Resident Evil 2 is Capcom's 2019 rebuild of the 1998 survival horror classic, released on 24 January 2019 and constructed from scratch on the RE Engine rather than remastered. Rookie police officer Leon Kennedy and college student Claire Redfield arrive in Raccoon City on the worst possible night and end up barricaded inside the police station while an outbreak works through the population outside. The over the shoulder camera and modern controls replace the fixed angles and tank controls of the original, but the resource discipline is intact: ammunition is scarce, healing herbs need combining, and every corridor you clear can be repopulated. Each character has a separate playable campaign with a second run variant, and the difficulty tiers change the rules rather than just the numbers, with Hardcore removing autosave entirely. Treat it as a game about route planning and inventory management that happens to be terrifying.
This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.
Core Mechanics
Four scenarios across two characters
The game holds four scenarios: Leon, Leon 2nd, Claire and Claire 2nd. Only the first runs are available from the menu at the start, and a 2nd Run unlocks once you have finished the other character's first run. The second runs change starting equipment, item placement and some encounters rather than replaying the same route, which is why a full playthrough of all four is the intended shape of the game.
Ink Ribbons and Hardcore saving
On Standard and Assisted the typewriters save freely and autosave picks up the slack. On Hardcore there is no autosave at all and the typewriter only works if you are holding an Ink Ribbon, which exists exclusively in that difficulty. Finishing the game in under four hours with the good ending unlocks an Ink Ribbon with unlimited uses, which is the reward that makes repeated Hardcore runs manageable.
Inventory slots and item combining
You carry a fixed number of slots and expand it with hip pouches found around the map. Gunpowder combines into different ammunition types depending on what you mix, and green, red and blue herbs combine for stronger or status curing effects. Everything else goes into the item box, which is shared across every box in the game, so the real decision each trip is what you leave behind.
Weapon upgrade parts
Most firearms accept upgrade parts scattered through the police station and beyond, adding capacity, stopping power or rate of fire. Because the parts are finite and character specific, the choice of which weapon to invest in shapes the second half of a run. Leon and Claire have different arsenals, so the same part locations lead to different outcomes.
Rank system and infinite ammo unlocks
Completion time, saves and item use feed a letter rank. S rank on Standard is under three hours thirty for a first run and under three hours for a 2nd Run, while Hardcore tightens that to two hours thirty and two hours. S rank on Standard unlocks the infinite ammo Samurai Edge, S rank on Hardcore unlocks the infinite ammo LE 5, and S plus requires three saves or fewer with no infinite ammo weapons equipped.
For a deeper dive into how these systems interact, see our Resident Evil 2 combat guide.
Builds Overview
| Build | Tier | Playstyle | Key Stats |
|---|---|---|---|
| Leon 1st Run | A | Versatile approach | Balanced stats |
| Claire 1st Run | A | Versatile approach | Balanced stats |
| Leon 2nd Run | A | Versatile approach | Balanced stats |
| Claire 2nd Run | A | Versatile approach | Balanced stats |
| Hardcore difficulty | A | Versatile approach | Balanced stats |
For full build breakdowns with gear and stat priorities, see our Resident Evil 2 builds guide. For rankings, check the tier list.
Equipment Guide
| Equipment | Why It Matters | Best For |
|---|---|---|
| Matilda | Leon's starting handgun, and with the stock and extended magazine parts it becomes a controlled burst weapon rather than a pea shooter. | Leon players clearing corridors and dropping single zombies without spending shotgun shells |
| W-870 | Leon's shotgun, found in the police station and the answer to anything at close range or anything blocking a doorway. | Crowd control in tight interiors and emergencies at arm's length |
| Lightning Hawk | One of the most powerful firearms in the game and available relatively early, dropping most common enemies in a single shot. | Heavy enemies and boss encounters where a wasted second costs health |
| GM 79 | Claire's grenade launcher, firing flame and acid rounds. | Claire players who need to break a grab or push through a blocked route |
| Spark Shot | Claire's electrical weapon, situational for most of the campaign and specifically effective against G in its fourth stage. | Claire's late campaign encounters where conventional ammunition falls short |
Matilda: Leon's starting handgun, and with the stock and extended magazine parts it becomes a controlled burst weapon rather than a pea shooter. It carries the early police station on ammunition efficiency alone.
W-870: Leon's shotgun, found in the police station and the answer to anything at close range or anything blocking a doorway. Point blank shots can remove heads outright, which is the cheapest way to make a corridor stay clear.
Lightning Hawk: One of the most powerful firearms in the game and available relatively early, dropping most common enemies in a single shot. Ammunition is scarce enough that most players hoard it far longer than they need to.
GM 79: Claire's grenade launcher, firing flame and acid rounds. It does as much work stunning and interrupting as it does killing, which makes it the tool for creating space rather than clearing rooms.
Spark Shot: Claire's electrical weapon, situational for most of the campaign and specifically effective against G in its fourth stage. Charging it fully matters far more than firing it often.
Full breakdowns in our Resident Evil 2 weapons guide.
Location Progression
| Location | Level Range | Key Rewards |
|---|---|---|
| Raccoon City streets | Opening hour | Starting handgun, first healing items, the first taste of the resource economy |
| Raccoon Police Department | Roughly the first half of every scenario | Shotgun or grenade launcher, hip pouches, most weapon upgrade parts, safe room typewriters |
| R.P.D. underground facility | Mid scenario | Key items that gate progress, additional gunpowder and upgrade parts |
| Sewers | Second half of the scenario | Progress key items, a strong test of ammunition discipline before the final stretch |
| NEST | Final act | Endgame ammunition, the final encounters, and the completion time that decides your rank |
Raccoon City streets: The opening stretch, where the game teaches you that ammunition does not solve problems and that walking past a threat is a valid answer. Short, linear and deliberately claustrophobic compared with what follows.
Raccoon Police Department: The heart of the game and one of the most carefully built maps in the series. It is a hub you return to repeatedly as new keys and tools open shortcuts, and learning its loops is the single biggest skill gain available.
R.P.D. underground facility: The transitional area beneath the station, tighter and darker than the halls above it. Route knowledge matters here because there are fewer alternate paths when something is following you.
Sewers: A maze of walkways and water with limited sightlines and enemies that punish running blindly. It is also where HUNK's bonus mode The 4th Survivor begins, running from the sewers to the R.P.D. front gate.
NEST: The underground laboratory that closes out each scenario, cleaner and more clinical than everything before it and with a much tighter time pressure. Bring what you have saved rather than expecting to find it here.
See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.
Tips That Actually Matter
- Hip pouches beat ammunition in value terms. Every extra inventory slot means one fewer trip back to an item box, and trips cost time, which feeds directly into your rank.
- The item box is shared across every box in the game. Nothing you store is stranded, so store aggressively rather than carrying things because you might need them two rooms later.
- Ink Ribbons only exist on Hardcore. If you have never played the game, do not start there, because a bad thirty minutes with no autosave is genuinely lost progress.
- Finishing with the good ending in under four hours unlocks an Ink Ribbon with unlimited uses. That single unlock is what makes repeated Hardcore attempts reasonable.
- S rank on Standard needs under three hours thirty on a first run and under three hours on a 2nd Run. Hardcore tightens those to two hours thirty and two hours.
- S rank on Standard hands you the infinite ammo Samurai Edge and S rank on Hardcore hands you the infinite ammo LE 5. Neither can be equipped on an S plus attempt.
- S plus needs three saves or fewer plus the time threshold. Plan your three save points before you start rather than discovering at the fourth typewriter that you have already spent them.
- Combine gunpowder rather than carrying it raw. Different combinations produce different ammunition types, and raw powder in your inventory is a wasted slot during a chase.
- A 2nd Run unlocks only after you finish the other character's first run, so the intended order is one character's first run, then the other's second run, not the same character twice.
- The 4th Survivor unlocks by clearing either 2nd Run at any rank, and puts HUNK on a fixed escape from the sewers to the R.P.D. front gate. Clearing it once unlocks The Tofu Survivor, which swaps HUNK for a block of tofu armed with knives and a few herbs.
Common Mistakes to Avoid
- Shooting every zombie in the police station. Many can be walked around, and the ammunition spent on them is the ammunition you will want two hours later.
- Starting on Hardcore for the atmosphere. No autosave plus Ink Ribbon gated typewriters means a mistake can cost a genuinely long stretch of progress.
- Hoarding the Lightning Hawk or the Spark Shot until the credits roll. Both exist to solve specific fights, and finishing with a full magnum reserve is not a win.
- Carrying raw gunpowder, spare key items and every herb at once, then having no free slot when something worth taking appears.
- Assuming this is the 1998 original with better graphics. The remake rebuilds encounter placement, puzzles and item locations on the RE Engine, so old route knowledge misleads more than it helps.
Frequently Asked Questions
Do I need to play the 1998 original first?
No. The 2019 game was rebuilt from the ground up on the RE Engine with a new over the shoulder camera, modern controls and reworked item and puzzle placement. It tells the same premise but it is not the same game to play.
What order should I play the scenarios in?
Play one character's first run, then the other character's 2nd Run. Only the first runs are available at the start, and a 2nd Run unlocks once you have completed the opposite character's first run.
What do I get for an S rank?
S rank on Standard unlocks the infinite ammo Samurai Edge and S rank on Hardcore unlocks the infinite ammo LE 5. S plus, which requires three saves or fewer and no infinite ammo weapons, unlocks the infinite ammo ATM-4 for Leon on Standard and the infinite ammo Minigun for Claire on Hardcore.
What is The Ghost Survivors?
A free DLC released on 15 February 2019 containing four what if scenarios: No Time to Mourn with gun shop owner Robert Kendo, Runaway with the mayor's daughter Katherine Warren, Forgotten Soldier with an Umbrella Security Services operative called Ghost, and No Way Out. They work like the bonus modes, with a fixed loadout and a target, but you pick up extra equipment along the route.
How scarce is ammunition really?
Scarce enough that avoidance is a primary tactic on Standard and the primary tactic on Hardcore. Gunpowder combining is the main supply line, and the players who finish comfortably are the ones who walked past enemies rather than the ones who aimed well.
More Resident Evil 2 Guides
- Resident Evil 2 Best Builds
- Resident Evil 2 Tier List
- Resident Evil 2 Walkthrough
- Resident Evil 2 Beginner's Guide
- Resident Evil 2 Tips & Tricks
- Resident Evil 2 Weapons Guide
- Resident Evil 2 Combat Guide
- Resident Evil 2 Boss Guide
- Resident Evil 2 Maps & Locations
- Resident Evil 2 Crafting Guide
- Resident Evil 2 Classes & Characters
Similar Games
If you enjoy Resident Evil 2, check out these related guides:
- Phasmophobia Guide: horror game with similar mechanics
- Lethal Company Guide: horror game with similar mechanics
- Dead by Daylight Guide: horror game with similar mechanics



