Resident Evil 2

the cover art

Hey guys, thunderkiss92 here, back at you with another spoiler-free Resident Evil achievement walkthrough! This time we'll be dodging zombies in an attempt to escape Raccoon City during the outbreak of 1998. This is a remake of the second Resident Evil game (which released in 1998), updated with amazing graphics, realistic gore, and some changes to the overall campaigns and how they work. They also removed the fixed camera perspective and gave us an over the shoulder perspective instead. This is like the original RE2 mixed in an Umbrella Lab with RE4's controls (although they're more refined and smooth here).

Resident Evil 2 features two protagonists: Leon Kennedy and Claire Redfield. This is Leon's first adventure, his first encounter with zombies. He's a rookie, not quite that Resident Evil 4 hero most of you are likely familiar with. Claire is Chris's younger sister. She comes to the city looking for her brother, who seems to have gone missing (thanks to certain events that happened in RE1). Both of them have separate campaigns, rather than an intertwining one like the original.

The path to completion will require you to play through the game a total of seven times. Don't let that number discourage you! Just like the other RE games, once you know what you're doing, each playthrough should only take around two/two and a half hours. Overall, you'll have three playthroughs as Leon and four as Claire. Your first playthrough will be as Leon on Normal difficulty (or as the game calls it, STANDARD). You'll nab all of the collectibles you can possibly grab, his misc. achievements, and the story-related ones. Then we'll do the same as Claire on STANDARD. After that you'll do a speedrun as both characters, then an extra playthrough as Claire to nab some misc. achievements related to playing through the game a certain way. Then we'll do the HARDCORE playthroughs (using some helpful infinite weapons we unlocked in the previous playthroughs). Now, you could stack the HARDCORE playthroghs with the speedruns, but the way the guide is written and the way the collectibles are spread throughout the playthroughs, it makes more sense to do it this way. Plus, the game is much harder to speedrun on HARDCORE Mode (but you probably already know that!).

And on that note, the game really isn't hard to complete. People talk about this game like it's hard, but it isn't. You just have to know how to handle the game and manage your limited resources. Even HARDCORE mode is easy once you know what you're doing. The only real tricky part is in the DLC, but if you're persistent you'll be able to complete it without too much trouble.

Once you're done playing as Leon and Claire, we'll tackle the bonus mode, the 4th Survivor. The 4th Survivor Mode let's you play as Hunk as he tries to reach his extraction point in the midst of the outbreak. Completing this mode will pop the last achievement for the base game completion.

The base game should take around 15-20 hours, probably closer to the 20 hours mark by the time you complete the bonus mode. Then there's the FREE DLC. The first of which is more like a title update that adds an achievement for grabbing an additional File in Leon's campaign, this is the Jill achievement/easter egg. It's a nod to the upcoming RE3 Remake which is coming in April 2020. You'll grab this achievement within your first playthrough as Leon. Then there's the actual DLC, which let's you play as four "new" characters in non-canon, what-if scenarios as they try to escape Raccoon City. The DLC should take around 5-6 hours, maybe a bit more. So the overall completion should be around 30 hours.

The DLC, as I mentioned before, is free. There are other DLC's that aren't free. Costumes and the original soundtrack are definitely worth looking into if you're nostalgic for the original or you want to look like Rick Grimes while you kill zombies. The other DLC allows you to unlock all the end-game rewards for a price, and this walkthrough was written WITHOUT that shortcut DLC in mind. You have to play the game anyways, might as well unlock the weapons you need as you go.

I put a lot of time into this and tried to be as thorough as possible. There's a lot of text, but don't be daunted by it! If you have any questions or comments about the walkthrough, please send me a message or leave a comment on the walkthrough thread. I'll be happy to help in any way that I can.

With all that said, let's dive right into the details...

I cover most of the helpful information as it becomes relevant to your playthroughs. Below you can find some ADDITIONAL helpful information that just might get you out of the city alive...

Controls. I'll be thorough here and detail them. cn_LSc to move around, cn_RSc to look around, cn_LT to aim, cn_RT to shoot. cn_A is still the universal button to interact with things and cn_LSd + cn_B allows you to turn around quickly (this is VERY useful!). The rest will be covered within the walkthrough as you move through the story.

General Item Management. I tell you in the walkthrough which items to carry and when you should be carrying them. But the main idea is this: a weapon or two, a stack of ammo (usually one for each weapon you're carrying), a healing item, and a Defensive Item. You want to save some room for picking up new items and carrying Key Items around, such as keys or specific objects to solve puzzles. And just like the other old-school RE games, you want to conserve your ammo whenever possible. I tend to be overly cautious about this, but if you can move past a zombie and evade it, why not do that versus wasting ammo you could have used on a boss or more threatening encounter?

Combining Items. You'll come across different Gun-Powder items that can be combined to create more ammo for your weapons. Generally you'll just be stowing these into the Item Box until you need them. I'll remind you to top off your ammo here and there, but if you find yourself running low, you might have to top off your ammo before I tell you to. It's really just common sense here, you'll have to manage your inventory and it likely won't always be identical to what the guide is telling you because your experiences are going to vary a little bit. Also, the mixtures are different for either character (because Leon and Claire both have access to different weapons). Basically two regular Gunpowder items creates Handgun Ammo, a Gunpowder and a Yellow High-Grade Gunpowder creates Shotgun Shells, two White High-Grades create SMG Ammo, and so on.

Healing items. Use your First Aid Sprays first. Just like any other RE game, these will heal you entirely. So it is a good idea to let yourself go down to DANGER status (the lowest your health can go before you die) before healing up. If you must use your herbs, use a Green/Green mix or a Green/Red mix. Both will heal you entirely. From time to time you'll find a Blue Herb. These are antidotes to poison (something you'll only deal with in one area of the game). Do your best to save the Blue Herbs for something better, something I like to call "the Super Herb." If you combine a Green/Red/Blue together you get a Super Herb. Using it not only totally refills your health, but it also counters poison (so you won't get poisoned while the effects are active) and it lessens the damage you take from incoming attacks. You can see how long the effect has until it wears off by looking in the bottom right corner of the screen, where a small green box will drain out and eventually disappear. Super Herbs are very effective against boss fights. It is the difference between being hit 3 times and going to DANGER status versus being hit 4 or 5 times before hitting DANGER status. Basically, you should save your Blue Herbs and only use them when the guide tells you to use them (or you get poisoned). This is why you should use your First Aid Sprays first. Save as many herbs as you can!

Zombies. I tried detailing all the possible places you'll run into the undead, but the game does change things up a little bit here and there. For instance, you might encounter three inside an office, then two in the hallway outside said office. Next playthrough you might only find two in that office and the three will be out in the hallway, but on the far side of the hallway from where they'd usually be. Be wary as you move through the RPD (Raccoon Police Department).

Staggering zombies. When you're moving through the RPD or any other area, you might encounter a zombie in the way, and have no way to slip by without getting grabbed. I like to stagger the zombies to get by. This means taking a headshot or a knee shot and running by while the zombie is "stunned" or recoiling from the shot. Sometimes it takes more than one shot to stun them, but it is an effective trick to get past them. I usually aim for the head, but the aforementioned knee shot is also effective. Throughout the walkthrough I'll tell you to stagger zombies, so it's something you should practice and get familiar with.

Downing zombies. Sometimes you have a puzzle or something to do in an area and there are zombies around. You need to kill them in order to proceed safely. So you shoot them in the head. If the head pops like a melon, you're golden, nothing to worry about. But chances are, the zombie will just fall over. Seems dead though, so you continue. But oh no! The freak got back up a moment later and now it's tearing your throat out! Zombies will do this throughout your playthroughs, they'll go down and appear dead only to rise again for the second time (they're bullet sponges in this game). When you want to make sure they zombie is dead, you should stand over the corpse and wait a second after it goes down. Then shoot it in the head. If the corpse moves and starts to get up, then you need to down it again. Once it goes down again, it should be down for good. And as I mentioned above, if the head pops like a melon, you won't have to worry about that zombie ever again. Up close shots with the Shotgun work well for popping heads. So if the walkthrough tells you to down or kill a zombie, you now know what to do (you should always default to using the Handgun until the walkthrough tells you otherwise).

Playthroughs. You might notice that there's a New Game option as well as a New Game [2nd Run]. What's the difference? Well, New Game is a fresh start as either character, the beginning of the story. 2nd Run is like a continuation of the story but as the other character. So if you play Leon first you'll unlock Claire's 2nd Run and vice versa. The 2nd Run features a different beginning, an additional boss fight, and the complete ending. Playing a New Game and then moving into the 2nd Run as the other character is basically experiencing the story in it's entirety (though most of the playthrough is identical to your previous one). The game's collectibles are divided between both characters, with a ton showing up in both characters' campaigns (most of which we'll be grabbing as Leon on our first playthrough), then some "exclusive" ones showing up for Leon and Claire ONLY in their playthroughs. Then there are 2nd Run exclusive collectibles for either character. So it'll take four playthroughs to nab all the collectibles, and you'll have to unlock and play 2nd Run as both characters. At the start, don't worry about 2nd Run at all. We'll get to it a bit later, after we've played through as both characters on a regular New Game.

Let's get started, rookie!!

For your first playthrough, you'll be playing as Leon. Select Story, New Game, Leon S. Kennedy, and STANDARD Mode.

After the opening cutscenes, move towards the gas station entrance. After a brief cutscene, move into the building. Head straight to the wall, then turn left. You'll spot an NPC on the ground. Move towards him and go through the open door to the left of him. Follow the path around to a partially open door. Another cutscene, then you'll get to face off against your first undead. As a reminder, the controls are all standard fare: hold cn_LT to ready your weapon. Take aim with the cn_RSc , and pull the cn_RT to pull the trigger in-game (remember to let the aiming reticule "hone in" for better results!) . Aim for the head and take careful shots. After a few bullets, the zombie will go down.

Move over the corpse and turn right. Move to the back wall to find a key hanging on the wall. Hit cn_A to pick it up, then turn around and head back the way you came. As you pass the zombie's corpse on the floor, you should see an opening on the left hand side (you'll likely also hear the zombie make a noise. Yes he's still alive. Just keep moving and you'll be fine). Move through the opening and turn towards the right to find another door. Interact with the door with cn_A and choose the key from your inventory (using the cn_dpad and cn_A ) to unlock it. Move through the door. You'll need to run through the building now while more zombies attempt to break in and block your path (remember to run with cn_LSu ). First, move straight forward. There are shelves in front of you. Don't take the aisle that runs along the right wall, there's a zombie down there. Move down the very next aisle, the one to the left of the aisle I just mentioned. A zombie will move towards you from the left as you enter the aisle, keep moving and you won't get grabbed. Turn left at the end of the aisle and follow the path around to the door. In this final stretch, another zombie will try to grab you from the right hand side this time, ignore it and keep moving to reach the door and more cutscenes.

When you regain control of Leon, you'll have a group of zombies moving towards you. Do a quick turn ( cn_LSd + cn_B ) and follow the single path between the vehicles. You'll see a zombie here and there, be sure to give them a wide berth and you'll be fine. A few seconds down the path you'll pass a police car and a white car on the left. Follow the path around them and to the left (towards a light). Move into the alley here and keep running, follow the alley until you climb some stairs and end up out on the streets again. You should be able to see the police station in the (near) distance, so move forward/to the left a little and follow the path towards the station. The path will hug the left side of the street. When you reach a bus with a zombie climbing out of the window, turn right and move towards the station. Again, more zeds to avoid, so be quick yet cautious as you move around them. Reach the metal gates to go through them and into safety. At this point you'll pop your first achievement. Don't you feel welcomed?

Move straight ahead to the doors of the RPD and enter the station.

This large area, aka the Main Hall, is a "hub" of sorts. It's got an Item Box and a Typewriter, and it's directly in the center of the station. You'll be moving in and out of here a good bit as you explore the station and discover it's secrets. Let's get started with it, then. Move towards the reception desk to find some Handgun Ammo. Use cn_X to reload your gun. Open your inventory with cn_Y. I mentioned this before in the tips section, but I'll say it again: when an item in your inventory has a red check mark on it, that means you will not be able to use the item again. It's useless. Select an item from within your inventory and choose to discard it if you see one with a red check mark, in this case it's the key you found in the gas station. Space is limited, so there's no point in carrying junk.

You should see a laptop glowing nearby the Item Box. Interact with it for a cutscene, then do a 180 and save with the Typewriter behind you.

Check your map with cn_back. You should see a room flashing on the right side of the map; the game is telling you to go to the Watchman's Room, so let's go there now. Turn back towards the entrance to the RPD. From the reception desk you should see some green crates nearby (to the left). Grab the First Aid Spray from them, then head towards the entrance doors. Turn left after a few steps. You should see a red light/lever on the wall. Move over to that and interact with it to lift the shutter to the right (just barely enough to climb under). Move to the shutter and interact with it to move under it and into the next hallway. Follow the hallway until you reach a spot with some lockers tipped over your path. Hold cn_A to move the lockers out of your way, then continue. Keep moving straight and go right when the hallway allows you to. Keep going this way until you see a door under a light. Go through that door.

You're in the Watchman's Room now. Move to the shutter and interact with it for a cutscene. When it ends, you'll acquire the Officer's Notebook, a useful item (it's actually a File) that will help you solve some of the puzzles in the RPD. Be sure to view the pages with cn_right, just to make sure it "counts."

Time to return to the Main Hall (via the shutter you crawled under at the opposite end of the hallway). Turn to face the door you came in through, but keep your distance. You'll hear a banging sound. A second or two later, a zombie will burst through the door and move towards you. Take a shot at it's head to stagger it, then move past it. Quickly head towards the hallway, out of this lit-up area and back into the dark. Follow the hallway to the left, then move down the straight stretch. Just as you reach the end (where you need to turn left to reach the shutter) you'll encounter two zombies. Do your best to stagger them both to get by. If you get grabbed by one, don't fret. Just focus on getting past them without using up all of your ammo (in other words, don't bother killing them now). Get past them and move leftwards, towards the shutter. Interact with it for more cutscenes. When they end, you'll acquire the Combat Knife. The game will brief you on it's uses, but I'll detail it here, as well:

Hold cn_LB to ready the knife, and cn_RT to slash. Alternatively, the Combat Knife can be used to escape a zombie when it grabs you by pressing cn_LB during the grab. Don't worry about timing, the screen will prompt you to press cn_RB if you have a Defensive Item equipped. Note that it is possible to have a Defensive Item in your inventory and not have it equipped (so you could get grabbed but not get the prompt to use the item, even if you have one in your inventory) but normally when you put one of these types of items in your inventory (and there isn't one already equipped) the item will "equip" itself. This first one goes in equipped. Now, for the most part, we'll be using the Combat Knife to escape grabs and little else.

One final thing to note concerning the Combat Knife is that it has a limited number of uses before it breaks. Using it to slash at a zombie or escape a grab takes up a little bit of it's overall durability. You can see it's durability by opening your inventory (there'll be a "health bar" directly below the item itself). Also, using it to escape a grab is the same thing as giving the knife away. The Combat Knife alone likely won't kill the zombie, but the knife will remain embedded in the zombie's decaying flesh until you actually kill the zombie. Then you can retrieve the knife. Obviously, this doesn't apply if the knife was near breaking and only had one use left anyway.

All that said, let's get back to the walkthrough. We're going to go on an achievement-unlocking spree here in a moment or two...

Return to the reception desk and save your game. Take a moment while things are quiet to open your inventory, then hit cn_RB to view your collected Files and other documents. Hit cn_RT to switch to the Misc. tab and read the Orientation Letter (you started the game with this automatically). Make sure you flip to the second page with cn_right . As I mentioned before with the Officer's Notebook, we're doing this to make sure that the File counts towards the achievement. You should read every page of each File (or at least flip the pages, if you don't care about reading them). This File counts as 1/58, with the Officer's Notebook being 2/58.

Now, move back towards the entrance to the RPD again, then look right. You should see a familiar-looking electrical box on the wall with a bunch of yellow tape on it (*an interesting little side note is that the box is a direct asset from RE7. If you played RE7 you're probably having flashbacks to Lucas and his obsession with yellow tape*). Move towards the box and interact with it to cut the tape with your knife (this won't affect it's durability at all, since this is a scripted event). Leon will open the box and pull a lever, which will lift yet another shutter to your left. Go through the next room, making sure to grab the Green Herb from the right and the Handgun Ammo from the bench on the left. Reload your gun if need be, then go through the door on the opposite side.

Move down the hallway, you'll come across a corpse sitting against the wall ahead of you (you should hear radio static as you near it). Interact with the corpse for a delicious little scene. Then continue down the hall. Keep going until a zombie starts breaking through a window (ignore the zombie and keep moving), at this point you'll move down the hallway to the right and start nearing a dead end. On the right just before the dead end, you should see a set of red doors. Go through them.

Immediately move left to find some Handgun Ammo, then move into the middle of the room. You should see a desk against the right wall with File (3/58): Record of Events on it, hit cn_A to pick it up. There is another door in this room but it's held shut with a chain (and you've got no way of removing it at this point). Move towards the chalkboard to the left of the door and grab the Police Station 1F Map. Move left from here and Leon will scale the pallets, then hit cn_A to climb through the window.

When you land in the next hallway, do a quick 180 and move to the dead end here. There's a corpse on the floor, interact with it for some more Handgun Ammo. Head down the hallway towards the vending machine. There's a zombie ahead, and he hasn't noticed you yet. Take advantage of the opening and down him with two or three headshots (otherwise he'll follow you into the next room and you'd have to kill him there).

From the perspective of the way you just came from, you should see a door to the left of the vending machine that says "West Office" on it. Move through it.

Nearby the door there's a small table with Gunpowder on it, next to that you'll find File (4/58): Uses for Gunpowder. Convenient. From here, turn around completely and you should see a row of lockers along the wall. Move to the leftmost one and interact with it to find more Handgun Ammo. Do a 180 and move further into the room. Keep an eye on the set of desks (aka Megadesk) in the middle of the room (they should be on your left). Here you can find File (5/58): Operation Report. Move around to the front of the desks to find File (6/58): Rookie's First Assignment. After you pick it up, you should notice that there are two interaction points on the desk. These are locks left behind by your somewhat-zombified coworkers. A puzzle for Leon to solve, how thoughtful of them.

Interact with the one on the left and use cn_dpad to spin the dials. The code for this one is NED. Hit cn_A once you've got the correct code to unlock the lock, which will also unlock an achievement at the same time! Leon's off to a great start as a policeman, already breaking into things and stuff...

Repeat the process for the lock on the right. The code is MRG. These two locks count towards the Master of Unlocking achievement for opening all locks/safes in the game, so they are Safe 1/8 and Safe 2/8, respectively. Your reward for breaking the codes is a High-Capacity Mag for the Matilda. Open your inventory, select the Matilda, and choose Combine. Then choose the High-Capacity Mag. Once the items are combined, you'll pop two more achievements for customizing your piece:

From where you're standing, you should see an open doorway/small room on the left side of the room. Go there now. You should see a small safe along the back wall, interact with it. Input the following code: cn_LSl to the 9, cn_RSr to the 15, cn_LSl to the 7. Hit cn_A when you reach the last number to open the safe (Master of Unlocking Safe (3/8). You'll acquire the Hip Pouch (1/6) upgrade, which expands your inventory by two squares. Then you'll pop this awesomely-named achievement:

Move to the open doorway and hold cn_LT to ready your gun. Keep facing that wall. You might need to take a step out of the office and strafe to the right, but you should see a small toy on top of some boxes high up on a shelf. It looks red and blue from this distance. If you're familiar with Resident Evil 7, these are the equivalent to those Mr. Everywhere bobbleheads. Except they are raccoons and they are called Mr. Raccoon and they do more of a dance instead of bobbling. When you get near enough to them you can hear a mechanical whirring sound. You'll want to nab these guys, as there's an achievement for doing so. Go ahead and take a shot at it to break it, this will count as Mr. Raccoon (1/15). Oh, and you'll pop this bad boy, too:

Exit the larger room via the door you came in through (there's one on the other side but it's locked at the moment, so this is the only way out for now). There's a good chance the zombie that had been "dead" and sitting at the desk will rise up and follow you out, just keep moving and you'll be fine. Head directly across the hallway and through the steel door. Inside and to the left you'll find File (7/58): Storage Locker Terminal Memo. If you hear banging on the door as you're grabbing the File, it's that desk zombie (or the vending machine zombie, or both). Let the zed come through the door, then take him/them out with the usual headshot or three.

Once you're safe again, turn to the console near the door. You'll notice that some buttons are missing (and of course we can't just push the rubber part down, gotta have those plastic caps). Input 106 and 109 to unlock two cabinets. Then move around to the right to the corresponding numbers and retrieve the items from both cabinets: 106 holds a Roll Film (actually called Film: "Commemorative"), and 109 holds more Handgun Ammo. Exit the room once you have your loot.

Turn to the left and follow the hallway to the end. You'll reach a set of stairs, but don't go up. Instead, move around to the right. Grab the Green Herb and the Wooden Boards from this corner. Then move to the window at the bottom of the stairs. Interact with it and choose the Wooden Boards in your inventory to barricade the window. It works about as well as it did in Alcatraz, but hey, you'll get an achievement for your efforts anyways:

Head back to where you grabbed the Wooden Boards. There's a door in that corner, go through it to find a Save Room.

Turn right as soon as you enter to find some lockers along the wall. You'll find Gunpowder and Handgun Ammo here. Turn around to find File (8/58): Medicinal Benefits of Herbs. On that note, open your inventory and combine both Green Herbs together. The two Green Herbs combined will create a powerful herb that will completely restore your health. While you're managing items, let's combine some more. Combine both Gunpowder items together for some extra Handgun Ammo (make sure your Handgun Ammo is all stacked and not taking up three different slots...you can move items by pressing cn_X on the item and then selecting a slot with the cn_dpad ).

Now, you should see a red light on the wall opposite, move over to it and interact with it to turn on the lights in the adjoining room. Move into the adjoining room. There's a Red Herb in here, be sure to grab that (these aren't very good on their own, but if you combine one red and one green, you get the same full-healing effects as the double green). Then move towards the sink. Interact with it, then choose the Roll Film ("Commemorative") from your inventory to develop the photo. Developing photos like this can give you helpful clues that lead to valuable items hidden throughout the station.

Re-enter the adjoining Save Room. Head to the Item Box in the corner and put the Red Herb away. If you're in good health and still have two healing items, feel free to put the combined Green Herbs away. With all that taken care of, head to the desk in the middle of the room and save your game.

Exit the room and head back to the stairs just outside. Go up, making sure to stop at the top to grab some Handgun Ammo off the corpse sitting on the floor. Then quickly follow the hallway (there's another set of stairs going up, ignore it for now). Enter the first door you see on the right. If you take too long, a zombie will come down that other set of stairs and start shambling towards you. No worries if this happens, just try to get around him without getting grabbed.

Once you're in the aforementioned room on the right, look right and move towards the lockers. The left one holds some Shotgun Shells, the right one is empty. Grab the shells. To the right of the lockers you'll spot File (9/58): Portable Safe Instructions. Grab the Portable Safe next to it and open your inventory. Select the Portable Safe and choose to examine it. Spin it so you can see the front of it with cn_LSc and then hit cn_A when you get the prompt.

I'll detail how these things work, but I can't outright give the solution because the "code" is randomized each playthrough. Basically each button activates a different light on the top part of the Safe. You want all of the lights lit at the same time, but it must be done in order, and you have to be going clockwise. It doesn't matter which light you start with, but they all need to be lit in sequential order. Start hitting buttons on the Safe to see which buttons activate which lights, and go from there until you've got them all lit. The buttons don't switch up, so you should be able to figure out the solution after you spend a minute or two working on it. If it's giving you too much trouble, you can use some old-fashioned pen and paper to keep track of which button is which. When you crack the safe, you'll get the Spare Part item, as well as the following achievement:

It's worth noting that these Portable Safe items do not have anything to do with the other safe-related achievement, Master of Unlocking.

Turn away from these lockers and you should see more nearby. One contains a surprise, the other is padlocked. The code is CAP, your reward is more Shotgun Shells. This is Safe 4/8 for the Master of Unlocking achievement. Halfway there!

Now exit the room, there's no way past that steam and nothing else to do here at the moment. Turn right as you exit, you can find a Red Herb tucked down next to the vending/coffee machine outside.

Head back down the hall towards the stairs. You want to take the stairs going up this time. You'll likely find that zombie hanging out around the bottom of the stairs, so stagger him with a headshot and move up. Follow the hallway at the top, make sure you grab the Handgun Ammo setting off to the left as you go. Keep moving, that zombie WILL follow you upstairs. You'll pass a hole in the wall, keep going just past that to find a single locker and a dead end. The combination for the locker is DCM (Master of Unlocking Safe 5/8). You'll get some MAG ammo for your troubles.

Move through the hole in the wall and grab the Key from the desk. This is the Spade Key, but it will show up in your inventory as "Key" until you examine it. You don't need to, but to keep things less confusing I'm explaining this now. So when I say Spade Key, you should know what I mean.

Turn left from the desk and move through the door. Follow the hallway to a dead end to find File (10/58): To any survivors, then turn back and take a few steps in the direction you came from. Go through the door on the right.

This room is large, and there are a few items to loot. However, your inventory is either full or close to being full. Don't grab any of the items yet. Move into the room, follow the single path amongst the clutter. You'll see a door on the left with a bright light above it. Keep going straight past that, towards the bars/cage-like area ahead of you. When you reach the cage, turn right. You should see a small table here with a Hip Pouch (2/6) on it. Grab it to add two more squares to your inventory.

Next to that you can find File (11/58): Some Guy's Scribblings.

Move around the table and back into the middle of the room, this time following the opposite wall. You'll find some Handgun Ammo on a wooden shelf. Continue further into the room and back around to the door you came in through. There are two more items here: Wooden Boards near a light (the last one in the room before the door you came in through), and Gunpowder on the left hand side (setting on furniture) as you head towards the door...BUT before you grab either you should check your inventory. If you've got enough space to carry both, grab both. If not, skip grabbing the Wooden Boards and go for the Gunpowder instead.

Now turn around yet again and move back to the door with the light above it. Go through it.

You'll find yourself in the Library, up on a balcony/walkway. Head straight across the narrow "bridge" running over the top of the room. Turn right once you've made it across and move down the stairs. Turn right at the bottom until you see a door with a bright light above it. This door has a Spade on it, so you can use your Spade Key to unlock it and go through (if a door has an outline for a Key on it, I'm going to refer to it as such-and-such door, i.e. this one is a Spade Door). You might have to stagger a zombie on the way, so be cautious. Make it safely to the door (don't bother with any items you might notice on the way there, we'll get them later) and interact with it. The game will automatically open your inventory. Choose the Spade Key and you're good to go.

You're back in the Main Hall. Turn right and move to the end to find Handgun Ammo on a bench at the end of the path. Make sure your gun is reloaded before you pick it up, so you can fit it all in your inventory. Then turn around and follow the path all the way in the other direction as far as you can go. Turn right as soon as you can and move down the stairs. You'll trigger a cutscene.

When the cutscene ends, move further down the Main Hall to find the reception desk. Open the Item Box and stow the MAG Ammo, Red Herb, Shotgun Shells and Gunpowder. Make sure you've got at least one healing item on you, then move away from the Item Box and save your game.

Let's nab two achievements real quick. Make sure you're at full health, then return to the Library (left side staircase, Spade Door up on the balcony). You might already have the achievement for freeing yourself from a zombie's grasp by using a Defensive Item, but just follow along anyways, it'll help with the other achievement by weakening a zombie. Let the zombie nearby the door grab you. Hit cn_LB when prompted to use the knife to free yourself. You should now have the following achievement if you didn't get it already:

  • Eat This!

    Counterattack with a sub-weapon.

    Eat This!
    2 guidesOffline Game ModeSingle PlayerMissable

Move away from the zombie after Leon frees himself and towards the stairs on the left side of the room. Nearby the door at the bottom of the stairs you'll see a police zombie lying face down on the floor. Move over and interact with the corpse to obtain another Combat Knife. Let the zombie grab you again, but don't use the other knife to free yourself. Take the damage, Leon will eventually push the zombie off. When this happens, hold cn_LB and pull cn_RT to swing the Combat Knife manually. Try to get a few swings in before it grabs you again (beware of another zombie which will be nearby and coming towards you while you do this, you might have to gun that one down). Rinse and repeat until you kill it with manual slashes. You'll be rewarded with this achievement:

That'll probably be the last time you use a knife in this fashion, so that's why we're eliminating these achievements now. Hit cn_start and choose to reload your save.

Head back up to the Library (this time for real). As soon as you enter, grab the Red Book off the desk to the left. Move around the zombie we just used for the achievement (go around the other side of the table, you want to avoid being grabbed this time) and grab the other Combat Knife off the police-zombie corpse. Go through the door near the stairs.

You'll want to be quick in here, as the zombie will bust through the door in short order. Move to the small table on the right side of the room and grab the Gunpowder. Straight across from the door you just came through you'll see some papers pinned to a board on a small table, move over and interact with the papers to obtain the Police Station Upper Floors Map. Turn to the left and interact with the statue for a puzzle (the zombie will be paused wherever it is while you're interacting with the statue). The solution is in the Officer's Notebook, but I'm going to tell you anyways so it doesn't really matter. Input the following combination:

Unicorn Medallion!

Once you have the combination right (fish, scorpion, jar pouring water) , hit cn_A to obtain the Unicorn Medallion. Quickly move away from the statue, towards the spot where you picked the map up. You don't want to get grabbed if somehow the zombie got that close to you before you started the puzzle. Stagger the zombie, re-enter the Library, and head through the Spade Door and back into the Main Hall.

Head towards the stairs, then move past them a few paces. You should see another large statue here on the left. A lion, and another puzzle. Interact with it and input the following combination:

you must be lion to me!

Hit cn_A when the combination (lion head, plant, bird) is correct to obtain the Lion Medallion. Head downstairs now. At the bottom, turn left. Nearby Marvin, there's another well-lit statue. Interact with it, choose a Medallion. Do it again so that both Medallions are in their rightful place (the game knows where to put them automatically, so don't worry about that!). We'll have the third one soon enough. For now, move down to the Reception Desk and put away the extra Combat Knife, Spare Key, and Gunpowder into the Item Box. Save your game. Real quick, let's unlock a door so we can get one step closer to discarding the Spade Key. Move towards the left staircase, you should see a Spade Door on the left hand side just before the stairs. Interact with it and choose the Spade Key to unlock the door. Don't go through, just unlock it. Now move across the Main Hall to the right staircase. Go up and move around to the right balcony. There's only one door up here, so go through it.

This is the Waiting Room. There are a few things in here to grab: there's a Green Herb on the table, and on the desk you can find File (12/58): Guide Pamphlet. Move around the desk to find a small safe, input the following code: cn_LSl to the 6, cn_RSr to the 2, cn_LSl to the 11. This counts as Safe 6/8. You'll obtain the Muzzle Brake for the Matilda. Open your inventory and choose the Muzzle Brake, then Combine, and then choose the Matilda. The Matilda is now more accurate!

There's nothing else to see in here, so move around to the nearby Spade Door, unlock it, then go through. Open your inventory, the Spade Key is no longer necessary (as evidenced by the red checkmark on the inventory slot the key is sitting in), so select it and choose to discard it.

Turn left and go through the first door you come across, should be one on your right hand side. This is the Art Room. We're going to put the Red Book to good use now. But first, there's loot to be grabbed. You can find a File just inside the door, on a folding metal chair setting along the left wall. This is File (13/58): Art Article: "The Red Stone" . To the right of that you can find the Weapons Locker Keycard, which will surely come in handy soon. Now that you've grabbed the loot, turn to the right and face the statue at the end of the room. Move over to it and grab the missing arm lying next to it. Open your inventory and combine the arm with the Red Book, then interact with the statue and choose the Left Arm with Book to complete the statue. You'll obtain the statue's Scepter, which must make you a king or something. Open your inventory and choose to examine the Scepter. Rotate it around until you get a prompt to press cn_A somewhere on the handle. Do so to get the Red Jewel. Who needed the Scepter, anyways?

Exit the room. Look right to spot some Wooden Boards leaning against a nearby wall. Grab the item, then turn around and follow the hallway in the opposite direction, back the way you came from. Follow it around a corner and move straight ahead to reach another door. Make sure you grab the Green Herb from the window sill just before the door (go ahead and combine it with the one you obtained in the Waiting Room). Then go through the door and take a step or two for a cutscene. When it ends, turn left to find another Wooden Boards item nearby. Now go the other way, you'll find some Handgun Ammo on the barrels near the bottom of the stairs. Turn left from where you picked up the ammo, you should see a door with a light above it. Move towards the door, grab the Cutting Tool, then interact with the door and choose the Cutting Tool to cut the chain (you won't be able to do this until Leon stops talking). Go through the door.

This area should seem familiar to you. Off to your immediate right is the Watchman's Room. Move straight ahead, as you start to move around the corner and into the hallway beyond, you should see another door. Interact with it. Locked with a chain, just like the last. Use the Cutting Tool again to gain access to the room. Then enter.

Almost right away a zombie will start banging on a window along the left side of the room. Run over there (nearby the corpse sitting on the floor) and use one of your Wooden Boards to barricade the window before the zed breaks in. Be wary, there's a zombie in the room that will be stirring/starting to notice you as you do this. Take some careful headshots until you down him. While you're focused on this one, another zombie (or possibly two zombies) will bust into the room behind you (from the door you just came through a second ago), be ready to do the same with that one. Now we need to loot some items, but stay on your guard. Unless you popped some heads, the zombies you killed might rise again before you're done here. Try to be quick.

Head towards the door you and the zombie just came through. You can find a Green Herb setting on a table to the right of the door. Then move towards the corpse sitting on the floor again. Interact with it to obtain some Handgun Ammo.

On the opposite side of the room from where you entered you should see a set of red doors. There's a chair pushed up against them to "lock" them. Move towards them BUT DO NOT INTERACT WITH THEM YET. Stand in front of them, then do a 180, you should see an item (the Electrical Part, formally called the Fuse after examining the item) on the right side of the desk in front of you. Move over and grab it (for now, this will be the last item we grab from this room. There are more items in here, but you don't have the inventory space to carry it all; we'll have to return). Then turn around and interact with the red doors/chair to remove it, as soon as you do so start backing up. As soon as you remove the chair, a zombie or two will bust through the doors, so give them some space. Stagger them as quickly as possible and exit the room through the doors. Use the desks in this room to your advantage, if need be. If you do this right, you won't have to interact with the intruders at all. Just be wary of the other zombies you already downed in the room, lest they get up again and you get pinched between undead.

In the hallway outside, turn left and take a few steps. It's dark here, but you should see a prompt to interact with something on the right wall. Interact with the panel here, then choose the Fuse. You'll power the shutter to the left and be able to move through into the Main Hall again (the zombies won't follow you through the shutter). Head for the Item Box. Keep one full-healing item, put any extras away. Put the Red Jewel and Key Card away. Turn around and save your game. Now, time to loot the rest of those items and grab a few others while we're at it. Move through the shutter and be ready to down some zombies that will likely be in your path. Follow the hallway to the left. When it turns to the right, stop. You should see a small room/open doorway a bit to the left of the hallway itself. Move into the small room to find Wooden Boards and Handgun Ammo. Exit the small room.

Move around and follow the hallway in the direction you were going originally. You'll pass a set of white doors on the left hand side. Ignore them and keep going. A few steps further and the hallway will open up to the left a little bit. Go that way and enter the door to the women's restroom on the right hand side. Interact with the middle stall door to open it. Inside the stall you'll find a First Aid Spray. Definitely want to grab that, can't afford to ask where it's been or be picky about it right now. Exit the restroom once you have it.

Move back out into the hallway. This time, head right and go back towards the Main Hall. It's time to grab the rest of the items in the room where all the zombies tried to gang up on us, so move to the set of red doors nearby the shutter and go through them. Be cautious, there'll either be zombies in the hallway outside the door, or in the room. Maybe even both. Get an idea of where they are, and don't move so quickly that you run right into them. Down them one by one. You should have plenty of Handgun Ammo at this point, so don't worry about it too much.

Once they are down, it's lootin' time (and as per the usual, be careful that they don't get back up and surprise you)! It's worth mentioning here that you might hear glass shatter. If this happens, the zombie at the barricaded window broke the glass, but hasn't broken through the boards yet. Don't panic if you hear glass.

Now let's get to it. From the perspective of standing with your back to the red doors, follow the left hand side of the room. You should be able to find some Gunpowder on the desks to your right about halfway down the length of the room. Now move towards the zombie sitting on the floor (near the window you barricaded). In front of him there's a square desk, you can find a Flash Grenade Defensive Item on it. The game will detail how Flash Grenades work, but I'll detail it here anyways. Basically, it's the same as the Combat Knife. You ready with cn_LB and throw it with cn_RT . Being a Defensive Item means you can use it in the traditional way, too (by hitting cn_LB when prompted during a grab animation). One thing worth noting is that the Grenade items are more effective if used manually. Therefore, using them as a Defensive Item can be a bit of a waste, and you should try to avoid using them that way.

From the table you just grabbed the item from, follow the wall the zombie is sitting against and move towards the red doors. You'll come to an open doorway that leads into a small office. Move inside and grab the Round Handle from the desk in the middle of the room. Then move past this to the desk against the back wall, you'll find High-Grade Gunpowder (Yellow). That's it for items in this area, so exit the room via the red doors and move left to the Main Hall.

Open the Item Box and put away the following items: Wooden Boards, Gunpowder, High-Grade Gunpowder (Yellow), Flash Grenade, and any excess healing items you might be carrying. Take out the Key Card and the Spare Key. Then save your game.

Move towards the left staircase. Remember the Spade Door you unlocked not too long ago? Go through that door. There should be a zombie coming for you from the opposite side of the room, if you don't see it the zombie is hiding in the small office connected to this room. Be ready to stagger and move past it, or avoid the zombie by moving along the opposite side of the room and using the desks in the middle of the room as a divider. You won't be able to do this, though, if there's still a zombie sitting at the desk (towards the right side of the room). Either way, get through the room in one piece. Go through the door on the right as you reach the end of the room.

Run directly across the hall and go through the metal door.

Depending on your experiences in this room earlier, there might be a zombie in here. If there isn't, you'll likely have two or three follow you into this room. It doesn't matter so much where they come from, just down them. When it's safe, interact with the console and choose the Spare Key, then choose to put it in the slot where the 2 should be. Input the codes 102 and 208 to unlock two different lockers. Then move around and collect your loot. You'll get Shotgun Shells from 208 and Gunpowder from 102. Move to the back of the room now and use the Key Card on the card slot to open the Weapons Locker. You'll obtain more Shotgun Shells and the W-870 Shotgun. NOW we're talking!

There are two items left in this room. A Combat Knife and another Hip Pouch upgrade. We'll come back once we have the other Spare Key to obtain those items. For now, exit the room.

Turn left and follow the hallway to the stairs. Don't go up, instead move alongside them and enter the Save Room. Open the Item Box and put the Gunpowder away. Equip the Shotgun and load it. Save your game, then exit the room. Move upstairs to the second floor, then follow the hallway a short distance until you see a door on the right hand side. Go through the door.

Inside the Shower Room, interact with the pipe and select the Round Handle. This will stop the steam from blocking your path. Move through the adjoined shower rooms and into one last room with a door in it. Loot the lockers to the left of the door. You can find Gunpowder in the leftmost locker. Once you have it, go through the door.

Immediately on the other side of the door, make sure you grab the Shotgun Shells setting on the bench in front of you (and slightly to the left). WALK down the hallway, you'll see something scary but don't worry about it just yet. About halfway down you'll come to a door on the left hand side. Go through that door to enter the S.T.A.R.S. office.

There are a lot of items in here to nab, so let's get cracking! Turn to the right to find a Red Herb. Turn to the left and you'll see the office. Enter the office, there's a Battery on the desk. Beyond the desk you'll find File (14/58): Internal Memo setting on the desk against the back wall. Exit the office. Turn left, you should see a leather jacket hanging on the far wall (the "Made in Heaven" design looks familiar, doesn't it?). Move towards that jacket, right in between the desks. On the left one you'll find some Shotgun Shells. Under the jacket you'll find a Flash Grenade. Do a 180 turn and move out from between the desks.

Turn left and move a few steps that direction, then look at the wall to your left again. You should see a med kit hanging on the wall, which also looks familiar. We'll interact with that in a moment. For now, move to the desk immediately to the right of the med kit to obtain High-Grade Gunpowder (Yellow). Open your inventory and combine the High-Grade with the regular Gunpowder to create more Shotgun Shells. Make sure you combine both stacks of Shotgun Shells so they don't take up two slots. Now interact with the med kit for a First Aid Spray. From the med kit, back up a few steps and strafe to the right. You should hear a Mr. Raccoon whirring away somewhere nearby. Keep strafing until you spot him "dancing" in between some yellow-ish boxes and a computer monitor (it's kind of behind the computer monitor). This is Mr. Raccoon (2/15).

Check your health, make sure you aren't at "Danger" status. When you exit this room, a new enemy will chase and attack you. This enemy is the Licker, a fast creature with long claws and tongue that seems to like crawling around on ceilings and walls. They can be killed, but we're trying to conserve ammo at the moment so we won't stop to fight it now.

Exit the S.T.A.R.S. office. Turn left and run as fast as you can to the door at the end of the hall. You'll pass a door on the left hand side, ignore it. Keep running, you might get slashed once or twice but don't worry about it. Interact with the door at the end to unlock it, then go through it. You're (relatively) safe. For now. Get ready to stagger a zombie, though, as there should be one nearby. Stagger any undead that gets in your way as you move into (and through) the Library. Head back into the Main Hall. Go downstairs to the Reception Desk. Put the Red Herb and the Flash Grenade into the Item Box, as well as any excess healing items. Then take out more Shotgun Shells to top off the ones you're already carrying, as well as any Wooden Boards you have stored away. Save your game.

If you're facing the main entrance to the Main Hall, you want to head right and go through the open shutter (go through Reception if you're looking at your map). Follow the hallway, as you reach the first corner and have to go right, a zombie will come through a window. Kill the zed using your Handgun and then interact with the window and barricade it using the Wooden Boards. Continue down the hallway cautiously, there's another one ahead of you. As it shambles into view, kill it. Then move through the open doorway and into the next part of the hall. Another open window, another zed to kill. Kill the zed, then look down the hall. Another one will be coming for you, kill that one, too. Then barricade the window. There are a lot of zombies here to kill, so if you get in a bind, don't be afraid to use a Shotgun Shell or two to even the odds.

Keep moving down the hall. Straight ahead, another window. Rinse and repeat with the zombie and the window (at this point you'll be using your last Wooden Boards item). Continue down the hallway a little further as it moves off to the right and away from the window. A short distance ahead you'll come across a set of red doors, go through them. Move straight across the room, in the back right corner you'll find a door with a chain on it. Use the Cutting Tool to cut the chain, then go through the door.

On a desk inside the door you'll find a key item, the Electronic Gadget. Open your inventory and combine the Battery with it. The combined item is now a Detonator. Whilst we're managing items, go ahead and discard the Cutting Tool, you won't be needing it any more. Move left, keep an eye on the left wall as you walk further into the room. You'll pass a dry-erase board with a locker code written on it (you already opened this locker, so ignore the code). Just past the dry-erase board you can find a Green Herb. Beyond that, on a pile of chairs, you can find a Flash Grenade. Turn right, you should see a door with a light above it. You can't go through the door, as you'd need the Heart Key to do so (and Leon never obtains the Heart Key). For now, move over to the door and grab the Wooden Boards item setting off to the right. That's all the items this room has to offer you, so let's get out of here. Move towards the stack of chairs, there's a door next to them. Interact with the door to unlock it, then go through.

Time to return to the Main Hall. Move ahead and to the right to find the door to West Office. Make your way through the office carefully. There should be at least one zombie getting up when you come in, although I've seen it happen with two zombies. Use your Handgun to stagger them if need be, then go through the door on the other side of the room to reach the Main Hall. Stop at the Reception Desk, open the Item Box and stow the Flash Grenade. Go ahead and take out a Red Herb to combine with your Green Herb, then put away any excess healing items. Save your game.

Move up the stairs on the left side of the Main Hall and go through the door up on the balcony to enter the Library. Watch for zombies in here, stagger any that get in your way. Head right and then look left. You'll come across a zombie feeding on a corpse, don't mess with it and it won't notice you. Move past it to a ladder straight ahead on the other side of the room. Climb the ladder. Head left at the top to find a door. Go through it.

Now that you've got the Detonator we can finally retrieve the last of the items in this room. Move left, to the area behind bars. When you reach the bars, move right until you reach the end of the wall and a spot with yellow tape. This is a good place to put the Detonator, so interact with the taped spot and choose the Detonator. Then confirm the action by hitting cn_A . You'll have 10 seconds to get clear before the explosion. Move back towards the door you just came through. Stand back a few steps and wait for the shelf to the right of the door to tip over and block the door when the Detonator goes off. As soon as it does, move towards it and hold cn_A to push it back into place. We'll be needing to get out of here pretty quick once we finish up, so doing this now will prevent us from having to take the long way around, or risk moving the shelf when you're in danger of being attacked.

Move back to the spot where you placed the Detonator and go through the hole in the wall you just created. Move left and go behind the statue to input the code. Some of the sliders are worn, so it can be hard to make out which shapes are what. The correct code is the woman's head, the bow and arrow, and the snake. Below I've included a screenshot. You want it to look like this:

Maiden Medallion!

As a reward for inputting the correct code, you'll get the Maiden Medallion. This is the final Medallion you need to open up a new area! Now, let's get out of here as quickly as possible. As soon as you move through the hole in the wall, a Licker will enter the room via a hole in the ceiling. Ignore the Licker and move to the doorway. A zombie will be rising in front of the door, just move around it. You'll remember that the Licker is fast, so don't be upset if he gets a slash or two in, just do your best to keep moving and you'll be fine.

When you get through the door you'll be back out on the Library balcony. Move across the narrow bridge ahead of you and follow the path to the right. Descend the stairs. We need to down the zombies here (so they'll be out of the way later), so have your Shotgun ready and go for close-up headshots (aiming to blow their heads off in one shot if at all possible). Kill them all, even the one feeding on the corpse. If you down them without popping heads, use the Matilda to shoot them in the head two or three times to make sure they aren't going to get back up. Exit the Library via the door with the light over it when you're done. Return to the Main Hall. Move down to the Reception Desk and put away the Wooden Boards item. Make sure you have a healing item and a Defensive Item (heal up if need be), then save your game.

Move back towards the stairs. Interact with the Goddess Statue between the stairs and use the Maiden Medallion to complete the puzzle and open up a passageway. Interact with the door ahead of you for a cutscene. When it ends, you'll unlock the following achievement:

Continue down the stairs to find a Save Room. Look left to find Shotgun Shells setting next to a small model of the RPD, then move towards the desk to find Gunpowder. Open the nearby Item Box and put away the Gunpowder, and take out a second healing item. We could combine a couple Gunpowder items to make more Handgun Ammo, but you should still have plenty (you should have a full clip and around 10+ Handgun Ammo in your inventory, if you're lower than this go ahead and combine two Gunpowder items to top off your supply). Once you're done with the Item Box, save your game with the Typewriter on the desk. When you're ready to continue, move through the open doorway nearby the Item Box and use the lift to go down into the next area of the game.

Stairs, and lots of them. If you go down all the way you can find a (mostly) empty room with a lockbox and a locked door. However, there is a Hand Grenade on the floor alongside the stairs, so go ahead and go all the way down to pick that up. Naturally, the controls are the same as the ones for the Flash Grenade. And just like the Flash Grenade, you don't want to use one of these to escape a grab. Save it until the walkthrough tells you to use it.

Climb back up the stairs a short way to find an open doorway. Go through it and follow the only path available to you. You'll eventually move through an open doorway and out into a larger area. Ahead, the path splits to the left and right. The left path is a dead end with no items, so ignore it. Go right to find an open doorway blocked by a tipped over shelf. Seems familar, right? Do the same thing you did before, hold cn_A to push it back into place. When you try to move into the room beyond it, you'll be interrupted by a cutscene. When the scene ends, you'll be in your first bossfight.

This guy, codenamed "G" (Stage 1), looks pretty menacing, but the fight isn't all that hard. The main strategy here is to stay away from him, avoid cornering yourself or putting yourself in a bad spot, and fight back by shooting him in the head or the large eye on his arm (go for the eye whenever possible). He doesn't move very fast at first but he picks up speed as you damage him, so be wary. He has two main attacks: swinging that pipe around and grabbing you. The pipe is easily avoided if you play it safe and don't get too greedy with your attacks. As for the grab, if he somehow does manage to grab you, you can use your Combat Knife to free yourself. As far as damage goes, this is why I had your bring two healing items. Heal if you need to!

As for firepower, you'll want to rely on the Matilda mostly, although once the eye on his arm is exposed, switching to the Shotgun is encouraged. And if you're wondering about the Hand Grenade, don't use that. Using the Combat Knife is okay, but don't use the Hand Grenade. You should have a LOT of Shotgun Shells saved up, more than enough to end this fight. If not, there is ammo in the area, although I don't recommend going for the ammo unless you find yourself running out completely. Again, you should have more than enough ammo to win the fight, but I'm putting this tip here just in case.

Refer to this map to see the route you should be taking to avoid G, and also where the items are located:

the G (Stage 1) loop

Now on to the actual blow-by-blow strategy...

From where you start, back up a little. Equip the Matilda and shoot at his head. You'll slow him down quite a bit with successful headshots, but here and there you'll still need to move away from him to keep your distance. When this happens, you should turn and run so you can see where you're going. Keep your distance and keep shooting G's head until a glowing yellow eye appears on his large, mutated arm. Now you want to hit the eye mostly (and this is where the Shotty comes into play), but a headshot here and there helps to slow him down. Once the eye is exposed, G will throw a fit and start swinging the pipe around, and he'll move a bit faster (as I mentioned above). Keep up with the usual strategy, taking one or two shots and then putting some distance between the two of you. Rinse and repeat. Eventually, you'll see him lean down on one knee, when this happens switch to the Matilda and take shots at the eye with that (to conserve Shotgun Shells). Using this strategy, you should have no trouble throwing him down.

After you win (and the resulting cutscene), it's time to grab the loot in this area. Look at the map and notice the four corners. The items are in three of the corners. You can find a Red Herb and Handgun Ammo in the bottom left corner. In the bottom right you can find a Green Herb and more Handgun Ammo. And lastly, the top left corner has the following items: Green Herb, Hand Grenade, Handgun Ammo. When you have all the items, head for the ladder in the middle of the area and climb up. If you used a Combat Knife to free yourself during the fight, you can find it on the floor nearby the ladder. Don't forget to pick it up!

Move into the room to the right. Open the locker nearby the door to obtain some Gunpowder. You can find another Green Herb setting inside the door to the right (if you're standing inside the door and looking in). Speaking of herbs, go ahead and combine one of the greens with the Red Herb and then combine the remaining two Green Herbs to make two full healing items.

Leave the room, there's nothing else here to pick up. Follow the path straight and then turn left and climb the stairs at the end. You'll enter another room. Interact with the console under the window to pull the lever. Exit the room and move across the "bridge" you just moved into place. Follow the path to a Save Room. Open the single locker to obtain a Hip Pouch (3/6). Open the Item Box and put away the Gunpowder and Hand Grenades. Also put away the herbs you're carrying, if you can you should switch them out with a First Aid Spray. Go back to only carrying one healing item. Save your game.

Move into the other side of the room when you're ready to continue. There's a ladder there, go ahead and climb up. After a brief cutscene you'll find yourself in a new area: the Parking Garage. Move straight ahead towards the shutter in front of you, there's a console just to the right of it. Interact with the console. Your inventory opens up, but you lack the Key Card. Hit cn_B for another scene. When it ends, you'll be facing a door underneath a green light. Go through it.

On the other side you'll see a small office area and a metal door. Enter the small office area first. Inside you can find a map, it'll be hanging on the wall straight across from the open doorway. This is the Police Station B1 Map. To the left of the map you can find some Handgun Ammo setting on top of a small filing cabinet. Exit this small office area and move through the metal door you saw a second ago.

There's a hallway here, straight ahead another metal door (it's locked), and to the left you should see a larger open doorway that leads into darkness. You definitely want to go this way. Go straight until the path goes left and right. Go left. You'll trigger a cutscene. When it ends, look towards the corner of this area. You should see a small desk with a lamp on it. Move over to it and claim File (15/58): Memo: "Jail Power Panel". Reading it updates your current objective; you'll be tasked with finding the parts to restore power to this area. When you're done reading, move to the left to a small table to find an item simply called "Tool." If you examine it, the item is actually called Square Crank. If you're a fan of RE, you know just how important cranks are.

There's nothing left to do here, so follow the path back to the Parking Garage. Stand in front of the large shutter (with the console that we need the Key Card for) and look right. You should see another door with a green light above it, go there now.

More darkness. Turn to your right and follow the hallway that direction. You'll come to a dead end (it's really just a bunch of clutter, but it's blocking your path). You can find a Blue Herb here. Blue Herbs are antidotes for poison, but also used in creating what I like to call Super Herbs (these are two Green Herbs and a Blue, or more ideally, a Green/Red/Blue mixture that helps lessen the damage you take for a short time, as well as prevents you from getting poisoned). The more of these that you can grab and hold onto for the late parts of the game, the easier your time against the final bosses will be. Avoid using the Blue Herbs until the walkthrough tells you to, and you'll have an easier time with the final bosses.

You might have noticed a door on your left just before the dead end, turn around and go through that door.

Once inside the room, turn right immediately and move towards the colored baskets by the sink. Grab the High Grade Gunpowder (Yellow) setting inside of them. Turn around and move a bit further into the room. If you keep an eye on the right-hand side, you'll see three Cerberus (zombified dogs) in cages. Shoot them now to save yourself some trouble later. 3-4 shots each from the Matilda will be enough to put them down. Then look to the left of the cages and follow the path to the other side of this room. There's a door on this side, go through it. Turn left and go through the metal door straight ahead of you.

There are a few items in here to grab, but first, let's take care of a few things. There's a zombie sitting on the floor next to the door you just came through. Move into the room a little bit, then shoot the zombie in the head. Predictably, he rises. Down him, I suppose this outcome was also predictable. Nearby where he was sitting you can find File (16/58): Autopsy Record No. 53477.

If you put your back to the door, you'll see what I refer to as the "body drawers" lining the right wall. There are six in total on this side of the room. You can pull these out by holding cn_A + cn_LSd , some of them have items, most don't. I'll tell you which ones to open. We'll call the one nearest the door the first one. Ignore that one and open the next one, the second one. You'll find a Red Herb inside. Skip all the way down to the last one, the sixth one. Pull it open to find a Flash Grenade. Then interact with the drawer and close it before we have to deal with the zed lying on it.

Move to the other side of the room, there's another six drawers over here (it's actually five, since one is missing). There's only one you need to open over here, it's the one to the left of the slot where the missing drawer should be. The drawer contains a zombie and the Diamond Key. The zombie won't get up right away, so move in and collect the key. The zombie will start to rise, but there's no point in wasting ammo on him. Exit the room before he grabs you, but be cautious that the zombie you downed earlier doesn't rise with him and block your escape. If this happens, stagger him to get through the door.

On the other side of the door, turn right. Move to the shutter, to the right of it you'll see a device on the wall that you can interact with. Do so, then choose the Square Crank to open the shutter. Move forward and go through the door on the right.

There are a few items to grab. First, turn left and move to the dead end/small area here to find a Green Herb. Return to the door, then move further into the room. You can find Gunpowder on the metal shelving along the right wall (open your inventory and combine this with the High Grade Gunpowder for some Shotgun Shells, then equip and reload your Shotgun if necessary. Leave the Shotgun equipped!). If you look across the room from the metal shelving, you should see a small table with an orange box setting on top of it. Orange boxes are cool. Move over and collect the Boxed Electronic Part. Open your inventory and examine the part, rotate it around and look at the end with tape on it. Hit cn_A when prompted to open the box. An item called the Electronic Part (officially called the Power Panel Part after examining it) was inside the box. We need two of these to open the jail cell and get that Key Card, so we're halfway there. Sort of.

Beyond the small table where you picked up the orange box, the path continues around the room. Follow it around to a well-lit area. There's a breaker box you can interact with in the corner (where the light is pointing, conveniently). Interact with the breaker for an easy puzzle, and be ready to fight a Cerberus when the puzzle is completed. You want to flip the last two switches from the left (the third and fourth ones). Once you solve it, turn around and wait for the Cerberus to come into view. Let it close the distance just a little, then feed it some lead. There you go, an easy puzzle and an easy fight, to boot!

Follow the path back around to the door you came in through and exit the room. Straight across from the door you should hear/see another Cerberus trying to crawl through a small opening in front of you. It can't reach you, but let's take care of the problem now. Equip the Handgun and kill it dead. Unfortunately, there will be more of them. But I'm sure you already expected that.

Turn left and follow the hallway, go right at the end and go through the door at the end of this stretch. You'll see another Cerberus hop into view just before you go through the door, ignore it and keep moving! Move through the kennels where you killed the caged Cerberus' earlier and go through the door on the other side. Another will come after you in this room, continue to ignore them. Do not be afraid to use a Combat Knife if you keep jumped, but otherwise keep running. There are a few of them around, and as you've probably noticed, these guys are quick. Avoid trying to fight them now. You might take a bit of damage, but it shouldn't hurt you too badly.

Once you exit the Kennel, another hallway. Turn right and follow the hallway to a corner that goes right. Keep running until the hallway goes right again, then go that way. You'll come to a door on the left hand side shortly after you turn right the second time, go through that door to enter the Firing Range.

First things first, let's take care of the zeds in this room. Move straight forward to the wall, then look left. There's a door there, straight ahead. Two zombies will burst through it, down them with your Handgun (and be wary, lest they rise again while you're looting this room). If they don't come through the door, walk towards it and try to open it to get their attention, then they'll come through. When it's safe, return to the original door that you used to enter the Firing Range. There should be a couch nearby the door, and a File setting on a table next to the couch. This is File (17/58): Equipment Disposal Notice. To the left of the File is a yellow box, grab it and then open your inventory and examine it. Rotate it around so you can see the latch on the front, then hit cn_A to open it. Inside, you'll find a key (actual name is Car Key). We'll use this later.

Turn left and move further into the room, towards the desk with the "window" over it. Here you can find File (18/58): A Message From Mr. Raccoon. Go left from the File location, you should see a door. Interact with it and use your new-found Diamond Key to unlock it. Enter the small office area to find a Red Herb and Roll Film in the corner of the room, on a table. You probably can't pick up the Roll Film (Film: "3F Locker") without freeing up some space in your inventory. Go ahead and combine a Green Herb with a Red Herb, then combine that mixture with the Blue Herb. This makes a super herb. Avoid using this, we'll save it for later. Exit the small office and turn right. Move through the next door.

If you look in the corner to the left (opposite the targets) you should see a white cart with junk on it. Move over to it to find some Shotgun Shells. Turn right whilst facing the white cart to spot a Mr. Raccoon (3/15) across the room. Use your Handgun to claim it, then exit this part of the room. Then move forward and right to exit the Firing Range. You'll be back out in the hallway where the Cerberus were chasing you (yes, they're still here). Turn left and then follow the hallway as it branches off to the left to reach another door. Go through it, you'll be clear of the Cerberus for a bit. Follow the hallway to some stairs and climb up. There's only one path, and it takes you back up into the RPD main building.

At the top of the stairs, you should see a door underneath a bright light. That's the door you want to go through. BUT across from that door is a metal shelf, which holds some precious Shotgun Shells. Grab those before you go through the door.

The door under the light leads to a Save Room. The soothing music won't start until you hit the switch (it's on the wall to the left as you enter the room. If you have the Original Soundtrack DLC and you're currently using it, the music will play even if the lights are off). Grab the Blue Herb from the table, then open the good 'ol Item Box. Put away the Super Herb, the Red and Blue Herbs, the Car Key, the Roll Film, and the Power Panel Part. Take out any Wooden Boards items you've stored. Close the box and move to the lockers nearby. Only two can be interacted with; the left one contains High Grade Gunpowder (Yellow), and the one on the right contains Handgun Ammo.

Move into the adjoining room beyond the lockers. You can find MAG Ammo setting on the sink, an Electrical Part aka the Fuse (Break Room Hallway) on a foldable metal chair between the bunks, and last (but definitely not least!) another Mr. Raccoon (4/15) at the foot of the bunks to the left, poorly hidden behind some luggage. Pop the 'coon with the Matilda. Then move back into the actual Save Room. Put the MAG Ammo and the High-Grade Gunpowder into the Item Box, then use the Typewriter to save your game.

Exit the room. There might be a zombie nearby the door, so be ready for it. Down the zed if it's there, then move down the hallway opposite the stairs. In the darkness of the hallway, there should be another zombie banging on one of the windows, should be one of the first windows on the left once you start down the hall. Use one of your Wooden Board items (if you have one) to board up this window.

Continue down the hall, at the end it opens up to the right a little bit and you'll encounter another zombie or two here. Down the zombie(s) with your Handgun. There's another one here, leaning over a corpse and feasting. It won't notice you, so ignore it. Move into the corner where you'll see lights on the wall. Hit cn_A and choose to use your Fuse item to open a nearby shutter. Strafe right from the fusebox to claim a Combat Knife stuck into the wall (you should open your inventory and make sure you've got the Combat Knife equipped now). The shutter opens slow, but as it opens you should see another zombie (you ought to remember this guy!). He's only half a zombie, and he's dragging himself towards you. Stagger him with the Matilda so you can keep your ankles from getting bit, then move through the shutter and into the Watchman's Room.

Exit the room and turn right. Follow the hallway all the way to the end, to the usual shutter that leads into the Main Hall.

Save your game at the desk. We'll take a moment to grab a couple achievements real quick, then reload the save just like we did before. First, equip the Flash Grenade. Next, move up towards the stairs at the opposite end of the Main Hall. You'll find our friend in his usual place, but not in his usual state. Let him grab you, then hit cn_LB to free yourself using the Flash Grenade. Take aim at the Flash Grenade sticking out of the zombie's mouth and shoot it before it goes off, this will manually detonate the Flash Grenade. Doing so will net you the following achievement:

Sorry, boss! The achievement made me do it. Down the zombie completely or leave him, it doesn't matter. There's one more achievement we should go for before we reload the previous save. The achievement called 'Like Skeet Shooting,' which requires you to hit a Cerberus or a Licker while they're jumping. If you already popped the achievement when you were dealing with the Cerberus, that's great. You can skip this next part. If not, equip your Shotgun and check your map. Move down to the other side of the Main Hall and into Reception. Go through the door to enter the dark, Licker hallway. Find the Licker (likely nearby on the ceiling) and wait for it to pounce. Take the shot as soon as it does. You can heal/use Defensive Items as necessary, or even reload your save if need be. Once you successfully hit the creature in midair, you'll pop the following achievement, assuming you haven't already:

Pause the game and reload your previous save file. Now we can continue.

Move up towards the stairs again (right side of the Main Hall). If you don't go near the zombie we just used for the achievement, he won't bother getting up, so try to keep your distance. Go up the right set of stairs and follow the balcony around to the lone door on the right side. Go through the door to enter the Waiting Room. Go through this room to the hallway on the opposite side. Turn left and follow the hallway to the end, where there's a closed shutter. Interact with the panel on the wall to the right of the shutter and choose the Square Crank to open it. Move through. Open your inventory and discard the Square Crank, we won't be needing it any more.

Immediately you ought to be able to see a Mr. Raccoon (5/15) setting on a table near a set of stairs. Take a shot at it with your Handgun. Ignore the nearby Heart Door. All that remains now are the stairs. There's no reason to go downstairs at the moment, so do the opposite and go up.

At the top, there are a few items you can grab. First, there's a shelf directly at the top of the stairs. To the right of this is a Wooden Board item. Further to the right is a pair of lockers, inside of them you can find a Flash Grenade. Look right from here to spot another pair of lockers. Move over to them to claim some Handgun Ammo, then move through the door to the right. It's worth noting, in this next room you should avoid running.

This large room (officially called the East Storage Room on the map) is almost a maze. There's a lot of clutter, which makes sense given the room's name. Amongst the clutter there are a few items to grab and two zeds (which is why I think walking is better than running in here, so you don't get them coming after you before you're ready for them). I'll guide you through it. First, go straight. At the end of the first shelf to your left you can find a Blue Herb. Move around the end of the shelf and go left, you'll find the Large Gear item setting on some boxes. This is a Key Item, so it's worth the whopping TWO inventory slots it's going to take up while we carry it around.

From the Large Gear spot, move left, then look right when the "path" opens up that way. There should be a zombie down there, hidden by the large beam running from floor to ceiling. Inch forward until you hear the zed make noise (you'll know that it noticed you then), then back up a little bit. Down it with headshots using the Matilda. Be wary of your surroundings, it's a bit narrow in here and you want to avoid getting grabbed if at all possible. Once the zombie is down, continue moving that direction, towards another door that requires a Heart Key. There's a shelf on the left-hand side as you approach the door, you can find some Shotgun Shells setting on it. That about does it for this room, so do a 180 and follow the wall to your right to find the door you originally came in through. Be wary, though. A second zombie will be coming for you. It should still be off on the opposite side of the room, but if you do encounter it, stagger and keep moving. Exit the room when you reach the door.

There's one more door up here at the top of the stairs, so go through that door.

You'll find yourself outside. Move straight forward to claim a Blue Herb from atop a table. Then look back towards the door you just came in through. To the right, you should see a ladder going down. Use the ladder to descend ever-so-gracefully. There's a roaring fire nearby, the leftover wreckage from the downed chopper. Beyond the flames, there's a red bench. Move to the bench to find more Handgun Ammo. Nearby the bench there's a door, ignore it for now. Instead, move over to the opposite side of the roof and go down the stairs.

At the bottom of the stairs you should see a door in the distance with a light over it, and you should hear some commotion coming from that direction. There's are two zombies beyond the door, so have your Matilda ready. As you get closer to the door, the zombies will finally figure out how to work the door and they'll burst through it. Quickly turn around and give yourself some space (there's plenty of it in this area). If you want to have the all-important high ground, you can take the stairs for easy headshots, or just pick them off from down here. Either way, down them both. Then head towards the door and go through it.

Move through the room, you'll come to another door. Immediately before the door you can find a Gunpowder item setting atop a work bench. Move through the second door to enter another small room. Thankfully, this room is of the "Save Room" variety. The icing on the cake is that it also contains the Club Key, taped to the dry-erase board. Grab the key, then open the Item Box. Put away the Large Gear and the Blue Herbs. Take out another Gunpowder item and combine the two to create some more Handgun Ammo, we've been burning through a lot of it lately with all the zambies we keep running into. Reload the Matilda if necessary. Finally, save your game with the nearby typewriter, then return to the open area (and the rain).

As soon as you get back outside, take a look around. The zombies you downed before will likely have risen and moved closer by now, so be wary. Stagger them if they're back on their feet and they get in your way, otherwise just give them some space. Once you've gauged your surroundings, turn right and move towards a yellow lever on the wall, interact with it to turn it to the left position (this is important as it will open up another path in a moment). Then carefully move towards the stairs. Instead of going up, move alongside them to find two Green Herbs tucked away in a corner (if the zombies are in this spot, you'll have to down them to get in and out safely). Grab them (don't combine them just yet), then move up the stairs.

Move over to the blazing fire. To the right of it you should see a large lever hanging on the wall, interact with the lever to extinguish the fire. The two levers you just interacted with work together to move water around, and the end-result is opening up the path forward. Good job! Now you can go through that door to the left of the chopper, and get out of the rain again.

Move straight forward after going through the door, you can find a Red Herb tucked into the corner below the window (combine this with one of your Green Herbs). Then follow the hallway right. Looks like the chopper is still blocking your path, until it isn't and you're face-to-face with Mr. X. Take aim with the Matilda while Mr. X is lifting the chopper and shoot his fedora off when you have a clear shot, which nets you a funny achievement (it'll probably take a second to pop, so turn around and start running back to the door after you shoot the hat off):

  • Hats Off!

    Shoot Tyrant's hat off his head.

    Hats Off!
    4 guidesOffline Game ModeSingle PlayerMissable

In the original RE2, he didn't have a hat. Whether you liked the addition or not, the hat is gone now.

I'll take this moment to mention a few important things of note concerning Mr. X. If you've ever played Alien: Isolation or Resident Evil 7, he sort of follows those same rules. He can stalk you through certain areas of the game, and he can't be killed. You can down him for a short moment, but you can't outright stop him. Don't waste your ammo. When he's stalking you, the only thing you can really do is break his line of sight and "hide" until he gets bored/gives up and leaves the area. Flash Grenades are a Godsend when he won't leave you alone or you're trying to solve some puzzles. You can use them to stun him and break his line of sight. Using this tactic, you can sometimes stay in the same area and "lose" him because he lost sight of you for a few seconds. And on that note, there are some areas he can't chase you into: key areas which I'll mention as you reach them, and the Save Rooms (I think he hates Typewriters or something). Remember: patience is a virtue. It'll likely take him a minute or two to go away, but it's worth the wait (especially if you're avoiding getting your face smashed in).

The biggest thing is to try to limit the amount of noise you make. Shooting at zombies attracts him. If he's nearby and hears you running around, he'll come after you. You'll know he's nearby because you'll hear his heavy footsteps as you stalks around the RPD, from rooms or even floors away (the game has AMAZING sound design). If you hear him, don't run around unless you have to. In a "chase" he's easy enough to outrun because he doesn't actually run, but don't underestimate him. He walks fast, and he always catches up. If you get cornered, just take the hit (he goes for melee attacks and tries to bash you with his fists, and he's got a surprising amount of range with these attacks). As he regains his footing after the attack, it gives you time to put some distance between the two of you. Often times you'll find him blocking a hallway in the direction you need to go, as if he KNOWS where you're going. In some of the narrower hallways of the RPD, there's no way to slip past him without taking a hit. But it's better to take a hit here and there than to waste ammo downing him for nothing.

It is helpful to know that intense music plays when you're being stalked. So if he's in the same room as you are or he's within sight and no music is playing, he hasn't noticed you yet, and you should stay hidden. When the music starts, you know you're screwed.

I've got one more tip: if he's coming through a door and you need to go through that door, you can slip past him safely during the animation of him entering the room. There's a whole animation of him stooping to fit through the door (it's amusing to watch, honestly). If you push into him, you'll eventually slip by him while he's moving through the door frame. This can be useful for evading him without taking damage (and it's pretty funny to take advantage of his height and force him to move through that doorframe twice, not gonna lie).

The bottom line to all this info is that for a good while, your experience with the game is going to be a bit unpredictable. I won't be able to tell you when and where you'll encounter Mr. X, you're just going to encounter him everywhere. So you'll have to improvise a little bit as you follow the guide. If you follow the tips above, you'll be able to work around him.

Alright, with all that out of the way, let's continue. Move back through the door, so much for getting to dry off. The idea here is to use this larger roof area to circle around him and then go back through the door once he's behind you. He'll likely keep up for awhile, but just keep moving and you'll be okay. Follow the hallway all the way around, going right around a couple corners and passing the Art Room to go through the shutter. After the shutter, you'll reach the stairs. This time, go down. Near the bottom of the stairs, you'll pass a zombie banging on a window. Use your Wooden Boards item to barricade it. Continue down this hallway, you'll pass another locked Heart Door. When you reach the end, you'll come to another door and a pair of lockers. Interact with the lockers to obtain some High-Grade Gunpowder (Yellow). Then interact with the door. Choose to use the Club Key to unlock it, then move through. By now, you'll probably have given Mr. X the (temporary) slip.

There's a corpse inside the door (this one's really dead, I promise!), you can find Gunpowder on it. To the left of the corpse there are a pair of filing cabinets. You can find File 19/58: Confiscation Report setting on them. On a nearby table there's a fancy-looking box (in your inventory it's simply called "box," what a great name. Examining it reveals the title Bejeweled Box), grab it. then move to the broken window and hit cn_A to move through the opening. You can find Handgun Ammo off to the right, setting on a desk. Hop back through the opening. Combine the High-Grade Gunpowder (Yellow) with the regular Gunpowder to create more Shotgun Shells, then exit the room.

You won't make it very far before Mr. X comes for you. There are two things that can happen here, but only one of those things actually needs to happen. The less likely scenario is that you'll run into him in the hallway (this almost never happens, but it happened to me once, so I'm mentioning it here). The more likely outcome (and the one we're aiming for here) is for him to punch through the wall while you're walking down the hallway, and THEN step into view. Why do we want this? If he punches a massive hole in the wall, you'll have a shortcut. So, if you leave the room and run into him in the hallway, turn around and go back through the Club Door. He can't follow you in there. Wait for him to "leave" the area. Hop through the broken window, then back over and go back out through the Club Door (I think this helps to "trigger" the event). Walk down the hallway. Now you should get interrupted by Mr. X as he punches a hole in the wall. Retreat to the Club Door again and wait for him to leave. When he's gone, exit and go through that shortcut he just created for you.

The room is dark. There's a zombie facing the wall off to the left, so WALK through the room so you don't draw attention to yourself early on. You'll move around a desk and then pass over a corpse on the floor. Interact with the corpse to find more Handgun Ammo. Then move across the room and go through the set of double doors. Back out in the hallway, turn right and follow the hall all the way around to the shutter that leads into the Main Hall.

Unfortunately, Mr. X can and will stalk us in the Main Hall. Also worth noting, if you save and he's not far behind you or even within sight of you, the game won't despawn him when you reload the save. He'll be right where you left him (if he's super close and you go to save, the game won't allow you to interact with the Typewriter at all, so bear that in mind). Let's make our time in the Main Hall brief, as he's likely not far behind you at this point. Open the Item Box. Stow your remaining Green Herb/excess healing items, then take out the Red Jewel. Top off your Flash Grenades (you can carry three to one inventory slot). While you're at it, make sure you've got more than one healing item on you. The next parts involve running through hallways with Lickers stalking you, so I recommend having at least two healing items on you, just to be safe. Carrying them is great, just don't forget to keep an eye on your health status and use them as necessary!

Open your inventory and combine the Red Jewel with the Bejeweled Box. The box opens and you get the S.T.A.R.S. Badge item. Choose to examine it, rotate it to look at the back and hit cn_A . The badge is actually a USB Dongle Key. We'll be using it momentarily, when we reach our destination: the S.T.A.R.S. Office. First, save your game (if you're able to). Then we'll head for the S.T.A.R.S. Office. If Mr. X is close behind you, you'll want to move quickly through these next parts.

Move up the stairs on the left side of the Main Hall, then go through the door into the Library. Go through the door nearby the bottom of the stairs to your left. Move through the Lounge and into the hallway beyond. Almost immediately you'll come to a door on the right side of the hallway, a locked Diamond Door. Unlock and go through. Open your inventory and discard the Diamond Key, we won't need it after this point. Move left and grab a Portable Safe from atop one of the washing machines, then grab the Gunpowder from the small shelf on your way back out of the room. You want to be quick in here, so you don't get trapped by Mr. X. If you think he's about to come through the door, wait for him to open it and start to enter, then try to slip past him like I mentioned in the tips above.

Once you exit the room, you want to follow the hallway to the right. You'll likely encounter a Licker in this hallway, as if Mr. X wasn't enough to worry about! Don't waste ammo killing the Licker, it'll just attract Mr. X if he isn't already right behind you. Just push through the hallway, you only need to go a short distance. Round the first corner, then move straight forward until you reach a door on your right hand side. Go through it to enter the S.T.A.R.S. Office. Once inside, you can breathe a sigh of relief. Mr. X won't follow you in here.

The objective now is to use the USB Dongle Key on the computer off to the left of the room. Interact with the computer tower nearby the monitor and choose the USB Dongle Key from your inventory. Then interact with the monitor. This releases the security on the nearby Armory door. Go through it to claim some additional firepower: the Lightning Hawk. Being a Magnum, we won't use this weapon often. We'll pretty much save it for boss fights and other special situations. Rest assured, though, that when we do use it, it'll be a blast. Pun intended. Be careful, though, that when switching weapons on the quick-select menu with the cn_dpad that you don't equip the Magnum. From that menu it looks just like your Handgun. You don't want to accidentally equip it and go to stagger a zed with a Magnum.

Move left from where the Lightning Hawk was and grab File (20/58): Letter to S.T.A.R.S. Members. Exit the Armory. Stop at the computer once again to take the USB Dongle Key back, we'll use it again later on in the game. Exit the S.T.A.R.S. Office, there's nothing left to do here.

You probably can't hear Mr. X anymore, but you'll still have to contend with the Licker in this hallway. Follow the hallway back the way you came, left out the door. Follow the hallway to the door at the end, then move through the Lounge. Remember the zombie in the Lounge (if there was one here earlier), stagger and move past. Move through the Library (be ready to stagger zombies in here, too) and back out into the Main Hall. Then move down the stairs. Stay on this side of the Main Hall, and go through the Spade Door near the bottom of the stairs. Go through the West Office (be wary of any zombies in here, the room is large so you can just move around them). Then cross the hallway (move quickly, there will be another Licker stalking these halls) and go through the metal door to enter the Safety Deposit Room. You picked up the last Portable Safe, which means we can claim more items from this room.

First, Mr. X. All the Licker screams mean he's probably nearby, if not outright following you into the Safety Deposit Room. If he follows you in here, chuck a Flash Grenade at him, then move to far side of the room (where you obtained the Shotgun earlier). If you hide out of sight here, he'll usually just leave the room once he regains his vision.

When it's safe, open your inventory and work out the solution for the Portable Safe. I'll reiterate the "guide" to solving these, since it's been a little while since you worked out the first one. Remember that the Portable Safe solutions are randomized from playthrough to playthrough. The idea, though, is to get all of the lights lit at the same time. It doesn't matter which light you start with, but they all need to be lit in clockwise, sequential order. Start hitting buttons on the Safe to see which buttons activate which lights, and go from there until you've got them all lit. The buttons don't switch up, so you should be able to work out the solution after you spend a minute or two working on it. If it's giving you too much trouble, you can use some old-fashioned pen and paper to keep track of which button is which.

Once you crack the "code," you'll get the last Spare Key item. Interact with the nearby console and choose the last Spare Key, then choose to set it in place. Input the following numbers: 103, 203. Move around to claim both items from their lockers: Hip Pouch (4/6), and a Combat Knife.

Remember the Licker lurking in the hallway outside, so be quick. Exit the room, then move through the door off to the right. Move through the next small room and go through the door on the other side, then through the next room (the Operations Room). Turn left and follow the hallway, straight forward. There's a Licker in this hallway, too. Move fast, and be ready to quickly stagger any zombies that didn't "die" the last time you were here. After you round a corner and go through an open doorway, you'll come to a locked Club Door on your left. Unlock it and go through, then open your inventory and discard the Club Key.

Move to the right and grab Gunpowder off the copier machine, then move to the opposite side of the room. There's a locked Heart Door (irrelevant) and a long white table. There's a yellow lever-looking item setting on top of the table, towards the end. Grab the item, it's simply called "Tool" until you examine it to reveal that it's actually a Mechanic Jack Handle. Fancy! Move around to the other side of the table to claim a Hand Grenade, which is quite relevant (or will be later, anyways). Exit the room. If Mr. X enters before you can exit, make a loop around the shelving in the middle to avoid him, then exit.

Turn left and continue following the hallway that way, do your best to avoid getting slashed by the Licker and keep an eye out for zombies as you go. Keep running until you reach the door at the end of the hallway. Go through it to enter Reception, then move through Reception and back into the Main Hall. Move over to the desk and open the Item Box. Stow the Gunpowder items, the extra Combat Knife (if you're currently carrying two), the Hand Grenade and the Lightning Hawk, the USB Dongle Key, and any excess healing items you might be carrying. Then take out the Large Gear and the Power Panel Part. Save your game.

Our goal now is to enter the Library and open up a new path, but the first order of business is to lose Mr. X if he's stalking you. At this point in the game, I've always had him right behind me, so it's safe to assume you're probably dealing with a similar situation. Go to the Library, even if he's chasing you. When you're in there, toss a Flash Grenade (remember the controls? Hold cn_LB to ready the grenade, then pull cn_RT to toss it) and move around the large shelf in the middle of the room. If you walk when you move (remember that he'll hear you if you run) and stay out of sight, he'll eventually leave the room. It's tricky, but not impossible to lose him this way. He won't linger in the Library long once he loses sight of you.

When it's safe, move to the ladder side of the room. You should notice a shelf lifted up on a red jack, use the Tool aka Mechanic Jack Handle on the red jack to set the shelf down. Then grab it and move it to the right using by holding cn_A + cn_RSr . Once the first one is moved, strafe to the left and grab the one furthest to the left, then move the remaining shelves to the right until they touch the other shelf. Sounds easy, but Mr. X WILL NOT leave you alone while you're moving these (in my experience, he really likes the Library when you're doing this part). He'll come back into the Library once or twice, and you'll have to lose him again. Don't get greedy and try to move the shelves after he spots you, you'll end up getting slapped around and taking damage. Lose him, then return to the shelves. A little patience goes a long way here!

Once the shelves are against each other, they'll form a bridge so you can pass over a hole in the balcony above you. If you have a moment and Mr. X isn't nearby, move to where the leftmost shelf was before you moved it to find some Handgun Ammo. Then move over the nearby ladder and climb up. Circle around to the right and walk over the new bridge you just made. Go through the door on the opposite side. If Mr. X enters as you're ending the "puzzle," climb the ladder and run to the door and you should be fine. In my experience, he almost always follows me out of the Library at this point. Thankfully, he can't follow you into the room we're moving towards, so you'll lose him in a moment.

As soon as you go through the door, move right and follow the path that direction. As you near the end there'll be a zombie just out of sight off to the left, a Green Herb that you should ignore because it isn't worth the risk, and a door on the right-hand side that leads into a room (the room Mr. X can't follow you into). Things can get kind of dicey here. If you don't slow down and get an angle on the zombie to stagger it, it WILL grab you before you can get through the door. If Mr. X is behind you, though, you don't have time to stop. I recommend trying to stagger the zombie on the run, you'll have to stop once you near the end to try and lure the zed out into sight, then stagger and move through the door to the right. Worst case scenario, the zed grabs you and Mr. X pummels you from behind (you'll survive the combo attack, but it'll do a number to your health). If Mr. X isn't right behind you, you can take your time with this part and not lose any health in the process. If you don't feel comfortable using the Matilda on the run, go ahead and use the Shotty, obviously going for a kill shot to the zambie's face. Either way, get through the door on the right to enter the Clock Tower. Heal up if you need to. You'll be safe while you're in here.

Move forward and to the right to find a small table. On it you can find File (21/58): Repair Plan. There's some machinery to the right of the table. Interact with it and choose to use the Large Gear. This lowers a stairway. Interact with the machine again to take the Large Gear back out, then move across the room. Follow the wall, keep it on your left side, and move further into the room. You'll hit an obstacle and be forced to turn right. Follow the path, you'll pass a machine with an interaction prompt, ignore it for now. Now the path splits; to the right, stairs. To the left, a door. Move to the left and go through the door tucked into the back wall.

Follow the (very safe) hallway all the way to the end. There isn't much to see in here, but at the end you can find a Gunpowder (Large). Look to the window to the left to spot a Mr. Raccoon (6/15). Pop it with the Matilda, then follow the hallway back to the Clock Tower.

Move back into the room and head up the stairs you lowered a moment ago. Follow the pathway around until you reach another machine. Interact with it to obtain the Small Gear item. Interact with the machine again and choose to put the Large Gear in. Then follow the path back around to the stairs and descend, we're done up here. At the bottom of the stairs you'll reach that other machine, interact with it and choose to put the Small Gear in. This puts the Clock Tower back in good working order, but more importantly, it frees up a key item: another Power Panel Part! Move back to the door you entered the Clock Tower through, you'll find the Power Panel Part setting on the floor (it's in an orange box just like the first one was) by the small table. Pick it up and examine the end of the box to open it up and get the Power Panel Part ready for use. This is the last part we need to get the Key Card for the Parking Garage. Exit the Clock Tower, preferably when you can't hear Mr. X stalking around outside.

Be ready for that zombie that was skulking about around the door (if you didn't kill it on your way in here). If the zed is nearby, try to evade it. If you have to, stagger it. Grab the Green Herb off to the right of the door if you feel confident enough that you can grab it and not get bit in the process (no worries if you want to leave it behind). Ignore the path straight ahead of you, it isn't important. Instead, follow the balcony to the left, all the way back to the Library door (be careful, there might be another zed waiting for you here. Use the same stagger and run/Shotgun and run strategy if the zombie is in your way, if not, ignore the zombie). Move over your bridge and back to the ladder. Descend. Then exit the Library and re-enter the Main Hall. If you're lucky, you won't have your path blocked by Mr. X. If he does block your path, you won't have too many options for evasion (especially on the narrow balconies), so take the hit and press onwards.

At any rate, reach the desk in the Main Hall. Stow the Gunpowder (Large) and any excess Defensive Items (but feel free to keep some Flash Grenades if you still have some). Make sure you've got a healing item on you. Take out the other Power Panel Part, the Car Key item, and a full stack of 3 Hand Grenades. If you're carrying a Combat Knife, make sure it's equipped (so you don't accidentally use a Flash or Hand Grenade). Save your game.

Move through the shutter and into the dark hallway. Go through the set of red doors near the start of the hallway, then move through the East Office and out the doors on the opposite side. Be wary of any zombies hanging out in here (there'll likely be one just out of sight in the small office connected to this room), as well as any waiting out in the hall just beyond the doors as you exit. Keep moving forward, go through the door underneath the bright light to enter the Watchman's Room (Mr. X won't follow you through this room, so you don't have to worry about him for a little while). You want to take it slow in the next room/hallway. Be careful as you enter; there's still half a zombie in here on the floor, take a second to stagger it (if you can't move safely past it) before you move through the shutter on the opposite end of the room. There's likely another zombie or two waiting for you just beyond the open shutter, be ready to stagger them.

Move around the corner, you'll either see more zombies here (do your best to stagger and move past them) or more will be breaking through the windows (in this case, just run by them as they're standing up). Depending on your situation here, it's easy to get grabbed/bit. If you have more than one Hand Grenade (you should be carrying three right now) and you've got a couple zombies coming towards you, feel free to toss one towards them (you'll have to equip the Hand Grenades first, you can go ahead and leave them equipped for a bit. Also, don't use a Hand Grenade if they aren't close together!). Keep going to the end of the hall, where you'll come across the set of stairs from earlier (sounds vague, but you'll remember this spot). Again, this is another spot you might encounter a zombie, so be wary. Descend and you'll finally be safe from the mob of zombies behind you. That spot can be tricky; if you got bit, don't get too stressed about it. Heal as necessary.

Go through the metal door and turn right. You might encounter a Cerberus standing here. If so, it'll take notice, bark, and charge at you. Wait for it to start charging you and get a bit closer, then introduce it to your Shotgun. Should only take one shell to put the dog down for good. Past the dog, there's a door at the end of the hall. Be ready to toss another Hand Grenade, then move through that door to enter the Parking Garage. There are a lot more Cerberus in this area.

Step into the Parking Garage, just a couple of steps. Ready the Hand Grenade, and look left. After a second or two, two Cerberus should step into view around a beam. Toss the Hand Grenade as soon as you see them for an easy double kill (if you mess up the timing, back up to the door and finish them with your Handgun, same as before it'll only take two or three bullets to kill them. A third will also join the fray, kill that one too). If you were successful with the Hand Grenade, ready your Shotgun. Step further into the room and look right, there's one more to kill (it'll come from somewhere nearby the white car). Wait for it to come into view, then kill it. At this point you should have one Hand Grenade remaining. Open your inventory and re-equip your Combat Knife.

Beyond where they stepped into view, you should see a police car. Move over to the car and open your inventory. Examine the Car Key, rotate it and push cn_A when you get the prompt. Doing so will pop open the trunk of the car. Inside, you'll find a Gun Stock for the Matilda. Go ahead and combine it with the Matilda; now the Matilda has a three-shot burst fire (the downside is that it'll now take up two inventory slots, but it's worth it!). To get the full effect of the burst fire, you'll need longer presses of the cn_RT when firing (a quick press will still only fire a single shot, which is sometimes all you need).

Open your inventory and discard the Car Key.

From the trunk, look right. Move further into the Parking Garage in that direction. You should see a door off to the left with a green light over it. Go through that door and then through the metal door to return to the Jail we visited earlier. Follow the path between the jail cells until you reach the dead end where you got the cutscene earlier. Interact with the electronic breaker box on the wall. Your inventory automatically opens, choose both Power Panel Parts. Put on your hard hat, it's time to do some work.

The solution is as follows: if each square is a number, then the top left would be number one and the top right would be number four. The row below that would be five through eight, counting from left to right all the way down to the bottom, where the bottom left would be number thirteen and the bottom right would be number sixteen. So move one space over and hit cn_A on square two. Move to the next square (square three) and hit that two times. Move down one square (to square seven) and hit that one three times. Move to square eight and hit that one once. Move down one square (to square twelve) and hit that one once. Move to square eleven and hit that one two times. Move to square thirteen (bottom left) and hit that one once. Move to the next square (square fourteen) and hit that one once. Move to square fifteen and hit that one once to solve the puzzle. In the end, it should look like this:

I'm an electrician now!

With that out of the way, the nearby cell door opens. Enter the cell. You can find File (22/58): Ben's Memo on the desk to the left. Behind the toilet there's a First Aid Spray. Interact with the corpse to automatically obtain File (23/58): Interview Transcript and the Parking Garage Key Card. Exit the cell.

Start retracing your steps back to the Parking Garage. Before you even get back to the path between the cells the doors will open and an actual mob of zombies will be coming for you. This is the best time to obtain the Zombie Roundup achievement if you haven't already (for killing three enemies at the same time with one sub-weapon, if you somehow already have this achievement you can skip this part). Ready a Hand Grenade. Give the zombies a second to cluster up, then throw the 'nade into the thick of the crowd. You'll pop the following achievement:

Quickly pull the lever nearby the jail cell path (if you are facing the zombies, the lever will be on your left, before the actual path starts between the cells). This opens up an alternate route, so go through the door before you get grabbed by the remainders of the mob. As you move down this path and round a corner, Mr. X shows up. Stop when you see him, use this small square room to move around him as best you can and continue down the path. Go right around another corner, the path ahead almost looks clear, until it isn't and a few zombies are in your way. Don't bother trying to stagger them, just push through them as best you can. Use your Combat Knife to free yourself if you have to, this is as good a time as any to sacrifice a knife. Watch for a crawling zombie a bit further down the path (if you have an opening, you can stagger this one). Get past them all and go through the metal door. Then move to the next door on your left and go through it to re-enter the Parking Garage. A few steps in and you'll trigger a cutscene.

When it ends, move towards the console and choose the Parking Garage Key Card. You'll get an achievement for swiping your card:

Move through the shutter when it opens, then look right. There's a Green Herb setting along the wall here. Grab it. Follow your new friend back out into the street (and the neverending rain). You'll eventually enter Gun Shop Kendo.

From the doors, move left as far as you can. You'll come to a small shelf against the wall. There's a Hand Grenade on the shelf (feels nice to replace the one you just used, doesn't it?). If you look at the shelf to the right of this, you can find a Shotgun part: the Long Barrel for the W-870. Combine it with your Shotgun for a worthwhile upgrade: your Shotgun capacity is now 8 rounds instead of 4, and it comes with a nice damage boost!

Just past this shelf, towards the targets hanging on the far wall, you can find a special File, Letter to the Shopkeeper, which was added to the game towards the end of 2019. This File is part of a free update to the game (basically a title update called ANOTHER SURVIVOR), and overall it doesn't count as one of the Files for the Lore Explorer achievement, but it's a nice little easter egg for the upcoming RE3 Remake. Oh, you'll pop an achievement for grabbing it, too. So that's cool.

Now move towards the left wall. You should see two smaller shelves setting side by side against the wall. On the right shelf you can find Handgun Ammo. Move further into the room for a cutscene, afterwards you'll be back outside. If you somehow trigger the cutscene before you've finished looting the place, you can go back in after the scene ends, so no worries there.

When you're ready to continue, approach your friend; she'll open the way forward. Follow her for a bit, you'll drop down onto a lower path and come to a sewer pipe. Fun times ahead! Be the gentleman that we all know Leon is and take the lead here; enter the pipe. Follow it, there's only one way to go; deeper and deeper underground, of course. Seems like a great idea.

After some twists and turns, you'll eventually reach what appears to be a dead end. A narrow passageway opens up off to your right shortly before the dead end. Before you enter the passageway, approach the grate at the end of the path to find some Handgun Ammo. Then move through the narrow passage. Follow it to the end, then move into a Save Room off to the left. No need to use the Item Box now, so save your game with the Typewriter. Then move through the metal door nearby. Follow the single path to a set of stairs and descend. Keep going! You'll come to a catwalk and drop off the end, which triggers a cutscene, and what is almost a boss fight (except it isn't).

This segment is similar to some of the parts in RE4, in that you'll be running from something. Instead of spamming a button, though, you'll be guiding Leon to the left and right sides of the passage to avoid being the boss's next meal. To simplify the directions here, when I say "left" I mean your left, not Leon's. To start, immediately move over to the left side as far as you can. The boss moves forward and takes a lunging bite towards the right side. As soon as this happens, move to the right side. The boss takes too lunges in quick succession on the left side. Switch to the left side after the second lunge, then the boss lunges towards the right side. After this the boss lags behind a bit, then charges after you. It doesn't matter where you are at this point. Leon will slide down underneath a pipe and the boss will be held back momentarily by the pipe. Conveniently, the pipe is explosive (must be a gasline or something). Take a shot at it with the Matilda to end the boss fight before it ever began.

Nearby the remnants of the boss (and slightly to the left) you can find a Hand Grenade. Turn around and move down the path, your friend will kick a ladder down for you to climb out of this dump. Face the ladder, but don't climb up. Turn around, you should see a Mr. Raccoon (7/15) on a ledge on the opposite side of the passage. Take a shot at it with the Matilda, then climb the ladder. Follow your friend to an elevator, where you'll descend even deeper.

Exit the elevator and move across the room. Go through the metal door. Use the Typewriter setting just inside the door to save your game, then interact with the next door for a cutscene. When you regain control, you'll be playing as Ada for a bit.

There's a missable achievement tied to this part of the game. Ada has a "secret weapon" (the EMF Visualizer) that allows her to alter/hack certain things in the environment, and you need to get through this part ONLY using the EMF Visualizer. Naturally, you will encounter enemies in this section. You will have to do your best to get around them in one piece so you can unlock the achievement. Once you've unlocked the achievement, we'll be reloading the previous save file and playing through this section a second time in order to grab a Mr. Raccoon that requires a bullet to claim (which would negate the achievement, that's why you've gotta do this part twice). The second time you'll be able to use your weapons, so it'll be much easier.

With all that said, if you notice a File or any other items in your first playthrough of this "level," just ignore them. I'll make sure you grab them the second time around.

Let's get started; move forward and interact with the ladder, you'll trigger a short scene and then the EMF will be available for use. A tutorial will pop up, detailing the controls. Standard fare: cn_LT to ready weapon, then hold cn_RT to "hack" into something. When you ready the weapon you'll be able to see specific wiring/objects through walls. The glowing spots are usually the hack points, the EMF will beep when you're aiming at the right spot. Aim up and focus on the fan motor. You can trace the wire (it glows blue through the wall) down to a power box on the wall nearby. Hold cn_RT to start the fan motor. Then aim back up at the fan motor and "hack" that to overload it. The fan blades gain speed until the fan blows up. Climb the ladder and move into the pathway you just created. "Candy from a baby," I guess.

At the end you'll reach another fan. Stand back (because it's gonna 'splode). Take aim at the motor and trace the blue wire to a power box (the wire goes down, then to the right). Rinse and repeat what you did with the previous fan, hack the box then hack the fan motor to blow it up. Move to the edge of the pipe, but DO NOT drop down yet. There's a zombie here, it starts to get up when you hit the floor. There's a door you need to go through, opposite the pipe you're about to drop out of. The door is locked, and you've gotta hack a switch to unlock it. So we'll do the hacking before we drop down, so there's less risk of getting grabbed by the zombie.

Aim down at the edge of the pipe, then turn left. You should see a blue wire. Follow the wire a little more to the left to find the switch, hack it to unlock the door. Drop into the room. The zombie will start to stir, but he's slow. Move to the door you just unlocked and go through it.

Follow the catwalk straight ahead. The zombie from the previous room will eventually come through the door and follow you, so be quick. Follow the path to the end, then move down the set of stairs to the right. Follow the path until you come to a small lift with a red light above it. You need to trace the wire here to find the switch, then hack it to restore power to the lift. HOWEVER...it's a bit trickier than it sounds. The room is full of obstructions and tight spots, the hack point is on the opposite side of the room, and there are three zeds that will try to get in your way. You can only be grabbed about three times before it's game over, so we want to get this done as quickly as possible. Evading the zombies is key here, as they'll be in your way all throughout the process.

Facing the lift, go right a bit, then turn right again. You'll encounter the first zombie up here, towards the left side of the room. You need to get past that zombie. Get the zombie's attention by hugging the right side of the room a bit. When he moves out to come after you, move around him and down the path he was "guarding."

Follow the path, just keep hugging the wall to your left. You'll pass a red light on the wall, then come to an area that's a bit more open. A zombie will literally fall down in front of you, keep moving. He's gonna get up and come after you. Rush over to the railing overlooking a ruined set of stairs, just beyond where the zombie fell. If you aim out at the wall above the stairs, you should find the blue wire/hacking point. Hack the switch to restore power to the lift. You have to do this quickly so the zombie that fell doesn't have time to block your exit. Below you can sort of see where it is in the screenshot I've included:

Hack location

Now comes the fun part of returning to the lift in one piece. If you've been following the guide, you should still be at full health. That's good, because you're surely gonna take a bit of damage here. In total there are three zombie's you need to worry about (there are more, but you shouldn't have to worry about them if you've been moving quickly and following along). There's the one that fell down right in front of you, the one you evaded a moment ago when you started down this path past the lift, and another that will be closing in on your location from the left.

First, the one that fell. Try to hack the switch in the wall and then go back the way you came (you want to keep the wall on your right this time) before he has time to get up and grab you. If he does get you, no worries. You're going to take some damage on your way back to the lift, regardless. Move down the path, there's a good chance the zed you evaded earlier will be blocking your exit here. And off to the left, another zombie approaches (you can ignore this one). There's no room to dodge, keep following the wall to the right. Take the damage and press on. One last zombie hangs out nearby the lift, but should be far enough to the left side that you can get by without incident.

Once you reach the lift the game will autosave, so you can breathe a sigh of relief. Use the lift to go up. Follow the catwalk to a door and go through it. Go left until you reach a spot where the hallway goes to the left and reaches a dead end to the right. Look right and ready the EMF. You should see a hack point through the wall. Hack it, then move down the hallway in the opposite direction. Be quick! Mr. X is stalking you now, and he's not far behind! You'll reach a locked door at the end. One more point to hack. Look right from the door to find the next hack point, hack it to restore power to the switch (the switch itself is located to the left of the door). Interact with the switch, then go through the door.

Immediately turn around and face the door (and Mr. X coming down the hallway after you). Trace the wire up above the door frame and a bit to the right to find another switch nearby the door. Hack it to power a fan in the small room behind you. Turn around and you'll see the fan on the opposite side of the room. Use the table in the middle of the room to move around/evade Mr. X while you hack the fan. Once you hack the motor, the fan explodes, which gives you an avenue of escape. Move to the opening where the fan used to be and interact with it. Ada will slip through the opening and you'll be free of Mr. X for awhile.

Follow the path up and out of this room. You'll go up some stairs. At the top you can find a Typewriter, but don't bother saving your game. You'll have autosaves if something goes wrong, and this way there'll be very little chance that you'll overwrite the wrong save. Remember that we need to reload your previous file and play through this part again to get all of the collectibles down here!

There's a door nearby the Typewriter; ignore it, it's locked. Move forward, a bit further into the room and you should see a set of stairs off to the right. Go up, near the top you'll see a console. Interact with it to pull the lever. Doing so opens a large, vault-like door below you. What you're looking at is the Incinerator. Go back downstairs and enter the Incinerator. Surely this won't backfire.

Once inside, go as far as you can to find a zombie sitting on the floor. Don't worry, he won't get up. Interact with the corpse to obtain an ID Wristband. This triggers a cutscene, shortly after it ends you need to quickly hack a few switches around you to open the door. Failing to complete the hack within 60 seconds will leave you a little on the crispy side. And a little dead, too. Naturally, you want to avoid those outcomes. Unfortunately, you can't start hacking until they finish their chat, so let the verbal exchange play out.

While you're waiting, face the zombie you just stole the ID Wristband from. Aim the EMF at the zombie, then move right. You should find a switch in the wall there, that's the first hack point. Hack it when the dialogue stops, then turn and face the entrance. There are three "boxes" above the door, you need to get power to all three (not at the same time) and hack them to open the door. When they can be hacked, they turn yellow. Right now the leftmost one should be yellow, hack it. One down, two to go!

Return to the first hack point. Follow the wire up and to the right to find another hack point close by the first. Hack the switch to send power upwards through the other wire. Turn towards the door and hack the rightmost box. Now only the middle one remains.

Trace the wire going out of the box above the door (the one you just hacked) until you reach another switch/wire intersection. Hack the switch, which restores power to the middle box above the door. Turn towards the door and hack the middle box. As soon as you do, you're safe. Exit the Incinerator.

Move towards the Typewriter, there was a locked door over there. You can go through the door now that you have that fancy bracelet. The hallway goes straight ahead and also turns to the left. Go left and through the next door. Follow the path until you reach a bridge. As you start to cross you'll trigger a cutscene. You're done playing as Ada now. When you regain control of Leon, you'll pop two achievements:

Time to reload that save and play through that part again. As I mentioned before, this time you'll be able to stagger/kill zombies as necessary, so it'll be much easier. I'll go over it again so you know where the collectibles are. If you need any additional reminders, just scroll up a little.

Hack the fan, climb up into the pipe, hack the second fan. Hack the door before you drop into the next room, don't waste ammo on the zombie here (he shouldn't be a problem for you at all). Before you move through the door on the opposite side of the room, move over to the desk with the light above it to find File (24/58): Sept. Inspection (Week 1). Go through the door once you have it.

Follow the catwalk to the end, before you go down the stairs make sure you grab the Handgun Ammo setting on one of the barrels. Move down into the area with the lift. Reach the lift, then move right. Lure the zombie out and move around him. Keep the wall to your left, you'll eventually reach the railing overlooking the wrecked stairs. Aim the EMF at the wall above the stairs and hack the switch to restore power to the lift. Return to the lift, staggering zombies as necessary (you'll likely only need to stagger the one blocking your path and another hanging out a bit closer to the lift). Board the lift and go up.

Follow the path to the door and go through it. Follow the hallway to the left and then stop when it goes left and dead ends off to the right. Aim the EMF off to the right to find another hacking point. Hack it. Then move down the hallway in the opposite direction. Remember that Mr. X enters the area and starts stalking you right about here. Stop at the locked door, aim the EMF to the right again and hack the switch. Interact with the actual switch to the side of the door, then go through it.

Move into the room a few steps, then stop. Turn around and aim the EMF at the door, then slightly up and to the right. You should find another hacking point in the wall here. Hack the point, then evade Mr. X and hack the fan in the room. If you feel like risking it/feel confident you can grab some Handgun Ammo from the table in this room. When you're ready to get away from Mr. X, move over to the opening where the fan used to be and interact with it.

Move out of this room and go up the stairs. This time, save your game with the Typewriter at the top. Move over to the stairs and go up. Grab File (25/58): Sept. Inspection (Week 2) from the desk at the top of the stairs. Interact with the console to open the Incinerator, then move back down the stairs. Head on over to the Incinerator, but don't go in just yet. To the right of the door you can find a Mr. Raccoon (8/15). Shoot it, then enter the Incinerator. Grab the ID Wristband from the zombie. Wait for the cutscenes/talking to end.

Hack the first point (look at the zombie corpse, then aim off to the right a little bit). Then hack the left box above the door. Return to the first point and trace it to the right to find an intersection switch. Hack it, then aim above the door and hack the right box. Finally, follow the wire out of the right box until you find another intersecting switch, hack the switch, then hack the middle box above the door. Exit the Incinerator.

Head back over to the Typewriter/door that was locked. Move through the door. Follow the hallway to the left and go through the next door. Stay on the only path available to you to trigger a cutscene. You're finally back in control of Leon, this time for good.

From where you start, turn right. Board the lift and go up. Move straight forwards to find a "Save Room" of sorts. Open the Item Box. If you have Hand Grenades, put them away. You should also stow away any excess healing items. Close the box and save your game. Move down the stairs and keep going straight, you'll reach a light and a dead end. There's an opening here, move towards the edge and hold cn_LSu as usual to drop down.

As soon as you drop down, move forward and right, towards the pile of junk. You can find some Handgun Ammo there, grab it then follow the dark passage to the end. The path will split, go right. Soon after you'll see two tunnels running parallel to each other. Go in the left one first, you'll reach a dead end that contains some Shotgun Shells. Then move out and take the other tunnel. You'll come to a dead end and a raised platform off to the right, move towards it and Leon will climb out of the poo water.

Move up the stairs, near the top you'll find a corpse with an item you can pick up lying next to it. Don't worry about the item yet, move over the corpse a bit, you'll hear a nearby zombie start to make noise because it noticed you (if you don't hear it, peek around the edge and down the zombie from here). Back up towards the stairs behind you and let the zombie come out after you. Down the zombie, grab the U.S.S. Digital Video Cassette from the floor near the corpse, then move into the area the zombie came out of. More stairs, more corpses.

Follow the path straight ahead, you'll pass a locked door on the right hand side and eventually come to a bridge (also on your right hand side). There should be a zombie standing on the opposite side of the bridge, and a power box hanging on the wall to the left (there'll be a green light lit up on it). Cross the bridge slowly, giving yourself time to down the zombie. Then move down the stairs on the opposite side. At the bottom you can grab a Combat Knife setting on top of a barrel.

Unfortunately, it's time to drop down into the murky sewage again. Move off the ledge, then head right, towards another ledge. Looks steep, but it's not too bad. Leon will slide down. Follow the path a few steps forward, you should then notice an alcove off to the left. There'll be a light and a door. The door is locked for now, but climb up there anyway to grab a Blue Herb. Open your inventory, if you're carrying two Combat Knife items, make sure you've got the one that has the least durability equipped. You'll need it soon.

Hop back down into the sewage. Go left, and hug the gross build up on the side of the tunnel. Towards the end of the build up, you can find some High-Grade Gunpowder (Yellow). Stop here and look down the tunnel, you'll see something lurking in the water, with some of it visible above the surface. This is the G-Type Adult. This enemy has a long reach, likes to spawn smaller enemies that swim towards you and blow up, and likes to grab you. If it grabs you and you don't use a Defensive Item, you'll get puked on. Nearly all of it's attacks will poison you (including the smaller enemies). Obviously, we are trying to avoid getting poisoned so we can save our Blue Herbs. There's only one here to deal with, but you'll come to a section later on with a few of them.

For now, take a shot at the mass above the water with your Handgun. The G-Adult will rise out of the water and approach you, lure it out into this more open area, then move around it and down the tunnel where it was lurking a second ago. If it stops in the tunnel and starts spitting out the smaller enemies, shoot them as they swim towards you (they don't swim very fast and they're easy to see). Move around the G-Adult when you get an opening (I don't recommend wasting your ammo to kill these guys, they can be pretty spongey). If you get grabbed, use a Defensive Item to free yourself and press on to the ledge at the end of the tunnel. Climb up out of the water, and then you're safe. The G-Adults cannot leave the water.

Follow the passage to a door. Go through it. Still only one path, so keep going. You'll reach a ladder, climb up and go through the door at the top.

From the perspective of the door, you can find Shotgun Shells in the front left corner. From there, turn and face the door. There's a table to the left of the door. Move over to it and grab File (26/58): Copy of Emails to Umbrella HQ. Move left from the table to find a pair or lockers. The leftmost one can be interacted with, input the code SZF, this will count as Safe 7/8. Inside the safe, you can grab some MAG Ammo. Nearby the lockers there's an opening in the floor, drop down, then drop down again for a cutscene. When it ends, strafe to the left to find Sewers Map hanging on the wall nearby.

Now let's grab some items from this room. Turn around from where the map was hanging and head towards the yellow consoles on the opposite side of the room. If you move towards the yellow console on the right, you can find Handgun Ammo nearby the chairs. From here, turn left. You should see a TV. Move over to it. Grab File (27/58): Sewers Company Pamphlet. Then interact with the VCR (I hope you all know what a VCR is, but if not it's the thing to the left of where the File was). Choose the video cassette you picked up a short bit ago. You'll get an expository cutscene. When it ends, interact with the Item Box. Stow the video cassette (or discard it when you exit the box, doesn't matter), the MAG Ammo, the single Blue Herb, your Flash Grenades, Shotgun Shells, and the High-Grade Gunpowder (Yellow). Take out the USB Dongle Key. Then close the box.

Move away from the Item Box. There's another part of this room beyond it, go that way. You'll find a locked door and a bunch of consoles hanging on the walls. Each of these requires a fancy chess piece plug to power the door. As you can see by the red lights, we're missing three of them. All of the plugs currently in place can be interacted with, but don't mess with them right now. In the back of the room, under the light, you can find File (27/58): Unlocking the U-Area Door setting on the table. You can interact with the paper hanging above the table for a clue to the chess piece puzzle (it doesn't count as a File).

Move back into the adjoining room with the TV/Item Box and save your game with the nearby Typewriter.

Let's move on. Go through the door next to where the Sewers Map was hanging. A few steps in front of the door there's a lever with a red light above it, interact with it to lower a bridge in the middle of the room. Cross the bridge and follow the path to the right. You should notice a zombie corpse sitting at the end of it, shoot the zombie in the face with your Matilda. The zombie gets up, so you should put him down. Move to where he was sitting and grab a Blue Herb off the floor.

You might have noticed a safe setting on a nearby table to your left as you were downing the zombie (Safe 8/8, to be precise). Interact with the safe. Input the code 2-12-8: cn_LSl to the 2, cn_RSr to the 12, cn_LSl to the 8. Hit cn_A when you reach the 8 and the safe will open, rewarding you with a Shotgun Stock part and an achievement with a familiar name (for those of you that didn't play RE1 on an Xbox console, there was an achievement in that game with the same name):

Open your inventory and combine the stock with the Shotgun. The stock allows for easier rapid fire, so next time you throw down a boss you can throw 'em down that much faster!!

Turn around and follow the path around the opposite way (the zombie will likely get up as you're leaving, so be ready to down him again), past the bridge. Towards the end of the path you can find a Red Herb, grab it. Then move into the area to the right, where the Cable Car is located. On a table to the left you can find the T-Bar Valve Handle, a key item that will help us get further into the sewers. You can't enter the Cable Car without an ID Wristband (I wonder where we'll get one of those...), but move further into the area, past the door to the car and down the stairs. On a table at the bottom you can find File (29/58): Delivery Receipt. There's nothing else of note down here, so head back up the stairs. Move back into the larger room with the bridge (and be ready to down that zombie again if he's in your way). Instead of crossing the bridge, move just past it and go through the door on the left hand side. More stairs.

Go down, but not all the way. There are a couple zombies waiting for you near the bottom. You have the high ground here, so use it to your advantage. Get the attention of the first, stay in the stairwell, and keep plinking away with headshots with the Matilda until it goes down. Before you down the zombie, another should join it (sometimes the second zombie hangs back and you'll have to go further down/all the way down to get that one, but this seems to be a rare occurrence). Keep your distance and down them both, it'll be too easy as they both funnel up the stairs towards you.

Move down the stairs when it's safe. To the right, you can find a Green Herb. Go ahead and combine it with the Red Herb you just picked up a second ago, then combine those with the Blue Herb (again, don't use this unless I tell you to!). Now go the opposite way. Past the stairs and into a dark passage. You'll arrive at a closed door that requires a special tool to open. Good thing you just picked up the T-Bar Valve Handle. Interact with the pedestal nearby the door and use the Valve Handle to raise the door. Move through it. Follow the path, you'll come to an area under a light with a small table. You can find the Sewers Key here, hanging above the table. Grab the key, then climb down the nearby ladder to continue. Back into the sewage we go...

Follow the path, after a few steps you'll see a zombie corpse lying on some junk along the right side of the passage. Slowly approach the corpse for a scripted event straight out of an Alien movie, then grab the Green Herb nearby the corpse. If you face the other direction from this spot you'll see a sort of ramp where you can climb out of the sewage. It's covered in corpses, but it's safe. Move over to it to climb up. Keep moving straight ahead to drop down the ledge on the opposite side of it.

Follow the path, it starts to twist and turn. You'll see a G-Adult lurking beneath the water (hard to miss when a good portion of it is above the surface of the water). If these guys are trying to be sneaky, they fail at it. Don't get too close, but edge a bit towards it. Take a shot at it with the Matilda, as it jumps out of the water you can rush past (keep to the right as you do so) and avoid getting grabbed if your timing was right (this can be tricky to pull off, use a Defensive Item if you get grabbed, then press on past the monster when you regain control of Leon). As you move around another corner you'll spot a second G-Adult. This one isn't even trying to hide from you. Press past it as best you can (this one can be REALLY hard to get around, so if you get grabbed/poisoned it's okay. Use your Super Herb you just combined and press on. You'll heal up to full health, take less damage, and be immune to poison for awhile.

After you get past the second G-Adult, keep going towards a red light on the far wall. You'll see another G-Adult drop into the sewers via a drain on the right wall, ignore it and keep running. You'll come to a spot where you can climb out of the water (nearby the red light) and be safe from the G-Adults.

Go through the door and climb the stairs. At the top there's an open doorway, but don't go through it yet. You should already hear Mr. Raccoon (9/15) dancing somewhere nearby. Move down the path to the left of the door to find the raccoon tucked away in a corner. Take it out with the Matilda, then move through the nearby doorway. Follow the path. When you reach a yellow shelf on the right-hand side of the path, stop and grab a Red Herb from atop of it. Combine it with the Green Herb you picked up a short bit ago. Then move down the stairs nearby.

There are a lot of locked doors down here and a sort of placement puzzle. You'll obtain a couple of the chess pieces inside the area, the trick is using them to restore power to the doors while also getting out of this area with both of them in your possession. To start, there's only one opening to move through, a shutter parallel with the stairs. Go through it. Once you're on the other side, turn around and face the shutter. Pull the Queen Plug from the console to the right of the shutter (these plugs will all be called Electronic Part unless you examine them to get their real names, which I recommend you do so that you won't be confused when you're choosing plugs later on). Move further into the room. Straight ahead you can find a Blue Herb inside a box. Grab it and combine it with the Green/Red combo.

From where you grabbed the Blue Herb, do a 180. There's a console nearby these boxes, interact with it and choose to use the Queen Plug. The shutter will open, move through it. More stairs, move up. As you start climbing the stairs, a zombie will fall into the area parallel to the stairs you're climbing. Move back down and "down" the zombie. Then climb the stairs for real. Move through the open shutter, then turn and face it. Pull the King Plug from the console, then move to the opening nearby and drop down.

Move back through the shutter you opened with the Queen Plug. At the end of the path you can use the King Plug to open another shutter which leads to an awesome weapon: the Chemical Flamethrower. Like in previous Resident Evil games, we'll be saving this weapon for a very specific area of the game, where it'll do the most damage. So avoid getting too trigger-happy with it!

Move to the nearby door and unlock it, but don't go through. Turn around and move back through the previous shutter. Pull the King Plug. Follow the path back out and pull the Queen Plug. Move down the middle path and put the Queen Plug back where you found it in the first console. Move through the shutter back out to where the first set of stairs are. Turn left and move towards another console. Put the King Plug in, then move through the open shutter. You can now move back around to where the Queen Plug is, pull it, then move back through the King Plug shutter across from the stairs and pull the King Plug (DO NOT FORGET TO PULL THE KING PLUG BEFORE YOU LEAVE!!). Climb the stairs and follow the path to exit the area. Then move down the stairs and go through the next door to return to the sludge and the G-Adults.

Drop back into the sewage and do your best to rush through the area. The G-Adults aren't even trying to hide, they've been waiting for you to return. Do your best to press past them, the less time you spend in the sewage the better. There's a good chance that both of them will block your path, just keep pressing on (use a Combat Knife if you have to). If you didn't take too long in the previous room, and you used a Super Herb before, the effects might still be in effect. All the same, we'll try to avoid getting grabbed at all. Try to pass them on their right sides UNLESS there's a greater opening on their left side. Overall you want to make sure you hug the left side of the sewer. You'll eventually come to a spot where you can climb out of the sewage, another ramp. Climb up and drop back down the other side.

Go straight forward, back towards the ladder you used to get down here in the first place. A third G-Adult will get in your way and charge you with it's arm outstretched. Rush to the ledge to your right and climb up out of the muck to avoid getting grabbed. Hop down and move away from the G-Adult to the ladder. You should be able to reach the ladder without any further incident. Climb up and out of the sewage.

Now, if you got poisoned on the way BACK to the ladder, cure the poison with a Super Herb.

Follow the path to the right. You'll go through the grate you raised with the T-Bar Valve Handle, then up some stairs, back to the area where you downed the two zombies by funneling them up the stairwell. Be wary as you move back into this area, there's a zombie just out of sight on the left side of the room, and it WILL grab you if you move up the stairs and into the room. Move partially up the stairs and fire a round to get it's attention. Keep your distance and down the zombie, then move into the room. Go up the long set of stairs to the right, it's time to return to the Save Room and dump some things into the Item Box (your inventory should be about full or totally full at this point). So, up the stairs, across the bridge, and through the door.

Open the Item Box. Put away the Chemical Flamethrower. Make sure you still have a full-healing item and a Defensive Item. Close the Item Box. Move into the adjoining room and face the table with the light over it, so the consoles are on either side to your right and left. Let's start with the left side. Grab the Knight Plug from the middle console. Strafe right and put it in the console with the picture of the Knight Plug on it. Now move to the other side of the room. Put the Queen Plug in the middle console. Move left and take out the Bishop Plug, then put the King Plug into the console here, so that the King is next to the Queen. Return to the consoles on the other side of the room. Put the Bishop Plug in the leftmost console. There's only one plug left to find, and the empty console here in the middle is where it'll go.

Return to the main part of this room. Save your game with the Typewriter, then move back through the door and cross the bridge. Go through the door and down the stairs, then straight forward/right until you reach a ledge. Above the ledge you can find a lever on the wall. Interact with the lever to open the nearby grate. Drop down into the muck and move left a short distance to find a Hand Grenade setting on the ledge to your left. If the zombie you downed a moment ago got back up, you might hear a splash whilst you grab the Hand Grenade. If you do, it means the zombie is down in the poo water with you. Wait for it to stand up so you can see it, then down it again. Either way, you want to move through the grate you just opened.

Follow the path straight ahead. As you move through the area, you might encounter another G-Adult as it drops into the room via a drain to the right. Press on past it and you shouldn't have any trouble. You'll see a ledge off to your right, climb up and out of the sewage. Use the T-Bar to raise the door here, then move through it.

Move left in this room, towards a barrel to find Shotgun Shells setting on top. Grab them, then move towards a nearby lift and interact with it to go up.

There are a few items in this room to grab. Straight ahead off the lift and on top of the counter to the right you can find Handgun Ammo. On the table in the middle you can find Roll Film, once examined this item is actually called Film: "Hiding Place". This item is important for an achievement! Next you should move to the table on the left side of the room to find Hip Pouch (5/6). Move to the door to unlock it and go through it.

As soon as you exit the room, the zombie that was lying on the floor in there will get up and, eventually, come out after you. Move quickly, as there are more zombies coming at you in this area, too. One will come across the bridge we crossed earlier. Quickly move up to the console on the left and pull the chess piece out (this is the Rook Plug). Then continue down the path, avoiding the zombie lying on the floor as you round the corner. You'll come to a locked door (it'll be on your left hand side) with the words "Treatment Facility" on it. Interact with the door and choose the Sewers Key to unlock it. Go through.

You should be safe in here. Move to the table in the middle and grab the Gunpowder. Then turn to the lockers by the door you just came through. Two can be interacted with, one is empty. Open the one second from the left for some Handgun Ammo. Then you can move to the opposite side of the room. On the table (other side from where you picked up the Gunpowder a second ago) you can grab File (30/58): Jazz Festival Flyer. It doesn't matter now, but the letters circled on the flyer, SZM, are the same letters we used to open that last safe. This is where you would have found the solution. This is the last File you'll be collecting for a bit, the rest of the Leon playthrough collectibles are in the final area of the game. We'll do some backtracking before we head there.

Move towards the cabinet on the back wall, the one with yellow tape on it. Stand on the right side of it and interact with it to push it out of the way. Then interact with the lift switch to open the shutter and board the lift. Push the button inside to go up.

Exit the lift and move left, towards some stairs. If you hug the left wall, you can find some MAG Ammo on a bucket in the corner. Grab the ammo, then move up the stairs. Unlock the door and go through it. Immediately turn left and hug the wall in that direction, you'll come to a locked box with some fancy-looking loot inside it. Open your inventory. Choose to examine the USB Dongle Key and rotate it around to view the back of it. When prompted, hit cn_A to slide the USB Port back into the "badge," which turns the USB Dongle Key back into the S.T.A.R.S. Badge. Interact with the box and select the badge to unlock it. You'll obtain the Long Barrel (Lightning Hawk) part. Leave the S.T.A.R.S. Badge in the lockbox. Move to the nearby stairs in this room and start climbing (avoid going through the door that leads to the area where we fought G for the first time). Follow the stairs up until you run out of stairs, then use the lift at the top to return to the RPD.

Before you do anything, move towards the doorway leading out of this office. Interact with the pedestal by the door and use the T-Bar Valve Handle to open the way forward. Then interact with the Item Box. Put away the T-Bar Valve Handle, any remaining Blue Herbs you might be carrying, the Gunpowder, MAG Ammo, and Hand Grenade. Make sure you've still got a healing item on you, and take out the Lightning Hawk. Combine the Long Barrel part with the Lightning Hawk, which will increase the gun's accuracy and overall firepower. Then put it away. You'll get to try it out soon enough!

Move around the desk to the Typewriter and save your game. Then climb the stairs back up to the actual RPD. Try to give the zombie in front of you some space (if he's sitting down, he won't be a problem, even though he'll notice you) and head right. Our destination now is the Dark Room. Go through the Spade Door at the bottom of the stairs on this side. Then through the West Office. There are still zombies in here. Normally we'd use the desks in the middle of the room to evade them and conserve our ammo supply. This time you should down them with the Matilda. One will be out in the open, the other will be in the small office in the corner, don't get jumped by it while you're dealing with the other one. Once both are down, be wary. They'll likely rise again. Equip your Shotgun, but be ready to re-equip the Matilda if the zombies get back up. Move to the door and open it just barely to peak through. There are two Lickers out there, and we gotta take them out. We'll make a bit of noise here, so if you're wondering about Mr. X, don't. He followed you into the Sewers and doesn't seem to be in the RPD anymore.

Peak out (don't fully move through the door!) and look left. You should see at least one of them lurking in that direction, if not you can take a shot with the Matilda to attract them to you. Take a headshot, which gets them moving. Back into the West Office, they'll be coming towards the door now. They'll pace back and forth in front of the door, so keep peaking out and taking headshots when you can and they'll go down fast. After killing the first, you'll likely find the second off to the left where they were originally, you might have to coax it out with another shot to finish it off. They can still hit you if you move far enough through the door, and their tongue-lash attack seems to come through the doorway, so be careful! And again, watch out for the zombies in the room behind you!

Once both are dead, exit the West Office and follow the hallway to the right, re-equipping the Matilda as you go. After the long stretch, you'll reach some stairs. Stay right and ignore the stairs. Remember the Save Room down in this corner? Yeah, this should still be familiar to you. Enter the save room.

Move back into the adjoining "dark room" and interact with the sink. Choose the Film: "Hiding Place." This will develop two photos, which will reveal two hiding places. We'll be going to grab those items for an achievement. Use the Item Box and take out another healing item if you need to (you should be fine, but just in case you did take damage, I'm going to remind you). Take out those Shotgun Shells we stored away earlier, and four regular Gunpowder items. Yes, four. Close the box, then combine the Gunpowders with each other to make more Handgun Ammo. Then save your game with the nearby Typewriter. Exit the Save Room.

Move up the stairs to the second floor. Go towards the Shower Room, but move slowly. You should find a zombie lurking a bit further down the hall, or she might be just outside the Shower Room door. If the zombie is in your way, stagger and move through the door to enter the Shower Room. When you reach the door on the opposite side, equip your Shotgun, then open the door slowly and peak out. Try to spot the Licker (if it's far away, use your Handgun to get it's attention), then rinse and repeat the previous strategy to take it out. If you can't spot it, you can step out into the hall just to get it's attention, then kill it.

Re-equip the Matilda, then move straight down the hall and go through the first door on the left to enter the S.T.A.R.S. Office. Enter the smaller office to your left and move around the desk. There should be a prompt down low on one of the drawers that wasn't there the first time (you needed to view the photo in order to "know" where the item was hidden). Interact with it to open the drawer and obtain a Wooden Box. Open your inventory and examine it. Rotate it around to find the latch on the front, then hit cn_A . The box will open, revealing the Red Dot Sight (Lightning Hawk). One hidden item down, one to go!

Retrace your steps out of the S.T.A.R.S. Office and back down the hall to the right. Go through the Shower Room. When you reach the door on the other side, open it carefully! Make sure the zombie isn't waiting just outside to grab you. If she is, stagger and move around her. Go down the stairs. Our destination now is the Main Hall, so head back down the hallway and through the West Office (be wary of the zombies you downed in here earlier) and back out to the Main Hall. Again, be wary of a zombie lurking here. Stagger or down him if he's being a pest or gets in your way.

Move over to the Reception Desk and save your game. Then move through the large open shutter on the east side of the Main Hall (opposite the side you were just in). Be wary of zombies in this hallway. Follow it around until you reach a set of white doors on the left hand side (on your map, you're looking for the Press Room). Go through the doors. There's a zombie in the Press Room (and a chance that a second will enter through the hole in the wall that Mr. X created), give it some space and stick to the left side of the room. Rush to the stereo in the back left corner and interact with the desk it's sitting on to open the drawer and obtain Fuel x400. Extra "firepower" for the Flamethrower. Haha! Get it?

At any rate, you'll DEFINITELY get this achievement for nabbing the last of the two items:

Evade the zombie, then exit the room via the white doors.

Retrace your steps back down the hallway to the right, through the shutter and back out to the Main Hall. Head for the Reception Desk and open the Item Box. Take out the Lightning Hawk again and combine the Red Dot Sight part with it to enable "lightning fast aiming." Sweet! Open the Item Box again and stow the Lightning Hawk, we'll test out that Red Dot Sight later on. Put the x400 fuel away. Make sure you still have a healing item and the Rook Plug in your inventory.

Take a look at your ammo, you're probably running a bit low on Shotgun Shells. Take out a High-Grade (Yellow) Gunpowder with a Gunpowder (Large). Close the Item Box. Combine the High-Grade with the Large Gunpowder to create more Shotgun Shells. Save your game.

Now you want to go back the way you came. Move back under the Goddess Statue on the other end of the Main Hall, through the office to the lift, and descend back into the darkness of the underground. Follow the stairs all the way to the bottom (ignore the door to the left about halfway down the stairs) and go through the metal door in the corner. Move down another short set of stairs, then board the next lift. Interact with the button to descend even further.

Now you're back in the Workers' Break Room. Exit cautiously, and look off to the right. Be prepared to stagger or down a couple zombies out here on the catwalk (they'll still be milling around where you left them). Go that direction and through the door at the end of the path. Be ready to stagger a third zombie in this room. Then board the small lift in the back of the room and use it to go down even further.

Move through the next room, through the open doorway, and hop down into the sewage. Go left (you want to stay left and take the left tunnel when the path splits), but take it slow. G-Adults are still lurking down here, use the Matilda to get them to pop out of the sludge and then try to press past them as they recoil from the bullet (use a Defensive Item if you have to, you want to avoid getting poisoned here. If you get poisoned, reload your last save). The first is nearby where you dropped into the sewage, you should be able to see it poking out of the surface. Take the left tunnel (the other G-Adult is down the right tunnel, shouldn't be an issue for you at this point as you're going the other way) and climb out of the sewage when you reach the opening at the end.

Go straight up the stairs and through the door at the top. Be wary of the "dead" zombies in the area just before the stairs (you downed them earlier, but they may still rise again when you walk by them, so watch your ankles and try to avoid walking near them if you can help it!).

Cross the bridge and go through the door on the other side of this room. You're back in the Save Room with the chess puzzle. Move to the area with the consoles and put the Rook Plug in the only empty console to unlock the nearby vault-like door.

Move back to the Item Box and take out the Lightning Hawk and MAG Ammo, a Defensive Item (if you just used one), and some Flash Grenades. Also make sure you've got two healing items on you. Use the Typewriter to save your game. Then go through the vault door you just unlocked. Move down the stairs. Grab the Blue Herb at the bottom, then move left. You should see a Green Herb, grab it. Keep going, around the corner to the right, then down the path. Go through the door at the end.

You need to interact with the breakers/console in the back right corner (under one of the lights). Grab the Red Herb first (setting on the floor nearby the machine), then interact with the breakers. Flip the first, second, and fourth switches to restore power to the area. We can now move through the large Waste Disposal doors you just walked past. Move towards the door to exit and you'll get interrupted. Time for another boss fight with a familiar face! First, though, the room will start to catch fire. Remain calm. Look back towards the breakers in the corner, then look right. There are a few buckets setting on the floor nearby a shutter in the corner. You want to stand against the wall (facing the wall), between the buckets and the shutter, so move over there quickly! If you position yourself correctly, you won't take any damage here as the boss walks around above you and shoves his talons down through the ceiling in an attempt to impale your head. He'll get close, but he won't be able to reach you in that spot. This sure beats running around in circles like an idiot while you get scalped!

The boss, formally known as G (Stage 2), will eventually give up and break into the room via the shutter you're standing next to. Stay right where you are. When he comes through the opening and enters the room, press past him and run down the hallway. Don't stop to shoot him or anything, just keep running. The path zigzags a bit before ending on a catwalk. Drop off the edge and keep moving forward. A shipping container will be directly to your left. When you can, move left around the container to find a console. Interact with it to push a button and move the container. You'll have a little bit more room to move around now. Quickly grab the Defensive Items to the right of the console (one Combat Knife and one Flash Grenade), then move away from it. G won't be far behind you, and you'll likely take damage here while you're waiting on the crane to move the shipping container.

The overall goal here is to move the crane back into it's original position and knock G off the edge of the platform you're both on. To do this you have to wait for the console light to come back on, then hit the button again to move the crane back over to this platform. Sounds easy, but it can be tricky. First, the container takes a bit to come back around, meaning you have to dodge the boss and stay alive while you wait. Often times you'll end up getting knocked off the platform, too, either because the boss was able to grab you or because you didn't get out of the way in time. And then there are times that the container will come back and the boss will have moved out of the way, which means you have to rinse and repeat the entire thing and survive that much longer. Timing is everything here!

You could use the crane/shipping container multiple times to eventually knock G off the edge, but there's an achievement for using the crane only ONCE to knock him off the edge and end the fight. That means you'll have to deal some damage to him via more traditional means, so it's time to put the Lightning Hawk to good use! You need to down him four times before you hit the button to move the crane around (ignore Leon mentioning the crane during the fight, you can't knock him off in one go unless you down him four times). Downing G weakens him, which makes him more susceptible to getting knocked off of platforms with cranes. Downing him also has an advantage in that he'll sit still for a second or two, which should help you get the timing down so you can use the crane and knock him off the edge, as well as giving you a second to put some distance between the two of you. Just remember that the crane moves slowly, so you need to get to the button quick after you down him the fourth time.

The strategy is simple. Keep your distance and take careful shots. He'll slash at you, and he's got decent range on this attack. So you could be running away and still getting slashed because his arms are so long. He also likes to use a lunging/jump attack to cover distance and try to pounce you, and chain slashes together as he gets closer to you. He's also got the aforementioned grab attack, you'll know he's going for this one when he leans down, growls, and starts running towards you. Use a Defensive Item to free yourself if he gets ahold of you, and if you see him lunging, move towards him and slightly to either side of him usually gets you out of the way in time. Overall you want to keep your distance and shoot at the large eye above his right arm with the Magnum. Try to make every shot count, ammo for this weapon is rare! On that note, though, don't be discouraged if you use most of your supply on this encounter, that's why we've been saving the MAG Ammo.

Three or four direct shots should down him. When he goes down, stop shooting! You need to keep track of how many times you down him so you know when to hit the button again, so dealing damage to him while he's down might throw the whole thing off! It is possible to kill G without the crane, so avoid shooting him when he's down. When he goes down, put some distance between the two of you, and keep an eye on him constantly. Don't bother trying to pick up any of the items littered around the platform, we'll loot them after we knock this guy down into the abyss. Start shooting as soon as he gets back on his feet and you've got a clean shot lined up.

Rinse and repeat the strategy. Down him three more times. The fourth time you need to make sure you do it well away from the console, so you'll have time to call the crane and the shipping container will come around in time to knock him off. Race back to the console and hit the button. If you got the timing right, the crane should move around and knock him off the edge. If he's on his feet and the crane still seems a good distance away, manually throw a Flash Grenade to stun him and hold him in place until it arrives. If somehow you fail this part, reload the most recent save (the autosave) and you'll be right back at the start of the fight here on the platform. Checkpoints are nice. Getting it right and knocking him off in one go will net you the following achievement, which is also pretty nice:

  • Gotcha!

    Defeat Stage 2 G using the crane only once.

    Gotcha!
    5 guidesOffline Game ModeSingle PlayerMissable

After the scene, you can loot the items on the platform. There's MAG Ammo on the stack of metal nearby the ledge you dropped down from, and Handgun Ammo to the left of the crane controls. Grab the items, then move over the wreckage that forms a "bridge" off the side of the platform and through an open door. Climb the stairs and interact with the door to unlock it. Go through to find yourself outside the Waste Disposal doors. You restored power a few moments ago, so we can go through the doors now. Move over to the right of the doors and interact with the lever for a cutscene.

Escort the lady to the cable car you saw earlier, she'll be leading the way. I'll say this now, because I'm a nice guy: this is the point of no return, once you go to the next area you're stuck there. You should be good to go, but play it safe and don't overwrite your last save in this area. On that note, make a new save now as you follow Ada through the Save Room.

When you reach the cable car the door will open and Ada will board. She'll hint that it's the point of no return because she's a nice lady. Board the cable car and pull the lever nearby Ada to go down. Another cutscene. When it ends you'll automatically obtain the ID Wristband and this aptly-named achievement:

There's an Item Box right outside the cable car door. Open it and put away the Lightning Hawk, MAG Ammo, any excess healing items and single herbs, the Flash Grenades and any other excess Defensive Items, and the Sewer Key. Make sure you've got a Combat Knife equipped. Move down the stairs and follow the single path to a large door. Wait for it to open, then move through.

Welcome to the Labs. This is where all the magic happens!

Move around the desk to the right and interact with the computer to obtain (a somewhat digital) File (31/58): Nap Room Log. Move into the small "Save Room" off to your right. There's another File in here, up on the board. Interact with the note to obtain File (32/58): ID Wristbands. You can save your game if you want. When you're ready to continue, move out past the desk and into the door straight across from it to enter the Security Room.

Move around this room until you reach a desk with a computer on it. Interact with the open folder on the desk nearby the computer to obtain the map for this area, the Research Lab North Area Map. Exit the room. On your way out, make sure you grab the Shotgun Shells on the counter setting in the middle of the room.

Turn right and move past the reception desk. There's a door just past it, go through it.

Follow the dark hallway until you reach a door with a green light on it. Go through that door to enter the cafeteria.

There are a few zeds in here, so you'll need to move quickly. One of them is so preoccupied feasting on a corpse that you can run right by it, but there are two others milling about. Once you enter, move left and follow the wall. You'll come to the distracted zombie, just move around the backside of the zombie and then go right. There's another zombie nearby (towards the middle of the room), if you keep moving you'll be fine. Zombie number three is waiting in the dark corner, nearby a ladder that we need to climb. Down this one quickly with a Shotgun blast to the face. Directly behind this third zombie you can find a Mr. Raccoon (10/15). Shoot it with the Matilda, then look left to find the ladder tucked into the wall (under the light). Ascend before the other standing zombie has a chance to catch up with you.

Follow the vent to the end and drop down. You're in the kitchen. Immediately turn left and move towards the counter that divides the kitchen and the cafeteria to find a Gunpowder (Large). Continue moving along this side of the room to find a Combat Knife. Then move through the door with the green light on it. There's a good chance that as soon as you get through the door you'll get grabbed by a zombie, let it grab you then use the Combat Knife to free yourself. This zombie is all suited up, so make sure you finish it off with headshots and grab your Combat Knife out of the re-dead corpse. Now, if it doesn't grab you, you'll likely find it standing off to the left. Down it now so it doesn't try to creep up on you. When you've dealt with the zombie, turn around and move through the door at the opposite end of the hall to enter the Nap Room.

Move along the left wall to find Shotgun Shells on the desk. Just past the desk, you'll find some lockers. Interact with the leftmost one to find the Regulator part for the Chemical Flamethrower. Ignore the other lockers, the middle one can't be opened and the right one is empty. Bummer. Now look towards the opposite side of the room. the middle bunk has an arm hanging through a crack in the shutter, interact with the arm to obtain the Electronic Chip, which will upgrade your security clearance for the Labs and enable you to go through doors with blue lights. Combine the Electronic Chip with the ID Wristband and you're good to go. Exit the Nap Room.

Move straight ahead and through the door with the blue light. Then follow the dark hallway straight ahead until you reach Reception again. Back in Reception, turn right. Your destination now is to go through the door with the blue light on it. But first we'll stop at the mini-Save Room and grab a few things. Open the Item Box and take out your Chemical Flamethrower and it's Fuel. Make sure you also have at least two Defensive Items. Open your inventory and combine the Regulator part with the Flamethrower. The Regulator does what you're thinking it does: helps the fuel to last longer.

Exit the Save Room and move right. Go through the door with the blue light. You'll find yourself out on a platform and badly in need of a bridge. Before you worry about crossing gaps, move to the corpse setting off to the right for File (33/58): Special Forces Recording. I'm not sure why the Spec Ops' radio "recording" counts as a File, but a collectible's a collectible I suppose.

Move over to the console opposite the corpse and interact with it. Your security clearance will provide you with a bridge. Cross the bridge to reach a round platform. The path splits here, going to an East Area and a West Area. For now, we go towards the East. Move around the circular platform and interact with the blue console to get another bridge. Cross it and go through the blue door to enter the East Area.

From now on I'll be referring to the doors as colors, obviously based on the light they emit. Yes, I know the doors aren't blue or green, but it'll make this walkthrough a little simpler. Let's continue...

Follow the hallway to another door and go through it to enter the East Area Lobby. Move to the desk and grab the Green Herb. Move behind the desk to find Gunpowder setting on the desk nearby a computer (the computer located behind the Typewriter). Open the Item Box and put the single Green Herb and Gunpowder items away. While you're at it, put away the Matilda (and any Handgun Ammo you might be carrying), we won't be using it for a bit. You'll get to use the Shotgun quite a bit in these next parts. Save your game. Go through the door marked Presentation Room (the door opposite the one you used to enter the Lobby).

Move straight ahead to the cracked window and interact with it. We need to get in there and get the next Electronic Chip, so we can get into the West Area. Go left, you'll find a door in the corner nearby a pulpit with an Umbrella symbol on it. The door will take a second to open, but when it does open, go through it. Equip the Chemical Flamethrower.

Follow the path straight ahead, then round the corner. Take a second to stop and grab the High-Grade Gunpowder (Yellow) from the small table setting next to the display in the middle of the room with all the plants on it. Continue on, you'll notice an enemy in the narrower part of the hallway straight ahead. You're about to get introduced to a new enemy type: the Ivy.

The Ivies are like a cross between Plant 42 from the original game mixed with a zombie. In all actuality these guys are a mutated offspring from Plant 42's sibling plant, Plant 43. Plant 43 infected a few (or maybe more than a few) humans with it's seeds and this is the result. At first they might not seem all that different from a regular zombie, but they're a bit faster and like to grab you. If you get grabbed and don't have a Defensive Item to free yourself with, it's insta-death time. Plus, creepy plant zombie is creepy. Ready the Chemical Flamethrower and burn it down. I recommend using short bursts as the flames burn a bit once you light the enemy up, so you don't need a constant stream of fire to kill them. Whatever you do, don't let it close the distance. The goal here is to NOT have to use the Defensive Items you're carrying. They're a last resort, not an answer. At any rate, the Flamethrower will make short work of the leafy freak. Once it dies, you can continue on down the hallway. Go through the door at the end.

Grab the Flash Grenade from the table straight ahead. Then move around the table to the console with a green light on it. Interact with it for a scene. Afterwards, you'll obtain the Dispersal Cartridge. Basically the solution didn't work, the plants are still alive, and we need to fill the cartridge with proper weedkiller and return here to run the sprinklers again.

Turn right and move to the console underneath the maps lit up on the wall. You need to put in the proper codes to unlock two doors in this area. The keypad isn't numerical, instead it uses odd symbols. Imagine, though, that the top left number is one, and the bottom right number (above the ENTER button) is nine. Using this method, input the code 3123, then hit ENTER on the keypad. You'll open a trapdoor in the Greenhouse. Man, that sounds like a great place to go right now, doesn't it? It's not like there are killer plants on the loose or anything like that.

Here's a screenshot of what the code should look like:

First Code

Interact with the console again. Input the code 2067. Here's another screenshot. The code should look like this:

Second Code

Now the Drug Testing Lab is unlocked. Time to go make some weedkiller! With both codes entered correctly, we can leave. Go through the door on the opposite side of this room to enter the aforementioned Greenhouse. Go left. At the bottom of some stairs you can grab a friendly plant: one Red Herb. Go left again past the plant and follow the path to reach the door to the Drug Testing Lab. Go through it.

First things first, head left and grab File (34/58): Herbicide Synthesis from the table in the middle of the room. Then move around the table to find a Large Gunpowder item. Once you have the items, move away from the table. On the side of the room opposite the door, you can find a machine in one corner and a corpse in a hazmat suit sitting on the floor in the other corner. Move to the corpse, it won't get up. You can find a Hand Grenade on the floor nearby the body, grab it.

Now move towards the machine with the green light above it. Interact with it and choose to put the Dispersal Cartridge in. Now you've got to manually fill the cartridge with a super-specific amount of chemical by hitting the buttons in the proper sequence. The sequence is as follows: Red, Green, Blue, Red, Green, Blue, Red, Green. When you're finished, you'll automatically get the Dispersal Cartridge (Solution). Halfway there! Now we have to go somewhere cold for a moment to cool the formula down. The temperature has to be just right. It's super-specific because science. And on that note, it's time to move on. Exit the room.

Go back out to the original path (where you picked up the Red Herb). Turn left when you can. You'll see an Ivy in the distance, it's standing nearby the trapdoor/ladder we need to get to. Close the distance a little bit and feed it some flame (remember, short controlled bursts!). Be wary as you move in for the kill, as you get closer to the trapdoor another Ivy will fall down onto the path, VERY close to your position. Just kill the first one and keep moving and you should be fine, we'll worry about the other one in a minute. You can find the ladder/trapdoor off to the left. Use it to go down. As soon as your feet touch the floor, move left and further into the room a bit, you'll find the Research Lab East Area Map on a table. Next to the map you can grab another Gunpowder (Large). Do so, then combine the Gunpowder with the High-Grade Gunpowder to create more Shotgun Shells and free up some inventory space. Retrace your steps back to the ladder. This time, move straight past it in the opposite direction. You'll come to a door. Go through it.

Turn right and keep going straight until you reach a larger room. It's a bit of a mess, there's a flashlight on the floor, and blood on the walls. Welcome to the Lounge, where something bad clearly happened. As you enter the room, look left to find some Shotgun Shells on a bench. Grab them. There are a few zombies in here, but they won't get up until you move to leave the area, so don't worry about them at the moment. Also, you might have noticed a shiny trophy on one of the tables in the middle of the room. Ignore it. The point of that item is to pick it up and examine it, then look at the bottom of it to discover one of the codes I gave you for the doors in the Greenhouse. The item is useless now. If at some point you do accidentally pick it up, discard it.

Move across the room to the flashlight on the floor. Nearby the flashlight you can find a Green Herb on a bench. Go ahead and combine it with the Red Herb now. Then turn right and follow the hallway in that direction. Go slow! We're about to trigger the zombies "waking up," but if you go too far, you'll have to fight Lickers, too. Stop moving this direction when you hear them start groaning and growling. Turn around and move back that direction, towards the zombies. Equip your Shotgun and let them get close enough to really make the shots count (but don't get mobbed by them all at once!). Kill them all, should only take a shell or two per undead. Reload the Shotgun.

Open your inventory and make sure you've got your Flash Grenade equipped. Then move back down the hallway in the direction you were heading before you got interrupted. Move slow. Straight ahead, at the end, two Lickers will drop into the room and quickly move towards you (although they'll be a few seconds apart). Toss a Flash Grenade at the first one as soon as it hits the floor. Open your inventory, equip your Hand Grenade, and get ready to throw it. Wait for the second one to come into view, then throw the 'nade towards them both. If you time it right, you should catch them both in the blast. Either way, mop up with the Shotgun. The timing here is tricky. You might take a hit or two, but that's okay. Just get them dead.

Move through the door behind where the Lickers dropped in. Then straight down the next hallway and quickly through another door. You'll alert a zombie as soon as you move through the second door, quickly move up the stairs before you get grabbed. Once you have some distance, turn and blow up it's face with the Shotgun. Then continue your ascent. As you're moving up the stairs, another zombie will fall down in front of you, get a good angle on it's head as it's standing up and kill that one, too. Go through the open door at the top of the stairs. There's another zombie up here, kill this one as well.

From the perspective of the door, turn left to find some High-Grade Gunpowder (Yellow). Open your inventory and combine it with the Gunpowder (Large) to create more Shotgun Shells (we're burning through a lot of them right now!). Keep moving left from the door, there's a locker on this wall that you can interact with to obtain some Handgun Ammo. Finally, move to the console nearby the lockers and interact with it to obtain a Key Item: the Signal Modulator. We'll be using this funky radio device to restore power to some locked doors. More on that soon enough. Turn right from the console in the wall to find File (35/58): Somebody's Note. There's nothing else to see here. Move around to the opposite side of the room and interact with the door to unlock it. This door leads out to the Lobby. Go through it so we can put some items away.

Open the Item Box behind the reception desk. If you have more than one healing item, stow the excess. Make sure you're still only carrying two Defensive Items. Take out the Matilda, and top off your Handgun Ammo. Save your game. Head back through the door we just came through. Then move through the storage room and back down the stairs (and through the hallway beyond the stairs) to where we fought the Lickers and the zombies in the Lounge.

Straight ahead in the distance you should see a glowing red console on the far wall. Move over to it. We'll use the Signal Modulator (I'll start referring to it as the SM) to restore power to the console, but first we have to set the SM to the right frequency. Take a look at the letters on the wall: MURF. Open your inventory and choose to examine the SM, then hit cn_A . Use the bumpers on your controller ( cn_LB and cn_RB ) to set the overall frequency, in this case we want it set to MURF. Then use the cn_LSc to turn the left dial and the cn_RSc to turn the right dial. You need to fine-tune the frequency so that the lines become aligned. It's difficult to describe how to do this, but you'll understand when you give it a try. Once the lines are all aligned (they should all overlap into one solid line), hit cn_B to stop examining the SM. Close your inventory, then interact with the console and choose the SM. As long as you got the frequency right, power will be restored to this area. This is only the first SM "puzzle," there are a few more to work out. However, they're all identical in how you solve them, so you shouldn't have any trouble.

Turn around and face the way you came. Instead of going down the hallway towards the door/stairs you just came from, go down the hallway to the right instead. Turn right again when you can to come to the Server Room door. We couldn't enter here earlier, but now that you've restored power, we can.

This room isn't just a Server Room, it's a Save Room as well! Let's grab some items before we do anything else. Straight ahead from the door a few steps is a small table with a laptop on it. You can find a Combat Knife there. Move straight forward to find the Typewriter and Item Box. To the left of the Item Box you can nab some fuel off a shelf. Do a 180 and follow the consoles on your right, back across the room. In the corner ahead of you there's a High-Grade Gunpowder item. That's all of the items, so move back to the Item Box. Keep a Combat Knife or two, if you're carrying a third put that one away. If you're carrying more than one stack of Fuel, put the excess away. Stow the High-Grade Gunpowder, then save your game.

Exit the Save Room. Move back out to the hallway and turn left, back to the Lounge. Follow the hallway as it turns right. Instead of going through the Licker door at the end, like we did last time, let's make a quick stop. Go through the door on the left to enter the Low-Temp Testing Lab. Move through the dark room ahead. You'll round a corner and go left. There's a zed sitting on the floor in the next room. You probably already know how this goes so let's just get it over with. Shoot the zombie with the Matilda, surprise surprise! It starts to stand up. Down the zombie. Then interact with the computer on the desk for (digital) File (36/58): Wayne Li's Inbox. Once you have it, turn right from the desk and move into the adjoining room. Keep going to enter the actual Low-Temp Testing Lab.

Move around the first shelf, turning left as soon as you can. You'll come to a table. Grab a Gunpowder item from the table (nearby the goggles). Do a 180 and interact with the machine behind you. Choose the Dispersal Cartridge. The machine will cool it to the perfect temp, and you'll get the Dispersal Cartridge (Herbicide). We can go kill some plants now. Retrace your steps back out of the Low-Temp Testing Lab rooms, back out to the Licker hallway/Lounge area from before. Turn right and follow the hallway back around (you can stop by the Server Room and save if you feel so inclined, go ahead and do that as we'll be dealing with some Ivies soon). Go through the door at the end of the hall (nearby the Server Room). Move into the room beyond it, equip the Flamethrower, then climb the ladder.

We're back out in the Greenhouse now, and Ivies will be close by. You'll probably have to light them up as soon as you reach the top of the ladder. There should be one or two off to the right, and one coming from above and to the left. Burn the ones on the right (and the one on the left if it gets close to you) and you should be okay to move through the Greenhouse. So, from the trapdoor you want to turn right and keep going straight that way until you reach the stairs to the Greenhouse Control Room. Climb the short set of stairs and go through the door. Time to put that weedkiller to good use!

Move over to the console and interact with it. Choose the Herbicide. A short scene plays. Move back out into the Greenhouse. Should be safe now, right? Move down onto the catwalk. Take the middle path this time. Go all the way to the end and pick up the Blue Herb setting on the path. Then go right. Follow the path to the end to find two corpses, one of which (the one in the hazmat suit) was pressed against that window earlier. Grab the Electronic Chip lying next to him and combine it with your ID Wristband to level up your security clearance.

Things get a little hectic now. Turn to leave and retrace your steps. Mr. X will enter the area. I've seen him enter and be behind Leon at this point, and I've seen him come down the middle path and completely block your escape. And even though we used the Herbicide, somehow there are still Ivies in here. They must be super Ivies. Quickly move down the path, using the Flamethrower (we're in a hurry, so longer bursts now) to roast the walking cabbages in your way. There should be two nearby the middle path, roast 'em. Move down the middle path and re-enter the Greenhouse Control Room, doing your best to evade Mr. X on your way here.

Move through the Greenhouse Control Room. That Ivy in the hallway (the first one you roasted) will rise up. You know the drill, nothing stays dead 'round these parts. Burn it down, then keep moving past it (Mr. X will still be chasing you). Hug the wall to your left and race around the corner. There's sometimes another Ivy here but if you're quick you should have enough room to slip by in one piece. Move down the hallway and through the door at the end. Mr. X should leave you alone now.

Move over the nearby pulpit and interact with the computer for yet another digital File (37/58): Byron Cartwright's Inbox. Then move through the door on the opposite side of the room to re-enter the Lobby. Move around the desk and save your game. Exit the Lobby via the door opposite the one you just came through. Follow the hallway back to the Main Shaft "bridge" area. We now have the proper clearance to enter the West Area. Move up onto the platform in the middle and interact with the console with purple screen.

Before we cross the new bridge into the West Area, we'll be backtracking a little bit for an achievement. We're near the end of the game (and we didn't have high enough security clearance before), so we have to do this now.

Instead of crossing to the West Area, cross back over to the North Area, which is where you originally started down here in the Labs. Move through Reception and go through the door on the left wall, just past the reception desk.

Follow the hallway (hug the left wall so you don't attract the attention of a zed in the Cafeteria as you run by). Keep going straight until you reach a door at the end. Go through it. Be ready to stagger a zombie with the Matilda, as there's may be one in the next hallway. Stagger and move past the zombie if there is. Go through the next door.

We're in the Nap Room again. Move to the far wall and solve the SM puzzle. Once the power comes back on, the shutters that close over the beds along the wall will open. A zombie will tumble out of one (this is Wayne Li, you've been reading his files for awhile now. Also, we came in here and stole his Electronic Chip earlier). Pop his head with the Shotgun before he even has a chance to stand up. Then move to the beds. The one furthest to the left holds the final Hip Pouch (6/6) upgrade. You'll pop the following achievement (and again, what a great name!):

This bunk has another collectible inside it. Check the back right corner of the bed to spot Mr. Raccoon (11/15) hanging out on the tiny shelf. Use the Matilda (or you can be cool and use the Flamethrower) to collect it.

Check the middle bed. Wayne Li has another file for us, File (38/58): Wayne Li's Note. At this point there are only two collectibles left in this playthrough. We'll be nabbing them both soon.

The third bed is empty, so leave the room. Be ready to deal with the zombie in the next hallway (if you encountered one on your way here), stagger if you can (to save the Shotgun Shell). Retrace your steps back to Reception, make sure you hug the wall on the right this time. If for some reason the zombie from the Cafeteria came out into the hallway and you can't get past, stagger it and slip by.

Once you're back in Reception, feel free to save your game in the small room beside the large desk. When you're ready to continue, move through the blue door to re-enter the Main Shaft. Cross the bridge and go right to enter the West Area.

Inside the door a short way you'll come across an Umbrella Spec Ops corpse. Grab the Lab Digital Video Cassette and the Hand Grenade lying nearby it. Move through the damaged doors ahead. In the back right corner you should see a red light; another place to use the Signal Modulator to restore power to the area. Move over and solve the puzzle. When you're finished, the lights will come back on. That was the last SM puzzle to solve. Good job!

Off to the left you should see a computer. Move over to it and interact with it for the second to last collectible, File (39/58): William Birkin's Inbox.

To the right of that there's a VCR. Interact with it and choose the tape you just picked up. You'll get an expository cutscene. When it ends, open your inventory and discard the Signal Modulator and the tape. You won't need either any more. We're so close to the end now, it's time to use up a bunch of the resources you've been saving up to this point...

Open the Item Box. Put away the Gunpowder item (we'll need it in a moment, but we'll put it away now so it doesn't get in the way or make things confusing). Keep the Combat Knives (make sure you still have at least two) and make sure you have three healing items (these can all be Super Herbs. Remember, Green/Red/Blue. On that note, use the single Blue Herb already in your inventory to make one of the Super Herbs you'll be carrying). Take out a Large Gunpowder and combine it with the High-Grade Gunpowder already in your inventory to top off your Shotgun Shells supply. Take out two regular Gunpowder items and combine them to create more Handgun Ammo. Take out the Lightning Hawk and the MAG Ammo (if you have any). Take your last couple Hand Grenades. And last but not least, take out one Gunpowder item (we'll use it in a minute). You're ready now.

Move into the adjoining room, then through the next door. Move through the locker room towards the next door. To the right, just before the door, you can find a High-Grade Gunpowder setting on a sink. Combine the High-Grade Gunpowder with the regular to create more Shotgun Shells. Then move through the door. Follow the linear path through another hallway and then over a bridge/through another door. Here you'll enter the P-4 Testing Lab.

Move into the right side of the room first. You'll find a Save Room here. Check your inventory, if you have a slot or two open, you're good. If not, move to the Item Box and put away the Chemical Flamethrower for a second. Either way, you want to grab the Large Gunpowder from the cart nearby the doorway to the Save Room. Move to the other side of the room (opposite the Item Box and Typewriter) to find a High-Grade Gunpowder on a desk. Open your inventory and combine both for even more Shotgun Shells (make sure you condense them down to one stack/reload the Shotgun if need be). Then grab the Red Herb from the open locker to the right of the desk. Move across the room and put the Red Herb in the Item Box (and take out the Flamethrower if you put it away a second ago). Then exit the Save Room. We'll return to save the game in a second.

As you exit the Save Room you should see a computer along the left wall. Move over to it and interact with it for File (40/58): Research Diary, your final collectible in this playthrough. Turn right from here and move to the end of the room. Interact with the machine here for a cutscene, afterwards you'll obtain a G-Virus Sample. This kicks off some alarms and a self-destruct sequence, but the countdown hasn't started yet. Return to the Save Room and save your game. Make sure you create a separate save here! There's an achievement for finishing the final moments of the game within a certain time limit. You'll have other chances to do it, but creating an extra save means you can reload the save and try again. More on that later.

Retrace your steps back out of this room entirely. As you move across the bridge, you'll trigger a cutscene. Then it's boss fight time.

This is G (Phase 3). You've fought this guy twice before, but he's back and better than ever! The strategy is similar to what it was the first time you fought him. Keep your distance and aim for the glowing yellow eyes. He's got them all over, some easier to hit than others. He'll use swiping/slashing attacks and the range of these attacks is (again) surprisingly far. If you see him lean down towards the floor and stop moving, he's about to pounce in your direction, you want to keep moving to avoid getting crushed. He's got a grab move, too, so don't hesitate to use a Defensive Item when prompted. And he likes to walk away from you and grab different things around the room to throw at you. The things he goes for are large and take time to lift, so you'll see what he's doing way in advance. Use the different divider "walls" in the room as cover when he does this, but also use these openings to hit the eye on his back if you've got a safe shot.

There are items littered all over this area, but don't worry about them until the fight ends.

Basically keep your distance and try not to corner yourself between the dividers. When you need to heal, use the Super Herb so that damage will be lessened for a time, which will help you survive longer. Use the Shotgun and the Lightning Hawk for this fight. Feel free to pour flames over the boss with the Flamethrower and toss your Hand Grenades at him, too. After a bit, he'll go down for a moment, and weak spots will show up on his chest area. Hit him as hard as you can while you have this opening to deal some serious damage to him!

Using your Shotgun, Lightning Hawk, Hand Grenades, and Flamethrower should be enough to kill him. If you somehow find yourself running out entirely, refer to the screenshot below. Use that map to know where to find ammo in this area, and go grab it. You shouldn't need to do this, but I'm putting this tip here just in case.

When the fight ends, you'll get a cutscene, and then you'll be free to loot the items in this area. I've inserted a screenshot showing the map so you can see where the items are, approximately:

MAP!

After the fight, you should have plenty of space to grab everything. In the event that you can't carry everything, you need to prioritize which items to pick up. Grab ammo and use it to top off/reload weapons. Grab the First Aid Spray if you used any of your healing items here (or heal up and then grab the First Aid Spray). And make sure you grab the MAG Ammo in the lower left part of the area. Grab as much as you can carry. If you can carry it all, good. If not, no worries. As long as you have plenty of ammo and a few healing items left, you're golden.

When you're ready to continue, exit the stage via the lift nearby where the boss went down. The lift will go up, at the top you'll get another cutscene.

Follow the linear path back to the Main Shaft. As you start crossing the bridge to the middle of the area, you'll get another cutscene. When it ends, the self-destruct sequence will officially start, giving you 10 minutes to get away from this place. Move quickly! Board the large lift in front of you. The doors will close and the lift will descend automatically. Use this time to reload your weapons. When the elevator stops, exit. You'll find yourself in a hallway with a row of computers along the right wall. As soon as you enter the hallway, turn right to find a First Aid Spray setting on a console. Grab it if at all possible. Then move down the hallway for another scene.

Move to exit the hallway when the scene ends. There's a Combat Knife nearby the doors, but don't bother trying to pick it up unless you have space for it.

Go down the stairs to find a Typewriter and an Item Box. Heal up with one of the First Aid Sprays if you're not in the "FINE" health status. Open the Item Box. Make sure you have at least three full healing items, again these can all be Super Herbs. Put away the First Aid Sprays if you have enough Super Herbs to replace them. Stow any excess Handgun Ammo (only carry one stack), and put away the Fuel. The reloaded Flamethrower should have enough to get us to the end without having to carry extra. Take as many Hand Grenades as you can. Put away the Flash Grenades. If you have two High-Grade Gunpowder items left, combine them to create more MAG Ammo. If you only have one left, combine with a regular or Large Gunpowder to create more Shotgun Shells. Save your game on a separate save slot, then go through the nearby door. Move around the catwalk to a lift. Board it and it'll go down automatically.

There are some Ivies down here. Three in this next stretch. Take out the Flamethrower and deal with them (long concentrated bursts because we're in a hurry!) as you move down the path. Go through the door at the end. You'll spot a Green Herb immediately on the other side of the door, grab it if you can. Then move down the nearby ladder. Look left and move towards the door. Before you can reach the door, Mr. X drops onto the path and blocks your way forward. Retrace your steps back to the ladder. There's a spot where you can lure Mr. X (the path forms a square in front of the ladder) and get around him. Go through the door he was blocking. Follow the path beyond it, there's only one way to go. Ignore the zombie you'll eventually see and go through an open doorway, then straight ahead and through a door. Keep going until you trigger a cutscene. When you regain control, go through the next door.

Out here you'll find an Item Box. There's a Red Herb nearby the Item Box, pick it up and combine it with the Green Herb. Nearby the Red Herb, on a table, you can find a Key Item: the Joint Plug. The key item will take two inventory spaces, so put some items away to make space for it if you have to (if you do have to make room, either use the Green/Red combo or put it away, and make sure you don't have more than one stack of Handgun Ammo. You could also discard a Combat Knife). Make sure you're still good on healing items and ammo, then move onto the large lift ahead of you. Interact with the console and choose the Joint Plug for a scene. When it ends, another boss fight begins.

The lift is moving and you're trapped on it with Mr. X. He's not happy about how you ran from him the whole game, so now you've got this awkward elevator ride with all this tension. Alleviate the tension with the Lightning Hawk, picking off headshots with whatever ammo you have left. It's the usual fare here; keep your distance and fire away. Easier said than done, though. You're basically in a cage fight with limited space and nowhere to go. Try to move circles around him and give him space, and avoid getting cornered!

As for Mr. X, he's a little different this time around, as you've likely noticed. His true nature is exposed: this is Super Tyrant. Now he's got one long bladed arm (basically the tell tale sign of a Tyrant in RE) to throw around, and that's exactly what he's going to do. He'll slash at you, stab the arm out towards you, and overall do his best to maim and impale you. Also, he's on fire. He's got a lunging attack, in which he either brings his claws down into Leon or stabs them into the floor (rush towards and past him to the left or right to avoid the former). And he's got an insta-kill attack, too. He'll put his arms out to the sides, lean his head back and let out a roar (Leon will chime in with "uh oh, not good!"). Then he'll charge you, dragging the bladed arm as he goes. When he reaches you, he'll throw the arm up and (worst-case scenario) into Leon, stabbing him and instantly killing him.

To avoid the aforementioned insta-death, you need to see the attack coming and put something between yourself and the boss before he can land the hit. Thankfully, not long into the fight chunks of debris will fall from the elevator shaft above you, and clutter up the lift. When you think he's about to charge, put yourself behind one of these chunks of debris (but preferably not right against the debris, because he'll break it with his arm and the shattered parts will deal damage to you) to avoid a gruesome death.

Keep laying into him with the Lightning Hawk, then the Shotgun, and then the Matilda/Flamethrower. You should also toss your remaining Hand Grenades at him. Aim for the head, unless his heart is exposed on his chest, then aim for that instead. Don't forget to use your Super Herbs! Eventually, a cutscene will interrupt the fight (should be about 1.5 - 2.0 mins into the boss fight). You'll receive a mysterious gift: the Rocket Launcher. Classic! When you regain control of Leon, rush to the middle and pick up the weapon. Then take aim at the Tyrant and pull the trigger, regardless of where he is/how close he is. You'll end the fight as soon as you land a direct hit on him.

I mentioned a time-based achievement earlier. If you defeated the Super Tyrant with 5+ minutes left on the timer, you will unlock the following achievement during the cutscene:

This isn't very hard to get, so if you missed it, you have that last save to fall back on.

Mr. X might be gone, but the nightmare isn't over yet! Exit the lift when it reaches the bottom and move right. A door will open automatically a short distance ahead of you. A mob of about five zombies will come through the door. Take them all out with whatever you want to use; the Flamethrower is a lot of fun here! Move through the door when they're all down for the count. A few steps further and you'll trigger a cutscene and the credits. When you get to the results screen, you'll pop the following achievement:

Congrats on finishing your first playthrough! Time to start up a new game as Claire Redfield...

Start up a new game as Claire Redfield. Difficulty doesn't matter (I recommend Standard mode to keep your skills up, and this guide is written with that mode in mind. If you choose Assisted Mode, you'll have a slightly different experience, so keep that in mind). Make sure you choose New Game from the choices, not New Game [2nd Run]. We'll worry about the 2nd Runs later on.

Much of the campaign plays out identically to how Leon's story played out, but there are a few significant differences, and many slight differences. For the bigger differences, Claire has a different secondary character and different weapons. For the smaller differences, zombie locations are slightly different in places, and she has access to the Heart Key.

We'll be aiming to get the Claire playthrough-exclusive collectibles and nab a few achievements specifically related to her story. There won't be nearly as many achievements popping during this playthrough as there were in your previous one, but don't let that discourage you from playing. Claire is cool and her story is worth experiencing, so let's get into it!

When the scene ends, make your way into the gas station. This will be the same as it was in your first playthrough, so it should be familiar to you. Move through the door in the back, down the zombie, grab the key. Move between the shelves and unlock the door. Run down the middle aisle and towards the door for a few cutscenes.

When you regain control of Claire, you'll be in the streets of Raccoon City, facing a horde. Do a 180 and go the opposite direction. Move around the zombies and the clusters of cars until you can move into an alley off to the left (again, same as it was in Leon's playthrough). Follow the alley to the end and back out onto the street. Follow the path to the left until you reach the RPD gates. One short scene later and you'll finally be safe from all those zombies. Enter the Police Department.

First things first, open your inventory with cn_Y and discard the Key. Then scroll over to your Files with cn_RB and read File (41/58): Letter from Best Friend, which you started with in your inventory automatically. We'll read it just to make sure it "counts." When you've finished reading, move towards the desk. Grab the First Aid Spray to the right on the green boxes as you approach the desk. Grab some Handgun Ammo from off the top of the desk, then move to the laptop and interact with it for a scene. Open the Item Box and put the First Aid Spray away (we'll be grabbing another one very soon). Afterwards, turn around and save your game.

Move over to the shutter on the east side of the Main Hall and pull the lever next to it. Interact with the shutter to crawl under it. Follow the dark hallway until you reach the tipped over cabinet. Hold cn_A when prompted to move it aside. The hallway goes off to the left shortly past the cabinet, so go left. Enter the women's restroom, then enter the middle stall to grab another First Aid Spray. Exit the restroom once you have it.

Continue your trek down the hallway. When you reach the end, go through the door with the light over it. Interact with the shutter for a scene, afterwards you'll automatically obtain the Officer's Notebook. It's a File, but you already collected it as Leon in your first playthrough, so it doesn't count as a new File. This won't be the first one you encounter that overlaps between the Leon and Claire scenarios. In fact, most of the Files overlap between scenarios, with only a few exclusive Files in each.

Move to exit the room. A zombie will burst through the door before you can leave. Stagger it with a headshot and run past. Follow the hallway back the way you came. When you reach the second corner, two zombies will move into sight and start making their way towards you. Stagger or down them and continue to the shutter at the end of the hall. Interact with it for more scenes. Afterwards, you'll obtain the Combat Knife.

Move to the panel nearby the desk (all covered in yellow tape from RE7) and interact with it to cut the tape. Then move over to the desk itself and save your game.

Go through the newly-opened shutter. Be sure to grab the Green Herb on the right side of the room and the Handgun Ammo from the bench off to the left. Then move through the door on the opposite side. Follow the next hallway, all the way to the end until you reach a set of red doors on the right hand side. Go through the red doors. You'll hear a zombie shatter a window in the hallway behind you, and it won't take long for the freak to follow you in here, so be quick. Immediately go left once you're inside to find some Handgun Ammo. Move further into the room and grab the map from the chalkboard. Then go left and interact with the stack of pallets/window to climb out. There's a zombie a short way down the hall. Move forward and down the zombie. Then move left when you can to enter the West Office.

On one of the desks nearby the door you can find some Gunpowder, as well as your first real File as Claire, File (42/58): Uses of Gunpowder. You may remember that you picked up a File with the same name as Leon. This one is different than his because it details Acid Rounds and Submachine Gun Ammo, things Leon could not craft. Thus it counts towards the 58 that you need for the achievement.

Nearby the desk where you picked up the File is a locker you can open with Handgun Ammo inside it. Grab the ammo.

There's another zombie in here, sitting at one of the desks in the middle of the room. If he stirs, down him. Regardless, move to other end of the desks and grab the File off the top of it. Another File you already have, but we needed it out of the way to get to the desk underneath. Two locks. The left one's code is NED, the right one is MRG. Once both locks are removed, you can grab the Speed Loader (SLS 60) gun part. Open your inventory and combine the part with your Handgun, which will give it faster reload time. Good stuff!

Move into the small office that adjoins this room. There's a safe in there, input the following code to open it: cn_LSl to the 9, cn_RSr to the 15, cn_LSl to the 7. You'll be rewarded with a Hip Pouch. Move back into the West Office and exit the room via the door you came in through. Follow the hallway to the right, down a long straight stretch. When you reach the stairs, move alongside them to the right and grab a Green Herb and a Wooden Boards item. Head for the window at the bottom of the stairs and interact with it. Choose the Wooden Boards item to bar the window. Then move into the Save Room nearby the stairs.

Go right as you enter and open the lockers along the wall here to find more Handgun Ammo and another Gunpowder item. Move towards the back of the room, hit the switch to cue the music and turn on the lights (unless you're using the old-school soundtrack, then it'll play automatically), then enter the Dark Room that adjoins the Save Room. Grab the Red Herb from the counter in here. Re-enter the Save Room. Open your inventory and combine the Red Herb with one of your Green Herbs, then open the Item Box and put away your herbs, as well as your Gunpowders. Save your game.

Exit the Save Room (be careful, sometimes you encounter a zombie when you leave, so be ready to stagger him) and move up the stairs. Grab more Handgun Ammo off the dead zombie at the top of the stairs. Look towards the next set of stairs, there should be a zombie coming down towards you (or he'll fall over the railing down to the floor outside the Save Room below you, if that happens we'll worry about him later). Stagger the zombie if he's in your way, then follow the hallway forward and enter the first door on the right to enter the Shower Room. There are two lockers directly across from the door that you can interact with, one holds a scare and the locked one holds some Flame Rounds. Input the code CAP to obtain the Flame Rounds. Move right to another set of lockers, open the leftmost one to find more Flame Rounds. Move right yet again from this spot to the shelf in the corner with towels on it. Grab the Portable Safe from atop the shelf, then exit the Shower Room.

Go left. Be ready to stagger that zombie again if he's in your way. Move up the stairs. Grab the Handgun Ammo setting on the stack of boxes near the top, then continue down the hallway, until you reach another locker. Put in the code DCM to unlock it. You'll get some Submachine Gun Ammo for your trouble. Move through the hole in the wall to find the Spade Key setting on a desk. Grab the key, then move through the door to your left.

This hallway only has one door you can go through, it's on the left side. Go through it to enter the West Storage Room. Grab the Gunpowder setting on a dresser to the right as you move into the room. Not far from this you can grab a Wooden Boards item setting on the floor. Move further into the room, towards the area where you'll use C4 to blow open the cage. On a table on this side of the room you can find another Hip Pouch. If you move past the table and continue following the wall around the room, you'll find some Handgun Ammo setting on a shelf (nearby a bloody grandfather clock). When you're done looting the room, exit via the door with the light over it to enter the Library.

Cross the bridge and follow the balcony to the right. Go down the stairs. Nearby the bottom, a few steps forwards there's a zombie lying face down on the floor. Move towards it to grab another Combat Knife. Turn around, you should see a door with a light over it on the opposite side of the Library. Move towards the door, and be ready to stagger a zombie or two on the way. Grab the Red Book item (located on the desk to the right of the door) on your way out. You'll have to use your Spade Key to unlock the door before you can leave.

Move down the stairs in the Main Hall. When you get close to Marvin you'll trigger a cutscene. When it ends, move to the Spade Door nearby the bottom of the stairs and interact with it. Choose the Spade Key to unlock the door, but don't go through it. We're just unlocking it for now. Head over to the Reception Desk. Open the Item Box and stow the following items: the Flame Rounds, Submachine Gun Ammo, Gunpowder, and extra Combat Knife. Save your game.

Move up the stairs on the right side of the Main Hall, then follow the balcony around to a door. Go through it to enter the Waiting Room. Grab the Green Herb off the table to the left, then move around the desk and interact with the safe. Input the following combination: cn_LSl to the 6, cn_RSr to the 2, cn_LSl to the 11. You'll receive the High-Capacity Mag. (JMB Hp3). This is a custom part for the Submachine Gun, which will be useful later on.

Move to the Spade Door and unlock it. Open your inventory and discard the key, it has served it's purpose. Go through the door. Move left and grab the Wooden Boards item leaning up against the wall. Then turn around and go through the nearby door on your left to enter the Art Room. Grab the Weapons Locker Key Card from underneath the lamp, straight across from the door. Then move right and pick up the Statue's Left Arm. Open your inventory and combine the arm with the Red Book, then interact with the statue and choose to use the new part. You'll obtain the Scepter as a reward. Another item that will be useful later on. Exit the Art Room.

Go left and follow the hallway. You'll come to a metal door. You can grab a Green Herb here, setting on a windowsill to the right. Grab the herb, then open your inventory and combine both Green Herbs. Go through the door and move forward for a scene. When it ends, grab a Wooden Boards item nearby the bottom of the stairs. Then move to the barrels (also nearby the bottom of the stairs) for more Handgun Ammo. Finally, move towards another metal door. You can find the Cutting Tool aka Bolt Cutter setting off to the right of the door. Grab the Bolt Cutter, then use it to "unlock" the door. Go through it.

Move forwards a short distance and you'll come to another door locked with a chain (it'll be on your left hand side). Use the Bolt Cutter again to gain access to the East Office. Once inside, look to the left. You should see a zombie about to crash through a window on that side, so rush over and use one of your handy Wooden Boards to keep the zed at bay for a bit longer. But there'll be more, because there's always more. One will come at you from the far side of this room, and another will burst into the room behind you, via the door you just "unlocked." Let's be quick in here so we don't have a mob of them to deal with.

First, interact with the zombie corpse sitting on the floor below the window you just boarded up. He's holding some Handgun Ammo for you. Grab the ammo, then look towards the other end of the room. Use the desks in the middle of the room to evade the zombie and get around him. Your goal is to go through the set of doors on the opposite side of the room. The doors are being held shut by a chair. Before you interact with the chair to remove it, look at one of the desks in the middle of the room. More specifically, look at the one directly across from the doors. You can find the Fuse (Main Hall) Key Item here, which you should definitely grab. Interact with the chair to remove it, then go through the doors. Be quick, as the zombies will follow and they won't be far behind!

Go left. A few steps in that direction and you should see a power box hanging on the wall to your right (there's a red/green light on it). Interact with the power box and choose the Fuse you just obtained, this will restore power to the shutter nearby. Go through the shutter as soon as you can. Once you're back out in the Main Hall, you're momentarily safe (the zombies don't like the Main Hall or something, because they won't follow you through the shutter). Move over to the desk and open the Item Box. Put the Scepter and the High-Capacity Mag part away. Save your game.

The next part is a bit dangerous. Lots of zombies and open windows. And a long hallway. Do your best to avoid taking damage as you down the zombies, one at a time. Use your Defensive Item as a last resort (although you might want to just give it up as a lost cause if you use it here, as there are a lot of zombies and you'll likely take a lot of damage getting the knife back). The plan is to down the zombies and ultimately reach our destination. Along the way we'll board up a couple of windows. Speed really helps here. You don't want to find yourself a Claire sandwich pinched in the hallway between zombies, and the first ones that you kill are likely to get up and follow you the rest of the way. You want to avoid that, so I'll walk you through it.

First, we move into the West side of the RPD. Go through Reception and down the hallway on the West side of the building. As you reach the corner where the hallway turns right, you'll see a zombie crawl through an open window. Down said zombie, you can start shooting before it even gets up if you're confident about making accurate shots. Board up the window it crawled through with one of your Wooden Boards. Take a look down the hall, there should be a second zed approaching you (it might be out of sight further down the hall, so if you can't see it just keep going and you'll find it). Down that one, too. Move through the open doorway and into the second part of the hallway. Another zombie will be crawling through a window here. Down the zombie. Board up the window as soon as you can. Then continue down the hallway. You'll see another one at the corner, coming through the window. Ignore it and follow the hallway to the right and enter the Operations Room through the red doors.

Move to the door in the back and use the Bolt Cutter to cut the chain on the door. Open your inventory and discard the Bolt Cutter. Move through the door, and grab the Electronic Gadget aka the Detonator (No Battery) setting on the table right in front of you. Move further into the room, along the left hand side you can find a Green Herb and a Flash Grenade. Interact with the door nearby the pile of chairs to unlock it. Then move to the other door and grab the Wooden Boards item setting nearby it. Now you can move through the door you just unlocked.

Move straight forward and through the metal door on the left (this is the Safety Deposit Room). There might be a zombie in there, if so let him move out of the room. Down him (you might have to down him again while you're in the Safety Deposit Room, so be wary). Then enter. Open your inventory and solve the Portable Safe puzzle (all the numbers need to be lit up in clockwise, sequential order and the solution is always randomized from playthrough to playthrough) to get a Spare Key. Interact with the console nearby the door and use the Spare Part. Set it where the 3 key should be. Enter the codes 103 and 109. Move around to the lockers and grab your items. There's a Combat Knife and some Handgun Ammo. You could have unlocked 106 as well, but it isn't necessary. There's a Roll Film in there that shows the solution to the statue we got the Scepter from. We're already over and done with that.

Once you have the items, move into the back area of this room. Use the Key Card you've been carrying around to unlock the weapon's locker and obtain the GM 79 Grenade Launcher and some Flame Rounds. Load one of the Flame Rounds into the Grenade Launcher now. This is a Claire-exclusive weapon. You don't get a nifty Shotgun, but you do get to blow things up with 'nades, so that's cool. Exit the room. Move left and follow the hallway to the Save Room below the stairs. Enter the Save Room.

Open the Item Box and put away any excess healing items/Defensive Items. You just grabbed a Combat Knife so you can put the Flash Grenade away for now. Keep everything else you're carrying. Save your game.

Move up the stairs to the third floor. The one setting at the top of the first set of stairs likes to get up, so watch out for that one as you run by. Also, you'll probably have to stagger the zombie on the stairs again before you make the climb to the third floor (unless he dove over the railing earlier). And there might still be another one down the hall by the Shower Room, but if you keep moving that one is irrelevant. Reach the third floor and go through the room where we picked up the Spade Key. Continue down the hallway and into the West Storage Room. Exit this room via the door with the light over it and enter the Library. Follow the balcony across the room and to the right, down the stairs. If any zombies get in your way while you move through the Library, down them. Go through the door at the bottom of the stairs (on your left as you reach the bottom).

There's a statue puzzle in here, time to spin the dials and put them in their place to obtain a medallion. See the screenshot below, but basically you want to spin the first dial to the depiction of a fish and it's reflection in the water, the second to the scorpion, and the third to the vase pouring out water. Hit cn_A to confirm and you've got yourself the Unicorn Medallion.

Unicorn Medallion!

Move right from here to grab the Police Station Upper Floors Map. Last but not least, move to the small table nearby to grab some Gunpowder. The other door in this room is locked, so you'll have to exit the way you came in. But if there are any zombies still moving around out there, they can start banging on the door before you have a chance to leave, and then you'll have to stagger/down them to get by after they break into this small room and try to corner you. Use your Handgun to down them if this happens. Either way, get back into the Library, then move right and exit via the door under the light.

You're back out in the Main Hall. Follow the balcony around to the statue in the middle (between the balconies up here on the second floor) and interact with it. Another puzzle. Turn the dials so the first depicts a lion, the second a branch/leaves, and the third a bird spreading it's wings. Hit cn_A to confirm and you'll obtain the Lion Medallion. I'll post a screenshot again for visual reference:

you must be lion to me!

Move down the stairs. There's a large statue towering nearby Marvin. Interact with the base of the statue and choose both medallions to set them in place. You'll have to do this twice since you can only select one at a time. Two down, one to go; nearly there!

Now head over to the Reception Desk, it's time to manage some items. Open the Item Box. Take out another Gunpowder and make sure you still have a healing/Defensive Item on you. Go ahead and take out the Flame Rounds you have stored away. Close the box. Open your inventory and combine the Gunpowder items to create more Handgun Ammo. Then save your game at the Typewriter.

Move into the East Side of the building, through the large open shutter. Our goal here is the East Office. If there's a zombie hanging out outside the doors that lead into the East Office, down it. Then move into the East Office.

As soon as you enter, figure out where the zombies are and down them, you don't want to get cornered in here. Even after you down the zombies, there'll be some out in the hallway that will come around and eventually enter the room (usually this happens before you finish with the zombies that were already in the room). So move quickly in here and grab the items I mention, and be wary of them either coming in while you're gathering items, or being nearby when you exit. Down them if they break into the room, or stagger and run by if you encounter them in the hallway. If you somehow get a bunch of them coming at you all at once, feel free to use a Flame Round to even the odds.

You want to move into the small office that adjoins this room, there's a Key Item in here we really need: the Valve Handle. Grab it off the desk, then move to the back of this small office to find a High-Grade Gunpowder setting on the cabinet. Exit the small office and then the East Office via the red doors you just came through (and be ready to deal with some undead freaks in the hallway if they haven't followed you into the room). Move back into the Main Hall. If you're carrying any Wooden Boards, put them away. Save your game.

Head for the West Office now; opposite side of the Main Hall, through the Spade Door. Move through the West Office and exit through the door on the opposite side. Be ready to stagger/evade a zombie in the office or in the hallway beyond. Follow the hallway to the Save Room below the stairs (another place you might encounter zombies, so keep your eyes open). Stop and save if you want. Climb up to the second floor. Again, you'll probably have to stagger/evade one or two zombies hanging around up here. Enter the Shower Room. As you enter, use the Valve Handle on the pipe to your left to turn off the steam. You can now move further into the room. Follow it to the end, to another door. Nearby that door there is a row of lockers. Open the leftmost one to find some Gunpowder. The other one that you can open is empty. Exit the Shower Room.

Straight in front of you sets some Flame Rounds on a bench. Grab them. Then follow the hallway ahead of you. Claire will notice a Licker clinging to the ceiling, keep moving and go through the door on the left to enter the S.T.A.R.S. Office. You'll hear the Licker in the hallway behind you, but it won't get you before you can enter the S.T.A.R.S. Office.

Move left and enter the smaller office that adjoins the large room. Grab the Battery off the desk. Open your inventory and combine the Battery with the Detonator. Then combine the Gunpowder with the High-Grade Gunpowder to receive Acid Rounds in return. Move back out into the larger room beyond. Right in front of you, you should see a Red Herb. Grab it. Turn left and move into the room. You should see some Flame Rounds setting towards the end of one of the desks (towards the left side of the room a little bit), grab those, too.

Now move towards the right side of the room. There's a medical kit hanging on the wall, looks a lot like something Rebecca Chambers would carry around. Interact with it for a First Aid Spray. Just to the right of the medkit there's a desk with a fax machine on it, nearby the fax machine you can obtain more High-Grade Gunpowder. With the above items looted, it's time to leave the room. We'll come back here later on to mop up some remaining items and obtain another Claire-exclusive weapon from the Armory.

As soon as you exit the office, turn left and follow the hallway as quickly as you can. You should see the Licker come around the corner ahead, it should be up on the ceiling. Feed it a Flame Round and keep moving to the door at the end. You'll have to unlock it before you can move through it into the Lounge. Be ready to stagger a zombie wandering around in this small room as there might be on in here (and in the next room, as well). Go through the other door to enter the Library and go through the door underneath the light to enter the Main Hall.

Reload the Grenade Launcher, then move to the reception desk and open the Item Box. Stow the Acid Rounds, and any excess healing items (so one of the First Aid Sprays and the Red Herb, assuming you still had two First Aid Sprays in your inventory after we looted the S.T.A.R.S. Office). Go ahead and put the High-Grade Gunpowder in the box, too. If you feel your Handgun Ammo is low (like less than 20 bullets left in total) take out two of your regular Gunpowder items and combine them to top off your Handgun Ammo, otherwise you can skip this. Save your game when you're done managing items.

Retrace your steps back up the stairs on the left side of the Main Hall and back into the Library. Evade the zombie hanging around in here and move up the stairs. Cross the room via the narrow balcony and go through the door on the opposite side to enter the West Storage Room. Time to put that Detonator to good use! Move to the left side of the room, where the bars are, and then follow the bars to the right, to a corner where the yellow tape/C4 is. Interact with this spot to set the Detonator up, then hit cn_A to confirm. The countdown will begin, giving you 10 seconds to move further into the West Storage Room so you'll be clear of the blast.

Once the fireworks are over, DO NOT enter the opening you just created. We'll clear our escape, first. You'll hear a Licker, but it isn't coming for you just yet. Move back towards the door you came in through from the Library 2F. The blast from the explosion will have knocked over a cabinet, barring your escape through the door. Interact with the door by holding cn_A to move it back into place. We're doing this now so we can have a smooth escape when that Licker does come for you.

Move through the opening you created using the Detonator. Here you can find the last Medallion, obviously held in place by a statue. Interact with the dials and set them to show a woman's head, a bow and arrow, and a snake. These are sort of hard to see, so I'll include a screenshot for reference. When you have it right, hit cn_A to confirm and you've got yourself the Maiden Medallion, the last one you need to open the passageway out of the RPD!

Maiden Medallion!

Now you want to move QUICKLY to the door we just unblocked. A Licker will drop into the room as soon as you move through the hole in the wall, ignore it and keep moving. You'll find a zombie getting up off the floor when you near the door to the Library, ignore it, too, and move through the door. If you're quick, you can get out without getting your back slashed up by the Licker on your way out.

Move across the Library balcony and down the stairs. You need to kill the zombies in the room (so they'll be out of the way when we need to be stealthy later on). Use your Handgun to down them, then wait a second or two and shoot them in the head again. This will likely get them moving, so keep shooting until they stop moving. If one goes down and you shoot it and nothing happens, it's probably dead. Kill them all, including the one feasting on the corpse. Then move through the usual door with the light over it to return to the Main Hall.

Move down the stairs to the first floor and interact with the pedestal at the base of the statue. Choose the Maiden Medallion to put it into place, which fully opens up the passage below the statue. There's a metal door below the statue, interact with it for a scene. When it ends, you'll be in the passageway. Move down the stairs and into the small office/Secret Room. This is basically a Save Room as well as an in-between room. You're leaving the RPD for a new area underground.

There are a few items to grab. Move left to find some Flame Rounds, then move to the desk in the center to obtain some Gunpowder. Open the Item Box and take out another Gunpowder, then combine them to top off your Handgun Ammo supply. Save your game with the Typewriter on the desk. Move through the opening by the Item Box to find an elevator. Interact with the button to open the sliding door, board the lift, then interact with the button inside the lift to descend. When it stops, exit and move further down via the stairs directly ahead of you. Follow them all the way down to the bottom to find a Hand Grenade (you can find it setting on the floor alongside the stairs). Move back upstairs a short distance and through the first open doorway. Follow the passage until you come to a doorway with a cabinet tipped over, blocking your entry. Interact with the cabinet for a cutscene, then you'll find yourself in a boss fight.

G: Stage 1 is exactly the same fight as it was when you were playing as Leon. The only differences are you're using the Grenade Launcher in place of a Shotgun. I'll include a screenshot that shows where the items are in the stage (obviously you don't want to go grab them until the fight ends), as well as the circuit you should be running to evade the boss without cornering yourself.

the G (Stage 1) loop

Now, on to the strategy...

Right off the bat you want to pop a Flame Round at him, reload, then switch to the Handgun for a bit. Do your best to hit the obvious weak points: the giant eyeball as a primary target and his head when the eyeball is closed. Keep your distance and try not to corner yourself. He tends to move fast as he takes damage, so don't get greedy with your shots. Take one or two, then retreat as necessary. If he does get ahold of you, use your Defensive Items to free yourself and avoid taking tons of damage from the impending attack.

Keep switching back and forth from the Handgun to the Flame Rounds. Try to let the Flame Rounds burn him a bit before firing the next one (let him get dark and the flames go out before you fire another so you get the full effect of the burn damage. Try to keep him consistently burning throughout the fight). Go ahead and toss the Hand Grenade at his feet, too. As far as ammunition goes, you should be okay. If you somehow DO find yourself running out, there's Handgun Ammo in just about every corner of the area MINUS the top right one, where you fell down and started the fight (refer to the map above for a visual aid). After a short while of following the above strategy, you'll trigger a cutscene and the fight will end.

Time to loot some items, but before you do anything, you should check the ground around your feet for your Combat Knife (if you used it during the boss fight to free yourself). You'll want to scour every corner for items (again, check out the map above if you have trouble finding the following): the bottom right corner has a Green Herb and some Handgun Ammo. The bottom left corner holds a Red Herb and more Handgun Ammo. The top left corner holds a Green Herb, Handgun Ammo, and a Hand Grenade. And as mentioned above, the top right corner holds no items. Move to the ladder in the middle of the area and climb up.

Immediately turn right and enter the small room here. There's a Green Herb on the floor nearby the door and Gunpowder in one of the lockers. Exit the small room and follow the catwalk. You'll come to a control room with a white console in it. Interact with the console to pull the lever, which moves over a section of catwalk to form a bridge. Exit the control room and cross the bridge when it stops moving, then follow the catwalk to a room that feels a lot like a Save Room. Open the solitary locker nearby the Typewriter to find a Hip Pouch. Then open your inventory: combine one Green Herb with the lone Red Herb. Leave the other two Green Herbs separate. Open the Item Box and put away the herbs, the Gunpowder, and the Hand Grenade if you still have it. If you need to grab another First Aid Spray to replace the one you were carrying before, do that now. Save your game.

If you go further into this room, you'll find a ladder. Use it to climb out of here. You'll get a cutscene. When it ends, you'll be in the Parking Garage. Move forward, towards the console with lights on it and the barred exit. Interact with the console, then hit cn_B to exit. We don't have the Key Card for this console yet. You'll get a cutscene here. When you regain control of Claire, look at the console, then look off to the right of it. You should see two doors with green lights over them. One of the doors is open. Go through that door.

You can find File (43/58): Raccoon Monthly, June Issue on a small table, straight ahead as you enter the room at the end of the short hallway. Strafe left and you can grab Police Station B1 Map off the wall. There's nothing else you can do here now, so exit the room and go back to the Parking Garage. As you re-enter the Parking Garage, look left to spot the other door with green light above it. Move over to that door and go through it.

Follow the dark hallway to the right. You'll round a corner and come to a bunch of junk blocking your path. There's a Blue Herb setting nearby this clutter, grab it. Also nearby is a door on the left hand side, go through it. There are two Lickers in here, don't bother wasting your remaining Flame Rounds on them, just rush through the room; straight across the first section, turn right and move down into the second section, turn right again and run to the door. Exit.

Turn left, a few paces away you should see a metal door. Go through it to enter the Morgue.

There are a few items in here, we'll take a second to open some "body drawers" and grab them. There are a few zombies, too, but we'll deal with them in a moment. We'll call the drawer closest to the door the first one, then moving to the left (facing the drawers, of course) we'll have two, three, four, etc. Open the second drawer to find a Red Herb. Close it (so it doesn't get in the way later), then move to the furthest drawer (the sixth one) and open it. There's a zombie lying on it, as well as a Flash Grenade. Grab the 'nade, then push the drawer closed so you don't have to deal with the zombie later on.

Take a second to look back towards the door you just came through. Notice the zombie sitting on the floor by the door? Shoot him in the face to get him moving, then down him. We'll deal with him now so he doesn't block our escape in a minute.

When it's safe, move across the room to the other side. You should see that there's a drawer missing over here. The only one you need to open is the drawer to the left of the missing drawer. Open it to find another zombie and, more importantly, the Diamond Key. As soon as you grab the key, the zombies in the room spring to life. Time for us to leave this room! The one on this drawer will roll onto the floor, don't worry about him. The one by the door would have gotten up at this point. He shouldn't because you downed him, but if he does happen to get back up before you exit, do your best to stagger him as you rush out of the room.

Equip the Flash Grenade that you just picked up. Move back into the Kennel (where the two Lickers are), and be ready to manually use it. When you see the Lickers, throw the 'nade at them (you'll likely have to throw it at a single Licker, with one of the lurking out of sight on the other side of the room). When it goes off, you should stun them and pop the following achievement:

The Lickers will be stunned (if you were fortunate enough to catch them both in the blast), but they'll still be slashing around wildly. Do your best to get through to the other side of the Kennel in one piece. When you exit, there's another one out in the hallway beyond. Nuke it with a Flame Round when you have a good opening to do so (hopefully this kills the Licker. There's a good chance that it will, but if not, either finish it off with the Handgun while it's burning/stunned, or nuke it with another Flame Round). Follow the hallway back to the door that leads to the Parking Garage. Here the hallway turns right, go that way. Go through the first door you find on the left hand side to enter the Firing Range.

Move forward a few steps and grab the yellow Box off the table to the right. Examine it, rotate it around and interact with the latch to open it and obtain the Car Key.

You'll hear a commotion, move further into the room and look left. Two zombies should burst through the door here. Wait until they're close together (and fully through the doorframe), then nuke them with a Flame Round. Finish them off with the Handgun if need be. Then move to the Diamond Door nearby and use your key to unlock it and gain access to the room beyond it. Inside you can find a Red Herb. The nearby Roll Film item should be ignored. It shows a code to a lock, I'm giving you the codes to all the locks so this item isn't necessary. Grab the Red Herb and exit the room. Turn right and move through the door the zombies came through a second ago to enter the actual "range" part of the room. You can find Flame Rounds in here, towards the front of the room where people stand to shoot, in the corner on a flatbed cart. Now you can exit the Firing Range completely and return to the Parking Garage (turn right and go through the door at the end of this stretch of hallway).

From the door you just came through, take a few steps into the Parking Garage. You should see a police car ahead of you. Open your inventory and examine the Car Key. Rotate it around and push the button to unlock the police car's trunk. We did this as Leon to obtain a gun part, and now we're doing the same as Claire. Move over to the trunk and interact with it to find the JMB Hp3 (another Claire-exclusive weapon). Grab this new Handgun. You're should be getting tight on inventory space, so open your inventory and discard the Car Key now.

While facing the car's trunk, do a 180. Move back through the other door (the open door we went through first to grab a File and the map for this area, should be straight across from you now). There's a Diamond Door back here, unlock it and go through it. You can find a Blue Herb in the corner across from the door, as well as the Shoulder Stock Grenade Launcher gun part in a locker. Open your inventory and combine the Shoulder Stock with the Grenade Launcher. The rounds you fire will now have "more stable trajectory." Move over to the console and interact with it to pull the lever and restore power to the nearby lift. Open your inventory and combine a Blue Herb with one of your Red Herbs. Then do a 180 and grab the High-Grade Gunpowder from the box across from the console.

Exit the room and board the lift to go up. You'll find yourself out in the open, out in the rain again. Follow the straight path to another doorway. To the left of the doorway you can grab another Green Herb. You should be able to combine this herb with your Red/Blue combo and create a Super Herb (something I detailed in the tips section, in Leon's playthrough, and will cover again later on. At any rate, save this herb and forget about it until I mention it again). Then move through the door, down a short hallway and through another door to enter the Chief's Office.

We didn't get to see this room as Leon, so this is new. Speaking of new, you can grab File (44/58): Copy of Emails to Chief Irons from the desk nearby the door. Move further into the room to grab another File off the small round table in the middle of the room, File (45/58): Taxidermy Log. If you have a slot for it, grab the Submachine Gun Ammo off the same table. If you don't have room for this, make sure you grab it and put it in the Item Box after you're done managing the rest of your items.

It must be nice to be Chief Irons. His office doubles as a Save Room, so he could save his progress whenever he wanted to! Move over to the nearby Item Box and put away all of the herbs you're carrying that you don't need presently (you should only be carrying a First Aid Spray or a Green/Red combo herb), and the SLS 60 Handgun (we're putting away old faithful because we picked up the flashy JMB, which is the better/stronger option of the two 9MM's). Take out the High-Capacity Mag. gun part you picked up awhile back. Close the Item Box, open your inventory, and combine the High-Capacity Mag with your new Handgun. The JMB can now hold a "staggering" 26 rounds! See what I did there? Okay. Moving on.

Don't forget to grab the High-Grade Gunpowder if you weren't able to grab it when we first entered this office!

You can save your game in a moment, for now go through the door the stuffed wolf is facing (there's a painting of a woman to the right of the door you want to go through). Follow the hallway to the Private Collection Room.

You can grab some High-Grade Gunpowder off the shelf straight in front of the door. Move further into the room, you'll pass a locked door. We need to get in there, but can't at this point, so ignore the door for now. On the opposite side of the room you can find File (46/58): Repair Shop Letter. Nearby the File, you can find a Key Item, the Relief, setting on a table with an owl on it. Grab the Relief, then open your inventory and examine it. Rotate it around and hit cn_A to obtain the Heart Key.

Retrace your steps back to the Chief's Office. Stow the High-Grade Gunpowder items and Submachine Gun Ammo in the Item Box (and take out your Wooden Boards items if you have any left over), then save your game. Move over to the locked "heart" door and use your Heart Key to unlock it. Go through it. You're back in the RPD now. There are stairs straight ahead of you. Take the flight that goes down. Follow the hallway, you'll pass a window at a corner near the bottom of the stairs with a zed trying to break in. Use a Wooden Boards item here. Follow the hallway to the end. There are two doors here and a set of lockers. Interact with the lockers to obtain another High-Grade Gunpowder.

You can only go through one of the two doors (they're both locked and you don't have the Clover Key), so obviously you want to go through the Heart Door. Unlock it, equip your Grenade Launcher, and enter the room beyond. Grab the Handgun Ammo to your left as you enter the room. Take note of the one-way interrogation window in the room, then cross to the opposite side of the room and grab the Bejeweled Box off the metal shelf on the back wall. Move back towards the door to leave, as you do so a Licker will burst into the room via the one-way window. Nuke it with a Flame Round, then quickly move over to the gap where the window was and interact with it to vault over the barrier and into the next room. The Licker should die in one hit, if it doesn't, finish it with your Handgun or another Flame Round.

There's a File in here that you already picked up as Leon (on the filing cabinet nearby the shattered window), and a corpse. Interact with the corpse to obtain some Gunpowder. That's all for these two rooms, so hop back into the interrogation room and exit. Follow the hallway back to the stairs. Move up the stairs and re-enter the Chief's Office via the Heart Door. Open the Item Box and take out the Scepter. Choose to examine it, rotate it around and hit cn_A when prompted to obtain a Red Jewel. Combine the jewel with the box you just picked up to unlock the box and get the S.T.A.R.S. Badge. Examine the badge, look at the back of it and hit cn_A . The badge becomes a USB Dongle Key. We can use this to get the Submachine Gun from the Armory in the S.T.A.R.S. Office. We'll do that in a bit.

Open the Item Box and put the USB Dongle Key, Diamond Key, Hand Grenade, and Gunpowder items away. If you have a Combat Knife in your inventory, put that away as well (we'll be grabbing another one soon). Save your game again. Then move back through the Heart Door. This time around you want to take the stairs going up. Grab the Wooden Boards item setting near the top, then open the locker next to where the Wooden Boards were to get yourself another Flash Grenade. Move to another nearby set of blue lockers and interact with them for more Handgun Ammo. Then move through the door to the right of these lockers. There are two zombies in this room, so avoid running in here until you know where they are, as there are a lot of blind corners and I don't want you to get grabbed by an undead.

This is the East Storage Room. As soon as you enter, walk straight forward. You'll walk along a shelf to your left, when you reach the end of that shelf you can grab a Blue Herb. Make a left around the end of the shelf, towards the middle of the room. You'll find a Key Item here, the Large Gear. This item will unfortunately take up two inventory slots, but we have to grab it to progress.

Retrace your steps back to the door you just used to enter this room. Face that door, then look right. You'll see a Heart Door on the far wall in that direction. Move that way. There's a zombie just out of sight to the right of the door, so move slowly towards the door and wait for the zombie to notice you. When the zed comes out and moves towards you, down it with the Handgun. Then move towards the Heart Door, unlock it and go through. Make sure you grab the Flame Rounds on the shelf to your left as you approach the Heart Door.

There isn't much to see in this small room, but there are a few items to grab. Take the Combat Knife out of the mannequin's head, then grab the Boxed Electronic Part aka the Electronic Part aka the Power Panel Part (open your inventory and examine the box. Interact with the end that hangs open to obtain the "unboxed" Electronic Part, which becomes the Power Panel Part when you examine it). Now, do you hear that? There's a raccoon in here. Face the door, then look right and upwards a little bit to spot him dancing on a shelf nearby the door. Shoot him with the Handgun to nab Claire's first exclusive raccoon, which is actually Mr. Raccoon 12/15. Only three more of these guys left dancing! That said, this will be the last collectible you'll have to nab for a short while.

Now, two things can happen here. Either the other zombie in the room will have noticed you/heard the commotion when you downed his undead bro, and he'll come into this small room after you. In that case stagger and run out. OR the zombie will still be out in the East Storage Room. Exit this small room carefully, if he didn't follow you in and you haven't heard him yet then he shouldn't be anywhere near the door, but be careful regardless. Exit the East Storage Room, straight forward and through the original door on the wall to your right.

Move back down the stairs and return to the Chief's Office, we need to dump some items and clear up some inventory space. Open the Item Box and put away the Wooden Boards, the Flash Grenade, the Blue Herb, the Large Gear, and the Power Panel Part. Take out the Diamond Key. Save your game. Exit the office and move back up the stairs. Go through the other door up here this time, the one on your left.

You're back outside, for now. Still raining! Move straight forward and grab the Blue Herb off the table, then move towards the nearby ledge and climb down the ladder. Move out into a more open area. There's a helicopter (engulfed in flames) to your right. Nearby that, there's a door. Head towards the red bench next to the flames and grab some Handgun Ammo. Then move through the door. Grab the Red Herb from just inside the door, then go back outside. Go the opposite way this time, towards the other side of this area. There's a set of stairs over here, use them to go down.

As you descend, a zombie will notice you (you'll hear the commotion) and start moving towards the stairs. Stop moving when you have the zombie's attention and wait for the fiend to reach the stairs. When you have a clear shot, down the zombie before it climbs up towards you. Move down to the bottom, eyes forward. You'll see another zombie standing up, coming towards you from off to the right (so don't walk forward too far or you'll get grabbed). Down that one, too.

When you're safe, move straight ahead, towards a small building all boarded up. Turn left to notice a yellow lever on the wall. Move over to it and interact with it, this will change the direction of the water current in the pipes on this rooftop, allowing you to extinguish that fire. Retrace your steps back towards the stairs. Move along the path that runs parallel with the stairs to find two Green Herbs in a corner. Grab both (don't worry about combining just yet). Move back up the stairs. Be wary of the zombies you downed, particularly the one you downed first. If that zombie gets up you'll probably have to stagger your way past it and back up the stairs.

Move towards the helicopter, still burning. To the right of the that you'll notice a lever on the wall. Interact with the lever to drench the wreckage and extinguish the fire. Go through the door to the left of the wreckage. Follow the hallway until you get interrupted, you'll round a corner and be face to face with Mr. X. This is a great time for me to remind you to shoot his hat off (if for some reason you missed it in your first playthrough) for the achievement. If you have the achievement, don't waste your time destroying his fashion. Turn around and retrace your steps back through the doorway. Use the wide open space on the rooftop to move around Mr. X, then move back through the door and follow the hallway until you reach the door to the Waiting Room. It's a short ways in, first door on your left. Move through the Waiting Room and back into the Main Hall, by this time you should have temporarily given Mr. X the slip. Make your way around the balcony and downstairs towards the desk to use the Item Box and save your game.

It is worth noting that there'll be one zombie in the Main Hall now, "sleeping" nearby the passageway under the statue. If you go near him, he'll "wake up" and start moving around the Main Hall freely. You'll have to down him (possibly more than once) if this happens. Try to avoid going near the corpse so it can stay sleeping. If you do awaken the zombie, you might find another one here and there in the Main Hall. It's odd, because they usually don't hang out in here, but it can happen.

As for Mr. X, you should still be familiar with him, but I'm going to be thorough and give you the details again. Your time exploring the RPD without a stalker has ended. You'll have to work around Mr. X as he constantly shows up to get in your way. Again, your experience will vary a little bit from mine or anyone else's. He'll show up randomly, although noise definitely attracts him. If you hear loud footsteps nearby, don't run. Walk, maybe you'll luck out and he won't enter the room you're in. If you think he's around at all, you should be walking (unless there are other threats around, obviously). As far as him getting in the way while you're solving puzzles or trying to follow this walkthrough, do what you did in the Leon playthrough. Hide, evade, lose him and return to what you were doing (Flash Grenades are very helpful when you're cornered or trying to solve a puzzle and need to lose him). Big open areas like the Main Hall are great places to lose him because you can easily circle around him and duck into a room or out of sight. And he can't enter certain rooms, I'll try to point them out as we go along. Save Rooms are safe, obviously. Also, doors. If he tries to follow you into a room, he usually has to duck to get through the doorframe. If you try to move through the door past him, you'll slip by while he's moving into the room and leave him behind. This is a good trick when you're about to be cornered in a room with only one door.

He can be a hindrance, for sure. I'm stating all this stuff as a refresher for you, but you already know how to deal with him. Above all, don't waste ammo trying to temporarily down him. If he corners you, take the punch to the face or toss a Flash Grenade and move on. Speaking of which, let's move on with the walkthrough...

Put away all of your herbs, we'll mix combos later. You only need one full healing item on your person, and you should try to keep some Flash Grenades with you, too. Save your game. If you feel confident around Mr. X, there are a few items you can grab in the East Office: a Gunpowder, Green Herb, and Flash Grenade. I'll detail where they are if you want to go get them. If you choose not to (you should be fine either way) you can skip from here to the next paragraph. Move towards the open shutter on the east side of the Main Hall. Go through the set of doors to enter the East Office, we'll grab a few items in here that we didn't have space for earlier (if you get interrupted by Mr. X, try to move around him using the desks in this room, grab the items, then exit). Cross the room to the far side, there's a Flash Grenade on one of the desks, nearby the windows and the zombie corpse sitting on the floor. Nearby this there's a Green Herb on the small round table in the corner. If you're facing this table, look left. Follow the wall to the corner over here, then keep following the wall, towards the doors you used to enter this room. Keep an eye on the desk-island to your left, there's a Gunpowder item setting on one of the desks here. Grab the Gunpowder, which should be the last item in here. Exit the room and retrace your steps back to the Main Hall. Open the Item Box. Put the Green Herb and Gunpowder away.

Move over to the Spade Door below the stairs and go through it to enter the West Office. Watch out for zombies in here! Go through the door on the opposite side. This hallway is very dangerous. There's a Licker and a zombie or two roaming around, likely nearby the door. I recommend you just run through the door, going straight left towards another door (to the right of a coffee/vending machine). Move through that door to enter a small room. You'll be safe in here, at least from the Licker. You might take some damage running, but trying to get in a position to fight more than one enemy when they're likely already on top of you isn't a good way to stay alive. Also, the commotion will almost certainly attract Mr. X to your location (if he isn't already following you), so be ready to evade him in the next rooms.

In the small room, look left to find a Heart Door. Unlock it with the appropriate key, this is the last Heart Door you needed to unlock. Discard the Heart Key, then move through the door. There's a Key Item on the table in front of you; the game calls it a Tool, but it's really the Mechanic Jack Handle. We need this to move the shelves in the Library. There's a Hand Grenade on this table, as well. Move around the table and grab it. Then move further into the room to grab some Gunpowder off the copier in the corner (by the door opposite the one you used to enter this room). Move to exit the room, preferably before Mr. X tries to corner you in here (if this happens either slip past him through the door using the trick I described above, or use the shelves in the middle of the room to evade him). Retrace your steps back to the Main Hall. So through the Heart Door, back through the door on the right, through the dangerous hallway (you want to run back into the West Office, straight ahead and through the door to the right), and back out into the Main Hall.

Open the Item Box and stow the Hand Grenade and Gunpowder. Take out the USB Dongle Key. Save your game. Move up the stairs on the West (left) side of the Main Hall, and follow the balcony around to enter the Library (be wary of zombies in here). Move straight forward and left, you want to go through the door at the bottom of the stairs to enter the Lounge. Then move through the door on the opposite side of the Lounge. Move down the dark hallway a few paces. You want to interact with the first door you come to, it'll be on the right. It's a Diamond Door, so naturally you should use your Diamond Key to unlock it. That's it for the Diamond Doors that needed unlocking, so go ahead and discard that key now. You've really opened this place up! Move through the door to enter the super-interesting Linen Room. This place is so off the hook, it should not be missed! However, you need to be quick in here.

Grab a Gunpowder off the stack of towels in the corner near the door, then move further into the small room to find another Portable Safe setting on the washing machines. Exit as soon as you have these items, you do not want to get trapped in this small room by Mr. X. Again, speed is key here, as there's a Licker in this hallway. Turn right and run down the hallway until you reach another door on the right, this one leads into the S.T.A.R.S. Office. Enter the office. You'll be safe as soon as you do, Licker's and Tyrants don't like the S.T.A.R.S. Office.

Move left, not into the small adjoining office, but instead towards the Armory side of the room. There's a computer screen lit up over here. Interact with the computer to the left of the monitor and choose your USB Dongle Key. Then interact with the monitor to unlock/open the Armory. Retrieve the USB Dongle Key from the computer, we'll use it again later on. Enter the Armory to obtain a new weapon: the MQ 11 Submachine Gun. There's another File in here that you already picked up as Leon, if you pick it up Claire will comment on it. Exit the Armory and move back into the actual office. If you move in between two of the desks, towards the Made In Heaven coat hanging on the wall, you can find a Flash Grenade setting on a box. That should be all of the items this room has to offer. We can leave the S.T.A.R.S. Office now, but first let's solve that Portable Safe puzzle to get the last Spare Key we need for the console in the Safety Deposit Room. Once you've cracked the safe, exit the room (although I'd wait until Mr. X moves away from the door before you leave).

Run right this time, towards the Shower Room. The Licker will be on you as soon as you exit the S.T.A.R.S. Office, as usual just ignore it and run. Get through the Shower Room, then move down the stairs. Be wary of zombies on the stairs/at the bottom of the stairs. Be ready to stagger a zed if it gets in your way. Once you reach the bottom of the stairs, move to the nearby Save Room. Open the Item Box and put away the Gunpowder and USB Dongle Key, as well as any excess Flash Grenades (you should only have one stack on your person). Take out some Submachine Gun Ammo, and make sure you have a couple full healing items. Your experience may vary, but there tends to be a lot of enemies in the next area or two. Save your game.

Time to put that Spare Key to use, so our destination is the Safety Deposit Room. I mentioned that there'd be a lot of enemies in your path. You're going to be dealing with a Licker, three or four zombies, and Mr. X, too. Make sure you can't hear his footsteps before you do this next part, otherwise he'll make a mess of things right from the start. First, when you exit the Save Room you'll likely have a zombie waiting nearby the door (if there's no zombie, all the better). Peek out, fire off a shot from your Handgun, then equip your Grenade Launcher and be ready for the Licker, who will close in on you fast. Hit the Licker with a Flame Round, if you're lucky you'll catch the zombie in the flames, too. Duck back into the Save Room as needed, and finish off the fiends with your SMG or your Handgun.

Do your best to avoid taking damage (the Lickers, as you know, deal a great deal of damage to you). If you take a hit, you're probably fine (if you haven't been using a ton of healing items up to this point), but you could always reload your save if you feel like trying again. Be wary of Mr. X. All the commotion is pretty much guaranteed to attract him. You can hide out in the Save Room until he leaves the area, so all the more reason to hang out here until you make the hallway safe. After dealing with the Licker and the zombie (if there was a zombie) and waiting for Mr. X to stalk someplace else, you're good to go. Exit the room and move down the long hallway to the left. Be wary of zombies further on, if you didn't encounter them outside the Save Room that means they're either up the stairs near the Save Room or down the hallway in this direction. Stagger or down them as necessary.

Round the corner and go through the metal door to enter the Safety Deposit Room. Be wary of a zombie inside the Safety Deposit Room if you downed one in there earlier. The one inside might grab you as soon as you enter, so be ready to use a Combat Knife to free yourself. Down the freak if it's there. Again Mr. X will come out to play. Use a Flash Grenade, then hide out of sight near where you picked up the Grenade Launcher in the back of the room and freeze (you'll have a good few seconds while he's temporarily blinded). There's a good chance Mr. X will "lose" you after you use the Flash Grenade and leave you in the Safety Deposit Room to go about your business in peace.

Interact with the console once he's gone and choose the Spare Key. Input 203 and 208, then move to those lockers and claim a Hip Pouch from 203 and some Flame Rounds from 208, both are worthwhile items to grab. Exit once you have the loot. Head across the hallway to the West Office, then through the West Office to the Main Hall. Open the Item Box. Take out the Large Gear. Go back to carrying one healing item now, so you're hopefully going to be putting one of them away. Save your game, then move up the stairs on the left side and enter the Library.

Mr. X will come knocking while you work through this next part, so be ready to evade him. If you carefully walk around the large shelf in the middle and stay out of sight, Mr. X will eventually lose sight of you and leave the Library. This can be tricky because the shelf is long and you have to sort of gauge when to move around it based on where he is, but you'll catch on quick. If you can't seem to shake him, go ahead and use a Flash Grenade, you should still have a few. In the end, though, you'll have to hide around the shelf either way, since he won't really leave this area for long while you're in here.

When it is safe, interact with the red jackstand under the shelf, and choose the Mechanic Jack Handle. This will lower the shelf to the floor. Grab ahold of the shelf by holding cn_A , then move the shelf to the right as far as it will go. Move over to the leftmost shelf and then move both shelves to the right until all of the shelves touch and you form a bridge (look upwards and make sure the shelves completely bridge the gap above you where the hole in the balcony is).

Mr X will hear all the racket and come around again, interrupting you right in the middle of moving the shelves. He might even come around more than once! Again, use the large shelf in the middle to stay out of his line of sight. Be wary when he enters the room above you, coming out onto the balcony from the West Storage Room. He'll either move across the "bridge" that is the large middle shelf or he'll drop down where the ladder is. If he enters up there, you'll only have a second to get out of sight. Try to move the shelves quickly, but don't get greedy about it. Work around Mr. X so you don't get hit moving a shelf. If worse comes to worse and he does spot you, use a Flash Grenade to "lose" him again.

Once you've moved the shelves into place, move into the corner where the leftmost shelf was and grab some Handgun Ammo. Then climb the ladder (preferably when you can't hear Mr. X stalking around, which is hard at this point because he doesn't like to leave the Library. It's like he knows you're making progress and knows where to be to prevent said progress from happening). You'll likely get chased by him into the next area, so if you can't seem to shake him, just climb the ladder and keep moving, across your new bridge and through the door on the other side. As long as he isn't in your way, I wouldn't waste a Flash Grenade on him. He can't follow us into the room we're heading for, anyways. One thing to note, though, is that sometimes he'll let a zombie out of the West Storage Area when he moves in and out of that door, so be wary of a zombie on the balcony. This seems rare, but it happened to me. That said, you should have no trouble just moving along the balcony and not having to worry about the zombie at all (he should be far enough away to not be a grabbing threat).

Once you're through the door, you're on the third floor balcony. Move right and follow it that direction. As you reach the end, be wary of a zombie standing just out of sight on the left, when the balcony turns to go that way. Edge forward until you can get it's attention or pop off a headshot. Stagger the zombie, then move through the door across from the zombie (on the right hand side as you come down the balcony). There are actually two zombies here, but one of them is a bit further away and not an issue at the moment. You want to do this part quickly, especially if Mr. X is behind you.

Now you're in the Clock Tower. Mr. X must hate clocks or something because he won't follow you in here (and neither will those zombies outside the door). Our goal while we're here is to obtain the other Power Panel Part. Move to the large geared machine to the right and choose your Large Gear. This will drop a nearby staircase. Reclaim your Large Gear and move to the stairs you just moved. Climb up the stairs. Follow the pathway around until you reach another geared machine, up here on the second floor. Interact with it to obtain a Small Gear. Interact with the machine again and choose the Large Gear. Then move downstairs. Interact with the machine near the bottom of the stairs and choose the Small Gear. This will make the bell ring, knocking the out-of-reach box (which obviously contains our prize) to a not-so-out-of-reach location. As Claire will say, "that worked."

Before we move over to claim our prize, move around the machine you just interacted with to find a door. Go through it. This is a dead end hallway, but a Gunpowder (Large) makes the trip worth it. To the left of the Gunpowder item there used to be a Mr. Raccoon. You should have claimed this in your Leon playthrough, but if not, he'll be dancing here. Once you have your item, retrace your steps back to the Clock Tower. Head for the door to exit the tower. On your way you can pick up the Boxed Electronic Part (near the first machine we interacted with) and examine it to reveal the Power Panel Part. Exit the tower. Time to return to the Main Hall.

Take a moment to grab the Green Herb to the right as you leave the tower and re-enter the balcony. Be wary of the zombies out here. One should be around the door, but not super close. The other should be down the balcony, waiting around the Library door. You might have to stagger that one as you approach to get through the door safely (depends on how close to the door the zombie is). Mr. X likes to exit the Library and move towards you here. With nowhere to go, you'll have to stun him with a Flash Grenade or take the hit and push past him. Maybe you'll get lucky and he won't block your path, but you'll almost definitely run into him at some point between here and the Main Hall. Either way, enter the Library and go down the ladder or make your way to the stairs and go down that way. Exit the Library via the usual door that leads back into the Main Hall.

Head for the desk and open the Item Box. Put away the Green Herb and the Gunpowder (Large). Take out the other Power Panel Part. Save your game with the Typewriter, then make your way up the stairs on the right/east side of the Main Hall. Go through the door on the east balcony to enter the Waiting Room. Move through the Waiting Room into the hallway beyond. Go right and follow the hallway all the way, as far as you can go. Go through the door here to go back out onto the roof.

Climb the ladder straight ahead of you (past the switch we used to douse the burning chopper), then move through the door to the right. Go down to the second floor, then through the Heart Door, back into the Chief's Office. Save your game.

Move through the other door in here, the one by the painting that leads to the Private Collection Room. Make your way to the end, where you'll find a console and the locked/barred door. Interact with the power panel and choose both of your Power Panel Parts. The solution is as follows: if each square is a number, then the top left would be number one and the top right would be number four. The row below that would be five through eight, counting from left to right all the way down to the bottom, where the bottom left would be number thirteen and the bottom right would be number sixteen. Move to the third square and hit it once by pressing cn_A . Move two squares below that one (to square eleven) and hit that one three times. Move two spaces to the left (to square nine) and hit that one one time. Move one square up from that one (to square five) and hit that one once. Then move to square fourteen, so one square to the right and two squares down to the bottom row. Hit that one once. Move two squares to the right and one square upwards (to square twelve). Hit that one once.

If you did all of that right, you'll have solved the puzzle and unlocked the door. For a visual reference, it should look like this:

power panel puzzle solution for e claire

Move through the door and grab the Key Card hanging from the coat hanger. Cutscenes ensue, then you'll be switched into the shoes of a different character. Thus begins the Sherry segment of the game. There are two achievements (one of the achievements is story related) and three Files in this part of the game. I'll make sure you don't miss any of them.

The non-story-related achievement requires you to escape your starting area within 60 seconds (which starts as soon as you gain control of Sherry). To escape the room you're locked in, you'll have to solve a puzzle which involves moving and rotating some blocks until all of the symbols on said blocks are lined up perfectly. As a reward you'll get what you need to escape the room: a pair of scissors that will allow you to cut through the tape and cardboard that covers a child-sized hole in the wall nearby. "Why can't you just tear off the cardboard by hand?" , I hear you ask. Well, that would be too easy and you might get a cardboard cut so just stay with me cuz we gotta do this.

I'll elaborate on the puzzle, but the biggest thing you need to know is that the solution is randomized in each playthrough. You need to figure out the solution, cut the cardboard, and move through the hole in the wall. If you get the achievement, you're done. If not, you need to reload your save and try again. Which will put you conveniently right back where you started in the room, so there's no reason to miss this achievement. Thankfully, once you've worked out the solution the solution will stay the same for this playthrough, even after you reload. So you can figure it out and take as long as you need, then reload and speedrun that same solution to pop the achievement.

I'll do what I can to guide you through it. First, do a 180 and grab the Stuffed Doll sitting on the chair. Examine it and look at it's back. Interact with it when prompted to unzip the back of the doll and obtain the missing Block. Move across the room to the toy box in the dark corner and interact with it. Choose the Block to set it in place. Then the actual puzzle starts. You can move each block left and right within the wooden frame, and you can rotate them up or down with either the cn_LSc or the cn_dpad . The shapes on the edges/top of the wooden frame need to match up on the front and tops of the blocks, so you need to know where to move them and how many rotations each requires to line up perfectly with the wooden frame, in as few moves as possible for time's sake. Give it a try. You might be able to get it with little effort, but if you're having a hard time, grab a pen and paper or whatever you want to take notes with. You need to take note (literally) of where to move each block and how many turns it requires to be correct. Once you have the solution on paper, you can easily get it wrapped up in under 60 seconds after you reload your save. There's no shame in taking notes.

While the solution itself is always different, the edges/top shapes on the wooden frame are always the same. So when you're done, the end result should look like this:

Sherry's Blocks

As reward, you'll obtain the Scissors. Move to the cardboard barricade and interact with it. Use the Scissors to cut away the cardboard. NOW you can leave. Good thing you got those scissors first, right? Crouch by holding cn_LT and move through the hole. If you don't pop the achievement, reload your autosave file and try it again. When you're successful, you'll unlock:

  • Young Escapee

    Escape the bedroom within 60 seconds during Sherry's segment.

    Young Escapee
    3 guidesOffline Game ModeSingle PlayerMissableTime/Date

There's nothing in the next room, so go through the door. You're out in a hallway now (running is okay...for now). Follow it straight ahead, to a corner where the hallway goes left. There's a table in this corner. Interact with the book on top for File (47/58): Sally's Diary. Move a bit further to find a dead end and a dresser. Stand in front of the dresser and hold cn_A and then cn_LSd to pull out one of the drawers. Hold cn_LSu and Sherry will climb up onto the dresser. Then hit cn_A to climb through the small vent and drop down into a large and very-cluttered room.

Make your way into the room. There's a path going down the middle and a door on the far wall. That door is locked for now, so we'll take another path. Take a few steps down the middle of the room. Turn right when you can, the path runs between two tables. Then turn left and crouch through the castle entrance made out of large blocks. Go through the door in this corner.

Another large room, thankfully this one is less cluttered. Make your way across the balcony and down the stairs. Sherry will mention the doors being the way out, but they're locked and you don't have the key yet. For now, move onto the colorful playmat, towards a table with a book on it. The book is actually File (48/58): Tom's Diary. Grab the File, then move through the nearby door.

Follow the hallway to another door and go through it. Despite being so close to your captor, running is still okay in this room. His music is turned up so loud that he can't hear your small footsteps. Move straight forward, alongside the shelf to your left. You'll come to a corner with a Typewriter on a table. You can find File (49/58): ____'s Diary setting next to the Typewriter. Grab the File (the last collectible in Sherry's part of the story) and save your game.

Move away from the Typewriter and further into the room. Make your way past the table with the body on it, to the nearby desk with lights over it. Interact with the keys hanging on the wall for a cutscene. When it ends, you'll have to run from your captor. Fortunately, your captor moves a bit slower than you; just keep moving and you'll be fine. Retrace your steps. Run back down the hallway and go through the door at the end. Through the large room and up the stairs to the door. Go through it.

You're back in the cluttered room. Crouch and move through the colorful blocks that make up the castle entrance, just like you did before. Then move to the clutter straight in front of you (you should see a small white shelf clustered with another identical shelf and a chair). Hide behind this clutter, on the opposite side so your captor won't see you when he comes through the door. He will eventually come through the door, lock it, and move towards your hiding place. If you're facing the door, be prepared for him to come around the right side towards you. Stay crouched and creep along the left side. Always stay on the opposite side from where he is and you'll be okay (I'm going to tell you what side you should be on and when, but if you follow this general rule you shouldn't have any trouble evading him). He'll move away from your hiding place, push a crib out of the way, then turn back towards you again. You should be facing him, so move around the left side of the clutter as he moves towards you (he goes down the right side). He'll move past the clutter and eventually turn around to your hiding spot yet again. Even though he's already checked here, he seems to like this spot.

Move around the clutter so that Sherry's back is aimed at the nearby wall, and face the end of the white shelf setting nearest to the wall. Your captor will come very close this time, leaning over the clutter and shining his flashlight around in an effort to see you. If you're in the right spot, he won't see you (even though he should be able to from where he's standing). He'll move away from your hiding spot yet again. Stay where you are. He'll make his way to the path in the middle of the room, and start crying out in pain: "IT BURNS!" After this you'll trigger a cutscene where he rushes to the bathroom nearby and starts flushing his eyes. Now's the time to move away from your hiding spot. Stop crouching, it's time to run again. Assuming your back is still facing the wall, move forward and turn left when you can. Follow this path until you can go right. Go right and you're in the middle of the room. Turn right to spot the man with the door partially open, flushing his eyes with his back turned towards you. Run down the path to reach him before he gets done rinsing his eyes. Hit cn_A when you reach the door to obtain the Orphanage Key.

Now you need to do a 180 and run back to the castle/door in the corner. You only have a few seconds before your captor quickly catches onto you and gives chase. Run back down the length of the room. Turn left when you can, then make another left immediately after that one. Then straight down the room, towards the corner with the door. Interact with the door and choose your new key to unlock it. Run across the balcony and down the stairs. If you try unlocking the main doors you'll only be half successful; they won't open very far because the handles on the other side of the doors are chained together. Avoid that disappointment and move towards the other door, the one that led us to our captor in the first place. Unlock it and go through it, you'll get a short scene in which Sherry tries to lock the door behind her. But it won't hold for long because it's the Shining all of a sudden. Run down the hallway to the door at the end for a couple cutscenes. When the scenes end, you've finished the Sherry part of the game and popped another achievement:

What an appropriate name for that 'chievo. Let's move on. You finally obtained the Parking Garage Key Card. That was a lot of work for a piece of plastic, but it was worth it.

Move out of the small "room" Claire is standing in. Head right and through the door. Follow the hallway and go through the door at the end to exit the Private Collection Room. You're back in the Chief's Office now. Save your game. Then move through the open doorway behind the desk and follow the path to the lift. Board the lift and use it to descend. Follow the path to an open doorway. Go through the open door to re-enter the Parking Garage. Move right to the nearby console and interact with it. Choose your new key card and get ready to run. As soon as the metal gate starts opening, Mr. X shows up out of nowhere (he actually comes from the side of the garage you just came from, so avoid going that way). And he's not so happy about your progress, or how you've been avoiding him recently. The gate opens pretty quickly, but you'll still have to evade him here for a second while you wait. I recommend running in a wide loop in front of the gate, give yourself plenty of space in the middle of the garage to get around him safely. Run through the gate as soon as it's open enough to do so. If you have a second to spare, grab the Green Herb setting off to the right as you exit. If not, don't worry about it.

Unfortunately, this isn't one of those weird times where you hit a safe zone and he backs off, at least not immediately. There's no anti-Mr. X barrier here. He'll follow you out into the rain, into the streets. So keep running. Go right. You should see a blue-ish light nearby the Gun Shop, and some zombies behind a metal fence. Shoot the one pounding on the fence (there's a gate where the zombie is standing) and the undead will crash through the gate and hit the pavement, so you won't have to worry about that one while it's getting up. Another will come out of the opening right behind the first, try to slip past that one or stagger it (don't forget Mr. X isn't far behind you!) and slip through the opening. You'll finally hit that anti-Mr. X barrier here, so you don't have to worry about him for a bit. On a side note, if you used a Defensive Item to get past the second zombie, you can linger here on the other side of the fence and down the zombies to reclaim your Combat Knife.

Run up the stairs and follow the only path available to you. After you follow the catwalk for a decent distance, you'll reach some stairs going down, and a zombie waiting at the bottom. Down the zombie, then move down the stairs. Move towards the blue dumpster and Claire will climb over it. You'll encounter a Cerberus here, but it can't reach you at the moment. The hungry fiend will clamor at the fence that seperates the two of you in desperation. Kill it now while you're safely behind the fence (2-3 bullets from your Handgun will put it down). Then follow the path to the gate nearby and go through said gate. Equip your SMG for the next dog.

You'll encounter it as you near a white car. The dog will jump on top of the car. Take it out with your SMG (remember, short controlled bursts for better accuracy). Move around the car and follow the path. You'll see a Cerberus feeding on a corpse not far ahead. Switch to your Handgun and down that one, too. Move past the corpse the Cerberus was feeding on, towards a street light and another fence. There's a gate just below that light, move through the gate to enter the Basketball Court.

Rush towards the red bench along the right wall and grab the Submachine Gun Ammo and the Green Herb setting on it. Look across the Basketball Court to the side opposite the red bench you're standing in front of. You should see two more Cerberus' against the outside of the fence. If you give them a few seconds, they'll climb over the fence and come after you. Let's avoid that. Kill them both with your SMG, as long as you're pegging them with it they can't climb the fence. Keep firing at them and close the distance as you do so. If you see one climb or stand up on it's hind legs, focus on that one. Keep them both on the ground until they're down for the count.

Once both of them are down, move to the gate on that same side, but don't go through just yet. Give it a second, another Cerberus should hop into view and start barking at you. Down that one, too. Then move through the gate. Move straight ahead and cross the street. Once you reach the other side, turn right and head towards the yellow-ish light. You should see a bus nearby. You want to board the bus, but first, grab a Blue Herb. The herb is located on the sidewalk, setting on some junk (straight across from the bus door). One more thing: shoot the zombie lying on the floor of the bus before you board, just in case. A shot or two to the head should verify that there's no funny business about to occur.

There's another zombie on the bus. Your gunshots will have attracted attention to yourself. You'll hear more Cerberus and the other zombie will be coming at you from the back area of the bus. Down the zombie. Make sure you grab the Hand Grenade setting on one of the seats to the right (nearby the driver's seat). Turn around and face the windshield. You can find Mr. Raccoon (13/15) dancing away on the dashboard. Annihilate him.

Move to the back of the bus and exit. Slowly, cautiously now. There's another Cerberus out here, either get moving and try to rush past it (it's only a short distance to run) or locate it and down it with the SMG before it pounces you. Look right and you should see some colorful green gates. Your destination, otherwise known as The Orphanage. Go through those gates for a short scene. You're safe from the Cerberus now (or maybe I should say the Cerberus are safe from you/Claire). Move up to the front entrance of the building (notice that the chain is lying on the step in front of the doors now) and go through the doors. These rooms will be familiar to you from the Sherry segment you just played through.

First, head upstairs and go through the door to enter the cluttered room, or the Nursery as it's formally called by the in-game map. As soon as you do, look down at the small colorful shelf directly in front of you. You'll find Mr. Raccoon (14/15) here. This one isn't dancing (how odd), but we'll kill him anyways. Move further into the room, working towards the path in the middle. Then head towards the Bathroom where the man was flushing his eyes. You can find a First Aid Spray on the counter nearby the sink (that's what the man should have used earlier). Move to the right to find File (50/58): Letter from the Director setting on a wooden bench. Next to the File, you can find some Submachine Gun Ammo inside a laundry basket. Grab your items, then exit the Bathroom. You should have room in your inventory for everything, but just in case you do run out, you can combine the Green Herb with the Blue Herb. Make your way back through the Nursery to the door in the corner and go through it. Then move back down the stairs.

Now you should go through the other door, the one that leads to the Director's Room (where we originally found the Orphanage Key as Sherry). Follow the hallway until you trigger a cutscene. When it ends, move to the end of the hallway and go through the door to enter the Director's Room. Go ahead and save your game with the Typewriter in the corner. Then move further into the room, as far as you can. When you reach the area that had been curtained off when you were playing as Sherry, you'll notice that the curtains are open now. And there's a trapdoor here, with a ladder going down. Go ahead and use the ladder to descend.

Move down the passage, there's only one path for you to follow. Eventually Mr. X will show up behind you and chase you down the path. Keep running! You'll eventually come to an elevator at the end of the path. Board it for more cutscenes.

When you regain control of Claire, move through the door in front of you. There's a Typewriter nearby the door, but don't save your game just yet. To the left of the Typewriter you can find File (51/58): Report: About "G" hanging on the wall. Grab the File, then move across the room to the desk with the computer on it and grab some High-Powered Rounds. Open the Item Box. Put away the herbs (keep the First Aid Spray and put all other healing items away), your Flash Grenades, your Hand Grenade, and those High-Powered Rounds you just picked up. Close the Item Box. Now you can save your game.

The other door in this room is, of course, locked. Retrace your steps to the other room you started in. Move right to find a ledge/opening where you have the option to drop down. Hold cn_A or cn_LSu to drop down through the opening. Follow the passage to another ledge and drop down once more. Now you're in the sewers.

Follow the passage. Watch for an alcove with a blue door on your left hand side, it's not far from where you dropped into the poo water. Climb up onto that ledge and grab the Blue Herb setting in front of the door. Then drop back into the sewage and continue on. When you reach the end of the passage, there'll be another ledge on your left that you can use to climb up and out of the water. Move down this new passage, you'll come to a metal door at the end (after some stairs). Go through the door.

Move up the stairs, then up the ladder. Open the door, but don't go through just yet. Try to get the attention of the zeds waiting for you inside. They can't come out here, so get them to come towards the door and down them. I don't recommend trying to shoot through the narrow openings in the door (if you don't aim super precisely through the openings you'll hit the door and waste ammo), so open the door and get a shot or two off with your Handgun (or give a short burst with your SMG). Maintain a safe distance so they don't grab you through the opening even if they can't "cross" the opening. After a second or two the door will close. Open it again, fire away, rinse and repeat. There are two of them in there, and a third will be off "sleeping" in the corner. Down the two that will come to the door. If the third one hasn't gotten up to come investigate, don't bother with it. If you open the door and peak into the room, you should see the third zombie in the far left corner, sitting on the floor. Dead, only he isn't actually "dead" dead. He might stay there if you don't get close to him. Just don't forget he's there and be wary as you move through the room.

Once the coast is clear, move into the room (only as far as you need to), then go right. There are two lockers over here. You can interact with the leftmost one. Input the code SZF for some Submachine Gun Ammo. Then drop down the hole in the floor to the left of the lockers. Drop down once more to trigger a cutscene. When you regain control of Claire, strafe left and grab the Sewers Map off of the wall to the left of the windows.

Do a 180 and move across the room to the yellow consoles. You can find some Handgun Ammo setting on the small table in front of the consoles to the right. Move left from here, towards the small TV and the Item Box. You can find a File over here that you should have already grabbed as Leon, the Sewers Company Pamphlet. I mention it because it's there, but you should already have it from your first playthrough.

Open the Item Box and put away the Blue Herb. You can find a Typewriter to the right of the Item Box. Save your game. Then do a 180 and move through the door nearby where you picked up the map for this area.

You need to lower the bridge in this room. As soon as you enter, move straight forward and interact with the lever nearby the door to lower the bridge. Then use it to cross to the other side of the room.

Go left first. Towards the end of the walkway you can grab a Red Herb. Move down alongside the cable car. Grab the T-Bar Valve Handle from off the table nearby. If you continue in this direction (down some stairs) you can find a File you already picked up as Leon (or should already have picked up). Again, it's not necessary to grab this File as long as you already did as Leon, otherwise I'm mentioning it because it's right here.

Retrace your steps away from the cable car and back to the room with the bridge. Follow the path the other direction now. You'll come to a safe on a table, a zed sitting on the floor "sleeping," and a Blue Herb nearby the zed. First, the safe. Input the following code: cn_LSl (left) to the 2, cn_RSr (right) to the 12, cn_LSl (left) to the 8. You'll find another gun part, the Reinforced Frame for the SLS 60. This part allows the SLS 60 to fire high-powered rounds. We're not carrying the SLS 60 at the moment, but it might come in handy later.

Next, the zed. Pop him once in the face to wake him up. Continue your assault until he goes back down. Grab the Blue Herb. Then move back across the bridge and through the door. Open the Item Box. Put the Red Herb and SLS 60 gun part away. Also stow the Flame Rounds and any Handgun Ammo you're carrying, we'll need some extra space soon. Take out an extra Defensive Item, preferably a Combat Knife but a Flash Grenade will work, too. Save your game, then head back out. Cross the bridge (be wary of that zombie in case he gets back up). This time, go through the door with the red EXIT sign above it.

Move down the stairs. Stop part of the way down. There are two zombies down there, they should notice you before you reach the bottom. Let them funnel up the stairs towards you and down them both. Move down once it is safe to do so, but be ready for them to get back up. At the bottom, grab the Green Herb from the right. Then move down the path to the left. You'll come to a blue door/pedestal. Interact with the pedestal and use your T-Bar Valve Handle to open the blue door. Move through it.

Follow the path until it comes to some stairs and a table. Grab the Sewers Key hanging above the table. The stairs lead to a dead end, nothing to see there. So move to the ledge across from the table and use the ladder to climb down into the sludge. Follow the path forward. You'll see some zombies lying on ledges off to the sides. Don't worry, these guys are "dead" dead. The zombie off to the right has a Green Herb and an Alien reference for you. Across from the herb zombie is a ledge where you can climb out of the bile for a second. Cross over it, then drop back down again.

Move forward, cautiously now. You should see something in the water, hiding below the surface (but enough showing above the surface to know it's there). These are the G-Adults. They're slow, but like to try and grab you when you get near enough. This results in them "infecting" you, which poisons you. They also spawn smaller creatures that will swim through the water and jump out to explode and poison you when they reach you. For the most part, the grab move is what you need to worry about, as it's the more common attack as you move through this area. To avoid this, get close to the creature, then shoot the part of the G-Adult that lingers above the surface with your handgun. As it stands up, try and rush past it to the left before it composes itself. Whenever you attempt to run by them, run by them to the left rather than the right (unless you have more space on the right). The reason I say this is because their longer arm is on the right, and that's the grabby arm. This evasion is hard to pull off, and you'll be encountering enough of these guys that you'll likely get grabbed at some point. Use a Defensive Item to free yourself to avoid getting poisoned. If you somehow do get poisoned, don't cure yourself until you're out of the water (so you don't end up getting poisoned again right after you cure yourself, we're trying to save Blue Herbs for Super Herbs towards the end of the game).

Try to get past the first one using the above method, as you rush past you need to move over and hug the right side of the path. Another will be moving towards you (the gunshot attracted it's attention). Try to rush by it's right side, you should have more space on that side of the beast. This one can be hard to dodge, if it grabs you, use a Defensive Item to free yourself. Do your best not to lose your sense of direction when you get grabbed, the animation takes a second and by the time Claire is on her feet again you can get really turned around. Move towards the red light. You'll see another G-Adult enter the area via a drain off to the right (so when you see the G-Adult slip out of the drain you want to hug the left side of the path). Keep running and you should be able to get by that one without incident. Climb up out of the sludge when you reach the ledge under the red light. You'll be safe from the G-Adults as soon as you do, but that's not the last we'll be seeing of them.

Go through the door, then move up the stairs. Go through another open doorway and into the room beyond. We'll be obtaining another Claire-exclusive weapon in this room, as well as some Key Items. For now, make your way to the stairs, but don't go down. Face the stairs, then do a 180. Grab the Red Herb from shelf. Open your inventory and combine the Red with one of your Green Herbs. Then go downstairs to get started.

There's only one path here, an open doorway. Move through it. Immediately turn and face the door. Interact with the console with the green light on it to obtain the Queen Plug. The door will lose power and close. Continue onwards. You should see some boxes setting on the floor in front of you, you can grab a Blue Herb out of these boxes. Open your inventory and combine the remaining Green Herb with one of the Blue Herbs. Leave the other Blue Herb alone for now. If you find yourself with no inventory space to pick up the items I'm mentioning, combine the remaining Blue Herb with the Green/Red combo you're carrying.

Across from the Blue Herb location is a locked door. Interact with the console and put the Queen Plug into it. Move through the door you just opened. To your left you'll get a glimpse of the shiny new weapon. To your right, a set of stairs going up. Go up. A zombie that had been up here just dropped into the middle of the room below. We'll deal with the zombie in a second. Go through the open doorway at the top of the stairs, then turn around and interact with the console to pull the King Plug. Move to the nearby ledge and drop down. Quickly find the zombie (likely somewhere behind you when you hit the floor) and down it. Be ready to down it again before we're done here. Retrace your steps back down the path by the console holding the Queen Plug. Stop when you reach the area with the weapon in it. Interact with that console to insert the King Plug. Move into the room, then to the other door. Unlock the door. Do a 180 and move to the wall to claim your new toy, the Spark Shot.

The Spark Shot is an interesting weapon, but at times it can feel risky and slow. It fires needles which pierce the target, then shock said target for a moment, but ONLY if you keep the gun aimed at the zombie/target. So you have to keep holding cn_LT and stay focused on the target. You'll see the reticule "filling up." When it's full, the needles will explode/shock the target. It is powerful and can be useful, but there's a slight learning curve to using it effectively and you have to be commited to your targets. Aiming at something else for even a second seems to break the charge, so it's almost like wasting ammo if that happens. Unfortunately, ammo for this weapon is scarce.

Leave this room. Grab the King Plug and go back to the doorway with the Queen Plug. Before you actually reach the Queen Plug you'll probably have to down that zombie again. Grab the Queen Plug when it's safe to do so. With both of the Plug items in hand, move down the path leading out of the middle of the room, back to that original doorway where you first obtained the Queen Plug. Put the Queen Plug back into the console, then move through the door. Go left this time, to another console. Put the King Plug into the console, which opens the door and allows you to return to the middle of the room again. Move back down the path and take the Queen Plug from it's console, then retrace your steps back to that last door you opened with the King Plug. Move through it, and DO NOT forget to pull the King Plug on your way out!!! Otherwise you'll have to come all the way back down here and risk the G-Adults again. Make sure you have both the King Plug and Queen Plug in your inventory. Then move up the stairs and leave the room. Down more stairs and through the door, back to the area with the G-Adults.

Drop into the water and move forward, hugging the left side of the area as you go. Two G-Adults will come towards you and block your path (usually, although sometimes it's much easier and you have no trouble rushing by before they reach you). Do your best to push through them. This can be a tough spot, so feel free to use your one Flame Round to hit the first one as they come towards you/block your path. This will help you evade the first one, but if the second one is close enough, there's a good chance you'll get grabbed here. You know what to do: use a Defensive Item and move onwards. Get past the two of them and continue hugging the left side of the area. Keep moving forward to come to a ledge where you can climb out of the bile. Cross over it and drop back down into the dirty water again.

Now it's just a short stretch to the ladder. There'll be one more G-Adult that somehow made it over into this section (which had been free from the G-Adults earlier), that one waits near the ladder itself. You should see it lingering above the water. It will charge towards you (something they haven't done before up to this point in the playthrough) with it's hand outstretched. Rush over to the ledge on your right hand side and climb up out of the way. Drop down into the murky water and rush away from the G-Adult and back to the ladder. Cure yourself if necessary with the lone Blue Herb or the Green/Blue combo after you climb the ladder.

Follow the path to the right, back to the blue door you used the T-Bar Valve Handle to open. Move through the door and continue on towards the small set of stairs, but go SLOW. The next area (with the longer stairwell where you downed the zombies as they came up towards you) is very dangerous. There's a zombie waiting to grab you just out of sight on the left. And the two that you downed will be near the stairs, back on their feet and ready for some flesh. Fire off a shot or two with the SMG to attract their attention. They'll funnel towards you. Down them with your SMG, Handgun, and maybe even experiment with the Spark Shot if you're feeling confident. When it's safe, move into the room and then up the long set of stairs to the right. Go through the door at the top, then move across the bridge and go through the door on the other side. We'll do some inventory management before we go back down there for more fun stuff.

Open the Item Box. Put away the Spark Shot and any excess herbs/healing items. Take out a Defensive Item if you no longer have one in your inventory, and take out the USB Dongle Key. By now you should be getting low on Handgun Ammo, so take out two Gunpowder items and combine them to make more. When you're done managing items, move to the area to the left of the Item Box. There are six consoles over here, just like the ones in the Spark Shot area. You need three to open the fancy metal door nearby. For now, you only have two but we'll put them in place to get them out of your inventory.

Face the bench in the back of the room (with the light on it). The wall to your left has one plug already in a console, but it's location is incorrect. Pull the Knight Plug from the middle console, then move to the console immediately to the right and insert the Knight Plug there. Cross to other three consoles on the opposite side. The Pawn Plug is already in place in the rightmost console. Put the Queen Plug in the middle console, then move left and put the King Plug into the leftmost console (you'll have to take the Bishop Plug out first). Cross back over to the Knight Plug side and put the Bishop Plug into the leftmost console. That's about it for now, until we get the last plug. Move to the table in the back of the room and grab the File. Again, you should already have this one from your Leon playthrough. This will update your in-game objectives. Leave this area and return to the larger part of the room with the Item Box. Move to the Typewriter and save your game.

Back through the metal door and across the bridge. Through the door on the other side and down the stairs. Be wary of zombies down here, they'll be lying in wait to jump up and come for you. Don't go left, this time you want to go right. You'll come to a ledge, and a lever. Interact with the lever to open the nearby grate, then drop down off the ledge into the muck. Now go left and run alongside the ledge. Before too long you'll come to a Hand Grenade setting on the ledge, grab it. Then turn around and move down the passage, through the grate you just opened up. Stay close to the right side. The first pile of crap you run into on this side holds a High-Grade Gunpowder. Grab it. Then move as quickly as you can down the passageway, moving more towards the left side as you go. You'll see a G-Adult come out of a drain on the right side, as long as you're moving and more along the left side of the passage you should slip by without getting grabbed. Just past this encounter is a ledge off to the right. Climb up out of the mire. Interact with the blue pedestal to use your T-Bar Valve Handle and open the door. Go through the door.

Move into the corner in this room (near the light). You can find some High-Powered Rounds setting on a barrel, grab them. Then board the nearby lift. Use it go upwards. When you step off of the lift, you'll probably notice the zombie lying on the floor on the left side of this small room. Don't worry, he won't get up just yet. Stick to the right side and move forward to grab some Handgun Ammo off the machinery on this side. Now move towards the table, and around it. There is an item on the table, but it's just a Roll Film and not at all important for this playthrough. Ignore it. Move past the zombie on the floor and to the table on the other wall. Grab the Hip Pouch upgrade setting on that table.

Now you want to "wake up" the zombie and down it. Find a good angle where you feel safe and take the headshot with your Handgun. Finish it off with either the Handgun or the SMG. The room is small but you can use the table to keep something in between you and the zombie, lessening your chances of getting bit.

The gunshots will alert a couple of zombies waiting just outside the next door. They can't come through the door, though, because it's locked. Equip your Grenade Launcher and move towards the door. You should be able to see the zombies through the slits in the upper part of the door. Wait for them both to swarm the door and be close together, then unlock it and let the zombies come through towards you. Just like the last time we used this strategy, you need to make sure they are fully in the room with you, otherwise the Flame Round won't do any damage to the one "outside" the room. They don't come in together, though, one of them always gets stuck and takes a second to move through the door. A good strategy here is to lure the one zombie fully into the room. Board the lift and go down to evade that zombie. Give it a second or two, then use the lift to go back up again. Both zombies should be in the room now, nearby the door. Nuke them with a Flame Round and do some cleanup with the SMG or Handgun as needed. Be wary of the first zombie, you might have to down him again while you're doing all this. When all of the zombies are down, move through the door and into the next room.

You'll probably notice a console with the last plug nearby on the left-hand side, near a path that goes left. Ignore it for now. We'll come back for it in a bit, first we gotta deal with the zombies in this room. Even though you killed two already from this room, somehow there are two more. One should be way over on the path to the left, and one should be much closer, forward and to the right. Down both zombies, starting with the closest one and then quickly killing the second one before he reaches you. Follow the catwalk forward and around the corner to the right (near where the closest zombie was). You should see a door with a red sign on your left that says Treatment Facility on it (according to the game's map, this room is actually called the Workers' Break Room). Unlock the door with your Sewers Key and go through it. You'll be safe from the zombies while you're in here because the zombies just don't take breaks, I guess.

Grab the Gunpowder off the table, then face the lockers. The right locker is empty, but the left one contains some Handgun Ammo. There's a File on the table, another overlapping collectible you already have. Grab it anyway. Move towards the cabin with yellow tape on it. Stand against it's right side and hit cn_A when prompted to push it out of the way, revealing an elevator. Climb aboard and use it to go upwards.

Exit the elevator and go left. Before you go up the stairs, grab some High-Powered Rounds from atop a bucket in the corner. Then move up the stairs and unlock the door. Go through it. Move left again, you should see a safe/lock box standing against the wall. Open your inventory and choose to examine the USB Dongle Key. Rotate it around and interact with the slide on the back of it to revert the item back to a S.T.A.R.S. Badge. Interact with the safe and choose the S.T.A.R.S. Badge to unlock it. Your reward is the Suppressor for the SMG. Combine the gun part with the Submachine Gun now. This part reduces recoil and seems to make the SMG a little quieter (because that's what a good suppressor should do, right?). You can leave the badge inserted into the safe or pick it back up and discard it, because you won't need it again. Go back through the door and retrace your steps back to the elevator. Use it to go back down to the Workers' Break Room. Exit the room, and be ready to down those zombies again. Go ahead and use your improved, quieter SMG.

If you go left, you'd find some items but also have to deal with a G-Adult or two. Not worth the risk, so go right. Turn right again when you reach the console with the plug in it. Follow the passage to another Treatment Facility door. Unlock the door. Open your inventory and discard the key, you no longer need it. Go through the door. Move right and grab another High-Grade Gunpowder and Gunpowder (Large) from the table. Exit the room. Move left and go down the stairs. Follow the path to the end to reach a ledge where you could jump down into the sewage again. Don't drop down off the ledge, though. Grab the Combat Knife from the barrel nearby the ledge, then move back up the stairs. Go left and return to the console with the plug in it. Pull the plug to obtain the Rook Plug. This is the last one we need to continue!!

Time to return to the small lift we used to get into this area (where we nuked the zombies that came into the room) and go back down. The door to that room is nearby the console, and there's likely a zombie or two up on their feet again in that room. Try to peek through the openings in the upper part of the door and get a sense of what you'll be dealing with. Then enter the room and down the zombie(s). Get on the lift and use it to go downwards.

Follow the path to the end, to the ledge. Look around and make sure the G-Adult isn't already up out of the water, then drop down into the sewer and move left. Hug the left side/left passage to return to the ledge and the long set of stairs. Climb up out of the sewer and move up the stairs, staggering any zombies that get in your way. Go through the door at the top, across the bridge, and through the door on the other side of the bridge.

Open the Item Box. Put away all of the Gunpowder items, any excess Defensive Items (so, the Hand Grenade and the Combat Knife if you're now carrying two Combat Knife items), the Blue Herb, and the High-Powered Rounds. Take out your Flame Rounds and a Super Herb (keep a second healing item along with the Super Herb). Close the Item Box and save your game.

Head over to the console/plug part of this room. Move to the only console with a red light and interact with it to insert the Rook Plug. The vault-like door will unlock and open, showing you the way forward. Go through the open door and down some stairs. Grab the Blue Herb at the bottom of the stairs, then move forward and left. Grab the Green Herb setting against the railing to your right. Keep moving alongside the railing to come to a door. Go through it.

Move over to the back right corner. Grab the Red Herb off the floor in front of the console, then interact with the console itself and flip the first, second, and fourth switches to restore power to the large door outside this room. Head back towards the exit and you'll get interrupted by an old friend. Time for another fight with G. Only it's not G anymore, it's G (Stage 2). He's back and angrier than ever!

Retreat towards the shutter, it's located on the same wall as the console, nearby where you picked up the Red Herb. Stand just to the left of the shutter, facing the wall, and wait for the boss to stop shoving this claws through the ceiling above you. He'll do this for awhile. You should be safe standing here and avoiding getting your brain impaled and losing precious health. After awhile he'll give up and tear the shutter off the wall, then come through the opening. When he does this, push past him and run down the pathway set before you. You'll eventually come to a ledge. Drop down.

Rather than waste ammunition trying to kill him outright, we'll rely on the crane like we did in Leon's playthrough, and use it to knock him off the stage and into the dark abyss below. Rush forward and hit the button on the console to move the storage container out of the way. G won't be far behind you by now, so turn around and do your best to move around him as the storage container gets pulled out of the way. Run circles on the small platform and try to stay out of his reach, those claws are pretty deadly. What you really want to watch out for is his leaping attack, he'll leap up into the air and bring the claws down. If you don't move fast enough, he'll bring them down on you and you'll take a ton of damage. And also, getting grabbed. Especially if you're trying to smack him off the stage with the crane, he like to grab you and take you with him. As far as healing goes, use the Super Herb when you need to heal so you can negate some of the damage he deals to you for a little while. Hopefully you won't have to use the second healing item, but you brought one anyway, just in case.

The bottom line here is to just keep moving and keep your distance. You want to avoid getting impaled, slashed or grabbed. Give the crane a second to move the storage container out of the way. Equip your Grenade Launcher while you're waiting/evading G and hit him with a Flame Round, then switch to your Handgun and try to take precise shots at the glowing eyes on his body. Just like your first fight with him, try to keep him consistently burning with a Flame Round here and there, and keep up the pace with your Handgun/SMG. Remember, the more damage you deal to him the faster he'll get knocked off the edge. Rush back over to the console when the crane stops moving (you should hear it get quiet and stop beeping when it isn't in motion) and interact with it to call it. The storage container will come back around. It'll gain some speed as it comes, but will still take a second to reach you. Continue to evade G while you wait and be careful not to be in the container's path when it comes back around.

You might not knock him off the edge on your first try (you should already have the achievement for doing that, so the only thing you need to worry about is the extra time you'll have to survive this encounter while you wait for the crane again). If you don't, hit the button to send the container away again, then rinse and repeat the above strategy and try again. You don't have to waste ALL of your ammo on him, so try to be a bit more sparing with the Flame Rounds and focus more on hitting the eyes with your Handgun. Call the crane back around again as soon as it's ready and you'll eventually knock him off the edge with the storage container, and you'll have saved some ammo in the process.

Once the fight is over, you can loot the items on the platform. You could have grabbed them earlier, but it's safer to not worry about them when you're at risk of getting eviscerated by a monster. Grab the Flash Grenade and the Combat Knife from their spots off to the right of the console, then grab the Handgun Ammo setting on the platform to the left of the console. Lastly, if you move towards the stack of metal materials (nearby the ledge you dropped down to get here) you can find some Submachine Gun Ammo.

When you're done looting the platform, move across the makeshift "bridge" left behind where G fell into the abyss. Go up the stairs, unlock the door and move through it. Move forward and left to reach the large door you restored power to earlier (before you were interrupted by G). You can find the lever to the right of the door, interact with it for a cutscene.

When the scene ends, move back through the large door and go right. Follow the path back up the stairs and through the vault-door to the save room. You can't save this time, as your hands are full. Move through the open doorway, back to the room with the bridge. Cross the bridge and go left to reach the cable car for another cutscene. This is the point of no return. If you've been following the guide, you're ready. Move to the front of the cable car and pull the lever to set it in motion for more scenes.

When you regain control of Claire, move down the stairs and go right. You'll come to a large door, which will take a second to open up. When it does, move through it. You'll find yourself in an ornate lobby (the in-game map calls this Reception). You see a door on the left hand side, go through that door. Another cutscene, when it ends you'll automatically obtain the ID Wristband. Now it's time to loot this room. First, interact with the computer nearby the bed for the last File in Claire's playthrough, File 52/58: [IMPORTANT] NEST-wide Alert. Move further into the room. In a corner with a desklamp and a bunch of monitors you can find Research Lab North Area Map. You can exit the room now, but be sure to grab the Flame Round from the countertop in the middle of the room. Yes, it's just a single Flame Round this time, which is pretty sad.

Move straight ahead and around the reception desk. Interact with the computer for a File (you should already have this one, but we'll grab it while we're here). Move into the small room to the right of the reception desk. Grab another overlapping File from the board on the wall, then open the Item Box. Put away the extra Defensive Items, the T-Bar Valve Handle, and the loose herbs you've picked up recently. You likely used that Super Herb in your fight against G, and that's okay, but you want to make sure you have one full healing item on you now. Take out some Acid Rounds for the Grenade Launcher. Close the box and save your game, preferably on a new file, just in case you missed something and need to reload your data. Exit the save room...maybe I should call this a save closet because there isn't much room here to speak of. Exit the Save Closet.

Back out in Reception, face the large doors. There should be a door to the left of them, go through it. Follow the dark hallway that becomes a bloody hallway. You'll come to a door on the right hand side with a green light on it, go through that door to enter the Cafeteria.

Be quick in here, as there's a zombie coming for you as soon as you step into the dark room. Head left and hug the wall to your left. Try to grab some Needle Cartridges (ammo for the Spark Shot) from the left-hand side as you move in that direction. It can be difficult to see in the dark, so watch for the prompt and press cn_A when you see it. Hug the left side of the room as you move around it. You'll pass a zombie feeding on a corpse. Thankfully it's so preoccupied that it won't bother with you at all, but if you weren't fast enough reaching this spot you might have to stagger the other zombie that's closing in on you. Continue on until you reach a dimly-lit corner. There should be another zombie hanging around this corner, stagger him if you need to. There's a ladder here, climb up.

Follow the vent a short way until you reach a hole you can drop down into. Do so to enter the Kitchen. As soon as you land, look to the counter that overlooks the Cafeteria. You should see a Gunpowder (Large) setting on that counter, move over and grab it. Then continue on through the Kitchen, hugging the side closest to the Cafeteria as you go. You'll eventually come to a Combat Knife setting on the counter nearby the exit, grab it. Then move through the green door SLOWLY and peek to the left. There's an armored zed standing nearby, it likely won't notice you right away. Might as well deal with it now. Down it with either your Handgun or SMG. And don't be afraid to back up into the Kitchen (you'll probably need the space to avoid getting grabbed or bit). Once he's down, move through the door opposite the one he was standing in front of to enter the Nap Room.

Grab the Flame Round (again, it's just one this time) from the table to the left side of the room. Move to the lockers beyond this table and open the leftmost one to obtain a part for the Spark Shot, the High Voltage Condenser. The other locker is, unfortunately, empty. Now step across the room and interact with the arm hanging out of one of the cots. You'll obtain the Upgrade Chip (General Staff) item, which will allow you to move through doors with blue lights on them. Open your inventory and combine the new chip with your ID Wristband. Exit the Nap Room. Move straight down the hallway and go through the blue door, then follow the dark and bloody hallway back to Reception, hugging the wall to your right as you go (otherwise, you'll "open" the Cafeteria door as you run by and a zombie will come out into the hallway). If this happens, at least the zombie won't follow you very far.

Return to the Save Closet in Reception. Open the Item Box. Stow the Needle Cartridges and the Gunpowder (Large). Take out the Spark Shot, the SLS 60, and the Reinforced Frame for the SLS 60. Close the box and combine the Spark Shot with the High Voltage Condenser (this upgrade means there'll be less time between shots) and the SLS 60 with the Reinforced Frame (which enables the SLS 60 to fire the High-Powered Rounds we've been picking up). Put both of these weapons back into the Item Box. Also, you should carry more than one Defensive Item if you aren't already, they'll come in handy here pretty soon and you'll want to have a backup. When you're done managing items, save your game. Exit the Save Closet and go right. Go through the door with the blue light on it.

Take a few steps into the large room (the in-game map calls it the Main Shaft). On the right you should see a Spec Ops corpse. Interact with it for another overlapping File. This will update your in-game objectives. Move to the other side of this platform and interact with the console to move a bridge into place. Cross the bridge to the elevator shaft in the center of this large area, hence the reason for the room being called the Main Shaft. Go left, you should see a blue console to the left on the back side of this platform. Interact with it to move another bridge into place. Cross the bridge and go through the door with the blue light on it to enter the East Area.

Follow the hallway to reach the Lobby (that's the actual name of this room). Grab the Green Herb off the desk, then move around the desk and grab a Gunpowder item off the table (it's on the opposite side from where the Typewriter is). Open the Item Box and put both of those items away. Save your game. Then move through the only unlocked door in this room, the one that leads to the Presentation Room (it'll be the door closest to the desk, straight across from the one you came in through).

Go left until you come to another door on the far side of the room. The door will take a second to open, when it does, go through it.

Move through the room. You should see a glass display case in the middle of the room. Grab a High-Grade Gunpowder item off the small table standing next to the display case. Then move further into the room. At this point you'll encounter a new enemy, the Ivy. These monsters will instantly kill you if they get ahold of you, unless you use a Defensive Item to free yourself. As usual, we'll be trying to avoid getting grabbed in the first place. Nuke the monster with a Flame or Acid Round (both are very effective at killing Ivies), then move through the door behind it. Make sure you reload the Grenade Launcher as you go.

Grab the Flash Grenade off the table, then move to the console with a yellow light on it, just past the table. You'll trigger a cutscene, afterwards you'll automatically obtain the Dispersal Cartridge item. Now look right. Move to the console underneath the blue maps on the screen and interact with it. The keypad uses symbols instead of numbers, but let's say that the top left number is one, and the bottom right number (above the ENTER button) is nine (you can fill in the obvious blanks from there). Using this method, input the code 3123, then hit ENTER on the keypad. You'll open a trapdoor in the Greenhouse. Here's a screenshot of what it should look like:

First Code

One more, input 2067. Here's another screenshot of the correct code:

Second Code

This will unlock the Drug Testing Lab. Now move to the other side of the room and go through the door to enter the Greenhouse. Go left and down the small set of stairs. Grab the Red Herb from the bottom of the stairs. Keep sticking to the left side, you'll take a side path and end up at the Drug Testing Lab. Move through the door.

Grab the File off the table in the middle of the room (another overlapping File you already picked up as Leon). There's also a Gunpowder (Large) setting on the other side of this table, grab that too. Move to one of the back corners where you'll see a zombie sitting on the floor in a hazmat suit. The zombie won't get up, so grab the Hand Grenade setting on the floor next to the corpse. From here, look left and move over to the machine with the green light above it. Interact with it. Choose to put the Dispersal Cartridge into the machine, then hit the buttons in the following order to fill the vial with the proper amount of herbicide: red, green, blue, red, green, blue, red, and green. You'll obtain the Dispersal Cartridge (Solution) for your efforts. Now all we have to do is get it cooled to the proper temperature. Exit the room.

Follow the path, and go left when you reach the main part of the catwalk again. Take a few steps in this direction (there'll likely be another Ivy here in your path, nuke it with the Grenade Launcher) and go left again as soon as you're able to reach a ladder. Use the ladder to descend. Move left first, you'll come to a table. Grab the Research Lab East Area Map and another Gunpowder (Large) from the table. Open your inventory and combine the Gunpowder (Large) with the High-Grade Gunpowder to create more Acid Rounds (make sure you combine the stacks if you're already carrying some, and just so you know, you can switch to the Acid Rounds from the Flame Rounds by aiming the GL and hitting cn_RB ). Then retrace your steps to the ladder (but don't go up). Move past the ladder now and to the door in the corner. Go through the door.

There'll be some zombies in this area to kill, as well as a pair of Lickers towards the end of the room. For now, it's deadly silent (little Resident Evil DS reference there). Follow the hallway straight forward. You'll see the hall go off to the left, but ignore that path for now, as the door over there is locked. Go straight forward until you reach a larger part of the room with a few zombies lying on the floor off to the left (this room is called the Lounge), then stop. Look left from where you're standing, you should see some Flame Rounds setting on a bench. Grab them. Look across the room to the far wall opposite this bench. You should see a flashlight on the floor. Move towards that flashlight. Don't worry about the many zombies in here, they won't get up even if you go near them. They're waiting for a better moment. As you near the flashlight, you'll see a Green Herb setting on a bench, move to the bench and grab the Green Herb. Open your inventory and combine it with the Red Herb you picked up a few moments ago. As a side note, you might notice a trophy item setting on one of the tables in the Lounge. It contains one of the codes for the Greenhouse, and you've already unlocked those doors, so the item is useless. Ignore it. If you somehow do manage to pick it up, discard it from your inventory.

Equip your Hand Grenade, and be ready to toss it towards the zombies in the Lounge when they finally do get up. Now move down the hallway that leads away from the Lounge, but go slow. You'll eventually hear them start to "wake up" behind you, as soon as you do, stop walking and turn around (if you go too far the Lickers will enter the area and you'll have to deal with them, too). Move a bit closer to them and manually toss the Hand Grenade into their midst to blow them all up. If it doesn't kill all of them, mop up with your Handgun. Equip your Flash Grenades and make sure you've got your Grenade Launcher loaded. Then return to the previous hallway and keep going.

Keep your eyes towards the end of the hallway, and upwards towards the ceiling. As you move down the hall, the first Licker will drop down through the vent and onto the floor at the end (near the door). Nuke it with a Flame Round, then wait a second. Then toss a Flash Grenade in that general direction. Reload your Grenade Launcher. The second Licker will take an extra second or two to appear, if the timing works out the second will be stunned by the Flash Grenade (if it isn't stunned, it'll move to you very fast, clinging to the ceiling and lunging down at you). Hit it with a Flame Round when it gets stunned and falls to the floor. Finish them both off with whatever you're comfortable using in this situation (you can even use one or two more Flame Rounds to finish this fight if you want, though I'd only do that if you're struggling and getting overwhelmed). This encounter can be tricky, so don't lose your cool if you don't stun the second Licker and you end up taking a hit. Stay calm and slay the Lickers. Once both are dead, check behind you to make sure the zombies from before aren't coming down the hallway after you. If you see any movement, move back that way and eliminate said movement with your Handgun or SMG.

Now you can go through the door at the end of the hallway (near where the Lickers came into view). Yet another hallway, move to the door at the end and go through it. Keep moving up onto the stairs and go up a few steps, then do a 180 and down the zombie that will be moving towards you from the corner nearby the door. Once it's down, move up the stairs. You'll encounter another zombie as it falls onto the stairs and almost right on top of you. Start shooting before it even gets up, it belongs on the floor. Quiet. Re-dead. Then continue moving up the stairs and through the open door at the top.

Another zombie waits for you in here. Down the zombie, but don't be afraid to back out onto the stairs and give yourself some space. This room is a bit cramped. Once it's safe, move into the room. Look left immediately and grab the High-Grade Gunpowder from atop a box next to the door. To the right of this box you can find some gray lockers, interact with them to find some Handgun Ammo. To the right of the lockers you can find a console of sorts tucked into the wall. Interact with it for a new gadget, the Signal Modulator. We'll be using this to open up some new paths and unlock some doors. Grab the File off the blue chair nearby the console (another overlapping File), then move further into the room, to the door opposite the one that leads to the stairs. Interact with this door to unlock it and go through it to re-enter the Lobby.

Open the Item Box. Put away the Flash Grenade. Grab a healing item if you no longer have one. Take a look at your ammo supply, specifically your Handgun Ammo (you should have plenty of ammo for the GL and we won't worry about the SMG right now). If you need more (like you don't have a stack in your inventory and 20 or less shots in the Handgun itself), combine two regular Gunpowder items to top it off. Stow the other Gunpowder items into the Item Box. Save your game.

Retrace your steps. Go back through the door on the far side of the Lobby and move through the room where you grabbed the Signal Modulator. Go through the open door on the opposite side of this room (be mindful of the zombie you downed in here a bit ago, and be ready to down the freak) and move all the way down the stairs. Again, be ready to deal with the zombies you downed on the stairs and at the bottom of the stairs. Stagger or down them and keep moving! Go through the door at the bottom when it is safe to do so.

Go right and through the door at the end of the hallway, back to the Lounge. Move forward to where you blew up the zombies earlier (be ready to down them again if they get back up). You should see a spot on the far wall (a console with a blinking red light) where you can use the Signal Modulator. Move over to the console. Open your inventory and choose to examine the Signal Modulator. Hit cn_A , then cycle through the frequencies with cn_LB and cn_RB . The console shows the desired frequency, in this case it's MURF. Switch it to that frequency, then adjust the wavelength by spinning the dials with cn_LSc and cn_RSc . You want the wavelengths to sync up into one solid line. It's easy to do once you get a feel for it. Hit cn_B when you're done to stop examining the Modulator. Then interact with the console and choose the Modulator to set it in place for a second (it'll automatically return to your inventory when you're done). This will restore power to this area.

Move away from the console. Take the hallway going right out of the Lounge, then take the next right to come to that door that was locked earlier. Go through the door to enter the Server Room. Immediately go left and grab the High-Grade Gunpowder off the cart in the corner. Move further into the room to find some Flame Rounds on a shelf (and to the right of said shelf, an Item Box and a Typewriter). Face the Typewriter, then do a 180. Move to the cart nearby the actual servers in the middle of the room and grab the Combat Knife off the cart. Then return to the Item Box. If you're carrying three Combat Knife items, put one away. Put away the High-Grade Gunpowder, too. Save your game, then exit the Server/Save Room.

Return to the hallway, and go left to re-enter the Lounge-area. Go down the hallway, back to where we encounted the Lickers. There's a door here on the left-hand side that was locked earlier (or rather, it didn't have any power). It will open now, so go through it. Move straight forward, then go left. You'll see a zombie sitting on the floor, go ahead and shoot it in the head now, which will "awaken" it. Down the zombie. Interact with the computer on the desk nearby the zombie for another overlapping File, then continue moving further into the room, past the hazmat suits and through another door.

Move around the shelf, at which point you should see a zombie lying on the floor a ways in front of you. Ignore it and don't go near it. Go left instead. You'll come to a machine and a counter. Grab the Gunpowder item off the countertop, then interact with the machine with the mechanical yellow arm inside it. Choose the Dispersal Cartridge (Solution) and let the machine do it's work. When it's done, you'll obtain the Dispersal Cartridge (Herbicide). The weedkiller is finally ready to kill some plants. Retrace your steps out of this room and out of the next, back to the Lounge/Licker area.

Go left, through the door at the end of the Licker hallway, then through the door at the end of that hallway. Move up the stairs, but do it carefully. Again, watch for the zombies you fought here earlier. About halfway up you'll encounter an Ivy, hit it with an Acid or Flame Round. Get to the top of the stairway and through the next room. Go through the door to re-enter the Lobby. Move over to the Save Room part of the Lobby and save your game.

Now go through the other door, the one that leads to the Presentation Area. Head left and go through the door on the other end of the room. There are Ivies in here, so be ready to nuke them with the Grenade Launcher. Get past them and enter the Greenhouse Control Room. Move past the table to the console with the yellow light and interact with it. Choose the Cartridge, then watch the short scene. Surely all the plants are dead now, right? When the scene ends, move through the door to the left enter the Greenhouse.

Take the middle path this time, all the way to the end to find a Blue Herb. You'll be running over Ivy corpses, but don't worry about them just yet. Once you have the herb, go right. Reach the end of the catwalk and grab the Upgrade Chip (Senior Staff) off the floor nearby the corpses of the scientists. Open your inventory and combine it with your ID Wristband. Then do a 180 and head back the way you came. Before you can turn left to go down the middle path, you'll see more Ivies. Huh. This weedkiller doesn't seem to be all that effective, does it? Hit the closest Ivy with a Flame or Acid Round. Hopefully you'll catch more than one in the blast. Back up to where you picked up the Upgrade Chip and let them come towards you. If any of them are on fire (or burning up from the Acid Rounds) and still walking, give them a second to burn and hopefully die before you have to hit them with another round. When they are down, move forward and left, down the middle path. You'll likely encounter a couple more of them towards the end of the path, rinse and repeat the above strategy (if you do encounter them) and wait for them to go down before continuing. Then move through the door to re-enter the Greenhouse Control Room. Be ready to nuke another one lurking in here, then move through this room and through the door on the opposite side.

There might be another Ivy or two in here. If so you should nuke them, same as the rest. Go through the door on the opposite side of the room to enter the Presentation Area. Stop by the pulpit and interact with the computer for another overlapping File. Then move to the door on the other side of the room and go through it to enter the Lobby. Move around the desk and save your game. Go through the door opposite the one you just came through. We're heading back to the Main Shaft now.

Cross the bridge and go right, back across the original bridge to the North Area. Go through the door to enter Reception. Go ahead and stop by the Save Closet and save your game again, then move through the door beyond the big desk (the one on the left, nearby the large doors. The one that leads to the Cafeteria/Nap Room).

We're headed for the Nap Room. Move down the dark hallway, hugging the left side as you go. Have your Handgun ready to stagger or down any zombies you may encounter while you're here. Keep going straight until you reach the Nap Room. Move to the console in the back, then open your inventory and choose the Signal Modulator. Set it to the MUF frequency, then adjust the moveable wavelength until it lines up with the static one. Interact with the console again and choose the Modulator to restore power to this room. Quickly turn towards the cots, the middle one will spill out that zombie we "borrowed" the ID Wristband from. I guess he wants it back or something, but we need it more than he does. Lay into him as soon as he rolls out onto the floor. Down the zombie fast. This is a small room and you don't want to get grabbed or bit. When he's down, move to the left cot to find the last Hip Pouch upgrade. Grab the overlapping File out of the middle cot, then exit the Nap Room before Wayne Li gets back up.

Follow the no-longer-dark hallway back to Reception. You'll likely have to deal with the zombies in the hallway again (if they were here before), feel free to stagger and run by this time around (they won't follow you all the way back to Reception). Once you're back in Reception, move to the Save Closet and save your game. Exit the Save Closet and go right, back through the door to the Main Shaft. Cross the bridge and go right this time, around the elevator and towards the back of the platform. This time, interact with the purple console (the one on the right). Cross the new bridge to enter the West Area.

You'll encounter a Spec Ops corpse in the next hallway, with two items on the floor nearby him. You don't need to pick up the Lab Digital Video Cassette, but there's a Hand Grenade here that you definitely should grab. Continue down the hallway, you'll enter a room through an open doorway. Move to the back wall, forward and a bit to the right to find another Signal Modulator console. Open your inventory and examine the Modulator. Set it to the OSS frequency, then adjust the dials, same as before. When the settings are correct, set the Modulator in place. Power will be restored to this area. Now you can open your inventory and discard the Signal Modulator, it has served it's purpose and is no longer necessary.

Move to the nearby computer monitor and interact with it for an overlapping File. Then move into the other side of this room and go right. Go through the door here to enter another room full of hazmat suits. Towards the end of this room and to the right, you can find a High-Grade Gunpowder on the sink. Go through the door, then through the next one. Cross the bridge and go through another door. Move further into this room, then right to enter this area's "Save Room." First, look right and grab the Gunpowder (Large) off the cart by the doorway. Then move to the desk on the left side of the room to obtain another High-Grade Gunpowder. Look in the locker to the right of that desk to find a Red Herb. Now move across the room. Create a new save. We're going to start combining items for more ammunition and you don't want to save after you do that and have no ability to go back and create something else if you change your mind or make a mistake.

We're at the end of this playthrough, which means there's only a few big fights left until the credits roll. Open the Item Box. Time to use all of your Gunpowder items to create more ammunition. I'd prioritize creating Acid Rounds for the Grenade Launcher (which requires you to combine a Gunpowder item--preferably a Large Gunpowder--with a High-Grade Gunpowder), but you can use two of the regular Gunpowder items to craft some Handgun Ammo if you like. I don't recommend creating a ton of SMG Ammo, it requires two High-Grade Gunpowders to create and the Acid Rounds are a better choice in my opinion. You'll also want to take out any Hand Grenades you've saved up. I don't recommend carrying more than one Combat Knife any more, as we're done with the Ivies (for the most part).

As for healing items, you want to use up all of your remaining Blue Herbs to create super herbs. Super herbs (as I've detailed in the tips section of the guide) will heal you and lower the damage you take from attacks for a limited amount of time, so they're very helpful in the final encounters of the game. To create them, combine a Blue Herb with a Green/Red Herb mixture. Whatever you end up with at this point, try to carry at least three full-healing items with you.

Also take out the SLS 60 and the High-Powered Rounds. Stow your SMG and take out the Spark Shot. When you're satisfied with your inventory, save your game (but avoid saving over your new save!). Exit the Save Room. You should see a computer lit up along the left wall, move over to it and interact with it for another overlapping File. Then move to the machine on the back wall of this room and interact with it. You don't "have" the item in your inventory, so press cn_B . You'll trigger a cutscene and Claire will remember how to open the machine. Afterwards, you'll obtain the Antiviral Agent.

Exit the room, and move across the bridge. Before you reach the other side, you'll trigger another cutscene. When it ends, you'll be in a boss fight. Enter G (Stage 3). Right off the bat you should nuke him with an Acid Round. The Acid Rounds will interrupt his attacks, which means you can run circles around him and keep hitting him with those. It'll take a LOT of them to kill him this way, though. You need to aim at the glowing eyes all over his body, so use your Handgun or the SLS 60 to hit the eyes (preferably after he goes down for a second after you hit him with a couple Acid Rounds, less chance of missing and wasting a High-Powered bullet that way). If you have a decent amount of space between the two of you (but not too far), hit him with the Spark Shot, preferably by shooting the electric needles straight into one of the eyes and maintaining the connection until the needle explodes.

His attacks are similar to before, lots of slashing and clawing, and all attacks deal a ton of damage to you. When you heal, heal up with a Super Herb, which will help you lessen some of that damage you'll take. He's got a lunging attack, which you can avoid if you run towards him and slightly to either side of him, and he likes to take a break from chasing you around and grab large objects to throw at you. When you see him picking something up, move behind one of the many "walls" around the room, you'll avoid getting crushed that way.

So, the strategy is simple. Keep your distance, cancel his attacks and down him with Acid Rounds, hit the eyes with your Handgun or SLS 60 when he's down on one knee or whenever you have a clean shot, and stay alive. If you follow this strategy (and you brought enough ammunition into the fight) you should do just fine. There are some items littered around the stage, as usual it'd be easier to grab them after the fight. I've included a screenshot of the stage, showing where all the items are:

Claire items from GS3 fight

Grab everything you can carry, and if you can't carry it all, try to take things that you feel you need. If used a lot of healing items, make sure you take the First Aid Spray. Still have lots of ammo? Don't bother taking the Handgun Ammo then, grab ammo for your stronger weapons. And be sure to grab the Hand Grenade! After the fight, chances are you'll be able to carry most (if not all) of the items. When you're done looting, move to the small lift towards the top of the arena and board it. Use it to go upwards. Go through the doors/hallways until you reach the Main Shaft. Cross the bridge and go left (towards the North Area). Go through the door to enter Reception, then move into the Save Closet.

Open the Item Box. If you have more than one stack of Handgun Ammo, store the excess away. Go ahead and put your Flash Grenades away, too. If you have any more Blue Herbs stored away, take them out and replenish your healing items with Super Herbs. Again, I'd recommend carrying at least three full-healing items with you to the next fight, more if you can fit them. If you have any Gunpowder items left and you've got space for more Acid Rounds, craft more (using High-Grade Gunpowder and a Gunpowder (Large) if at all possible. Keep the Spark Shot as long as you have ammo for it. Save your game when you're done managing items. Exit the Save Closet and cross over to the Security Room for a cutscene. Afterwards, you'll obtain the Upgrade Chip (Admin) item. Open your inventory and combine the Upgrade Chip with the ID Wristband. Then go left, back out to the Main Shaft. Get to the elevator in the middle of the large room, interact with the console to open the door, and board the elevator to go down.

Exit the elevator when it stops. Immediately look right to find a First Aid Spray, then move through the room. Towards the end of the computer consoles (on the right side) you can find another Combat Knife, grab it if you have an empty space. Go through the door, then turn left and move down the stairs. There's a sort of Save Room here. Open the Item Box and put the extra Combat Knife away (assuming you're still carrying two of them). At any rate, remove a Defensive Item or something less important to free up at least one inventory slot, there's a Blue Herb coming up soon that you should grab. Then save your game. I recommend saving on a new slot again, so we can reload this save later on if need be. Go through the next door to continue, follow the path to a small lift and board it to go down. A timer will start as you go down, 10 minutes to go!

Exit the lift, then move left to find a Blue Herb by the machinery. Do a 180 and continue moving through the room, you want to hurry now, as there's an achievement for defeating the final boss with 4+ minutes left on the timer. You'll encounter an Ivy here (nearby where you picked up the Blue Herb), and a couple more as you progress through this room. Don't worry about them, they're all lying on the floor and by the time they get up, you'll be safely past them (they can't grab and bite your legs like the zombies can). Keep running to the door at the end of the catwalk (it'll be after the third Ivy and after you turn right). Go through the door.

Grab the Green Herb setting just outside the door. Combine it with the Blue Herb. Then climb down the nearby ladder. There's some Handgun Ammo down here, but I wouldn't waste time going for it or space to carry it. Run to the door with the light over it and interact with it. Locked, but your partner will help you get through. While you're waiting on her to unlock the door, two Ivies will drop onto the catwalk nearby, you'll have to down them. Hit them with Acid Rounds. After you down the second Ivy, you'll only have a few more seconds to wait. In the meantime, the first Ivy will get back up. Nuke it with another Acid Round or let it grab you and free yourself with a Combat Knife. Go through the door as soon as it is opened for you.

Follow the hallway to another door and go through it. Another hallway, this one is host to a zombie. This zombie is on fire, so give it some space and shoot at it with your Handgun until it finally goes down. Move past it and go through the door. Then it's a long bridge/straight stretch to another door, go through that door. On the other side, you can find some items. To the right, you can grab a Red Herb. Go ahead and combine it with the Green/Blue mix you made a second or two ago. There's an Item Box on the left side. This is your last chance to change any of your items before the final boss fight. Whatever you do, make sure you have two empty slots, we need to pick up one last Key Item before the game ends. If you need space, ditch some Handgun Ammo and the Combat Knife (or something similar to these, as your inventory will probably vary).

Move past the train car (go around the right side to find a door on the other side). Enter the car and move to the front to find the Key Item, the Joint Plug. It's basically a battery. A cutscene will play, exit the train when it ends. There's a small room straight ahead as you're exiting the train, move over to it and go through the door. Interact with the console and choose the Joint Plug. Another scene will play. When it ends, move right and grab the sweet Minigun setting on the cart. Exit the room and move forward for a cutscene. When it ends, your old friend G is back and ready to play some more.

G (Stage 4) is even more unrecognizable now than he was the last time you saw him. The fight is a simple one, but beating him with 4+ minutes left on the timer might take a try or two, depending on how long it takes you to get the hang of the fight and how much firepower you're packing. First, he'll drop down on top of the car. Start unloading the Minigun into him, aiming for the many eyes on his body whenever you get the chance, but shooting at him nonstop regardless. He'll jump off the train towards you, so move out of the way. The only downside to the Minigun is that it seems to slow movement, so you'll need to watch him closely while you're using it so you know when to start moving. Throw a Hand Grenade or two at him when he lands, and keep unloading into him. Maintain a safe distance. When he leans back and lets out a roar, he's getting ready to charge at you. You'll see him lean down close to the floor and crawl towards you on all fours, or however many arms/legs he has now. The best way to dodge this attack is to move around the train (he's moving so fast and he's so bulky that he doesn't really do corners). On that note, it's good to linger at the ends of the train, so you can move around the corner if he makes a move to charge at you. He'll rush in your general direction and eventually crash into the wall. This is a good time to throw more 'nades at him.

Rinse and repeat, keep firing away with the Minigun for a bit, then throw a Hand Grenade or two. He uses the usual slashing moves, so don't get greedy assaulting him because he'll close ground fast once he starts swinging. And he does like to climb the walls around the train and leap down, either aiming for you directly or just landing on top of the train. If he lands on top of the train, know that he'll be aiming to jump on you next. Always keep an eye on him, and keep moving once he's in the air so you can avoid getting crushed. If you're throwing Hand Grenades pretty often, you'll actually knock him off the wall as he starts climbing up. You might never even see him climb the wall at all! The Hand Grenades are pretty much the bane of his existence, as they keep him off balance and deal a lot of damage to him quickly.

If you have enough Hand Grenades (five or six should be about enough) and the Minigun, you should be able to kill him with just those weapons. The Minigun has limited ammo, but there should be enough to finish the boss before you run out. If you do somehow need more firepower, switch to your SLS 60. Hit him in the eyes whenever you feel like you can get a clear shot at the eyes/weak spots. If you run out of ammo for the SLS, switch to your Handgun or the Spark Shot and continue the assault. He'll start to slow down, the eyes will almost look red, and then he'll start dragging himself towards you, and moving even slower. Don't let up, keep going until the fight ends.

Side note, if you dip below 4 minutes and the boss still isn't down for the count, you should reload your autosave and attempt it again. If you have at least five or six Hand Grenades, you should be able to beat him in about two minutes no problem, so keep trying. If you don't feel that you have enough firepower to end the fight that quickly (i.e. you don't have enough Hand Grenades), you can always attempt this on another playthrough (we have a few more of those to do, after all).

When the fight ends, you'll trigger a cutscene. If you managed to beat the boss in time, you'll pop the following achievement:

More cutscenes, then the credits. Feel free to skip the credits. One more short scene and then the Results screen will be displayed. You'll pop another achievement here:

Congrats on completing Claire Redfield's part of the game!

Before we get to the B stories for Leon and Claire (and the remaining collectibles), we'll get the S Rank achievements out of the way. We will use New Game (NOT 2nd Run, if you were to choose 2nd Run you'd have less time to beat the game which results in a harder playthrough) and play on STANDARD difficulty. You could save yourself a couple playthroughs and stack the HARDCORE playthrough achievements with the S Rank, but it'd be that much harder to get the S Ranks. For starters, HARDCORE mode strips an entire hour off of your allowance. And there are more enemies and less resources, so we'll use STANDARD difficulty and do the HARDCORE playthroughs later. It'll also be easier to do HARDCORE once we unlock some of the rewards for these playthroughs.

S Rank might sound daunting, but it isn't. It's basically a speedrun, with a generous amount of time to complete each side of the story. If you can complete the game in a couple hours, you're almost guaranteed an S Rank. That said, I don't recommend dying a lot (or at all, if you can help it), as I believe that could lower your rank. And don't save 30+ times or anything crazy like that, try to do each playthrough all in one shot if possible. Saving a handful of times (like 5 or 6) is fine, and you should do that before boss fights and tricky parts like those hallways with Lickers in them or long stretches with lots of enemies. You get autosaves on Standard mode, just like you did in your regular playthrough. So if you go down or start to die, dashboard, quit the game, restart the game and load your most recent autosave. The only issue with this is that sometimes the autosave remembers how much time you had spent playing up until you died, and when you reload, it'll display that time (even though it set you back to an earlier part of the game). It's usually only a couple of minutes, but if you're hurting for time you should just reload your manual save and avoid this issue entirely.

Despite what the video below will say, I checked, and cutscenes DO NOT add to your time. But pretty much everything else does add up: using the Item Box, combining items (or managing inventory in general), solving puzzles, everything except the pause menu and cutscenes counts as time spent. If you need to refer to the video, make sure you pause the game. Pause the game anytime you're not actively moving towards the end so you don't waste any time.

As for the times you're aiming to beat, you need to reach the credits in 3 hrs 30 mins or less, and you have to do this as both characters for two seperate achievements. You can pause the game at any time and see your total time spent thus far in the upper right corner. In my experience, speedrun guides are more effective as a visual instead of a text guide, so I'll include a video for both characters. I do not claim credit for either video, and the content therein is not mine.

Let's start with Leon S. Kennedy...

*credit goes to CJacobsSA, be sure to leave him a like on YouTube!

As you can see, he finishes the game in just under 2 hours, and that includes some mistakes here and there. One notable mistake (something you should avoid) happens at 39 mins into the video, and continues to about 41:30. He goes down the wrong hallway, and takes a ton of damage before turning around and heading back to the Main Hall. When you reach this part at 39 mins, stay in the Main Hall and wait for him to come back at 41:30. Then continue. Also, he skips over some of the Hip Pouch items. The only one I grabbed that he didn't was the one in the Nap Room (you use the Signal Modulator to get it towards the end of the game). If you're doing good on time, it's an easy grab and only takes a couple minutes to get. The more items you can carry into a boss fight, the better!

After successfully making it to the end in 3 hrs 30 mins or less, you'll pop this achievement:

  • Leon "S." Kennedy

    Complete Leon's story on "Standard" or "Hardcore" with an S rank.

    Leon S. Kennedy
    2 guidesOffline Game ModeSingle PlayerStackableMissableTime/Date

You'll also unlock the Samurai Edge (Original Model), which is the basic Samurai Edge with Infinite Ammo!!

Next, Claire Redfield...

*credit goes to PowerPyx for this one, be sure to like the video!

Again, the playthrough takes about 2 hours. No commentary this time. The player also finishes in 14,000 steps or less, which is another achievement to unlock. It's not overly important that you get the 14,000 steps achievement during this speedrun. If you follow the video and get the achievement, that's great! If not, don't worry about it. We'll get that one in another playthrough along with a couple other achievements. Focus on getting S Rank for now. And on that note, my biggest tip for this one is to use the Samurai Edge that you unlocked by completing your Leon speedrun. The Samurai Edge (Original Model) can be found in the Item Box as soon as you get inside the RPD. Once you have it, you can stop carrying around any other Handguns and Handgun Ammo. The only time you should be carrying another Handgun is to use High-Powered Rounds (or because the gun is a Magnum).

If you successfully finish the game in under 3 hrs 30 mins, you'll pop the following achievement:

Now we'll start a New Game [2nd Run] as Claire Redfield on ASSISTED mode. This is the easiest difficulty the game has to offer. Enemies will be weaker, your aim will have some "assistance" from the game, and you'll recover a certain amount of health automatically (from DANGER to CAUTION status). We'll be going for three achievements here: the 14,000 steps or less (Small Carbon Footprint), no healing items (Frugalist), and no Item Box usage (Minimalist). You might have unlocked the 14,000 steps one already, but if not you'll do so here. As for the other two, the automatic bit of healing you get from ASSISTED mode WILL NOT negate the achievement (you'll see him use a Blue/Red Herb combo here and there, that won't negate the achievement either since the effects of that mixture do not heal you!), so you won't have to worry about your health as much. Unfortunately, not using the Item Box means no infinite weapons, but the video plays like another speedrun and it's on ASSISTED Mode, so it should be a cakewalk even without the Infinite Samurai Edge.

The biggest one of the three you need to be concerned about is saving your steps so you can end below 14,000. The steps really add up, so this can be difficult if you make too many mistakes. Even a short trip back to get something you missed can add a ton of steps. You'll have room for some error, so don't stress it too much but keep it in mind all the same. Also, walking into walls or objects still adds steps, so try to avoid that. And no joke, the quick turn ( cn_LSd + cn_B ) is your best friend!

You can check how many steps you've taken thus far by pausing the game, choosing Records, and scrolling down towards the bottom of the list (hit cn_up to start at the bottom). Find 'A Small Carbon Footprint' and you'll be able to see how many you've taken. I'll take note of how many I had at certain points in the game, and the video will show you at a couple points, as well. I will list those below so you can see compare your stats and gauge how well you're doing. As long as you're close to that number, you should be okay.

One final thing to note, this is the first 2nd Run you'll play. There are three new collectibles to grab. Fortunately for us, they are right in our way, so we won't have to waste steps to grab them. I'll be showing you one of them, the video will show you the other two, so you don't miss them. Also, the intro to the game is a bit different, as you'll see in the video. You start outside the RPD (just after the car explosion) and have to get inside. After that, everything is pretty much the same, save for a couple more minor differences and an extra boss fight at the end.

Here's a video to walk you through it:

*credit goes to Optinoob for this VERY efficient video!

The first collectible is the last Mr. Raccoon (15/15). You can find him almost immediately after you start. You'll run forward, past the graves. Down some stairs, then straight ahead and up the other side. Keep an eye on your left hand side, the last Mr. Raccoon is setting near the bushes on that side (across from where he grabs the Blue Herb in the video). Here's a screenshot in case you have trouble spotting him:

Last Mr. Raccoon!

Pop him with the Handgun, and you'll also pop this achievement (and unlock the infinite Combat Knife as a reward for capping all of them, which will come in handy in your HARDCORE playthroughs):

Now there's only two Files left to grab as Claire, and we'll be nearly done with the collectibles! File (53/58): Leon's Memo is in the S.T.A.R.S. Office; the video will show you where it is. The last one, File (54/58): Leon's Note, is by the cable car towards the end of the game. And again, the video will show you where it is.

I would like to note here that he uses Hand Grenades more often than I wanted to, I tried to save them for boss fights. I ended up running low on ammunition for the Quickdraw Army way sooner than he did, and had to use Flame Rounds more often. You might find yourself in a similar situation, but the game is on ASSISTED mode and the enemies/bosses are going to go down faster than you think. Below I'll post some "checkpoints" so you can keep track of how you're doing:

-at 15:37 in the video, he has 1,676 steps (this is inside the S.T.A.R.S. Office, after grabbing the Battery and the showing where the File is).

-at 18:52 in the video, he has 1,987 steps (this is just before the first boss fight against G).

-at around 38 mins in the video, i had 4,447 steps right before using the Power Panel Parts to solve the puzzle and start the Sherry segment.

-at around 50 mins in the video (entering the Orphanage as Claire) i had 5,457 steps.

-at 52:35 he has 5,626 steps (right when he shows you where the last File is).

-at around 1 hr 6 mins in the video i had 7,490 steps.

-when i defeated G (Stage 3) and collected items (at around 1 hr 22 mins in video) I had 10,060 steps.

-when i started the G (Stage 4) fight, i had taken 10,669 steps.

If you get that close to the end of the game and you're around 10,000 steps, you'll have more than enough to finish the game under the 14,000 limit. You'll pop the following achievements (the Broken Umbrella achievement is for finishing both a normal playthrough and a 2nd Run):

  • Minimalist

    Clear the game without opening the item box.

    Minimalist
    4 guidesOffline Game ModeSingle PlayerMissable

  • Frugalist

    Complete the game without using a recovery item.

    Frugalist
    5 guidesOffline Game ModeSingle PlayerMissable

You should only have four collectibles left to grab (within Leon 2nd Run), and two more playthroughs: one as each character on HARDCORE. Let's get to it!

Time to play through the game on HARDCORE as both Leon and Claire. Before you do that, though, I'll explain what you can expect from HARDCORE.

-Enemies are more resilient, and they deal more damage. One zombie bite will take you from FINE to DANGER.

-There are no autosaves anywhere in this mode. You die, you're going back to last manual save.

-You can't save your game without an Ink Ribbon (this is an old school Resident Evil feature), an item you can find ONLY in this mode that allows you to use the Typewriters. Each save costs one Ink Ribbon. You'll find around 20 of them (most are found next to or nearby the Typewriters), so don't worry about saving your game unless you're trying to get S+ Rank.

S+ Rank is awarded for playing through the game within a set time limit (2 and a half hours for the main campaigns, 2 hours for the 2nd Runs). You can only save three times throughout the game, and you can't use Infinite weapons (you can use the Infinite Combat Knife but that's the only exception!) or your Rank will be lowered to a regular S. You should already have the achievements for getting S or S+ by now, so the only reason you'd want to do this is for the weapon unlocks. You can unlock an Infinite Ammo SMG, Rocket Launcher, and Minigun, which are awesome weapons, but not necessary for the completion. Most videos go for S+, and they play accordingly. You don't have to limit your saves. Even with the Ink Ribbons being a limited resource, there are enough of them that you can still save more than you need to. Since I wrote the guide with the Infinite Ammo weapons in mind (most people will want to use them), and because you already have your S Rank achievements, we aren't going to bother going for S+ Mode. You are, of course, welcome to follow the videos and go for it, though!

Here's the video you should use to play through as Leon on HARDCORE. You MUST do the 2nd Run scenario, because that's where the remaining collectibles are. Just like the last playthrough, we'll grab them as we go.

*all credit for the video goes to Optinoob and his mad skills.

The biggest difference between what the video does and your playthrough is in weapons carried. You're going to carry your Samurai Edge with Infinite Ammo, and your Infinite Combat Knife. He doesn't carry either of those weapons, ever. You can use up less space because you don't need to carry the Handgun AND a stack of ammo. You shouldn't bother grabbing the Handgun ammo at all, and you'll have a little extra inventory space because of that. Use your stronger weapons when he tells you to do so (unless it's a zombie or two and you've got the space/time to take them down with the Samurai Edge). I found myself taking a moment to down zombies and kill them with the Samurai Edge, rather than staggering and moving past, but I only did this when I had the space to do it. Don't do this with Mr. X following you down the hallway, obviously! As for Defensive Items, it is still helpful to have extra Combat Knife items for the Ivy sections later on in the game, so you should still grab them whenever you can/have space for them.

Also, in both playthroughs I took a moment to pick up two additional Hip Pouch upgrades, the one in the Safety Deposit Room and the one in the Nap Room (towards the end of the game, down in the Labs). Having four additional inventory slots really helps when you're going into a boss fight, so I recommend you do the same. You'll have to solve the Portable Safe puzzles for the one in the Safety Deposit Room and you'll have to obtain the Signal Modulator and backtrack to the start of the Labs to get the other one.

Here are some additional notes (in chronological order) to go along with the video:

-the mob of zombies in the beginning feels unstoppable if you try to gun them down with the Samurai Edge. Make sure you use that first Hand Grenade here, it's why the game is giving it to you. Don't be daunted or discouraged early on by how tough the regular zombies are, you've got unlimited ammo!!

-try to save your Flash Grenades!!!!! throughout your playthrough, you will absolutely need one or two of them towards the end of the game!

-at 4:22 in the video he enters the Watchman's Room. You can find File (55/58): Scrap of Paper nearby the shutter where the man was cut in half.

-the next File is in the Main Hall, so grab it when you finally reach that area. Go to the area where Marvin usually sits to find File (56/58): Notebook with Missing Page. DO NOT forget about this one!

-at 18 mins he enters the S.T.A.R.S. Office. You can find File (57/58): Claire's Memo near the Armory/computer.

-when he goes through the Kennel, you should stop and kill the Cerberus in the cages.

-at 59:30 he grabs the T-Bar Valve Handle. The last collectible is next to the Valve Handle. Pick up File (58/58): Claire's Note and you should pop the 'Lore Explorer' achievement after reading it.

-at 1 hr 8 mins he starts the G (Stage 2) boss fight. The strategy shown in the video is effective, especially the part on the catwalk (before you drop onto the platform and move the crane). Try to do what he does exactly, if you miss too many shots you should reload your pre-boss save file and try again. Also, don't get too far ahead of G or he won't do the slashing/lunging attack he does in the video. He'll just charge you and you'll lose valuable ground. And he's serious about saving the fuel for the Flamethrower, DON'T use any more than he does!

I chose to fight the Lickers in the Lounge area, but it's your choice. I just hate sneaking past them. I shot the first with the Shotgun, tossed a Hand Grenade as the second was entering, and finished them off with the Shotgun before they fully recovered. I took one hit because the one had lunged before the 'nade went off, so all in all it was a successful attempt. You should save in the nearby Server Room so if you die or take too much damage here you can reload and try again (if you decide to fight them, that is).

Also, he's not kidding about the fight at the end against Super Tyrant. If you don't have a Flash Grenade primed and ready after dodging an attack (see my tip above about saving them), you WILL get insta-killed here. There isn't as much cover to get behind this time, you have to save yourself from the stab. This is another fight you'll likely need to reload to get the hang of it, so make sure you save beforehand! Also, when you grab the Grenade Launcher you'll likely be nervous about getting insta-killed and want to rush to attack. Don't! You need to hit him TWICE this time around to kill him. In the video he throws a Flash Grenade before taking the shot at Super Tyrant, which is a good idea so you don't miss and have to restart the fight. You'll only have four shots! Once he's dead, be ready to deal with the mob of zombies that get between you and the exit door/credits. You'll either need to have some rockets left over or you'll need to have brought a second weapon.

As for saves, I mention saving before bosses in the tips above, and I mean that. You should save before every boss fight. Save when you get inside the RPD in the beginning of the game (as your first save). Save when you move to a new area, like the sewers (before the gator) or the Umbrella Labs at the end of the game. You're experienced at this point. You know what you're doing by now and should know how to spread the saves out adequately.

Successfully completing this playthrough and collecting those last few collectibles will net you the following achievements:

Now we move on to Claire's playthrough. Start up a new game as Claire on HARDCORE (no 2nd Run, just the regular playthrough this time). Use this video for your visual reference:

*this video and the talents displayed within said video belong to IFreeMz.

Again, your first priority should be getting inside the RPD and claiming your infinite Handgun. And just like the last video, I have a few supplemental tips to help you out with this playthrough:

-the G (Stage 1) fight: you'll see him use a Combat Knife to deal some serious damage early on. I had mixed experiences with this strategy. I took a hit here and there whilst trying it. In the end I mostly relied on the infinite Samurai Edge and kited him around the usual path, taking shots at his eye ball until he "died." It's up to you how you handle the fight, but I recommend saving beforehand so you don't lose any progress if things go badly. Be careful! He seems faster and more aggressive in this playthrough!

-the Sherry segment: Irons will see you if you hide in one of the usual spots, so you need to follow the video or you'll get caught. And at that point it's game over. You should save your game before this part, use the Typewriter nearby Irons (before you grab the key and have to run from him).

-I opened the safe at 59:39 to obtain the upgrade for the SLS Handgun (just in case I wanted to use High-Powered Ammo). Something to keep in mind.

-at 1:06:44 he encounters a G-Adult and uses the Spark Shot to evade it. I slip by this one by hugging the left side, same as we did on previous playthroughs. It's a good way to save a shot.

-the solution for the puzzle at 1 hour 25 mins is red green blue, red green blue, red green.

-you should take a Hand or Flash Grenade when you go into the Greenhouse to obtain the Security Chip from the dead lab worker. You'll get swarmed by Ivies after you pick it up and they can be difficult to evade.

-I relied HEAVILY on Acid Rounds during the G (Stage 3) boss fight. If you follow the video, you should have more than enough ammo to take the boss down.

Completing the game as Claire on HARDCORE Mode will pop the following achievement;

Congrats! You completed the game on HARDCORE Mode!

Your final base game achievement is for completing the 4th Survivor Mode.

This mode puts you in the shoes of a certain fan-favorite Umbrella Specs Ops Agent, the man known only as Hunk. Hunk is in the sewers (retreading familiar ground), moving towards his extraction point. You need to get him there in one piece. You'll start with a full inventory, but the items within it are the ONLY items you'll get for the run. There are no additional items or ways to acquire more. You're stuck with what you have, and have to use it as efficiently as possible if you want to make it to the aforementioned extraction point.

Use the following video to help you on your journey. If you do everything similar to how he does it, you should have very little trouble popping the achievement. Each run takes about 10 minutes, so if you mess up or fail, don't be afraid to try again!

*video is not mine, all credit goes to Optinoob.

You'll pop the final base game achievement as soon as you complete this and then complete Tofu Survivor mode...wait, no. Just kidding. You'll complete the base game as soon as you make it through the gates:

  • Grim Reaper

    Complete "The 4th Survivor" extra mode.

    Grim Reaper
    4 guidesOffline Game ModeSingle PlayerMultiple Playthroughs Required

Congrats on completing the base game! Now let's take on the DLC Modes.

Resident Evil 2's FREE DLC lets you play through four scenarios as four different characters trying to make their way out of Raccoon City around the time of the outbreak. Each introduces a new zombie "type" to spice things up (except the fourth, but we'll get to that later). There are two achievements to unlock within this DLC. One for completing the final mode (which only unlocks after you complete all of the DLC scenarios prior), and one for collecting 10 Mr. Raccoons scattered across all four scenarios. These scenarios are similar to Hunk's 4th Survivor Mode, but unlike that mode you are able to pick up a few items along the way to help on your journey. You'll see candy/gumball machines, if you interact with these you can pick ONE item from the three items it's offering you. And once in awhile you'll encounter a zombie with a backpack, you can kill the zombie and loot the backpack and take everything it offers you.

The first scenario has you play as the gun shop owner, Robert Kendo, in a what-if scenario (none of these are canon, by the way) where he doesn't commit suicide but instead attempts to meet up with a friend to escape the city. The second has you playing the mayor's daughter, Katherine Warren (you saw her corpse on Chief Irons' table in the main campaign), in another what-if scenario where she doesn't get murdered and must find her boyfriend and escape the city. The third has you playing an Umbrella Spec Ops soldier (codenamed Ghost) that somehow survived the encounter with Birkin. He's trying to complete his mission: to obtain a sample of the G-Virus and get out of the city in one piece. The fourth mode unlocks after you complete the other three stories, and has you playing as Sheriff Daniel Cortini in the gas station from the beginning of the base game (each character is really just retreading familiar territory you've already covered, just like Hunk). You're only objective in the fourth scenario is to kill 100 zombies within the gas station and avoid death. This one can be a bit tough, as you're stuck within the larger gas station room and you don't have a lot of space to move around/evade the undead. But it's do-able if you are persistent, you just have to keep at it!

The first three modes can be played on Training difficulty, so you're welcome to choose that if you wish (this is basically ASSISTED Mode). The last scenario MUST be played on it's regular (five star) difficulty. More on that later...

I played through on the regular difficulties for all three, but I'm guessing most people will choose Training Mode, so I'll be explaining the differences when and where I can. If you do decide to go that route, you'll have help with your aiming, a few extra items/inventory slots, and less special undead (less Cerberus, G-Adults, and Lickers; in some cases they'll be missing from the playthrough entirely). Each mode will take you 10-15 mins (except the fourth, which will likely be closer to 20 mins), and you'll find that most of the zombies in the first three scenarios can simply be evaded in classic Resident Evil style. Fun stuff!

We'll start with Kendo's scenario, No Time To Mourn:

*This video is owned by Where's Barry. I do not claim any credit for it's contents.

Obviously you don't have to make it a "no damage" run (unless that's what you want to aim for). And as you can see, Kendo encounters special poison zombies. They behave as normal, but they look like something straight out of COD Zombies, glowing eyes and everything. The video will show you how to deal with them, but in general you want to avoid shooting them in the face (or getting bit) so you don't release the poison and get intoxicated yourself. If you do release the poison, try to stay clear of the purple smoke until it dissipates.

You won't encounter a Licker if you play through on Training Mode.

There's a spot in the run where you'll be able to choose left or right (you'll see this in the video). Each path has it's own Mr. Raccoon, so you'll have to play through twice to obtain all four within this scenario.

Now we move on to Katherine's scenario, Runaway:

*This video is owned by Where's Barry. I do not claim any credit for it's contents.

Katherine encounters a new zombie type, the Pale Head. These guys "regenerate" their health, so it can take awhile to down one. Using the High-Powered Rounds (as shown in the video) will stop them dead in their tracks. Regular ammo can still be useful to slow them down or kill them, but obviously much less effective. And, while we're on the subject of weapons, you should do your best to avoid losing the Infinite Knife you start with. It's an easy escape from grabs and can be very useful in general.

I've got a few more tips; you'll need an Old Key to move through certain areas, so the backpack zombies MUST be killed to obtain said keys. And playing through on Training Mode means you won't encounter nearly as many Cerberus.

When you finish this mode, you should have 7/10 Mr. Raccoons. Don't forget to grab the one in the ambulance as mentioned in the video!!

Let's move on to Ghost's scenario, Forgotten Soldier:

*This video is owned by Where's Barry. I do not claim any credit for it's contents.

Ghost's "special undead" is basically a regular zombie partially suited up in riot gear. These guys will come out with different parts of the body covered in armor, which forces you to take aim at whatever is exposed. My biggest tip for you in this scenario is to check your inventory frequently. You want to make sure you have the right Defensive Item equipped. You need your 'nades for specific parts and cannot afford to waste them on grabs.

If you've been following the guide, you should be at 9/10 Mr. Raccoons when you complete this scenario! And upon completion, you'll unlock the fourth and final scenario, No Way Out:

This one is a bit challenging. I'll share everything I can to make your run easier, but in the end, it's not something that can be scripted for you. All of your RE2 knowledge and skills you've acquired and built up to this point will be put to the test. Here's the general guideline of what to expect/what you should be doing:

For the first 20 zombie kills, use ONLY your Handgun, afterwards you should rely on it less and less. The video is additionally going for a challenge to unlock infinite ammo by restricting Handgun bullets fired. We don't care about that, only survival matters here! Right off the bat you'll be dealing with poison zombies and armored zombies. Obviously with such limited resources you really want to avoid getting poisoned if at all possible, though you will pick up some Blue Herbs and you'll start with some for the inevitable moment when you do breathe in that foul air or get bit. It's bound to happen at some point, especially when things get hectic.

Pale Heads shouldn't start appearing until around 30-35 kills. These are best dispatched using special weapons, as the Handgun will take forever to kill them. These are the most dangerous enemies you'll encounter.

All of the zombies will be coming through the main door and the back door (where you go through to encounter your first zombie in the main game). The third door (nearby the island counter) doesn't start letting zombies in until you get to the about 43 kills. All zombies come in waves of ten, meaning that you could be at nine kills and have ONE zombie in the gas station with you and the other zeds wouldn't try to enter until you downed that tenth one. Then they'd pour in one by one until there were 20 to kill, and so on. Around the 50th kill, this pattern ends and they all come in a nonstop, steady swarm. You'll be fighting hard to keep up with them.

Remember the zombies from the Kendo scenario? The ones with the explosive strapped to their backs? You'll encounter them here. Try to down the zombies that carry these, just like you did in that scenario. Try to have them drop in strategic places, you'll stand a better chance of survival that way. It's nice to be able to hit one of these when you're surrounded. I recommend setting them up near the entrances and one in the center aisle. The explosion radius is quite large, so if you set them up too close together you'll end up detonating all of them at once. I had attempted to put one explosive in each aisle, but detonating one of them blew them all up. Try to keep them at the doorways and in the middle aisle, or you could set them up in whichever spot feels right and seems to help you the most.

You'll get special weapons and healing items from backpack zombies (again, something you encountered in the other scenarios). The drops seem to be the same each time, you get a Spark Shot early on, then a Shotgun, SMG, another Spark Shot, a Flamethrower, and it continues until you get to the higher kill counts. You'll eventually nab a Rocket Launcher with four shots in it, SAVE THIS WEAPON!! One shot will clear out the room, and works well when you're dealing with multiple Pale Heads or are otherwise surrounded. Use the other weapons more freely. Don't be afraid to use them when you get in a jam or you're getting overwhelmed. I tried using the Handgun here and there, when there were slower moments and I could get a kill without getting grabbed. But in general you should use the resources the game gives you. The Spark Shot will sometimes kill two zombies and is effective against the Pale Heads and those pesky armored zeds. The Shotgun is great for one-shot kills, and the SMG is always good. I have mixed feelings about the Flamethrower, though, and I'll warn you now...it's slow. You already know that, but it's worse when you're in close quarters and trying to down Pale Heads before they grab you. When you find yourself using the Flamethrower, make sure you bathe the zombie (preferably more than one) in flames for a second or two, then retreat. Rinse and repeat. Be very careful when you use this weapon.

As for healing items, you'll only get a handful. Make the most of them! Combine herbs to make Super Herbs whenever possible. That lessened damage really makes a difference, and the ability to kill poison zombies without poisoning yourself is a nice bonus. Try to space out your heals, if you find yourself healing before you get to 20 kills, you should restart and try again. You'll be even better off if you can get to 30 kills without healing. And obviously you should avoid healing until you hit Danger status, just be careful that you don't get mobbed one zombie after another and find yourself unable to heal in time.

This is really just a balancing act, you have to manage your limited resources and rack up the kills fast. You have to keep moving. I think a common mistake here is to try and save your special weapons and rely on the Handgun for too long. Don't do that! Use what you have and you'll likely get further. Stay persistent and you'll eventually get it!!

While you're working at it, make sure you grab the last Mr. Raccoon collectible from inside the back room. You'll have to wait until the zombies push through the door, then nab the collectible before the door closes. Here's a screenshot to show you where it is:

one moldy boi

Completing this mode and obtaining that 10/10 Mr. Raccoon will pop you both DLC achievements:

  • Got 'Em

    Destroy all Mr. Raccoons hidden in The Ghost Survivors mode.

    Got 'Em
    2 guidesOffline Game ModeSingle PlayerCollectable

And that should be your last achievement! I hope the guide was able to get you through Raccoon City in one piece, and also nab you another completion. Thanks again for all the support! I really do appreciate it. -thunderkiss92

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