Kendo Gun Shop
Once inside the shop, you'll meet the first human survivor (famous
last words). 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 on you. They take some killing but you'll know when
they are all dead because the music changes from the dramatic score to
a more light-hearted affair. When the zombies are dead, walk over to the
dead shop keeper and search him for the Shotgun. Now leave via the back
door
The Gate Passage
When you exit the shop, you'll encounter a dingy back alley.
Dash around the corner and you'll find a closed basketball court with a
selection of zombies frantically bashing on the gate. Run past and grab
the hand gun 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 you Handgun (or alternatively, you can blow a
selection of their heads off with one well-placed round from the shotgun
before the gate opens!) 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 on 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'll have to 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 that will leave the street area behind once and for all.
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. 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 a dead-ringer for
Will Smith!). After a chat, he'll give you the Blue Key Card and boot you
out of the room, locking it behind you. 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 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
On your left as you enter this room will be a trunk this
is used 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 Ammo 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 pant-wetting moment of Resident
Evil 2! Walk forwards to the decapitated guard and search him for Handgun
Ammo, then equip the Shotgun 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 shots. Thankfully,
the creature won't take many hits with the powerful Shotgun. Once this
creature has been killed, walk forwards and pick up the Green Herb.
Briefing Room
Leon has the Lighter as his standard item, so enter this room
and walk past the desks into the back room. Now use the Lighter on the
fireplace. Once it is lit, the hole will appear in the painting above the
mantelpiece and a Red Jewel will fall out. Take this and exit the room.
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 (a blast with the shotgun will
halt her), and then move back into the space she occupied to get a clear
line of fire at the incoming normal zombies. When all have been killed,
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. Now 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 on page 76 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 the second
Red Jewel, enabling you to pick it up and add it to your inventory (it
is probably best to store both of these Red Jewels in a trunk until later).
Now leave via the door behind the statue.
S.T.A.R.S Office
Upon entering this next hallway, the only door to enter at this
point is the office is occupied by the S.T.A.R.S team, and what a lot of
great stuff there is in here! First of all, go to the cupboard by the right
of the door as you enter, inside you'll find another Shotgun full of rounds
so keep this one and store the other one next time you get the chance.
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. When you look at the diary, Claire will enter the room and start chatting to you. At this point you'll give her the radio for communication later on.
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 corner opposite the cupboard with the Shotgun and pick up the first aid spray. Now leave.
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. Simply cling to the
far wall to avoid 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. There is a pack of ravenous zombies inside
that will need killing. There are perhaps too many to use the Handgun,
so blow their heads off with the Shotgun. 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, to open this you will need a Small Key.
But seeing as you don't have one just yet, make a note of the location and come back later inside the desk will be the Handgun Parts used to enhance your pistol into a semi-automatic. Cool. Now go through the door next to the desk.
The Library
The library is where Leon will have to solve the 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 Bishop Plug 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 Bishop
Plug for future use. Save you game if you need to, and pick up a few other
items. Firstly there is the Small Key on the couch (you'll see it glisten
as you enter) remember, you can now go back to that desk and get
the Handgun Parts! There is also an Ink Ribbon next to the typewriter.
Now exit via the door next to the desk.
2F Hallway
When you leave the save room, you'll enter into this corridor
with smouldering zombies and helicopter wreckage. The flames make it too
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 windows and try to attack
you. You can stay and kill them if you want, but it is much easier to just
leg it!
Outside Area
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 then
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, some
Ammo 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.
Storage Room
With the chopper flames out, go back into the 2F Hallway and
enter the door at the front of the wreckage. Make sure you have both Red
Jewels to hand and use them at either side of the main statue to gain the
King Plug. Also, to the left of the main statue will be the Diamond Key,
so be sure to pick this up. Before you leave the room, search the boxes
on the right-side of the room for some Shotgun Ammo.
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 the Shotgun equipped. 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 some Shotgun Ammo and a film (this should be
taken to the Dark Room for development, if you can be bothered). Once you're
done, leave via the second door.
West Office
Remember that nice police officer you met first upon arriving
at the station? Well this is the office he occupied. All is quiet at the
moment...scary!
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 Heart Key, so 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 Shotgun Shells 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 Rook Plug grab it and get your Shotgun
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 leave. 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.
Northeast Hallway
With the Heart Key now safely in possession, track back through
the corridors and back through the east office. Go through the door at
the far end and use the key to go through the door on the left as you turn
out of the office (the opposite door will be the one leading to the steps
up to crow passage. There is a Green Herb to pick up on the other side
of the door, but other than that there is very little else in this area
at present. If you have the Cord, 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 trots up to you for a sniff. Arm yourself with your
Shotgun or Pistol 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 your 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.
NOTE: Leon doesn't have to visit this area, but by doing so you'll have access to the save room and a Red Herb.
Now turn back to the main basement hallway, and go through the first door on the right after the passage that leads back upstairs. This is the power room, inside will be a simple puzzle to solve that will restore power to the rest of the level. Once inside, walk up to the main generator in the corner and examine it. You will now be faced with a series of switches. Enter the following commands on the set of switches to successfully restore the power:
On, On, Off, Off, On or On, Off, On, Off, On. Now pick up the basement map and leave.
The Parking Lot
From the power room, take a right and then head around the corner
and down to the door at the end. This will enter you into the parking lot.
If you walk forwards a short way, a shot will ring out and a cut scene
will introduce Ada Wong a woman on a mission. After a short chat,
help her to move the truck that blocks the far exit and then proceed through
the door. There is a Green Herb in the corner roof the parking lot if you
require healing.
Jail Cells
Once through the door, proceed down to the end of the corridor
and take a left into the police cells. This is where you'll meet Ben, a
reporter. After a quick chat, grab the Manhole Opener from the shelf. Before
leaving the cells, there are more Herbs in the cells adjoining Ben's. Now
leave and proceed back up the corridor.
The Kennels
Walking back down the passage, take the first door on the left
and you'll enter into the dog kennels. For now, the savage beasts inside
are safely caged, but if you walk past these cages, they're likely to break
out and attack. It is better just to leave the kennels straight away by
walking forwards and using the Manhole Opener on the hole in front.
Sewer Entrance
This is where Leon will first 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
Ada Wong is armed with a standard pistol, so after taking control
of her and proceeding through the next door, you'll be able to take out
the two rampaging dogs with ease. Now go over the bridge and head 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. 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 Shotgun. 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. However, you now have the choice of whether or not you'll
take the Machine Gun now, or leave it for Claire 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 Magnum and the First
Aid Spray from the cupboard, then check out the Watchman's Diary before
leaving.
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. When you enter the
room, there is a single Licker inside, so it is best to arm yourself with
the Shotgun 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 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.
Boss #1
Remember that weevil that popped out of Ben? Well it's back! Having
dropped down a level into this sewer entrance room, 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 Magnum 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.
When this creature is deceased, use all four Chess Plugs on the panel next to the door at the back of the room, and proceed through.
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, a 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.
When you arrive at the bottom, you'll meet Ada again. After a chat, Annette Birkin will arrive on the scene and shoot you! Hard luck. However, as Leon lays bleeding, you'll take control of Ada once again as she sets off in search of the pistol-wielding scientist.
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
Value 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.
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. Now keep going along until you come to the trash
compactor entrance at the end. You'll now see Ada 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, the croc will grab the canister in its jaws, 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 trudge across to meet Ada. She'll heal your bullet wound before you both climb the ladder.
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 unload 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, 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. 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. 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 Shotgun Shells here (if you used the
one-hit method then there'll be nothing!).
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.
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 Magnum 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. NOTE: You may wish to save your game before you operate the
vehicle, and stock up with some heavy-duty weaponry like your Magnum or
Enhanced Shotgun.
Boss #3
You'll have already met Annette Birkin by now (that's the crazed
scientist!). 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.
Unfortunately, Ada was wounded by the beast when it first attacked, so when it is defeated, Leon will automatically transport her to the security room.
Security Room
After a spot of bonding with Ada, you'll be able to pick up several
useful items including Shotgun shells and Magnum 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 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 do this and then use the Flame Thrower
on 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 Shotgun Shells. 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.
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 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 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 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 (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 Claire to do the same in the 2nd mission and get inside.
V.A.M. Room
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 grab the MO Disk from the bed
around the corner. Now take the First Aid Spray and Magnum Rounds and leave.
With the MO Disk, go back downstairs to the B4 Hallway and use the MO Disk
on the computer next to the large sealed door. When it opens, dash through,
making sure you have every heavy-duty weapon you can carry. Now prepare
for the final boss.
Final Boss
This is Leon's final confrontation in mission one. 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 the Magnum to quickly blast it into submission
and it should fall after three shots have been unloaded. However, it's
down but not out, and now the creature will mutate further into a demonic
dog-beast and start jumping all over the place in a bid to catch you off-guard
and pounce. Use the same tactics as before keep running (don't get
cornered)‚ and throw everything you've got at it. Eventually it will drop
(after about six shots with the Enhanced Magnum), leaving you free to enter
the lift and get the hell out of there.