Something I didn't notice when I submitted the first 'Brad Vickers zombie' Hint.
In order to obtain the Special Key in the B scenarios, you have to have obtained it the the previous A scenario. If you encountered Brad an obtained the key in the A scenario, head to the same place (the tunnel outside the R.P.D.'s main entrance) and Brad will be there. You do not need to worry about getting there without picking up any items (which is impossible in the B scenario, anyway), so grab the Shotgun/Grenade Launcher from the main hall and head outside. Brad will be here. However, now that you have the Shotgun/Grenade Launcher, you don't have to waste 25 Handgun Bullets killing him. Just decapitate him with the Shotgun (if you're Leon) or kill him with the Grenade Launcher (if you're Claire) and grab the Special Key (examine his body for it)
Keep in mind that you MUST have at least encountered Brad in the A scenario (it doesn't matter whether or not you kill him in the A scenario, provided you encountered him) for him to appear in the B scenario, or else he won't. You'll know if Brad's down the tunnel when you're outside, because the two zombies normally outside the R.P.D. Main entrance won't be there, and you'll hear a more distant moaning until you walk down the tunnel, where he'll be waiting.
You can obtain an extra set of Shotgun Shells/Grenade Rounds (depending on whether you're playing as Leon or Claire, respectively) in the Sewage Disposal Facility when you take control of Ada/Sherry for the first time, during the search for the Club Key. This ammunition can be reached in all four scenarios.
When you take control of Ada/Sherry, head towards the door at the far end of the corridor. You'll now be outside, with two paths to choose from. One will lead to the Club Key, and the other to the ammunition. Go down the path that leads to an elevator (even though the location of the Club Key can change depending on character and scenario, the ammunition will always be in the same place) and ride down the elevator. You will be in a small storage room where the ammunition will be lying. Grab it, because you can never return to this area.
When you have retrieved the Club Key, you obviously head back to where Leon/Claire is waiting. Ada/Sherry will then proceed to throw the ammunition over as well as the Club Key.
You can decapitate zombies for a quicker kill. This works best with the Shotgun (the Magnum does it too, but you'll want to save your Magnum for boss battles). When a zombie comes after you, let them get close, and then point your Shotgun up and fire. This should decapitate them. However, the Shotgun does a good job at decapitating from a distance, too, which is what you should try to do if you are facing groups of zombies. Only use the pointing up method for lone zombies that you need to kill.
Herbs - all possible combinations and their effects
Added 17 Dec 2009, ID #14495
There are three types of healing herb found in the game - Green, Red and Blue. The below chart will list the the possible combinations and effects of each:
Green - Restores 25 percent of health Green + Green - Restores 50 percent of health Green + Green + Green - Fully restores health Red - No effect alone Green + Red - Fully restores health Blue - Cures poison Green + Blue - Restores 25 percent of health and cures poison Green + Green + Blue - Restores 50 percent of health and cures poison Green + Red + Blue - Fully restores health and cures poison
Note - No more than three herbs can be combined together. Therefore, it is not possible to combine three Green herbs and a Blue herb. Also, Blue herbs cannot combine with Red alone.
Note 2 - First Aid Sprays, the only other healing item found in the game, fully restores health.
The Ivy enemies (mutated plants) do not need to be killed. You face very few in the game, but you can easily run past all those that appear. Due to the very slow reaction time of these enemies, you can almost guarantee that you'll get by unscathed. This is very useful, as fighting these enemies often risks you getting poisoned by their attacks.
If you wish to play through the game using the Gatling Gun, be aware that Lickers will still run blindly into the gunfire. Therefore, if they get close enough before you shoot them enough times to kill them, they can still attack you.
Handgun Parts - Inside the locked desk outside of the library (corridor-side exit). A Small Key is required to open the desk.
Shotgun Parts - Inside the Vacant Factory passages. From the entrance to the factory outside of the sky tram, head down the left hand corridor first, then the left hand corridor again in the second passage room.
Magnum Parts - Inside the locker in the large chemicals room on the B5 floor of the laboratory (the room opposite the moth's chamber). The W. Box Key is required.
Combine each of the Parts with the corresponding weapon to increase the usefulness of the weapon in various ways.
When facing Mr. X in his normal form, you have the option of taking him down or running through the nearest door away from him. However, it's a better idea to take him down each time you encounter him.
I find the best weapons to take him down are the Sub-Machine Gun and the Gatling Gun. As they keep unloading the lead into Mr. X, it prevents him from getting too close to you before he passes out. You can then reap the rewards.
Taking him down will give you access to some ammo if you examine his unconscious body. At one point the result is unfortunately some Handgun Bullets (which is not exactly bad, but there are better rewards out there), but most of the time you'll receive ammo for the Shotgun, Bowgun, Grenade Launcher or Mangum (depending on which character you're using and at what occasion).
Other weapons that are good at taking Mr. X down are the Shotgun (regular and custom), Grenade Launcher with any kinds of Rounds, the Bowgun and the Magnum. The Custom Handgun is a decent last resort.