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Resident Evil 2 (Platinum Edition) / Claire A Scenario 1 Six Saves Speedrun for Unlimited Ammo Rocket Launcher

~ RESIDENT EVIL 2 ~
(Platinum Edition)


Leon A Scenario 1
6 Saves Speedrun for
Unlimited Ammo Rocket Launcher

Claire B Scenario 2
No Save Speedrun for
Unlimited Ammo Gatling & MAC11

Claire A Scenario 1
6 Saves Speedrun for
Unlimited Ammo Rocket Launcher

Leon B Scenario 2
No Save Speedrun for
Unlimited Ammo Gatling & MAC11

This speedrun guide has been tweaked based partially off MKim's Claire Scenario 1 Speed Guide hosted on GameFAQs. The main goal of this guide is to help the reasonably experienced RE2 gamer get the coveted Unlimited Ammo Rocket Launcher plus a bonus "A" Ranking under 2 hours with a maximum of 6 Saves! This has been tested and retested with the changes to make sure it's viable (with decent room for error. e.g. zombie grabs and bites, wrong turns, forgetting to pause). Hence, being an advanced player to use this guide is not a prerequisite. KNOWING THE GAME IS! Obviously this is NOT for first-timers, and will assume that you have done a long playthrough of Claire A Scenario 1 at least once to get a feel and an idea of where things are. In short, if you are struggling to find where the items are, and/or you can't make heads or tails what the guide is referencing, then this guide is NOT for you... yet!

I have also taken the liberty to rename some rooms in the maps, and I have chosen NOT to bypass some creatures in the game (I don't like things in my way!). Feel free to bypass any at your leisure, but always remember the main goal of this guide - to help you get the Rocket Launcher (NOT the best speedrun time!). Trying to bypass some dogs (and fail) or getting swarmed by zombies just to save some ammo and then dying is not worth it, unless you don't mind reloading a saved game.

Also, take note of the following conditions which MUST BE MET for this endeavour to succeed:

a. MAXIMUM OF 6 SAVES
b. NO USING HEALTH SPRAYS.
c. NO TOUCHING SPECIAL WEAPONS (weapons that take up 2 squares in your pack, except the gifted Rocket Launcher near the end).
d. NO USING WEAPONS WITH UNLIMITED AMMO (you will mainly be limited to the Hand Gun and Grenade Launcher for the most part).
e. NO TOUCHING THE MAC11 (if you came across it, you are in the WRONG ROOM!!! What are you doing?!?!?!).

Basically, just follow the guide to the letter, and you'll be fine. Remember, the PAUSE KEY / F1 is your best friend as you will be making extensive use of it. Are you ready? Let's go.


G / = Green HerbB / = Blue HerbR / = Red Herb3xG = Triple Green MixRGB = Red Green Blue MixGB = Green Blue Mix


1. Navigate area to Police Station. Take *ALL* Hand Gun Bullets if possible.
2. Take 1 G at planter.

Police Station 1st Floor (Pt 1)

3. Go to West Office. Get Blue Card Key.
4. Go Reception Desk in Main Hall. Take Hand Gun Bullets. Use computer.
5. Go Reception Room. Ditch knife.
6. Go West Corridor. Take Hand Gun Bullets from corpse. Bypass Licker.
7. Go upstairs to Statues Corner. Kill zombies outside Darkroom corridor on the way.

Police Station 2nd Floor (Pt 1)

8. Solve Statue Puzzle. Take Hand Gun Bullets. Take Red Jewel #2.
9. Go into S.T.A.R.S. Office. Take Grenade Launcher and Unicorn Medal.

Police Station 1st Floor (Pt 2)

10. Backtrack to Reception Room. At West Corridor, kill Licker and take 1 G.
11. At Reception Room.

Equip *only*:
a. HAND GUN + BULLETS
b. UNICORN MEDAL

12. Go Main Hall. Use Unicorn Medal. Take Spade Key.
13. Go Reference Room. Take Square Crank.
14. Go back upstairs to S.T.A.R.S. Office corridor. Use Spade Key around corner.

Police Station 2nd Floor (Pt 2)

15. Go Library. Take Flame Rounds outside before entering.
16. Inside Library, take 1 R. Exit to Balcony.
17. Go Waiting Room. Activate Emergency Ladder on the way but don't go down. Kill zombies in the way.
18. In Waiting Room, take Lighter.

Equip *only*:
a. HAND GUN + BULLETS
b. LIGHTER

19. Go past Crow Corridor to the Roof. Ignore zombies and crows.
20. Go down stairwell. Avoid/Kill zombies. Go to Shed. Take Valve Handle and Bow Gun.
21. Go back up stairwell. Use Valve Handle. Take Hand Gun Bullets from cockpit.
22. Back to Crow Corridor. Ignore crows again. Zombies vanished in corridor to Art Room?!
23. Go Art Room. Take Diamond Key.
24. Go Balcony and down the Emergency Ladder.

Police Station 1st Floor (Pt 3)

25. Head to Conference Room, then Fireplace. Light up painting. Take Red Jewel #1.
26. Go Darkroom Office. Take more Hand Gun Bullets.

Equip *only*:
a. HAND GUN + BULLETS
b. BOW GUN
c. DIAMOND KEY

27. Exit Darkroom Office and take 2 Gs outside. Combine to save space.
28. Go to Evidence Room. Kill zombies in the way. Take C4 and Bow Gun Bolts.
29. Go West Office. Take 1 G. Combine to make 3xG.
30. Take Detonator. Combine Detonator + C4.
31. Go up Emergency Ladder, then Waiting Room.

Police Station 2nd Floor (Pt 3)

32. In Waiting Room,

Equip *only*:
a. HAND GUN + BULLETS
b. BOW GUN + BOLTS
c. BOMB & DETONATOR COMBINED
d. 2 RED JEWELS

33. Go Art Room. Use the Red Jewels and take Blue Stone. Exit.
34. Use Bomb & Detonator by helicopter wreck.
35. Go Chief's Office. Talk to Chief. Onward to Private Collections. Trigger Sherry cutscene and leave.
36. Go back to Chief's Office. Take Heart Key.
37. Go Emergency Stairwell. Take 1 G. Descend.

Police Station 1st Floor (Pt 4)

38. Downstairs, take 2 Gs. Combine all into 3xG.
39. Go East Office. Kill zombies. Take Acid Rounds (Safe Combo: 2236).
40. Exit East Office and onward to Basement.

Basement (Pt 1)

41. In the Basement, kill dogs. Then go and descend east Manhole. Avoid/Kill 2 dogs with Bow Gun/Hand Gun.

Sewage Disposal

42. Go Storeroom Right. Simply go in and out to trigger Sherry cutscene.
43. As Sherry: Solve puzzle, grab Club Key and go back to original position.
44. As Claire: Take Club Key. Go back into Storeroom Right. Time to retire the Bow Gun (good riddance!) and Hand Gun permanently.

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. CLUB KEY
c. DIAMOND KEY
d. LIGHTER

45. SAVE GAME!

Basement (Pt 2)

46. Go back up to Basement. Kill Licker(s) in the way. Exit back to staircase.

Police Station 1F (Pt 5)

47. Go up Watchman's Room. Inside, take Acid Rounds.
48. Head back to East Office. On the way, take and combine 2 Gs to save space.
49. Go Lobby Corridor. Waste zombies with Grenade Launcher. Take 1 G.
50. Go Interrogation Room. Kill zombies in the way. Take Eagle Stone.
51. Go Press Room. Kill Licker. Light up 12, 13, 11. Take Cogwheel.
52. Outside Press Room, take 1 R if there's space.
53. Head to Main Hall. Go Reception Room.

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. BLUE STONE
c. EAGLE STONE
d. SQUARE CRANK
e. COGWHEEL

54. Go Emergency Ladder. Ascend. Ignore Licker. Go Library.

Police Station 2F (Pt 4)

55. Inside Library, solve the puzzle. Take Serpent Stone.

Police Station 3F

56. Go upstairs to Cog Room. Kill Licker on the way.
57. Inside Cog Room, use Square Crank and Cogwheel. Take Blue Stone. Combine with other Blue Stone.

Police Station 2F (Pt 5)

58. Backtrack down to Library. Go Balcony and then Waiting Room. Ignore Licker on the way.

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. JAGUAR STONE
c. EAGLE STONE
d. SERPENT STONE
e. Two 3xGs

59. SAVE GAME!

60. Go Chief's Office. Use Stones and solve Painting Puzzle.
61. Go Elevator and down to Basement Dungeon. Take Acid Rounds. Climb down Ladder.
62. PLUG MONSTER WITH 7 OR SO ACID ROUNDS! Ignore the little biting bastards. :)
63. Backtrack up the Ladder, and back to the Elevator and up for Sherry.
64. Retrace your way back down the Elevator and to the Ladder platform again. Activate the other Ladder. Climb up.
65. As Sherry: Go Warehouse. Enter Duct. Enter another Duct at end of Fan Tunnel. Take Wolf Medal.

Sewer B1 (Pt 1)

66. As Claire: In Sewer B1, take 2 Bs outside Control Room. Enter Control Room.

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. VALVE HANDLE

67. Go down Warehouse. Avoid zombie. Take Grenade Rounds. Climb back up.
68. Take the Lift down.

Sewer B2 (Pt 1)

69. Go Sewer. Grab Flame Rounds.
70. Go to Water Pool. Use Valve Handle to lower bridge.
71. Cross bridge. Use Valve Handle again to raise bridge. Take Flame Rounds and 2 Gs. Combine to save space.
72. Go Dumping Area. Hi Alligator! Retreat and kill advancing Alligator.
73. Back into Dumping Area. Take Wolf Medal.

Sewer B1 (Pt 2)

74. Cross bridge. Get Eagle Medal.

Sewer B2 (Pt 2)

75. Backtrack across bridge again through Dumping Area all the way back to Water Pool. Use Valve Handle to lower bridge again.
76. Cross bridge. Go Sewer Tunnel. Use both Wolf and Eagle Medal.
77. Follow corridor. Summon Tram.

Vacant Factory B1

78. Take W. Box Key. Go South Corridor. Kill zombie in the way.
79. Go East Corridor. Clear zombies with Grenade/Flame Rounds. Take 2 Gs. Combine to make 3xG.
80. Go West Corridor. Ascend ladder.

Vacant Factory 1F

81. In the Control Room, take Grenade Rounds and Flame Rounds. Then,

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. Two Gs / RGBs (whichever is available)

82. SAVE GAME!

83. Go into Tram. Go toilet. Take Flame Rounds.
84. Go to the front controls. Take C. Panel Key.
85. Exit train. Operate Activation Switch and re-board train.
86. SHOOT WILLIAM WITH FLAME ROUNDS (roughly about 8 or so shots)!

Laboratory B4 (Pt 1)

87. Inside Security Office, take Acid Rounds, Flame Rounds and 1 G.

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. One 3xG

88. SAVE GAME!

89. Go Blue doorway (East Area).
90. Go Cold Room. Take Fuse Case. Make Main Fuse.
91. Go Power Generator Room. Turn on power generator.
92. Go Red doorway (West Area). Kill Poisonous Plants with Flame Rounds.
93. Climb ladder down outside. Ignore Poisonous Plant.

Laboratory B5 (Pt 1)

94. Go Monitor Room. Kill Lickers on the way. Take 3 Gs.

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. W. BOX KEY
c. One 3xG

95. Go Locker Room. Use W. Box Key. Take 2 Grenade Rounds.
96. Go Experiment Room. Kill zombies with Grenade Rounds. Take Lab Card Key.
97. Go back to Monitor Room.

98. SAVE GAME!

Laboratory B4 (Pt 2)

99. Backtrack to upstairs. Go Blue doorway (East Area) to VAC Laboratory.
100. Use Lab Card Key. Take Vaccine Cartridge and Grenade Rounds. Kill zombies with Grenade Rounds.
101. Set Vaccine Cartridge into the Activator. Switch on the VAM. Take MO Disk. Retrieve Base Vaccine.
102. Go to Red doorway. Avoid/Kill Poisonous Plant. Go back down ladder again towards Monitor Room.

Laboratory B5 (Pt 2)

103. On the way to Monitor Room, kill zombies (Licker that was left behind earlier vanished?!). Use MO Disk on computer.
104. Go Experiment Room. Use Base Vaccine with Vaccine Synthesis Machine. Take Vaccine. Go back to Monitor Room.
105. At Monitor Room,

Equip *only*:
a. GRENADE LAUNCHER + ALL ROUNDS
b. ANY 3xGs and RGBs YOU HAVE / CAN MAKE! FILL UP YOUR INVENTORY.

106. SAVE GAME FOR THE LAST TIME!

107. Backtrack to Biohazard Corridor. Go through doors. Activate Platform Elevator.
108. SHOOT FIRST WILLIAM INCARNATION WITH FLAME ROUNDS (around 6 or so shots!)
109. SHOOT SECOND WILLIAM INCARNATION WITH ACID/FLAME ROUNDS (around 10 or so shots of Flame Rounds!)
110. Go Platform Elevator. Follow the corridor to the final cutscene.

Congratulations!! & Your Reward

... if you did it right that is... :)


Sources:
1. "Claire Scenario 1 Speed Guide by MKim." GameFAQs, 1 January 2000, Web. 22 July 2021.
2. "Maps (Resident Evil 2)." Evil Resource, n.d., Web. 10 July 2021.
3. "Resident Evil 2 maps"." Resident Evil Wiki, n.d., Web. 10 July 2021.
4. "Unlockables in Resident Evil 2 (1998)." Resident Evil Wiki, n.d., Web. 10 July 2021.