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.