Leon's Second Scenario...
Make your way down the street and into the first door you can. From
there take a right into the small room to find the cabin key.
Take it, run past the zombies to the door on the other side, use the
key, and discard. Run up the stairs, head into the door, and go
down the hallway, evading or destroying the crows. Make your way to
the balcony overlooking the main floor of the police station.
Blast the group of zombies and look in the wall past the library doors.
Imbedded in it is the unicorn medal. Head back down to the
emergency ladder and place the unicorn medal in the face of the fountain
to attain the spade key. On the desk near the computer,
you'll find a shotgun and some ink ribbons. Go back to the crow-infested
hallway, out the other door, down the stairs, and into the
squad room. Inside, you'll come across a good number of zombies and
the valve handle. In the small office, you'll find the safe once
again. The "2236" combination still works, and you'll be able to get
ammo and a map of the police station. Return to the burning
chopper and use the valve handle at the end of the fenced-off area,
as you did in the first scenario. In the smoke, you discover some
ammo that you're about to desperately need. Enter the crow-infested
hallway once again.
A CG sequence will roll and introduce your worst nightmare. Once inside
the hallway, the roof will begin to collapse and bar the door
shut. Start to head down the hall until you see him coming. Immediately
begin firing and don't stop until he begins to fall. If you
picked up the shotgun as mentioned before you won't have much of a
problem, but it's a little trickier if you're only using the pistol.
Once the giant is down, check him for ammo; he always has some.
Head to the hallway where the front of the helicopter was protruding.
With the fire out, you may now enter the room on the right.
Inside you'll find the blue key card. Pick it up and head to the main
floor of the police station. Use the blue key card on the computer
to unlock the doors in the hall. Head through the double doors on the
left-hand side. You'll find a police memo on the seat. Continue
down the hallway, destroy the licker, enter the room on the right of
the hallway, and pick up the patrol report. Push the stepladder to
the shelf and climb up to discover a can of first-aid spray. Exit the
room and continue down the hallway until you reach the briefing
room. Inside, you come across the operation report and, in the room
in the back, you will once again find the first red jewel by using
the lighter on the fireplace. Exit the room and continue down the hallway
until you reach the stairs. Head up and, as done in the first
scenario, position the statues on the pressure-sensitive tiles to trigger
the red jewel to fall free.
Head on into the next room, and you'll spot Sherry running away. As
she crawls into the hole in the wall, she'll drop the diamond
key. Once you pick it up, Claire will come in looking for Sherry. After
a brief conversation, head down the hall and into the door to the
left of the desk. This will put you in the library. Head up the stairs
and fall through the floor. Push the red button on the wall to move
the bookshelf out of the way. Now, as in the first scenario, walk to
the face of the leftmost bookshelf and push the button to the right.
Do the same to the bookshelf on the right. This will uncover the bishop
plug. Now return to the room where you picked up the blue
key card (on the other side of the front of the helicopter), place
the red jewels, and gather up the king plug.
Run back down to the first floor of the police station by way of the
statues. Enter the door on the right of the staircase. This is the
evidence room. In it, you'll find shotgun shells, film, and most importantly,
access to the room with the heart key. Enter it, dispatch
the now zombified officer, and pick up the heart key off the desk.
Before you exit this area, look around. There's a memo to Leon
present, as well as some other goodies. Now, head upstairs to the S.T.A.R.S.
office, where you'll be able to get Chris's diary and the
almighty Magnum. Now with that added firepower, head back downstairs
to the interrogation rooms (remember the room on the other
side of the one-way mirror?). You will find a couple of our skinless
friends waiting for you, so beware.
Once you've dealt with them, pick up a can of first-aid spray, and more
importantly, the rook plug. The next step in the second
scenario is to head downstairs and into the police basement. Beware
of the dogs lurking about. Enter the first door on the right, in
which you will find the power supply machine and the police basement
map. The correct sequence for the machine is still up, down,
up, down, up. From there, head to the right through the door, next
to where the sign says, "Parking." Inside, walk toward the paddy
wagon, where you will meet up with Ada again. Push the paddy wagon
out of the way, head inside, and have a brief chat with Ben.
Pick up the manhole opener and go down the ladder in the dog kennel.
After poking around a bit, you will once again run into Ada,
and after a brief discussion, play as her. The only difference in this
scenario is that Ada will run into another character and receive a
key item. But besides that, the next sequence is the same: Run past
the dogs into the door on the right, get the map, move the
boxes to make a bridge, fill the trench with water, claim the key,
and either stop to pick up ammo or return to where you last saw
Leon.
The next bit, however, is quite a bit different than in the first scenario.
Now, Claire will call Leon and order him to go to the mayor's
office. But before beginning the journey back to the second floor of
the police station, stop along the way to pick up the red key card
inside the autopsy room. Then use the key card on the card-locked door
for some ammo and the submachine gun (depending on
whether or not you picked it up the first time around as Claire).
You might also want to make another stop for ammo in the room at the
top of the stairs from the basement. Inside, you'll discover
Magnum bullets, shotgun shells, and the night watchman's diary. The
club key will unlock the door.
With these two stops out of the way, there should be more than enough
ammo to get through the hordes of the undead between you
and the mayor's chamber (located on the second floor where the helicopter
was protruding through the wall). There, gather up the
mayor's diary and run through the other door down the hallway and into
a small room, where you'll find the secretary's diary B and
the crank (inside the chest).
Head for the large room in the upper right-hand corner of the first
floor (consult the map) - the one you haven't visited yet. Inside, light
the furnace and turn the faucet in the following order: 12, 13, 11.
This will release the golden cogwheel from the painting. Beware -
the moment you grab it, the mysterious figure will come bursting through
the wall. Pick up the cogwheel and go racing out the door.
Don't celebrate yet; you haven't escaped him, you've only given yourself
room to fight. After you walk down the hallway a bit, he'll
burst through the wall before you. Three or four shots with the Magnum
will bring the big lug down to his knees. Once he has
collapsed, don't forget to check his body for ammo (hey, he's a pinata!).
Now, go to the third floor of the police station via the
stairway in the library. It's time to use the crank in the hole in
the wall to lower the stairway. Place the cogwheel in the gears to get
the night plug. Hop down the shaft for a ride.
At this point, Ben will have run in with a bit of a problem. Race to
his aid and he'll give you the mail to the chief. After this drama
unfolds, head back to the ladder in the kennel and make your way down
to the sewers, once again. Be prepared for a battle with
William. After he's been defeated, walk to the door on the left and
place the four plugs to enter. On the other side of the door, you'll
meet up with Ada again. You'll soon find the sewer manager's fax, as
well as another first-aid spray. The next sequence of events is
almost identical to what it was in the first scenario, eventually leading
to you becoming Leon again. Follow Ada to the water, take a
left, and hop up into the little alcove, which has the two dead soldiers
in it. One has a small key and the other, the wolf medal. Now,
head through the sewers, evading the spiders. Be sure to have the valve
handle on hand to lower the bridge.
Once the bridge is lowered, cross it and raise it back up. Search the
area for green herbs and shotgun shells. Make your way down
the corridor, but don't fear, there are no alligators this time, you
simply meet back up with Ada. Now climb the ladder, head to the
left, and pick up the eagle medal and the sewer manager's diary. From
here, head back down to the right, use the valve handle to
slow down the spinning fan, climb up the ladder, and use the air shaft
as a getaway.
Once back in the sewers, head to the left, go through the door, make
your way past the spiders to the door blocked by the waterfall.
To its right is the panel in which you must place both the eagle medal
and the wolf medal. Now make your way to the tram control
panel, use it to bring the tramcar back, enter and take it for a ride,
but watch out, it might get a little rocky. Once the tram has
stopped, use the lighter on the flare signal to the immediate left.
The sudden burst of light will make the weapon-box key gleam.
Pick it up, head through the door, down the hallway, blasting zombies
on the way. When you come to the intersection, head left to
find a corpse with the shotgun parts on it. Pick them up, head down
the other way, and enter the door. You will soon come to a
similar hallway setup. If you go right, you'll find green herbs. If
you go to the left, you'll come across a ladder, which you should take.
Inside this room, you'll discover first-aid spray, Magnum bullets,
and shotgun shells. You're really going to need all of them. This is
where the second scenario is totally different from the first. Ada
will walk over to the machine, mumble about something hidden, and
begin ignoring you. You now have to go it alone.
When you exit the room, you'll find that the tractor housing which lowers
you down to the laboratory in the first scenario isn't there.
You must walk to the edge of where the tractor housing was and ride
the small elevator down. From there, enter the door to your
immediate left and head down the hallway until you reach the television
monitors. To your right, you'll discover the C. panel key. Now
check the monitor for a surprise. After it's dealt with, search for
ammo, then ride the elevator back up and head back into the room
where you left Ada.
Walk to the machine she's operating and, on the right-hand side of her,
use the C. panel key to activate the tractor housing. When
you exit the room, the tractor housing will be sitting there waiting
for you. Walk to the control panel and press the button to activate
the platform, and Leon and Ada will automatically run inside. As in
the first scenario with Leon, William attacks the tractor housing
on the way down. Defeat him, and head back into the tractor housing
to check on Ada. The platform lift should overheat, which is
your cue to go outside to look for the only exit. Head into the only
open door, and pick up the green herb, which is located on the
left-hand side of the storage bin, if needed (if not, you will eventually
need it, so put it in the bin for later). You'll notice a big crate that
seems totally out of place. Shove it onto the elevator to the right.
Then activate the elevator and shove the crate off the platform and
down the narrow walkway up to the right. Put it right next to the other
crates, so you can climb from one to another.
Once the box is in position, leave it. You'll need it to be there later.
Now head down to the walkway, where you will find a fallen
scientist, who carries the P. epsilon report. Grab it and use the nearby
typewriter, if needed. Head down the elevator to the right, run
down the walkway, and hit the switch. Go all the way back up to where
you first entered and you may now open the elevator door.
Push the button to the right of the door and you'll be whisked away.
Now head for the door on the left, make your way down the walkway, and
go to the west area. Once inside, veer to the left, and enter
the frozen door. Pick up the first-aid spray and the fuse case. Then
use the fuse case on the console to make the main fuse, as you
did in the first scenario. Take it back to the intersection between
the east and west areas, and place it into the machine in the
middle of the floor. Now head for the east area, go into the far door
on the right, and pick up the user registration and lab security
memo. The plant that occupied the air shaft in the first scenario should
be gone (that is, if you took care of it the first time around).
Climb through the air shaft into the other room, take care of the two
lickers, and grab the two boxes of shotgun shells and ink
ribbons.
Exit the room and head for the large door. An easy way to exterminate
the two plant creatures is to leave the room through the door
to the left, kill one before it turns around, and then leave. Repeat
and serve. Once done, head for the door that they were guarding,
and be ready to destroy another one. Go down the ladder, and make your
way to the large array of monitors, beneath which you'll
find the map to the laboratory. Head into the next room, and use the
weapon-box key on the locker to get the Magnum parts.
Carefully enter the room, go through the automatic doors, and prepare
to blast a lot of zombies.
Snatch the P. room key off the counter, head all the way back up to
the main elevator, take it up, and return to where you positioned
the crate. On the way there, you'll run into Annette. After a brief
discussion, the mysterious figure will interrupt you. Either run
around or blast through him to get to the door behind him. Now climb
the crates, open the Power room door, and run down the
corridor until your next encounter with the enigmatic character. After
the scene plays out, pick up the master key and go to fetch
Sherry out of the storage room. Once she's collected and you've entered
the elevator, use the master key on the back panel. Now
enter the train and make for the rear compartment. On the floor near
the storage box and save point, you'll come across the platform
key. Take it and exit the train.
Take a left toward the double doors, head up, and over the overpass.
Then, underneath the stairs, head toward the blinking panel,
press the button, and take the joint plugs. Now run back underneath
the stairs through the doors and place the plugs in the slots to
restore power. Now it's time for the final confrontation... almost.
The mysterious figure will once again attack. Keep moving, pivoting
in place, and firing, over and over. After about four or five shots
with the Magnum, a rocket launcher will be provided. Pick it up to
finish him off.
From there, return to the train, but before jumping on, you must open
the doors that are blocking the tracks. Simply look for the
zombies, head towards their direction, and you'll find the panel to
open the doors. Head for the front of the train to push the lever to
start it up. After the CG FMV, the real final confrontation will begin.
Unload everything you have on this guy. Happy trails!
Claire's Second Scenario...
Make your way down the street and through the first door you can. From
there take a right into the small room to find the cabin key.
Take it, run past the zombies to the door on the other side, use the
key, and discard. Run up the stairs, head through the door, and
go down the hallway evading or destroying the crows. Make your way
to the balcony overlooking the main floor of the police station.
Blast the group of zombies and look in the wall past the library doors.
Imbedded in it is the unicorn medal. Head back down to the
emergency ladder and place the unicorn medal in the face of the fountain
to attain the spade key. On the desk near the computer,
you'll find a grenade launcher and some ink ribbons. Go back to the
crow-infested hallway, out the other door, down the stairs, and
into the squad room. Inside, you'll come across a good number of zombies
and the valve handle. In the small office, you'll find the
safe once again. The "2236" combination still works, and you'll be
able to get ammo and a map of the police station. Return to the
burning chopper and use the valve handle at the end of the fenced-off
area, as you did in the first scenario. In the smoke, you
discover some ammo that you're about to desperately need. Enter the
crow-infested hallway once again. A CG FMV will roll and
introduce you to your worst nightmare.
Inside the hallway, the roof will begin to collapse and bar the door
shut. Start to head down the hall until you see him coming.
Immediately begin firing and don't stop until he begins to fall. If
you picked up the aforementioned grenade launcher you won't have
much of a problem, but it's a little trickier if you're only using
the pistol. Once the giant is down, check him for ammo; he always has
some. Now head to the hallway where the front of the helicopter was
protruding. With the fire out you may now enter the room on the
right. Pick up the blue key card and head to the main floor of the
police station where you got the spade key. Use the blue key card
on the computer to unlock the doors in the hall. Head through the double
doors, and gather the police memo from the seat and a can
of first-aid spray from out of the drawer. Exit out the other side
of the room, go down the hallway, destroy the licker, enter the room
on the right, pick up the patrol report, and push the stepladder to
the shelf so you can climb up to get the lighter. Leave the room
and continue down the hallway until you reach the briefing room. Inside,
you'll find the operation report and, in back, the first red
jewel (again obtained by using the lighter on the fireplace). Now leave
the area, continue down the hallway, head up the stairs, and
position the statues on the pressure-sensitive tiles so that the red
jewel will fall loose, as happened in the first scenario.
Next, head upstairs into the S.T.A.R.S. office to meet up with Leon.
After briefing each other, you will receive Chris's diary. The
diamond key is on Chris's desk and the bow gun is in the locker. When
you try to exit the office, a fax will come in for Chris. Grab it.
Upon finally exiting the office, you'll spot Sherry in trouble. Save
her and look in the nearby desk for some handgun bullets. Enter the
library by going through the door to the left of the desk. Head up
the stairs and fall through the floor. Push the red button on the wall
to move the bookshelf out of the way. Now, as in the first scenario,
walk to the face of the leftmost bookshelf and push the button to
the right. Do the same to the bookshelf one over to the right. This
will uncover the serpent stone. Snatch it, return to the room where
you first got the blue key card (near where the helicopter is poking
through the wall), place the red jewels into the wall, and grab the
stone half-piece. Now head back down to the first floor and make your
way to the interrogation room (the one on the other side of the
one-way mirror). You'll meet up with a couple of lickers, so beware.
Once you have dealt with them, pick up the can of first-aid
spray, and, more importantly, the eagle stone.
Now go all the way over to the other side of the police station and
through the door on the right of the staircase. This is the evidence
room, in which you'll find bow gun bolts, film, and the plastique.
In the office in the next room, your officer will try to attack you. After
dispatching him, pick the detonator up off the desk and combine it
with the plastique.
Before you exit the room, search for the memo to Leon, as well as some
other goodies. Now head to where the helicopter is
protruding through the wall, and set your newly made bomb directly
in front of the obscured door. Down this now-accessible hallway,
you'll come across the chief sitting there at his desk with the mayor's
daughter. After talking with him, exit through the other door.
Walk down the hallway, into the small room, and switch on the lights.
You'll discover not only the secretary's diary B file, but Sherry
as well. Gather the handgun rounds out of the chest, and return to
the chief's room for the heart key and his diary. Go back down to
the first floor and visit the squad room again. The combination to
the safe is still "2236," which will get you acid rounds and a map of
the police station.
The next step in the second scenario is to head downstairs and into
the basement. Beware of the dogs lurking about. Head through
the first door on the right, where you'll find the power supply controls
and a map of the police basement. The correct setting for the
power supply controls is still up, down, up, down, up. From there,
take a left, go through the door, and down the ladder. Make a stop
in the storage room on the left to save or whatnot.
When you exit, you'll run into Sherry once again. After a brief chat,
she'll run off and you'll play as her. The next sequence is the
same as in the first scenario: Run past the dogs, go through the door
on the right, get the map, move the boxes to make a bridge, fill
the moat with water, claim the key, and either stop and pick up ammo
or just return to where you last saw Claire. The next
sequence, however, is quite a bit different from that in the first
scenario. Once Sherry has given Claire the goods, Leon will call and
tell Claire that he has moved the paddy wagon, opening up a new area.
Before heading over there, stop to pick up the red key card
inside the autopsy room, then use the key card on the nearby locked
door to get some ammo, as well as the submachine gun (if
you didn't pick it up the first time around as Leon). From there, head
to the right and around the corner, through the door marked
"Parking," and across the way into the newly accessible door. Inside
the kennel, you'll find the crank near the manhole cover. Now
go back up to the first floor and make a stop at the room near the
stairs. Inside, you'll find acid rounds and the night watchman's
diary. The club key will unlock the door. Now make your way to the
big room in the upper right-hand corner of the map, which you
haven't yet been to.
Here, ignite the furnace and turn the faucets in this order: 12, 13,
11. This will release the golden cogwheel from the painting. But
beware! The moment you go to get the cogwheel, the mysterious figure
will come bursting through the wall. Pick up the cogwheel
quickly and go racing out the door. Don't celebrate yet, because you
haven't escaped him, you've only given yourself room to fight.
Walk down the hallway and after a bit, he'll come bursting through
the wall. Three or four shots with the grenade launcher will bring
the big lug down. Do not forget to check his body for ammo, once he's
collapsed.
Now, head to the third floor of the police station via the stairway
in the library. It's time to use the crank in the hole in the wall. Climb
the stairway and place the cogwheel in the gears to get the final stone.
With all of the stones, head back to the chief's chambers.
Push the button that moves the painting to reveal the holes where the
stones are to be placed. Enter the new passageway, pick up
the mail to the chief, head down the elevator, and have a chat with
the chief. Grab some acid rounds and go down the ladder. It's
time to battle with William. After he leaves, go back upstairs and
get Sherry. Return to the area where you fought with William, press
the button to bring down the ladder, and head up. Once in the sewers,
Sherry will fall down the drain as in the first scenario. Only
this time, you won't play as her.
Keep moving in the same general direction, and you'll find the sewer
manager's fax and a first-aid spray. After a brief conversation
with Leon, take a left and hop up into the little alcove. There are
two dead soldiers here, one with some flame rounds and the other
with the wolf medal. Now head through the sewers, evading the spiders.
Make sure you have the valve handle on hand to lower the
bridge. Cross it, and raise it back up immediately. Search the area
for some green herbs and ammo. Make your way down the
corridor, but don't worry, there aren't any alligators this time. Simply
climb the ladder, head to the left, and pick up the eagle medal
and the sewer manager's diary. From there, head back down to the right,
use the valve handle to slow down the spinning fan, climb
the ladder, and use the air shaft as a getaway. Once back in the sewers,
head to the left, go through the door, and make your way
past the spiders to the door blocked by the waterfall. To the right
of it is the panel where you must place both the eagle medal and
wolf medal. Now exit through the door, use the control panel to bring
the tramcar back, enter it, and enjoy the ride.
Once the tram has stopped, use the lighter on the flare signal found
to the immediate left. The sudden burst of light will make the
weapon-box key gleam. Pick it up and head for the door. Run down the
hallway, blasting zombies on the way. When you come to
the intersection, if you go left, you'll find a corpse with a spark
gun on him. Grab it, head down the other hallway and through the
door. Now, you'll come to a similar hallway setup. If you go to the
right, you will come across some green herbs. If you go to the left,
you discover a ladder, which you should climb. Inside the room, you
discover first-aid spray and ammo.
Here's where the second scenario is totally different from the first
scenario. Sherry will walk over to the console, mumble about
something, and exit the room. You'll realize that the tractor housing
which lowers you down to the laboratory in the first scenario isn't
there, and you'll have to walk to the edge of where the tractor housing
was to ride the small elevator down. Once through the door on
the left, head down the hallway, until you reach the television monitors.
To your right, you will find the C. panel key. Now go ahead
and look at the monitor for a surprise. After dealing with it, search
for ammo, then ride the elevator back up and head back into the
room where you left Sherry.
Walk to the machine that Sherry is standing by and use the C. panel
key near the right side of her to activate the tractor housing.
When you exit the room, it'll be sitting there waiting for you. Walk
to the control panel, press the button to activate the platform, and
Claire and Sherry will automatically run inside. As in the first scenario,
William attacks on the way down. Defeat him, and head back
into the tractor housing to check on Sherry. The platform lift should
overheat, which is your cue to go outside to look for the only
exit. Head through the only open door, and pick up the green herb,
which is located on the left-hand side of the storage bin, if
needed (if you don't need it now, you will later, so put it in the
bin). You will notice a big crate that seems totally out of place. Shove
it onto the elevator platform to the right, activate the elevator,
and then shove the crate off of the platform and down the narrow
walkway up to the right. Put it right next to the other crates, so
you can climb up the crates. Though it doesn't really help now,
having this in place will help later.
Head down to the walkway, where you'll come across a fallen scientist
who's carrying the P. epsilon report. Pick up the report and
use the nearby typewriter, if needed. Head down the elevator to the
right, run down the walkway, and hit the switch. Go all the way
back up to where you first entered, enter the elevator, and push the
button to the right of the door.
After being whisked away, exit the elevator, go through the door, and
grab some goodies. Head for the door on the left, and make
your way down the walkway towards the west area. Once inside, veer
to the left, and enter the frozen door. Pick up the first-aid
spray and the fuse case, then place the fuse case into the device on
the counter to make the main fuse, as you did in the first
scenario. Now take it back to the intersection between the east and
west areas, and put it into the console in the center of the room.
From there, head for the east area. Go through the far door on the right
and pick up the user registration and lab security memo. The
plant that occupied the air shaft in the first scenario should be gone
(if you took care of it the last time around). Climb through the air
shaft into the other room, destroy the lickers, and pick up the boxes
of shotgun shells and the ink ribbons. Exit the room and head
for the large door. An easy way to exterminate the two plant creatures
is to leave the room through the door to the left, kill one before
it turns around, and then leave. Repeat and serve. Once done, head
for the door that they were guarding, and be ready to destroy
another one. Go down the ladder, and make your way to the large array
of monitors, beneath which you'll find the map to the
laboratory.
Head into the next room and use the weapon-box key on the locker to
get the acid rounds. Carefully enter the room, go through the
automatic doors, and prepare to blast a lot of zombies. On the counter,
you will find the P. room key. Once out of the room, you'll
run into Annette. After this conversation, head all the way back up
to the main elevator. Take it up and return to the place where you
had positioned the crates. Climb the crates and use the P. room key
on the door. Run down the corridor, until you reach the next
encounter with the mysterious figure. After this drama wraps up, return
to the place where you put the main fuse. Once you've
collected Sherry and the master key, enter the elevator and use the
master key on the panel at the rear of the compartment. Head
inside the train and make for the rear. On the floor near the storage
box and save point, you'll discover the platform key. Grab it and
head out of the train. Take a left toward the double doors, head up
and over the overpass, and then underneath the stairs. Head
toward the blinking panel, press the button, and take the joint plugs.
Then run back underneath the stairs, through the doors, and
place the plugs in the slots to restore power.
Now it's time for the finally confrontation... almost. The mysterious
figure will once again attack. Keep moving, pivoting in place, and
firing, over and over. After about four or five major blasts, a rocket
launcher will be provided. Pick it up to finish him off. Return to the
train, but before jumping on, you must open the doors that are blocking
the tracks. Simply head in the direction of the zombies, and
you'll find the panel to open the doors. Go to the front of the train
and push the lever to start it up. After the CG FMV, the real final
confrontation will begin. Unload everything you have on this guy. Happy
trails!