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Resident Evil 2 (Leon) (e)

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Leon B FAQ/Walkthrough/Speed Guide (Version 1.0; finished 3-8-98)
Written by Brandon W. Dennis, aka Majin Vegeta 

(Note #1: If you see this faq and wish to post it on a site related to
video games or RE2, feel free to do so, but please leave it in its
original form, IE don't modify it. Also, try to let me know you're
posting it so that I can get an idea of how well it's being received.)

(Note #2: If most of the faq looks double spaced, open it up in NotePad
or some other text editor and use the "Word Wrap" option, as there are
many paragraphs within. Thanks!)

Contents:

I. A Message from the Author
II. Tips for using this guide and playing the game:
III. The Guide
	A. The City Streets/Outside the Station
	B. Escaping the Police Station (and adjacent areas)
		1. Dousing the fire, meeting Wallsmasher
		2. Getting the red gems, Diamond, and Heart Keys
		3. Getting the Club Key
		4. Getting the Rook Plug, cogwheel, King Plug, and crank
		5. Getting the Bishop and Knight Plugs, exiting the
station
	C. The Sewers
		1. Ada's second quest
		2. Getting the Wolf and Eagle Medals, exiting the sewers
	D. The Factory Area
		1. Getting the shotgun parts, raising the tractor lift
		2. 3rd form Willie
	E. The Umbrella Lab
		1. Turning on the power to the elevator
		2. Turning on the lab power, getting the platform key
		3. Getting to the train
		4. Finishing Wallsmasher, getting the train moving
		5. The final confrontation
IV. Credits
V. Final Notes

I. A Message from the Author

Note: If you want to avoid my praise of the game/pointless rambling and
head straight to the streets of Racoon City, you'll want to skip the
following paragraph!

Resident Evil 2 is undoubtedly one of my favorite games of all time, and
definitely the game that I have spent the most time playing of all of my
PlayStation games (the rest of them being fighting games). As Leon B was
the last of the missions I needed to complete (or rather, the last of the
missions I cared to complete), I have decided to write this guide to
completing it. Why? Well, I do this to give something back to those who
have supported one of the most excellent games I have seen, and because I
want others to have the experience of wielding the murderous firearm that
is the gattling gun (but to do this, remember that you're not going to be
able to save). But enough rambling; it's time to start shootin'!

-Brandon W. Dennis

II. Tips for using this guide and playing the game:

1. I'd suggest reading over this guide one or more times before beginning
play, primarily to get an idea of what you're supposed to be doing, what
enemies will confront you at what time, and what items you're going to
need in your arsenal.

2. If you've never played through Leon B before, don't worry too much; if
you've completed Claire A, you should have a good idea of where you are.
Besides, once you get out of the police station, the game is pretty
straight forward.

3. If you come to a critical item you don't have enough room to grab, but
you have two or more herbs/herb mixtures, combine the herbs to make room.
Try to avoid using herbs to clear storage slots, but if you must consume
an herb do it; you don't have time to run back to a storage bin (unless
you're not trying to win anything).

4. I haven't mentioned all of the item locations (mainly ink ribbons and
non-visible ammo hidden in large rooms) because I don't know where they
are. Remember, if you want the gattling gun you won't be able to save, so
mention of ink ribbons wouldn't do you much good anyway (additionally, I
haven't factored in ink ribbons in a lot of my storage calculations).
However, for those that intend to use this guide as a walkthrough, I have
included the locations of some ink ribbons (mostly visible ones).

5. Many tasks in the game can be completed if the player wishes to gain
files/ammo/health sprays, but can be skipped in the interest of saving
time. Mention of such tasks (with the exception of picking up nearby
ammo) will be preceded or followed by a notice of some sort.

6. If you want the gattling gun, in addition to saving, you're not gonna
want to use health sprays either (though herbs are acceptable). However,
for those intending to use this as a walkthrough, I will mention the
locations of health sprays I noticed.

7. All directions mentioned are in reference to the direction your
character is facing when he enters a room (left, right, forward, back are
the only ones mentioned here). Since all turns aren't mentioned, just
follow the paths unless otherwise noted, or check your maps to figure out
where you're supposed to be going. Additionally, when I say to head to
the back of a room or hall, it usually means to proceed to the side
opposite the one you entered from.

8. Unless you've got some objection to it, I'd suggest using the one of
the auto-aiming control types (Type C works just fine). Although it won't
help you much when shooting zombies and other normal enemies (though it
will help you target enemies that Leon sees but you don't), having this
option enabled will be an immense help against bosses, especially
Birkin's third mutation.

9. Check your health often, and heal every time your condition drops
below fine unless you're sure that you won't be encountering any enemies
for a while. If possible, try to carry at least a green herb on you, just
in case an enemy is able to sneak in a hit or two before you blast it to
hell.

10. The order of performing tasks in this guide has been arranged so that
one can achieve a time fast enough to receive an "A" ranking (many of the
tasks which must be completed are arranged so that they can follow each
other without you needing to revisit areas), provided everything else is
done right. However, if you simply want to get through the game, after
reading through you should be able to devise your own course through the
game.

11. Finally, you'll notice I don't mention saving often, because if you
save, you won't get the almighty gattling gun. I know I talk an awful lot
about getting this weapon, but hey, if you really must save (it is a lot
of pressure to keep from dying, especially as you get farther into the
game), you'll still get the submachine gun and the rocket launcher (not
to mention Hunk), provided you clear the game in under 2 and a half hours
and don't save more than six times. I occasionally mention the locations
of typewriters, so if you think there's a chance you might be killed by
an upcoming foe and you don't care to get the gattling gun, saving your
game might keep you from having to start all over.

III. The Guide

A. The City Streets/Outside the Station
	
Lucky for you, Leon starts out on the other side of the wreckage, which
means he has a lot less ground to cover before he's inside the station.
First, run past the zombies until you reach the gate. Upon entering, walk
forward a bit and hang a right, dodging the two zombies (it shouldn't be
too hard, as they probably haven't noticed you yet). Run into the room
back there, snag the cabin key off of the desk, and make your way
straight across to the closed cabin door. Beware, as the two zombies you
passed have probably started to advance (in an attempt to corner you),
and the third zombie (who was to your left when you first entered) will
awaken as you make your way to the cabin door. Use the key, discard, and
enter the cabin.

Once you're inside, hang a left to snag some handgun bullets (joy!) and
the ink ribbons if you like. Then advance to the door directly across
from the one you entered and exit. There is a good number of zombies out
here, but they're pretty spread apart, meaning you shouldn't have much
trouble dodging them. Follow the path and you'll come to some stairs,
which you should ascend.

Upon reaching the top of the stairs, you'll see a FMV segment that sheds
a little light on the helicopter crash. Watch it if you like, or hold
start to skip it and move on. Walk forward for a bit, then make a left.
Eventually you'll see a door. Before entering, however, take note of the
opening in the gate ahead (just take note of it, don't go inside just yet
-- you won't need to return here until you've gotten the valve handle).

B. Escaping the Police Station (and adjacent areas)

1. Dousing the fire, meeting Wallsmasher

Upon entering that door, you'll find a green herb, which you would do
well to snag (if your condition isn't at fine use it now; if you're ok,
keep it for later). Begin running down the hallway, and after a bit
you'll come to the dead body (with lots of crows perched nearby). Snatch
the bullets from the body and keep running straight until you come to the
grey door. Enter.

Snag the green herb out here, combine it with the one you already have
(if you didn't need to use it), and proceed down the stairs to snag two
more green herbs. Enter the door and pick up some ammo from the body
before proceeding into the main office through the open doorway. Upon
entering, make a left and grab the valve handle.

(Note: The following paragraph can be skipped)

Head into the open door a little ways across and to the right of the door
you entered, killing zombies along the way, of course (use an herb if
injured; if not, combine the two single herbs in your inventory). Once
you get inside there, go behind the desk to pick up two green herbs, and
combine them to form another two herb combo (if you haven't used any
herbs yet, your inventory should at present consist of: the handgun,
knife, ammo, 3 sets of double herbs, and the valve handle). Proceed to
the safe, enter the combo (2236), and take the shotgun shells and police
station map. (Note: In the large area of the office, there is a zombie
playing dead behind the desk. You won't need to walk over him here, so
just save your ammo and let him sleep.)

You're done here for now, so head back out of the office the way you
came, back up the stairs, and through the door. Hang a right and make
your way back out to the burning helicopter (remember to run; those crows
don't like you too much). Once you're back outside, duck into that
opening in the gate, turn right, and make your way to the water tank. At
this point, use the valve handle to increase the pressure and rupture the
tank. The water from the tank will put out the fire (joy!), allowing you
to head back out and grab a box of shotgun shells from inside the
helicopter. Now head back inside the crow hallway once again (though the
crows are all gone), either watching or skipping the FMV segment
introducing our new friend.

After you've taken a few steps forward, the roof will collapse and block
the door (hopefully you didn't forget to snag those shotgun shells).
You're probably pretty scared (you can hear heavy footsteps), but don't
be alarmed; it's only Wallsmasher, aka Mr. Big Stuff. If I were you, I'd
wait until I could actually see him before trying to duck him, but at any
rate you should just run down the hallway and past him (he'll clothesline
you back at first, but he'll try for an overhead smash, at which point
you'll be able to give him the slip). Continue down the hallway, turning
at the grey door, and out of the door at the end.

2. Getting the red gems, Diamond, and Heart Keys

Upon entering this hallway, you'll hear hissing sounds. This basically
means that you should heal yourself now (if injured), and if not, get
ready to heal yourself, because you will be injured by the end of the
upcoming battle with two lickers. If you wish, you can try and avoid them
while making your way into the room behind the fallen helicopter, but I
found it easier to just whip out my pistol and take them head on.
Remember to check your health periodically during the battle (and
especially after a licker sets you up with a leaping slash). After
they're dead, heal yourself as best you can and proceed into the room
behind the helicopter.

Once the interior of the room is visible, you'll find a box of shotgun
shells to your right (under some junk; I couldn't see them), and a set of
ink ribbons in the vase to your left (I think they're there, anyway).
After snagging these, advance forward a bit and you'll see the blue key
card gleaming to your left. Grab it and run out of the room, avoiding the
licker who crashes through the skylight (hey, fight him if you want, but
I wouldn't recommend it).

Now head back down the hallway (proceed with caution if you left the
lickers alive), and enter the first door on the right (that you skipped
past before). Once inside, pick up the ink ribbons (if you want 'em) and
the small key on the desk, and stop by the bin. Drop off the small key,
the knife, and any remaining herbs you might have (and ink ribbons if you
picked 'em up). Head out of the door closest to you. Follow along the
railing until you come to the emergency ladder, which you should drop.

(Note: The following paragraph can be skipped)

If you're not playing to win anything special, continue along the railing
(killing zombies as you go) until you come to the end wall, where you'll
find the Unicorn Medal embedded in the wall. Having this will allow you
access to the Spade Key (which only grants you access to a room with a
file, ink ribbons, and a health spray).

Proceed down the ladder, snag the shotgun on the counter, and use the
computer (inserting the blue key card when asked). Take the ink ribbons
near the typewriter if you like, and enter the double doors beneath the
stairs (which could be on either side, depending on which way you go).
(If you grabbed the Unicorn Medal above, don't forget to place it in its
space beneath the statue to access the Spade Key before entering the
double doors.)

Note: If you got the special key with Claire in the first scenario, you
can head outside the police station, make a left (grabbing the green herb
in the leftmost greenery), down the stairs, and kill Mr. Vickers again to
get the key in the second scenario as well. I wouldn't recommend doing
this, as it will take a little time to do, but it's your call.

Cap the three zombies in here, drop the ink ribbons in the bin (if you
picked them up), and exit through the door in back of the room. Advance
down this hallway until you come to the headless body, take some ammo
from his corpse, and keep moving forward. (If you picked up the Spade
Key, stop in the room on your right before continuing to obtain a file
and some ink ribbons. Push the ladder to the shelf and climb up to grab a
health spray.) Towards the end of the hallway, you'll see a green herb.
Store it and enter the door ahead.

Advance down the hallway until the two zombies bust through the boarded
up wall. Kill them and enter the double doors to your right. Run forward
through aisle, then turn left and go through the open door. If you move
forward past the fireplace as far as you can go, you should find some
handgun ammo. After picking this up, stand in front of the fireplace
(facing it) and use the lighter, which will release the first red jewel.
Pocket it and go back out through the double doors into the hallway.

Continue in the same direction you were moving and exit the hallway
through the door at its end. Turn left and run into the space before the
stairs, where you'll find two herbs and a door. Pocket the herbs (combine
herbs if you don't have enough room) and enter the door. There's handgun
bullets on top of the file cabinet that you'll want to grab (you may not
be able to see them, but they're there towards the middle). Keep moving
forward to find a storage box, where you'll want to drop off those herbs
you just picked up, along with the red jewel. Also, take the small key
out of the bin and proceed back out of this room and up the stairs. (If
you picked up the special key, don't forget to change clothes and stuff
before leaving, but be quick about it.)

Run up another flight of stairs and keep going until you come to the
statues puzzle. Complete it as you did in the first scenario (push the
moving statues onto the opposite tiles of the room so that they are
facing the center statue) and grab the red jewel. Proceed through the
door ahead.

Upon entering this hallway, you'll come across a gang of zombies (look
out for the one crawling along the floor)! Draw that handgun and start
shootin'; this is one of the last times you're going to use that weapon.
When they're all dead, enter the S.T.A.R.S. office, grab the magnum from
the locker, exit, and continue down the hallway, entering the door at the
end. You'll see Sherry here, who will escape you after a brief chase down
a corridor which leads to a dead end (for you, anyway). Luckily, she'll
leave the Diamond Key behind. You'll want to grab this, as well as the
shotgun shells hidden in the bucket to your left (or right, if you're
exiting the corridor). Once you've made your way back into the main
portion of the room, you'll meet up with Claire. After a brief talk, run
down the other hallway within this room. Use the small key on the desk to
uncover the handgun parts and combine them with your handgun to form the
custom handgun. Whatever you do, don't enter the library just yet.

Now go all the way back past Claire, through the door, down the hallway,
through another door, past the statues, down the stairs, and into the
darkroom. Drop off the red gem and the magnum in the bin and exit the
room. Go forward, make a left, and enter the door at the very end of this
hallway. Move forward, grab the shotgun shells from the drawers on your
right, and exit through the door at the end of the file room. In the next
room, blow away the zombie to your left first (a stream of three shots
should put him down, another stream should keep him there). Next put down
the zombie in front of you (who may not have noticed you yet). There's
another zombie in the open who sometimes decides to cross over in front
of you, and sometimes he just stays on the other side of the table and
doesn't get in your way. If he crosses over, destroy him, if not, leave
him alone. Grab the herb, advance, and kill the zombie in the office.
Grab the Heart Key off of the desk and head straight on the right side of
the long table, snagging the small key from below the receptionist's
window and getting the handgun bullets out of the locker. Move between
the overturned tables and exit the room.

(Note: The following paragraph can be skipped. However, completing the
quick tasks here shouldn't take long so I see no huge objections to them)

Now, go back into the room with the double doors, storing the Diamond
Key, the herb you just picked up, and possibly the handgun and bullets.
If you want to take it with you to use your remaining bullets, do so by
all means; you'll be dropping it off for good at the next bin (if you do
drop it here, don't forget to equip the shotgun). Run to the desk towards
the back of the room and use the small key on it to retrieve a box of
shotgun shells. (Option: Rather than using the small key here, you can
place it in the bin and save it for later use in the beginning of the
sewer area...)

3. Getting the Club Key

Now, make your way up the stairs in front of the statue and into the door
at your left (be prepared). A ton of zombies greet you here; two are
fairly close to you, while the others are a little ways back. If you kept
the handgun, quickly put down the one closest to you (he's a little ways
to your right), then run towards his body, pivot, and take down the other
one. (Note: It's not necessary to make sure the first one is dead until
the other one is down -if- you're quick and don't want to get bitten.) If
you dropped the handgun at the last bin, use a straight shotgun blast to
knock down the first one, run in his direction, and kill the second one
with either a shot to the gut (careful; you don't want to blow him in
half) or a shot to the head. Carefully advance forward, take care of the
rest of the gang (if you want; if not, you'll have to do it later
anyway), and head into the police office through the blue double doors at
your right.

If you killed the zombies the first time you stopped in here, run
straight through the room and out of the open door at the end (if not,
you'll have to kill them before proceeding). Once in the hallway, make a
left and enter the door (discarding the Heart Key). Snag the herb(s) (I
don't remember if there's one or two here in Leon B) and walk forward
until the camera angle changes. By this time, you should just be able to
see the dog (you heard his tap-taps as soon as you entered) slowly
rounding the corner. If you've still got handgun ammo, exhaust it on the
dog; if not, kill the dog with the shotgun. After he's gone, advance down
the hallway and descend the stairs at the end.

Follow this hallway until you come to the intersection. If you want an
extra red herb, make a left and proceed into the room with the "X" on the
door, grab the red herb, and run back out (remember, doing this will take
a little time, so you might want to skip it). Return to the intersection
(or just make a right if you didn't want the red herb) and run forward
until you reach the brown metal set of double doors on your right.


Now here's where you have to make a decision. If you intend to access the
weapons room later (which you definitely want to do if you left the
sidepack for Leon), you'll want to go inside here. If not, you can keep
moving along and skip the rest of this paragraph (unless you just want to
go inside and snag the green herb). If you decide you need to go inside,
enter, make a left, and snag the green herb (skip to the next paragraph
if the herb is all you wanted). Continue along until you come to the
reverse power control. Enter the correct sequence (up, down, up, down,
up) and leave, snagging the map on your left if you wish.

Continue moving along, note the key card slot and weapons room door on
your right, and enter the parking lot when you come to the door. Run
forward for a while until you're surprised by Ada Wong. After talking
with her a bit, run into the space to the right and snag the herb (you
should've seen it during your talk with Ada). Return to help her push the
car out of the way, and enter the door with her. At this point she'll run
off to find Ben, leaving you on your own again. Run forward, make a left,
and enter the gate at the end of the hall. Enter the open cell door, pick
up the green and blue herbs (make sure you have one storage space free
after this), and leave the cell. You should see something shiny towards
the back of this cell area, so start moving towards it. Just before you
get to it, however, Leon notices Ben in the cell. During your
conversation with him (and Ada) you'll discover where you need to be
going, so grab the manhole opener off of the shelf and exit this room.

Run back down the hall until you come to the door you passed before.
Enter and follow the left wall of the room until you come to the manhole.
Use the manhole opener. Here, you can choose to either head down the
ladder or go into the main portion of the room (depending on how many
inventory slots you have left and how hungry you are for herbs). If
you've got two storage spaces free and you lust for herbs, go into the
main portion of the room (the dogs in the cells will surprise you). Shoot
the dog in the second cell, but leave the one in the first cell alive.
Run to the end of the room and pick up the herb, then run forward a bit
and try to spin around quickly (if you've got auto-aiming on, you should
be fine) to shoot the dog who busts out. Once he's dead, check his cell
for a blue herb. After you're done, climb down the ladder into the
sewers.

Down here your path is pretty obvious; follow the walls until you reach
the stairs on the other end. (Watch out; two giant spiders will attempt
to attack you down here. I suggest simply running past them, but you can
kill them if you like.) Go up the stairs and enter the first door on your
left. Store the multitude of herbs you should now have (along with the
blue herb in here) and retrieve the diamond key (and some form of health,
preferably a double or triple mixed herb). You might want to take a blue
herb as well (if you didn't kill the spiders and think they might poison
you). Leave the room and run into the next open door (there's only one).
Once inside, simply turn around and exit.

When you come out, you'll run into Ada again. After helping her through
the crawl space, you gain control of her. Exit the door and mow down the
zombies you'll come across (there's one lying on the ground; be sure to
take care of him too). After you've made a right, make a left and enter
the building. Run to the end of the high ground (behind the sewage
control device) and hop down a couple of levels. Once at the bottom, push
the box closest to you (and furthest to your right) all the way against
the wall. Then turn left, run forward, and hop up onto the box in front
of you. Drop down into the little space between the other box and the
wall and push this other box into the one you moved before. Hop out of
the space (using either box), drop down, and push the remaining box
against the wall. Return to the high ground and push the button on the
sewage control device to raise the water. Cross over your newly made
bridge, grab the Club Key on the shelf, and exit this room.

(Note: The following paragraph can be skipped)

Now head forward and turn into the open warehouse area. Use the platform
lift to access a lower area, where you'll find a box of shotgun shells.
Head back up the platform lift and run back out of the open door.

Now, return Ada back to where she started. She'll converse with Leon,
toss him the items, and run off again. At this point, Claire should
inform you that she's cleared the helicopter wreckage, which means you
can access Chief Irons' office and private room. Now, after regaining
control of Leon, pick up the items and head back down into the sewers.

4. Getting the Rook Plug, cogwheel, King Plug, and crank

Navigate your way through and up the ladder to find yourself back in the
kennel. Head out of here, down the hall, and back into the parking lot,
where (surprise!) there are now dogs! Run past them (or kill them, if
you're feeling vicious) and into the building.

(Note: The following paragraph can be skipped)

Depending on what you decided to do earlier, you're going to want to get
into the weapons room. You'll have to enter the autopsy room first (all
the way on the other side of the hall, now to your right). Instead of a
ton of sleeping zombies (as in the first scenario), two lickers now
reside in here. Pump them full of shotgun shells and grab the card key
from the cabinet in the back of the room to the left. Leave this room and
return to the door closest to the parking lot entrance. Insert the key
card in the reader to your left and enter the weapons room (joy!). Snag
the magnum rounds in here and proceed to the locker. Grab the sidepack
(if you left it; if you didn't, I have no clue why you opted to go in
here at all) and exit the room.

Turn back the original way you came and ascend the stairs. Either enter
the room at the top (using the Club Key) or proceed down the hall. If you
decide to enter, you'll find shotgun shells in the locker and magnum
rounds in the back of the room (on the dresser near the watchman's body).
Once you're back in the hallway, make your way to the only other door (at
the end), which will put you back bear the police office area. Run
through the open door, through the office, and out of the blue double
doors on the other side. Now make a right and snag the green herb near
the soda machines. Either run around or take down the zombie here and
enter the door near the boxes at the end of the hall.

Continue down the hall and enter the first door you come to (discarding
the Diamond Key). Go left around the table and grab the Rook Plug on the
shelf. On your way out (if you're not trying for anything special) you
can take the first aid spray, but don't be surprised when a licker comes
busting through the mirror. Exit the room (either killing the licker or
running away).

Now enter the greenish door at the end of the hall (picking up the red
herb nearby) and discard the Club Key. Once inside, simply proceed to the
back of the room and light the fireplace in the left corner. Now, turn on
the middle faucet (12), then the one farthest right (13), then the one
farthest left (11). You'll see the cogwheel fall from the picture in the
front of the room and Leon will turn to face in that direction. However,
as soon as you move, Wallsmasher will come busting through the wall
behind the desk. (Man, this guy doesn't quit!) Run across the room, pick
up the cogwheel, and get out of there as fast as you can. Now run back
down the hall, admiring Wallsmasher's handiwork along the way. Upon
seeing this get ready, because around the next corner Mr. Big Stuff will
bust through the wall again, this time right in front of you. When he
does, continue running, but hug the wall on your right. If done
correctly, you'll be able to run right past him -without- taking a hit.
(You're good, Mr. Kennedy! However, this is the only time you'll ever be
able to run past Wallsmasher without taking a hit, so don't get used to
evading him unscathed.) Enter the door at the end of the hallway and
leave our friend in the dust.

Make your way down this hallway, turning at the soda machines, and exit
through the door at the very end. Head up the emergency ladder, kill the
licker who is now waiting at the top (creepy lil guy, isn't he), and head
back to the safe room (turn right). Here's where you'll want to drop off
the Rook Plug, any herbs you collected (you may want to keep one just in
case), and the cogwheel. Retrieve the two red gems and the magnum. Now,
head into the hallway where the fire used to be. Duck into the door
behind the helicopter (where you got the blue key card). Kill the licker
and place the red gems in the busts located on both sides of the center
statue. Hold start to skip the FMV sequence and snatch the King Plug.

Now exit this room and enter the hole in the wall Claire made for you.
You'll find a door at the end of this newly made hallway, which you
should enter. Go around the table, enter the door on the other side, and
proceed down this hallway until you reach the next door. Go inside and
follow either wall until you come to the well lit area with the chest
towards the back left corner. Inside the chest you'll find the crank. Now
exit the room.

As soon as you enter this narrow hallway again, you'll hear the
Wallsmasher theme music! You run past him if you want (you'll take a hit
this time), or you can put him down. If you choose option B (joy!), equip
the magnum and walk forward just a bit (so you can get the most
convenient camera angle). As soon as he rounds the corner, start
shooting. Four shots should bring him down. You should be fine; there's a
nice stretch of hallway between you two (if you let him hit you, you
didn't start shooting fast enough). Check him for ammo, then make your
way back to the safe room (through the chief's office, out the hole, and
down the hallway to the first door on your right).

5. Getting the Bishop and Knight Plugs, exiting the station

Pick up the cogwheel, King Plug, and Rook Plug from the bin, then exit
the room onto the balcony. Make absolutely sure you have two slots open
(store the shotgun and ammo if you have to). Advance to the library
(enter the set of double doors you'll eventually come to) and take the
red herb from the vase on the desk. After walking forward a bit (that is,
if you used the cord to seal up the windows in the first scenario), Leon
will stop to hear the sounds of a horde of zombies breaking into the
police station. Fortunately for you, you've already completed the
necessary tasks downstairs and won't have to bother yourself with them
(gotta love that order of tasks thing we've got going on here). Now run
up the stairs and to the end of the platform, falling through the floor.
Run over to the button and press it to allow yourself a passage out of
there, as well as activating the controls on the other bookshelves. Move
the first and second bookshelves (starting from the left) over to the
right. This will make the Bishop Plug accessible, which you should run
back behind the bookshelves and grab. Climb the stairs again and exit
through the only door up there.

Turn right and enter the other door on the third floor. Once inside, turn
right and approach the square hole in the wall. Using the crank here will
lower a staircase (as well as free up an inventory slot). Ascend the
stairs, place the cogwheel in the gears, and press the button. To your
right a panel will move aside and allow you access to the Knight Plug.
After taking it, slide down the chute.

Upon reaching the bottom, you'll hear a bit of commotion nearby. Don't
ask me how Willie got inside Ben's cell or how he escaped (there's no
hole in the wall back there), but somehow he got next to Ben and gave him
a good slash. Go check on Ben and he'll give you Chief Irons' mail, which
you can read if you want. Get out of there and head down the manhole in
the kennel again, avoid the spiders (unless you killed them before), and
ascend the stairs at the end of the path. Keep heading forward and enter
the door directly ahead (skipping past the save room). Advance a bit in
here and you'll run into Big Willie. Run back over by the door and start
shooting (here's where that auto-aiming comes into play). After about 6
shots from the magnum he'll go into a slashing frenzy. You can simply
wait him out, but I prefer giving him another shot to calm him down.
He'll fall over the railing, allowing you to advance to the door on the
other side of the room. Insert the plugs in the panel and enter the door.

C. The Sewers

1. Ada's second quest

After meeting up with Ada again, enter the door at the end of this area.
Proceed until you see a corridor that you can hop up onto. Pick up the
two blue herbs and enter the door. You'll find yourself inside another
safe room. Drop off the herbs in the bin and retrieve the valve handle
(pick up the shotgun and shells if you left them before). Make sure that
you have three spaces free (drop off the magnum and rounds if you have
to).

(Note: The following paragraph can be skipped)

Before leaving, you'll notice a locker that seems horribly out of place.
Push it aside to reveal a secret door. Open it, climb down the ladder,
and (after lighting the oil lamps on each side) recover the shotgun
shells and magnum rounds. Climb back up the ladder (and deposit your
newly acquired magnum rounds in the bin if you dropped the others off
there).

Now take the platform lift out of here and you'll run into Annette.
She'll shoot Leon, leaving you in control of Ada. Run down the narrow
hallway, entering the door at the end. You'll see her running towards the
ladder, which means you should too. Climb up the ladder, run through the
shaft (look out for the bugs), and exit at the other side. Down here
you'll catch up with Annette and she'll tell Ada her tale of woe. After
Annette makes it apparent that she intends to kill Ada, Ms. Wong will
retaliate and knock her over the railing. (What a woman!) Now run across
the bridge, through the open doorway, and climb down the ladder. Right
about now you'll regain control of Leon.

2. Getting the Wolf and Eagle Medals, exiting the sewers

(Note: The following paragraph can be skipped)

Use the platform lift opposite the one you used to enter the other
control room. In here you'll find three herbs, which you should stick
inside the bin nearby. If you kept a small key, you can use it to open
the warehouse door (although I don't recommend wasting time doing it; you
should now have enough ammo now to last you the rest of the game). If you
must, climb down the ladder and recover the shotgun and magnum rounds,
keeping an eye out for the zombie hanging out down here. Climb back out
and leave via the platform lift.

Now follow the same route you did with Ada until you hop down into the
water. Go back past the ladder (you'll notice that the fan is now
spinning, so you can't take Ada's route anyway) until you see a little
alcove. Hop inside and grab the Wolf Medal. (The other officer holds the
small key for use in the other control room, but if you didn't save the
other key to do it there's no sense in going back; it's a waste of time.)
Now hop down and run forward (past the ladder) until you eventually make
it to some open space. Watch out, because there are two spiders here who
would just love to poison you. Make a left and run into the only door
here.

In this section you'll find two more spiders, so run until you reach the
high ground. Hop up and enter the double doors here. Run to the end of
this narrow path and use the valve handle to lower the bridge. Run across
and use it again to raise the bridge. Take the green herb and shotgun
shells on your left (and the ink ribbons if you're saving, but make sure
you have one extra space left) and enter the door over here.

Run down this empty corridor (if you killed the 'gator with Claire; if
not, put him down this time) and exit through the door at the end. Wade
over to Ada and hop up. After she patches you up, you'll automatically
ascend the ladder. Run out of this area, across the bridge, make a left,
and proceed until you reach the control station. Grab the Eagle Medal and
run down to where Ada first entered this area. Use the valve handle to
stop the fan and climb up the ladder. Run through the tunnel (no bugs
this time) and climb down the ladder on the other side.

Once back here, you're in for some good news and bad news. The good news
is that the spiders in this section of the sewers are gone. The bad news,
however, is that they've been replaced with a good number of zombies. Run
out of this area the way you went before with Leon (stick to the right)
and enter the door. This area should look familiar as well; you've been
here before too. Run forward again, but instead of hopping onto the high
ground, position yourself in front of the device on the right wall. Here,
use both of the medals you're currently carrying to stop the waterfall.
(Don't be afraid; if the spiders get too close while you're inserting the
medals, Ada has your back.) Once the waterfall stops, hop up and enter
the door behind it.

D. The Factory Area

1. Getting the shotgun parts, raising the tractor lift

Once inside, simply follow the path until you reach the next door, then
enter. Advance in this next room, but make a right onto a small path when
you see it. Fool with the controls at the end of it and the train will
come back. Hop inside and hitch a ride. While inside, you'll hear a bit
of banging on the top of the train. It's our good buddy Willie! Wait
until you see dust fall over your head, then back up a bit. When he busts
his arm through, aim your shotgun upwards (at the arm) and blast it good.
After a few good shots, he'll leave you alone. When the train stops, exit
through the door. There's a weapon box key hidden near the railing. If
you remember where it is, just walk over to its area and pick it up (Leon
will look down at it). If you don't remember, light the flare gun to the
left to make it gleam. Once you've gotten it, follow the railing to the
building and enter the door.

Either advance or wait for the nearby zombies to enter your viewpoint
before blowing them away (there's over 3 of them around here, so be
careful when turning corners). After advancing into the hallway, you'll
notice there are two paths you can take. If you go left you'll eventually
find a body with custom shotgun parts, which you should take. Combine
these with your shotgun to make a custom shotgun. Now go back down to
where you came from and take the right path this time. Enter the door at
the end. Follow this path (killing zombies as you go) until you come to
another crossroads. This time, going right will yield you two green
herbs, while going left will lead you to a ladder. Get the herbs (if you
don't have enough space for them, combine herbs and/or forget about
them), then make your way to the ladder and climb it.

Pick up all of the junk inside here (except the first aid spray and ink
ribbons, unless you're not playing for rank), save if you like (if you
don't want the gattling gun, that is), place stuff in the bin (all you'll
really need during your next journey is the magnum and an empty storage
slot), and exit through the only door. Turn right and use the platform
ahead and to your left to lower yourself onto the walkway below. Enter
the door down hear and follow this walkway until you come to a small
control area. Pick up the key and turn on the monitor (or not) and equip
the magnum, because you'll run into Wallsmasher on the way out. I suggest
turning on the monitor and positioning yourself so that the camera shows
you standing towards the lower left corner of the screen (standing/aiming
at an angle). This way you can hit him with four quick shots as soon as
he's visible without getting hit (apparently he turns even more slowly
than the regular characters when walking). Once he's down, check him for
ammo, and make your way back to the room where you left Ada.

In the upper left corner of the room, use the key in the panel to raise
the tractor lift. Run outside (taking with you a few triple herbs and the
magnum/bullets; there's an upcoming boss), make a left, and examine the
control panel outside of the tractor. Leon and Ada will automatically hop
onboard. (Hold start if you want to skip the short FMV segment.)

2. 3rd form Willie

On the way down , a monstrous claw will come busting through the side of
the transport and KO Ada. Being an idiot, you now have to go outside and
see for yourself what's out there. Advance to the front of the tractor
lift and round the corner and you'll run into Willie's 3rd form (joy!).
Shoot him twice with the magnum (or three times if you're feeling risky),
turn, and run back in the direction you came (but don't hop up and go
back inside). You should hear him jump on top of the tractor, which is
your cue to turn around and run back the other way (you can also wait for
the sound of him jumping off to run). Willie should land behind you, but
keep running until you get near the corner again (this should put
sufficient distance between you two). Turn (auto-aiming does it for you,
not to mention faster than you could), shoot him two or three times, turn
back, and run around towards the end of the opposite side of the tractor.
Listen for him jumping, and repeat the process of running around the
tractor until he's defeated (watch for him to turn towards the side of
the tractor and listen for the music to change). (If you did it right,
you should have survived this battle without a scratch!) Even before he
jumps off, start making your way back to the entrance to the tractor.

After entering, you'll talk to Ada for a bit, and then the tractor lift
will overheat. Go back outside once again and follow the edge of the lift
until you come to a path which you can hop up onto. Do so and enter the
grate at the end of it.

E. The Umbrella Lab

1. Turning on the power to the elevator

Upon falling down inside, Leon will hear the tractor lift resume its
descent. (Hold start if you want to skip the short FMV segment.) Once you
regain control of Leon, turn right and enter the doors at the end.
Advance forward to find a storage bin with a green herb to its right
(your left). Pick up the herb and stick it in the bin (along with any
health you might not have used during the battle with Willie) and make
your way back to the center area of this room. To your right (or left,
depending on which way you're facing) you should see a dark blue crate as
well as a platform with a control panel. Push the blue crate onto the
platform (the light will turn green again when it's all the way on) and
descend to the next level using the control panel. Push the crate to the
right of the screen (pushing it forward and then over if necessary),
until eventually you get it in the joint where two paths come together
and form a sort of "L." Push it down the path vertical (in respect to the
screen) until it won't go any further. Return to the joint of the "L" and
this time advance down the other path until you come to another lift and
descend.

Right about now you'll want to equip your shotgun, because there are two
lickers hanging out down here. Turn right and you should come to an angle
that shows a long stretch of ground before you. If you've got auto-aiming
enabled, you won't have to wait for the lickers to come into your view
before blasting at them, but if you're playing with normal control I
suggest you wait until you can see them before you fire. Kill both of
them and then advance, taking the only continuous path until you come to
the power control machine at the end. Turn on the power to the elevator
and make your way back to the room where you first landed (when you
jumped down the grate).

2. Turning on the lab power, getting the platform key

Round the room and you'll come to an elevator. Enter it, turn left, and
press the button. You'll exit at the bottom automatically, finding
yourself in a familiar place (if you remember the general area Claire
enters the lab in her first scenario). Kill the naked zombies here
(there's quite a few of them, so advance with caution), make a right into
the corridor, and enter the door at the end of it. Advance down the
walkway, go right around the machinery in the center, and exit through
the open blue doorway. Make your way down this walkway and exit.

Again, if you remember Claire's first scenario, this should all seem
pretty familiar to you. Walk forward, turn left, and enter the frozen
door. Once inside, advance, turn left, and follow the path until you come
to a cart. Take the fuse case and use it in the machine behind you to
produce the main fuse. Take it and return to the junction just inside of
the open blue doorway. Use the main fuse in the machinery in the center
of the room to restore power to the mansion lab. Now exit through the
open red doorway and make your way to the door at the end of yet another
walkway. Once inside the door at the end, advance until you come to
another crossroads.

(Note: The following paragraph can be skipped)

For one, I don't recommend doing this part at all (I never actually did
it in Leon B, but from reading other faqs and wasting time here in Claire
B, I've got a pretty good idea of what you'll come across). I only
suggest taking this route if you're really low on ammo (as in less than
ten shotgun shells). If you must go this way, however, make a right and
enter the door ahead of you (you'll notice that the door to your left is
locked anyway). There should be about three zombies in here (who you'd do
well to kill). If you are even attempting to finish this game in under
2:30 (I don't know why you're in here at all if you are), ignore the key
card, kill the plant coming from the shaft in the back of the room
(unless you killed it last time), and climb inside. Upon falling into the
next room, kill the two lickers inside and check the locker in the back
to get two boxes of shotgun shells. There are some ink ribbons near the
lamp as well (but if you're not saving, ignore them). Unlock the door in
here, exit, and make your way back to the crossroads.

Go left and open the shutter by pressing the button on the wall. Now run
back a ways (to avoid the poison the plants will spit at you) and pump
three shotgun blasts into the newly opened corridor. Advance down the
corridor and enter the door at the end. Hit this plant creature with
three quick shotgun blasts and climb down the ladder to your right. Enter
the door at the bottom.

When you enter this corridor, you'll hear hissing sounds, and you know
what that means. Advance until the licker drops from the ceiling and kill
him. By the time he's finished, the other lickers hanging around here
should have trickled into your sights. If not, quickly run out into the
open and fire standing shots at them until they join their friend. Pick
up the three herbs and keep moving down the corridor until you come to a
door. Enter it and move along the path in this room. Near the door at the
end you'll find ink ribbons, a storage bin, and a typewriter. Drop off
the herbs and the ink ribbons, take the weapon box key with you, and exit
through the door.

Advance down this corridor, make a left, snag the red herb, and enter the
doors. Use the weapon box key on the locker to get the magnum parts
(equip the magnum, but don't combine the parts with the gun just yet).
Now turn around and enter the door ahead and to the right (it opens for
you) and then the other one ahead and to the left. You'll be greeted by a
zombie, whose head you should promptly blow off. Enter the door and kill
the zombies in here with the magnum, but do not reload. (When your magnum
is out of bullets, combine it with the magnum parts. You'll get a free
reload!) Follow the left wall of the room and you'll eventually come to
the power room key. Grab it.

3. Getting to the train

Now make your way all the way back to the elevator you entered from.
(Watch out; upon exiting the monitor room a licker will drop down. Two
plant creatures will be waiting for you when you exit through the door at
the top of the ladder. If you stand at the right angle, you can shoot the
one nearest you without getting hit; its poison will hit the corner in
front of it. After it's dead, quickly advance and run down the corridor
at your right, ignoring the other plant creature). Once you've made it to
the elevator, press the button to your left to go back up. Upon exiting
at the top, attempt to round the room and enter the door up there.
However, before you reach it, you'll be stopped by Annette.

After the two of you talk for a bit, Wallsmasher will interrupt. Run past
him (taking your hit), enter the door, and make your way to where you
positioned the dark blue box. Climb onto it and then climb up onto the
platform to your right. Use the power room key to enter the door.

Follow the path in here until you come to a dead end, at which point
you'll notice Mr. Big Stuff has been tailing you. Just when it looks like
you're finished, Ada shows up to save your butt. Unfortunately, she
should have packed a better weapon, because those bullets aren't stopping
Wallsmasher. Watch in awe as the big guy manhandles your woman and goes
off the edge. Get your kiss on, then grab the master key on the floor
near your fallen love. Since the self-destruct sequence has been
activated, you had better get out of here. Leave this area and head all
the way back to the elevator (Notice that our buddy Wallsmasher isn't
dead yet!)

After you leave the room with Ada, you'll be contacted by Claire. After
she tells you where to get Sherry, continue on your way back up to the
elevator. Press the button to your left again and you'll come out back in
the lab. Go forward and enter the locked door to your left using the
master key. You'll automatically pick up Sherry (too bad you can't get
any of the items in here) and carry her back to the elevator. Once
inside, go to the panel in the back of the elevator and use the master
key. You'll be taken down the escape route to the train at the bottom of
the factory, which you'll automatically enter and set Sherry down inside.

4. Finishing Wallsmasher, getting the train moving

Once inside, head all the way to the back of the train (travel opposite
the direction of the stairs leading to the controls). Once you reach the
very back, you'll see a typewriter (if you've been saving, make your
final save here), a storage bin, and the platform key on the floor. Pick
it up, equip your magnum, and open the storage bin for the last time.
Take with you your magnum, your shotgun, ammo for each, and as many mixed
herbs (preferably red and green combos, but triple greens will do) as you
can carry, but make sure that you have one space free (with the platform
key). Head back to the front of the train (not going up the stairs) and
exit it.

Once outside, hang a left and use the platform key to open the gate (you
should now have two free inventory slots). Move forward in this next area
and ascend the stairs (stay towards the right side of the screen), then
turn left and go up some more. Then go across the platform and go down
the two sets of stairs on the other side. Advance and you should see a
control panel. Press the button and the joint plugs will become
accessible. Grab both of these (filling your inventory), turn around, and
run under the stairs. You'll come to a door, which you should enter.

Advance inside here and eventually you'll see the outlets for the plugs.
Insert them both (notice that molten pool nearby) and prepare for the
final confrontation with Wallsmasher. During this battle, it is
imperative that you continuously check your health, healing yourself at
any time you find your condition to be less than "fine." (If you got the
sidepack earlier, you should have plenty of herbs with you, and as such
you should not have a problem fulfilling this task. Additionally, if you
didn't enable auto-aiming earlier, do use it for this battle.) Shoot
Wallsmasher twice with the magnum (you'll take a few hits) and attempt to
move to your right. After you've moved a bit, a friend (Ada, perhaps?)
will toss a rocket launcher down. Run over and pick it up (picking it up
won't be easy; Mr. Big Stuff can hit you when you're kneeling to grab the
weapon). Once you have it, equip it and start to run away from the
monster. When you're a little ways away, raise the weapon (auto-aiming
should turn you to face him) and fire. In the following cut scene,
Wallsmasher will be blown to bits. (Note: If you still refused to turn on
auto-aiming, make absolutely sure you hit Wallsmasher, as you can miss.
If you waste both of your shots, I have no idea how you're going to
finish the game. Should this happen, however, I suggest running to the
door and attempting to leave him behind.)

Now that Wallsmasher is done with, heal yourself (if you have herbs
left), equip your shotgun, and make your way back inside the gate (on
which you used the platform key). Advance in the direction of the naked
zombies (killing them with your shotgun or evading them) until you come
to a control panel. Messing with it will open the doors blocking the
train. Now enter the train, turn left, go up the stairs, and into the
front compartment of the train. (Note: Do not attempt to go back and save
upon entering the train again; Leon will just complain that there's no
time to do so.) Push the lever to start up the train and enjoy the show
(which is almost the ending to Claire's first scenario).

5. The final confrontation

However, after the point where Claire's ending finished, you'll feel a
bit of a disturbance on the train. Once you're back in control, head
towards the back of the train until you run into William's final form.
Leon will take over and run back a ways, and you'll be treated to a good
look at the final result of William's G-virus induced transformation.
(Lovely, isn't it?) Once you regain control of Leon, back up a little,
equip the rocket launcher, and fire your final shot at him. Then equip
your magnum and fire at him until he's dead (should you run out of magnum
bullets, switch over to the shotgun). (Note: The trick to killing him
unscathed is staying fairly close to him, but not too much so; try to put
yourself around four or so feet away from him each time you move back. If
you're too close, his toothy little mouth will bite you, but if you're
too far he'll swat you with his tentacles. However, if you're at just the
right distance, he'll do nothing but advance, which means you just have
to back up once or twice when he gets too close.)

Once he's dead, turn around, exit the door behind you, and try to enter
the next compartment. Before you reach it, however, the game will take
over and you'll be forced to watch the lovely ending sequence. Enjoy!

After the credits roll and all of that, you'll get to see your ranking.
If you finished in under 2:30 without using health sprays and saving more
than six times, you'll be rewarded with an infinite ammo submachine gun
and an infinite ammo rocket launcher, which you'll find waiting for you
in the bins in the Claire A game you'll be saving. If you made the time
limit and used no herbs, but didn't save, the unlimited ammo gattling gun
will join the above arsenal. If you met the reqs above (either set),
you'll also gain access to Hunk's mission. And that's all, folks!

IV. Credits

Special thanks to...

KamiKaze, Tanya, and Kevin for looking at this faq before I finished it
and offering suggestions and the like.

Vegitto for being the first to play the game using the faq!

TrunksKun, Tanya (again), Master D, and Paul for supporting me in writing
this faq.

the folks at Neo-Gaming  for posting my reviews of
this game and of Robo Pit 2 (and hopefully more in the future).

Capcom for creating the greatest game I've played yet!

TrunksKun (again) for convincing/forcing me to buy this game. To think
that I actually doubted it would be any good!

all sites that house this faq, as these sites are helping the faq to
reach those who need it!

you, because if nobody found any use for this faq, my writing it would
have been a waste of time (although I enjoyed doing it).

V. Final Notes

Thanks again for reading this faq; I hope you found it helpful in
completing Leon's second quest and attaining your desired ranking. I know
there are quite a few other Leon B faqs (at www.gamefaqs.com and
www.videogames.com, not to mention numerous gaming mags), but following
the order of events they contain won't get you the time you need to
attain the secrets of RE2. If you have any suggestions for future updates
to this faq or comments on it, please don't hesitate to e-mail me at
 (omit <>, obviously). And enjoy blowing zombies apart
with the coveted infinite ammo weapons (I'm sure Claire will)!

-Brandon W. Dennis
Visit the Dragonball Core! 
Check out the cornucopia of gaming mirth and merriment accessible at
Neo-Gaming!  (and don't forget to check out my
reviews of RE2 and RP2)