100% Walkthrough

In this Walkthrough we will be covering everything, from the main story path to all collectibles. Just keep in mind that this walkthrough is for standard (and Assisted) difficulty and some things may change on Hardcore.

Gas Station

We start off at the gas station, and there is not much to do or see here, just walk into the building, head left and then enter the hall behind the injured man.

Walk to the end of the hall and open the door to encounter the first zombie of the game, shoot him a few times in the head until he drops, now go to the end and take a right to find the STORAGE ROOM KEY. Use this key to open the door to the left of the door you used to come in. Now avoid the zombies in the first room and get to the entrance. Here you will watch a cutscene and this chapter will end.

POLICE STATION

After the cutscene turn around and take the only path you can down the street and then take a left to go through an alleyway, now avoid a few more zombies to find the police station.

Once inside the first thing you want to do is go to the typewriter in front of you and save the game (Remember if you are on the highest difficulty auto-save is disabled, so save as much as possible). Also beside the typewriter you will find some ammo for your pistol, and behind you on some green crates you will find a first aid spray, now go to the laptop near the save point and watch the little cutscene, now take the left side stairs up to the next floor and go around the left until you find some pistol ammo near a statue head. Now head back down and pull the switch to the left of the main entrance door and crawl under it.

In the water filled hall take the first big white door on the left, turn on the lights and take the pistol ammo from the corpse, then head back out to the hall and move the shelf that is blocking the path ahead. Now take a left as soon as possible and enter the bathrooms, here open the second door to find another first aid spray. Head back out and continue down the main path, at the end you will find a locked door and you will have to take the brown door to your left, in here press the action button on the metal door to activate a cutscene and get the OFFICER’S NOTEBOOK. Now head all the way back to the main hall (the first big room with the save point), watch out for the zombies that break out of a room on the way back, also make sure you search that room for some ammo and wooden board, once back at the main hall you will meet the lieutenant.

After the cutscene you will get a combat knife (these will save you if you get grabbed by a zombie). Now use the knife on the yellow tape that is preventing you from opening the box with the switch in it.

In the new room you will find a green herb, some pistol ammo and some wooden boards that can be used to block windows. Now take the other door to enter a new hall, here press the action button on the dead police officer in the corner to activate a little cutscene, now continue all the way to the end and open the double red door to enter the Operations Room, to the right to find the record of events file, on a chair to the left you will find some more pistol ammo and on the blackboard you will find the POLICE STATION 1F MAP. Exit this room by jumping on the crates with yellow tape around them. Before heading towards the zombie turn around and pick up some pistol ammo from the corpse at the end of the hall. Head right and enter the Safety Deposit Room, to your left pick up a file, now go to the keypad and enter in codes 106 & 109 to take the film and the pistol ammo.Exit and take the hall to your left with the zombie at the end banging on the window, before heading upstairs take a right and pick up the green herb and the wooden board, now take the door to your right and enter a safe room, in here you will find a file on the table and some ammo and gun powder in the lockers to the right, remember to store anything here that you are not interested in using. Now enter the darkroom, pick up the red herb and use the film near the sink to get the commemorative photo. Now head back out to the hall and take the first set of stairs to the next floor, in the corner you will find a corpse with some pistol ammo on it, also shoot it because it will get up later, also shoot the zombie coming down the next set of stairs, but don’t go up yet. Instead stay on the 2F and pick up the red herb at the end of the hallway and then enter the shower room, in here you can pick up some shotgun ammo from the locker to the right, a file just beside them and a PORTABLE SAFE to the right. Now go into your inventory and examine the portable safe, to open it you must press the buttons in the right order lighting the green lights anticlockwise, the combination is random for every person.

Once open you will find one of the spare keys, go back down stairs and to the Safety Deposit Room, place the key over the 2, enter codes 102 & 208 to get some gunpowder and some more shotgun shells. Now go back up the stairs but this time go all the way up top the 3F, pick up the ammo on the boxes to your left and continue into the room to the right of a locked locker, in here pick up the SPADE KEY, now continue down the only path possible and take the hall al the way to the end to find another note. Turn around and enter the West Storage Room, in here you will find some gunpowder to the right as soon as you enter, another wooden board, some ammo on a shelf to the right, another file at the end near the C4 charge (that we will be using later) and our first HIP POUCH that will allow us to carry 2 more items in our inventory. Now leave through the door next to the hanging zombie, in the library take the ladder down, take care of the zombies and pick up the RED BOOK and a combat knife from one of the corpse, you can also find some ammo behind the bookshelf if you move the 2nd one from the left, before heading back to the main hall take the south side door and solve the UNICORN PUZZLE by looking at the officer’s Notebook to get our FIRST MEDALLION, also remember to pick up the gunpowder on the little table and the 2F MAP on the board.

Now exit to the main hall by going through the library and using the spade key, here you can also do the LION PUZZLE to get the LION MEDALLION.

Now head down and watch the cutscene about Claire, also place the 2 medallions so we can save some inventory space. Head upstairs and enter the East Area, in the first little room pick up a file and a green herb then use the spade key to open the door. To the left you can pick up another wooden board, then take the door that you are next to and enter the Art room, in here you can pick up the WEAPONS LOCKER KEY CARD, a magazine and STATUE’S LEFT ARM, now combine the left arm with the red book and place it on the statue to get the SCEPTER, now enter the inventory and examine the scepter, spin it and press the button on the back to get the RED JEWEL.

Now exit the room and take the hall all the way to the end, you will hear a helicopter crash into the building, take the door at the end to exit to the courtyard were you will watch a cutscene. After the cutscene take the ammo and the CUTTING TOOL that are right next to you, use the cutting tool on the door right beside it, this will take you back around to the East side where we got the notebook, kill a few zombies and enter the East office by using the cutting tool again, here kill the zombies and take the ammo from the corpse to the left of the entrance, the flash grenade on the table, the gunpowder on the big table, the ELECTRIC PART also on the big table, the ROUND HANDLE in the little side office and some high quality gunpowder also in the side office. Once you have all that move the chair to open the door back to the East hall, use the electric part to loop all the way back around to the Main Hall. Now use the spade key on the door to the left of the bottom floor to enter the west office (you may now also discard the spade key since we have opened all the doors), here pick up the file on the desk with 2 locks on it, the gunpowder and file at the other end,a final file around the other side of the tables and some ammo in the locker at the end, to unlock the 2 locks on the desk look at the first name on the desks each side of the room, use the first letters of the 2 names and guess the last one, this will open your desk and give you the HIGH-CAPACITY MAG (with Leon) or the SPEED LOADER (with Claire), also before exiting shoot the first MR. RACCOON collectible to the right side of the room on some boxes on to of the shelf, now exit through the other door and enter the Safety Deposit Room, use the KEY CARD on the lockers at the end to get the SHOTGUN (With Leon) or the GRENADE LAUNCHER (With Claire) and some ammo.

Now head out, down the hall and up to the 2F, here enter the shower room and use the round handle to get to the other side, here you can find some gunpowder in the lockers, exit through the door and pick up some more shotgun shells to your left, in this hall we will face our first LICKER, to take him out fire a few shotgun shells to the head. After killing the licker take the door to the left to enter the S.T.A.R.S Office, here pick up the red herb to your left as you enter, a first aid spray in a back on the wall to the right side of the room, some high grade gunpowder right next to the bag, some shells and a flashbang near the guitar, a BATTERY in the side office and a memo with the CODE to the safe in the West Office on it, also in the side office and remember to shoot the MR. RACCOON beside some boxes on one of the desks tro the right of the med bag. Head out to the hall and open the door at the end that will take us all the was back to the unicorn puzzle, now make your way back to the West Office and open the safe in the little side office, the code is on the memo we got from the S.T.A.R.S Office (LEFT 9 RIGHT 15, LEFT 7), this will get us another HIP POUCH. Take the door to the Main Hall area and then go through the original path we took on the west side to get to the Operations Room, once here cut the chain on the door and then you can discard the cutter itself. In the next room pick up the ELECTRONIC GADGET and also notice the CODE “CAP” on the board, take the green herb, the wooden board and the Flash grenade and leave through the door that takes us back to the hall near the west office. Head upstairs to 2F and enter the shower room, here use the code CAP on the lock to open the locker and find some shotgun shells.

Now exit and take the stairs to 3F and enter the West storage room, now combine the BATTERY AND THE ELECTRONIC GADGET to get the DETONATOR, place the detonator on the C4 charge on the wall, make sure you stand back. Enter the next area, here use the notebook to solve the MAIDEN PUZZLE and get the final MEDALLION.

Watch out for the Licker on the way out of the room.

Now we have all 3 Medallions it’s time to head back to the Main Hall and place all 3 on the Goddess statue, this will open a secret passage and activate a cutscene with Marvin, remember before you leave you will not be coming back to the station for a little while so do what you must first (like get the shotgun or grenade launcher).

The first room we come across is a save room, also in this room make sure you pick up the shotgun shells and the gunpowder, now head down the lift to the Underground area.

NOW THIS IS WHERE THE GAME WILL BE DIFFERENT DEPENDING ON WHO WE ARE PLAYING AS, SO IF YOU ARE PLAYING A CLAIRE SKIP TO THE END OF LEON’S RUN SINCE WE WILL BE DOING HIM FIRST.

LEON

UNDERGROUND FACILITY

Head to the bottom floor and pick up the grenade on the floor to the right of the glass case (that we can’t open yet), now head up one set of stairs and continue through the hall all the way to the end, now take a right and move the falling shelf to activate the first boss fight. To beat this boss simply shoot him until he shows the eye on his arm, then shoot the eye a few times, if you are low on health or ammo head to the dead end on the north-west side of the room for some ammo, a grenade and a green herb, you can also find a red herb and some more ammo on the south-west corner and finally a green herb and some ammo on the south-east corner. Once the boss is dead head up the ladder and take a right into the room the other side of the shelf that we tried to move before the boss fight, here pick up the green herb and some gunpowder in the locker, now head the other way into a little control room, press the lever and cross the new bridge, the next room will be a save room, in here pick up the 3rd HIP POUCH from the locker, now continue up the ladder for a cutscene and the entrance to the parking area.

PARKING AREA

The first thing you want to do here is head to the parking ticket machine to the right of the exit, this will activate a cutscene in witch we will meet a new character (Ada), once we have watched the cutscene head into the Jail area (the same door that Ada enters). In the little room at the start pick up some ammo and the map of the area, now head into the main cell area and walk all the way to the end where we will meet another character (that does not live long). After the cutscene pick up the TOOL on the table and the file, now head back to the parking Garage and enter the only other door with a green light above it. In here take the hall to your right, pick up the blue herb at the end and enter the door to the Kennel room, in here pick up the gunpowder to your right as you enter and shoot all the dog zombies in the cages. Now head around the cages and out the other doo, in the new hall enter the first door to the Morgue, in here take the file to your left, a red herb from the 2nd tray to your right, a flash bang from the last try on that side of the room (also has a zombie in it) and on the other side of the room open the tray 2nd from the left to get the DIAMOND KEY that the zombie has in its hand. Now head back through the kennels and go all the wall around the hall until you enter the Firing Range, in here pick up the file and the BOX.

Examine the box and open it to find A CAR KEY, now head around the corner (watch out for the zombies) and pick up the file about the Mr. Raccoons on your right, head through the door in front of you to enter the target area of the firing range, in here pick up the ammo and shoot another MR. RACCOON. Exit back to the other room and use the diamond key to open the door, in here pick up the ROLL FILM and a red herb. Now head back through the Kennels and use the Tool that we got in the Jail area to open the metal door, now take the only door available that will take you to the Generator room, in here pick up the 1st BOXED ELECTRONIC PART and open it to get the electronic part itself, also pick up the green herb to the left as soon as you enter and some gunpowder on the shelf to the right of the entrance, now go all the way around until you find a panel with 4 switches, you must get both needles in the red, in this case just turn the 2 last switches green and leave the other 2 red. Head back to the Parking Garage area but watch out for the dogs on the way back. Once at the Garage area get close to the police car to your left and examine the key that we go from the box, turn it around and press the button to open the trunk of the car, inside we can find the GUN STOCK accessory for Matilda. Now head back through the door we just came out of, and head straight past the firing range door all the way until the end and enter the door to the left (the one with a green light above it), this will take us back up to the police station.

POLICE STATION (2nd VISIT)

First head into the Break room and save your progress, also pick up the herb, the gunpowder, the pistol ammo, the magnum ammo, the ELECTRICAL PART and the MR. RACCOON behind the bag near the bed. In the hall outside pick up the shotgun shells in front of the door you just exited and watch out for the zombies up the hall, at the end of the hall use the electrical part you just got to open the door and pick up the combat knife from the wall, now head through the small office and out the door to the left to the Fire Escape, head up the stairs to 2F, head all the way down the hall, past the Art Room and use the Tool at the end to open the metal door, before heading up the stairs shoot the MR. RACCOON. Now head upstairs, pick up the board and check the lockers for a flashbang and some ammo. Now take the door to the East Storage Room, in here look around the shelfs to find some shotgun shells, a blue herb and THE LARGE GEAR, also watch out for the zombies that are lurking around, now head back the way you came and take the other door out to the balcony, here pick up the blue herb and then take the ladder down to the bottom area. After the cutscene pick up the ammo on the bench near the burning helicopter, turn around and take the stairs down, once at the bottom do a 180 degree turn to find 2 green herbs, now go to the other end of the area and before heading into the boiler room turn the switch on the wall to the L. Now head into the boiler room but watch out for the zombies at the door, once inside pick up the gunpowder and the CLUB KEY. Now head back to the burning helicopter area and press the switch to extinguish the fire, head through the door to the left and pick up the red herb. Now we will meet the Tyrant for the first time, this special unique enemy can not be killed and will follow us around from this point on, the best thing you can do to him is put a few bullets in his head so he staggers a little bit, but I only recommend doing this if you really need to since you will only be wasting bullets. For this time head back to the helicopter area and try and run around him in the open area to go back through the door. Now head all the way down the hall, past the Art Room, this time go down the stairs, at the end of the new hall take the gunpowder from the locker and enter the observation room with the club key, in here pick up the gunpowder from the corpse, THE FILE WITH A CODE ON IT from the shelf and the BOX from the table, now jump through the broken window to the Interrogation room and pick up some more ammo. Right so now it’s time to do a few optional thing, on the way out of the Observation room watch of for the Tyrant that sometimes breaks through the wall, try not to get scared and run forwards since if you turn back you will be trapped. The first thing we are going to do is head back past the Art Room and take a right into the Waiting room, here use the code on the file we just got (LEFT 6, RIGHT 2, LEFT 11) and open the safe to get the MUZZLE BRAKE upgrade for Matilda.

The next thing we want to do is stay on the 2F and head around to the West side of the building and open the Linen Room with the Diamond key, in here pick up the gunpowder and the 2nd PORTABLE SAFE, just like the first one remember the order of the buttons to open it, inside we will find the other SPARE KEY for the Safety Deposit Room. Head down to the 1F and enter the Safety Deposit Room, insert the spare key into the number 3 and open doors 103 & 203 to get a combat knife and most importantly our 4th HIP POUCH. Just be careful around this area since there will now be some Lickers lurking around. Now stay on the 1F and go to the Darkroom, in here use the Film we found in the Firing Range to reveal the Code for the locker on the 3F, so let’s go and get that opened, head up to the 3F by using the stairs just outside, the locker will be the first thing we see, so use code DCM to get some Magnum ammo. Now it’s time to get the Magnum itself, for this head down to the 2F and enter the S.T.A.R.S Office, once inside combine the BOX with the GEM that we got in the Art room near the start, this will give you the S.T.A.R.S BADGE.

Now examine the badge and turn it around to reveal a button, press it to convert the badge into a USB device, insert it into the PC and then use the PC, this will open the door and allow us to get the LIGHTNING HAWK and a file. Before leaving make sure you pick up the USB Badge again because we have 1 more use for this later on. So now it’s time to continue with the main objective, the first thing we want to do is go all the way down to 1F and head to the West side through the Reception room and down the hall to open the Records Room with the Club Key. In this new room pick up the gunpowder , the grenade and the TOOL. Now make your way to the Library on 2F, Insert the tool that we just got into the jack and move the shelfs to the right to cover the gap above, now head up the ladder and cross the gap to exit the library on the 3F. Now above the Main hall, head to the corner and pick up the green herb and enter the door to your right that will take you to the Clock Tower, in here place the Large Gear on the gears to the right as soon as you enter, this will bring down some stairs, make sure you pick up the gear again since we will need it and then pick up the file on the table. Before heading up the stairs go to the end of the room and exit out another door, there will then be a dead end with some Large gunpowder and another MR. RACCOON on the window to your left. Head back into the Clock Tower and take the new stairs up to the next floor, here take the SMALL GEAR and replace it with the Large Gear, now head downstairs and place the small gear in the slot in front of us, after the short cutscene pick up the box and open it to get the other ELECTRONIC PART. Now it’s time to head all the way back to the Jail area down near the Parking Garage, the fastest way is to exit the Clock Tower head around the top of the Main Hall, go through the East Storage Area, down the stairs, down the Fire Escape Stairs and then down the stairs near the Break room. Once you are down in the Jail area go all the way to the end where we got the tool, now use both electric parts with the box on the wall, now turn the blocks until both yellow cables make it to the end, the solution is this.

Now enter the cell and get the PARKING GARAGE KEY CARD, the audio file, a normal file and a first aid spray. On the way out press the switch to open the gate to your left and try your best to stun the Tyrant, run past and put a few bullets into the zombies ahead, in the main Parking Garage watch the cutscene and use the key card to exit the parking garage.

BEHIND R.P.D

After Ada finishes talking head into the Gun Shop, in here pick up the LONG BARREL upgrade for the shotgun, a grenade and some ammo. Now head to the door at the back to activate another cutscene. After the cutscene follow Ada to the Sewers Entrance.

SEWER ENTRANCE

Just follow the only path you can, after the “Earthquake” pick up the ammo near the dead end ahead before taking a right, now take the right and enter the room to the left and save your progress. Now head out to the large sewer hall, pick up the ammo on the barrels as soon as you go up the little staircase to the left, continue forwards until being interrupted with a short cutscene, now you will be running away from a boss in the sewers, first stick to the left, then the right and then the left again, once you jump down shoot the pipe to blow up the boss. In this little area you can find a grenade and a MR. RACCOON past some garbage on the south-east side. Now climb the ladder and follow Ada. Once you go down the elevator with Ada take the metal door to a little save room. Exit the room and watch the cutscene, now you will be in control of Ada, first try and climb the ladder, it will break, now use the EMF to hack the box on the wall to your right and then the fan itself. Now climb the ladder and enter the ventilation tunnel, to exit hack the box to your right through the wall and then the fan. Jump down and try to hack the box that is in between the fan and the initial box, I recommend trying to do this without wasting bullets on the zombie, once you have hacked it head through the door. In the next area pick up the ammo in front of you as soon as you enter, then head down the stairs, and head around right but stick to the left side wall at all time, you will come across a yellow railing, use your EMF to hack the box on the wall the other side of the railing to activate the lift, before returning continue around until the end where you can pick up some ammo and a stun grenade on a box, now head back around until you come across a little elevator with a green light. Go up and enter the only door you can, here head to the left and at the door with the switch outside look to the right with your EMF to hack a box, now press the switch to open the door, as soon as you enter turn around and hack the box above the door. Make sure you are quick since the Tyrant will be behind you, in this room pick up the ammo and hack the fan to exit. In this new area you will have a save point to the right half way up the ramp, a file up some stairs with a switch that will open the Incinerator, before heading into the Incinerator shoot the MR. RACCOON to the right of the door that we just opened. Now head into the Incinerator and pick up the ID WRISTBAND. Now you will be trapped inside, you will have one minute to escape, first hack the box to your left (looking towards the door), then the left most box above the door, now hack the box that is in between the first box and the one above the door, and now hack the right most box above the door and finally hack the box in the middle of the right hand side wall and then the final box above the door to escape. Now exit the door near the save point, take a left and go to the end of the only path possible to watch a cutscene and end the Ada Part.

SEWERS

We will now be back in control of Leon, turn around and take the elevator up, in this area you may save if you want. Head down the Stairs and jump into the water below. To your right you will find some ammo, now continue down the only path you can and then take the left tunnel to find some shotgun shells at a dead end, now return and take the right tunnel. Take the stairs to the right and pick up the U.S.S Digital Video Cassette from the dead body, now continue up (watch out for the zombie), in the next area with a few doors and electric box we can’t do much yet so just leave it all how it is and continue across the bridge, take the stairs down to the right and pick up the combat knife on the barrels at the bottom, now jump into the water and slide down in the water to get to the next area. Here continue forwards and pick up the blue herb next to the mechanism we will be using later on, a bit further down the path also to the left we will find some gunpowder, now take the right tunnel to encounter a new type of enemy, to kill these enemies the best way is to shoot there arm and then the eye. Continue down this path until you come across the control room, in here you can find some shells on a chair to the left, a file near a PC and a locker that we will be unlocking later on. Now exit by jumping down the hole to the left of the locker, after the cutscene grab the ammo to the right of the typewriter, the file near the tv, also you can use the VHS tape we got not long ago and watch it here and finally a file at the very end of the room near a puzzle we will be doing soon.

Now take the map off of the wall near the only door that is open and then exit through it, just outside the door hit the switch so that we can cross the bridge. The other side of the bridge take a left to find a red herb, a TOOL and a file telling us that the code to a safe is on the side. Now go back to the bridge and head around the right side, open the safe that has the code on the side of it (the code is LEFT 2, RIGHT 12, LEFT 8) to find the SHOTGUN STOCK upgrade. Before exiting pick up the blue herb beside the zombie at the end, now turn around and head out the door with the exit sign above it. Head down the stairs and watch out for the zombies,stay to the left and take the hall down to another area, here use the tool we just picked up to open the door, head across the bridge and pick up the KEY above the desk, now take the ladder down to the water, pick up the herb near the body and then stick to the left hand side, be very careful since the enemies here can poison you, about half way on the left wall you can pick up some magnum ammo that is very useful here, once at the end take the door and up some stairs, before entering the main room look for the MR. RACCOON behind the desk to the left of the door. Enter the next room and take the red herbs from the yellow shelf with the boxes on it, go down the stairs and turn left, take the queen piece out of the electric box and turn around, take a left and put the queen piece in the new box, go through the door , head upstairs and remove the king piece, now jump down, pick up the herb and insert the king into the box just before the stairs, this will give us access to the CHEMICAL FLAMETHROWER, now head out the same way and take the king piece back, now back out the door and remove the queen piece. Now insert the queen back to its original box and go through, place the king in the box in front of the stairs and go through and around and remove the queen from the box, now go back through the king door and remove the king, we should now be able to exit with both pieces. Now go back through the water area with the dangerous enemies but to get back stick to the left, climb the ladder and go back across the bridge until we get back to the split paths, this time stay to the right and pick up the green herb, then activate the switch to the right to open the door to a previous area, before going through it turn around and pick up the grenade in the water, now head through the door we just opened and use the tool on the door to our right. Before heading up the elevator pick up the shells on the barrel, now take the elevator up, in this room pick up another HIP POUCH, some ammo and another FILM for the Darkroom. Now open the metal door and we will be back at the area where we could not really do much before, but this time we have a key, first go across the bridge to the left and open the door at the end, enter and pick up the 2 gunpowders. Exit and cross the bridge again, now stick to the left and open the door with the key, in this room pick up some gunpowder, some ammo in the locker and a file on the table that will tell us the code to the locker that was locked back in the control room, but before going there push the shelf to the side to reveal a hidden elevator. Take the elevator, pick up the ammo on the barrel and head up to the underground area that we visited before. This time we can open the glass case since we have the badge /USB device, make sure you examine it and press the button again if the USB is showing. Now stick it in the case and pick up the LONG BARREL accessory for the Lightning Hawk.

From here we can finally return to the police station for the last time by heading up the elevator and using the Tool.

POLICE STATION (3rd VISIT)

Now there is only really one thing we can do here, and that is take the film to the darkroom, so head through the west office and into the darkroom, here reveal the film and get the 2 photos. These photos represent 2 places in the police station, the top one is behind the desk in the S.T.A.R.S office and will give us a wooden box with the RED DOT SIGHT in it for the Lightning Hawk.

And the second one is in the Press Room just below the radio, this will give you 400 fuel for the flamethrower. We have now finished all possible things in the police station with Leon. If you are wondering about the Heart key, we can only access those rooms with Claire just like Leon is the only one that gets the Club key, so remember that once we finish the sewers there is no coming back here. Now it’s time to head all the way back down to the sewers.

SEWERS

Once we are back in the room with the shelf we moved, head out and pick up the Electronic chess piece from the box in the wall, now head out the door to the left and take the elevator back down. Once in the water again take the right tunnel and climb back up to the Control Room, now we know the code to the locker thanks to the magazine we found (the code is SZF). The locker will contain some lightning hawk ammo. Jump down into the room with the puzzle, we should now have all 3 missing chess pieces, now look at the file on the wall and solve the puzzle. The solution is:

Right Wall (From left to right): King, Queen & Pawn

Left Wall: (From Right to left): Knight, Rook & Bishop

Now head through the door and pick up the herbs at the bottom of the stairs. Now go all the way around and enter the room with a herb and a power box, the solution to this one is: Green Green, Red & Green. Head to the exit, you will not be able to leave and will be trapped in this room, make sure you don’t stop moving so that you don’t get hit by the enemy making holes in the roof, after a few dodges he will break open the metal door allowing us to escape. Run down the only path possible until we end up at a dead end, here press the button to get the crane to go around away from you. Now pick up the ammo, the flash bang and the combat knife. Now we have to stagger the boss in the path of the metal crate then press the button so the crane swings around knocking the boss off.

Now head to the left across the new floor and through the metal door, we will now be back at the now active switch, so press it to finally save Ada. Follow her back to the Cable Car to watch a long cutscene and enter the final area of the game.

LABORATORY (THE NEST)

This is the final area of the game and there is no returning to the previous areas, so keep that in mind before getting on the cable car. Once here take the only path possible and open the green door to the right to enter the Reception area, here you can save your game (maybe make another save if you missed something from before). Before you leave the reception room pick up the file on the wall and read the computer for another file. Now head into the room opposite the desk, in the security room pick up the shells and a map of the place, exit and enter the west side room, in this hall take the green door to the cafeteria, watch out for the zombies and pick up the Fuel in the left hand corner, the grenade from the corpses in the right hand side corner, the ammo on one one the middle tables and shoot the MR. RACCOON on the east side window. Take the stairs up to the ventilation duct and drop down into the kitchen, here pick up the gunpowder and a combat knife, then exit back to the new area of the hall. Enter the nap room at the end for some shells, the REGULATOR accessory for the flamethrower and the LEVEL 2 ELECTRONIC CHIP. Now combine the chip with the ID wristband and head back to the reception area and leave through the blue level 2 door, in the new area take the audio file from the body to the right and then activate the bridge with the blue switch. Cross the bridge and activate the level 2 switch the other side to reach the East Area. Once in the Lobby area (East Area) save your progress and take the green herb and the gunpowder. Head out through the East door and continue through another door that is tied down by plants, in this infested hall pick up the gunpowder on the little table and exit through the door at the other end (also watch of for the new type of enemy in the hall, to defeat these use the flamethrower). Now in the Greenhouse Control Room, pick up the flashbang and remove the empty DISPERSAL CARTRIDGE from the machine near the window. Now exit through the other door into the greenhouse area, here go to the center then take a left then go right, there you will notice a trapdoor with some strange symbols on it (remember these symbols), but before we solve that continue around to the right and pick up the blue herb. Now head back to the Greenhouse control room and input the symbols from the trap door into the computer at the end, this will open the trap door.

Now climb down the trap door and go left to get the map and some gunpowder. Now turn around and head past the ladder and through the door, Now in the lounge head to the vending machine area and pick up some shells, the TROPHY and the green herb. Now continue down the hall and exit through the door at the west end, but watch out for the 2 lickers and zombies just before the door. Now head up the stairs, in this next little room pick up the gunpowder, a file, some ammo from a locker to the left and the SIGNAL MODULATOR. You can now head through the door back to the lobby, from here make your way back to the Greenhouse Control Room, here examine the TROPHY and notice on the bottom another code, enter the symbols into the PC to open the machine in the Drug Testing Lab,

To get to the Drug Testing Lab Exit through the greenhouse and stick to the left, pick up the herb and continue around left until you find the door, in here pick up the File, a grenade and some gunpowder. Now head to the machine in the corner and use the cartridge, all you have to do is get the leftmost tube to have the liquid level at the red line, to do this press: RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN. With the cartridge now full we are going to head back down the trapdoor and head to the vending machines where we must use the signal modulator, first we must look at witch signal we must use, in this situation it is MURF, so examine the module and sync the MURF signal, then use it with the box on the wall, this will turn the electricity on in this area. First head back down the hall and enter the Server Room, in here pick up some fuel, a combat knife and some gunpowder. Now head back past the vending machine area and take the left door at the end of the hall to enter the Low-Temp Testing Lab. In here kill the zombie on the ground, pick up the file from the PC and enter the cold area, in here pick up the gunpowder and use the cartridge and freeze it.

Now the Cartridge is ready to be used in the Greenhouse Control Room, so let’s make our way back there, once there insert the cartridge in the machine where we first got it from, this will kill a lot of the plants and allow us to go out to the greenhouse and pick up the LEVEL 3 ID that we can combine with the wristband. Now make your way back through the control room and in the presentation room use the PC (since now you have a level 3 ID) to get a file, also watchout for the Tyrant that is now lurking around this area. From here head back to the Main Shaft. Before we head to the West Area we are going to go all the way back to the Nap Room near the Reception area, here we are going to set the signal modulator to MUF and sync the waves, now use it on the box at the end of the Nap room to turn the electricity back on. You will now be able to pick up a file, our final HIP POUCH and another MR. RACCOON, all here in the nap room. Now it’s time to head back to the Main Shaft Area and use our Level 3 ID to reach the West Area, cross the bridge and enter. In the first hall pick up the VHS tape and a grenade from the corpse, in the next room configure the Signal Modulator to OSS and activate the electricity. Here you can now watch the VHS and pick up the blue herb near the exit. Take the door near the herb, in this room pick up the gunpowder and continue down the only path possible. In the room with some body parts in glass tubings on the wall take a right to pick up 2 gunpowders and a herb (you can also save if you want). Now go to the other side of the room, get the file from the PC and finally get a sample of the G VIRUS. On the way out you will be interrupted by a cutscene and then you will have to fight another boss, just like most times shoot the eyes but just watch out for things the boss may throw at you. If you need ammo there is plenty around the room. After the fight head up the elevator for another cutscene. Now head back to the central shaft where you will meet Ada in another cutscene. After the cutscene a 10 minute countdown will start. Run to the central elevator and go down to the Monitor Room, here pick up the spray and then you will have to watch another cutscene, before leaving through the other door pick up the combat knife to the right. In the next area we will be able to save, from here take the small elevator and pick up the herb, now continue while watching out for the plant zombies, in the next room before taking the ladder down pick up the herb, now go down the ladder, pick up the ammo in front of you and watch out for the Tyrant, now head to out the door and down the only path possible until we are interrupted by a cutscene. After the cutscene enter the next room and pick up the herbs, the ammo and the JOINT PLUG. Now go to the large cargo elevator and use the joint plug. You will now be against the final boss of the game SUPER TYRANT, all you can really do at the start is stagger him a little by shooting him in the face and run around escaping from his attacks, after some time passes you will watch a cutscene, after the cutscene you will now have a rocket launcher, with this you will finally be able to kill the boss.

Once at the bottom take the exit door and watch the final cutscene of the game!

THE END (LEON)

CLAIRE (STARTING FROM THE UNDERGROUND AREA)

UNDERGROUND

The first thing we are going to do is go all the way down the stairs to the room with the glass case (that we can not open yet), here pick up the grenade and go back up the first set of stairs, continue the only way possible until you activate a cutscene at a falling shelf. Now it’s time for the first boss fight. To beat this boss simply shoot him until he shows the eye on his arm, then shoot the eye a few times, if you are low on health or ammo head to the dead end on the north-west side of the room for some ammo, a grenade and a green herb, you can also find a red herb and some more ammo on the south-west corner and finally a green herb and some ammo on the south-east corner. After the boss fight climb up the ladder, and head right, in here pick up the gunpowder from the locker and a herb. Now follow the girl to the control room, here press the switch and head across the bridge, head down the only path you can until you get to a save room, in here make sure you pick up the HIP POUCH from the locker. Now head up the ladder to come out at the parking area.

PARKING AREA

The first thing you want to do is head to the ticket machine and then watch a cutscene. Now head into the door on the north wall (same side as main exit) to get a map and a file, now leave and head into the door to the left, first take the hall to the right all the way to the end where you can pick up a Blue herb, now head into the close by door. In the Kennels area pick up the gunpowder to your right as soon as you enter but be careful of the Lickers, once you have taken care of them head around the cages to the other door and exit, now take the metal door to the Morgue, in here pick up the file, then the herb in the 2nd tray (from the door), a flashbang from the last tray and the DIAMOND KEY from the 2nd from the left the other side of the room, Now all the zombies will attack you so be quick and head out. Now head back around the kennels and continue around the hall until you come across a door that takes you into the firing range, in here pick up the file and the yellow box that contains the CAR KEYS, continue around picking up the magazine and then continue until the door at the end, now in the target area pick up the Flame rounds and shoot the MR. RACCOON. Head back to the previous room and open the other door with the diamond key, in here pick up the film and the herb. Now we are going to go back to the main parking garage area and stand next to the police car to the left, now examine the broken car key we got from the box and turn it around to press the button that will open the trunk of the car, in the trunk you will find the JMB HP3 witch is a pistol. Now head back into the north room where we got the map and open the door with the diamond key, pick up the SHOULDER STOCK accessory for the Grenade Launcher, some gunpowder and a herb then press the switch that will activate the elevator, now head out the door and take the elevator back up to the police station.

POLICE STATION (2nd VISIT)

Once you come out of the elevator you will be outside, here pick up the herb and head into the Chief’s Office, in here pick up the file from the desk, the ammo from the table and another file from the same table. Now take the south door to another hall, here pick up some gunpowder, a file near the end of the hall and the RELIEF at the very end. Examine the relief and take the HEART KEY from the back. Now go back to the Chief’s Office and take the other door by using the heart key, in this next room shoot the MR. RACCOON and head upstairs, here pick up the board, a flashbang and some ammo from the locker. First take the West side door into the East Storage Room, in here be careful of the zombies and look around the shelfs for the herb, THE LARGE GEAR and some flame rounds. Now exit through the heart door, in this room take the combat knife from the manikin and pick up the box with one of the ELECTRONIC PARTS in it, before you leave also shoot the MR. RACCOON in this room. Now head back through the storage room and back to the room with the stairs, go all the way down to the bottom floor and open the door with the heart key, you are now in the Interrogation Room, in here pick up the ammo and the BOX, then wait for a bit until the Licker jumps through the glass giving you access to the other room, in the pick up the file with the CODE TO THE SAFE and some gunpowder on the corpse.

Now we want to exit and head all the way back up to the top floor, this time exit through the south door to the balcony. Pick up the herb on the table and then take the ladder down, pick up the ammo on the red bench and the turn left to go down some stairs, at the bottom do a 180 degree turn to pick up 2 green herbs, watch out for the zombies in this area and turn around and head straight until you see a blocked off door and a switch, turn the switch and head back up the stairs. Here press the lever to extinguish the flames. Now head into the door next to the bench and pick up the herb, around the corner we will meet the Tyrant for the first time, from this point on he will follow us around, the only thing you can do is stun him for a few seconds by shooting him in the head, but only do this if you really have to since you will be wasting ammo for nothing. For this encounter turn around and go back outside and try and run around him and come back into the same door. From here continue all the way around the hall until you can enter the Waiting room, in the behind the desk use the code on the file we just got (LEFT 6, RIGHT 2, LEFT 11) to open the safe and get the HIGH-CAPACITY MAG accessory for the JMB. So now we are going to do a few optional things before we continue, the first thing we are going to do is head over to the West side of the police station 1F and go back to the Darkroom, in here we are going to Reveal the film we got in the firing range, this will reveal to us the code to the locker on the 3F so head up there real fast by using there stairs just outside, the locker is the first thing you will see on this floor, open it with the code DCM. Now head down to 2F and go to the S.T.A.R.S Office, in here we want to combine the GEM & THE BOX to get the BADGE, now examine the badge and turn it around to press the button, this will convert it to a USB device. Use the USB Device on the PC and then use the keyboard to open the door to the Armory. Here pick up the MQ 11 SUBMACHINE GUN and a file. Before you leave make sure you take the Badge out of the PC since we will want to use it again later on. Now head back out to the hall and go around the left, open the door to the Linen Room with the Diamond key, in here you can find some gunpowder and the other portable safe with the 2nd SPARE KEY inside. With the 2nd spare key we can now go all the way back to the Safety deposit room on 1F and open lockers 203 & 103 that will get us another HIP POUCH and a combat knife.

Now it’s time to get back on track with our main objective, so head out to the hall and enter the room to the east (the one just below the Operations Room), in here use the Heart key to access the Records Room. In the Records Room pick up the TOOL, the grenade and the gunpowder. Now that we have the tool we want to head to the Library, once here insert the tool into the Jack and move the shelfs until they cover the gap above. Now climb the ladder and cross the shelfs and exit to the area above the Main Hall. here pick up the herb in the first corner and take the door to the right, here place the Large gear on the gears to your right and then remove it again, pick up the file on the table and then exit through the door the other end of the room. In this hall go all the way to the end, pick up the gunpowder and shoot the MR. RACCOON on the window to the left. Now head back into the Clock Tower and go up the stairs, on this floor take the Small gear and leave the Large gear in its place. Now go down and place the Small Gear in the slot in front of you. Now head back around to where we picked up the file to get the box with the other ELECTRONIC PART in it. Now we must head back to the Private Collection Room near the Chief’s Office, the quickest way is to continue around the hall above the Main Hall and enter the Storage Room, from here exit and go down the stairs and enter the heart door. Now go though the office to the hall and to the puzzle where we must place the 2 electronic parts, to solve this puzzle we must join the 2 starting points with the end point to the right.

No enter and try to pick up the Parking key card, you will be interrupted by a cutscene and will now be in control of Sherry.

THE ORPHANAGE (SHERRY)

Now in control of Sherry turn around and pick up the stuffed Doll, then examine it’s back to find a wooden cube.Now go to the corner of the room and use the cube, for this puzzle the top and front shapes must all match, the result looks like this.

Now take the Scissors from the draw and use them to cut open the cardboard blocking the hole. Now go through the door and head down the hall, in the corner pick up the file from the table and continue to the end. Now pull the draw open and climb the shelf to exit to the next room, in this room stick to the right and crouch under the toy arch to open the next door. Now go down the stairs and pick up another file from the table, now head through the westside door and down the hall and through the door at the end, here you will find a file next to a save point. To the left try and take the key off the wall, now you will be chased by the Chief, head all the way upstairs and hide behind the first box the other side of the arc (the one with the coffee maker? on top of it), the chief will walk around it so just stay the opposite side as him. Once he moves the cradle he will turn around so be ready to go back around the box, once he stagers near the arc head around where he moves the cradle and take a U turn to the right and hide under the table in the middle of the room. Once he walks past and enters the bathroom go and grab the keys from the door and run downstairs and in to the room with the save point, here there will be a cutscene and this will end the Sherry part.

BEHIND R.P.D

Now back in control of Claire take the elevator down to the Parking Area and use the key card to exit the police station. Now in the streets take the gate where the zombies are to an alleyway with some stairs, continue down this path killing the zombies and dogs until you get to a Basketball Court, here pick up the herb and ammo on the bench. Now head out the other door and kill the dogs, now head to the right, just before getting on the bus pick up the herb then shoot the MR. RACCOON to your right as soon as you get on the bus, also on the bus you can find a grenade. Now exit the bus at the back and enter the Orphanage.

THE ORPHANAGE

The first thing you want to do in the Orphanage is head upstairs and enter the room with the toy arch in it, here shoot the MR. RACCOON in front of you. Now head around the tables and into the bathroom, in here pick up the spray and the ammo. Now head back downstairs and through the hall towards the save pint, here a cutscene will activate, after that continue forwards to the save point. Now take the ladder down to the basement, here run down the only path possible until you meet up with Sherry, now continue running away from the Tyrant until you get to the Sewers

SEWERS

After the cutscene pick up the ammo from one of the white boxes and then head through the door, in here save, pick up the file and some ammo. Now return to the other room and jump down to your right, now follow the path until you jump down into the water. In the gap near the mechanism we can’t activate yet pick up the herb, then continue towards the split road and pick up the gunpowder to the left. Now head down the right hand side tunnel. Continue down this path until you come across the control room, in here you can find some flame rounds on a chair to the left, a file near a PC and a locker that we will be unlocking later on. Now exit by jumping down the hole to the left of the locker, after the cutscene grab the ammo to the right of the typewriter, the file near the TV and finally a file at the very end of the room near a puzzle we will be doing soon. Now take the map off of the wall near the only door that is open and then exit through it, just outside the door hit the switch so that we can cross the bridge. The other side of the bridge take a left to find a red herb, a TOOL and a file telling us that the code to a safe is on the side. Now go back to the bridge and head around the right side, open the safe that has the code on the side of it (the code is LEFT 2, RIGHT 12, LEFT 8) to find the REINFORCED FRAME upgrade. Before exiting pick up the blue herb beside the zombie at the end, now turn around and head out the door with the exit sign above it. Head down the stairs and watch out for the zombies, stay to the left and take the hall down to another area, here use the tool we just picked up to open the door, head across the bridge and pick up the KEY above the desk, now take the ladder down to the water, pick up the herb near the body and then stick to the left hand side, be very careful since the enemies here can poison you, about half way on the left wall you can pick up some ammo, once at the end take the door and up some stairs, before entering the main room look for the MR. RACCOON behind the desk to the left of the door. Enter the next room and take the red herbs from the yellow shelf with the boxes on it, go down the stairs and turn left, take the queen piece out of the electric box and turn around, take a left and put the queen piece in the new box, go through the door , head upstairs and remove the king piece, now jump down, pick up the blue herb and insert the king into the box just before the stairs, this will give us access to the SPARK SHOT, now head out the same way and take the king piece back, now back out the door and remove the queen piece. Now insert the queen back to its original box and go through, place the king in the box in front of the stairs and go through and around and remove the queen from the box, now go back through the king door and remove the king, we should now be able to exit with both pieces. Now go back through the water area with the dangerous enemies but to get back stick to the left, climb the ladder and go back across the bridge until we get back to the split paths, this time stay to the right and pick up the green herb, then activate the switch to the right to open the door to a previous area, before going through it turn around and pick up the grenade in the water, now head through the door we just opened and use the tool on the door to our right. Before heading up the elevator pick up the ammo on the barrel, now take the elevator up, in this room pick up another HIP POUCH, some ammo and another FILM for the Darkroom. Now open the metal door and we will be back at the area where we could not really do much before, but this time we have a key, first go across the bridge to the left and open the door at the end, enter and pick up the 2 gunpowders. Exit and cross the bridge again, now stick to the left and open the door with the key, in this room pick up some gunpowder, some ammo in the locker and a file on the table that will tell us the code to the locker that was locked back in the control room, but before going there push the shelf to the side to reveal a hidden elevator. Take the elevator, pick up the ammo on the barrel and head up to the underground area that we visited before. This time we can open the glass case since we have the badge /USB device, make sure you examine it and press the button again if the USB is showing. Now stick it in the case and pick up the SUPPRESSOR accessory for the MQ11.

From here we can finally return to the police station for the last time by heading up the elevator and using the Tool.

POLICE STATION (3RD VISIT)

Now there is only really one thing we can do here, and that is take the film to the darkroom, so head through the west office and into the darkroom, here reveal the film and get the 2 photos. These photos represent 2 places in the police station, the top one is behind the desk in the S.T.A.R.S office and will give us a wooden box with the HIGH CAPACITY MAG in it for the MQ11. And the second one is in the Press Room just below the radio, this will give you 7 Needle cartridges. We have now finished all possible things in the police station with Leon. If you are wondering about the Heart key, we can only access those rooms with Claire just like Leon is the only one that gets the Club key, so remember that once we finish the sewers there is no coming back here. Now it’s time to head all the way back down to the sewers.

SEWERS

Once we are back in the room with the shelf we moved, head out and pick up the Electronic chess piece from the box in the wall, now head out the door to the left and take the elevator back down. Once in the water again take the right tunnel and climb back up to the Control Room, now we know the code to the locker thanks to the magazine we found (the code is SZF). The locker will contain some ammo. Jump down into the room with the puzzle, we should now have all 3 missing chess pieces, now look at the file on the wall and solve the puzzle. The solution is:

Right Wall (From left to right): King, Queen & Pawn

Left Wall: (From Right to left): Knight, Rook & Bishop

Now head through the door and pick up the herbs at the bottom of the stairs. Now go all the way around and enter the room with a herb and a power box, the solution to this one is: Green Green, Red & Green. Head to the exit, you will not be able to leave and will be trapped in this room, make sure you don’t stop moving so that you don’t get hit by the enemy making holes in the roof, after a few dodges he will break open the metal door allowing us to escape. Run down the only path possible until we end up at a dead end, here press the button to get the crane to go around away from you. Now pick up the ammo, the flash bang and the combat knife. Now we have to stun the boss in the path of the metal crate then press the button so the crane swings around knocking the boss off. Now exit through the new door, press the switch on the wall to finally get to Sherry, after the cutscene take her to the Cable Car by going through the control room and to the area where you picked up the Tool. After the cutscene you will be in the final area of the game. (No turning back from here)

LABORATORY (THE NEST)

This is the final area of the game and there is no returning to the previous areas, so keep that in mind before getting on the cable car. Once here take the only path possible and leave Sherry in the security Room, in here pick up the rounds, the file off the PC and the map. Now enter the Reception area, here you can save your game (maybe make another save if you missed something from before). Before you leave the reception room pick up the file on the wall and read the computer for another file. Now enter the west side room, in this hall take the green door to the cafeteria, watch out for the zombies and pick up the ammo in the left hand corner, the grenade from the corpses in the right hand side corner, the ammo on one one the middle tables and shoot the MR. RACCOON on the east side window. Take the stairs up to the ventilation duct and drop down into the kitchen, here pick up the gunpowder and a combat knife, then exit back to the new area of the hall. Enter the nap room at the end for some rounds, the HIGH VOLTAGE CONDENSER accessory for the spark shot and the LEVEL 2 ELECTRONIC CHIP. Now combine the chip with the ID wristband and head back to the reception area and leave through the blue level 2 door, in the new area take the audio file from the body to the right and then activate the bridge with the blue switch. Cross the bridge and activate the level 2 switch the other side to reach the East Area. Once in the Lobby area (East Area) save your progress and take the green herb and the gunpowder. Head out through the East door and continue through another door that is tied down by plants, in this infested hall pick up the gunpowder on the little table and exit through the door at the other end (also watch of for the new type of enemy in the hall, to defeat these use the flamethrower). Now in the Greenhouse Control Room, pick up the flashbang and remove the empty DISPERSAL CARTRIDGE from the machine near the window. Now exit through the other door into the greenhouse area, here go to the center then take a left then go right, there you will notice a trapdoor with some strange symbols on it (remember these symbols), but before we solve that continue around to the right and pick up the blue herb. Now head back to the Greenhouse control room and input the symbols from the trap door into the computer at the end, this will open the trap door.

Now climb down the trap door and go left to get the map and some gunpowder. Now turn around and head past the ladder and through the door, Now in the lounge head to the vending machine area and pick up some rounds, the TROPHY and the green herb. Now continue down the hall and exit through the door at the west end, but watch out for the 2 lickers and zombies just before the door. Now head up the stairs, in this next little room pick up the gunpowder, a file, some ammo from a locker to the left and the SIGNAL MODULATOR. You can now head through the door back to the lobby, from here make your way back to the Greenhouse Control Room, here examine the TROPHY and notice on the bottom another code, enter the symbols into the PC to open the machine in the Drug Testing Lab. To get to the Drug Testing Lab Exit through the greenhouse and stick to the left, pick up the herb and continue around left until you find the door, in here pick up the File, a grenade and some gunpowder. Now head to the machine in the corner and use the cartridge, all you have to do is get the leftmost tube to have the liquid level at the red line, to do this press: RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN. With the cartridge now full we are going to head back down the trapdoor and head to the vending machines where we must use the signal modulator, first we must look at witch signal we must use, in this situation it is MURF, so examine the module and sync the MURF signal, then use it with the box on the wall, this will turn the electricity on in this area. First head back down the hall and enter the Server Room, in here pick up some fuel, a combat knife and some gunpowder. Now head back past the vending machine area and take the left door at the end of the hall to enter the Low-Temp Testing Lab. In here kill the zombie on the ground, pick up the file from the PC and enter the cold area, in here pick up the gunpowder and use the cartridge and freeze it. Now the Cartridge is ready to be used in the Greenhouse Control Room, so let’s make our way back there, once there insert the cartridge in the machine where we first got it from, this will kill a lot of the plants and allow us to go out to the greenhouse and pick up the LEVEL 3 ID that we can combine with the wristband. Now make your way back through the control room and in the presentation room use the PC (since now you have a level 3 ID) to get a file, also watchout for the Tyrant that is now lurking around this area. From here head back to the Main Shaft. Before we head to the West Area we are going to go all the way back to the Nap Room near the Reception area, here we are going to set the signal modulator to MUF and sync the waves, now use it on the box at the end of the Nap room to turn the electricity back on. You will now be able to pick up a file, our final HIP POUCH and another MR. RACCOON, all here in the nap room. Now it’s time to head back to the Main Shaft Area and use our Level 3 ID to reach the West Area, cross the bridge and enter. In the first hall pick up the VHS tape and a grenade from the corpse, in the next room configure the Signal Modulator to OSS and activate the electricity. Here you can now watch the VHS and pick up the blue herb near the exit. Take the door near the herb, in this room pick up the gunpowder and continue down the only path possible. In the room with some body parts in glass tubings on the wall take a right to pick up 2 gunpowders and a herb (you can also save if you want). Now go to the other side of the room, get the file from the PC and finally get the ANTI AGENT for Sherry. On the way out you will be interrupted by a cutscene and then you will have to fight another boss, just like most times shoot the eyes but just watch out for things the boss may throw at you. If you need ammo there is plenty around the room. After the fight head up the elevator, head back to Sherry and watch another cutscene. After the cutscene run to the central elevator and go down to the Monitor Room, here pick up the spray, before leaving through the other door pick up the combat knife to the right. In the next area we will be able to save, from here take the small elevator and pick up the herb, at this point a 10 minute timer will start, now continue while watching out for the plant zombies, in the next room before taking the ladder down pick up the herb, now go down the ladder, pick up the ammo in front of you,the next door will be locked and will have to hold off some zombies while Sherry opens it, now head to out the door and down the only path possible. Once in the Train room pick up the JOINT PLUG in the train, then head to the little building to get the MINIGUN. Now use the joint plug, and head to the train. You will now be against the final boss of the game, all you have to do is shoot him in the eyes (just use the minigun to end it quick), once the boss is dead you are DONE!

THE END (CLAIRE)

2nd RUN (NEW GAME +)

Once you have done the main game you can do the 2nd Run Or New Game+ with the other character where the story changes a little and the solutions to some puzzles change, I will not be doing a detailed guide but I will list the collectibles that are missing:

-Last MR. RACCOON (CLAIRE OR LEON): In the bushes to the left at the very start after going under the entrance to the police station.

-FILE (LEON OR CLAIRE): S.T.A.R.S Office

-FILE (LEON OR CLAIRE): TREATMENT POOL IN SEWERS

-FILE (LEON): WATCHMAN’S ROOM

-FILE (LEON): MAIN HALL