Claire Mission 1 and Leon Mission 2

Walkthrough

The walkthrough for Claire's Mission 1 and Leon Mission 2.

Claire Mission 1
The Street
Claire will begin in the war-torn streets of Racoon City, where she encounters six zombie residents. However tempting it may be to open fire, you must resist to save your ammo and instead run straight past the zombie hordes and head for the back alley. Quick zigzagging will leave the zombies trailing, but be careful as you near the alley because there'll be another two zombies waiting just around the corner. Like before, it is best to avoid these and enter the gun shop.
Kendo Gun Shop
Once inside the shop you'll meet the first human survivor (but not for long). After a brief chat, you'll be left free to roam the shop searching for items. There are two cases of Handgun Ammo to collect; grab the box behind the counter that is facing you as you enter the shop first, and then walk around to the other counter to grab the second. Once this box has been collected, the window will cave-in under the might of the congregating zombie masses. Unfortunately, the shop owner gets chewed to bits here, so get behind the first counter again and then pick them off as they focus their attentions towards you. They take some killing, but you'll know when they are all totalled because the music changes from the dramatic score to a more light-hearted affair. When all is safe, grab the Bow Gun from the dead shop keeper and leave via the back door.
The Gate Passage
When you exit the shop you'll come across into a dingy back alley. Dash around the corner and you'll encounter a closed basketball court with a selection of zombies frantically bashing on the gate. Run past and grab the Handgun Ammo from the back of the crashed van, and then the gate enclosing the zombies will be thrust open and they'll start spilling out into the alley. Pick them off with your handgun and then run onto, and across the basketball court. An extra zombie will inhabit this area, but he is easy to avoid.
Dumpster Alley
Once out of the door behind the basketball court, climb the metal staircase and dash along the walkway. Just below the next set of steps that lead downwards will be a stash of ammo to the right. Grab this and hop onto the dumpster. There is another group of zombies over the other side, so the aim is to get past unscathed whilst conserving ammo. The most effective way to do this is to shoot a couple of rounds into the female zombie in front of you, then when she drops to the ground, hop down and zigzag past the remaining group. Now exit via the back door and enter onto the streets once again. When you emerge you'll hear a munching sound ­ this will be a pack of ravenous zombies feasting on a poor unfortunate civilian. There's no need to hang around here, run straight past and climb aboard the bus to get away.
Racoon City Bus #33
Once onto the crashed bus, grab the Ammo on the left as you get on and then immediately move forward to gain a longer perspective. It is now that you'll notice a female zombie crawling along the ground in front of you. Unfortunately, you can't avoid her so you'll just have to end her nightmare and empty a couple of rounds into her head. Straight afterwards, you must take out another standing zombie bloke before you can get off the bus.
Upon exiting the stationary bus, you'll once again take to the streets. This is a particularly claustrophobic area because it is filled with zombies. There's no point in killing them all because there are far too many. Use the zigzag evasive tactics you should have mastered by now and dash past the lot of them. Your exit is a door at the back.
Police Station Courtyard
This is a very easy section to get through. There are two routes to take. You can either enter the park and avoid the two slow zombies, or you can walk to the end and take the underground walkway over to the other side. Either way, getting to the main police station doors shouldn't be a problem.
Main Hall 1F
You are now inside the main bulk of the game. Inside the police station is where the main action is at. Your first task is to walk forwards and enter the second door on the left (you won't be able to enter any other doors at this point). This is where you'll come across the second survivor ­ a young cop who is already stuck in undead limbo land, waiting for the inevitable grip of the evil to take control of his body. After a chat, he'll give you the Blue Key Card and boot you out of the room. Take this key card to the main computer terminal in the entrance hall and use it to open the other two doors. There is a typewriter and Ink Ribbon next to the computer, so save if you want before moving on. Once all the doors have been unlocked, proceed to the first door on the left as you walk into the main police building.
Waiting Room
You can now catch you breath as you encounter the calm before the storm. On your left as you enter this room will be a trunk ­ this issued to store any unwanted items. Our advice is to ditch the Combat Knife and Ink Ribbon. Also, in the far corner of the waiting room will be a desk. Use your Lock-Pick to open this and grab the First Aid Spray from inside. Once again, store this in the trunk. Finally, before you leave this room, walk over to the couch and pick up the note. This is the first of several snippets of information you'll obtain during the game, so file it for future reference.
West Wing Hallway
Brace yourself for the first spine-chilling moment of Resident Evil 2! Walk forwards to the decapitated guard and search him for Handgun Ammo, then equip the Bow Gun and proceed to the pool of dripping blood. When you crouch to examine it, the action will flick to an FMV sequence that introduces the first true terror of the game ­ the Licker! This thing will drop down from the ceiling and immediately start lashing you with its pronged tongue. Aim you gun low and fire off a few bolts. Thankfully, the creature won't take many hits with the Bow Gun. Once this creature has been killed, walk forwards and pick up the Green Herb. Use it if you took any hits, or keep it and store it later in a trunk, hell, you're bound to need it later on!
Briefing Room
Although you can't actually do anything here yet, we'll get the explanation out of the way. The objective is to find a Lighter and bring it to this room. Walk out into the back room and use the Lighter on the fireplace. Once the flames are lit, a hole will appear in the painting hanging above. From this hole will drop a Red Jewel ­ two of which are needed for a future puzzle. There is also a note to pick up in this room, but precious little else.
West Stairwell
This is a tricky bit! When you leave the West Wing Hallway and emerge into this section, several zombies will be waiting either side of you. Take out the female on the right first, and then move back into the space she occupied to get a clear shot at the incoming bloke zombies. When all have been vanquished, walk around the corner underneath the stairs and pick up the two Green Herbs before entering the Dark Room. Pick up the Ink Ribbon on the desk and then save the game if you so wish. No store the Ribbon and the Herbs in the trunk and acquire the ammo from one of the drawers.
To the back of this safe room is the Dark Room, it is here that you can take and develop any camera film you find along the way ­ but the pictures aren't particularly interesting. Note: in the corner of the safe room is a special locker that cannot be opened without a Special Key, see the Secrets section of this guide to find out how to get into it, and more importantly, what's inside! When you have done all there is to do in this room. Leave via the door and climb up the wooden staircase.
Statue Hallway 2F
This is where you'll encounter the first puzzle of the game. The idea is to move the two conspicuous statues to their rightful locations. When you begin, they will be situated next to the main statue in the centre facing outwards. They must be pushed to the opposite metal plates on the ground. So the first statue you come to must be moved over to the far plate, and the far statue must be pushed over to the near plate. If you get stuck there is a clue on the main statue, but this shouldn't keep you distracted for very long. Once both statues have been positioned in the correct places, the main statue will drop a Red Jewel; enabling you to pick it up and add it to your inventory (it is probably best to store this in a trunk until later). When the jewel is in your care, leave the hallway via the back door.
S.T.A.R.S Office
Upon entry to the next hallway, the only door to enter at this point is the office occupied by the S.T.A.R.S team, and what a lot of booty there is in here! First of all, go to the cupboard by the right of the door as you enter, inside you'll find a Grenade Launcher ­ which will come in very handy!
Next up, walk over to the set of desks in the centre of the room one will be Chris' desk, so pick up his diary that is on the top. This will contain vital information as to his whereabouts. Under the diary is the Unicorn Medal. Pick this up and keep it with you as you'll need it fairly soon. Before you leave the office, go to the poster at the far end and search for the ammo that is concealed behind it. Now, just as you go to leave, the fax machine will buzz into action and something will come through. Pick it up and read before leaving.
Main Hall 1F (cont.)
Once you have the Unicorn Medal, track back along the way you just came and aim for the main hall. Please note that the zombie activity surrounding the police station has just notched up a gear on the frenzy scale, and this is evident when you head back through the passageway that leads off to the briefing room. Stay away from the boarded up windows because zombies hands will break through and try to grab you. Either run straight past or shot them. Once back in the main hall, go to the fountain and use the Unicorn Medal. A short cut scene will show the statue moving and a key drop out of the jug. Pick this up and you now have the Spade Key.
Now, from this point you can either go and explore through the other door that was electronically unlocked by the computer, or progress beyond the S.T.A.R.S office. We found it to be quicker on the overall completion of the game to do the latter, so that is what we will advise here.
File Room
This is an area that was previously denied to you, but with the Spade Key, you can now enter. This room is located off of the hallway where you encountered the first Licker, inside will be rows of files and a couple of useful items. Walk behind the large shelf and push the small set of steps straight along to the end. Now climb up and pick up the Crank that is on top of the cupboard ahead. Also, near to this cupboard is a note hidden away that will provide future clues. Finally, before you leave the room, search the cupboard close to the entrance for another Ink Ribbon.
2F Lounge
Use the Spade Key to go through the door at the end of the passage after the S.T.A.R.S office and Claire's story will really begin to develop. However, before she can do so, the action will flick to a small girl being pursued by a zombie. You'll meet her properly later, but for now, kill the zombie and go through the door at the end. Inside the 2F Lounge, you'll meet Leon again. He'll natter a bit before handing you a radio to keep in contact with. Now go straight on to the end of the narrow corridor and search the small janitor's locker for some ammo. Now track back and go around the corner, you'll come to a small desk next to a door. Use your Lock-Pick on the desk and you'll gain some Acid Rounds for your Grenade Launcher. Now go through the door.
The Library
The library is where Claire will have to solve her second puzzle. Climb the stairs to the side as you enter and then walk around the upper level. Ignore the door that leads off for now and then proceed around to the other side. As you near the end, the floor will give way and you'll fall back down to the hidden area in the main library area. Walk forward and push the switch, this will move the first book shelf out of the way, thus allowing you back out. Now walk over to the first two book shelves nearest the door you entered and push the buttons on each ­ choosing to move them right each time. This will reveal the Serpent Stone under the painting in the hidden area you have just come from. So go and fetch it before you leave. There is also a Red Herb to pick up next to the other door in the main library area. Leave the library via this other door.
Main Hall 2F
Upon your exit from the library, you'll find yourself in this, the upper tier of the main entrance hall. There'll be four zombies to kill here, so be on your guard. Walk around to the far side, but on the way, take time out to activate the emergency staircase that is situated half way round ­ this will provide you with quick and easy access to the main entrance hall.
Save Room
The door you use to exit the main hall tier will lead you through to this room. Inside, you can store items such as the Crank and Serpent Stone for future use in the trunk. Save your game if you need to, and pick up a few other items. Most important is the Lighter. Grab this from the seat. There is also another ink ribbon on the desk, and the Receptionist's Diary.
2F Hallway
When you leave the save room, you'll enter into this corridor with smouldering zombies and helicopter wreckage. The flames make it to hazardous to approach now, so without doing anything (not even killing the zombies because they'll disappear in a minute) turn right and go through the other door into the Crow Passage.
Crow Passage
This is a very eerie section of the game, as there is deadly silence, broken only by the sinister squawks of the hostile birds that populate this passage. Walk straight down to the end and unlock the door (this will provide you will another quick shortcut). Now run around the corner, past the dead body and make for the door at the far end. At this point, a pack of birds will smash through the window and try to attack you. You can stay and kill them if you want, but it is much easier to just run for it.
Outside Area #1
You'll now be on the roof of the police station. You can't miss it, there's a burning chopper in the corner! Ignore this for now and head for the steps that lead downwards. There'll be a pack of zombies at the bottom, so dodge these and go through the next door that leads to the shed. Inside will be several useful items including an Ink Ribbon, another Bow Gun and most importantly, the Valve Handle. Take these and head back the way you came. DON'T open the other door at the end because: (a) you won't be able to go through it anyway, and (b) it will let two new zombies into the room. Dodge the outside zombies once again and the go back up the steps. Now use the Valve Handle in the passageway next to the burning helicopter on the roof. This will cause a surge of water to fall from the tank above; extinguishing the chopper flames. Before you re-enter Crow Passage, search the chopper for Ammo.
NOTE: At this point, it is a good idea to use the emergency ladder in the Main Hall 2F to go back down to the Briefing Room. Now that you have the Lighter, you should use it on the fireplace to obtain the second Red Jewel. Once you have both, go back to the hallway where the chopper wreckage is, and enter the door that was previously denied to you by the flames.
Storage Room
With both Red Jewels to hand, use them at either side of the main statue to gain one half of the blue Jaguar Stone. Also, to the left of the main statue will be the Diamond Key, so be sure to pick this up before leaving.
The Weapons Room #1
When you've got the Diamond Key, track back through this side of the police station and descend down the stairs after the statue puzzle down to the Dark Room area. Now go around the corner and go into the down at the far end ­ this is the Weapons Room. The inside of this room is quite confined, and there are a lot of zombies to kill as you go in, so get a powerful weapon equipped ­ something like the Bow Gun would be good, and let rip as soon as they go for you. There are more around the corner, so be prepared. Once the six zombies have been maimed, you can get down to some searching. Around the corner will be a quiver of bolts for your Bow Gun and a film (this should be taken to the Dark Room for development, if you can be bothered). Now go back around the corner and use your Lockpick on the cabinets just beyond the other door. Inside will be the Plastic Explosives ­ a vital item. Once you're done, leave via the second door.
West Office
Remember that nice police officer that you met first upon arriving at the station? Well this is the office he occupied. All is quiet at the moment... too quiet! Go straight ahead into the small office and there he'll be. After turning into a zombie before your very eyes, he'll need killing. Inside the same office will be the Detonator needed in conjunction with the Plastic Explosive later on, so be sure to grab it. Now search the rest of the main office for a Green Herb, a note to Leon and some Ammo in the locker where the cop was originally situated. Now unlock the main door and go back out into the main hall.
The East Wing
From the main hall, go through the second door that was electronically unlocked by the computer and get ready for action. There are a lot of zombies inside, so arm yourself with something substantial. If you get hurt, there are a couple of Green Herbs to heal you further on in the corridor. Go through the blue doors when all of the zombies are dead.
East Office
There are more zombies to kill in here, but your pistol with be adequate enough to cope with them. Proceed to the small office at the far end and stand in front of the safe in the corner. Enter the code '2-2-3-6' to unlock it ­ inside will be some Acid Rounds for your Grenade Launcher and a map of the floor. Go back out and search the small desk near the blue door for an Ink Ribbon. Now go out the open door at the back of the office and search the dead cop for some ammo. Now go back out of the blue doors, go right and around the corner to the next door.
East Wing Corridor
There are more zombies to kill in here, so get your pistol at the ready. Proceed down the narrow corridor and use the Diamond Key to enter the door straight ahead.
The Interrogation Room
Grab the Cord from the table and walk to the shelves in the corner. On one of the shelves will be the Eagle Stone ­ grab it and get a heavy weapon ready. When you turn around, a Licker will smash through the two-way mirror and attack, so blow it away as effectively as possible. Now go into the next room along and grab the Ammo. When back in the East Wing Corridor, you may wish to pick up the Red Herb. You won't be able to enter the green doors yet, so leave the area at once.
Chief of Police's Office
You now need to go back to the 2F Hallway where the burning helicopter poking through the wall was. The best route is to track back the way you came and cut through the West Office. Go through the open door at the back and step over the dead cop before exiting through the door on the right. Go up the steps and through the door at the top. You'll now be back in Crow Passage, so dash straight forward and go through the door at the end.
NOTE: Make sure that you have both the Detonator and the Plastic Explosive handy. The two need combining via the inventory, this can be done sooner to conserve item space if you prefer. If you haven't got them with you, go to the save room that leads off of the hallway and fetch them.
Right, once you've got the bomb sorted, use it next to the helicopter wreckage poking through the wall and you'll automatically dash around the corner to avoid the explosion (please note that you may have to move around a bit to find the exact spot needed to use the bomb, so don't give up!). Now go through the new hole in the wall and run straight down the corridor into the room at the end. This is the office of Irons, the police chief. Walk over the corpse on the desk and Irons will introduce himself and explain why he looks dodgy sat next to a female dead body. When the chief has finished talking, go through the other door.
Taxidermy Room #1
You'll now find yourself in another corridor with a huge stuffed tiger. There's nothing to do here, so follow the passage around and go through the next door. This is the chief's taxidermy room (very sinister), and upon entering, you'll be alerted by some strange noises. Go into the next room that is in darkness and turn on the switch next to the door. The lights will now go on and you'll finally meet the little girl who you saved earlier ­ Sherry Birkin. Once you've gained her trust, go back to the Chief's Office. Irons will have now departed, but not before leaving the Heart Key and his diary on his desk, so go and get them before exiting the office completely.
Northeast Hallway
With the Heart Key now safely in possession, go back through Crow Passage and go straight out of the door that leads to the outside steps. Go down and through the door to be back in the West Office area. Step over the dead cop and go straight down to the door at the end. The Heart Key will now get you through it. There is a Green Herb to pick up by the door, but other than that there is very little else in this area at present. If you have the Cord handy, use it on the circuit box on the wall at the end next to the shattered windows. This will cause metal shutters to close over the windows, thus preventing any zombies from entering. Now go down the stone staircase into the basement area.
Basement Hallway
This area is populated by savage dogs, so walk, don't run, forward until the first pooch traipses up to you for a sniff. Arm yourself with your Bow Gun and take Rover out at close range. Now things get trickier. Walk forwards until you get to a cross-roads in the corridor ­ there'll be a dog on either side to kill, so plan you attack accordingly.
Outside Area
When the dogs are dead, take a left and walk upwards (away from the screen as opposed to towards it) and go through the double doors around the next corner. There are more dogs to defeat in here, and they'll jump down when you walk around the next corner. However, rather than stopping to kill them, it is far safer to run straight forwards and pop down the open manhole.
The Lower Sanctums
Once down the manhole, a save room will be just ahead on the left. It is important to go in, even if you don't save, otherwise you won't meet Sherry on the way out.
Once you leave the room, you'll meet Sherry again, and take temporary control as she progresses ahead without you.
Sherry's Mission 1
Armed with only a First Aid Spray, Sherry must now battle on ahead to try and find a new way out. When she squeezes through the hole in the wall, go up on the elevator and get ready for some serious dodging. At the top, there are two vicious dogs to out-run. The idea is to leave the room with the elevator and turn right and run to the next door. Inside, there'll be a puzzle to solve.
When in this new room, walk past the control deck and climb down the large steps. At the bottom will be a series of three crates, you must arrange them in a straight line against the far wall, so with a bit of push and shove here and there, this shouldn't prove too difficult. When this is done, go back up and hit the switch on the control deck to fill the pit with the crates up with water. You'll now have a handy bridge with which to get across to the set of shelves on the other side of the room. Here you'll find the Club Key, so grab it and get out of the room.
Now, you can either be a coward and get back down that lift now, or you can assist Claire further and get her some extra Grenade Rounds. These can be found by turning right when you leave the water room and heading straight down to the door in the far corner. When you've got everything, head back to the elevator and go back to give Claire her items. Unfortunately, you won't be able to join Claire again right now, but Sherry will lob the items through the hole and Claire can carry on alone for the time being.
The Power Room
Proceed back to the Basement Hallway (where you met the original dogs), and go through the first set of double doors you come to on the left (note: this passageway is now populated with Lickers, so beware). This is the Power Room. Inside will be a Green Herb and a basement map, but the main goal in here is to restore power to the Weapons Room down the corridor. Walk up to the generator in the corner and take a closer look. You will now have to flick the appropriate switches to restore power without overloading the system, and for this you have to keep the arrow below 100. It is much easier than it sounds, simply choose: On, On, Off, Off, On.
The Morgue
Leave the Power Room and proceed past the passage that leads back upstairs, and through the double doors on the right. This is the spooky morgue. Ignore all the bodies for now and walk over to the corner to acquire the Red Key Card. This is where things get really hairy! The bodies will now come alive and start approaching you, so arm yourself heavily and let rip.
The Weapons Room #2
Leave the morgue and proceed along to the next door on the right. Use the Red Key Card on the swipe lock next to the door and then go inside. There'll be more Ammo inside both for your pistol and Bow Gun. Also, in the locker at the far end will be a Sidepack and Machine Gun. The Sidepack will allow you to carry two more items in your inventory, so it is best to take this now because of all those grenade rounds. However, you now have the choice of whether or not you'll take the Machine Gun now, or leave it for Leon in the Second Scenario ­ we say leave it! Now leave the room and go back upstairs.
Watchman's Room
Now that you have the Club Key, you'll be able to enter the room to the right at the top of the stairs ­ beware, this passage is now populated by dogs! Once inside the room, grab the Acid Rounds and check out the Watchman's Diary.
The Press Room
Leave the Northeast Hallway and proceed back through the West Office. Go through the blue doors at the end and turn right ­ the idea is to head back to the area where the Interrogation room is and enter the green doors at the end ­ this is the Press Room (NOTE: Make sure you are carrying the Lighter at this point!). When you enter the room, there is a single Licker inside, so it is best to arm yourself with some Acid Rounds beforehand. Walk over behind the press desk at the back of the room and use your Lighter on the furnace in the corner. Now you must activate the three torches on the wall in the following order: Queen, King Jack ­ or rather 12, 13, 11. Once this has been done, the Gold Cog will drop out of the picture at the other end of the room. Go and pick it up, and grab the Camera Film from the desk nearby while you're at it. Now leave.
NOTE: At this point, make sure that you have both the Gold Cog and the Crank.
The Clock Tower
Proceed back upstairs to the Library (use the emergency ladder in the main hall, watch out, there'll be a Licker here now!) and go up the steps. Go out through the door on this higher level and back out into a second main hall tier. Walk along and go through the next door, and into the Clock Tower Area. Use the Crank on the socket on the right to lower a hidden staircase. Go up and then insert the Gold Cog into the gap amongst the clockwork mechanics. Now press the button and a secret compartment in the wall will open that contains the second half of the Jaguar Stone. Now leave this room, collect the other stones, combine the two pieces of the Jaguar Stone and take them all to the Chief's Office.
Chief of Police's Office (cont.)
Upon arriving in Irons' office once more, you'll meet Sherry again. Place the stones into the plaque on the wall and a secret passage will open. Leave Sherry there for now and proceed ahead. Grab the note on the floor and go down on the elevator.
Boss #1
Remember that weevil that burst out of the Chief, well it's back! Having dropped down a level, it will grow and mutate into a huge, vile hideous beast and start crawling towards you. It will stop every now and again to spew out more weevils. If you have either the Machine Gun or the Grenade Launcher then this thing will be a pushover to kill, simply shoot it continuously as it crawls towards you, adjusting you aim every now and again to take out the weevils that scurry up to you. When it is dead, it will shrivel into a pulp and disappear. Dead easy. When the boss has been defeated, track back and grab Sherry and continue back down to this area, now walk around the corner to the ladder and climb up.
Lower Taxidermy Room
This is where you'll meet Irons again. He'll talk for a while before coming over all strange. Watch in
amusement/horror as a devilish weevil bursts out from within his stomach and splatters his treacherous innards across the room. Now pick-up the Acid Rounds and go down the ladder.
Sherry's Mission 2
Shortly after you progress, Sherry will fall down a water drain, and you'll have to take control of her again. With Sherry, proceed down to the lower storage room. There won't be much to do in here other than avoid a foul puking zombie. Dash around the corner behind the shelves and escape through the vent in the wall.
You'll now find yourself in a large, dank tunnel. The idea is to run to the end and get out, however, this proves tricky due to the swarm of nasty insects that take a fancy to you. Individually, they don't prove much of a problem, but if more than four latch onto you then it could be curtains. The best tactic is just to run for your life. Once out the other side, grab the Wolf Medal from the trash compactor and the action will switch back to Claire.
Control Room South
The path now is very linear. Head for the control room and pick up the two Blue Herbs on the way. This room will contain Ammo, a First Aid Spray and an opportunity to save. The ammo is concealed in a bag on the table, so look hard and pick up the note just beside it. Go through the locked door to the right of the elevator and you'll be able to visit the room that Sherry was just in. Inside here will be some Grenade Rounds and some bolts for your Bow Gun. Now go back up the ladder. Before you leave the control room, make sure you are carrying the Valve Handle and some heavy duty weaponry. Now leave.
Waste Pool
This is as low as it gets! A manky sewer infested with huge spiders. These can prove a problem as they attack from above and can poison you in an instant. There are four to kill in this area so be on your guard. When you first enter into this area, go left and into the next alcove along. Inside will be a couple of dead bodies, search them for Flame Rounds. Now proceed back up the passage, turn left and go through the gate. After killing the next two spiders, walk along and turn left into the next alcove to exit.
If you were poisoned before, there is a pot of eternal blue herbs here ­ you can use them but not take them. Now walk around and use your Valve Handle on the socket on the wall to lower the bridge over the toxic waste. Once across, use your Valve Handle against on the other socket and pick up the Herbs and Flame Rounds. Now leave through the next door and face Boss 2.
Boss #2
You'll now find yourself in a long passage. Proceed along and around the corner, pausing along the way to examine the yellow light on the left wall, it will tell you that the oxygen canister is released in the case of an emergency (well there is about to be one!). Now keep going along until you come to the trash compactor entrance at the end. You'll now see Sherry in the distance, but before you can make contact, a huge crocodile will leap out of the trash and attack you.
Run back down the passage and it will start chasing you. When you come to the oxygen tank, examine it again to make the canister fall to the floor and wait until the croc walks up to it. Now, in a scene straight out of Jaws, the croc will grab the canister in its mouth, and continue chase. Now this is the clever bit, fire off a shot at the croc and you'll hit the canister in its gob ­ blowing its head clean off!
Now go back to the trash compactor, use the panel on the wall to open the emergency door that has now been sealed, and rescue poor Sherry (note the weevil scurrying off as you approach ­ yes, she is now infected!). Now trudge through the trash and ascend the ladder on the other side, but not before picking up the Wolf Medal.
NOTE: There is a harder method of killing the crocodile, and that is to constantly shoot it as it follows you up the passage, and then wait until the perspective changes for the last time (when you're right up against the door through which you entered the passage) before unloading the final, fatal shot.
Higher Trash Compactor
Once in this area, walk over to the control area and search the corpse for the Eagle Medal and check out the nearby note. Now walk over to the control box below the giant fan in the corner and open the secret passage back to the waste sewers. Once back in the waste pool area, use both the Eagle and the Wolf Medal on the control box next to the waterfall, and a doorway out of there will be revealed (note: if you take the secret route back here, some zombies will rise out of the water, whereas if you tracked back through the croc passage, this won't be a problem).
Tram Station
You'll now be in a rickety walkway, simple proceed down to the door and enter into the main Tram Station. Straight ahead will be a storage shelf, and if you took-out the crocodile using the hard method, there'll be some Handgun Ammo and Flame Rounds here (if you used the one-hit method then there'll be nothing!). Go to the right of the tram and press the button on the control panel before walking around the other side and boarding.
Disused Factory
When you arrive at your new destination, take note of the flare cannon to the left. If you have your Lighter handy then you'll be able to activate it. It doesn't really do much other than illuminate the tunnel and show the location of the hidden W. Box Key on the ground nearby (or if you don't have your lighter, simply search around the wall and you'll find it!). Now proceed through the next door.
This next set of walkways will be heavily populated by zombies, so get your pistol to hand and pick them off. If you turn left out of the first passage and then proceed round the corner, you'll find a corpse, search it for the Spark Shot, a new special weapon. Now proceed to the door in the far passage.
There'll be another batch of zombies to take out here. If you turn right out of the first passage then there'll be a couple of Green Herbs to collect, otherwise turn left and climb the ladder.
You'll now be in a safe room. Grab all of the items including various Grenade Rounds and a First Aid Spray, save if you want and then leave.
Elevator Platform
When you enter, turn left and search the barrels at the end for some ammo. Now walk over to the large vehicle and enter inside. In here you'll find some Flame Rounds and the Control Panel Key needed to operate the platform. Take this to the panel just outside the vehicle and prepare to go down and meet Boss 3.
NOTE: You may wish to save your game before you operate the vehicle, and stock up with some heavy-duty weaponry like your Grenade Launcher.
Boss #3
You'll have already met Annette Birkin by now (that's Sherry's mom!), well prepare to meet her infected hubby, William. As the platform descends into the Lab area, William will makes his presence known and you'll have to face him, or rather a terrible mutation of him. Like the other bosses, straightforward blasting is needed, but watch out because he will swing his vast, clawed hand at you. Make sure you don't get cornered as it is very hard to break free ­ the best tactic is just to run around and shoot him whenever you're in space. When he is nearly dead, the creature will briefly raise its arms and start moving slower. Wait until its arms are lowered before you fire that crucial last shot (otherwise it won't register and you'll have wasted another shot!).When it has taken a significant number of hits, he'll jump off of the platform.
When the boss has been dealt with, the lift will stop at the bottom and Claire will automatically take Sherry to the Security room.
Security Room
After a spot of bonding with Sherry, you'll be able to pick up several useful items including Acid and Flame Rounds plus an Ink Ribbon and Green Herb. Now leave the room, turn right and proceed through the door at the end.
Cold Room
You will now be in the main lab complex. Walk to the centre of the shaft and go down the blue walkway on the left, through the door and take another left. Just around the corner will be a door to the Cold room. Inside, pick up the Fuse Case from the shelf and take it to the machine opposite. Now use it and a sequence will show the machine insert a Fuse into the Fuse Case. Take the Main Fuse and leave the room. Now return to the centre of the main shaft and use the Fuse on the machine in the middle ­ this will restore power to the rest of the lab.
Sleeping Quarters
Take the red walkway from the main shaft and go through the door. Now take a right and go through the door at the very end into the sleeping quarters. Inside this room you'll find more Bow Gun bolts, two notes and some eternal Blue Herbs. In this room will be a computer that allows you to turn on the B.O.W. gas ­ do this and then shoot a Flame Round at the plant in the corner. When it shrivels, climb into the chute.
Inside this next room will be two Lickers, if you have activated the gas then they can be killed easily using normal Grenade Rounds. In this room you'll also find two cases of Grenade Rounds and an Ink Ribbon. Collect these and exit through the main door.
West Stairway
Once you have left the sleeping quarters, proceed to the metal shutter at the end and open it via the red button on the wall. Watch out now because there'll be two plants on the other side. Use Flame Rounds to kill them, if they spray you then return to the sleeping quarters and use the eternal Blue Herb. When they are frazzled, go through the next door and onto the metal stairway platform. There will be another plant to kill here, but it is so slow to turn round that you can exit down the ladder before it notices you.
B4 Hallway
Go through the door at the bottom of the stairs and get ready to meet some seriously aggressive Lickers. These are far fiercer than before, and take more killing. Continue down the passageway (ignore the computer and large door because you can't use them yet). Go through the door at the end into the main control room.
Control Room
Walk around the wall of monitors and grab the map from the terminal. You'll be able to save your game and store stuff in the chest if need be. Now exit through the door at the other side (note: if you picked up the W. Box Key, take it with you).
Dr. Birkin's Lab
Proceed down the narrow passage and take a left to go through the next door. You'll now be in William Birkin's Lab. Use the W. Box Key on the lockers to the left as you enter and inside will be some Grenade Rounds. Now go through the next door and kill the naked zombies. There'll be another pack of zombies to kill in the actual lab so get armed. Once inside the main lab, grab the Lab Key Card from the table and go back out
Network Administrator's Room
When you fully exit the lab, go straight ahead to the room with the sinister-looking eggs outside and use the Lab Key Card to get in. Inside you'll face a giant moth ­ don't worry though because it looks worse than it is. Use any heavy weaponry to kill it off and then go to the computer in the corner. Use whatever weapons you wish to clear the weevils out of the way and then use the computer. Enter your name as "GUEST" without a password and register your handprint (you'll find out why later!). Now leave and go back upstairs the way you came.
G-Capsule Room
Once upstairs, go back to the main shaft and take the blue walkway. Now instead of going to the cold room, take a right and go through the next door. Having registered your handprint, you'll be able to enter the first part of a two-way lock. By submitting your handprint on the terminal, you'll allow Leon to do the same in the 2nd mission and get inside.
V.A.M. Room
You need to create a vaccine to cure Sherry, and this is the first stepping stone to getting it. Use the Lab Key Card to enter the room between the cold room and the G-Capsule room and get ready for action. Inside will be a bunch of zombies that need killing. That done, hit the red switch on the wall straight ahead as you enter the room and pick up the Vaccine Case from the bed. Take this to V.A.M machine terminal in the centre of the room and use it. Now grab the MO Disk from the bed around the corner and collect the Base Vaccine from the machine on the wall nearby. Now leave.
Dr. Birkin's Lab (again)
With the Base Vaccine in hand, proceed back down to the lab. Be careful though because naked zombies now litter the hallway. Once back in the lab, take the Base Vaccine to the blue vaccine machine near the rear of the lab and use it. The machine will now automatically prepare the Vaccine for you, so sit back and watch until the process is complete. Now leave the lab and proceed back to the B4 Hallway. Stop at the save point and save, making sure you have the Vaccine, the MO Disk and the best weaponry you've got. Then use the MO Disk on the computer next to the large sealed door and go through to the Final Boss.
Final Boss
This is Claire's final confrontation in mission one, and they've saved the best till last! Once in the elevator room, walk straight down the middle and push the button on the wall next to the elevator at the end. Now the last boss will come crashing down from above. In the first form, this boss is slow to move and can be fought at distance. Use Flame rounds if you have them and it will fall after five shots have been unloaded. It's not over yet though, the beast will now transform into a hideous four-legged hound of hell and start jumping all over the place in a bid to catch you off-guard and pounce. Use the same tactics as before ­ keeping running (don't get cornered)‚ and throw everything you've got at it. Eventually it will drop, leaving you free to enter the lift and get the hell out of there.
Now you can sit back and watch the game over, don't get too excited though, it isn't the good game over ­ that only comes when you complete the 2nd scenario

Leon Mission 2
The Street
The differences in the second mission become apparent from the start. You'll notice that now you begin the adventure on the other side of the flaming truck, although thankfully there won't be as many zombies to avoid. Simply run past the three that stalk this section and then go through the door.
Police Station Compound
This is another new section of the game. Run into the screen, past the two zombies and into the small office on the other side of the court. Inside here you will find the Cabin Key. Take this back across the court and use it to enter into the shed.
The Shed
Are things starting to look familiar? They should do because you have just entered through the door that you couldn't go through in the outside area of the first mission (the one that the two zombies entered through). On the table to the left will be some Handgun Ammo and an Ink Ribbon.
Outside Area
Leave the shed via the door at the front and make your way up the metal staircase to the roof. A cut scene will now show how the helicopter came to be embedded in the side of the building. Ignore it for now and enter into the crow passage.
Crow Passage
Once again, you can either kill or dodge the crows. It may be easier to kill them because the pecked corpse holds more Handgun Ammo, and you'll have to pass through here a few times anyway. You must leave this passage via the door opposite the one you entered.
2F Hallway
Once again, there'll be burning helicopter wreckage in this hallway, but more importantly, there are now two Lickers as well! These can be killed on the spot, although we found it far easier to avoid them by running straight across the hall into the save room. Inside this save room will be an Ink Ribbon, 30 bullets for your Handgun, a Small Key and a diary. Pick them all up and store any unwanted items in the trunk.
Main Hall 2F
Leave the save room via the far door and you'll emerge in the second floor tier of the main hall. Quickly dash around to the opposite side, pausing to blow away the zombies on the way, and then collect the Unicorn Medal from the crest on the wall at the very end of the balcony. Now track back to the centre of the tier and activate the emergency ladder back down to the main hall.
Main Hall 1F
Walk to the main reception desk and pick up the Shotgun and Ink Ribbon. Then move over to the large statue fountain and, like in the first mission, use the Unicorn Medal on it to obtain the Spade Key.
East Office
When you've got the key, climb back up the emergency ladder and make you way back to the crow passage. When in this passage, go through the door straight ahead and use the metal staircase to go back down to the east office. When through the door, turn left into the main office area and the first thing you'll see will be the Valve Handle on a shelf next to the door, pick it up and then clear the room of zombies. There are Shotgun Shells and a map in the safe (remember, inside the small office ­ the combination is still 2-2-3-6), and a Green Herb and Ink Ribbon elsewhere in the office. Now leave the way you came.
The Roof
Go back to crow passage and through the door to the right that leads you out onto the roof. Now, you know the drill. Use the Valve Handle on the water tank to extinguish the helicopter flames, then search the wreckage for Shotgun Shells.
Tyrant ­ 103
Now, you may have been alarmed earlier when a cut scene showed a new monstrous bio weapon being
air-dropped through the roof of the police station, well now you're going to meet this weapon. It takes the form of a huge mutant terminator who will relentlessly pursue you through the mission. As it walks slowly towards you, unload countless Shotgun Shells into its torso, but make sure it doesn't get too close because it packs one hell of a punch! After steady shooting, it should drop (although it doesn't die), leaving you clear to search its body for more Shotgun Shells.
Storage Room
After the Tyrant scare, proceed back to the 2F hallway with the helicopter wreckage poking through the wall. It will now be safe to enter the room at the front of the wreckage which will lead you into the storage room. You won't be able to do much in here for now except pick up the Blue Key Card from on top of the crates. Now leave and go back down to the main hall via the emergency ladder. Then use the Blue Key Card on the computer situated at the main reception desk. Not only will this electronically unlock the two doors downstairs, but also the library as well.
Waiting Room
From the computer, go through the door next to the fountain into the waiting room. Things have now changed again! There'll be zombies in this room now ­ three to be precise, so get killing. Store any unwanted items in the trunk and, if you want, you can use the Small Key on the desk to get some Shotgun shells, although we recommend saving it for later. Now exit via the door around the corner.
File Room
You'll now be in the hallway where you first encountered a Licker. Use the Spade Key to enter the first door on the right and go into the file room. There isn't really anything important in here this time round (apart from a First Aid Spray and an ink ribbon), so you may wish to give it a miss and proceed along the corridor.
Briefing Room
Go through the door at the end of the corridor and into the next passage section with the boarded up windows. Go through the first door on the right and into the briefing room. Proceed straight through the first section and into the back room. Use your Lighter on the fireplace to obtain a Red Jewel, then search the boxes to the right for some Handgun Ammo. Now leave.
West Stairway
Proceed along the hallway and then go through the door at the end into this section that held many zombies the last time round. However, now there won't be any so don't panic. Go into the dark room under the stairs (pick up the two Green Herbs on the way), grab the Ink Ribbon and Handgun Ammo from the cabinet before storing any unwanted items and saving the game (if you want). Now leave the room and go upstairs.
Statue Hallway 2F
Like before, solve the statue puzzle to gain the second Red Jewel, and then leave the area via the door at the back.
S.T.A.R.S. Office
There'll be zombies to kill here so be ready. When the path is clear, go through the first door on the left into the S.T.A.R.S team office. Go to the cupboard to the right of the main door and grab the Magnum from inside. Then search the rest of the place for some ammo hidden behind the poster at the bottom desk before leaving.
2F Lounge
After briefly chasing Sherry, she’ll lead you straight to the Diamond Key situated at the end of the passage straight ahead. To the left of this discovery will be some hidden Shotgun Shells. Track back along the narrow passage and take a left. If you still have the Small Key, use it on the desk to obtain the Handgun Parts. Don’t go through the door to the library for now, instead track back the way you came and make your way back down to the bottom of the staircase near the dark room.
Weapons Room 1
From the bottom of the stairs, walk forwards and then turn left to proceed down to the end of the passage. Now enter through the door in the weapon room. There aren't any enemies to kill in here anymore, but there is a camera film and some Shotgun Shells. Leave via the other door that leads into the west office.
West Office
This place will now be crawling with zombies, so first things first, take care of them. Go to the locker on the other side of the room and search it for Handgun Ammo. There is also a Small Key on the counter next to it. Then visit the small office and grab the Heart Key from the desk. Now exit through the locked door that leads out into the main hall.
East Wing
From the main hall, go through the small door next to the main entrance and get ready to kill some scummy zombies. The first will be behind the door, so arm yourself with the Magnum and get ready to spin ready and blow his head off as you enter. Then run against the wall, turn, and kill the rest of them at a leisurely pace. Proceed down the hallway and through the door at the other end.
Interrogation Room
Follow the passage down and enter the first door you see into the interrogation room. Grab the First Aid Spray, and the Rook Plug from the shelf and get ready to kill the Licker that bursts through the mirror. Now leave and go next door. There will be another Licker on the ceiling here, so watch your back. Take the Ammo from the shelf and leave. Now track back down the east wing and through the blue doors into the east office. Go out the back and take a left to the door at the end.
Northeast Hallway
There will now be a dog guarding this area, so blast it with the handgun at long range. Then go down into the basement.
Power Room
Take a right at the end of the long passage and then another right into the power room. Restore the power to the weapon room 2 by using the same combination of switches as before and then leave.
Jail Cells
Take a right out of the power room and then go down to the end of the passage into the parking lot. Proceed straight through here and into the police cells.
There will be a roll of film on the table next to the entrance to the actual prison area, grab this and then have a chat with Ben. When you're done talking with him, take the Manhole Opener from the shelf. Leave the prison area and take the first door on the left into the kennels. Pay no attention to the dogs inside, head straight for the manhole ahead and go down.
Sewer Entrance
This is where Leon will encounter the huge spiders. Equip your Shotgun and glide around the cramped, dank passages with caution. Two Shotgun blasts at close range will take out the spiders and avoid the prospect of being poisoned by them. Proceed through the next door and go into the door on the left. This is a save room ­ it is important to go into here because otherwise you won't meet Ada on the way out. When you leave the room, Ada will be waiting for you. After another chat, she'll go through the hole in the wall and you will take control of her.
Ada Mission #1
After taking control of Ada and proceeding through the next door, you'll be able to take out the zombie hordes with your pistol. Now go over the bridge and left into the door at the end. Inside will be a simple puzzle to solve. Walk past the control panel in this room and down the large steps. In front of you will be three crates. You need to push them so that they form a neat line against the far wall. When you have down this, climb back up the steps and press the button on the control panel. The area with the crates will now fill up with water; transforming the crates into a makeshift bridge to climb across to the other side. Once over there, grab the Club Key from the shelf and leave.
Before you track back to the rendezvous place with Leon, you can opt to turn right after leaving this room and go down on the lift to get Leon some Shotgun Shells, but if you're competing against the clock, head straight back to Leon.
The Morgue
When you regain control of Leon, head back the way you came through the sewer entrance and back through the parking lot. Leave the Power Room and proceed past the passage that leads back upstairs, and through the double doors on the right. This is the spooky morgue. There'll be two Lickers to kill as soon as you enter the room, so be ready. Grab the Red Key Card from the corner before leaving.
The Weapons Room 2
Leave the morgue and proceed along to the next door on the right. Use the Red Key Card on the swipe lock next to the door and then go inside. There'll be more ammo inside both for your Pistol and Shotgun. Also, if you left the Machine Gun after visiting here with Claire earlier, Leon will now be able to pick it up. If not then there is little else in here apart from Ammo.
Watchman's Room
Now that you have the Club Key, you'll be able to enter the room to the right at the top of the stairs that lead down to the basement. Once inside the room, grab the Shotgun Shells from the first cupboard and the Magnum Rounds from the bed. Then leave.
The Press Room
Leave the Northeast Hallway and proceed back through the West Office. Go through the blue doors at the end and turn right ­ the idea is to head back to the area where the Interrogation room is and enter the green doors at the end ­ this is the Press Room. Walk over behind the press desk at the back of the room and use your Lighter on the furnace in the corner. Now you must activate the three torches on the wall in the following order: Queen, King Jack ­ or rather 12, 13, 11. Once this has been done, the Gold Cog will drop out of the picture at the other end of the room. However, before you can pick it up, the Tyrant will burst through the wall and come for you. Unload everything you've got into it and it will fall like before, so search its body for Ammo before picking up the Gold Cog. Then leave.
NOTE: At this point, make sure that you have both the Gold Cog and the Crank.
The Clock Tower
Proceed back upstairs to the Library (use the emergency ladder in the main hall, watch out, there'll be a Licker here now!) and go up the steps. Go out through the door on this higher level and back out into a second main hall tier. Walk along and go through the next door, and into the Clock Tower Area. Use the Crank on the socket on the right to lower a hidden staircase. Go up and then insert the Gold Cog into the gap amongst the clockwork mechanics. Now press the button and a secret compartment in the wall will open that contains the Knight Plug. If you take this item, you'll be invited to use the chute as a short cut back down to the prison area ­ take it.
Jail Cells (cont.)
Go and check on Ben in the cells (a cut scene beforehand will show him get horribly mutilated by a strange mutation). He'll blab something before kicking the bucket. When he's done, leave the cells and proceed down to the sewer entrance area (the place where Ada took over a few moments ago). After the spider passage, go into the save room and grab some heavy weaponry and all four Chess Plugs. Now leave the room and go through the door on the left, past the kennels and down the manhole. Then proceed through the water-filled corridor and up the steps on the other side. Save your game in the first door on the left and then carry on into the room at the end to face the first boss.
Boss #1
Remember that strange creature that killed Ben? Well you'll meet it here, in fact it will grab a pole and try to batter your skull in! Arm yourself with the Magnum and be sure to keep a fair distance between you, if it gets too close, it will clobber you with such a force that you'll fall to the ground ­ which means you'll be wide open to another, fatal attack. Keep blasting it as it staggers towards you and eventually, it'll topple over the railings. Now insert all four Chess Plugs into the spaces on the door at the back of the room and leave.
North Supervisor's Room
After two straightforward tunnels, you'll find yourself in this safe room. Save the game if need be and use the trunk to scale down your inventory. There is an Ink Ribbon, First Aid Spray and some Ammo in this area, so search around for those. There are two levels to this room, the ladder to the lower level can be found by moving the metal cupboard out of the way. This lower level is in darkness to start with, but by groping around for the lantern, you can use your Lighter and shed some light onto the proceedings. Now that you can see, search this room for some Shotgun Shells and some Magnum Rounds. Now go back up to the higher level, take the Valve Handle from the trunk and use the elevator with Ada.
When you arrive at the bottom, you'll meet Annette Birkin who'll shoot you. So take control of Ada again and then give chase.
Ada Mission #2
Grab the map on the way into the sewers and proceed through the next door. There'll be several huge spiders to kill here, but Ada should be able to take them out with her Pistol. When the spiders have been cleared (this should save Leon a bit of ammo later on), track back along the sewer tunnel and climb up the ladder on the wall. At the top, you'll be in a manky tunnel full of cockroaches. The best tactic here is to just run and avoid them ­ if four or more latch onto you then you'll surely die!
Once down the ladder on the other side, Ada will have it out with Annette and a bitch-fight will commence that will result in Annette being thrown over the edge of the railings. Shortly after this, the action will revert back to Leon.
Now that you're back with Leon, follow the route that Ada took into the sewers and then take a left once you're into the main passage. Just beyond the ladder that Ada used (the fan will be rotating now so Leon won't be able to get through the cockroach passage) will be an alcove with two corpses inside. Search these for the Wolf Medal and some Shotgun Shells, and track back up the passage and to the left.
Through the next door will be another two spiders, so get popping with your Shotgun. Ahead of you will be a waterfall with a control box next to it. This is where you use the Wolf Medal, so slot it into the space now to save inventory space. Now go into the alcove on the left and through the door.
Waste Pool
As you enter this section, there'll be a pot of eternal Blue Herb next to the door ­ you can use this (but not take it) if you got poisoned by the spiders. Now go over to the panel on the wall and use the Valve Handle to lower the metal bridge. Once over the other side, collect the Green Herbs, Ink Ribbon and Shotgun Shells before using the Valve Handle again on the other panel (thus sending the bridge back up again). Now exit through the door.
You'll now find yourself in a long passage where you met the giant crocodile in the last scenario. Proceed along and around the corner, and go through the trash compactor door at the end. Trudge across to meet Ada. She'll heal your bullet wound before you both climb the ladder.
Higher Trash Compactor
Once in this area, walk over to the control area and search the corpse for the Eagle Medal, then grab the nearby note. Now walk over to the control box below the giant fan in the corner and open the secret passage back to the waste sewers. Once back in the waste pool area, use both the Eagle and the Wolf Medal on the control box next to the waterfall, and a doorway out of there will be revealed (note: if you take the secret route back here, some zombies will rise out of the water, whereas if you tracked back through the croc passage, this wouldn't be a problem).
Cable Car Station
You'll now be in a rickety walkway, simply proceed down to the door and enter into the main Cable Car Station. Go to the right of the cable car and press the button on the control panel before walking around the other side and boarding. When the cable car starts moving, you'll come under attack from a giant mutant claw that pierces the roof and attempts to gore you, but you should be able to avoid it if you keep moving. Let Ada handle take care of it.
Disused Factory
When you arrive at your new destination, take note of the flare cannon to the left. Use your Lighter on it to fire a flare down the tunnel. This will illuminate the area and draw your attention to a small, glistening object near where you're stood. This is the W. Box Key. Now proceed through the next door.
This next set of walkways will be heavily populated by zombies, so get your pistol to hand and pick them off (Ada will give you a hand). If you turn left out of the first passage and then proceed round the corner, you'll find a corpse. Search it for the Shotgun Parts, and use these to greatly enhance your standard Shotgun. Now proceed to the door in the far passage.
There'll be another batch of zombies to take out here. If you turn right out of the first passage then there'll be a couple of Green Herbs to collect, otherwise turn left and climb the ladder.
You'll now be in a safe room. Grab all of the items including Shotgun Shells, Magnum Rounds, an Ink Ribbon and a First Aid Spray. Then save if you need to and leave through the far door.
Factory Control Room
Turn left and search the boxes for some Ammo, then proceed back along the platform; stopping to grab the map from the wall. Now walk to the end and take the small elevator down to the exit level, then enter the door into the control room. If you dash around the corner, you'll find the key needed to bring the main lift platform back up, so take this and then switch on the monitor.
To your horror, you'll realise that the Tyrant is back in the area and approaching fast. Use your Enhanced Shotgun to blow it away and then search its body for more Ammo. Now take the key back to the save room and use it on the panel that Ada is examining to bring the lift platform back up.
Elevator Platform
Walk over to the large vehicle and press the button on the control panel. Now board the machine and prepare to go down. As you descend, a huge claw with smash through the side and gash Ada. Go back outside and face this hideous beast.
Boss #2
Like the other bosses, straightforward blasting is needed, but watch out because he will swing his vast, clawed hand at you. Make sure you don't get cornered as it is very hard to break free ­ the best tactic is just to run around and shoot him whenever you're in space. When he is nearly dead, the creature will briefly raise its arms and start moving slower. Wait until its arms are lowered before you fire that crucial last shot (otherwise it won't register and you'll have wasted another shot!).When it has taken a significant number of hits, he'll jump off of the platform.
Laboratory Level 1-3
Unfortunately, the elevator platform won't take you all the way down. The power will cut and you'll be dropped off here. Walk around the front and you'll see the exit from the area. You'll end up in a hallway next to an elevator ­ unfortunately, you'll not be able to use this at this point, the idea being to power it up.
The first floor of the basement has a moveable box, but you don't have to worry about this just yet. Take the small lift down and grab the ink ribbon and Shotgun shells, there's nothing else to do for now so take the next small lift down to find the power switch. There'll be two Lickers to kill here so get ready for action. When the path is cleared, hit the switch and proceed back to the first elevator ­ this is take your down to the security room where you first dropped Ada.
Security Room
Claire will have locked Sherry in this room so you won't be able to enter at this point. Instead, kill the hordes of naked zombies and then go to the cold room to get the Fuse.
Cold Room
You will now be in the main lab complex. Walk to the centre of the shaft and go down the blue walkway on the left, through the door and take another left. Just around the corner will be a door to the Cold room. Inside, pick up the Fuse Case from the shelf and take it to the machine opposite. Now use it and a sequence will show you inserting a Fuse into the Fuse Case. Take the Main Fuse and leave the room. Now return to the centre of the main shaft and use the Main Fuse on the machine in the middle ­ this will restore power to the rest of the lab.
Sleeping Quarters
Take the red walkway from the main shaft and go through the door. Now take a right and go through the door at the very end into the sleeping quarters. Inside this room you'll find the Flame Thrower, two notes and some eternal Blue Herbs. In this room will be a computer that allows you to turn on the B.O.W. gas (although you may have already operated this with Claire in mission one). Climb into the chute in the corner and inside this next room will be two Lickers. If you have activated the gas then they can be killed easily using normal Shotgun Rounds. In this room you'll also find two cases of Shotgun Shells and an Ink Ribbon. Collect these and exit through the main door.
West Stairway
Once you have left the sleeping quarters, proceed to the metal shutter at the end and open it via the red button on the wall. Watch out now because there'll be two plants on the other side. Use the Flame Thrower to kill them, if they spray you then return to the sleeping quarters and use the eternal Blue Herb. When they are frazzled, go through the next door and onto the metal stairway platform. There will be another plant to kill here, but it is so slow to turn round that you can exit down the ladder before it notices you.
Dr. Birkin's Lab
Proceed down to the Birkin's lab as this holds the key you need to enter the power room in the basement. Once outside the lab, use the W. Box Key on the lockers to the left as you enter and inside will be the Magnum Parts, Now go through the next door and kill the naked zombies. There'll be another pack of zombies to kill in the actual lab, so get armed. Once inside the main lab, grab the Power Room Key from the table and go back out.
Network Administrator's Room
When you fully exit the lab, go straight ahead to the room with the sinister-looking eggs outside and go in. Inside you'll face a giant moth ­ don't worry though because it looks worse than it is. Use any heavy weaponry to kill it off quickly and effectively and then go to the computer in the corner. Use whatever weapons you wish to clear the weevils out of the way and then use the computer ­ enter your name as "GUEST" without a password and register your handprint ­ this will complete the set needed to enter into the G-Capsule Room.
G-Capsule Room
Proceed back upstairs and use your handprint to enter the second half of the code needed to get into this room. Inside will be some naked zombies to kill and some goodies to pick up including the Machine-Gun (if you don't already have it, and some Magnum rounds. Now leave and visit the room next door.
V.A.M. Room
There's nothing to do in here this time round apart from kill two plants and pick up the Magnum Round. So whether you enter is entirely up to you.
Laboratory Level 1-3
With the Power Room Key, go back to the security room area and climb in the lift again. Take this back to the Laboratory Level 1-3 and then push the moveable box onto the small lift. When you're at the bottom, push the box down the narrow walkway and then use it to climb up to the Power Room. Use the key and go inside.
When the events that take place in here have occurred, take the Master Key from the floor and go back to the security room for Sherry.
The Train
With Sherry in tow, you'll need to make haste to the train where you'll dump her off. Save the game at the front of the train, grab any heavy weaponry and healing stuff and take the Platform Key (you must have two other clear spaces in your inventory before you leave the train). Exit from the train, enter the platform using the key and then proceed over the bridge. At the other side, walk straight ahead and walk up to the secure locker and take the Joint N Plug and the Joint S Plug. Now turn around and go through the door under the bridge. In this next area, take the plugs to the power socket in the corner and use them, now brace yourself.
Final Tyrant Boss
When the lights go off, Tyrant will leap from the burning liquid metal and confront you. Get a couple of early shots in before it starts running towards you, then quickly run away to avoid it as it slashes its claw. Run across to the other side and get a couple more hits in before it catches up with you again. If it attacks with its multiple hit combos, use whatever healing potions you have to cure you, then keep those shots ringing out. After a short while, a mysterious woman will drop the Rocket Launcher ­ the weapon needed to destroy this thing. Dash over to it and equip it before the Tyrant catches you, then blow it to ashes! Aim well though, because you only get two shots. When the beast is toast, exit back the way you came and proceed back to the train.
The Train (cont)
There'll be a horde of naked zombies to kill when you reach the platform again. However, one well-aimed Magnum shot will take their heads clean off. Open the gates to allow the train to leave and then all-aboard for to face the final boss.
Final Boss
Just when you think you've made it, the nightmare doesn't end yet. The normal sequence will run as it did in the original ending, but something else is on the train. Walk down to the carriage with the save point and all will become clear! A huge bio weapon monstrosity will ambush you in the compartment and force you back towards the door. It looks much worse than it is though, as it slimes up towards you, unload several Magnum bullets into it (you can't miss really!) and it will degenerate into a pool of slime.