Resident Evil 2

Resident Evil 2

10.10.2008 14:05:26
~B
Resident Evil II Walkthrough


Leon - 1st Scenario: Page 1

From the starting point, clear a path through the zombies and make your way to
the gun shop. There, you'll find two boxes of handgun ammunition. Once the
zombies break through the glass, you can either flee in terror or kill the
zombies and get the shop owner's shotgun.

Once in the alley behind the shop, make your way to the back of the van and
collect the handgun rounds. The zombies will break through the gate; take care
of them and go to the door on the other side of the basketball court. From this
point, run by the zombies and head to the bus. Once inside, take the handgun
bullets out of the bag and take care of the flesh eaters. Head for the front
door of the bus.

From here, it's only a short distance to the police station, but beware - many
of the undead are waiting.

In the main hall of the police station, pick up the handgun bullets and ink
ribbon. You can save here at the typewriter. Go through the unlocked door and
speak with the wounded officer. He will give you a key card. Use the key card
on the computer in the main hall where you first entered the station house. It
unlocks the other door. Now go through it, and you'll find a police memo. Head
through the door next to the window. In the hallway you will come across an
officer who has had a slight problem with his head. If you double-check him you
will find that he has some handgun bullets that you might need. Further down
the hall you'll come across a pool of blood. Beware of the creature that drops
down. Simply aim low and shoot until it doesn't move anymore. Pick up the green
herbs to heal yourself now or later.

Enter the door at the end of the hall. Go down the hall and through the double
doors to the right. To your immediate left on a desk you will find the
Operation Report file. Head to the small room to the left of the chalkboard.
There, go to the fireplace and ignite the fire with the lighter to reveal the
first red jewel. Take it and head out the door and continue down the hallway.
When you reach the room with the zombies, take care of them quickly and head up
the stairs to the left. Now head down the hall until you reach the statue with
the second red jewel in its hand. Push the smaller gray statue over the square
on the floor to the left of the big statue. Push the reddish statue over the
square on the right side of the statue. The red jewel will be released and is
yours for the taking. Head through the door to the right of the statue and down
the hallway. Enter the first door, which is the S.T.A.R.S. office. On Chris's
desk you will find his diary, and beneath that you will find the Unicorn Medal.
Get the shotgun out of the locker and exit the room.

Take the Unicorn Medal to the fountain in the main hall of the police station,
where you first entered. Place the Unicorn Medal in the front of the fountain.
This will release the spade key. Go back into the door from which you came and
down the hall, and unlock the door to the file room. There, you'll find the
Patrol Report, ink ribbon, and a crank. To get the crank, push the step stool
to the cabinet, climb up, and get it. Exit the room and head up to the second
floor.


Go down the hall past the statues and enter the door. Make your way to the
library. From there, head up the stairs to the right and down the walkway. You
will fall through the floor. Look at the picture clue and push the red button.
Approach the face of the bookshelves and push the red switches to make the
bookcases match the picture clue. Once in the correct position, the picture
will fall away and reveal the bishop plug. Take the plug and exit the double
doors. Then make your way to the other side of the balcony, past the zombies,
and through the door on the far side. Enter the room and pick up the desk key,
ink ribbon, and the Chief Secretary's Diary A. Then exit through the opposite
door and head down the hallway. Exit through the door straight ahead.

Once outside go down the stairs and enter the door. In the hallway, enter the
open doorway on the left. Enter the small room with the open door to the right.
Inside you will find green herbs behind a desk and a safe in front. To open the
safe, use the combo 2236. Inside you will find acid rounds and the police
station map. Exit double doors at far end of room.

Make your way to the burning helicopter outside the police station. Go down the
stairs and enter the door around the corner, where you'll find a save point,
bow darts, and a valve handle. With valve handle in hand, return to the burning
helicopter. Go behind the open fence next to the door and use the valve handle
on the water-pressure valve. Water will quench the flames and in the smoke you
will find handgun bullets. Head back to hallway inside the house where the
helicopter was protruding in. Now with the flames out you can enter the door on
the right.

In this room you will find the diamond key and two stone busts protruding out
of the wall. Place a red jewel in each one of the busts. This will reveal the
king plug. Take the plug and head back to the first floor. Use the diamond key
to enter the evidence room on the first floor to the right of the main
staircase. Dispatch the zombies quickly, and then search for the film and
shotgun shells. Exit through the other door into the room where the officer
gave you the key card at the beginning. This time he won't be so nice. On the
desk in the room where you find him will be the heart key. If you look around
the main room you will find some handgun bullets in the locker and a memo to
Leon on the desk. When you're done poking around, head to the interrogation
room that you can open with the diamond key. Once inside you'll find the rook
plug and cord. Make your way out of the room quickly....

Now go back to the room where you got the memo to Leon. From there, go down the
short hallway to the door you need the heart key for. Use it and discard. Now
head for the stairs, and look out for the dogs. Take your first right and run
to the first door on your right. Inside, pick up the green herbs and police B1
map, then head for the reserve power control panel. Once there press up, down,
up, down, up. This will activate the key card lock door. Now head back out,
take a right, and head to the door at the end of the hallway marked parking.

You will now meet up with Ada Wong. Help Ada move the paddy wagon out of the
way. Follow her in and find the cell that Ben is in. After a brief
conversation, look to the shelf on the right for the manhole opener. Head to
the left of the kennels and look for the manhole. Use the manhole opener and
head down. Once there you will become Ada. Beware of the dogs!

You want to take the first right and head straight for the door. Inside the
room, look to the right to find the sewage-disposal map hanging on the wall.
Hop down to the left of the control panel and push the boxes in place so they
make a bridge. Once they are in place, hop back up to the water-level control
switch and push the button. The water will raise the boxes and you can walk
across and get the club key. Now head back to the door on the right, where some
grenade rounds are waiting, and head back to where you first became Ada. She
will automatically give Leon the items. Once you are yourself again, head back
up the stairs, open the door using the diamond key, and discard it. Inside the
room, you'll acquire the Magnum, the night watchman's diary, and ammo. Now go
into the only room on the first-floor map you haven't been in: the middle room
on the upper right side. Use the club key to enter and discard. With lighter in
hand, ignite the furnace on the far side of the room. Then turn the faucets on
the wall in this order: 12, 13, and 11. This will make the golden cogwheel fall
out of the painting. Take it and head to the third floor via the library on the
second floor.
Enter the only other door on the third floor and use the crank in the square
hole in the wall to lower a staircase. Head up the staircase and use the golden
cogwheel on the gears, then press the button to open the door to the right.
Behind the door you will find the knight plug. Go down the shaft and pick up
the mail to the chief. Keep going and prepare for a fierce fight with the
hideous monster waiting for you. Once he's defeated, make your way to the door
at which you need to place all of the chess piece plugs to enter. From there
you can find the room that contains the ink ribbon, sewer manager file, and
save point.

When you exit, you'll run into Ada again. After a brief conversation, you will
be shot and become Ada again. Follow the woman up the ladder and on into the
vent shaft. After you meet up with her, head down the ladder. Here you'll once
again become Leon. Go down the hallway and find the wolf coin. Follow the sewer
until you reach the equipment. Use the valve handle on the bridge-lowering
mechanism. Once across and on the other side, use it again to raise the bridge
back up (trust me). Head down the corridor until the alligator attacks. Then
run back until you get to the red light on the left. Push the button to release
the gas canister. Let the alligator take the canister into his mouth, then
shoot it! Head down to the door in the direction the alligator came from. Head
up the ladder, go to the left, and get the eagle medal and sewer manager's
diary.

Head to the right and use the valve handle on the lighted machine to the left
of the spinning fan. This will allow you to climb up the ladder and through the
airshaft. Follow the sewer until you reach the waterfall and use both of the
medals on the water-flow control panel to the right. This will stop the flow of
water and allow you access to the door behind. Make your way to the right side
of the trolley and turn on the power switch on the control panel. This will
activate the trolley. Enter it, but beware of the monster. When he attacks,
shoot up at his arms. Once on the other side, exit, and to the immediate left,
use the lighter on the flare signal to make the weapon-box key gleam in the
light. Pick up the key and head for the door.

Go down the walkway until you reach some zombies and the first intersection. Go
to the left, and search on the dead guy for shotgun parts, which can be
combined with the shotgun to make a super shotgun. Head to the right and up the
ladder. In the room above, you'll find ink ribbons, Magnum bullets, shotgun
rounds, and a save point. Once all of the items have been collected, head out
the door. Go into the tractor housing sitting on the platform. Inside, you'll
find more ammo and the key to activate the platform. Take the key out to the
control panel in front of the tractor housing, use it, and press the button to
activate. Once inside, William, the creature (you can't miss him), will attack.
Exit the tractor and get ready for battle!

Once William is defeated, go back in the tractor housing. After Ada is done
talking, explore the room for various items, head to the east area, and go
through the frozen door. Get the fuse case off the cart and use it at table to
have it put together by the mechanical arm. Take the fuse to the junction in
between the east and west area, and use it. Head to the west area and go in the
door to the right. Get the security memo and temporary-user note. Go to the
computer and turn on the anti-B.O.W. sprinklers. Shoot the plant coming out of
the ventilation shaft with flame rounds or the flamethrower found in the
locker. Climb through the vent shaft and pick up the ammo and ink ribbon.

Now go to open the door to the right, but beware of the fierce plant creatures
waiting behind the door. Once they have been dealt with, head through the door
and destroy one more. Then head down the ladder by the big plant. Enter the
door and search beneath all of the monitors for the map. Go through the door
and use the weapon-box key to get the Magnum parts. These can be combined to
make a custom Magnum. Go in and deal with the zombies and pick up the red lab
card. Take it and head to the door with the huge eggs out front. Use the card
to enter, and kill the giant moth. Then move over to the computer and clear off
the keyboard by killing all of the little creatures on it.

Use the computer and enter in the password "guest." Then head back up to the
east area and use the key card on the door. Enter and kill the zombies and turn
on the light switch. Pick up the first-aid spray, Magnum rounds, and most
importantly the MO disk. When you go outside you'll run into Annette and
receive the G-virus. Head to the large door to use the MO disk. Ada will
confront you. After this, continue on your way to the MO disk door. Enter and
prepare for the final battle with William. Just make sure you have a lot of
herbs and/or first-aid spray and ammo!


Claire - 1st Scenario:


From the starting point, clear a path through the zombies and make your way to
the gun shop. There, you will find two boxes of handgun ammunition. After the
zombies break though the glass, you can either flee in terror or kill the
zombies and get the shop owner's shotgun.

In the alley behind the shop, make your way to the back of the van and collect
the handgun rounds. The zombies will break through the gate; take care of them
and go to the door on the other side of the basketball court. From this point,
run by the zombies and head to the bus. Once inside, take the handgun bullets
out of the bag, take care of the flesh eaters, and head for the front door of the
bus. From here, it's only a short distance to the police station, but beware -
many of the undead are waiting.

In the main hall of the police station, pick up the handgun bullets and ink
ribbon. You can save here at the typewriter. Go into the unlocked door and speak
with the wounded officer who will give you a key card. Use the key card on the
computer in the main hall where you first entered the station house. It unlocks
the other door. In this room, you'll find a police memo, and locked inside the
desk is a can of first-aid spray. Head through the door next to the window. In
the hallway, you'll come across an officer who's had a slight problem with his
head. If you double-check him, you'll find that he has some handgun bullets.
Further down the hall, you'll come across a pool of blood. Beware of the
creature that drops down. Simply aim low and shoot until it doesn't move
anymore. Pick up the green herbs to heal yourself now or later.

Enter the door at the end of the hall. Go down the hall and into the double
doors to the right. To your immediate left on a desk you will find the Operation
Report file. Exit the room and head down the hall to yet another door. Beware -
on the other side of this door is a mess of zombies. Go to the top of the stairs
and head down the hallway until you reach a statue with a red jewel in its hand.
Push the smaller gray statue over the square on the floor to the left of the big
statue. Push the reddish statue over the square spot on the right side of the
statue. The red jewel will be released and is yours for the taking. Head through
the door to the right of the statue and down the hallway.

Enter the first door to find the S.T.A.R.S. office. On Chris's desk you will
find his diary, and beneath that you'll find the Unicorn Medal. Get the grenade
launcher out of the locker and exit the room. When you try to exit, a fax will
come in, which you should grab. Take the Unicorn Medal to the main hall of the
police station where you first entered, and place it in the front of the
fountain. This will release the spade key. Go back through the door from which
you came and down the hall, and unlock the door to the file room. There, you'll
find the Patrol Report, ink ribbon, and a crank. To get the crank, push the step
stool to the cabinet, climb up, and get it.

Exit the room and head up to the second floor. Go down the hall past the statues
and enter the door. Inside, you'll find a little girl in trouble. Shoot the
zombie and talk to Chris. Down the hallway behind him, you'll find a box of
handgun bullets. Down the hall to the right you'll find a box of flame rounds in
the desk. Enter the library to the left. Head up the stairs to the right and down
the walkway, where you'll fall through the floor. There, look at the picture clue
and push the red button. Approach the face of the leftmost bookshelf, push the
red switch, and move it to the right. Go to the next bookshelf to the right and
move it to the right as well. This will trigger the picture to move and reveal
the serpent stone. Take the stone and exit the double doors. Then make your way
to the other side of the balcony, past the zombies, and through the door on the
far side.

Enter the room and pick up the lighter, ink ribbon, and the Chief Secretary's
Diary A. Return to the first floor via the emergency ladder and head for the
briefing room. Inside, go to the small room in the back with the fireplace. Use
the lighter to light the fire and burn the painting. This will reveal the second
red jewel. Take it and go back to the second-floor save-point room where you got
the lighter. Then, exit through the opposite door and head down the hallway. Exit
through the door straight ahead. Once outside, go down the stairs and enter the
door. In the hallway, enter the open doorway on the left.

Enter the small room with the open door to the right. Inside you'll find green
herbs behind the desk and a safe in front. To open the safe, use the combo 2236.
Inside you will find acid rounds and the police station map.. Exit the double
doors at the far end of room. Make your way to the burning helicopter outside the
police station. Go down the stairs and enter the door around the corner for a
save point, shells, and a valve handle. With valve handle in hand, return to the
burning helicopter, go behind the open fence next to the door, and use the valve
handle on the water-pressure valve. Water will quench the flames, and in the
smoke you'll find handgun bullets. Head back to the hallway inside the house
where the helicopter was protruding in. Now, with the flames out, you can enter
the door on the right. Once inside the room you'll find the diamond key, along
with two stone busts protruding out of the wall. Place a red jewel in each one of
the busts. This will reveal part of the blue stone. Take the stone and head back
to the first floor.

Use the diamond key to enter the evidence room on the first floor to the right
of the main staircase. Dispatch of the zombies quickly, and search for the film
and plastic explosive. Exit through the other door into the room where the
officer gave you the key card at the beginning. This time he won't be so nice.
On the desk in the room where you find him will be the detonator. If you look
around the main room you'll come across some handgun bullets in the locker and a
memo to Leon on the desk.

When you're done poking around, head to the interrogation room that you can open
with the diamond key. Once inside you will find the eagle stone and cord. Make
your way out of the room quickly....

Now go back to the room where you got the memo to Leon. From that room, go down
the short hallway to the door you need the heart key for. Use it and discard. Now
head for the stairs. Look out for the dogs, take your first right, and run to
the first door on your right.

Inside, pick up the green herbs and police B1 map, then head for the reserve
power control panel. There, press up, down, up, down, up. This will activate the
key card lock door. Now head back out and take a left, pass the first door on
your right, and enter the door to the left. Go down the corridor and enter the
door on your left. Here you can save your progress or get some things out of the
storage chest. Once you exit the room you will run into Sherry. After a brief
talk you'll play as Sherry. Head to the elevator and go up. Beware of the dogs!
You want to take the first right and head straight for the door. Once inside the
room, look to the right - hanging on the wall is the sewage-disposal map. Grab
it, hop down to the left of the control panel, and push the boxes in place so
they make a bridge. Once the boxes are in place, hop back up to the water-level
control switch and push the button. The water will raise the boxes and you can
walk across and get the club key.

You can head back to the elevator or to the door on the right where some grenade
rounds are waiting. Once back up the elevator, Sherry will automatically give
Claire the items, and you will once again control Claire. Go back up the manhole
ladder and through a set of doors. Then, use the club key on the autopsy room to
the left. Inside, in the far left of the room in a cabinet, you'll discover the
red key card. Watch out! The moment you pick up the red key card, all of the
zombies in the room spring to life.

Next, go down the hallway to the key-card door and use the key card to enter.
There are two boxes of handgun ammunition, an equipment bag, and a submachine
gun.

Now, head all the way back to the top of the stairs. Follow the railing to the
door immediately to your right, and use the club key to open it. Inside, you'll
find the night watchman's diary and acid rounds. Now go into the only room on
the first-floor map you haven't been in: the middle room on the upper right
side. Use the club key to enter and discard. Ignite the furnace on the far side
of the room using the lighter. Then turn the faucets on the wall in this order
12, 13, and 11. This will make the golden cogwheel fall out of the painting. Take
it and head to the third floor via the library on the second floor.

Once there, enter the only other door on the third floor and use the crank in
the square hole in the wall to lower a staircase. Head upstairs and use the
golden cogwheel on the gears, then press the button to open the door to the
right. Behind the door you'll find the other piece to the blue stone. Combine
both pieces to make the jaguar stone.

Take all three stones to the chief's office, after saving. Go behind his desk
and press the button beneath the painting. This will cause the painting to move.
Place the three stones in the three slots provided. This will open a door. Head
through it, pick up the mail to the chief, and then go down the elevator.

Talk to the chief, pick up the rounds, and go down the ladder. Battle the
horrible monster and, once victorious, go back and get Sherry. Then head to where
you fought the monster, and push the button to lower the ladder.

Head into the sewers with Sherry. She will fall into a floodgate, and once again
you will be forced to play as her. Simply forge ahead, enter the first room, and
exit it through an air vent. Evade some bats, and pick up a silver coin at the
end. After Sherry helplessly falls, you become Claire once again. Now go further
down the sewer and through the first door, picking up green herbs before
entering. This large room contains a save point, a storage bin, and a memo. If
you go down the ladder first, you'll discover acid rounds and first-aid spray,
as well as a zombie. Or you can just go down the elevator platform. Once down,
grab the map on wall, head into the water, and search for the flame rounds in
the cubbyhole near one end. Then go in the other direction, take a left, go
through the door, and evade or destroy the spiders. Go into the door to the left
of the waterfall.

You'll encounter Annette, Sherry's mother. After a brief discussion, you'll go
your separate ways. Use the valve handle on the bridge-lowering mechanism. Once
across and on the other side, use it again to raise the bridge back up (trust
me). Head down the corridor until the alligator attacks, then run back until you
get to the red light on the left. Push the button to release the gas canister.
Let the alligator take the canister into his mouth, then shoot it! Head down to
the door in the direction the alligator came from. Open the doors, and collect
the coin and Sherry. Head up the ladder, go left, and get the golden coin and
sewer managerss' memo. Veer right and use the valve handle on the lighted
machine to the left of the spinning fan. This will allow you to climb up the
ladder and through the airshaft.

Once down on the other side, look for the waterfall, and drop both of the coins
into the water-flow control panel. This will stop the flow of water and allow
you access to the door behind. Make your way to the right side of the trolley
and turn on the power switch on the control panel to activate the trolley. Enter
it and take it for a ride. Once on the other side, exit and use the lighter on
the flare signal (located to the immediate right) to make the weapon-box key
gleam in the light. Pick up the key and head for the door. Go down the walkway
until you reach some zombies and the first intersection. Go to the left and
search the dead guy to find the almighty spark gun.

Head to the right and go through the door. Inside, you'll encounter some more
zombies. To the right, there are two green herbs and to the left a ladder that
leads to the room. It contains a save point, a storage box, first-aid spray,
flame rounds, and grenade rounds. Once all of the items have been collected,
head out the door. Go into the tractor housing sitting on the platform. Inside,
you'll find more ammo and the key to activate the platform. Take the key out to
the control panel in front of the tractor housing, use it, and then press the
button to activate. Once inside, William, the creature (you can't miss him), will
attack. Exit the tractor and get ready for battle! The spark gun works very well
against him. Once he's down, head back inside the tractor housing.

After Sherry gives her speech, head to the west area and go into the only door
accessible. There, find the memo, go to the computer, and activate the
anti-B.O.W. program. Get the other memo on the sofa and the shells in the
locker. Head to the east area and into the frozen-door room. Get the fuse case
off the cart and use at table to have it put together by the mechanical arm. Take
the fuse to the junction in between the east and west area, and use it. Now the
door in the west area can be opened, but beware of the fierce plant creatures
waiting behind the door. Once they've been dealt with, head through the door and
destroy one more. Then head down the ladder by the big plant. Enter the door and
find the map beneath all of the monitors. Go through the door and use the
weapon-box key to get the grenade rounds.

Enter the automatic door and pick up the red key card after battling the
zombies. When you exit the room Annette will confront you. After she's attacked,
get the serum instructions from her. Use the red key card to enter the door by
the eggs. Kill the big moth, and then use the handgun to clear off the creatures
on the computer. Enter the password "guest." Head up to the west area and use
flame rounds to kill the plant in the air shaft, then climb into the air shaft
and grab the ink ribbon and two cases of grenade rounds in the locker. Enter the
east area and use the key card on the door, pick up the serum canister, shoot
the zombies, and turn on the lights. You will find the MO disk in the corner. Go
to the computer and use the serum canister, then hit the switch on the machine
to the right, return to the computer terminal, and retrieve the processed serum.
Head back down the ladder by the plant, enter the large P4 door where you picked
up the key card, go to the machine on the left, and use the serum canister. The
machine will process it. Then head to the door that requires the MO disk. Go
inside and get ready for the final battle with William. After defeating him, run
for the train. Enjoy the ride!

Leon - 2nd Scenario:

Make your way down the street and into the first door you can. From there take a
right into the small room to find the cabin key. Take it, run past the zombies
to the door on the other side, use the key, and discard. Run up the stairs, head
into the door, and go down the hallway, evading or destroying the crows. Make
your way to the balcony overlooking the main floor of the police station. Blast
the group of zombies and look in the wall past the library doors. Imbedded in it
is the unicorn medal. Head back down to the emergency ladder and place the
unicorn medal in the face of the fountain to attain the spade key. On the desk
near the computer, you'll find a shotgun and some ink ribbons. Go back to the
crow-infested hallway, out the other door, down the stairs, and into the squad
room. Inside, you'll come across a good number of zombies and the valve handle.
In the small office, you'll find the safe once again. The "2236" combination
still works, and you'll be able to get ammo and a map of the police station.
Return to the burning chopper and use the valve handle at the end of the
fenced-off area, as you did in the first scenario. In the smoke, you discover
some ammo that you're about to desperately need. Enter the crow-infested hallway
once again.

A CG sequence will roll and introduce your worst nightmare. Once inside the
hallway, the roof will begin to collapse and bar the door shut. Start to head
down the hall until you see him coming. Immediately begin firing and don't stop
until he begins to fall. If you picked up the shotgun as mentioned before you
won't have much of a problem, but it's a little trickier if you're only using the
pistol. Once the giant is down, check him for ammo; he always has some.

Head to the hallway where the front of the helicopter was protruding. With the
fire out, you may now enter the room on the right. Inside you'll find the blue
key card. Pick it up and head to the main floor of the police station. Use the
blue key card on the computer to unlock the doors in the hall. Head through the
double doors on the left-hand side. You'll find a police memo on the seat.
Continue down the hallway, destroy the licker, enter the room on the right of
the hallway, and pick up the patrol report. Push the stepladder to the shelf and
climb up to discover a can of first-aid spray. Exit the room and continue down
the hallway until you reach the briefing room. Inside, you come across the
operation report and, in the room in the back, you will once again find the
first red jewel by using the lighter on the fireplace. Exit the room and continue
down the hallway until you reach the stairs. Head up and, as done in the first
scenario, position the statues on the pressure-sensitive tiles to trigger the
red jewel to fall free.

Head on into the next room, and you'll spot Sherry running away. As she crawls
into the hole in the wall, she'll drop the diamond key. Once you pick it up,
Claire will come in looking for Sherry. After a brief conversation, head down
the hall and into the door to the left of the desk. This will put you in the
library. Head up the stairs and fall through the floor. Push the red button on
the wall to move the bookshelf out of the way. Now, as in the first scenario,
walk to the face of the leftmost bookshelf and push the button to the right. Do
the same to the bookshelf on the right. This will uncover the bishop plug. Now
return to the room where you picked up the blue key card (on the other side of
the front of the helicopter), place the red jewels, and gather up the king plug.

Run back down to the first floor of the police station by way of the statues.
Enter the door on the right of the staircase. This is the evidence room. In it,
you'll find shotgun shells, film, and most importantly, access to the room with
the heart key. Enter it, dispatch the now zombified officer, and pick up the
heart key off the desk. Before you exit this area, look around. There's a memo
to Leon present, as well as some other goodies. Now, head upstairs to the
S.T.A.R.S. office, where you'll be able to get Chris's diary and the almighty
Magnum. Now with that added firepower, head back downstairs to the interrogation
rooms (remember the room on the other side of the one-way mirror?). You will
find a couple of our skinless friends waiting for you, so beware.

Once you've dealt with them, pick up a can of first-aid spray, and more
importantly, the rook plug. The next step in the second scenario is to head
downstairs and into the police basement. Beware of the dogs lurking about. Enter
the first door on the right, in which you will find the power supply machine and
the police basement map. The correct sequence for the machine is still up, down,
up, down, up. From there, head to the right through the door, next to where the
sign says, "Parking." Inside, walk toward the paddy wagon, where you will meet up
with Ada again. Push the paddy wagon out of the way, head inside, and have a
brief chat with Ben. Pick up the manhole opener and go down the ladder in the
dog kennel. After poking around a bit, you will once again run into Ada, and
after a brief discussion, play as her. The only difference in this scenario is
that Ada will run into another character and receive a key item. But besides
that, the next sequence is the same: Run past the dogs into the door on the
right, get the map, move the boxes to make a bridge, fill the trench with water,
claim the key, and either stop to pick up ammo or return to where you last saw
Leon.

The next bit, however, is quite a bit different than in the first scenario. Now,
Claire will call Leon and order him to go to the mayor's office. But before
beginning the journey back to the second floor of the police station, stop along
the way to pick up the red key card inside the autopsy room. Then use the key
card on the card-locked door for some ammo and the submachine gun (depending on
whether or not you picked it up the first time around as Claire).

You might also want to make another stop for ammo in the room at the top of the
stairs from the basement. Inside, you'll discover Magnum bullets, shotgun
shells, and the night watchman's diary. The club key will unlock the door.

With these two stops out of the way, there should be more than enough ammo to
get through the hordes of the undead between you and the mayor's chamber (located
on the second floor where the helicopter was protruding through the wall). There,
gather up the mayor's diary and run through the other door down the hallway and
into a small room, where you'll find the secretary's diary B and the crank
(inside the chest).

Head for the large room in the upper right-hand corner of the first floor
(consult the map) - the one you haven't visited yet. Inside, light the furnace
and turn the faucet in the following order: 12, 13, 11. This will release the
golden cogwheel from the painting. Beware - the moment you grab it, the
mysterious figure will come bursting through the wall. Pick up the cogwheel and
go racing out the door. Don't celebrate yet; you haven't escaped him, you've
only given yourself room to fight. After you walk down the hallway a bit, he'll
burst through the wall before you. Three or four shots with the Magnum will
bring the big lug down to his knees. Once he has collapsed, don't forget to
check his body for ammo (hey, he's a pinata!). Now, go to the third floor of the
police station via the stairway in the library. It's time to use the crank in
the hole in the wall to lower the stairway. Place the cogwheel in the gears to
get the night plug. Hop down the shaft for a ride.

At this point, Ben will have run in with a bit of a problem. Race to his aid and
he'll give you the mail to the chief. After this drama unfolds, head back to the
ladder in the kennel and make your way down to the sewers, once again. Be
prepared for a battle with William. After he's been defeated, walk to the door on
the left and place the four plugs to enter. On the other side of the door,
you'll meet up with Ada again. You'll soon find the sewer manager's fax, as well
as another first-aid spray. The next sequence of events is almost identical to
what it was in the first scenario, eventually leading to you becoming Leon again.
Follow Ada to the water, take a left, and hop up into the little alcove, which
has the two dead soldiers in it. One has a small key and the other, the wolf
medal. Now, head through the sewers, evading the spiders. Be sure to have the
valve handle on hand to lower the bridge.

Once the bridge is lowered, cross it and raise it back up. Search the area for
green herbs and shotgun shells. Make your way down the corridor, but don't fear,
there are no alligators this time, you simply meet back up with Ada. Now climb
the ladder, head to the left, and pick up the eagle medal and the sewer
manager's diary. From here, head back down to the right, use the valve handle to
slow down the spinning fan, climb up the ladder, and use the air shaft as a
getaway.

Once back in the sewers, head to the left, go through the door, make your way
past the spiders to the door blocked by the waterfall. To its right is the panel
in which you must place both the eagle medal and the wolf medal. Now make your
way to the tram control panel, use it to bring the tramcar back, enter and take
it for a ride, but watch out, it might get a little rocky. Once the tram has
stopped, use the lighter on the flare signal to the immediate left. The sudden
burst of light will make the weapon-box key gleam. Pick it up, head through the
door, down the hallway, blasting zombies on the way. When you come to the
intersection, head left to find a corpse with the shotgun parts on it. Pick them
up, head down the other way, and enter the door. You will soon come to a similar
hallway setup. If you go right, you'll find green herbs. If you go to the left,
you'll come across a ladder, which you should take. Inside this room, you'll
discover first-aid spray, Magnum bullets, and shotgun shells. You're really
going to need all of them. This is where the second scenario is totally
different from the first. Ada will walk over to the machine, mumble about
something hidden, and begin ignoring you. You now have to go it alone.

When you exit the room, you'll find that the tractor housing which lowers you
down to the laboratory in the first scenario isn't there. You must walk to the
edge of where the tractor housing was and ride the small elevator down. From
there, enter the door to your immediate left and head down the hallway until you
reach the television monitors. To your right, you'll discover the C. panel key.
Now check the monitor for a surprise. After it's dealt with, search for ammo,
then ride the elevator back up and head back into the room where you left Ada.

Walk to the machine she's operating and, on the right-hand side of her, use the
C. panel key to activate the tractor housing. When you exit the room, the
tractor housing will be sitting there waiting for you. Walk to the control panel
and press the button to activate the platform, and Leon and Ada will
automatically run inside. As in the first scenario with Leon, William attacks
the tractor housing on the way down. Defeat him, and head back into the tractor
housing to check on Ada. The platform lift should overheat, which is your cue to
go outside to look for the only exit. Head into the only open door, and pick up
the green herb, which is located on the left-hand side of the storage bin, if
needed (if not, you will eventually need it, so put it in the bin for later).
You'll notice a big crate that seems totally out of place. Shove it onto the
elevator to the right. Then activate the elevator and shove the crate off the
platform and down the narrow walkway up to the right. Put it right next to the
other crates, so you can climb from one to another.

Once the box is in position, leave it. You'll need it to be there later. Now
head down to the walkway, where you will find a fallen scientist, who carries
the P. epsilon report. Grab it and use the nearby typewriter, if needed. Head
down the elevator to the right, run down the walkway, and hit the switch. Go all
the way back up to where you first entered and you may now open the elevator
door. Push the button to the right of the door and you'll be whisked away.

Now head for the door on the left, make your way down the walkway, and go to the
west area. Once inside, veer to the left, and enter the frozen door. Pick up the
first-aid spray and the fuse case. Then use the fuse case on the console to make
the main fuse, as you did in the first scenario. Take it back to the
intersection between the east and west areas, and place it into the machine in
the middle of the floor. Now head for the east area, go into the far door on the
right, and pick up the user registration and lab security memo. The plant that
occupied the air shaft in the first scenario should be gone (that is, if you
took care of it the first time around). Climb through the air shaft into the
other room, take care of the two lickers, and grab the two boxes of shotgun
shells and ink ribbons.

Exit the room and head for the large door. An easy way to exterminate the two
plant creatures is to leave the room through the door to the left, kill one
before it turns around, and then leave. Repeat and serve. Once done, head for
the door that they were guarding, and be ready to destroy another one. Go down
the ladder, and make your way to the large array of monitors, beneath which
you'll find the map to the laboratory. Head into the next room, and use the
weapon-box key on the locker to get the Magnum parts. Carefully enter the room,
go through the automatic doors, and prepare to blast a lot of zombies.

Snatch the P. room key off the counter, head all the way back up to the main
elevator, take it up, and return to where you positioned the crate. On the way
there, you'll run into Annette. After a brief discussion, the mysterious figure
will interrupt you. Either run around or blast through him to get to the door
behind him. Now climb the crates, open the Power room door, and run down the
corridor until your next encounter with the enigmatic character. After the scene
plays out, pick up the master key and go to fetch Sherry out of the storage
room. Once she's collected and you've entered the elevator, use the master key
on the back panel. Now enter the train and make for the rear compartment. On the
floor near the storage box and save point, you'll come across the platform key.
Take it and exit the train.

Exit the room and head for the large door. An easy way to exterminate the two
plant creatures is to leave the room through the door to the left, kill one
before it turns around, and then leave. Repeat and serve. Once done, head for
the door that they were guarding, and be ready to destroy another one. Go down
the ladder, and make your way to the large array of monitors, beneath which
you'll find the map to the laboratory. Head into the next room, and use the
weapon-box key on the locker to get the Magnum parts. Carefully enter the room,
go through the automatic doors, and prepare to blast a lot of zombies.

Snatch the P. room key off the counter, head all the way back up to the main
elevator, take it up, and return to where you positioned the crate. On the way
there, you'll run into Annette. After a brief discussion, the mysterious figure
will interrupt you. Either run around or blast through him to get to the door
behind him. Now climb the crates, open the Power room door, and run down the
corridor until your next encounter with the enigmatic character. After the scene
plays out, pick up the master key and go to fetch Sherry out of the storage
room. Once she's collected and you've entered the elevator, use the master key
on the back panel. Now enter the train and make for the rear compartment. On the
floor near the storage box and save point, you'll come across the platform key.
Take it and exit the train.


Claire - 2nd Scenario:

Make your way down the street and through the first door you can. From there
take a right into the small room to find the cabin key. Take it, run past the
zombies to the door on the other side, use the key, and discard. Run up the
stairs, head through the door, and go down the hallway evading or destroying the
crows. Make your way to the balcony overlooking the main floor of the police
station. Blast the group of zombies and look in the wall past the library doors.
Imbedded in it is the unicorn medal. Head back down to the emergency ladder and
place the unicorn medal in the face of the fountain to attain the spade key. On
the desk near the computer, you'll find a grenade launcher and some ink ribbons.
Go back to the crow-infested hallway, out the other door, down the stairs, and
into the squad room. Inside, you'll come across a good number of zombies and the
valve handle. In the small office, you'll find the safe once again. The "2236"
combination still works, and you'll be able to get ammo and a map of the police
station. Return to the burning chopper and use the valve handle at the end of
the fenced-off area, as you did in the first scenario. In the smoke, you
discover some ammo that you're about to desperately need. Enter the
crow-infested hallway once again. A CG FMV will roll and introduce you to your
worst nightmare.

Inside the hallway, the roof will begin to collapse and bar the door shut. Start
to head down the hall until you see him coming. Immediately begin firing and
don't stop until he begins to fall. If you picked up the aforementioned grenade
launcher you won't have much of a problem, but it's a little trickier if you're
only using the pistol. Once the giant is down, check him for ammo; he always has
some. Now head to the hallway where the front of the helicopter was protruding.
With the fire out you may now enter the room on the right. Pick up the blue key
card and head to the main floor of the police station where you got the spade
key. Use the blue key card on the computer to unlock the doors in the hall. Head
through the double doors, and gather the police memo from the seat and a can of
first-aid spray from out of the drawer. Exit out the other side of the room, go
down the hallway, destroy the licker, enter the room on the right, pick up the
patrol report, and push the stepladder to the shelf so you can climb up to get
the lighter. Leave the room and continue down the hallway until you reach the
briefing room. Inside, you'll find the operation report and, in back, the first
red jewel (again obtained by using the lighter on the fireplace). Now leave the
area, continue down the hallway, head up the stairs, and position the statues on
the pressure-sensitive tiles so that the red jewel will fall loose, as happened
in the first scenario.

Next, head upstairs into the S.T.A.R.S. office to meet up with Leon. After
briefing each other, you will receive Chris's diary. The diamond key is on
Chris's desk and the bow gun is in the locker. When you try to exit the office,
a fax will come in for Chris. Grab it. Upon finally exiting the office, you'll
spot Sherry in trouble. Save her and look in the nearby desk for some handgun
bullets. Enter the library by going through the door to the left of the desk.
Head up the stairs and fall through the floor. Push the red button on the wall
to move the bookshelf out of the way. Now, as in the first scenario, walk to the
face of the leftmost bookshelf and push the button to the right. Do the same to
the bookshelf one over to the right. This will uncover the serpent stone. Snatch
it, return to the room where you first got the blue key card (near where the
helicopter is poking through the wall), place the red jewels into the wall, and
grab the stone half-piece. Now head back down to the first floor and make your
way to the interrogation room (the one on the other side of the one-way mirror).
You'll meet up with a couple of lickers, so beware. Once you have dealt with
them, pick up the can of first-aid spray, and, more importantly, the eagle
stone.

Now go all the way over to the other side of the police station and through the
door on the right of the staircase. This is the evidence room, in which you'll
find bow gun bolts, film, and the plastique. In the office in the next room,
your officer will try to attack you. After dispatching him, pick the detonator
up off the desk and combine it with the plastique.

Before you exit the room, search for the memo to Leon, as well as some other
goodies. Now head to where the helicopter is protruding through the wall, and
set your newly made bomb directly in front of the obscured door. Down this
now-accessible hallway, you'll come across the chief sitting there at his desk
with the mayor's daughter. After talking with him, exit through the other door.
Walk down the hallway, into the small room, and switch on the lights. You'll
discover not only the secretary's diary B file, but Sherry as well. Gather the
handgun rounds out of the chest, and return to the chief's room for the heart
key and his diary. Go back down to the first floor and visit the squad room
again. The combination to the safe is still "2236," which will get you acid
rounds and a map of the police station.

The next step in the second scenario is to head downstairs and into the
basement. Beware of the dogs lurking about. Head through the first door on the
right, where you'll find the power supply controls and a map of the police
basement. The correct setting for the power supply controls is still up, down,
up, down, up. From there, take a left, go through the door, and down the ladder.
Make a stop in the storage room on the left to save or whatnot.

When you exit, you'll run into Sherry once again. After a brief chat, she'll run
off and you'll play as her. The next sequence is the same as in the first
scenario: Run past the dogs, go through the door on the right, get the map, move
the boxes to make a bridge, fill the moat with water, claim the key, and either
stop and pick up ammo or just return to where you last saw Claire. The next
sequence, however, is quite a bit different from that in the first scenario. Once
Sherry has given Claire the goods, Leon will call and tell Claire that he has
moved the paddy wagon, opening up a new area. Before heading over there, stop to
pick up the red key card inside the autopsy room, then use the key card on the
nearby locked door to get some ammo, as well as the submachine gun (if you
didn't pick it up the first time around as Leon). From there, head to the right
and around the corner, through the door marked "Parking," and across the way
into the newly accessible door. Inside the kennel, you'll find the crank near the
manhole cover. Now go back up to the first floor and make a stop at the room
near the stairs. Inside, you'll find acid rounds and the night watchman's diary.
The club key will unlock the door. Now make your way to the big room in the
upper right-hand corner of the map, which you haven't yet been to.

Here, ignite the furnace and turn the faucets in this order: 12, 13, 11. This
will release the golden cogwheel from the painting. But beware! The moment you
go to get the cogwheel, the mysterious figure will come bursting through the
wall. Pick up the cogwheel quickly and go racing out the door. Don't celebrate
yet, because you haven't escaped him, you've only given yourself room to fight.
Walk down the hallway and after a bit, he'll come bursting through the wall.
Three or four shots with the grenade launcher will bring the big lug down. Do not
forget to check his body for ammo, once he's collapsed.

Now, head to the third floor of the police station via the stairway in the
library. It's time to use the crank in the hole in the wall. Climb the stairway
and place the cogwheel in the gears to get the final stone. With all of the
stones, head back to the chief's chambers. Push the button that moves the
painting to reveal the holes where the stones are to be placed. Enter the new
passageway, pick up the mail to the chief, head down the elevator, and have a
chat with the chief. Grab some acid rounds and go down the ladder. It's time to
battle with William. After he leaves, go back upstairs and get Sherry. Return to
the area where you fought with William, press the button to bring down the
ladder, and head up. Once in the sewers, Sherry will fall down the drain as in
the first scenario. Only this time, you won't play as her.

Keep moving in the same general direction, and you'll find the sewer manager's
fax and a first-aid spray. After a brief conversation with Leon, take a left and
hop up into the little alcove. There are two dead soldiers here, one with some
flame rounds and the other with the wolf medal. Now head through the sewers,
evading the spiders. Make sure you have the valve handle on hand to lower the
bridge. Cross it, and raise it back up immediately. Search the area for some
green herbs and ammo. Make your way down the corridor, but don't worry, there
aren't any alligators this time. Simply climb the ladder, head to the left, and
pick up the eagle medal and the sewer manager's diary. From there, head back
down to the right, use the valve handle to slow down the spinning fan, climb the
ladder, and use the air shaft as a getaway. Once back in the sewers, head to the
left, go through the door, and make your way past the spiders to the door
blocked by the waterfall. To the right of it is the panel where you must place
both the eagle medal and wolf medal. Now exit through the door, use the control
panel to bring the tramcar back, enter it, and enjoy the ride.

Once the tram has stopped, use the lighter on the flare signal found to the
immediate left. The sudden burst of light will make the weapon-box key gleam.
Pick it up and head for the door. Run down the hallway, blasting zombies on the
way. When you come to the intersection, if you go left, you'll find a corpse with
a spark gun on him. Grab it, head down the other hallway and through the door.
Now, you'll come to a similar hallway setup. If you go to the right, you will
come across some green herbs. If you go to the left, you discover a ladder,
which you should climb. Inside the room, you discover first-aid spray and ammo.

Here's where the second scenario is totally different from the first scenario.
Sherry will walk over to the console, mumble about something, and exit the room.
You'll realize that the tractor housing which lowers you down to the laboratory
in the first scenario isn't there, and you'll have to walk to the edge of where
the tractor housing was to ride the small elevator down. Once through the door on
the left, head down the hallway, until you reach the television monitors. To
your right, you will find the C. panel key. Now go ahead and look at the monitor
for a surprise. After dealing with it, search for ammo, then ride the elevator
back up and head back into the room where you left Sherry.

Walk to the machine that Sherry is standing by and use the C. panel key near the
right side of her to activate the tractor housing. When you exit the room, it'll
be sitting there waiting for you. Walk to the control panel, press the button to
activate the platform, and Claire and Sherry will automatically run inside. As in
the first scenario, William attacks on the way down. Defeat him, and head back
into the tractor housing to check on Sherry. The platform lift should overheat,
which is your cue to go outside to look for the only exit. Head through the only
open door, and pick up the green herb, which is located on the left-hand side of
the storage bin, if needed (if you don't need it now, you will later, so put it
in the bin). You will notice a big crate that seems totally out of place. Shove
it onto the elevator platform to the right, activate the elevator, and then
shove the crate off of the platform and down the narrow walkway up to the right.
Put it right next to the other crates, so you can climb up the crates. Though it
doesn't really help now, having this in place will help later.

Head down to the walkway, where you'll come across a fallen scientist who's
carrying the P. epsilon report. Pick up the report and use the nearby
typewriter, if needed. Head down the elevator to the right, run down the
walkway, and hit the switch. Go all the way back up to where you first entered,
enter the elevator, and push the button to the right of the door.

After being whisked away, exit the elevator, go through the door, and grab some
goodies. Head for the door on the left, and make your way down the walkway
towards the west area. Once inside, veer to the left, and enter the frozen door.
Pick up the first-aid spray and the fuse case, then place the fuse case into the
device on the counter to make the main fuse, as you did in the first scenario.
Now take it back to the intersection between the east and west areas, and put it
into the console in the center of the room.

From there, head for the east area. Go through the far door on the right and
pick up the user registration and lab security memo. The plant that occupied the
air shaft in the first scenario should be gone (if you took care of it the last
time around). Climb through the air shaft into the other room, destroy the
lickers, and pick up the boxes of shotgun shells and the ink ribbons. Exit the
room and head for the large door. An easy way to exterminate the two plant
creatures is to leave the room through the door to the left, kill one before it
turns around, and then leave. Repeat and serve. Once done, head for the door
that they were guarding, and be ready to destroy another one. Go down the
ladder, and make your way to the large array of monitors, beneath which you'll
find the map to the laboratory.

Head into the next room and use the weapon-box key on the locker to get the acid
rounds. Carefully enter the room, go through the automatic doors, and prepare to
blast a lot of zombies. On the counter, you will find the P. room key. Once out
of the room, you'll run into Annette. After this conversation, head all the way
back up to the main elevator. Take it up and return to the place where you had
positioned the crates. Climb the crates and use the P. room key on the door. Run
down the corridor, until you reach the next encounter with the mysterious figure.
After this drama wraps up, return to the place where you put the main fuse. Once
you've collected Sherry and the master key, enter the elevator and use the
master key on the panel at the rear of the compartment. Head inside the train
and make for the rear. On the floor near the storage box and save point, you'll
discover the platform key. Grab it and head out of the train. Take a left toward
the double doors, head up and over the overpass, and then underneath the stairs.
Head toward the blinking panel, press the button, and take the joint plugs. Then
run back underneath the stairs, through the doors, and place the plugs in the
slots to restore power.

Now it's time for the finally confrontation... almost. The mysterious figure
will once again attack. Keep moving, pivoting in place, and firing, over and
over. After about four or five major blasts, a rocket launcher will be provided.
Pick it up to finish him off. Return to the train, but before jumping on, you
must open the doors that are blocking the tracks. Simply head in the direction
of the zombies, and you'll find the panel to open the doors. Go to the front of
the train and push the lever to start it up. After the CG FMV, the real final
confrontation will begin. Unload everything you have on this guy. Happy trails!

 
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