Resident Evil 2

Resident Evil 2

68 ratings
Three-For-One: A Small Carbon Footprint, Minimalist, & Frugalist
By Girth Control
This is a comprehensive guide for completing A Small Carbon Footprint, Minimalist, and Frugalist in a single playthrough. It's based on Leon's 2nd playthrough in Assisted mode.

You can check your footstep count at any time by pausing the game and scrolling to the bottom of Records. I've included counts at several save points so you can have a general idea of how many footsteps you should have at certain points in the game. I've included a TL;DR at the bottom.

Useful links:
RE2 Codes and Solutions
Original guide that inspired this one![www.trueachievements.com]
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Police Station, Part 1
1. Grab the cutting tool from the Courtyard. Dodge zombies on your way back to the Guard Room and pick up everything inside. You’ll have to keep both handguns in your inventory, so use the Matilda as backup.

2. On your way to unlock the gate, throw your grenade into the group of zombies or shoot their legs off. Make sure to grab the wooden boards to the right when you enter the gate.

3. Go to the breakroom and save. Only pick up the electrical part and M19 handgun ammo. We’ll come back for the rest later.

Save 1 – ~400 steps

4. Go to the East Office and get the valve handle. We’ll come back for the yellow gunpowder when we have more inventory space.

5. Once you exit the office, grab another wooden board from the small closer to the right. Use your electrical part on the door and grab the hip pouch from the Main Hall. Lastly, pick up a third wooden board from the Reception area.

6. In the next hallway, remember to walk. You don’t want to risk taking damage from a licker this early on. Use your boards on each of the three vulnerable windows along the way. This is crucial to avoid taking damage later.

7. Pick up the electronic gadget and get your next hip pouch from the safe in the West Office. I recommend incapacitating any zombies in this general area to make things easier with Mr. X and the licker.

8. Head to the Darkroom to save. If you make enough noise by the staircase, two more zombies will come down on their own. Better to deal with them now than later.

Save 2 – ~850 steps

9. Head to the second floor to pick up the ornate box from the Men’s Locker Room and battery in the S.T.A.R.S. Office. I recommend using the yellow gunpowder in the office for more shotgun shells.

10. Leave the S.T.A.R.S. Office and—uh oh! It’s Mr. X time! 3 to 6 headshots with the M19 will incapacitate him if you’d like to. Sneak up to the third floor. Be careful of the zombie around the corner and grab the spade key.

11. Use your detonator and run to block the shelf from falling next to the door. It’ll still fall after you move, but doing this prevents the licker from dropping down right away (apparently). Grab the maiden medallion. Be careful of Mr. X and the zombie as you head into the library.

12. Get the unicorn medallion from the Lounge and grab the red book on your way back into the Main Hall. Get the lion medallion from the top of the staircase and head downstairs.

13. Put your medallions in the goddess statue and go into the Secret Room to save. We’ll get the shotgun and magnum before leaving.

Save 3 – ~1450 steps

14. Go to the Waiting Room for another Matilda upgrade (if you’d like) and head into the Art Room to get the keycard and red jewel. Be careful of the licker that spawns after you get the scepter.

15. Go back downstairs and unlock the door to the West Office. Since Leon’s desk is on the way, now's an optimal time to unlock it for the Matilda upgrade.

16. Get your shotgun in the Safety Deposit Room and Lightning Hawk from the S.T.A.R.S. Office. Remember to take the badge with you. Leave the area through the door to the Lounge so you don’t have to unlock it later. Save again in the Secret Room downstairs.

Save 4 – ~2100 steps
Basement, Part 1
1. Take the elevator down and go down the stairs to get the Lightning Hawk upgrade.

2. For the G Phase 1 fight, get the eye open and shoot it 4 times with the Lightning Hawk to make it go quickly. Afterwards, when you reach the Operators Room, grab the hip pouch from the locker and save again.

Save 5 – ~2500 steps

3. In the Parking Garage, go straight up to the card reader to trigger Ada’s intro cutscene. Afterwards, follow her into the Jail, trigger the cutscene with Ben, and grab the square crank.

4. Leave the Jail and go through the east door in the Parking Garage. In the Kennel, shoot the dogs in the cages (so we don't have to deal with them later) and pick up yellow gunpowder next to the door. Again, I recommend using this for more shotgun shells.

5. Pick up the diamond key in the morgue, immobilizing both zombies before you do so. Get the electronic part from the Generator Room. Flip the second and third switches to turn the power on. Get your shotgun ready for a few dogs as you leave the area.

6. Use your key in the Firing Range. If you need more shotgun shells, there’s a few tucked in the corner of the firing area. I don’t recommend picking up the key for the last Matilda part since you need the inventory space.
Police Station, Part 2
1. Save in the Break Room again. There’s shotgun shells on the shelf outside. Now you can also pick up the magnum ammo and yellow gunpowder inside.

Save 6 – ~3400 steps

2. Go into the East Office and grab the other yellow gunpowder you left behind.

3. Head upstairs to the library. I recommend immobilizing the zombies in there now since you don’t have to worry about Mr. X yet.

4. Go through the Lounge and get the spare key from the Linen Room. We’ll wait until we have both before going to the Safety Deposit Room.

5. Head over to the east second floor and use your square crank again. On the third floor, pick up the wooden boards. You might want to incapacitate the zombies in the East Storage Room before the next step.

6. Go to the Balcony and climb down to the Roof. Go downstairs, incapacitate the zombies, and turn the handle. Get the club key in the Boiler Room and save.

Save 7 – ~4000 steps

7. Put out the fire on the Roof, then go inside and shoot Mr. X enough to incapacitate him. If you follow the next steps carefully, he’ll create a shortcut for us on the first floor. It doesn’t work every time, but you can always load your autosave and try again.

8. Run to the area beyond the crank handle slot. Stand still by the staircase as you wait for Mr. X to recover. Listen carefully as he searches for you.
  • A loud door opening to the east means he’s searching for you on the Roof first. Keep waiting.
  • When you hear a faint door sound effect followed by slow footsteps, he’s going down the Fire Escape. Wait a few seconds and proceed to step 9.
  • If you hear a loud door to the west instead, he’s going to the Main Hall. In this case, also wait a few seconds and proceed to step 9, but don’t run until you board up the window.

9. Run downstairs and into the hallway. Use the boards on the window and run to the Observation Room. There’s yellow gunpowder in the locker just outside.

10. Get the second spare key from the Observation Room. When you run back into the hallway, Mr. X will kindly create us that shortcut. Give yourself a lot of room to avoid taking a hit. Quickly stagger or incapacitate him to get by.

11. Cross the police station through the West Office and be careful of the licker in the next hallway. Use the spare keys in the Safety Deposit Room and enter code 203 for another hip pouch.

12. Mr. X is no doubt on your ass again. Go to the Darkroom to save and wait for him to leave the area.

Save 8 – ~4550 steps

13. Go through the Operations Room to pick up the mechanic jack handle in the Records Room. You won’t have to deal with any monsters if you boarded up all three windows.

14. Go to the library using whichever path that doesn't have Mr. X in the way. Create a bridge using bookshelves and enter the 3F hallway. Pick up the large gear from the East Storage Room and go into the Clock Tower.

15. Use the large gear to lower the stairs and then remove it. Go up the stairs and replace the small gear with the large gear. Put the small gear in the gear box downstairs and pick up the second electronic part.

16. Go to the East Storage Room again and down both flights of stairs. Use Mr. X's kindly created shortcut once more and head down the stairs just outside the Break Room and into the basement.
Basement, Part 2 (+ Streets)
1. Get your shotgun ready for a few zombie dogs in the Parking Garage. Put your electronic parts in the electronic door panel and pick up Ben’s parking permit.

2. On your way out of the jail, stagger Mr. X to get past him and then use a flash grenade on the group of zombies.

3. Use your parking pass and run through the streets to Gun Shop Kendo. Wait for Ada to catch up and give her enough space to lockpick the door. Don’t forget the shotgun upgrade inside.

4. Enter the sewers with Ada and save your game at the next typewriter.

Save 9 – ~6200 steps
Sewers
1. The alligator boss and Ada’s segment are pretty self-explanatory. Stun or incapacitate the zombies and work quickly to avoid dealing with Mr. X. Feel free to save outside of the Incinerator.

Save 10 – ~6800 steps

2. When you enter the Upper Waterway as Leon, take the tunnel to the right. Incapacitate the zombies on the path to the Lower Waterway. You’ll have to kill at least one G monster to proceed through the Lower Waterway.

3. Go to the Control Room and get the mag ammo in the locker. Drop down to the Monitor Room to save.

Save 11 – ~7400 steps

4. Pick up the t-bar valve handle and second shotgun upgrade in the Treatment Pool Room. Head downstairs. At the very least, take a leg off each zombie so there’s no surprises on your way back.

5. Go to the Bottom Waterway first and pick up the sewers key. On your way to the Supplies Storage Room, kill the G monsters at a distance to avoid taking damage from them. There’s mag ammo on the wall to the left after the second G monster.

6. Get the Chemical Flamethrower, queen plug, and king plug from the Supplies Storage Room. If you need inventory space, drop whatever item(s) you need the least.

7. Back to the Lower Waterway. If you’re quick, you can sneak past the last G monster. Take the Workroom Lift and get the next hip pouch on the floor above.

8. Go into both rooms unlocked with the sewers key so you can discard it. If you take the elevator in the Workers’ Break Room, there’s mag ammo upstairs. Don’t forget to take the rook plug with you.

9. Go back to the Upper Waterway to use your t-bar valve handle one last time to discard it. Save again when you get back to the Monitor Room.

Save 12 – ~8900 steps

10. Solve the plug puzzle to open the door to the Garbage Room. Turn on the power in the Main Power Room by flipping the second, third, and fourth switches.

11. With G Phase 2 reaching down from the ceiling above you, this is the hardest point in the game to avoid taking damage. Up until now, it's important that you avoided damage so that you can allow yourself 1 or 2 hits from his claw. If you're lucky, you'll still be Fine at the end of the boss fight. The fight itself is self-explanatory.

12. Get Ada from the Garbage Room and take the cable car down to N.E.S.T.
Laboratory
1. Save in the Reception room of the North Area.

Save 13 – ~9700 steps

2. There’s nothing new here to avoid taking damage or extra steps. When you get the signal modulator after leaving the North Area, backtrack to the Nap Room and get your last hip pouch. The upgrade for the Chemical Flamethrower is also in the Nap Room.

3. Save in the Lobby of the East Area. This is the last area of the game when conserving footsteps matters. There’s a yellow gunpowder on the way to the Greenhouse Control Room.

Save 14 – ~10400 steps

4. Enter the codes in the Greenhouse Control Room and obtain the dispersal cartridge. Burn all of the ivy zombies to a crisp since it only takes about 40 fuel each.

5. Fill the cartridge in Drug Testing Lab and go downstairs to the lab. Blow the heads of the zombies before they get a chance to wake up, then turn on the power.

6. Walk into the Low-Temp Testing Lab slowly because two lickers are about to spawn. Cool the solution and walk over to the Server Room to save. There’s yellow gunpowder here.

Save 15 - ~11000 steps

7. If you want more yellow gunpowder, take the staircase up. You might need to kill at least 1 of the lickers to get by. From this point on, only use yellow gunpowder for mag ammo.

8. Dispense the herbicide in the Greenhouse Control Room and kill the last Ivy Zombie before picking up the last electronic chip. When Mr. X shows up, wait for him to follow you to the south before running to safety. Otherwise, he'll take a shortcut and cut you off.

9. Go to the West Area and pick up yellow gunpowder to your right in the room storing yellow suits. Pick up the G-virus sample along with more yellow gunpowder. Save at the typewriter in this area.

Save 16 – ~11800 steps

10. At the beginning of the G Phase 3 fight, use a flash grenade to get around him and also whenever he corners you. You recover health in assisted mode, but again, try to avoid taking hits. You need as much health as possible against the Super Tyrant.

11. Save at the nearest typewriter after you take the elevator.

Save 17 – ~12300 steps

12. When Mr. X drops down in the Duct, loop him once to make it to the door. On the lift, give that bastard tyrant everything you got. Survive the best you possibly can until Ada gives us the goods. Don’t be ashamed if it takes you 10 attempts. (It took me 20.)

13. If you launch a rocket into the last horde of zombies, I won't blame you.

14. Save once you make it onto the train.

Save 18 – ~12800 steps

15. Use your excess ammo on G Stage 4. When he opens his eye for the final time, he'll go down with two anti-tank rockets.
TL;DR
  • RPD is the most important area to conserve your footsteps
  • Board windows in tight hallways of RPD. You'll thank yourself later.
  • Deal with zombies now rather than later
  • Avoid damage at all costs until G Stage 2
  • You can still get every item and upgrade. Just skip the Matilda gun stock.

And finally...













You wonderful completionist, you.
5 Comments
Whitn3y 21 Oct @ 4:41pm 
I used this guide and made it just fine. In some areas I did even better than the author, but in other areas I did way worse

At the end of the police station I was 600+ steps OVER what the guide checkpoint had, but after a phenomenal Sewer section I cut that down to get back on track with the guide. Just buckle down and commit to reloading sloppy sections.

Hardest part for me was getting Mr X to make the shortcut without taking damage or wasting steps.

I finished at 3:00:xx btw, so there’s a decent chance that following it will get the “under 4 hours record” though you should probably already have it

I don’t know what the other comments are complaining about… @unmans

Only issue I had with the guide was that I thought I was ONLY supposed to pick up SPECIFICALLY what the guide said, but no, you can pick up gun powders/etc, I realized that as I left the police station, but it was fine.
Unmans 2 Mar @ 6:43pm 
This guide is honestly really fucking frustrating, but good attempt
Pryze 10 Feb, 2024 @ 8:38pm 
Appreciate the guide. A little light on the explanations here and there, but I feel like most people going for a triple achievement like this should probably be super familiar with the game anyway. Thanks again, man.
Guertena 21 Jan, 2024 @ 3:43am 
Mr. X keeps surrounding me by the jack handle or clock tower path I'm SO out of my mind! He comes out of every single door and screws my run entirely. :re2umbrella:
martassino7 14 Jan, 2024 @ 12:42pm 
Thanks