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.