When you exit, you'll run into Sherry once again.
After a brief chat, she'll run off and you'll play as
her. The next sequence is the same as in the
first scenario: Run past the dogs, go through the door on
the right, get the map, move the boxes to make
a bridge, fill the moat with water, claim the key, and
either stop and pick up ammo or just return to
where you last saw Claire. The next sequence,
however, is quite a bit different from that in
the first scenario.
Once Sherry has given Claire the goods, Leon will
call and tell Claire that he has moved the paddy
wagon, opening up a new area. Before heading
over there, stop to pick up the red key card inside the
autopsy room, then use the key card on the nearby
locked door to get some ammo, as well as the
submachine gun (if you didn't pick it up the
first time around as Leon). From there, head to the right
and around the corner, through the door marked
"Parking," and across the way into the newly
accessible door. Inside the kennel, you'll find
the crank near the manhole cover. Now go back up to
the first floor and make a stop at the room near
the stairs. Inside, you'll find acid rounds and the night
watchman's diary. The club key will unlock the
door. Now make your way to the big room in the
upper right-hand corner of the map, which you
haven't yet been to. Here, ignite the furnace and turn
the faucets in this order: 12, 13, 11. This will
release the golden cogwheel from the painting. But
beware! The moment you go to get the cogwheel,
the mysterious figure will come bursting through the
wall. Pick up the cogwheel quickly and go racing
out the door. Don't celebrate yet, because you
haven't escaped him, you've only given yourself
room to fight. Walk down the hallway and after a bit,
he'll come bursting through the wall. Three or
four shots with the grenade launcher will bring the big
lug down. Do not forget to check his body for
ammo, once he's collapsed. Now, head to the third floor
of the police station via the stairway in the
library. It's time to use the crank in the hole in the wall.
Climb the stairway and place the cogwheel in
the gears to get the final stone. With all of the stones,
head back to the chief's chambers. Push the button
that moves the painting to reveal the holes where
the stones are to be placed. Enter the new passageway,
pick up the mail to the chief, head down the
elevator, and have a chat with the chief. Grab
some acid rounds and go down the ladder. It's time to
battle with William.
After he leaves, go back upstairs and get Sherry.
Return to the area where you fought with William,
press the button to bring down the ladder, and
head up. Once in the sewers, Sherry will fall down the
drain as in the first scenario. Only this time,
you won't play as her. Keep moving in the same general
direction, and you'll find the sewer manager's
fax and a first-aid spray. After a brief conversation with
Leon, take a left and hop up into the little
alcove. There are two dead soldiers here, one with some
flame rounds and the other with the wolf medal.
Now head through the sewers, evading the spiders.
Make sure you have the valve handle on hand to
lower the bridge. Cross it, and raise it back up
immediately. Search the area for some green herbs
and ammo. Make your way down the corridor, but
don't worry, there aren't any alligators this
time. Simply climb the ladder, head to the left, and pick up
the eagle medal and the sewer manager's diary.
From there, head back down to the right, use the valve
handle to slow down the spinning fan, climb the
ladder, and use the air shaft as a getaway. Once back
in the sewers, head to the left, go through the
door, and make your way past the spiders to the door
blocked by the waterfall. To the right of it
is the panel where you must place both the eagle medal and
wolf medal.
Now exit through the door, use the control panel
to bring the tramcar back, enter it, and enjoy the
ride. Once the tram has stopped, use the lighter
on the flare signal found to the immediate left. The
sudden burst of light will make the weapon-box
key gleam. Pick it up and head for the door. Run
down the hallway, blasting zombies on the way.
When you come to the intersection, if you go left,
you'll find a corpse with a spark gun on him.
Grab it, head down the other hallway and through the
door. Now, you'll come to a similar hallway setup.
If you go to the right, you will come across some
green herbs. If you go to the left, you discover
a ladder, which you should climb. Inside the room, you
discover first-aid spray and ammo. Here's where
the second scenario is totally different from the first
scenario. Sherry will walk over to the console,
mumble about something, and exit the room. You'll
realize that the tractor housing which lowers
you down to the laboratory in the first scenario isn't
there, and you'll have to walk to the edge of
where the tractor housing was to ride the small elevator
down. Once through the door on the left, head
down the hallway, until you reach the television
monitors. To your right, you will find the C.
panel key. Now go ahead and look at the monitor for a
surprise. After dealing with it, search for ammo,
then ride the elevator back up and head back into the
room where you left Sherry. Walk to the machine
that Sherry is standing by and use the C. panel key
near the right side of her to activate the tractor
housing. When you exit the room, it'll be sitting there
waiting for you. Walk to the control panel, press
the button to activate the platform, and Claire and
Sherry will automatically run inside. As in the
first scenario, William attacks on the way down. Defeat
him, and head back into the tractor housing to
check on Sherry. The platform lift should overheat,
which is your cue to go outside to look for the
only exit. Head through the only open door, and pick
up the green herb, which is located on the left-hand
side of the storage bin, if needed (if you don't
need it now, you will later, so put it in the
bin). You will notice a big crate that seems totally out of
place. Shove it onto the elevator platform to
the right, activate the elevator, and then shove the crate
off of the platform and down the narrow walkway
up to the right. Put it right next to the other crates,
so you can climb up the crates. Though it doesn't
really help now, having this in place will help later.
Head down to the walkway, where you'll come across
a fallen scientist who's carrying the P. epsilon
report. Pick up the report and use the nearby
typewriter, if needed. Head down the elevator to the
right, run down the walkway, and hit the switch.
Go all the way back up to where you first entered,
enter the elevator, and push the button to the
right of the door. After being whisked away, exit the
elevator, go through the door, and grab some
goodies.
Head for the door on the left, and make your way
down the walkway towards the west area. Once
inside, veer to the left, and enter the frozen
door. Pick up the first-aid spray and the fuse case, then
place the fuse case into the device on the counter
to make the main fuse, as you did in the first
scenario. Now take it back to the intersection
between the east and west areas, and put it into the
console in the center of the room. From there,
head for the east area. Go through the far door on the
right and pick up the user registration and lab
security memo. The plant that occupied the air shaft in
the first scenario should be gone (if you took
care of it the last time around). Climb through the air
shaft into the other room, destroy the lickers,
and pick up the boxes of shotgun shells and the ink
ribbons. Exit the room and head for the large
door. An easy way to exterminate the two plant
creatures is to leave the room through the door
to the left, kill one before it turns around, and then
leave. Repeat and serve. Once done, head for
the door that they were guarding, and be ready to
destroy another one. Go down the ladder, and
make your way to the large array of monitors, beneath
which you'll find the map to the laboratory.
Head into the next room and use the weapon-box key on
the locker to get the acid rounds. Carefully
enter the room, go through the automatic doors, and
prepare to blast a lot of zombies. On the counter,
you will find the P. room key. Once out of the room,
you'll run into Annette. After this conversation,
head all the way back up to the main elevator. Take it
up and return to the place where you had positioned
the crates. Climb the crates and use the P. room
key on the door. Run down the corridor, until
you reach the next encounter with the mysterious
figure. After this drama wraps up, return to
the place where you put the main fuse. Once you've
collected Sherry and the master key, enter the
elevator and use the master key on the panel at the rear
of the compartment. Head inside the train and
make for the rear. On the floor near the storage box and
save point, you'll discover the platform key.
Grab it and head out of the train. Take a left toward the
double doors, head up and over the overpass,
and then underneath the stairs. Head toward the blinking
panel, press the button, and take the joint plugs.
Then run back underneath the stairs, through the
doors, and place the plugs in the slots to restore
power. Now it's time for the finally confrontation...
almost. The mysterious figure will once again
attack. Keep moving, pivoting in place, and firing, over
and over. After about four or five major blasts,
a rocket launcher will be provided. Pick it up to finish
him off. Return to the train, but before jumping
on, you must open the doors that are blocking the
tracks. Simply head in the direction of the zombies,
and you'll find the panel to open the doors. Go to
the front of the train and push the lever to
start it up. After the CG FMV, the real final confrontation
will begin. Unload everything you have on this
guy. Happy trails!