Resident Evil 2 (PlayStation, original 2-disc USA) — Complete Campaign Walkthrough
Practical, route-focused walkthrough for the original PlayStation two-disc release of Resident Evil 2 (USA disc set). This guide covers starting-disc selection, both A/B scenarios for Leon and Claire, every major area from the Raccoon Police Department through the Umbrella underground lab, key puzzles, boss preparations, B-scenario differences (including the Tyrant/Mr. X), and concrete checks for a verified campaign completion.

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Resident Evil 2 Sony PlayStation
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Before you begin
This walkthrough covers the original North American two-disc PlayStation release of Resident Evil 2, not the 2019 remake or Dual Shock Version.
Disc 1 starts Leon's first scenario and Disc 2 starts Claire's first scenario. After completing an A scenario and saving the completed-game data, load that file with the opposite character disc to begin the linked B scenario.
The route is organized around the original game's RPD, sewers, factory, laboratory and train progression. Scenario-specific routes, keys, boss encounters and item locations are identified where they differ.
Use item boxes and typewriters to preserve inventory space and recovery saves. Keep required keys and puzzle items separate from optional weapons and files.
Claire's original explosive route uses the Plastic Bomb and separate Detonator. In Claire B, the Valve Handle first extinguishes the initial burning helicopter, but Claire B later still uses the combined Bomb and Detonator on the damaged obstruction. Do not search the original release for the remake's Electronic Gadget, Battery, C4 barricade or Maiden Medallion.
Expect scenario-specific differences in RPD keys, sewer sequences, laboratory access and final bosses. Follow the active character and scenario rather than copying the other campaign's item list.
Carry a dependable firearm, healing and a stronger weapon before entering the basement, sewers, factory or laboratory. Optional weapons and files should never displace a required progression item.
Set yourself up for the run
Confirm that the game is the original North American PlayStation two-disc release. Disc 1 is Leon's disc and Disc 2 is Claire's disc.
For the linked second scenario, complete the first A scenario, save the completed-game data after the ending, change to the opposite disc and choose Load Game rather than New Game.
Save at typewriters before major route changes, boss fights and timed escape sequences. Keep at least one older recovery save when possible.
Use item boxes aggressively. Leave open inventory space for keys, plugs, medals, the MO Disk, Master Key and late escape items.
Use the original game's actual explosive routes. Claire A uses the Plastic Bomb and Detonator for the damaged helicopter obstruction. Claire B first uses the Valve Handle to extinguish the initial helicopter fire, then later uses the Plastic Bomb and Detonator for the separate damaged obstruction. Do not search for a Battery, Electronic Gadget, C4 barricade or Maiden Medallion.
Expect scenario-specific differences in RPD keys, sewer sequences, laboratory access and final bosses. Follow the active character and scenario rather than copying the other campaign's item list.
Carry a dependable firearm, healing and a stronger weapon before entering the basement, sewers, factory or laboratory. Optional weapons and files should never displace a required progression item.

Disc selection, scenarios and how the zapping system works
The original North American PlayStation release divides the two main characters between two discs. Disc 1 starts Leon’s Scenario A, and Disc 2 starts Claire’s Scenario A. Completing one A scenario and saving the post-credits clear data unlocks the opposite character’s B scenario when that other disc is loaded. One linked pair, such as Claire A followed by Leon B or Leon A followed by Claire B, is the required campaign sequence for the extended story and final ending. The second run is not a simple replay: its opening, item locations, enemies, routes and selected events are changed by scenario data and, in limited cases, by actions taken during the first run.
Select the first scenario from the correct disc
Insert Disc 1 to begin Leon’s Scenario A, or insert Disc 2 to begin Claire’s Scenario A. On the original PlayStation release, choosing New Game starts the A scenario for the character represented by the inserted disc. You cannot change from Leon to Claire, or Claire to Leon, during an active scenario.
Both starting choices are valid. For the commonly recommended story order, begin with Claire A and later load Leon B. If you prefer Leon’s weapons and route first, begin with Leon A and later load Claire B. Do not use the 2019 remake’s menu terminology as a substitute for the original two-disc process.
- Disc 1 starts Leon Scenario A.
- Disc 2 starts Claire Scenario A.
- New Game on the current disc starts that disc’s A scenario.
- Character changes occur between scenarios, not during ordinary play.
Understand the A-to-B relationship
An A scenario is the first campaign in a linked pair. After clearing Leon A, the completed-game data is used to start Claire B. After clearing Claire A, the completed-game data is used to start Leon B. The B scenario begins with the other character and uses a different opening route through Raccoon City and the police station.
The B scenario changes more than the opening. It can alter enemy placement, key-item locations, access routes, available weapons and story scenes. For example, the B scenario has its own police-station approach, different early item placement and scenario-specific laboratory access. Treat B as a separate campaign with shared landmarks, not as a new-game-plus mode that preserves the A route exactly.
- Leon A unlocks Claire B.
- Claire A unlocks Leon B.
- The B scenario uses the opposite character disc.
- A linked A/B pair is enough to reach the extended campaign ending.
Save the clear data after the ending
Finish the A scenario, complete the escape and let the credits and results screen finish. After the results are displayed, the game prompts you to save. This post-credits file is the clear data used to begin the opposite character’s B scenario. Save it in a clearly identifiable memory-card slot rather than overwriting the only ordinary save you may need for retries.
Keep a separate manual save from before the final laboratory sequence or final boss approach. The clear file is needed to start B, while the earlier save protects the completed A run if you die, make a poor resource decision or want to retry the ending sequence.
- Allow the credits and results screen to finish.
- Save when the game prompts for completed-game data.
- Keep a separate pre-ending save.
- Remember the memory-card slot containing the clear file.
Load the opposite character’s B scenario
After saving the clear data, reset or power down the original PlayStation and insert the other character’s disc. Load the completed-game file from that disc rather than selecting New Game. Leon A’s clear file should be loaded with Claire’s disc to start Claire B. Claire A’s clear file should be loaded with Leon’s disc to start Leon B.
On a digital, emulated or virtual-disc release of the original PlayStation build, use that platform’s Change Disc, swap-disc or equivalent command. The exact menu differs by hardware and software, but the required sequence is the same: change to the opposite disc, then load the completed-game file. Choosing New Game on the opposite disc without loading the clear file starts that character’s A scenario instead.
- Change to the opposite character disc.
- Choose Load Game, not New Game.
- Select the post-credits completed-game file.
- Confirm that the title or scenario selection identifies the B or 2nd scenario.
Use the zapping system without assuming every action transfers
The zapping system carries selected information from the first run into the second. Some pickups are one-time resources or are relocated between scenarios, so an item collected in A may not appear in the same place in B. The two campaigns also use different progression items: Leon’s route uses the plug set for the sewer door, while Claire’s route uses her own stone and passage sequence. Do not search for a familiar A-scenario item indefinitely if the B route gives a different replacement.
Some physical changes are scenario-linked. Claire’s A route uses the Plastic Bomb and Detonator to clear the police-station helicopter wreckage; the opposite run approaches that area under different conditions. Certain laboratory actions also affect the later scenario. Registering a character’s fingerprint can enable access for the other character’s B run, and using the anti-B.O.W. gas sprinkler in one scenario changes the condition of the humanoid plants encountered later. These are selective scripted links, not a complete record of every door opened or enemy killed.
If a route or pickup differs in B, first check the scenario-specific objective and map route. Do not assume that a missing item means the save is damaged. The game intentionally redistributes many important objects between A and B.
- Expect selected one-time items to be absent or relocated.
- Expect A and B to use different character-specific progression items.
- Treat the helicopter route, fingerprint access and laboratory gas sprinkler as scenario-linked examples.
- Do not assume every combat or door action transfers to the other run.
Choose and preserve your campaign order
For the minimum completion goal, play one complete linked pair: Claire A followed by Leon B, or Leon A followed by Claire B. The B scenario supplies the extended story resolution and the full ending sequence that is absent from the shorter A ending. Claire A followed by Leon B is the commonly cited canonical order, but either linked pair completes the main campaign requirement.
After finishing the first A/B pair, you may play the reverse pair to see the other character’s A route and its associated B scenario. That is optional for the stated completion goal. Do not begin the reverse pair by accidentally selecting New Game on the wrong disc if your intention is to continue the clear file.
- Complete one A scenario.
- Load the opposite disc and complete its B scenario.
- Use Claire A followed by Leon B for the commonly recommended order, or choose the reverse linked pair.
- Play the second linked pair only if you want the additional route variations.
Before you move on
- A post-credits completed-game save exists on the memory card.
- Loading that file with the opposite character disc starts the appropriate B or 2nd scenario.
- The B run begins with its alternate opening and scenario-specific item or enemy arrangement.
- One linked A/B pair has been completed.
- The B scenario’s final escape sequence has been completed and the extended ending and credits have been viewed.
- The character has exited the underground laboratory through the evacuation train route.
References for this chapter
Opening: Raccoon City streets and reaching the Police Station
The original North American PlayStation release uses different opening routes for A and B scenarios. Leon A and Claire A cross the burning streets through Kendo Gun Shop, its rear exit, the basketball court and the bus before reaching the front entrance of the Raccoon Police Department. Leon B and Claire B use an altered street route, obtain the Cabin Key, pass through the cabin and enter the station from the rear side. Both B scenarios then use the Valve Handle to extinguish the burning helicopter obstruction, but their Blue Card Key locations differ: Leon B obtains his card in Chief Irons's Storage Room, while Claire B obtains hers in the red-jewel or mini-statue room. In all routes, movement and positioning are more valuable than clearing every zombie. Use doorways and room transitions as escape tools, establish the station's Main Hall or Waiting Room typewriter and item box as early checkpoints, and keep inventory space for required keys.
1. A scenarios: cross the burning streets
This route applies to Leon A and Claire A. After the opening scenes, move toward Kendo Gun Shop. The streets expose you to zombies from several directions, so stay near the edge of each area and avoid stopping in the center. If a zombie blocks the only usable passage, fire enough handgun rounds to stagger it and run past. Clearing every enemy wastes ammunition and increases the chance of being grabbed while turning or reloading.
Enter Kendo Gun Shop and continue through its rear exit. Treat the shop as a passage and landmark rather than a room that must be completely looted. Take an item only when you can reach it without being surrounded, and keep inventory space for the early RPD route.
- Follow the A-scenario route to Kendo Gun Shop.
- Use handgun fire to create openings instead of clearing every zombie.
- Leave through the shop's rear exit.
2. A scenarios: pass the alley, basketball court and bus
Continue through the rear alley toward the vehicle and gate area. The alley is narrow, so do not stop in the middle to reload while zombies are closing from behind. Fire at enemies that block the route, then move through the opening immediately.
Cross the basketball court without trying to defeat every zombie. Before turning, identify where you will retreat if the fixed camera reveals an enemy at close range. Enter the bus, move through its aisle and leave through the front door. The bus is part of the route, not a room that needs to be cleared.
The original PlayStation version does not place Leon's Shotgun or Claire's Grenade Launcher in Kendo Gun Shop. Both characters obtain their heavy starting weapons through later RPD progression, so do not follow weapon locations from the 2019 remake.
- Cross the rear alley without lingering.
- Treat the basketball court as a route section.
- Move through the bus and leave through its front door.
- Do not expect a required heavy weapon in Kendo Gun Shop.
3. A scenarios: enter the RPD and establish the first checkpoint
After leaving the bus, continue toward the illuminated RPD entrance. The final street section is open, so keep moving around vehicles and avoid allowing several zombies to close from different sides. If one blocks the entrance, stagger it and run past instead of spending ammunition to clear the area.
Inside the station, locate the Main Hall, the nearby typewriter and the item box. These are your first reliable landmarks. Save once you are safely inside. Carry the handgun and ammunition, take a healing item if one is available, and leave at least one inventory slot open for the Blue Card Key and other progression items.
- Enter the RPD through the front approach.
- Locate the Main Hall typewriter and item box.
- Save before beginning the first station route.
- Leave an inventory slot open.
4. A scenarios: receive and use Marvin's Blue Card Key
From the Main Hall, enter the West Office and speak with Marvin Branagh. In Leon A and Claire A, Marvin provides the Blue Card Key during this early station sequence. Take the card to the computer behind the reception desk in the Main Hall and use it to unlock the station's electronic doors.
Confirm that the newly opened routes are available before moving on. The card is required early in both A scenarios, so do not discard it until the computer has accepted it. If your inventory is crowded or your health is poor, return to a safe room after using the computer and reorganize before continuing.
- Enter the West Office.
- Receive the Blue Card Key from Marvin.
- Use it at the Main Hall computer.
- Confirm that the electronic doors have opened.
5. B scenarios: follow the altered street and rear-station route
This route applies to Leon B and Claire B. The B scenario does not repeat the A-scenario Kendo Gun Shop, rear-alley, basketball-court and bus sequence. Move toward the rear side of the Police Station, avoiding zombies whenever the route remains open. Shoot only when an enemy blocks the path or is positioned too close for a safe pass.
Reach the small office near the rear approach and take the Cabin Key. Return outside, use the key on the cabin door and pass through the cabin to its opposite exit. Continue along the exterior route to the stairs, then enter the Police Station from the altered rear approach.
Once inside, use the Waiting Room and upper station routes as immediate landmarks. The B opening is rearranged, so do not wait for Marvin to hand over the Blue Card Key and do not search the West Office for the A-scenario handoff.
- Reach the rear side of the station in the B scenario.
- Collect and use the Cabin Key.
- Pass through the cabin and enter the RPD from the altered approach.
- Do not expect Marvin to provide the Blue Card Key in B.
6. B scenarios: find the Valve Handle and extinguish the helicopter fire
From the changed upper route, use the accessible corridors and stairs to reach the first-floor office area. Search the large office section for the Valve Handle. Confined rooms can leave you trapped between zombies, so use doorways to separate enemies and retreat through a room transition when necessary.
Take the Valve Handle to the control point beside the burning helicopter obstruction and use it to extinguish the fire. This action opens the route into the adjoining station rooms. Carry a healing item before activating the sequence because the first B-scenario Tyrant encounter follows this section.
When Tyrant appears, keep moving toward the next door and use the corridor's length to avoid him. The original PlayStation Tyrant encounters are scripted scenario events, not the continuous roaming behavior associated with the 2019 remake. Do not spend heavy ammunition unless the encounter blocks your escape.
- Find the Valve Handle in the B-scenario station route.
- Use it at the helicopter obstruction.
- Extinguish the fire before proceeding.
- Carry a healing item before triggering the Tyrant sequence.
- Reach the next door instead of trading damage in the corridor.
7. B scenarios: collect the correct Blue Card Key
The two B scenarios do not use the same Blue Card Key location. Leon B must reach Chief Irons's Storage Room during the altered station progression and take the Blue Card Key there. Do not search the red-jewel or mini-statue room for Leon's card.
Claire B instead obtains the Blue Card Key in the red-jewel or mini-statue room. PlayStation-era guides may describe this as the Antique Room, red-jewel room or small statue room. These labels refer to the room containing the statue puzzle; they do not identify Leon B's Chief Irons Storage Room route.
After collecting the correct card, leave carefully. A Licker or other enemy may make the doorway dangerous depending on the scenario state, so avoid stopping in the entrance. If necessary, retreat through the previous room and use the door transition to create distance.
- Leon B: collect the Blue Card Key from Chief Irons's Storage Room.
- Claire B: collect the Blue Card Key from the red-jewel or mini-statue room.
- Do not apply Claire B's pickup location to Leon B.
- Leave the room without being trapped by nearby enemies.
8. Use the B-scenario card and finish the opening
Bring the Blue Card Key to the computer behind the reception desk in the Main Hall and use it. The computer unlocks the electronic doors needed for the next station objectives, including the route toward the Library. The card's purpose is the same as in A, but the preceding events and pickup locations differ.
After the computer accepts the card, return to the Waiting Room or another available save point if you need to heal, reorganize or store optional supplies. Keep the handgun and ammunition, carry healing, and leave room for the next character-specific key item. The opening chapter is complete when the character has entered the RPD, extinguished the B-scenario helicopter fire, collected the correct Blue Card Key, used it at the Main Hall computer and saved with the station's card-controlled paths available.
- Leon B: bring the Blue Card Key from Chief Irons's Storage Room.
- Claire B: bring the Blue Card Key from the red-jewel or mini-statue room.
- Use the card at the Main Hall computer.
- Locate the Main Hall or Waiting Room typewriter and item box.
- Save with space available for the next RPD objective.
Before you move on
- A scenario: the character reached the RPD through Kendo Gun Shop, the rear alley, basketball court and bus.
- B scenario: the character reached the station through the altered rear route, obtained the Cabin Key and passed through the cabin.
- B scenario: the Valve Handle was obtained and used to extinguish the helicopter fire.
- A scenario: Marvin supplied the Blue Card Key in the West Office.
- Leon B: the Blue Card Key was collected from Chief Irons's Storage Room.
- Claire B: the Blue Card Key was collected from the red-jewel or mini-statue room.
- The Blue Card Key was used at the computer behind the Main Hall reception desk.
- The Main Hall or Waiting Room typewriter and item box have been located.
- A save has been made and an inventory slot remains open for the next RPD objective.
References for this chapter
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By cvxfreak
- Resident Evil 2 – Clare Scenario 2 Guide – PlayStation – By marshmallow
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By mysticcat
- Resident Evil 2 - Mission B Walkthrough - PlayStation - By rocketdive2001
- Resident Evil 2 Leon B Walkthrough video reference
RPD Main Hall and West Office: first puzzles and the Detonator
The original North American PlayStation release changes the RPD opening between A and B scenarios. In Leon A and Claire A, Marvin provides the Blue Card Key in the West Office. In Leon B and Claire B, the characters enter from the rear, use the Valve Handle to extinguish the first helicopter fire and then retrieve the Blue Card Key from different rooms: Leon B finds it in Chief Irons's Storage Room, while Claire B finds it in the Antique Room beside the red-jewel statues. Claire alone uses the original Plastic Bomb and separate Detonator to create Bomb & Det., which opens the later damaged helicopter-side passage. Leon follows his own Unicorn Medal, Spade Key, Square Crank and plug route. The Eastern Office safe is an optional source of ammunition and the Police Station Map.
Establish the Main Hall checkpoint
After entering the Raccoon Police Department, locate the Main Hall typewriter and item box. Save before beginning the first extended sweep through the west wing, Waiting Room and upper floors. Treat the Main Hall computer, central woman statue and nearby typewriter as your main navigation landmarks.
Carry the handgun, ammunition, one healing item and only the key items needed for the next objective. Store files and excess supplies whenever possible, leaving at least one inventory slot open. Kill enemies that block corridors you must repeatedly cross, but bypass isolated zombies when the route remains safe. This original PlayStation release does not use the 2019 remake's Electronic Gadget, Battery, portable safes, hip pouches or medallion set.
- Find the Main Hall typewriter and item box.
- Save before the first extended RPD circuit.
- Keep at least one inventory slot free.
- Use original PlayStation item names and puzzles.
A scenarios: obtain the Blue Card Key from Marvin
In Leon A or Claire A, follow the opening west-side route to the West Office and speak with Marvin. Take the Blue Card Key from him. Return to the Main Hall and use the card at the computer behind the reception counter.
The computer unlocks the station's electronic doors and opens the routes toward the east side and upper-floor areas. This is the A-scenario location only. Do not search the B-scenario rooms for the card during an A run.
- Reach Marvin in the West Office during Leon A or Claire A.
- Take the Blue Card Key.
- Use it at the Main Hall computer.
- Confirm that the electronic station doors are unlocked.
B scenarios: complete the rear-entry route and use the correct Blue Card Key location
Leon B and Claire B begin on the rear side of the police station. Take the Cabin Key in the rear guard area and use it to enter the courtyard. Follow the route to the Valve Handle, then return to the burning helicopter and use the handle at the water-pressure point to extinguish the fire.
Continue through the opened passage and prepare for the scripted Tyrant encounter in the dark corridor. Defeating him is not required for progress. Keep moving, avoid being pinned against the wall and use the corridor length or a doorway to create distance. Do not spend scarce heavy ammunition unless the encounter becomes unavoidable.
The two B scenarios then separate. In Leon B, continue through the B route to Chief Irons's Storage Room and take the Blue Card Key there. In Claire B, continue to the Antique Room, the room containing the red-jewel statues, and take the Blue Card Key from the area beside the statues. These are different character-specific locations; Claire B does not retrieve Leon B's card from Chief Irons's Storage Room.
Return to the Main Hall and use the Blue Card Key at the computer. This opens the electronic doors needed for the Library and the rest of the station progression.
- Take the Cabin Key at the rear guard area.
- Enter the courtyard and obtain the Valve Handle.
- Extinguish the initial helicopter fire.
- Survive or bypass the scripted Tyrant encounter.
- Leon B: reach Chief Irons's Storage Room and take the Blue Card Key.
- Claire B: reach the Antique Room and take the Blue Card Key beside the red-jewel statues.
- Use the card at the Main Hall computer.
Open the Eastern Office safe separately
Once the early station doors are available, enter the first-floor Waiting Room and obtain the Police Memorandum. It gives the combination for the safe in the small office at the rear of the Eastern Office.
Enter 2236 using the original number-selection interface. Leon receives Shotgun Shells and Claire receives Acid Rounds. The Police Station Map is also available through this safe objective. The safe is optional: it provides supplies and map information, but it does not open the helicopter passage and is not required to leave the RPD.
- Collect the Police Memorandum from the first-floor Waiting Room.
- Reach the safe in the Eastern Office.
- Enter 2236.
- Take the Police Station Map if available.
- Collect or store Leon's Shotgun Shells or Claire's Acid Rounds.
Leon: continue through the Unicorn Medal and Spade Key route
Leon does not use Bomb & Det. In Leon A, reach the S.T.A.R.S. Office and take the Unicorn Medal from Chris's desk area. In Leon B, the Unicorn Medal is placed in the second-floor Main Hall area. Bring the medal to the woman statue in the Main Hall to receive the Precinct Key, then examine it in the inventory to identify it as the Spade Key.
Use the Spade Key on the appropriate station doors. Leon A reaches the File Room and obtains the Square Crank there. Leon B follows a rearranged route and obtains his required station items through the B-specific rooms; do not assume every A-scenario pickup remains in the same place. Continue through the Library and later chess-plug objectives as they become available.
The helicopter-side passage is not opened with Claire's explosives during a Leon run. Leon's station progression uses his own key, crank and plug objectives.
- Obtain the Unicorn Medal for the active Leon scenario.
- Use it at the Main Hall woman statue.
- Examine the resulting Precinct Key to identify it as the Spade Key.
- Open the appropriate Spade Key doors.
- Leon A: obtain the Square Crank from the File Room.
- Do not search for Claire's explosive components as a Leon requirement.
Claire: obtain the Plastic Bomb and Detonator as separate items
Claire A and Claire B use the original Plastic Bomb and separate Detonator. After the relevant Diamond Key route is open, enter the Evidence or Confiscation Room and search the broken-lock locker or container for the Plastic Bomb. This is the explosive component and cannot clear the obstruction by itself.
Continue to the connected western office area and take the Detonator from the desk. The two objects are separate pickups. Do not substitute the 2019 remake's Electronic Gadget and Battery, and do not assume that the Plastic Bomb already contains the detonator.
Combine the Plastic Bomb and Detonator in the inventory to create Bomb & Det. Carry it to the damaged helicopter-side obstruction on the upper floor and use it there. Move away from the blast, then pass through the opened route toward Chief Irons's area. This objective applies to Claire A and Claire B, but Claire B must first complete her rear-entry route and obtain the Blue Card Key from the Antique Room.
- Use Claire's applicable key route to reach the Evidence or Confiscation Room.
- Take the Plastic Bomb from the broken-lock container.
- Enter the connected western office.
- Take the separate Detonator from the desk.
- Combine the two items into Bomb & Det.
- Use Bomb & Det. at the damaged helicopter-side obstruction.
- Confirm that the route toward Chief Irons's area is open.
Claire B: keep the two helicopter objectives separate
Claire B first completes the rear-entry sequence: take the Cabin Key, obtain the Valve Handle, extinguish the initial helicopter fire and survive or bypass the scripted Tyrant encounter. Continue to the Antique Room and take the Blue Card Key from the red-jewel statue area. Use it at the Main Hall computer before continuing through the station.
Later, after the Diamond Key and Evidence Room route are available, collect the Plastic Bomb. Take the separate Detonator from the western office, combine the items and use Bomb & Det. on the damaged passage leading toward Chief Irons's area.
The Valve Handle handles the initial burning helicopter. Bomb & Det. handles the later damaged obstruction. They are different obstacles and must not be combined into one objective. The Claire B Blue Card Key is not in Chief Irons's Storage Room; that is Leon B's corresponding pickup.
- Complete Claire B's rear-entry route first.
- Extinguish the initial helicopter fire with the Valve Handle.
- Take the Blue Card Key from the Antique Room beside the red-jewel statues.
- Use the card at the Main Hall computer.
- Reach the Evidence or Confiscation Room and take the Plastic Bomb.
- Take the separate Detonator from the western office.
- Combine them into Bomb & Det.
- Use Bomb & Det. at the later damaged helicopter-side obstruction.
- Reach Chief Irons's area and continue toward the Heart Key objective.
Consolidate supplies before continuing
After the active character's required RPD route is open, return to a nearby typewriter and item box. Deposit the spent Bomb & Det., discarded keys and files that no longer serve a purpose. Keep healing items and the strongest available weapon ready for the next station section.
For Leon, verify that the Unicorn Medal, Spade Key and scenario-specific crank objectives are progressing normally. For Claire, verify that the separate Plastic Bomb and Detonator were collected and combined, and that Bomb & Det. opened the later damaged passage. Save with free inventory space before beginning the next chapter.
- Return to a safe typewriter and item box.
- Store spent explosive items and discarded keys.
- Keep healing and a loaded weapon available.
- Confirm the character-specific RPD route is open.
- Save with at least one free inventory slot.
Before you move on
- For Leon A or Claire A, the Blue Card Key was taken from Marvin in the West Office and used at the Main Hall computer.
- For Leon B or Claire B, the Cabin Key and Valve Handle were used to enter the rear station route and extinguish the initial helicopter fire.
- For Leon B, the Blue Card Key was taken from Chief Irons's Storage Room and used at the Main Hall computer.
- For Claire B, the Blue Card Key was taken from the Antique Room beside the red-jewel statues and used at the Main Hall computer.
- The Eastern Office safe was opened with 2236 if the optional reward was pursued.
- The Police Station Map and correct character-specific ammunition were collected or stored if the safe was opened.
- For Leon, the Unicorn Medal was exchanged at the Main Hall woman statue for the Precinct Key, identified as the Spade Key.
- For Leon A, the File Room route produced the Square Crank.
- For Claire A or Claire B, the Plastic Bomb was taken from the Evidence or Confiscation Room route.
- For Claire A or Claire B, the separate Detonator was taken from the western office.
- For Claire B, the initial Valve Handle and helicopter-fire route was completed before the later explosive route.
- For Claire A or Claire B, the Plastic Bomb and Detonator were combined into Bomb & Det.
- For Claire A or Claire B, Bomb & Det. cleared the later damaged helicopter-side obstruction toward Chief Irons's area.
- A recent save reloads with the correct character- and scenario-specific RPD route ready for the next chapter.
RPD upper floors, S.T.A.R.S. office and the helicopter passage
The upper RPD route changes substantially between character and scenario. A scenarios reach the S.T.A.R.S. office for the Unicorn Medal, while B scenarios collect the medal during their remixed Main Hall routes. The medal opens the first-floor statue and provides the Spade Key. Leon then follows the four-plug route; Claire follows the three-stone route and must also use the Plastic Bomb and Detonator to open the damaged helicopter passage. The B-scenario Blue Card Key is not in the same place for both characters: Leon B finds it in Chief Irons's Storage Room, while Claire B takes it from the red-jewel or mini-statue room.
A scenarios: reach the S.T.A.R.S. office and take the Unicorn Medal
In Leon A or Claire A, work through the west side of the police station until you reach the S.T.A.R.S. hallway. Enter the S.T.A.R.S. office and search Chris Redfield's desk. Take Chris's Diary, then collect the Unicorn Medal from the same desk area. This is the A-scenario pickup for both characters; do not confuse it with the altered B-scenario locations.
Return to the first-floor Main Hall and use the Unicorn Medal on the large female statue. The statue releases the Precinct Key, which is identified in the inventory as the Spade Key. Take it to the gray door in the first licker hallway. Inside the File Room, push the movable ladder to the cabinet, climb up and take the Square Crank. The crank is needed later for the Clock Tower route, so put it in a nearby item box if your inventory is crowded. Use any remaining Spade-marked doors needed by your character, then discard the key when the game allows it.
- Leon A or Claire A has entered the S.T.A.R.S. office.
- Chris's Diary and the Unicorn Medal have been collected.
- The Unicorn Medal has been used at the first-floor Main Hall statue.
- The Spade Key has been obtained.
- The File Room has been opened.
- The Square Crank has been collected.
Leon A: begin the four-plug route
Leon A needs two Red Jewels for the small-statue room. One comes from the fireplace puzzle in the briefing-room route, and the other comes from the upper-floor statue puzzle near the S.T.A.R.S. office. These Red Jewels are separate from the Unicorn Medal and do not replace the Spade Key objective.
Carry both Red Jewels to the room containing the two smaller statues. Place one jewel in each statue. The central display opens and gives Leon the King Plug. The reward is not a second Unicorn Medal and is not part of Claire's stone route.
Leon must also collect the Bishop Plug from the Library bookcase puzzle, the Rook Plug from the interrogation-room route and the Knight Plug from the Clock Tower mechanism. Keep the four plugs together in an item box when possible, but do not mistake them for ordinary expendable items. They are required to open Leon's sewer passage later.
- Both Red Jewels have been collected.
- The two Red Jewels have been placed in the small-statue room.
- Leon has taken the King Plug.
- The Bishop, Rook and Knight Plug objectives remain tracked.
- The Square Crank is available for the Clock Tower.
Claire A: begin the stone route
Claire A follows the same A-scenario Unicorn Medal route through the S.T.A.R.S. office and first-floor Main Hall. Her character-specific item is the Lighter, found in the second-floor Waiting Room. Use it on the fireplace painting in the briefing-room route to obtain one Red Jewel, then obtain the second Red Jewel from the upper-floor statue puzzle.
Place both Red Jewels in the two small statues. Claire receives the first half of the Jaguar Stone. This reward is distinct from the Unicorn Medal and from the later Serpent, Eagle and Jaguar Stone objectives. Claire's Library puzzle provides the Serpent Stone, the interrogation-room route provides the Eagle Stone, and the Clock Tower mechanism provides the second Jaguar Stone half. Combine the Jaguar halves before using the completed stone in Chief Irons's area.
- Claire A has collected the Unicorn Medal from the S.T.A.R.S. office.
- The Spade Key has opened the necessary west-wing doors.
- The Lighter has been taken from the Waiting Room.
- The Lighter has revealed the fireplace Red Jewel.
- Both Red Jewels have been placed in the small-statue room.
- Claire has taken the first Jaguar Stone half.
Claire A: clear the damaged helicopter passage
Claire's explosive route uses two separate items. Take the Plastic Bomb from the broken cabinet in the Evidence Room. The Detonator is on the desk in the office beside the room where Marvin becomes a zombie. Combine the Plastic Bomb and Detonator in the inventory.
Carry the combined Bomb and Detonator to the damaged helicopter passage and use it on the obstruction. This opens the route toward Chief Irons's rooms. It is the original PlayStation explosive puzzle; do not substitute the electronic device and battery from the 2019 remake.
After the passage opens, continue through Chief Irons's area, deal with the Sherry and Heart Key events and continue Claire's Serpent, Eagle and Jaguar Stone progression. Save before entering the opened route if you are low on healing items.
- The Plastic Bomb has been taken from the Evidence Room cabinet.
- The Detonator has been collected beside Marvin's zombie event.
- The two explosive components have been combined.
- The damaged helicopter passage has been opened.
- Claire has a route toward Chief Irons's area.
Leon B: obtain the Blue Card Key in Chief Irons's Storage Room
Leon B begins with a remixed approach to the station. After reaching the Main Hall area, clear or bypass the clustered zombies and collect the Unicorn Medal from the wall on the upper-level route. The medal is not obtained from the A-scenario S.T.A.R.S. desk in this run. Use it at the first-floor Main Hall statue if you want the Spade Key; the key is optional for Leon B's main route but can open useful side rooms.
Leon B's required Blue Card Key is in Chief Irons's Storage Room, also referred to by some guides as the Antique Room. Reach the room after dealing with the burned helicopter route and the first B-scenario Tyrant event. Take the Blue Card Key from the room, return to the first-floor Main Hall computer and use it to unlock the electronic doors. This is the Leon B location; do not send Leon B to Claire's red-jewel room for the card.
Once the computer doors are open, enter the Library and solve the bookcase puzzle for the Bishop Plug. Leon B later collects the Rook, King and Knight Plugs through his own route. The plug objective is separate from Claire's three-stone progression.
- Leon B has collected the Unicorn Medal from his altered upper-station route.
- The Unicorn Medal has been used at the Main Hall statue if the Spade Key route is being taken.
- Leon B has entered Chief Irons's Storage Room.
- The Blue Card Key has been collected there.
- The Blue Card Key has been used at the Main Hall computer.
- The Library bookcase puzzle has provided the Bishop Plug.
Claire B: obtain the Blue Card Key from the red-jewel or mini-statue room
Claire B reaches the station through the altered B route and first obtains the Valve Handle in the eastern-side office route. After using it at the rooftop water fixture to extinguish the helicopter fire, continue through the remixed upper-floor path. Claire B's Unicorn Medal is collected from the upper Main Hall route after the zombie group has been dealt with; it is not the A-scenario desk pickup. Use the medal at the first-floor statue to receive the Spade Key.
Claire B's Blue Card Key is in the red-jewel or mini-statue room. Enter the room with the large statue and the two smaller female reliefs, then take the Blue Card Key from the nearby display or crate area. A licker can break through after the pickup, so leave immediately rather than trying to fight in the cramped room. Return to the Main Hall computer and use the card to open the electronic doors. The Claire B location is different from Leon B's Chief Irons's Storage Room location.
After opening the Library, solve the bookcase puzzle for the Serpent Stone. Claire B then continues through the Red Jewel reward room, the Bomb and Detonator route, Chief Irons's area and the three-stone objective.
- Claire B has collected the Valve Handle.
- The rooftop helicopter fire has been extinguished.
- Claire B has collected her altered-route Unicorn Medal.
- The Unicorn Medal has been used at the Main Hall statue.
- The Blue Card Key has been taken from the red-jewel or mini-statue room.
- The Blue Card Key has been used at the Main Hall computer.
- The Library puzzle has provided the Serpent Stone.
Claire B: complete both the fire and explosive objectives
The Valve Handle and Bomb and Detonator perform different tasks. Use the Valve Handle at the rooftop water fixture to extinguish the burning helicopter. This clears the flames but does not open the later damaged passage.
Continue the B route to the Evidence Room and take the Plastic Bomb from the broken cabinet. Collect the Detonator from the office beside Marvin's zombie event, combine the two items and return to the now-extinguished helicopter passage. Use the completed Bomb and Detonator on the damaged obstruction to open the route toward Chief Irons's rooms. Claire B must complete both actions; stopping after the fire is extinguished leaves the required route closed.
After entering Chief Irons's area, collect the Heart Key and continue Claire's stone route. Use the Library Serpent Stone, interrogation-room Eagle Stone and the two Jaguar halves at the chief's hidden passage when the route is ready.
- The fire has been extinguished with the Valve Handle.
- The Plastic Bomb has been taken from the Evidence Room.
- The Detonator has been collected beside Marvin's zombie event.
- The components have been combined.
- The later damaged passage has been opened with the Bomb and Detonator.
- Claire B has begun the Heart Key and three-stone route.
Before you move on
- Leon A or Claire A has collected the Unicorn Medal from the S.T.A.R.S. office and used it at the first-floor Main Hall statue.
- Leon B has collected his altered-route Unicorn Medal and, if using the optional Spade Key route, used it at the Main Hall statue.
- Claire B has collected her altered-route Unicorn Medal and used it at the Main Hall statue.
- Leon B's Blue Card Key has been taken from Chief Irons's Storage Room and used at the Main Hall computer.
- Claire B's Blue Card Key has been taken from the red-jewel or mini-statue room and used at the Main Hall computer.
- Leon has begun the Bishop, King, Rook and Knight Plug route, or Claire has begun the Serpent, Eagle and Jaguar Stone route.
- The Red Jewel reward has been completed separately from the Unicorn Medal statue.
- Leon has obtained the King Plug, or Claire has obtained the first Jaguar Stone half.
- Claire A has combined the Plastic Bomb and Detonator and cleared the damaged helicopter passage.
- Claire B has extinguished the fire with the Valve Handle and later cleared the obstruction with the Bomb and Detonator.
- No remake-only item, room or puzzle remains in the active objective list.
- The active character has a recent save, free inventory space and a route toward the next RPD progression area.
References for this chapter
Backtrack, RPD shortcuts and inventory consolidation
Use this chapter after the active character has completed the currently available upper-floor RPD objectives and immediately before the first character-specific basement departure. Consolidate supplies, store confirmed spent items, verify the correct route and create a recovery save. Claire's Plastic Bomb and Detonator sequence is used to clear the helicopter obstruction. Claire B must first use the Valve Handle to extinguish the helicopter fire; that fire-extinguishing step is not a Claire A prerequisite. Leon follows his own route and does not use Claire's explosives.
Return to a dependable RPD staging room
Use the Main Hall and Dark Room as the main consolidation points. Each has a typewriter and item box, and the Main Hall is the clearest landmark for moving between the station's east and west sides. The Dark Room is useful when returning from the west corridors, developing film or arranging supplies before a dangerous trip.
Save after a major station objective, but retain an earlier recovery save if possible. Returning through upper-floor corridors can expose you to Lickers, crows, zombies or, in a B scenario, a scripted Tyrant encounter. The original PlayStation game does not use the 2019 remake's blue-room or red-room completion rules, so judge progress by opened routes and remaining objectives rather than room-color status.
- Save at the Main Hall or Dark Room after a major RPD objective.
- Keep an earlier recovery save if storage space allows.
- Use the original station layout and route logic, not remake completion rules.
Sort keys and completed puzzle items
Review the inventory and item box before making another trip. Keep every key that still has a matching door in the active scenario. The Spade, Diamond and character-specific Heart or Club Keys do not serve the same purpose in every scenario, so verify remaining doors before discarding anything. Discard a key only when the game permits it or when all of its relevant doors have been used.
Store completed one-use items after their final use is certain. The Unicorn Medal, Red Jewels, Crank, Cogwheel, Colored Stones and similar puzzle objects can eventually be deposited, but the timing differs between characters and scenarios. Do not carry spent items simply because they were important earlier.
Leon’s King, Bishop, Rook and Knight Plugs are not part of the initial basement-departure checklist. His plug route continues after the basement and sewer sections, when he returns to the RPD. Keep any plug that still has a known later use.
- Keep keys with an identified remaining door.
- Deposit only confirmed spent puzzle items.
- Do not confuse Leon's later chess-plug route with the first basement departure.
- Keep Claire's stones and explosive components separate from Leon's plugs.
Claire A: clear the helicopter obstruction and reach Chief Irons
Claire A obtains the Plastic Bomb and Detonator as separate items during her RPD route. Collect both, then combine them in the inventory to create the completed Bomb and Detonator. The objective here is the helicopter obstruction; do not add a Valve Handle fire-extinguishing step to Claire A's required checklist.
Return to the helicopter wreckage and place the completed bomb at the blocked opening beside it. Move away before the explosion. When the passage opens, go through to Chief Irons's office and continue the Sherry sequence. After the sequence, return to the office and take the Heart Key from the desk when it becomes available.
The Heart Key is a separate progression item and is not part of the explosive route. Claire's Colored Stone objectives are also separate and should not be carried into this section unless the active route still requires them.
- Claire A has collected the Plastic Bomb.
- Claire A has collected the Detonator.
- The two explosive parts have been combined.
- The completed Bomb and Detonator has cleared the helicopter obstruction.
- Claire A has completed the Chief Irons and Sherry sequence.
- Claire A has taken the Heart Key when it becomes available.
Claire B: extinguish the fire, then complete the later bomb route
Claire B's opening RPD arrangement differs from Claire A's. Obtain the Valve Handle and use it on the pipe beside the burning helicopter to extinguish the fire. This opens the passage around the wreckage and establishes the upper-floor route for the B scenario.
Continue through the B-scenario key and statue objectives. Later, use the Diamond Key route to reach the room containing Claire's Plastic Bomb. Obtain the Detonator from the adjoining police-office area, combine the two items and return to the helicopter obstruction. Place the completed Bomb and Detonator at the blocked opening, move away and enter after the blast.
Proceed toward Chief Irons's office. Complete the Chief Irons and Sherry sequence, then collect the Heart Key when it appears on the desk. The Valve Handle action and the later Bomb and Detonator action are separate objectives. Do not replace this route with the 2019 remake's West Storage C4 instructions.
- Claire B has used the Valve Handle to extinguish the helicopter fire.
- Claire B has completed the required upper-floor key and statue objectives.
- Claire B has collected and combined the Plastic Bomb and Detonator.
- Claire B has cleared the helicopter obstruction with the completed bomb.
- Claire B has completed the Chief Irons and Sherry sequence and collected the Heart Key.
- No remake West Storage barricade instructions have been substituted.
Leon: prepare his own upper-floor progression
Leon does not use Claire's Plastic Bomb and Detonator sequence. Follow Leon's own RPD progression through the Main Hall, Library, S.T.A.R.S. Office, statue rooms, clock-tower mechanisms and character-specific key rooms. Item locations and available routes change between A and B scenarios, so follow the active scenario rather than Claire's route.
Do not force the later chess-plug return merely to declare the station finished. Leon's initial departure leads through the basement and parking route, where he meets Ada, continues through Ben's sequence and obtains the Manhole Opener before the sewer transition. The King, Bishop, Rook and Knight Plug sequence belongs to a later route and is not the preparation requirement for this first descent.
- Leon has completed the currently available Library and upper-floor mechanisms.
- Leon is not carrying Claire's explosive components as a supposed requirement.
- The correct Leon basement route is open or its required item is carried.
- The later chess-plug return has not been incorrectly required before departure.
Make one grouped supply trip
Use the map to combine nearby errands. If you return to the west side for a key, collect nearby ammunition or healing during the same trip. Avoid crossing a Licker corridor or crow hallway for a low-value optional pickup unless the item is needed. B scenarios alter enemy placement and route timing, making unnecessary backtracking more expensive.
Carry a practical loadout rather than every weapon. Leon can use the Shotgun for groups of zombies and preserve the Magnum for tougher targets. Claire's Grenade Launcher is flexible, but grenade, flame and acid ammunition should be reserved for enemies that justify them. Bring at least one healing item, leave reserve ammunition and healing in the item box and keep one inventory slot free for a key or route item.
- Group pickups by route instead of making repeated hazard runs.
- Carry a routine weapon and matching ammunition.
- Bring at least one healing item.
- Leave reserve supplies in the item box.
- Keep at least one inventory slot empty.
Save and confirm the correct basement departure
Leon’s first departure proceeds through his basement and parking route. He meets Ada, continues through the Ben and Manhole Opener sequence and reaches the sewer transition. Claire's first departure uses her character-specific Heart Key route and leads to the Sherry control segment. Do not carry Leon's Manhole Opener instructions into Claire's route, and do not assume Claire receives Leon's basement items before the sewer handoff.
Make a final manual save immediately before descending. Carry the active character's required key or mechanism, a reliable weapon, suitable ammunition and healing. Store completed files, spent medals and confirmed obsolete keys. This chapter creates a stable launch point for the basement and sewer chapters; it does not require clearing every optional RPD room.
- The active character's first basement route is open.
- The required character-specific item is carried.
- At least one inventory slot is empty.
- Healing and suitable ammunition are equipped.
- Reserve supplies remain available in an item box.
- A recent manual save exists immediately before the descent.
Before you move on
- The chapter is used after the active character's available upper-floor RPD objectives and before the first basement route.
- Claire A has collected and combined the Plastic Bomb and Detonator, cleared the helicopter obstruction and completed the Chief Irons and Sherry sequence.
- Claire B has extinguished the helicopter fire with the Valve Handle, later combined the Plastic Bomb and Detonator, cleared the helicopter obstruction and completed the Chief Irons and Sherry sequence.
- Leon has completed his current upper-floor route without being assigned Claire's explosive objectives.
- Leon's later chess-plug return has not been incorrectly required before the basement.
- The correct character-specific basement route is open.
- Confirmed spent items and obsolete keys are stored or discarded.
- A recent manual save exists immediately before the descent.
- The inventory contains healing, suitable ammunition, an appropriate weapon and at least one free slot.
- Reserve supplies remain available for recovery after a failed basement or sewer attempt.
References for this chapter
- Resident Evil 2 – Walkthrough – PlayStation – By hahe
- Resident Evil 2 - Walkthrough - PlayStation - By Black_Cat
- Resident Evil 2 – Clare Scenario 2 Guide – PlayStation – By marshmallow
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By peach_freak
- Resident Evil 2 North American PlayStation manual mirror
RPD basement, kennel, morgue and sewer access
The basement departure differs sharply between Leon and Claire. Leon restores power, meets Ada in the parking area, visits Ben, takes the Manhole Opener and uses it in the Kennel to reach the sewers. Claire enters through the Heart Key route, restores power with a scenario-specific switch sequence and follows the Chief Irons and Sherry route. Claire A then fights G-Imago. Claire B follows an altered RPD path and fights William Birkin’s first formation after the Chief Irons sequence but before the sewer transition. The Club Key, Sherry’s crate puzzle and the companion-controlled sewer sections begin in ch06.
Prepare before entering the basement
Save at the nearest RPD typewriter before beginning this section. Dogs, zombies and other enemies can make the basement corridors dangerous, and a recent save is more valuable than carrying every spare item. Bring the handgun, one stronger weapon, at least one healing item and several empty inventory slots.
Leon should keep the Valve Handle if it is still needed for the upcoming sewer route. Claire should carry the Heart Key until she has opened the required door; once the game permits the key to be discarded, do so. Deposit obsolete RPD keys and files, but keep ammunition for the character-specific Irons or Birkin encounter and leave room for the Manhole Opener, Acid Rounds or other progression items.
- Save before descending.
- Carry a handgun, a stronger weapon and healing.
- Leave several inventory spaces open.
- Keep the Valve Handle if the active route still requires it.
Leon: restore power in the basement
Use Leon’s basement access and follow the corridor toward the Generator Room. Dogs can attack in the approach. If you decide to fight, retreat toward a wider section instead of allowing them to surround Leon against a wall. With limited ammunition, moving through the doorway and continuing may be safer than clearing every enemy.
At the five-switch panel, set the switches in this order: Up, Down, Up, Down, Up. Confirm that the power has been restored, then leave the Generator Room. Pick up the basement map if you want the navigation aid. Heal before the parking-area sequence if Leon is at Caution or Danger.
- Reach Leon’s Generator Room.
- Set the switches Up, Down, Up, Down, Up.
- Confirm that power is restored.
- Continue toward the parking area.
Leon: meet Ada, visit Ben and take the Manhole Opener
Continue through the powered route to the parking area. Ada appears and helps clear the vehicle blocking the way to the jail section. Follow the opened path into the Cell Block and approach Ben’s cell. Allow the scene to finish before leaving the area.
After the Ben sequence, collect the Manhole Opener from its nearby location. This is the required item for Leon’s Kennel descent. Claire does not use this jail-and-Manhole Opener route during her first basement passage.
Before leaving the Cell Block, combine or store items if necessary so the Manhole Opener has a free inventory slot. Do not leave it behind and attempt to open the Kennel manhole without it.
- Meet Ada in the parking area.
- Follow the opened route to Ben’s cell.
- Complete the Ben scene.
- Collect the Manhole Opener.
Leon: return to the Kennel and descend
Leave the Cell Block and follow the route back toward the Kennel. Dogs can attack in groups, so keep moving along the edge of the room and retreat through the doorway if several close in. Do not stop in the center of the corridor to reload while enemies are within striking distance.
Enter the Kennel and locate the manhole. Use the Manhole Opener, then climb down to Sewage Disposal. The sewer chapter begins after this transition and contains the applicable Ada-controlled sequence and later Club Key progression. Do not solve the sewer crate bridge or assign the Club Key handoff to this chapter.
- Return from Ben’s cell toward the Kennel.
- Reach the Kennel manhole without being surrounded.
- Use the Manhole Opener.
- Descend to Sewage Disposal.
Claire: use the Heart Key route
Claire reaches the basement through the Heart Key door. From the RPD route near the east-side staircase, use the Heart Key on the appropriate basement-access door. Once the game allows the key to be discarded, remove it from the inventory. Descend the staircase and follow the basement corridor.
Dogs and zombies may occupy the approach. Use doorways and corners as retreat points, and avoid stopping in the middle of a narrow hall. Claire’s basement route is not Leon’s parking-lot-and-jail route: she does not collect the Manhole Opener here and does not open the Kennel manhole as her first sewer entrance.
- Use Claire’s Heart Key door.
- Discard the Heart Key when permitted.
- Descend by Claire’s basement staircase.
- Follow the basement route toward the power area.
Claire: restore power with the active scenario’s switch order
Reach the Generator Room through Claire’s basement route. The switch inputs differ between Claire A and Claire B, so use the sequence for the scenario currently loaded.
In Claire A, set the switches Up, Up, Down, Down, Up. In Claire B, set them Up, Down, Up, Down, Up, Up. After operating the panel, confirm that the powered route has opened before leaving the room. Do not substitute Leon’s five-switch sequence for Claire B’s six-input sequence.
The later Red Card Key, Club Key and return-to-RPD objectives are not part of this first Claire basement passage. Those events occur after the sewer companion section or during the later route back to the station.
- Reach Claire’s Generator Room.
- Claire A: set Up, Up, Down, Down, Up.
- Claire B: set Up, Down, Up, Down, Up, Up.
- Confirm that the powered door or route is available.
- Do not begin the Club Key sequence here.
Claire A: complete the Irons sequence and defeat G-Imago
Follow the powered route toward Chief Irons’ area. After the Chief Irons sequence, collect the Acid Rounds near the ladder if you have room. Claire A’s encounter here is G-Imago, not the pipe-wielding William Birkin fight used by Claire B.
When G-Imago appears, keep Claire away from the creature and its smaller offspring. Use the available heavy weaponry while maintaining enough distance to avoid being trapped against the shaft or ladder. If the smaller creatures approach, keep moving rather than standing still to trade attacks.
After G-Imago is defeated, operate the red switch to lower the ladder. Proceed through the opened route and continue toward the RPD-to-sewer transition. The sewer companion sequence and its associated puzzles begin only after this handoff.
- Reach Chief Irons’ area.
- Collect the Acid Rounds if inventory space permits.
- Defeat G-Imago in Claire A.
- Activate the red switch.
- Lower the ladder and continue toward the sewer transition.
Claire B: complete the altered RPD route and defeat William Birkin I
Claire B follows a different sequence after the Chief Irons scene. William Birkin’s first formation is encountered on this altered RPD route after the Chief’s sequence and before Claire reaches the sewer chapter. Do not describe this fight as taking place in Sewage Disposal; the sewer transition occurs after the battle is complete.
Take the Acid Rounds near the route if available, then enter the shaft area where Birkin appears. He tears a pipe from the railing and can knock Claire down or throw her from the platform with a close-range strike. Immediately retreat toward the ladder or the far side of the arena before attacking.
Fire Acid Rounds or other suitable heavy ammunition from a safe distance. Keep Birkin in view, avoid standing at the platform edge and heal immediately after a pipe hit if Claire’s health is low. Do not attempt to pass directly beside him while he is swinging. Continue attacking until the game triggers his fall from the platform.
Once William has fallen, operate the red switch and lower the ladder. Follow the route onward. Claire B should reach the sewer transition only after this Birkin encounter, not before it. The Sherry-controlled sewer opening and the later Club Key handoff belong to ch06.
- Complete the Chief Irons sequence.
- Reach the altered RPD shaft route.
- Retreat toward the ladder before firing.
- Defeat William Birkin’s first formation.
- Confirm that Birkin has fallen from the platform.
- Activate the red switch and lower the ladder.
- Reach the sewer transition.
Finish at the sewer handoff
After the applicable Claire A or Claire B encounter, follow the opened route and continue until the game transfers control to the appropriate sewer segment. Claire A proceeds into the sewer route after G-Imago. Claire B proceeds only after the altered-RPD William Birkin fight and the lowered-ladder sequence.
Do not solve Sherry’s water-and-crate bridge here. Do not award the Club Key, Red Card Key or Weapons Storage route at this endpoint. Those objectives occur in the sewer chapter or during the later return to the RPD and are covered in ch06.
Before leaving the basement section, make a recent save if a typewriter is available, keep at least one healing item and avoid spending every heavy round. The next chapter expects the character or companion to begin the sewer-specific progression.
- Complete the applicable Claire A or Claire B encounter.
- Lower the ladder after the required fight.
- Reach the RPD-to-sewer transition.
- Leave the Club Key and crate bridge for ch06.
- Preserve healing and heavy ammunition for the sewer section.
Before you move on
- Leon’s route is complete when basement power has been restored with Up, Down, Up, Down, Up; Ada has helped clear the parking-area route; Ben has been visited; the Manhole Opener has been collected; the Kennel manhole has been opened; and Sewage Disposal has loaded.
- Claire A’s route is complete when Claire has used the Heart Key door, restored power with Up, Up, Down, Down, Up, reached the Chief Irons and Sherry sequence, defeated G-Imago, lowered the ladder and reached the RPD-to-sewer transition.
- Claire B’s route is complete when Claire has used the Heart Key door, restored power with Up, Down, Up, Down, Up, Up, reached the Chief Irons sequence, followed the altered RPD route, defeated William Birkin’s first formation by making him fall from the platform, lowered the ladder and reached the RPD-to-sewer transition.
- If Leon cannot open the Kennel manhole, return to Ben’s cell and confirm that the Manhole Opener was collected. If Claire cannot open her route, verify the Heart Key door and the switch order for the active scenario.
- If Claire B is repeatedly knocked down, retreat farther toward the ladder before firing, keep away from the platform edge and heal after a pipe hit.
- The next chapter begins with the sewer companion segment. Sherry’s crate bridge, the Club Key handoff, Ada’s corresponding Leon sequence and the later RPD return do not belong here.
References for this chapter
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By peach_freak
- Resident Evil 2 - Claire Scenario 2 Rank A Guide - PlayStation - By MKim
- Resident Evil 2 - Mission B Walkthrough - PlayStation - By rocketdive2001
- Resident Evil 2/Scenario A: Sewers — StrategyWiki
- Resident Evil 2 (1998) - Guide and Walkthrough - PlayStation 4 - By kylohk
Sewers and the first major Bio-Weapon encounter
The original North American PlayStation release changes the sewer sequence between all four scenarios. Claire A begins with an extended Sherry section and receives the Wolf Medal from Sherry after the giant alligator encounter. Claire B follows an altered Claire-only opening and later obtains the Club Key through Sherry's crate-bridge sequence. Leon A follows Ada through the sewer bridge route, while Leon B first defeats William Birkin I in Sewage Disposal before continuing with Ada. Every route ultimately requires the scenario-appropriate Wolf Medal, the Eagle Medal, the waterfall mechanism and the sky tram to the Vacant Factory.
1. Save and prepare at the RPD-side sewer checkpoint
Save at the typewriter before descending from the RPD. Use the item box to carry the Valve Handle, healing and weapons suitable for zombies, spiders and the giant alligator. Leave several inventory spaces free for the Sewer Map, Club Key, Wolf Medal, Eagle Medal and ammunition found during the companion sections.
The sewer includes poison-capable spiders and tight passages, so carry a Blue Herb or a mixed recovery item if one is available. Do not take every optional weapon or file. The immediate objectives are the Valve Handle, the scenario-specific companion event, the medals and the route to the waterfall.
- Save before entering the sewer.
- Take the Valve Handle from the item box.
- Carry healing and a weapon for spiders and zombies.
- Leave inventory space for the Club Key and both medals.
2. Confirm the correct scenario opening
Claire A reaches the sewer after completing the Chief Irons route and defeating G-Imago beneath the RPD. Return to Sherry, call the ladder and leave through the station exit. After Sherry falls through a vent, control changes to her. Guide her into the warehouse area, through the vent and past the cockroaches. At the exterior section, Sherry picks up the Wolf Medal before falling to the lower area. This is the only Claire A Wolf Medal pickup; Claire does not later collect a second one.
After control returns to Claire, enter the sewer save room, take the Valve Handle and descend the lift. The Wolf Medal obtained by Sherry will be available to Claire during the later reunion after the alligator encounter.
Claire B has a different lead-in. She fights William Birkin I during the altered RPD departure before continuing with Sherry. After the sewer entrance, Sherry falls through a vent, but Claire remains the active character rather than repeating Claire A's extended Sherry-control segment. Proceed through the infested hall and sewer control rooms. Claire B obtains the Wolf Medal from the bodies near the ventilation-fan route, not from the Claire A Sherry sequence.
Leon A reaches the sewer after the RPD plug progression and meets Ada. Follow the Ada route through the control and ventilation areas. Leon's Wolf Medal is taken from the bodies near the fan route after control returns to him. William's Arm may appear during a Leon transition, but it is a conditional scripted interruption rather than a universal standalone objective.
Leon B must first complete the Sewage Disposal plug route and defeat William Birkin I in the open shaft area. Keep distance from his pipe swings, circle in the wider part of the room and heal before a second hit can finish the fight. Once the passage is open, continue to Ada's sewer sequence.
- Claire A: defeat G-Imago before leaving the RPD and complete Sherry's initial sewer section.
- Claire B: defeat William Birkin I during the altered RPD departure and follow Claire through the sewer opening.
- Leon A: follow Ada after the RPD plug route.
- Leon B: install the Sewage Disposal plugs and defeat William Birkin I before continuing.
3. Complete the companion-controlled route and obtain the Club Key
In Leon A or Leon B, follow Ada through the sewer control route until she reaches the water-control room. Enter the room with the movable crates and push them into a continuous bridge across the gap. Return to the control panel and raise the water. Cross the crates and take the Club Key from the far side. Return to Ada's route; when control changes back to Leon, the items Ada collected are transferred to him. Confirm that Leon has the Club Key before leaving the area.
Claire A does not use Leon's Ada sequence. After Claire regains control from Sherry, continue through the sewer control room, descend to the waterways and follow the route toward the bridge and alligator area. Sherry's earlier Wolf Medal is not a second pickup. After the alligator is dealt with, return to Sherry and receive the same Wolf Medal before climbing toward the upper sewer. The Club Key is obtained later through the Claire A companion progression; do not confuse it with the Wolf Medal.
Claire B follows the altered Claire-only sewer opening until the later Sherry crate-bridge event. When Sherry operates the crate route and passes the Club Key to Claire, collect it and any nearby ammunition. This is Claire B's required Club Key handoff. It is separate from Claire A's initial Sherry section and from Leon's Ada-controlled bridge.
- Leon: complete Ada's crate bridge and receive the Club Key.
- Claire A: complete the extended Sherry opening, reunite with Sherry after the alligator and receive the Wolf Medal once.
- Claire B: follow the altered opening and receive the Club Key during the later Sherry crate-bridge event.
- Do not leave the sewer companion sequence without confirming the active character has the Club Key or has completed the route that transfers it.
4. Operate the bridge and handle the giant alligator
Use the Valve Handle at the red-lit control to lower the bridge. Cross to the opposite side and use the handle again at the second control to restore the route. Keep the Valve Handle until the ventilation-fan mechanism has also been handled.
The giant alligator appears according to the linked scenario state. If it is present, retreat toward the canister controls and activate the gas canister. Move back toward the entrance and let the alligator bite the canister. Shoot the canister while it is in the creature's mouth. This is the safest and most ammunition-efficient solution in the confined passage.
If the preceding linked scenario already killed the alligator with the canister, the creature may be absent. An absence is not automatically a progression error. If the alligator was only damaged with ordinary weapons, it can remain a threat for the corresponding route. If fighting it normally, keep moving backward, use the wider part of the passage and heal immediately after a hit rather than waiting for critical health.
- Use the Valve Handle at both bridge controls.
- Use the gas canister method if the alligator appears.
- Do not assume the alligator must be fought twice.
- Keep the Valve Handle for the later fan mechanism.
5. Collect the scenario-specific Wolf Medal and the Eagle Medal
Claire A's Wolf Medal comes from Sherry. Sherry picks it up during the initial sewer-control section, and Claire receives that same medal after returning to Sherry following the alligator encounter. Claire A does not collect a second Wolf Medal from the sewer corpses.
Leon A, Leon B and Claire B use the sewer corpse route near the ventilation fan. From the lower sewer path, approach the ledge beside the spinning fan and search the bodies for the Wolf Medal. Leon B reaches this section only after the Sewage Disposal William Birkin I fight and Ada's companion sequence. Claire B reaches it through her altered Claire-only route.
The Eagle Medal is found in the upper sewer section near the dead sewer worker. After the alligator route, climb to the upper walkway, cross to the body and take the Eagle Medal. The exact approach differs slightly by scenario, but the dead worker in the upper sewer is the required source. If the fan is blocking the ladder, use the Valve Handle at the nearby control to stop it, then climb through the ventilation route.
Keep both medals available. The Wolf Medal may already be installed at the waterfall in some routes before the final return, while in other routes the character carries it there. The progression requirement is that the Wolf Medal and Eagle Medal are both placed in the waterfall mechanism.
- Claire A: receive the existing Wolf Medal from Sherry after the alligator route.
- Leon A, Leon B or Claire B: take the Wolf Medal from the sewer bodies near the fan.
- Take the Eagle Medal from the upper sewer worker's body.
- Stop the fan with the Valve Handle if it blocks the ladder.
6. Stop the waterfall and open the factory passage
Return to the waterfall panel. Insert the Wolf Medal if it has not already been placed, then insert the Eagle Medal. The waterfall stops and the passage behind it opens. If the panel does not respond, check the item box and confirm that the active scenario's Wolf Medal route was completed. In Claire A, verify that Claire received the medal from Sherry after the alligator sequence rather than searching for a nonexistent duplicate.
Enter the newly exposed passage and follow it toward the tram station. Do not leave the sewer before confirming that the water has visibly stopped and the doorway behind the waterfall is accessible.
- Place the Wolf Medal in the waterfall panel.
- Place the Eagle Medal in the panel.
- Confirm that the waterfall has stopped.
- Enter the passage behind the waterfall.
7. Call the sky tram and establish the factory checkpoint
Follow the passage to the sky-tram station and activate the console. Board the tram and ride it to the Vacant Factory side. Keep the weapon ready during the transition, but do not spend time fighting enemies that can be bypassed safely.
At the factory-side arrival area, use the typewriter and item box. Deposit the Valve Handle and medals if they are no longer needed. Carry healing, a reliable weapon and enough open inventory space for factory keys and control items. Save before beginning the next chapter.
The chapter is complete when the active character has crossed the waterfall passage and ridden the sky tram to the Vacant Factory. The scenario-specific prerequisite must also be true: Claire A has defeated G-Imago and completed Sherry's extended opening; Claire B has defeated William Birkin I during the altered RPD departure and completed the later Sherry Club Key handoff; Leon A has completed Ada's sewer bridge route; or Leon B has defeated William Birkin I in Sewage Disposal before continuing with Ada.
- Call and board the sky tram.
- Arrive at the Vacant Factory side.
- Save at the factory checkpoint.
- Reorganize the inventory for the factory chapter.
- Confirm the correct Wolf Medal route and companion sequence for the active scenario.
Before you move on
- Claire A entered the sewer after defeating G-Imago, or Claire B entered after the altered RPD William Birkin I encounter.
- Leon A completed the RPD plug route, or Leon B installed the Sewage Disposal plugs and defeated William Birkin I.
- Leon completed Ada's crate bridge and received the Club Key, or Claire completed the applicable Sherry route and obtained the Club Key through the correct scenario handoff.
- Claire A's Wolf Medal came from Sherry and was not collected a second time; Leon A, Leon B and Claire B obtained theirs from the sewer corpse route.
- The Valve Handle was used at the bridge controls and the ventilation-fan route as required.
- The giant alligator was defeated with the gas canister, or the linked scenario had already cleared the encounter.
- The Eagle Medal was collected from the upper sewer worker's body.
- The Wolf Medal and Eagle Medal were placed in the waterfall panel.
- The waterfall stopped and the passage behind it opened.
- The sky tram was called, boarded and ridden to the Vacant Factory side.
- A factory-side save and item-box state was established with healing, ammunition and inventory space ready for the next chapter.
References for this chapter
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By cvxfreak
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By mysticcat
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By DjSiXpAcK14
- Resident Evil 2 - Walkthrough - PlayStation - By Black_Cat
- Resident Evil 2 - Leon Walkthrough Guide - PlayStation - By DLoh
Factory and access to Umbrella's underground complex
The Vacant Factory is the transition from the sewer tram to Umbrella's underground laboratory. The original PlayStation A and B scenarios use different factory objectives. In A, the character finds the C. Panel Key inside the tram, activates the descent and fights William Birkin's second formation. In B, the platform is missing, so the character takes a small lift to the monitor room, obtains the Up Key, survives a Tyrant encounter and restores the platform before fighting Birkin's third formation. The W. Box Key and weapon upgrades are optional; the factory keys, tram controls and Birkin encounter are required.
1. Enter the Vacant Factory and prepare in the save room
When the sewer tram arrives, leave it and search near the flare signal. If you still have the Lighter, use it on the flare gun to illuminate the area and reveal the W. Box Key. The key is optional and can still be collected by searching its location even if the flare has not been lit. It is used later for an Umbrella laboratory weapon locker, not for the factory machinery.
Enter the factory through the door opposite the tram. Follow the corridors through the zombies and examine the corpse in the first side route for the character-appropriate weapon parts. Leon can obtain Shotgun Parts for the Custom Shotgun; Claire can find the Spark Shot instead. Continue through the next corridor, climb the ladder and reach the upper save room.
Use the typewriter before starting the machinery sequence. Store the Valve Handle and W. Box Key if the sewer route is complete, then carry a strong weapon, ammunition, healing and several empty inventory spaces. The factory contains useful ammunition, but the tram key and boss route matter more than optional pickups.
- Reach and use the factory save room.
- Store the Valve Handle if it has no remaining sewer use.
- Reload your main weapon and carry healing before leaving the save room.
2. A scenario: find the C. Panel Key inside the tram
In an A scenario, leave the save room and go outside to the turntable. The tram is present but cannot yet be activated. Walk around it clockwise, climb onto the ledge and enter through the rear door. Search the rear control area for the C. Panel Key. In some guides and item descriptions, the key is identified as the Down Key when examined; this is the A-scenario key that sends the tram downward toward the laboratory.
Collect the nearby optional ammunition if you have room, then leave the tram and use the C. Panel Key on the control panel beside the turntable. Return inside the tram and activate the descent. Do not search the separate monitor room for this objective; that is the B-scenario route.
During the descent, Birkin's claw strikes the tram and Ada is injured. Exit through the available side route when the alarm prevents immediate re-entry. Move into the open area outside rather than lingering beside the tram. The A scenario does not use the factory monitor-room Tyrant encounter.
- The C. Panel Key has been taken from the rear of the tram.
- The key has been used at the turntable control panel.
- The tram has begun its descent toward the laboratory.
3. A scenario: defeat William Birkin's second formation
After the tram begins moving, exit when the scripted attack leaves Ada behind. Follow the ledge and outer path into the arena. William Birkin's second formation appears here. He begins with a single clawed arm, then develops additional arms as the fight progresses.
Keep a broad distance and circle around the arena rather than backing into the tram or a wall. When Birkin raises his rear arms, move away immediately because he can chain several strikes. If he jumps across the tram or closes the distance, keep running until you have a clear angle, then fire during his recovery. Leon's Custom Shotgun or Magnum is suitable; Claire should use her strongest available Grenade Launcher ammunition or another heavy weapon. Exact ammunition requirements vary with weapon choice and prior damage, so preserve healing and avoid standing directly in front of him.
After the battle, return to the tram. It reaches the laboratory level, where a scene transfers the character into the underground complex. The factory portion is complete once the tram has delivered you and you can proceed into the laboratory entrance.
- Birkin's second formation has been defeated.
- You have returned to the tram after the fight.
- The tram has reached the laboratory level.
4. B scenario: reach the monitor room and obtain the Up Key
In a B scenario, the platform is missing when you leave the factory save room. Go outside and use the small lift near the turntable to descend. Follow the lower route around the wall and enter the monitor or security room. Search the room for the Up Key, also described in some item listings as the C. Panel Key when examined.
Operate the monitor equipment after taking the key. This triggers the factory Tyrant encounter. Mr. X enters the room or approaches through the route you just used. Keep the room's open space available, circle around him and avoid being trapped against the console or doorway. You can retreat if the path remains clear, but defeating him provides a safer return and may yield ammunition when his body is searched.
Return by the lift route to the upper factory save room. Use the Up Key on the machine beside the waiting partner: Sherry in Claire B or Ada in Leon B. Save before leaving. The platform should now be restored. The B scenario does not require taking a second activation key from inside the tram; the control is already prepared after the Up Key sequence.
- The missing platform has been replaced by taking the small lift downward.
- The Up Key has been taken from the monitor room.
- The Tyrant encounter has been survived or defeated.
- The Up Key has been used beside Sherry or Ada.
5. B scenario: activate the platform and fight Birkin's third formation
Go outside to the restored platform and operate the turntable control. Enter the tram and collect nearby ammunition only if you have enough inventory space. Before activating the descent, reload your main weapon, take at least one strong healing item and bring your best heavy weapon. The next fight occurs immediately after the tram is attacked.
The B scenario skips the A route's second-formation battle. When the tram stops and the alarm prevents immediate re-entry, leave through the side route and follow the ledge around to the arena. William Birkin's third formation is the factory boss in B. He has four arms and can combine close-range strikes into a damaging attack sequence.
Stay at long range and fire while moving around the arena boundary. When he lifts his arms, continue retreating instead of trying to pass directly in front of him. If he jumps onto or over the tram, keep moving and wait for him to land before firing again. Do not allow yourself to be pinned near the ledge or a dead-end corner. Claire's Custom Shotgun or Grenade Launcher is effective; Leon can use the Custom Shotgun, Magnum or another high-damage weapon. The goal is to survive the encounter without exhausting every reserve needed for the laboratory.
Return to the tram after Birkin retreats. In B, the tram stops partway because of the scripted factory transition. Leave through the opposite side, cross the ledge and enter the ventilation shaft. This shaft is the B-scenario route into the laboratory and should not be presented as the A-scenario entrance.
- The Up Key has restored the platform.
- The tram has begun the B-scenario descent.
- Birkin's third formation has been defeated.
- You have entered the laboratory through the ventilation shaft.
6. End the factory chapter at the laboratory boundary
Once the A tram has delivered you to the laboratory, or once the B character has entered through the ventilation shaft, stop treating the Vacant Factory as the active area. Make a laboratory save as soon as the next safe checkpoint becomes available and reorganize around the new hazards: stronger lickers, naked zombies, Ivy plants and the laboratory power system.
The Fuse Case, Main Fuse, laboratory card keys and power-room objectives belong to the next laboratory chapter. Do not send the reader back into the factory for them. In A, the tram transition leads directly into the laboratory's opening rooms. In B, the first laboratory task follows the ventilation-shaft arrival and includes the separate box-and-lift route before the main power sequence.
- The character has crossed from the factory into Umbrella's underground laboratory.
- No factory key remains required: C. Panel Key for A, or Up Key for B, has already been used.
- The next objective is the laboratory power and Fuse Case sequence.
Before you move on
- In an A scenario, the C. Panel Key was taken from the rear of the tram and used at the turntable; in a B scenario, the Up Key was taken from the monitor room and used beside Sherry or Ada.
- The turntable or tram has completed the required scenario-specific movement.
- A scenario: Birkin's second formation is defeated and the tram has reached the laboratory level.
- B scenario: Birkin's third formation is defeated and the character has entered the laboratory through the ventilation shaft.
- The character is ready to begin the laboratory Fuse Case and Main Fuse sequence in the next chapter.
References for this chapter
Underground lab approach: MO Disk, power rooms and restricted locks
After reaching the underground laboratory in the original North American PlayStation release, restore power and follow the route for the active scenario. Leon A and Claire A use the A-scenario laboratory layout, obtain the Lab Card Key in the large laboratory and use the MO Disk to open the final shutter. Claire A also creates the Vaccine for Sherry. Leon B and Claire B use the altered B-scenario layout, obtain the Lab Card Key from the Anti-B.O.W. gas research room, collect the Power Room Key from the large William experiment laboratory and complete the route to the Power Room. Leon B takes the Master Key beside Ada. Claire B activates the self-destruct sequence, returns to the Main Shaft after the Annette and Sherry events, and takes the Master Key beside Annette. Finish this chapter with the correct late-laboratory route open, a recent save and enough inventory space for the escape sequence.
Save and prepare in the laboratory
Use the typewriter and item box in the Monitor Room or another nearby laboratory save room before entering the deeper research areas. Deposit police-station and sewer keys that no longer open doors, but keep the weapons, ammunition, healing items and scenario-specific key items required for the laboratory route.
Leave several inventory spaces open. A scenarios need room for the MO Disk and, in Claire A, the Vaccine Cartridge and related vaccine items. B scenarios need room for the Power Room Key and Master Key sequence. Carry at least two reliable healing items and weapons suited to Lickers, naked zombies and plant enemies.
Save before entering the enemy-heavy corridors. If the active character has already taken the Fuse Case, keep it until it has been processed into the Main Fuse.
- Identify the active route: Leon A, Claire A, Leon B or Claire B.
- Save at a laboratory typewriter.
- Deposit obsolete RPD and sewer keys.
- Carry healing, ammunition and loaded weapons.
- Leave open inventory slots.
Create and install the Main Fuse
Find the Fuse Case in the laboratory’s fogged area. Use it at the nearby machine to convert it into the Main Fuse. The Fuse Case itself cannot restore laboratory power.
Carry the Main Fuse to the Central Power Area and install it in the receptacle. Power returns to the laboratory, opening the shutters and activating the routes needed for the remaining objectives.
Return to the Monitor Room or another safe checkpoint if your inventory is crowded. The empty Fuse Case can be deposited after the conversion.
- Collect the Fuse Case.
- Convert it into the Main Fuse.
- Install the Main Fuse in the Central Power Area.
- Confirm that laboratory power and shutters are active.
- Reorganize at an item box if necessary.
A scenarios: obtain the Lab Card Key
Leon A and Claire A use the A-scenario laboratory arrangement. From the powered central areas, reach the large laboratory associated with William’s experiments. Search the counter or desk beside the computer and take the Lab Card Key.
This is the A-scenario location for the card. Do not search the B-scenario Anti-B.O.W. gas research room for the A-route card. Use the Lab Card Key on the security doors leading toward the research and vaccine sections.
The card provides access to the route containing the MO Disk. Claire A also needs this route to reach the Vaccine Cartridge and vaccine-processing equipment.
- Reach the powered large laboratory on the A route.
- Take the Lab Card Key from the counter or desk beside the computer.
- Use it on the laboratory security doors.
- Do not substitute the B-scenario gas-room location.
Leon A: collect and use the MO Disk
Use the Lab Card Key to enter the A-scenario research section. Proceed through the laboratory rooms toward the Vaccine Research Room or adjoining research area. Search the shelf or operating-table area for the MO Disk.
The MO Disk is an A-scenario progression item. It is used at the computer terminal in the B5 Hallway to open the reinforced shutter leading toward the final William sequence. It is not the required laboratory unlock for B scenarios.
Return to the B5 Hallway with the disk and use it at the terminal. Clear the enemies blocking the approach, activate the terminal and confirm that the shutter opens. Save before entering the late boss route. Leon A follows the G-Virus-related route rather than Claire A’s vaccine synthesis sequence.
- Leon A has the A-route Lab Card Key.
- The MO Disk is collected from the research or Vaccine Room area.
- The MO Disk is used at the B5 Hallway terminal.
- The reinforced shutter opens.
- A fresh save exists before the late William route.
Claire A: create and use the Vaccine
Claire A follows the A-route laboratory path and obtains the Lab Card Key from the large laboratory. Enter the Vaccine Research Room and collect both the Vaccine Cartridge and the MO Disk when they are available.
Take the Vaccine Cartridge to the vaccine machine and process it into the Base Vaccine. The Base Vaccine is an intermediate item. Carry it to the larger William experiment or P-4 laboratory section, place it in the vaccine-processing machine and activate the controls to create the completed Vaccine.
Keep the completed Vaccine until the Sherry treatment event and use it when the game presents that objective. Claire A must also return to the B5 Hallway and use the MO Disk at the terminal to open the reinforced shutter. The Vaccine does not replace the MO Disk objective; both are part of the A-route laboratory progression.
- Claire A has the Lab Card Key.
- The Vaccine Cartridge and MO Disk are collected.
- The Cartridge is processed into the Base Vaccine.
- The Base Vaccine is processed into the completed Vaccine.
- The completed Vaccine is used during Sherry’s treatment event.
- The MO Disk opens the B5 Hallway shutter.
B scenarios: obtain the Lab Card Key and Power Room Key
Leon B and Claire B use the altered laboratory arrangement. After restoring power, reach the research room containing the Anti-B.O.W. gas controls. The B-scenario Lab Card Key is on a bench in this room.
Take the Lab Card Key and activate the Anti-B.O.W. gas if you want to weaken the nearby Super Lickers. The gas control is not the central progression objective, but it can make the return route safer. Use the Lab Card Key on the laboratory doors required by the active character.
Continue to the large William experiment laboratory and take the Power Room Key from the desk or nearby item location. The Lab Card Key and Power Room Key have different uses: the card opens research-area security doors, while the Power Room Key opens the later B-scenario Power Room route.
B scenarios do not need the A-scenario MO Disk to open the final route. Retain both B-route keys and save before attempting the crate-and-lift section.
- B scenario: take the Lab Card Key from the Anti-B.O.W. gas research room.
- Use the card on the required laboratory doors.
- Reach the large William experiment laboratory.
- Take the Power Room Key from its desk or nearby item location.
- Do not substitute the A-scenario MO Disk route.
B scenarios: reach the Power Room
Go to the crate-access room and push the large crate onto the small lift. Ride down with it and move the crate through the lower passage until it forms the climbable route to the elevated entrance. If the crate is against the wrong wall, reposition it before leaving the area.
Use the completed crate arrangement to reach the elevated Power Room entrance, then unlock the door with the Power Room Key. Heal and reload before triggering the character-specific event inside or beyond the Power Room.
The Power Room is where the B routes diverge in their Master Key events. Leon B proceeds through the Ada sequence. Claire B continues through her Sherry and Annette progression and does not receive the key beside Ada.
- Push the crate onto the lift.
- Move it through the lower passage into the climbable position.
- Reach the elevated Power Room entrance.
- Use the Power Room Key.
- Heal and reload before the character-specific event.
Leon B: take the Master Key beside Ada
Leon B’s Power Room route leads into the Ada and Tyrant sequence. Continue through the event and survive or evade the encounter according to your ammunition and healing. Do not leave without searching the floor beside Ada after the scene concludes.
Take the Master Key beside Ada. This key is separate from the Power Room Key and opens the later escape route leading toward the railway or elevator section. Leon B does not obtain his Master Key from Annette.
After collecting it, return through the laboratory route as directed by the game. Save and reorganize before proceeding into the final escape preparations.
- Leon B completes the Ada and Tyrant Power Room sequence.
- The floor beside Ada is searched after the scene.
- The Master Key is collected.
- The key is retained for the escape route.
- Leon B does not search Annette for this pickup.
Claire B: activate the self-destruct sequence and take the Master Key in the Main Shaft
Claire B continues through the B-scenario laboratory and Sherry events. Complete the required laboratory-center progression, rescue or reunite with Sherry as directed by the scenario, and proceed until the self-destruct sequence is activated after the late Tyrant encounter.
After the self-destruct sequence begins, return to the Main Shaft, the area where the Main Fuse was installed. Sherry is there beside Annette. Watch the scene involving Annette, then search beside Annette and take the Master Key.
The Master Key is not picked up in the Laboratory Center itself and is not obtained from the Power Room beside Ada. In Claire B, the Main Shaft beside Annette is the required pickup location. Use the key on the later escape-elevator or railway route when the game directs you there, and keep inventory space for the Platform Key and Joint Plugs.
- Claire B completes the required Sherry and laboratory events.
- The self-destruct sequence is activated.
- Claire returns to the Main Shaft where the Main Fuse was installed.
- Annette’s scene finishes beside Sherry.
- The Master Key is taken beside Annette.
- The key is retained for the escape route.
Completion state before the final escape
Leon A should have restored power, collected the A-route Lab Card Key, obtained the MO Disk and used it at the B5 Hallway terminal. Claire A should have done the same and also created and used the completed Vaccine during Sherry’s treatment event.
Leon B should have the B-route Lab Card Key, Power Room Key and Master Key taken beside Ada. Claire B should have the B-route Lab Card Key, Power Room Key and Master Key taken in the Main Shaft beside Annette after the self-destruct sequence begins.
Make a fresh save before entering the final escape section. Reload weapons, carry strong healing items and leave open slots for the Platform Key and Joint S and N Plugs where applicable. The next chapter begins with the active character’s late-laboratory access route complete.
- The Main Fuse is installed and laboratory power is restored.
- A scenario: the Lab Card Key came from the large laboratory.
- A scenario: the MO Disk opened the B5 Hallway shutter.
- Claire A: the completed Vaccine was created and used.
- B scenario: the Lab Card Key came from the Anti-B.O.W. gas room.
- B scenario: the Power Room Key was collected from the large William laboratory.
- The B crate-and-lift route is complete.
- Leon B: the Master Key was taken beside Ada, or Claire B: the Master Key was taken in the Main Shaft beside Annette.
- A fresh save exists with healing, loaded weapons and open inventory slots.
Before you move on
- The Fuse Case has been converted into the Main Fuse and installed in the Central Power Area.
- The active character has the correct scenario-specific Lab Card Key.
- Leon A or Claire A obtained the A-route Lab Card Key in the large laboratory.
- Leon A or Claire A obtained and used the MO Disk at the B5 Hallway terminal.
- Claire A created and used the completed Vaccine during Sherry’s treatment event.
- Leon B or Claire B obtained the B-route Lab Card Key from the Anti-B.O.W. gas research room.
- Leon B or Claire B obtained the Power Room Key from the large William experiment laboratory.
- The B crate-and-lift route is complete.
- Leon B obtained the Master Key beside Ada, or Claire B obtained it in the Main Shaft beside Annette.
- A fresh save exists with healing, loaded weapons and open inventory slots for the final laboratory and train objectives.
References for this chapter
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By peach_freak
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By mysticcat
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By DjSiXpAcK14
- Resident Evil 2 - Information Guide - PlayStation - By Mastermind
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By ChandooG
- Playing as Claire in Scenario B where to find Master Key for elevator special? - Resident Evil 2 Q&A for PlayStation
William Birkin: encounter patterns and how to prepare
The original North American PlayStation release does not use one shared boss sequence. The active character and A or B scenario determine which William Birkin forms appear, where they occur and whether the late finale is against the laboratory Tyrant or the Super Tyrant. Prepare around the actual route, preserve heavy ammunition, and use open space to avoid being trapped by close-range attacks.
Identify the active scenario before spending supplies
Check whether the file is Leon A, Claire A, Leon B or Claire B before entering a boss area. The original PlayStation game separates the A-scenario and B-scenario encounters rather than giving every character the same William sequence.
Use this verified order as the chapter reference. Leon A fights William II at the factory and then the laboratory Tyrant. Claire A fights G-Imago in the Chief Irons route, William II at the factory, then William III and William IV in the late laboratory. Leon B fights William Birkin I in Sewage Disposal, William III at the factory, the Super Tyrant during the escape and G5 aboard the train. Claire B fights William Birkin I during the altered RPD route, William III at the factory, the Super Tyrant during the escape and G5 aboard the train.
The form numbers distinguish different encounters, but they are not a substitute for the location. G-Imago is the early Claire A creature associated with Chief Irons. William Birkin I is the early B-scenario encounter, with its location changing between Leon B and Claire B. William II is the A-scenario factory form, while William III is the B-scenario factory form. William IV is Claire A’s later laboratory form. The Super Tyrant is a separate T-series enemy, and G5 is the final train encounter with William’s last mutation.
- Confirm the character and A or B scenario.
- Use William II at the factory in an A scenario.
- Use William III at the factory in a B scenario.
- Keep G-Imago, William Birkin I, William II, William III, William IV, Super Tyrant and G5 as separate encounters.
- Do not apply the 2019 remake’s boss order to the original PlayStation release.
Leon A: factory William II and laboratory Tyrant
Before descending from the factory turntable area, reload Leon’s strongest available weapon and carry healing. William II moves quickly and is dangerous when Leon is caught against machinery or the edge of the platform. Use the open part of the arena to circle him, fire after his attacks and create distance before opening the inventory.
Do not stand directly in front of William while he closes in. After firing, move around the arena instead of waiting for him to recover. If Leon is forced toward a wall or the turntable equipment, run past William through the open side and restore a safe firing lane. Once the defeat sequence begins, stop wasting ammunition and leave when control returns.
Leon A then follows the laboratory route involving the MO Disk and G-virus objective. His required laboratory boss is the Tyrant, not William III or William IV. Save at the laboratory checkpoint before the final approach if possible. Enter with a loaded weapon, healing and enough room to accept the Rocket Launcher when it appears. Keep moving around the available arena, attack during safe openings and use the Rocket Launcher on the Tyrant when Ada supplies it.
William’s Arm may appear as a scripted Leon transition hazard during the sewer or factory movement. If the ceiling begins shedding debris, move away from the impact area and continue when the route opens. This is not William Birkin I and does not create an additional universal boss requirement for Leon A.
- Defeat William II at the factory.
- Complete Leon’s MO Disk and G-virus progression.
- Defeat the laboratory Tyrant.
- Continue through the direct escape route and train ending.
- Treat William’s Arm only as a conditional transition event if it appears.
Claire A: G-Imago, factory William II and late laboratory forms
Claire A’s first required William-related battle is G-Imago in the route below Chief Irons’s office. Before descending, carry a loaded weapon, healing and appropriate grenade-launcher or other heavy ammunition. The fight takes place in a confined route, so avoid standing directly in front of the creature and retreat before reloading. Use the surrounding space to keep the creature from pinning Claire against a wall or ladder approach.
After G-Imago is defeated, continue through the sewer and factory progression. Claire A’s factory fight is William II, the A-scenario form. Prepare before using the factory controls because the fight begins in the turntable area. Circle through the open space, fire after William finishes an attack and avoid backing into machinery. If Claire takes heavy damage, heal before trying to force the final exchange; preserving a recovery item is safer than gambling on a low-health finish.
Claire A’s late laboratory route uses the Vaccine Cart, Base Vaccine and completed Vaccine sequence for Sherry. The late William encounters are separate from G-Imago and the factory fight. William III appears first in the laboratory finale. Keep a turning lane around the room, target the exposed body and move whenever he closes for a mauling attack. After the transformation, William IV moves around the laboratory structures and can attack from above or from the side. Stay near the room’s perimeter, keep moving and avoid remaining underneath him.
Claire A is not a B-scenario Platform Key and Joint Plug route, and she does not fight the Super Tyrant as her required laboratory finale. After William IV is defeated, finish the Vaccine objective, follow the direct escape route and reach the train ending.
- Defeat G-Imago in the Chief Irons route.
- Defeat William II at the factory.
- Complete the Vaccine Cart, Base Vaccine and Vaccine sequence.
- Defeat William III and then William IV in the late laboratory.
- Use the A-scenario escape route.
- View the train ending and credits.
Leon B: William Birkin I in Sewage Disposal, William III, Super Tyrant and G5
Leon B’s first William encounter occurs in the Sewage Disposal area on the altered second-scenario route. Enter with a loaded weapon and at least one healing item. Back away as the fight begins, watch for the raised-pipe attack and fire while William crosses the open section. Create space before reloading; the pipe can inflict heavy damage if Leon remains in front of him.
After the Sewage Disposal encounter, continue through the sewer and factory route. The factory boss is William III, the slower B-scenario form. Maintain a moderate distance and circle instead of retreating in a straight line for too long. William can close the gap with a leap, so keep him visible and be ready to move when he raises his smaller arms for a powerful attack. When the creature begins its defeat sequence, stop firing and proceed rather than spending more ammunition.
Leon B does not use Leon A’s MO Disk-and-Tyrant finale as the required ending route. Continue through the B-specific laboratory access and escape sequence until the Super Tyrant appears. The Super Tyrant is a separate T-series enemy, not William III and not another numbered William form. Keep moving around the open transport area, heal before damage becomes critical and reserve the supplied Rocket Launcher for this encounter.
After the train starts, G5 attacks in the rear carriage. This is the final William encounter and is separate from the Super Tyrant battle. Keep a clear firing lane, move before reloading and use the strongest remaining ammunition without hesitation. Leon B is not complete until G5 falls and the extended train ending and credits play.
- Defeat William Birkin I in Sewage Disposal.
- Defeat William III at the factory.
- Complete the B-route laboratory escape progression.
- Defeat the Super Tyrant.
- Start the train and defeat G5.
- View the extended ending and credits.
Claire B: altered RPD William Birkin I, William III, Super Tyrant and G5
Claire B’s first William Birkin I encounter takes place during the altered RPD route after the Chief Irons and Sherry progression. This is not the Sewage Disposal encounter used by Leon B. Enter the area with a loaded weapon and healing. Keep Claire near the open side of the room, retreat when William raises the pipe and fire after the attack finishes. Move away before reloading so a close-range hit does not interrupt the inventory screen.
Claire B later reaches the factory turntable and fights William III, the B-scenario factory form. Avoid dead ends and machinery while circling. William is slower than the A-scenario form but can punish Claire if she retreats too far and lets him leap into her path. Fire while he is exposed, then reposition. If the fight consumes most of Claire’s healing or strongest ammunition, reload an earlier save rather than entering the laboratory without resources.
Claire B follows the B-route laboratory and escape objectives instead of Claire A’s Vaccine Cart finale. During the escape, the Super Tyrant appears. Keep moving sideways or around the available open area, use healing before a second hit becomes fatal and reserve the supplied Rocket Launcher for the decisive attack. Do not classify the Super Tyrant as William IV or as G5.
When the train is moving, G5 attacks in the rear carriage. Stay far enough away to reload safely, maintain a clear line of fire and use remaining heavy ammunition. After G5 is defeated, continue through the escape cutscenes and credits to register the completed B scenario.
- Defeat William Birkin I during Claire B’s altered RPD route.
- Defeat William III at the factory.
- Complete the B-route laboratory access and escape objectives.
- Defeat the Super Tyrant.
- Start the train and defeat G5.
- View the extended ending and credits.
Preparation, recovery and completion checks
Use the handgun and other ordinary weapons against common enemies whenever practical so grenade rounds, magnum ammunition, machine-gun ammunition and other heavy supplies remain available for required encounters. Weapon availability differs between Leon, Claire, A and B scenarios, so prepare around the strongest weapon actually present in the current inventory rather than assuming one fixed loadout.
Save before the factory transition and again before the late laboratory route when a typewriter is available. Keep at least one reliable healing item and leave enough inventory space to accept route-specific weapons or ammunition. Enter a boss room with weapons reloaded; opening the inventory while William is beside the character is a common cause of avoidable damage.
If a failed attempt drains critical ammunition, reload an earlier typewriter or item-box save and change the preparation meaningfully. Retrieve supplies, alter the weapon order or use a wider retreat path. If a listed encounter does not occur, confirm the active scenario and reload before the transition rather than assuming the boss has been removed from the game. The original PlayStation A and B routes deliberately place different encounters in different rooms.
Leon A passes this chapter when William II and the laboratory Tyrant are defeated and the train ending and credits play. Claire A passes when G-Imago, William II, William III and William IV are defeated, the Vaccine route is complete and the A-scenario credits play. Leon B passes when William Birkin I in Sewage Disposal, William III, the Super Tyrant and G5 are defeated and the extended ending and credits play. Claire B passes when William Birkin I in the altered RPD route, William III, the Super Tyrant and G5 are defeated and the extended ending and credits play.
- Save before the factory and late-laboratory transitions.
- Keep healing and heavy ammunition for required bosses.
- Maintain an open retreat lane before reloading.
- Reload an earlier save after a resource-draining death.
- Confirm the train ending and credits before marking the scenario complete.
Before you move on
- Leon A: William II defeated at the factory, laboratory Tyrant defeated, direct train escape completed and A-scenario credits viewed.
- Claire A: G-Imago defeated, William II defeated at the factory, William III and William IV defeated in the laboratory, Vaccine route completed, train escape finished and A-scenario credits viewed.
- Leon B: William Birkin I defeated in Sewage Disposal, William III defeated at the factory, Super Tyrant and G5 defeated, train escape completed and extended credits viewed.
- Claire B: William Birkin I defeated during the altered RPD route, William III defeated at the factory, Super Tyrant and G5 defeated, train escape completed and extended credits viewed.
- One linked A/B pair is complete when the A scenario is cleared and saved, the opposite character’s disc loads the resulting B scenario and that B scenario reaches the train ending and credits.
- William’s Arm does not require a separate completion entry; it is only a conditional Leon transition encounter when the active route presents it.
- The original PlayStation boss order is distinct from the 2019 remake and should not be checked against remake boss names or locations.
References for this chapter
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By cvxfreak
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By DjSiXpAcK14
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By peach_freak
- Resident Evil 2 - Claire Scenario 2 Guide - PlayStation - By Nemesis
- Resident Evil 2 (1998) Resident Evil Wiki plot and scenario reference
- Septic Tank Resident Evil Wiki encounter reference
Laboratory control, the Super Corridor and the final elevator to the train platform
This chapter covers the final laboratory and evacuation routes in the original North American PlayStation release of Resident Evil 2. The required objectives change by character and scenario. Leon A uses the MO Disk, completes Ada’s laboratory route, defeats the laboratory Tyrant and escapes through the direct emergency-elevator route. Claire A creates the Vaccine for Sherry, completes the late William Birkin encounters and escapes through the A-scenario route. Leon B and Claire B use the B-scenario Lab Card Key, Power Room Key and character-specific Master Key event before opening the train-platform route with the Platform Key and both Joint Plugs. The B scenarios finish only after Super Tyrant, train departure and G5.
Confirm the character and scenario before entering the final laboratory
Begin this chapter only after the active character has completed the Vacant Factory and arrived at Umbrella’s underground laboratory. If the sky tram or factory route is incomplete, return to the previous chapter rather than searching the laboratory for a missing finale item.
Check whether the save is Leon A, Claire A, Leon B or Claire B. The A scenarios use the MO Disk to open the final shutter. Claire A also requires the Vaccine route. The B scenarios do not use the A-scenario MO Disk or Claire A’s Vaccine sequence; they require the Power Room Key and a Master Key obtained from a scenario-specific event.
Earlier William encounters are not interchangeable with the laboratory finale. Leon B’s altered early William fight occurs during the changed sewer or factory progression, not as an RPD objective. Claire B’s corresponding early William encounter is part of her required route. This chapter concerns only the late laboratory and evacuation objectives.
Save at the laboratory typewriter before committing to the deeper route. Bring reliable healing, a loaded primary weapon and at least one strong weapon. Leave several inventory spaces open for the MO Disk, Vaccine items, Power Room Key, Master Key, Platform Key and Joint Plugs, depending on the scenario.
- Identify Leon or Claire.
- Identify A or B.
- Confirm the factory and sky-tram route is complete.
- Save at the laboratory typewriter.
- Carry healing and leave inventory space.
Restore laboratory power with the Fuse Case and Main Fuse
Enter the laboratory power route and locate the Fuse Case in the room containing the cold or fogged equipment. Take it to the nearby machine and use it to produce the Main Fuse.
Carry the Main Fuse back to the central laboratory power unit and install it. The restored power opens the routes needed for the remaining laboratory objectives. This power restoration is common to the scenarios, but the objectives after it are not.
Use the map to distinguish the main laboratory corridors, the research rooms, the Power Room route and the train-access route. Clear only enemies that block a required doorway or narrow passage. Super Lickers, Ivys and laboratory zombies can consume ammunition and healing that is more useful later.
After power is restored, return to the laboratory save room if necessary. Deposit obsolete files and keys, reload weapons and keep space available. Do not begin a timed escape section while carrying optional items that prevent you from picking up a required key.
- Take the Fuse Case.
- Use the machine to create the Main Fuse.
- Install the Main Fuse in the central power unit.
- Clear only necessary enemies.
- Save and reorganize before the scenario-specific route.
Leon A: use the MO Disk and complete Ada’s laboratory route
Leon A follows the A-scenario laboratory route through the research rooms and obtains the A-scenario Lab Card Key. Use the card on the restricted laboratory doors that lead toward the Vaccine Room and other controlled areas. The MO Disk is found in the A-scenario laboratory route near the Vaccine Room area.
Leon does not create Claire’s Vaccine. Continue through the Ada and G-Virus events required by Leon A, then carry the MO Disk to the final-shutter terminal in the lower laboratory central corridor. Use the disk at that terminal to open the shutter leading toward the final escape route.
Before using the MO Disk, reload the handgun or other primary weapon, equip a stronger weapon and carry full or near-full healing. Once the self-destruct sequence begins, move directly through the opened route. Optional ammunition and files are not worth delaying the escape.
Leon A’s laboratory finale is the Tyrant encounter. Do not prepare for Claire A’s late William sequence, and do not search for the B-scenario Power Room Key, Master Key, Platform Key or Joint Plugs.
- Obtain the A-scenario Lab Card Key.
- Collect the MO Disk.
- Complete Leon’s Ada and G-Virus events.
- Use the MO Disk at the final-shutter terminal.
- Prepare for the laboratory Tyrant.
Leon A: defeat the laboratory Tyrant and take the direct escape route
Proceed through the opened final route until the laboratory Tyrant encounter begins. Fight in the open area instead of standing beside walls, machinery or the elevator controls. Keep enough distance to react to his charge and claw attacks, then fire after he completes an attack and has to recover.
If the Tyrant closes the distance, move laterally around the arena rather than retreating into a dead end. Heal before a second hit could leave Leon in danger. Preserve enough ammunition to finish the encounter instead of spending all heavy rounds on earlier laboratory enemies.
After the Tyrant is defeated, continue through the emergency-elevator escape route. Leon A does not require the B-scenario Platform Key, Joint S Plug, Joint N Plug, Super Tyrant or G5 sequence.
Reach the escape ending, watch the credits and save the completed-game data after the results sequence if you intend to load the opposite character’s B scenario. Keep that clear save separate from ordinary laboratory progress saves.
- Defeat the laboratory Tyrant.
- Use the direct emergency-elevator escape route.
- Reach the ending and credits.
- Save the completed-game data.
Claire A: create the Vaccine and open the final shutter
Claire A obtains the A-scenario Lab Card Key and reaches the Vaccine Room. Take the Vaccine Cartridge from the laboratory equipment, place it in the vaccine machine to create the Base Vaccine, then process the Base Vaccine at the P-4 laboratory equipment to produce the completed Vaccine.
The Vaccine is required for Claire A’s Sherry objective. Complete the associated Sherry and Annette scenes, then keep the completed Vaccine available while returning to the final-shutter route. The Vaccine does not replace the MO Disk.
Carry the MO Disk to the final-shutter terminal in the lower laboratory central corridor and use it to open the A-scenario escape route. Save and reorganize before activating the final sequence if the route provides an opportunity. Once the countdown starts, stop collecting optional items and follow the escape path.
Claire A does not use the B-scenario Power Room Key, Master Key, Platform Key or Joint Plug sequence.
- Obtain the A-scenario Lab Card Key.
- Take the Vaccine Cartridge.
- Create the Base Vaccine.
- Process it into the completed Vaccine.
- Complete the required Sherry and Annette events.
- Use the MO Disk at the final shutter.
Claire A: defeat the late William forms and escape
Claire A’s laboratory finale is the late William Birkin sequence, not Leon A’s laboratory Tyrant fight. The applicable late forms include the third and fourth William formations. Prepare the Grenade Launcher, Flame Rounds, Acid Rounds, Spark Shot or other strong ammunition that remains in the inventory.
Fight from the open portions of the arena and avoid being pinned beside fixed machinery or walls. Fire when William exposes his vulnerable areas, then move before he reaches Claire. Against the later four-legged form, maintain distance and avoid standing directly in front of its close-range attacks.
Heal before entering the next exchange if Claire is already in danger. If the attempt fails, reload the laboratory save and change the loadout rather than repeating the encounter with depleted healing and heavy ammunition.
After the applicable William forms are defeated, follow the direct emergency-elevator escape route. Continue until the ending begins, watch the credits and save the completed-game data after the results sequence.
- Complete the Vaccine objective.
- Use the MO Disk at the final shutter.
- Defeat the applicable late William forms.
- Take the direct emergency-elevator escape route.
- View the ending and credits.
- Save the completed-game data.
B scenarios: obtain the B-route keys and reach the train area
B scenarios use the altered laboratory progression. Obtain the B-route Lab Card Key in the laboratory research route and use it on the required restricted doors. After power is restored, find the Power Room Key at the desk or nearby item location in William’s large experiment laboratory near the computer. Do not search for it in the A-scenario Vaccine Room route.
Use the Power Room Key to enter the Power Room. Follow the box-and-lift route: move the large box onto the lift, lower it, push it into position and use it to reach the upper ledge and the locked passage. If the box is badly positioned, leave and re-enter the room before trying again.
Leon B completes the Ada-related Power Room event. After the event, take Leon B’s Master Key from the floor beside Ada and use it at the main elevator console to open the route toward the train area.
Claire B activates the self-destruct sequence and later reaches the Main Shaft, where Annette is found beside Sherry. After the scene, take Claire B’s Master Key from the floor beside Annette. Claire B’s Master Key does not come from Leon B’s Power Room event.
Neither B scenario uses the MO Disk or Claire A’s Cartridge, Base Vaccine and completed Vaccine sequence. After obtaining the correct Master Key, use it at the main elevator console and proceed to the train-access area.
- Obtain the B-route Lab Card Key.
- Take the Power Room Key from the experiment-laboratory desk or nearby item location.
- Solve the box-and-lift route.
- Leon B: complete the Ada Power Room event and take the Master Key beside Ada.
- Claire B: complete the Main Shaft Annette event and take the Master Key beside Annette.
- Use the Master Key at the main elevator console.
B scenarios: collect the Platform Key and both Joint Plugs
After the Master Key opens the evacuation route, enter the train area and go to the far end of the train. In B scenarios, take the Platform Key there. Use the nearby typewriter and item box for a final preparation save if needed.
Use the Platform Key to open the platform gate. Continue across the platform route to the control mechanism and collect the Joint S Plug and Joint N Plug. They are separate items, and both are required to power the train.
Return to the train power panels and install both plugs in their matching positions. Keep healing and a strong weapon available. Deposit optional files or surplus low-priority items before opening the gate so the timed section cannot leave you unable to take a required plug.
If the countdown expires, reload the platform-area save and take the shortest route to the control mechanism and plug sockets. Do not stop for optional loot after opening the platform gate.
- Reach the far end of the train.
- Take the Platform Key.
- Save before opening the platform gate.
- Collect the Joint S Plug.
- Collect the Joint N Plug.
- Install both plugs in the train power panels.
B scenarios: defeat Super Tyrant, start the train and defeat G5
Installing both Joint Plugs leads to the B-scenario Super Tyrant encounter. Fight in the open platform area and avoid backing into rails, walls or machinery. Move laterally when Tyrant charges, fire after his attacks and heal before another hit can leave the character in critical condition.
A Rocket Launcher is supplied during the Super Tyrant sequence. Pick it up when it becomes available and use it to finish the encounter. Defeating Super Tyrant is not the end of the B scenario.
After Super Tyrant falls, return to the train and operate its controls. When the train begins moving, proceed toward the rear battle area when William’s fifth mutation attacks. G5 is a separate required encounter. Use the length of the train car to maintain distance, fire at the exposed mass and retreat whenever it closes the gap.
If G5 defeats the character, reload the train-area save and rebuild the loadout with the strongest remaining ammunition and healing. After G5 is defeated, return toward the front of the train and continue until the escape ending begins. View the extended ending and credits before treating the linked A/B pair as complete.
- Defeat Super Tyrant.
- Use the supplied Rocket Launcher.
- Start the evacuation train.
- Reach the rear train battle area.
- Defeat G5.
- Return toward the front of the train.
- View the extended ending and credits.
- Save the completed-game data.
Before you move on
- The active character has completed the factory and sky-tram route and restored laboratory power with the Main Fuse.
- For Leon A: the Lab Card Key was used, the MO Disk opened the final shutter, the Ada and G-Virus route was completed, the laboratory Tyrant was defeated, the direct elevator escape was completed and the credits were viewed.
- For Claire A: the Vaccine Cartridge was processed into the completed Vaccine, the MO Disk opened the final shutter, the applicable late William forms were defeated, the direct escape was completed and the credits were viewed.
- For Leon B or Claire B: the B-route Lab Card Key and Power Room Key were used, the correct Master Key event was completed, the Platform Key was collected at the train, both Joint Plugs were installed, Super Tyrant was defeated, the train was started, G5 was defeated and the extended ending and credits were viewed.
- The completed-game data was saved after the results sequence so the opposite original PlayStation disc can load the alternate character’s B scenario.
References for this chapter
Escape train platform and the campaign ending
The final route depends on the active original PlayStation scenario. Leon A and Claire A use the MO Disk to open the final laboratory shutter, then escape by the emergency elevator after their separate late boss encounters. Leon B and Claire B use the B-route laboratory events to obtain a character-specific Master Key, reach the train platform, install both Joint Plugs, defeat the Super Tyrant, start the train and fight William's final train mutation, G5. Earlier William encounters must remain separate from these finales: Claire A begins her William sequence with G-Imago, Claire B has William Birkin I in the altered RPD route, and Leon B has William Birkin I in Sewage Disposal. A linked campaign pair is complete only after the A scenario and its opposite-character B scenario both reach their train endings and credits.
Confirm the scenario and prepare the final route
Identify the file before entering the last laboratory section: Leon A, Claire A, Leon B or Claire B. The boss history changes with the file. Claire A's early William encounter is G-Imago after the Chief Irons sequence; it is not the same battle as the later laboratory William finale. Claire B's early William Birkin I encounter occurs during the altered RPD route. Leon B fights William Birkin I in Sewage Disposal. Each B scenario also has a later factory William encounter before the laboratory finale.
Use the correct endgame objective for the scenario. Leon A needs the MO Disk, completes the Ada and G-Virus route and ends with the laboratory Tyrant. Claire A must complete the Vaccine for Sherry, use the MO Disk and survive the late laboratory William sequence. Leon B obtains the Master Key beside Ada after the Power Room event. Claire B obtains her Master Key beside Annette in the Main Shaft after the self-destruct system has been activated.
Save at the latest laboratory typewriter available and keep a separate save before committing to the final route if possible. Carry healing items, a loaded high-damage weapon and spare ammunition. Leave inventory space for the Platform Key and Joint Plugs if the file is B. Do not enter the final sequence with an empty weapon, critical health or every inventory slot occupied.
- Identify the active scenario.
- Verify that the applicable early and factory William encounters are complete.
- Finish the scenario-specific laboratory prerequisite.
- Save before the final route when possible.
- Carry healing items, loaded weapons and free inventory space.
Leon A: use the MO Disk and defeat the laboratory Tyrant
Complete Leon's G-Virus and Ada route, then carry the MO Disk to the laboratory terminal at the sealed final shutter. Use the disk at the terminal to open the shutter. Continue through the passage and reach the elevator control. Activating the control begins the self-destruct escape sequence while the elevator arrives.
Leon A's required final boss is the laboratory Tyrant. Leon A does not fight the B-scenario Super Tyrant and does not use the Platform Key or Joint Plugs. Keep moving around the open arena so the Tyrant cannot trap you against the walls. Fire after he finishes a charge or close-range attack, then reposition instead of trying to trade blows at point-blank range.
Ada eventually drops a Rocket Launcher into the arena. Do not run directly into the Tyrant while trying to collect it. Move away first, pick it up when the path is clear and equip it through the inventory screen before firing. If the launcher is not immediately safe to reach, continue circling and use the strongest ammunition already in your inventory. After the Tyrant falls, take the elevator and follow the direct escape passage to the train. Let the escape scenes and credits play.
- Complete the G-Virus and Ada route.
- Use the MO Disk at the final laboratory shutter.
- Activate the emergency elevator.
- Defeat the laboratory Tyrant.
- Reach the train and watch the ending and credits.
Claire A: complete the Vaccine and survive the late William sequence
Claire A must finish the Vaccine route for Sherry before leaving the laboratory. Use the Vaccine Cart to produce the Base Vaccine, then take it to the laboratory equipment that processes it into the completed Vaccine. Return the completed Vaccine to Sherry when the scenario requires it. Carrying only the unprocessed Base Vaccine does not complete this objective.
Claire A then uses the MO Disk at the final laboratory terminal to open the sealed shutter. Proceed through the opened passage and activate the emergency elevator. The self-destruct countdown begins while the elevator arrives.
Claire A's final laboratory encounter is a late William sequence with successive mutations. It is separate from the earlier G-Imago encounter and from the sewer alligator. Fight from the open part of the arena, keep the creature in view and move away when it climbs or changes position. Use the Grenade Launcher and its available heavy ammunition when practical, but preserve enough healing to survive a contact mistake. Do not stand in a corner or directly in the creature's path during its leap or charge.
After the late William battle ends, take the elevator without stopping for optional exploration. Follow the direct escape route to the train, allow the ending scenes to finish and watch the credits. Claire A does not collect the B-scenario Platform Key and Joint Plugs, does not fight the Super Tyrant and does not fight G5.
- Complete the Vaccine for Sherry.
- Use the MO Disk to open the final shutter.
- Activate the emergency elevator.
- Defeat the late laboratory William sequence.
- Reach the train and watch the ending and credits.
Leon B: take the Master Key after Ada's Power Room event
Leon B does not use the A-scenario MO Disk finale. Complete the B laboratory route until the Power Room Key opens the required Power Room path. Leon B's William Birkin I fight in Sewage Disposal and the later factory William battle are earlier encounters; neither is the final train battle.
Enter the Power Room and complete the Ada and Tyrant event. After the scene, inspect the floor beside Ada and take the sparkling Master Key. If it does not appear in the inventory, search the area again before leaving; this key is required to reach the train route.
Return to the elevator and use the Master Key at the rear console to descend to the train area. Enter the rear carriage and take the Platform Key. Use the typewriter and item box before opening the Main Platform gate if one is available. Keep a healing item and a strong weapon ready, and do not fill every slot before taking the key.
Use the Platform Key on the Main Platform gate. Opening the gate starts the timed platform section, so proceed directly rather than detouring for optional items. Cross the platform and follow the route to the power-grid controls.
- Use the Power Room Key on the B route.
- Complete the Ada and Tyrant event.
- Take the Master Key beside Ada.
- Use the Master Key at the elevator console.
- Take the Platform Key from the train carriage.
- Use the Platform Key at the Main Platform gate.
Claire B: take the Master Key beside Annette
Claire B follows the B laboratory route involving Sherry and the Power Room Key. Complete the required Sherry events and activate the self-destruct system. Claire B's earlier William Birkin I encounter occurred in the altered RPD route before the sewer handoff; it is not the same as the factory William battle or the final G5 encounter.
Return through the laboratory toward the Main Shaft after the self-destruct event. Continue until the scene with Annette and Sherry ends. When control returns to Claire, inspect the sparkling object beside Annette and take the Master Key. This is Claire B's scenario-specific key location; do not search for Leon B's Ada event.
Use Claire's Master Key at the rear console of the main laboratory elevator to reach the train area. In the rear carriage, take the Platform Key and save or reorganize at the available typewriter and item box. Keep healing and heavy ammunition accessible before opening the Main Platform gate.
Use the Platform Key at the gate, then move through the timed platform section. Optional exploration is no longer important. Follow the signs and doors toward the power-grid controls.
- Complete the Claire B Sherry and Power Room route.
- Activate the self-destruct system.
- Reach Annette and Sherry in the Main Shaft.
- Take the Master Key beside Annette.
- Use the Master Key at the elevator console.
- Take and use the Platform Key.
B scenario: collect both Joint Plugs and defeat the Super Tyrant
After using the Platform Key, cross the platform and operate the power-grid control to expose the Joint S Plug and Joint N Plug. They are separate key items. Search the opened section carefully and take both before leaving; one plug cannot substitute for the other.
Carry both plugs to the Power Control Platform and install them in their matching sockets. The restored power opens the route to the final Tyrant encounter. Keep the character in the open area, move after each charge and avoid being pinned against the walls or stairs. Heal before a second hit can place the character in danger.
The Super Tyrant is the required B-scenario laboratory-platform boss. Ada supplies a Rocket Launcher during the encounter, but do not assume it remains available for G5. Pick it up only when the Tyrant is away from the drop point, equip it through the inventory screen and fire with a clear line of sight. If you spend the launcher here, preserve another strong weapon and ammunition for the train mutation.
After the Super Tyrant falls, operate the nearby controls to reopen the route to the train. The B scenario is not complete yet. You still must start the train and defeat G5.
- Collect the Joint S Plug.
- Collect the Joint N Plug.
- Install both plugs at the Power Control Platform.
- Defeat the Super Tyrant.
- Reopen the route to the train.
B scenario: start the train and defeat G5
Return to the emergency train and operate the controls in the front carriage to start it. Once the train begins moving, follow the direct route toward the rear carriage. The train sequence is timed, so heal before entering danger and avoid stopping for optional items.
Reach the rear carriage to trigger William's G5 mutation. The creature occupies much of the confined carriage, so keep moving toward the available open end and fire the strongest remaining weapon when the creature is exposed. Do not rely on having a Rocket Launcher: it may have been used against the Super Tyrant, and the train battle must still be completed with the resources you preserved.
If G5 closes the distance, retreat before attacking again. Heal as soon as repeated contact or a grab leaves the character in serious danger. Continue until G5 collapses, then follow the remaining train escape route toward the front carriage. The final scenes play after the train is secured; allow the ending and credits to continue rather than resetting immediately after the boss falls.
- Start the train from the front carriage.
- Reach the rear carriage during the timed sequence.
- Trigger and defeat G5.
- Return through the train's remaining escape route.
- Watch the B ending and credits.
Confirm the linked campaign clear and save the data
An A-scenario ending alone does not satisfy the linked A/B completion goal. After the A ending and credits, use the original game's completed-game save prompt and preserve that clear-data file. Do not overwrite the only clear save before the opposite disc has recognized it.
On the original North American two-disc PlayStation release, Disc 1 starts Leon's set and Disc 2 starts Claire's set. After Leon A, insert the Claire disc and load the completed-game data to begin Claire B. After Claire A, insert the Leon disc and load the completed-game data to begin Leon B. When using virtual discs, keep both disc entries connected to the same memory card and use the emulator or console's documented disc-change method rather than starting an unrelated New Game.
The linked pair is complete when the A scenario reaches its train ending and credits, the opposite-character B scenario obtains its Master Key and Platform Key, installs both Joint Plugs, defeats the Super Tyrant, starts the train, defeats G5 and reaches the B ending and credits. The reverse pair and the remaining scenario permutations are optional.
- Watch the A-scenario ending and credits.
- Save the completed-game data.
- Load the opposite character's disc with that clear file.
- Finish the linked B scenario through G5.
- Watch the B ending and credits.
- Confirm that the clear or results data is saved.
Before you move on
- Leon A: the G-Virus and Ada route is complete, the MO Disk opens the final shutter, the laboratory Tyrant is defeated, the direct emergency escape reaches the train, and the ending and credits play.
- Claire A: G-Imago and the other required earlier encounters are complete, the Vaccine is completed for Sherry, the MO Disk opens the final shutter, the late laboratory William sequence is defeated, the direct escape reaches the train, and the ending and credits play.
- Leon B: William Birkin I in Sewage Disposal is complete, the Power Room and Ada event are complete, the Master Key is taken beside Ada, the Platform Key opens the Main Platform gate, both Joint Plugs are collected and installed, the Super Tyrant is defeated, the train starts and G5 is defeated.
- Claire B: the altered-RPD William Birkin I encounter is complete, the Sherry and Power Room route is complete, the self-destruct system is active, the Master Key is taken beside Annette in the Main Shaft, the Platform Key opens the Main Platform gate, both Joint Plugs are collected and installed, the Super Tyrant is defeated, the train starts and G5 is defeated.
- After G5, the character completes the remaining train escape scenes.
- The ending and credits play, the results or completion display appears and completed-game data is saved.
- One linked pair is complete: Leon A followed by Claire B, or Claire A followed by Leon B.
B-scenario differences, Tyrant behavior and recurring threats
On the original North American PlayStation two-disc release, the B scenario is the linked second campaign accessed by loading completed-game data from the opposite character disc. B changes the opening, item locations, enemy groups, room states and selected story events. Its Tyrant appearances are scripted encounters tied to scenario progress, not the continuously roaming Mr. X behavior used in the 2019 remake. B laboratory progression uses the Lab Card Key, Power Room Key, a character-specific Master Key event, the Platform Key, both Joint Plugs, Super Tyrant and the final G5 encounter.
Start the linked B scenario correctly
Disc 1 starts Leon’s campaign and Disc 2 starts Claire’s campaign in the original PlayStation release. Finish the A scenario and save the completed-game data at the end of the run. Insert the opposite character disc, choose Load Game, and select that completed-game file. Leon A leads to Claire B; Claire A leads to Leon B.
Do not choose New Game on the opposite disc. That begins the other character’s A scenario instead of the linked second run. Keep the clear-game save on the same memory card until the opposite disc recognizes it. On original hardware, change discs when prompted. On a digital or emulated copy of the original two-disc build, use that platform’s own virtual-disc change or reset-disc function.
Either linked order satisfies the completion goal. Claire A followed by Leon B is commonly used for the preferred story order, but Leon A followed by Claire B is equally valid. The game does not require both A scenarios before a B scenario becomes available.
- Save the completed-game data after finishing the A scenario.
- Insert or select the opposite character disc.
- Choose Load Game rather than New Game.
- Confirm that the opposite character begins a B scenario.
Handle the remixed police-station opening
B changes the opening position, accessible doors, item locations, enemy groups and several scripted scenes. Do not follow the A route entirely from memory. Use the current character’s map and examine rooms again because familiar areas may contain different enemies or different progression items.
Leon B and Claire B do not use the same Blue Card Key placement. Leon B reaches the Chief’s Storage Room as part of the altered station route and obtains the Blue Card Key there. Claire B reaches the room with the three small statues after the helicopter route has been opened; the Blue Card Key is in that mini-statue room. These are original-game locations, not the 2019 remake’s card or computer progression.
Take the Blue Card Key to the Main Hall computer and use it to open the card-controlled doors. In B, it also opens the Library route. Carry a basic weapon, healing and at least one free inventory slot when leaving a safe room. Store duplicate healing and excess ammunition, but keep unfamiliar keys and route items until their purpose is clear.
The zapping system transfers selected conditions from the first campaign, but it does not reproduce every action. Some room states and item availability depend on what happened in A, while other changes are fixed B-scenario design. Treat the B map and its scripted events as authoritative for the current run.
- Expect different room states, enemy groups and item placements.
- Leon B: find the Blue Card Key in the Chief’s Storage Room.
- Claire B: find the Blue Card Key in the mini-statue room after the helicopter route.
- Use the card at the Main Hall computer.
- Keep one inventory slot free when leaving a safe room.
- Treat zapping as selected linked conditions rather than a complete simulation.
Recognize the B William encounters
The early William encounter differs between the two B scenarios. In Claire B, the first major William fight belongs to the altered RPD route connected with Chief Irons and the revised upper-station progression. Prepare the Grenade Launcher and healing before entering the area. Fight from the stairs or another position with room to retreat, and do not allow William to pin Claire against a wall.
In Leon B, the early William encounter occurs in Sewage Disposal after the sewer plug sequence. Leon reaches the disposal area after the sewer control and plug route, where William attacks during the passage through that facility. Bring a strong weapon, maintain distance around the machinery and fire during short safe windows before retreating. Do not move Claire B’s RPD encounter to Leon B or assume both characters meet the same form in the same room.
Both B scenarios later include the factory William encounter and the final train sequence. These are separate from the early character-specific fights. Save heavy ammunition for mandatory encounters, and use the next typewriter or item box after a major fight to heal, reload and simplify the inventory.
- Claire B: prepare for the altered RPD William encounter.
- Leon B: prepare for the Sewage Disposal William encounter after the sewer plug route.
- Keep the early, factory and train encounters separate.
- Fight in open space and preserve healing and heavy ammunition.
Manage the original scripted Tyrant encounters
The original PlayStation B scenarios use planned Tyrant appearances at specific progress triggers. Tyrant is not the continuously roaming Mr. X from the 2019 remake. His appearances are tied to station, factory and laboratory events, and his behavior is governed by the room transitions and scripted encounters of the original game.
Before activating a likely trigger, identify the next exit. When the route opens, leave instead of stopping to reload, examine unrelated items or reorganize inventory. Use corners, stairs and door transitions to create distance. Fixed camera angles can hide his approach, and his close-range attacks are especially dangerous near walls or dead ends.
Ordinary B-route Tyrant encounters can be defeated and may provide ammunition or other rewards, but most do not need to be fought if the route can be escaped. Preserve shotgun shells, grenade rounds and Magnum ammunition for William and the mandatory final Tyrant battle. If Tyrant blocks the route, fire while backing toward open space, reposition after each attack window and continue toward the exit when possible.
The transformed Super Tyrant at the transport platform is a separate mandatory encounter. Defeating or bypassing an earlier Tyrant does not replace the Super Tyrant fight required to finish a B scenario.
- Locate the next exit before activating a likely Tyrant trigger.
- Do not use 2019-remake roaming behavior as a guide.
- Avoid optional fights when the route can be escaped safely.
- Preserve heavy ammunition for mandatory bosses.
- Save and reorganize after major station, factory and laboratory events.
Complete the B laboratory progression
Restore laboratory power by processing the Fuse Case into the Main Fuse and installing the Main Fuse in the central Main Shaft power device. The B Lab Card Key is found in the Anti-B.O.W. gas room on the bench. Use it to open the laboratory areas required by the active character’s route.
The B Power Room Key is in the main laboratory on the east-side bench. Take it before leaving the laboratory area, then complete the required box-and-lift route and use the key to enter the Power Room. Do not search for the A-scenario MO Disk, Claire A Vaccine Cart or Base Vaccine as missing B objectives.
In Leon B, enter the Power Room and complete the Ada sequence. Tyrant attacks during the event. When control returns to Leon, examine the floor beside Ada’s body and collect the Master Key. Use it at the rear console in the main elevator to open the transport route.
In Claire B, continue through the laboratory until the self-destruct system has been activated. Return to the Main Shaft, where Annette is dying with Sherry nearby. Examine the floor beside Annette and collect Claire’s Master Key. This is Claire B’s correct Master Key event; it is not the Leon B Power Room pickup.
If the transport elevator remains locked, verify that laboratory power was restored, the B Lab Card Key and Power Room Key were collected, and the correct character-specific Master Key event was completed. The MO Disk and Vaccine sequence belong to the A scenarios, not the required B route.
- Process the Fuse Case into the Main Fuse.
- Restore power in the Main Shaft.
- Collect the B Lab Card Key from the Anti-B.O.W. gas room.
- Collect the Power Room Key from the east-side bench in the main laboratory.
- Leon B: collect the Master Key beside Ada in the Power Room.
- Claire B: activate self-destruct and collect the Master Key beside Annette in the Main Shaft.
- Use the correct Master Key at the main elevator.
Finish the B train-platform escape
After the correct Master Key event, take the transport elevator to the train area. Enter the train and move to the rear carriage, where the typewriter and item box provide the final preparation point. Save before leaving. Take the Platform Key, a strong weapon with suitable ammunition and several healing items. Leave enough inventory space for both Joint Plugs.
Use the Platform Key at the station gate to begin the timed platform section. Cross the route around the train, reach the control area and open the barred compartment. Collect the Joint S Plug and Joint N Plug. Opening the compartment is not enough; both plugs must be installed at the designated outlet or control panel for the train power sequence.
Proceed to the final control area and install both Joint Plugs. This activates the Super Tyrant encounter. Keep moving in the open area and avoid spending all high-damage ammunition before the emergency weapon appears. When the Rocket Launcher is supplied, pick it up and equip it manually if necessary, then fire it at Super Tyrant.
Return to the train and activate the train controls. Starting the train does not complete the B scenario. The final mutated William Birkin encounter, commonly identified as G5, follows inside the train. Keep a clear route through the carriage and use the strongest remaining ammunition. After G5 is defeated, allow the escape ending and credits to play.
- Save in the rear train carriage before entering the timed section.
- Carry the Platform Key and leave space for both Joint Plugs.
- Collect the Joint S Plug and Joint N Plug.
- Install both plugs at the designated outlet or control panel.
- Defeat Super Tyrant with the supplied Rocket Launcher.
- Start the train and defeat G5.
- Watch the escape ending and credits.
Before you move on
- A completed-game save was loaded on the opposite character disc and the linked B scenario began.
- The B police-station route was completed with the correct Blue Card Key location used: Chief’s Storage Room for Leon B or mini-statue room for Claire B.
- Claire B completed the altered RPD William encounter, or Leon B completed the Sewage Disposal William encounter after the sewer plug route.
- Laboratory power was restored and the B Lab Card Key and Power Room Key were collected.
- Leon B obtained the Master Key beside Ada, or Claire B activated self-destruct and obtained the Master Key beside Annette in the Main Shaft.
- The Platform Key, Joint S Plug and Joint N Plug were collected.
- Both Joint Plugs were installed during the platform sequence.
- Super Tyrant was defeated.
- The evacuation train was started and the final G5 encounter was resolved.
- The extended escape ending and credits were displayed.
- Either Claire A followed by Leon B or Leon A followed by Claire B counts as the required linked A/B pair.
References for this chapter
- Resident Evil 2 — Guide and Walkthrough — PlayStation — Punishment01 — GameFAQs
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By peach_freak
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By cvxfreak
- Blue Card Key — Resident Evil 2 — Evil Resource
- Power Room Key — Resident Evil 2 — Evil Resource
- Master Key — Resident Evil 2 — Evil Resource
- Tyrant — Resident Evil 2 — Evil Resource
Optional objectives, collectibles and version-specific extras
The original North American PlayStation release of Resident Evil 2 has no remake-style Mr. Raccoon statue hunt, portable safes, hip pouches or portable combination-lock objectives. Its optional content includes files, film rolls, hidden photographs, the scenario-state-dependent Brad Vickers encounter, alternate costumes, scenario-dependent weapons and ammunition, secret weapons and post-clear bonus content. None of these is required to complete one linked A/B campaign pair, view the extended ending and credits, or save completed-game data. Bonus-mode availability varies between releases, so check the exact edition before pursuing any post-clear mode.
Confirm the edition before pursuing extras
This chapter applies to the original two-disc North American PlayStation release, with Disc 1 launching Leon’s campaign and Disc 2 launching Claire’s campaign. The required campaign uses the A and B scenarios, ordinary safes, files, film and optional secret-room interactions.
Do not use a 2019 remake collectible list. Mr. Raccoon statues, portable safes, hip pouches and the remake’s portable combination locks are not objectives in this 1998 PlayStation campaign. A thoroughly searched room can still contain no equivalent of those remake collectibles.
Resident Evil 2 was released in more than one PlayStation edition. The original release and the later Dual Shock release differ in features and bonus content. Arrange, Rookie, Extreme Battle and other bonus options should be treated as release-dependent extras rather than universal parts of the original campaign. None is needed for the requested A/B ending goal.
- Confirm that the game is the original North American PlayStation two-disc release.
- Do not count Mr. Raccoon statues, portable safes or hip pouches.
- Check the exact release before pursuing any bonus mode.
- Keep the A/B ending goal separate from optional completionist objectives.
Read useful files and manage film efficiently
Files are optional for the ending, but some provide combinations, access clues or warnings about scenario-specific routes. Read documents when they contain a code or direct instruction. Descriptive reports can be left behind after reading if inventory space is more valuable.
Film rolls are also optional. The Darkroom in the RPD develops them into photographs, usually providing background information or revealing a visual secret rather than opening a required route. Store film in an item box if it competes with a key, weapon or healing item, then return to the Darkroom during a convenient RPD visit.
Film availability and locations differ between A and B scenarios. One example is the photograph of a Licker: the film is placed in the Golden Cogwheel room in an A scenario and in the rear cabinets of the Evidence Room in a B scenario. The Tyrant photograph film is found only in a B scenario, on the table beside the door leading toward Ben’s prison-cell area. Do not make a dangerous detour solely to collect or develop one.
- Read files immediately when they contain a puzzle or access clue.
- Store film before entering the basement, sewers or laboratory if inventory space is limited.
- Develop photographs during a convenient RPD return trip.
- Expect film locations to change between A and B scenarios.
Collect optional weapons and ammunition only after securing the route
Optional weapons and ammunition can make later combat safer, but they are never more important than a required key, healing item or boss loadout. Before entering a side room, leave at least one inventory slot open and clear nearby enemies if doing so makes the return trip safer.
Weapon placement varies by character and scenario. The Sub Machine Gun and Side Pack are affected by what was taken or left in the linked character’s scenario, so do not assume that a reward will be duplicated in the partner’s run. B scenarios also change some ammunition opportunities and enemy placements.
Use item boxes to maintain separate reserves for the next boss and the final laboratory sequence. If an optional reward forces you to discard a key item or healing supply, leave the reward and return later. Optional ammunition is useful only when you can carry it without compromising required progression.
- Leave inventory space before entering an optional reward room.
- Record major scenario-dependent weapons if planning a specific A/B pairing.
- Keep healing and boss ammunition in an item box near the current route.
- Prioritize progression items over optional side-room rewards.
Trigger Brad Vickers and obtain the Special Key
Brad Vickers is an optional, scenario-state-dependent encounter. He can appear in an A scenario or in the linked B scenario. For the A-scenario attempt, reach the RPD without picking up any item during the opening route. This condition is stricter than avoiding ammunition: do not collect herbs, bullets, weapons or any other pickup before entering the station.
After entering the RPD, make a separate save if possible. Leave through the front entrance and use the exterior stair route near the station gate. Continue into the long passage below the front entrance. When the required scenario state is active, Brad appears there as a zombie. If he is absent, do not assume that picking up or avoiding a particular B-scenario item will universally fix the problem; reload a suitable earlier save and verify the linked scenario state, or attempt the A-scenario setup again.
Brad is durable. In an A scenario, conserve handgun ammunition by using the station-front supplies if needed, then attack him in the straight passage and avoid being trapped against the walls. In a B scenario, use the stronger weapon available to the active character and keep enough healing for the return trip.
After defeating Brad, examine his body and take the Special Key. Return to the RPD Darkroom and use the key on the lockers. The lockers provide alternate-costume rewards; Claire’s reward also includes the Colt S.A.A. These rewards are optional and do not improve the required story route enough to justify risking the only campaign save.
- Treat Brad as possible in both A and B scenarios, depending on the linked scenario state.
- For an A-scenario attempt, pick up no item before entering the RPD.
- Save separately before leaving the station to search for him.
- Defeat Brad and search his body for the Special Key.
- Use the Special Key on the Darkroom lockers.
- Do not treat the costumes or Colt S.A.A. as campaign requirements.
Find Wesker’s hidden film and other harmless secrets
When the STARS office becomes accessible, examine Albert Wesker’s desk, the desk in front of the large STARS poster. Continue examining it until the hidden film appears; the established trigger is 50 examinations. Take the film to the Darkroom and develop it to receive the Rebecca Chambers photograph.
The STARS office also contains optional background material, and the RPD exterior has a hidden camera-angle scene. These secrets do not open the laboratory, change the train finale or affect the completion check.
If the desk does not yield the film, make sure the correct desk is being examined and continue interacting with it rather than abandoning a completed campaign. Do not carry the film into the basement, sewer or laboratory when a progression item is needed.
- Examine the correct desk in the STARS office repeatedly.
- Continue until the hidden film appears.
- Develop the film in the Darkroom for the Rebecca photograph.
- Treat the STARS photograph and camera-angle scene as optional background content.
Pursue post-clear rewards after the A/B pair is safe
The original game family includes ranking-based rewards such as unlimited versions of the Rocket Launcher, Sub Machine Gun and Gatling Gun. Their conditions depend on scenario type, completion time, ranking and, for some rewards, saving restrictions. Do not use a generic table from a different port or edition when attempting them on the original PlayStation release.
The 4th Survivor and Tofu Survivor are separate post-clear modes rather than parts of Leon’s or Claire’s campaign. Their unlock requirements involve repeated linked-scenario clears and rankings. Because these rewards are not needed for the requested campaign ending, preserve a completed-game save before attempting ranking runs.
Arrange, Rookie, Extreme Battle and similar options are bonus content whose presence and rules depend on the specific release. Confirm the disc or digital edition before pursuing them. They must not be used as requirements for the original two-disc campaign.
For the first successful completion, finish one A/B pairing, save the clear data and confirm the train ending and credits. Only afterward should you attempt Brad, secret weapons, high rankings or repeated scenario clears.
- Complete and save one linked A/B campaign pair first.
- Keep a separate clear-game save before ranking attempts.
- Treat infinite weapons as optional rewards.
- Treat Hunk and Tofu modes as separate post-clear content.
- Verify bonus-mode availability against the exact release.
Before you move on
- One linked A/B campaign pair is complete and the train ending and credits have been viewed.
- The completed-game data has been saved for optional later runs.
- Brad was either deliberately skipped or, if attempted, was defeated and searched for the Special Key.
- Optional files, film, Darkroom rewards and side-room weapons were either collected or deliberately skipped without losing a required progression item.
- You are not counting Mr. Raccoon statues, portable safes, hip pouches or release-dependent bonus modes toward original-disc campaign completion.
- If pursuing extras, you have preserved a separate clear-game save and are using conditions verified for the exact PlayStation edition.
References for this chapter
Post-clear unlocks, 2nd run tactics and the path to seeing every scene
On the original North American PlayStation two-disc release, Disc 1 starts Leon's A scenario and Disc 2 starts Claire's A scenario. After completing either A scenario, save the clear data, insert the opposite character disc and load that file. Leon A leads to Claire B; Claire A leads to Leon B. Scenario B changes the opening, routes, item locations, enemy placements and several scripted events. Finish the B laboratory and train escape, then watch the ending and credits to complete one linked A/B pair. The reverse pair and all four scenarios are optional.
Finish the first A scenario and save the clear data
Complete either Leon A or Claire A through the laboratory, evacuation route and final ending. The original PlayStation release separates the characters by disc: Disc 1 is Leon's disc and Disc 2 is Claire's disc. Either character may be chosen first for this goal.
When the game offers to save the completed scenario or second-scenario data, accept it and write the file to the memory card. Keep a separate typewriter save before the late laboratory fights or train sequence when possible. The ordinary save protects the run from a failed fight; the clear-data file is what links the opposite disc to Scenario B.
Leon A must be followed by loading the clear file with Disc 2 to begin Claire B. Claire A must be followed by loading the clear file with Disc 1 to begin Leon B. Do not overwrite the only clear-data file until the opposite disc has recognized it.
- Leon A or Claire A was completed through the evacuation sequence.
- The clear or second-scenario data was saved.
- A separate pre-finale save was retained when practical.
- You know which character created the clear file.
Load the opposite disc correctly
Return to the title screen or reset the console, insert the other Resident Evil 2 disc and choose Load Game. Select the completed A-scenario data. Do not choose New Game: that starts the inserted disc's A scenario instead of linking to Scenario B.
After Leon A, insert Disc 2 and load the file to begin Claire B. After Claire A, insert Disc 1 and load the file to begin Leon B. If the clear file is missing, check the memory card assignment before starting another campaign.
On a real PlayStation, both discs read the same physical memory card. On a digital or emulated version of the original two-disc structure, assign both disc entries to the same virtual memory card or manually select the same card when changing discs. A separate card for each disc can hide the completed data.
- The opposite character disc is inserted or mounted.
- The completed A-scenario file appears in Load Game.
- Loading it begins the opposite character's B scenario.
- Both disc entries use the same memory-card file.
Follow the remixed B opening and obtain the correct Blue Card Key
Scenario B is not a repeat of the A route. The approach to the RPD, key-item locations, enemy placements and early objectives change. Reach the station through the B opening, obtain the Valve Handle and extinguish the helicopter obstruction before continuing through the upper-floor route.
Leon B: after the helicopter event and the first scripted Tyrant confrontation, enter Chief Irons's Storage Room. The Blue Card Key is there. Take it to the Main Hall reception computer to unlock the RPD doors, then continue through the Library route. Do not search Marvin's office for this card; that is the A-scenario location.
Claire B: after the helicopter route, reach the room containing the two small red-jewel statues. The Blue Card Key is in the red-jewel mini-statue room, rather than in Chief Irons's Storage Room. Take it to the Main Hall reception computer, then use the opened route through the Library and upper floors. The red jewels and the Blue Card Key are separate objectives; do not confuse the card with the Jaguar Stone or the later plug reward.
Leon B has an early William Birkin encounter in the Sewage Disposal section after the initial RPD and basement progress. Prepare before entering, fight in the open and continue toward the sewer control route after the encounter. Claire B's corresponding early Birkin encounter occurs during her altered RPD route before the sewer transition. Do not transfer Leon B's Sewage Disposal fight into Claire B's route.
The original PlayStation B scenario uses scripted Tyrant appearances tied to progression events. This is not the 2019 remake's freely roaming Mr. X system. Before a likely Tyrant trigger, reload your weapon, carry a healing item and identify the nearest exit. Run past him where the route allows; use heavy ammunition only when he blocks progress or must be staggered.
- You are following the B route rather than replaying the A route.
- Leon B obtained the Blue Card Key in Chief Irons's Storage Room, or Claire B obtained it in the red-jewel mini-statue room.
- The correct Blue Card Key was used at the Main Hall reception computer.
- Leon B completed the early William fight in Sewage Disposal, or Claire B completed hers during the altered RPD route.
- You identified an escape route before a scripted Tyrant event.
- Heavy ammunition and full healing remain for the laboratory and finale.
Complete the B laboratory route
After reaching the laboratory, make the Main Fuse and restore power. B scenarios use the B-route Lab Card Key, the Power Room Key and a character-specific Master Key event. The MO Disk belongs to the A-scenario finale and is not a substitute for the B route. Claire B also does not use Claire A's Vaccine Cartridge, Base Vaccine or completed Vaccine sequence.
Collect the B-route Lab Card Key in the research area and use it on the required laboratory doors. Continue toward William's experiment area, then take the Power Room Key from the William laboratory room. The key is used to open the B-route power-area door; it is not the A-scenario MO Disk route.
Leon B follows the Ada-side Power Room event. Complete the event and take the Master Key from Ada's body when the scene permits. Claire B follows the corresponding Sherry and Annette route; after the final Annette event in the Main Shaft or adjoining fuse-room route, take the Master Key from Annette's body. Use the character's Master Key at the emergency escape route.
Save and reorganize before entering the railway section. Carry a reloaded primary weapon, strong ammunition and full healing. The B laboratory is not complete merely because the Master Key has been collected; the railway and final encounters still remain.
- Laboratory power was restored with the Main Fuse.
- The B Lab Card Key was collected and used.
- The Power Room Key was taken from the William laboratory room.
- Leon B completed the Ada-side event and obtained the Master Key, or Claire B obtained it after Annette's final event.
- The MO Disk and Claire A Vaccine sequence were not used as substitutes.
- The character-specific emergency escape route is open.
Complete the B train escape and confirm the ending
Enter the emergency train area and search the train's rear save-room compartment for the Platform Key. Use it on the railway access door. Before starting the final sequence, save, reorganize and finish any optional looting that can be done safely.
On the platform route, collect the Joint S Plug and Joint N Plug and install both at the power console. This begins the final Tyrant sequence. Fight Super Tyrant in open space, avoid being trapped against machinery or the platform edge and heal before entering Danger condition. When the Rocket Launcher is provided, pick it up and equip it manually before firing.
Return to the train, activate the departure controls and board it. During the train countdown, reach the carriage where G5 appears and attack with your strongest remaining weapons. Do not stop for optional items unless they are directly on your route. After G5 is defeated, return to the train and board it to trigger the ending.
The linked-pair objective is complete only after the B train escape, ending sequence and credits have played. Reaching the laboratory, obtaining the Master Key or saving before the railway sequence is not sufficient.
- The Platform Key opened the railway access route.
- The Joint S Plug and Joint N Plug were installed.
- Super Tyrant was defeated.
- G5 was defeated.
- The escape train was boarded.
- The ending and credits were viewed.
Choose the preferred linked pair and pursue optional scenarios
Leon A followed by Claire B and Claire A followed by Leon B are both valid linked pairs. Claire A followed by Leon B is commonly used as the preferred narrative order because the two scenarios complement one another, but the original PlayStation save system accepts either pair.
Scenario B contains changed routes, enemy placements, item locations and selected events. Actions from the A run can affect what remains for the B character, especially one-time pickups, opened routes and certain barricade or door states. Play the second run as its own route rather than assuming the first route can be copied exactly.
After the B ending, accept the save prompt if you want to preserve the completed B data. To play the reverse linked pair, start the unused character's A scenario, complete it, then load its clear data with the remaining character disc. Completing all four scenarios, earning high ranks, unlocking bonus modes and collecting secret weapons are optional.
- An A scenario was completed and its clear data was saved.
- The opposite character disc loaded the B scenario.
- The correct B Blue Card Key location was used.
- The B laboratory route used the Lab Card Key, Power Room Key and correct Master Key event.
- The Platform Key and both Joint Plugs were used.
- Super Tyrant and G5 were defeated.
- The train ending and credits were viewed.
- Either Leon A to Claire B or Claire A to Leon B is complete.
Before you move on
- One A scenario was completed and its clear data was saved.
- The clear data was loaded with the opposite character disc.
- The opposite character's B scenario was completed.
- Leon B obtained the Blue Card Key in Chief Irons's Storage Room, or Claire B obtained it in the red-jewel mini-statue room.
- Leon B's early William Birkin encounter was completed in Sewage Disposal, or Claire B's was completed during the altered RPD route.
- The B Lab Card Key was collected and used.
- The Power Room Key was taken from the William laboratory room.
- Leon B completed the Ada-side Master Key event, or Claire B took the Master Key after Annette's final event.
- The Platform Key and both Joint Plugs were used during the B finale.
- Super Tyrant and G5 were defeated.
- The escape train ending and credits were viewed.
- Either Leon A followed by Claire B or Claire A followed by Leon B is complete.
References for this chapter
Troubleshooting, recovery from failures and platform-specific disc notes
Resident Evil 2 on the original North American PlayStation release uses manual typewriter saves, limited Ink Ribbons and separate character discs. Reliable recovery depends on maintaining more than one useful save, storing supplies in item boxes and protecting the completed A-scenario data until the opposite disc successfully recognizes it. These instructions apply to the original two-disc PlayStation game and should not be mixed with the 2019 remake or later revisions.
Maintain a useful save rotation
Use several memory-card save slots rather than overwriting one file throughout the game. Keep a current progress save, a save made before a major boss or timed sequence and an older reserve save from a safe room. The reserve is valuable if the latest file leaves Leon or Claire in Danger condition, short on ammunition or trapped with too many puzzle items in the inventory.
Save at a typewriter when you reach a safe room or a stable preparation point. Ink Ribbons are limited, so do not spend one merely to preserve a position that can be retraced safely. Before entering the laboratory, keep a preparation save outside the late-game route. Before the final escape sequence, retain an immediate loadout save and an older fallback file. Wait until the save operation finishes before resetting the console or changing discs.
- Keep separate progress, pre-boss and reserve saves.
- Do not overwrite every slot in the same dangerous area.
- Preserve a save before major bosses, timed sections and late-game route decisions.
- Confirm that the save has finished before turning off the console or changing discs.
Recover from a failed boss attempt
After a death, load the most useful manual save rather than automatically choosing the newest file. If the newest save leaves the character near death or nearly out of ammunition, return to an earlier safe-room save and retrieve supplies from the item box. Remove unnecessary puzzle objects, load the weapons you intend to use and leave at least one inventory space open for ammunition, healing or a progression item.
Change the encounter plan instead of repeating the same attempt. Enter in good health, use the widest available part of the arena and keep moving after each attack. Fire during the creature’s recovery or exposed-area animation, then reposition before it closes the distance. Use handgun ammunition against isolated zombies on the approach when practical, and preserve stronger ammunition for durable mutants and bosses unless the approach has become unsafe.
If you are repeatedly grabbed or cornered, clear ordinary enemies near the entrance when the game permits it, then approach from a safer angle. Do not consume every healing item before the battle if the route afterward still contains hazards. If the real problem is an ammunition shortage, reload an earlier save and collect supplies deliberately left in a nearby item box instead of spending the remainder of the inventory on another doomed attempt.
- Reload with weapons loaded and at least one free inventory slot.
- Carry healing that can be used immediately.
- Use open lanes, doorways or raised paths to create distance where the arena permits it.
- Return to an earlier item-box save if the current file has an unrecoverable ammunition shortage.
Restore a route or event that has not activated
If a door, lift, barricade or terminal does not respond, retrace the objective order instead of repeatedly examining the same object. Original Resident Evil 2 progression depends on using the correct item at the correct location, and the item differs by character and scenario. Claire’s Bomb and Detonator route is not universal, while Leon follows different station objectives. Similarly, the MO Disk, Vaccine, G-Virus, Power Room Key and Master Key belong to specific laboratory routes and are not interchangeable solutions for every locked door.
Return to an item box and inspect every slot for a puzzle item that may have been stored too early. Check the map for unopened doors and revisit the room where the game last delivered a new objective. If the required item is already in the active inventory, stand directly at the intended obstruction, lock, panel or terminal and select it from the inventory. Examining the object without using the item may not complete the action.
For laboratory problems, identify the active character and scenario before changing your loadout. An A scenario may require the MO Disk for its final security route, while Claire A has an additional Vaccine sequence and Leon A has his own G-Virus-related events. B scenarios use their own Power Room and Master Key progression before the final escape route. Do not discard or repurpose a key item simply because another character’s route did not use it at the same point.
If the route remains closed, reload a manual save from before entering the room or before using the relevant item. The original PlayStation release does not provide a modern autosave checkpoint, so repeating an unsaved section will not restore a previous inventory arrangement or repair an objective that was not completed.
- Confirm that the required item is in the active inventory.
- Identify whether the objective belongs to Leon, Claire, an A scenario or a B scenario.
- Use the item at the correct barricade, door, panel or terminal.
- Check the map for another unopened route and revisit the latest objective room.
- Reload an earlier manual save if the trigger still fails.
Preserve the A-scenario clear data
The original PlayStation package uses separate character discs. Disc 1 starts Leon’s game and Disc 2 starts Claire’s game; beginning a new game on either disc produces that character’s A scenario. After completing the A scenario, save the completed-game data when prompted. To begin the linked opposite-character B scenario, start the other disc and load the completed data. Do not choose New Game on the second disc if the goal is the B scenario, because that starts the other character’s A scenario instead.
Use the same physical memory card on original hardware and keep the completed A-scenario file untouched until the other disc successfully recognizes it. If the clear file is not listed, power down and check that the memory card is seated correctly, that the correct opposite disc is active and that the game has reached its title or load screen. Use the matching North American disc pair for this guide rather than mixing unrelated regional or revised releases while troubleshooting a missing save.
After the opposite disc loads the clear data and offers the other character’s second scenario, create a separate working save for the B run. Retain the original clear file until the linked campaign is safely underway. The clear file is the bridge between the two discs, not merely an ordinary late-game progress file.
- Finish the A scenario and save the completed-game data.
- Start the opposite character disc before loading that data.
- Preserve the clear file until the B scenario has started successfully.
- Use the same memory card and the matching North American disc pair.
Handle PSP, PS3, Vita and emulator disc changes safely
A digital or emulated copy may present Disc 1 and Disc 2 as separate virtual discs, but the progression requirement remains the same: complete the A scenario, save its clear data, change to the opposite disc and load that data. If the second disc shows only New Game, the wrong virtual disc may be active or the two disc entries may not be using the same virtual-memory-card file.
For the PSP Game Archives release, Capcom documents two disc-selection methods. If the software permits disc selection at any time, press the PSP Home button, choose Game Reset and select the disc to launch. If the game displays an instruction to change discs, press Home at that point and choose Disc Change, then select the requested disc. Use the option exposed by the installed release rather than assuming an emulator-specific button combination.
For PS3, Vita or another official digital package, use the disc-change or reset command supplied by that package’s own system menu or its on-screen instructions. Menu wording and available controls can differ between releases, so the PSP procedure should not be applied automatically. For an emulator, configure both disc images to use the same virtual-memory-card file, or manually select the same card for both entries. Save at the title or load screen before changing discs, then load the completed-game data after the opposite disc boots.
Do not rely on an emulator save state made on one disc as a replacement for the actual memory-card clear file. Save-state behavior varies and may preserve the wrong disc identity or fail to appear when the other disc is launched. If a disc swap seems to lose the save, close the game, verify the shared-card configuration and launch the opposite disc from its normal title screen before attempting the load again.
- Complete and save the A scenario before changing discs.
- Use the documented PSP Game Archives reset or disc-change menu when applicable.
- For PS3 and other digital versions, follow the package’s displayed disc-change or reset command.
- Configure emulator discs to share the same virtual memory card.
- Load the completed-game file after the opposite disc reaches its title or load screen.
Before you move on
- The opposite disc recognizes the completed A-scenario data and begins the other character’s second scenario rather than offering only a fresh A game.
- A failed boss attempt can be recovered by loading a pre-boss or safe-room save with usable ammunition, healing and inventory space.
- A missing barricade, door, lift or terminal event can be addressed by confirming the active scenario’s required item, using it at the correct location and reloading an earlier manual save if necessary.
- The linked campaign reaches the evacuation train and displays the ending sequence and credits without relying on a remake-style checkpoint system.
References for this chapter
- Resident Evil 2 Instruction Manual, North American PlayStation edition
- Resident Evil 2 North American PlayStation manual mirror
- Capcom Support: Game Archives disc selection on PSP
- Sony PlayStation format software menu documentation
- Resident Evil 2 Walkthrough, StrategyWiki
- Resident Evil 2 Walkthrough, GameFAQs
Finishing up
Complete one full A scenario and save the completed-game data after the ending and results screen.
Load that clear data with the opposite character disc and complete the linked B scenario through the laboratory and evacuation-train finale.
For Leon A, confirm the laboratory Tyrant fight, direct escape route, ending and credits. For Claire A, confirm the late laboratory William battle through its applicable forms, direct escape route, ending and credits.
For a B scenario, confirm the character-specific Master Key route, Platform Key, Joint S and Joint N Plugs, Super Tyrant fight, train departure, final G5 encounter, ending and credits.
The campaign completion check is the ending and credits after one linked A/B pair. Completing the reverse pair, all four scenarios, ranking unlocks and bonus modes is optional.
Keep the A clear file and B clear file on the memory card if you intend to replay the other pairing.
Choose your next gameScreenshots & video
Game imagery for reference. Follow the written chapters above for the route and strategies.
Sources & references
Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.
- Resident Evil 2 Instruction Manual, North American PlayStation edition
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By peach_freak
- Resident Evil 2 (1998) - Guide and Walkthrough - PlayStation 4 - By kylohk
- Resident Evil 2 Walkthrough, StrategyWiki
- Resident Evil 2
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By cvxfreak
- Resident Evil 2 – Clare Scenario 2 Guide – PlayStation – By marshmallow
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By mysticcat
- Resident Evil 2 - Mission B Walkthrough - PlayStation - By rocketdive2001
- Resident Evil 2 Leon B Walkthrough video reference
- Resident Evil 2 – Walkthrough – PlayStation – By hahe
- Resident Evil 2 - Walkthrough - PlayStation - By Black_Cat
- Resident Evil 2 North American PlayStation manual mirror
- Resident Evil 2 - Claire Scenario 2 Rank A Guide - PlayStation - By MKim
- Resident Evil 2/Scenario A: Sewers — StrategyWiki
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By DjSiXpAcK14
- Resident Evil 2 - Leon Walkthrough Guide - PlayStation - By DLoh
- Resident Evil 2 - Second Scenario FAQ/Walkthrough - PlayStation - By BAD_MaN
- Resident Evil 2 - Information Guide - PlayStation - By Mastermind
- Resident Evil 2 - Guide and Walkthrough - PlayStation - By ChandooG
- Playing as Claire in Scenario B where to find Master Key for elevator special? - Resident Evil 2 Q&A for PlayStation
- Resident Evil 2 - Claire Scenario 2 Guide - PlayStation - By Nemesis
- Resident Evil 2 (1998) Resident Evil Wiki plot and scenario reference
- Septic Tank Resident Evil Wiki encounter reference
- Resident Evil 2 — Guide and Walkthrough — PlayStation — Punishment01 — GameFAQs
- Claire A - Resident Evil Wiki
- Claire B - Resident Evil Wiki
- Blue Card Key — Resident Evil 2 — Evil Resource
- Power Room Key — Resident Evil 2 — Evil Resource
- Master Key — Resident Evil 2 — Evil Resource
- Tyrant — Resident Evil 2 — Evil Resource
- Resident Evil 2 — Version Changes FAQ — PlayStation
- Resident Evil 2 — Version Changes Guide — Nintendo 64
- Resident Evil 2 — Resident Evil Wiki Special Key reference
- Resident Evil 2/Versions — StrategyWiki
- Capcom Support: Game Archives disc selection on PSP
- Sony PlayStation format software menu documentation
- Resident Evil 2 Walkthrough, GameFAQs
About the game & collecting notes
- Platform
- Sony PlayStation
Practical, route-focused walkthrough for the original PlayStation two-disc release of Resident Evil 2 (USA disc set). This guide covers starting-disc selection, both A/B scenarios for Leon and Claire, every major area from the Raccoon Police Department through the Umbrella underground lab, key puzzles, boss preparations, B-scenario differences (including the Tyrant/Mr. X), and concrete checks for a verified campaign completion.
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