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Resident Evil 2
Walkthrough
11-14-05
By Tom Beck (trbeck)
Version 1.0
Copyright 2005 Tom Beck
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Table of Contents
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1. Introduction
2. Story
3. Characters
4. Weapons
5. Controls/General Strategies
6. Enemies/Bosses
7. Walkthroughs
I. Leon A
A. Streets
B. Police Station
C. Spade Key
D. Diamond Key
E. Heart Key
F. Club Key
G. The Sewers
H. Umbrella Labs
II. Claire B
A. Streets
B. Police Station
C. Spade Key
D. Diamond Key
E. Heart Key
F. Club Key
G. The Sewers
H. Umbrella Labs
III. Claire A
A. Streets
B. Police Station
C. Spade Key
D. Diamond Key
E. Heart Key
F. Club Key
G. The Sewers
H. Umbrella Labs
IV. Leon B
A. Streets
B. Police Station
C. Diamond Key
D. Heart Key
E. Club Key
F. The Sewers
G. Umbrella Labs
8. Secrets/Awards
9. Hunk Walkthrough
10. Tofu Walkthrough
11. Locations of Major Items
12. Files
13. Legal crap
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1. Introduction
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Best Resident Evil game. Well, that's my opinion anyway; and that opinion
might not be completely true given that I've never played Resident Evil 4.
Yeah I know, I need to go pick that up. Maybe tomorrow. Anyways, back to RE
2. Not only is this the most gory Resident Evil game, it is also the most fun
and enjoyable. William is a great villain, the characters (though annoying)
are interesting. Not to mention the game doesn't feel like a 15 hour opera
like Resident Evil CV. I'm basing this guide off of the GC version, but it
basically applies for all of the versions.
The game came out in oh about 1998 I think. It didn't hit the N64 until a
year or so later. That's when I got it. At first I thought the game was
ridiculously hard. I died constantly, especially since I just couldn't get
used to the damn controls. After a while, I actually started to not suck so
bad and I got farther and farther into the game. Just let me tell you; this
game is quite the experience. Not only is it creepy as hell in many places,
but you will jump out of your skin on more than one occasion. I dare you to
play this game all alone at night in the dark. It's quite the experience, I'll
tell you that much!
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2. Story
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The story is as follows:
"A bizarre incident occured in the outskirts of an American suburb called
Raccoon City. It was later revealed that the terrible disaster had been caused
by the T-Virus; a mutogenic toxin created by the international interprise
Umbrella Incorporated for use in bioweapon experiments. The Raccoon City
police department special S.T.A.R.S. unit immediately began investigation in
the affair. The case was apparently closed thanks to the efforts of S.T.A.R.S.
members Chris Redfield and Jill Valentine. But the Umbrella Corporation's
experiments were far from finished!"
That's straight out of the intro. of the game. Basically, in the first
Resident Evil game, the S.T.A.R.S. unit investigated a mansion in the woods
outside Raccoon City. Thanks to Chris Redfield and Jill Valentine, the mansion
was destroyed along with all of its zombie inhabitants. However, Umbrella
remained, and soon the dreaded T-Virus (which mutants humans into zombies) will
spread to Raccoon City. When you start the game, you can watch a short little
cutscene that sets up the characters at the start of the game. You can watch
it, but I will also summarize it here:
Leon Kennedy drives into Raccoon City on his first day at his new job as police
officer of the Raccoon City police department. As he drives through the
desserted town, he notices a body in the road. Meanwhile, a trucker driver is
attacked by a zombie and bitten in the arm. "That guy's a maniac, why'd he
bite me!?"
Also, coming in from another road is the young Claire Redfield. She stops at
a diner and enters, somewhat perplexed by how empty it is. Oh, but it isn't
quite empty, as one resident hasn't finished his meal. A zombie advances on
Claire and she desperately runs towards a door...
Back to Leon, who examines the wounds of the body. All of the sudden, behind
him, is a group of zombies slowly advancing on him. Leon warns them, but one
starts to gnaw on his leg. Leon opens fire, slowly backing up as he runs out
of ammo. He almost shoots a young girl, but shoots a zombie behind her instead.
The two run into a police car and drive off. The girl, who's Claire, is a
little confused about the state of the town, as is Leon. Claire gets a gun
when all of the sudden, a zombie from the back of the car attacks them and they
crash into a stop sign. The driver of the semi, who's about now "zombie-fied"
crashes into them creating a huge explosion and a wall of fire; Claire and Leon
are separated and they both yell to each other to meet at the police station.
So as you can see, the town's slowly becoming infested with zombies. Both
Leon Kennedy and Claire Redfield have unwittingly entered the town thinking it
perfectly normal. However, they soon discover that in order to survive, they
must escape the city as soon as possible. And that's the basic goal of the
game: to survive.
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3. Characters
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Leon Kennedy
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A rookie cop, who's ready to start his first day on the job as a member of the
Raccoon police department. However, as he arrives at town, he's in for a big
surprise as soon he's the only cop left alive in the town. Leon is one of the
heros of the game, blasting away zombies with his shotgun and magnum. He also
happens to be my favorite Resident Evil character.
The instruction manual says this:
"Leon is an idealistic rookie cop. He has quickly become disenchanted with the
very system he is trained to uphold, as he learns the harsh realities of the
real world. He is somewhat reckless and brash, and certainly not as naive as
his outward demeanor would have the casual observer believe. Leon is
highly qualified for his job, and his sense of humor makes him a very
likeable officer despite his rowdy attitude."
Claire Redfield
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Sister of the first game's hero: Chris Redfield. She arrives in town looking
for clues about her brother's mysterious disappearance, but soon joins Leon
in his quest to get out of the city alive. She's quite capable of surviving
on her own and shares many of her brother's attributes.
The instruction manual says this:
"Claire is a light-hearted and articulate modern woman. Her intelligence and
optimism combine to make her both worldly and keenly aware of her surroundings.
While Claire is somewhat of a tomboy at times, she is very attractive
and retains very feminine qualities. Her demeanor softens considerably
when she deals with children. She can also be described as somewhat of a wild
girl. Both extroverted and self-confident, she is typically the first to try
things many others would not. With her strong opinionson most issues, she can
come across as quite sarcastic."
Ada Wong
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A young woman who meets up with Leon later in the game. She's extremely
mysterious, particularly in her quest to find her boyfriend, John. We soon
find out that she's a spy, although who she is working for is unknown.
The instruction manual says:
"Ada is a very professional woman, highly skilled and intelligent. However, she
also can come across as very condescending, with her tendency to talk down to
those she deems "inferior" to herself. This is most evident in the tone of
voice whenshe addresses others. She is a Chinese-American who is engaged and to
be married in the near future."
Sherry Birkin
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The most annoying character in all of the Resident Evil games. Well, Becky
from RE1 might give her a run for her money, but overall sherry is the more
annoying of the two. She doesn't do anything but run away, act scared, and
take up all of Claire's time. Oh, not to mention, in the Claire B scenario,
she needs to be saved from the G-virus.
The instruction manual says:
"The daughter of William Birkin, Sherry is a a bit insecure yet very
intelligent for her age of 12. She is very shy and when she speaks she always
sounds a bit unsure of herself like a lost little girl. Her father William
Birkin is a brilliant scientist working for the Umbrella Corporation."
Police Chief Brian Irons
------------------------
This guy is crazy, absolutely nuts! He's the chief of the Raccoon Police
Department, yet he's working with Umbrella and wants to see the entire town
taken over by monsters. He kills his own officers, along with the Mayor's
daughter. Also, he's the one responsible for spreading the keys all about the
police station. The guy is seriously off his rocker.
Ben Bertoluci
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I'm pretty sure I spelled that wrong. Anyways, he's a reporter who locks
himself in a prison cell in order to avoid a "huge monster." The sucker,
however, soon gets killed by said monster anyway. Poor guy.
William Birkin
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A scientist working for Umbrella. William is the creator of the G-Virus, a
super strong version of the T-Virus which causes super-crazy mutation. Once
his product is complete, however, Umbrella tries to steal it from him. They
machine-gun him to death, but before he dies, he injects himself with his own
G-Virus, becoming a super-powerful mutated monster. He stalks the sewers and
searches for his daughter, Sherry. William is basically the "boss" of the
game.
Annet Birkin
--------------
The mother of Sherry, and wife of William. Before things went crazy, Annet
was a pretty crappy mother, but now when things get out of hand, she tries to
do anything to save her precious daughter.
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4. Weapons
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Knife
-----
To put it plain and simply: this weapon sucks. It is completely useless
unless you are desperate. Stick it in the first storage bin that you come
across and let it rot.
Handgun
-------
The standard gun of the game. The weakest and most useful on single zombies.
Use this gun the most, as ammo isn't very rare. Leon's version holds 18 rounds
but Claire's only holds 13. Leon can also get Handgun "parts" which makes his
handgun much more kickass.
Shotgun
-------
This gun rocks. A lot. It can be used in a variety of situations. It's great
for blowing away Lickers and Dogs. Also, it does wonders for large groups of
zombies where the handgun just won't cut it. If you aim up at a zombie, you
can blow its head off and sometimes the shotgun can completely blow apart a
zombie's torso. You can also get a Custom version of the shotgun, which rivals
the Magnum in power. The shotgun is only available to Leon.
Bow Gun
-------
Nowhere near as good as the shotgun, but it does get the job done. This is
Claire's alternative to the shotgun, and although it shoots three arrows at a
time, the shotgun is usually better. However, the bow gun is not completely
useless. It's good for groups of zombies, as well as the Lickers and Dogs.
If you get in a tight situation, however, opt for the Grenade Launcher instead.
Magnum
------
The most powerful weapon in the game. It is available only for Leon, however.
The magnum blows the heads off of zombies, killing them in one shot. No matter
how fun it might be to waste whole legions of zombies by blowing their heads
off, don't waste the magnum on zombies, save it for the Bosses instead. You
can also obtain the magnum parts which deals crazy damage!
Grenade Launcher
----------------
My favorite gun. I don't know, but I just like this one. The range is pretty
short, but the power's all there and it's perfect for groups of zombies that
are right in your face. The grenade launcher also hosts three different types
of grenades: normal, flame, and acid. The acid rounds are the most powerful
so save them for the bosses. The flame rounds are great for indiviual
enemies, while the normal grenade rouns are awesome for groups of enemies at
close range. The grenade launcher is available only for Claire
Flamethrower
------------
Oh yeah baby! A pyro's dream come true. This gun shoots a continuous flame
out of the end of it and will keep shooting fire as long as you hold down the
trigger button. The gun only has a limited number of percentage, and when
that runs out, the gun is useless. The flamethrower has a short range and is
best used for groups of zombies or the killer-plants.
Sparkshot
---------
claire's version of the Flamethrower. The sparkshot shoots an electric charge
at the enemies, emitting a pretty cool noise. Zombies will fry if you shoot
them, which is pretty neat to see! Unlike the flamethrower, the sparkshot is
best used for individual enemies, particularly zombies and lickers.
Sub Machine Gun
---------------
Such fun! Even thought the gun is pretty weak, it shoots bullets at a crazy
speed, making it ideal for mowing down lots of enemies. Probably the most
fun of all of the guns to use. Both Claire and Leon can use it, although if
you choose it during Scenario A, it's not available during Scenario B. Since
Scenario B is much more difficult, it's usually best to save the gun for then.
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5. Controls/General Strategies
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Controls:
A button - action button. Used to confirm selections, pick up items, open
doors, examine things, and shoot your weapon when it's raised.
B button - Used to cancel selections. (Also, in the GC version, if you hold the
B button while moving, you will run.)
Y button - It brings up your status screen where you can access your inventory
for items, as well as access your files and the map.
Z button - Brings up the map without going to the status screen.
R button - Raises your weapon into an attack stance. Press and hold the R
button to pull up whatever weapon you have equipped. You can then use the
control pad to aim the gun. Use the A button to shoot.
L button - When you have your weapon raised, press the L button to change
targets.
Control Stick/Pad - Used to move. Resident Evil has a somewhat unique movement
system. Press up on your control stick to move forward and press down on your
control stick to back up. This works no matter which way you're facing.
Rotate the control stick to turn your character. So, to move about, simply
rotate your control stick until your character is facing the direction you want
to go, then press up.
Strategies:
-Become familiar with the control system:
Chances are, if this is your first RE game, you're not going to be comfortable
with the control system at first. Use the beginning of the game (the streets)
and make sure you know how to move around. Later in the game, good movement
will be the difference between life and death. If you're awkward moving around
the bosses become much tougher, not to mention dodging is almost out of the
question.
-Conserve ammo:
There is a limited amount of bullets in the game, so be sure to conserve some
ammo. Depending on which difficulty you play the game on (easy/normal) will
determine how much ammo you get. If you're playing in Normal mode, conserving
ammo becomes one of your top priorities. Don't just fling bullets like crazy
at everything that moves. If you can get past an enemy without killing it, do
so. Also, leave your strongest weapons for the bosses; don't use them on
zombies.
-When in doubt, dodge:
This really helps in conserving ammo. Like I said above, dodging enemies can
sometimes be a hell of a lot easier than killing them. Dodging works best in
large, open areas, whereas if you meet a zombie in a narrow corridor, chances
are, doding is not going to work. Dodging is vital to the game, and it all
depends on how well you can move around. As you go through the game, your
dodging skills should improve. Also, if you're low on ammo, the knife offers
another solution. My advice is to dodge, as the knife is a pain in the ass to
use. However, if you're in a tight spot, the knife may just save you.
-Don't let the camera angles kill you:
The weird camera angles in the game not only help create the atmosphere, they
can also be your undoing. Always use the camera angles to your advantage and
never get handicapped by them. When you meet an enemy, don't be afraid to back
up and get the proper viewing angle. Try to keep the enemy in your view so
that you can make sure you're hitting it with your gun. Be careful around
corners and other areas where the camera makes it almost impossible to see.
-Always carry at least one healing item:
Whenever you're exploring new areas, your inventory should contain the
following: your handgun with bullets, at least one healing item, and at least
one powerful weapon (shotgun/magnum for Leon, bowgun/grenade launcher for
Claire). Use your handgun for the zombies, and the more powerful weapon for
the tougher enemies like the lickers. Try to always carry at least one healing
item to use if you get injured. Two or three healing items is probably a tad
overkill (unless you're fighting a boss) and it takes up precious space in your
inventory. Speaking of healing items, there are three types of herbs you will
encounter in the game: green, red, and blue. The green herbs heal you "up"
one status condition. For instance, if you're in Caution, a green herb will
usually heal you to Fine. If you're in Red Caution, a green herb will heal you
to Yellow Caution, and so on and so forth. The red herb is useless unless it
is combined with a green herb. Once you've combined a green and a red herb,
you've maximized their healing potentials. A red and a green herb will heal
you all the way to Fine no matter what condition you may be in. First aid
sprays do the same thing. The last type of herb is the blue herb. Use the
blue herb to heal yourself from the poison condition. You can combine multiple
green herbs, or green herbs with blue herbs if you wish. Your status
conditions are as follows: fine, yellow caution, red caution, and danger.
When you reach the danger stage, heal right away, as just one more hit may
spell the end of you.
One more note about this guide: since the camera angles constantly change
throughout the game, my directions in the guide are based solely on the
character. If the guide tells you to go right, go towards the "character's"
right, not the right end of the screen. Make sense? I hope so.
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6. Enemies/Bosses
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Zombies
-------
The standard old Resident Evil enemies. Zombies move slowly, shuffling towards
their quarry, ready to feed. The zombies attack by taking bites out of you.
Zombies aren't that powerful and are easily dispatched with the handgun. Large
crowds of zombies can be a problem, particularly when you have to reload. In
such cases, use the shotgun, grenade launcher, or another gun that shoots in a
spread-out fashion. For lone zombies, use the handgun, or better yet, just
run by them. You can save boatloads of ammo by running past lone zombies; as
you progress through the game, such maneuvers will be easier. Sometimes,
zombies crawl along the ground, biting you in legs. You can either shoot the
zombies while they are crawling, or if you let them bite you, Leon will smash
the zombie's head, and Claire will kick it off. Such bites usually don't
hurt your health a whole lot.
Lickers
-------
Apparently, these are "super-charged" zombies. They are faster, quicker, and
a whole lot stronger. They crawl on their four legs and frequently attack
with their long tongues, hence the name. The licker will also jump at you,
striking you with its claws. These pesky critters will frequently jump out at
you through windows and around corners. Sometimes, when a licker jumps at you,
it can take off your head, killing you in one hit. It's pretty cool to see,
yet it also sucks, because....well...you're dead.
Dogs (Cerebrus)
---------------
To put it simply: dogs affected by the T-Virus. These enemies mover pretty
fast and can be a pain in the ass to hit. The handgun usually works pretty
well against them, but sometimes the shotgun does a better job. They're
weak for the most part, and thus not a whole lot to worry about.
Crows
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These enemies are pretty rare, and really easy to kill. One handgun shot is
all it takes, the only problem being trying to hit them. All in all, one of
the easiest enemies in the game.
Evil plants
-----------
Well, apparently, the T-Virus also affects plants, as these things will come
slithering towards you later in the game. These enemies will either hit you
with their vines if they get close enough or they will shoot acid at you. The
flamethrower does wonders getting rid of these guys.
Giant Spiders
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Down in the sewers, you'll also meet giant mutated spiders. They like to fling
poison at you, which is sometimes a pain. For the most part, these guys are
easy to avoid, especially when they're climbing along the walls; just don't get
hit with poison!
Giant Alligator
---------------
Yes, there's also a giant alligator in the game. This enemy can be either the
easiest or the hardest in the entire game, depending on whether you know how
to kill it or not. The alligator is completely invincible to all types of
gunfire, yet, if the alligator eats a gas container, one shot will cause the
alligator to explode! I'll go into more on this when we meet the alligator in
the Walkthrough.
William's Offspring
-------------------
This is the weird demeted guy that you meet in the sewers. He's pretty easy to
dispatch, just don't let him get near you. He's really slow and so whenever he
gets close to you, run away and keep shooting him with either the shotgun or
the grenade launcher. This guy is one of the easiest bosses in the game.
William
-------
william Birkin, the G-Virus monster takes on a bazillion different forms and
I don't feel like going through each and every one of them right now. Look in
the guide for descriptions and methods for killing the many different forms of
William.
Mr. X
-----
Ah yes, the annoying Mr. X. He only appears in Scenario B and he can be a real
pain if you don't know what you're doing. Most of the time, you can just run
around him, avoiding him as best you can. When that's not a possibility, throw
at him your best weapons and watch his movements carefully. When he raises his
arms in the air, watch out, as he'll pummel you if you don't move out of the
way. If you try to run around him, he'll usually smack you with his long arms.
At the end of the game, Mr. X mutates and also grows huge claws. I'll go more
depth into how to dispatch his final form when we get to him in the
Walkthrough.
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7. Walkthroughs
---------------
Here we go, time for the Walkthroughs. There are basically 4 different
scenarios to beat: Leon A, Claire A, Leon B, and Claire B. When you start a
new game and you choose a character, you choose either Leon A or Claire A.
Upon completing that scenario, you will start Scenario B of the opposite
character. So, if you picked Leon to start the game, upon beating it, you will
start Scenario B as Claire. So on and so forth. I will start with Leon A. If
you chose Claire A, start scrolling.
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I. Leon A
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A. Streets
----------
So after you've selected either Normal/Easy mode, Leon/Claire, Violence level,
and you're blood color, you're ready to go! Now sit back, and watch the
opening to the game.
When you start, you'll be in the middle of a burning street with your gun
equipped. There are zombies all around you, so you'll have to be careful. Now
there's two ways to go about this first stretch of street. You can either
shoot the zombies or run past them. I recommend running. There are a ton of
zombies and shooting them will cause you to become surrounded very fast. Not
to mention it would take way too many bullets to kill them all. So, the best
strategy is to dodge past the zombies and run down the street. Let's see how
good you are at avoiding enemies!
Run forward a little ways, and you'll see two zombies right in front of you.
The screen will shift and head up towards the buildings. Run left behind the
magazine rack or whatever it is. There will be a zombie with his back towards
you; run past him, and then dodge past two more zombies as you run between a
couple of cars. Turn left down the alleyway, and dodge past two more zombies
until you come to a parked car and a door. Enter the door.
You'll now be treated to a cutscene between you and the gun owner, who happens
to be sporting a pretty nifty shotgun. When you gain control, head behind the
long counter and grab Roberts Note. Inside the first broken gun rack is a pack
of bullets; grab it. Now, explore behind the shorter counter. There's another
pack of bullets on a table at the end of the counter.
When you come out from behind the second counter, four zombies will break
through the glass and eat the poor gun shop owner. Now, if you're a wimp, you
can exit through the door right behind you, but first, let's grab the dead
guy's shotgun. Come out from behind the counter and face the zombies. When
they start standing up, open fire on them with your handgun. Back up if the
zombies start getting too close. As you shoot them, they will drop to the
floor. That doesn't necessarily mean they're dead, though. If the zombie has
a pool of whatever color blood you chose coming out of it, then it's dead. If
not, the zombie's still alive and you should shoot it while it's lying on the
ground.
Once you've killed all of the zombies, walk over to the dead gun-shop owner and
press A. "He has stopped breathing." That's too bad. Press A again to get
his shotgun. Now, as tempting as it is to start unloading it on the next group
of zombies you meet, save the shotgun for later. You're going to need it.
Exit the gun shop through the back silver door, where you'll enter a back
alley. Head forward and take a right. You'll see a chain-link fence with some
zombies behind it. Run past them down the corridor to the back of a van where
you'll find some more handgun bullets. By now, the zombies should have broken
through the fence. Turn around and pick them off one by one as they come down
the narrow path. Once again, back up if necessary. Head through the newly
opened gate, either shooting or dodging any straggler zombies. Enter the
gated doorway.
Continue through the alley and up the stairs (press A). Head along the upper
passage, and then back down the stairs. You'll encounter a female zombie and
a blue garbage thinger. Step ontop of the blue container and snipe the zombies
from there (there should be about 4). There's another zombie down the alley;
dodge him, and head through the door.
You'll be outside in a street and you can hear a zombie-snack going on nearby.
Run right past the munching zombies and enter the bus. Right to your left is
another handgun bullet pack; grab it. Now, there's a crawling zombie on the
floor of the bus corridor. Let her run into you and watch as Leon smashes her
head. There's another zombie on the bus corridor. Shoot him until he falls
down and then run past him and off of the bus.
In the next area, you'll encounter a bunch of zombies. They are spaced out, so
it's best to just run past each one of them. If you've reached the Danger
condition by now, it may be a better idea to shoot them, as one more bite and
you're a dead man. After you've battled or run past those zombies, head
through the gate to the next area.
Walk forward and head down the steps. Walk through the passage and back up
another flight of steps. In the bushes right in front of you, there's a
green herb. Grab it and heal yourself if necessary. Head around the
staircase and to the right is the Raccoon City Police Department.
Congratulations, you've made it past the first part. Enter the Police
Department.
If you're having trouble getting past the streets, my advice is to stick with
it. Keep trying, you'll get it sooner or later. The beginning part of the
game is quite tough, there's no babying. The sooner you learn the strategies
to survive, the better.
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B. Police Station
-----------------
Enter the Police Station's cavernous hall. All of the doors around you at the
entrance are locked at the moment, so head to the back. In the back left
corner of the main hall is an open door. Head through it. Enjoy the cutscene
that follows. One of the police officers is lying on the floor, bloody.
Apparently, the police station isn't going to be as safe as you thought. The
cop will give you a key card and then tell you to "rescue the survivors in the
other rooms." Once you leave, the door will mysteriously lock behind you. So
as you leave, the guy jumps up and quickly locks you out. Yeah, it doesn't
make sense to me either.
In the back of the hall is a computer terminal area. Grab the handgun bullets
on the counter and enter the terminal area. Right to your left is a
typewriter, and next to it some ink ribbons. Woo hoo! Now you can save your
progress. Grab the ink ribbons and save using the typewriter. Now, head over
to the flickering computer and access it by pressing A. The doors can be
unlocked by a Card Key. Fortunately, the cop in the other room gave you such
a card. Use the card to unlock the two doors in the main hall. Enter the
double doors on the left side of the hall.
You'll be in a quiet little room, with an item chest to your left. Here you
can store various items throughout your quest for survival. All of the item
chests are linked to one another, so you don't have to come back to the same
one that you dumped your stuff into. Drop the ink ribbons and your knife into
the item chest. Also, to your right, on a bench is a Police Memorandum. Head
to the back of the room, and behind wooden desk-things. Head towards the door
and OMG WHAT JUST WENT PAST THE WINDOW!? Mwahaha...whatever that was will be
dealt with in a few moments. Enter the next room...if you dare.
It's quiet....too quiet. Walk down the hallway and turn to the right where
you'll find a man whose head has been completely twisted off. Pleasant isn't
it? The man also possesses a pack of hand gun bullets; pocket them. Now,
before you proceed, it's best to switch to your Shotgun. Once you've done
that, head on. As you come up to a puddle of blood, a cutscene will ensue.
Take your first look at a Licker. These enemies will plague you throughout the
rest of the game, so it's time to learn how to kill them with ease. When you
gain control, head towards the licker. This is to keep it from leaping at you
and taking your head off, as well as allowing you to aim down and blast it with
your shotgun. Two shots should do the trick. Piece of cake, right? If you
died, you should start back up in the main hall where you saved, and you can
try it agian. Switch back to your handgun and head forward, where you'll be
greeted with a green herb and a door for your troubles.
The door leads to a long, winding hallway. Travel along the hallway without
interruption until you come to some double-doors. Head through those. They
lead to a conference room. Head through the back open door where you'll enter
a closet of sorts. There's a fireplace and a painting: "A Sacrifice to the
hell fire." Joyous. Press start and select your lighter. Select Use. Leon
will light up the fireplace, and a red jewel will fall out of the painting
pocket the jewel and head back to the hallway.
Head to your right and traverse the hallway until you come to another door.
The next room possesses a crowd of zombies: one to your right, and three to
your left. Head to the right and take out the woman zombie. Now, hang out
back there and kill the other zombies as they lumber down the passage towards
you. Head to the right of the staircase where you'll see two more green herbs
and a door. Grab the herbs and enter the door.
Inside is a "save-room." These places usually possess a typewriter, an item
box, and generally soothing music. Drop the jewel in the item box and save if
you wish. Head back out through the door.
Back in the previous room, head around to the right and up the staircase. Head
down the hallway on the second floor. To your left is a door, but it's jammed
shut and you can't go through it. Proceed until you come to a statue in the
middle of the room. The inscription reads: "The god of sun and the god of
moon. Their gaze upon me is the only thing that can release red soul." To the
left and right of the main statue are two small red and blue colored statues.
The red one is the "god of sun" and the blue one is the "god of moon." You
need to make the two statues face the center statue. First push the red statue
out into the hallway and then towards the blue statue. Push it all of the way
against the opposite wall. In the middle of the wall is a darkened tile on the
floor. Push the statue onto the darkened tile and it should lock in place.
Now, you need to do the same to the blue statue. Move it to the opposite wall
and position it in the darkened colored tile on that side of the room. The two
statues should now be facing the middle-statue. The second red jewel should be
released; go and collect it.
Now, here's a diagram for you visual learners:
At first, the statues are arranged like so:
! !
! !
! RMB !
! !
! !
Where R is the red statue, M is the middle statue and B is the blue statue.
Now, you should arrange the statues like so.
! !
! !
!B M R!
! !
! !
Make sense? I hope so.
After collecting the second red jewel, head through the red door. Beyond is
another corridor. Immediately upon entering it, you should hear the shuffling
of a multitude of zombies. Walk forward until the zombies come into your view
and then pick them off one by one. After taking care of the zombies, enter the
first door you find on your left. The first thing you should do in the next
room is head to your immediate right. Back in the right corner is a weapons
locker. Open it up and grab another shotgun. Still on the right side of the
room in the other corner by a stack of boxes is a First Aid Spray; grab that
too. In the middle of the room, between two desks is a blueish file. Pick it
up. It's Chris's diary and below it is the Unicorn Medal. Take the Medal and
then Claire should show up. Another cutscene ensues and Leon hands Claire the
file. Leon also hands Claire a radio and now they can keep in touch. After
the cutscene ends, exit the room.
Now, you need to head back to the main hall. Take a right and back through
another door, past the statues, and down the stairs; you should be backtracking
the way you came. You can save in the Dark Room if you'd like, but otherwise
back through the door you came in through and through the hallway with the
boarded up windows. This time when you travel down the hallway, you're in for
a surprise! Don't worry, the hands don't hurt you. Back through the licker
hallway, through the next room, and then you should be back in the main hall.
In the center of the hallway, there's a fountain; it reads: to obtain the key
to open your heart, I'll wait for the Unicorn, the beautiful beast." Well, you
do have a Unicorn Medal. Put the Medal in the fountain inscription, and a key
should fall out. Grab the "Precinct Key." If you examine it, it is in the
shape of a spade. Congratulations, you've acquired the Spade Key.
*******************************************************************************
----------------
C. The Spade Key
----------------
Now that you have the Spade Key, you can open up some new doors. Head back the
way you came, through the double doors, through the next room, and out into the
Licker hallway. Around the corner and to your right is a silver door that was
previously locked. Open it up with your spade key and enter. You should be in
a file room. Somewhere on the floor is Jill's File, but that's not important.
There's also a Patrol Report in the second aisle. Also in the second aisle is
a footstool that you can push around. Push it forward until it's up against
a cabinet. Jump on top of it and grab the Crank. Head back out into the
licker hallway.
Proceed the way you came before, through the boarded hallway and up the stairs
to the second story. Drop the Crank off in the item box in the Dark Room on
your way, as you won't be needing it for a while. Once on the second story,
head past the statues, through the next door, and into the hallway. Head past
the door you entered earlier and proceed to the end of the hallway where
there's another door. Unlock it with the Spade key. The key is useless now so
you should discard it; enter the door.
In the next room, there will be 5 zombies snacking on somebody. This is a good
place to use your shotgun. Wait for them to all stand up, and then shoot the
group a couple of times. Kill off any straglers with your handgun. Down the
long hallway is the door that was blocked off. Now you can see why you
couldn't go through it. Just to the left of that door is a box of handgun
bullets; be sure to grab it. Head back down the hallway and to your left. At
the end of the next short hallway is a door; go through it.
Now, you're in a sort of library-gallery area. The first thing you should do
is head up the staircase to the balconey. Walk along the balconey, past the
door and you should fall through near the end to the first floor. Just to your
right is a bronze plate with a picture on it. Study the picture for a few
seconds. Now, on the wall is a red light switch. Press it to activate the
shelves. You need to align the shelves just like they were in the picture.
Refer back to the picture if you need to. There are 4 shelves. Move the
second one from the left one space to the right. Then, move the shelf to the
farthest left one space to the right as well. This should open up the bronze
plate. Grab the Bishop Plug. Now, before you leave, next to the double-doors
on a table is a red herb. Grab that and exit through the double doors.
You're back in the main hall, only this time, you're on the second story.
There are a bunch of zombies ambling around. Pick them off one by one with
your handgun; shouldn't be a problem. As you travel along the upper floor,
you'll encounter a red (it looks kind of like a pack) thing hanging from the
balconey. It's an emergency ladder; push the button to have it descend to the
first story. Now you have quick access between the two floors. Continue along
the upper story until you come to another door.
Another save room. Time for a breather. Drop off the red herb and the Bishop
plug into the item box along with anything else you don't think you'll need for
a bit. Grab the small key on the bench along with the Secretary File on the
desk. Save at the typewriter if you wish. When you're done doing what you
have to do in the Waiting Room, leave through the new room to the hallway
beyond. Upon entering the next hallway, you can hear something burning and
some zombies should start shuffling towards you to your left. Head to the
right instead, away from the zombies, and go through that door.
The next hallway is deserted....mostly. Head straight forward where you'll
see a blueish door. Unlock the door, but don't go through it. Continue down
the hallway past the body and some crows. As you turn the next corner, a
plethora of crows will burst through the windows. You can either run past them
or shoot each one down. I prefer shooting the crows as you'll have to come
back through this hallway. The best method is to continue forward around the
corner and then camp out there and shoot the crows as they come around the
corner at you. You'll know when they're all dead because the music will stop.
Once you've taken care of the crows, continue down the hallway and enter the
door at the end.
You're now outside and a larg burning helicopter sits right in front of you.
How lovely. Head to your right and down the flight of stairs. You're back
outside in the streets, but only momentarily. My advice is to just dodge past
the zombies and save your bullets. Let's see how well you've gotten at
maneuvering. You could of course take out the zombies with your handgun as
well if you feel like it. After dodging the zombies or shooting them, you'll
come to an outside shed. Straight in front of you is a door. Do not try to
go through it; you'll just let more zombies in. Instead walk up to the desk
where there's a typewriter, some handgun bullets and some ink ribbons. Also,
next to the desk is a valve handle; make sure you grab it. Exit the shed,
head down the short street and back up the staircase.
Right next to the door where you came out on top of the roof is an opening
through the fence. Head through that opening, to the right and use your new
valve handle at the water pressure valve. Water will pour out of the tank and
douse the flames around the helicopter. Up at the helicopter, near the smoke,
press A and grab some more handgun bullets. Head back through the door you
originally came through and then travel back through the crow hallway. You can
grab some bullets from the corpse as you head by. Go back through the door
that you originally came through; back to the hallway where something was
burning.
Turn to your right and shoot each of the zombies as they come towards you.
There should be one in the hallway and another around the corner. After you've
dispatched the two zombies, explore around the corner and you'll see the ruins
of the same helicopter you saw outside. It was burning, keeping you from
getting past it, but we have already put out the fire, opening up a new
doorway. Before you enter that door, backtrack to the Waiting Room and grab
the two red jewels from your item chest. Once you've done that, head back down
the hallway to the helicopter ruins and enter the new door.
You'll be in a strange storage-room of some sort. Walk forward until you see
an armored stone statue that reads: "Tyranos the brave revives with two
lights." On the sides of the statue are two women reliefs with a hole about
the size of a fist. Put each of the two jewels in the woman reliefs causing
the armored statue's chest to open up. Inside is the King Plug; grab it.
Also, before you leave, grab the shining key on the boxes to the left of the
statue. You've now found the Diamond Key.
*******************************************************************************
------------------
D. The Diamond Key
------------------
After getting the diamond key, backtrack to the Waiting room, drop off the
King Plug in an item box, save if you wish, and then head back through the
Waiting room to the upstairs hallway. Head down the emergency ladder to the
first floor and head to the front of the police station. You should go up a
small flight of stairs right in front of the entrance. Instead of leaving,
head left where you'll find another door; enter it.
Turn to the left and you'll see another large group of zombies slowly ambling
towards you. Take out the shotgun and pump a couple of rounds into the crowd.
Then kill off any stragglers with your handgun. Continue down the hallway,
grab the green herb right in front of you and head right down the hallway to
the door at the end. The next hallway contains a couple of stray zombies;
nothing you can't handle. Take out each one individually with your handgun.
Head down the hallway and take a left; keep going straight and unlock the gray
door right in front of you with the Diamond Key. On the table in front of you
is a first aid spray and a cable; grab the both of them and then head left
around the table and grab the Rook Plug from the shelf. Now, when you turn
around a Licker will crash through the double mirror, so equip your shotgun
ahead of time and blast it. Damn, even when I'm prepared, that thing still
scares the crap out of me! Two shots should take down the licker. Leave the
room and return to the hallway.
Head straight back the way you came, through two more doors and back to the
main hall. We'll explore the other rooms later. Now, head down the steps, to
your left and through the double doors. Drop off the Rook Plug in the item box
but keep the cord; you'll need it in the next room. Before you enter the next
room, stop at the small gray desk in the corner. Use the small key you got in
the waiting room to open it; inside is a pack of handgun bullets. Head through
the door when you're done. Travel back through the licker hallway, but stop
on your way there. There should be a box on the wall that opens and closes the
shutters. It can't be activated since the cord is missing, but lucky for us,
we picked up a cord. Put the cord back in and close the shutters. Continue
through the licker hallway, through the boarded-up hallway and to the room with
the staircase in it. Instead of going up the staircase, turn to your right and
use the Diamond Key on the door and enter through it. You may want to save at
the Dark room before proceeding.
The next room is chock-full of zombies. If you have any shotgun bullets left,
use them now, but try to save at least one. If not, whip out the handgun and
start firing away like a mad man as there isn't much room to maneuver. After
killing the zombies, if you head around to your right, there's some film in a
drawer. Unlock the next door and proceed through it. Oooh, note the creepy
music; something is amiss. Right in front of you is a green herb; you may
want to grab that. Explore the room you're in. Remember it? Yes, this is
where you met that cop who locked himself in. Inside one of the lockers is
more handgun bullets. Now, head through the open door into the little office
beyond. As soon as you do, you may want to equip the shotgun if you have any
bullets left. Inside is the cop that you left behind. He'll stand up and
immediately start losing color. Yep, this guy is screwed. When you resume
play, the guy will be RIGHT THERE. Blast him with the shotgun and finish him
off with the handgun if he's still alive. If you don't have any shotgun
bullets left, you're probably going to take a hit, unless of course, you can
whip around and run out of the room in time. Good luck. After dispatching the
poor guy, grab the key on the table. Oh yeah, you've now got the Heart Key!
*******************************************************************************
----------------
E. The Heart Key
----------------
After grabbing the heart key, head back out into the main room, and unlock the
brown door that leads into the main hall. Once back in the main hall, head
towards the front of the police station, up the short stairs, to the left and
back through the single door. Go forward a little bit and enter the wide,
double-blue doors to your right. There are two zombies to your immediate left
and right when you enter the room. Run forward right past them, but be careful
as there's another zombie coming for you. Dodge around him and enter the small
room to your left. Shoot the zombie that greets you there and then quickly hit
the Start button. Access your files and get out the Police Memorandum. At the
end of the memorandum is a code for a safe. Use the code and open the safe
in the room; grab the shotgun shells and the Police station map that was
inside. By now, the remaining zombies should be coming for you. Stand in the
small room and shoot them as they try to enter through the doorway. After
you've killed the zombies, head through the doorway and go left. You'll pass
through another doorway; head right and there should be a body on the floor.
Grab the handgun bullets that he has and enter the door. You'll be outside and
there are two green herbs right there. Grab the herbs and heal yourself if you
need to. If you go up the stairs, the door up there will take you to the crow
hallway. We don't need to go back up there, so head back the way you came.
Back in the hallway, head straight this time to a brown door. Use your Heart
Key to open the door; this is the only door that uses the Heart Key, so discard
it when you are done. There are two green herbs to your left; grab at least
one of them. Run down the hallway until you come to a staircase. Descend the
staircase. You are now in the basement area of the Police station. As you
wind down the hallway, you'll see a dog at the end of it. You can either use
the shotgun for a quick kill or use the handgun if you'd rather. Also, it's
not that hard to run past the dogs, so you could do that, too. Run down the
hallway and head to the right. Enter the double brown doors. In the back of
the room is a Reserve Power Control Panel. Move the switches Up, Down, Up,
Down, and Up to get the correct power supply. Head back through the doors and
return to the hallway.
Turn right and run down the hallway. You'll run past a silver door, keep going
until you get to the end of the hallway and go through that door. You should
now be in a parking garage. When you move forward, a cutscene will ensue and
you will finally get to meet Ada Wong.
After the cutscene ends, help Ada move the van, which will reveal another door.
Ada will run ahead and you should proceed down the new hallway alone. Take a
right and then a left, ignoring the first door that you see. You'll come to a
gate and a table with handgun bullets on it. Grab the bullets and open the
gate to the left. There are two herbs in the first cell that you encounter.
Grab them and then continue until another cutscene enfolds. Now you get to
meet good old Ben. You also get to hear the first "roar" of William. A map
will also pop up to show you where to go. After the cutscene ends, grab the
Manhole Opener at the end of the prison hallway. Head back through the sliding
gate, turn right and go through the blueish door to your left. Proceed forward
and take a right until you come to a Manhole. Use the Manhole opener and go
down the ladder.
You now get your first preview of the sewers. Right in front of you is one of
the giant mutated spiders. It's best to just run by them and hope they don't
hit you with poison. You may have to shoot the second spider that you see,
since it's usually in your way. Head through the sewers and go up the stairs.
The first door on your left is a save station. Save if you need to and also
use the blue herb if you were poisoned by the spiders.
When you're finished with the save room, head back into the hall and take a
left. Enter the door straight in front of you. Across the catwalk and to the
left is a door, but it's sealed shut. The panel on the right can open the
door, but first you need 4 plugs: King, Rook, Bishop, and Knight. You already
have three of the plugs, but you need the other one to unlock the door. Exit
back out into the hallway where another cutscene with Ada will unfold. Leon
boosts Ada through the shaft, and when she drops out at the other end, you
take control. For this next brief area, you get to be Ada.
Run forward and through the door. Outside, there are two dogs right by you.
Take each one down with your handgun. It helps to stand at the corner of the
walkway and shoot the dogs as they run towards you. Run across the platform
and take a right. There's a reddish elevator in this room; descend to the
bottom floor. Grab the shotgun shells on the floor and then head back up the
elevator. Run back outside, take a right and enter the new door. To your
immediate right is a sewage disposal map on the wall; grab it. Now, in this
next room, you have to align the boxes in the bottom, so that when you fill it
up with water, the floating boxes will create a bridge to the other side. Drop
down the ledge behind the control panel to reach the bottom. Now, push the
first box that you see straight forward until it hits the wall. The box just
to the left of that first box needs to be pushed to the right. Climb on top of
the box and jump off in the left corner; now, push the box to the right so
it's up against the first box. Finally, the last box that's kind of sticking
out there needs to be pushed against the wall so that all of the boxes are in
a row. When you are finished, all three of the boxes should be pushed against
the far wall in a row. Now, head back up to the top the same way you came
down. Go to the control panel and raise the water. There should now be a
bridge of boxes across to the other side; cross the bridge and grab the
Precinct Key on the shelf. This key (if you haven't guessed by now) is in the
shape of a club.
*******************************************************************************
---------------
F. The Club Key
---------------
After grabbing the key, head back to the room where you first took control of
Ada. Another cutscene will start up, and Ada will throw the Club Key and the
box of shotgun shells over to Leon. Once you have control of Leon again, grab
the key and the shotgun shells from the floor. Backtrack down the hallway and
down the stairs into the sewer area where you met the enormous spiders. Head
back through the passage, killing or dodging any spiders that are still alive.
Once up the ladder, head straight forward, to the left, and through the door.
Head straight, take another left and through another door; you should be back
in the parking garage. To your left and in the back corner of the parking
garage is a green herb; grab it and use it if you need to. Continue through
the parking garage to the hallway beyond. Walk down the hallway, and you
should hear some sinister breathing noises; that's a licker, so you may want to
equip your shotgun. Proceed forward until you come to a corner; the licker is
around the corner, so either wait for it to come to you and then blast it or
quickly whip around the corner and shoot it before it gets you. Proceed around
the corner and you should hear more clicking noises. That's right, there's
another licker in the hallway so keep your shotgun equipped. Run forward and
shoot the licker while he's on the ground, or if he jumps at you, try to shoot
him in the air; two shots should do the trick.
Run forward down the hall until you come to some sliding doors on your right.
Use the Club Key to unlock the door and enter the room beyond. The room
contains a whole group of zombies that are at the moment harmless. Now,
there's a sliding key that unlocks the electronic door down the hall, but as
soon as you grab the key, all of the zombies will spring to life. The key
allows you to unlock the silver door down the hall which contains a booster
pack and a sub-machine gun. Now, as awesome as that may sound, if you take the
items, you don't get to use them during the B Scenario. Considering the B
Scenario is much more difficult than the A Scenario, I would recommend leaving
the gun and pack for then. Therefore, there's no need to grab the key and
awaken a whole group of zombies. So, you can head right back out the door and
back into the hallway. Of course, if you'd rather get the stuff now, go ahead
and do so, but like I said, I wouldn't recommend doing so.
Once back out in the hallway, take a left and then take another right down the
passage and up the staircase. Turn to your right and head around the staircase
where there's a door on your left. Unlock it with your Club Key and enter.
Walk forward, past the lockers and to the right where you'll find two bunk beds
and a body on the floor. Grab the Watchman's Diary on the left bed and then
grab the enormous silver gun on the dresser. Oh yeah, baby, you got the
Magnum, the most powerful gun in the game! This baby can disintegrate zombie
heads in one shot. However tempting that may be, don't waste precious magnum
bullets on the zombies; save them for the bosses to come.
Exit the room and head right down the hallway, and through the door. In the
next room, walk forward, take a right, and head through the main police room,
and through the large blue double-doors. In the hallway beyond, take a right
and then another right around the corner and through the door down the hall.
Remember this hallway? Yes, we've been here before. Head straight and take
a left; ignore the first door that you see, but instead take another left,
continuing down the hallway. Walk down the hallway and enter the next door on
your right. There's not a whole lot of interest here, just a Journalist's Note
on the table, and a small key. Return to the hallway, take a right and enter
the strange, artsy blue door at the end of the hallway on the left. Use your
Club Key for the last time and then discard it.
There's a film on the table; grab it if you want. Now, in the back of the room
there are three statues on the walls with unlit candles just below them. In
left corner is a large brown candle of some sort that can be lit; light it with
your lighter. Then, go to the middle statue that says "Number 12" and turn the
faucet on, causing a flame to ignite in the candle. Now, go to the statue on
the right that says "Number 13" and turn its faucet. Finally, go to the first
statue on the left that says "Number 11" and turn its faucet. This should
cause the little golden wheel in the front of the room to fall off the
painting. Go up and grab the G. Cogwheel and then exit back to the hallway.
Proceed back down the hallway, through the next hallway, and then back into
the main hall.
Go down the steps and through the double doors on the left. Use the item box
and take the crank out, then head back into the main hall. Head to the back
of the main hall and go up the ladder to the second floor; but before you do,
equip your shotgun. Right at the top of the ladder is another licker. If
you're ready for it, you should be able to blast it with two shotgun shells
before it can even react. Now, head to the left and along the balconey and
then through the double-doors to your left. When you take a step forward, a
cutscene will show a group of zombies climbing through the windows on one of
the lower hallways. Oh joy.
Walk forward and go through the door on your left. Right in front of you is
a locked desk; use the small key you just got to open it and collect the hand
gun parts. Combine the parts with your handgun to make your gun much more
badass. Your handgun is now semi-automatic, making it much easier to kill
multiple zombies. Be careful though, it's now easier to lose track of what
you're doing and waste precious ammo. Head back through the door you came
through and then head up the stairs to your right. Run along the little
balconey and enter the door to your right. Remember this door that we ignored
the first time we were up here? Well, now it's time to enter it. You should
be back in the main hall, only this time, you're on the third floor. Head to
your right and enter the next door. In the next room, go to the right where
you'll find a square hole. Use your crank to wheel down a staircase from up
above. Go up the staircase and along the platform until you come to a bunch of
gears. One of the gears is missing, causing the whole thing not to work. Put
your G. Cogwheel into the mising spot and then press the button. A door to
your right will open up. Go up to it and grab the Knight Plug. Oh yeah! Now
you have all of the plugs to open that door. After grabbing the plug, jump
down the old dust shoot. Cutscene time. My what a pretty eye you have.
Not only does this shortcut make coming back down to the sewers real quick and
easy, it allows you to bypass the zombie-filled hallway. Head down the hallway
past the first door and through the gate to where Ben is; another cutscene will
start up. Ooh, how beautiful; poor Ben. Read the Mail to the Chief if you
wish and then follow Ada through the gate after having called Claire.
Head down the hallway, through the blue door and down the manhole. Travel
through the sewer passage and up the stairs. Make sure you stop by the save
room on your right and save; a boss battle is coming up. Also, grab the plugs
from the item box. Once done, head back through the hallway, and throught the
door to the Septic Pool room; make sure you have the Magnum with you, as your
first boss is only a door away.
Boss 1: William's Offspring
---------------------------
When you enter the Septic Pool Room, a cutscene will begin and you can watch as
William's offspring slowly grows into something you might want to be wary of.
Once the fight starts, equip your magnum; it's always nice to end the battle as
quickly as possible. Now, William's offspring is fairly slow and his most
damaging attacks can only be done when he's close to you; therefore, don't let
him get anywhere near him. Stay a couple of arm's lengths away from him and
blast him with a couple of magnum shots. As he gets closer to you, run past
him and start blasting him again. If the offspring gets too close to you, it
will swing its huge arms and slash you with its claws; avoid that.
Also, the offspring likes to spit bugs at you; this can be a huge nuisance and
can even do serious damage if you're not careful. When the bugs are comming at
you, don't shoot them with the magnum as that's a waste, but instead switch to y
our handgun, quickly mow them down, and then switch back to the magnum and
continue firing at the offspring. Roughly five magnum shots should kill him.
If you can get the shots off quickly and keep the offspring from getting too
close, you may be able to kill him without worrying too much about the bugs.
Remember, keep your focus on the offspring, and don't get carried away trying
to deal with the bugs.
*******************************************************************************
-------------
G. The Sewers
-------------
After you've defeated William's offspring, put the plugs into the control
console to unlock the door. You may want to go back to the save room and heal
yourself or save the game. Once you head through the door, you leave the
Police Station behind and enter the next part of your journey to safety: the
sewers.
When you go through the door, enjoy the next cutscene with Ada. For this next
part, Ada will follow you around, and even help you shoot enemies. Drop down
into the water and go through the large metal door. Continue forward through
the water, and then take a left up the ledge and through the next door. Grab
the blue herbs if you wish. The next room is another save area with an item
box and a typewriter. There's also a Sewer Manager Fax on the table. Grab the
handgun bullets from the red tool thing in the corner. You can also push the
lockers aside and open the door to a ladder; descend the ladder. The bottom
area is very dark, so take a right and run forward until you come to a lamp.
Light the lamp using your lighter to get some light in the place. Grab the
magnum bullets on the shelf. Around behind the shelf is another lamp that you
can light with your lighter. Grab the shotgun shells on the shelf and then
head back up the ladder. Before you leave the save room, grab the valve handle
as you'll be needing it shortly. Once you've done that, descend on the red
elevator in the corner.
On the bottom, you'll meet the charming Annet Birkin. Leon gets shot trying
to be a hero, so for the time being you get to be Ada again. Head down the
hallway, grab the Sewer Map and go through the door. You'll see Miss Birkin
wading through the water; go after her. Run through the water and up the
ladder. Run through the tunnel, ignoring the bugs; as long as you keep running
and don't stop, they shouldn't hurt you. Descend the ladder at the far end of
the tunnel. As you run along the platform another cutscene will start up. And
let me tell you, this one's a doozy. Enjoy.
And, now you know about William. Once back in control of Ada, run across the
catwalk and down the stairs to your right. The screen goes dark, Ada screams
and then you're back to Leon. Head down the hallway Ada went and through the
door. Drop into the water and take a left. You can't go up the ladder as the
fan is spinning too fast, so keep going and climb up onto a ledge to the left
where a couple of bodies lie. One has the Wolf Medal and the other a box of
shogun shells. After grabbing the two, drop into the water and head to the
right. Continue until you come to an intersection. There are some more giant
spiders here, but they're pretty easy to dodge. Take a left at the
intersection and head through the door. There are more spiders on the other
side; watch out for dropping poison. Climb up the ledge to the left and head
through the door. To your left are some blue herbs that you can use if you
were poisoned. Travel along the path until you come to the Oil pressure data
transmitter. Use the valve handle to bring the catwalk down to you. Advance
to the other side, grab the green herbs and the shotgun shells and save if
you'd like to at the typewriter. Before you go through the door, though, use
your valve handle on the Oil pressure data transmitter on this side. That way
the platform is back up above and you can cross when you get up there. Once
you've done that, head through the door.
Travel along the long tunnel until you come to Ada wildly shooting at the
water. And then whoaomg! bam! a ginormous alligator comes screeching out of
the water at you. I don't think the alligator is much of a boss, considering
he's so damn easy to kill. But, then again, if you don't know how to kill him,
he's impossible to kill, as he will suck up any bullet you shoot at him without
harm. So, as soon as the alligator jumps at you, turn and run back down the
tunnel. See that glowing red light on the side of the tunnel. Go up to it
and press A. This will cause a canister to fall into the tunnel. Go around
the corner, turn and wait for Mr. Alligator to come. Oh look, he's got the
canister in his mouth; what a genius! One shot from your handgun will set off
the canister/bomb, causing the whole alligator to go up in a shower of fire
and blood. Problem solved.
After annihilating the gator, head back down the tunnel towards Ada. Release
the electronic lock and go through the door. Run through the shallow water
(how the alligator fit in that small pool of water without being seen is beyond
me). A somewhat sappy scene with Leon and Ada will follow. Once that's over
with, you'll climb up the ladder to the second story. Cross the catwalk and
take a left. Head up the ramp and grab the Eagle Medal and the Sewer Manager
Diary. Head back down the ramp and past the catwalk. Use the valve handle on
the fan regulator to stop it for a brief time. While the fan is stopped, head
up the ladder, through the shaft and down the other ladder. Take a left
through the water and then take a right; head through the door. Some zombies
will wake up in the water; mow them down with your snazzy handgun; Ada will
help too. Proceed forward and head toward the door with the water fountain in
front of it. Right before it and to the left is a console. Drop the Wolf and
Eagle Medals in the console to stop the flow of water. Head through the newly
opened door.
Head down the one-way passage and through the next door. Run forward and take
a right. You'll see a sky-tram right in front of you. Head to the right of
the tram and turn on the power to the tram. Go around and enter the tram. The
tram will start moving backwards, but William will soon rudely stick his
enormous claw through the roof. You'll want to avoid his claw; you can see
where it's about to come through the roof, so move before it does. You can
shoot the claw with your handgun if you want to, but it isn't necessary. When
that ordeal's done with, your tram will come to a stop; exit the tram onto the
platform. To your left is a flare-gun. Use your lighter to start it up. The
flare will illuminate a sparkling object on the ground. Grab the W. Box Key.
After that, head through the next door.
Run forward until you see a left turn. Wait at the turn and a zombie should
come around the corner; take care of him with your handgun. Step out into the
cross-hallway and kill a couple of zombies to your left and right. Head to
your left, but be careful around the next curve, as there's a zombie waiting
for you. Shoot him and then grab the Shotgun Parts from the corpse. Combine
the parts with the shotgun to make it much more powerful! Boo ya! Head back
down the hallway and through the new door.
You'll be in another set of hallways similar to the one you just came form.
Proceed forward and wait for the zombie to come around the corner. Snipe the
other zombies as they come into your view. Be careful around the corners; the
last thing you need is to run right into a waiting zombie's arm. Once in the
junction, take a right; shoot the other zombie as your turn the corner and grab
the couple of green herbs. After grabbing those, proceed down the hallway to
the ladder.
Joyousness! A save room! Make sure you save here, as there's another boss
coming up. Also, drop off your valve handle in the item box; you won't need it
for a little bit. Also, make sure you grab the shotgun and magnum bullets on
the console, as well as the first aid spray in the cabinet. When you're done
with the save room, exit through the door to the outside.
Turn to the left and up against the crates is a bag of handgun bullets that you
should grab. Isn't the music so incredibly creepy in this area (random).
After grabbing the bullets, turn around and head towards the tram; but first,
grab the Factory Map on the wall to the right. Head along the left side of the
tram until you come to a control panel. You need a key to activate it, so jump
up the ledge and enter the tram. Walk forward into the next compartment and
grab the shiny key to your right. Exit the tram and use your Control Panel key
on the control panel, and then push the activation switch. The tram will start
to depart and Leon and Ada should jump on it; a cutscene will follow showing
the tram start to descend into the labs of Umbrella.
------------------------
Boss 2: William (form 2)
------------------------
Your tram ride will be going all peachy-fine until William decides to rudely
stick his enormous claw through the tram's side and severely injur Ada. Well,
apparently, you need to go outside and investigate, despite your better
judgements. Equip your magnum and exit the tram. Your ride won't end until
you've dealt with the menace outside. Oh, and before you go, there's some more
magnum bullets next to the lockers in the tram; you might want to grab those.
Step out of the tram and onto the platform. Whoa, what was that noise?
Proceed around the tram until William chucks a pipe at you. You should now get
your first good glimpse of William. Ugly, isn't he? After William
dramatically grows another head and a huge-ass new claw, he will leap from the
top of the tram, swinging at you. The battle music starts up and you're off.
The first thing you need to do is put some space between you and the monster.
Quickly run around the back of the tram to the other side and wait for William
to come around. When he does, blast him with the magnum a couple of times and
then immediately run around the next corner. You don't want William anywhere
near you; those claws can do some nasty damage. William moves slowly for the
most part, but as soon as you're within claw reach of him, he will lunge at you
and gut you like a fish. By all means, don't let him get close.
Wait on the opposite side of the tram as William appraoches; shoot him a couple
of times and then run past him. When you run past him, run around him on the
side that is claw-less. You want to avoid that claw as much as possible and
running at that side makes him much less likely to swipe you as you go by.
Once back at the other side of the tram, wait for William to come around again
and pump bullets into him until he dies. Roughly ten to twelve magnum shots
should be enough to take him down.
Once you've defeated William, head back into the tram and tend to Ada.
*******************************************************************************
--------------------
H. The Umbrella Labs
--------------------
When you reenter the tram, it will reach the bottom: the Umbrella Labs. Leon
yells at Ada and commands her not to die. The next cutscene shows Leon
carrying Ada into a control room and putting her on a bed. Prime drama right
here, huh Capcom. When that particularly cheesy scene ends, grab the green
herb on top of the cabinet, as well as the magnum bullets on the desk. In the
first locker are also some shotgun shells that you should definately grab.
There's also a typewriter, and some ink ribbons, so save if you need to. Make
sure you have at least two empty spaces in your inventory before you depart.
Leave the room when you're finished.
For the rest of the game, you'll be deep in the recesses of Umbrella's secret
laboratories; difficult enemies lurk around every corner and many of them have
become stronger than before. Once out in the main shaft, take a right and head
through the sliding door. The next area consists of a system of catwalks that
meet in a center console. Walk across the first catwalk and take a right down
the passageway with a red light over the opening. Cross that catwalk and enter
the sliding door at the end. Proceed up the hallway and take a right. Enter
the door at the end of the passage.
This next room contains some creepy tentacles in the corner. Don't get too
close or they may hurt you. There are also some blue herbs in the room if you
ever get poisoned. Grab the User Registration file on the bench as well as the
Laboratory Security Manuel next to the computer. In the lockers, grab your new
gun: the Flamethrower. The flamethrower can be a pretty sweet weapon if you
know how to use it. The range is very limited, but it is ideal for groups of
enemies and it functions very well against the evil plants you're about to
meet. The flamethrower takes up two spots in your inventory and functions on a
percentage basis. When it runs out of percentage, the thing is useless. The
first thing you should do with your new toy is go over and torch the tentacles
in the corner. This should open up a shaft; go through it. Proceed forward
very very carefully. The screen should shift and you should be able to see
two "advanced" lickers crouching on the floor, waiting for you to get close.
Equip your shotgun and aim right in between the two of them. Unload that baby
and feel the power of your new Custom Shotgun. The two lickers should both get
shot and they should fall backwards. They'll leap up and you should shoot both
of them again. Repeat the process one more time and they both should die.
Grab the two packs of shotgun shells in the corner, unlock the door and head
back into the hall.
Go back through the sliding door, across the catwalk, and this time, head
through the passage with the blue light over the archway. Head down the
catwalk and enter the sliding door at the end of it. Run forward and take a
left. Enter the double doors at the end of the hallway. Walk around the
corner in this strange room and grab the black Fuse Case that you see. Go up
to the blue computer screen and use the Fuse Case. Grab the Main Fuse that
will soon pop up. Grab the first aid spray on the barrel and then exit the
room.
Head back through the hallway, through the sliding door, across the catwalk and
back to the center. In the middle of the center area is a huge breaker system
that regulates all the power in the lab. Put the Main Fuse in the breaker
system to start up power across the lab. Turn around and head back down the
catwalk with the blue light and through the sliding door. Run up the hallway
and take a right. The shutter is shut, but you can open it by pressing the red
shutter switch. Down the hall is a locked door and a fingerprint verification
console. There's nothing you can do at this point, but remember the area.
Head back across the catwalk and head through the red passage this time.
Walk forward and open the shutter to your left. Two killer plants will emerge;
equip your flamethrower and torch the suckers to death. If you get poisoned,
you can use the blue herbs in the door down the hall. After you kill the two
plants, head down the new passage and through the door. There's another plant
right there; torch it as well. Grab the green herbs and heal if necessary.
Once you've done that, descend the ladder and head through the next door.
In the next corridor, you should be able to hear the breathing of a licker.
Equip your shotgun and proceed carefully. Turn around a couple of corners
until you see a green herb at the end. As you walk forward, a licker will fall
from the ceiling. Heart attack? Yes, I know. Annihilate it with your sweet
shotgun (3 shots). Two more lickers will know come scurrying down the hall.
Point your shotgun at them and take them both out. Hopefully, you'll be able
to hit both of them with each shot. Once you've killed the three lickers, head
forward and grab the green herbs. Turn to the left and head down the corridor
and through the sliding door.
Follow along the path and you'll come to a typewriter and an item box. Save if
you need to; dump the items you don't want and grab the the Weapons Box Key
that you picked up earlier. Head down the hallway and take a left. There's a
red herb in the corner; grab it if you want and then head through the double
doors. Go up to the locker with the blue light above it and unlock it with the
Weapons Box Key. Grab the Magnum parts inside. Oh yeah, you can even make
your magnum more kickass. Once you've grabbed the parts, head through the
automatically opening door and shoot the zombie that's in front of you with
your handgun. Take a left and the next door should open for you; there's a
zombie right there, so run back a little ways and then shoot him. Now, in the
next room, you should have some room to maneuver, so dodge past the zombies and
head towards the back of the room. On one of the counters is something shiny.
Go up and grab the Lab Card Key. Dodge past the zombies and exit the rooms.
Once back through the double doors, take a right and head down the hall with
the wierd eggs on the ceiling. Use your card key to unlock the door and enter
it. Walk forward and you'll see a huge moth just sitting there. Destroy the
thing with your super-awesome shotgun. Use your handgun and shoot the slugs
on the computer. Operate the computer and enter "Nemesis" as your user name.
Next, register your fingerprint to get a "guest registration." Once you've
done that, exit the room.
Go left down the hallway and through the sliding door. Go through the next
room and through the next sliding door. When you walk forward, another of
those pesky lickers will drop through the ceiling scaring you half to death.
Pump a couple of shotgun rounds into it and then continue down the hall, to the
right and through the winding hallways to the next door. Go up the ladder and
throught the next door. Go around the corner to the right, and dodge around
the killer plant and go through the sliding door that leads out to the
catwalks.
Walk down the catwalks, take a right down the blue catwalk and head through
the sliding door. Walk forward and use the card key to unlock the door right
in front of you. Discard the key when you're done and enter the door. Grab
the magnum bullets to your right as well as the first aid spray. Dodge (or
shoot) the first zombie you see and run up to the red console and turn on the
lights. Go down to the newly lit area where you'll be assaulted by a group of
zombies. Here's a good time to whip out your shotgun and pump some rounds into
the crowd. Grab the shining MO Disk and exit the room. Cutscene time.
Husband's legacy...blah blah blah. Yes, Leon is clueless. So, Annette tells
Leon that Ada is a spy, but of course, Leon doesn't believe her. Cue the
perfectly timed falling pipe to take Annette out. You'll automatically grab
the G-Virus and the Self-Destruct Sequence will be activated. Why Capcom feels
the need to stick a Self-Destruct Sequence in all the RE games is beyond me.
Turn around and head through the short passage to the right where the
fingerprint console was. Since you went and got your fingerprint verified, it
should work this time. Unnfortunately, you need someone else to help you
through the door, so this will have to wait until the B Scenario. Head back
through the sliding door back out to the catwalks. Head down the red catwalk
and another cutscene will begin. Oh no, Ada wants the G-Virus! The plot
thickens, etc. etc. Nope, Ada can't do it. But she can get shot in the back.
In the next dramatic sequence, Leon lets Ada fall to her death. Leon screams
and expresses his grief before chucking the G-Virus into the chasm. Ada is now
dead. Or is she?
When play resumes, head through the sliding door. Dodge the plant, head left
and go through the door. Head down the ladder and through the next door. Eww,
naked zombies. Take care of them with your handgun (running out of bullets
yet?). You can also dodge the zombies if you're feeling confident. It's best
to probably head down the hallway, through the door, and into the room with the
typewriter and item chest. Save and make sure you grab your magnum; the end is
in sight, but William's not quite done. After you've saved, head back through
the door you came in through and go up to the computer console. Put in the
MO Disc to open up the passage to your right. Head down the hall and through
the double doors to your left. You are so close to the end, you can almost
taste it. But, first:
Boss 3: William (forms 4 and 5)
-------------------------------
When you enter the next room, you'll have only 5 minutes until detonation.
Fortunately, that's plenty of time. Run forward where you'll encounter an
elevator shaft. Just to the right of it are activation switches. Activate the
elevator shaft. Uh-oh. Down out of the ceiling drops good old William, not
quite done and still ready to play.
William will be in his 4th form when he drops down. He walks on two legs, yet
hosts a plethora of claws to kill you with. The same strategy from your
earlier battle with William applies. Don't let him get close enough to slash
you. Use the large bottles to your advantage; keep running around them and
firing magnum shots at him. Three shots from the Custom Magnum will cause
William to mutate into his 5th form.
William's fifth form is on four legs and somewhat resembles a strange, demented
dog. William becomes much faster and he will also leap through the air at you,
sometimes even clearing the large bottles across the room. Run away from him
and shoot him with the custom magnum before he gets a chance to jump. Be
careful with using the custom magnum, though. Despite the gun's amazing-ness,
it takes a long time to recoil, which could cause you to get hurt if William is
near you. Therefore, never shoot when he's real close, and most of the time,
you won't have enough times to shoot him twice before he gets you. So, you
should run around the room, using the bottles as cover. Shoot at William once
from a distance, and then take off running before he has a chance to get close
to you. If he starts to jump, move right away. William also likes to run at
you very fast. If you position yourself next to the bottles and the wall, you
can hit him with the magnum as he runs around the corners at you, stopping him
in his path.
If you're having problems with William (he's just too damn fast for you and
your c. magnum is just too damn slow), there's always the "take-it-like-a-man"
strategy. This strategy only works if you have a few first aids. Two is
usually good, three just to be sure. In this strategy, when William morphs
into form five, pull up your custom magnum, stand your ground and start
pumping as many shots into him as fast as you can. In this strategy you don't
move, but rather let him hit you as you constantly shoot at him. Use your
first aids to heal, and keep on shooting. If you don't have any first aids,
this strategy isn't going to work as you're going to die very quickly. If,
however, you have 3 first aids, you can usually outlast him with your magnum.
Just stand your ground and keep shooting. Good luck. Use whatever strategy
works for you. William form 5 dies in only about 8-10 custom magnum shots,
so he's not too difficult. The main problem is trying to get the shots off
before he mauls your ass.
After you've defeated William (yay!) head into the elevator and start
descending. Once you've reached the bottom platform, follow the passage down
to the train. Now, sit back and watch the final cutscene. Leon will jump onto
the train with Claire and Sherry just as the place goes up in smoke. Leon says
"it's over" (bad move). The train departs, Leon bids Ada goodbye and the game
ends. For now.
Cue the credits.
After the credits, a screen will come up with your ranking. This all depends
on the amount of time it took you, the ammount of times you saved, and the
healing items you used.
After that, you will get the chance to overwrite your Saved game file. Do so
and Claire B will start up. That's right; it's now time to go through the
survival adventure as Claire.
*******************************************************************************
------------
II. Claire B
------------
Ah yes. Here we go, time for the B Scenario. Now, the B Scenario is basically
the continuation of the story in the A Scenario. Therefore, everything in Leon
A corresponds to Claire B. Together, they create one "view" of the story in
the game. Scenario B starts out where Leon A started out: in the streets
where their car crashed. The main difference between the scenarios is that the
B Scenario is more difficult. Also, there's the ridiculously annoying
presence of Mr. X, who will stalk you throughout the game. And without further
ado, let's start up Claire B. Watch the little video at the start of the new
game. It'll introduce Claire, the other survivor of Raccoon City.
----------
A. Streets
----------
Just like Leon A you start in the middle of a burning street, only this time
you're on the opposite side of the wreckage. Run forward and dodge past the
first two zombies you see. There's a Mercenary's Log in the hotdog stand; grab
it if collecting files is your thing. Continue down the street, past two more
zombies and through the gate to your right. In the next area, you'll see a
zombie to your left; ignore him and head right, past the two zombies you see
there and into the little room beyond. Grab the Cabin Key and exit the room.
Dodge past the three zombies (there's lots of room to do so) and unlock the far
door with your cabin key.
Remember this room? To your left on the desk is a typewriter and some handgun
bullets. Save if you wish and then continue forward through the next door.
Dodge past the first three zombies that you see (by now you should be quite
good at dodging zombies) and take a right. Dodge past the next two zombies
that you see and head up the stairs. A cutscene will ensue and you will get to
see how the burning helicopter ended up on the roof of the Police Station.
*******************************************************************************
-----------------
B. Police Station
-----------------
You can't do anything about the burning wreckage until you get the Valve
Handle, so head through the door instead. Grab the green herb right in front
of you and take a right down the hallway. It's the crow hallway and it looks
like the crows have already broken through. Follow the hallway until you come
to a body full of crows. Pull up your handgun and start sniping the little
buggers. Keep shooting until you've killed them all and then grab the handgun
bullets from the body. Continue down the hallway and take a left through the
first door that you see. Once back outside, grab the green herb and head down
the stairs. There are two more green herbs at the bottom; grab them if you
have room and then head through the door.
In the next room, grab some handgun bullets from the body before proceeding.
Head down the hall, take a left through the opening and then turn to your
immediate left. There in the corner, you should see the Valve Handle. Grab it
before any zombies get a chance to get near you. After you've grabbed the
handle, head back the way you came, through the door, up the stairs and back
into the crow hallway. Take a right, past the body and wind down the hallway,
through the door at the end, and back outside to the roof of the police
station. Go up to the water pressure valve and release the pressure using your
valve handle. This should douse the flames around the helicopter. Go up to
the smoldering wreckage and grab some Acid Rounds. Once you've done that, head
back through the door to the crow hallway. But first, a cutscene.
Uh-oh, this doesn't look good. Some kind people in a copter decided to drop
you a little gift. That gift is Mr. X and he is a royal pain in the ass. He
will now assault you throughout the rest of the game. He's a huge tyrant that
likes to pummel you with his arms if you get too close. He walks slowly, but
is sometimes prone to bursts of speed where he'll run right at you. The best
strategy is to simply dodge past him when he appears, hopefully not getting
hit, but if you do, usually only once. After the cutscene, head through the
door to the hall beyond. Large rubble will fall from the ceiling, blocking
your backwards progress. Footsteps are coming towards you. Proceed down the
hall, around the corner and there he is! Cue the music. Run past Mr. X,
as fast as you can, hopefully avoiding his arms. If Mr. X starts to raise his
arms in the air, get out of the way as quickly as possible. Sometimes when you
run by him, he'll reach out and smack you with his arms. You don't want that,
so try to run by as quickly as you can. Run past Mr. X (he isn't worth the
bullets at this time), down the hallway and through the brown doors to the next
hall. Walk a little ways and enter the door on your left. Here's the first
"save room." Grab the Secretary's Diary A, some handgun bullets and drop the
Acid Rounds, the knife, and the valve handle into the item box. Save if you
like and then head back into the hallway from whence you came.
Take a left and then head right around the corner and through the door past the
helicopter wreckage. A woman will scream, but unfortunately, there's nothing
you can do for her now. Inside the storage room with the statue of Tyranos,
run up to the reddish box on the left and grab the glittering key: the Blue
Card Key. After you've taken the key, turn around and as you head out of the
room, a licker will crash in from the skylight above. Run past it and through
the door. Don't try to kill it with your handgun; you'll waste bullets and
most likely get hurt a lot. Head down the hallway, back through the Waiting
Room, and through the next door to the upper floor of the Main Hall.
Once again, you should lower the emergency ladder to the first floor, but don't
go down it yet. Instead, continue along the second floor until you come to a
large group of eager zombies. Start taking them down with your handgun. Once
you've killed the 5 zombies, head down the end of the balconey and grab the
Unicorn Medal. Once you've got that, proceed to the first floor via the
emergency ladder. Head to the computer console and grab the Grenade Launcher
on the desk. Yes, now you can take care of those lickers and large groups of
zombies with ease. Go up to the computer and unlock the doors using your blue
key card. Now, go up to the fountain in the center of the room and put your
Unicorn Medal in the slot. The statue will move and out pops the Spade Key.
*******************************************************************************
----------------
C. The Spade Key
----------------
Once you've got the Spade Key, head through the double doors to the room
room beyond. Kill the first zombie you see and then grab the Polic Memorandum
on the bench. There're another couple of zombies shuffling about in he back of
the room; take them out with your handgun and then unlock the small desk in the
corner with your lockpick to get the first aid spray. Once you've done that,
head through the door to the next hallway. Since you used the cord here in the
A Scenario, the hallway windows should be properly shut. Grab the handgun
bullets from the headless corpse and then unlock the first door on your right
with the Spade Key. Here in the file room, grab some of the files if you care
and then push the stool up against the cabinet and grab the Lighter on top of
the cabinet. Head back out into the hallway, take a right and through the
next door. Pick up the green herb if you have room.
Continue down the boarded up hallway and as you turn your first corner, two
zombies will burst through, probably giving you quite the heart attack. Take
out the two of them with your handgun and then go through the double doors to
your right. Here in the conference room, you can get the Operation Report on
the table. Head through the back passage into the closet and use your lighter
to light the fireplace and grab the red jewel that comes out of the painting.
Once you have the jewel, head back out into the hallway and continue to the
right. Go through the next door, past the staircase and through the door on
your right to the dark room. Also, grab the two green herbs out by the
staircase and drop them, along with the red jewel and the lighter in the item
box. Save if you wish and then head back through the door and up the staircase
to the second floor.
Go along the second floor hallway and you'll once again come to the statue
holding the red jewel in its fist. Just like before, you need to position the
two statues so that they are both pointing towards the center statue. Move the
red statue over to the side the blue one's on and into the darkened tile.
Move the blue statue to the opposite side and put it in the darkened tile over
there. The two statues should be facing the middle statue and the jewel should
come out; go and grab it and then head through the door. If you're having
trouble understanding me, consult my beautiful (ha) drawing up in the Leon A
section.
The next hallway is completely empty. Enter the first door to your left to
cue a cutscene with Leon. Remember this one from Scenario A? Take Chris's
Diary and when the scene ends, grab the Bowgun from the weapons locker in the
corner. Also, before you leave, grab the shiny key off the desk where you
got the unicorn medal in Scenario A. This is the Diamond Key.
*******************************************************************************
------------------
D. The Diamond Key
------------------
When you try to leave the room with the Diamond Key, a fax will mysteriously
pop up in the fax machine. Go up and grab the Federal Police Dept. Internal
Investigation Report. Once you've read it, head back out into the hallway and
take a left. Now you get to meet the increasingly annoying Sherry. Sherry is
at this moment, being harassed by a single zombie. Shoot the zombie and save
Sherry for the first (oh, but definately not the last) time. Follow Sherry
through the door at the end of the hallway. A zombie feast should be happening
right in front of you. Disrupt their little party with a grenade shot or two.
Shoot any stragglers with your handgun. Once you've taken care of the zombies
head down the hall to the right, as there's nothing of interest down the path
right in front of you. Before you go through the next door, unlock the drawer
with your lockpick and grab some handgun bullets.
When you step forward in the gallery room, to your evident displeasure, the
shutters in the licker hallway will fail you, and a large group of zombies now
call that place home. Go up the gallery staircase and travel along the
balconey until you once again fall through to the first floor. Examine the
bronze plate to see how to move the shelves and then press the red switch to
move the first shelf and allow you to escape. First, move the furthest shelf
to the left one space to the right. Then, move the second furthest shelf to
the left one space to the right. This should cause the bronze plate to open.
Go and collect the Serpent Stone. Exit the gallery through the double doors
and out to the second floor of the main hall. Go along the balconey to the
Waiting Room and drop the Serpent Stone and the red jewel in the item box. Now
head back out into the main hall's second floor and return to the gallery via
the double doors.
Go through the single door to your left and follow the hallway straight and
then to the left; go through the door. Travel through the next hallway,
through the door at the end, past the statues, along the next hall and down the
stairs. A group of zombies will rudely greet you, so whip out the bowgun and
take most of them down. Yes, the bowgun is a craptacular weapon and sucks for
groups of zombies, but you want to conserve precious grenade launcher shells at
this point and if you try to use your handgun, you'll probably get hurt by the
first wave of zombies. So, fire a couple shots of the bowgun to take the first
two down and then switch to your handgun and take down the rest. Once you've
dispatched the zombies, head to your left and go through the second door to the
right. Use your diamond key to unlock it and enter the threshold beyond.
Ah, no zombies this time. You can go around to the back lockers and grab some
film if you'd like. Otherwise, head forward and unlock the broken locker with
your lockpick and grab the Plastic Bomb. Now, grab the bowgun bolts in the
lockers to your right and then head through the next door. Take out the zombie
to your left, and then take out the one in front of you and slightly to your
right. There are three more zombies in the room, so take them out too, one at
a time with your handgun. Go up and grab the handgun bullets from the locker,
as well as the green herb. Go through the opening to the little side office
and grab the Detonator on the desk. Combine the detonator and the bomb to
create the bomb and detonator. Unlock the next door and head out into the main
hall.
Go up to the front of the main hall, up the small flight of stairs, to the left
and through the single door. There should be a zombie right in front of you
and another to your left. Whip out your bowgun and fire a bolt or two right
into the face of the first zombie. Run over to the corner where he was, turn
around and take out the other zombie coming at you. Switch back to your
handgun and take out the rest of the zombies in the room as they come lumbering
towards you. Walk forward and around the corner to your right is another
zombie that you can easily dispatch with your handgun. Grab the green herb and
heal if necessary. Continue down the hallway and through the brown door at the
end of it. Head forward down the next hallway, take a left and unlock the gray
door right in front of you. Discard your Diamond Key and enter the room. Grab
the Eagle Stone on the shelf and the first aid spray on the table. As soon as
you grab the first aid spray, a licker will come bursting through the glass.
Equip your bowgun and pump him with a couple of bolts. After you've taken care
of the licker, head back out into the hallway and take a right. Go through the
next door to your right. There's another licker hanging from the ceiling in
here. Take out your bowgun, aim up and drop him from the ceiling. As he runs
on the ground towards you, shoot him twice more to kill him. Grab the handgun
bullets on the shelf and then go back into the hallway. Head left, then right
and back through the door. Go back through the next hallway and back out into
the main hall.
Head up the ladder to the second floor and take a right. Go down the balconey
and through the door to the Waiting Room. Drop off your Eagle Stone and grab
the two red jewels. Once you've done that, continue through the Waiting Room
and to the hallway beyond. Take a left and then a right, past the wreckage
and through the door to your right. Since you didn't take out the licker
before, there he is, camped in the middle of the room. Equip your bowgun and
hit him three times to take care of him. If you're running low on bowgun bolts
use the grenade launcher. Go up to the two woman reliefs and drop a red jewel
into each of them. This should open up the center statue; go up and grab a
piece of the Blue Stone. Once you have that, go back into the hallway and to
the Waiting Room and drop the Blue Stone piece into the item box. Once you've
accomplished that, go back out into the hall and over to the helicopter
wreckage.
See the busted door to your left right next to the crashed helicopter? It says
there's no choice but to take out the wall. So, it's time to take out the
wall. Use your bomb and detonator to cause an explosion and create a
passageway to the corridor beyond. Go down the new corridor and through the
door to your left. In the next room there's a young girl lying on a desk,
bleeding. Go up to the girl to start a cutscene. Meet the crazy Chief Irons.
The Chief really want to be alone right now, so head around past his desk and
through the door on the other side of the room. Ooh, look at the tiger. Head
right down the hallway and through the door at the end. In the next room, you
should hear footsteps. Give chase; head left along the carpet and then through
the archway to the bare floor. Turn on the lightswitch by the awning to give
light to the room. Oh look, it's Sherry; time for another cutscene. William
gives one of his terrifying screams and Sherry takes off. Grab the Secretary's
Diary B, as well as the handgun bullets in the container at the end of the
room. Go back through the door and out into the hallway. Go down the hallway
and back into the Chief's office. Hmmm, the Chief seems to have disappeared.
Grab the glittering key on his desk. Ah yes, you now have the Heart Key.
*******************************************************************************
----------------
E. The Heart Key
----------------
Before you leave Chief Irons's office, go up to the painting behind his desk
and press the button. There are three spots for three more stones; this is
where you put the stones that you have been collecting. Grab the Chief's Diary
off his chair and then exit his office out to the helicopter hallway. Go down
the hallway, past the Waiting Room, and instead through the door to your left.
This is the crow hallway where you last left Mr. X. Head forward and through
the door straight in front of you. Go down the stairs and through the door at
the bottom. Walk forward a little ways and go through the opening to your
left. Go through the next doorway to your right and go up to the safe. Take
out your Police Memorandum and look at the code at the end of it. Use that
code to open the safe and grab the Acid Rounds as well as the Police Station
Map. Also, get the handgun bullets on the desk. Exit the little side office
and take a couple of lefts. Go forward and unlock the brown door with your
Heart Key.
Traverse the desserted hallway and go down the stairs at the end of it. Go
down the next desserted hallway and take a left at the junction. Go through
the double doors at the end of the hall. Right in front of you is a red herb;
grab it if you wish and then proceed forward. Go left and run forward until
you come to a manhole. Two dogs should jump at you, but ignore them and keep
running to the manhole; when you reach it, go down.
Go forward and through the door to your left. Here we go, a nice, cozy save
room. Save if you wish and then head back out through the door. It's Sherry
time! After the cutscene ends, you will be in control of Sherry. Oh boy,
doesn't that sound fun! Sherry has no guns, just a first aid spray and a
family picture.
Turn to your right and go up the elevator. Run forward to the outside. There
are some zombies out here, and fortunately for you, they can't bite Sherry
because she's too damn small. Ah, that would explain why she's still alive at
this point. Although, do be careful, as the Zombies will try to puke on you
and they can hurt you that way. Run past the zombies and head up the middle
passage and through the door. Run forward and grab the grenade rounds.
Remember this place? This is where Ada dropped through in Leon A. After
you've grabbed the Grenade Rounds, exit the door and head back across the
middle passage. Take a left and head through the new door.
To your immediate right is a sewage disposal map on the wall; grab it. Now, in
this room, you have to align the boxes in the bottom, so that when you fill it
up with water, the floating boxes will create a bridge to the other side. Drop
down the ledge behind the control panel to reach the bottom. Now, push the
first box that you see straight forward until it hits the wall. The box just
to the left of that first box needs to be pushed to the right. Climb on top of
the box and jump off in the left corner; now, push the box to the right so
it's up against the first box. Finally, the last box that's kind of sticking
out there needs to be pushed against the wall so that all of the boxes are in
a row. When you are finished, all three of the boxes should be pushed against
the far wall in a row. Now, head back up to the top the same way you came
down. Go to the control panel and raise the water. There should now be a
bridge of boxes across to the other side; cross the bridge and grab the
Precinct Key on the shelf. This key (if you haven't guessed by now) is in the
shape of a club.
*******************************************************************************
---------------
F. The Club Key
---------------
After you've grabbed the Club Key, exit the room and head straight across the
platform and down the red elevator. A cutscene will start up and Sherry will
throw the Club Key and the grenade rounds to Claire. When you regain control
of Claire, grab the key and the rounds and go back up the way you originally
came down: through the ladder. According to Leon, the van has now been moved,
so it's time to head to the parking garage. Run past the dogs and through the
double doors. Go down the hallway and unlock the sliding doors to your left
with the Club Key. There's already one licker in this room and when you walk
forward, another will drop from the ceiling. Take care of them with your new
grenade rounds. Try to hit both of the lickers at once to conserve ammo. Once
you've taken care of the lickers, go up to the cabinet and grab the Red Card
Key; then, exit back out to the hallway.
Go left and then go right through the large, brown double-doors. Grab the
green herb to your left and then go up to the Reserve Power Control Panel.
Move the switches: up, down, up, down, and up to get the correct power supply.
Go back out into the hallway and go right. The next door on your right is
electronically locked. Use your red card key on the card reader to open the
door. The next room contains handgun bullets to your left and right, as well
as some more Acid rounds on the shelf. Also, in side one of the lockers is a
Pack which allows you to have two more spaces in your inventory and a Sub
Machine Gun. Make sure that you grab both of those goodies.
Back out in the hallway, continue to your right and through the door to the
Parking Garage. There are two dogs in the parking garage. Stand at the door
and snipe them with your handgun. After you've taken care of the dogs, run
forward and through the door (there's also a green herb to your right). The
next hallway contains some zombies on the ground, as well as two dogs. Shoot
the dogs and dodge around the lying zombies. Go down the hallway, ignore the
first door and go through the sliding grate. Ben's bloody body should rudely
greet you. Grab the bowgun bolts and then go back out into the hallway and
through the other door. The next room contains two more dogs (they always seem
to come in pairs). Take them out and then proceed forward. Lying on the floor
next to the closed manhole is the Crank. Grab it and then head back through
the door, down the hall, through the parking garage, through the next hallway,
take a left, follow the hall, and go up the stairs back to the Police Station.
Go around the staircase and unlock the door with your Club Key. In the next
room, grab the Watchman's Diary on the bed and the Acid Rounds on the cabinet.
After that, return to the hall and go down the right until you come to the next
door. Go forward, through the door to your left and up the stairs to the crow
hallway. Run forward and through the next door. In the next hallway, enter
the first door that you see to the waiting room. Drop the crank and the sub
machine gun in the chest and grab your lighter. After you've done that, go
through the next door to the main hall. Travel along the balconey until you
come to yet another licker. Take it out with either the bowgun or the grenade
launcher (you should be getting quite good at this) and then go down the ladder
to the main floor.
Once on the first floor, head to the front of the police station, up the small
steps, and through the door to your left. Go down the hall, past the blue
doors, and to the right. Continue down the hall and through the next door. Go
all the way down this hallway to the end and unlock the artsy looking door with
your Spade Key. Remember this room? Do the same thing you did in Scenario A.
If you don't remember that, then in the back of the room there are three
statues on the walls with unlit candles just below them. In left corner is a
large brown candle of some sort that can be lit; light it with your lighter.
Then, go to the middle statue that says "Number 12" and turn the faucet on,
causing a flame to ignite in the candle. Now, go to the statue on the right
that says "Number 13" and turn its faucet. Finally, go to the first statue on
the left that says "Number 11" and turn its faucet. This should cause the
little golden wheel in the front of the room to fall off the painting. Turn
around to get the wheel and OMG HE CAME THROUGH THE WALL! That pesky Mr. X!
Don't bother trying to kill him. Just run to the back of the room, grab the
G. Cogwheel and get out of that room as fast as you can.
Whew, that was a close one. Go along the hall, take a right and run past the
wreckage. Take another right and HE COMES THROUGH THE WALL AGAIN! Jeez, that
guy just doesn't give up! Run past the annoying bastard and go through the
door. Yes, now you're going to be looking suspiciously at every wall as you go
by, aren't you? Continue down the hall and through the next door to the main
hall. Go through the double doors and grab the Crank out of the item box.
Head back out into the main hall and up the ladder to the second floor. Go
through the double doors up here to the gallery-room. Go up the stairs there
and through the door to the third floor of the main hall. Go to the right and
through the next door. Turn to your right and use the crank on the square hole
to lower a staircase from up above. Go up the staircase, and follow the path
around to a bunch of gears. Put your G. Cogwheel in its place and then push
the button. The door to your right will open; grab the piece of the Blue
Stone and then go back down the small staircase and through the door.
Once back in the third floor of the main hall, turn to the left and head to the
door to the gallery. What's that? Oh man, he's back again. This time, Mr. X
hoists himself up onto the balconey. Quickly run past him (or you can run down
the balconey and assault him with acid rounds) and through the door before
he has a chance to smack you with his arms. Once back in the gallery, head
down the stairs and through the double doors to the second floor of the main
hall. Go along the balconey and through the far door to the Waiting Room.
Once in the waiting room, you may want to save as your first boss battle of the
Second Scenario is coming up. Also, make sure you grab the sub machine gun
and the 2 other stones, as well as the other piece of the Blue Stone. Once you
have the things you need, go through the next door and take a left in the hall
beyond. Head down the hall you opened up with the bomb to Chief Irons's
office. Here you'll meet Sherry once again. Go up to where you moved the
painting behind the Chief's desk. Combine the two blue stones and then put the
three stones in their places to open up a doorway to your left. Go through the
passage and grab the Mail to the Chief on the floor. Go up to the elevator and
Sherry will run in. Thankfully, you get to go down the elevator alone to the
boss that lurks at the bottom.
Boss 1: William (form 1)
------------------------
At the bottom of the elevator is a hallway; go down it and through the door
beyond. Next up is a cutscene with resident madman Chief Irons. The Chief
will get grabbed by good old William and when you try to go down the ladder his
leg-less body flies back up at you. After you've properly laughed at the
expected demise of the Chief, go down the ladder.
Walk forward along the grate and here's Johnny!...err, William. William's got
his standard eye on the arm gimmick going, but instead of a giant claw, he
now boasts a huge pipe in his arms. The standard rule of thumb for William
applies here: don't let him get close. Get too close and William will pummel
you with his pipe. When the battle starts, back up a little ways and open fire
with your sub machine gun. Don't stop shooting until William is starting to
get a little too close for comfort. Drop your gun and run past him on the side
devoid of a pipe. Turn around and open fire again on him with the sub machine
gun. Rinse and repeat until William is dead.
After you've taken care of William, run to the end of the path and push the
button to bring down a ladder. Go up the ladder, but unfortunately, they
won't let you go any farther until you've gone back for Sherry, so backtrack,
grab Sherry and then come back, go up the ladder and enter the Sewers.
*******************************************************************************
-------------
G. The Sewers
-------------
During a brief cutscene, Claire and Sherry will see Mr. X stalking around on
a balconey above them and they will quickly run out of the room. In the next
area, worthless Sherry falls through a drain. Oh well, continue onward as
Claire. Continue through the water, and go right up a ledge. Grab the blue
herbs if you want and then go through the door. Yay! A save room. Grab the
Sewer Manager Fax and the handgun bullets off the table and then open up the
door by the elevator by using your lockpick; go down the ladder. Go to the
right and around the corner. Bam, there's a zombie right there! Back up a
little bit and shoot him with your handgun. Grab the grenade rounds off one
of the shelves, ignore the door (it doesn't go anywhere) and then go back up
the ladder.
Make sure you grab the Valve Handle out of the item box and then go down the
red elevator in the corner of the room. In the next hallway, you'll meet the
injured Leon. Leon tells you to go find Ada, so when the cutscene ends, turn
left down the hall, grab the Sewer Map and go through the door. Drop down into
the water and go left. Jump up on the ledge to your left and grab the Wolf
Medal and the flame rounds from the bodies. Drop back down into the water and
continue down the hall. Take a left, dodge past the spiders and go through the
next door. Be careful of the spiders dropping poison on you from above. If
you keep moving you should be fine. In the next room, run forward and jump up
the ledge to the left and go through the door. Time for another cutscene, this
time with Annet.
After the charming Annet falls to the floor unconscious, proceed forward and
lower the catwalk from above using your valve handle on the Oil Pressure Data
transmitter. Run across the catwalk and use the handle on the other side to
raise the catwalk back up to where it was. Grab the green herbs and the flame
rounds and then head through the door. Go down the hallway where the alligator
attacked you in the A scenario and head through the sealed door at the end.
Wade through the sewer water and go up the ladder at the other side. Walk
forward and then go left across the catwalk. Take another left, up the slight
incline and grab the Eagle Medal, as well as the Sewer Manager Diary. Head
back down the incline and head straight along the walkway. Use your valve
handle on the fan regulator to briefly stop the fan at the top of the ladder.
While the fan is stopped, go up the ladder.
Run through the ventilation shaft and down the ladder at the other side. Keep
moving and the bugs shouldn't harm you. Once down in the water, head left and
then take another left. You can shoot the zombies as they stand up, but it's
just easier to dodge by them and through the door. In the next hall, wade
forward until you come to a register to your right. Drop the wolf medal and
the eagle medal in the register to stop the water flow and allow passage to the
next door. Once the water's finished draining, head through the door.
Go along the passage and head through the next door. In the next room, proceed
forward and then take a right. The tram isn't there right now, since Leon took
it in Scenario A. Go to the right of where the tram should be and press the
button to call it back. And, in perfect timing, Sherry should show up,
unfortunately still ok....
After the cutscene, enter the tram and start going backwards. No William
attacks this time. When the tram stops, go to the left. Now, remember in
Scenario A when you used the lighter to start the flash gun and you could see
the shining of the W. Box Key. Well, even though you don't have your lighter,
the key is in the same place, on the ground next to the wall; grab it. Once
you have the key, turn around, head past the tram and through the new door. By
now, you should be experiencing the contantly-annoying Sherry sit-down
sessions. Quite annoying if you ask me. Make sure Sherry's following you and
head through the door. In the next hallway, proceed forward and take a left
around the corner. Shoot the zombie that should be right there with your
handgun. Continue down the left passage, but be careful when you come to the
next corner. There's some zombies waiting for you to the right. Wait for them
to come around and then blast them with your handgun. Once you've dispatched
the zombies, go around the corner and grab the Spark Shot. Once you have
it, go back around the corner and take care of any other zombies coming down
the hall at you. Proceed that way and through the door. This next string of
halls is similar to the one you just came from. Go forward and take a left.
Three zombies should be coming at you. Take care of the three of them with
your handgun and then go down the hallway and take a right. Be careful,
there's another zombie out here, so shoot him with the handgun and then
continue to the right. Grab the green and blue herbs and then turn around and
head back the way you came. Continue forward and take a left; go up the
ladder at the end of the hall.
Oh yeah! Save room. Claire tells Sherry to wait behind. Good move Claire, as
Mr. X is coming for you! Drop the Weapons key and the valve handle in the
item box and grab the first aid spray from the cabinet and the flame and acid
rounds off the desk. It's probably a good idea to save here, as you have a
confrontation with Mr. X coming up, and then after that, one with william.
After you've saved, exit the save room through the door to the outside. Turn
to the left and grab the handgun bullets down by the fallen containers. Turn
around and grab the factory map on the wall and then go down the little gray
elevator where the tram used to be. Go along the passage and through the
door. Equip your Spark Shot. This is a good place to use it. Go forward and
take a right, and two lefts, following the passage until you come to a console.
Grab the C. Panel Key and then turn on the monitor. That's not good. I bet
that monitor cost quite a bit of money too! Turn around, go around the first
corner and wait for Mr. X to come around the corner and face you. Shoot him
with the spark shot and then retreat around the corner to the control panel.
Turn around and keep firing at him until he drops. It should take about
spark shots to drop the bastard. When he drops, go up to him and grab the acid
rounds for a reward. Head back along the catwalk, through the door and up the
elevator.
Go through the door to the save room and reunite with Sherry. Use any healing
items if Mr. X roughed you up a bit and then use the yellow control panel key
on the control console to call the tram back up. Go through the door and push
the activation key beside the tram to get the thing moving down to the labs
below.
Boss 2: William (form 3)
-------------------------
Your ride should be progressing quite smoothly until William decides to make a
bit of a ruckus outside, scaring Sherry. What a whimp. Claire bravely decides
to check out what's going on outside. When you take control, head to the right
and grab the flame rounds. Equip your spark shot and then head out the door to
the outside of the tram.
Seem familiar to the A Scenario? Go down the steps and around the tram to
check out what's going on. Uh-oh. William looks a little uglier and meaner
this time around. You can even see his heart pumping on his chest. This fight
is very similar to the A Scenario fight with William on the tram. Run around
the tram and shoot at william. When he gets too close, run by him. As you can
see, this time, he has claws coming out of practically everywhere, so either
side is good, as long as you can get by him in time. The big difference
between this fight and the last one is that William will jump around a lot
which causes problems. Once William gets too close to you, turn and run and
soon you'll see him jump into the air. Stop and wait. He should soar through
the air and land right by you. Be alert. When this happens, you need to move,
post haste, otherwise you'll get a face full of claws. As soon as William
lands, run past him, turn around and fire a couple of times with the spark
shot.
If you can get the timing of William's jumps down, you should be able to avoid
him each time he leaps and lands right by you. Remember, as soon as he jumps
and you can't see him, be careful, as he's about to land right by you. Keep
dodging him and shooting him a couple of times until he dies. If the spark
shot just isn't working for you, try the acid rounds or the flame rounds.
You should even have some submachine gun bullets left, so use those if you're
having problems. Use whatever gun is most comfortable for you.
After you've pummeled William enough times with your guns, he'll jump off the
platform and then you'll know you've defeated him. For now. Go back into
the cabin, but this time, the tram stops short of the bottom due to motor
overheating. After the next cutscene between Claire and Sherry, exit the tram,
go around the side, jump up onto a ledge and go through the ventilation shaft
that leads down to the Umbrella labs.
*******************************************************************************
--------------------
H. The Umbrella Labs
--------------------
When you go through the shaft, you should drop down into a new hallway. And,
perfect timing, the tram starts back up again, car