LEON : 2nd Scenerio Walkthrough : Section 3

Part 7: 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 andthe 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.

Part 8: 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.

Part 9: 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.


LEON : 2nd Scenerio Walkthrough : Section 4

Part 10: 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.

Part 11: 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.


CLAIRE : 2nd Scenerio Walkthrough :
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