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This walkthrough is intended to help you survive one of
the toughest Resident Evils since the first one. There may
be some SPOILERS in this walkthrough and some of
the more shocking moments (monsters jumping out and attacking)
may be revealed as part of the strategy. Please use this
walkthrough with discretion.
Part 2 covers events after Claire arrives at the
Antarctic Base and Chris' arrival on the island through
to the end of the game.
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Antarctic Base
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Catwalk
This is where you start out after the plane wreck. Run over
to the ladder and go down. Ignore the first two sets of doors
and run down the set of stairs into the Moth Hallway.
Enter the first door.
Antarctic Base Office - Items: Green Herb, Typewriter,
Ink Ribbon, Storage Box, Arrows
Go to the storage box and take out your weapon of choice.
Since most of the enemies are either zombies or cerebuses,
you might consider the handgun, bow gun or even the knife.
Go back up to the Catwalk and enter the door next to
the stairs.
Barracks - Items: Bullets (4), First Aid Spray,
Explosive Arrow Powder
Grab the ammo on the table and then shoot your way back
out. Of course, if you don't need ammo, skip this room and
head back to the Moth Hall. Go down to the door at
the end of the hall and enter the Conveyor Area.
Conveyor Area
Run through, passing the two doors on the left-hand side of
the room and entering the room in the back right-hand corner.
Weapons Room - Items: Assault Rifle, Mining Room
Key, Detonator
Grab the Detonator from the body in the back of the room
and place it on the cabinet. Look at the green cabinets in
the back to get the assault rifle. Take the Mining Room Key
and head back out to the Conveyor Area. Use the key
on the first left-hand door.
Mining Room
Walk up the two stone "steps" and run over to the
small stairs. Look at the Octa Valve Hole and then go into
the Generator Room.
Generator Room - Items: Bullets(2), Green Herbs
(4)
Be careful of the pack of Cerebuses here. Run underneath
the metal walkway and turn on the generator primer. Run around
the corner and turn on the main generator switch. Run back
to the Conveyor Area and enter the back left door.
B.O.W. Room - Items: Barcode Sticker, Gas Mask,
Bullets (2), Arrows, Green Herb
Run past the spiders and grab the Barcode Sticker in the
back of the room. Head out into Conveyor Area. Use
the sticker on the package on the conveyor belt. Turn on the
Power Switch and then access the control panel. This should
send one package to the Weapons Room and the other
to the B.O.W. Room. Since a fire has started in the
Weapons Room, go back to the B.O.W. Room and
grab the Gas Mask. Head back into the Moth Hallway
and run into the Antarctic Base Office. Push the bookcase
back and open the locker. Read the note and flick the switch.
Grab the pot and Check it to reveal the Machine Room Key.
Now go back to the Catwalk. Run around to the set of
double doors and enter.
Upper Catwalk
Run around to the door on Claire's left-hand side. Enter
the Crane Room and run over to the door to the metal
walkway over the Generator Room. Grab the Valve Handle.
Come out. After a cut-scene, run across the catwalk to the
door on the other side.
Workshop - Items: Bullets (2), Ink Ribbon, Blue
Herb, Green Herb
Go to the metal cutting machine and place the valve handle
there. After it's through, go back to the Antarctic Base
Office and throw in everything you want Chris to have.
Since you're about to get the sniper rifle to use on the upcoming
boss, I'd suggest taking some healing herbs and either the
knife or bow gun. Go back to the Mining Room and use
the Valve Handle. After the cut-scene grab the rifle.
BOSS - Before heading down the steps to start the
boss fight, run around and pick up the first aid spray and
bullets. Once the battle starts, get some distance between
Claire and Nosferatu. Use the sniper rifle and aim for his
open heart. After shooting, run and find another vantage point.
Keep away from his tentacles, which can knock you off the
top of the platform. Also, Nosferatu can poison you. If you
run out of bullets, switch to another weapon. Also, if you
get close enough, you can do severe damage with the knife.
Afterwards, there will be a couple cut-scenes and you will
switch to Chris.
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Military Training Facility/Airport
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Morgue Cave - Items: Green Herb, Arrows, Ink Ribbon,
Typewriter, Storage Box
After Chris watches Rodrigo get swallowed by the Gulp
Worm, go to the Storage Box and grab either Claire's Modified
Handgun or the Assault Rifle. Run into the Underground
Passage and make a decision - to attack the Gulp Worm
and get the lighter or run past to the elevator. If you get
the lighter, you can get a pair of Uzis for Chris.
BOSS - Run back and forth, dodging the Gulp Worm.
When it rears it's head out of the earth, stop and fire on
it. Use the Assault Rifle to wear down the worm. When it dies,
get the lighter from Rodrigo and then pick up the Green Herb,
Blue Herb, Bullets and Arrows before returning to the Morgue
Cave.
Morgue Cave
Go to the bas-relief near the Storage Box and use the lighter
to light the lamp. Take the Uzis. Now head to the elevator
in the Underground Passage, which will take you up
to the Garage. Head out to the Motor Pool (Items
- Bullets) and go around to the back of the tank. Press
the button and take the lift down.
Underground Hall - Items: Shells, Green Herb, Blue
Herb, Battery
Grab the battery last and run into the Underground Office.
Underground Office - Items: Typewriter, Storage
Box, Ink Ribbon, Bullets, Shells, Acid Grenades, Blue Herb,
Luger Replica
To get the Luger Replica, go over the the dresser drawers
and open them in this order: Red, Green, Blue, Brown. Now,
throw the Luger Replica into Storage, pick up the Grenade
Launcher w/Acid Grenades or the Uzis for your upcoming fights
with the Hunters. Now, take the battery and head back to the
Garage. Use the battery on the lift behind the jeep
and go up the walkway. Hang a left and grab the Chemical Storage
Key. Now exit through the door to 2nd Floor East Hall. After
a series of cut-scenes, head to the elevator and go to floor
B1.
Passage over Sewer - Items: Bullets (2), Shotgun,
Ink Ribbon, Grenades (Flame)
Run down the new set of stairs and ignore the shotgun for
right now. Head in the Tyrant Lab (Items: Green
Herb). Go up the steps and into the Turntable Lift
Room.
Turntable Lift Room - Items: Arrows, Doorknob
Ignore the Doorknob and head into the Broken Lab.
Broken Lab - Items: Shells, Green Herb, Blue Herb,
Red Herb, Bullets, Clement Sigma (E)
Use the Chemical Storage Key and set the temperature at
12.8°. Grab the Clement Sigma (E) and head out into the
Turntable Lift Room. Grab the Doorknob, fight the two
Hunters and head back to the elevator through the Tyrant
Lab and Passage over Sewer. Take the elevator up
to the 2nd Floor. Head through the Surveillance Room
out to the Inner Courtyard and into the 2nd Floor
Hall. Slip through the hole in the wall to the Outer
Lab (Items: Side Pack, Arrows). Exit through the
door into the hall and use the Doorknob on the door to the
walkway over the Garage. Grab the Tank miniature and
bullets and head back to the elevator. Go down to the first
floor and slip into the Painting Room. Use the Tank
Replica and grab Turntable Lift Key. Now, go back to the Turntable
Lift Room and use the key to raise the lift. Climb over
the boxes and enter the Entrance Area. Step into the
Briefing Room (Items: Shells, Acid Grenades) and
go through the hole in the back wall. Exit through the door
into the Inner Courtyard and go into the fenced-in
area and take the ladder down. Flip on the ventilation switch
and run into the Boiler Room. Head in to the Basement
and into the Maintenance Room. Make sure you bring
Chris' gun, so he can use the parts to upgrade it. Grab the
Clement Alpha (a). Now, go back up to the Entrance Area
and head out into the MTF Courtyard. Go to the
elevator and take it down to the Cargo Elevator Room.
Go out into the Cargo Room and take the lift up to
the Cargo Lift Room. Go to the 2nd Floor Bridge and
run across to the Hydraulic Control Room.
Hydraulic Control Room - Items: Shells
Use the oil machine to get the bridge working again. Press
the buttons in this order: 3, 3, 5, 10, 5, 3, 3. If you want
the shells, kill the zombies and grab them. If not, just leave.
In the 2nd Floor Bridge, throw the switch to lower
the bridge and then head back through the Cargo Room,
across the Bridge and into the Airport Office
and finally into the Hangar.
Hangar - Items: Air Force Proof, Navy Proof, Army
Proof
Turn off the power to the lift and take the three medals.
Now, head back to the Painting Room in the Military
Training Facility. Be careful when entering the MTF
Courtyard as the normal Hunters have been replaced with
even faster Poison Hunters.
Painting Room - Items: Shells (2), Green Herb, Typewriter,
Ink Ribbons
Use the medals to make the model of the MTF move back and
reveal a ladder. You might want to save at the Typewriter.
Go down the ladder into the tunnel, ignoring the spiders.
BOSS - There's really only two ways to deal with the
giant albinoid - 1) Stand by the side of the pool and shoot
it until it dies. 2) Wait until it's on the other side of
the pool and jump in. Run over to where the Blue Crest is.
Grab it and get out of the pool. Either way, don't forget
the herbs and bullets before you leave. Now you can mix the
two Clement chemicals and then combine them with the Crest
to get the Halberd key you need. Go to the Passage over
Sewer and finally grab the shotgun. After the steps move
up, jump into the water and wade over to the other side. Pick
up the two red herbs and head up the ladder into the Underground
Hall. Use the Halberd key on the door at the end. After
a few scenes, Chris will be in Antarctica.
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Antarctic Base
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Hangar Walkway
Go to the door to the Catwalk. Blast the tentacles
to get by. Head to the Antarctic Base Office (Items:
Paperweight, Ink Ribbon) and use the Halberd Key on the
plaque next to the cabinet. It will open. Grab the Paperweight.
Head up to the Upper Catwalk and out to the Crane
Room. Go to where Claire placed the Valve Handle and take
it. Blast your way out through the zombies. Afterwards, go
to the Workshop (Items: Duralumin Briefcase, Shells)
and shoot the zombies, pick up the items and leave. Once
out onto the Upper Catwalk, jump down onto the ice
and then climb up onto the other side. Enter the 2nd Floor
Base Hallway. A hunter will attack. Take the elevator
down to the Courtyard. Run across to the facing door.
Frozen Hall - Items: Green Herb (2), Blue Herb
Either decide to blast the zombies or head into the Generator
Room.
Generator Room - Items: Storage Box, Typewriter,
Ink Ribbon, Blue Herb, Green Herb (2), Shells, Bullets (2)
Pick up everything. Deposit what you don't need. Use the Valve
Handle to turn on the power. Go back out into the Frozen
Hall and down to the Sterile Room.
Sterile Room - Items: Adapter Plug, Magnum Rounds,
Red Tiger Eye, Blue Tiger Eye, Map, Bullets, Shells
Once you step inside, you'll feel some nostalgia. Go to the
back of the red hall and take out the Tiger Eyes one at a
time to claim your Magnum Rounds and Adapter Plug. Place the
Adapter Plug on the end of the Valve Handle and head to the
door you passed. Take the elevator down to the Ant Hill
Catwalk. Grab the Wing Object from in front of the Anthill.
Turn around and hang a (Chris') right and head into Lower
Base Office (Items: Bullets, Green Herbs {2}) if
you want to pick up a couple items. If not, head to Alexia's
Lab on the other side.
Alexia's Lab - Items: Alfred's Jewel
Walk up to the upper section of the lab and face the terminal.
Enter the following code: AA, Crown, Heart, Spade.
Place the paperweight in the open slot. After a scene, take
the ring off of the floor and head back to the 2nd Floor
Base Hallway. On your way out, stop by the Generator
Room and turn off the power. Enter the doors you passed
by earlier into the Water Tank Room.
Water Tank Room - Items: Crane Key
Press the blue button to make the extinguishant available.
Use the empty extinguisher on the extinguishant to refill
it. Go over to the lift at the back of the room and go up
to the second level. Use the modified Valve Handle to empty
the water in the tank. Climb down into the tank and grab the
key. Now go to the other life and go down into the Weapons
Room. Use the extinguisher and grab the Magnum. Head back
up into the Water Tank Room and then go into the Upper
Catwalk. Go over to the crane control booth and use the
Crane Key.
BOSS - The giant spider can be dealt with by just
using Claire's modified handgun. Get down onto the ice and
keep plugging away, making sure to move after a few rounds.
Once the boss is dead, grab Alexander's Jewel and head back
to the Courtyard.
Courtyard - Items: Wing Object (2)
Blast the Poison Hunter and grab the Wing Objects. Enter the
door to to the Mansion Lobby (Item: Knife).
Grab the knife and equip it to cut Claire loose. Note: If
Claire was poisoned in her fight with Nosferatu, Chris will
have to return to the Weapons Room to get the Serum.
If not, a scene with Alexia will automatically play out. Either
way, you might consider giving Chris the Magnum or similar
high-powered weapon before entering the Mansion Lobby.
You won't be able to access his inventory before the next
Boss fight with him.
Sitting Room - Items: Red Herb, Green Herb, Shells,
Bullets, Storage Box
Now that you have Claire, you will need to heal her up. Since
you'll only be using her for a little while, give her the
bare minimum in supplies. Give her either the handgun or the
shotgun (you'll only be facing zombies and tentacles) and
make sure she has at least two items that will heal
her completely. Use her lockpick on any remaining Duralumin
Briefcases you have. Head out into the L-Hallway.
L-Hallway - Items: Grenade Rounds, Arrows
Don't pick any of the items up as you will not be able to
access Claire's inventory again after her Boss encounter.
Run to the door at the other end of the hall.
Prison - Items: Arrows, Crystal Ball
Run up to the cannon and read the file on the ground. After
Claire alters the cannon, quickly run over to the Crystal
Ball, avoiding the slab trap. Examine the Crystal Ball and
then place it in the center of the slab trap. Grab the card
and head to the grey door near the door you entered.
Armor Hall
Open the barred door and head down the hall to where Steve
is at the other end.
BOSS - There is no way you can beat this boss. Immediately,
spin a 180 and run for it. After the tyrant lands a blow,
heal and keep running. If you don't mess around, he should
only hit you twice. After you get to the door, a series of
cut-scenes will happen. Afterwards, you will be back with
Chris.
BOSS - If Alexia grabs you, you're good as dead. Get
some distance from Alexia, being sure to get clean shots with
the Magnum. After 6 shots, she should drop. Grab the Alexia
Jewel and place it on the painting with the Alfred and Alexander
Jewels.
Mansion Hallway - Items: Green Herb (2)
Go down the hall and hand a (Chris') left enter the first
door into the Library.
Library - Items: Ink Ribbon, Typewriter, Sterile
Room Key, First Aid Spray, Shells
Grab the key and head back down to the Mansion Lobby.
Use the Sterile Room Key and run around to the Tiger Statue.
Take both eyes and go back to the Mansion Hallway.
Now, go to the rooms at the back of the hallway. In Alfred's
Room, place the Blue Jewel in the record player. Go into
Alexia's Room and do the same with the Red Jewel. Grab
the Record and go back to Alfred's Room. Place the
Record in his record player. Climb up the stairs into the
Dinning Room, where you will pick up the Dragonfly
Object. Go back to the Mansion Hallway and enter the
door you originally passed.
Computer Room - Items: Wing Object, Bullets
Go to the lift and access the panel on the lower floor. When
the stasis bed opens, grab the Wing Object. Attach all four
Wing Objects to the Dragonfly Object to get the Dragonfly
Key. Exit through the door at the top of the steps to the
L-Hallway. Move the Display cases to reveal the extra
ammo. At this time, you might consider grabbing your best
weapons and some healing items, being sure to leave one slot
open. When your through, head down to the Prison. After
a scene, examine the Security Manual to get the Security Card.
Run up the steps to the Upper Ant Hill Room. Use the
Dragonfly key and enter the Security Room.
Security Room - Items: Green Herb
Use the security card at the top of the steps and enter in
the passcode: Veronica (kinda easy, eh?). Now, run
back to the Upper Ant Hill Room.
BOSS - This boss has three forms. First form - just
shoot her with something to keep her from killing Claire.
Second form - run back and forth, throwing everything you
have at her (Magnum Rounds, Flame Grenades, Explosive Arrows,
etc.). Keep moving to avoid her spawn and pseudopod attacks.
Third Form - Grab the Linear Launcher and equip it. Aim and
line up your shots. If you miss, move and re-aim.
Once you've wasted this boss, enjoy. You've now unlocked
the Battle Game.
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The Knife - Unlike previous REs, the knife is actually useful,
especially against zombies. Where found: Claire/Chris - equipped.
Handgun - Both Chris and Claire come with standard handguns.
They do fair damage to zombies and cerebus, but are weak to just
about anything else. Where found: Claire - Prison Courtyard,
Chris - equipped.
Bow Gun - Luckily, this weapon comes with a lot of ammo.
It takes a lot to put just about anything down. Explosive Arrows,
on the other hand, are great. Where found: MTF - Outer Lab.
Grenade Launcher - Multipurpose weapon that can do a lot
of damage depending on the ammo (Grenade rounds, Acid, Flame, B.O.W.)
Where found: MTF - Basement.
M100Ps - Dual semiautomatic guns are good for large groups
of zombies and cerebuses. They run through ammo fairly quick, though.
Where found: Prison - Bunk Room.
Dual Uzis - These guns, though they run through ammo quickly,
cause decent damage and can be helpful when facing a number of monsters
at one time. Where found: MTF - Storage.
Assault Rifle - This weapon will greatly improve your ability
to dish out damage. That, and it seems to hold a lot more ammo than
other automatic/semiautomatic weapons. Where found: Antarctic
Base - Weapons Room.
Shotgun - This weapon is good for knocking down single Hunters
or hitting whole groups of zombies. Where found: MTF - Passage
over Sewer (Chris' Scenario).
Magnum - Enjoy laying down a lot of damage with this weapon.
The ammo is a little limited, though. Where found: Antarctic
Base - Weapons Room.
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