Capcom’s Resident Evil 2 remake remains one of the most polished survival horror experiences you can play in 2026. Whether you’re diving into the RE2 remake walkthrough for the first time or attempting a Hardcore speedrun for that elusive S-Rank, this resident evil 2 remake walkthrough covers everything from puzzle solutions to boss strategies. The game’s dual-campaign structure, resource scarcity, and relentless Mr. X encounters demand smart planning and nerves of steel. This guide breaks down Leon and Claire’s campaigns, critical item locations, combat tactics, and unlockables so you can navigate Raccoon City without wasting precious ammo or healing items. Let’s get started.
Key Takeaways
- Start with Leon’s campaign in the Resident Evil 2 remake walkthrough if you’re new to the game, as his straightforward weapon loadout and shotgun crowd control are less overwhelming than Claire’s ammo-type management.
- Master Mr. X evasion by walking (not sprinting), using safe rooms as sanctuaries, and saving shotgun stuns for puzzle-solving windows rather than wasting ammo trying to kill him.
- Solve the Three Medallion Puzzle early to access the basement and unlock the sewer route; each medallion requires matching statue rotations to specific symbols found in environmental paintings.
- Conserve ammo by choosing when to fight (tight corridors, mandatory Licker encounters, bosses) versus when to evade enemies in open spaces you won’t revisit.
- Complete 2nd Run mode after your first playthrough to unlock the canonical ending, remix item locations and enemy placements, and earn S-Rank rewards including infinite weapons for future runs.
- Collect all Hip Pouches throughout the game to expand your inventory from 8 to 12 slots, freeing critical space for ammo, healing items, and puzzle keys simultaneously.
Getting Started: Choosing Between Leon and Claire
Your first decision in this re2 walkthrough is picking Leon S. Kennedy or Claire Redfield. Both characters experience the same core locations, Raccoon City Police Department, sewers, and NEST lab, but their routes, weapons, and supporting characters differ enough to warrant two full playthroughs.
Key Differences Between Both Campaigns
Leon’s Campaign:
- Weapons: Starts with the Matilda handgun (3-round burst when upgraded), gains access to the Lightning Hawk magnum and W-870 shotgun.
- Partner Character: Ada Wong assists during key sequences: her segments include grappling hook puzzles and stealth sections.
- Boss Encounters: Faces G (Stage 3) in the sewers and the Super Tyrant in the final escape.
- Puzzle Focus: More combat-heavy with fewer complex environmental puzzles.
Claire’s Campaign:
- Weapons: Starts with the SLS 60 handgun (less damage than Matilda), gains the Spark Shot (electric rounds), MQ 11 submachine gun, and Grenade Launcher with multiple ammo types (Flame, Acid, Explosive).
- Partner Character: Sherry Birkin: her sections involve stealth and smaller character model advantages.
- Boss Encounters: Battles G (Stage 2) in the parking garage and faces unique Birkin mutations.
- Puzzle Focus: Slightly more environmental puzzle-solving, especially during Sherry’s orphanage segment.
Recommended Starting Character for Beginners
Start with Leon. His weapon loadout is more straightforward, the shotgun and magnum excel in crowd control and boss damage without needing specialized ammo management. The Matilda’s 3-round burst shreds Lickers once you unlock the stock upgrade. Claire’s grenade launcher is powerful but requires choosing the right ammo type for each enemy, which can overwhelm new players juggling inventory and resource scarcity.
That said, Claire’s campaign introduces you to the game’s defensive item system earlier and her Spark Shot trivializes certain encounters (it’s reusable if you retrieve bolts). If you prefer versatility and don’t mind micromanaging ammo types, Claire is equally viable. Both campaigns unlock 2nd Run mode, which remixes item locations and enemy placements for your second playthrough with the opposite character.
Raccoon City Police Department: Early Game Survival
The RPD station is the game’s longest and most intricate section. You’ll return here multiple times, so memorizing safe room locations and item box access points is critical for efficient backtracking.
Essential Items and Weapon Locations
First Floor Must-Grabs:
- Wooden Boards: Cover windows in the Main Hall, Operations Room, and East Office to reduce zombie spawns. This saves ammo and healing items long-term.
- Combat Knife (Leon) / Survival Knife (Claire): Found on the second floor, West Office. Use for defensive maneuvers when grabbed, saves handgun ammo.
- Shotgun (Leon) / Grenade Launcher (Claire): Locked in the Safety Deposit Room. Requires the Spade Key from the Shower Room (second floor) and solving the lock combination (left 6, right 2, left 11).
- Magnum (Leon): Concealed in the S.T.A.R.S. Office after solving the Red Jewel puzzle (insert into the statue on the second-floor balcony to unlock Art Room access).
Key Items for Progression:
- Unicorn Medallion: Statue puzzle in the Main Hall.
- Lion Medallion: Lounge (second floor).
- Maiden Medallion: Observation Room (third floor, accessible after draining the second-floor shower water).
- Spade Key: Unlocks multiple rooms: found in the third-floor Shower Room.
- Club Key: Boiler Room (basement): unlocks the Firing Range and Clock Tower.
Pro tip: Don’t hoard handgun ammo. The game provides enough if you’re landing headshots (2-3 for standard zombies on Standard difficulty). Save magnum and shotgun shells for Lickers and bosses.
Solving the Statue Puzzle and Accessing the Basement
The Three Medallion Puzzle gates your basement access. All three medallions require light environmental puzzles:
- Unicorn Medallion: Examine the painting in the Main Hall: note the symbols (fish, scorpion, jug). Match these to the three statues on the east side of the Main Hall. Rotate each statue to point toward the matching symbol (use the wall plaques as reference).
- Lion Medallion: Examine the painting in the Lounge: symbols are lion, branch, bird. Rotate the statues accordingly on the second-floor hallway.
- Maiden Medallion: Third-floor painting depicts a woman, bow, and snake. Rotate the Observation Room statues to match.
Once all three medallions are inserted into the Main Hall statue base, the Secret Room beneath the statue opens, granting basement access via the goddess statue mechanism. You’ll receive the Scepter, which unlocks the underground parking garage and sewer route.
Surviving Your First Mr. X Encounter
Mr. X (T-00 Tyrant) appears after extinguishing the helicopter fire in the Main Hall. He’s invincible and relentlessly pursues you through the RPD, triggered by sound (gunfire, running). Many players tackling a resident evil 2 gameplay session for the first time panic and waste ammo shooting him, don’t.
Evasion Tactics:
- Walk, don’t run. Sprinting alerts him to your position. If you hear his footsteps (the iconic thud-thud), walk and hug corners.
- Safe Rooms are Sanctuaries: He cannot enter Dark Rooms, Item Box rooms, or the S.T.A.R.S. Office. Use these to wait out his patrol.
- Stun, Don’t Kill: Shotgun blasts or grenades knock him down for ~20 seconds, buying you time to solve puzzles or grab items. Five shotgun shells to the face is the average stun threshold.
- Sound Discipline: Avoid shooting zombies when Mr. X is nearby. Use knives or evasion instead.
He disappears once you complete the Clock Tower puzzle (insert both Gear Cogs to access the Underground Stairs). You won’t see him again until the laboratory section.
Underground Facilities and Sewers Navigation
After escaping the RPD, you’ll descend into the sewers, a shorter but enemy-dense area featuring G-Adults, giant roaches, and the horrifying G (Stage 2/3) boss fights.
Chess Plug Puzzle Solutions
The Supplies Storage Room features a circuit box puzzle with six plugs (King, Queen, Rook, Bishop, Knight, Pawn). The goal is to direct power to unlock the door. Typical guides overcomplicate this, here’s the straightforward solution:
Leon’s Plug Layout (1st Run):
- Top Row: King, Queen, Rook
- Bottom Row: Knight, Bishop, Pawn
This powers the door and activates the elevator. For Claire’s 2nd Run, the layout shifts slightly (swap Bishop and Knight positions). If you’re stuck, the diagram on the wall shows which symbols correspond to which power flow, match the circuit paths so all lines connect without breaks.
Defeating G-Stage Bosses
G (Stage 2), Claire Only (Parking Garage):
- Weak Point: The giant eyeball on his right shoulder.
- Strategy: Flame Rounds from the Grenade Launcher deal massive damage (4-5 rounds on Standard). If you’re out, use Acid Rounds (6-7 needed). Shotgun works but burns through ammo.
- Attack Patterns: He charges after roaring (dodge left), swipes twice (back up), and occasionally leaps (sprint sideways). After each stagger, unload into the eye.
G (Stage 3), Leon Only (Sewers):
- Weak Points: Both eyes, now positioned on arms and torso.
- Strategy: Magnum rounds wreck him (8-10 shots total on Standard). Shotgun requires 15-18 shells. Flashbangs stun him briefly.
- Attack Patterns: More aggressive than Stage 2. He’ll do a running charge (dodge perpendicular), claw swipes (backpedal), and a grab attack (tap button prompts to escape). Target the eyes when he pauses after attacks.
Both fights become trivial if you saved Flame/Acid Rounds or Magnum ammo. If you’re low on resources, detailed boss strategies often recommend kiting around pillars and using environmental space to reload safely. Don’t stand still, movement is survival.
NEST Laboratory: Final Act Walkthrough
NEST is the Umbrella Corporation’s underground research facility, a compact but puzzle-heavy finale with limited backtracking. Expect Ivy zombies (plant-infected), Lickers, and the return of Mr. X in his final form.
Navigating the Underground Lab
Critical Progression Items:
- Signal Modulator: Found in the Cafeteria: required to unlock the Greenhouse and Nap Room.
- Herbicide: Synthesized in the Greenhouse using the Solution cartridges (Red and Blue). Unlocks the path to the P-4 Level Testing Lab.
- Upgrade Chip (Wristband): Cafeteria safe (code: left 6, right 2, left 11). Grants Level 2 Security Clearance for elevator access.
- Vaccine Base Ingredients: Leon collects them during Ada’s segment: Claire gathers them for Sherry. Both require solving the Incubator Puzzle (match temperature and time settings per the notes scattered in the lab).
Level 2 Security Zone:
This section is a timed gauntlet. Once you insert the G-Virus Sample into the terminal, the self-destruct sequence initiates (10 minutes on Standard, 6 on Hardcore). Sprint through, ignore most enemies. Your goal is reaching the Turntable Elevator to trigger the final boss.
Mr. X reappears in the hallways leading to the Turntable. If you have Flame Rounds or Magnum ammo left, use them here. Otherwise, bait his attacks, dodge, and keep moving. He’s more aggressive but follows the same stun mechanics.
Final Boss Strategy and Escape Sequence
Super Tyrant (Leon) / G (Stage 4) (Claire):
Leon’s Super Tyrant:
- Phase 1: Dodge his claw swipes and use the Anti-Tank Rocket dropped by Ada (appears mid-fight on the platform edge). One shot kills him instantly. If you somehow miss or ignore it, unload all remaining Magnum/Shotgun ammo into his chest (50+ handgun rounds as a last resort).
- Pattern: He staggers after 3-4 Magnum shots. Wait for the rocket prompt, grab it, aim, fire. Done.
Claire’s G (Stage 4):
- Weak Point: Massive eye on his back (he’s quadrupedal now).
- Strategy: Minigun is provided on the platform. Hold down fire until he staggers, reposition, repeat. Flame Rounds speed this up (10-12 rounds). Avoid his charge attacks by circling the platform’s outer edge.
- Escape Trigger: After enough damage, he collapses. Finish him with the Anti-Tank Rocket Claire retrieves from the debris.
Post-boss, you’ve got 5 minutes to reach the tram. Sprint straight, don’t fight anything. Zombies in your path can be shoulder-charged or ignored. The escape sequence is linear: just follow the markers and dodge falling debris.
Essential Tips for Inventory Management and Resource Conservation
Inventory management separates efficient players from those who waste three hours backtracking. RE2’s limited slots (8 base, upgradeable to 10-12 with Hip Pouches) demand constant prioritization.
When to Use Safe Rooms and Item Boxes
Item Box Strategy:
- Boxes are interconnected (items stored in the Main Hall box appear in all others). Treat them like cloud storage.
- Early Game (RPD): Store excess healing items and ammo you’re not actively using. Carry only 1-2 First Aid Sprays, 60-80 handgun rounds, and key items for immediate puzzles.
- Mid-Game (Sewers/Lab): Dump outdated keys (Spade, Club) immediately after they’re no longer needed. The game notifies you when a key is obsolete, discard it to free a slot.
- Boss Prep: Before major fights (G-Stage 2/3, Super Tyrant), visit an item box and load up on Magnum rounds, Grenade Launcher ammo, or Shotgun shells. Swap out utility items temporarily.
Hip Pouch Locations (Permanent Inventory Upgrades):
- Pouch 1 (Both): Second-floor Shower Room (RPD).
- Pouch 2 (Leon): Watchman’s Room (after King/Queen Plug puzzle).
- Pouch 2 (Claire): Treatment Pool Room (Sewers).
Never skip these. Two extra slots mean carrying both Grenade Launcher ammo types or an extra healing item without sacrificing puzzle space.
Ammo Conservation and Combat vs. Evasion
When to Fight:
- Tight hallways where zombies block progression (West Office corridor, second-floor RPD hallway).
- Lickers in mandatory rooms (Library, Interrogation Room). Use Flashbangs or Shotgun (2 shots on Standard).
- Boss fights (obviously).
When to Evade:
- Wide spaces where zombies can be shoulder-checked or looped (Main Hall, East Wing first floor).
- Any area you won’t revisit multiple times. One zombie kill costs 3-5 handgun rounds: that’s ammo better spent on Lickers.
- When Mr. X is nearby. Every gunshot is a dinner bell.
Defensive Items:
Combat Knives and Grenades (Leon) or Stun Guns (Claire) trigger auto-counters when grabbed by enemies. Don’t mash buttons, wait for the prompt, then deploy. The knife breaks after 1-3 uses but saves 10+ bullets over a run. Resources invested in survival horror tactics often emphasize this mechanic as critical for Hardcore playthroughs.
Unlockables, Second Run, and Bonus Content
Beating RE2 once unlocks several game-changing extras. Completionists and speedrunners will spend dozens of hours chasing these.
How to Unlock the True Ending
There’s no single “true” ending in the remake (unlike the 1998 original’s A/B scenario system). But, 2nd Run mode provides the canonical conclusion. After finishing Leon or Claire’s campaign, select 2nd Run from the main menu with the opposite character. This remixes:
- Enemy placements (Lickers appear earlier, more G-Adults in sewers).
- Item locations (safe codes change, some weapons move).
- Mr. X triggers sooner (right after you grab the first medallion).
2nd Run is shorter (~3-4 hours vs. 6-8 for 1st Run) because you start with better gear (Matilda or SLS 60 already upgraded) and skip tutorial segments. Completing both 1st and 2nd Runs gives you the full narrative picture, Sherry and Ada’s fates intertwine depending on who you play.
S-Rank Requirements and Infinite Weapons
S-Rank Criteria (Standard Difficulty):
- Leon: Finish in under 3.5 hours.
- Claire: Finish in under 3.5 hours.
- No limit on saves or healing items used (unlike Hardcore).
S-Rank Criteria (Hardcore Difficulty):
- Finish in under 2.5 hours.
- Save count irrelevant, but ink ribbons are limited, budget ~10-15 saves max.
Reward: Infinite Ammo Weapons:
- S-Rank Standard (Leon): Unlocks Samurai Edge (infinite ammo).
- S-Rank Standard (Claire): Unlocks Samurai Edge (infinite ammo).
- S-Rank Hardcore (Leon): Unlocks Infinite Rocket Launcher.
- S-Rank Hardcore (Claire): Unlocks Infinite Minigun.
Infinite weapons trivialize future runs, letting you experiment with Hardcore mode without resource stress. Many speedrun strategies rely on these unlocks to shave minutes off completion times.
Other Unlockables:
- The 4th Survivor (Hunk): Clear Leon or Claire’s 2nd Run. Hunk starts in the sewers with limited resources and must reach the RPD helipad. No item boxes, no saves, pure skill check.
- The Tofu Survivor: S-Rank The 4th Survivor. Play as a literal block of tofu with only knives. Hilarious and brutally hard.
Difficulty Modes and Hardcore Tips
Assisted Mode:
Introduced for accessibility. Enemies deal 60% damage, auto-aim is aggressive, and ammo/healing drops double. If you’re here for story only, no shame in using this.
Standard Mode:
The intended baseline. Enemies are threatening but fair, resources are tight but sufficient if you manage inventory well. New players should start here.
Hardcore Mode:
The real challenge. Changes include:
- Ink Ribbon Saves: Item boxes don’t auto-save. You need Ink Ribbons (consumable) to save at typewriters. Only ~20 ribbons exist per playthrough.
- Reduced Auto-Aim: You’ll miss shots if you don’t manually aim.
- Enemy Damage: Zombies kill in 2-3 bites. Lickers one-shot you without defensive items.
- Fewer Healing Items: First Aid Sprays are rare. Combine herbs efficiently (Green + Red + Blue = full heal + defense buff).
Hardcore Survival Tips:
- Save Discipline: Save before boss fights, after major progression (getting all medallions, entering NEST), and before long danger zones. Budget 10-15 saves for a Standard Hardcore run, 6-8 for S-Rank attempts.
- Headshots or Nothing: Body shots are ammo waste. Practice headshots in the Firing Range (unlocked with Club Key). Two clean headshots drop most zombies.
- Defensive Items Are Mandatory: Equip knives/grenades at all times. A single grabbed attack on Hardcore often means death without a counter.
- Board Every Window: This isn’t optional. Unboarded windows in the RPD lead to 15+ extra zombies wandering halls, draining resources.
- Memorize Licker Spawns: They’re sound-based. Walk (don’t run) in the Library, West Hallway (2F), and Interrogation Room. If you must fight, Flashbang + Shotgun (2 shells) is the most ammo-efficient kill.
Hardcore S-Rank runs demand near-perfect execution. Watch speedrun routes to learn optimal paths and enemy skips. Most sub-2-hour runs involve abusing door transitions to despawn pursuing enemies and memorizing every item location to minimize backtracking.
Conclusion
Resident Evil 2’s remake respects your time while demanding mastery of its systems. Whether you’re following this re2 remake walkthrough for a casual first playthrough or grinding Hardcore S-Ranks, the core loop, resource management, environmental awareness, and calculated risk, remains immensely rewarding. Leon and Claire’s campaigns each offer 8-10 hours of tense exploration, and the unlockables keep you coming back for dozens more. Don’t sleep on 2nd Run mode: it’s where the narrative clicks into place and the game truly tests your efficiency. Grab those infinite weapons, tackle The 4th Survivor, and remind yourself why survival horror still reigns in 2026.









