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                                Resident Evil 2
                                  Walkthrough
                                   11-14-05
                              By Tom Beck (trbeck)
                                  Version 1.0
                            Copyright 2005 Tom Beck

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*****************
Table of Contents
*****************

1. Introduction
2. Story
3. Characters
4. Weapons
5. Controls/General Strategies
6. Enemies/Bosses

7. Walkthroughs
  I. Leon A
     A. Streets
     B. Police Station
     C. Spade Key
     D. Diamond Key
     E. Heart Key
     F. Club Key
     G. The Sewers
     H. Umbrella Labs
  II. Claire B
     A. Streets
     B. Police Station
     C. Spade Key
     D. Diamond Key
     E. Heart Key
     F. Club Key
     G. The Sewers
     H. Umbrella Labs
  III. Claire A
     A. Streets
     B. Police Station
     C. Spade Key
     D. Diamond Key
     E. Heart Key
     F. Club Key
     G. The Sewers
     H. Umbrella Labs
  IV. Leon B
     A. Streets
     B. Police Station
     C. Diamond Key
     D. Heart Key
     E. Club Key
     F. The Sewers
     G. Umbrella Labs

8. Secrets/Awards
9. Hunk Walkthrough
10. Tofu Walkthrough
11. Locations of Major Items
12. Files
13. Legal crap

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---------------
1. Introduction
---------------

Best Resident Evil game.  Well, that's my opinion anyway; and that opinion 
might not be completely true given that I've never played Resident Evil 4.
Yeah I know, I need to go pick that up.  Maybe tomorrow.  Anyways, back to RE
2.  Not only is this the most gory Resident Evil game, it is also the most fun
and enjoyable.  William is a great villain, the characters (though annoying) 
are interesting.  Not to mention the game doesn't feel like a 15 hour opera 
like Resident Evil CV.  I'm basing this guide off of the GC version, but it
basically applies for all of the versions.

The game came out in oh about 1998 I think.  It didn't hit the N64 until a 
year or so later.  That's when I got it.  At first I thought the game was 
ridiculously hard.  I died constantly, especially since I just couldn't get 
used to the damn controls.  After a while, I actually started to not suck so 
bad and I got farther and farther into the game.  Just let me tell you; this
game is quite the experience.  Not only is it creepy as hell in many places,
but you will jump out of your skin on more than one occasion.  I dare you to
play this game all alone at night in the dark.  It's quite the experience, I'll
tell you that much!  

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--------
2. Story
--------

The story is as follows:

"A bizarre incident occured in the outskirts of an American suburb called 
Raccoon City.  It was later revealed that the terrible disaster had been caused
by the T-Virus; a mutogenic toxin created by the international interprise 
Umbrella Incorporated for use in bioweapon experiments.  The Raccoon City 
police department special S.T.A.R.S. unit immediately began investigation in
the affair.  The case was apparently closed thanks to the efforts of S.T.A.R.S.
members Chris Redfield and Jill Valentine.  But the Umbrella Corporation's 
experiments were far from finished!"

That's straight out of the intro. of the game.  Basically, in the first
Resident Evil game, the S.T.A.R.S. unit investigated a mansion in the woods
outside Raccoon City.  Thanks to Chris Redfield and Jill Valentine, the mansion
was destroyed along with all of its zombie inhabitants.  However, Umbrella 
remained, and soon the dreaded T-Virus (which mutants humans into zombies) will
spread to Raccoon City.  When you start the game, you can watch a short little
cutscene that sets up the characters at the start of the game.  You can watch
it, but I will also summarize it here:

Leon Kennedy drives into Raccoon City on his first day at his new job as police
officer of the Raccoon City police department.  As he drives through the 
desserted town, he notices a body in the road.  Meanwhile, a trucker driver is
attacked by a zombie and bitten in the arm.  "That guy's a maniac, why'd he 
bite me!?"  

Also, coming in from another road is the young Claire Redfield.  She stops at
a diner and enters, somewhat perplexed by how empty it is.  Oh, but it isn't
quite empty, as one resident hasn't finished his meal.  A zombie advances on
Claire and she desperately runs towards a door...  

Back to Leon, who examines the wounds of the body.  All of the sudden, behind 
him, is a group of zombies slowly advancing on him.  Leon warns them, but one 
starts to gnaw on his leg.  Leon opens fire, slowly backing up as he runs out 
of ammo.  He almost shoots a young girl, but shoots a zombie behind her instead.
The two run into a police car and drive off.  The girl, who's Claire, is a 
little confused about the state of the town, as is Leon.  Claire gets a gun 
when all of the sudden, a zombie from the back of the car attacks them and they
crash into a stop sign.  The driver of the semi, who's about now "zombie-fied" 
crashes into them creating a huge explosion and a wall of fire; Claire and Leon 
are separated and they both yell to each other to meet at the police station.

So as you can see, the town's slowly becoming infested with zombies.  Both
Leon Kennedy and Claire Redfield have unwittingly entered the town thinking it
perfectly normal.  However, they soon discover that in order to survive, they
must escape the city as soon as possible.  And that's the basic goal of the 
game:  to survive.

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-------------
3. Characters
-------------


Leon Kennedy
------------

A rookie cop, who's ready to start his first day on the job as a member of the
Raccoon police department.  However, as he arrives at town, he's in for a big
surprise as soon he's the only cop left alive in the town.  Leon is one of the
heros of the game, blasting away zombies with his shotgun and magnum.  He also
happens to be my favorite Resident Evil character.

The instruction manual says this:

"Leon is an idealistic rookie cop. He has quickly become disenchanted with the
very system he is trained to uphold, as he  learns the harsh realities of the
real world. He is somewhat reckless and brash, and certainly not as naive as 
his outward demeanor would have the casual observer believe. Leon is
highly qualified for his job, and his sense of humor makes him a  very
likeable officer despite his rowdy attitude."


Claire Redfield
---------------

Sister of the first game's hero: Chris Redfield.  She arrives in town looking
for clues about her brother's mysterious disappearance, but soon joins Leon
in his quest to get out of the city alive.  She's quite capable of surviving
on her own and shares many of her brother's attributes.

The instruction manual says this:

"Claire is a light-hearted and articulate modern woman. Her intelligence and
optimism combine to make her both worldly and keenly aware of her surroundings.
While Claire is somewhat of a tomboy at times, she is very attractive
and retains very feminine qualities. Her demeanor softens considerably
when she deals with children. She can also be described as somewhat of a wild 
girl.  Both extroverted and self-confident, she is typically the first to try 
things many others would not. With her strong opinionson most issues, she can 
come across as quite sarcastic."


Ada Wong
--------

A young woman who meets up with Leon later in the game.  She's extremely 
mysterious, particularly in her quest to find her boyfriend, John.  We soon 
find out that she's a spy, although who she is working for is unknown.

The instruction manual says:

"Ada is a very professional woman, highly skilled and intelligent. However, she
also can come across as very condescending,  with her tendency to talk down to
those she deems "inferior" to herself. This is most evident in the tone of
voice whenshe addresses others. She is a Chinese-American who is engaged and to
be married in the near future."


Sherry Birkin
-------------

The most annoying character in all of the Resident Evil games.  Well, Becky 
from RE1 might give her a run for her money, but overall sherry is the more
annoying of the two.  She doesn't do anything but run away, act scared, and 
take up all of Claire's time.  Oh, not to mention, in the Claire B scenario,
she needs to be saved from the G-virus.

The instruction manual says:

"The daughter of William Birkin, Sherry is a a bit insecure yet very
intelligent for her age of 12. She is very shy and when she speaks she always
sounds a bit unsure of herself like a lost little girl. Her father William
Birkin is a brilliant scientist working for the Umbrella Corporation."


Police Chief Brian Irons
------------------------

This guy is crazy, absolutely nuts!  He's the chief of the Raccoon Police
Department, yet he's working with Umbrella and wants to see the entire town
taken over by monsters.  He kills his own officers, along with the Mayor's 
daughter.  Also, he's the one responsible for spreading the keys all about the
police station.  The guy is seriously off his rocker.

Ben Bertoluci
-------------

I'm pretty sure I spelled that wrong.  Anyways, he's a reporter who locks 
himself in a prison cell in order to avoid a "huge monster."  The sucker,
however, soon gets killed by said monster anyway.  Poor guy.

William Birkin
--------------

A scientist working for Umbrella.  William is the creator of the G-Virus, a 
super strong version of the T-Virus which causes super-crazy mutation.  Once
his product is complete, however, Umbrella tries to steal it from him.  They
machine-gun him to death, but before he dies, he injects himself with his own
G-Virus, becoming a super-powerful mutated monster.  He stalks the sewers and
searches for his daughter, Sherry.  William is basically the "boss" of the
game.

Annet Birkin
--------------

The mother of Sherry, and wife of William.  Before things went crazy, Annet
was a pretty crappy mother, but now when things get out of hand, she tries to
do anything to save her precious daughter.

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----------
4. Weapons
----------



Knife
-----

To put it plain and simply:  this weapon sucks.  It is completely useless 
unless you are desperate.  Stick it in the first storage bin that you come
across and let it rot. 


Handgun
-------

The standard gun of the game.  The weakest and most useful on single zombies.
Use this gun the most, as ammo isn't very rare.  Leon's version holds 18 rounds
but Claire's only holds 13.  Leon can also get Handgun "parts" which makes his
handgun much more kickass.


Shotgun
-------

This gun rocks.  A lot.  It can be used in a variety of situations.  It's great
for blowing away Lickers and Dogs.  Also, it does wonders for large groups of
zombies where the handgun just won't cut it.  If you aim up at a zombie, you
can blow its head off and sometimes the shotgun can completely blow apart a
zombie's torso.  You can also get a Custom version of the shotgun, which rivals
the Magnum in power.  The shotgun is only available to Leon.


Bow Gun
-------

Nowhere near as good as the shotgun, but it does get the job done.  This is 
Claire's alternative to the shotgun, and although it shoots three arrows at a
time, the shotgun is usually better.  However, the bow gun is not completely
useless.  It's good for groups of zombies, as well as the Lickers and Dogs.  
If you get in a tight situation, however, opt for the Grenade Launcher instead.


Magnum
------

The most powerful weapon in the game.  It is available only for Leon, however.
The magnum blows the heads off of zombies, killing them in one shot.  No matter
how fun it might be to waste whole legions of zombies by blowing their heads
off, don't waste the magnum on zombies, save it for the Bosses instead.  You 
can also obtain the magnum parts which deals crazy damage!


Grenade Launcher
----------------

My favorite gun.  I don't know, but I just like this one.  The range is pretty
short, but the power's all there and it's perfect for groups of zombies that
are right in your face.  The grenade launcher also hosts three different types
of grenades:  normal, flame, and acid.  The acid rounds are the most powerful
so save them for the bosses.  The flame rounds are great for indiviual 
enemies, while the normal grenade rouns are awesome for groups of enemies at
close range. The grenade launcher is available only for Claire


Flamethrower
------------

Oh yeah baby!  A pyro's dream come true.  This gun shoots a continuous flame
out of the end of it and will keep shooting fire as long as you hold down the
trigger button.  The gun only has a limited number of percentage, and when 
that runs out, the gun is useless.  The flamethrower has a short range and is
best used for groups of zombies or the killer-plants.


Sparkshot
---------

claire's version of the Flamethrower.  The sparkshot shoots an electric charge
at the enemies, emitting a pretty cool noise.  Zombies will fry if you shoot
them, which is pretty neat to see!  Unlike the flamethrower, the sparkshot is
best used for individual enemies, particularly zombies and lickers.


Sub Machine Gun
---------------

Such fun!  Even thought the gun is pretty weak, it shoots bullets at a crazy
speed, making it ideal for mowing down lots of enemies.  Probably the most 
fun of all of the guns to use.  Both Claire and Leon can use it, although if
you choose it during Scenario A, it's not available during Scenario B.  Since
Scenario B is much more difficult, it's usually best to save the gun for then.


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------------------------------
5. Controls/General Strategies
------------------------------

Controls:

A button - action button.  Used to confirm selections, pick up items, open 
doors, examine things, and shoot your weapon when it's raised.

B button - Used to cancel selections. (Also, in the GC version, if you hold the
B button while moving, you will run.)

Y button - It brings up your status screen where you can access your inventory
for items, as well as access your files and the map.

Z button - Brings up the map without going to the status screen.

R button - Raises your weapon into an attack stance.  Press and hold the R 
button to pull up whatever weapon you have equipped.  You can then use the 
control pad to aim the gun.  Use the A button to shoot.

L button - When you have your weapon raised, press the L button to change
targets.

Control Stick/Pad - Used to move.  Resident Evil has a somewhat unique movement
system.  Press up on your control stick to move forward and press down on your
control stick to back up.  This works no matter which way you're facing.  
Rotate the control stick to turn your character.  So, to move about, simply
rotate your control stick until your character is facing the direction you want
to go, then press up.


Strategies:

-Become familiar with the control system:

Chances are, if this is your first RE game, you're not going to be comfortable
with the control system at first.  Use the beginning of the game (the streets)
and make sure you know how to move around.  Later in the game, good movement
will be the difference between life and death.  If you're awkward moving around
the bosses become much tougher, not to mention dodging is almost out of the
question.


-Conserve ammo:

There is a limited amount of bullets in the game, so be sure to conserve some
ammo.  Depending on which difficulty you play the game on (easy/normal) will
determine how much ammo you get.  If you're playing in Normal mode, conserving
ammo becomes one of your top priorities.  Don't just fling bullets like crazy
at everything that moves.  If you can get past an enemy without killing it, do
so.  Also, leave your strongest weapons for the bosses; don't use them on 
zombies.


-When in doubt, dodge:

This really helps in conserving ammo.  Like I said above, dodging enemies can
sometimes be a hell of a lot easier than killing them.  Dodging works best in
large, open areas, whereas if you meet a zombie in a narrow corridor, chances 
are, doding is not going to work.  Dodging is vital to the game, and it all 
depends on how well you can move around.  As you go through the game, your 
dodging skills should improve.  Also, if you're low on ammo, the knife offers 
another solution.  My advice is to dodge, as the knife is a pain in the ass to
use.  However, if you're in a tight spot, the knife may just save you.


-Don't let the camera angles kill you:

The weird camera angles in the game not only help create the atmosphere, they
can also be your undoing.  Always use the camera angles to your advantage and
never get handicapped by them.  When you meet an enemy, don't be afraid to back
up and get the proper viewing angle.  Try to keep the enemy in your view so 
that you can make sure you're hitting it with your gun.  Be careful around 
corners and other areas where the camera makes it almost impossible to see.



-Always carry at least one healing item:

Whenever you're exploring new areas, your inventory should contain the 
following:  your handgun with bullets, at least one healing item, and at least
one powerful weapon (shotgun/magnum for Leon, bowgun/grenade launcher for 
Claire).  Use your handgun for the zombies, and the more powerful weapon for 
the tougher enemies like the lickers.  Try to always carry at least one healing
item to use if you get injured.  Two or three healing items is probably a tad
overkill (unless you're fighting a boss) and it takes up precious space in your
inventory.  Speaking of healing items, there are three types of herbs you will
encounter in the game:  green, red, and blue.  The green herbs heal you "up"
one status condition.  For instance, if you're in Caution, a green herb will
usually heal you to Fine.  If you're in Red Caution, a green herb will heal you
to Yellow Caution, and so on and so forth.  The red herb is useless unless it
is combined with a green herb.  Once you've combined a green and a red herb,
you've maximized their healing potentials.  A red and a green herb will heal
you all the way to Fine no matter what condition you may be in.  First aid
sprays do the same thing.  The last type of herb is the blue herb.  Use the
blue herb to heal yourself from the poison condition.  You can combine multiple
green herbs, or green herbs with blue herbs if you wish.  Your status 
conditions are as follows:  fine, yellow caution, red caution, and danger.  
When you reach the danger stage, heal right away, as just one more hit may 
spell the end of you.


One more note about this guide:  since the camera angles constantly change 
throughout the game, my directions in the guide are based solely on the 
character.  If the guide tells you to go right, go towards the "character's"
right, not the right end of the screen.  Make sense?  I hope so.  

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-----------------
6. Enemies/Bosses
-----------------


Zombies
-------

The standard old Resident Evil enemies.  Zombies move slowly, shuffling towards
their quarry, ready to feed.  The zombies attack by taking bites out of you.
Zombies aren't that powerful and are easily dispatched with the handgun.  Large
crowds of zombies can be a problem, particularly when you have to reload.  In
such cases, use the shotgun, grenade launcher, or another gun that shoots in a
spread-out fashion.  For lone zombies, use the handgun, or better yet, just 
run by them.  You can save boatloads of ammo by running past lone zombies; as
you progress through the game, such maneuvers will be easier.  Sometimes, 
zombies crawl along the ground, biting you in legs.  You can either shoot the
zombies while they are crawling, or if you let them bite you, Leon will smash
the zombie's head, and Claire will kick it off.  Such bites usually don't 
hurt your health a whole lot.


Lickers
-------

Apparently, these are "super-charged" zombies.  They are faster, quicker, and
a whole lot stronger.  They crawl on their four legs and frequently attack 
with their long tongues, hence the name.  The licker will also jump at you,
striking you with its claws.  These pesky critters will frequently jump out at
you through windows and around corners.  Sometimes, when a licker jumps at you,
it can take off your head, killing you in one hit.  It's pretty cool to see, 
yet it also sucks, because....well...you're dead.


Dogs (Cerebrus)
---------------

To put it simply:  dogs affected by the T-Virus.  These enemies mover pretty
fast and can be a pain in the ass to hit.  The handgun usually works pretty 
well against them, but sometimes the shotgun does a better job.  They're 
weak for the most part, and thus not a whole lot to worry about.


Crows
-----

These enemies are pretty rare, and really easy to kill.  One handgun shot is 
all it takes, the only problem being trying to hit them.  All in all, one of
the easiest enemies in the game.


Evil plants
-----------

Well, apparently, the T-Virus also affects plants, as these things will come
slithering towards you later in the game.  These enemies will either hit you
with their vines if they get close enough or they will shoot acid at you.  The
flamethrower does wonders getting rid of these guys.


Giant Spiders
-------------

Down in the sewers, you'll also meet giant mutated spiders.  They like to fling
poison at you, which is sometimes a pain.  For the most part, these guys are
easy to avoid, especially when they're climbing along the walls; just don't get
hit with poison!


Giant Alligator
---------------

Yes, there's also a giant alligator in the game.  This enemy can be either the 
easiest or the hardest in the entire game, depending on whether you know how
to kill it or not.  The alligator is completely invincible to all types of 
gunfire, yet, if the alligator eats a gas container, one shot will cause the
alligator to explode!  I'll go into more on this when we meet the alligator in
the Walkthrough.


William's Offspring
-------------------

This is the weird demeted guy that you meet in the sewers.  He's pretty easy to
dispatch, just don't let him get near you.  He's really slow and so whenever he
gets close to you, run away and keep shooting him with either the shotgun or
the grenade launcher.  This guy is one of the easiest bosses in the game.


William
-------

william Birkin, the G-Virus monster takes on a bazillion different forms and 
I don't feel like going through each and every one of them right now.  Look in 
the guide for descriptions and methods for killing the many different forms of
William.


Mr. X
-----

Ah yes, the annoying Mr. X.  He only appears in Scenario B and he can be a real
pain if you don't know what you're doing.  Most of the time, you can just run
around him, avoiding him as best you can.  When that's not a possibility, throw
at him your best weapons and watch his movements carefully.  When he raises his
arms in the air, watch out, as he'll pummel you if you don't move out of the
way.  If you try to run around him, he'll usually smack you with his long arms.
At the end of the game, Mr. X mutates and also grows huge claws.  I'll go more
depth into how to dispatch his final form when we get to him in the 
Walkthrough.


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---------------
7. Walkthroughs
---------------

Here we go, time for the Walkthroughs.  There are basically 4 different 
scenarios to beat:  Leon A, Claire A, Leon B, and Claire B.  When you start a
new game and you choose a character, you choose either Leon A or Claire A.  
Upon completing that scenario, you will start Scenario B of the opposite 
character.  So, if you picked Leon to start the game, upon beating it, you will
start Scenario B as Claire.  So on and so forth.  I will start with Leon A.  If
you chose Claire A, start scrolling.


*******************************************************************************

                                   ---------
                                   I. Leon A
                                   ---------

----------
A. Streets
----------


So after you've selected either Normal/Easy mode, Leon/Claire, Violence level, 
and you're blood color, you're ready to  go!  Now sit back, and watch the 
opening to the game.


When you start, you'll be in the middle of a burning street with your gun 
equipped.  There are zombies all around you, so you'll have to be careful.  Now
there's two ways to go about this first stretch of street.  You can either 
shoot the zombies or run past them.  I recommend running.  There are a ton of
zombies and shooting them will cause you to become surrounded very fast.  Not 
to mention it would take way too many bullets to kill them all.  So, the best
strategy is to dodge past the zombies and run down the street.  Let's see how
good you are at avoiding enemies!

Run forward a little ways, and you'll see two zombies right in front of you.
The screen will shift and head up towards the buildings.  Run left behind the
magazine rack or whatever it is.  There will be a zombie with his back towards
you; run past him, and then dodge past two more zombies as you run between a
couple of cars.  Turn left down the alleyway, and dodge past two more zombies
until you come to a parked car and a door.  Enter the door.

You'll now be treated to a cutscene between you and the gun owner, who happens
to be sporting a pretty nifty shotgun.  When you gain control, head behind the
long counter and grab Roberts Note.  Inside the first broken gun rack is a pack
of bullets; grab it.  Now, explore behind the shorter counter.  There's another
pack of bullets on a table at the end of the counter.

When you come out from behind the second counter, four zombies will break 
through the glass and eat the poor gun shop owner.  Now, if you're a wimp, you
can exit through the door right behind you, but first, let's grab the dead 
guy's shotgun.  Come out from behind the counter and face the zombies.  When
they start standing up, open fire on them with your handgun.  Back up if the
zombies start getting too close.  As you shoot them, they will drop to the 
floor.  That doesn't necessarily mean they're dead, though.  If the zombie has
a pool of whatever color blood you chose coming out of it, then it's dead.  If
not, the zombie's still alive and you should shoot it while it's lying on the 
ground.

Once you've killed all of the zombies, walk over to the dead gun-shop owner and
press A.  "He has stopped breathing."  That's too bad.  Press A again to get 
his shotgun.  Now, as tempting as it is to start unloading it on the next group
of zombies you meet, save the shotgun for later.  You're going to need it.

Exit the gun shop through the back silver door, where you'll enter a back 
alley.  Head forward and take a right.  You'll see a chain-link fence with some
zombies behind it.  Run past them down the corridor to the back of a van where
you'll find some more handgun bullets.  By now, the zombies should have broken
through the fence.  Turn around and pick them off one by one as they come down
the narrow path.  Once again, back up if necessary.  Head through the newly
opened gate, either shooting or dodging any straggler zombies.  Enter the 
gated doorway. 

Continue through the alley and up the stairs (press A).  Head along the upper
passage, and then back down the stairs.  You'll encounter a female zombie and
a blue garbage thinger.  Step ontop of the blue container and snipe the zombies
from there (there should be about 4).  There's another zombie down the alley;
dodge him, and head through the door.  

You'll be outside in a street and you can hear a zombie-snack going on nearby.
Run right past the munching zombies and enter the bus.  Right to your left is
another handgun bullet pack; grab it.  Now, there's a crawling zombie on the 
floor of the bus corridor.  Let her run into you and watch as Leon smashes her
head.  There's another zombie on the bus corridor.  Shoot him until he falls
down and then run past him and off of the bus.

In the next area, you'll encounter a bunch of zombies.  They are spaced out, so
it's best to just run past each one of them.  If you've reached the Danger
condition by now, it may be a better idea to shoot them, as one more bite and
you're a dead man.  After you've battled or run past those zombies, head
through the gate to the next area.  

Walk forward and head down the steps.  Walk through the passage and back up 
another flight of steps.  In the bushes right in front of you, there's a 
green herb.  Grab it and heal yourself if necessary.  Head around the 
staircase and to the right is the Raccoon City Police Department.  
Congratulations, you've made it past the first part.  Enter the Police 
Department.

If you're having trouble getting past the streets, my advice is to stick with
it.  Keep trying, you'll get it sooner or later.  The beginning part of the
game is quite tough, there's no babying.  The sooner you learn the strategies
to survive, the better.

*******************************************************************************

-----------------
B. Police Station
-----------------

Enter the Police Station's cavernous hall.  All of the doors around you at the
entrance are locked at the moment, so head to the back.  In the back left 
corner of the main hall is an open door.  Head through it.  Enjoy the cutscene
that follows.  One of the police officers is lying on the floor, bloody.
Apparently, the police station isn't going to be as safe as you thought.  The
cop will give you a key card and then tell you to "rescue the survivors in the
other rooms."  Once you leave, the door will mysteriously lock behind you.  So
as you leave, the guy jumps up and quickly locks you out.  Yeah, it doesn't 
make sense to me either.  

In the back of the hall is a computer terminal area.  Grab the handgun bullets
on the counter and enter the terminal area.  Right to your left is a 
typewriter, and next to it some ink ribbons.  Woo hoo!  Now you can save your
progress.  Grab the ink ribbons and save using the typewriter.  Now, head over
to the flickering computer and access it by pressing A.  The doors can be 
unlocked by a Card Key.  Fortunately, the cop in the other room gave you such
a card.  Use the card to unlock the two doors in the main hall.  Enter the 
double doors on the left side of the hall.

You'll be in a quiet little room, with an item chest to your left.  Here you
can store various items throughout your quest for survival.  All of the item
chests are linked to one another, so you don't have to come back to the same
one that you dumped your stuff into.  Drop the ink ribbons and your knife into
the item chest.  Also, to your right, on a bench is a Police Memorandum.  Head 
to the back of the room, and behind wooden desk-things.  Head towards the door
and OMG WHAT JUST WENT PAST THE WINDOW!?  Mwahaha...whatever that was will be
dealt with in a few moments.  Enter the next room...if you dare.

It's quiet....too quiet.  Walk down the hallway and turn to the right where 
you'll find a man whose head has been completely twisted off.  Pleasant isn't
it?  The man also possesses a pack of hand gun bullets; pocket them.  Now, 
before you proceed, it's best to switch to your Shotgun.  Once you've done 
that, head on.  As you come up to a puddle of blood, a cutscene will ensue.
Take your first look at a Licker.  These enemies will plague you throughout the
rest of the game, so it's time to learn how to kill them with ease.  When you
gain control, head towards the licker.  This is to keep it from leaping at you
and taking your head off, as well as allowing you to aim down and blast it with
your shotgun.  Two shots should do the trick.  Piece of cake, right?  If you
died, you should start back up in the main hall where you saved, and you can
try it agian.  Switch back to your handgun and head forward, where you'll be
greeted with a green herb and a door for your troubles.

The door leads to a long, winding hallway.  Travel along the hallway without
interruption until you come to some double-doors.  Head through those.  They 
lead to a conference room.  Head through the back open door where you'll enter
a closet of sorts.  There's a fireplace and a painting:  "A Sacrifice to the
hell fire."  Joyous.  Press start and select your lighter.  Select Use.  Leon
will light up the fireplace, and a red jewel will fall out of the painting
pocket the jewel and head back to the hallway.

Head to your right and traverse the hallway until you come to another door.
The next room possesses a crowd of zombies:  one to your right, and three to 
your left.  Head to the right and take out the woman zombie.  Now, hang out
back there and kill the other zombies as they lumber down the passage towards
you.  Head to the right of the staircase where you'll see two more green herbs
and a door.  Grab the herbs and enter the door.  

Inside is a "save-room."  These places usually possess a typewriter, an item
box, and generally soothing music.  Drop the jewel in the item box and save if
you wish.  Head back out through the door.

Back in the previous room, head around to the right and up the staircase.  Head
down the hallway on the second floor.  To your left is a door, but it's jammed
shut and you can't go through it.  Proceed until you come to a statue in the
middle of the room.  The inscription reads:  "The god of sun and the god of 
moon.  Their gaze upon me is the only thing that can release red soul."  To the
left and right of the main statue are two small red and blue colored statues.
The red one is the "god of sun" and the blue one is the "god of moon."  You 
need to make the two statues face the center statue.  First push the red statue
out into the hallway and then towards the blue statue.  Push it all of the way
against the opposite wall.  In the middle of the wall is a darkened tile on the
floor.  Push the statue onto the darkened tile and it should lock in place.
Now, you need to do the same to the blue statue.  Move it to the opposite wall
and position it in the darkened colored tile on that side of the room.  The two
statues should now be facing the middle-statue.  The second red jewel should be 
released; go and collect it.

Now, here's a diagram for you visual learners:

At first, the statues are arranged like so:





 !             !
 !             !
 !     RMB     ! 
 !             !
 !             !



Where R is the red statue, M is the middle statue and B is the blue statue.
Now, you should arrange the statues like so.


 !             !
 !             !
 !B     M     R!
 !             !
 !             !


Make sense?  I hope so.

After collecting the second red jewel, head through the red door.  Beyond is 
another corridor.  Immediately upon entering it, you should hear the shuffling
of a multitude of zombies.  Walk forward until the zombies come into your view
and then pick them off one by one.  After taking care of the zombies, enter the
first door you find on your left.  The first thing you should do in the next
room is head to your immediate right.  Back in the right corner is a weapons
locker.  Open it up and grab another shotgun.  Still on the right side of the
room in the other corner by a stack of boxes is a First Aid Spray; grab that 
too.  In the middle of the room, between two desks is a blueish file.  Pick it
up.  It's Chris's diary and below it is the Unicorn Medal.  Take the Medal and
then Claire should show up.  Another cutscene ensues and Leon hands Claire the
file.  Leon also hands Claire a radio and now they can keep in touch.  After 
the cutscene ends, exit the room.

Now, you need to head back to the main hall.  Take a right and back through 
another door, past the statues, and down the stairs; you should be backtracking
the way you came.  You can save in the Dark Room if you'd like, but otherwise
back through the door you came in through and through the hallway with the 
boarded up windows.  This time when you travel down the hallway, you're in for
a surprise!  Don't worry, the hands don't hurt you.  Back through the licker
hallway, through the next room, and then you should be back in the main hall.

In the center of the hallway, there's a fountain; it reads: to obtain the key 
to open your heart, I'll wait for the Unicorn, the beautiful beast."  Well, you
do have a Unicorn Medal.  Put the Medal in the fountain inscription, and a key
should fall out.  Grab the "Precinct Key."  If you examine it, it is in the 
shape of a spade.  Congratulations, you've acquired the Spade Key.


*******************************************************************************

----------------
C. The Spade Key
----------------

Now that you have the Spade Key, you can open up some new doors.  Head back the
way you came, through the double doors, through the next room, and out into the
Licker hallway.  Around the corner and to your right is a silver door that was
previously locked.  Open it up with your spade key and enter.  You should be in
a file room.  Somewhere on the floor is Jill's File, but that's not important.
There's also a Patrol Report in the second aisle.  Also in the second aisle is
a footstool that you can push around.  Push it forward until it's up against
a cabinet.  Jump on top of it and grab the Crank.  Head back out into the 
licker hallway.  

Proceed the way you came before, through the boarded hallway and up the stairs
to the second story.  Drop the Crank off in the item box in the Dark Room on
your way, as you won't be needing it for a while.  Once on the second story, 
head past the statues, through the next door, and into the hallway.  Head past
the door you entered earlier and proceed to the end of the hallway where 
there's another door.  Unlock it with the Spade key.  The key is useless now so
you should discard it; enter the door.  

In the next room, there will be 5 zombies snacking on somebody.  This is a good
place to use your shotgun.  Wait for them to all stand up, and then shoot the
group a couple of times.  Kill off any straglers with your handgun.  Down the
long hallway is the door that was blocked off.  Now you can see why you 
couldn't go through it.  Just to the left of that door is a box of handgun 
bullets; be sure to grab it.  Head back down the hallway and to your left.  At
the end of the next short hallway is a door; go through it.  

Now, you're in a sort of library-gallery area.  The first thing you should do 
is head up the staircase to the balconey.  Walk along the balconey, past the 
door and you should fall through near the end to the first floor.  Just to your
right is a bronze plate with a picture on it.  Study the picture for a few 
seconds.  Now, on the wall is a red light switch.  Press it to activate the 
shelves.  You need to align the shelves just like they were in the picture.  
Refer back to the picture if you need to.  There are 4 shelves.  Move the 
second one from the left one space to the right.  Then, move the shelf to the
farthest left one space to the right as well.   This should open up the bronze
plate.  Grab the Bishop Plug.  Now, before you leave, next to the double-doors
on a table is a red herb.  Grab that and exit through the double doors.

You're back in the main hall, only this time, you're on the second story.  
There are a bunch of zombies ambling around.  Pick them off one by one with 
your handgun; shouldn't be a problem.  As you travel along the upper floor, 
you'll encounter a red (it looks kind of like a pack) thing hanging from the
balconey.  It's an emergency ladder; push the button to have it descend to the
first story.  Now you have quick access between the two floors.  Continue along
the upper story until you come to another door.

Another save room.  Time for a breather.  Drop off the red herb and the Bishop
plug into the item box along with anything else you don't think you'll need for
a bit.  Grab the small key on the bench along with the Secretary File on the
desk.  Save at the typewriter if you wish.  When you're done doing what you 
have to do in the Waiting Room, leave through the new room to the hallway 
beyond.  Upon entering the next hallway, you can hear something burning and
some zombies should start shuffling towards you to your left.  Head to the 
right instead, away from the zombies, and go through that door.

The next hallway is deserted....mostly.  Head straight forward where you'll 
see a blueish door.  Unlock the door, but don't go through it.  Continue down
the hallway past the body and some crows.  As you turn the next corner, a 
plethora of crows will burst through the windows.  You can either run past them
or shoot each one down.  I prefer shooting the crows as you'll have to come
back through this hallway.  The best method is to continue forward around the
corner and then camp out there and shoot the crows as they come around the
corner at you.  You'll know when they're all dead because the music will stop.
Once you've taken care of the crows, continue down the hallway and enter the
door at the end.

You're now outside and a larg burning helicopter sits right in front of you. 
How lovely.  Head to your right and down the flight of stairs.  You're back 
outside in the streets, but only momentarily.  My advice is to just dodge past
the zombies and save your bullets.  Let's see how well you've gotten at 
maneuvering.  You could of course take out the zombies with your handgun as 
well if you feel like it.  After dodging the zombies or shooting them, you'll
come to an outside shed.  Straight in front of you is a door.  Do not try to
go through it; you'll just let more zombies in.  Instead walk up to the desk 
where there's a typewriter, some handgun bullets and some ink ribbons.  Also,
next to the desk is a valve handle; make sure you grab it.  Exit the shed,
head down the short street and back up the staircase.

Right next to the door where you came out on top of the roof is an opening 
through the fence.  Head through that opening, to the right and use your new
valve handle at the water pressure valve.  Water will pour out of the tank and
douse the flames around the helicopter.  Up at the helicopter, near the smoke,
press A and grab some more handgun bullets.  Head back through the door you
originally came through and then travel back through the crow hallway.  You can
grab some bullets from the corpse as you head by.  Go back through the door 
that you originally came through; back to the hallway where something was 
burning. 

Turn to your right and shoot each of the zombies as they come towards you. 
There should be one in the hallway and another around the corner.  After you've
dispatched the two zombies, explore around the corner and you'll see the ruins
of the same helicopter you saw outside.  It was burning, keeping you from 
getting past it, but we have already put out the fire, opening up a new 
doorway.  Before you enter that door, backtrack to the Waiting Room and grab 
the two red jewels from your item chest.  Once you've done that, head back down
the hallway to the helicopter ruins and enter the new door. 

You'll be in a strange storage-room of some sort.  Walk forward until you see
an armored stone statue that reads:  "Tyranos the brave revives with two 
lights."  On the sides of the statue are two women reliefs with a hole about 
the size of a fist.  Put each of the two jewels in the woman reliefs causing
the armored statue's chest to open up.  Inside is the King Plug; grab it.  
Also, before you leave, grab the shining key on the boxes to the left of the
statue.  You've now found the Diamond Key.

*******************************************************************************

------------------
D. The Diamond Key     
------------------

After getting the diamond key, backtrack to the Waiting room, drop off the 
King Plug in an item box, save if you wish, and then head back through the
Waiting room to the upstairs hallway.  Head down the emergency ladder to the
first floor and head to the front of the police station.  You should go up a
small flight of stairs right in front of the entrance.  Instead of leaving, 
head left where you'll find another door; enter it.

Turn to the left and you'll see another large group of zombies slowly ambling
towards you.  Take out the shotgun and pump a couple of rounds into the crowd.
Then kill off any stragglers with your handgun.  Continue down the hallway,
grab the green herb right in front of you and head right down the hallway to 
the door at the end.  The next hallway contains a couple of stray zombies; 
nothing you can't handle.  Take out each one individually with your handgun.
Head down the hallway and take a left; keep going straight and unlock the gray
door right in front of you with the Diamond Key.  On the table in front of you
is a first aid spray and a cable; grab the both of them and then head left 
around the table and grab the Rook Plug from the shelf.  Now, when you turn
around a Licker will crash through the double mirror, so equip your shotgun
ahead of time and blast it.  Damn, even when I'm prepared, that thing still
scares the crap out of me!  Two shots should take down the licker.  Leave the
room and return to the hallway.

Head straight back the way you came, through two more doors and back to the 
main hall.  We'll explore the other rooms later.  Now, head down the steps, to
your left and through the double doors.  Drop off the Rook Plug in the item box
but keep the cord; you'll need it in the next room.  Before you enter the next
room, stop at the small gray desk in the corner.  Use the small key you got in
the waiting room to open it; inside is a pack of handgun bullets.  Head through
the door when you're done.  Travel back through the licker hallway, but stop
on your way there.  There should be a box on the wall that opens and closes the
shutters.  It can't be activated since the cord is missing, but lucky for us,
we picked up a cord.  Put the cord back in and close the shutters. Continue 
through the licker hallway, through the boarded-up hallway and to the room with 
the staircase in it.  Instead of going up the staircase, turn to your right and
use the Diamond Key on the door and enter through it.  You may want to save at
the Dark room before proceeding.

The next room is chock-full of zombies.  If you have any shotgun bullets left,
use them now, but try to save at least one.  If not, whip out the handgun and
start firing away like a mad man as there isn't much room to maneuver.  After 
killing the zombies, if you head around to your right, there's some film in a
drawer.  Unlock the next door and proceed through it.  Oooh, note the creepy
music; something is amiss.  Right in front of you is a green herb; you may 
want to grab that.  Explore the room you're in.  Remember it?  Yes, this is
where you met that cop who locked himself in.  Inside one of the lockers is 
more handgun bullets.  Now, head through the open door into the little office
beyond.  As soon as you do, you may want to equip the shotgun if you have any
bullets left.  Inside is the cop that you left behind.  He'll stand up and 
immediately start losing color.  Yep, this guy is screwed.  When you resume 
play, the guy will be RIGHT THERE.  Blast him with the shotgun and finish him 
off with the handgun if he's still alive.  If you don't have any shotgun 
bullets left, you're probably going to take a hit, unless of course, you can 
whip around and run out of the room in time.  Good luck.  After dispatching the
poor guy, grab the key on the table.  Oh yeah, you've now got the Heart Key!

*******************************************************************************

----------------
E. The Heart Key      
----------------

After grabbing the heart key, head back out into the main room, and unlock the
brown door that leads into the main hall.  Once back in the main hall, head
towards the front of the police station, up the short stairs, to the left and
back through the single door.  Go forward a little bit and enter the wide, 
double-blue doors to your right.  There are two zombies to your immediate left
and right when you enter the room.  Run forward right past them, but be careful
as there's another zombie coming for you.  Dodge around him and enter the small
room to your left.  Shoot the zombie that greets you there and then quickly hit
the Start button.  Access your files and get out the Police Memorandum.  At the
end of the memorandum is a code for a safe.  Use the code and open the safe 
in the room; grab the shotgun shells and the Police station map that was 
inside.  By now, the remaining zombies should be coming for you.  Stand in the
small room and shoot them as they  try to enter through the doorway.  After
you've killed the zombies, head through the doorway and go left.  You'll pass
through another doorway; head right and there should be a body on the floor.
Grab the handgun bullets that he has and enter the door.  You'll be outside and
there are two green herbs right there.  Grab the herbs and heal yourself if you
need to.  If you go up the stairs, the door up there will take you to the crow
hallway.  We don't need to go back up there, so head back the way you came.

Back in the hallway, head straight this time to a brown door.  Use your Heart
Key to open the door; this is the only door that uses the Heart Key, so discard
it when you are done.  There are two green herbs to your left; grab at least
one of them.  Run down the hallway until you come to a staircase.  Descend the
staircase.  You are now in the basement area of the Police station.  As you 
wind down the hallway, you'll see a dog at the end of it.  You can either use
the shotgun for a quick kill or use the handgun if you'd rather.  Also, it's 
not that hard to run past the dogs, so you could do that, too.  Run down the
hallway and head to the right.  Enter the double brown doors.  In the back of
the room is a Reserve Power Control Panel.  Move the switches Up, Down, Up, 
Down, and Up to get the correct power supply.  Head back through the doors and
return to the hallway.

Turn right and run down the hallway.  You'll run past a silver door, keep going
until you get to the end of the hallway and go through that door.  You should
now be in a parking garage.  When you move forward, a cutscene will ensue and 
you will finally get to meet Ada Wong.

After the cutscene ends, help Ada move the van, which will reveal another door.
Ada will run ahead and you should proceed down the new hallway alone.  Take a
right and then a left, ignoring the first door that you see.  You'll come to a
gate and a table with handgun bullets on it.  Grab the bullets and open the 
gate to the left.  There are two herbs in the first cell that you encounter.
Grab them and then continue until another cutscene enfolds.  Now you get to 
meet good old Ben.  You also get to hear the first "roar" of William.  A map 
will also pop up to show you where to go.  After the cutscene ends, grab the
Manhole Opener at the end of the prison hallway.  Head back through the sliding
gate, turn right and go through the blueish door to your left.  Proceed forward
and take a right until you come to a Manhole.  Use the Manhole opener and go
down the ladder.

You now get your first preview of the sewers.  Right in front of you is one of
the giant mutated spiders.  It's best to just run by them and hope they don't
hit you with poison.  You may have to shoot the second spider that you see, 
since it's usually in your way.  Head through the sewers and go up the stairs.
The first door on your left is a save station.  Save if you need to and also
use the blue herb if you were poisoned by the spiders.

When you're finished with the save room, head back into the hall and take a 
left.  Enter the door straight in front of you.  Across the catwalk and to the
left is a door, but it's sealed shut.  The panel on the right can open the 
door, but first you need 4 plugs:  King, Rook, Bishop, and Knight.  You already
have three of the plugs, but you need the other one to unlock the door.  Exit 
back out into the hallway where another cutscene with Ada will unfold.  Leon
boosts Ada through the shaft, and when she drops out at the other end, you
take control.  For this next brief area, you get to be Ada.

Run forward and through the door.  Outside, there are two dogs right by you.
Take each one down with your handgun.  It helps to stand at the corner of the
walkway and shoot the dogs as they run towards you.  Run across the platform 
and take a right.  There's a reddish elevator in this room; descend to the
bottom floor.  Grab the shotgun shells on the floor and then head back up the
elevator.  Run back outside, take a right and enter the new door.  To your 
immediate right is a sewage disposal map on the wall; grab it.  Now, in this
next room, you have to align the boxes in the bottom, so that when you fill it
up with water, the floating boxes will create a bridge to the other side.  Drop
down the ledge behind the control panel to reach the bottom.  Now, push the
first box that you see straight forward until it hits the wall.  The box just
to the left of that first box needs to be pushed to the right.  Climb on top of
the box and jump off in the left corner; now, push the box to the right so 
it's up against the first box.  Finally, the last box that's kind of sticking
out there needs to be pushed against the wall so that all of the boxes are in
a row.  When you are finished, all three of the boxes should be pushed against
the far wall in a row.  Now, head back up to the top the same way you came 
down.  Go to the control panel and raise the water.  There should now be a 
bridge of boxes across to the other side; cross the bridge and grab the 
Precinct Key on the shelf.  This key (if you haven't guessed by now) is in the
shape of a club.

*******************************************************************************

---------------
F. The Club Key       
---------------

After grabbing the key, head back to the room where you first took control of
Ada.  Another cutscene will start up, and Ada will throw the Club Key and the
box of shotgun shells over to Leon.  Once you have control of Leon again, grab
the key and the shotgun shells from the floor.  Backtrack down the hallway and
down the stairs into the sewer area where you met the enormous spiders.  Head
back through the passage, killing or dodging any spiders that are still alive.
Once up the ladder, head straight forward, to the left, and through the door.
Head straight, take another left and through another door; you should be back
in the parking garage.  To your left and in the back corner of the parking
garage is a green herb; grab it and use it if you need to.  Continue through
the parking garage to the hallway beyond.  Walk down the hallway, and you 
should hear some sinister breathing noises; that's a licker, so you may want to
equip your shotgun.  Proceed forward until you come to a corner; the licker is
around the corner, so either wait for it to come to you and then blast it or
quickly whip around the corner and shoot it before it gets you.  Proceed around
the corner and you should hear more clicking noises.  That's right, there's 
another licker in the hallway so keep your shotgun equipped.  Run forward and
shoot the licker while he's on the ground, or if he jumps at you, try to shoot
him in the air; two shots should do the trick. 

Run forward down the hall until you come to some sliding doors on your right.
Use the Club Key to unlock the door and enter the room beyond.  The room 
contains a whole group of zombies that are at the moment harmless.  Now, 
there's a sliding key that unlocks the electronic door down the hall, but as 
soon as you grab the key, all of the zombies will spring to life.  The key 
allows you to unlock the silver door down the hall which contains a booster 
pack and a sub-machine gun.  Now, as awesome as that may sound, if you take the
items, you don't get to use them during the B Scenario.  Considering the B
Scenario is much more difficult than the A Scenario, I would recommend leaving
the gun and pack for then.  Therefore, there's no need to grab the key and 
awaken a whole group of zombies.  So, you can head right back out the door and
back into the hallway.  Of course, if you'd rather get the stuff now, go ahead
and do so, but like I said, I wouldn't recommend doing so.

Once back out in the hallway, take a left and then take another right down the
passage and up the staircase.  Turn to your right and head around the staircase
where there's a door on your left.  Unlock it with your Club Key and enter.

Walk forward, past the lockers and to the right where you'll find two bunk beds
and a body on the floor.  Grab the Watchman's Diary on the left bed and then
grab the enormous silver gun on the dresser.  Oh yeah, baby, you got the 
Magnum, the most powerful gun in the game!  This baby can disintegrate zombie
heads in one shot.  However tempting that may be, don't waste precious magnum
bullets on the zombies; save them for the bosses to come.

Exit the room and head right down the hallway, and through the door.  In the 
next room, walk forward, take a right, and head through the main police room,
and through the large blue double-doors.  In the hallway beyond, take a right
and then another right around the corner and through the door down the hall.
Remember this hallway?  Yes, we've been here before.  Head straight and take
a left; ignore the first door that you see, but instead take another left,
continuing down the hallway.  Walk down the hallway and enter the next door on
your right.  There's not a whole lot of interest here, just a Journalist's Note
on the table, and a small key.  Return to the hallway, take a right and enter
the strange, artsy blue door at the end of the hallway on the left.  Use your
Club Key for the last time and then discard it.

There's a film on the table; grab it if you want.  Now, in the back of the room
there are three statues on the walls with unlit candles just below them.  In 
left corner is a large brown candle of some sort that can be lit; light it with
your lighter.  Then, go to the middle statue that says "Number 12" and turn the
faucet on, causing a flame to ignite in the candle.  Now, go to the statue on
the right that says "Number 13" and turn its faucet.  Finally, go to the first
statue on the left that says "Number 11" and turn its faucet.  This should 
cause the little golden wheel in the front of the room to fall off the 
painting.  Go up and grab the G. Cogwheel and then exit back to the hallway.
Proceed back down the hallway, through the next hallway, and then back into 
the main hall.

Go down the steps and through the double doors on the left.  Use the item box
and take the crank out, then head back into the main hall.  Head to the back
of the main hall and go up the ladder to the second floor; but before you do,
equip your shotgun.  Right at the top of the ladder is another licker.  If 
you're ready for it, you should be able to blast it with two shotgun shells
before it can even react.  Now, head to the left and along the balconey and 
then through the double-doors to your left.  When you take a step forward, a
cutscene will show a group of zombies climbing through the windows on one of 
the lower hallways.  Oh joy.

Walk forward and go through the door on your left.  Right in front of you is
a locked desk; use the small key you just got to open it and collect the hand
gun parts.  Combine the parts with your handgun to make your gun much more
badass.  Your handgun is now semi-automatic, making it much easier to kill 
multiple zombies.  Be careful though, it's now easier to lose track of what 
you're doing and waste precious ammo.  Head back through the door you came
through and then head up the stairs to your right.  Run along the little 
balconey and enter the door to your right.  Remember this door that we ignored
the first time we were up here?  Well, now it's time to enter it.  You should
be back in the main hall, only this time, you're on the third floor.  Head to 
your right and enter the next door.  In the next room, go to the right where
you'll find a square hole.  Use your crank to wheel down a staircase from up 
above.  Go up the staircase and along the platform until you come to a bunch of
gears.  One of the gears is missing, causing the whole thing not to work.  Put
your G. Cogwheel into the mising spot and then press the button.  A door to 
your right will open up.  Go up to it and grab the Knight Plug.  Oh yeah!  Now
you have all of the plugs to open that door.  After grabbing the plug, jump
down the old dust shoot.  Cutscene time.  My what a pretty eye you have.

Not only does this shortcut make coming back down to the sewers real quick and
easy, it allows you to bypass the zombie-filled hallway.  Head down the hallway
past the first door and through the gate to where Ben is; another cutscene will
start up.  Ooh, how beautiful; poor Ben.  Read the Mail to the Chief if you 
wish and then follow Ada through the gate after having called Claire.

Head down the hallway, through the blue door and down the manhole.  Travel 
through the sewer passage and up the stairs.  Make sure you stop by the save
room on your right and save; a boss battle is coming up.  Also, grab the plugs
from the item box.  Once done, head back through the hallway, and throught the
door to the Septic Pool room; make sure you have the Magnum with you, as your
first boss is only a door away.


                          Boss 1: William's Offspring
                          ---------------------------

When you enter the Septic Pool Room, a cutscene will begin and you can watch as
William's offspring slowly grows into something you might want to be wary of.

Once the fight starts, equip your magnum; it's always nice to end the battle as
quickly as possible.  Now, William's offspring is fairly slow and his most
damaging attacks can only be done when he's close to you; therefore, don't let
him get anywhere near him.  Stay a couple of arm's lengths away from him and
blast him with a couple of magnum shots.  As he gets closer to you, run past 
him and start blasting him again.  If the offspring gets too close to you, it
will swing its huge arms and slash you with its claws; avoid that.  

Also, the offspring likes to spit bugs at you; this can be a huge nuisance and 
can even do serious damage if you're not careful.  When the bugs are comming at 
you, don't shoot them with the magnum as that's a waste, but instead switch to y
our handgun, quickly mow them down, and then switch back to the magnum and 
continue firing at the offspring.  Roughly five magnum shots should kill him.
If you can get the shots off quickly and keep the offspring from getting too
close, you may be able to kill him without worrying too much about the bugs.
Remember, keep your focus on the offspring, and don't get carried away trying
to deal with the bugs.

*******************************************************************************

-------------
G. The Sewers
-------------

After you've defeated William's offspring, put the plugs into the control 
console to unlock the door.  You may want to go back to the save room and heal
yourself or save the game.  Once you head through the door, you leave the
Police Station behind and enter the next part of your journey to safety:  the
sewers.

When you go through the door, enjoy the next cutscene with Ada.  For this next
part, Ada will follow you around, and even help you shoot enemies.  Drop down
into the water and go through the large metal door.  Continue forward through
the water, and then take a left up the ledge and through the next door.  Grab 
the blue herbs if you wish.  The next room is another save area with an item
box and a typewriter.  There's also a Sewer Manager Fax on the table.  Grab the
handgun bullets from the red tool thing in the corner.  You can also push the
lockers aside and open the door to a ladder; descend the ladder.  The bottom
area is very dark, so take a right and run forward until you come to a lamp.
Light the lamp using your lighter to get some light in the place.  Grab the
magnum bullets on the shelf.  Around behind the shelf is another lamp that you
can light with your lighter.  Grab the shotgun shells on the shelf and then
head back up the ladder.  Before you leave the save room, grab the valve handle
as you'll be needing it shortly.  Once you've done that, descend on the red
elevator in the corner.

On the bottom, you'll meet the charming Annet Birkin.  Leon gets shot trying
to be a hero, so for the time being you get to be Ada again.  Head down the
hallway, grab the Sewer Map and go through the door.  You'll see Miss Birkin 
wading through the water; go after her.  Run through the water and up the 
ladder.  Run through the tunnel, ignoring the bugs; as long as you keep running
and don't stop, they shouldn't hurt you.  Descend the ladder at the far end of
the tunnel.  As you run along the platform another cutscene will start up.  And
let me tell you, this one's a doozy.  Enjoy.

And, now you know about William.  Once back in control of Ada, run across the
catwalk and down the stairs to your right.  The screen goes dark, Ada screams
and then you're back to Leon.  Head down the hallway Ada went and through the
door.  Drop into the water and take a left.  You can't go up the ladder as the
fan is spinning too fast, so keep going and climb up onto a ledge to the left
where a couple of bodies lie.  One has the Wolf Medal and the other a box of
shogun shells.  After grabbing the two, drop into the water and head to the
right.  Continue until you come to an intersection.  There are some more giant
spiders here, but they're pretty easy to dodge.  Take a left at the 
intersection and head through the door.  There are more spiders on the other
side; watch out for dropping poison.  Climb up the ledge to the left and head
through the door.  To your left are some blue herbs that you can use if you 
were poisoned.  Travel along the path until you come to the Oil pressure data 
transmitter.  Use the valve handle to bring the catwalk down to you.  Advance
to the other side, grab the green herbs and the shotgun shells and save if 
you'd like to at the typewriter.  Before you go through the door, though, use
your valve handle on the Oil pressure data transmitter on this side.  That way
the platform is back up above and you can cross when you get up there.  Once
you've done that, head through the door.

Travel along the long tunnel until you come to Ada wildly shooting at the
water.  And then whoaomg! bam! a ginormous alligator comes screeching out of
the water at you.  I don't think the alligator is much of a boss, considering
he's so damn easy to kill.  But, then again, if you don't know how to kill him,
he's impossible to kill, as he will suck up any bullet you shoot at him without
harm.  So, as soon as the alligator jumps at you, turn and run back down the
tunnel.  See that glowing red light on the side of the tunnel.  Go up to it
and press A.  This will cause a canister to fall into the tunnel.  Go around
the corner, turn and wait for Mr. Alligator to come.  Oh look, he's got the
canister in his mouth; what a genius!  One shot from your handgun will set off
the canister/bomb, causing the whole alligator to go up in a shower of fire
and blood.  Problem solved.

After annihilating the gator, head back down the tunnel towards Ada.  Release
the electronic lock and go through the door.  Run through the shallow water  
(how the alligator fit in that small pool of water without being seen is beyond
me).  A somewhat sappy scene with Leon and Ada will follow.  Once that's over
with, you'll climb up the ladder to the second story.  Cross the catwalk and
take a left.  Head up the ramp and grab the Eagle Medal and the Sewer Manager
Diary.  Head back down the ramp and past the catwalk.  Use the valve handle on
the fan regulator to stop it for a brief time.  While the fan is stopped, head
up the ladder, through the shaft and down the other ladder.  Take a left 
through the water and then take a right; head through the door.   Some zombies
will wake up in the water; mow them down with your snazzy handgun; Ada will 
help too.  Proceed forward and head toward the door with the water fountain in
front of it.  Right before it and to the left is a console.  Drop the Wolf and
Eagle Medals in the console to stop the flow of water.  Head through the newly
opened door.

Head down the one-way passage and through the next door.  Run forward and take
a right.  You'll see a sky-tram right in front of you.  Head to the right of
the tram and turn on the power to the tram.  Go around and enter the tram.  The
tram will start moving backwards, but William will soon rudely stick his
enormous claw through the roof.  You'll want to avoid his claw; you can see
where it's about to come through the roof, so move before it does.  You can 
shoot the claw with your handgun if you want to, but it isn't necessary.  When
that ordeal's done with, your tram will come to a stop; exit the tram onto the
platform.  To your left is a flare-gun.  Use your lighter to start it up.  The
flare will illuminate a sparkling object on the ground.  Grab the W. Box Key.
After that, head through the next door.

Run forward until you see a left turn.  Wait at the turn and a zombie should
come around the corner; take care of him with your handgun.  Step out into the
cross-hallway and kill a couple of zombies to your left and right.  Head to 
your left, but be careful around the next curve, as there's a zombie waiting
for you.  Shoot him and then grab the Shotgun Parts from the corpse.  Combine
the parts with the shotgun to make it much more powerful!  Boo ya!  Head back
down the hallway and through the new door.

You'll be in another set of hallways similar to the one you just came form.
Proceed forward and wait for the zombie to come around the corner.  Snipe the
other zombies as they come into your view.  Be careful around the corners; the
last thing you need is to run right into a waiting zombie's arm.  Once in the
junction, take a right; shoot the other zombie as your turn the corner and grab
the couple of green herbs.  After grabbing those, proceed down the hallway to
the ladder.  

Joyousness!  A save room!  Make sure you save here, as there's another boss
coming up.  Also, drop off your valve handle in the item box; you won't need it
for a little bit.  Also, make sure you grab the shotgun and magnum bullets on
the console, as well as the first aid spray in the cabinet.  When you're done
with the save room, exit through the door to the outside.  

Turn to the left and up against the crates is a bag of handgun bullets that you
should grab.  Isn't the music so incredibly creepy in this area (random).  
After grabbing the bullets, turn around and head towards the tram; but first,
grab the Factory Map on the wall to the right.  Head along the left side of the
tram until you come to a control panel.  You need a key to activate it, so jump
up the ledge and enter the tram.  Walk forward into the next compartment and
grab the shiny key to your right.  Exit the tram and use your Control Panel key
on the control panel, and then push the activation switch.  The tram will start
to depart and Leon and Ada should jump on it; a cutscene will follow showing 
the tram start to descend into the labs of Umbrella.


                           ------------------------
                           Boss 2: William (form 2)      
                           ------------------------

Your tram ride will be going all peachy-fine until William decides to rudely
stick his enormous claw through the tram's side and severely injur Ada.  Well,
apparently, you need to go outside and investigate, despite your better
judgements.  Equip your magnum and exit the tram.  Your ride won't end until 
you've dealt with the menace outside.  Oh, and before you go, there's some more
magnum bullets next to the lockers in the tram; you might want to grab those.

Step out of the tram and onto the platform.  Whoa, what was that noise?  
Proceed around the tram until William chucks a pipe at you.  You should now get
your first good glimpse of William.  Ugly, isn't he?  After William 
dramatically grows another head and a huge-ass new claw, he will leap from the
top of the tram, swinging at you.  The battle music starts up and you're off.

The first thing you need to do is put some space between you and the monster.
Quickly run around the back of the tram to the other side and wait for William
to come around.  When he does, blast him with the magnum a couple of times and
then immediately run around the next corner.  You don't want William anywhere
near you; those claws can do some nasty damage.  William moves slowly for the
most part, but as soon as you're within claw reach of him, he will lunge at you
and gut you like a fish.  By all means, don't let him get close.  

Wait on the opposite side of the tram as William appraoches; shoot him a couple
of times and then run past him.  When you run past him, run around him on the
side that is claw-less.  You want to avoid that claw as much as possible and
running at that side makes him much less likely to swipe you as you go by.  
Once back at the other side of the tram, wait for William to come around again
and pump bullets into him until he dies.  Roughly ten to twelve magnum shots 
should be enough to take him down.

Once you've defeated William, head back into the tram and tend to Ada.

*******************************************************************************

--------------------
H. The Umbrella Labs
--------------------

When you reenter the tram, it will reach the bottom:  the Umbrella Labs.  Leon
yells at Ada and commands her not to die.  The next cutscene shows Leon 
carrying Ada into a control room and putting her on a bed.  Prime drama right
here, huh Capcom.  When that particularly cheesy scene ends, grab the green 
herb on top of the cabinet, as well as the magnum bullets on the desk.  In the
first locker are also some shotgun shells that you should definately grab.  
There's also a typewriter, and some ink ribbons, so save if you need to.  Make
sure you have at least two empty spaces in your inventory before you depart.  
Leave the room when you're finished.

For the rest of the game, you'll be deep in the recesses of Umbrella's secret
laboratories; difficult enemies lurk around every corner and many of them have
become stronger than before.  Once out in the main shaft, take a right and head
through the sliding door.  The next area consists of a system of catwalks that
meet in a center console.  Walk across the first catwalk and take a right down
the passageway with a red light over the opening.  Cross that catwalk and enter
the sliding door at the end.  Proceed up the hallway and take a right.  Enter
the door at the end of the passage.  

This next room contains some creepy tentacles in the corner.  Don't get too 
close or they may hurt you.  There are also some blue herbs in the room if you
ever get poisoned.  Grab the User Registration file on the bench as well as the
Laboratory Security Manuel next to the computer.  In the lockers, grab your new
gun:  the Flamethrower.  The flamethrower can be a pretty sweet weapon if you
know how to use it.  The range is very limited, but it is ideal for groups of
enemies and it functions very well against the evil plants you're about to 
meet.  The flamethrower takes up two spots in your inventory and functions on a
percentage basis.  When it runs out of percentage, the thing is useless.  The
first thing you should do with your new toy is go over and torch the tentacles
in the corner.  This should open up a shaft; go through it.  Proceed forward
very very carefully.  The screen should shift and you should be able to see
two "advanced" lickers crouching on the floor, waiting for you to get close. 
Equip your shotgun and aim right in between the two of them.  Unload that baby
and feel the power of your new Custom Shotgun.  The two lickers should both get
shot and they should fall backwards.  They'll leap up and you should shoot both
of them again.  Repeat the process one more time and they both should die.
Grab the two packs of shotgun shells in the corner, unlock the door and head
back into the hall.  

Go back through the sliding door, across the catwalk, and this time, head 
through the passage with the blue light over the archway.  Head down the 
catwalk and enter the sliding door at the end of it.  Run forward and take a 
left.  Enter the double doors at the end of the hallway.  Walk around the 
corner in this strange room and grab the black Fuse Case that you see.  Go up
to the blue computer screen and use the Fuse Case.  Grab the Main Fuse that
will soon pop up.  Grab the first aid spray on the barrel and then exit the
room.  

Head back through the hallway, through the sliding door, across the catwalk and
back to the center.  In the middle of the center area is a huge breaker system
that regulates all the power in the lab.  Put the Main Fuse in the breaker 
system to start up power across the lab.  Turn around and head back down the
catwalk with the blue light and through the sliding door.  Run up the hallway
and take a right.  The shutter is shut, but you can open it by pressing the red
shutter switch.  Down the hall is a locked door and a fingerprint verification
console.  There's nothing you can do at this point, but remember the area.  
Head back across the catwalk and head through the red passage this time.  

Walk forward and open the shutter to your left.  Two killer plants will emerge;
equip your flamethrower and torch the suckers to death.  If you get poisoned,
you can use the blue herbs in the door down the hall.  After you kill the two
plants, head down the new passage and through the door.  There's another plant
right there; torch it as well.  Grab the green herbs and heal if necessary.
Once you've done that, descend the ladder and head through the next door.

In the next corridor, you should be able to hear the breathing of a licker.
Equip your shotgun and proceed carefully.  Turn around a couple of corners 
until you see a green herb at the end.  As you walk forward, a licker will fall
from the ceiling.  Heart attack?  Yes, I know.  Annihilate it with your sweet
shotgun (3 shots).  Two more lickers will know come scurrying down the hall.
Point your shotgun at them and take them both out.  Hopefully, you'll be able
to hit both of them with each shot.  Once you've killed the three lickers, head
forward and grab the green herbs.  Turn to the left and head down the corridor
and through the sliding door.  

Follow along the path and you'll come to a typewriter and an item box.  Save if
you need to; dump the items you don't want and grab the the Weapons Box Key 
that you picked up earlier.  Head down the hallway and take a left.  There's a
red herb in the corner; grab it if you want and then head through the double 
doors.  Go up to the locker with the blue light above it and unlock it with the
Weapons Box Key.  Grab the Magnum parts inside.  Oh yeah, you can even make 
your magnum more kickass.  Once you've grabbed the parts, head through the 
automatically opening door and shoot the zombie that's in front of you with 
your handgun.  Take a left and the next door should open for you; there's a 
zombie right there, so run back a little ways and then shoot him.  Now, in the
next room, you should have some room to maneuver, so dodge past the zombies and
head towards the back of the room.  On one of the counters is something shiny.
Go up and grab the Lab Card Key.  Dodge past the zombies and exit the rooms.
Once back through the double doors, take a right and head down the hall with
the wierd eggs on the ceiling.  Use your card key to unlock the door and enter
it.  Walk forward and you'll see a huge moth just sitting there.  Destroy the
thing with your super-awesome shotgun.  Use your handgun and shoot the slugs
on the computer.  Operate the computer and enter "Nemesis" as your user name.
Next, register your fingerprint to get a "guest registration."  Once you've
done that, exit the room.

Go left down the hallway and through the sliding door.  Go through the next
room and through the next sliding door.  When you walk forward, another of 
those pesky lickers will drop through the ceiling scaring you half to death.
Pump a couple of shotgun rounds into it and then continue down the hall, to the
right and through the winding hallways to the next door.  Go up the ladder and
throught the next door.  Go around the corner to the right, and dodge around
the killer plant and go through the sliding door that leads out to the 
catwalks.

Walk down the catwalks, take a right down the blue catwalk and head through
the sliding door.  Walk forward and use the card key to unlock the door right
in front of you.  Discard the key when you're done and enter the door.  Grab
the magnum bullets to your right as well as the first aid spray.  Dodge (or 
shoot) the first zombie you see and run up to the red console and turn on the
lights.  Go down to the newly lit area where you'll be assaulted by a group of
zombies.  Here's a good time to whip out your shotgun and pump some rounds into
the crowd.  Grab the shining MO Disk and exit the room.  Cutscene time.  
Husband's legacy...blah blah blah.  Yes, Leon is clueless.  So, Annette tells
Leon that Ada is a spy, but of course, Leon doesn't believe her.  Cue the 
perfectly timed falling pipe to take Annette out.  You'll automatically grab
the G-Virus and the Self-Destruct Sequence will be activated.  Why Capcom feels
the need to stick a Self-Destruct Sequence in all the RE games is beyond me.

Turn around and head through the short passage to the right where the 
fingerprint console was.  Since you went and got your fingerprint verified, it 
should work this time.  Unnfortunately, you need someone else to help you
through the door, so this will have to wait until the B Scenario.  Head back
through the sliding door back out to the catwalks.  Head down the red catwalk
and another cutscene will begin.  Oh no, Ada wants the G-Virus!  The plot
thickens, etc. etc.  Nope, Ada can't do it.  But she can get shot in the back.
In the next dramatic sequence, Leon lets Ada fall to her death.  Leon screams
and expresses his grief before chucking the G-Virus into the chasm.  Ada is now
dead.  Or is she?

When play resumes, head through the sliding door.  Dodge the plant, head left
and go through the door.  Head down the ladder and through the next door.  Eww,
naked zombies.  Take care of them with your handgun (running out of bullets 
yet?).  You can also dodge the zombies if you're feeling confident.  It's best
to probably head down the hallway, through the door, and into the room with the
typewriter and item chest.  Save and make sure you grab your magnum; the end is
in sight, but William's not quite done.  After you've saved, head back through
the door you came in through and go up to the computer console.  Put in the
MO Disc to open up the passage to your right.  Head down the hall and through
the double doors to your left.  You are so close to the end, you can almost
taste it.  But, first:


                       Boss 3: William (forms 4 and 5) 
                       -------------------------------

When you enter the next room, you'll have only 5 minutes until detonation.
Fortunately, that's plenty of time.  Run forward where you'll encounter an
elevator shaft.  Just to the right of it are activation switches.  Activate the
elevator shaft.  Uh-oh.  Down out of the ceiling drops good old William, not 
quite done and still ready to play.

William will be in his 4th form when he drops down.  He walks on two legs, yet
hosts a plethora of claws to kill you with.  The same strategy from your 
earlier battle with William applies.  Don't let him get close enough to slash
you.  Use the large bottles to your advantage; keep running around them and 
firing magnum shots at him.  Three shots from the Custom Magnum will cause 
William to mutate into his 5th form. 

William's fifth form is on four legs and somewhat resembles a strange, demented
dog.  William becomes much faster and he will also leap through the air at you,
sometimes even clearing the large bottles across the room.  Run away from him
and shoot him with the custom magnum before he gets a chance to jump.  Be 
careful with using the custom magnum, though.  Despite the gun's amazing-ness,
it takes a long time to recoil, which could cause you to get hurt if William is
near you.  Therefore, never shoot when he's real close, and most of the time,
you won't have enough times to shoot him twice before he gets you.  So, you
should run around the room, using the bottles as cover.  Shoot at William once
from a distance, and then take off running before he has a chance to get close
to you.  If he starts to jump, move right away.  William also likes to run at
you very fast.  If you position yourself next to the bottles and the wall, you
can hit him with the magnum as he runs around the corners at you, stopping him
in his path.  

If you're having problems with William (he's just too damn fast for you and 
your c. magnum is just too damn slow), there's always the "take-it-like-a-man"
strategy.  This strategy only works if you have a few first aids.  Two is 
usually good, three just to be sure.  In this strategy, when William morphs 
into form five, pull up your custom magnum, stand your ground and start 
pumping as many shots into him as fast as you can.  In this strategy you don't 
move, but rather let him hit you as you constantly shoot at him.  Use your 
first aids to heal, and keep on shooting.  If you don't have any first aids, 
this strategy isn't going to work as you're going to die very quickly.  If,
however, you have 3 first aids, you can usually outlast him with your magnum.
Just stand your ground and keep shooting.  Good luck.  Use whatever strategy
works for you.  William form 5 dies in only about 8-10 custom magnum shots, 
so he's not too difficult.  The main problem is trying to get the shots off 
before he mauls your ass.

After you've defeated William (yay!) head into the elevator and start 
descending.  Once you've reached the bottom platform, follow the passage down
to the train.  Now, sit back and watch the final cutscene.  Leon will jump onto
the train with Claire and Sherry just as the place goes up in smoke.  Leon says
"it's over" (bad move).  The train departs, Leon bids Ada goodbye and the game
ends.  For now.

Cue the credits.

After the credits, a screen will come up with your ranking.  This all depends
on the amount of time it took you, the ammount of times you saved, and the
healing items you used.

After that, you will get the chance to overwrite your Saved game file.  Do so 
and Claire B will start up.  That's right; it's now time to go through the 
survival adventure as Claire.

*******************************************************************************

                                 ------------
                                 II. Claire B   
                                 ------------

Ah yes.  Here we go, time for the B Scenario.  Now, the B Scenario is basically
the continuation of the story in the A Scenario.  Therefore, everything in Leon
A corresponds to Claire B.  Together, they create one "view" of the story in 
the game.  Scenario B starts out where Leon A started out:  in the streets 
where their car crashed.  The main difference between the scenarios is that the
B Scenario is more difficult.  Also, there's the ridiculously annoying 
presence of Mr. X, who will stalk you throughout the game.  And without further
ado, let's start up Claire B.  Watch the little video at the start of the new
game.  It'll introduce Claire, the other survivor of Raccoon City.

----------
A. Streets
----------

Just like Leon A you start in the middle of a burning street, only this time
you're on the opposite side of the wreckage.  Run forward and dodge past the
first two zombies you see.  There's a Mercenary's Log in the hotdog stand; grab
it if collecting files is your thing.  Continue down the street, past two more
zombies and through the gate to your right.  In the next area, you'll see a 
zombie to your left; ignore him and head right, past the two zombies you see
there and into the little room beyond.  Grab the Cabin Key and exit the room.
Dodge past the three zombies (there's lots of room to do so) and unlock the far
door with your cabin key.

Remember this room?  To your left on the desk is a typewriter and some handgun
bullets.  Save if you wish and then continue forward through the next door.  
Dodge past the first three zombies that you see (by now you should be quite 
good at dodging zombies) and take a right.  Dodge past the next two zombies 
that you see and head up the stairs.  A cutscene will ensue and you will get to
see how the burning helicopter ended up on the roof of the Police Station.

*******************************************************************************

-----------------
B. Police Station
-----------------

You can't do anything about the burning wreckage until you get the Valve 
Handle, so head through the door instead.  Grab the green herb right in front
of you and take a right down the hallway.  It's the crow hallway and it looks
like the crows have already broken through.  Follow the hallway until you come
to a body full of crows.  Pull up your handgun and start sniping the little
buggers.  Keep shooting until you've killed them all and then grab the handgun
bullets from the body.  Continue down the hallway and take a left through the
first door that you see.  Once back outside, grab the green herb and head down
the stairs.  There are two more green herbs at the bottom; grab them if you 
have room and then head through the door.

In the next room, grab some handgun bullets from the body before proceeding.
Head down the hall, take a left through the opening and then turn to your 
immediate left.  There in the corner, you should see the Valve Handle.  Grab it
before any zombies get a chance to get near you.  After you've grabbed the 
handle, head back the way you came, through the door, up the stairs and back 
into the crow hallway.  Take a right, past the body and wind down the hallway,
through the door at the end, and back outside to the roof of the police 
station.  Go up to the water pressure valve and release the pressure using your
valve handle.  This should douse the flames around the helicopter.  Go up to 
the smoldering wreckage and grab some Acid Rounds.  Once you've done that, head
back through the door to the crow hallway.  But first, a cutscene.

Uh-oh, this doesn't look good.  Some kind people in a copter decided to drop 
you a little gift.  That gift is Mr. X and he is a royal pain in the ass.  He
will now assault you throughout the rest of the game.  He's a huge tyrant that
likes to pummel you with his arms if you get too close.  He walks slowly, but
is sometimes prone to bursts of speed where he'll run right at you.  The best
strategy is to simply dodge past him when he appears, hopefully not getting 
hit, but if you do, usually only once.  After the cutscene, head through the
door to the hall beyond.  Large rubble will fall from the ceiling, blocking 
your backwards progress.  Footsteps are coming towards you.  Proceed down the
hall, around the corner and there he is!  Cue the music.  Run past Mr. X, 
as fast as you can, hopefully avoiding his arms.  If Mr. X starts to raise his
arms in the air, get out of the way as quickly as possible.  Sometimes when you
run by him, he'll reach out and smack you with his arms.  You don't want that,
so try to run by as quickly as you can.  Run past Mr. X (he isn't worth the
bullets at this time), down the hallway and through the brown doors to the next
hall.  Walk a little ways and enter the door on your left.  Here's the first
"save room."  Grab the Secretary's Diary A, some handgun bullets and drop the
Acid Rounds, the knife, and the valve handle into the item box.  Save if you 
like and then head back into the hallway from whence you came.  

Take a left and then head right around the corner and through the door past the
helicopter wreckage.  A woman will scream, but unfortunately, there's nothing
you can do for her now.  Inside the storage room with the statue of Tyranos,
run up to the reddish box on the left and grab the glittering key:  the Blue
Card Key.  After you've taken the key, turn around and as you head out of the
room, a licker will crash in from the skylight above.  Run past it and through
the door.  Don't try to kill it with your handgun; you'll waste bullets and
most likely get hurt a lot.  Head down the hallway, back through the Waiting
Room, and through the next door to the upper floor of the Main Hall.

Once again, you should lower the emergency ladder to the first floor, but don't
go down it yet.  Instead, continue along the second floor until you come to a
large group of eager zombies.  Start taking them down with your handgun.  Once
you've killed the 5 zombies, head down the end of the balconey and grab the
Unicorn Medal.  Once you've got that, proceed to the first floor via the 
emergency ladder.  Head to the computer console and grab the Grenade Launcher
on the desk.  Yes, now you can take care of those lickers and large groups of
zombies with ease.  Go up to the computer and unlock the doors using your blue
key card.  Now, go up to the fountain in the center of the room and put your
Unicorn Medal in the slot.  The statue will move and out pops the Spade Key.

*******************************************************************************

----------------
C. The Spade Key    
----------------

Once you've got the Spade Key, head through the double doors to the room 
room beyond.  Kill the first zombie you see and then grab the Polic Memorandum
on the bench.  There're another couple of zombies shuffling about in he back of
the room; take them out with your handgun and then unlock the small desk in the
corner with your lockpick to get the first aid spray.  Once you've done that,
head through the door to the next hallway.  Since you used the cord here in the
A Scenario, the hallway windows should be properly shut.  Grab the handgun
bullets from the headless corpse and then unlock the first door on your right
with the Spade Key.  Here in the file room, grab some of the files if you care
and then push the stool up against the cabinet and grab the Lighter on top of
the cabinet.  Head back out into the hallway, take a right and through the 
next door.  Pick up the green herb if you have room.

Continue down the boarded up hallway and as you turn your first corner, two
zombies will burst through, probably giving you quite the heart attack.  Take
out the two of them with your handgun and then go through the double doors to
your right.  Here in the conference room, you can get the Operation Report on
the table.  Head through the back passage into the closet and use your lighter
to light the fireplace and grab the red jewel that comes out of the painting.
Once you have the jewel, head back out into the hallway and continue to the
right.  Go through the next door, past the staircase and through the door on 
your right to the dark room.  Also, grab the two green herbs out by the 
staircase and drop them, along with the red jewel and the lighter in the item 
box.  Save if you wish and then head back through the door and up the staircase
to the second floor.

Go along the second floor hallway and you'll once again come to the statue 
holding the red jewel in its fist.  Just like before, you need to position the
two statues so that they are both pointing towards the center statue.  Move the
red statue over to the side the blue one's on and into the darkened tile.  
Move the blue statue to the opposite side and put it in the darkened tile over
there.  The two statues should be facing the middle statue and the jewel should
come out; go and grab it and then head through the door.  If you're having
trouble understanding me, consult my beautiful (ha) drawing up in the Leon A
section.

The next hallway is completely empty.  Enter the first door to your left to
cue a cutscene with Leon.  Remember this one from Scenario A?  Take Chris's
Diary and when the scene ends, grab the Bowgun from the weapons locker in the
corner.  Also, before you leave, grab the shiny key off the desk where you
got the unicorn medal in Scenario A.  This is the Diamond Key. 

*******************************************************************************

------------------
D. The Diamond Key
------------------

When you try to leave the room with the Diamond Key, a fax will mysteriously
pop up in the fax machine.  Go up and grab the Federal Police Dept. Internal
Investigation Report.  Once you've read it, head back out into the hallway and
take a left.  Now you get to meet the increasingly annoying Sherry.  Sherry is
at this moment, being harassed by a single zombie.  Shoot the zombie and save
Sherry for the first (oh, but definately not the last) time.  Follow Sherry 
through the door at the end of the hallway.  A zombie feast should be happening
right in front of you.  Disrupt their little party with a grenade shot or two.
Shoot any stragglers with your handgun.  Once you've taken care of the zombies
head down the hall to the right, as there's nothing of interest down the path
right in front of you.  Before you go through the next door, unlock the drawer
with your lockpick and grab some handgun bullets.  

When you step forward in the gallery room, to your evident displeasure, the
shutters in the licker hallway will fail you, and a large group of zombies now
call that place home.  Go up the gallery staircase and travel along the 
balconey until you once again fall through to the first floor.  Examine the
bronze plate to see how to move the shelves and then press the red switch to
move the first shelf and allow you to escape.  First, move the furthest shelf
to the left one space to the right.  Then, move the second furthest shelf to
the left one space to the right.  This should cause the bronze plate to open.
Go and collect the Serpent Stone.  Exit the gallery through the double doors
and out to the second floor of the main hall.  Go along the balconey to the
Waiting Room and drop the Serpent Stone and the red jewel in the item box.  Now
head back out into the main hall's second floor and return to the gallery via
the double doors.  

Go through the single door to your left and follow the hallway straight and
then to the left; go through the door.  Travel through the next hallway, 
through the door at the end, past the statues, along the next hall and down the
stairs.  A group of zombies will rudely greet you, so whip out the bowgun and
take most of them down.  Yes, the bowgun is a craptacular weapon and sucks for
groups of zombies, but you want to conserve precious grenade launcher shells at
this point and if you try to use your handgun, you'll probably get hurt by the
first wave of zombies.  So, fire a couple shots of the bowgun to take the first
two down and then switch to your handgun and take down the rest.  Once you've
dispatched the zombies, head to your left and go through the second door to the
right.  Use your diamond key to unlock it and enter the threshold beyond.

Ah, no zombies this time.  You can go around to the back lockers and grab some
film if you'd like.  Otherwise, head forward and unlock the broken locker with
your lockpick and grab the Plastic Bomb.  Now, grab the bowgun bolts in the
lockers to your right and then head through the next door.  Take out the zombie
to your left, and then take out the one in front of you and slightly to your
right.  There are three more zombies in the room, so take them out too, one at
a time with your handgun.  Go up and grab the handgun bullets from the locker,
as well as the green herb.  Go through the opening to the little side office 
and grab the Detonator on the desk.  Combine the detonator and the bomb to 
create the bomb and detonator.  Unlock the next door and head out into the main
hall.  

Go up to the front of the main hall, up the small flight of stairs, to the left
and through the single door.  There should be a zombie right in front of you 
and another to your left.  Whip out your bowgun and fire a bolt or two right 
into the face of the first zombie.  Run over to the corner where he was, turn
around and take out the other zombie coming at you.  Switch back to your 
handgun and take out the rest of the zombies in the room as they come lumbering
towards you.  Walk forward and around the corner to your right is another 
zombie that you can easily dispatch with your handgun.  Grab the green herb and
heal if necessary.  Continue down the hallway and through the brown door at the
end of it.  Head forward down the next hallway, take a left and unlock the gray
door right in front of you.  Discard your Diamond Key and enter the room.  Grab
the Eagle Stone on the shelf and the first aid spray on the table.  As soon as
you grab the first aid spray, a licker will come bursting through the glass.
Equip your bowgun and pump him with a couple of bolts.  After you've taken care
of the licker, head back out into the hallway and take a right.  Go through the
next door to your right.  There's another licker hanging from the ceiling in
here.  Take out your bowgun, aim up and drop him from the ceiling.  As he runs
on the ground towards you, shoot him twice more to kill him.  Grab the handgun
bullets on the shelf and then go back into the hallway.  Head left, then right
and back through the door.  Go back through the next hallway and back out into
the main hall.

Head up the ladder to the second floor and take a right.  Go down the balconey
and through the door to the Waiting Room.  Drop off your Eagle Stone and grab
the two red jewels.  Once you've done that, continue through the Waiting Room
and to the hallway beyond.  Take a left and then a right, past the wreckage
and through the door to your right.  Since you didn't take out the licker 
before, there he is, camped in the middle of the room.  Equip your bowgun and
hit him three times to take care of him.  If you're running low on bowgun bolts
use the grenade launcher.  Go up to the two woman reliefs and drop a red jewel
into each of them.  This should open up the center statue; go up and grab a 
piece of the Blue Stone.  Once you have that, go back into the hallway and to
the Waiting Room and drop the Blue Stone piece into the item box.  Once you've
accomplished that, go back out into the hall and over to the helicopter 
wreckage.  

See the busted door to your left right next to the crashed helicopter?  It says
there's no choice but to take out the wall.  So, it's time to take out the 
wall.  Use your bomb and detonator to cause an explosion and create a 
passageway to the corridor beyond.  Go down the new corridor and through the
door to your left.  In the next room there's a young girl lying on a desk, 
bleeding.  Go up to the girl to start a cutscene.  Meet the crazy Chief Irons.
The Chief really want to be alone right now, so head around past his desk and
through the door on the other side of the room.  Ooh, look at the tiger.  Head
right down the hallway and through the door at the end.  In the next room, you
should hear footsteps.  Give chase; head left along the carpet and then through
the archway to the bare floor.  Turn on the lightswitch by the awning to give
light to the room.  Oh look, it's Sherry; time for another cutscene.  William
gives one of his terrifying screams and Sherry takes off.  Grab the Secretary's
Diary B, as well as the handgun bullets in the container at the end of the 
room.  Go back through the door and out into the hallway.  Go down the hallway
and back into the Chief's office.  Hmmm, the Chief seems to have disappeared. 
Grab the glittering key on his desk.  Ah yes, you now have the Heart Key.

*******************************************************************************

----------------
E. The Heart Key
----------------

Before you leave Chief Irons's office, go up to the painting behind his desk 
and press the button.  There are three spots for three more stones; this is 
where you put the stones that you have been collecting.  Grab the Chief's Diary
off his chair and then exit his office out to the helicopter hallway.  Go down
the hallway, past the Waiting Room, and instead through the door to your left.
This is the crow hallway where you last left Mr. X.  Head forward and through
the door straight in front of you.  Go down the stairs and through the door at
the bottom.  Walk forward a little ways and go through the opening to your 
left.  Go through the next doorway to your right and go up to the safe.  Take 
out your Police Memorandum and look at the code at the end of it.  Use that 
code to open the safe and grab the Acid Rounds as well as the Police Station
Map.  Also, get the handgun bullets on the desk.  Exit the little side office
and take a couple of lefts.  Go forward and unlock the brown door with your
Heart Key.

Traverse the desserted hallway and go down the stairs at the end of it.  Go 
down the next desserted hallway and take a left at the junction.  Go through 
the double doors at the end of the hall.  Right in front of you is a red herb;
grab it if you wish and then proceed forward.  Go left and run forward until 
you come to a manhole.  Two dogs should jump at you, but ignore them and keep
running to the manhole; when you reach it, go down.  

Go forward and through the door to your left.  Here we go, a nice, cozy save
room.  Save if you wish and then head back out through the door.  It's Sherry
time!  After the cutscene ends, you will be in control of Sherry.  Oh boy, 
doesn't that sound fun!  Sherry has no guns, just a first aid spray and a 
family picture.  

Turn to your right and go up the elevator.  Run forward to the outside.  There
are some zombies out here, and fortunately for you, they can't bite Sherry 
because she's too damn small.  Ah, that would explain why she's still alive at
this point.  Although, do be careful, as the Zombies will try to puke on you 
and they can hurt you that way.  Run past the zombies and head up the middle
passage and through the door.  Run forward and grab the grenade rounds.  
Remember this place?  This is where Ada dropped through in Leon A.  After 
you've grabbed the Grenade Rounds, exit the door and head back across the 
middle passage.  Take a left and head through the new door.  

To your immediate right is a sewage disposal map on the wall; grab it.  Now, in
this room, you have to align the boxes in the bottom, so that when you fill it
up with water, the floating boxes will create a bridge to the other side.  Drop
down the ledge behind the control panel to reach the bottom.  Now, push the
first box that you see straight forward until it hits the wall.  The box just
to the left of that first box needs to be pushed to the right.  Climb on top of
the box and jump off in the left corner; now, push the box to the right so 
it's up against the first box.  Finally, the last box that's kind of sticking
out there needs to be pushed against the wall so that all of the boxes are in
a row.  When you are finished, all three of the boxes should be pushed against
the far wall in a row.  Now, head back up to the top the same way you came 
down.  Go to the control panel and raise the water.  There should now be a 
bridge of boxes across to the other side; cross the bridge and grab the 
Precinct Key on the shelf.  This key (if you haven't guessed by now) is in the
shape of a club.

*******************************************************************************

---------------
F. The Club Key
---------------

After you've grabbed the Club Key, exit the room and head straight across the
platform and down the red elevator.  A cutscene will start up and Sherry will
throw the Club Key and the grenade rounds to Claire.  When you regain control
of Claire, grab the key and the rounds and go back up the way you originally
came down:  through the ladder.  According to Leon, the van has now been moved,
so it's time to head to the parking garage.  Run past the dogs and through the
double doors.  Go down the hallway and unlock the sliding doors to your left
with the Club Key.  There's already one licker in this room and when you walk
forward, another will drop from the ceiling.  Take care of them with your new
grenade rounds.  Try to hit both of the lickers at once to conserve ammo.  Once
you've taken care of the lickers, go up to the cabinet and grab the Red Card
Key; then, exit back out to the hallway.  

Go left and then go right through the large, brown double-doors.  Grab the 
green herb to your left and then go up to the Reserve Power Control Panel.  
Move the switches:  up, down, up, down, and up to get the correct power supply.
Go back out into the hallway and go right.  The next door on your right is
electronically locked.  Use your red card key on the card reader to open the
door.  The next room contains handgun bullets to your left and right, as well
as some more Acid rounds on the shelf.  Also, in side one of the lockers is a
Pack which allows you to have two more spaces in your inventory and a Sub
Machine Gun.  Make sure that you grab both of those goodies.  

Back out in the hallway, continue to your right and through the door to the
Parking Garage.  There are two dogs in the parking garage.  Stand at the door
and snipe them with your handgun.  After you've taken care of the dogs, run
forward and through the door (there's also a green herb to your right).  The
next hallway contains some zombies on the ground, as well as two dogs.  Shoot 
the dogs and dodge around the lying zombies.  Go down the hallway, ignore the
first door and go through the sliding grate.  Ben's bloody body should rudely
greet you.  Grab the bowgun bolts and then go back out into the hallway and
through the other door.  The next room contains two more dogs (they always seem
to come in pairs).  Take them out and then proceed forward.  Lying on the floor
next to the closed manhole is the Crank.  Grab it and then head back through 
the door, down the hall, through the parking garage, through the next hallway,
take a left, follow the hall, and go up the stairs back to the Police Station.

Go around the staircase and unlock the door with your Club Key.  In the next
room, grab the Watchman's Diary on the bed and the Acid Rounds on the cabinet.
After that, return to the hall and go down the right until you come to the next
door.  Go forward, through the door to your left and up the stairs to the crow
hallway.  Run forward and through the next door.  In the next hallway, enter 
the first door that you see to the waiting room.  Drop the crank and the sub
machine gun in the chest and grab your lighter.  After you've done that, go 
through the next door to the main hall.  Travel along the balconey until you
come to yet another licker.  Take it out with either the bowgun or the grenade
launcher (you should be getting quite good at this) and then go down the ladder
to the main floor.

Once on the first floor, head to the front of the police station, up the small
steps, and through the door to your left.  Go down the hall, past the blue 
doors, and to the right.  Continue down the hall and through the next door. Go
all the way down this hallway to the end and unlock the artsy looking door with
your Spade Key.  Remember this room?  Do the same thing you did in Scenario A.
If you don't remember that, then in the back of the room there are three 
statues on the walls with unlit candles just below them.  In left corner is a 
large brown candle of some sort that can be lit; light it with your lighter.  
Then, go to the middle statue that says "Number 12" and turn the faucet on, 
causing a flame to ignite in the candle.  Now, go to the statue on the right 
that says "Number 13" and turn its faucet.  Finally, go to the first statue on 
the left that says "Number 11" and turn its faucet.  This should cause the 
little golden wheel in the front of the room to fall off the painting.  Turn
around to get the wheel and OMG HE CAME THROUGH THE WALL!  That pesky Mr. X!
Don't bother trying to kill him.  Just run to the back of the room, grab the
G. Cogwheel and get out of that room as fast as you can.  

Whew, that was a close one.  Go along the hall, take a right and run past the
wreckage.  Take another right and HE COMES THROUGH THE WALL AGAIN!  Jeez, that
guy just doesn't give up!  Run past the annoying bastard and go through the
door.  Yes, now you're going to be looking suspiciously at every wall as you go
by, aren't you?  Continue down the hall and through the next door to the main
hall.  Go through the double doors and grab the Crank out of the item box.  
Head back out into the main hall and up the ladder to the second floor.  Go 
through the double doors up here to the gallery-room.  Go up the stairs there
and through the door to the third floor of the main hall.  Go to the right and
through the next door.  Turn to your right and use the crank on the square hole
to lower a staircase from up above.  Go up the staircase, and follow the path
around to a bunch of gears.  Put your G. Cogwheel in its place and then push
the button.  The door to your right will open; grab the piece of the Blue
Stone and then go back down the small staircase and through the door.

Once back in the third floor of the main hall, turn to the left and head to the
door to the gallery.  What's that?  Oh man, he's back again.  This time, Mr. X 
hoists himself up onto the balconey.  Quickly run past him (or you can run down 
the balconey and assault him with acid rounds) and through the door before
he has a chance to smack you with his arms.  Once back in the gallery, head 
down the stairs and through the double doors to the second floor of the main 
hall.  Go along the balconey and through the far door to the Waiting Room.

Once in the waiting room, you may want to save as your first boss battle of the
Second Scenario is coming up.  Also, make sure you grab the sub machine gun 
and the 2 other stones, as well as the other piece of the Blue Stone.  Once you
have the things you need, go through the next door and take a left in the hall
beyond.  Head down the hall you opened up with the bomb to Chief Irons's 
office.  Here you'll meet Sherry once again.  Go up to where you moved the 
painting behind the Chief's desk.  Combine the two blue stones and then put the
three stones in their places to open up a doorway to your left.  Go through the
passage and grab the Mail to the Chief on the floor.  Go up to the elevator and
Sherry will run in.  Thankfully, you get to go down the elevator alone to the 
boss that lurks at the bottom.


                           Boss 1: William (form 1)
                           ------------------------

At the bottom of the elevator is a hallway; go down it and through the door
beyond.  Next up is a cutscene with resident madman Chief Irons.  The Chief 
will get grabbed by good old William and when you try to go down the ladder his
leg-less body flies back up at you.  After you've properly laughed at the 
expected demise of the Chief, go down the ladder.

Walk forward along the grate and here's Johnny!...err, William.  William's got
his standard eye on the arm gimmick going, but instead of a giant claw, he
now boasts a huge pipe in his arms.  The standard rule of thumb for William
applies here:  don't let him get close.  Get too close and William will pummel
you with his pipe.  When the battle starts, back up a little ways and open fire
with your sub machine gun.  Don't stop shooting until William is starting to
get a little too close for comfort.  Drop your gun and run past him on the side
devoid of a pipe.  Turn around and open fire again on him with the sub machine
gun.  Rinse and repeat until William is dead.  

After you've taken care of William, run to the end of the path and push the
button to bring down a ladder.  Go up the ladder, but unfortunately, they 
won't let you go any farther until you've gone back for Sherry, so backtrack,
grab Sherry and then come back, go up the ladder and enter the Sewers.

*******************************************************************************

-------------
G. The Sewers   
-------------

During a brief cutscene, Claire and Sherry will see Mr. X stalking around on
a balconey above them and they will quickly run out of the room.  In the next
area, worthless Sherry falls through a drain.  Oh well, continue onward as
Claire.  Continue through the water, and go right up a ledge.  Grab the blue
herbs if you want and then go through the door.  Yay!  A save room.  Grab the
Sewer Manager Fax and the handgun bullets off the table and then open up the
door by the elevator by using your lockpick; go down the ladder.  Go to the
right and around the corner.  Bam, there's a zombie right there!  Back up a 
little bit and shoot him with your handgun.  Grab the grenade rounds off one
of the shelves, ignore the door (it doesn't go anywhere) and then go back up 
the ladder.

Make sure you grab the Valve Handle out of the item box and then go down the 
red elevator in the corner of the room.  In the next hallway, you'll meet the
injured Leon.  Leon tells you to go find Ada, so when the cutscene ends, turn
left down the hall, grab the Sewer Map and go through the door.  Drop down into
the water and go left.  Jump up on the ledge to your left and grab the Wolf 
Medal and the flame rounds from the bodies.  Drop back down into the water and
continue down the hall.  Take a left, dodge past the spiders and go through the
next door.  Be careful of the spiders dropping poison on you from above.  If 
you keep moving you should be fine.  In the next room, run forward and jump up 
the ledge to the left and go through the door.  Time for another cutscene, this
time with Annet.

After the charming Annet falls to the floor unconscious, proceed forward and 
lower the catwalk from above using your valve handle on the Oil Pressure Data
transmitter.  Run across the catwalk and use the handle on the other side to 
raise the catwalk back up to where it was.  Grab the green herbs and the flame
rounds and then head through the door.  Go down the hallway where the alligator
attacked you in the A scenario and head through the sealed door at the end.  
Wade through the sewer water and go up the ladder at the other side.  Walk 
forward and then go left across the catwalk.  Take another left, up the slight
incline and grab the Eagle Medal, as well as the Sewer Manager Diary.  Head
back down the incline and head straight along the walkway.  Use your valve 
handle on the fan regulator to briefly stop the fan at the top of the ladder.
While the fan is stopped, go up the ladder.

Run through the ventilation shaft and down the ladder at the other side.  Keep
moving and the bugs shouldn't harm you.  Once down in the water, head left and
then take another left.  You can shoot the zombies as they stand up, but it's
just easier to dodge by them and through the door.  In the next hall, wade
forward until you come to a register to your right.  Drop the wolf medal and
the eagle medal in the register to stop the water flow and allow passage to the
next door.  Once the water's finished draining, head through the door.

Go along the passage and head through the next door.  In the next room, proceed
forward and then take a right.  The tram isn't there right now, since Leon took
it in Scenario A.  Go to the right of where the tram should be and press the
button to call it back.  And, in perfect timing, Sherry should show up, 
unfortunately still ok....  

After the cutscene, enter the tram and start going backwards.  No William 
attacks this time.  When the tram stops, go to the left.  Now, remember in 
Scenario A when you used the lighter to start the flash gun and you could see
the shining of the W. Box Key.  Well, even though you don't have your lighter,
the key is in the same place, on the ground next to the wall; grab it.  Once 
you have the key, turn around, head past the tram and through the new door.  By
now, you should be experiencing the contantly-annoying Sherry sit-down 
sessions.  Quite annoying if you ask me.  Make sure Sherry's following you and
head through the door.  In the next hallway, proceed forward and take a left
around the corner.  Shoot the zombie that should be right there with your 
handgun.  Continue down the left passage, but be careful when you come to the
next corner.  There's some zombies waiting for you to the right.  Wait for them
to come around and then blast them with your handgun.  Once you've dispatched
the zombies, go around the corner and grab the Spark Shot.  Once you have 
it, go back around the corner and take care of any other zombies coming down 
the hall at you.  Proceed that way and through the door.  This next string of
halls is similar to the one you just came from.  Go forward and take a left.
Three zombies should be coming at you.  Take care of the three of them with 
your handgun and then go down the hallway and take a right.  Be careful, 
there's another zombie out here, so shoot him with the handgun and then 
continue to the right.  Grab the green and blue herbs and then turn around and
head back the way you came.  Continue forward and take a left; go up the 
ladder at the end of the hall.  

Oh yeah!  Save room.  Claire tells Sherry to wait behind.  Good move Claire, as
Mr. X is coming for you!  Drop the Weapons key and the valve handle in the 
item box and grab the first aid spray from the cabinet and the flame and acid
rounds off the desk.  It's probably a good idea to save here, as you have a
confrontation with Mr. X coming up, and then after that, one with william.

After you've saved, exit the save room through the door to the outside.  Turn
to the left and grab the handgun bullets down by the fallen containers.  Turn
around and grab the factory map on the wall and then go down the little gray
elevator where the tram used to be.  Go along the passage and through the
door.  Equip your Spark Shot.  This is a good place to use it.  Go forward and
take a right, and two lefts, following the passage until you come to a console.
Grab the C. Panel Key and then turn on the monitor.  That's not good.  I bet
that monitor cost quite a bit of money too!  Turn around, go around the first
corner and wait for Mr. X to come around the corner and face you.  Shoot him
with the spark shot and then retreat around the corner to the control panel.
Turn around and keep firing at him until he drops.  It should take about 
spark shots to drop the bastard.  When he drops, go up to him and grab the acid
rounds for a reward.  Head back along the catwalk, through the door and up the
elevator.  

Go through the door to the save room and reunite with Sherry.  Use any healing
items if Mr. X roughed you up a bit and then  use the yellow control panel key
on the control console to call the tram back up.  Go through the door and push
the activation key beside the tram to get the thing moving down to the labs
below.


                              Boss 2:  William (form 3)
                              -------------------------

Your ride should be progressing quite smoothly until William decides to make a
bit of a ruckus outside, scaring Sherry.  What a whimp.  Claire bravely decides
to check out what's going on outside.  When you take control, head to the right
and grab the flame rounds.  Equip your spark shot and then head out the door to
the outside of the tram.

Seem familiar to the A Scenario?  Go down the steps and around the tram to 
check out what's going on.  Uh-oh.  William looks a little uglier and meaner 
this time around.  You can even see his heart pumping on his chest.  This fight
is very similar to the A Scenario fight with William on the tram.  Run around
the tram and shoot at william.  When he gets too close, run by him.  As you can
see, this time, he has claws coming out of practically everywhere, so either 
side is good, as long as you can get by him in time.  The big difference 
between this fight and the last one is that William will jump around a lot 
which causes problems.  Once William gets too close to you, turn and run and 
soon you'll see him jump into the air.  Stop and wait.  He should soar through
the air and land right by you.  Be alert.  When this happens, you need to move,
post haste, otherwise you'll get a face full of claws.  As soon as William 
lands, run past him, turn around and fire a couple of times with the spark 
shot.  

If you can get the timing of William's jumps down, you should be able to avoid
him each time he leaps and lands right by you.  Remember, as soon as he jumps 
and you can't see him, be careful, as he's about to land right by you.  Keep 
dodging him and shooting him a couple of times until he dies.  If the spark 
shot just isn't working for you, try the acid rounds or the flame rounds.  
You should even have some submachine gun bullets left, so use those if you're
having problems.  Use whatever gun is most comfortable for you.

After you've pummeled William enough times with your guns, he'll jump off the
platform and then you'll know you've defeated him.  For now.  Go back into
the cabin, but this time, the tram stops short of the bottom due to motor
overheating.  After the next cutscene between Claire and Sherry, exit the tram,
go around the side, jump up onto a ledge and go through the ventilation shaft
that leads down to the Umbrella labs.

*******************************************************************************

--------------------
H. The Umbrella Labs
--------------------

When you go through the shaft, you should drop down into a new hallway.  And,
perfect timing, the tram starts back up again, carrying Sherry to the bottom
alone.  Oh well.  Behind you is an elevator without power, so head the other
way and through the double doors at the end of the hall.  Go past the small
lift, down the short hall to the item chest.  Grab the green herb and put it,
along with any items you deem unnecessary at this time into the item chest.
Next, turn around and push the large block onto the lift.  Use the switch to 
lower the lift to the first floor.  Push the block forward off the lift, then
to the right, and then down the small passage towards the back of the screen.
Move the block a little to the right and then straight down the long passage 
right in front of you.  The block should now be next to a couple of stacked
boxes and you should be able to reach the balconey by climbing on top of the
boxes.  

There's nothing you can do up there quite yet, so turn around and explore this
bottom area first.  Go forward, past the lift and around the next corner where
you'll find a body holding the Investigative Report on P-Epsilon Gas.  Down at
the end of the hall are some flame rounds and some ink ribbons.  Turn around,
go right and this time when you get by the lift, take a right down that passage
way.  This should lead to a red lift; go down it.

The bottom of the lift contains some lickers.  Equip your grenade launcher with
the flame rounds.  Proceed forward until you see the first little bugger.  
Launch a round at him and then hit him two more times as he runs towards you
to finish him off.  Careful, there's another licker right behind that one.  
Take him out too with your flame rounds.  After you've taken out the two 
lickers, continue along the path until you come to the switch to turn on the 
main elevator.  Flip the switch and then turn around and head back up the 
small, red lift.  Go up the other lift and head through the double doors.  
Travel along the passage and enter the now-working elevator at the end of it.

Use the elevator control panel to the right to lower yourself down to the main
floor of the umbrella labs.  Ooh look, some naked zombies.  Now do you know 
where you are?  Use the last of your spark shot or your handgun bullets to take
care of the zombies.  Once you've dispatched the small crowd of zombies, enter
the save room.  Use the typewriter to save and be sure to grab the flame rounds
on the table and handgun bullets in the locker.  There's also a green herb on
a cabinet.  Once you've grabbed all the items, head back through the door, turn
left and go through the sliding door.  

Go forward along the catwalk and then take a left when you get to the center
down the blue catwalk and through the next sliding door.  Run forward, take a
left, go down the short hall and enter the double doors on the left.  Go around
the corner and grab the Fuse Case as well as the first aid spray.  Use the fuse
case in the control box and grab the Main Fuse that pops up.  Once you have the
main fuse, go back through the double doors, go forward, take a right and head
through the sliding door, along the catwalk and to the center.  Put the main
fuse in the center breaker system to restore power to the place.  Now, head
down the red catwalk and through the sliding door at the end.  Take a right and
head through the door at the end of the hall.  In this next room, take out all
of the zombies with either your spark shot or your submachine gun, whichever 
still has bullets.  If you're out of ammo for both, use your bow gun.  Once the
three zombies are toast, grab the User Registration file and the Lab Card Key.
Also by the computer is a Laboratory Security Manual.  Grab the bow gun bolts
from the lockers and then go through the crawlspace in the corner.  Just like 
in Scenario A there are a couple of lickers in this room.  Proceed forward
cautiously and then open fire with either your submachine gun or some flame
rounds in your grenade launcher.  Open the locker in the corner of the room and
grab some more grenade rounds.  Unlock the door and head back into the hallway.

Proceed forward, and then take a left and through the sliding door to the 
catwalk beyond.  Head down the catwalk and then head down the blue catwalk, 
through the sliding door on the end and forward until you come to a locked 
door.  Unlock the door with your card key and enter.  Bleh, those pesky plants.
Equip your grenade launcher and arm your flame rounds.  There are two of those
plant buggers in the room, so take them out.  About two flame rounds apiece 
should be enough to dispatch the two of them.  Go up to the red light switch 
and turn on the light.  All that's in this room is some grenade rounds; grab 
those and then head back out into the hall.  Go forward, through the sliding
door, across the catwalk, down the red catwalk, and through that sliding door.
Go forward and then left; open the shutter by pressing the button on the wall.
More of those plants!  Turn to the right and run down the hall a little bit to
get out of the range of their poison.  Turn around and blast them both with the
flame rounds until they're dead.  Go through the door.  There's another one of
those plants out here too, so hit him with a couple of flame rounds.  Grab the
green herbs and then head down the ladder.

Once down the ladder, head through the next door to the hallway beyond.  Ah 
yes, the hallway full of lickers.  Use your submachine gun until it's out of 
bullets, then switch to your acid rounds.  Go forward and then take a left 
at the first turn.  Walk forward a little until the licker drops from the 
ceiling.  Blast it with whatever gun you still have bullets for and then take 
out the other licker that's coming towards you down the hall.  After you've 
killed the first two, proceed forward and take a left; be ready.  The third
licker should come running towards you; take it out right away.  Once you've
taken care of the lickers, grab the green herbs and proceed down the hallway
and through the door at the end.

In the next room, go around the center console until you come to a typewriter
and an item box.  Save if you want and dump the submachine gun and/or the spark
shot in the box since they're probably out of ammo by now.  Also, grab the W.
Box key out of the item box.  Save if you want and then head through the door.  
Go forward and then take a right down the short "egg" hall.  Use your key card 
on the door to unlock it.  Now, remember when you did this in Scenario A, got 
your fingerprint and then submitted it.  Well, now you can do the second part 
and open the door up on the first floor, however, all you get for your troubles
is another submachine gun and you have to battle past a bunch of lickers to get
it; not worth the trouble in my opinion.  So, you can just ignore this room and
head back out into the hall.  If you're curious, and you want to open the door, 
go to the screen, type in the password, get your fingerprint and open the door
back on the first floor of the labs.

Once back out in the hall, go forward, grab the red herb, and enter the double
doors to your left.  Use your weapon box key on the locker with the blue light
above it and grab the grenade rounds.  After you've done that, turn around and
head through the automatically opening doors.  Continue forward, take a left
and through the next set of doors.  Zombie!  Shoot him with your handgun and
then enter the room.  The room is chock-full of naked zombies; you can either
shoot them all with the rest of your bowgun bolts, or your handgun, or you can
just dodge past them all.  Head to the back of the room and grab the P. Room
key on the counter.  Exit the room when you're done via the two automatic 
doors.

Go left, and then right down the short hallway and through the door to the room
with the typewriter and the item box.  When you go past the computer monitors,
Annet will rudely greet you with a handgun.  On the monitor is Sherry being
attacked by Mr. X.  Now things make sense.  The G-virus is inside the pendant
being worn by Sherry and that's what Mr. X has been after this whole time.

Head through the door after Annet.  In the next hallway, when you go forward,
a licker will crash through from the ceiling.  Take him out with three grenade
rounds; piece of cake.  Continue through the hallway, through the door and up 
the ladder.  Go through the next door, but be careful in the next hall; there's
a plant just around the corner.  Equip your flame rounds and take him out.  
There's also another plant coming down the hall; take him out before he can
hit you.  Head right, through the sliding door and out to the catwalks.  Go 
along the catwalk and keep heading straight through the next sliding door.  
Proceed forward a bit and take a left into the elevator.  Raise the elevator,
open it and head down the hallway and through the double door.  Go forward and
down the lift.  Now, remember when you moved the block so you could get to the
upper balconey?  Head down that passage, up the blocks and onto the upper
platform.  Use your Power Room key to unlock the double doors right in front of
you.

Proceed forward until the cutscene starts.  Mr. X is like some strange dog, 
isn't he?  Sucker!  After Mr. X falls into the pool of magma (that's what that
is, isn't it?) turn around and head back throught the door.  Wooo!  Mr. X is 
dead, right?  Hahaha....you wish, now Mr. X has mutated himself a nice big 
claw!

You need to find Sherry, so head down the boxes, up the lift and through the 
double doors.  Go along the hall and into the elevator.  Lower the elevator,
head right and through the sliding door to the catwalks.  Travel along the 
catwalk until a particularly heart-breaking cutscene ensues.  After it ends,
grab the Master key from Annet's body.  Go back down the catwalk and through
the sliding door.  Head left and into the main elevator.  Walk forward this 
time and use the master key on the console in the center there to open up an
emergency route.  Take the emergency route down to the bottom platform.

Ah yes, the train.  When you enter the train, head right to the very back of 
the train where you'll find a typewriter and an item box.  Grab the Platform
Key from the floor and then make sure you save.  Also, grab all of your best
weapons and healing items from the item box, but make sure to leave at least
two spots open in your inventory.  After you've done that, head back out of the
train.  Turn to the left and use your platform key to unlock the gate.  Go
through the door and you will now only have 5 minutes.  Run forward and up the
stairs and over the train.  Head down the stairs at the other side of the 
train.  Go forward and press the red button to realease the the two Joint 
plugs.  Grab the Joint S. Plug and the Joint N. Plug.  Turn around and head
down the passage past the stairs and through the door.  Run forward and put the
two plugs in the generator that looks just like the one where you got them out
of.  This should activate the emergency mode and power up the train.  Out go 
the lights and up jumps the new Mr. X, complete with two kick ass claws!


                          Boss 3: Super Mutated Mr. X
                          ---------------------------  

When the battle starts, whip out your grenade launcher, armed with acid rounds.
As much as you'd like to throw everything you've got at the bastard, you need
to conserve some of your ammo, as he isn't the last boss of the game.

As soon as you equip your grenade launcher, move the hell out of the way.  Yes,
Mr. X moves blindingly fast now.  Move out of the way, as he charges, swinging
with his huge claws.  Now, this battle is extremely short, however, you can
also end up dying very fast as well if you're not careful.  If you have a 
couple of first aid sprays, you should be able to do this with no problems.

Once you dodge Mr. X's first charge at you, run past him, whip around and hit
him with two acid rounds as quick as you can.  You have to be fast because
Mr. X is fast too.  Once you've hit him twice, run towards a platform up above
and a shadowy figure should throw a rocket launcher down to you.  "Who are 
you?" Claire yells; and yes, that figure is Ada.  

Run and grab the rocket launcher before Mr. X has a chance to gut you like a 
fish.  Now, dodge past Mr. X, turn around, pull up the rocket launcher and pull
the trigger.  Now, you only have two bullets, so don't blow it; make sure 
you're aiming at Mr. X when you pull the trigger to blow his brains out.

You lose big guy!  BOOM!  Now doesn't that feel good!  Watch as Mr. X takes the
rocket right in the chest and explodes into a million tiny pieces. Oh sweet
victory! 

Now as you can see, this battle goes very quickly; you should only use two acid
rounds, plus one rocket.  The whole battle's about moving quickly and ending 
things as soon as possible.  The faster you go, the better your chance of 
surviving.  Also, once you get the rocket launcher, make sure you have a 
second or two room of space to lift the enormous weapon and get a shot off.


Once you've taken care of that pesky Mr. X once and for all, turn around, head
back through the door, over the train via the staircases and through the gate.
Go forward and you'll encounter some naked zombies.  Now, no matter how 
tempting it is to just blast them with your last rocket (and oh how tempting it
is) it's probably best to save it.  Take out the zombies with your handgun.  If
you run out of bullets, whip out another gun and take them down.  Run forward
and open the gate using the control panel.  Run back into the train, take a 
left to the front of the train and move the lever to start up the train and a
cutscene.  Leon says it's over.  Bad move there, Leon!  Uh-oh, what's that?  I
thought the game was over!?  Not quite.


                           Boss 4:  William (form 6)
                           -------------------------
    
No sir, William isn't finished just yet.  Head to the back of the train.  The
train will detonate in two minutes?  Jeez, Umbrella loves to blow things up,
don't they?  Head through the door to the last compartment of the train.  Run
forward until you're assaulted by a tentacle through the ceiling.

Take a look at William's final form.  Beautiful, isn't it?  Don't worry, this
final boss battle isn't that tough.  The only thing you have to worry about is
William's tentacles.  He's pretty easy.  Just chuck every bullet you have in
your inventory at him, heal if you get hit and the battle should be over in no
time.  I think this battle is in here basically because Capcom couldn't resist
the urge to throw a giant mass of teeth and tentacles oozing through a train at
you.  

The only problem with william's final form is running out of bullets.  Let's
hope that you collected enough bullets throughout the game to take William down
(you should have).  First, use your last rocket, and then drain all of your 
bullets, starting with the acid rounds, then move to flame rounds, and then to
grenade rounds.  If William's still alive, use the bowgun, submachine gun, 
spark shot and even the handgun if you have to.  Easy, right?

After you've "defeated" the stinking blob of William, head through the door, 
and enjoy the final cutscene of the game.


Congratulations, you've beaten Resident Evil 2!  The Leon A/Claire B storyline
that is.  Let's get something to eat.


*******************************************************************************

                               -------------
                               III. Claire A
                               -------------

----------
A. Streets
----------


So here we are.  If you originally chose Claire as your starting character
you're in the right place.  Claire's A scenario is very similar to Leon A, and
also somewhat similiar to Claire B.  There are of course, quite a few 
differences as well.  Here we go!

When you start, you'll be in the middle of a burning street with your gun 
equipped. 

Run forward a little ways, and you'll see two zombies right in front of you.
The screen will shift and head up towards the buildings.  Run left behind the
magazine rack or whatever it is.  There will be a zombie with his back towards
you; run past him, and then dodge past two more zombies as you run between a
couple of cars.  Turn left down the alleyway, and dodge past two more zombies
until you come to a parked car and a door.  Enter the door.

You'll now be treated to a cutscene between you and the gun owner, who happens
to be sporting a pretty big bowgun.  The gunshop owner flirts with you a little
bit (creepy, I know).  When you gain control, head behind the long counter and 
grab Roberts Note.  Inside the first broken gun rack is a pack of bullets; grab
it.  Now, explore behind the shorter counter.  There's another pack of bullets 
on a table at the end of the counter.

When you come out from behind the second counter, four zombies will break 
through the glass and eat the poor gun shop owner.  Now, if you're a wimp, you
can exit through the door right behind you, but first, let's grab the dead 
guy's bowgun.  Come out from behind the counter and face the zombies.  When
they start standing up, open fire on them with your handgun.  Back up if the
zombies start getting too close.  As you shoot them, they will drop to the 
floor.  That doesn't necessarily mean they're dead, though.  If the zombie has
a pool of whatever color blood you chose coming out of it, then it's dead.  If
not, the zombie's still alive and you should shoot it while it's lying on the 
ground.

Once you've killed all of the zombies, walk over to the dead gun-shop owner and
press A.  "He has stopped breathing."  That's too bad.  Press A again to get 
his bowgun.  Bleh, this gun sucks in my opinion.  The aim is crap and this gun
is vastly outclassed by the shotgun.  Oh well.  Now, as tempting as it is to 
start unloading it on the next group of zombies you meet, save the bowgun for 
later.  You're going to need it.

Exit the gun shop through the back silver door, where you'll enter a back 
alley.  Head forward and take a right.  You'll see a chain-link fence with some
zombies behind it.  Run past them down the corridor to the back of a van where
you'll find some more handgun bullets.  By now, the zombies should have broken
through the fence.  Turn around and pick them off one by one as they come down
the narrow path.  Once again, back up if necessary.  Head through the newly
opened gate, either shooting or dodging any straggler zombies.  Enter the 
gated doorway. 

Continue through the alley and up the stairs (press A).  Head along the upper
passage, and then back down the stairs.  You'll encounter a female zombie and
a blue garbage thinger.  Step ontop of the blue container and snipe the zombies
from there (there should be about 4).  There's another zombie down the alley;
dodge him, and head through the door.  

You'll be outside in a street and you can hear a zombie-snack going on nearby.
Run right past the munching zombies and enter the bus.  Right to your left is
another handgun bullet pack; grab it.  Now, there's a crawling zombie on the 
floor of the bus corridor.  Let her run into you and watch as Claire kicks off 
her head.  There's another zombie on the bus corridor.  Shoot him until he 
falls down and then run past him and off of the bus.

In the next area, you'll encounter a bunch of zombies.  They are spaced out, so
it's best to just run past each one of them.  If you've reached the Danger
condition by now, it may be a better idea to shoot them, as one more bite and
you're a dead man.  After you've battled or run past those zombies, head
through the gate to the next area.  

Walk forward and head down the steps.  Walk through the passage and back up 
another flight of steps.  In the bushes right in front of you, there's a 
green herb.  Grab it and heal yourself if necessary.  Head around the 
staircase and to the right is the Raccoon City Police Department.  
Congratulations, you've made it past the first part.  Enter the Police 
Department.

If you're having trouble getting past the streets, my advice is to stick with
it.  Keep trying, you'll get it sooner or later.  The beginning part of the
game is quite tough, there's no babying.  The sooner you learn the strategies
to survive, the better.

*******************************************************************************

-----------------
B. Police Station
-----------------

Enter the Police Station's cavernous hall.  All of the doors around you at the
entrance are locked at the moment, so head to the back.  In the back left 
corner of the main hall is an open door.  Head through it.  Enjoy the cutscene
that follows.  One of the police officers is lying on the floor, bloody.
Apparently, the police station isn't going to be as safe as you thought.  The
cop will give you a key card and then tell you to "rescue the survivors in the
other rooms."  Once you leave, the door will mysteriously lock behind you.  So
as you leave, the guy jumps up and quickly locks you out.  Yeah, it doesn't 
make sense to me either.  

In the back of the hall is a computer terminal area.  Grab the handgun bullets
on the counter and enter the terminal area.  Right to your left is a 
typewriter, and next to it some ink ribbons.  Woo hoo!  Now you can save your
progress.  Grab the ink ribbons and save using the typewriter.  Now, head over
to the flickering computer and access it by pressing A.  The doors can be 
unlocked by a Card Key.  Fortunately, the cop in the other room gave you such
a card.  Use the card to unlock the two doors in the main hall.  Enter the 
double doors on the left side of the hall.

You'll be in a quiet little room, with an item chest to your left.  Here you
can store various items throughout your quest for survival.  All of the item
chests are linked to one another, so you don't have to come back to the same
one that you dumped your stuff into.  Drop the ink ribbons and your knife into
the item chest.  Also, to your right, on a bench is a Police Memorandum.  In
the back corner of the room is a little, gray, locked desk.  Unlock it with 
your lockpick and grab the first aid spray.  Drop it in the item chest and then
head to the back of the room, and behind wooden desk-things.  Head towards the 
door and OMG WHAT JUST WENT PAST THE WINDOW!?  Mwahaha...whatever that was will
be dealt with in a few moments.  Enter the next room...if you dare.

It's quiet....too quiet.  Walk down the hallway and turn to the right where 
you'll find a man whose head has been completely twisted off.  Pleasant isn't
it?  The man also possesses a pack of hand gun bullets; pocket them.  Now, 
before you proceed, it's best to switch to your bowgun.  Once you've done 
that, head on.  As you come up to a puddle of blood, a cutscene will ensue.
Take your first look at a Licker.  These enemies will plague you throughout the
rest of the game, so it's time to learn how to kill them with ease.  When you
gain control, head towards the licker.  This is to keep it from leaping at you
and taking your head off, as well as allowing you to aim down and blast it with
your bowgun.  See how craptacular the aim is?  Two shots should do the trick.  
Piece of cake, right?  If you died, you should start back up in the main hall 
where you saved, and you can try it agian.  Switch back to your handgun and 
head forward, where you'll be greeted with a green herb and a door for your 
troubles.

The door leads to a long, winding hallway.  Travel along the hallway without
interruption, past the double-doors and through the door at the end.

The next room possesses a crowd of zombies:  one to your right, and three to 
your left.  Head to the right and take out the woman zombie.  Now, hang out
back there and kill the other zombies as they lumber down the passage towards
you.  Head to the right of the staircase where you'll see two more green herbs
and a door.  Grab the herbs and enter the door.  

Inside is a "save-room."  These places usually possess a typewriter, an item
box, and generally soothing music.  Drop your extra herbs in the item box and 
save if you wish.  Head back out through the door.

Back in the previous room, head around to the right and up the staircase.  Head
down the hallway on the second floor.  To your left is a door, but it's jammed
shut and you can't go through it.  Proceed until you come to a statue in the
middle of the room.  The inscription reads:  "The god of sun and the god of 
moon.  Their gaze upon me is the only thing that can release red soul."  To the
left and right of the main statue are two small red and blue colored statues.
The red one is the "god of sun" and the blue one is the "god of moon."  You 
need to make the two statues face the center statue.  First push the red statue
out into the hallway and then towards the blue statue.  Push it all of the way
against the opposite wall.  In the middle of the wall is a darkened tile on the
floor.  Push the statue onto the darkened tile and it should lock in place.
Now, you need to do the same to the blue statue.  Move it to the opposite wall
and position it in the darkened colored tile on that side of the room.  The two
statues should now be facing the middle-statue.  The red jewel should be 
released; go and collect it.

Now, here's a diagram for you visual learners:

At first, the statues are arranged like so:





 !             !
 !             !
 !     RMB     ! 
 !             !
 !             !



Where R is the red statue, M is the middle statue and B is the blue statue.
Now, you should arrange the statues like so.


 !             !
 !             !
 !B     M     R!
 !             !
 !             !


Make sense?  I hope so.

After collecting the first red jewel, head through the red door.  Beyond is 
another corridor.  Go forward and enter the first door on your left.  The first
thing you should do in the next room is head to your immediate right.  Back in 
the right corner is a weapons locker.  Open it up and grab the grenade launcher.
Yeah baby!  Now this one is a good gun!  In the middle of the room, between two
desks is a blueish file.  Pick it up.  It's Chris's diary and below it is the 
Unicorn Medal.  Take the Medal and then head through the door.  Before you 
exit, however, a fax will suddenly pop up.  Go and grab the Federal Police 
Dept. - Internal Investigation Report and then head through the door.

Now, you need to head back to the main hall.  Take a right and back through 
another door, past the statues, and down the stairs; you should be backtracking
the way you came.  You can save in the Dark Room if you'd like, but otherwise
back through the door you came in through and then down the hallway with the 
boarded up windows.  This time when you travel down the hallway, you're in for
a surprise!  Don't worry, the hands don't hurt you.  Back through the licker
hallway, through the next room, and then you should be back in the main hall.

In the center of the hallway, there's a fountain; it reads: to obtain the key 
to open your heart, I'll wait for the Unicorn, the beautiful beast."  Well, you
do have a Unicorn Medal.  Put the Medal in the fountain inscription, and a key
should fall out.  Grab the "Precinct Key."  If you examine it, it is in the 
shape of a spade.  Congratulations, you've acquired the Spade Key.


*******************************************************************************

----------------
C. The Spade Key
----------------

Now that you have the Spade Key, you can open up some new doors.  Head back the
way you came, through the double doors, through the next room, and out into the
Licker hallway.  Around the corner and to your right is a silver door that was
previously locked.  Open it up with your spade key and enter.  You should be in
a file room.  Somewhere on the floor is Jill's File, but that's not important.
There's also a Patrol Report in the second aisle.  Also in the second aisle is
a footstool that you can push around.  Push it forward until it's up against
a cabinet.  Jump on top of it and grab the Crank.  Head back out into the 
licker hallway.  

Proceed the way you came before, through the boarded hallway and up the stairs
to the second story.  Drop the Crank off in the item box in the Dark Room on
your way as well as the red jewel, as you won't be needing them for a while.  
Once on the second story,  head past the statues, through the next door, and 
into the hallway.  Here you get to meet the chronically annoying Sherry.  Save
her for the first time by taking out the zombie that was stalking her and then
follow her through the door at the end of the hall.  Unlock it with the Spade 
key. The key is useless now so you should discard it; enter the door.  

In the next room, you'll be treated to a cutscene with Leon.  Leon will give 
you a radio to keep in touch with.  After the cutscene, head  down the long
hallway to the door that was blocked off.  Now you can see why you couldn't go 
through it.  Just to the left of that door is a box of handgun bullets; be sure 
to grab it.  Head back down the hallway and to your left.  At the end of the 
next short hallway is a door and another one of those small, gray desks.  
Unlock it with your lockpick and grab the Flame Rounds.  Head through the door.

Now, you're in a sort of library-gallery area.  The first thing you should do 
is head up the staircase to the balconey.  Walk along the balconey, past the 
door and you should fall through near the end to the first floor.  Just to your
right is a bronze plate with a picture on it.  Study the picture for a few 
seconds.  Now, on the wall is a red light switch.  Press it to activate the 
shelves.  You need to align the shelves just like they were in the picture.  
Refer back to the picture if you need to.  There are 4 shelves.  Move the 
second one from the left one space to the right.  Then, move the shelf to the
farthest left one space to the right as well.   This should open up the bronze
plate.  Grab the Serpent Stone.  Now, before you leave, next to the double-
doors on a table is a red herb.  Grab that and exit through the double doors.

You're back in the main hall, only this time, you're on the second story.  
There are a bunch of zombies ambling around.  Pick them off one by one with 
your handgun; shouldn't be a problem.  As you travel along the upper floor, 
you'll encounter a red (it looks kind of like a pack) thing hanging from the
balconey.  It's an emergency ladder; push the button to have it descend to the
first story.  Now you have quick access between the two floors.  Continue along
the upper story until you come to another door.

Another save room.  Time for a breather.  Drop off the red herb and the Serpent
stone into the item box along with anything else you don't think you'll need for
a bit.  Grab the lighter on the bench along with the Secretary File on the
desk.  Save at the typewriter if you wish.  When you're done doing what you 
have to do in the Waiting Room, leave through the new room to the hallway 
beyond.  Upon entering the next hallway, you can hear something burning and
some zombies should start shuffling towards you to your left.  Head to the 
right instead, away from the zombies, and go through that door.

The next hallway is deserted....mostly.  Head straight forward where you'll 
see a blueish door.  Unlock the door, but don't go through it.  Continue down
the hallway past the body and some crows.  As you turn the next corner, a 
plethora of crows will burst through the windows.  You can either run past them
or shoot each one down.  I prefer shooting the crows as you'll have to come
back through this hallway.  The best method is to continue forward around the
corner and then camp out there and shoot the crows as they come around the
corner at you.  You'll know when they're all dead because the music will stop.
Once you've taken care of the crows, continue down the hallway and enter the
door at the end.

You're now outside and a larg burning helicopter sits right in front of you. 
How lovely.  Head to your right and down the flight of stairs.  You're back 
outside in the streets, but only momentarily.  My advice is to just dodge past
the zombies and save your bullets.  Let's see how well you've gotten at 
maneuvering.  You could of course take out the zombies with your handgun as 
well if you feel like it.  After dodging the zombies or shooting them, you'll
come to an outside shed.  Straight in front of you is a door.  Do not try to
go through it; you'll just let more zombies in.  Instead walk up to the desk 
where there's a typewriter, some ink ribbons, and another bowgun.  Also, next 
to the desk is a valve handle; make sure you grab it.  Exit the shed, head down 
the short street and back up the staircase.

Right next to the door where you came out on top of the roof is an opening 
through the fence.  Head through that opening, to the right and use your new
valve handle at the water pressure valve.  Water will pour out of the tank and
douse the flames around the helicopter.  Up at the helicopter, near the smoke,
press A and grab some more handgun bullets.  Head back through the door you
originally came through and then travel back through the crow hallway.  You can
grab some bullets from the corpse as you head by.  Go back through the door 
that you originally came through; back to the hallway where something was 
burning. 

Turn to your right and would you look at that!  Explore around the corner and 
you'll see the ruins of the same helicopter you saw outside.  It was burning, 
before, keeping you from getting past it, but we have already put out the fire,
opening up a new doorway.  Before you enter that door, backtrack to the Waiting
Room and grab the red jewel from your item chest.  Once you've done that, head 
back down the hallway to the helicopter ruins.  As you go by, you'll hear the
scream of a woman.  Unfortunately, there isn't anything you can do for her.
Head through the door to your right. 

You'll be in a strange storage-room of some sort.  Walk forward until you see
an armored stone statue that reads:  "Tyranos the brave revives with two 
lights."  On the sides of the statue are two woman reliefs with a hole about 
the size of a fist.  Put the jewel in one ofthe woman reliefs.  You'll need
another red jewel to complete the puzzle, though.  Also, before you leave, grab 
the shining key on the boxes to the left of the statue.  You've now found the 
Diamond Key.

*******************************************************************************

------------------
D. The Diamond Key     
------------------

After getting the diamond key, backtrack to the Waiting room, drop off the 
valve handle as well as one of your bowguns in the item box, save if you wish,
and then head back through the Waiting room to the upstairs hallway.  Head down
the emergency ladder to the first floor and head to the front of the police 
station.  You should go up a small flight of stairs right in front of the 
entrance.  Instead of leaving, head left where you'll find another door; 
enter it.

Turn to the left and you'll see another large group of zombies slowly ambling
towards you.  Take out the bowgun and pump a couple of rounds into the crowd.
Then kill off any stragglers with your handgun.  Continue down the hallway,
grab the green herb right in front of you and head right down the hallway to 
the door at the end.  The next hallway contains a couple of stray zombies; 
nothing you can't handle.  Take out each one individually with your handgun.
Head down the hallway and take a left; keep going straight and unlock the gray
door right in front of you with the Diamond Key.  On the table in front of you
is a cable; grab it and then head left around the table and grab the Eagle 
Stone from the shelf.  Now, when you turn around a Licker will crash through 
the double mirror, so equip your bowgun ahead of time and blast it.  Damn, even
when I'm prepared, that thing still scares the crap out of me!  Two shots 
should take down the licker.  Leave the room and return to the hallway.

Head straight back the way you came, through two more doors and back to the 
main hall.  We'll explore the other rooms later.  Now, head down the steps, to
your left and through the double doors.  Drop off the Eagle Stone in the item 
box and make sure you grab the lighter if you dropped it in the box; be sure to
keep the cord though; you'll need it in the next room.  Head through the door. 
Travel back through the licker hallway, but stop on your way there.  There 
should be a box on the wall that opens and closes the shutters.  It can't be 
activated since the cord is missing, but lucky for us, we picked up a cord.  Put
the cord back in and close the shutters. Continue through the licker hallway, 
and to the boarded-up hallway.  Stop by at the double doors to your right and
enter the conference room beyond.  Head through the back open door where you'll
enter a closet of sorts.  There's a fireplace and a painting:  "A Sacrifice to 
the hell fire."  Joyous.  Press start and select your lighter.  Select Use.  
Claire will light up the fireplace, and the second red jewel will fall out of 
the painting; pocket the jewel and head back to the hallway.  Continue through
the hall to the room with the staircase in it.  Instead of going up the 
staircase, turn to your right and use the Diamond Key on the door and enter 
through it.  You may want to save at the Dark room before proceeding.

The next room is chock-full of zombies.  Equip your grenade launcher before
entering.  Once in the room, unload on the group of zombies right in front of
you.  Switch to the bowgun and use it to take out the zombie coming at you to 
the right.  Use your handgun to kill any stragglers.  After killing the zombies,
if you head around to your right, there's some film in a drawer.  Also, in the
lockers to the right are some bowgun bolts.  Unlock the busted lockers straight
in front of you with your lockpick and grab the Plastic Bomb.  Once you have 
that, head through the door to the next room.

Oooh, note the creepy music; something is amiss.  Right in front of you is a 
green herb; you may want to grab that.  Explore the room you're in.  Remember 
it?  Yes, this is where you met that cop who locked himself in.  Inside one of 
the lockers is more handgun bullets.  Now, head through the open door into the 
little office beyond.  As soon as you do, you may want to equip the grenade
launcher if you have any bullets left.  Inside is the cop that you left behind.
He'll stand up and immediately start losing color.  Yep, this guy is screwed.  
When you resume play, the guy will be RIGHT THERE.  Blast him with the grenade
launcher and finish him off with the handgun if he's still alive.  If you don't
have any grenade rounds left, you're probably going to take a hit, unless of 
course, you can whip around and run out of the room in time.  Good luck.  After
dispatching the poor guy, grab the Detonator on the desk.  Combine the plastic
bomb and the detonator to form the bomb and detonator.  Now you can destroy 
the hallway on the second floor where the helicopter crashed through.

Unlock the brown door in the corner of the room and head into the main hall.
Go up the ladder to the second story and turn to your right.  Continue along
the balconey and go through the door at the end into the waiting room.  Head
through the next door and out into the hallway.  Take a left, go around the 
corner and then plant the bomb and detonator on the wall next to the crashed
helicopter.  Travel down the newly opened hall and through the door at the
end.  

There's a young girl, lying on the desk, dead.  When you go up to her, another
custscene will ensue and you'll get to meet resident madman Chief Irons.  When
the cutscene ends, head through the new door in the corner of the room.  This
next hallway contains a stuffed tiger; go right and through the hall to the
next room.  Hmmm...footsteps.  Follow them.  Pass through an open doorway and
you'll see a switch on the wall.  Turn it on and another cutscene will greet 
you, this time with Sherry.  After the cutscene, grab the first aid spray from
the box in the back of the room and then grab the Secretary's Diary B off the
table.  Once you've done that, head back through the door you came in through
and go back down the hallway to the Chief's office.

Hmmm, he's gone.  Grab the shiny key on the desk.  You've now got the Heart
Key.    

*******************************************************************************

----------------
E. The Heart Key      
----------------

Before leaving the Chief's office, grab the Chief's file off the chair and then
head out of his office and back to the hallway with the crashed helicopter.  Go
down the hallway and take a right.  Go past the door that leads to the waiting
room and go through the door to the crow's hallway instead.  Run forward and
enter the blueish door right in front of you.  Grab the green herb and then
run down the stairs.  There are two more green herbs down here; grab them if 
you have room and then go through the door.

In the next room, grab some handgun bullets from the body and then walk forward
and take a left through an open door.   Go forward and take another right 
through another open doorway to a small office.  There's a zombie right there,
so take him out with your handgun and then go up to the safe.  Pull out your
Police Memorandum from your files and look up the code at the end of it.  Use
that code to open the safe and grab the acid rounds as well as the Police
Station Map.  By now, a couple of zombies should be coming at you through the
opening to the small office where you are.  Take them out one by one as they
come through the entrance.  Once you've taken care of the zombies, go back 
through the opening and take a left.  Go forward through the next opening and
take another left.  Down at the end of this short hall is a locked door.  Open
it with your heart key and enter.  

There are two green herbs to your left; grab at least one of them.  Run down
the hallway until you come to a staircase.  Descend the staircase.  You are now
in the basement area of the Police station.  As you wind down the hallway, 
you'll see a dog at the end of it.  You can either use the bowgun for a quick 
kill or use the handgun if you'd rather.  Also, it's not that hard to run past 
the dogs, so you could do that, too.  Run down the hallway and head to the left
Go through the double doors.  This next area contains a red herb.  Grab it and
proceed forward.  Turn to your left and run forward until you see a manhole. 
Some dogs will jump out at you; keep running and go down the ladder.  Run 
forward and enter the door on your left.  Ah, a save room.  Save if you'd like
and dump any extra items in your item chest.  Once you've finished what you
need to do, head back through the door.  Cutscene time.

After the cutscene ends, you'll be in control of Sherry.  Oh, how fun.  Sherry 
has no weapons, just a first aid spray and a photograph.  Run forward and 
up the elevator.  Outside, there are two dogs right by you.  Run past the first
dog and take a left across the catwalk, dodge past the second dog and go 
through the door.  Run forward and grab the grenade rounds on the floor.  Go
back through the door, dodge the dogs as you run back across the platform and
then take a left.  Go through the door right in front of you.  To your 
immediate right is a sewage disposal map on the wall; grab it.  Now, in this
next room, you have to align the boxes in the bottom, so that when you fill it
up with water, the floating boxes will create a bridge to the other side.  Drop
down the ledge behind the control panel to reach the bottom.  Now, push the
first box that you see straight forward until it hits the wall.  The box just
to the left of that first box needs to be pushed to the right.  Climb on top of
the box and jump off in the left corner; now, push the box to the right so 
it's up against the first box.  Finally, the last box that's kind of sticking
out there needs to be pushed against the wall so that all of the boxes are in
a row.  When you are finished, all three of the boxes should be pushed against
the far wall in a row.  Now, head back up to the top the same way you came 
down.  Go to the control panel and raise the water.  There should now be a 
bridge of boxes across to the other side; cross the bridge and grab the 
Precinct Key on the shelf.  This key (if you haven't guessed by now) is in the
shape of a club.

*******************************************************************************

---------------
F. The Club Key       
---------------

After grabbing the key, head back to the room where you first took control of
Sherry.  Another cutscene will start up, and Sherry will throw the Club Key and
the grenade rounds over to Claire.  Once you have control of Claire again, grab
the key and the grenade rounds from the floor.  Go back into the save room and
make sure you grab the lighter from the item box.  Once you have that, go back
out, take a right and go back up the ladder; dodge past the dogs and go back 
through the double-doors from whence you originally came in through.  Walk 
forward and take a right around the corner.  A licker will immediately come 
scuttling towards you.  Whip out your bowgun and show him who's boss.  Two or 
three shots should do the trick.  Make sure you run up to the licker and shoot 
down before he gets a chance to jump through the air at you.  Go down the 
hallway and there's another licker waiting for you.  Take him out with the 
bowgun as well.

Now, in this hallway, you can do a bunch of stuff that will lead you to a 
booster pack and a sub-machine gun.  Now, as awesome as that may sound, if you 
take the items, you don't get to use them during the B Scenario.  Considering 
the B Scenario is much more difficult than the A Scenario, I would recommend 
leaving the gun and pack for then.  Therefore, there's no need to anything else
in this hallway and you can go back the way you came, up the staircase and back
to the first floor of the police station.  Of course, if you'd rather get the 
stuff now, go ahead and do so, but like I said, I wouldn't recommend doing so.

Once back up the staircase, turn to your right and head around the staircase
where there's a door on your left.  Unlock it with your Club Key and enter.
Walk forward, past the lockers and to the right where you'll find two bunk beds
and a body on the floor.  Grab the Watchman's Diary on the left bed and then
grab the acid rounds on the dresser.

Exit the room and head right down the hallway, and through the door.  In the 
next room, walk forward, take a right, and head through the main police room,
and through the large blue double-doors.  In the hallway beyond, take a right
and then another right around the corner and through the door down the hall.
Remember this hallway?  Yes, we've been here before.  Head straight and take
a left; ignore the first door that you see, but instead take another left,
continuing down the hallway.  Walk down the hallway and enter the next door on
your right.  There's not a whole lot of interest here, just a Journalist's Note
on the table, and a small key.  Return to the hallway, take a right and enter
the strange, artsy blue door at the end of the hallway on the left.  Use your
Club Key for the last time and then enter the room.  

There's a licker right in front of you.  Take out your bowgun and plug some
bolts into him before he has a chance to react.  There's a film on the table; 
grab it if you want.  Now, in the back of the room there are three statues on 
the walls with unlit candles just below them.  In left corner is a large brown 
candle of some sort that can be lit; light it with your lighter.  Then, go to 
the middle statue that says "Number 12" and turn the faucet on, causing a flame
to ignite in the candle.  Now, go to the statue on the right that says "Number 
13" and turn its faucet.  Finally, go to the first statue on the left that says
"Number 11" and turn its faucet.  This should cause the little golden wheel in 
the front of the room to fall off the painting.  Go up and grab the G. Cogwheel
and then exit back to the hallway.  Proceed back down the hallway, through the 
next hallway, and then back into the main hall.

Go down the steps and through the double doors on the left.  Use the item box
and take the crank out, then head back into the main hall.  Head to the back
of the main hall and go up the ladder to the second floor; but before you do,
equip your bowgun.  Right at the top of the ladder is another licker.  If 
you're ready for it, you should be able to blast it with two bowgun bolts
before it can even react.  Now, head to the left and along the balconey and 
then through the double-doors to your left.  When you take a step forward, a
cutscene will show a group of zombies climbing through the windows on one of 
the lower hallways.  Oh joy.

Walk forward and head up the stairs to your left.  Run along the little 
balconey and enter the door to your right.  Remember this door that we ignored
the first time we were up here?  Well, now it's time to enter it.  You should
be back in the main hall, only this time, you're on the third floor.  Head to 
your right and you'll see another licker scurrying towards you.  Use your 
bowgun again (or if you're getting sick of its crappy aim, use the grenade 
launcher).  Once the licker is toast, go through the next door.  In the next 
room, go to the right where you'll find a square hole.  Use your crank to wheel
down a staircase from up above.  Go up the staircase and along the platform 
until you come to a bunch of gears.  One of the gears is missing, causing the 
whole thing not to work.  Put your G. Cogwheel into the mising spot and then 
press the button.  A door to your right will open up.  Go up to it and grab a
piece of the Blue Stone.  Go back down the short staircase and back into the
third floor of the main hall.  Go back into the gallery room, down that 
staircase and through the double doors to the second floor of the main hall.
Travel along the balconey back to the Waiting room.  

Now would be a great time to save as your first boss battle is coming up real
soon.  Drop off your lighter in the item box and grab the serpent stone, the
eagle stone, as well as some acid rounds and the other red jewel you have.
Once you've done that, go through the door to the hallway with the crashed
helicopter.

Take a left, around the corner and go past the helicopter and through the door
to the right.  This is the room where you found the Diamond key.  In the back
of the room, on both sides of the Tyrannos statue are two woman reliefs.  Drop
the red jewels in these reliefs to release the other piece of the blue stone;
grab it and combine the two pieces together to form the Jaguar Stone.  Now that
you have the three stones, retreat back into the hall, go down the bombed
passage and into the Chief's office.

When you arrive at the office, a short cutscene with Sherry will start up.  
When it ends, go back around the chief's desk and you should see a picture on
the wall.  Press the button below the picture to reveal 3 open spots where your
stones can fit.  The inscription reads:  "The sacrifice dies by the claw of the
jaguar.  Its blood forms a serpent that poisons the earth.  An eagle glistens,
bathed in blood.  And the gateway of doom will open."  Put your three stones 
into their place and open the gateway of doom.

Go through the newly opened passage and grab the Mail to the Chief.  Run 
forward and you'll find an elevator that goes down.  When you try to use it, a
cutscene will start up with Sherry, and then you'll descend.
  


                          Boss 1: William's Offspring
                          ---------------------------

At the bottom of the elevator is a rather creepy corridor.  When you walk 
forward, a cutscene will start up, showing the old Chief being implanted by
some strange creature.  Proceed forward, undaunted and through the door at the
end of the passage.  The next room contains a cutscene.  I'll let you see what
happens for yourself.  

Once that particularly wholesome cutscene ends, go forward a little bit and
grab the extra acid rounds on the stool.  Once you have those, go down the 
ladder in the corner of the room.  When you reach the bottom platform, a
cutscene will start up, introducing William's offspring.

Once the fight starts, arm your grenade launcher with acid rounds; 
it's always nice to end the battle as quickly as possible.  Now, William's 
offspring is fairly slow and his most damaging attacks can only be done when 
he's close to you; therefore, don't let him get anywhere near him.  Stay a 
couple of arm's lengths away from him and blast him with a couple of acid 
rounds.  As he gets closer to you, run past him and start blasting him again.  
If the offspring gets too close to you, it will swing its huge arms and slash 
you with its claws; avoid that.  

Also, the offspring likes to spit bugs at you; this can be a huge nuisance and 
can even do serious damage if you're not careful.  When the bugs are comming at 
you, don't shoot them with the grenade launcher as that's a waste, but instead 
switch to your handgun, quickly mow them down, and then switch back to the 
grenade launcher and continue firing at the offspring.  Roughly five acid 
rounds should kill him.  If you can get the shots off quickly and keep the 
offspring from getting too close, you may be able to kill him without worrying 
too much about the bugs.  Remember, keep your focus on the offspring, and don't
get too carried away worrying about the bugs.

After you've dispatched the offspring, go back up the ladder you came down,
through the chief's little "hideout" and back up the ladder to Sherry.  Once
you have her, backtrack down to the bottom platform, and use the button to 
lower another ladder from above; go up the ladder and enter the sewers.

*******************************************************************************

-------------
G. The Sewers
-------------

Once up the ladder, turn to your left and go forward.  In the next cutscene,
you'll see William stalking about on the platform above you, and Claire and
Sherry will run through the next door.  In the next room, Sherry falls down
a gutter and now you take control.

Run forward and go left on the ledge and out of the water.  Go forward and
through the door to your right.  In the next room, turn to the left and you'll
see a zombie standing there.  Run past him, and you should see a little grate
on the wall near the floor; go through it.  The next tunnel contains a group
of bugs.  Run past them and through the next grate.  Go forward and grab the
Wolf Medal.  Sherry will fall through the garbage opening, leaving her 
comletely vulnerable to William.  

Once back in control of Claire, run forward and jump up on the ledge to your
right; grab the blue herbs and go through the door.  Ah yes, a save room.  Save
if you'd like and heal yourself from your previous battle if need be.  Grab the
Sewer Manager Fax on the table and make sure you grab your Valve handle from
the item box.  Once you have that, unlock the warehouse door with your lockpick
and go down the ladder.  Remember this area?  This is where you just were as
Sherry.  Go around the first group of shelves and take out the lone zombie
with your handgun.  Grab the bowgun bolts off of one shelf and the grenade
rounds off of another.  Once you have those goodies, go back up the ladder to
the save room.  Grab the handgun bullets from the bag on the table and then
go down the small, red elevator in the corner of the room.  

Run forward and take a left.  Grab the Sewer map on the wall and then head
through the door.  In the next area, drop down into the water and take a left.
Jump up on the small platform and grab the flame rounds from one of the bodies.
Drop back down into the water and take a right, past the ladder and take a
left at the intersection.  Watch out for the big spiders on the walls; it's
easier to just run past them than it is to try and shoot them.  If they drop
poison on you, use a blue herb to heal yourself out of the poison condition.
Go through the door, dodge past the spiders in this next room and then go 
through the door to your left.  The next room contains some blue herbs in case
you were poisoned.  Go along the walkway and you'll meet the charming Annet
Birkin, mother of Sherry.  Enjoy the next cutscene.

And, now you know about William.  Uh oh, Sherry's in trouble.  Travel along the
walkway and use the valve handle on the oil pressure data transmitter to bring
the catwalk down to you.  Advance to the other side, grab the green herbs and 
the flame rounds and save if you'd like to at the typewriter.  Before you go 
through the door, though, use your valve handle on the Oil pressure data 
transmitter on this side.  That way the platform is back up above and you can 
cross when you get up there.  Once you've done that, head through the door.

Travel along the long tunnel until you come to Sherry lying inert in a pile of
trash.  And then whoaomg! bam! a ginormous alligator comes screeching out of
the water at you.  I don't think the alligator is much of a boss, considering
he's so damn easy to kill.  But, then again, if you don't know how to kill him,
he's impossible to kill, as he will suck up any bullet you shoot at him without
harm.  So, as soon as the alligator jumps at you, turn and run back down the
tunnel.  See that glowing red light on the side of the tunnel.  Go up to it
and press A.  This will cause a canister to fall into the tunnel.  Go around
the corner, turn and wait for Mr. Alligator to come.  Oh look, he's got the
canister in his mouth; what a genius!  One shot from your handgun will set off
the canister/bomb, causing the whole alligator to go up in a shower of fire
and blood.  Problem solved.

After annihilating the gator, head back down the tunnel towards Sherry.  
Release the electronic lock and go through the door.  Run through the shallow 
water  (how the alligator fit in that small pool of water without being seen is
beyond me).  Bad news, Sherry is sick and it looks like she's been impregnated
by William.  Ew.  Grab the Wolf Meda and then climb up the ladder to the second
story.  Cross the catwalk and take a left.  Head up the ramp and grab the Eagle
Medal and the Sewer Manager Diary.  Head back down the ramp and past the 
catwalk.  Use the valve handle on the fan regulator to stop it for a brief time.
While the fan is stopped, head up the ladder, through the shaft and down the 
other ladder.  Take a left through the water and then take a right; head 
through the door.   Some zombies will wake up in the water; just dodge past 
them.  Proceed forward and head toward the door with the water fountain in
front of it.  Right before it and to the right is a console.  Drop the Wolf and
Eagle Medals in the console to stop the flow of water.  Head through the newly
opened door.

Head down the one-way passage and through the next door.  Run forward and take
a right.  You'll see a sky-tram right in front of you.  Head to the right of
the tram and turn on the power to the tram.  Go around and enter the tram.  The
tram will start moving backwards, and then come to a stop; exit the tram onto 
the platform.  To your left is a flare-gun.  Use your lighter to start it up.  
The flare will illuminate a sparkling object on the ground.  Grab the W. Box 
Key.  If you don't have your lighter with you, you can still grab the key.  
It's on the floor just to the right of the flare gun.  After that, head through
the next door.

Run forward until you see a left turn.  Wait at the turn and a zombie should
come around the corner; take care of him with your handgun.  Step out into the
cross-hallway and kill a couple of zombies to your left and right.  Head to 
your left, but be careful around the next curve, as there's a zombie waiting
for you.  Shoot him and then grab the Spark Shot from the corpse.  This gun
shoots powerful bolts of electricity at your enemies.  Boo ya!  Head back
down the hallway and through the new door.

You'll be in another set of hallways similar to the one you just came form.
Proceed forward and wait for the zombie to come around the corner.  Snipe the
other zombies as they come into your view.  Be careful around the corners; the
last thing you need is to run right into a waiting zombie's arm.  Once in the
junction, take a right; shoot the other zombie as your turn the corner and grab
the couple of green herbs.  After grabbing those, proceed down the hallway to
the ladder.  

Joyousness!  A save room!  Make sure you save here, as there's another boss
coming up.  Also, drop off your valve handle in the item box; you won't need it
for a little bit.  Also, make sure you grab the flame rounds and the grenade 
rounds on the console, as well as the first aid spray in the cabinet.  When 
you're done with the save room, exit through the door to the outside.  

Turn to the left and up against the crates is a bag of handgun bullets that you
should grab.  Isn't the music so incredibly creepy in this area (random).  
After grabbing the bullets, turn around and head towards the tram; but first,
grab the Factory Map on the wall to the right.  Head along the left side of the
tram until you come to a control panel.  You need a key to activate it, so jump
up the ledge and enter the tram.  Walk forward into the next compartment and
grab the shiny key to your right.  Exit the tram and use your Control Panel key
on the control panel, and then push the activation switch.  The tram will start
to depart and Claire and Sherry should jump on it; a cutscene will follow 
showing the tram start to descend into the labs of Umbrella.


                           ------------------------
                           Boss 2: William (form 2)      
                           ------------------------

Your tram ride will be going all peachy-fine until Sherry collapses sick on the
bench.  The embryoes are pupating (gross), so you'd better hurry.  To make
matters worse, something evil (William perhaps?) just landed outside the tram.
Well, apparently, you need to go outside and investigate, despite your better
judgements.  Equip your grenade launcher with acid rounds (or you can use the
spark shot) and exit the tram.  Your ride won't end until you've dealt with the
menace outside.  Oh, and before you go, there's some flame rounds next to the 
lockers in the tram; you might want to grab those.

Step out of the tram and onto the platform.  Whoa, what was that noise?  
Proceed around the tram until William chucks a pipe at you.  You should now get
your first good glimpse of William.  Ugly, isn't he?  After William 
dramatically grows another head and a huge-ass new claw, he will leap from the
top of the tram, swinging at you.  The battle music starts up and you're off.

The first thing you need to do is put some space between you and the monster.
Quickly run around the back of the tram to the other side and wait for William
to come around.  When he does, blast him with the grenade launcher a couple of 
times and then immediately run around the next corner.  You don't want William 
anywhere near you; those claws can do some nasty damage.  William moves slowly 
for the most part, but as soon as you're within claw reach of him, he will 
lunge at you and gut you like a fish.  By all means, don't let him get close.  

Wait on the opposite side of the tram as William appraoches; shoot him a couple
of times and then run past him.  When you run past him, run around him on the
side that is claw-less.  You want to avoid that claw as much as possible and
running at that side makes him much less likely to swipe you as you go by.  
Once back at the other side of the tram, wait for William to come around again
and pump rounds into him until he dies.  Roughly ten to twelve acid rounds 
should be enough to take him down.

Once you've defeated William, head back into the tram and tend to Sherry.

*******************************************************************************

--------------------
H. The Umbrella Labs
--------------------

When you reenter the tram, it will reach the bottom:  the Umbrella Labs.  The 
next cutscene shows Claire carrying Sherry into a control room and putting her 
on a bed.  When the cutscene ends, grab the green herb on top of the cabinet, 
as well as the acid rounds on the desk.  In the first locker are also some 
flame rounds that you should definately grab.  There's also a typewriter, and
some ink ribbons, so save if you need to.  Make sure you have at least two 
empty spaces in your inventory before you depart.  Leave the room when you're 
finished.

For the rest of the game, you'll be deep in the recesses of Umbrella's secret
laboratories; difficult enemies lurk around every corner and many of them have
become stronger than before.  Once out in the main shaft, take a right and head
through the sliding door.  The next area consists of a system of catwalks that
meet in a center console.  Walk across the first catwalk and take a right down
the passageway with a red light over the opening.  Cross that catwalk and enter
the sliding door at the end.  Proceed up the hallway and take a right.  Enter
the door at the end of the passage.  

This next room contains some creepy tentacles in the corner.  Don't get too 
close or they may hurt you.  There are also some blue herbs in the room if you
ever get poisoned.  Grab the User Registration file on the bench as well as the
Laboratory Security Manuel next to the computer.  There's also some bowgun 
bolts in the lockers if you want them.  Go over and torch the tentacles in the 
corner with your flame rounds.  This should open up a shaft; go through it.  
Proceed forward very very carefully.  The screen should shift and you should be
able to see two "advanced" lickers crouching on the floor, waiting for you to 
get close.  Equip your grenade launcher with acid rounds and aim right in 
between the two of them.  Unload on them.  The two lickers should both get
shot and they should fall backwards.  They'll leap up and you should shoot both
of them again.  Repeat the process one more time and they both should die.
Grab the two packs of grenade rounds in the corner, unlock the door and head
back into the hall.  

Go back through the sliding door, across the catwalk, and this time, head 
through the passage with the blue light over the archway.  Head down the 
catwalk and enter the sliding door at the end of it.  Run forward and take a 
left.  Enter the double doors at the end of the hallway.  Walk around the 
corner in this strange room and grab the black Fuse Case that you see.  Go up
to the blue computer screen and use the Fuse Case.  Grab the Main Fuse that
will soon pop up.  Grab the first aid spray on the barrel and then exit the
room.  

Head back through the hallway, through the sliding door, across the catwalk and
back to the center.  In the middle of the center area is a huge breaker system
that regulates all the power in the lab.  Put the Main Fuse in the breaker 
system to start up power across the lab.  Turn around and head down across the
catwalk with the red light.  
  
Walk forward and open the shutter to your left.  Two killer plants will emerge;
equip your flame rounds and torch the suckers to death.  If you get poisoned,
you can use the blue herbs in the door down the hall.  After you kill the two
plants, head down the new passage and through the door.  There's another plant
right there; torch it as well.  Grab the green herbs and heal if necessary.
Once you've done that, descend the ladder and head through the next door.

In the next corridor, you should be able to hear the breathing of a licker.
Equip your acid rounds and proceed carefully.  Turn around a couple of corners 
until you see a green herb at the end.  As you walk forward, a licker will fall
from the ceiling.  Heart attack?  Yes, I know.  Annihilate it with your acid
rounds (or the flame if you're out of acid).  Two more lickers will now come 
scurrying down the hall.  Point your grenade launcher at them and take them 
both out.  Hopefully, you'll be able to hit both of them with each shot.  Once 
you've killed the three lickers, head forward and grab the green herbs.  Turn 
to the left and head down the corridor and through the sliding door.  

Follow along the path and you'll come to a typewriter and an item box.  Save if
you need to; dump the items you don't want and grab the the Weapons Box Key 
that you picked up earlier.  Head down the hallway and take a left.  There's a
red herb in the corner; grab it if you want and then head through the double 
doors.  Go up to the locker with the blue light above it and unlock it with the
Weapons Box Key.  Grab the grenade rounds inside.  Once you've grabbed the 
rounds, head through the automatically opening door and shoot the zombie that's
in front of you with your handgun.  Take a left and the next door should open 
for you; there's a zombie right there, so run back a little ways and then shoot
him.  Now, in the next room, you should have some room to maneuver, so dodge 
past the zombies and head towards the back of the room.  On one of the counters
is something shiny.  Go up and grab the Lab Card Key.  Now turn around, dodge 
past the zombies, go through the automatically openening doors, and back 
through the double doors to the hallway beyond. 

Cutscene time!  Annet's going crazy.  William shows up, so she decides to run
and greet her husband.  Well, I'll let you see for yourself what happens.  In
her dying moment, Annet will give you a file on how to prepare the antidote.
You might want to read that.  After Annet throws in the towel, the self 
destruct sequence is activated.  

Now, in that room down the hallway, you can register your name on the computer
and use it to scan your fingerprint for a door up on the first floor.  Since
you need two people to complete the process to unlock the door, you won't be
able to complete it until the B Scenario.  Your reward for all that work?  
Three lickers and a submachine gun.  It's not really worth the effort if you
ask me.  If you're curious, go through the door, shoot the big moth and type in
"Nemesis" on the computer to register your fingerprint scan.  Once you've done
that, head back out into the hallway.

If you didn't do the fingerprint scan, go forward and through the sliding door.
Go through the next room and when you go past the cameras, Claire will spot 
Leon, call him and ask him to go and fetch Sherry.  Once again, Leon is 
clueless.  After the cutscene, continue through the next sliding door.  When 
you walk forward, another of those pesky lickers will drop through the ceiling 
scaring you half to death.  Pump a couple of acid/flame/grenade rounds into it 
and then continue down the hall, to the right and through the winding hallways 
to the next door.  Go up the ladder and throught the next door.  Go around the 
corner to the right, nuke the plant with your flame rounds, and go through the 
sliding door that leads out to the catwalks.

Walk down the catwalks, take a right down the blue catwalk and head through
the sliding door.  Walk forward and use the card key to unlock the door right
in front of you.  Discard the key when you're done and enter the door.  Grab
the grenade rounds to your right as well as the Vaccine Cart.  Dodge (or 
shoot) the first zombie you see and run up to the red console and turn on the
lights.  Go down to the newly lit area where you'll be assaulted by a group of
zombies.  Here's a good time to whip out your grenade rounds and do some
serious damage.  Grab the shining MO Disk and then go up to the computer and
insert your vaccine cartridge.  Over by where you found the MO Disk is a switch
to start up the RAM.  Turn it on.  Once you've done that, go up to the computer
screen where you dropped the vaccine cartridge and grab the new Base Vaccine.
Now that you have that, leave the room.  

Turn around and head through the short passage to the right where the 
fingerprint console was.  If you went and got your fingerprint verified, it 
should work this time.  Unnfortunately, you need someone else to help you
through the door, so this will have to wait until the B Scenario.  Head back
through the sliding door back out to the catwalks.  Head down the red catwalk
and  head through the sliding door.  

Head left and flame the plant to death, and then go through the door.  Head 
down the ladder and through the next door.  Eww, naked zombies.  Take care of 
them with your handgun (running out of bullets yet?).  You can also dodge the 
zombies if you're feeling confident.  Run past the zombies and continue 
straight down the corridor and through the door at the end.  Continue through
the monitor room and through the next door.  Run past Annet's body and take a
left; go through the double doors.  Turn right and go through the automatically
opening doors and into the lab.  If you didn't kill the zombies the first time
you were in here, you'll have to do it again.  Go to the far back corner of the
room where you'll find a vaccine synthesis machine.  Insert your base vaccine
into the machine and press the switch.  You'll grab the completed vaccine when
it's done.  Now that you have the vaccine, backtrack through the double doors,
along the hallway and into the monitor room.  Make sure you save at the 
typewriter, and also grab your grenade launcher and all of the rounds you have
left, along with some herbs and a first aid spray or two.  Once you've done 
that, continue through the door, down the hall, and put your MO Disk in the 
console to the right.  This should open up a passage.  Head down the hall and
through the double doors to your left.  You are so close to the end, you can
almost tast it.  But first:  


                       Boss 3: William (forms 4 and 5) 
                       -------------------------------

When you enter the next room, you'll have only 5 minutes until detonation.
Fortunately, that's plenty of time.  Run forward where you'll encounter an
elevator shaft.  Just to the right of it are activation switches.  Activate the
elevator shaft.  Uh-oh.  Down out of the ceiling drops good old William, not 
quite done and still ready to play.

William will be in his 4th form when he drops down.  He walks on two legs, yet
hosts a plethora of claws to kill you with.  The same strategy from your 
earlier battle with William applies.  Don't let him get close enough to slash
you.  Use the large bottles to your advantage; keep running around them and 
firing your various grenade rounds at him.  Start with your acid rounds and if
you run out of those, use flame rounds, and if you run out of those, grenade
rounds.  If you completely run out of grenade rounds, use the spark shot or the
bowgun.  After a short while, William will start to mutate once again.

William's fifth form is on four legs and somewhat resembles a strange, demented
dog.  William becomes much faster and he will also leap through the air at you,
sometimes even clearing the large bottles across the room.  Run away from him
and shoot him with the grenade launcher before he gets a chance to jump.  Never
shoot when he's real close, and most of the time, you won't have enough times 
to shoot him twice before he gets you.  So, you should run around the room, 
using the bottles as cover.  Shoot at William once from a distance, and then 
take off running before he has a chance to get close to you.  If he starts to 
jump, move right away.  William also likes to run at you very fast.  If you 
position yourself next to the bottles and the wall, you can hit him with the 
grenade launcher as he runs around the corners at you, stopping him in his
path.

If you're having problems with William (he's just too damn fast for you and 
you're just too damn slow), there's always the "take-it-like-a-man" (woman for
Claire) strategy.  This strategy only works if you have a few first aids.  Two 
is usually good, three just to be sure.  In this strategy, when William morphs 
into form five, pull up your grenade launcher, stand your ground and start 
pumping as many rounds into him as fast as you can.  In this strategy you don't 
move, but rather let him hit you as you constantly shoot at him.  Use your 
first aids to heal, and keep on shooting.  If you don't have any first aids, 
this strategy isn't going to work as you're going to die very quickly.  If,
however, you have 3 first aids, you can usually outlast him with your grenade
launcher, particularly if you have a ton of acid rounds.  Just stand your 
ground and keep shooting.  Good luck.  Use whatever strategy works for you.  
The main problem with William is trying to get the shots off before he mauls 
your ass.

After you've defeated William (yay!) head into the elevator and start 
descending.  Once you've reached the bottom platform, follow the passage down
to the train.  Now, sit back and watch the final cutscene.  Claire will jump 
onto the train with Leon and Sherry just as the place goes up in smoke.  
Claire administers the antidote to Sherry and it looks like Sherry is going to
be ok.  Leon says it's over, but Claire vows that she will indeed find her
brother.  Claire and Sherry hug and the game ends.  For now.

Cue the credits.

After the credits, a screen will come up with your ranking.  This all depends
on the amount of time it took you, the ammount of times you saved, and the
healing items you used.

After that, you will get the chance to overwrite your Saved game file.  Do so 
and Leon B will start up.  That's right; it's now time to go through the 
survival adventure as Leon.

*******************************************************************************

                                  ----------
                                  IV. Leon B   
                                  ----------

Ah yes.  Here we go, time for the B Scenario.  Now, the B Scenario is basically
the continuation of the story in the A Scenario.  Therefore, everything in 
Claire A corresponds to Leon B.  Together, they create one "view" of the story 
in the game.  Scenario B starts out where Claire A started out:  in the streets 
where their car crashed.  The main difference between the scenarios is that the
B Scenario is more difficult.  Also, there's the ridiculously annoying 
presence of Mr. X, who will stalk you throughout the game.  And without further
ado, let's start up Leon B.  Watch the little video at the start of the new
game.  It'll introduce Leon, the other survivor of Raccoon City.

----------
A. Streets
----------

Just like Claire A you start in the middle of a burning street, only this time
you're on the opposite side of the wreckage.  Run forward and dodge past the
first two zombies you see.  There's a Mercenary's Log in the hotdog stand; grab
it if collecting files is your thing.  Continue down the street, past two more
zombies and through the gate to your right.  In the next area, you'll see a 
zombie to your left; ignore him and head right, past the two zombies you see
there and into the little room beyond.  Grab the Cabin Key and exit the room.
Dodge past the three zombies (there's lots of room to do so) and unlock the far
door with your cabin key.

Remember this room?  To your left on the desk is a typewriter and some handgun
bullets.  Save if you wish and then continue forward through the next door.  
Dodge past the first three zombies that you see (by now you should be quite 
good at dodging zombies) and take a right.  Dodge past the next two zombies 
that you see and head up the stairs.  A cutscene will ensue and you will get to
see how the burning helicopter ended up on the roof of the Police Station.

*******************************************************************************

-----------------
B. Police Station
-----------------

You can't do anything about the burning wreckage until you get the Valve 
Handle, so head through the door instead.  Grab the green herb right in front
of you and take a right down the hallway.  It's the crow hallway and it looks
like the crows have already broken through.  Follow the hallway until you come
to a body full of crows.  Pull up your handgun and start sniping the little
buggers.  Keep shooting until you've killed them all and then grab the handgun
bullets from the body.  Continue down the hallway and take a left through the
first door that you see.  Once back outside, grab the green herb and head down
the stairs.  There are two more green herbs at the bottom; grab them if you 
have room and then head through the door.

In the next room, grab some handgun bullets from the body before proceeding.
Head down the hall, take a left through the opening and then turn to your 
immediate left.  There in the corner, you should see the Valve Handle.  Grab it
before any zombies get a chance to get near you.  After you've grabbed the 
handle, head back the way you came, through the door, up the stairs and back 
into the crow hallway.  Take a right, past the body and wind down the hallway,
through the door at the end, and back outside to the roof of the police 
station.  Go up to the water pressure valve and release the pressure using your
valve handle.  This should douse the flames around the helicopter.  Go up to 
the smoldering wreckage and grab some shotgun shells.  Once you've done that, 
head back through the door to the crow hallway.  But first, a cutscene.

Uh-oh, this doesn't look good.  Some kind people in a copter decided to drop 
you a little gift.  That gift is Mr. X and he is a royal pain in the ass.  He
will now assault you throughout the rest of the game.  He's a huge tyrant that
likes to pummel you with his arms if you get too close.  He walks slowly, but
is sometimes prone to bursts of speed where he'll run right at you.  The best
strategy is to simply dodge past him when he appears, hopefully not getting 
hit, but if you do, usually only once.  After the cutscene, head through the
door to the hall beyond.  Large rubble will fall from the ceiling, blocking 
your backwards progress.  Footsteps are coming towards you.  Proceed down the
hall, around the corner and there he is!  Cue the music.  Run past Mr. X, 
as fast as you can, hopefully avoiding his arms.  If Mr. X starts to raise his
arms in the air, get out of the way as quickly as possible.  Sometimes when you
run by him, he'll reach out and smack you with his arms.  You don't want that,
so try to run by as quickly as you can.  Run past Mr. X (he isn't worth the
bullets at this time), down the hallway and through the brown doors to the next
hall.  Walk a little ways (ignore the licker) and enter the door on your left.
Here's the first "save room."  Grab the Secretary's Diary A, some handgun 
bullets, and a small key; drop the knife and the valve handle into the item box.
Save if you like and then head through the next door into the main hall.

You're on the second floor of the main hall; run along the balconey until you 
come to the emergency ladder.  Lower the ladder and descend to the first floor
of the main hall.  Go up to the center console and grab the shotgun on the 
desk.  Once you have the shotgun, go back up the ladder, take a right and 
return to the waiting room.  Go through the waiting room and back out into the
hallway where the licker was.  Turn to your left and he'll be either on the 
floor or crawling along the wall.  Take out your shotgun and blast him a 
couple of times.  What's this?  There's another licker coming around the corner
as well.  Take him out with your shotgun and then proceed forward, around the
corner, past the helicopter wreckage and through the door to your right.    

Once inside the storage room with the statue of Tyranos, run up to the reddish 
box on the left and grab the glittering key:  the Blue Card Key.  After you've 
taken the key, turn around and as you head out of the room, a licker will crash
in from the skylight above.  If you haven't noticed already, the B Scenario is
also crawling with lickers.  Take out your shotgun and destroy this licker as
well.  Once you've taken care of the pest, go back through the door, head down
the hallway, through the waiting room to the upper floor of the Main Hall.

Now, in the Leon B Scenario, the Spade Key is entirely optional.  It only opens
one door, and that door contains nothing but a couple of files and a first aid
spray.  Therefore, there's absolutely no need to get the key.  Since you don't
need to get the key, you also have no use for the unicorn medal.  Therefore,
simply go down the emergency ladder to the first floor.  If you want to get the
unicorn medal and the key, you can continue along the balconey, take out the
crowd of zombies and grab it at the end of the balconey.  Not worth it if you
ask me.  

On the first floor of the main hall, go up to the computer console and put in
your blue card key to open up a variety of doors in the main hall.  Once you've
done that, go through the double doors on the first floor.  Kill the first 
zombie you see and then grab the Polic Memorandum on the bench.  There're 
another couple of zombies shuffling about in he back of the room; take them out
with your handgun and then unlock the small desk in the corner with the small
key you got on the second floor and grab the shotgun shells.  Once you've done
that, head through the door to the next hallway.  If you used the cord here in 
the A Scenario, the hallway windows should be properly shut.  Grab the handgun
bullets from the headless corpse and ignore the door to your right.  Pick up 
the green herb at the end of the hallway if you have room and then go through 
the door at the end.

Continue down the boarded up hallway and as you turn your first corner, two
zombies will burst through, probably giving you quite the heart attack.  Take
out the two of them with your handgun and then go through the double doors to
your right.  Here in the conference room, you can get the Operation Report on
the table.  Head through the back passage into the closet and use your lighter
to light the fireplace and grab the red jewel that comes out of the painting.
Once you have the jewel, head back out into the hallway and continue to the
right.  Go through the next door, past the staircase and through the door on 
your right to the dark room.  Also, grab the two green herbs out by the 
staircase and drop them, along with the red jewel in the item box.  Save if you
wish and then head back through the door and up the staircase to the second 
floor.

Go along the second floor hallway and you'll once again come to the statue 
holding the red jewel in its fist.  Just like before, you need to position the
two statues so that they are both pointing towards the center statue.  Move the
red statue over to the side the blue one's on and into the darkened tile.  
Move the blue statue to the opposite side and put it in the darkened tile over
there.  The two statues should be facing the middle statue and the jewel should
come out; go and grab it and then head through the door.  If you're having
trouble understanding me, consult my beautiful (ha) drawing up in the Leon A
section.

The next hallway hosts a pack of zombies, all coming at you.  Whip out your
handgun, take a stand, and shoot them as they come down the hallway at you.  
Once the zombies are taken care of, enter the first door to your left.  Turn to
your right and grab the Magnum out of the weapons locker.  Sweet!  Also, grab
Chris's Diary on the desk in the same location you got it in Scenario A.  
There's also some handgun bullets in the front of the room by the RPD insignia.
When you leave the STARS room, turn to the left, continue donw the hallway and
enter the door at the end.  Here you'll meet Sherry in a cutscene.  She'll run
down the hall and slide under the boarded door.  She drops something shiny on
the floor.  Go up and grab it; it's the Diamond Key.

*******************************************************************************

------------------
C. The Diamond Key
------------------

Before you head back down the hall, grab the shotgun shells by the open area
to your right.  When you go back down the short hall, a cutscene will start up
with Claire.  Remember this from Scenario A?  When the cutscene ends, go down
the short hall to your left and through the door.   

When you step forward in the gallery room, to your evident displeasure, the
shutters in the licker hallway will fail you, and a large group of zombies now
call that place home.  Go up the gallery staircase and travel along the 
balconey until you once again fall through to the first floor.  Examine the
bronze plate to see how to move the shelves and then press the red switch to
move the first shelf and allow you to escape.  First, move the furthest shelf
to the left one space to the right.  Then, move the second furthest shelf to
the left one space to the right.  This should cause the bronze plate to open.
Go and collect the Bishop Plug.  Exit the gallery through the double doors
and out to the second floor of the main hall.  Take out any zombies in your way
and then go along the balconey to the Wating Room and drop the Bishop Plug, the 
red jewel, and the magnum (you don't need it until later) in the item box.  Now
head back out into the main hall's second floor and return to the gallery via
the double doors.  

Go through the single door to your left and follow the hallway straight and
then to the left; go through the door.  Travel through the next hallway, 
through the door at the end, past the statues, along the next hall and down the
stairs.  A group of zombies will rudely greet you, so whip out the shotgun and
take most of them down.  If you try to use your handgun, you'll probably get 
hurt by the first wave of zombies.  So, fire a couple shells of the shotgun to 
take the first two down and then switch to your handgun and take down the rest.
Once you've dispatched the zombies, head to your left and go through the second
door to the right.  Use your diamond key to unlock it and enter the threshold 
beyond.

Ah, no zombies this time.  You can go around to the back lockers and grab some
film if you'd like.  Otherwise, head forward and open a locker to your right to
get some shotgun shells and then head through the next door.  Take out the 
zombie to your left, and then take out the one in front of you and slightly to 
your right.  There are three more zombies in the room, so take them out too, 
one at a time with your handgun.  Go up and grab the handgun bullets from the 
locker, as well as the small key on the desk, and the green herb by the door 
you came in through.  Go through the opening to the little side office and grab
the Heart Key on the desk.

*******************************************************************************

----------------
D. The Heart Key  
----------------

Once you have the heart key, unlock the brown door and head out into the hall.
Go up to the front of the main hall, up the small flight of stairs, to the left
and through the single door.  There should be a zombie right in front of you 
and another to your left.  Whip out your shotgun and fire a shot or two right 
into the face of the first zombie.  Run over to the corner where he was, turn
around and take out the other zombie coming at you.  Switch back to your 
handgun and take out the rest of the zombies in the room as they come lumbering
towards you.  Walk forward and around the corner to your right is another 
zombie that you can easily dispatch with your handgun.  Grab the green herb and
heal if necessary.  Continue down the hallway and through the brown door at the
end of it.  Head forward down the next hallway, take a left and unlock the gray
door right in front of you.  Discard your Diamond Key and enter the room.  Grab
the Rook Plug on the shelf and the first aid spray on the table.  As soon as
you grab the first aid spray, a licker will come bursting through the glass.
Equip your shotgun and pump him with a couple of shots.  After you've taken 
care of the licker, head back out into the hallway and take a right.  
Go through the next door to your right.  There's another licker hanging from 
the ceiling in here.  Take out your shotgun, aim up and drop him from the 
ceiling.  As he runs on the ground towards you, shoot him twice more to kill 
him.  Grab the handgun bullets on the shelf and then go back into the hallway.
Head left, then right and back through the door.  Once in the next hallway, go
through the large double blue doors to your right.  

Immediately, run forward past the zombies to your left.  Keep running, ignore
the next zombie you see, and run into the little office to your left.  Grab the
handgun bullets off the desk and then pull out your files.  Look up the Police
Memorandum and use the code on the file to unlock the safe in the corner.  Grab
the shotgun shells and the police station map.  Run back out of the little 
office and take a right.  Hopefully, the zombies you left behind haven't caught
up to you yet.  If they have, shoot them as they try to come through the small
door to the office.  Run through the next opening and take out the zombie that
you see right there.  Take a left and unlock the door with your heart key.

This next hall may or may not contain a bunch of zombies, depending on what you
did with the cord in the A Scenario.  If the room is full of zombies, take them
all out with your handgun as you proceed down the hall.  At the end of the hall
go down the stairs to the basement of the police station.  Travel along the
corridor until you come to a junction.  Man, more zombies!  Ignore the zombies
to your left for now and focuse on the ones to your right.  Take them out with
your handgun and then go through the first double doors you see to your right.
There's a green herb to your right if you need it, and then head to the back
corner of the room where you'll find a Reserve Power Control Panel.  Move the
switch up, down, up, down, and up to get the correct power supply.  Once you've
done that, head back out into the hallway and take a right.  There's another
zombie down at the end; take him out, then go left around the corner and 
through the next door to the Parking Garage.  

When you run forward in the parking garage, you'll get a cutscene and your 
first meeting with Ada.  After the cutscene, help Ada move the truck and then
go through the new door.  Ada will run off in the next hallway; follow her.  Go
around the corner, ignore the first door that you see and continue to the left.
Go throught the gated door at the end of the passage.  The first cell to your
left contains a couple of herbs:  green and blue.  The next cell contains a 
person:  Ben to be exact.  After that thrilling cutscene, your map will pop up
showing you where to go.  First, grab the Manhole Opener from the shelf and 
then head back through the gate.  Turn to your right, run forward and enter the
first door on your left.

Go right around the corner and then run forward to the manhole.  Open it with
your manhole opener and then descend the ladder to your first glimpse of the
sewers.  Run along the sewer passage, ignoring the giant spiders unless they're
in your way on the ground.  If that's the case, take them out with a couple of
shotgun shells.  If they hit you with you're poison, you'll need a blue herb
to cure the poison condition.  At the end of the passage, go up the stairs.
Head forward and into the door to your right.  Ah, how nice!  A save room.  To
your right is a blue herb.  Use it if you were poisoned.  Grab your Rook and 
Bishop Plugs from the item box, save if you wish, and then return back out 
into the hallway.  Go left and through the door right in front of you that 
leads into the septic pool roomm.  Run along the center catwalk and to your 
left is a panel to release the locked door.  Put the two plugs into the panel.
You still need two more to unlock the door, so head back out into the hall.
A cutscene should start up with Ada.  Leon will introduce himself, and then he
boosts Ada up through a passage.  When Ada drops down on the other side, she'll
see Sherry, who turns and runs.  Sherry, however, drops a pendant with a family
photo inside, and Ada is nice enough to pick it up.

Run forward and through the door.  Outside, there is a zombie to your right.
Take him down with your handgun.  Proceed forward, turn to the right and you'll
see another couple of zombies coming towards you.  Take them both out with your
handgun as well.  Run across the platform and take a right.  There's a reddish 
elevator in this room; descend to the bottom floor.  Grab the shotgun shells on
the floor and then head back up the elevator.  Run back outside, take a right 
and enter the new door.  To your immediate right is a sewage disposal map on 
the wall; grab it.  Now, in this next room, you have to align the boxes in the 
bottom, so that when you fill it up with water, the floating boxes will create 
a bridge to the other side.  Drop down the ledge behind the control panel to 
reach the bottom.  Now, push the first box that you see straight forward until 
it hits the wall.  The box just to the left of that first box needs to be 
pushed to the right.  Climb on top of the box and jump off in the left corner; 
now, push the box to the right so it's up against the first box.  Finally, the 
last box that's kind of sticking out there needs to be pushed against the wall 
so that all of the boxes are in a row.  When you are finished, all three of the
boxes should be pushed against the far wall in a row.  Now, head back up to the
top the same way you came down.  Go to the control panel and raise the water.  
There should now be a bridge of boxes across to the other side; cross the 
bridge and grab the Precinct Key on the shelf.  This key (if you haven't 
guessed by now) is in the shape of a club.

*******************************************************************************

---------------
E. The Club Key       
---------------

After grabbing the key, head back to the room where you first took control of
Ada.  Another cutscene will start up, and Ada will throw the Club Key and the
box of shotgun shells over to Leon.  Claire also calls on the radio explaining
that she's cleared the helicopter wreckage.  Your map will pop up showing you
where to go.  Once you have control of Leon again, grab the key and the shotgun
shells from the floor.  Backtrack down the hallway and down the stairs into the
sewer area where you met the enormous spiders.  Head back through the passage, 
killing or dodging any spiders that are still alive.  Once up the ladder, head 
straight forward, to the left, and through the door. Head straight, take another
left and through another door; you should be back in the parking garage.  The
parking garage contains a couple of dogs now.  My advice is to simply dodge 
past them and head through the door.

Once in the next hall, go around the first corner and head straight.  Go past 
the first two doors that you see until you come to the double doors that say
"Autopsy Room."  Unlock the doors with your club key and enter.  When you run
forward, a licker will drop from your ceiling.  You know the drill by now, 
pull out the shotgun and pump a couple of rounds into his back.  Careful, 
though, there's another licker in the room, and as soon as you start shooting
the first, he will coming running over.  Take him out too and when the two 
lickers are dead, go forward, around the beds and grab the Red Card Key from 
out of the cabinet.  Go back out into the hallway and head left.  Continue down
the hall until you come to a silver door with a card reader on the wall next to
it.  Use your red card key to unlock the door and then enter it.  Grab the 
magnum and handgun bullets to your right.  Go up to the locker where you'll 
find a machine gun and a side pack (if you didn't take them in Scenario A, that
is).  Grab both the side pack and the submachine gun and then head back out
into the hall.

Run to the left, and take another left at the junction.  Continue along the
winding hall and up the stairs.  Kill the first two zombies that you'll see
behind the staircase, and then run around past the staircase where you'll find
a door.  Unlock the door with your club key and enter.  Right in front of you
are a bunch of lockers.  The third locker contains shotgun shells.  Once you
have those, go past the lockers and take a right.  Grab the Watchman's Diary
off the bed and the magnum bullets from off the dresser.  Head back out into
the hallway.  Go forward and take a right.  Take out the next couple of zombies
with your handgun and then proceed down the hall and through the door.  

In the next area, run forward and through the door to your left.  Go up the 
stairs and through the door to the crow hallway.  Run forward and go through
the door right in front of you.  Here we are, in the hallway with the crashed
helicopter.  Stop by the first door and drop off your submachine gun in the
item box and grab the two red jewels in the waiting room, save if you'd like, 
and then head back out into the helicopter hallway.  When you go up to the 
helicopter, you should see a new opening to your left.  But first, head through
the door to your right back into the room with Tyrannos's statue.  Put the two
red jewels in the two woman reliefs on the side and grab the King Plug.  Go 
back out into the helicopter hallway and take the newly opened passage.  Go 
down this new hall and through the door at the end.

This next room is the Chief's office, but Leon doesn't get to meet the Cheif.
Grab the Chief's Diary off his chair, grab the handgun bullets off his desk and
then head through the new door.  In the next hall, take a right, continue down
the hallway and go through the door at the end.  In this next area, continue
and go through an opening to the area beyond.  Grab the Secretary's Diary B 
right in front of you and then turn to the left.  Grab the Crank from the small
box and then head through the door and back out into the hallway with the 
stuffed tiger.  Uh oh, what's that?  It seems that Mr. X has found you in this
small hallway.  You can try and take him out with shotgun shells, magnum 
bullets, or the submachine gun if you'd like.  If you don't want to, you can
just run past him.  If you do end up killing him, check his body for a nice
little reward.  Continue through the hallway, through the chief's office and
into the helicopter hallway.  Go past the door to the waiting room, and enter
the crow hallway instead.  Run through the door right in front of you, go down
the stairs and enter the door at the bottom.

Run forward a little bit and take a left through the opening.  Kill or dodge
past any zombies left in this room.  Go through the double blue doors to the
next hall.  Go right, around the corner, down the hall and through the door.    
Go all the way down this hallway to the end and unlock the artsy looking door 
with your Spade Key.  Remember this room?  Do the same thing you did in 
Scenario A.  If you don't remember that, then in the back of the room there are
three statues on the walls with unlit candles just below them.  In left corner 
is a large brown candle of some sort that can be lit; light it with your 
lighter.  Then, go to the middle statue that says "Number 12" and turn the 
faucet on, causing a flame to ignite in the candle.  Now, go to the statue on 
the right that says "Number 13" and turn its faucet.  Finally, go to the first 
statue on the left that says "Number 11" and turn its faucet.  This should 
cause the little golden wheel in the front of the room to fall off the painting.
Turn around to get the wheel and OMG HE CAME THROUGH THE WALL!  That pesky Mr. 
X!  Don't bother trying to kill him.  Just run to the back of the room, grab 
the G. Cogwheel and get out of that room as fast as you 

Whew, that was a close one.  Go along the hall, take a right and run past the
wreckage.  Take another right and HE COMES THROUGH THE WALL AGAIN!  Jeez, that
guy just doesn't give up!  Run past the annoying bastard and go through the
door.  Yes, now you're going to be looking suspiciously at every wall as you go
by, aren't you?  Continue down the hall and through the next door to the main
hall.  Go through the double doors and grab the Small Key (and the Crank if you
put it in) out of the item box.  Head back out into the main hall and up the 
ladder to the second floor.  

There's a licker up here; kill him with your shotgun.  Once you've dispatched 
the licker, go left along the balconey and go through the double doors up here 
to the gallery-room.  First go through the single door to your left.  Unlock 
the drawer with your small key and grab the handgun parts.  Oh yeah baby!  
Combine the parts with your handgun to make your handgun awesome.  Your handgun
can now shoot bullets in rapid-fire succession.  Return to the gallery and go 
up the stairs there and through the door to the third floor of the main hall.  
Go to the right and through the next door.  Turn to your right and use the 
crank on the square hole to lower a staircase from up above.  Go up the 
staircase, and follow the path around to a bunch of gears.  Put your G. 
Cogwheel in its place and then push the button.  The door to your right will 
open; grab the Knight Plug.  After you grab the Knight Plug, drop down through
the chute where you'll be greeeted with a cutscene.  Poor Ben.

Run forward, right around the corner and left past the door.  Go through the
gate at the end of the hall.  Another cutscene with Ben.  Read the Mail to the
Chief and then follow Ada through the gate.  Go through the first door on the
left, run forward, down the manhole ladder, through the sewer passage, up the
stairs and into the save room on the left.  Now would be a great time to save,
as your first boss of the B Scenario is coming up.  Grab your submachine gun
from the item chest and make sure you have all 4 plugs.  Head back through the
door when you're done, take a left and enter the septic pool room.


                           Boss 1: William (form 1)
                           ------------------------

Walk forward towards the catwalk and here's Johnny!...err, William.  William's 
got his standard eye on the arm gimmick going, but instead of a giant claw, he
now boasts a huge pipe in his arms.  The standard rule of thumb for William
applies here:  don't let him get close.  Get too close and William will pummel
you with his pipe.  When the battle starts, back up a little ways and open fire
with your sub machine gun.  Don't stop shooting until William is starting to
get a little too close for comfort.  Drop your gun and run past him on the side
devoid of a pipe.  Turn around and open fire again on him with the sub machine
gun.  Rinse and repeat until William is dead.

Whatever you do, don't let him hit you with his pipe.  If he smacks you, and
you can't get back up again, you're pretty much as good as dead.  Ergo, watch
out!  Other than that, this first form of William is pretty damn easy.  

After you've taken care of William, go up to the panel and put the rest of the
plugs in their place.  The door should unlock.  Go through the door and enter
the realm of the sewers.

*******************************************************************************

-------------
F. The Sewers   
-------------

Right at the start, Ada will drop down from the ceiling, and Leon starts
lecturing Leon.  For now, the two of them are together.  Drop into the water
and head through the door to your left.  Run forward through the water and 
jump up on the ledge to your left; grab the blue herbs if you want and then go
through the door.  

Yay!  A save room.  Grab the Sewer Manager Fax off the table and then grab the
handgun bullets from the toolchest in the corner.  Save if you'd like and then
drop the submachine gun in the chest, and grab the valve handle.  There are
some lockers up against the wall.  Push the lockers aside to reveal a doorway.
Open the door and descend the ladder.  Go to your right and light the lamp with
your lighter.  You should now be able to see some magnum bullets on the shelf;
grab those.  Go around behind the shelf and you'll see another lamp off to the
left.  Light it as well with your lighter.  Grab the shotgun shells on the 
shelf and then head back up the ladder.    

Make sure you grab the Valve Handle out of the item box and then go down the 
red elevator in the corner of the room.  In the  next cutscene, you'll meet the
charming Annet Birkin.  She'll shoot at Ada, and Leon jumps in front, taking a
bullet.  In this next area, you'll control Ada.  Follow after Annet.  Head down
the hallway, grab the Sewer Map and go through the door.  You'll see Miss 
Birkin wading through the water; go after her.  Run through the water and up 
the ladder.  Run through the tunnel, ignoring the bugs; as long as you keep 
running and don't stop, they shouldn't hurt you.  Descend the ladder at the far 
end of the tunnel.  As you run along the platform another cutscene will start 
up.  Ada and Annet have a nice little chat and then Annet notices Sherry's 
pendant on Ada.  After a brief struggle, Ada knocks Annet off the platform. 
Ada opens up the clasp of the pendant and there it is, the G-virus.  
 
Once back in control of Ada, run across the catwalk and down the stairs to your
right.  The screen goes dark, and then you're back to Leon.  Head down the 
hallway Ada went and through the door.  Drop into the water and take a left.  
You can't go up the ladder as the fan is spinning too fast, so keep going and 
climb up onto a ledge to the left where a couple of bodies lie.  One has the 
Wolf Medal and the other a small key.  After grabbing the two, drop into the 
water and head to the right.  Continue until you come to an intersection.  
There are some more giant spiders here, but they're pretty easy to dodge.  Take
a left at the intersection and head through the door.  There are more spiders 
on the other side; watch out for dropping poison.  Climb up the ledge to the 
left and head through the door.  To your left are some blue herbs that you can 
use if you were poisoned.  Travel along the path until you come to the oil 
pressure data transmitter.  Use the valve handle to bring the catwalk down to 
you.  Advance to the other side, grab the green herbs and the shotgun shells 
and save if you'd like to at the typewriter.  Before you go through the door, 
though, use your valve handle on the Oil pressure data transmitter on this side.
That way the platform is back up above and you can cross when you get up there.
Once you've done that, head through the door.

Go down the hallway where the alligator attacked you in the A scenario and head
through the sealed door at the end.  Here you'll meet back up with Ada.  Wade 
through the sewer water to the other side where a cutscene will start.  After
the cutscene go up the ladder.  Walk forward and then go left across the 
catwalk.  Take another left, up the slight incline and grab the Eagle Medal, as
well as the Sewer Manager Diary.  Head back down the incline and head straight 
along the walkway.  Use your valve handle on the fan regulator to briefly stop 
the fan at the top of the ladder.  While the fan is stopped, go up the ladder.

Run through the ventilation shaft and down the ladder at the other side.  Once 
down in the water, head left and then take another left.  You can shoot the 
zombies as they stand up, but it's just easier to dodge by them and through the
door.  In the next hall, wade forward until you come to a register to your 
right.  Drop the wolf medal and the eagle medal in the register to stop the 
water flow and allow passage to the next door.  Once the water's finished 
draining, head through the door.

Go along the passage and head through the next door.  In the next room, proceed
forward and then take a right.  The tram isn't there right now, since Claire 
took it in Scenario A.  Go to the right of where the tram should be and press 
the button to call it back.  

Enter the tram and start going backwards.  Just as the tram starts moving, 
William decides to start sticking his claw through the ceiling at you.  You can
shoot the claw if you want to, but that's just a waste of bullets.  Dodge his
claw and after a few minutes, a cutscene will start up and the tram will arrive
on the other side.  Exit the tram and go to the left.  You should see a flare
gun.  Use your lighter to light the flare gun and something shiny will appear
on the ground to your right.  Grab the W. Box Key.  Once you have the key, turn
around, head past the tram and through the new door.  In the next hallway, 
proceed forward and take a left around the corner.  Shoot the zombie that 
should be right there with your handgun.  Continue down the left passage, but 
be careful when you come to the next corner.  There's some zombies waiting for 
you to the right.  Wait for them to come around and then blast them with your 
handgun.  Once you've dispatched the zombies, go around the corner and grab the
Shotgun parts.  Combine the parts with your shotgun to make it even more 
kickass.  Once you have the parts, go back around the corner and take care of 
any other zombies coming down the hall at you.  Proceed that way and through 
the door.  This next string of halls is similar to the one you just came from. 
Go forward and take a left.  Three zombies should be coming at you.  Take care 
of the three of them with your handgun and then go down the hallway and take a 
right.  Be careful, there's another zombie out here, so shoot him with the 
handgun and then continue to the right.  Grab the green and blue herbs and then
turn around and head back the way you came.  Continue forward and take a left; 
go up the ladder at the end of the hall.  

Oh yeah!  Save room.  Ada decides to search for something "hidden."  Drop the 
Weapons key and the valve handle in the item box and grab the first aid spray 
from the cabinet and the shotgun shells and magnum bullets off the desk.  It's 
probably a good idea to save here, as you have a confrontation with Mr. X 
coming up, and then after that, one with william.

After you've saved, exit the save room through the door to the outside.  Turn
to the left and grab the handgun bullets down by the fallen containers.  Turn
around and grab the factory map on the wall and then go down the little gray
elevator where the tram used to be.  Go along the passage and through the
door.  Equip your C. shotgun.  This is a good place to use it.  Go forward and
take a right, and two lefts, following the passage until you come to a console.
Grab the C. Panel Key and then turn on the monitor.  That's not good.  I bet
that monitor cost quite a bit of money too!  Turn around, go around the first
corner and wait for Mr. X to come around the corner and face you.  Shoot him
with the C. shotgun and then retreat around the corner to the control panel.
Turn around and keep firing at him until he drops.  It should take about four
C. shotgun shots to drop the bastard.  When he drops, go up to him and grab the 
shotgun shells for a reward.  Head back along the catwalk, through the door and
up the elevator.  

Go through the door to the save room and reunite with Ada.  Use any healing
items if Mr. X roughed you up a bit and then  use the yellow control panel key
on the control console to call the tram back up.  Go through the door and push
the activation key beside the tram to get the thing moving down to the labs
below.


                              Boss 2:  William (form 3)
                              -------------------------

Your ride should be progressing quite smoothly until William decides to stick
his huge claw through the side of the tram, injuring Ada.  Leon bravely decides
to check out what's going on outside.  When you take control, head to the right
and grab the magnum bullets.  Equip your magnum and then head out the door to
the outside of the tram.

Seem familiar to the A Scenario?  Go down the steps and around the tram to 
check out what's going on.  Uh-oh.  William looks a little uglier and meaner 
this time around.  You can even see his heart pumping on his chest.  This fight
is very similar to the A Scenario fight with William on the tram.  Run around
the tram and shoot at william.  When he gets too close, run by him.  As you can
see, this time, he has claws coming out of practically everywhere, so either 
side is good, as long as you can get by him in time.  The big difference 
between this fight and the last one is that William will jump around a lot 
which causes problems.  Once William gets too close to you, turn and run and 
soon you'll see him jump into the air.  Stop and wait.  He should soar through
the air and land right by you.  Be alert.  When this happens, you need to move,
post haste, otherwise you'll get a face full of claws.  As soon as William 
lands, run past him, turn around and fire a couple of times with the magnum.  

If you can get the timing of William's jumps down, you should be able to avoid
him each time he leaps and lands right by you.  Remember, as soon as he jumps 
and you can't see him, be careful, as he's about to land right by you.  Keep 
dodging him and shooting him a couple of times until he dies.  If the magnum
just isn't working for you, try the custom shotgun.  You should even have some 
submachine gun bullets left, so use those if you're having problems.  Use 
whatever gun is most comfortable for you.

After you've pummeled William enough times with your guns, he'll jump off the
platform and then you'll know you've defeated him.  For now.  Go back into
the cabin, but this time, the tram stops short of the bottom due to motor
overheating.  After the next cutscene between Leon and Ada, exit the tram,
go around the side, jump up onto a ledge and go through the ventilation shaft
that leads down to the Umbrella labs.

*******************************************************************************

--------------------
G. The Umbrella Labs
--------------------

When you go through the shaft, you should drop down into a new hallway.  And,
perfect timing, the tram starts back up again, carrying Ada to the bottom
alone.  Oh well.  Behind you is an elevator without power, so head the other
way and through the double doors at the end of the hall.  Go past the small
lift, down the short hall to the item chest.  Grab the green herb and put it,
along with any items you deem unnecessary at this time into the item chest.
Next, turn around and push the large block onto the lift.  Use the switch to 
lower the lift to the first floor.  Push the block forward off the lift, then
to the right, and then down the small passage towards the back of the screen.
Move the block a little to the right and then straight down the long passage 
right in front of you.  The block should now be next to a couple of stacked
boxes and you should be able to reach the balconey by climbing on top of the
boxes.  

There's nothing you can do up there quite yet, so turn around and explore this
bottom area first.  Go forward, past the lift and around the next corner where
you'll find a body holding the Investigative Report on P-Epsilon Gas.  Down at
the end of the hall are some shotgun shells and some ink ribbons.  Turn around,
go right and this time when you get by the lift, take a right down that passage
way.  This should lead to a red lift; go down it.

The bottom of the lift contains some lickers.  Equip your custom shotgun.  
Proceed forward until you see the first little bugger.  Launch a shell at him 
and then hit him two more times as he runs towards you to finish him off.  
Careful, there's another licker right behind that one.  Take him out too with 
your C. shotgun.  After you've taken out the two lickers, continue along the 
path until you come to the switch to turn on the main elevator.  Flip the 
switch and then turn around and head back up the small, red lift.  Go up the 
other lift and head through the double doors.  Travel along the passage and 
enter the now-working elevator at the end of it.

Use the elevator control panel to the right to lower yourself down to the main
floor of the umbrella labs.  Ooh look, some naked zombies.  Now do you know 
where you are?  Use the last of your submachine gun or your handgun bullets to 
take care of the zombies.  Once you've dispatched the small crowd of zombies,
turn to the right and head through the sliding door. 

Go forward along the catwalk and then take a left when you get to the center
down the blue catwalk and through the next sliding door.  Run forward, take a
left, go down the short hall and enter the double doors on the left.  Go around
the corner and grab the Fuse Case as well as the first aid spray.  Use the fuse
case in the control box and grab the Main Fuse that pops up.  Once you have the
main fuse, go back through the double doors, go forward, take a right and head
through the sliding door, along the catwalk and to the center.  Put the main
fuse in the center breaker system to restore power to the place.  Now, head
down the red catwalk and through the sliding door at the end.  Take a right and
head through the door at the end of the hall.  In this next room, take out all
of the zombies with either your handgun or your submachine gun, whichever 
still has bullets.  If you're out of ammo for both, use your shotgun.  Once the
three zombies are toast, grab the User Registration file and the Lab Card Key.
Also by the computer is a Laboratory Security Manual.  Grab the Flamethrower
from the lockers and then go through the crawlspace in the corner.  Just like 
in Scenario A there are a couple of lickers in this room.  Proceed forward
cautiously and then open fire with either your submachine gun or some shells
from your custom shotgun.  Open the locker in the corner of the room and
grab some more shotgun shells.  Unlock the door and head back into the hallway.

Proceed forward, and then take a left and through the sliding door to the 
catwalk beyond.  Head down the catwalk and then head down the blue catwalk, 
through the sliding door on the end and forward until you come to a locked 
door.  Unlock the door with your card key and enter.  Bleh, those pesky plants.
Equip your flamethrower and start burning those plants.  There are two of those
plant buggers in the room, so take them out.  Go up to the red light switch 
and turn on the light.  All that's in this room are some magnum bullets; grab 
those and then head back out into the hall.  Go forward, through the sliding
door, across the catwalk, down the red catwalk, and through that sliding door.
Go forward and then left; open the shutter by pressing the button on the wall.
More of those plants!  Turn to the right and run down the hall a little bit to
get out of the range of their poison.  Turn around and blast them both with the
flamethrower until they're dead.  Go through the door.  There's another one of
those plants out here too, so hit him with the flamethrower as well.  Grab the
green herbs and then head down the ladder.

Once down the ladder, head through the next door to the hallway beyond.  Ah 
yes, the hallway full of lickers.  Use your submachine gun until it's out of 
bullets, then switch to your C. shotgun.  Go forward and then take a left 
at the first turn.  Walk forward a little until the licker drops from the 
ceiling.  Blast it with whatever gun you still have bullets for and then take 
out the other licker that's coming towards you down the hall.  After you've 
killed the first two, proceed forward and take a left; be ready.  The third
licker should come running towards you; take it out right away.  Once you've
taken care of the lickers, grab the green herbs and proceed down the hallway
and through the door at the end.

In the next room, go around the center console until you come to a typewriter
and an item box.  Save if you want and dump the flamethrower and/or the machine
gun in the box since they're probably out of ammo by now.  Also, grab the W.
Box key out of the item box.  Save if you want and then head through the door.  
Go forward and then take a right down the short "egg" hall.  Use your key card 
on the door to unlock it.  Now, remember when you did this in Scenario A, got 
your fingerprint and then submitted it.  Well, now you can do the second part 
and open the door up on the first floor, however, all you get for your troubles
is another submachine gun and you have to battle past a bunch of lickers to get
it; not worth the trouble in my opinion.  So, you can just ignore this room and
head back out into the hall.  If you're curious, and you want to open the door, 
go to the screen, type in the password, get your fingerprint and open the door
back on the first floor of the labs.

Once back out in the hall, go forward, grab the red herb, and enter the double
doors to your left.  Use your weapon box key on the locker with the blue light
above it and grab the Magnum Parts.  Even your magnum gets an upgrade!  After 
you've done that, turn around and head through the automatically opening doors.
Continue forward, take a left and through the next set of doors.  Zombie!
Shoot him with your handgun and then enter the room.  The room is chock-full of
naked zombies; you can either shoot them all with the rest of your bowgun bolts
or your handgun, or you can just dodge past them all.  Head to the back of the 
room and grab the P. Room key on the counter.  Exit the room when you're done 
via the two automatic doors.

Go left, and then right down the short hallway and through the door to the room
with the typewriter and the item box.  In the next hallway, when you go forward,
a licker will crash through from the ceiling.  Take him out with three shotgun
shells; piece of cake.  Continue through the hallway, through the door and up 
the ladder.  Go through the next door, but be careful in the next hall; there's
a plant just around the corner.  Equip your flamethrower and take him out.  
There's also another plant coming down the hall; take him out before he can
hit you.  Head right, through the sliding door and out to the catwalks.  Go 
along the catwalk and keep heading straight through the next sliding door.  
Proceed forward a bit and take a left into the elevator.  

Raise the elevator, open it and head down the hallway where Annet will shoot at
you.  Cutscene time.  Apparently, Ada is a spy.  Yes, Leon is incredibly 
gullible.  Right as Annet is about to shoot you, Mr. X makes a spirited 
appearance.  Take him out with either your custom shotgun or your custom 
magnum.  When he drops, grab the magnum bullets from him and then go through 
the double doors.  Go forward and down the lift.  Now, remember when you moved 
the block so you could get to the upper balconey?  Head down that passage, up 
the blocks and onto the upper platform.  Use your Power Room key to unlock the 
double doors right in front of you.

Proceed forward until the cutscene starts.  Mr. X is back for some more.  Ada
shoots him in the back and Mr. X grabs her and throws her into the power 
console like a rag doll.  Mr. X then proceeds to fall into the pool of magma
down below.  Time Ada's tragic death scene.  The self destruct sequence has 
been activated.  Apparently, Ada's body is what set it off.  When you take 
control, grab the Master Key from the floor, head back through the double 
doors where another cutscene will start up.

Uh oh, it doesn't look like Mr. X is done quite yet.  Claire will call you on
the radio, telling you to go fetch Sherry.  The Security Office will pop up on
the map.  Drop down from the balconey, go up the lift, through the double 
doors, down the hall and into the elevator.  Lower the elevator to the main
floor of the labs and exit it.  Run forward, and to your left is a door; unlock
it with your Master Key.  Inside, you'll find Sherry.  Leon will pick her up
and carry her into the elevator.  In the back of the elevator, there's a 
console.  Use the Master Key and open up the emergency route.  Take the 
emergency route down to the bottom platform.

Ah yes, the train.  Leon will enter the train carrying Sherry, and he will 
place her on a bed.  When you gain control, head right to the very back of 
the train where you'll find a typewriter and an item box.  Grab the Platform
Key from the floor and then make sure you save.  Also, grab all of your best
weapons and healing items from the item box, but make sure to leave at least
two spots open in your inventory.  After you've done that, head back out of the
train.  Turn to the left and use your platform key to unlock the gate.  Go
through the door and you will now only have 5 minutes.  Run forward and up the
stairs and over the train.  Head down the stairs at the other side of the 
train.  Go forward and press the red button to realease the the two Joint 
plugs.  Grab the Joint S. Plug and the Joint N. Plug.  Turn around and head
down the passage past the stairs and through the door.  Run forward and put the
two plugs in the generator that looks just like the one where you got them out
of.  This should activate the emergency mode and power up the train.  Out go 
the lights and up jumps the new Mr. X, complete with two kick ass claws!


                          Boss 3: Super Mutated Mr. X
                          ---------------------------  

When the battle starts, whip out your super awesome kickass Custom Magnum.
As much as you'd like to throw everything you've got at the bastard, you need
to conserve some of your ammo, as he isn't the last boss of the game.

As soon as you equip your custom magnum, move the hell out of the way.  Yes,
Mr. X moves blindingly fast now.  Move out of the way, as he charges, swinging
with his huge claws.  Now, this battle is extremely short, however, you can
also end up dying very fast as well if you're not careful.  If you have a 
couple of first aid sprays, you should be able to do this with no problems.

Once you dodge Mr. X's first charge at you, run past him, whip around and hit
him with two magnum shots as quick as you can.  You have to be fast because
Mr. X is fast too.  Once you've hit him twice, run towards a platform up above
and a shadowy figure should throw a rocket launcher down to you.  "Ada, is that
you?" Leon yells; and yes, that figure is Ada.  

Run and grab the rocket launcher before Mr. X has a chance to gut you like a 
fish.  Now, dodge past Mr. X, turn around, pull up the rocket launcher and pull
the trigger.  Now, you only have two bullets, so don't blow it; make sure 
you're aiming at Mr. X when you pull the trigger to blow his brains out.

Game over!  BOOM!  Now doesn't that feel good!  Watch as Mr. X takes the
rocket right in the chest and explodes into a million tiny pieces. Oh sweet
victory! 

Now as you can see, this battle goes very quickly; you should only use two 
magnum shots, plus one rocket.  The whole battle's about moving quickly and 
ending things as soon as possible.  The faster you go, the better your chance of
surviving.  Also, once you get the rocket launcher, make sure you have a 
second or two room of space to lift the enormous weapon and get a shot off.

Once you've taken care of that pesky Mr. X once and for all, turn around, head
back through the door, over the train via the staircases and through the gate.
Go forward and you'll encounter some naked zombies.  Now, no matter how 
tempting it is to just blast them with your last rocket (and oh how tempting it
is) it's probably best to save it.  Take out the zombies with your handgun.  If
you run out of bullets, whip out another gun and take them down.  Run forward
and open the gate using the control panel.  Run back into the train, take a 
left to the front of the train and move the lever to start up the train and a
cutscene.  Claire gives Sherry the antidote and she wakes up.  It looks like
she's going to be ok.  Leon says it's over.  Bad move there, Leon!  Leon goes
up the the front of the train and says goodbye to Ada.  Uh-oh, what's that?  I 
thought the game was over!?  Not quite.


                           Boss 4:  William (form 6)
                           -------------------------
    
No sir, William isn't finished just yet.  Head to the back of the train.  The
train will detonate in two minutes?  Jeez, Umbrella loves to blow things up,
don't they?  Head through the door to the last compartment of the train.  Run
forward until you're assaulted by a tentacle through the ceiling.

Take a look at William's final form.  Beautiful, isn't it?  Don't worry, this
final boss battle isn't that tough.  The only thing you have to worry about is
William's tentacles.  He's pretty easy.  Just chuck every bullet you have in
your inventory at him, heal if you get hit and the battle should be over in no
time.  I think this battle is in here basically because Capcom couldn't resist
the urge to throw a giant mass of teeth and tentacles oozing through a train at
you.  

The only problem with william's final form is running out of bullets.  Let's
hope that you collected enough bullets throughout the game to take William down
(you should have).  First, use your last rocket, and then drain all of your 
bullets, starting with the magnum, then move to the shotgun, and then to your
submachine gun.  If William's still alive, use the flamethrower or even the
handgun if you have to.  Easy, right? 

After you've "defeated" the stinking blob of William, head through the door, 
and enjoy the final cutscene of the game.


Congratulations, you've beaten Resident Evil 2!  The Claire A/Leon B storyline
that is.  Time for a bathroom break.

*******************************************************************************

-----------------
8. Secrets/Awards
-----------------

Alternate costumes:

Start a game over in the A Scenario.  When you go through the whole streets
section, don't pick up ANY items.  This includes handgun bullets and the weapon
in the hands of the dead gunshop owner.  Do not pick any of these items up.
When you get to the police station, go down the steps outside and you'll see a
zombie in a yellow vest.  This is Brad Vickers from RE1.  Kill him (he takes a
ton of bullets) and grab the Special Key from his body.

Once you have the Special Key, go to the Dark Room in the first floor of the 
Police Station.  In the corner of the room are some lockers.  Unlock the
lockers with your special key to access the costumes inside.  Leon get two 
alternate costumes:  another police officer outfit, and a street outfit where
he shoots his handgun with one hand.  Claire's outfit also comes with a new
gun:  a colt remington pistol, which unfortunately only has 6 shots.  To get 
the alternate costumes in the B Scenario, simply get the special key in the A
Scenario.  When you start the B Scenario, go to the front of the police 
station, outside and down the steps.  You should see Brad once again.  Kill him
and grab the special key.


Macine Gun:

To unlock the machine gun, complete the A Scenario on Hard/Normal mode and get 
at least a B ranking.  You must complete the game in under 3 hours.  The 
machine gun, complete with infinite ammo should be in your item chest when you 
start the next game.


Rocket Launcher:

To unlock the rocket launcher, complete the A Scenario on Hard/Normal mode and 
get at least a B ranking.  You must complete the game in under 2 and a half 
hours.  The rocket launcher, complete with infinite ammo should be in your 
item chest  when you start the next game.


Gatling Gun:

To unlock the gatling gun, complete the B Scenario without saving, while 
earning an A ranking.  You must complete the game in under 2 and a half hours.
The gatling gun, complete with infinite ammo should be in your item chest when
you start the next game.


Rankings:

S Rank:  Beat the game in under an hour and a half.  You can only use only one
herb, no mixed herbs, and no first aid sprays.  You cannot use any special
weapons (the ones that take up two spots).  Finally, you cannot pick up any
weapon twice.  Therefore, if you get the gun from the dead gunshop owner, do 
not pick the same gun up again.

A Rank:  Beat the game in under 3 hours; do not use any first aid sprays and do
not use any special weapons.

B Rank:  Simply beat the game in under 3 hours

C Rank:  Beat the game within 7 hours

D Rank:  Beat the game in over 7 hours


Extreme Battle Mode:

Complete the A/B Scenarios of one set of charachters (either LeonA/Claire B or
Claire A/Leon B) with an A rank.  The extreme battle mode will appear on the
title screen.

Unlock Ada Wong in Extreme Battle Mode:
Beat Extreme Battle Mode Level 1 using any character.

Unlock Chris Redfield in Extreme Battle Mode:
Beat Extreme Battle Mode 2 using any character.


Hunk Scenario:

Beat either character's B Scenario with an A Ranking.  This will allow you to
overwrite one of the slots with the Hunk Scenario.  Hunk is the other survivor
of the game, and his scenario is a short "mini-game" where you must battle past
a variety of enemies and get from the sewers to the roof of the police station.


Tofu Scenario:

Complete the game 6 times in a row.  This means that you complete one "set" of
scenarios (either Leon A/Claire B or Claire A/Leon B) three times in a row.
You must also unlock Hunk to unlock Tofu.  Tofu's mini-game is the exact same
as Hunk's, except all you get is a knife (oh, how fun).

*******************************************************************************

-------------------
9. Hunk Walkthrough
-------------------

Well, here we go.  Hunk is the 4th survivor of the game, and the purpose of his
mini-game is to get the G-Virus to Umbrella.  You start out in the sewers and
you have to get all the way through the police station and out onto the roof.
You will have to battle through a variety of enemies and when you start out, 
your inventory contains:  a handgun, handgun bullets, a shotgun, shotgun 
shells, a magnum, magnum bullets, and two mixed herbs (blue and green).

When you start out, you should notice the timer above your head.  Don't worry
about that, you get all the time you need.  The timer is simply there so you
can compete between friends for the fastest time, or to try and better yourself
each time you do it.

As the scenario starts, Hunk wakes up and calls somebody over the radio.  You
need to rendevouz at the meeting point, so let's get moving.  Run forward and
up the ledge to your right; go up the stairs and through the door to your left.
Take out the first woman zombie you see with your handgun, run forward and turn
to the left.  There's another zombie hanging out in middle of the catwalk.
Knock him down with your handgun and run across.  Two more zombies will greet
you to the right.  Knock them down with your handgun and run through the door.
Now, it doesn't matter if you kill the enemies, so just shoot them until they
drop, and then run past them.

In the next room, you should see two more zombies right in front of you; take
them out with your handgun, and then run forward.  Another zombie will appear
in front of you.  Dodge him if you can, otherwise take care of him with the
handgun as well; run down the steps.

Go left and then right around the next corner.  You should see a giant spider
come running towards you about now.  Equip your shotgun and blast him a couple
of times.  Run forward and by the next corner, you should see another one of
those huge spiders.  Take him out with your shotgun as well and then go up the
ladder.

The next area contains three dogs.  As soon as you start, equip your shotgun
and fire straight ahead, hopefully hitting all three dogs in one.  Keep firing
at the dogs as they run towars you.  You'll know the dogs are dead by their
yelping.  Hopefully, you can kill the dogs with only 3 shotgun shots.  Once
you've dispatched the dogs, head forward, around the corner and through the
next door.  In the next hall, you'll see a couple of zombies lying around, one
of them crawling towards you.  Run past both of them to your right, and around
the corner.  Two more zombies should greet you.  Shoot them both with the 
handgun before the zombies coming behind you can catch up.  Once you've taken
down the two in front of you, run forwad and through the door.

Here in the parking garage, you need to equip your shotgun.  Once you've done
that, aim slightly to your left, between the two dogs that are running towards
you.  Fire once, and you should hit all of the dogs at once, and the one to 
your left, should fly by the others.  Now, hit the dogs a couple more time when
they get up until they are dead.  Run forward and through the door.  This next
hallway contains a bunch of crows.  Simply run past the crows, don't bother
killing them all.  Wind down the hall until you come to a junction.  Head left
and continue along the next hall and go up the stairs.  

Bleh, more dogs.  Walk forward a little bit and turn to your right. You should
see a dog in the hall.  Equip your shotgun, aim towards him and unload.  By now
a bunch of dogs should be running towards you.  Shoot a couple more times into
the crowd until you hear the customary yelping that signifies the death of all
of the dogs.  By now, you should be running pretty low on shotgun shells.  Try
to save the rest of your shells for later.  Continue along the hallway and 
through the door at the end.

Run forward and take out the first zombie you see with your handgun.  Now, run
through the opening to your right and you should see two more zombies baring 
down on you.  Shoot the zombie to your left, and when he drops, run that way.
Kill the zombie right behind him, and then head along the left side of the 
desk.  This should allow you to bypass three zombies in the middle of the room.
Continue along that side of the room, and go through the double blue doors at
the end.

Oh boy, a crowd of zombies!  Here's where one of those shotgun shells will come
in mighty handy.  Pull up your shotgun, and take out the zombies to your left.
If you get lucky, the zombies should all drop, and you can run that way and
through the door.  If you're not so lucky, take out the zombie right in front
of you, and then shoot the zombies to your left again before running through 
the door.  Ah, the main hall.  Here, everything is quiet and peaceful.  Head
down the short steps and through the double doors to your left.

That music can' be good.  This next room contains two spiders.  Now, you don't
want to kill the spiders, because when you do, they'll sprout into a bunch of
baby spiders and you don't want that.  Instead, try to dodge past the two 
spiders and enter the door.  This next hall contains three lickers.  Since 
you've probably exhausted your shotgun shells by now, equip the magnum.  Run
forward and a licker will drop from the ceiling.  One magnum shot will suffice.
Run forward down the hall and another lickers will try to leap at you as you 
come around the corner.  Be wary of this, and hit him with a magnum shot as
well.  Go around the corner, where you'll meet the third licker.  Boom, magnum
shot, he's dead, run forward and through the door. 

In the boarded up hallway, run forward, but wait when you come to the first
corner; there's a plant that's just waiting to spray you with some poison.
Back up and wait for him to come around the corner.  When he does, start 
pumping him with handgun bullets.  Try to stay out of range of his poison and
just keep on shooting until he's dead.  When you've taken care of the plant,
run forward and around the corner.  Run past the double doors and you should
encounter another plant by the next corner.  Repeat what you did with the 
first.  Back up so you're out of range of their poison and pump him with 
handgun bullets until he throws in the towel.  Continue through the hallway and
through the door at the end.

Gah, two more plants to your left.  Run right and down the end of that short
hall.  Pull up your magnum this time, face the plants and hit them a couple of
times each with your magnum.  Once the two plants are dead, run forward and up
the stairs.  Go right, towards the statues and you'll meet none other than Mr.
X.  The guy even stalks Hunk.  Dodge past Mr. X and enter the door at the end
of the hall.  In the next hall, two zombies will come crawling towards you.
Shoot them both with your handgun and then run forward where you'll encounter
more stationery zombies.  Shoot them all with your handgun, and then go through
the door at the end of the hall.

This next room contains three super-lickers.  Use the last of your magnum
bullets and take care of the three of them.  Once you've dispatched the 
lickers, head left down the short hall, through the door, and through the 
empty gallery out to the second floor of the main hall.  Go left and you'll see
another plant.  Try to dodge past him, or take him out with your handgun.
Continue along the balconey until you come to another plant.  Back up out of 
the range of his poison and assault him with handgun bullets until he's dead.
Out of ammo yet?  Continue along the balconey and through the door at the end
that leads to the waiting room.

Oh jeez, how are you supposed to survive this?  I told you to save a couple of
shotgun shots, and now's the time to use them.  Try to take out as many zombies
as you can with each shot.  Keep firing until you're out of shotgun shells.
Also, if you still have some health left, let yourself get bit once, and try to
get it so that when you push the zombie off of you, he will knock down a bunch
of zombies, creating a path for you to the door.  However you get through this
room, good luck.  Out in the next hall, you'll encounter yet another horde of
zombies.  Run to your left, dodge the sole zombie down there and turn around
to face the tide.  Now, unload every bullet you have left on this group of 
zombies as they come down towards you.  After you've heroically battled your 
way through the zombie army, continue down the hall and enter the door that 
leads to the crow hallway.  

Run down the crow hallway until you meet the final enemy of the Hunk Scenario:
Mr. X.  Dodge past him, avoiding those big arms, continue through the hallway
and through the door at the end to the roof.  Congratulations, you've completed
the Hunk Scenario.

Watch as the helicopter comes to pick Hunk up and carry him away.  Agent 
survived and successfully obtained the G-virus.  The virus went into the hands
of Umbrella.  End of one nightmare, prelude to another.

*******************************************************************************

--------------------
10. Tofu Walkthrough
--------------------

Hahahaha....tofu.
Anyways, the Tofu scenario is the exact same as the Hunk scenario, save one
thing:  all you have is a knife.  

You start down in the sewers, just like Hunk, and you will also radio in for 
the rendezvous point which is the roof of the police station.  You start out 
with a knife, two green herbs and a blue herb:  that's it.  You may be thinking
to yourself, how the hell am I going to kill all of these enemies with only a
knife?  Well, the answer is that you're not going to.  Basically, you're going
to simply dodge past all of the enemies.  If you beat the Tofu scenario, you 
are the master dodger.

Down in the sewer, run forward, up the step to the right, up the stairs and
through the door to the left.  Right in front of you is a female zombie.  Run
past her to the right, take a right at the catwalk, and dodge past the other
zombie right there.  Do this quickly before the zombies have a chance to react.
Now, this next part is tricky.  When you cross the catwalk, hang out to the 
right a bit, and wait for the two zombies to the right and the zombie behind 
you on the catwalk to come towards you.  Right when they're all in a bunch,
dodge past the two ahead of you by hugging the far wall.  Run through the door.

This next room contains 3 zombies that you need to dodge.  Dodge the first 
zombie by running to your right, and then switch over to your left to dodge
the second zombie.  The third zombie is kind of in the center of the passage.
You need to attract him, so that he moves towards you, then dart past him on
the more open side.  Run down the stairs.  

Down here in the sewers are two spiders.  Run forward until you encounter the
first spider.  Hang out on one side of the wall.  When the spider reaches for
you, dart around him on the other side.  The next spider should be near a 
corner.  Run past him by going around his far side (don't cut the corner).  Run
a little ways and go up the ladder.  In the next room, there are three dogs
coming at you when you reach the top of the ladder.  Run straight and hope that 
the dogs all miss you.  Go around the corner and through the door.

In the next room, you'll encounter a couple of stationary zombies.  Run past
the two of them by hugging the wall to the right.  Go around the corner where
you'll see another couple of zombies.  Get the first one's attention.  Stand
at the corner, and he should start lumbering towards you.  Wait until he's 
close, and then run around him on the far side of the corner.  Dodge past the
second zombie to your left, and go through the door.

Ah boy, more dogs.  Run forward and then slightly to your left to avoid the
first barrage of dog teeth.  Now, swing right to hopefully avoid the second
dog ahead of you.  As you run across the parking garage to the door, sway left
and right slightly, so that the dogs behind you will jump and miss.  Go through
the door.  This next hallway contains a bunch of crows; piece of cake.  Keep
running through the hall and take a left at the junction; go up the stairs.

This next hall is one of my least favorite.  There are three dogs in the narrow
hall, and you have to dodge past all three (using the knife would be suicide).
Try going down one side of the hall past the first dog, and then switching to
the other side before the next one can get you.  Dodge past the third one by
taking a wide right and then go through the door.

There's a zombie right in front of you.  Ignore him; run forward and through 
the opening to your right before the zombie can get to you.  There's a zombie
just to your left.  Run forward and past the office to your right.  You'll 
encounter another zombie to your right just past the office.  Goad him 
towards you a little bit, and then dodge around his right side.  Go around the
far table and through the door.  This next room is tricky.  You need to try 
and bunch the zombies together and then dodge around the whole conglomeration
of them.  Step a little ways to your right when you come out of the door.  This
should alert the zombies to your right and the one right in front of you.  Let
them close in on you, and you should see a space towards the phones.  Go that
way, and then turn right.  Wait at the bottom of the screen.  The zombies 
should all be bunched up and should start coming towards you.  Run around them
towards the blue door and head to the brown door.  There may be another zombie
or two waiting for you; dodge around them and head through the door.

Isn't the hall nice and peaceful?  Run down the steps to your right and then
enter the double doors to your left.  This next room contains a couple of
spiders.  Wait for the first one to come at you, and then go around the 
opposite side of the pole.  Dodge around the next spider by going around the
far side of the corner and enter the door as quickly as possible.

You're now in the licker hallway.  Run forward and a licker will drop from the
ceiling.  Ignore him and keep running.  Go around the far side of the next
corner, around the licker and run down the hall.  The third licker may try to
leap at you.  If you move back and forth along the hall, he shouldn't hit you.
Keep running and through the door at the end.  If the third licker doesn't jump
at you, dodge around whatever side he gives you the most room on.

Dammit, those stupid plants.  I still have not figured out a way to get 
through this room without taking a hit.  What you want to do is try to get the
plants to hit you with their vines.  If they spit their poison at you or grab
you, that's not good.  Run down the hall until you come to the first corner.
Back up and wait until you see the plant.  Now, you know the plant is about to 
swing its vines because it will arch its back.  Now, you have to start pushing
the plant.  That's right, there's no room around the sucker.  Start pushing the
plant (hope to God he doesn't start sucking on you) until you come to the 
double doors.  Here you have some room to dodge around him.  Go up to the next
corner where you'll encounter yet ANOTHER plant!  Wait for him to arch his back
and then run to his right.  Push him a little bit until you get some room at
the next corner.  Run past him and through the door.

If you thought the last hall was tough, things just keep getting worse.  The
next room contains two of the more powerful plants.  The best strategy is to
just take a hit and get it over with quickly.  Run to the plant on the right
and let him grab ahold of you.  When he lets go of you, push him and run
behind the plants and up the stairs.  

Mr. X is lurking in the next hall at the top of the stairs.  Lure him out to
the landing where you have room to dodge around him.  Once around him, continue
down the hall, past the statues and through the door.  The next room is pretty
easy too.  Run to your left and you'll encounter two crawling zombies.  Try to
run between them.  Continue down the corridor, and run between the lying
zombies.  Dodge around the last zombie that's crawling around the corner 
towards you.  Just try to get bit as few times as possible.  Head through the
door at the end of the hall.

The next room contains 3 mutated lickers.  Run around the first one to the
left and head towards the corridor to the right.  Another licker will come
scuttling down towards you; dodge around him.  If you hear him about to jump,
simply move out of the way as he's flying through the air.  Not really a hard
room.  Head down the short hallway and enter the door to your left to enter 
the gallery.  No enemies here!  Boo yah.  Go through the double doors to the
second floor of the main hall.

See that plant over by the emergency ladder?  Well, stand right by the door to
the gallery and wait for him to come to you.  You can probably fit in a good
bathroom break before the sucker finally get to you.  When he does, simply use
the wide space in front of the door to dodge around him.  Easy, right?  By now,
the second plant should be in the area by the emergency ladder.  Use the extra
room there to dodge around him as well.  See how easy the plants are to dodge
when you have some room.  Continue along the balconey and through the door at
the end to the waiting room.

Uh oh.  There is absolutely no room to move here.  Hopefully you still have at
least one green herb left; you're going to need it.  Run forward and hug the
first zombie you run into.  Hopefully, when you shake off the zombie, you will
clear the area around you just enough to get to the door before the zombies
get up and eat you for a snack.  Try to get through the room with only one
zombie bite, as there's really no way to do it without getting hit.  The next
hallway contains yet another crowd of zombies to your right.  Hug the wall and
try to get bit by the middle zombie.  When you shake him off, this should knock
all the other zombies around you away.  Heal (if you can) and head through the
door.  

Here you are, in the last hallway with an enemy.  That enemy is Mr. X and as 
this is a thin hallway, you're going to get punched once.  Run down the 
corridor until you meet the charming tyrant.  Try to run past him (he will most
likely hit you once) and run through the door at the end.

Congratulations!  You've just completed the Tofu scenario.  Give yourself a 
huge pat on the back.

*******************************************************************************

----------------------------
11. Locations of Major Items
----------------------------

Yup, this section is basically for you lazy people who are too lazy to search
through the whole guide to find the location of one item.  If you've been 
searching forever for that stupid Diamond Key (or any other item, for that
matter) you've come to the right place.



Shotgun
-------

LEON ONLY

Scenario A:  Grab the shotgun from the body of the gun shop owner.  Or, you can
find another shotgun on the second floor of the police station in the STARS
room.  It's in the weapons locker in the right corner of the room.

Scenario B:  The shotgun in scenario B is located on the computer console in
the main hall.  Use the emergency ladder to access the main hall from the 
second floor and you should see it right there on the desk for you.

Bowgun
------

CLAIRE ONLY

Scenario A:  Grab the bowgun from the body of the gun shop owner.  Or, you can
find another bowgun out in the shed.  Go to the roof of the police station via
the crow hallway.  Go down the stairs and you'll enter a short little streets
area.  Travel through this short section and enter the door at the end; it 
leads to the shed.  You can find the bowgun on the desk in the back of the 
room.

Scenario B:  The bowgun in scenario B is located in the STARS office on the
second floor of the police station.  It's in the weapons locker in the right
corner of the room.

Magnum
------

LEON ONLY

Scenario A:  In scenario A, you can find the magnum in the room by the stairs
that lead down into the basement of the police station.  After you've unlocked
the only door locked by the heart key, travel along the corridor unil you come
to a staircase.  Off to the left of the staircase is a door.  Once you have the
Club key, you can unlock the door.  In the back of the room are two bunkbeds 
and a dresser.  The magnum is on top of the dresser.

Scenario B:  Located in the STARS office on the second floor of the police
station.  It's in the weapons locker in the right corner of the room.

Grenade Launcher
----------------

CLAIRE ONLY

Scenario A:  Located in the STARS office on the second floor of the police
station.  It's in the weapons locker in the right corner of the room.

Scenario B:  The grenade launcher in scenario B is located on the computer 
console in the main hall.  Use the emergency ladder to access the main hall 
from the second floor and you should see it right there on the desk for you.

Sub Machine Gun
---------------

Scenario A/B:  It's in the weapons room in the basement corridor.  You need a
variety of things to unlock the door including a red card key, the club key, 
power.  Go through the double brown doors in the basement corridor and set the
correct power supply.  Next, unlock the far door with your club key.  In here,
you'll find the red card key.  Use the red card key on the card reader next to
the silver door to access the weapons room.  You'll find the sub machine gun,
as well as a pack in one of the lockers.  Warning, though, if you take the
sub machine gun and/or the pack, they won't be available for the B scenario.

Spark Shot
----------

CLAIRE ONLY

Scenario A/B:  After your fist tram ride, you'll be in a factory.  Wide along
the first set of hallways until you come to a junction.  Head left, and then
go right around the next corner.  You'll find a body who's holding the Spark
Shot.

Flamethrower
------------

LEON ONLY

Scenario A/B:  In the Umbrella labs, head along the catwalks to the main 
center.  Go along the catwalk to the right (the red one) and enter the sliding
door.  Go to the right and enter the door at the end of the short hall.  In
this next room, open the lockers to your right to get the flamethrower.

Rocket Launcher
---------------

Scenario B:  When you face the mutated Mr. X in the train room, Ada will throw
you a rocket launcher with only 2 missiles.

Handgun parts
-------------

LEON ONLY

Scenario A/B:  The handgun parts are located in the corridor just outside the
gallery.  There's a desk next to the door.  Find a small silver key and use it
to unlock the desk; inside are the handgun parts.

Shotgun parts
-------------

LEON ONLY

Scenario A/B:  After your fist tram ride, you'll be in a factory.  Wide along
the first set of hallways until you come to a junction.  Head left, and then
go right around the next corner.  You'll find a body who's holding the shotgun
parts.

Magnum parts
------------

LEON ONLY

Scenario A/B:  First, you need to get the weapons box key.  After your first
tram ride, you'll arrive at the factories.  Just to the left, you'll encounter
a flare gun.  Light it with your lighter and you should see a sparkling key on
the ground; grab it.  Now, when you're deep in the bottom of the Umbrella labs,
you'll encounter an area filled with zombies and automatically opening doors.
Use the w. box key to open a locker with a blue light above it.  Inside are the
magnum parts.


That does it for the weapons, now on to the items...

Blue Card Key
-------------

Scenario A:  In the main hall, go through the door in the far back corner.  A
cutscene will start up and the man will give you the card key.

Scenario B:  Go to the hallway where the helicopter has crashed through.  Once
you've doused the water, head past the helicopter and enter the door to the
right.  The key is on the boxes in the back left corner of the room.

Unicorn Medal
-------------

Scenario A:  The unicorn medal is in the STARS room on the second floor of the
police station.  It's under Chris's Diary which is on the desk in the center
of the room.

Scenario B:  In the second scenario, the unicorn medal can be found on the
balconey of the second floor in the main hall.  Go all the way to the end of 
the balconey, past the gallery where you'll encounter a group of zombies.  Just
past the zombies, you'll find the unicorn medal in the wall.

Spade Key
---------

Scenario A/B:  In the center of the main hall is a fountain.  Put the unicorn
medal in the fountain and out pops the Spade Key.

Lighter
-------

CLAIRE ONLY

Scenario A:  It's in the waiting room on the second floor on top of the couch.

Scenario B:  Use the spade key to unlock the door in the licker hallway.  Push
the stool up against the shelf and grab the lighter.

Red Jewel #1
------------

Scenario A/B:  Go to the boarded up hallway in the west section of the police
station.  Enter the double doors and go into the closet in the back.  Light
the fireplace with your lighter and the jewel will pop out of the painting.

Red Jewel #2
------------

Scenario A/B:  On the second floor of the police station, you should encounter
a hallway with a statue.  Next to the center statue are two colored statues 
(red and blue).  Position the two statues so that they're both placing the 
center statue and the second jewel will fall out.

Bishop Plug/Serpent Stone
-------------------------

Scenario A/B:  Go to the gallery on the second floor.  Once in the gallery, go
up the stairs, travel along the balconey and you'll fall through down below.
Press a button to move one of the shelves.  Move the farthest two left shelves
one space to the right each.  Go and grab the plug or stone that appears behind
the plate.

Valve Handle
------------

Scenario A:  It's in the shed.  Go to the roof of the police station via the 
crow hallway.  Go down the stairs and you'll enter a short little streets area.
Travel through this short section and enter the door at the end; it leads to 
the shed.  You can find the valve handle on the desk in the back of the shed.

Scenario B:  Find the valve handle in scenario A by going down to the main 
police office.  It's the room with the double blue doors.  You can find the
valve handle in the back corner of the room.

Diamond Key
-----------

Scenario A:  Go to the hallway where the helicopter has crashed through.  Once
you've doused the water, head past the helicopter and enter the door to the
right.  The key is on the boxes in the back left corner of the room.

Claire Scenario B:  The Diamond Key is in the STARS room on the second floor of
the police station.  It's under Chris's Diary which is on the desk in the 
center of the room.

Leon Scenario B:  The Diamond Key in Leon's Scenario B is located in the room
where the door is boarded up at the end of a short hall.  When you enter the
hallway, you'll meet Sherry.  Sherry will run down the hall, and the key will
be left behind on the ground.


King Plug/Blue Stone piece
--------------------------

Scenario A/B:  Go to the hallway where the helicopter has crashed through.  
Once you've doused the water, head past the helicopter and enter the door to 
the right.  Put the two red jewels in the woman reliefs on the sides of the
the statue of Tyrannos.  The plug/stone piece will be in the statue.

Rook Plug/Eagle Stone
---------------------

Scenario A/B:  Go to the east end of the police station on the first floor.  
Travel through the hallways until you come to a silver door that you can unlock
with your diamond key.  Inside this room, you'll find the plug/stone on a 
shelf.

Bomb and Detonator
------------------

CLAIRE ONLY

Scenario A/B:  Go to the west end of the police station on the first floor.  
When you come to the room with the staircase, head right and unlock the door 
with your diamond key.  Straight ahead is a busted locker.  Inside it is the 
plastic bomb.  Head through the next door and inside a side office you'll find 
the detonator.  Combine the plastic bomb and the detonator to form the bomb and
detonator.

Heart Key
---------

Leon Scenario A/B:  Go to the west end of the police station on the first floor.
When you come to the room with the staircase, head right and unlock the door
with your diamond key.  Go through the next door and inside a side office, 
you'll find the heart key.

Claire Scenario A/B:  Once you've destroyed the wall next to the helicopter
on the second floor with your bomb and detonator, you'll find the heart key
on the police chief's desk.

Club Key
--------

Scenario A/B:  When you get to the basement, you'll come to a place where 
you'll meet your side charater.  After the cutscene, you'll take control of the
side character.  Go to a room where you can raise the water.  Drop down into
the tank, move the boxes so they're in a row, and then raise the water to form
a bridge to the other side.  On the shelf is the club key.

G. Cogwheel
-----------

Scenario A/B:  Go to the east side of the police station on the first floor.
Travel all the way through the hallways until you come to a door at the end of
all the hallways.  Unlock the door with the club key.  Light the the candle in
the corner of the room, and then turn on the three switches in the room and the
g. cogwheel will fall out in the back corner of the room.

Crank
-----

Scenario A:  Use the spade key to unlock the door in the licker hallway.  Push
the stool up against the shelf and grab the crank.    

Leon Scenario B:  After Claire calls you on the radio, head to the newly opened
hallway where the helicopter crashed through.  Go down the hall and through
all the doors.  At the end, you'll find a box; open it up and grab the crank.

Claire Scenario B:  After Leon calls you on the radio, go down to the basement,
go right and head into the parking garage.  Go through the door at the end of
the garage.  Travel down the hallway and through the gate at the end.  The
crank is just past the cells.  

Knight Plug/Blue Stone piece
----------------------------

Scenario A/B:  Go up to the third floor of the police station in the main hall.
At the end of the short balconey, go through the door.  Use your crank on the
small square hole to lower a staircase from above.  Go up the stairs and put 
the G. Cogwheel in place to open a passage to your right.  The plug/stone is
right there.

Wolf Medal
----------

Leon Scenario A:  In the sewers, go down the red elevator from your save room,
head down the hall and through the door.  Drop into the water, head left and
the medal on one of the bodies on the ledge to your left.

Claire Scenario A:  In the sewers, when you first take control of Sherry, 
she'll find the wolf medal lying on some trash.  Back when you take control of
Claire, after you defeat the alligator, and you meet up with Sherry, you'll
find the wolf medal on the trash.

Scenario B:  same as Leon Scenario A.

Eagle Medal
-----------

Scenario A/B:  Down in the sewers, when you get up to the second floor, cross
the catwalk, go left, up the incline and you'll find the eagle medal on the
floor.

Main Fuse
---------

Scenario A/B:  Down in the Umbrella labs, go along the catwalks to the center
and go left down the blue catwalk.  Go to the room all covered with ice and
grab the fuse case, put them in the machine and out will pop the main fuse.

Lab Card Key
------------

Scenario A:  Go down to the bottom of the Umbrella labs and go through the
automatically opening doors.  Once in the main lab, go to the back of the lab
where you'll find the card key on the table.

Scenario B:  In the Umbrella labs, head along the catwalks to the main 
center.  Go along the catwalk to the right (the red one) and enter the sliding
door.  Go to the right and enter the door at the end of the short hall.  In
this next room, the card key will be to your right.

MO Disk
-------

Scenario A:  Once you have the lab card key, head back up to the catwalks and
go down the blue one.  In the door straight ahead, unlock the door with your
key and inside that room is the MO Disk

P. Room Key
-----------

Scenario B:  Go down to the bottom of the Umbrella labs and go through the
automatically opening doors.  Once in the main lab, go to the back of the lab
where you'll find the key on the table.

Master Key
----------

Scenario B:  After the cutscene with Mr. X where he falls into the pool of 
magma, the key will be on the ground.

Platform Key
------------

Scenario B:  It's in the back of the train.



Ok, I think that's it.

*******************************************************************************

---------
12. Files  
---------

Here you go, all of the files in the game for your reading pleasure.



#1 Memo to Leon
---------------

To Leon S. Kennedy,
Congratulations on your assignment to the Raccoon City police department.
We all look forward to having you as a part of our team and promise to take 
good care of you.
Welcome aboard!
    From all the guys
    at the R.P.D.


#2 Police Memorandum
--------------------

8/23/1998
This letter is just to inform everyone about the recent movement of equipment 
that has happened during the precinct's rearrangement.

The safe with [the] four digit lock has been moved from the S.T.A.R.S. office 
on the second floor, to the eastern office on the first floor.

"4542"

Raccoon Police Liaison Dept.


#3 Operation Report 
-------------------

-- Operation Report --

September 26th

The Raccoon Police Dept. was unexpectedly attacked by zombies. Many have been 
injured. Even more were killed. During the attack, our communications 
equipment was destroyed and we longer have contact with the outside.

We have decided to carry out an operation with the intent of rescuing any 
possible survivors as well as to prevent this disaster from spreading beyond 
Raccoon City. The details of the operation are as follows: 

Security of armaments and ammunition.

Chief Irons has voiced concern regarding the issue of terrorism due to a series
of recent unresolved incidents. On the very day before the zombies' attack, he 
made the decision to relocate all weapons to scattered intervals throughout 
the building as a temporary measure to prevent their possible seizure.
Unfortunately, this decision made it extremely difficult for us to locate all 
ammunition caches. It has become our top priority to recover these scattered 
munitions.

To unlock the weapon storage.

As stated earlier, it will be extremely difficult to secure all the ammunition.
However, a considerable supply still remains in the underground weapon storage.
Unfortunately, the person in charge of the card key used to access the weapon 
storage is missing and we have been unable to located the key. One of the 
breakers went down during the battle and the electronic locks are not 
functioning in certain areas. It has become a top priority to restore the 
power room and secure those locks.

Recorder: David Ford

-- Operation Report --

September 27th

1:00 PM. The west barricade has been broken through and another exchange 
ensued. We sheltered the injured in the confiscation room on the first floor 
temporarily. Twelve more people were injured in the battle.

Recorder: David Ford

-- Additional Report --

Three additional people were killed following the sudden appearance of an as of
yet unknown creature. This creature is identified by missing patches of skin 
and razor-like claws. However, its most distinguishing characteristic is its 
lance-like tongue, capable of piercing a human torso in an instant. Their 
numbers as well as their locations remains unknown. we have tentatively named 
this creature the "licker" and are currently in the process of developing 
countermeasures to deal with this new threat.


#4 Operation Report 2
---------------------

-- Operation Report --

September 28th

Early morning 2:30 AM. Zombies overran the operation room and another battle 
broke out. We lost four more people, including David. We're down to four 
people, including myself. We failed to secure the weapons cache and hope for 
our survival continues to diminish. We won't last much longer... We agreed 
upon a plan to escape through the sewer. There's a path leading from the 
precinct underground to the sewage disposal plant. We should be able to access 
the sewers through there. The only drawback is that there is now guarantee the 
sewage disposal plant is free of any possible dangers. We know our chances in 
the sewers are slim, but anything would be btter than simply waiting here to 
die.
In order to buy more time, we locked the only door leading to the underground, 
which is located in the eastern office. We left the key behind in the western 
office since it's unlikely that any of those creatures have the intelligence 
to find it and unlock the door.

I pray that this operation report will be helpful to whoever may find it.

Recorder: Elliot Edward


#5 Addition to Operation Report
-------------------------------
 
-Additional Report-

 Three additional people were killed following the sudden appearance of an as 
of yet unknown creature. This creature is identified by missing patches of skin
and razor-like claws. However, its most distinguishing characteristic is it's
lance-like tongue, capable of piercing a human torso in an instant. Their 
numbers as well as their location remains unknown. We have tentatively named 
this creature the "Licker" and are currently in the process of developing 
countermeasures to deal with this new threat.


#6 Chris's Diary
----------------

August 8th
I talked to the chief today once again, but he refused to listen to me. I know 
for certain that Umbrella conducted T-Virus research in that mansion. Anyone 
infected turns into a zombie.

But the entire mansion went up in that explosion; along with any incriminating 
evidence. Since Umbrella employs so many people in this town, no one is willing
to talk about the incident. It looks like I'm running out of options.

August 17th
We've been receiving a lot of local reports about strange monsters appearing at
random throughout the city. This must be the work of Umbrella.

August 24th
With the help of Jill and Barry, I finally obtained information vital to this 
case. Umbrella has begun research on the new G-virus, a variation of the 
original T-virus. Haven't they done enough damage already?

We talked it over, and have decided to fly to the main Umbrella HQ in Europe. 
I won't tell my sister about this trip because doing so could put her in 
danger.

Please forgive me Claire.


#7 Patrol Report
----------------

-Patrol Report-
September 20th 9:30 PM
Reporter: Sgt. Neil Carlsen

We received a report of a suspicious individual skulking around the sewers in 
the outskirts of Raccoon City. I searched the area and located the individual, 
but he ran away before I was able to question him.

I recovered the following items:

- A small amount of C4 plastic explosive.
- An electronic detonator.
- 9x19 parabellum rounds.
- Infrared scope (broken).

End of report.


#8 Federal Police Dept. Internal Investigation Report
-----------------------------------------------------
  
Mr Chris Redfield             
Raccoon City Police Dept
S.T.A.R.S. division
  
As per your request,we have conducted our internal investigation and discovered
the following information:
 
1) Regarding the G-Virus currently under developement by Umbrella Inc.
  
So far its uncomfirmed that the G-virus even exists. We're continuing with our 
investigation.
 
2) Regarding Mr.Brian Irons, Chief of Raccoon City Police Dept.
   
Mr. Irons has allegedly received large sums of funds in bribes from Umbrella 
Inc. over the last 5 years. He was apparently involved in the cover up of the 
mansion lab case along with several other incidents in which Umbrella appears 
to have direct involvement.  Mr.Irons had been arrested under suspicion of rape
on two seperate counts during his years as a university student. He under went 
psychiatric evaluation as a result of the charges but was released due to 
circumstantial evidence as well as his phenomenal academic standing.  As such, 
extreme caution is advised when dealing with him.

Jack Hamilton
      
Section Chief
Internal Investigations
United States Federal
Police Department


#9 Secretary's Diary A
----------------------

April 6th
I accidentally moved one of the stone statues on the second floor when I leaned
against it. When the chief found out about it, he was furious. I swear the guy 
nearly bit my head off, screaming at me never to touch the statue again. If 
it's so important, then maybe he shouldn't have put it out in the open like 
that...

April 7th
I heard that all the art pieces from the chief's collection are rare items, 
literally worth hundreds of thousand of dollars. I don't know which is the 
bigger mystery: where he finds these tacky things, or where he's getting the 
money to pay for them.

May 10th
I wasn't surprised to see the chief come in today with yet another large
picture frame in his hands. This time it was a really disturbing painting 
depicting a nude person being hanged. I was appalled by the expression on the 
chief's face as he leered at that painting. Why anyone would consider something
like that to be a work of art is beyond my comprehension.


#10 Secretary's Diary B
-----------------------

June 8th
As I was straightening up the chief's room, he burst through the door with a 
furious look on his face. It's only been 2 months since I've started working 
here, but that was the second time I've seen him like this. The last time was 
when I bumped into that statue, only this time he looked even more agitated 
than ever. I seriously thought for a moment that he was going to hurt me.

June 15th
I finally discovered what the chief has been hiding all along...If he finds out
that I know, my life will be in serious danger. It's getting late already. I'm 
just going to have to take this a day at a time...


(blank page)



#11 Chief's Diary
-----------------

September 23rd 
It's all over. Those imbeciles from Umbrella have finally done it...Despite all
their promises, they've ruined my town. Soon the streets will be infested with 
zombies. I'm beginning to think that I may be infected myself. I'll kill 
everyone in town if this turns out to be true!

September 24th
I was successful in spreading confusion among the police as planned. I've made 
sure that no one from the outside will come to help. With the delays in police 
actions, no one will have the chance to escape my city alive. I've seen to it 
personally that all escape routes from inside the precinct have been cut off as
well. There are several survivors still attempting to escape through the lower 
levels, but I'll make sure no one gets out.

September 26th
I've had a change of heart about the remaining survivors inside the precinct. 
I've decided to hunt then down myself. 

I shot Ed in the back through the heart less than an hour ago. I watched him 
writhe in pain upon the floor in a pool of his own blood. The expression on his
face was positively exquisite. He died with his eyes wide open, staring up at
me. It was beautiful. I wonder if the mayor's daughter is still alive? I let 
her escape so I could enjoy hunting her down later...I'm going to enjoy my new 
trophy. Yes, frozen forever in the pose I choose to give her.


#12 Mail to the Chief
---------------------

To: Mr. Brian Irons, Chief of the Raccoon City Police Dept.

We have lost the mansion lab facility due to the renegade operative, Albert 
Wesker. Fortunately, his interference will no lasting effect upon our continued
virus research. Our only present concern is the presence of the remaining 
S.T.A.R.S. members: Redfield, Valentine, Burton, Chambers and Vickers. If it 
comes to light that S.T.A.R.S. have any evidence to the activities of our 
research, dispose of themin a way that would appear to be purely accidental. 
Continue to monitor their progress and make certain their knowledge does not go
public. Annette will continue to be your contact throughout this affair.

William Birkin

To: Mr. Brian Irons, Chief of the Raccoon City Police Dept.

I have deposited the amount of US $10000 to the account for your services this 
term as per agreement. The development of the G-virus scheduled to replace the 
T-virus, is near completion. Once completed, I am certain that I will be 
appointed to be a member of the executive board for Umbrella Inc. It is 
imperative that we proceed with caution. Redfield and the remaining S.T.A.R.S. 
members are still attempting to uncover information on the project. Continue to
monitor their activities and block all attempts to investigate the underground 
research facilities.

William Birkin

To: Mr. Brian Irons, Chief of the Raccoon City Police Dept.

We have a problem. I have received information informing me that Umbrella HQ 
has sent spies to recover my research on the G-virus. There are an unknown 
number of agents involved. They must not be allowed to take this project away 
from me as it represents my entire life work. Search the city thoroughly for 
any suspicious persons. Detain any such individuals by whatever means possible 
and contact me immediately through Annette. With these precautions, any 
possible threat should be eliminated. I will not allow anyone to steal my work 
on the G-virus. Not even Umbrella...

William Birkin


#13 Researcher's Message
------------------------
 
To whom it may concern:
 
I've sealed my own fate... I lost the key vital to my survival. Without that 
key, it is only a matter of time before I am overcome by the zombies and become
one of them. I can't bear the thought of infecting others when it really 
happens.  If I could only recall where I left that key....
 
It is inevitable that I will be caught and infected by the zombies...  Before 
this happens, I leave one last important message:  If you happen to find the
key within the complex, proceed to the lab immediately.  It may be your only 
hope.


#14 Night Watchman's Diary
--------------------------

August 11th
I finally had the chance to see blue skies for the first time in ages, but it 
did little to lift my spirits. I was reprimanded by the chief for neglecting my
duties while I was up on the clock tower. There's only one thing I still don't 
understand: the chief seemed to be more concerned about the fact that I was up 
on the tower rather than that I was neglecting my duties. Why was access to the
tower prohibited in the first place anyway?

September 5th
I recently talked to the old man who works in the scrap yard out back. His name
is Thomas. He's a quiet man and really seems to enjoy chess. He even went so 
far as to design a special key and lock engraved with chess pieces on them for 
one of the doors in the disposal yard. We made plans to play chess tomorrow 
night. I can't help but wonder how good he is. One thing that's been bothering 
me about him is the way that he's always scratching himself...Does he have some
sort of skin disease or [is he] just rude?

September 9th
Thomas was a much better player than I has imagined. I used to think of myself 
as a fairly decent player, but he did a pretty good job of humbling me. About 
the only thing I imagine that could match his skills in chess is his appetite. 
All the guy did was talk about food throughout the entire game. He sounded 
fairly healthy, but he didn't look quite right...I wonder if he's okay.

September 12th

I was supposed to play another game of chess with Thomas, but we had to cancel 
because he hasn't been feeling too well. He stopped by to see me, but I told 
him to go back and rest since he literally looked like the walking dead. He 
insisted he was just fine, but I could tell he was really having problems. 
Come to think of it, I haven't been feeling too good myself lately...


#15 Sewer Manager Fax
---------------------

-User List of the Connecting Facility- 

On the first and third Wednesdays of the month, Angelica Margaret, chief of 
maintenance, will make use of the facilities. Be sure to reduce the moisture 
levels in the facility by activating the fan, as the equipment she will be 
using is susceptible to the effects or water vapors. 

On the 28th of every month, the chemical transporter Don Weller will use the 
facility. The chemicals he will be transporting are extremely volatile. Extreme
caution should be observed throughout their transport. 

On the 6th and 16th of every month, police chief Brian Irons will visit the 
facility to attend the regular meeting that take place in the lab. 

On the 4th Friday of every other month, William Birkin will use the facility 
to conduct a training seminar for the Chicago branch of Umbrela Inc. As the 
probability of an attack upon William Birkin will be high, take every measure 
conceivable to guard his life. You will be informed of all other potential 
visitors and times they will arrive as needed. Guide these individuals to their
destination safely. We expect nothing but the best from you.

Charles Coleman Secretary Chief Umbrella Headquarters


#16 Sewer Manager's Diary
-------------------------

June 28th
It's been a while, but I saw Don today and we talked after completing our work.
He told me he had been sick in bed until yesterday. It really doesn't come as 
much of a surprise given how long he's been working here. He was sweating like 
a horse and kept scratching his body while we were talking. I asked if he was 
hot, but he just looked at me funny. What's wrong with him anyway?

July 7th
Chief Irons has been visiting the lab quite often lately. I don't know what 
he's doing over there but he always looks grim. The expression on his face has 
been even more unsettling than usual... My guess is that it's because of Dr. 
Birkin's impossible requests. The chief has my sympathies though. After all 
he's done for the town, he doesn't deserve this.

July 21st
I rarely drink because I'm on the graveyard shift, but I don't suppose I have 
much to complain about it since this is how I make my living.

August 16th
Chief Irons came in late today, looking grimmer than his usual self. I tried to
joke with him to cheer him up but he wasn't amused. He pulled his gun and 
threatened to shoot me! I was able to calm him down, but that guy must have 
some serious problems. He knows he can't enter the lab without my help and my 
medal. This is what it means for the chief "to serve and protect"!?

August 21st

William informed me that the police and media have begun their investigation on
Umbrella's affair. He said that the investigation will be citywide and that 
there is a possibility they'll even search through the sewer. He asked me to 
suspend all Umbrella sewer facility operations until the investigation has 
concluded. The sewer will still be used for passage, but he stressed that I 
have to be extremely cautious and that I'd lose my job if anyone finds out 
about this operation.


#17 User Registration
---------------------

Temporary User Registration for the Culture Experiment Room:

User Name: "GUEST"
Password: None

Valid for 24 hours.


#18 Laboratory Security Manual
------------------------------

Laboratory Security Manual
-Security measures in case of an emergency-

In the instance of an uncontainable biohazardous breakout, all security 
measures will be directed toward the underground transport facility. In the 
instance that any abnormalities are detected among cargo in transit, all 
materials will automatically be transported  from the loading zone to the 
designated high-speed train. At which point, all materials will be isolated and
disposed of immediately. 

In the instance of a Class 1 emergency, the entire train will be purged and 
disposed of without delay. 

In the instance that the lab itself becomes contaminated, the northern most 
route currently used to transport materials to and from the facility will be 
designated as an emergency escape route. This route will secure passage to the 
relay point outside the city limits.

Disclosure about any information regarding research conducted here, or the 
existence of this facility, is strictly prohibited. Since it is top priority to
keep all research classified, escape access may be denied under certain 
extenuating circumstances.


#19 Instructions for Synthesis of the G-Virus Antigen
-----------------------------------------------------

Any beings infected by the G-virus will reproduce through the impregnation of 
an embryo within another living being. Unless rejected by the host, the embryo 
will undertake a process of gradual cellular invasion, infecting the host's 
cells on a molecular level as it rewrites their DNA. Once the metamorphosis is 
complete, the host will be capable of continuing this cycle of 
self-replication. The duration of time for the process to run its course will 
vary from subject to subject. In the early stages of cellular invasion, it is 
possible to halt progression of the metamorphosis through the administration of
the G-vaccine antigen.

The following procedure details its synthesis. The vaccine creation requires 
the base vaccine.

This can be arranged by the activator VAM. First set the empty cartridge to the
VAM and activate it. After several moments the process will be complete and the
white-color base vaccine will be set in the cartridge automatically. Then 
confirm the green light is on, remove the cartridge and proceed to the next 
step. Once the base vaccine has been prepared, set it in the vaccine synthesis 
machine located in the P-4 level experiment room. The machine is fully 
automated and only requires the user to push the sequence start switch. At this
point, the program will run automatically and synthesis will be complete within
approximately 10 seconds. As the synthesis of DEVIL is an extremely delicate 
process, the quality will vary with slight shocks or changes in temperature. 
Careful handling is required for the proper results.


#20 Investigate Report on P-Epsilon Gas
---------------------------------------

INVESTIGATIVE REPORT ON P-EPSILON GAS

-This report demands immediately attention- 

The P-Epsilon gas has been proven capable of incapacitating all know B.O.W.s 
(Bio-Organic Weapon). As such, it has been designated for emergency usage in 
the event of a B.O.W. escape. Reports based on data collected during the prior 
incidents indicate the potential for negative side effects. 

The P-Eplison has proven to weaken the B.O.W.s' cellular functions. However, 
prolonged exposures will result in the creation of adaptive antibodies to the 
agent. Furthermore, some species have been observed to absorb the P-Eplison gas
as a source of nutrition and use the toxins extracted against anything that is 
a threat. Use of P-Eplison gas should be severely limited to extreme cases 
only. We strongly request the authority to re-evaluate the P-Eplison gas 
development system. We would like this re-evaluation to take place immediately.

2nd R&D Room/Security Team

*******************************************************************************

--------------
13. Legal Crap
--------------

This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any other web site or as a part of any public display is strictly prohibited, 
and a violation of copyright.

Copyright 2005 Tom Beck

The only website with permission to post this guide is GameFAQs. 


Credits
-------


- GameFAQs for hosting this guide
- CjayC for creating this awesome website.
- All the fantastic GameFAQs writers who inspired me to get off my ass and do
something productive for this site.
- Capcom for creating such a wonderful game series.
- My brother for letting me use his laptop
- Caffeine for allowing me to stay up all night writing this.
- And last but not least the readers, because you're cool.


If you have any questions, comments or concerns, please feel free to email me
at trbeck13@gmail.com



Bye everyone.

Until next time!


*******************************************************************************