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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!