you get to the Police Station. Keep on moving forward up to the Trash Can. For beginners, I would take the Handgun bullets before moving on but for Advanced Players I would deem this as an unnecessary pick-up (Remember, you only need about 88-118 Handgun bullets in all). If you are an advanced player, you need to skillfully swerve and slide past through the zombies with minimal damage. BE VERY CAREFUL THAT YOUR CONDITION DOES NOT FALL BELOW FINE as some zombies before you reach the next door tend to drain your energy pretty quickly. Skillfully swerve and slide right through the zombies but you may need to take a hit from that lady zombie anyway (but you can dodge her with skill and wit, though it's kind of difficult without knocking her down). However, for a Beginner's case, you will need to knock down the Lady Zombie first and then start swerving and sliding past through the Zombies by hugging the Right Wall. As you approach the bus, hug the left side to easily avoid the Zombies eating a cop. Now just enter inside the doors. For a beginner, I would take the Handgun bullets at the back seat but for Advanced Players, I would deem the box at the back seat YET another unnnecessary pick-up (since you became a lot more skillful than you were as a beginner). Knock out the lady zombie crawling at the floor and KNOCK DOWN BUT DON'T KILL the other zombie and get out of the bus from the front door. For advanced players, you should be out of bullets by now but beginners will have some bullets left. Beginners may need to knock a few zombies down before proceeding since a large group of zombies are waiting but Advanced Players can laugh at the zombies by just skillfully swerving and sliding right past through the zombies. All you need to do is to know the pattern to dodge the zombies unscathed. Head to the door and now you are at the Police Department. Beginners: You are going to take up more time than Advanced Players since I had you take the items for your own safety. Take the first right, grab the herb from the left plants, and get inside the Police Station Building. Advanced: Since you didn't obtained any items from the start until the moment you arrived at the Precinct, you have already met the conditions to meet up the Brad Vickers Zombie at the second right from the stairs. We won't mess with the Brad Vickers Zombie since we want a major speed gain. Grab the herb from the left plants, and get inside the Police Station Building (You should be proud by now because since you reached the Police Station without grabbing any items, you've done yourself justice with a major speed gain). Once you head towards the hall, pass the dual doors at the left, and get inside the locker room, hear YET another cheesey speech between Claire and Marvin, and get the Keycard from Marvin. Afterwards, go to the computer and use the Keycard to open the doors, and get the Bullets from the railing of the reception desk of the Hall. Advanced Players will need the 30-pack since they are now out of bullets by now. First Save: Right after you electronically opened the left dual doors and the right door with the Keycard. You should be going to the wooden dual doors and dump the knife in the Item Box. You only need the Handgun and the Handgun Bullets. Keep advancing to the Licker Hall, and face the Licker. Don't bother killing the Licker for now since he takes about 10 Handgun Bullets before he dies (You are not strong enough to kill him yet). Instead, just hug the left wall and proceed to the door towards you. He's not as quick as Hunters were in Resident Evil 1, but they're still dangerous as they are as quick as you are. Now keep advancing to the hallway to the briefing room (but pass the briefing room because you don't need to go in there now), and into the hallway to the Darkroom. Be careful of the four zombies lurking there as you try to take the stairs to the second floor. Grab the herbs if you are in for some hurting and if your condition falls below "Fine" (You probably done all of the Zombies by now), combine all three Green Herbs that you have created into a Triple Herb, and use it so that you will be back to Fine Condition. Note: Before you face the Licker for the first time, a corpse will have a box of Hand Gun Bullets. Beginners will probably need it but Advanced Players can take the risk of not getting it. 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. Note: Behind the middle statue, there are handgun bullets. Take them if you want but for Advanced Players, you only need about 88-118 bullets overall throughout the game. That's 5-6 boxes, one of the boxes being a 30-pack. 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, head to the STARS Office and examine Chris Redfield's desk for the Diary and the Unicorn Medal, and get the Handgun Bullets (Advanced Players probably may need this box) and the Grenade Launcher before you leave. Ignore the FAX Machine and exit out of the office. Go back to the way you came from. You should now be powerful enough to off the Licker. If you don't want to, then just hug the right wall and keep on running until you can reach the door. Don't worry: He won't jump attack you as long as you don't stay put. It takes two grenades to off the Licker. Use the Unicorn Medal to get the Spade Key from the Statue. Go back to the Licker Hall and open the door to the File Room. You will probably need to kill the Licker before you get in. Just two grenade shots before he dies. Get the Crank and go back to the STARS hallway. Pass the office this time and take on the zombie chasing after Sherry Birkin. Use and discard the Spade Key to meet up with Leon, then enter the Library. Note: On your way to the locked door near the STARS Office, you may need to go inside the safe room near the staircase to dump the Crank before proceeding. You basically only need the Handgun, Bullets, and the Spade Key from this point. There are Handgun bullets at the left side as you enter the room, but like I said, advanced players need only 88-118 bullets overall in the game. Also, grab the Fire Rounds before you enter the Library, and the Red Herb from the vase as you exit the Library. You should have already solved the Statue Puzzle by the time you go back to STARS office to unlock the door requiring the Spade Key. Head to the second floor of the Hallway, release the Emergency Ladder, and get inside the Waiting Room. When you get inside the roasted hall, just go to the next door which isn't obstructed by the flames. Unlock the grey door to the Liaison Room, go through the Crow Corridor, and enter the outside wreckage area. Go down the stairs, into the cabin, get the Valve Handle (and the Bow Gun for Beginners, for Advanced players, you can leave the Bow Gun alone, but if you need more ammo, you only need about 18 Bow Gun Shots overall), and go back to the outside wreckage area and use the Valve Handle to extinguish the flame. Go back to the wrecked hall, passing the Waiting Room, and go inside the statue room (the door near the wreckage) and retrieve the Diamond Key. Get inside the Waiting Room once again, grab the lighter from the seat, dump any unneccesary items into the Item Box. You should only have the Handgun, Bullets, Bow Gun (for beginners and anybody who needed the 18 shots: if you choose to leave the Bow Gun for this scenario, you will take quite a risk but the rewards are quite significant), the Diamond Key, and the Lighter. Take the emergency ladder, and head back to the same direction you took to get inside the STARS office but with a few exceptions: * After exiting out of the Licker Hall, go inside the Briefing Room and into the Chimney. Use the lighter and obtain the second Red Jewel. Leave out of the Liaison Room and into the leftmost staircase on the first floor of the Precinct. * Unlock the last door at your right using the Diamond Key. Now go back to the safe room near the stairs and dump any unnecessary items into the Magic Box. Dump the Handgun and Bullets since you don't need them anymore. From this point on, *I WILL ASSUME* that you did have a need for 18 Bow Gun Shots. If not, then no big deal: You won't have as many shots as you need to kill William 4 at the end. Keep only the Bow Gun, and keep one pack of herbs ready just in case you get injured. The Safe Room Visit is just optional for now since you don't need to visit unless you are really hurting for space. When you get into the darkroom hallway once again, unlock the door to the File Room with the Diamond Key but as you try to unlock the door to the locker room, be careful of those zombies who are up close and personal with you. Don't forget to grab the Plastic Explosive (and the Bow Gun Bolts at the right side of you as you unlock the door) before you leave. Go to the mini-office to face the now-zombified Marvin and get the Detonator. Combine both Explosive and Detonator to create a complete detonator. Exit back into the hall, go up the Emergency ladder, into the Waiting Room, and use the complete detonator to clear the wreckage. Second Save: If you want, though it's not required. Before you clear the wreckage blocking the pathway to Irons' office. Meet Brian Irons in the Chief's Office and Sherry Birkin in the Second Floor Chimney. Get the Heart Key from the Chief's Desk before returning to the wrecked hallway. Go back to the Crow Hallway and take the gray door to the liaison room. Don't enter main room just yet; use and discard the Heart Key and go inside the basement. Go to the X-ed doors, into the manhole, into the safe room, and find Sherry once again. The dogs can be skillfully ignored if you are careful as killing them just wastes time. Note: Before you meet up with Sherry once again, you only need the Bow Gun, the remaining bolts you have, the Grenade Launcher, Lighter, and the Diamond Key. You don't need herbs now (since there should be some along the way). At your discretion, you can grab the Handgun and Bullets but this will be the last time you will ever use it if you want to grab it so be careful not to grab any more Handgun Bullets. As Sherry, just go into the Sewer Irrigation Room, solve the Freight Puzzle to get the Club Key. Just return to where the Sherry Mini-Quest started. Your main concern in the Sherry Mini-quest is evading the dogs, who will try to destroy Sherry in an instant. The game may end if Sherry is killed by the hands of the dogs. When you regain control of Claire, get the Club Key, and just unlock the Autopsy Room with the Club Key and return back to the Liaison Room. Be careful of the Lickers sneaking in the Hallway. No time to mess around with the Lickers, so even though you may need to take some hits (Their hits do lousy damage, only the Air Slash inflicts tons of damage), just ignore them and head back to the Liaison Room. Optional Area ------------- I DEFINITELY SEE NO REASON DOING THIS BECAUSE THIS WASTES A LOT OF TIME. If you are an advanced player, then don't bother. If you are a beginner, then follow along: * After opening up the Autopsy Room with the Club Key, grab the Red Keycard. Be careful of the zombies who wake up. * Go inside the Power Room and solve the Power Room Puzzle by flicking the switches Up, Up, Down, Down, and then Up. * Use the Red Keycard to open up the Weapons Room, and grab the Bow Gun Bolts. I personally would leave the Side Pack for the Second Scenario Missions, and the UZI will lower your rank if you even take and/or use it. Now, before you get inside the Liaison Room, open up the Watchman's Room with the Club Key and grab the Acid Rounds at the Bedroom and head back to the Liaison Room. You will need them as life's gotta be easier with the Acid Rounds. Go to the mini-office of the Liaison Room (careful, there are zombies here), use the 2236 combination, and retrieve the map and the Acid Rounds (For advanced players, you only need 18 Acid Rounds overall, but Beginners will need more of this, though). Get out of the Liaison Room, head forward to the Soda Machines, then head right to the Monitoring Hallway. Use up the Bow Gun to kill all the zombies here (You possibly may be able to run out) since there are too many of them. Open the Criminal Monitoring Room with the Diamond Key and the Video Room with the Club Key. Be sure you discard both keys. If you want to save ammo, then skillfully swerve and slide right past through the Zombies, but since the corridor's quite narrow, beginners may have to kill them. If you want to free up space, use all remaining Hand Gun and Bow Gun shots you may have. * I personally would go inside the Interrogation Room first and grab the Yellow Stone. A licker will come out but just get out of there quickly since he's easily ignored. * Next stop is the Video Room. Use and discard the Club Key and kill the Licker with an Acid Shot. Use the lighter to light up the range, and turn on Faucet 12, 13, and then 11 to get the crank. Head back to the Hall, take the Emergency Ladder, and head to the Waiting Room on the Second Floor (since you will need to make some adjustments to your inventory right now). Go to the Magic Box and make sure that your inventory contains only the M79 with Acid Rounds, two Red Jewels, Crank, Cog, and the Yellow Stone. Head back to the Library and take the stairs to the Third Floor. Be careful of the Licker who now lurks in the second floor of the Hall (You can swerve and slide right past him or kill him if you want). Take the third floor exit of the Hallway, into the Gear Room, and solve the Crank and Cog puzzles to get the First Blue Stone Half. Required Items: Cogwheel, Crank Go back to the Library and instead of taking the stairs, take the Dead End and solve the Shelf Puzzle to get the Red Stone. Go into the room you got your Diamond Key at, but this time, use the Red Jewels to solve the Jewel Puzzle, and get the second half of the Blue Stone and combine both halves to create one Blue Stone. Head to the Chief's office and use the Stones to open a passage to the secret rooms of the Chief (You will engage with YET another cheesey speech with Sherry). After the Chief slanders at you (and after he bursts into half), take the ladder, and face the terrible Spitter. Use Acid Rounds against the Spitter, and once you defeat the Spitter, return back to the Chief's Office to get Sherry. Note: Grab the Acid Shots before facing the Spitter and plug them into your M-79. It takes about 5 shots before the Spitter goes down into submission. Now with Sherry on your possesion, enter the Sewer, into the irrigation corridor, and after Sherry gets sucked in, head towards the basement, into the ventilation hole, and get the Wolf Medal. Sherry will get sucked in and will be infected by William. You will gain control of Claire once again. Head towards the Claire Control Room, and go back to the Magic Box and make sure that you have the Grenade Laucher with the Acid Rounds, Fire Rounds, then the Grenade Rounds, and finally the Valve Handle (which plays importance in this stage of the game. Optional Area ------------- There is NO REASON to go inside this one because you are only wasting time this way. Unlock the door to the basement using the Lockpick and open the door. Go down the ladder and kill the zombie. Grab ONLY the Grenade Rounds and get out. For Advanced Players, we don't have any time to waste in this basement. Take the lift that will lead to the same area Leon will get shot by Annette in both of his Scenarios and take the same door to the actual Sewer. Optional: For beginners ONLY ---------------------------- Advanced Players can live without an extra 6 Fire Rounds but Beginners may need lots of them in order to suffice. After taking the door to the actual Sewers, head left and climb up towards the deceased corpses. One of the corpses should have 6 extra fire rounds. Use your Fire Rounds wisely because it's reserved for William Birkin and the Plants. Basically, you head right after entering the Main Sewer Area and then another left onto the door to the next area. Now at the next Intersection, you will want to take a left and into the Double Doors you go inside. Turn left and get annoyed by Annette for a while (I hate this cold-blooded blonde). Press the start button to skip the FMV involving Annette. After Claire tells Annette to take the double doors, it's time to use the Valve Handle to lower the bridge. Cross the bridge and use the Valve Handle again to raise the bridge. Take the Fire Rounds near the typewriter and the two green herbs near the bridge (Remember to keep a spare Tripleherb handy just in case Claire begins to falter up). Advance to the door and keep walking forward until you see Sherry laying down on pain. Now you will have to confront an Alligator with an appetite problem. Run back until you see a canister at Claire's right. Release it and walk a little bit so that you are not too close to the Canister. Here it helps have Auto-Aiming turned on. Now when the Alligator puts the canister on his mouth, let the Alligator have it. This way Leon won't have to fight it on his Second Scenario. Now return back to Sherry Birkin and wake her up. Grab the Wolf Medal before you climb up the Ada ladder. Cross the bridge and grab the Eagle Medal and go back to the Ada Ladder and climb back down. Note: You need to make sure that Sherry is within your reach. If you run too fast, Sherry will stop and Claire will complain that she can't leave Sherry alone. Make sure that you don't run too fast. Special Note: Sherry is in deep trouble right now because William has just implanted an Embryo inside her body! Go back to where you got annoyed by Annette earlier on the game. Use the Valve Handle the final time so that you can cross the bridge. Now go to the Clearance Device and use both Medals and reveal a door of hope. Go inside the Door of hope and go forward until you see the Tram Area. Go to the computer and turn on the Tram. Go inside the Tram and board. After getting out of the tram, go to Claire's extreme front-left. Press the X button until Claire ducks. Say YES when prompted to grab the Weapon Box Key. Now advance to the singular door leading to the first corridor of the Factory. Make sure that Sherry is within range or the game won't proceed. Head forward and then right. The best way to kill Zombies is to plug Grenades inside the Grenade Launcher, aim the nozzle at the Zombie's head, and blow them up. Not as effective or spectacular as Leon's Shotgun Trick (A Vincent Merken first) but it works. Keep going forward and board the door. Keep going forward until you see an Intersection. Take a left and keep forward until you see a ladder. Now go up the ladder. Now we are inside a Safe Room. Grab both the Fire and the Grenade Rounds (You will need them anyway) near the Control Panel. Now go to the Magic Box and take ONLY the Fire Rounds, and the Grenade Launcher. This William is definitely a wimp. =) Get out of the Safe Room and go inside the Umbrella Lift. At the Pilot Room there should be a Control Panel Key flashing somewhere. In the back of the Pilot's Room there should be 6 more Fire Shots. Grab the Fire Shots because you will need them anyway. Get out of the Lift, and go to the Lift Activator and use the Key. Say YES when prompted to start the lift. Skip the FMV showing the lift is going down and when Sherry states that her stomach hurts, Claire suspects that the Embryo is pupating and if it does, then Sherry will, will...................... Anyway, let's get out of the interior of the Lift. Notice you can't go back inside until you defeat William Birkin. Note: USE Fire Shots at William. Keep going forward until you see William. Now run as far as you can from William until you are far enough to plug in 8 Rounds at him. After 8 Rounds, William will be stunned so you shouldn't damage him until after he resumes walking with his hand on his stomach. Now when his hand is on his stomach, hit him with one more Fire Shot and he's down. Go back to the lift and you will automatically take Sherry into the bed of the Security Room. Take the Green Herb near Sherry and the Acid Rounds near the Typewriter. At the Magic Box take only the M79, Grenade Rounds, Acid Rounds, Fire Rounds, and ONE spare Tripleherb ready. Get out of the Security Room and head towards the door at the Intersection leading to the Power Supplement Corridor. Go to the East Area and proceed to the frozen door and keep on going forward until you see a Fuse Case. Grab the Fuse Case and position yourself near the Fuse Generator. Use the Fuse Case and say YES when prompted to grab the Main Fuse. Go back to the Intersection at the Power Supplement Hall and use the Main Fuse at the Power Generator. Now proceed to the door leading to the West Area. Optional Area ------------- Advanced Players DON'T NEED TO GET THROUGH THE HASSLE OF GOING HERE but Beginners probably need to do so. AS A GENERAL RULE, YOU ONLY GO HERE IF YOU ARE REALLY SHORT ON AMMO (A Brandon Dennis First). I would deem this as an unnecessary pick-up because it only adds time to your overall performance (A Vincent Merken first). Skip this if you are an Advanced Player, but if you are a Beginner, then follow along: Use the Fire Round to destroy the Plant obstructing the ventilation duct, and face two lickers with Grenade Rounds. Be sure you take the Grenade Rounds before leaving back to the unplanted hallway. Go to the switch and turn it on only to reveal two plants. Now after the door opens up, let the plants have it with two Fire Shots. Proceed to the door blocked by the Plants after killing the Plants. No time to mess around with the plant near the ladder, so just go down the ladder, and then enter the hallway to the MO Disk Computer Area. Be sure that you kill the three Lickers blocking the MO Computer Area before advancing. Acid Rounds work well against the Super Lickers. Afterwards, advance to the Monitor Room, go to the Magic Box, and keep only the Three Types of Grenade Rounds, the Grenade Launcher, and the Weapon Box Key. Go into the P4 Room, get the Grenade Rounds (use and discard the Weapon Box Key, you will need them for William Birkin) from the Locker, head towards William's Research Room and get the Lab Keycard (Watch out for the Zombies, though). Exit out of the P4 room and get yelled at by Annette for killing her husband ("I'll never forgive you!"). When you hear William roar, Annette will report to the Monitor Room to see her husband torn apart by the G-Virus, and she will get scratched BAD for such a cold-blooded act she has demonstrated for all of her life (That is good because I don't want to see Annette anymore; she turns me off!). WARNING: AT THE VERY LEAST SAVE AT LEAST 6 FIRE ROUNDS AND SAVE AS MANY EXPLOSIVE ROUNDS AS YOU CAN (15-20 SHOULD BE ENOUGH) FOR THE FINAL ENCOUNTER AGAINST WILLIAM BIRKIN. IF YOU DON'T MEET THESE MINIMUMS, THEN YOUR CHANCES OF SURVIVAL MAY BE ALL FOR NAUGHT. Go back to the Monitor Room, but you will have to ask Annette about the G-Vaccine first. I'm glad William hacked Annette right at her heart because she should be punished for her cold and selfish ways in her life (as I said before on the previous paragraph). Head back to the East Area (I'm assuming you know where to go), and use the Lab Keycard to open the door to the VAM room. Get the Vaccine Cart (and the Grenade Rounds as you will need them for William Birkin), turn on the switch, place the Vaccine Cart on the VAM, get the MO Disk from the tray, and turn on the VAM switch to get the Base Vaccine. Afterwards, you should head back to the P4 Lab Room and solve the Vaccine Puzzle there. Don't forget to use the MO Disk at the Verification Station near the Biohazard Entrance Room before solving the Vaccine Puzzle. While accomplishing this paragraph, be careful of the Final Licker, zombies on the VAM room, Plants at the West Area Hall, and the Naked Zombies on the MO Disk Room. Before going into the Biohazard room, take time to arm yourself with any remaining M79 rounds that you have, and fill your inventory with any healing items that you have left (but no first aid sprays are allowed!). WARNING: YOU ALSO NEED AT LEAST TWO SUPERHERBS, ONE RED-AND-GREEN HERB, AND THE REST ANY TRIPLEHERBS THAT YOU HAVE LEFT OVER. Enter the Biohazard room and turn on the switch for the emergency exit elevator and William Birkin. You will have only 5 minutes to make it to the train (and to beat the game). Final Save: Before the final fight against William Birkin. William Birkin will need to be destroyed in two forms. The first form is slow, but his four-hit combo is MEGA powerful, and you need to keep your distance from him at all times. Keep away from him at all times and nail him with 6 Fire Rounds. Once William's defeated for the first time, he can get pretty nasty. He is much faster in his second form and his attacks pack a much better punch than his first form. Once William performs his 5-hit combo on you, he then has no problem trashing you away. Right in this point, you will be in "DANGER" Condition, so use a Superherb to heal yourself now!!! Nail William 4 with Explosive Rounds and any Fire and Acid Rounds that you have left over. I agree with Vincent Merken (and his 95-minute guide for Leon's First Scenario) that this is the most dangerous form of William. If you are in Caution, then William's bite and swiggle will instantly kill you. Make sure that you are in "FINE" condition at all times and watch your condition at all times. Once William is defeated, head to the elevator and right into the Train to beat the game. Hopefully for beginners, this shouldn't take you any more than 2:30 and I didn't cause you to grab any First Aid Sprays, Spark Shot, and the UZI. If not, then make any necessary adjustments until you beaten the game with a Grade of A for the Rocket Launcher. For Advanced Players, if you follow everything in this manual, then you should be able to beat the game in under 2 hours with a grade of A. If you can beat the game in 1:45 or under with a grade of A, then that means that you are learning something new. Besides, I almost beaten the game in under 1:45 (1:46:01 with a grade of A) but I goofed-up on some tasks which wastes time. Remember the less items you take (and the less optional areas you take), the faster you will be. ======================================================================== ITEMS TO AVOID 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 ALL TIMES: - 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. =) ======================================================================== SPECIAL ITEMS AND CHARACTERS 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 TOFU, NO BONUS WEAPONS CAN BE USED WHATSOEVER. Also note that Hunk 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: 1:34:13, Rank of A with NO SAVES! Best Claire A Clear Time: Claire A: 1:40:00, Rank A with NO SAVES!! (Weird because I can't remember a thing!) 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: http://www.verasnaship.net/text/biohazard.html. 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 http://www.gamefaqs.com for Biohazard 3 Last Escape/Resident Evil 3 Nememsis. However, the real sequel is the all-Redfield Resident Evil Code Veronica for the Sega Dreamcast. Q: How about those Game Shark Codes? A: Duh...You can find them by pointing http://www.cmgsccc.com 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 missions. ======================================================================== THE DO'S AND DONT'S Again, this FAQ can only appear in the following sites: * Verasnaship Interactive (http://www.verasnaship.net) * GameFAQs (http://www.gamefaqs.com) * Cheat Code Central (http://www.cheatcc.com) * Secrets of the Game Sages (http://www.gamesages.com) * Game Shark Code Creators Club (http://www.cmgsccc.com) 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. Rules: * 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: - http://www.verasnaship.net/text/biohazard.html * 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 http://www.templetons.com/brad/linkright.html which is Brad Templeton's Linking Rights Essay. ======================================================================== HOW TO SUGGEST ANY FIXES, BUGS, OR ANY OTHER TRALALA 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. ======================================================================== RESOURCES OF THIS FAQ * Jim Irwin * Brandon W. Dennis (http://dbcore.tierranet.com) * Vincent Merken You can find their work at http://www.gamefaqs.com. ======================================================================== ACKNOWLEDGEMENTS - 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 GameFAQs.com site at either of these addresses: http://www.gamefaqs.com (Use the search engine to locate them, but PLEASE REMEMBER IF YOU WANT TO LINK TO GAMEFAQS.COM, YOU ARE ONLY PERMITTED TO LINK TO AN HTML OR ASP PAGE!!!) - 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 http://www.gamefaqs.com (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 Codes - 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. ** END OF DOCUMENT AND ONE LAST WARNING ** 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 Kim. Resident Evil 2/Biohazard 2 (c)1996, 1998, 1999, 2000 Capcom.