Leon Kennedy
Scenario 1
From the starting point, clear a path through the zombies and make your way to the gun shop. There,
you'll find two boxes of handgun ammunition. Once the zombies break through the glass, you can
either flee in terror or kill the zombies and get the shop owner's shotgun. Once in the alley behind
the shop, make your way to the back of the van and collect the handgun rounds. The zombies will
break through the gate; take care of them and go to the door on the other side of the basketball
court. From this point, run by the zombies and head to the bus. Once inside, take the handgun
bullets out of the bag and take care of the flesh eaters. Head for the front door of the bus. From
here, it's only a short distance to the police station, but beware - many of the undead are waiting.
In the main hall of the police station, pick up the handgun bullets and ink ribbon. You can save here
at the typewriter. Go through the unlocked door and speak with the wounded officer. He will give
you a key card. Use the key card on the computer in the main hall where you first entered the
station house. It unlocks the other door. Now go through it, and you'll find a police memo. Head
through the door next to the window. In the hallway you will come across an officer who has had a
slight problem with his head. If you double-check him you will find that he has some handgun bullets
that you might need. Further down the hall you'll come across a pool of blood. Beware of the
creature that drops down. Simply aim low and shoot until it doesn't move anymore. Pick up the green
herbs to heal yourself now or later. Enter the door at the end of the hall. Go down the hall and
through the double doors to the right. To your immediate left on a desk you will find the Operation
Report file. Head to the small room to the left of the chalkboard. There, go to the fireplace and
ignite the fire with the lighter to reveal the first red jewel. Take it and head out the door and
continue down the hallway. When you reach the room with the zombies, take care of them quickly
and head up the stairs to the left. Now head down the hall until you reach the statue with the
second red jewel in its hand. Push the smaller gray statue over the square on the floor to the left of
the big statue. Push the reddish statue over the square on the right side of the statue. The red jewel
will be released and is yours for the taking. Head through the door to the right of the statue and
down the hallway. Enter the first door, which is the S.T.A.R.S. office. On Chris's desk you will find
his diary, and beneath that you will find the Unicorn Medal. Get the shotgun out of the locker and
exit the room. Take the Unicorn Medal to the fountain in the main hall of the police station, where
you first entered. Place the Unicorn Medal in the front of the fountain. This will release the spade
key. Go back into the door from which you came and down the hall, and unlock the door to the file
room. There, you'll find the Patrol Report, ink ribbon, and a crank. To get the crank, push the step
stool to the cabinet, climb up, and get it. Exit the room and head up to the second floor. Go down
the hall past the statues and enter the door. Make your way to the library. From there, head up the
stairs to the right and down the walkway. You will fall through the floor. Look at the picture clue
and push the red button. Approach the face of the bookshelves and push the red switches to make
the bookcases match the picture clue. Once in the correct position, the picture will fall away and
reveal the bishop plug. Take the plug and exit the double doors. Then make your way to the other
side of the balcony, past the zombies, and through the door on the far side. Enter the room and pick
up the desk key, ink ribbon, and the Chief Secretary's Diary A. Then exit through the opposite door
and head down the hallway. Exit through the door straight ahead. Once outside go down the stairs
and enter the door. In the hallway, enter the open doorway on the left. Enter the small room with
the open door to the right. Inside you will find green herbs behind a desk and a safe in front. To
open the safe, use the combo 2236. Inside you will find acid rounds and the police station map. Exit
double doors at far end of room. Make your way to the burning helicopter outside the police
station. Go down the stairs and enter the door around the corner, where you'll find a save point,
bow darts, and a valve handle. With valve handle in hand, return to the burning helicopter. Go
behind the open fence next to the door and use the valve handle on the water-pressure valve. Water
will quench the flames and in the smoke you will find handgun bullets. Head back to hallway inside
the house where the helicopter was protruding in. Now with the flames out you can enter the door
on the right. In this room you will find the diamond key and two stone busts protruding out of the
wall. Place a red jewel in each one of the busts. This will reveal the king plug. Take the plug and
head back to the first floor. Use the diamond key to enter the evidence room on the first floor to
the right of the main staircase. Dispatch the zombies quickly, and then search for the film and
shotgun shells. Exit through the other door into the room where the officer gave you the key card at
the beginning. This time he won't be so nice. On the desk in the room where you find him will be the
heart key. If you look around the main room you will find some handgun bullets in the locker and a
memo to Leon on the desk. When you're done poking around, head to the interrogation room that you
can open with the diamond key. Once inside you'll find the rook plug and cord. Make your way out
of the room quickly.... Now go back to the room where you got the memo to Leon. From there, go
down the short hallway to the door you need the heart key for. Use it and discard. Now head for
the stairs, and look out for the dogs. Take your first right and run to the first door on your right.
Inside, pick up the green herbs and police B1 map, then head for the reserve power control panel.
Once there press up, down, up, down, up. This will activate the key card lock door. Now head back
out, take a right, and head to the door at the end of the hallway marked parking. You will now
meet up with Ada Wong. Help Ada move the paddy wagon out of the way. Follow her in and find the
cell that Ben is in. After a brief conversation, look to the shelf on the right for the manhole opener.
Head to the left of the kennels and look for the manhole. Use the manhole opener and head down.
Once there you will become Ada. Beware of the dogs! You want to take the first right and head
straight for the door. Inside the room, look to the right to find the sewage-disposal map hanging on
the wall. Hop down to the left of the control panel and push the boxes in place so they make a
bridge. Once they are in place, hop back up to the water-level control switch and push the button.
The water will raise the boxes and you can walk across and get the club key. Now head back to the
door on the right, where some grenade rounds are waiting, and head back to where you first
became Ada. She will automatically give Leon the items. Once you are yourself again, head back up
the stairs, open the door using the diamond key, and discard it. Inside the room, you'll acquire the
Magnum, the night watchman's diary, and ammo. Now go into the only room on the first-floor map
you haven't been in: the middle room on the upper right side. Use the club key to enter and discard.
With lighter in hand, ignite the furnace on the far side of the room. Then turn the faucets on the
wall in this order: 12, 13, and 11. This will make the golden cogwheel fall out of the painting. Take it
and head to the third floor via the library on the second floor. Enter the only other door on the
third floor and use the crank in the square hole in the wall to lower a staircase. Head up the
staircase and use the golden cogwheel on the gears, then press the button to open the door to the
right. Behind the door you will find the knight plug. Go down the shaft and pick up the mail to the
chief. Keep going and prepare for a fierce fight with the hideous monster waiting for you. Once
he's defeated, make your way to the door at which you need to place all of the chess piece plugs to
enter. From there you can find the room that contains the ink ribbon, sewer manager file, and save
point. When you exit, you'll run into Ada again. After a brief conversation, you will be shot and
become Ada again. Follow the woman up the ladder and on into the vent shaft. After you meet up
with her, head down the ladder. Here you'll once again become Leon. Go down the hallway and find
the wolf coin. Follow the sewer until you reach the equipment. Use the valve handle on the
bridge-lowering mechanism. Once across and on the other side, use it again to raise the bridge back
up (trust me). Head down the corridor until the alligator attacks. Then run back until you get to the
red light on the left. Push the button to release the gas canister. Let the alligator take the canister
into his mouth, then shoot it! Head down to the door in the direction the alligator came from. Head
up the ladder, go to the left, and get the eagle medal and sewer manager's diary. Head to the right
and use the valve handle on the lighted machine to the left of the spinning fan. This will allow you to
climb up the ladder and through the airshaft. Follow the sewer until you reach the waterfall and use
both of the medals on the water-flow control panel to the right. This will stop the flow of water and
allow you access to the door behind. Make your way to the right side of the trolley and turn on the
power switch on the control panel. This will activate the trolley. Enter it, but beware of the monster.
When he attacks, shoot up at his arms. Once on the other side, exit, and to the immediate left, use
the lighter on the flare signal to make the weapon-box key gleam in the light. Pick up the key and
head for the door. Go down the walkway until you reach some zombies and the first intersection.
Go to the left, and search on the dead guy for shotgun parts, which can be combined with the
shotgun to make a super shotgun. Head to the right and up the ladder. In the room above, you'll find
ink ribbons, Magnum bullets, shotgun rounds, and a save point. Once all of the items have been
collected, head out the door. Go into the tractor housing sitting on the platform. Inside, you'll find
more ammo and the key to activate the platform. Take the key out to the control panel in front of
the tractor housing, use it, and press the button to activate. Once inside, William, the creature (you
can't miss him), will attack. Exit the tractor and get ready for battle! Once William is defeated, go
back in the tractor housing. After Ada is done talking, explore the room for various items, head to
the east area, and go through the frozen door. Get the fuse case off the cart and use it at table to
have it put together by the mechanical arm. Take the fuse to the junction in between the east and
west area, and use it. Head to the west area and go in the door to the right. Get the security memo
and temporary-user note. Go to the computer and turn on the anti-B.O.W. sprinklers. Shoot the plant
coming out of the ventilation shaft with flame rounds or the flamethrower found in the locker. Climb
through the vent shaft and pick up the ammo and ink ribbon. Now go to open the door to the right,
but beware of the fierce plant creatures waiting behind the door. Once they have been dealt with,
head through the door and destroy one more. Then head down the ladder by the big plant. Enter the
door and search beneath all of the monitors for the map. Go through the door and use the
weapon-box key to get the Magnum parts. These can be combined to make a custom Magnum. Go in
and deal with the zombies and pick up the red lab card. Take it and head to the door with the huge
eggs out front. Use the card to enter, and kill the giant moth. Then move over to the computer and
clear off the keyboard by killing all of the little creatures on it. Use the computer and enter in the
password "guest." Then head back up to the east area and use the key card on the door. Enter and
kill the zombies and turn on the light switch. Pick up the first-aid spray, Magnum rounds, and most
importantly the MO disk. When you go outside you'll run into Annette and receive the G-virus. Head
to the large door to use the MO disk. Ada will confront you. After this, continue on your way to the
MO disk door. Enter and prepare for the final battle with William. Just make sure you have a lot of
herbs and/or first-aid spray and ammo!
Scenario 2
Make your way down the street and into the first door you can. From there take a right into the
small room to find the cabin key. Take it, run past the zombies to the door on the other side, use the
key, and discard. Run up the stairs, head into the door, and go down the hallway, evading or
destroying the crows. Make your way to the balcony overlooking the main floor of the police station.
Blast the group of zombies and look in the wall past the library doors. Imbedded in it is the unicorn
medal. Head back down to the emergency ladder and place the unicorn medal in the face of the
fountain to attain the spade key. On the desk near the computer, you'll find a shotgun and some ink
ribbons. Go back to the crow-infested hallway, out the other door, down the stairs, and into the
squad room. Inside, you'll come across a good number of zombies and the valve handle. In the small
office, you'll find the safe once again. The "2236" combination still works, and you'll be able to
get ammo and a map of the police station. Return to the burning chopper and use the valve handle at
the end of the fenced-off area, as you did in the first scenario. In the smoke, you discover some
ammo that you're about to desperately need. Enter the crow-infested hallway once again. A CG
sequence will roll and introduce your worst nightmare. Once inside the hallway, the roof will begin
to collapse and bar the door shut. Start to head down the hall until you see him coming. Immediately
begin firing and don't stop until he begins to fall. If you picked up the shotgun as mentioned before
you won't have much of a problem, but it's a little trickier if you're only using the pistol. Once the
giant is down, check him for ammo; he always has some. Head to the hallway where the front of
the helicopter was protruding. With the fire out, you may now enter the room on the right. Inside
you'll find the blue key card. Pick it up and head to the main floor of the police station. Use the
blue key card on the computer to unlock the doors in the hall. Head through the double doors on the
left-hand side. You'll find a police memo on the seat. Continue down the hallway, destroy the licker,
enter the room on the right of the hallway, and pick up the patrol report. Push the stepladder to the
shelf and climb up to discover a can of first-aid spray. Exit the room and continue down the hallway
until you reach the briefing room. Inside, you come across the operation report and, in the room in
the back, you will once again find the first red jewel by using the lighter on the fireplace. Exit the
room and continue down the hallway until you reach the stairs. Head up and, as done in the first
scenario, position the statues on the pressure-sensitive tiles to trigger the red jewel to fall free.
Head on into the next room, and you'll spot Sherry running away. As she crawls into the hole in the
wall, she'll drop the diamond key. Once you pick it up, Claire will come in looking for Sherry. After
a brief conversation, head down the hall and into the door to the left of the desk. This will put you
in the library. Head up the stairs and fall through the floor. Push the red button on the wall to move
the bookshelf out of the way. Now, as in the first scenario, walk to the face of the leftmost
bookshelf and push the button to the right. Do the same to the bookshelf on the right. This will
uncover the bishop plug. Now return to the room where you picked up the blue key card (on the
other side of the front of the helicopter), place the red jewels, and gather up the king plug. Run
back down to the first floor of the police station by way of the statues. Enter the door on the right
of the staircase. This is the evidence room. In it, you'll find shotgun shells, film, and most
importantly, access to the room with the heart key. Enter it, dispatch the now zombified officer,
and pick up the heart key off the desk. Before you exit this area, look around. There's a memo to
Leon present, as well as some other goodies. Now, head upstairs to the S.T.A.R.S. office, where
you'll be able to get Chris's diary and the almighty Magnum. Now with that added firepower, head
back downstairs to the interrogation rooms (remember the room on the other side of the one-way
mirror?). You will find a couple of our skinless friends waiting for you, so beware. Once you've
dealt with them, pick up a can of first-aid spray, and more importantly, the rook plug. The next step
in the second scenario is to head downstairs and into the police basement. Beware of the dogs
lurking about. Enter the first door on the right, in which you will find the power supply machine and
the police basement map. The correct sequence for the machine is still up, down, up, down, up. From
there, head to the right through the door, next to where the sign says, "Parking." Inside, walk
toward the paddy wagon, where you will meet up with Ada again. Push the paddy wagon out of the
way, head inside, and have a brief chat with Ben. Pick up the manhole opener and go down the
ladder in the dog kennel. After poking around a bit, you will once again run into Ada, and after a
brief discussion, play as her. The only difference in this scenario is that Ada will run into another
character and receive a key item. But besides that, the next sequence is the same: Run past the dogs
into the door on the right, get the map, move the boxes to make a bridge, fill the trench with water,
claim the key, and either stop to pick up ammo or return to where you last saw Leon. The next bit,
however, is quite a bit different than in the first scenario. Now, Claire will call Leon and order him
to go to the mayor's office. But before beginning the journey back to the second floor of the police
station, stop along the way to pick up the red key card inside the autopsy room. Then use the key
card on the card-locked door for some ammo and the submachine gun (depending on whether or not
you picked it up the first time around as Claire). You might also want to make another stop for
ammo in the room at the top of the stairs from the basement. Inside, you'll discover Magnum bullets,
shotgun shells, and the night watchman's diary. The club key will unlock the door. With these two
stops out of the way, there should be more than enough ammo to get through the hordes of the
undead between you and the mayor's chamber (located on the second floor where the helicopter
was protruding through the wall). There, gather up the mayor's diary and run through the other door
down the hallway and into a small room, where you'll find the secretary's diary B and the crank
(inside the chest). Head for the large room in the upper right-hand corner of the first floor
(consult the map) - the one you haven't visited yet. Inside, light the furnace and turn the faucet in
the following order: 12, 13, 11. This will release the golden cogwheel from the painting. Beware -
the moment you grab it, the mysterious figure will come bursting through the wall. Pick up the
cogwheel and go racing out the door. Don't celebrate yet; you haven't escaped him, you've only
given yourself room to fight. After you walk down the hallway a bit, he'll burst through the wall
before you. Three or four shots with the Magnum will bring the big lug down to his knees. Once he
has collapsed, don't forget to check his body for ammo (hey, he's a pinata!). Now, go to the third
floor of the police station via the stairway in the library. It's time to use the crank in the hole in the
wall to lower the stairway. Place the cogwheel in the gears to get the night plug. Hop down the shaft
for a ride. At this point, Ben will have run in with a bit of a problem. Race to his aid and he'll give
you the mail to the chief. After this drama unfolds, head back to the ladder in the kennel and make
your way down to the sewers, once again. Be prepared for a battle with William. After he's been
defeated, walk to the door on the left and place the four plugs to enter. On the other side of the
door, you'll meet up with Ada again. You'll soon find the sewer manager's fax, as well as another
first-aid spray. The next sequence of events is almost identical to what it was in the first scenario,
eventually leading to you becoming Leon again. Follow Ada to the water, take a left, and hop up into
the little alcove, which has the two dead soldiers in it. One has a small key and the other, the wolf
medal. Now, head through the sewers, evading the spiders. Be sure to have the valve handle on hand
to lower the bridge. Once the bridge is lowered, cross it and raise it back up. Search the area for
green herbs and shotgun shells. Make your way down the corridor, but don't fear, there are no
alligators this time, you simply meet back up with Ada. Now climb the ladder, head to the left, and
pick up the eagle medal and the sewer manager's diary. From here, head back down to the right, use
the valve handle to slow down the spinning fan, climb up the ladder, and use the air shaft as a
getaway. Once back in the sewers, head to the left, go through the door, make your way past the
spiders to the door blocked by the waterfall. To its right is the panel in which you must place both
the eagle medal and the wolf medal. Now make your way to the tram control panel, use it to bring
the tramcar back, enter and take it for a ride, but watch out, it might get a little rocky. Once the
tram has stopped, use the lighter on the flare signal to the immediate left. The sudden burst of light
will make the weapon-box key gleam. Pick it up, head through the door, down the hallway, blasting
zombies on the way. When you come to the intersection, head left to find a corpse with the shotgun
parts on it. Pick them up, head down the other way, and enter the door. You will soon come to a
similar hallway setup. If you go right, you'll find green herbs. If you go to the left, you'll come
across a ladder, which you should take. Inside this room, you'll discover first-aid spray, Magnum
bullets, and shotgun shells. You're really going to need all of them. This is where the second
scenario is totally different from the first. Ada will walk over to the machine, mumble about
something hidden, and begin ignoring you. You now have to go it alone. When you exit the room,
you'll find that the tractor housing which lowers you down to the laboratory in the first scenario
isn't there. You must walk to the edge of where the tractor housing was and ride the small elevator
down. From there, enter the door to your immediate left and head down the hallway until you reach
the television monitors. To your right, you'll discover the C. panel key. Now check the monitor for a
surprise. After it's dealt with, search for ammo, then ride the elevator back up and head back into
the room where you left Ada. Walk to the machine she's operating and, on the right-hand side of
her, use the C. panel key to activate the tractor housing. When you exit the room, the tractor housing
will be sitting there waiting for you. Walk to the control panel and press the button to activate the
platform, and Leon and Ada will automatically run inside. As in the first scenario with Leon, William
attacks the tractor housing on the way down. Defeat him, and head back into the tractor housing to
check on Ada. The platform lift should overheat, which is your cue to go outside to look for the only
exit. Head into the only open door, and pick up the green herb, which is located on the left-hand
side of the storage bin, if needed (if not, you will eventually need it, so put it in the bin for later).
You'll notice a big crate that seems totally out of place. Shove it onto the elevator to the right. Then
activate the elevator and shove the crate off the platform and down the narrow walkway up to the
right. Put it right next to the other crates, so you can climb from one to another. Once the box is in
position, leave it. You'll need it to be there later. Now head down to the walkway, where you will
find a fallen scientist, who carries the P. epsilon report. Grab it and use the nearby typewriter, if
needed. Head down the elevator to the right, run down the walkway, and hit the switch. Go all the
way back up to where you first entered and you may now open the elevator door. Push the button to
the right of the door and you'll be whisked away. Now head for the door on the left, make your
way down the walkway, and go to the west area. Once inside, veer to the left, and enter the frozen
door. Pick up the first-aid spray and the fuse case. Then use the fuse case on the console to make
the main fuse, as you did in the first scenario. Take it back to the intersection between the east and
west areas, and place it into the machine in the middle of the floor. Now head for the east area, go
into the far door on the right, and pick up the user registration and lab security memo. The plant
that occupied the air shaft in the first scenario should be gone (that is, if you took care of it the
first time around). Climb through the air shaft into the other room, take care of the two lickers, and
grab the two boxes of shotgun shells and ink ribbons. Exit the room and head for the large door.
An easy way to exterminate the two plant creatures is to leave the room through the door to the
left, kill one before it turns around, and then leave. Repeat and serve. Once done, head for the door
that they were guarding, and be ready to destroy another one. Go down the ladder, and make your
way to the large array of monitors, beneath which you'll find the map to the laboratory. Head into
the next room, and use the weapon-box key on the locker to get the Magnum parts. Carefully enter
the room, go through the automatic doors, and prepare to blast a lot of zombies. Snatch the P. room
key off the counter, head all the way back up to the main elevator, take it up, and return to where
you positioned the crate. On the way there, you'll run into Annette. After a brief discussion, the
mysterious figure will interrupt you. Either run around or blast through him to get to the door
behind him. Now climb the crates, open the Power room door, and run down the corridor until your
next encounter with the enigmatic character. After the scene plays out, pick up the master key and
go to fetch Sherry out of the storage room. Once she's collected and you've entered the elevator,
use the master key on the back panel. Now enter the train and make for the rear compartment. On
the floor near the storage box and save point, you'll come across the platform key. Take it and exit
the train. Take a left toward the double doors, head up, and over the overpass. Then, underneath
the stairs, head toward the blinking panel, press the button, and take the joint plugs. Now run back
underneath the stairs through the doors and place the plugs in the slots to restore power. Now it's
time for the final confrontation... almost. The mysterious figure will once again attack. Keep moving,
pivoting in place, and firing, over and over. After about four or five shots with the Magnum, a
rocket launcher will be provided. Pick it up to finish him off. From there, return to the train, but
before jumping on, you must open the doors that are blocking the tracks. Simply look for the
zombies, head towards their direction, and you'll find the panel to open the doors. Head for the
front of the train to 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!