hide results

    FAQ/Walkthrough by peach freak

    Version: 1.85 | Updated: 04/26/14 | Printable Version | Search Guide | Bookmark Guide

    Resident Evil 2 FAQ/Walkthrough
    For the PlayStation Game System
    Written by peach freak or peachfreak90@hotmail.com
    Copyright 2007-2014 Tim Brastow. All Rights Reserved.
    Version 1.85
    
    Welcome! This is a walkthrough for Resident Evil 2 on the PlayStation. If you 
    have any questions, comments, or if I make a mistake, email me at 
    peachfreak90@hotmail.com. Once (good) questions are asked, I will put them up 
    in an Asked Questions section.
    
    Also, this FAQ is protected by copyright. You cannot sell this, put this on 
    your website without my permission, or any other violation of copyright law. 
    You can, however, save this onto your computer or print it out for personal and 
    LEGAL use.
    
    Table of Contents
    1. Version History
    2. Controls
    3. Weapons
    4. Characters
    5. Enemies
    6. Health
    7. Walkthrough (Leon A) 
    8. Walkthrough (Claire B) 
    9. Walkthrough (Claire A) 
    10. Walkthrough (Leon B)
    11. Files
    12. Items
    13. Secrets
    14. Hunk Walkthrough
    15. Credits
    
    ===================
    1. Version History
    ===================
    
    Version 1.00, July 19, 2007: Finished this FAQ and uploaded it onto GameFAQs.
    
    Version 1.10, February 21, 2009: Fixed many of the terrible spelling/grammar 
    mistakes throughout the guide.
    
    Version 1.15, March 2, 2009: Re-wrote my Licker description and fixed some item 
    info regarding Chris's Diary and the Lab Card Key.
    
    Version 1.20, March 4, 2009: Clarified some additional info about unlocking the 
    Gatling Gun after finishing B scenario.
    
    Version 1.50, March 7, 2009: Added in a walkthrough for Hunk in this guide.
    
    Version 1.60, April 9, 2009: Ok, I lied. The items that you get from Mr. X upon 
    dropping him are not random. I fixed this for Claire B (and even gave a new 
    strategy for fighting him in the Golden Cogwheel room), as the items you get 
    from him come in a fixed order. Also, I did fix a few more grammar errors found 
    throughout this guide.
    
    Version 1.75, March 6, 2014: Fixed many spelling and grammar errors in the 
    Files section. Also added the P-Epsilon Report as it was missing from that 
    section. Gave out a better description on how to encounter Brad Vickers and the 
    best strategy for fighting him. In the walkthroughs, I also added information 
    about the hidden Handgun Bullets behind the statue that drops the Red Jewel in 
    the Police Station (in addition to hidden Handgun Bullets in the Police Station 
    basement).
    
    Version 1.80, April 15, 2014: Finally added the items that Mr. X drops from his 
    trench coat during Leon's B scenario.
    
    Version 1.85, April 26, 2014: Added in the secret camera angle to the secrets 
    section.
    
    ============
    2. Controls
    ============
    
    X: Open Doors/Fire when weapon is aimed, pick up items
    Square: Run when held
    Circle: Check Game Status
    Triangle: Cancel
    R1: Aim Weapon
    L1: Switch targets
    D-Pad: Move character
    
    ===========
    3. Weapons
    ===========
    
    Knife: This is something you'll have at the beginning of the game, but when you 
    drop it into your first item box, you'll never see it again. It's a worthless 
    weapon, never mind the fact you need to be up close to attack with it, 
    increasing the risk you get hurt. Only use it for when you're saving ammo, or 
    if the zombies are on the ground. It can be used for taking out dogs easily at 
    least.
    
    Handgun: Both characters get this weapon at the beginning of the game, except 
    for the fact Leon's handgun can hold 18 bullets, while Claire's only has a 
    maximum of 13. They are useful for killing zombies and dogs, and maybe good for 
    saving ammo for other weapons against a licker. If you're playing as Leon, you 
    can upgrade this to a Custom Handgun, which can fire 3 bullets at a time and 
    can mow down enemies pretty fast.
    
    Sub Machine Gun: Both characters can get this weapon and I personally recommend 
    grabbing it if you tend to have ammo shortages throughout the game. You can 
    find it in the ammo storage room in the Police Station basement, but it can 
    only be grabbed in 1 scenario (so if you took it during Claire A, you can't get 
    it for Leon B). The second spot is in a storage room in Umbrella's Secret Lab, 
    where you go through some puzzle requiring both scenarios. It uses a percentage 
    for how much ammo you have, so you cannot get a clip for it. It's good for 
    stunning enemies and mowing down large groups of zombies, but beware, it eats 
    up two spaces in your item inventory.
    
    Rocket Launcher: Found at the end of B game, it holds 2 rockets and is needed 
    to destroy the final Mr. X. It can kill practically any enemy in one hit, but 
    with 2 rockets, you can't do much with it. It can be unlocked as a secret, 
    however, so you get all the rockets in the world to fire with. But this is 
    another nasty item that takes up two spaces in your item inventory.
    
    Gatling Gun: You can only get this secret weapon by unlocking it, and it isn't 
    that great. It eats up 2 spaces in your item inventory. Although you get 
    unlimited ammo for it, it takes a few seconds to charge it up, making you very 
    vulnerable to those enemies in groups or the fast enemies. It can fire pretty 
    quickly though, but I think the negatives outweigh the positives with this 
    weapon.
    
    ------------------
    Leon Only Weapons
    ------------------
    
    Shotgun: Leon A can find this in two places in the game: Kendo Gun Shop (A 
    scenario) and S.T.A.R.S office (A scenario), and in B scenario, you can only 
    find it on the front desk of the main hall 1F. It is a powerful weapon and 
    holds up to 5 shells. You can use it on any of the weaker enemies. It can blow 
    off a zombie's head at close range or knock them off their torso. They are 
    effective at stunning Lickers and weakening dogs. You can upgrade this to a 
    custom Shotgun, which is much more powerful and can hold to 7 shells instead of 
    5. The kind of ammo this weapon uses are Shotgun Shells.
    
    Magnum: An all-time Resident Evil favorite. Found in the Watchman's Room in 
    Leon A and as early as the S.T.A.R.S office in Leon B, this is a powerful 
    weapon. It can hold up to 8 bullets and kill several enemies in 1-2 hits. Near 
    the end of the game, you can upgrade this to a Custom Magnum. It is a much more 
    powerful gun and is great for mowing down any type of boss. The kind of ammo 
    this gun uses are Magnum Bullets, which are fairly uncommon, but there's enough 
    to have fun with this weapon.
    
    Flamethrower: Found in Umbrella's Secret Lab, getting to this weapon is just a 
    waste of time and found near the Anti BOW gas area. You cannot find any ammo 
    for it, as you start out with 100% fire and quickly goes down. At least the 
    flames are effective for taking out plants and vines.
    
    --------------------
    Claire Only Weapons
    --------------------
    
    Bow Gun: This weapon can be found in the Kendo Gun Shop (A game), Street Cabin 
    (A game), and the S.T.A.R.S office (B game). It can fire three arrows at a time 
    and hold up to 18 arrows. It is effective at taking down groups of zombies as 
    well as disposing of Lickers, but its usefulness declines as you get deeper in 
    the game. The ammo you find for this weapon, the BOW Gun Bolts, isn't very 
    common either.
    
    Grenade Launcher: You can call this Claire's solution to all of Leon's neat 
    weapons. It is found in the S.T.A.R.S office during A scenario and on the Main 
    Hall 1F in B scenario. The Grenade Launcher has three different types of ammo: 
    Grenade Rounds, Acid Rounds, and Flame Rounds. You can stuff as many rounds 
    into your Grenade Launcher as you want, because there is no maximum limit 
    unlike the other weapons. Here is my view of the three types.
    
    GRENADE ROUNDS: These are fairly weak and not very useful. Upon firing, it 
    splits into three rounds and scatter, often missing the enemy. But these are 
    good for taking out scattered groups of zombies or going solo with one enemy. 
    They're also useful to use so you can save ammo for your more powerful rounds. 
    When found during the game, the ammo case looks like a gray carrying case.
    
    ACID ROUNDS: Can take down many enemies in one hit and is effective on bosses. 
    When you hit an enemy, they change colors and fall down to the ground. When 
    found during the game, the ammo case looks like a yellow carrying case.
    
    FLAME ROUNDS: Flame Rounds are my personal favorite type of ammo. When enemies 
    are struck, they get lit on fire. Can take down quite a few enemies in one shot 
    and are effective with Ivy Plants. Flame Rounds are also very effective on 
    stunning bosses found late in the game. When found during the game, the ammo 
    case looks like a red carrying case.
    
    Spark Shot: Found in the factory, it fires out jolts of electricity to zap 
    other enemies. It's also good for taking out the final boss of Claire A. Take 
    it if you're on Claire A, otherwise, leave it, unless you're somebody who runs 
    short on ammo all the time. It uses a percentage for ammo, so you can't find 
    any for it. The other bad part of this weapon is that it takes up 2 spots in 
    your item inventory.
    
    ==============
    4. Characters
    ==============
    
    Leon Kennedy: Kennedy is a newcomer to the Raccoon Police Department, and his 
    first day on the job is a mess. Leon can be protective, but can sometimes be 
    reckless, and he hates it when people do not listen to him. Leon is one of the 
    two characters playable in this game.
    
    Claire Redfield: Claire is the other playable character in this game. She is 
    off looking for her brother Chris Redfield, who was involved in the Spencer 
    Mansion incident with Jill Valentine, Barry Burton, and Rebecca Chambers. 
    Claire is a light hearted character and is kind to everybody she finds, but 
    even as a young woman, she can protect herself and fight when needed.
    
    Sherry Birkin: This 12 year old will make you never complain about those 
    annoying people you know in life again. You'll find this character while 
    playing as Claire, and you'll need to play as her to get items out of Claire's 
    reach. She is also the daughter of Annette and William Birkin, both who worked 
    for Umbrella and never spent any time with Sherry (hey, I wonder why).
    
    Ada Wong: This is Leon's much better counterpart to Claire's Sherry. Soon we 
    find out Ada is a spy and is out looking for her boyfriend John (also soon 
    heard to be dead). Just like Sherry, Ada will help Leon get items out of reach 
    and you will play as her for small parts of the game. You also will find out 
    she tries to keep a lot of things secret.
    
    Brian Irons: Chief of the Raccoon Police Department, also works for Umbrella. 
    Irons blamed Umbrella for the T-Virus incident, mostly because it ruined "his 
    city". Afterwards, the mayor wanted Irons to look after his daughter, but Irons 
    killed her. Upon reading notes around the game, it is found out Irons is insane 
    and has killed off police officers, blocked off escape routes, and scattered 
    ammo around the area so nobody would get out alive. When we find him in 
    Claire's scenario, thankfully, he doesn't last long.
    
    Annette Birkin: This is the mother of Sherry Birkin. She works at Umbrella and 
    attends little time to Sherry. Annette is a bit protective with the G-Virus and 
    even as William Birkins is a monster, she still loves and attempts to protect 
    him (yet she protects him even if William has no memory as a monster). Also, 
    she is protective with Sherry and wants her to get out alive.
    
    William Birkin: Father of Sherry, and is the developer of the powerful G-Virus. 
    Umbrella wanted to steal the G-Virus, but after they fatally wounded William 
    and appeared to have got away with all of the samples, William injected himself 
    with one last sample he still had and protected himself, as well as killing the 
    troops that tried to steal his G-Virus samples. You fight him as a boss several 
    times during the game.
    
    Ben Bertolucci: Met only in Leon's scenario, Ben is a reporter who's locked 
    himself up in the Raccoon Police Station prison, and thinks by doing this, will 
    be protected by the monsters. At first, he won't spill out any beans of what's 
    been happening around the city. He only tells them about an escape route, but 
    when he is attacked, he gives you information about Irons and what he's been 
    doing.
    
    ===========
    5. Enemies
    ===========
    
    Zombie: These are always the traditional enemies. Mutated from the T-virus, 
    you'll find these enemies all over the place. Zombies like to grab onto you and 
    start biting you, and the damage does really stack up overtime. Sometimes, 
    they'll spit acid at you, which isn't much of a problem. Any weapon can take 
    them down, but sometimes they can be easily avoided.
    
    Dogs: These aren't found until you're in the basements of Raccoon City. They 
    like to charge and jump at you and if they're in groups, this can be pretty 
    hard to get out of, and you'll usually get severely hurt or killed. The best 
    tactics to kill these dogs (works with any weapon) is to fire when they get up 
    and you hear a growling. This way, they shouldn't come close to touching you 
    and you'll be able to kill them without losing health.
    
    Crows: They don't appear too often in the game, and one hit out of any weapon 
    will kill them, but don't waste your ammo on them. If in groups, they will 
    start pecking the crap out of you, and if you can't get away from them, the 
    damage will really start adding up.
    
    Lickers: Lickers can be pretty annoying. They can attack you, lick you, and 
    even take a swipe at your head. If your health is low enough, then it can 
    decapitate you. You can tell that that they're going to take a swipe at your 
    head if they stand on all four of their legs, rather than just crawling around. 
    It's best to use a Shotgun/Magnum/Grenade Launcher on them. A good strategy to 
    kill them is to shoot them so they are stunned and fall to their back. Then 
    immediately fire when they get back up and they'll become a minimal problem.
    
    Spiders: These giant spiders crawl around the sewers, and most of the time they 
    don't even bother you. They can bite you up close or spit/drop acid on you, 
    depending on if they are on the ground or ceiling. Either way, the acid is 
    poisonous, and be sure to bring a blue herb or two when in the sewers. Try not 
    to waste ammo on them if you can, but if one is really getting on your nerves 
    and making your urge to kill go up, blast them away with a Shotgun or the 
    Grenade Launcher.
    
    Super Lickers: Found in Umbrella's Secret Lab, they're more powerful than 
    regular lickers in every way, shape, and form. They still have the same attacks 
    as a regular licker, but can do more damage. Also, no matter what weapon you 
    use, they'll take more hits to die. Try to use a Magnum or a Grenade Launcher 
    when wandering around the lab.
    
    Naked Zombies: Just zombies with nothing on. They usually take more hits to die 
    and for some reason, they do more damage when biting than a regular zombie. 
    Well for me at least. They are found at the end of the game, and it's 
    recommended you get up close and blow their head away with a Shotgun or take 
    them out with a Bow Gun/Grenade Launcher.
    
    Ivy Plants: Also an enemy found in Umbrella's Secret Lab. Most of the time, 
    you'll find them blocking the way to a door. They like to spit acid at you from 
    far distances, and if you get close to them, they'll slam their head onto you. 
    If you release the Anti-B.O.W. gas in the lab, these plants will become 
    poisonous. Releasing the Anti-B.O.W. gas isn't a requirement to beat the game, 
    so you don't really need to do it. Using a Custom Shotgun/Custom Magnum/Flame 
    Rounds are best for these weapons.
    
    ==========
    6. Health
    ==========
    
    To check on the current condition of your health, press Circle while you're 
    playing the game and you'll see your status in the top left corner of the 
    screen.
    
    Fine (green): Good amount of health, no physical problems with character.
    Caution (yellow): Has taken a moderate amount of damage, character grabs chest 
    when running, character runs a little slower.
    Caution (orange): Has taken plenty of damage, character still grabs chest, a 
    powerful hit could kill you.
    Danger (red): Has taken a lot of damage, character starts limping, near death.
    Poison (purple): Been affected by poison, health deteriorates overtime, unless 
    treated
    
    Now, you'll find Herbs scattered throughout the game. They can be combined to 
    help you out and such.
    
    Green Herb: Restores 25% health
    Red Herb: No effect
    Blue Herb: Cures poisoning
    
    Green + Green: Restores 50% health
    Green + Green + Green: Restores 100% health
    Green + Blue: Restores 25% health and cures poisoning
    Green + Green + Blue: Restores 50% health and cures poisoning
    Green + Red: Restores 100% health
    Green + Blue + Red: Restores 100% health and cures poisoning
    
    NOTE: To combine a green, red, and blue herb together, you must first combine a 
    green and blue herb, THEN add a red herb. Also, if a combination is not listed 
    above, it doesn't work.
    
    ========================
    7. Walkthrough (Leon A)
    ========================
    
    Resident Evil 2 on the PlayStation comes with two discs: One for Leon's A and B 
    game and the other for Claire's A and B games. A memory card is also required 
    for saving. So, for this game, pop in your Leon disc and the game will start. 
    If you're a beginner or whatnot, before starting the game, go to Options and go 
    to Key Configuration. You'll get a screen with a controller. Hit right on the 
    D-Pad twice to change it from "Type A" to "Type C". This is the same 
    configuration, except Auto-Aim is now enabled. Now hit X to save the setting, 
    and then exit. Back on the main menu, select "Original Game" and then between 
    the two difficulties, select "Normal".
    
    ******************************************************************************* 
                                       ~~~STORY~~~ 
    *******************************************************************************
    
    After the Spencer Mansion was destroyed following the first Resident Evil, the 
    virus outbreak spread throughout the rest of Raccoon City. Here, in this FMV, 
    we find Leon in a jeep driving down the street; first day as an R.P.D (Raccoon 
    Police Dept.) officer. He stops the jeep upon seeing somebody dead on the 
    streets. He examines the body, and it looks like it's been pecked to death by 
    crows. The scene switches to a gas station, and we see a zombie fall to the 
    ground. The driver flips out because the zombie bit him in the arm (he 
    should've gotten treatment). All of a sudden zombies will start ambushing him 
    from all of the corners.
    
    Leon aims his gun at the zombies and after a shooting scene, a door next to him 
    opens with Claire Redfield coming out of a diner. They escape in a police car 
    and are heading to a police station. As they're driving, the big rig appears 
    behind them. Claire then gets a gun from the glove compartment, as the driver 
    of the big rig is now a zombie. With no mind or anything, the truck runs over 
    the police car, Leon and Claire escape, as a fire separates the two now. Will 
    they get to the police station in one piece? 
    
    *******************************************************************************
                                     ~~~WALKTHROUGH~~~
    ******************************************************************************* 
    
    ------------------------ 
    Streets of Raccoon City
    ------------------------
    
    You'll start out surrounded by zombies. You don't have enough ammo to mow them 
    down, unless you're playing on Easy. Shoot one or two down if you need to, but 
    they can be easily avoided by running around them. Follow the street to another 
    street path, and run around the next two zombies. You'll come across a door. 
    Walk up to it and open the door.
    
    Inside the Kendo Gun Shop, walk forward and the owner of the store will aim his 
    weapon at you, under a bad impression you're a zombie. But Leon fesses that he 
    isn't a zombie, so Robert Kendo locks the door, but idiotically stands next to 
    the windows. Now go around the counter and you'll see shelves with broken 
    glass. Take the handgun bullets out of the first case (red box) and then go 
    over to the other counter. Pick up the handgun pullets at the other end. Now, 
    go to the door behind the counter and zombies will break in and eat Kendo for 
    dinner. Kill all of them or leave the room through the door behind the counter. 
    If you do kill the zombies, be sure to examine Kendo twice (press X twice) and 
    you'll get a Shotgun with 4 shells in it.
    
    After you open the door in the back, you'll be outside again. Follow this 
    pathway and you'll pass by a door with zombies on the other side. Ignore it for 
    a second and keep running until you get to a truck. The back of it is open, and 
    press X to get the Handgun bullets out of the back. By now, the zombies will 
    have broken the door open. Kill the zombies in your way and go through the new 
    entrance. There may be another zombie or two idling here in this basketball 
    court, but ignore them and open the door here.
    
    In this area, go straight and head up the stairs. At the top, follow the 
    walkway to another staircase and go down the stairs. You'll be in between a 
    dumpster and two garbage cans. Check the garbage cans for handgun bullets. Now 
    get on top of the dumpster. Shoot the two zombies in your way until they fall 
    to the ground. Now jump off the dumpster and run to the other side of the room 
    to get to a door, avoiding the other zombies. Open the door.
    
    In this area, follow the path to a bus. You'll notice a bunch of zombies 
    feasting on a dead person, but they're too busy to notice you. Open the door 
    and get on the bus. In here, get the Handgun bullets out of the bag and shoot 
    down the crawling zombie until she's dead. Kill the other zombie on the bus. 
    Now get to the other side of the bus and open the door. Out here, you'll find a 
    lot of zombies spaced out. Your best bet is to run around them and zig-zag 
    through them, but if they give you problems, shoot them down. Open the door at 
    the other side of this room.
    
    You're outside the police station now. Go through the opening to your left. Run 
    past the two zombies and you'll be at the police station entrance. Don't go in 
    it yet. Instead, run off to the right and you'll find two groups of bushes. 
    Examine the one on the right for a Green Herb. If you got bit by the zombies, 
    it's best you use it now. Now enter the massive Police Station, where you'll 
    spend the majority of your game here, so get to know it.
    
    ---------------
    Police Station
    ---------------
    
    After getting a big look at the main hall, head down the stairs. Go up the ramp 
    on your left and open the door on your left. A police officer named Marvin is 
    severely wounded here, and he'll tell you a story about the outbreak and such. 
    He'll give you a blue card to use in the main hall, and will threaten to shoot 
    you if you don't go, yet Leon will come back for him. He'll then act like a 
    girl and lock the door once you're in the Main Hall. Go up and around to the 
    other side of the hall and you'll find an area with a computer. Get the Handgun 
    Bullets off the counter and go to the computer. Hit yes to use it and use your 
    blue card on the computer to release the locks on the other doors. There's also 
    a typewriter here with an ink ribbon, if you want to save your game.
    
    Either way, go to the double doors and open them up. In this room, read the 
    Police memorandum on the bench. Also, open the item box in this room. Put the 
    knife in there so we'll never have to look at it again. If you got the Shotgun 
    from earlier, equip it now. Go around the corner past the wall and you'll see 
    something crawl on the window. Open the door to your right. Follow this hall to 
    a decapitated police officer. Examine him twice to get handgun bullets out of 
    him. Now walk up to the pool of blood for an FMV.
    
    You'll find your first licker here. With the Shotgun, wait for it to crawl up 
    to you and then blast it. Two or three shots would work. If you don't have a 
    shotgun, avoid the licker for now, pick up the Green Herb, and open the door. 
    In this hallway, follow it to a set of double doors on your left and then open 
    them. Grab the Operation Report off the desk in this room. Go through the 
    opening at the other side of this room. Use your lighter to light the fireplace 
    and the picture will burn, revealing a Red Jewel. Pick it up. Also, check the 
    back of this room for handgun bullets. Afterward, go back through the double 
    doors and leave this room.
    
    Out here, continue to follow this hallway to another door and then open it. In 
    this room, kill of the zombies (I'd go for the female one before she really 
    bugs you). Now, the door to the left of the one you came out of is locked; a 
    Diamond Key is required to open it. Go around the bend (but not up the 
    staircase), grab the two Green Herbs, and open the door. Save your game with 
    the typewriter if you want to. Grab Operation Report 2 from behind the 
    Typewriter, and examine the cabinets for Handgun bullets. Drop a Green Herb or 
    two in the item box, as well as the Red Jewel. Now get out of here. Head up the 
    staircase in this room.
    
    At the top, go up the other set of stairs. Follow this hallway to an area with 
    three statues. See those brown tiles on the floor? Well, you need to push the 
    gray and brown status on those tiles and make sure they face the statue in the 
    middle. Push the brown statue around and push it to the door. To the right of 
    the door is a tile, and make sure the statue is on the tile facing the big 
    statue. Now take the gray station and put it on the brown tile near the opening 
    (push it around and then off to the left/right). Once they're facing the big 
    statue, the red jewel will fall out of its hand (wouldn't be logical just to 
    take the jewel out of the statue's hand in the first place?). Before leaving 
    this place, search behind the central statue until you find some hidden Handgun 
    Bullets. Now open the door across from the central statue.
    
    In this hallway, kill off the three zombies and open the door leading to the 
    S.T.A.R.S office. Open the cabinet near the communications center for another 
    Shotgun. Also, go to Rebecca Chambers' desk (on the far right) and examine the 
    green cross bag for a First Aid Spray. Go to the desk on the other side of the 
    room. The desk has a S.T.A.R.S poster behind it (this is Albert Wesker's Desk). 
    Examine this desk 50 times and you'll get a hidden Film. Now head over to the 
    two middle desks. The one on the left is Chris Redfield's and the one on the 
    right is Jill Valentine's. Examine Chris's desk to find his blue diary book 
    (ok, let's start raiding Jill's desk while we're at it). After you get the 
    diary, you'll find that a Unicorn Medal was underneath the diary, so pick it 
    up. Claire will enter the room. Leon will give her a radio and Chris's Diary, 
    since Claire is desperate to find her brother.
    
    After the chat and all, leave the room. If you got the film, go back to the 
    room where we got the Operation Report 2 and the item box. You'll find another 
    room in here. Go into it and go to the table at the end. Develop the film and 
    it will reveal a picture of some woman (Rebecca Chambers) playing basketball. 
    For now on, we'll call this room "The Darkroom". From here, backtrack all the 
    way to the main hall. In the middle of the room is a statue. Put the Unicorn 
    Medal on the statue and the Spade Key will fall out (it'll be named as Precinct 
    Key; check it in inventory to make it Spade Key). Now go back to the room where 
    you found your first Licker.
    
    There's one door in here we haven't opened. Use the Spade Key to unlock it. 
    Examine the shelf across from you to find the Patrol Report. Now go around the 
    bend and you'll find a mini-ladder. Push it up to a cabinet and then get on top 
    of the ladder. Grab the Crank from the top of the cabinet and then leave the 
    room. From here, go to the Dark Room and put the Crank and the Red Jewel in the 
    item box. Now get up to the hallway outside the S.T.A.R.S office. Follow this 
    hallway to a locked door. Use the Spade Key to unlock it and then discard the 
    key forever.
    
    You'll be greeted by a bunch of zombies feasting on a police officer. Kill them 
    all off and then go through the alcove. The door in front of you may be blocked 
    off, but examine the closet off to the left for handgun bullets. Now go back to 
    the other alcove and open the door (note the desk next to the door). In the 
    library, go up the stairs to your left. Follow the path (ignore the door) until 
    the floor breaks and you fall back down below (if you have the volume turned up 
    to high, this can scare the crap out of you. Always happens to me). Activate 
    the switch in this corner of the room and the bookshelf will move. Three red 
    lights will also be activated on the other bookshelves.
    
    To solve this puzzle, go to the bookshelf on the far left. Use the switch to 
    push it to the right. Now push the middle shelf to the right using the switch. 
    The picture in the other area will move, revealing a Bishop Plug, so pick it 
    up. Now go through the double doors and you'll be on the Main Hall 2F of the 
    police station. You have all the personal space in the world to take down these 
    zombies. Kill them one by one. Now follow this pathway to the middle of the 
    area. You'll find a ladder. Examine the ladder and press the button. The 
    emergency ladder will descend, so you can use it to easily get between the 
    first and second floor, but we don't need to use this ladder now now. Just 
    follow this hallway to another door and then open it. You'll be in a "Waiting 
    Room". Put the Bishop Plug into the item chest. Now go to the table on the 
    other side of the room. Pick up the Secretary's Diary A, the Ink Ribbon, and 
    save your game if you want to. There's also a shining object on the bench. It's 
    a Small Key. Once you have the Small Key, go back to the room right before the 
    library. Use the Small Key to unlock the desk right next to the door. Open it 
    for some Handgun Parts. Combine them with your Handgun to get the Custom 
    Handgun (which, when set on auto-mode, can fire 3 bullets in succession. Yay!). 
    When you're back at the Waiting Room, open the door next to the typewriter with 
    either the Custom Handgun or the Shotgun equipped.
    
    Blow away the zombie next to you. Now go to where the zombie was and another 
    one will come out of the fire. Kill this one and go back to the door leading to 
    the Waiting Room. There's another door in this area, so open it. In this 
    hallway, go straight and you'll find a door. It's locked from this side, so hit 
    X to release the lock, but don't open it. Go a little to the left now and 
    you'll find a dead officer. Examine him twice for Handgun Bullets. Now, just 
    run down this hallway without stopping. Crows will come out of the windows, but 
    ignore them or else they'll peck the hell out of you. Once you get to the end 
    of the hallway, open the door and you'll be outside.
     
    Out here, there's nothing much but a helicopter on fire and a staircase on the 
    other side of the helipad. Go down the stairs and we'll be on the streets again 
    for a brief moment.
    
    ------------------------
    Streets of Raccoon City
    ------------------------
    
    At the bottom of the stairs, kill at least one of the zombies. Try to dodge the 
    other, if not kill it. Now follow this path and you'll find two zombies. They 
    can be easily avoided, but if they give you any problems, kill one and ditch 
    the other. Open the door leading to the cabin. Go around the corner and get the 
    Valve Handle and Handgun bullets off the desk. Don't bother saving, this is the 
    most random and awkward spot for a typewriter. And I'll say this once: DO NOT 
    OPEN THE DOOR NEAR THE TYPEWRITER. If you do, you'll get sucked into a black 
    hole and the world will end. Just kidding, a zombie will enter the room and bug 
    the hell out of you. Leave this cabin and then go back to the staircase onto 
    the helipad.
    
    ---------------
    Police Station
    ---------------
    
    Back on the helipad, go to the alcove near the door leading back inside. Follow 
    it to a slot. Put the Valve Handle in the slot and water will pour from the 
    tower and put out the fire (Am I the only one who finds it weird that the water 
    poured out just conveniently lands on the burning helicopter?). Before going 
    inside, go to the front of the helicopter (where the window is) and get the 
    Handgun bullets. Now go back inside, dodge the crows, and get back to the 
    Waiting Room. Put the Valve Handle in the chest and take out both Red Jewels. 
    Now go back to the previous hallway you were in (not the Main Hall 2F). In 
    here, go to where the fire was and follow the hallway to the door. In this 
    room, go to the other side where you'll find three statues. Put the Red Jewels 
    in the left and right statues and the middle statue's breasts will open with 
    the King Plug. Take the King Plug. Before leaving the room, go to where you put 
    the Red Jewel on the left and you'll see a shining item. This is the Diamond 
    Key. Pick it up. Also, near the door, you'll see cobwebs. Examine the cobwebs 
    for Shotgun Shells. Now go back to the Waiting Room and put the King Plug in 
    the chest and save if you want to. Afterwards, go to the crow hallway and open 
    the door you unlocked earlier.
    
    Pick up the Green Herb if you want to and then head down the stairs. At the 
    bottom of the stairs, pick up the two Green Herbs if you want to and open the 
    door. Examine the dead man in front of you for some Handgun Bullets. Now go 
    through the opening into a bigger room. Kill all of the zombies in here, and 
    watch out for the one faking dead on the floor. Now go into the little office 
    and you'll find a safe. Enter in the combination "2236" and it'll open, 
    revealing Shotgun Shells and a Police Station map. Pick up both of them and go 
    back to the other room. Enter the double blue doors on the other side of this 
    map, with the Shotgun equipped. As soon as you enter the room, fire 2-3 rounds 
    to kill the zombies next to you. Finish off the rest with your Handgun. Go to 
    where the zombies were and follow the hallway to a door and open it.
    
    In this hallway, kill off the three zombies. Follow the hallway until you find 
    a door. Unlock it with the Diamond Key and open it, with Shotgun equipped. Pick 
    up the First Aid Spray on the table if you want, and then go get the Rook Plug 
    on the shelf on the other end of the room. Now turn to the door and walk 
    slowly. A Licker will burst through the mirror into this room (this scares the 
    crap out of everybody, don't worry). Two Shotgun blasts will put it away. Now 
    go back into the hallway. There are two other doors we haven't opened in this 
    hall. One of them is locked, but if you want a Small Key, open the door that is 
    next to the door you came out of, and pick it up off the table. Go back to the 
    previous hallway. Get back to the blue double doors here, but don't open them. 
    Instead, open the other door and you'll be at the Main Hall 1F.
    
    From here, enter the double doors. If you picked up the Small Key, unlock the 
    desk in the corner of the room for a First Aid Spray. From here, work your way 
    to the Dark Room. Once you get there, put a healing item or two as well as the 
    Rook Plug into the item box. Now back to the hallway outside Dark Room, and 
    open the locked door with the Diamond Key and toss it forever. Enter it with 
    your Shotgun equipped. You'll be surrounded by a few zombies. Blast them away 
    with your Shotgun. They call this room the "Evidence Room" with all the 
    cabinets and such. Before opening the door in this room, go on the other side 
    of the cabinets and open one of them near the end for a film. Take it and 
    develop it in the darkroom if you want (the picture is a licker in a tube). 
    Also, the cabinets near the door that you unlocked have a box of Shotgun Shells 
    for you. Now open the other lock on the other door and open it.
    
    Hey, doesn't this place look familiar? Uh oh, I don't like the music playing! 
    Pick up the Green Herb and heal if needed. Go into the office on the other side 
    of the room and hey! It's that cop Marvin! Let's talk to him! Uh oh, he's 
    getting up and changing colors. This can't be good. Oh no, he's a zombie now! 
    He'll charge at you fast, but simply blast his head off with the Shotgun. 
    Afterwards, pick up the Heart Key on the desk. Now go to the other end of the 
    room. Get the Memo to Leon from the table, search the lockers for Handgun 
    bullets, and then open the lock on the door. Now open it to get back in the 
    main hall.
    
    Back in here, go up the mini stairs and open the door to the left. Now open the 
    blue double doors in this hallway. Back in this room, go into the opening at 
    the other end where the door is leading to the staircase. There's also another 
    door here. Unlock it with the Heart Key and throw it away forever and then open 
    the door. In this hallway, pick up the Green Herbs if you want and then follow 
    the hall to a staircase. Before descending it, go to the shelf behind the 
    staircase and get the Shotgun Shells. Now go down the stairs and you'll be in 
    the basement.
    
    There are three dogs in this hallway. Go around the bend and then lure them 
    over to your area. Now run back and wait for them to charge you. Kill them with 
    your Shotgun and Handgun. Once all three are dead, go to the other part of this 
    hallway. Go down south and open the brown double doors. Go around the corner 
    and go to the machine where we have a little puzzle. You need to adjust the 
    switches to activate the power. Activate them in this order: Up, Up, Down, 
    Down, Up (or if you really want to spite me, there are other solutions to this 
    puzzle). It will release one lock on a door but we still need to open the 
    other lock. Also, get the police station B1 map on the shelf if you want, and 
    then leave the room.
    
    Continue south and you'll see the door that just got the power activated. 
    Ignore it and follow the hall to another door and then open it. You'll be in 
    the parking lot. Run forward and a fired gunshot will miss you. You'll meet Ad 
    Wong. She is trying to find her boyfriend John and is also looking for the 
    reporter Ben Bertolucci. She has had trouble trying to move a truck out of the 
    way, so help her out by pushing the truck with her (just hold Up on the side of 
    it). Now go through the door the truck was blocking.
     
    Ada will take off, but just follow this hallway to a door with a desk near it. 
    Get the Handgun bullets off the desk and then open the door. You're in the 
    prison area. Go to the other end of the room and we'll find Ben in one of the 
    cells. Leon orders him to get up but Ben's just like "What do you want? I'm 
    trying to sleep.". Ada will come in and ask Ben about what's been happening, 
    but he won't tell anything. Leon then says leave him in the cell, but Ben's got 
    the key. Afterwards, we'll hear a growl and then Ben will tell us how to get 
    out of here. Ada will take off again, but before we leave the cell area, get 
    the Manhole opener out of the cabinet. Now leave this place.
    
    In this hallway was another door we didn't open, so let's open it now and we'll 
    be in the dog kennel. The dogs won't break out of their cages unless you go 
    near them, so go to the lid and use the manhole opener to open it. Descend the 
    ladder to get into the sewers.
    
    ----------------
    Sewage Disposal
    ----------------
    
    There are spiders in this passage, but try to ignore them. If they do poison 
    you, don't worry, there's a Blue Herb coming up. Get through this hallway and 
    go up the stairs at the top. In this room, open the door to our right. In here, 
    use the Blue Herb to heal yourself if you got poisoned. Open the item box and 
    take out the Rook, Bishop, and King Plug. Now go back out to the other room. 
    Open the other door in this room and you'll come across an H-shaped bridge.
    Cross it and you'll find a door locked on the other side. To the right of it is 
    a panel. Examine it and then put your Rook/Bishop/King Plugs into it. We still 
    need one more plug to open the lock, but hey, let's free up the space when we 
    can. Now go back into the previous hallway again.
    
    Ada will be here and she'll notice an opening that we can't get through. Leon 
    will boost her up to it and you'll now control Ada. She has a handgun with 13 
    bullets, 45 handgun bullets, and a First Aid Spray. Better yet, she can fire 
    her handgun pretty fast. As soon as you gain control of her, open the door. 
    There are two dogs here. Just use your handgun to take them down in a matter of 
    seconds. On the other side of this room, there's a door and an opening. Go 
    through the opening first and go down the elevator (just hit X while you're on 
    the elevator). Pick up the Shotgun Shells to the right and go back up the 
    elevator. Back up, here, open the other door. Puzzle time.
    
    In here, pick up the map of the Sewage Disposal if you want do, and then go 
    down those huge steps. At the bottom, push the nearby crate to the wall across 
    from you. There are also so other crates here. Jump on the crate and then jump 
    down so you're to the left of the middle crate. Push the middle crate to the 
    right so it's lined up with the other crate. Now jump back over the crates and 
    then push the left create so it lines up with the other two. Jump back up the 
    huge steps and go to the control panel. Activate it to make the three crates 
    rise. Cross the three crates and then get the Club Key off the shelf (how is a 
    police station key is way down in the sewers?). Leave this room and go back to 
    where you gained control of Ada.
    
    Ada will toss Leon the two items, but will take off because she can't get back 
    over (how does she get back anyway?). Once you regain control of Leon, pick up 
    the Shotgun Shells and the Club Key. Now go back down the stairs, through the 
    hallway, and back up the ladder to the dog kennel.
    
    ---------------
    Police Station
    ---------------
    
    Back at the dog kennel, work your way to the parking lot. Pick up the Green 
    Herb in the corner if you need to, and open the door back to the main basement 
    hallway. Lickers have found their way into this hall while you were away. Give 
    them a taste of your Shotgun. There is also another locked door in this 
    basement. Go to the double doors where the red light is and unlock it with the 
    Club Key. There are dead zombies on the ground in here. Go around the corner 
    and one of the cabinets will fall out. Grab the Red Card Key out of the cabinet 
    and then all of the zombies get up. This isn't good. Kill the first one with 
    your Shotgun and finish the others off with the Handgun. Afterwards, leave this 
    room.
    
    Go to the door with the green light near it. Use the Red Card Key on it to 
    release the lock and then open the door. Pick up the Handgun bullets and 
    Shotgun shells on the table and then go to the other end of the room. Open the 
    cabinet and you'll have a choice of getting a Sub Machine gun or a side pack. 
    You can choose both, but you should leave one item or the other for Claire's B 
    scenario. You also have the option of not taking either item and leaving them 
    both for Claire B. I normally take the Sub Machine Gun in the A scenarios and 
    the side pack in the B scenarios. Take the Sub Machine Gun, but watch out, it 
    takes up two spaces. We're going to need it a few times in this game. Now leave 
    this room. Back here, go up the stairs to the 1F. Unlock the door behind the 
    staircase with the Club Key and then open it.
    
    Examine the lockers on the right in this room to find Shotgun Shells. Then go 
    into the bedroom. Get the Watchman's Diary off the bunk bed and hell yeah! The 
    Magnum! It's on the table next to the bunk beds. It's got 8 bullets on it, but 
    don't use it now. Leave this room and go out to the hallway. Back in here, open 
    the door to get into the previous room. In here, open the double blue doors. In 
    this room, head south and follow the hallway to a door and then open it. In 
    here, follow this hallway to a blue door. Unlock it with the Club Key and then 
    toss it forever. Now open it. There's a film on the table, but only take it if 
    you have at least two free spaces left. Now go to the other side of the room 
    where you'll find three candleholders on the wall and a little boiler to the 
    left. Light the boiler with the lighter and then activate the three 
    candleholders in this order: middle, right, left.
    
    The Golden Cogwheel will fall out of the picture, so pick it up. From here, go 
    back to the Main Hall 1F. Use the ladder to get to the 2F, where a licker will 
    be waiting for you. Kill it. Before going to the library, go to the waiting 
    room and put the Magnum, Handgun, and Handgun bullets in the item box. Take out 
    the Crank and get out of here. Go to the library. When you walk in a few steps, 
    you'll hear banging sounds. Zombies will pour in from the windows in the 
    hallway where you found your first Licker and the hallway leading to the 
    basement, but we won't need to visit those spots again. For now, go up the 
    staircase in the library and open the door at the top to get to the Main Hall 
    3F. Open the only door in this room to get to the attic.
    
    In here, go south and put the Crank in the slot to make the staircase come 
    down. Go up the stairs and you'll come across a set of gears, but one of them 
    is missing. Put the golden cogwheel in and activate the switch. A door will 
    open, revealing a chute and a Knight Plug. Grab the Knight Plug and go down the 
    chute. It'll take you all the way down to the basement and shoot you into the 
    hallway outside the jail cells. As you come down, you'll hear screaming from 
    Ben. A monster broke into his cell (either that or he was an idiot and let the 
    monster in) and attacked him. Go to the cell and get to Ben. He'll give you the 
    Mail to the Chief and try to talk a little bit, but something cuts through his 
    chest and kills him. Then, a roach will come out of Ben's chest and casually 
    leave the room.
    
    Ada will come in and then after you read the file, she bolts off thinking 
    she'll find John at the sewer. Leon then contacts Claire saying she can access 
    the parking lot. Grab the Green Herb out of the other cell, and get to the dog 
    kennel and go down the ladder.
    
    ----------------
    Sewage Disposal
    ----------------
    
    Follow the hallway to the staircase and go up it. Now open the door into the 
    save room. Save your game if you need to, and make sure you have a Sub Machine 
    Gun out with a Knight Plug, as well as a healing item or two. Go to the H-
    Shaped room now. Walk to the middle to fight our first boss.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Giant Cockroach
    Difficulty: Easy
    
    This boss shouldn't be hard at all. It spits out little cockroaches which leech 
    onto you and annoy the hell out of you. Stay from the distance and start 
    blasting away with your Sub Machine Gun. Sometimes you will see little 
    cockroaches on the ground coming at you. If this happens, just aim down and 
    shoot at them. This is why I always take the Sub Machine Gun in the A 
    scenarios. If you never got the Sub Machine Gun, use the Shotgun and Magnum. 
    Also, the cockroaches can mow down your health pretty quickly, so heal if you 
    need to.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
     
    After you take down the boss, go to the door and put the last plug in, the 
    Knight Plug (also put in any others if you forgot) and then open the unlocked 
    door. Walk up a few steps and then Ada will fall from the ceiling. Leon comes 
    down the stairs and flips out on her, saying "running off like that was 
    reckless and stupid". After the chat, jump into the sewage and open the door 
    leading to the sewers.
    
    ------ 
    Sewer
    ------
    
    Upon entering the sewers, run down south and jump on the ledge to the left. 
    Pick up a Blue Herb or two and then open the door. Use the Ink Ribbon and Save 
    your game if you need to. Right now, put the Sub Machine Gun in the chest, take 
    out a healing item or two and the Valve Handle. Also grab the Sewer Manager Fax 
    from the table. Now go down the elevator in the corner of the room. We'll see a 
    woman and then she'll run away. Ada goes to run after her. The Woman tries to 
    shoot Ada, but Leon dives and sacrifices a hit for Ada. Leon's on the floor 
    unconscious, so what does that mean for us? Ada wants to talk to that woman, so 
    we'll get to take control of Ada.
    
    Run down the hall where the woman was and open the door. The woman will run off 
    to the north to where the ladder is. Follow her and climb up the ladder. Up 
    here, run to the other end of the room, but watch out for the roaches, because 
    they can take you down fast, and dying here is not fun. Climb down the ladder 
    on the other side of the room. In this area, follow the walkway and the woman 
    will shoot Ada's gun out of her hand. We find she is Annette Birkin and knows 
    Ada is a spy. Then she goes on rambling how her husband made the G-Virus and 
    Umbrella tried to steal it.
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 
    FMV 
     
    So, we see William Birkin with his samples of viruses and his G-Virus, while 
    troops from Umbrella are hunting him down. The troops then come in and try to 
    steal it, and then a tube falls over, prompting one soldier to shoot him to a 
    bloody pulp. Annette will try and treat the wound, but while she's out, William 
    injects the virus in him. By now, he's turned into a monster and a growl can be 
    heard in the sewers. William kills the soldiers and eats more viruses to get 
    stronger. He then takes out the remaining troops and we see mice carrying out 
    the T-Virus, which was how the viruses spread out through the city.
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    After another little chat, they get in a catfight, with Ada pushing and 
    slapping Annette over the rail, picking up her gun. Cross the bridge into 
    another room and then go down the ladder. Ada meets up with something jumping 
    out of the sewers, with her screaming.
    
    By now, Leon has regained consciousness, so we can take control of him. Go down 
    the same hall Ada did, taking the Sewer Map if you want to. Open the door. Jump 
    off the ledge and run down south. Follow this hall to another door, dodging the 
    spiders. Open the door. In here, run down south. The waterfall is blocking the 
    door, so jump to the left onto the ledge. Open the door here. In this room, use 
    the Valve Handle below the red light to make the ledge come down here. Cross 
    the ledge. Grab the Green Herbs and use the Valve Handle here to make the ledge 
    go back up. Now open the door. Run down this hall until you get to an opening, 
    where a cut scene of Ada shooting in the water to begin. Time for a boss.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Alligator
    Difficulty: Really Easy
    
    Just don't get up close to it or it'll eat you for lunch with one bite. 
    Instead, run back to the green light panel you passed by. Activate it with X 
    and a log will come out. Wait for the Alligator to come around the bend and get 
    the log in its mouth. Once it is in its mouth, shoot it right in the head and 
    it'll blow up.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, go to where Ada was shooting at the 'gator. The door is 
    locked, but just activate the panel next to the door. Now open the door. Run 
    forward and jump onto the ledge. With a bloody chest, Ada will put a cast 
    around him to heal the wound. After the chat, you'll automatically go up the 
    ladder into the room where Ada and Annette talked to each other. Cross the 
    ledge and run left up the ramp. At the top, get the Eagle Medal from the dead 
    person's hands. Also, grab the Sewer Manager Diary from the control panel. Now 
    go back down the ramp and follow the pathway to a ladder.
    
    Since the ladder is blocked off by the spinning fan, use the Valve Handle in 
    the slot to the left to stop the fan. Climb up the ladder. At the top, go down 
    the ladder on the other side of the room. Down here, go up north and jump on 
    the ledge. We'll find a few dead soldiers here, and they look like the ones 
    William Birkin killed. Search their body for the Wolf Medal and check the other 
    one for the Shotgun Shells. Now jump off the ledge and run down to the south. 
    Follow the hallway to the same door, but this time, zombies will emerge from 
    the sewer floors. Let Ada kill them off and then open the door.
    
    Back in this room, run down to the waterfall. Insert the Eagle and Wolf Medals 
    into the panel on the right to deactivate the waterfall. The rest of the sewers 
    will be drained out in the process. Now jump on the new ledge and open the 
    door. The ceiling starts shaking, but don't worry about it. Follow the path to 
    another door and open it. In this room, go around the bend and you'll find a 
    sky tram. It is offline at the moment, but go to the right of it and use the 
    panel to activate the sky tram. Now enter it through the left side and we'll be 
    on our way to the Factory.
    
    On our way to the Factory, a claw will come in and try to annoy you. Try not to 
    shoot it, as Ada will just shoot the thing down. This is, of course, William 
    Birkin, but we'll see the best of him later on. After he is defeated, walk 
    outside and we'll be at the Factory.
    
    --------------- 
    Vacant Factory
    ---------------
    
    Once you're outside, go activate the flare cannon with your lighter. It will 
    light up the area and reveal a shiny object near the flare cannon. Pick it up, 
    as it's the W. Box Key. Now turn around and run to the door at the other side 
    of this room.
    
    Man, this doesn't look like a factory at all. Run forward and we'll get to an 
    intersection. Kill the zombie (or let Ada kill it) and run up north. Follow 
    this hallway to a dead end, killing two more Zombies. At the end of this 
    hallway is a dead end. But in front of the dead end is a dead person. Examine 
    him for Shotgun Parts. Combine these with your Shotgun and you have a Custom 
    Shotgun! This thing is much more powerful and can hold seven shells instead of 
    five, but is louder and a tad slower. Now turn around to follow this hallway to 
    another door and then open it. There's no real trick in this hall. Just follow 
    it until you get to a ladder and then go up it, killing the zombies in your 
    path. Up here, drop the Weapon Box Key and the Valve Handle in the item box. 
    Take out 2 or 3 healing items, and be sure to save your game here. Before 
    leaving, grab the Shotgun Shells and the Magnum Bullets from the other table. 
    Also get the First Aid Spray out of the cabinet.
    
    Once you're done, get your Custom Shotgun, some ammo, and then open the door. 
    Outside, grab the Factory Map on the wall (kind of useless by now, huh?) and 
    then proceed outside to the tram. We can't activate it yet, but we can head 
    inside it. Go clockwise around it, jump onto the ledge, and open the door. In 
    this room, go forward and pick up the Magnum Bullets in the bathroom. Now go to 
    the back of the room and pick up the C. Panel Key from the rack on the right. 
    Leave the tram and go to the panel near the ledge. Use the key to activate it 
    and go back inside.
    
    While the tram is taking you to the lab, a claw will come in and strike Ada. We 
    need to go outside to see what happened. But we get a warning message saying we 
    can't go back inside for a limited amount of time. Jump off the ledge, run 
    forward, and then Birkin will throw a pipe at you. He'll mutate for a new ahead 
    and bust out the claws.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (2nd Formation) 
    Difficulty: Medium
    
    At first, his only attack is he can scratch you with his claw. If you get too 
    far away from him, he may jump over the tram to catch up to you. When attacking 
    him, watch out for the nasty camera angle changes here. Shoot him 2-3 times 
    each time and then after a few more shots, he'll grow two small arms, in which 
    case he can multi-combo strike on you. After that, one or two more shots will 
    take care of him. And if you get too close, you may get into a nasty swipe-lock 
    by Birkin.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight is over, go back inside the tram. Ada is still knocked out as 
    the tram reaches the bottom. Leon then brings her to a room nearby.
    
    ----------------------
    Umbrella's Secret Lab
    ----------------------
    
    Inside the bedroom, Ada awakens. After another chat, Ada advises Leon not to 
    save her. While we're in here, search the lockers for Shotgun Shells. Save your 
    game if you want to, and open your item box. Bring out the Magnum and any 
    Magnum bullets you have. Get the Green Herb on the cabinet, and the Magnum 
    bullets near the laptop. Now leave the room. Out here, go left into the opening 
    and then open the door.
    
    In this room, go into the small room in the middle. Switch screens in here so 
    you see two more openings. Go through the one with the blue light, cross the 
    walkway, and open the door. In this room, follow the hallway to a set of double 
    doors and then open them. Go around the corner and get the First Aid Spray off 
    the barrel. Also get the Fuse Case from the shelf. Wow, this room is quite 
    foggy. Insert the Fuse Case into the machine with the blue light and we'll see 
    some little cut-scene. Afterwards, get the main fuse and leave the room. Back 
    in this hallway, just go back to the previous room. Go to the middle of the 
    room again and put the Main Fuse inside the machine to activate power 
    throughout the lab.
    
    Now go through the opening with the red light on top, cross the walkway, and 
    open the door. In this room, go forward and activate the panel near the shutter 
    to open it. It will reveal two ivy plants, so blast them away with your 
    Shotgun. Now go to the door they were blocking in open it. Don't even worry 
    about the Ivy Plant here. Just climb down the ladder instead. Down here, open 
    the door next to you. Walk around the bend in this hallway and a Super Licker 
    will fall through a vent from the ceiling. Blast it away and then go kill the 
    other one waiting for you across from you. There's a third one in the open 
    area, so kill it two. Use the Green Herbs to heal if you need to.
    
    Out in the open area, there's a locked door we can't open yet. Instead, go down 
    the other hallway and open the door at the end. There's nothing much to do in 
    the monitor room, but just follow it to a door. Before opening the door, save 
    your game if you want and open the item box. Take out the W. Box Key, as we'll 
    be using it shortly. Now open the door. In this hallway, run forward to the 
    more open area. The path to your north is optional, but head down south, pick 
    up the Red Herb in the corner, and open the double doors. In here, use the W. 
    Box Key to open the locker with the blue light on it and get the Magnum Parts! 
    Use these to get the Custom Magnum! This is a kickass weapon, and will be 
    essential for the final part of the game.
    
    Now walk up to the solo door and it'll open by itself. Blow the zombie away and 
    walk up to the other door in this room. In this lab, kill all of the zombies, 
    but try to save up your Magnum ammo. On the other side of the lab is a counter 
    with a computer. Pick up the Lab Card Key that's flashing near it. From here, 
    backtrack to the room where we used the Main Fuse to power up the lab. Oh yeah 
    watch out for the other Super Licker that crashes through the vent and the 
    other Ivy Plants that will get in your way.
    
    Once you're in the room where you used the Main Fuse, go through the opening 
    with the blue light again. Cross the walkway and open the door. In here, use 
    the Lab Card Key on the locked door across from you and then open it. In this 
    room, pick up the Magnum Bullets from the table, but make sure you still have 
    one free space open. Now activate the light switch across from you to brighten 
    up another part of this room. Take out all of the zombies in this room and get 
    the MO Disk from the table. Switch to your Magnum, get the First Aid Spray if 
    you want, and then leave the room.
    
    Annette will be waiting outside, accusing you of killing her husband. She tells 
    you the truth about Ada and such and then a pipe knocks her out. Leon takes the 
    G-Virus from her. Then out of nowhere, the self-destruct system is activated. 
    Don't worry about that, there's no timer yet. Leave the room. Now go to the 
    center and go through the opening with the red light. You'll have a chat with 
    Ada, who demands you to hand over the G-Virus or she'll threaten to shoot. Ada 
    realizes she can't shoot Leon, and after pausing, she'll be shot and knocked 
    over the shaft by Annette, who gives her last gasp and then dies. Ada was 
    knocked over the shaft and Leon is holding onto her for dear life. Then after 
    another emotional chat, Leon lets her go fall down that long shaft and then has 
    a little breakdown. He then tosses the G-Virus over the shaft as well. With 
    this out of the way, open the door next to you, get to the room with the big 
    tree and vines, go down the ladder, open the door, and you'll be back in the 
    hall with the locked door (and door leading to monitor room).
    
    Go into the monitor room for any last minute healing items you need to make or 
    grab, get your Custom Magnum equipped, and go to the previous room. Use the MO 
    Disk to open the locked door. Go through it and open the door at the end of the 
    new hallway. In this room, a 5 minute counter starts. Go to the other side of 
    the room and activate the elevator. While we're waiting for it to get up to our 
    floor, William Birkin comes in to rain on our parade.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (3rd Formation) 
    Difficulty: Really Easy
    
    With the Custom Magnum equipped, it's easy as 1-2-3, literally. 3 Custom Magnum 
    shots to the beast and he'll start transforming. If he somehow does attack you 
    with his four claws, watch out for the nasty combo strike, otherwise you're in 
    for a world of hurt. Afterwards, he'll transform into...
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (4th Formation) 
    Difficulty: Medium-Hard
    
    If you know what you're doing and don't do anything stupid, this boss won't be 
    a real problem. His two attacks is that he can bite you and put you in its 
    mouth and toss you all over the place. He can jump all over the tubes in this 
    place too. Just watch out and avoid those nasty bite locks. He can get you into 
    a bad health condition pretty quickly. Keep your distance, heal after a few 
    bites, and shoot whenever you have the chance. It takes 5-8 shots to kill him 
    for good in this scenario.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight is over, the elevator will be done getting up to the floor and 
    will open. Walk inside the elevator and it'll automatically take you down to 
    the bottom platform. From here, nothing else is required, just run down the 
    hall into the open area and you've completed the game! Enjoy the partial 
    ending, as a better extended one is coming in your next scenario.
    
    After the credits roll by, you'll receive your grade, time, and how many times 
    you've saved. Then you'll be prompted to save. Either save in an open spot or 
    overwrite another one. This will allow you to start Claire's B scenario and 
    save any items you've unlocked.
    
    ==========================
    8. Walkthrough (Claire B)
    ==========================
    
    Starting Claire B requires that you beat Leon A and save your game after the 
    credits. You'll also need your Resident Evil 2 Claire disk to play this 
    scenario.
    
    ------------------------
    Streets of Raccoon City
    ------------------------
    
    In the B scenario, you'll start on the other side of the fire. Simply avoid all 
    of the zombies zig-zagging your way through. At the end of the area, open the 
    door to your right. Run down south and avoid the two zombies and go into the 
    office. Pick up the Cabin Key on the desk and go back outside. The zombies may 
    be closer to you, so shoot one of them down, but not kill. Now run to the door 
    on the other side of the room. Unlock it with your Cabin Key and open the door. 
    In here, go right and get the Handgun Bullets off the desk. Now open the door 
    on the other side of this cabin.
    
    Out here, dodge all of the zombies and follow the path to the staircase. If the 
    last two get in your way, shoot them down instead of killing them. Go up the 
    stairs and we'll see an FMV of a cop trying to escape, but two zombies sneak up 
    on him. He tries to blast them away with an assault rifle, but hits the pilot 
    instead and the helicopter comes crashing down on the police station.
    
    ---------------
    Police Station
    ---------------
    
    After the FMV is over, go to the other side of this helipad and open the door. 
    In the crow hallway, get the Green Herb and follow the hallway until we see a 
    dead man surrounded by crows. Carefully examine him twice for handgun bullets. 
    Now follow the hallway to the door. In the room with the first, Lickers are 
    here, but quickly get to the door to the Waiting Room. In this room, save your 
    game if you want and get Secretary's Diary A. Also, grab the Handgun Bullets 
    from the bench and put the Knife in the item box. Now go to the Main Hall 2F. 
    All the zombies are piled up on the other side of the room, so just go to the 
    middle and activate the switch to make the ladder go down. But instead, go to 
    where the zombies are piled up. Kill them off one by one, and if you have any 
    ammo shortage, go get the knife.
    
    Now, the door to the library is electronically locked, so instead go west of 
    the double doors and get the Unicorn Medal off the wall. Now go back to the 
    crow hall and release the lock on the other door and open it. Go down the 
    stairs and open the door at the bottom. In this room, search the dead man in 
    front of you for Hand Gun Bullets. Now run into the bigger office and kill all 
    of the zombies around you. Now get the Valve Handle off the shelf in the corner 
    and go into the mini office. Get the Handgun Bullets from the desk and enter 
    the combination "2236" into the safe to open it. Grab the Police Station map 
    and the Acid Rounds. Now open the blue double doors. Holy crap! You're 
    surrounded! Don't worry, try to run up north and avoid the first zombie and get 
    to the door. Unlock and it open it. Don't worry if you got bit here, that's 
    what the Green Herbs are for. You'll be in the Main Hall 1F.
    
    Go down the steps and put the Unicorn Medal on the Statue to get the Spade Key. 
    Now go up the ramp on the right. We don't have the Blue Card Key, but get the 
    Grenade Launcher from the counter. Hell yeah! Swap the ammo in it with your 
    Acid Rounds and then go up the ladder to the second floor. With your valve 
    handle and possibly a healing item or two, get to the Crow Hall and go outside 
    to the helipad. Go to the slot and use the Valve Handle to put out the fire. 
    Afterwards, examine the front of the helicopter (where the windows are) for 
    more Acid Rounds! Put them into your Grenade Launcher and you'll have 12. Now 
    open the door and an FMV will happen, with a helicopter dropping a tube into 
    the police station revealing a monster. This doesn't look good. In this 
    hallway, the ceiling will crumble and the door next to you is blocked off for 
    good.
    
    Uh oh, what's that thumping! Uh oh, it's getting closer and closer! Wait a 
    little longer and Mr. X will come around the corner! He's a big guy with a 
    green trench coat. He can punch you and do a hammer punch on you, but the 
    latter can be avoided by running around. Just pump 4 or 5 Acid Rounds into him 
    and he'll drop dead. Examine him for 30 Handgun Bullets. Mr. X always carries 
    ammo with him, so be sure to check his trench coat every time you drop him. And 
    I lied about his items being random. They are in a fixed order. After, go the 
    door leading to the hall with the fire and open it. Oh no! He got back up! 
    Don't worry, we won't see him until much later. Now, the Lickers appear to be 
    gone. See how not shooting or going near that Licker eventually paid off? Go 
    around the bend since the fire is out. As you cross the helicopter, we hear 
    screaming from inside that area. That can't be good. Open the door near the 
    helicopter.
    
    In this room, go to the statues where you use the Red Jewels. Look in the area 
    to the left of the left statue for the Blue Card Key. Now when we try to leave 
    the room, a Licker comes crashing through the glass ceiling. Kill it or avoid 
    it. Now get to the Main Hall 1F via the Waiting Room and to the Main Hall 2F. 
    Once you're there, use the Blue Card Key to unlock the other two doors. Now 
    open the double doors on this floor. Put the Valve Handle in the item box and 
    kill the three zombies. Get the Police Memorandum from the desk and use your 
    Lock-pick on the desk to get the First Aid Spray. Now open the door in this 
    room.
    
    Here's where you found your first Licker in A scenario. There's nothing here 
    though, so go around the corner and examine the dead policeman twice for 
    Handgun bullets. Use the Spade Key to unlock the door and discard it (strange, 
    this key was also used for a door near the S.T.A.R.S office in A scenario). Now 
    open the door. Get the Patrol Report from the shelf across from you. Now go 
    around the corner and push the ladder to the south so it's on the cabinet. 
    Climb up the ladder to get the Lighter on top of the cabinet. Now leave the 
    room. Out in this hall, go south, get the Green Herb, and open the door. Go 
    around the bend in this hallway and two zombies will dive out of the window. 
    Kill both of them and then open the double doors.
    
    In here, get the Operation Report 1 near the podium across from you. Now go 
    into the other room. Use the Lighter on the fireplace to get the Red Jewel. 
    Also go to the back of the room and examine it until you find Handgun Bullets. 
    Now leave this room and go back into the previous room. In here, follow the 
    hallway to the next door and open it. Hey, where did all the zombies go? Go 
    south and around the bend and open the door leading to the darkroom. Get the 
    Green Herbs if you want. Grab the Operation Report 2 from behind the Typewriter 
    and get the Handgun Bullets from inside the cabinet. Also, drop the healing 
    items, Red Jewel, Lighter, and Acid Rounds. Now leave the room and go upstairs.
    
    On this floor, go to the bigger area. Push the brown statue on the small tile 
    near the door and put the gray statue on the tile near the opening and broken 
    door to make the other Red Jewel fall out. Before proceeding, also search 
    behind the central statute to find hidden Handgun Bullets. Now open the door to 
    the next room. In here, open the door to the S.T.A.R.S office. We'll find Leon 
    in here who was raiding the S.T.A.R.S members stuff. He'll give you Chris's 
    Diary and a radio. Go to Chris's desk and get the Diamond Key from his desk. 
    Also go to the cabinet and open it for a Bow Gun. Before leaving, go search 
    Wesker's Desk (the desk in front of S.T.A.R.S poster) 50 times to get the 
    hidden film. When we try to leave the room, something will come out of the Fax 
    Machine. Read the Mail to Chris and then leave. We'll see a little girl running 
    away from a zombie. Kill the zombie and then go back downstairs to the 
    darkroom.
    
    Put the Red Jewel and Grenade Launcher Away, and then go develop the film in 
    the back room to get the photo of Rebecca Chambers. Now go out to the previous 
    hall and unlock the door with the Diamond Key and then open it. In the Evidence 
    Room, open the cabinets near you for Bow Gun Bolts. Now go around the bend and 
    get the film out of the other cabinet. Go back to the Darkroom and develop it. 
    Go back to the Evidence Room and open the bigger cabinets for a Plastic Bomb. 
    Now open the lock on the other door and open it. Mow down the zombies here with 
    your Bow Gun and Handgun. Now go into the mini office and get the detonator off 
    the desk. Combine it with the Plastic Bomb. Go to the other side of the room 
    and get the Memo to Leon from the table. Get the Handgun Bullets from the open 
    locker and then open the lock on the door next to you and open the door.
    
    In the main hall, go down the ramp and up the mini stairs and then open the 
    door. This time, take down all of the zombies with your Bow Gun and finish them 
    off with the Handgun if needed. Now go down the hall and follow it to a door. 
    Open it once you get to it, open it, but watch out for the remaining zombie. 
    Also get the Green Herb if you want. Follow this hallway to a gray door and 
    then open it with your Diamond Key, and then toss it forever. In this room, get 
    the Eagle Stone from the shelf across from you. There's also a first Aid Spray, 
    BUT DO NOT GET IT. If you, the Licker jumps out from the magic mirror and 
    scares the crap out of you. Leave the room. Back in this hall, get back to the 
    Main Hall 1F. Use the ladder to get to the second floor. Up here, go left and 
    enter the double doors to get into the library.
    
    As soon as you walk in, you'll hear crashing. Zombies will pour in through the 
    windows from two hallways (once of which you need to go through). Get the Red 
    Herb off the table and go up the stairs. Follow the walkway until the floor 
    you're on collapses onto the lower floor. Activate the switch to make the 
    bookcases movable. Move the left and middle shelves to the right like last time 
    to make the panel fall down in the other room. Go to it and get the Serpent 
    Stone. Now go to the Waiting Room. Drop the Bow Gun and a healing item or two 
    and take out both Red Jewels. Go into the hallway where the fire was. Before 
    using the bomb, open the door to the room where the Blue Card Key was.
    
    Put the Red Jewels in both small statues to make the chest open on the middle 
    statue. Get the first half of the Jaguar Stone and then go back into the 
    previous hallway. Use the Bomb/Detonator combo right on the helicopter and it 
    will explode, allowing us to get to that blocked off hallway we couldn't get to 
    in Leon A. Go into it and open the door.
    
    Hey, this room looks neat!
    
    Go to the desk across from you and then go around the desk. The chair that's 
    turned around will spin and we'll see Chief Irons. He'll explain about the 
    mayor's daughter and after a chat, we find the chief used to love taxidermy. 
    Then he tells you to leave him alone. Open the other door in this room. This is 
    just a hallway of stuffed animals, so don't worry about it. At the end of the 
    hall, open the door. You'll hear someone running. Go around the corner and 
    you'll hear more running steps. Go into the small dark room. Grab the white 
    Secretary's Diary B from the table and flick the light on. Go to the other end 
    of the room and the little girl will try to run away.
    
    Claire tells her she isn't a zombie and after a chat, we find that her name is 
    Sherry Birkin. We're about to have a whole world of hell with this girl. Then 
    we hear a huge roar throughout the police station so Sherry runs off. Before we 
    leave this place, open the chest in the back for some Handgun Bullets. Now 
    let's get back to Irons' office. Hey, where did he go? Grab the Heart Key off 
    his desk and go to the picture near his chair. Press the switch on it and open 
    it up. We'll find three hollow slots. Put the Eagle and Serpent Stone in here, 
    just so we can free some space. Also, grab the Chief's Diary from his chair. 
    Without further ado, go to the Waiting Room and drop the Blue Stone (broken 
    Jaguar Stone) into the item chest. Also, take out our Grenade Launcher and Acid 
    Rounds.
    
    Now go to the crow hall and open the door here. If you want, get the Green 
    Herbs here. Now go down the stairs and open the door at the bottom. Back in 
    this room, unlock the door with the Heart Key and toss it. Now open the door. 
    The two zombies in front of you are too close for comfort, so blow them away 
    with your Grenade Launcher. Go around the bend and take out the other zombies 
    with your handgun. Now get to the staircase. Before going down it, get the Acid 
    Rounds from the shelf near the staircase. Now go down the staircase and we'll 
    be in the basement.
    
    Follow the hallway to the area with zombies. Kill them off one by one with your 
    handgun. If you're running low on ammo, take them out with the Grenade 
    Launcher. Now go down south and open the double doors on your left. In this 
    room, pick up the Green Herb in this room. Now go around the bend and get to 
    the power machine. Activate the switches in this order: up, up, down, down, up. 
    Then the door near us will be activated, but we need another key to open it. 
    Before leaving this room, get the basement map off the shelf. Back in this 
    hall, go up north past the locked door (that has a red light above it). Follow 
    the hallway until you get to a set of double doors at the end of the hallway. 
    Before opening the double doors, search the trash to your right until you find 
    some hidden Handgun Bullets. Once you find these Handgun Bullets, open the 
    double doors.
    
    Outside, get the Red Herb. Now run around the bend AND DO NOT STOP until you 
    get to an open manhole. Watch out for the dogs leaping over the ledge; they can 
    be really annoying here. Once you get to the manhole, go down the ladder.
    
    ----------------
    Sewage Disposal
    ----------------
    
    Down here, there's nothing much we can do yet. Go straight and open the door 
    next to you. In here, save your game if you want. Put a healing item or two in 
    the item box if you have too many. Also, pull out your lighter so you don't 
    forget later. Now when you leave the room, we'll find Sherry. She says she can 
    hear her dad (yet he's a monster). Now she jumps into a shaft and now we 
    (sadly) have to control this annoying 12 year old.
    
    Sherry doesn't even have a gun. All she has is a first aid spray (she probably 
    assumes it's her precious perfume, but whatever). Now go up the elevator. Up 
    here, you'll find zombies. Since Sherry's a short girl, they won't bite her, 
    but they'll barf acid on her, which is pointless. Now go around the bend on the 
    shaft and open the door. Grab the Grenade Rounds on the other side of this room 
    (so she can't carry a weapon, but they'll let a little kid pick up ammo?). Now 
    leave the room. Out here, open the other door, dodging the zombies. In here, 
    get the sewage disposal map if you want and then go down those huge steps 
    (watch how she just jumps off each step). At the bottom, push the crate down 
    south until it gets to the wall. Now jump on the left crate and then jump down 
    to be on the left of the middle crate.
    
    Push the middle crate over to the right so it's lined up with the right crate. 
    Now jump over the crate (if you don't jump directly on the middle of the crate, 
    Sherry struggles to get on). Now push the left crate so it lines up with the 
    other two. Now climb back up the steps (yeah, I said climb, since they're too 
    big for Sherry). Afterwards, press the button on the panel to raise the crates 
    with the water level. Cross the crates and then pick up the Club Key from the 
    shelf. Now return to the elevator and go down it. Sherry will toss Claire the 
    Club Key and the Grenade Rounds, and then she'll run off again since she can't 
    go over the vent hole (come on, use the stuff around her to get up), making 
    Claire scream "Sherry! Sherry!" 
     
    Now you'll regain control as Claire. Pick up the Grenade Rounds and the Club 
    Key (add them to your Grenade Launcher), and MAKE SURE YOU HAVE YOUR LIGTER ON 
    YOU. Leon will also contact you on the radio and tell you that you can access 
    the parking lot now (so I guess Ben is now dead at this point). Now climb back 
    up the ladder.
    
    ---------------
    Police Station
    ---------------
    
    Back out here, run like hell to the double doors before the dogs get to you. 
    And don't hesitate to open them either. Back in the basement hallway, it seems 
    more zombies have appeared. Shoot down the one next to you and then unlock the 
    door next to you with the Club Key. Shoot down the licker on the ceiling with 
    one shot of your Handgun, and then blow it away with two Grenade Rounds. Kill 
    the other Licker while you're at it too. Also, get the Red Card Key out of the 
    cabinet and leave the room. Now go down to the door you put power on. Use the 
    Red Card Key on the lock to open it, and then enter it.
    
    In this room, get the two Handgun Bullet boxes and the Acid Rounds. Now open 
    the locker. If you got the Sub Machine Gun as Leon (and didn't take the Side 
    Pack), the Side Pack should be here. If you took both items as Leon A, nothing 
    will be in the locker for Claire, and if you didn't take either item as Leon B, 
    both of the items will be available for Claire. Equip the Side Pack to get 10 
    item spaces (WOOHOO). Now leave the room. Back in the hallway, go up north and 
    open the door leading to the parking lot. There are two dogs here, but they can 
    be avoided without a problem. Run around them and open the door on the other 
    side of the room. In this hall, you'll hear the sounds of dogs munching on dead 
    people. Blow them away with grenade rounds and then go all the way to the other 
    side of the hall. Get the film from the desk. If you want some Bow Gun Bolts, 
    go to the prison cell area and grab them from where Leon got the manhole 
    opener.
    
    Now turn around and open the door you come across. In the dog kennel, blow away 
    the dog in front of you. Now go up to the mini closet next to the manhole and 
    get the crank. From here, go back to the basement hallway and head up the 
    stairs to the first floor.
    
    At the top of the stairs, it seems more zombies popped up while you were on a 
    hiatus. Kill the ones near the door and then unlock it with the Club Key and 
    then open it. In this room, go to the back room. Get the Watchman's Diary off 
    the bunk bed and the Acid Rounds from the desk. Now leave this room. In this 
    hallway, go into the previous room. Back in here, enter the blue double doors. 
    In this hall, go down south to the door (not the one leading to the main hall). 
    Now open the blue door with the Club Key in this room and toss it forever.
    
    In this room, go to the other end of the room. Use your Lighter to light up the 
    boiler. Now turn the faucets on in this order: Middle, right, left. The golden 
    cogwheel will fall out of the picture and all of a sudden, Mr. X crashes 
    through the wall! There are two ways to do this fight: If you brought your 
    Handgun with ammo with you, run around the desk across from the faucets taking 
    potshots at Mr. X with your Handgun. Since he doesn't run, he'll never get you, 
    and you'll keep pelting him with bullet after bullet, and eventually he'll cave 
    in. If you didn't bring your Handgun with you, just keep at a safe distance and 
    4 or 5 Acid Rounds will bring him down. Take the Handgun Bullets from his 
    trench coat once he drops down. Now grab the Golden Cogwheel and scram. Ok, 
    while we're running down the hallway, Mr. X crashes through the wall again! If 
    you jumped (or had to change your pants for that matter), don't worry. This 
    gets many Resident Evil players. If you've got the ammo, dump another 4-5 acid 
    rounds on him. Take the Bow Gun Bolts from his trench coat. Now get back to the 
    main hall 1F.
    
    Go to the darkroom and develop the film while you're at it. It's the Tyrant 
    from the first Resident Evil! It's either that or Mr. X without the trench 
    coat. While you're in the darkroom, put away the Lighter and if you Bow gun 
    Bolts from Mr. X, drop those in too. Bring a healing item or two, make sure you 
    have the Crank and the Golden Cogwheel, and then get to the first floor. Use 
    the ladder to get to the second floor, go into the library, and go up the 
    stairs and through the door. You're now on the main hall 3F. Open the door to 
    get into the attic. Use the crank in the slot on the side of the room so the 
    stairs roll down. Go up the stairs and put the Golden Cogwheel into the rest of 
    the gears. Then hit the switch and a door will open. Get the second half of the 
    Jaguar Stone, go down the stairs, and leave the attic.
     
    While you're trying to open the door to get to the library, Mr. X somehow jumps 
    onto the third floor. Unless you are extremely quick, you will get hit once 
    here. If he punched you, then quickly run around him before he comes down with 
    his slow hammerhead punch. After you drop him with 4 or 5 Acid Rounds, search 
    his trench coat for some Grenade Rounds. Now go to the library, get to the main 
    hall 2F, and then to the waiting room. It's highly recommended you save your 
    game now. Open the item box and get the first half of the Jaguar Stone. Combine 
    both halves to get the stone. Also, bring out many healing items and all your 
    grenade launcher ammo while you're at it.
    
    Now open the door into the next hallway and get to Chief Irons' room. We'll 
    find Sherry here and they'll talk for a second. Now put the Jaguar Stone in the 
    final slot to open up a secret door. Go in it and grab the Mail to the Chief on 
    the floor. Examine the elevator twice and Sherry will come in. Sherry will wait 
    here while you go down the elevator. Follow the hallway to a door and then open 
    it. We'll be greeted by laughing.
    
    It's Chief Irons who looks injured. He's going psycho saying we're all going to 
    die. He explains Umbrella destroyed "his beautiful town". Then he tells us 
    William Birkin developed the G-Virus and that the G-Virus is superior to the T-
    Virus in every way. Irons tries to take Claire with him, and then he gets 
    pulled into the manhole, where the roaring monster beats the crap out of him. 
    Before going down the ladder, get the Acid Rounds from the small shelf. Now try 
    to go down the ladder and Irons will be tossed back up. Go down the ladder. 
    Down here, run across the shaft and we'll do our first Claire B Boss Fight.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (First Formation) 
    Difficulty: Easy
    
    Birkin looks nearly like a human until he bloats himself. He's still got the 
    jeans and the lab coat, and hell, even his Umbrella ID. Now he grabs a pipe 
    from the railing and uses it as a weapon. Watch out, he can knock you over the 
    shaft with one hit. Get back to the ladder and start blasting away with Acid 
    Rounds. After 5-7 hits, he'll be knocked out and fall over the shaft.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, follow the shaft to a button. Push the button to make the 
    ladder come down. Climb up the ladder, go down the ledge, get to the door, and 
    we're in the...CRAP! We need to go get Sherry! Man, I thought we could leave 
    here, but nah. Go all the way back to Irons' office and get her, and come back 
    here. Oh yeah, even worse, if you run too far, she'll kneel down, so you'll 
    need to go back to get her to get up. Once you get back to the sewers, you'll 
    see Mr. X on the higher ledge looking around, but doesn't Sherry or Claire. So 
    they scramble to the sewers.
    
    -------
    Sewers 
    -------
    
    The good part is, Sherry gets sucked into a vent and we lose her. Yes! 
    Thankfully, we don't need to control her unlike Claire A. Run south, onto the 
    ledge, grab a Blue Herb, and open the door. In this room, grab the Sewer 
    Manager Fax from the table. Put away a healing item or two, and bring out your 
    Bow Gun. Drop the handgun and bullets, and save your game if you want to. Oh 
    yeah, don't forget the Valve Handle and Lighter either. Open the door near the 
    elevator with your lock-pick and go down the ladder. In this room, go around 
    the corner and kill the zombie. Also, near the vent is another shelf. Grab the 
    Grenade Rounds from this shelf and go back up the elevator into the save room.
    
    Go down the elevator. Down here, we'll find a bleeding Leon who got shot by 
    Annette. If you have her lighter, go to the lift Leon came off of and go up it. 
    In Leon's saving room, pick up the Green Herbs if you want. Also, go to the 
    cabinet across from the table. Push the cabinet to the left and use your lock-
    pick to open the door. Go down the ladder. Down here, go north and light the 
    candle on the wall with your lighter to get brightness in this room. Pick up 
    the Grenade Rounds next to you. Now go around the bend to the other side of the 
    room. There's a candle here, so look for it and light it up. Then get the Flame 
    Rounds from the shelf.
    
    Now go back up the ladder and down the elevator. Now go into the other hallway 
    next to Leon. Get the map of the sewers if you want it and then open the door. 
    In this room, jump off the ledge and go up north. We can't climb the ladder 
    yet, so jump on the ledge to the left. Search the two dead soldiers for Flame 
    Rounds and a Wolf Medal. Now jump off the ledge and keep running south. Go 
    around the bend and open the door, watching out for the spiders. Dodge the 
    spiders and run forward to the waterfall in this room. To free space, put the 
    Wolf Medal in the slot. Now jump on the ledge and open the door.
    
    Annette will climb over the pipes, since Ada pushed her over in Leon A. After a 
    chat about how Sherry is lost, Annette will drop down to the ground and be 
    knocked out. Now go around the corner and use your Valve Handle on the slot 
    with the red light to bring the ledge down. Cross the ledge and get the Flame 
    Rounds from the shelf. Grab the Green Herbs if you want, and while you're at 
    it, use the Valve Handle on the slot to raise the ledge back up. Now open the 
    door in this room. Follow this hallway to a door. Don't worry, you don't fight 
    the Alligator in this scenario, as Leon already blew it to smithereens. Open 
    the door. Cross the room to get to the ledge and then climb the ladder.
    
    At the top of the ladder, go into the next room and cross the ledge. Now go 
    left up the ramps. At the top, grab the Eagle Medal out of the dead person's 
    hands and get the Sewer Manger Diary from the control panel. Now go down the 
    ramp and use the Valve Handle on the slot near the ladder. This will stop the 
    fan from spinning, so climb up the ladder. Cross the room and watch out for the 
    cockroaches, because they can really be annoying. Go down the ladder at the end 
    of the room. Back in this room, run south and get to the door. Ignore the 
    zombies that come from the floor and open the door.
    
    In here, get to the console and put the Eagle Medal in to make the waterfall go 
    away and to get rid of the sewage. Now jump on the ledge and open the door. In 
    this room, you'll see the ceiling crumble a bit, but don't worry about it. Open 
    the door at the end of this hallway. In this room, go around the corner and use 
    the control panel to bring the sky tram back in this direction, since Leon 
    already used it. Then, out of all things, Sherry comes in! Crap, I thought we 
    got rid of her for good. After another chat, go through the doors to get into 
    the sky tram. Don't worry, we don't fight a boss this time.
    
    -------- 
    Factory
    --------
    
    If you still got the Lighter on you, use it on the Flare Cannon to reveal the 
    W. Box Key, so pick it up. Now open the door on the other side of this room. In 
    this hallway, follow it to two paths. Knock out the zombies in your way and go 
    south and you'll get to a door, so open it. In the next room, go around the 
    bend and take out all of the zombies with your Bow Gun. Now go down south and 
    we'll get to a ladder, so climb up it. Claire will tell Sherry to stay here 
    (why can't we leave her here). Drop your Bow Gun in the item box, the Valve 
    Handle, the Lighter, and the W. Box Key.
    
    Now pick up the Flame Rounds and Acid Rounds here, and then leave the room. Out 
    here, get the Factory Map on the wall if you want (kind of useless by now, 
    don't you think). The tram is already at the bottom, so we can't use it yet. So 
    go down the lift and open the door at the bottom. In this room, get the C. 
    Panel Key on the table on the other side. Then examine the monitors and turn 
    them on. We'll see Mr. X enter the room and he'll smash the security camera. 
    Wait until he comes around to you, and take him out with 4-5 Acid Rounds. 
    Examine his trench coat after you drop him and you'll get some precious Acid 
    Rounds. Now get back to the save room where Sherry is waiting. Go to the 
    control panel and use the key to activate it. Now let's save our game right 
    now.
    
    Before we go to the tram, bring plenty of healing items too. Now leave the room 
    and go back outside. Run over to the tram and go clockwise around it, climb the 
    ladder, and open the door. Inside the tram, get the Flame Rounds from the 
    bathroom. Unlike scenario A, there is no key, so go back outside and activate 
    the panel to get this tram moving. While it's going down, we hear something 
    outside, so Claire has Sherry wait in here while we go outside. The alarm says 
    we can't go back inside for a short while, and when we go outside, the door 
    locks. Jump off the ledge, and go around the bend for a boss fight.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    BOSS BATTLE: William Birkin (3rd formation) 
    Difficulty: Medium
    
    This boss is easy for some, hard for others. Birkin by now does not even have 
    any relations to a human now, as he's a beast with 4 huge claws on 2 legs. Hey 
    can scratch you for one of his attacks. At the start of the fight, put 2-5 
    Flame Rounds into him. If he raises his arms, it means he's going for a combo 
    strike and can swipe the crap out of you. In this case, this is why you bring 
    plenty of healing items if you get unlucky. When he gets close to you, run 
    away. He'll jump in the air and try to catch up to you, but when he lands in 
    front of you, run away to get more distance. Keep pumping Flame Rounds into him 
    when you have the chance, and then after about 10 Flame Rounds, he'll jump off 
    and leave us alone.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, go back in the tram to see Sherry. The alarm will turn yellow, 
    and because of overheating, it will stop where it is. Also, Claire gives her 
    raise jacket to Sherry for "good luck" and Sherry will tell Claire she never 
    spent a lot of time with her parents. That means we have to go back outside and 
    venture on our own, but Sherry will still remain in the tram for the time 
    being, right? Once you're outside, go to the other side of the tram and jump on 
    the ledge. Go to the ventilation shaft and jump through it to get inside 
    Umbrella's Secret Lab.
    
    ---------------------- 
    Umbrella's Secret Lab
    ----------------------
    
    As soon as we drop into the vent, we hear the tram take off, and Sherry's still 
    on that tram. Well we got rid of her for the time being. Now run down south and 
    open the double doors. In this room, go to the lift and activate it. Down here, 
    go around the bend and get the P-epsilon report from the dead scientist. Go up 
    to the typewriter and get the Flame Rounds too. Now go near the lift and take 
    the path to the right of it. Run forward and go down the elevator. Down here, 
    go around the corner and we'll find two Super Lickers. Kill them both, but be 
    careful with them. Now get to the panel on the other side of the room and 
    activate it. This gives power to the elevator near the vent. Go back up the 
    elevator.
    
    Back up here, activate the elevator to go up again. Now open the double doors. 
    In this room, follow the hallway to the elevator and then open it. In the 
    elevator, activate the panel to use it. In this room, blow away the naked 
    zombies. Then enter the door to the right. Get the Flame Rounds in here as well 
    as the Green Herb if you want, and then leave. Back in here, open the other 
    door. In this room, go to the middle and take the opening with the blue light 
    above it. Now cross the shaft and open the door.
    
    Follow this hallway to a set of double doors and then open them. In this room, 
    go around the corner and get the Fuse Case from the shelf. Get the First Aid 
    Spray if you want, and then put the Fuse Case into the machine with the blue 
    light. After a little cut scene, you'll get the Main Fuse. Now leave this room 
    and follow the hallway to the previous door. Back in here, go to the middle of 
    the room and use the Main Fuse on the machine in the middle. Now go through the 
    opening with the red light above it. Cross the shaft and open the door. In this 
    room, run forward and activate the panel to open the shutter on your left.
    
    Flame rounds vs. Ivy Plants. How lopsided is this? Blow both of them away and 
    then open the door they were blocking. In the room with the huge tree with 
    vines, go down the ladder and then open the door at the bottom. In this 
    hallway, go around the corner and take out the Super Licker that falls from the 
    vent. Go up forward and kill the remaining two Super Lickers. In the more open 
    area, use the Green Herbs if you need to. Now go in the next hallway and then 
    open the door.
    
    In the monitor room, go to the other side of the room. Open the item box and 
    get the W. Box Key out of there. Now open the door into the next room. In here, 
    go out into the open area and then head north. Grab the Red Herb if you want, 
    and then open the double doors. In here, use the W. Box Key on the locker with 
    the blue light. Grab the new cases of Grenade Rounds and walk up to the door so 
    it opens automatically. Walk up to the next door to make it open. Use your 
    fresh Grenade Rounds to blow away all the naked zombies. Now go to the other 
    side of the room and get the P. Room key from the desk.
    
    Once you got the P. Room Key, get back to the monitor room. As you're getting 
    past the monitors, Annette will look for Sherry on the monitors and we'll find 
    Mr. X chasing her down (can't he just punch her lights out already?). Annette 
    tells us the sample is inside the pendant Sherry has. Now, get back to the 
    ladder and climb it. In the room with the main fuse, go through the opening 
    with the white light. Now get to the elevator again and go down it. Down here, 
    open the double doors. Now there's a gray crate near the lift. Push it onto the 
    lift, bust make sure there's enough room to get to the switch. Push the switch 
    to make the lift go down.
    
    Now push the crate to the south to give you some room. Then, push it to the 
    east so it's against the railing. Now push it up all the way north until it 
    stops at a wall. Jump on it. There should be a higher ledge to your right, so 
    get on it. Unlock the double doors with the P. Room Key. Follow the path to a 
    bigger area and we'll find Sherry being chased by Mr. X (how did she get into 
    the room if it was locked). Sherry tosses Claire her pendant and runs away. 
    Then Claire tosses the pendant over the rail and Mr. X tries to get it, but 
    falls over and takes a headfirst dive into the lava, with Claire going 
    "sucker".
    
    But during the scene, Mr. X punched out a computer which activated the self-
    destruct sequence, so we need to get out of here. Leave the room and jump off 
    the crates. Now go up the lift, open the double doors, and then get to the 
    elevator. Blow away any enemies in your path and then get to the place where 
    you used the Main Fuse. Sherry is crying over her dying mother and then she 
    actually dies. Afterwards, pick up the Master Key from her mom's hands and then 
    Sherry should follow you. Go back to the elevator. Instead of pushing the 
    button, go to the computer and use the Master Key. It will let us use an 
    emergency route.
    
    Once we're outside the elevator, we'll be looking at a runaway train, but we 
    need to power it up. Go inside the train. In here, Sherry will wait here. Run 
    up to the other door and it will open by itself. Then enter the double doors. 
    In here, run all the way to the other end of the room. There's a shiny object 
    near the item box, so pick it up. It's the platform Key. Get all your Grenade 
    Launcher Ammo out, and save your game right now. Also, bring all your healing 
    items with you too. Now go back and get off the train. Use the Platform key to 
    unlock the door and throw it away forever. Make sure you have at least two free 
    spots in your item inventory.
    
    You have 5 minutes to get out of here now before this place blows to 
    smithereens. Go up the stairs and cross the footbridge to get to the other side 
    of the platform. On the other side, go south and you'll find a switch. Hit it 
    to reveal two plugs, the Joint S and Joint N plug. Now turn around and open the 
    door. Go to the other side of the room while the lava continues to rumble. Put 
    in one plug or the other (it'll automatically put both in). All of a sudden, 
    the lights turn off as Mr. X comes diving out of the lava.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Mr. X
    Difficulty: Medium-Hard
    
    This is Mr. X in his final form. No trench coat, no slow walking, no cheap 
    shots. The first thing he will do is charge at you, so run to the right. Shoot 
    him now and then, and he'll charge and hit you. After about 2-3 shots and 
    you've healed, a shadowed woman tosses a Rocket Launcher down. Run to it, pick 
    it up, and fire a rocket at Mr. X. Before we fire, Claire will shout out "You 
    lose, big guy!" And we see many replays of the rocket hitting Mr. X right in 
    the sweet spot and he'll finally blow into a million pieces.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    Afterwards, the lights go back on. Get back to the other side of the train, but 
    don't open it yet. From the elevator, run down south and kill the naked zombies 
    near you and head south to a panel. Activate the panel to open the gate. Now go 
    back inside the train and go north up the stairs and through the door. Activate 
    the lever to get the train moving and an FMV will start.
    
    Leon will get on the train as Claire nearly loses her head. After another chat 
    between the two, something shakes in the back of the train. Enter the door and 
    try to open the double doors, and we now have 2 minutes to get off this train 
    before it blows into a million pieces. Once you open the double doors, run 
    straight and a vine will come into the place. We have one last boss and we'll 
    be done for good.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (5th formation) 
    Difficulty: Really Easy
    
    This boss doesn't have any strategy at all. You have 1 Rocket left in your 
    Rocket Launcher. Fire the rocket at him, and then empty your Grenade Launcher 
    on him. Just don't let him get up to you, as I don't know what happens.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the boss is dead, go through the double doors and walk forward to start 
    an FMV.
    
    Birkin comes back to life for the millionth time and Sherry sneaks into the 
    control room to stop the train, while the gang escapes out of the tunnel before 
    the train explodes. Oh yeah, Birkin goes down in the explosion too.
    
    Now, watch the credits roll and see what you got for a grade and how long it 
    took you to beat the game. Now you've finished Leon A/Claire B!
    
    ==========================
    9. Walkthrough (Claire A)
    ==========================
    
    Pop in your Claire disc and load up a new game on Normal difficulty.
    
    The game starts out with Claire riding her motorcycle throughout Raccoon City, 
    still searching for her brother Chris. She decides to stop at a diner and get 
    something to eat. Also, there is a truck driver at a gas station, and a zombie 
    bit him really bad in the arm (why didn't he get it treated?). At first, it 
    looks like nobody is here, but we find a zombie munching on a dead person. 
    Claire tries to back away from it, and gets to a door to find a gun pointed at 
    her head. She ducks and Leon fires a bullet to the zombie's head, killing it. 
    They both escape to a police car and a zombie pops in and scares them both. 
    After swerving from side to side and hitting a sign, the zombie comes flying 
    out of the window.
    
    But the truck driver, now a zombie, has no judgment and mows over the police 
    car. Leon and Claire escape, but a fire separates the two and they'll meet at 
    the police station, where things are going to get a lot worse...
    
    ------------------------
    Streets of Raccoon City
    ------------------------
     
    As you start the game, you'll be surrounded by zombies. Just run around them 
    and follow the street to a door, avoiding all of the zombies. When you get to 
    the door, open it and you'll be in the Kendo Gun Shop. Walk a few steps forward 
    and the owner will aim his Bow Gun at you. Claire convinces him she's human, 
    with the owner replying "sorry about that babe". Go around the counter and get 
    the Hand Gun Bullets on the shelf and then go behind the other counter. Get the 
    Handgun Bullets on the desk and walk up to the back door. Zombies will break in 
    through the windows and eat Kendo for lunch. Kill them off one by one and then 
    examine Kendo twice to get his Bow Gun. Now leave this store by opening the 
    back door.
    
    Back outside, follow the path until you see zombies near a door. Ignore them 
    and keep running forward. The zombies will break the door open, but go to the 
    open truck and get the Handgun bullets from behind them. Kill the zombies 
    coming at you and then go through the open door. On the basketball court, try 
    to ignore the other zombies and then open the door across from you. In this 
    room, go straight and head up the stairs. Now follow the ledge to another 
    staircase and go down it. Examine the trash barrels for Handgun bullets and 
    then jump on the dumpster. Stun the zombies with your handgun and then jump 
    down to the ground in front of you. Now run to the other door and avoid the 
    other zombies. Open the door.
    
    In this area, just run to the bus and ignore the zombies feasting on a dead 
    person. Get to the bus and open the door. Now grab the Handgun Bullets from the 
    backpack and kill the two zombies here. Run to the other side of the bus and 
    open the door here. There are plenty of zombies here, but just zig zag through 
    them and get to the door. In this area, go through the entrance next to you. 
    Run past the two zombies and get to the police station entrance. Before opening 
    the doors, examine the bushes to the right for a Green Herb and heal yourself 
    if the zombies got the worst of you. Now open the double doors and get into the 
    police station.
    
    ---------------
    Police Station
    ---------------
    
    Go down the mini steps and then go up the ramp on the left. Open the door to 
    your left and we'll find an injured cop named Marvin. Claire tells him he's 
    looking for Chris and Marvin explains what happened with him, Jill Valentine, 
    and Barry Burton. Then he gives you the Blue Card Key and threatens to shoot 
    you if you don't leave. Upon leaving, he locks the door. Now go to the other 
    side of the hallway and go on the computer. Use the Blue Card Key to unlock the 
    two doors on this floor. Also, get the Handgun Bullets from the counter. Now go 
    down the ramp and open the double doors.
    
    In this room, open the item box and drop the Knife in there forever. Grab the 
    Police Memorandum from the bench. Also, unlock the desk in the corner using 
    your lock pick and you'll get a First Aid Spray. Turn around and go forward and 
    we'll see a strange creature cross the window. Open the door and equip your Bow 
    Gun. Now go around the bend and you'll find a dead cop with no head. Examine 
    him twice for Handgun Bullets. Now walk up to the pool of blood and a Licker 
    will drop from the ceiling after an FMV. The Bow Gun should take care of him. 
    Get the Green Herb from the other side of the room and then open the door.
    
    In this hallway, follow the hallway until you get to a door. Ignore the double 
    doors, as we don't have a Lighter built into our item inventory with Claire. 
    Once you get to the door at the end of the hallway, open it. In this room, take 
    down all of the zombies. We don't need to go into the darkroom yet, so head up 
    the stairs to get to the 2F. At the top, go straight down the hall to the three 
    statues. Take the brown statue and push it up against the door leading to the 
    next hall. Now push it to the right of the door and get it on the brown tile. 
    Now take the gray statue and push it to the brown tile near the broken door and 
    opening. Once you have them on the tiles, the Red Jewel will fall out, so grab 
    it. After solving the puzzle, search behind the central statue until you find 
    hidden Handgun Bullets. Once you find the hidden Handgun Bullets, open the door 
    to the next hallway.
    
    In here, open the middle door and you'll be in the S.T.A.R.S office. Go to the 
    middle desks. The one on the right is Jill Valentine's and the one on the left 
    and Chris Redfield's. Read Chris's Diary and we'll also find a Unicorn Medal, 
    so pick it up. Now open up the cabinet in the corner of the room for a Grenade 
    Launcher! Hell yeah! Also, go to Wesker's Desk, the one in front of the 
    S.T.A.R.S poster. Examine it 50 times for a hidden film. For another bonus, 
    check the picture near the poster and you'll find a photo of the S.T.A.R.S 
    members. When you try to leave, some paper will print out from the fax machine 
    called "Mail to Chris". Read it and then go downstairs. Enter the darkroom near 
    the staircase and get the Green Herbs if you want. Grab the Operation Report 2 
    behind the typewriter and get the Handgun Bullets from the cabinet. Put the Red 
    Jewel in the item box as well as the Grenade Launcher. Also, go to the back 
    room and develop the film to get a picture of Rebecca Chambers.
    
    Now, get back to the main hall 1F. Go to the statue in the middle of the hall. 
    Put the Unicorn Medal on the hollow in front of the statue and the statue will 
    slide forward and drop the Spade Key. Pick it up and then go back to the 
    hallway where you found your first licker. Unlock the other door with your 
    Spade Key and open the door. Grab the Patrol Report on the shelf across from 
    you. Then go around the bend to find a mini ladder. Push the ladder down south 
    until it gets to the cabinet. Climb up the ladder and get the Crank at the top 
    of the shelf. Now leave the room and go back to the darkroom. Put the crank in 
    the item box, go upstairs and back to the hallway outside the S.T.A.R.S office. 
    We'll see a little girl be chased from the zombie and she runs away (how does 
    she open that door when it's locked in the first place?). Kill the zombie and 
    then unlock the other door in here with the Spade Key and toss it forever and 
    then open the door.
    
    We'll find Leon in this room and it appears he spotted that girl too. Leon 
    gives Claire a radio. After the chat, go to the alcove where Leon came out of 
    and search the closet for Handgun bullets. Now go to the other alcove and 
    unlock the desk with your lock-pick to get Flame Rounds for your Grenade 
    Launcher. Then open the door next to you. In the library, head up the stairs to 
    your left. Follow the path until the floor you're on collapses and you fall to 
    the floor below you. Down here, go forward and push the switch. Now we can move 
    the 3 bookcases around. Push the left and the middle ones to the right by using 
    the switches. The plate in the other room will fall down, so go to it and get 
    the Serpent Stone. Now get the Red Herb near the double doors and then open 
    them.
    
    You'll be on the Main Hall 2F. Kill the zombies here, as you have plenty of 
    distance to knock them out. Go to the center of the room where the ladder is. 
    Push the switch on the ladder to make it descend, so now we have a quick 
    shortcut to the first floor. Follow this path to the door on the other side of 
    the room and then open it. We're on the waiting Room. Get the Lighter from the 
    bench and read the Secretary's Diary A near the typewriter. Open the item box 
    and put away the Red Jewel and Serpent Stone. With the lighter, go back to the 
    Main Hall 2F. Use the ladder to get to the first floor. Then go to the room 
    where you found the first Licker and then into the next hallway. Open the 
    double doors I told you to ignore a while back. In this room, read the 
    Operation Report on the table and then enter the small room across from you. 
    Use the lighter on the fireplace to reveal a Red Jewel from the picture, so 
    pick it up. Now go back to the Waiting Room the same way you got here. Back at 
    the Waiting Room, open the door near the typewriter.
    
    Ignore the zombies, they're no threat. Head up north and open the door. We're 
    in the "crow hall" now. Follow this hallway to a door, but watch out for the 
    crows that fly through the windows. When you get to the door, open it and 
    you'll be outside. Out on the helipad, there's nothing much you can do yet. 
    Head down the stairs instead.
    
    ------------------------ 
    Streets of Raccoon City
    ------------------------
    
    Kill a zombie or two if you need, otherwise they can be avoided pretty easily. 
    Follow this path to a cabin and when you get to the door, open it to get inside 
    the cabin. Go to the other side of the room where the typewriter is. Pick up 
    the second Bow Gun and take the Valve Handle near the typewriter while you're 
    at it. Oh yeah, one thing: don't open the door next to the typewriter. If you 
    do, a zombie comes in. Now leave the cabin and go back outside. Like last time, 
    avoid the zombies and go up the stairs.
    
    ---------------
    Police Station
    ---------------
    
    On the helipad, go to the opening near the door and use the Valve Handle on the 
    slot. Water will pour conveniently onto the helicopter on fire. Before you go 
    back inside, search the front of the helicopter for Handgun Bullets. Now head 
    inside to the Crow Hall. In this hallway is a dead person. Examine the dead cop 
    twice for Handgun Bullets. Now get back to the waiting room. Put the Valve 
    Handle, the Lighter, and the Bow Gun with lower ammo into the item box (if you 
    had two out). Take out the other Red Jewel and go back to the previous hallway. 
    The zombies are also gone and so is the fire. When you cross the helicopter, 
    we'll hear a girl scream. That can't be good. Open the door across from the 
    helicopter.
    
    In this room, go to the three statues. Put a Red Jewel in the left and right 
    one. This will make the middle statue's chest open, revealing the first piece 
    of the Jaguar Stone, so pick it up. Before leaving, check the table to the left 
    of the statue for the Diamond Key. Now go back to the waiting room and put the 
    half Jaguar Stone in the item box. Now go to the crow hall. There is one last 
    door locked from this side. Unlock the door and then open it. In here, pick up 
    the Green Herb if you want and then go down the stairs. Down here, open the 
    door to get to an office.
    
    You'll find a dead man in front of you. Examine the dead man for Handgun 
    Bullets. Now go into the bigger room and kill each zombie one by one. After 
    they're all dead, go into the smaller office. Enter the combination "2236" on 
    the safe and it'll open. Get the Acid Rounds and the police station map. If you 
    want, go behind the desk and search for a Green Herb. There's also an Ink 
    Ribbon on one of the tables. After you're done here, open the double blue 
    doors. In this room, kill all of the zombies to your south with your Handgun. 
    Once they are all dead, run down south and if you got hurt, get the Green Herb 
    near the machine. Now go down the alcove near here and open the door at the 
    end.
    
    In this hallway, kill the zombies and follow the hall until you find a gray 
    door. Unlock the door with the Diamond Key and then open it. In this room, 
    ignore the Cord on the table and then get the Eagle Stone from the shelf. When 
    you turn around and walk by the mirror, a Licker will jump through and attack 
    you. Use 2-3 Bow Gun hits to take him down and then leave the room. Once you're 
    done with everything here, get to the darkroom. Put your Eagle Stone in the 
    darkroom and if you're low on ammo, pull out the Grenade Launcher. Now go to 
    the hallway outside the darkroom and unlock the other door here with the 
    Diamond Key and then discard it forever.
    
    In the "Evidence Room", you'll be surrounded by plenty of zombies. Kill them 
    off with your Bow Gun and Grenade Launcher. Search the cabinets across from the 
    other door to find Bow Gun bolts. Also, unlock the bigger Cabinet with the lock 
    pick to find a plastic bomb. And before you leave, go around the corner and 
    open the cabinet for a film. Bring it back to the darkroom to develop it. Once 
    you're back in the evidence room, unlock the other door and then open it. Grab 
    the Green Herb if you need to and then enter the small office. Hey look! It's 
    Marvin! He gets up, and what's this? He turns into a zombie! He's pretty fast, 
    so if you have a Handgun, you may take a bite. Use a Bow Gun or Grenade 
    Launcher to take him down. After you kill him, grab the Detonator on the desk. 
    Combine it with the Plastic Bomb and then get out of this office. Grab the Memo 
    to Leon on the longer desk. Now examine the open locker for Handgun bullets. 
    Afterward, unlock the door here and open it to get to the main hall.
    
    Back in here, climb the ladder to get to the second floor and then get to the 
    waiting room. Bring out the Eagle and the Serpent Stone while you're at it. Now 
    to go to the hallway where the fire used to be and where the crashed helicopter 
    is. Go up to the helicopter and use the plastic bomb to blow up the helicopter 
    and the banged up door. Now go through the new hallway and open the door. Wow, 
    what a neat room! Go up to the desk. At this point, you can make one of three 
    decisions: examine the desk, walk around the desk, or try to head for the door 
    on the other side of this room. Whichever option you choose, the chair will 
    turn around. It's Brian Irons, the chief of the Raccoon Police Department, and 
    he mistakes you for a zombie. The dead girl on her desk is the mayor's 
    daughter. Also, it looks like he used to like taxidermy. After the chat, go 
    around the table and open the other door. There's nothing in this hallway; just 
    follow it to a door and then open it.
    
    You'll hear footsteps when you walk into the room. Walk around the corner and 
    you'll hear them again. Go into the opening into a dark room. Grab the 
    Secretary's Diary B. Also, flick the switch on in here to get the light on. Run 
    south and the little girl will try to run away. Claire will grab her arm and 
    tell her she's not a zombie. Claire also contacts Leon saying she's found the 
    girl. The girl's name is Sherry. She tells us her mom wants her to stay at the 
    police station to be safe. Afterwards, we hear a roar and Sherry bolts off. Now 
    go back to the Chief's office and we'll find he's missing.
    
    Go to the picture behind his desk and activate the button. Put in the Eagle and 
    the Serpent Stone to free up space. Also, get the Chief's Diary from the chair 
    and grab the Heart Key on the desk. Now go to the crow hall and open the door 
    leading downstairs. Go downstairs and open the door. Back in this room, open 
    the door across from you with the Heart Key and then throw it away forever. Now 
    open the door. In this hallway, follow it to a staircase and then go down the 
    stairs and we'll be in the basement.
    
    Down here, go straight and lure the dogs to go after you. Kill them one by one 
    and then go into the longer hall. Go south and open the brown double doors to 
    your left. In this room, run around the corner and go to the console. You need 
    to hit the five switches in this order: up, up, down, down, up. This will give 
    power to a locked door just outside here, but we still need another key to get 
    to it. Now leave the room. From here, go north and follow the hallway to 
    another set of brown double doors. Before opening these doors, examine the 
    trash to the right of the door until you find hidden Handgun Bullets. After 
    finding the Handgun Bullets, open the double doors. Out here, follow the path 
    to a manhole, but be quick because the dogs can leap over and attack the crap 
    out of you. When you get to the manhole, go down the ladder.
    
    ----------------
    Sewage Disposal
    ----------------
    
    We'll only be here for a short period of time. Open the first door you see. In 
    here, open the item box and put your Handgun in, Bow Gun, and take out the 
    Grenade Launcher, your Grenade Launcher ammo, and your Lighter. Now leave the 
    room. We'll find Sherry waiting for us and she says she can hear her dad 
    calling her name (yet he's a monster by now). She'll run off into a vent and 
    sadly, we need to control Sherry.
    
    Sherry can't even use a gun. All she has on her behalf is a First Aid Spray. 
    First, go up to the elevator and go up it. Up here, you'll face a few dogs. 
    They can nastily attack you multiple times, and the lack of speed from Sherry 
    doesn't help either. Run to the first door you find, because the dogs can take 
    you down pretty quickly. In this room, grab the Sewage Disposal map if you 
    want. Hop down the steps here. At the bottom, push the crate near you so it's 
    against the wall. Now, jump on the left crate and hop down so you're to the 
    left of the middle crate. Push the middle crate to the right so it's lined up 
    with the right crate. Jump back over and push the left crate up so it lines up 
    with the other three crates. Now jump back up the steps and use the control 
    panel to raise the sewage level and the crates. Cross the crates and grab the 
    Club Key off the shelf. Now leave this room.
    
    Go to the other door and open it. Grab the Grenade Rounds and then run back to 
    the room with the elevator. Go down it and Sherry will toss Claire the Grenade 
    Rounds and the Club Key. Then, since she can't get over the hole, she bolts off 
    to find another way (how does she do it and survive the dogs?). Now we'll 
    regain control of Claire. Pick up the Club Key and the Grenade Rounds. Make 
    sure you have the Lighter and go back up the ladder.
    
    ---------------
    Police Station
    ---------------
    
    The dogs should be on the ground by now. Simply run by them and get back to the 
    double doors, so open them. In the basement hallway, it seems Lickers also 
    snuck their way in. Kill both of them and then open the double doors with a red 
    light above it using your Club Key. In the Autopsy Room, go around the corner 
    and get the Red Card Key from the cabinet. Now all the dead zombies on the 
    floor will get up! Use your Grenade Launcher to mow them all down. Now leave 
    the room. Kill the other Licker in this hall and go to the door with a green 
    light above it. Use your Red Card Key to unlock it. In this room, go to the 
    locker. There's two things we can take: Either a Side Pack (hold 2 more items) 
    or Sub Machine Gun. Since you're probably suffering through a major ammo 
    shortage right now, get the Sub Machine Gun, even if it does take up two spaces 
    (make sure to save the Side Pack for Leon B). Grab the Handgun Bullets and Bow 
    Gun Bolts if you have enough space, and then leave this room. Out in the hall, 
    go up the stairs to the first floor again.
    
    Open the door behind the stairs with the Club Key. Go into the bedroom across 
    from you in this room. Read the Watchman's Diary and grab the Acid Rounds from 
    the shelf. Now, go back into the previous hallway. In here, open the door to 
    get back into the office room. In here, get to the blue double doors and open 
    them. Now run down south and open the door in this hall. Follow this hallway to 
    a blue door and open it with your Club Key. Since it's useless, toss the key 
    forever. Now open the door and blast away the Licker inside. Go to the other 
    side of the room and use the Lighter on the boiler. Now turn the faucets on the 
    wall on in this order: Middle, right, left. A Golden Cogwheel will fall out of 
    the picture, so go and pick it up. If you have two spaces on you, get the film 
    as well, and then you can develop it in the darkroom later.
    
    Once you have the cogwheel, get all the way back to the Main Hall 1F. Use the 
    ladder to get to the second floor. It appears a Licker got here, so blast it 
    away with your Machine Gun. Go to the waiting room now. Drop your Lighter in 
    there and take out the Crank. Now get back to the main hall and open the door 
    leading to the Library. When you walk in, you'll hear crashing sounds and 
    zombies will pour in from the windows into two hallways: the one where we found 
    our first licker and the one leading to the basement. But as Claire, we don't 
    ever need to go down there. Now, go up the stairs in this room and open the 
    door at the top. On the Main Hall 3F, take out the Licker and open the door to 
    get into the attic. Insert the crank into the slot to our south to make the 
    staircase come down. Go up the staircase and go to the set of gears. Insert the 
    Golden Cogwheel into the gears and push the button to make them rotate. This 
    will open up a door with the second half of the Jaguar Stone, so pick it up. 
    Now get back to the Waiting Room.
    
    With a Sub Machine Gun, drop all your other Grenade Launcher stuff into the 
    item box and take out 2 or 3 healing items. Also, take out the first piece of 
    your Jaguar Stone and combine it with the second piece. Also, it's highly 
    recommended you save your game right now.
    
    Now get to Chief Irons' office and we'll find Sherry here. Put the Jaguar Stone 
    into the picture and a door will open. Go into it and read the Mail to the 
    Chief on the floor. Examine the elevator and Sherry will come in. Claire will 
    tell her to stay here as we go down the elevator. Down in this hallway, follow 
    it and we'll see a scene of some monster infecting Irons. Follow the hallway to 
    a Cinderella/Sleeping Beauty castle door and open it. Claire and Irons will 
    chat, as Irons tells us about the G-Virus and he's taking us with him, until 
    something rips Irons' chest apart. Now get the Acid Rounds from the shelf in 
    the corner and then go down the ladder.
    
    Down here, go up forward and a little arm like creature will get up and form 
    into a giant cockroach.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Cockroach
    Difficulty: Easy
    
    The cockroach is pretty easy, but it can spit little cockroaches at you to 
    annoy the hell out of you. The little cockroaches can leech onto your body and 
    start sucking your health. It only takes one shot to kill the little 
    cockroaches. It should take about 30% of your Sub Machine Gun ammo clip to 
    defeat it. If not, use your Grenade Launcher if you have it on you.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, follow this path to a button. Press the button to make a 
    ladder descend. Now go back to Irons' office to get Sherry. From here, go back 
    to where you fought the Cockroach and climb the ladder. Also, whenever you're 
    with Sherry, don't run too far or she'll crouch down, meaning you need to run 
    down and get her. At the top of the ladder, run forward and try to jump off the 
    ledge and we'll see William Birkin on the ledge above us, but he won't notice 
    us. Claire and Serry then bolt into the sewers.
    
    -------
    Sewers
    -------
    
    As soon as we step it, Sherry makes an idiot of herself and gets sucked in by 
    the vent. This means we have to take control of her. At first, run forward and 
    jump up the ledge. Up here, open the door. In this room, avoid the zombie and 
    get to the other side of the room. Examine the vent to open it and slide down 
    the shaft. In this long tunnel, watch out for the cockroaches because they can 
    mow you down quickly. Now enter the next vent and go down the shaft. In here, 
    pick up the Wolf Medal. The garbage will now dispose into the room below, 
    causing Sherry to fall with it. She is knocked out and then her father, now a 
    monster, does something bad to Sherry...
    
    Now we regain control of Claire. Go straight and up the ledge. At the top, get 
    the Blue Herbs if you want and then open the door. In this room, grab the Sewer 
    Manager Fax from the table and the Handgun Bullets from the backpack. Also, get 
    the First Aid Spray from the locker. Also, open your item box and take out the 
    Valve Handle and Lighter. Save your game if you want to and then go down the 
    elevator in the corner of the room. In this hallway, go around the corner and 
    follow the hallway to a door. Get the Sewer Map if you want and then open the 
    door. In here, jump off the ledge and run north. Go on the ledge next to the 
    ladder and search the dead soldier for Flame Rounds. Now go back down south and 
    follow this path to a door, ignoring the Spiders around here.
    
    Run forward to the waterfall. We can't go past the waterfall, so jump on the 
    ledge to the left and open the double doors. Walk forward and we'll find 
    Annette aiming a gun at us. She accuses of us of trying to find the G-Virus, 
    and then since Claire tells her Sherry's lost here, her husband William will be 
    after her.
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 
    FMV
    So, we see William Birkin with his samples of viruses and his G-Virus, while 
    troops from Umbrella are hunting him down. The troops then come in and try to 
    steal it, and then a tube falls over, prompting one soldier to shoot him to a 
    bloody pulp. Annette will try and treat the wound, but while she's out, William 
    injects the virus in him. By now, he's turned into a monster and a growl can be 
    heard in the sewers. William kills the soldiers and eats more viruses to get 
    stronger. He then takes out the remaining troops and we see mice carrying out 
    the T-Virus, which was how the viruses spread out through the city.
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    After the FMV, we hear Sherry scream, so Claire and Annette split up. Follow 
    the path to a slot. Put the Valve Handle into it and bring the platform down. 
    Cross the platform and get the Green Herbs if you want. Also grab the Flame 
    Rounds next to the typewriter and put the Valve Handle in the slot to make the 
    platform go up. Open the door. Follow this hallway to an opening. We'll see 
    Sherry knocked out on the garbage, and then Alligator springs out to scare the 
    crap out of us.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Alligator
    Difficulty: Really Easy
    
    Don't shoot the crap out of the thing. Don't get too close to it either, 
    because it'll just eat you with one bite. Go to where the red light is on the 
    wall. Examine it to release a gas cylinder. Wait for the alligator to put the 
    cylinder in its mouth, and then put one bullet into the alligator. The cylinder 
    will explode, causing the alligator to die.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, go back to where the alligator came out of. The door is 
    locked, so release the lock on the panel to the right and open the door. Run 
    over to Sherry and examine her. Birkin will roar again, and Sherry will get up. 
    Her stomach hurts now too. Pick up the Wolf Medal next to Sherry, jump on the 
    ledge, and then climb the ladder. In this area, go left and cross the bridge. 
    Now go up the ramp to the left. Get the Eagle Medal from the dead person at the 
    top and read the Sewer Manager's Diary. Now go down the ramp. Follow this 
    walkway to a ladder. Use the Valve Handle in the slot next to the ladder to 
    stop the spinning fan. Climb up the ladder. Climb down the other ladder in the 
    room at the top. Back in this room, go back to the door leading to the 
    waterfall, ignoring the zombies that pop up.
    
    Open the door. Now go to the waterfall and check out the machine on the right. 
    Put in both medals to drain the sewage and stop the waterfall. Climb the ledge 
    now and open the door that waterfall was blocking. Follow this hallway to a 
    door and then open it. In here, go to the sky tram. Use the panel to the right 
    and turn it on. Now open it to enter it, and we'll take the sky tram to the 
    factory.
    
    --------
    Factory
    --------
    
    Use the lighter on the flare cannon to reveal a shiny object, which is the W. 
    Box Key, so pick it up. Now turn around and open the door. Follow the hallway 
    to a bigger one. Kill the zombies and then run north. Kill the two zombies over 
    here and search the dead person in the corner for a Spark Shot. We'll need it 
    for the last battle. Now go the other way and follow the hallway to a door, and 
    then open it. Now follow this hallway to a ladder, mowing down all of the 
    zombies that get in your way. When you get to the ladder, climb up it to get to 
    the save room.
    
    In here, drop the Lighter, Valve Handle, W. Box Key, Sub Machine Gun, and the 
    Spark Shot. Take out the Grenade Launcher and all your ammo for it, as well as 
    the healing items that you have. Grab the Flame and Grenade Rounds from the 
    table and save your game now. Now open the door and you'll be outside. Run 
    south and get the Factory Map from the wall (pretty useless by now, don't you 
    think?). Go to the tram and run clockwise around the platform to get to a 
    ledge. Jump on it and open the door to get to the ledge. In here, get the Flame 
    Rounds from the closet and get the C. Panel Key from the rack in the back room. 
    Now go back outside and activate the control panel near the tram. Press yes and 
    you'll go back inside the tram.
    
    While the tram is going down, Sherry complains that her stomach hurts and she's 
    burning up. After, we hear noises outside. When we try to go outside, we get a 
    message saying we can't go back inside for a while. Jump off the ledge, and run 
    straight. Birkin will throw his trusty pipe at you and miss, while growing a 
    new head in the process.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    BOSS BATTLE: William Birkin (2nd formation) 
    Difficulty: Easy
    
    All he has on him is one big claw to strike you with. Just watch out, because 
    if you get too close, you'll be in for some nasty wounds. Stay at a good 
    distance and unload your Flame Rounds into Birkin. They are effective at 
    stunning him too. After about 8 Flame Rounds, he'll be severely weakened and 
    move a lot slower. Finish him off with 2-3 more.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, we'll be able to re-enter the tram. Go inside and Claire will 
    carry Sherry to Umbrella's Secret Lab into a room.
    
    ----------------------
    Umbrella's Secret Lab
    ----------------------
    
    Sherry regains consciousness and talks to Claire. Claire has also given her the 
    red jacket she has and then Sherry rambles about how she never had anybody to 
    hang out with. Open the item box and put away a healing item or two. If you are 
    low on Grenade Launcher ammo, take out the Bow Gun to help you. Also, grab the 
    Green Herb in this room along with the Acid Rounds and get the Flame Rounds 
    from the lockers. Now leave. In here, run left and open the door. Now run 
    across the walkway into the middle of the room. Go through the opening with the 
    blue light above it and then open the door. Follow this hallway to a set of 
    double doors and then open them.
    
    In here, go around the bend and grab the Fuse Case from the shelf. Now use it 
    on the control panel that has the blue light and after a pointless cut-scene, 
    we get the Main Fuse. Now leave the room. Back in this hallway, just open the 
    door leading to the previous room. Go to the center of the room again. Use the 
    Main Fuse on the machine in the middle to provide power throughout the lab. Now 
    go through the opening with the red light above it and open the door in this 
    path. Run forward in this hallway to get to a console. Activate it to open the 
    shutter to your left. Two Ivy Plants will be in your way, but you can dispose 
    of them with Flame Rounds. Afterwards, open the door they were guarding. You 
    don't even need to touch the Ivy Plant in this room. Just descend the ladder 
    and open the door at the bottom of the ladder.
    
    Follow this hallway until a Super Licker bursts from the vent. Give it 2 
    Flame/Acid Rounds. Now go to the bigger area here and kill both Super Lickers. 
    Use the Green Herb to heal if you need to, and then run to the hallway across 
    from you. Open the door on the other side of the hallway. You'll be in the 
    monitor room. Get to the other side and open the item box. Take out the W. Box 
    Key if you have it and then open the door to your right. Run forward into the 
    bigger area. Now go north and open the double doors. If you have enough space, 
    grab the Red Herb.
    
    In here, open the locker with the blue light with your W. Box Key for 2 sets of 
    Grenade Rounds. Walk up to the solo door and it'll open by itself. Now walk up 
    to the next auto-door and you'll be in the big lab. If you have the Bow Gun, 
    take out the zombies using that. If not, save your best Grenade Launcher ammo 
    and use your fresh Grenade Rounds that you got from the locker. Also, go to the 
    other side of the room. Get the Lab Card Key from the desk next to the 
    computer. Also note the machine in the corner near this desk; we'll be using it 
    shortly. Leave the lab and open the double doors.
    
    Annette will accuse us of killing her mutant husband. Wow, she's really in love 
    with that G-Virus. Claire tells Annette about Sherry until we hear a growl. She 
    finds William is still alive and is even stronger. William takes a swipe at 
    her. Run to where Annette ran over too (William jumps back up to the vent) and 
    then Annette gives us the Vaccine Synthesis to help us save Sherry. Hey 
    Annette, remember William has lost all prior human memories by now? Oh yeah, 
    you're not going to be making out with a monster anytime soon either. Then she 
    dies for good. Afterwards, the self-destruct system goes off. Wonder what that 
    got caused by? Either way, go back into the monitor room.
    
    Put the Bow Gun (if you have it) into the Item Box. Now walk up to the monitors 
    and we'll find Leon on one of them. Claire contacts Leon and tells him to nab 
    Sherry from the security office while we get the Vaccine. Leave the monitor 
    room and get back to the room where we used the Main Fuse. This time, go 
    through the opening with the blue light above it and open the door. Use the Lab 
    Card Key to unlock the door across from you. In this room, grab the Grenade 
    Rounds and Vaccine Cartridge from the table. Now turn on the light using the 
    switch across from you. Once the light goes on, blow away the other zombies and 
    put the Vaccine Cartridge into the computer to your right. Now go to the right 
    of the computer and get the MO Disk from the shelf. Now examine the small 
    machine and push the switch. Go back to the green screen computer and get the 
    Base Vaccine.
    
    Also, go all the way back to the big lab where we got the Lab Card Key. Watch 
    out for the naked zombies that appear in the room where the Super Lickers were. 
    Go to that machine in the corner and put the Base Vaccine in it to get the 
    Vaccine. From here, go to the monitor room. If you have the Spark Shot, get it 
    from the item box. Bring your best healing items, drop in the Lab Card Key, and 
    make sure you got the MO Disk. Save your game if you want too. Now go into the 
    previous hallway. Put in the MO Disk to open up the shutter. Go down the new 
    hallway and open the double doors. Take a few steps and a 5 minute detonation 
    counter starts. The shutter also closes, so there's no way out.
    
    Go to the other side of the room where the elevator is. Activate the switch to 
    the right. While we're waiting for the elevator to get up to our floor, William 
    Birkin breaks through the ceiling above us. Time for the final boss fight of 
    Claire's A scenario.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (3rd formation) 
    Difficulty: Medium
    
    Now that he's got 4 claws, just watch out for the combo strike whenever he 
    raises his back claws. Pump about 5 Flame or Acid Rounds into him. Run around 
    the tubes for protection. After you get enough hits, he'll evolve into...
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (4th formation) 
    Difficulty: Hard
    
    Wow, this is impossible compared to fighting him with Leon A. In Claire A, he 
    jumps all over the tubes a lot more in my opinion. When he gets on the ground, 
    keep a good distance and start firing the Spark Shot at William as well as any 
    Flame/Acid Rounds you have. Since William is now a beast on four legs with a 
    huge mouth, it can bite you up close or bite you and toss you around. Either of 
    these can mow down your health really quickly. This is where we need all the 
    healing items. After several Spark Shot hits, he'll start to slowly weaken. 
    Finish him off with anything you got.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, the elevator will finally get to our floor. Go into it. Once 
    it gets to the bottom floor, just follow the hallway into the open area and 
    you'll beat the game! Congratulations! 
     
    Enjoy the scene of Claire using that Vaccine to awaken Sherry and the partial 
    ending.
    
    After the credits roll by, you'll get your grade, how long it took you to beat 
    the game, and the amount of times you saved. Then you're prompted to save. 
    Either use a blank spot or overwrite your latest Claire A spot so we can start 
    Leon B.
    
    ========================
    10. Walkthrough (Leon B)
    ========================
    
    To get to Leon B, you must have the Leon disc and a save spot from after 
    completing Claire's A scenario.
    
    The FMV opening is the same as Leon A, except Leon winds up on the other side 
    of the fire. In my opinion, Leon B is my favorite scenario to play. You take a 
    unique route throughout the game and get the neat stuff early.
    
    ------------------------
    Streets of Raccoon City
    ------------------------
    
    As soon as you start the game, follow this path until you get to a door. Ignore 
    any zombies you see, as they can be easily avoided. After avoiding the zombies, 
    open the door at the end of this street. In this area, run south into the 
    office. Avoid the zombie but if you really need to, shoot it enough times to 
    stun it. Get the Cabin Key from inside the office and then leave. Now run up to 
    the other door in this area and dodge the other zombie. Use the Cabin Key on 
    this door, toss the key, and then open it. Inside this cabin, grab the Handgun 
    Bullets next to the typewriter and then open the other door to get back 
    outside. Out here, just follow the path to a staircase. Do your best to avoid 
    the zombies, but if they do turn out to be a real pain, stun them. Don't waste 
    your time killing them, because we won't come back here again. Once you get to 
    the staircase, go up it and we'll be in the Police Station.
    
    ---------------
    Police Station
    ---------------
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    FMV
    
    As we get to the top of the stairs, we notice an officer trying to escape, 
    while the helicopter pilot is trying to toss a rope down to him. Two zombies 
    sneak up on the officer, so he uses his gun to try and kill him. But the 
    zombies get the best of him and because of this, the officer cannot see and 
    winds up shooting the pilot, causing the helicopter to crash into the police 
    station, and causing the fire.
    
    Now, how did he not kill one zombie? Oh well, that's typical for any Resident 
    Evil FMV (and I thought the opening RE3 opening FMV was worse, the Umbrella and 
    RPD troops tossing grenades and firing their weapons not killing one zombie).
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    After the FMV is over, just run to the other side of this helipad and open the 
    door to get inside the police station. In the Crow Hall, go to the dead man and 
    examine him twice for Handgun Bullets. Now follow this hallway to a door and 
    then open it. Ignore the Lickers in this hallway and open the door leading to 
    the Waiting Room instead. Drop the Knife in the item box so we never see that 
    hideous thing again. Take the Secretary's Diary A and Handgun Bullets from the 
    counter. Also, grab the Small Key from the desk if you want and then open the 
    door leading to the Main Hall 2F. All of the zombies are piled up on the other 
    side. Go over there and kill them one by one (if you need the knife, go back 
    and grab it). One all of them are dead, go to where they were (left of the 
    double doors). Get the Unicorn Medal from the wall. Now go to the center of 
    this hallway. Push the switch so a ladder descends to the first floor. Climb 
    down it.
    
    On the Main Hall 2F, get the Shotgun from the counter near the computer. Also, 
    go to the statue up front and put the Unicorn Medal on the hollow for the Spade 
    Key. It's fairly useless in Leon B, but hey, there are those people out there 
    who want it. Now, go back to the Waiting Room. Drop the Small Key into the item 
    box. Also, go to the Crow Hall. Open the lock on the other door and then open 
    it. In here, go down the stairs and open the door at the bottom, collecting the 
    Green Herbs if you want. In here, examine the dead man for Handgun Bullets and 
    then go into the bigger room. Kill the zombies near you and get the Valve 
    Handle from the shelf. Now run into the smaller office, kill the zombie, and 
    enter the combination "2236" on the safe. It will open, so pick up the Shotgun 
    Shells and the Police Station map. Also grab the Handgun Bullets from the desk. 
    Now go to the crow hall. Back here, go to the helipad. Out here, go into the 
    alcove and put the Valve Handle in the slot. Water will conveniently pour onto 
    the fire damp it down. Go to the front of the helicopter and examine where the 
    window is for more Shotgun Shells. Open the door and another FMV will start.
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    FMV 
     
    A helicopter will fly over the police station and drop a tube into the crow 
    hall. Mr. X will be released from the tube and crash through.
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    Open the door again. Back in the crow hall, walk forward and the ceiling 
    crashes down, blocking the door outside. Wait for a few seconds and uh-oh, 
    we'll hear thumping! Wait a few more seconds, and oh no! It's Mr. X! Don't 
    worry, he's worthless. Unload your Shotgun on him and then take a punch or two 
    to get around him. After a few more Handgun shots, he'll drop. Search his 
    trench coat for some Handgun Bullets and go to Waiting Room. When we leave, Mr. 
    X gets back up, but don't worry, he won't follow us from room to room. In the 
    Waiting Room, put away the Valve Handle and go back to the previous hallway. 
    Kill the Lickers and open the door near the crashed helicopter.
    
    Examine the cobwebs for Shotgun Shells and go to the other end of the room. We 
    don't have either Red Jewel, but get the Blue Card Key to the left of the left 
    statue. Now get to the Main Hall 1F via Main Hall 2F. Use the Blue Card Key on 
    the computer to unlock the doors here. Open the double doors in this hall. Kill 
    the three zombies. Get the Police Memorandum from the bech. Open the item box 
    and get the Small Key. Unlock the desk in this room with the Small Key and open 
    it for Shotgun Shells. Now open the door to get to the Licker Hall. Go around 
    the corner and search the dead cop twice for Handgun Bullets. Unlock the door 
    next to you with the Spade Key and toss it forever. Grab the Patrol Report from 
    the shelf across from you and leave. The ladder leads you to a First Aid Spray, 
    so get that if you want. Leave the room and open the door to the next hall.
     
    Follow this hall to a set of double doors and then open them. Watch out for the 
    two zombies that dive from the windows. In this room, get the Operation Report 
    on the table near the podium (it's in a different location for B scenario). Go 
    into the room in the back and use the Lighter on the fireplace for the first 
    red jewel. Also search the area to the right of the fireplace for Handgun 
    Bullets. Leave this room and follow the hallway into the next room. From here, 
    just go into the darkroom. Get the Operation Report 2 from behind the 
    typewriter, get the Handgun Bullets from the cabinet and drop the Red Jewel in 
    the item box. Leave the room and go upstairs to the 2F. Go to where the statues 
    are.
    
    Push the brown statue on the brown tile so it faces the big statue (the tile is 
    next to door). Also push the gray statue onto the brown tile near the opening 
    and broken door so it's facing the big statue. After both statues are on their 
    tiles facing the big statue, the Red Jewel will fall out of the big statue's 
    hand, so pick it up. Afterwards, search behind the central statue to find some 
    hidden Handgun Bullets. Once you find the Handgun Bullets, open the door 
    leading to the next hallway. In this hallway, kill off all of the zombies 
    around the corner and then open the door to get into the S.T.A.R.S office. In 
    here, go to Wesker's desk (desk in front of S.T.A.R.S office) and examine it 50 
    times for hidden film. Also go to Chris's desk and get Chris's Diary. Also go 
    to the cabinets and open them for a Magnum! This early? Hell yeah! From here, 
    go back to the darkroom. Develop the film and put away the Red Jewel and 
    Magnum. Now go back to the hallway outside the S.T.A.R.S office and open the 
    door at the end (for some reason, Spade Key isn't required to unlock it in B 
    scenario).
    
    A girl will spot us and then run down a hallway under a broken door, leaving a 
    shiny object behind, and it's the Diamond Key (and how did she find it here?). 
    Examine the closet to the left for Shotgun Shells. Now run out of this hallway 
    and Claire will meet up with us, as she spotted the girl too. Leon will give 
    Claire a radio. Now go down the other hallway. The desk is locked, and if you 
    even have a Small Key, you can open it for the Custom Handgun parts. Open the 
    door leading to the library. As you walk in a few steps, we'll hear crashing 
    sounds and zombies will pour in from the windows in two hallways: Licker 
    hallway and hallway leading to basement. We don't need to worry about the 
    former hallway, it's the latter we need to worry about. Either way, go up the 
    stairs to the left. Follow this walkway until the floor you're on crashes 
    below. Down here, activate the panel and we'll be able to use the switches on 
    the bookcases.
    
    Move the left and the middle cases to the right to make a plate fall down, 
    revealing the Bishop Plug, so go and get it. Now instead of going to the main 
    hall 2F, backtrack all the way back to the hallway outside the darkroom. This 
    is so we don't have to go into one of the hallways loaded with zombies later 
    on. In this room, kill all of the zombies that appeared here and then use your 
    Diamond Key to unlock the door in the corner and open it to get into the 
    Evidence Room. In here, examine the cabinets next to you for Shotgun Shells. 
    Now go around the corner and examine the cabinets here for a film. Go to the 
    darkroom and develop it. Come back to the Evidence Room and open the lock on 
    the other door. Open this door and we'll be where we found Marvin (not seen in 
    B scenario though).
    
    Blow away the nearby zombies with your Shotgun and finish the other ones off 
    with your Handgun. Now go into the smaller office and kill the zombie. Also 
    grab the Heart Key from the desk. Now get the Memo to Leon on the other side of 
    the long desk near the other door. Also examine the locker for Handgun Bullets. 
    And if you want it, there's a small key on the desk to the right of the 
    lockers. Open the lock on the other door here, open the door, and then leave 
    the room. Out on the Main Hall 1F, go up the mini stairs with your Shotgun 
    equipped. Quickly aim and blow off the zombie's head next to you and do the 
    same with the other. Fire one shot into the other crowd of zombies and kill off 
    the rest. Now follow this hallway to a door and then open it. Follow this 
    hallway to a gray door. Use the Diamond Key to unlock it and then toss it 
    forever.
    
    In here, just grab the Rook Plug from the shelf and then leave. The licker 
    won't crash through the mirror unless you pick up the First Aid Spray, so let 
    it be. Back in this hallway, just open the door to the previous hallway. In 
    here, go to the double doors and then open them. For some reason, a fresh new 
    set of zombies have appeared here too. Kill the ones that get in your way and 
    then go all the way to the other side of the room and get to the one door we 
    haven't opened yet. Unlock it with the Heart Key, toss it forever, and then 
    open the door. Because of the zombies that poured in here, use the Shotgun. 
    Kill the first few enemies with the Shotgun and if you have the ammo, finish 
    the rest off with your Handgun. Now go to the staircase and go down it to get 
    to the basement of the police station.
    
    Down here, the dogs from the A scenario are now zombies thankfully. Use your 
    Shotgun to blast them away. Now run south to a set of brown double doors and 
    then open them. In here, walk around the corner and go to the power console. 
    Activate the switches in this order: up, up, down, down, up. This will give 
    power to one of the doors so we can use a Red Card Key on it later. Now get the 
    basement map if you want it and leave the room. Back in here, continue running 
    south and follow this hallway until you get to a door. Open this door and we'll 
    be in the parking lot. Run forward and a gun will be fired at us. It seems this 
    woman named Ada mistook us for a zombie. She's looking for her boyfriend John 
    and the reporter Ben Bertolucci. She needs help pushing a truck. She'll lead 
    you to it. From the right side of the truck, push it to the left and it'll 
    unblock the door, so open it.
    
    Ada will take off as we enter the hallway. Just follow her until you get to the 
    end of the hallway. Grab the film off the table and open the door to the left. 
    Run forward to the other side of this prison cell. We'll find Ben sleeping and 
    Leon wakes him up and Ada enters the area. Ben refuses to tell us anything and 
    he won't leave the cell because of the monsters and then we hear a roar. He 
    then tells us a way to get us out of here. Ada runs off and we regain control. 
    Get the Manhole Opener out of this cabinet and leave the cell area. In this 
    hallway, open the other door in this hallway and we'll be in the dog kennel. 
    The dogs are inside their cages, and they won't break out unless you go near 
    them. Go around the bend and use the Manhole Opener to open the manhole. Go 
    down the ladder into the Sewage Disposal.
    
    ---------------- 
    Sewage Disposal
    ----------------
    
    There are two spiders here. Just ignore them and follow this hallway to a 
    staircase. If you get poisoned, don't worry, there's a Blue Herb coming up. 
    When you get to the staircase, go up it. At the top, open the door next to you. 
    Use the Blue Herb if you got poisoned. Open the item box and take out your Rook 
    Plug and Bishop Plug. Put the film away for now (if you got it) and leave the 
    room. Open the other door in this hallway. In the "H" shaped room, go to the 
    other side of the room where a locked door is. To the right of the door is a 
    control panel. Put the Rook and Bishop Plug into the panel. There are still two 
    more plugs we need to find, but let's save some space for now. Now go back and 
    leave the room.
    
    Ada is here and she is trying to get up to the shaft. Leon pushes her up and 
    we'll gain control of Ada. As soon as Ada falls to the floor, Sherry spots us 
    and runs away, but drops yet another thing. Ada picks up her pendant and opens 
    it to see a picture of her family. So she keeps it for safe keeping. Ada has a 
    Handgun, along with 45 bullets and a First Aid Spray. Open the only door in 
    this room. In here, mow down the zombies one by one. Cross the walkway to 
    another area. There is an opening and a door. Go through the opening and go 
    down the elevator. Get the Shotgun Shells down here and go back up the 
    elevator. Now open the other door here.
    
    In here, jump down the steps to get to the bottom floor. At the bottom, push 
    the crate until it gets to a wall. Now jump over the left crate and jump down 
    to get to the left of the middle crate. Push the middle crate over to the right 
    so it's lined up with the right crate. Now jump back over and push the left 
    crate so all 3 are lined up. Now go back up the stairs and activate the panel 
    to raise the sewage level. Cross the three crates to get to a shelf. Grab the 
    Club Key from the shelf and then leave. Get the Sewage Disposal Map if you want 
    too.
    
    Now go to the shaft were Leon pushed you over. Ada will toss Leon the Shotgun 
    Shells and the Club Key. Since she can't back over, she'll find another way. 
    Claire then contacts us about how she found Sherry and cleared the helicopter 
    wreckage outside the waiting room. We'll be on our way, but we've got other 
    things to do. Pick up both items and then go to the save room. Grab the Magnum 
    out of the item box. Now leave the room and go down the stairs, through the 
    hallway, and up the ladder back into the police station.
    
    ...Wait a second, Claire is contacting us about Sherry now? In Claire A, she 
    contacted us when she found Sherry, not when Sherry ditched Claire in this 
    part. Oh well.
    
    ---------------
    Police Station
    ---------------
    
    Work your way through the parking lot to the basement hallway. Use the Club Key 
    to unlock the door leading to the Autopsy Room (double doors with red light 
    above it). In here, knock out both Lickers hanging from the ceiling and then 
    get the Red Card Key out of the cabinet from the other side of the room. Now 
    leave the room and go to the door you activated by turning on the power. Use 
    the Red Card Key on the slot to the left of the door and then open it. In here, 
    grab the Handgun Bullets and the Magnum Bullets. Also open the locker. If you 
    have been following my guide, there should be a Side Pack here, so pick it up 
    to get two extra item slots. Otherwise, take whatever's there and leave the 
    room. Back up here, go upstairs to the 1F.
    
    Great, even more zombies have shown up here. Dispose of them with your Handgun 
    and then unlock the door behind you with the Club Key and then open it. In 
    here, get the Shotgun Shells from the locker. Now go in the back and get the 
    Watchman's Diary from the bunk bed. Also get the Magnum Bullets on the desk. 
    Now leave this room. Back in here, open the door leading to the previous 
    hallway. In here, open the blue double doors. In this hallway, run south and 
    follow the hallway to a door. In here, follow this hall to a blue door. Pick up 
    the Red Herb on the way and open the blue door with the Club Key and make waste 
    of it.
    
    In here, go to the other side of the room. Use your lighter to light up the 
    boiler and then turn the faucets on in this order: Middle, right, left. Now the 
    Golden Cogwheel will fall out of the picture. Run to it and Mr. X will burst 
    from the wall! This often scares a lot of people, but you've seen nothing yet. 
    You have plenty of room to avoid him. Either a few Magnum rounds for near seven 
    Shotgun Shells can drop him. Examine his trench coat for Handgun Bullets after 
    he drops, get the Golden Cogwheel, and leave the room. Everything is peaceful, 
    we're running back to the door we used to enter this hall, and surprise! It's 
    Mr. X again! This time, you have a good chunk of the hall to fire at him. If he 
    punches, take a hit and use it to run around him. 7 more shells or a few more 
    Magnum rounds will put an end to him for now. Once you drop him, search his 
    trench coat to find Shotgun Shells.
    
    Now, go back to the Main Hall 1F. If you got the film from the basement, go to 
    the darkroom and develop it. If you do, get back to the Main Hall 1F 
    afterwards. Climb the ladder to get to the second floor and kill the Licker at 
    the top. Now go to the Waiting Room. Take out both Red Jewels from the item 
    box. Now go into the next hallway. In here, the helicopter wreckage was 
    cleared, but go back in the statue room near where the helicopter used to be. 
    Put the Red Jewels in the two small statues and the middle one will open up, 
    revealing the King Plug, so get it. Now leave the room. With the helicopter 
    wreckage cleared, go through the new opening and make sure you have Magnum 
    equipped.
    
    In Chief Irons' office, go to his chair and grab the Chief's Diary. Now go 
    around the table and open the door. This hallway has nothing but stuffed 
    animals...for now. Just follow it to the door and open it. In here, go around 
    the bend and into the dark room. Here's where Claire found Sherry. Grab the 
    Secretary's Diary B. Open the treasure box in the back of the room to get the 
    Crank (took us long enough). Now leave the room into the previous hallway. Uh 
    oh, I don't like that music! Mr. X found us again! Hey, with that Magnum of 
    ours, he'll be down in no time (it should only take around 3 Magnum Bullets to 
    down him in this fight). After dropping him, search his trench coat to find 
    some Magnum Bullets. Now go back to the Waiting Room. Grab the Ink Ribbon from 
    the typewriter and make sure you have the Golden Cogwheel and the Crank. From 
    here, get to the library. Go up the stairs inside the library and open the door 
    at the top to be on the Main Hall 3F.
    
    There's nothing much to do here. Just open the other door here and we'll be in 
    the attic. In here, go south and put the Crank in the slot to make the 
    staircase come down. Go up the staircase and put the Golden Cogwheel into the 
    set of gears and push the button. This will make a door open, revealing the 
    Knight Plug. Pick it up and you'll be prompted to go down the shaft. Hit yes, 
    as it's a super shortcut to the basement. At the end of the slide, we'll hear 
    Ben screaming. A creature got into his cell and swiped him, thus knocking him 
    out. We can't go anywhere else but the prison cell, so let's go there.
    
    Ben almost got the story and tells us something about Brian Irons. This time, 
    he just gaps one last breath and dies. Ada comes into the cell and then we read 
    the Mail to the Chief. Ada also says she is heading to the sewer and has a 
    feeling John is going to be there. Then Claire contacts us and tells us we're 
    getting out of here, but Leon doesn't want to. Well, either way, go to the dog 
    kennel and go down the ladder.
    
    ---------------- 
    Sewage Disposal
    ----------------
    
    Ignore the spiders and get to the staircase at the end of this hallway and then 
    go up it. Up here, open the door next to you to get into the save room. Save 
    your game and bring out a healing item or two, along with your Magnum and 
    Shotgun ammo. And be sure you have all of your plugs on you, if you didn't plug 
    in any earlier. Now leave the room and open the door leading to the H-Shaped 
    hallway. In here, walk up to the middle and we'll battle our first boss.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (1st formation)
    Difficulty: Easy
    
    William still has a lot of human presence in him, with the pants, lab coat, and 
    the name tag on him, with the exception of a deformed arm. He grabs onto a pipe 
    and proceeds to attack you. Stay at a distance and fire 5-6 Magnum rounds at 
    him. He can whack you with his pipe and I believe if you're unlucky, if you get 
    hit, you get sent over the shaft.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, go to the locked door and insert the remaining plugs into the 
    lock. Now open the door. Walk forward and Ada will fall from the ceiling. Leon 
    goes down the stairs and flips out on her. After the chat, she follows you to 
    escape. Jump into the sewage and open the door. We'll be in the sewers now.
    
    -------
    Sewers
    -------
    
    Run to the other side of the room and jump on the ledge. Get the Blue Herbs if 
    you want and then open the door. Get the Sewer Manager Fax from the table and 
    go to the item box. Take out the Valve Handle. Now go to the lockers on the 
    other side of the room. Push them to the left to reveal a door. Open the door 
    and then go down the ladder. Down here, go up north and use the lighter on the 
    candle to light everything up. Get the Magnum Bullets on the shelf to your 
    left. Now go around the corner and use the lighter on the candle on the wall 
    near here. Now get the Shotgun Shells on the shelf here and then go up the 
    ladder. Up here, go down the lift.
    
    A woman spots us and runs away. Ada tries to talk and the woman starts 
    shooting. Leon takes a dive and takes a hit for Ada, knocking him out. Ada now 
    wants to talk to the woman, so we gain control of her. Go down the hallway 
    where the woman went, take the Sewer Map, and open the door. We'll see the 
    woman run north. Follow her and go up the ladder. Watch out for the 
    cockroaches, get to the other ladder, and go down it. Down here, follow the 
    path and the woman will shoot our gun off. After a chat, we find she's Annette. 
    She's about to go into detail about William Birkin until she spots the pendant 
    on Ada. She thinks we stole it from her and then after another fight, Ada 
    pushes Annette off the ledge.
    
    Ada looks at the pendant and finds a G-Virus hidden in it. Now cross the path 
    and go down the ladder. Down here, Ada just stops and we hear some noise. Leon 
    regains consciousness, so we gain control of him. Go down the same hallway and 
    open the door. In here, go up north. The ladder is now being blocked by a fan, 
    but jump on the ledge. Search the soldiers for a Wolf Medal. They also have a 
    Small Key, but it's used to get into the storeroom where Claire gets into the 
    sewers. Now get off the ledge and run down south. Follow this pathway to a door 
    and then open it. In this room, follow the path to a waterfall. Put the Wolf 
    Medal in the slot for the time being. Now jump on the ledge to the left and 
    open the double doors.
    
    Follow this path to a slot. Use your Valve Handle to lower the platform to the 
    lower level. Cross the platform. Over here, get the two Green Herbs and get the 
    Shotgun Shells from the shelf. Now put the Valve Handle in the slot over here 
    to make the platform raise. Now open the door. Follow this hallway until we get 
    to a door. Open it. This is where we usually fight the Alligator, but don't 
    worry, we don't have to in B scenario. Leon will find Ada here. Jump up to the 
    ledge she is on. She'll heal your wound with a cast. After a chat, we'll go up 
    the ladder automatically. Go into the other room and cross the platform. Now go 
    up the ramps to the left. At the top, read the Sewer Manager Diary from the 
    console and get the Eagle Medal from the dead person's hands. Now go down the 
    ramp. At the bottom, follow the path to a ladder. It's blocked off by a fan, 
    but you can use the Valve Handle on the slot to the left to make the fan stop. 
    Now go up the ladder.
    
    Up here, just go down the ladder across from you. Back in this room, just 
    follow the path to a door and then open it. Watch out for the zombies that pop 
    up, but don't worry, Ada's fast Handgun can make quick work of them. In this 
    room, kill the spiders if they give you any problems. Go back up to the 
    waterfall and put the Eagle Medal in. This will stop the waterfall and clear 
    the sewage here. Now hop on the ledge and open the door. All you need to do 
    here is follow the path to a door and then open it. In this room, go around the 
    corner. The sky tram is on the other side of this place, but go to the panel 
    and activate it to bring it back here. Now go on the left side of the sky tram 
    and open the door.
    
    While you're on the sky tram, a claw will burst through the wall. Don't even 
    attempt to waste your ammo and shoot it. Let Ada shoot the thing until it 
    finally recedes. After it goes away, the sky tram comes to a halt and we arrive 
    at the factory.
    
    -------- 
    Factory
    --------
    
    As we get off the tram, go to the flare cannon and use the lighter to brighten 
    up the place, revealing a shiny object. Pick it up, as it's the W. Box Key. Now 
    turn around and open the door across from you. In here, follow this hallway to 
    an area of zombies. Try to let Ada do the work here. Now run up north and 
    follow this path to a dead person, killing the zombies in front of him. Examine 
    him for the Shotgun Parts. Combine them with your Shotgun and we have the 
    custom Shotgun! WOOHOO! Now turn around and follow the other hallway to a door, 
    and then open it.
    
    In here, go to the group of zombies. Blow them all away with your new Shotgun. 
    Now follow the hallway to a ladder and climb it. Grab the Shotgun Shells and 
    Magnum Bullets off the shelf, and put the W. Box Key and Valve Handle away. 
    Also, Ada will remain here and try to work the control panel. Leave the room to 
    go outside. Out here, get the Factory Map and go down the lift. Equip your 
    Magnum and follow the path to a door and then open it. In here, follow the path 
    to a monitor area. Get the control panel key off the table and examine the 
    monitors. Mr. X will come into the room and smash the security camera. Now wait 
    for him and pump a few Magnum bullets into him to drop him. Search his trench 
    coat for some Shotgun Shells after the fight. Afterwards, leave this room and 
    go back to the save room.
    
    Use the control panel key on the computer Ada is working on. Also, be sure to 
    save your game and bring out your best healing items. Now go back outside. The 
    tram is up here. Go clockwise around the tram, jump on the ledge, and open the 
    door. In here, get the Magnum Bullets from the closet and then leave. Now 
    activate the panel (the key is already there), and we'll go back in the button. 
    While we're going down, a claw will come in and knock out Ada. We need to go 
    outside to investigate, but an alarm tells us we can't go back inside for a 
    while.
    
    While we're outside, jump off the ledge. Go around the corner and we'll cross 
    paths with William Birkin.
     
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (3rd formation) 
    Difficulty: Medium
    
    We don't fight the 2nd formation in B-game. This boss is easy for some players 
    and harder for others. This time, he's got 4 arms to aid him. When he raises 
    his back arms, it means he's going to do a combo strike with his arms. Don't 
    get too close, or else you can be in for a nasty strike lock. His attacks do a 
    good amount of damage. Stay at a far distance and fire your custom Shotgun at 
    him. If you get too far from him, he'll jump up into the air and drop down 
    right next to you. When this happens, just run away from him and keep shooting. 
    Keep your distance, and after around 10 Shotgun blasts, the fight will end. 
    Birkin will just jump onto the wall and kind of hang himself.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, go back inside the tram. The tram has stopped halfway because 
    of overheating. Also, after a chat with Ada, go back outside. Go to the other 
    side of this tram and jump on the ledge. Go through the vent and we'll be in 
    the lab.
    
    ----------------------
    Umbrella's Secret Lab
    ----------------------
    
    As soon as we fall from the vent, the tram takes off to the lower level. Go 
    down south and open the door. In here, go to the elevator and activate it to go 
    down. Down here, go around the corner and get the P-Epsilon report from the 
    dead person's hand. Also get the Shotgun Shells from the shelf. Now go back to 
    the lift. Before going up it, go east and follow the path to another elevator, 
    and then go down it. Down here, go around the corner. Blow away both Super 
    Lickers and then follow the path to a machine. Activate this and it'll provide 
    power to the elevator near where we entered this lab. Go back up the elevator. 
    Back up here, activate the panel on the lift to go up. Open the double doors 
    and follow the hallway to an elevator, and then open it. Press the switch to go 
    down onto another floor.
    
    In this room, use the Custom Shotgun to tear these naked zombies to pieces. Go 
    around the corner and open the door. In here, go to the middle of the room. 
    Take the opening with the blue light above it and open the door at the other 
    end of the walkway. Just follow this hallway to a set of double doors. Open 
    them and we'll be in the foggy lab. Go around the corner and get the Fuse Case 
    off the shelf. Insert it into the machine with the blue light and we'll get the 
    Main Fuse after a little cut scene. Leave this room. Back in here, leave this 
    hallway. Go back to the middle of the room and use the Main Fuse on the machine 
    in the middle. Now go through the opening with the red light above it. In this 
    room, go straight and use the panel to open the shutter to the left. Two Ivy 
    Plants will rise up, so knock them out. Open the door they were guarding. 
    Ignore the Ivy Plant in here and go down the ladder. Down here, just open the 
    door next to you.
    
    Follow this hallway until a Super Licker bursts from the vent. Kill it and then 
    take out the Super Lickers in the bigger area. Grab the Green Herbs and heal if 
    you need to. Now go into the other hallway and open the door at the end. We're 
    in the monitor room. Go to the item box on the other side of the room. Take out 
    your W. Box Key and then open the door next to you. In here, follow the hallway 
    to the bigger area. Go up north, get the Red Herb, and then open the door. In 
    here, use the W. Box Key on the locker with the blue light to get Magnum Parts. 
    Combine them with your Magnum to get the Custom Magnum! Now walk up to the 
    other door here and it'll open by itself. Now walk up to the other door here to 
    open it. Blow away the naked zombies and then go to the other side of this lab. 
    Grab the Power Room Key from the desk near the computer. Now leave the big lab.
    
    From here, backtrack all the way to the elevator we used to get here (in the 
    Main Fuse room, take opening with white light). Also, watch out for all of the 
    Super Lickers and Ivy Plants that appear. Also, get your Custom Magnum out and 
    go up the elevator. In here, follow the hallway to the double doors. Then 
    Annette fires a gunshot at us and accuses us of wanting the G-Virus. She tells 
    us the truth about Ada. Then, just when she's going to shoot Leon (hey, don't 
    try it, we can blow your head off with a Magnum), Mr. X crashes through the 
    ceiling, causing Annette to run away. Unload your Magnum into him and search 
    his trench coat for Magnum Bullets once you drop him. Now enter the double 
    doors.
    
    Ok, this puzzle can be a bit frustrating. First, get the crate onto the 
    elevator. Now make sure there is enough room on it so you can hit the switch. 
    Now hit the switch to make it go down. Now push the crate to the south so we 
    have room. Now push it to the east up on the rail. From here, push it all the 
    way up north so it's against more crates. Jump on this crate and then jump on 
    the other crates so we can get onto the ledge. Up here, open the double doors 
    with your Power Key and enter. Go around the corner and head straight. Mr. X 
    appears behind us. Instead of fighting, Leon runs and then Ada shoots him. 
    After shooting him some more times, she runs out of ammo. Mr. X picks her up 
    with one arm, but Ada shoots him in the head a few times, causing Mr. X to 
    throw her into a generator and he tumbles over into a pool of lava. After a 
    chat, Leon and Ada make out and then Ada dies.
    
    Now, examine the floor near her until you find the Master Key. Leave the room 
    and Claire contacts Leon on the radio, telling us to go to the Security Office 
    and get Sherry, while she does errands. Go back up to the elevator and press 
    the switch to go down. In this room, unlock the door with the Master Key and 
    open it. Leon will pick up a knocked out Sherry from the bed and bring her to 
    the elevator. Now activate the panel here with the Master Key and use the 
    escape route. Leon brings Sherry into the train and puts her on a bench. Now 
    walk up to the other door here and it'll open. Now open the set of double 
    doors. In here, take out all of your healing items and get the Platform Key on 
    the floor near the item box. Also save your game too.
    
    Make sure you have at least two open item spots. Get back to the other car and 
    get off the train. Open the door out here with your Platform Key and toss it.   
    The timer goes off and we 5 minutes to get out of here before this place blows 
    into smithereens. In here, go up the stairs and use them to get to the other 
    side of this footbridge and the train. Over here, go to the switch and push it. 
    Take both Joint S and Joint N plugs. Now turn around and open the door behind 
    you. In here, go to the machine across from it. Put either plug in and it'll 
    automatically put the other one in. Then it says there will be a temporary 
    outage.
    
    The lights go out and Mr. X comes out of the lava for one last grudge.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Mr. X
    Difficulty: Medium-Hard
    
    Mr. X isn't playing Mr. Nice Guy anymore. He's got the claws, lost the trench 
    coat, and is ready to kick the crap out of you. He'll immediately charge at 
    you, so run to the right. Fire your Custom Magnum and run. There's a good 
    chance he'll hit you. After 2-3 hits, the shadow of Ada drops a Rocket Launcher 
    and runs off. Grab the Rocket Launcher, and if you have auto aim on, aim and 
    fire. Leon will end his career as a monster with "Game Over" and blows him into 
    a million pieces.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, the lights go back on. Leave this room and backtrack to the 
    area outside the door leading inside the train. Use your Shotgun/Magnum to blow 
    away the naked zombies here that have appeared. Now run into the wall across 
    from you. Activate the panel to open the gate. Now go inside the train. Go up 
    the stairs and into the front room. Activate the level to get the train moving.
    
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    FMV
    
    The train gets moving as Claire just gets here. Leon nearly loses his head 
    nearly riding into a wall. Claire gets on a train car. Sherry is still knocked 
    out and Claire uses the Vaccine to wake her up. Now Leon goes into the front 
    room and assumes Ada is gone. Then the train shakes and they go to investigate 
    it.
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    Leave the control room and go see Sherry and Claire. Now go into the other door 
    and walk up to the double doors. It appears the train is going to explode in 
    two minutes. After they can't get the other door to open, go into the double 
    doors. Walk all the way forward until the tentacles start climbing into the 
    train. Time for the final battle and I mean it.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: William Birkin (5th formation) 
    Difficulty: Really Easy
    
    This is it. Just get back to the double doors. Put your last rocket into it and 
    unload your Custom Magnum on him until he dies. Just don't let him get to you. 
    There's nothing else to it.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, go back to the double doors, walk up a few steps, and enjoy 
    the final FMV ending.
    
    After the credits roll by, look at your grade, time, how many times you saved, 
    and if you unlocked any neat stuff, save it for Claire A.
    
    ==========
    11. Files
    ==========
    
    Here are all of the files scattered throughout the game. Some of these files 
    provide hints, while others are just diaries of people, and some of them are 
    pretty entertaining to read.
    
    ------------------
    Police Memorandum
    ------------------
    
    8/23/1998
    This letter is just to inform about the recent moment of equipment that has 
    happened during the precinct's rearrangement.
    
    The safe with four digit lock has been moved from S.T.A.R.S office on the 
    second floor, to the eastern office on the first floor.
    "2236"
    Raccoon Police Liaison Dept.
    
    LOCATION: On bench in the receptionist room (the room beyond the double doors 
    in the Main Hall 1F).
    
    -----------------
    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 no longer
    have contact with the outside.
    
    We have decided to carry out an operation with 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 zombie's 
    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 has made it extremely difficult 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 locate the key. One of the 
    breakers went down during the battle and the electronic locks are not 
    functioning in certain areas.
    
    It has become first priority to restore the power in the power in 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 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.
    
    LOCATION: In the briefing room (the room with all of the chairs and the 
    fireplace in the back). In the A scenarios, this file is found on the desk next 
    to the double-doors. In the B scenarios, it is found on the desk next to the 
    podium, on the opposite side of the room.
    
    -------------------
    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 
    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 no 
    guarantee the sewer disposal plant is free of any dangers. We know our chances 
    in the sewer are slim, but anything is better 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
    
    LOCATION: Behind the typewriter in the darkroom.
    
    --------------
    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 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 
    can't tell my sister about this trip because doing so could put her in danger.
    Please forgive me Claire.
    
    LOCATION: Found on Chris's desk in the S.T.A.R.S office (Leon, Claire A) and 
    Leon gives this to Claire when she walks into the S.T.A.R.S office (Claire B).
    
    --------------
    Mail to Chris
    --------------
    
    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 development by Umbrella Inc.
    So far it's unconfirmed 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 a large sum of funds in bribes from Umbrella 
    Inc. over the last five 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 separate counts 
    during his years as a university student. He underwent 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
    
    LOCATION: When Claire tries to leave the S.T.A.R.S office (either scenario), 
    this file will print out of the fax machine before you take off. Not found in 
    either of Leon's scenarios.
    
    --------------
    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:
    *As small amount of C4 plastic explosive.
    *An electronic detonator.
    *9x19 parabellum rounds.
    *infrared scope (broken).
    End of report.
    
    LOCATION: On the shelf across from you in the file room (near Licker hall).
    
    --------------------
    Secretary's Diary A
    --------------------
    
    April 6th
    I accidently 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 of the chief's collection are rare items, 
    literally worth hundreds of thousands of dollars. I don't know which is the 
    bigger mystery: where he finds those tacky things, or where he's getting the 
    money to pay for them.
    
    May 10th
    I wasn't surprised to see the chief to 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 the painting. Why anyone would consider something 
    like that to be a work of art is beyond my comprehension.
    
    LOCATION: On the desk next to the typewriter in the Waiting Room.
    
    -------------
    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.
    
    LOCATION: On the desk across from the lockers where we saw Marvin at the 
    beginning of the game.
    
    --------------------
    Secretary's Diary B
    --------------------
    
    June 8th
    As I was straightening up the chief's room, he burst the door with a furious 
    look his face. It's been nearly 2 months since I've started working here, but 
    that's the second time I've seen him like this. The last time was when I bumped 
    into that statue, only this time he looked 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 one day at a 
    time...
    
    LOCATION: On the desk next to fireplace in the room where Claire found Sherry 
    (Claire, Leon B). Not found in Leon A as you cannot access this room in his 
    scenario.
    
    --------------
    Chief's Diary
    --------------
    
    September 23
    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 even be infected myself. I'll 
    kill everyone in town if it 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 them 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.
    
    LOCATION: In Claire's scenarios, you can find this on Chief Irons' chair in his 
    office after he disappears (after you meet Sherry). This found in the same 
    location in Leon B. Cannot be found in Leon A as he cannot access this part of 
    the Police Station in this scenario.
    
    -----------------
    Watchman's Diary
    -----------------
    
    August 25th
    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 I was neglecting my duties. Why was access to the 
    tower prohibited in the first place anyway?
    
    September 19th
    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 23rd
    Thomas was a much better player than I 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 26th
    I was supposed to play another game of chess with Thomas, but we had to cancel 
    it 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 lately....
    
    LOCATION: On the bunk bed in the room behind the staircase leading down to 
    Police Station basement.
    
    ------------------
    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 actions of the renegade 
    operative, Albert Wesker. Fortunately, his interference will have no lasting 
    effects 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 
    the S.T.A.R.S have any evidence as to the activities of our research, dispose 
    of them in such a matter 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 $10,000 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 extreme 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 the 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's work. Search the city thoroughly for any 
    suspicious persons. Detain any such individuals by whatever means deemed 
    necessary 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
    
    LOCATION: In Leon's scenarios, Ben will give you this right before he dies. In 
    Claire's scenarios, you'll find this on the floor in the secret room next to 
    the elevator in Irons' office.
    
    ------------------
    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 of water vapor.
      
    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 other month, police chief Brian Irons will visit 
    the facility to attend regular meetings that take place in the lab.
    
    On the fourth Friday of every other month, William Birkin will use the facility 
    to conduct a training seminar for the Chicago branch of Umbrella Inc. As the 
    probability of an attack upon Dr. Birkin will be high, take every measure 
    conceivable to guard his life.
    
    You will be informed of all other potential visitors and the time 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 Head Quarters
    
    LOCATION: This is found in the sewers, on the big table in Claire and Leon's 
    respective save rooms.
    
    ----------------------
    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 grave yard shift, but don't suppose I have 
    much to complain about 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 out 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 that they'll even search through the sewers. 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.
    
    LOCATION: On the console next to the dead man holding the Eagle Medal in the 
    sewers.
    
    ----------------------------
    Temporary User Registration
    ----------------------------
    
    Temporary User Registration for the Culture Experiment Room.
    User Name:"GUEST"
    Password: None
    Valid for 24 hours.
    
    LOCATION: On the bench in the Anti-BOW gas room in the lab (across from shutter 
    with the Ivy Plants behind them).
    
    ---------------------------
    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 the 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.
    
    LOCATION: In front of the computer in the Anti-BOW gas room in the lab (across 
    from shutter with the Ivy Plants behind them).
    
    ------------------
    Vaccine Synthesis
    ------------------
    
    Any beings infected by the G-Virus will reproduce through 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-colored 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 
    experimental 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.
    
    LOCATION: A dying Annette Birkin will give you this after she is knocked out by 
    William to help you save Sherry. Not found in Leon's scenarios.
    
    ---------------------
    P-Epsilon Gas Report
    ---------------------
    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-Epsilon 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-Epsilon gas 
    as a source of nutrition and use the toxins extracted against anything that is 
    a threat. Use of P-Epsilon gas should be severely limited to extreme cases 
    only. We strongly request the authority to re-evaluate the P-Epsilon gas 
    development system. We would like this re-evaluation to take place immediately.
    
    2nd R&D Room/Security Team
    
    LOCATION: A dead person is holding this file in his hands in B2 in Umbrella's 
    Secret Lab. This is across from the typewriter in the room. Only found in the B 
    Scenarios.
    
    ==========
    12. Items
    ==========
    
    This section will not cover ammo. Only key items found across the game.
    
    ---------------
    Police Station
    ---------------
    
    Spade Key: Unlocks door in licker hall. Also unlocks door on 2F outside 
    S.T.A.R.S office that leads to Lounge (A Scenario only) 
    Location: State in Main Hall 1F, requires Unicorn Medal.
    
    Diamond Key: Unlocks door leading to interrogation room, unlocks evidence room 
    door.
    Location: Red Jewel Room (both A scenarios), underneath Chris's Diary in 
    S.T.A.R.S office (Claire B), dropped by Sherry as she crawls under broken door 
    in 2F Lounge outside Library (Leon B).
     
    Heart Key: Unlocks door leading to basement.
    Location: On desk in office where Marvin turns into Zombie (Leon's scenarios). 
    Found on Chief Irons' desk when he disappears after meeting Sherry (Claire's 
    scenarios).
    
    Club Key: Unlocks Autopsy Room, Watchman's Room, Colden Cogwheel Room
    Location: Found on shelf after solving crate puzzles with Ada/Sherry in all 
    scenarios.
    
    Unicorn Medal: Used to get Spade Key in Main Hall 1F.
    Location: Underneath Chris's diary in S.T.A.R.S office (both A scenarios), 
    found on Main Hall 2F hollow past Library doors (both B scenarios)
     
    Valve Handle: Used to put out helicopter fire, rotate platform in sewers.
    Location: In small Cabin outside Police Station (both A scenarios), found on 
    shelf in big office on eastern side of Police Station (both B scenarios).
    
    Square Crank: Used to bring down staircase in attic.
    Location: On top of cabinet in the file room near Licker Hall (both A 
    scenarios), found in dog kennel closet (Claire B), found in treasure chest 
    where Claire found Sherry (Leon B).
     
    Golden Cogwheel: Insert into attic gears to open up a passage revealing an item
    Location: Found in cogwheel room after solving faucet puzzle (all scenarios).
    
    Lighter: Lights candles, torches, etc
    Location: Leon has this item built into his inventory. In Claire A, this is 
    found on the bench in the Waiting Room on the second floor, in Claire B, this 
    is found on top of a shelf in the file room outside the Licker Hall.
    
    Red Jewel #1: Used to put in statue in the mini statue room.
    Location: Found by lighting fire in the back of briefing room.
    
    Red Jewel #2: Used to put in statue in the mini statue room.
    Location: Found by solving statue puzzle on 2F near S.T.A.R.S office
    
    Cord: Used to allow shutters to close in either the Licker Hall or the hallway 
    leading to the basement. In the A scenario, the next time you visit the 
    Library, zombies will pour through the windows in the hallway where the cord 
    WASN'T used. However, in the B scenario, when you first enter the Library, the 
    Cord will short out in the hallway where it was used. This causes the shutters 
    to re-open, allowing zombies to pour through the windows and into the hallway. 
    If the cord isn't used, zombies will then pour through the windows in both 
    hallways (in both scenarios).
    Location: Interrogation Room (A scenario only).
    
    Blue Card Key: Used to unlock doors in the Main Hall, unlocks Library in B 
    scenario as well.
    Location: Given to you by Marvin in A scenario, found in mini statue room in B 
    scenario.
    
    Red Card Key: Used to unlock door leading to weapon room in basement.
    Location: Autopsy Room (all scenarios)
    
    Eagle Stone: Used to open up secret passage in Irons' office (Claire only) 
    Location: Interrogation Room (Claire A and B only)
    
    Serpent Stone: Used to open up secret passage in Irons' office (Claire only).
    Location: Found after solving bookshelf puzzle in Library (Claire only).
    
    Jaguar Stone (first half): Broken stone, combine with 2nd half to make Jaguar 
    Stone (Claire only) 
    Location: Found in mini statue room after using both Red Jewels (Claire only)
    
    Jaguar Stone (second half): Broken stone, combine with 1st half to make Jaguar 
    Stone to open up secret passage in Irons' office (Claire only) 
    Location: Found in attic after using Golden Cogwheel (Claire only)
    
    Rook Plug: Used to unlock door to lead to Sewers (Leon only) 
    Location: Interrogation Room (Leon A and B only) 
    
    Knight Plug: Used to unlock door to lead to Sewers (Leon only)
    Location: Found in attic after using Golden Cogwheel (Leon only)
    
    Bishop Plug: Used to unlock door to lead to Sewers (Leon only)
    Location: Found after solving bookshelf puzzle in Library (Leon only)
    
    King Plug: Used to unlock door to lead to Sewers (Leon only) 
    Location: Found in mini statue room after using both Red Jewels (Leon only)
    
    Plastic Bomb: Combine with detonator to blow up helicopter wreckage (Claire 
    only).
    Location: Found in broken cabinet in evidence room (Claire only).
    
    Detonator: Combine with plastic bomb to blow up helicopter wreckage (Claire 
    only). 
    Location: Found on desk in office next to where Marvin becomes a zombie (Claire 
    only).
    
    Manhole Opener: Used to open up manhole in kettle (Leon only) 
    Location: Found in cabinet near Ben's cell (Leon only)
    
    FILM A (Licker photo) 
    Location: In the cabinets in the back of the Evidence Room (A scenario only, 
    not found in B scenario).
    
    FILM B (zombie photo) 
    Location: In A scenario, this film is in the Golden Cogwheel room. In B 
    scenario, you'll find this in the cabinets in the back of the Evidence Room.
    
    FILM C (Resident Evil Tyrant film) 
    Location: On the table next to the door leading to the prison cell area where 
    Ben is found. Found only in the B Scenario.
    
    Small Key #1: Can be used to unlock desks in the Police Station (Leon only).
    LOCATION: In Leon A, you can find this on the table in the room next to the 
    Interrogation Room (the room on the other side of the magic mirror). In Leon B, 
    this can be found on the receptionist desk next to the lockers in the room 
    where Marvin is located. Not found in Claire's scenarios as she has a Lockpick 
    to open up the desks.
    
    Small Key #2: Can be used to unlock desks in the Police Station (Leon only).
    LOCATION: Found on the bench in the Waiting Room on the second floor (Leon 
    only). Not found in Claire's scenarios as she has a Lockpick to open up the 
    desks.
    -------
    Sewers
    -------
    
    Wolf Medal: Used to access door behind waterfall with console.
    Location: Found in garbage dump where Alligator is (Claire A), found in dead 
    soldier's hand near ladder/fan (Leon A/Leon B/Claire B)
     
    Eagle Medal: Used to access door behind waterfall with console.
    Location: Dead man's hand near other side of ladder/fan (all scenarios) 
    
    Small Key #3: Can be used to unlock the door leading to the storage room in 
    Claire's save room in the sewers.
    Location: Found in a dead soldier's hand near the ladder with the ventilation 
    fan in the sewers. Found only on Leon B.
    
    -------- 
    Factory
    --------
    
    C. Panel Key (U): Used to bring tram back up to surface (B scenario).
    Location: Found in security room outside tram area (B scenario only).
    
    C. Panel Key (D): Used to move train downward to lab (A scenario).
    Location: Found in back of tram near the consoles (A scenario only).
    
    W. Box Key: Used to open up locker in Umbrella's Secret Lab.
    Location: Found outside Sky Tram (on the Factory Side). The item's location can 
    be revealed by using the Lighter on the Flare Cannon. Even if you do not have 
    the Lighter on you, you can still search the area where the W. Box Key is to 
    pick it up.
    
    ----------------------
    Umbrella's Secret Lab
    ----------------------
    
    Fuse Case: Used in fogged lab to make Main Fuse.
    Location: On shelf in fogged lab (all scenarios).
    
    Main Fuse: Used to power up lab.
    Location: Found after using Fuse Case in console (all scenarios)
    
    Lab Card Key: Opens vaccine machine room and doors leading to moth area.
    Location: On the counter next to computer in big lab (A scenario), found on 
    bench in the Anti-B.O.W gas room (B scenario).
    
    MO Disk: Used to open shutter to get to final boss (A scenario).
    Location: Found on shelf in Vaccine room (A scenario only).
    
    Vaccine Cartridge: Used to make Base Vaccine (Claire A only).
    Location: Found on table in Vaccine room (Claire A only).
     
    Base Vaccine: Used to make Vaccine (Claire A only).
    Location: Put Base Vaccine in green screen computer and activate machine 
    (Claire A only).
    
    P. Room Key: Used to access Power Room.
    Location: In big lab on desk near computer (B scenario only).
    
    Master Key: Used to access escape route in elevator
    Location: In Annette's hand after she dies in Claire B, found in Power Room for 
    Leon A.
    
    Platform Key: Used to get to power area outside train
    Location: In the back of the train near item box (B scenario only).
    
    Joint S + Joint N Plug: Powers up the area so train can move.
    Location: Found in outlet near train area (B scenario only).
    
    ============
    13. Secrets
    ============
    
    Unlimited Rocket Launcher: Clear Leon A or Claire A under 2:30:00 with an A or 
    B rank. When you make a new save file, this will be in your item box from the 
    start.
    
    Unlimited Sub Machine Gun: Clear Leon B or Claire B under 3:00:00 with an A or 
    B rank. When you make a new save file, this will be in your item box from the 
    start.
    
    Unlimited Gatling Gun: Clear Leon B or Claire B under 2:30:00 with an A or B 
    rank WITHOUT saving. This is something I have to make clear, because you may 
    finish under 2:30:00 and only get a Sub Machine Gun, all because you saved. So 
    when going for this, be sure that you have the time to do it. The Gatling Gun 
    will be in your item box at the start of your next scenario (after creating a 
    new save file of course). And for the record, don't use First Aid Sprays either 
    while on your quest to get this.
    
    Brad Vickers Zombie: In either A scenario, get to the Police Station without 
    picking up any ammo. This means that you will need to conserve your ammo 
    against the zombies as you go through the Raccoon City streets. When you reach 
    the Police Station, go down the staircase that is to the right of the double 
    doors leading inside. There is also a staircase directly across from the door 
    used to get to the Police Station courtyard.
    
    If you didn't pick up any items along the way, you will find Brad Vickers, the 
    pilot of the S.T.A.R.S Alpha Team from the first Resident Evil, as a zombie in 
    this long, straight passage. Brad became a zombie after being killed by Nemesis 
    in Resident Evil 3 (it may sound confusing, but yes, the first half of Resident 
    Evil 3 takes place BEFORE Resident Evil 2 starts).
    
    Brad is a TOUGH zombie. He can take nearly a full clip, sometimes more, to die. 
    If you reach Brad, you can go inside the Police Station and grab the Handgun 
    Bullets off the front desk so you can have additional ammo to fight him. In the 
    event that you need health, you can pick up the Green Herb in that little 
    garden across from the stairs (to the right of the double doors leading inside 
    Police Station).
    
    In the A scenarios, keep firing at Brad with the Handgun until he drops. 
    Afterwards, equip the Knife, get behind him while he is on the ground, and hack 
    away at him while he gets up. Once he is up, finish him off with whatever 
    Handgun Bullets you might have.
    
    You can also encounter Brad in the B Scenarios. If you encounter Brad in, for 
    example, Leon A, you will find Brad as Claire B (even if you get any items 
    before the Police Station as Claire B). Brad is a bit easier to kill in the B 
    Scenarios, as Leon will have access to a Shotgun and Claire will have access to 
    a Grenade Launcher, with both Grenade and Acid Rounds.
    
    After killing Brad, examine his dead body. You will find a Special Key that 
    looks like a spoon. The Special Key is used on the lockers in the darkroom, and 
    they contain new costumes. Leon gets another police uniform and a hippie like 
    uniform. The latter costume can allow Leon to fire his gun much faster like 
    Ada. Claire gets one costume that makes her look like a cowgirl. It also gives 
    her a Colt S.A.A, a faster pistol but only holds 6 bullets. If you want the gun 
    but not the outfit, just put the gun in the item box and change back to her 
    default.
    
    Hunk Mini-game: The 4th Survivor. Play through Leon A/Claire B OR Claire A/Leon 
    B with A/B rankings twice (meaning, a total of four plays) to unlock this. Hunk 
    was a soldier sent by Umbrella to get the G-Virus. He wakes up in the room 
    right by the Sewer Entrance with the G-Virus and you must get to the helipad at 
    the Police Station. He comes with a Handgun, Shotgun, and Magnum, with ammo for 
    each of those guns. He has a two herbs mixed of Green + Blue. It is very 
    difficult. Many rooms are loaded with zombies and other enemies, and even 2 of 
    the rooms have Mr. X. Conserve your ammo and know where to go.
    
    Tofu Mini-game: Finish Leon A/Claire B OR Claire A/Leon B three times each with 
    A/B rankings to get this. Tofu mini game is the same as Hunk, but it's even a 
    lot harder than before. All he has is a knife, but he can take much more damage 
    than any other character in the game.
    
    Hidden Film: In the S.T.A.R.S office, go to Albert Wesker's desk, which is the 
    one in front of the big S.T.A.R.S poster. Examine it and it will say "It's 
    trashed. Someone must have searched here." Continue searching until you search 
    it 50 times and you'll find a hidden film. If you go to the darkroom and 
    develop it, you'll find it's a picture of Rebecca Chambers in an RPD basketball 
    uniform.
    
    S.T.A.R.S poster: Not really a secret, but in the S.T.A.R.S office, check the 
    picture to the left of the S.T.A.R.S poster. It's a picture of the S.T.A.R.S 
    team from Resident Evil, and you can easily recognize who is who, but Rebecca 
    Chambers is not on there.
    
    Secret camera angle: There is a gate directly across the front entrance to the 
    Police Station. To view this camera angle, you MUST kill the two zombies out in 
    the courtyard to the left of the police station front entrance. If you have 
    encountered Brad, then you need to kill Brad first, leave and re-enter the 
    area, and then kill the two zombies. Once the zombies are dead, run directly 
    across from the police station entrance and press X. The camera angle will 
    change and you will see a gate, along with zombies just outside the gate. This 
    is the path Jill used to access the R.P.D. in Resident Evil 3. You can only 
    view this camera angle once per visit, so to see it again, you need to leave 
    and re-enter the area.
    
    =====================
    14. Hunk Walkthrough
    =====================
    
    Hunk: The 4th Survivor is a mini-game you can play after clearing LeonA/ClaireB 
    or ClaireA/LeonB twice (with A/B rankings). The goal of the game is to get from 
    the Sewer Entrance to the Police Station Helipad to deliver the G-Virus to 
    Umbrella, and you have a lot of enemies to overcome, with limited ammo. This is 
    Hunk's inventory:
    
    Handgun
    Shotgun
    Magnum
    150 Handgun Bullets
    15 Shotgun Shells
    8 Magnum Rounds
    2 Mixed Herbs (both are a green/blue herb combined)
    
    Be aware that this is all you have. This isn't like the mercenaries in Resident 
    Evil 3 where you can grab additional items, so you need to be very conservative 
    with some of your items.
    
    The walkthrough:
    
    Room 1: Sewer Entrance
    Enemies: None
    
    Nothing here, just head up the stairs and open the door.
    
    Room 2: H-Shaped Septic Pool
    Enemies: Zombies
    
    Use your handgun to stun the first female zombie in front of you. Then, go to 
    the bridge where you fight William Birkin/The cockroach. Stun this zombie 
    before the other two behind you catch up. Now run to the other side of the 
    room, where there are two zombies guarding the door. Equip your Shotgun, wait 
    for them to come close, and then fire. One shot should take care of both of 
    them, so get to the door and open it.
    
    Room 3: Sewage Disposal Hallway
    Enemies: Zombies
    
    Bob towards our left to get past the first zombie. You can easily overrun the 
    next zombie, and to get past the first zombie, run around him from his left 
    side. You may get bit here, but either way, make it to the staircase and go 
    down it. You shouldn't have to use any ammo in this room.
    
    Room 4: Sewage Disposal Passage
    Enemies: Spiders
    
    If you get poisoned here, restart. Just follow the hallway to the ladder. Run 
    around the spiders. There is some chance they will bite you, but you'll be able 
    to shake it off. Get to the ladder and climb up it to get back into the Police 
    Station.
    
    Room 5: Dog Kennel
    Enemies: Dogs
    Immediately fire your Shotgun twice to stun the three dogs. The first shot will 
    stun two dogs, while the second will stun a dog that is just about to come 
    around the corner. From here, use your Shotgun to kill all three dogs, BUT DO 
    NOT USE MORE THAN FIVE SHELLS. After, reload your Shotgun and get to the door.
    
    Room 6: Prison Cell Passage
    Enemies: Zombies, Crawling Zombies, Sleeping Zombies
    Wait a few seconds and then auto-aim/fire your Shotgun. You'll hold back a few 
    zombies next to you. In front of you are two zombies. One is crawling around on 
    the floor and the other is playing dead on the floor. One Shotgun Shell aiming 
    down should be enough to kill both of them. Now, run to the door leading to the 
    parking lot. Stun both zombies here with your Handgun, reload all your weapons, 
    and then get to the door.
    
    Room 7: Parking Lot
    Enemies: Dogs
    
    Stall for a split second when you walk in and then run forward. This should 
    cause one dog to leap and miss you. Then, run over to Hunk's left towards the 
    police car to make the other two dogs leap and miss. From here, run all the way 
    to the other side of the room. If you run in a straight line, the dogs 
    shouldn't hit you (as long as you are in "Fine" condition). You are in a hot 
    chase with the dogs, so get to the door.
    
    Room 8: Main Hall B1
    Enemies: Crows
    
    Don't let the word "crows" fool you. If you get caught in anything, they will 
    peck the living hell out of you. Immediately run forward and follow this 
    hallway until you see an opening to your left. Get into the opening and follow 
    it to the staircase. Sometimes you may get caught on a crow that's sitting on 
    the ground. In that case, try to zig-zag through the hall to fake out some of 
    the crows. Get up the stairs.
    
    Room 9: Basement Passage
    Enemies: Dogs
    
    This is quite a simple room. Run forward so the camera angle changes. Equip 
    your handgun and fire it three times to stun three dogs. Wait for them to 
    growl, and then fire another three shots. Repeat until all three dogs are dead. 
    Get to the door on the other side of the room.
    
    Room 10: Eastern Office
    Enemies: Zombies
    
    Wouldn't it be just logical to open the door across from you and take a 
    shortcut upstairs so we'd only be a room away from winning? There are only two 
    zombies you'll need to worry about here. Get inside the bigger room before the 
    first zombie notices you. Now, run straight, past the opening leading into the 
    office where the safe it. You'll come across two paths. Take the path on Hunk's 
    right and stun the zombie with your Handgun. Now, run around the zombie and get 
    to the double blue doors. You should be able to avoid the rest of the zombies 
    taking this path, but sometimes the last zombie may hang around a little too 
    long and will grab a-hold of you. Open the double blue doors.
    
    Room 11: Vending Machine Hallway
    Enemies: Zombies
    
    Whoa! This is a tad too dangerous, especially with all of the zombies 
    surrounding you. If you're skilled, all you need to do is bank a hard left to 
    the door, with an immediate up/square/left combo. If not, you'll need to fight 
    them off with your Shotgun. If you get bit once here, don't worry about it. 
    This is one of the rooms where you can lose a lot of your health.
    
    Room 12: Main Hall 1F 
    Enemies: None
    
    Nothing here! Enjoy the brief moment of silence, reload all your weapons, keep 
    the Handgun equipped, and then open the double blue doors in this room.
    
    Room 13: Receptionist Room
    Enemies: Spiders
    
    If you run straight, you'll probably make it past the first spider. You should 
    get around the second spider without getting hit, and you shouldn't use any 
    bullets in this room. Get to the door behind the wall.
    
    Room 14: Licker Hallway
    Enemies: Lickers
    
    You will take at least one hit here, trust me. Run past the first licker as it 
    drops down from the ceiling. Now, as you get to the box where you can use the 
    Cord in the regular game, you'll find another Licker. You should be able to run 
    around this one before it takes a swipe. There is one last Licker you need to 
    dodge, but it's likely that he'll hit you before you can make a beeline to the 
    door. Get out of here fast.
    
    Room 15: Boarded-up Hallway
    Enemies: Ivy Plants
    
    With your Handgun equipped, run forward. One of the Ivy Plants will attempt to 
    spit acid on you, so run back. Lure the Ivy Plant into your area and keep at a 
    distance from him. It should take about 20-23 Handgun bullets to kill the Ivy 
    Plant. Now equip your Mangum. The second Ivy Plant is just past the double 
    doors leading into the Briefing Room. Put two Magnum Rounds into the plant and 
    then switch back to your Handgun. It should take another 10 Handgun Bullets to 
    bring him down. The reason you should use your Magnum here is that you have 
    less space to work with on the second plant, and you may not be able to lure 
    him to the other end of the hallway. Get to the single door on the other side 
    of this hallway.
    
    Room 16: Stairwell
    Enemies: Poisonous Ivy Plants
    
    IMMEDIATELY bank a hard Up/Right/Square combo and quickly get to the door 
    leading to the Evidence Room. The two plants will immediately spit their 
    poisonous acid at you when you enter the room. Using your Magnum, kill both of 
    the plants. It should take about a good 8 bullets to kill both of them. Do not 
    use any other weapon, as you have limited space and you can't afford to use up 
    your healing items because you got poisoned. Head upstairs, reloading all your 
    guns.
     
    Room 17: Statue Room
    Enemies: Mr. X
    
    A trick I use here is to go upstairs and run to the corner of the hallway 
    across from you. Wait for Mr. X to come out of the passage. Watch his movement 
    carefully. As he is closing in to draw a punch, he'll slow down. This is your 
    signal to run around him counter clockwise. Now, you'll easily outrun him, so 
    get to the door on the other side of this hallway.
    
    Room 18: Hall outside S.T.A.R.S office
    Enemies: Crawling Zombies, Sleeping Zombies
    
    Don't underestimate a large crowd of zombies crawling around. A number of ankle 
    bites will bring your health down. Put 2-5 Handgun bullets into each zombie 
    without being bitten. If you are in Yellow Caution, heal because going into the 
    next room. Equip the Magnum and then open the door at the other end of the 
    hallway.
    
    Room 19: 2nd Floor Lounge
    Enemies: Super Lickers
    
    This is probably the 3rd or 4th most likely room in the game where you are 
    likely to get killed. To get around the first Super Licker, WALK around it on 
    its right. Now, make a beeline into the passage. Take 1 Magnum round to stun 
    the Super Licker guarding the door. It's too much hope that you'll stun him 
    using the Shotgun, so use the Magnum. During all of this, you'll get hit 1-3 
    times, bringing you down a status level. GET TO THE DOOR WHILE THE SUPER LICKER 
    IS STUNNED. 
    
    Room 20: Library
    Enemies: None
    
    Nothing here! Although I do wonder what happened to those electronic 
    bookshelves in this room. Take a brief break and then get to the double doors.
    
    Room 21: Main Hall 2F 
    Enemies: Poisonous Ivy Plants
    
    Use your Handgun to kill both of the plants. You've got way more than enough 
    space to kill both of them. Once they are both dead, get to the door at the 
    other side of the room, equipping the Shotgun. DO NOT ENTER IT IN CAUTION.
    
    Room 22: Waiting Room
    Enemies: Zombies
    
    WOW! You're about to be devoured pretty fast. Don't bother shooting, because if 
    you hesitate, you'll be bitten the second you enter the room. Run forward and 
    try to cut through the slight opening between all the zombies. During this, 
    you'll be bitten 2-4 times, bringing your health down quite a bit. For many 
    people, it is likely that you are now down to "Danger" with no healing items 
    left. However, if you're fast, all hope is not lost and the game is still 
    beatable. GET TO THE DOOR FAST.
    
    Room 23: Crashed Helicopter Hallway
    Enemies: Zombies
    
    This room is as dangerous as the previous room, but you have a little more time 
    to fire. All of the zombies are piled up on your right. Empty your Shotgun on 
    them before the zombies on Hunk's left start to come after you. Once all of the 
    zombies on your right are dead, get to the door, equipping the Magnum.
    
    Room 24: Crow Hallway
    Enemies: Mr. X
    
    Just like B scenario, you have to deal with Mr. X here. There are three 
    solutions: 
    
    1) If in the event that you are in "Caution" or higher, run forward and change 
    camera angles. Wait for Mr. X to come around the bend and put a few Magnum 
    Rounds into him. Now, retreat back to the door and wait until Hunk auto-aims at 
    Mr. X. It should take 4-6 Magnum Rounds to drop him. If not, then quickly 
    switch to your Shotgun and finish him off.
    
    2) In the likely scenario that you are in Danger, turn to the left or right and 
    keep aiming until Hunk auto-aims at Mr. X. Empty your Magnum on him. If he is 
    still standing, quickly switch to your Shotgun and finish him off before he 
    goes in for the KO.
    
    3) If you have a good amount of health left, you can always take a punch from 
    him. Then he'll attempt to do his hammer attack. During this time, you can run 
    buy him easily.
    
    Whichever option you take, RUN TO THE DOOR AT THE END.
    
    Room 25: Police Helipad
    Enemies: None
    
    Congratulations, you made it! Hunk will use a flare to get the helicopter over 
    to him, and he'll wave it over. The helicopter will pick up Hunk and get him 
    out of here. Now, the G-Virus has been delivered to Umbrella.
    
    ============
    15. Credits
    ============
    
    CJayC = the administrator of the best site in the world (GameFAQs) posted this 
    FAQ.
    
    Me = for writing this guide.
    
    You = you read this guide, and liked it (hopefully).
     
    Sony = for making the PlayStation
    
    Capcom = for making the Resident Evil series.