Make your own free website on

Leon's Scenario B Walkthrough

Leon4.jpg (27632 bytes)

Make your way down the street and into the first door you can. From there take a right into the small room to find the cabin key. Take it, run past the zombies to the door on the other side, use the key, and discard. Run up the stairs, head into the door, and go down the hallway, evading or destroying the crows Make your way to the balcony overlooking the main floor of the police station. Blast the group of zombies and look in the wall past the library doors. Imbedded in it is the unicorn medal. Head back down to the emergency ladder and place the unicorn medal in the face of the fountain to attain the spade key. On the desk near the computer, you'll find a shotgun and some ink ribbons. Go back to the crow-infested hallway, out the other door, down the stairs, and into the squad room. Inside, you'll come across a good number of zombies and the valve handle. In the small office, you'll find the safe once again. The "2236" combination still works, and you'll be able to get ammo and a map of the police station. Return to the burning chopper and use the valve handle at the end of the fenced-off area, as you did in the first scenario. In the smoke, you discover some ammo that you're about to desperately need. Enter the crow-infested hallway once again. A CG sequence will roll and introduce your worst nightmare. Once inside the hallway, the roof will begin to collapse and bar the door shut. Start to head down the hall until you see him coming. Immediately begin firing and don't stop until he begins to fall. If you picked up the shotgun as mentioned before you won't have much of a problem, but it's a little trickier if you're only using the pistol. Once the giant is down, check him for ammo; he always has some.Head to the hallway where the front of the helicopter was protruding. With the fire out, you may now enter the room on the right. Inside you'll find the blue key card. Pick it up and head to the main floor of the police station. Use the blue key card on the computer to unlock the doors in the hall. Head through the double doors on the left-hand side. You'll find a police memo on the seat. Continue down the hallway, destroy the licker, enter the room on the right of the hallway, and pick up the patrol report. Push the stepladder to the shelf and climb up to discover a can of first-aid spray. Exit the room and continue down the hallway until you reach the briefing room. Inside, you come across the operation report and, in the room in the back, you will once again find the first red jewel by using the lighter on the fireplace. Exit the room and continue down the hallway until you reach the stairs. Head up and, as done in the first scenario, position the statues on the pressure-sensitive tiles to trigger the red jewel to fall free. Head on into the next room, and you'll spot Sherry running away. As she crawls into the hole in the wall, she'll drop the diamond key. Once you pick it up, Claire will come in looking for Sherry. After a brief conversation, head down the hall and into the door to the left of the desk. This will put you in the library. Head up the stairs and fall through the floor. Push the red button on the wall to move the bookshelf out of the way. Now, as in the first scenario, walk to the face of the leftmost bookshelf and push the button to the right. Do the same to the bookshelf on the right. This will uncover the bishop plug. Now return to the room where you picked up the blue key card (on the other side of the front of the helicopter), place the red jewels, and gather up the king plug. Run back down to the first floor of the police station by way of the statues. Enter the door on the right of the staircase. This is the evidence room. In it, you'll find shotgun shells, film, and most importantly, access to the room with the heart key. Enter it, dispatch the now zombified officer, and pick up the heart key off the desk. Before you exit this area, look around. There's a memo to Leon present, as well as some other goodies. Now, head upstairs to the S.T.A.R.S. office, where you'll be able to get Chris's diary and the almighty Magnum. Now with that added firepower, head back downstairs to the interrogation rooms (remember the room on the other side of the one-way mirror?). You will find a couple of our skinless friends waiting for you, so beware. Once you've dealt with them, pick up a can of first-aid spray, and more importantly, the rook plug. The next step in the second scenario is to head downstairs and into the police basement. Beware of the dogs lurking about. Enter the first door on the right, in which you will find the power supply machine and the police basement map. The correct sequence for the machine is still up, down, up, down, up. From there, head to the right through the door, next to where the sign says, "Parking." Inside, walk toward the paddy wagon, where you will meet up with Ada again. Push the paddy wagon out of the way, head inside, and have a brief chat with Ben. Pick up the manhole opener and go down the ladder in the dog kennel. After poking around a bit, you will once again run into Ada, and after a brief discussion, play as her. The only difference in this scenario is that Ada will run into another character and receive a key item. But besides that, the next sequence is the same: Run past the dogs into the door on the right, get the map, move the boxes to make a bridge, fill the trench with water, claim the key, and either stop to pick up ammo or return to where you last saw Leon. The next bit, however, is quite a bit different than in the first scenario. Now, Claire will call Leon and order him to go to the mayor's office. But before beginning the journey back to the second floor of the police station, stop along the way to pick up the red key card inside the autopsy room. Then use the key card on the card-locked door for some ammo and the submachine gun (depending on whether or not you picked it up the first time around as Claire). You might also want to make another stop for ammo in the room at the top of the stairs from the basement. Inside, you'll discover Magnum bullets, shotgun shells, and the night watchman's diary. The club key will unlock the door. With these two stops out of the way, there should be more than enough ammo to get through the hordes of the undead between you and the mayor's chamber (located on the second floor where the helicopter was protruding through the wall). There, gather up the mayor's diary and run through the other door down the hallway and into a small room, where you'll find the secretary's diary B and the crank (inside the chest). Head for the large room in the upper right-hand corner of the first floor (consult the map) - the one you haven't visited yet. Inside, light the furnace and turn the faucet in the following order: 12, 13, 11. This will release the golden cogwheel from the painting. Beware - the moment you grab it, the mysterious figure will come bursting through the wall. Pick up the cogwheel and go racing out the door. Don't celebrate yet; you haven't escaped him, you've only given yourself room to fight. After you walk down the hallway a bit, he'll burst through the wall before you. Three or four shots with the Magnum will bring the big lug down to his knees. Once he has collapsed, don't forget to check his body for ammo (hey, he's a pinata!). Now, go to the third floor of the police station via the stairway in the library. It's time to use the crank in the hole in the wall to lower the stairway. Place the cogwheel in the gears to get the night plug. Hop down the shaft for a ride. At this point, Ben will have run in with a bit of a problem. Race to his aid and he'll give you the mail to the chief. After this drama unfolds, head back to the ladder in the kennel and make your way down to the sewers, once again. Be prepared for a battle with William. After he's been defeated, walk to the door on the left and place the four plugs to enter. On the other side of the door, you'll meet up with Ada again. You'll soon find the sewer manager's fax, as well as another first-aid spray. The next sequence of events is almost identical to what it was in the first scenario, eventually leading to you becoming Leon again. Follow Ada to the water, take a left, and hop up into the little alcove, which has the two dead soldiers in it. One has a small key and the other, the wolf medal. Now, head through the sewers, evading the spiders. Be sure to have the valve handle on hand to lower the bridge. Once the bridge is lowered, cross it and raise it back up. Search the area for green herbs and shotgun shells. Make your way down the corridor, but don't fear, there are no alligators this time, you simply meet back up with Ada. Now climb the ladder, head to the left, and pick up the eagle medal and the sewer manager's diary. From here, head back down to the right, use the valve handle to slow down the spinning fan, climb up the ladder, and use the air shaft as a getaway. Once back in the sewers, head to the left, go through the door, make your way past the spiders to the door blocked by the waterfall. To its right is the panel in which you must place both the eagle medal and the wolf medal. Now make your way to the tram control panel, use it to bring the tramcar back, enter and take it for a ride, but watch out, it might get a little rocky. Once the tram has stopped, use the lighter on the flare signal to the immediate left. The sudden burst of light will make the weapon-box key gleam. Pick it up, head through the door, down the hallway, blasting zombies on the way. When you come to the intersection, head left to find a corpse with the shotgun parts on it. Pick them up, head down the other way, and enter the door. You will soon come to a similar hallway setup. If you go right, you'll find green herbs. If you go to the left, you'll come across a ladder, which you should take. Inside this room, you'll discover first-aid spray, Magnum bullets, and shotgun shells. You're really going to need all of them. This is where the second scenario is totally different from the first. Ada will walk over to the machine, mumble about something hidden, and begin ignoring you. You now have to go it alone. When you exit the room, you'll find that the tractor housing which lowers you down to the laboratory in the first scenario isn't there. You must walk to the edge of where the tractor housing was and ride the small elevator down. From there, enter the door to your immediate left and head down the hallway until you reach the television monitors. To your right, you'll discover the C. panel key. Now check the monitor for a surprise. After it's dealt with, search for ammo, then ride the elevator back up and head back into the room where you left Ada. Walk to the machine she's operating and, on the right-hand side of her, use the C. panel key to activate the tractor housing. When you exit the room, the tractor housing will be sitting there waiting for you. Walk to the control panel and press the button to activate the platform, and Leon and Ada will automatically run inside. As in the first scenario with Leon, William attacks the tractor housing on the way down. Defeat him, and head back into the tractor housing to check on Ada. The platform lift should overheat, which is your cue to go outside to look for the only exit. Head into the only open door, and pick up the green herb, which is located on the left-hand side of the storage bin, if needed (if not, you will eventually need it, so put it in the bin for later). You'll notice a big crate that seems totally out of place. Shove it onto the elevator to the right. Then activate the elevator and shove the crate off the platform and down the narrow walkway up to the right. Put it right next to the other crates, so you can climb from one to another. Once the box is in position, leave it. You'll need it to be there later. Now head down to the walkway, where you will find a fallen scientist, who carries the P. epsilon report. Grab it and use the nearby typewriter, if needed. Head down the elevator to the right, run down the walkway, and hit the switch. Go all the way back up to where you first entered and you may now open the elevator door. Push the button to the right of the door and you'll be whisked away. Now head for the door on the left, make your way down the walkway, and go to the west area. Once inside, veer to the left, and enter the frozen door. Pick up the first-aid spray and the fuse case. Then use the fuse case on the console to make the main fuse, as you did in the first scenario. Take it back to the intersection between the east and west areas, and place it into the machine in the middle of the floor. Now head for the east area, go into the far door on the right, and pick up the user registration and lab security memo. The plant that occupied the air shaft in the first scenario should be gone (that is, if you took care of it the first time around). Climb through the air shaft into the other room, take care of the two lickers, and grab the two boxes of shotgun shells and ink ribbons. Exit the room and head for the large door. An easy way to exterminate the two plant creatures is to leave the room through the door to the left, kill one before it turns around, and then leave. Repeat and serve. Once done, head for the door that they were guarding, and be ready to destroy another one. Go down the ladder, and make your way to the large array of monitors, beneath which you'll find the map to the laboratory. Head into the next room, and use the weapon-box key on the locker to get the Magnum parts. Carefully enter the room, go through the automatic doors, and prepare to blast a lot of zombies. Snatch the P. room key off the counter, head all the way back up to the main elevator, take it up, and return to where you positioned the crate. On the way there, you'll run into Annette. After a brief discussion, the mysterious figure will interrupt you. Either run around or blast through him to get to the door behind him. Now climb the crates, open the Power room door, and run down the corridor until your next encounter with the enigmatic character. After the scene plays out, pick up the master key and go to fetch Sherry out of the storage room. Once she's collected and you've entered the elevator, use the master key on the back panel. Now enter the train and make for the rear compartment. On the floor near the storage box and save point, you'll come across the platform key. Take it and exit the train. Take a left toward the double doors, head up, and over the overpass. Then, underneath the stairs, head toward the blinking panel, press the button, and take the joint plugs. Now run back underneath the stairs through the doors and place the plugs in the slots to restore power. Now it's time for the final confrontation... almost. The mysterious figure will once again attack. Keep moving, pivoting in place, and firing, over and over. After about four or five shots with the Magnum, a rocket launcher will be provided. Pick it up to finish him off. From there, return to the train, but before jumping on, you must open the doors that are blocking the tracks. Simply look for the zombies, head towards their direction, and you'll find the panel to open the doors. Head for the front of the train to push the lever to start it up. After the CG FMV, the real final confrontation will begin. Unload everything you have on this guy. Happy trails!