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 to ready your weapon. Take aim with the , and pull the 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 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 and choose the key from your inventory (using the and ) 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 ). 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 ( + ) 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 to reload your gun. Open your inventory with . 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 . 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 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 , 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 to ready the knife, and to slash. Alternatively, the Combat Knife can be used to escape a zombie when it grabs you by pressing during the grab. Don't worry about timing, the screen will prompt you to press 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 to view your collected Files and other documents. Hit 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 . 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 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 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 to spin the dials. The code for this one is NED. Hit 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: to the 9, to the 15, to the 7. Hit 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 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 on the item and then selecting a slot with the ).
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 and then hit 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 when prompted to use the knife to free yourself. You should now have the following achievement if you didn't get it already:
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 and pull 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 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:
Once you have the combination right (fish, scorpion, jar pouring water) , hit 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:
Hit 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: to the 6, to the 2, 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 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 and throw it with . Being a Defensive Item means you can use it in the traditional way, too (by hitting 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 . 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 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:
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 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:
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 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 + , 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 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 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 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 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):
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 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 . 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 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 to ready the grenade, then pull 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 + . 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 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 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 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:
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: to ready weapon, then hold 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 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:
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 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: to the 2, to the 12, to the 8. Hit 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 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 . 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:
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:
Interact with the console again. Input the code 2067. Here's another screenshot. The code should look like this:
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 . Use the bumpers on your controller ( and ) to set the overall frequency, in this case we want it set to MURF. Then use the to turn the left dial and the 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 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:
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...