In the main hall of the police station, pick up
the handgun bullets and ink ribbon. You can save here at
the typewriter. Go into the unlocked door and
speak with the wounded officer who will give you a key
card. Use the key card on the computer in the
main hall where you first entered the station house. It
unlocks the other door. In this room, you'll
find a police memo, and locked inside the desk is a can of
first-aid spray. Head through the door next to
the window. In the hallway, you'll come across an
officer who's had a slight problem with his head.
If you double-check him, you'll find that he has some
handgun bullets. Further down the hall, you'll
come across a pool of blood. Beware of the creature
that drops down. Simply aim low and shoot until
it doesn't move anymore. Pick up the green herbs to
heal yourself now or later. Enter the door at
the end of the hall. Go down the hall and into the double
doors to the right. To your immediate left on
a desk you will find the Operation Report file. Exit the
room and head down the hall to yet another door.
Beware - on the other side of this door is a mess of
zombies. Go to the top of the stairs and head
down the hallway until you reach a statue with a red
jewel in its hand. Push the smaller gray statue
over the square on the floor to the left of the big statue.
Push the reddish statue over the square spot
on the right side of the statue. The red jewel will be
released and is yours for the taking. Head through
the door to the right of the statue and down the
hallway. Enter the first door to find the S.T.A.R.S.
office. On Chris's desk you will find his diary, and
beneath that you'll find the Unicorn Medal. Get
the grenade launcher out of the locker and exit the
room. When you try to exit, a fax will come in,
which you should grab. Take the Unicorn Medal to the
main hall of the police station where you first
entered, and place it in the front of the fountain. This
will release the spade key. Go back through the
door from which you came and down the hall, and
unlock the door to the file room. There, you'll
find the Patrol Report, ink ribbon, and a crank. To get
the crank, push the step stool to the cabinet,
climb up, and get it. Exit the room and head up to the
second floor. Go down the hall past the statues
and enter the door. Inside, you'll find a little girl in
trouble. Shoot the zombie and talk to Chris.
Down the hallway behind him, you'll find a box of
handgun bullets. Down the hall to the right you'll
find a box of flame rounds in the desk. Enter the
library to the left. Head up the stairs to the
right and down the walkway, where you'll fall through the
floor. There, look at the picture clue and push
the red button. Approach the face of the leftmost
bookshelf, push the red switch, and move it to
the right. Go to the next bookshelf to the right and
move it to the right as well. This will trigger
the picture to move and reveal the serpent stone. Take the
stone and exit the double doors. Then make your
way to the other side of the balcony, past the
zombies, and through the door on the far side.
Enter the room and pick up the lighter, ink ribbon, and
the Chief Secretary's Diary A. Return to the
first floor via the emergency ladder and head for the
briefing room. Inside, go to the small room in
the back with the fireplace. Use the lighter to light the
fire and burn the painting. This will reveal
the second red jewel. Take it and go back to the
second-floor save-point room where you got the
lighter. Then, exit through the opposite door and head
down the hallway. Exit through the door straight
ahead. Once outside, go down the stairs and enter the
door. In the hallway, enter the open doorway
on the left. Enter the small room with the open door to
the right. Inside you'll find green herbs behind
the desk and a safe in front. To open the safe, use the
combo 2236. Inside you will find acid rounds
and the police station map.. Exit the double doors at the
far end of room. Make your way to the burning
helicopter outside the police station. Go down the
stairs and enter the door around the corner for
a save point, shells, and a valve handle. With valve
handle in hand, return to the burning helicopter,
go behind the open fence next to the door, and use
the valve handle on the water-pressure valve.
Water will quench the flames, and in the smoke you'll
find handgun bullets. Head back to the hallway
inside the house where the helicopter was protruding
in. Now, with the flames out, you can enter the
door on the right. Once inside the room you'll find the
diamond key, along with two stone busts protruding
out of the wall. Place a red jewel in each one of
the busts. This will reveal part of the blue
stone. Take the stone and head back to the first floor. Use
the diamond key to enter the evidence room on
the first floor to the right of the main staircase.
Dispatch of the zombies quickly, and search for
the film and plastic explosive. Exit through the other
door into the room where the officer gave you
the key card at the beginning. This time he won't be so
nice. On the desk in the room where you find
him will be the detonator. If you look around the main
room you'll come across some handgun bullets
in the locker and a memo to Leon on the desk. When
you're done poking around, head to the interrogation
room that you can open with the diamond key.
Once inside you will find the eagle stone and
cord. Make your way out of the room quickly.... Now go
back to the room where you got the memo to Leon.
From that room, go down the short hallway to the
door you need the heart key for. Use it and discard.
Now head for the stairs. Look out for the dogs,
take your first right, and run to the first door
on your right. Inside, pick up the green herbs and police
B1 map, then head for the reserve power control
panel. There, press up, down, up, down, up. This will
activate the key card lock door. Now head back
out and take a left, pass the first door on your right,
and enter the door to the left. Go down the corridor
and enter the door on your left. Here you can save
your progress or get some things out of the storage
chest.
Once you exit the room you will run into Sherry.
After a brief talk you'll play as Sherry. Head to the
elevator and go up. Beware of the dogs! You want
to take the first right and head straight for the door.
Once inside the room, look to the right - hanging
on the wall is the sewage-disposal map. Grab it, hop
down to the left of the control panel, and push
the boxes in place so they make a bridge. Once the
boxes are in place, hop back up to the water-level
control switch and push the button. The water will
raise the boxes and you can walk across and get
the club key. You can head back to the elevator or to
the door on the right where some grenade rounds
are waiting. Once back up the elevator, Sherry will
automatically give Claire the items, and you
will once again control Claire.
Go back up the manhole ladder and through a set
of doors. Then, use the club key on the autopsy
room to the left. Inside, in the far left of
the room in a cabinet, you'll discover the red key card. Watch
out! The moment you pick up the red key card,
all of the zombies in the room spring to life. Next, go
down the hallway to the key-card door and use
the key card to enter. There are two boxes of handgun
ammunition, an equipment bag, and a submachine
gun. Now, head all the way back to the top of the
stairs. Follow the railing to the door immediately
to your right, and use the club key to open it. Inside,
you'll find the night watchman's diary and acid
rounds. Now go into the only room on the first-floor
map you haven't been in: the middle room on the
upper right side. Use the club key to enter and
discard. Ignite the furnace on the far side of
the room using the lighter. Then turn the faucets on the
wall in this order 12, 13, and 11. This will
make the golden cogwheel fall out of the painting. Take it
and head to the third floor via the library on
the second floor. Once there, enter the only other door on
the third floor and use the crank in the square
hole in the wall to lower a staircase. Head upstairs and
use the golden cogwheel on the gears, then press
the button to open the door to the right. Behind the
door you'll find the other piece to the blue
stone. Combine both pieces to make the jaguar stone. Take
all three stones to the chief's office, after
saving. Go behind his desk and press the button beneath the
painting. This will cause the painting to move.
Place the three stones in the three slots provided. This
will open a door. Head through it, pick up the
mail to the chief, and then go down the elevator. Talk
to the chief, pick up the rounds, and go down
the ladder. Battle the horrible monster and, once
victorious, go back and get Sherry. Then head
to where you fought the monster, and push the button
to lower the ladder.
Head into the sewers with Sherry. She will fall
into a floodgate, and once again you will be forced to
play as her. Simply forge ahead, enter the first
room, and exit it through an air vent. Evade some bats,
and pick up a silver coin at the end. After Sherry
helplessly falls, you become Claire once again. Now
go further down the sewer and through the first
door, picking up green herbs before entering. This
large room contains a save point, a storage bin,
and a memo. If you go down the ladder first, you'll
discover acid rounds and first-aid spray, as
well as a zombie. Or you can just go down the elevator
platform. Once down, grab the map on wall, head
into the water, and search for the flame rounds in
the cubbyhole near one end. Then go in the other
direction, take a left, go through the door, and evade
or destroy the spiders. Go into the door to the
left of the waterfall. You'll encounter Annette, Sherry's
mother. After a brief discussion, you'll go your
separate ways. Use the valve handle on the
bridge-lowering mechanism. Once across and on
the other side, use it again to raise the bridge back up
(trust me). Head down the corridor until the
alligator attacks, then run back until you get to the red
light on the left. Push the button to release
the gas canister. Let the alligator take the canister into his
mouth, then shoot it! Head down to the door in
the direction the alligator came from. Open the doors,
and collect the coin and Sherry. Head up the
ladder, go left, and get the golden coin and sewer
managerss' memo. Veer right and use the valve
handle on the lighted machine to the left of the
spinning fan. This will allow you to climb up
the ladder and through the airshaft. Once down on the
other side, look for the waterfall, and drop
both of the coins into the water-flow control panel. This
will stop the flow of water and allow you access
to the door behind.
Make your way to the right side of the trolley
and turn on the power switch on the control panel to
activate the trolley. Enter it and take it for
a ride. Once on the other side, exit and use the lighter on
the flare signal (located to the immediate right)
to make the weapon-box key gleam in the light. Pick
up the key and head for the door. Go down the
walkway until you reach some zombies and the first
intersection. Go to the left and search the dead
guy to find the almighty spark gun. Head to the right
and go through the door. Inside, you'll encounter
some more zombies. To the right, there are two green
herbs and to the left a ladder that leads to
the room. It contains a save point, a storage box, first-aid
spray, flame rounds, and grenade rounds. Once
all of the items have been collected, head out the door.
Go into the tractor housing sitting on the platform.
Inside, you'll find more ammo and the key to
activate the platform. Take the key out to the
control panel in front of the tractor housing, use it, and
then press the button to activate. Once inside,
William, the creature (you can't miss him), will attack.
Exit the tractor and get ready for battle! The
spark gun works very well against him.
Once he's down, head back inside the tractor housing.
After Sherry gives her speech, head to the west
area and go into the only door accessible. There,
find the memo, go to the computer, and activate the
anti-B.O.W. program. Get the other memo on the
sofa and the shells in the locker. Head to the east
area and into the frozen-door room. Get the fuse
case off the cart and use at table to have it put
together by the mechanical arm. Take the fuse
to the junction in between the east and west area, and
use it. Now the door in the west area can be
opened, but beware of the fierce plant creatures waiting
behind the door. Once they've been dealt with,
head through the door and destroy one more. Then
head down the ladder by the big plant. Enter
the door and find the map beneath all of the monitors.
Go through the door and use the weapon-box key
to get the grenade rounds. Enter the automatic door
and pick up the red key card after battling the
zombies. When you exit the room Annette will confront
you. After she's attacked, get the serum instructions
from her. Use the red key card to enter the door
by the eggs. Kill the big moth, and then use
the handgun to clear off the creatures on the computer.
Enter the password "guest." Head up to the west
area and use flame rounds to kill the plant in the air
shaft, then climb into the air shaft and grab
the ink ribbon and two cases of grenade rounds in the
locker. Enter the east area and use the key card
on the door, pick up the serum canister, shoot the
zombies, and turn on the lights. You will find
the MO disk in the corner. Go to the computer and use
the serum canister, then hit the switch on the
machine to the right, return to the computer terminal,
and retrieve the processed serum. Head back down
the ladder by the plant, enter the large P4 door
where you picked up the key card, go to the machine
on the left, and use the serum canister. The
machine will process it. Then head to the door
that requires the MO disk. Go inside and get ready for
the final battle with William. After defeating
him, run for the train. Enjoy the ride!