"Boom!" The huge wave of air from the building's explosion lifted Jill into the street. Surrounded by zombies, running forward was the only way to survive, over the crate barricade, and just as she jumped off she was surrounded by another group of zombies. At the moment of crisis, she crashed through the iron gate behind her, finally escaping this disaster.
September 28th. "No longer can I hear the screams of people running around for their lives, yet ...... I'm still alive."
This is a small cargo warehouse (A1) in the UPTOWN area of Raccoon Town (RACCOON), where Jill and another writer's uncle have both managed to stay alive by avoiding zombie attacks. Jill is not optimistic about dying here and persuades Uncle to escape with her, but he hides in the container and Jill has to leave alone. Get the first aid spray on one of the crates in the warehouse. Since the warehouse door is locked, you have to go down the iron stairs to the warehouse office (A2), get the warehouse key by the door, the large box next to the typewriter contains some equipment, the most important of which is the ribbon, which can be used to take notes on the typewriter when you get it, and there are two portions of gunpowder powder on the shelf across the room.
Use the warehouse key to open the green door on the second floor of the iron staircase and go out, past the walkway to the street. Go out and to the left into that nearest small door (A3), with a door suddenly crashing open on the way! A guy in a yellow vest bursts through the door, followed by an army of zombies. After eliminating these sudden enemies, enter the basement inside the door (A4). There's a lighter electric oil on the shelf at hand and a shotgun by the officer's body. Exit the basement and turn into the path across the street, there are two green herbs on the side of the road. Keep going past the gate to another street.
Go left and around the corner on this street you'll see the neon sign-lighted bar "Jack's" (A5), but the door is unlocked. Continue to the intersection with a wooden crate that leads to a ladder (A6). Climb up the crate and you'll find a full map of the Uptown area. Take it down and hide it, there are two green herbs on the ladder. Head north, push open a door (A7), and when you pass a trash dump (A8), you'll see the "yellow vest" running towards the back door of the bar "Jack's" after taking down a walker.
Jill goes after him and enters the bar, only to realize that he's a SWAT team member who's struggling with a walker. Don't waste bullets trying to help, he and the walker are dead anyway. When the fight is over, the guy makes a feeble attempt to say, "There's no way all SWAT members can get away with this," and hangs up. You get a lighter with no oil by the phone, a "postcard from the clock tower" on the bar, and pistol bullets in the cash register.
Go out the back door and run north on the road to an alley (A9), where a large group of walkers roar behind a barricade, all of them Jill's former colleagues. There's a door by the barricade, but it's tangled in rope, and as she's considering it, the walkers break through the barricade and kill her. Jill quickly backs up, waits for the enemy to close in, and shoots the red gasoline cans on the side of the road. ...... When cleaning up the scene, they find the "photo" on the body at the end of the road, and two red herbs. The way to open the rope-tied door is to burn it with a lighter charged with electric oil. Enter the door and come to a junction (A14).
Originally, this place could lead to the left and right, but at this time the left side of the fire is blazing, so you can only go to the right. Suddenly several hungry dogs pounce. When fighting, it is best to let them concentrate together, otherwise there is a risk of being attacked from both sides. Go to the iron gate at the end of the right side, through it is a wide street, to the left to the police station (A10), in front of the gate to witness the mutant "chaser" atrocities. Then you can choose between (1) a confrontation with the pursuer and (2) escape into the police station. Choosing (2) is easy, and you'll be able to get away immediately. If Jill can choose (1) to defeat the pursuer, she'll get his STARS card from the dead cop.
Enter the lobby of the police station (B1), there's a computer in the center query, but you need a STARS card to use it, if Jill didn't get one earlier, go to the conference room (B2) and get your own, it's on the table by the podium. On the way, you can go around to the dark room (B3), where there is a box to mix and match items, and a "Dibbitt's Memo" on the table. Use the computer to find out the password for this day, 4312, and go to the office on the west side of the hall (B4), and get the "Martin Report" from the corpse in the inner room (B5). Continue to the storage room (B6). In the cabinet next to the door, there is an orchid-colored jewel. There is another locker in the center of the room that requires a password, the one you saw on the computer. Open it to obtain the key with the coat of arms.
Now go up the stairs (B7) to the second floor, past a statue (B8) to open the door to another corridor, and use the heraldic key in front of the locked door (B9) in the corridor to enter. It's a real treasure trove in here! The fax machine to the left of the door has a "Fax from Kent Gun Shop" on it; the steel cabinet to the right of the door has a powerful Macklin Pistol; directly in front of the door is Jill's own desk, with the locking wire on it; and you can get the First Aid Spray from the ambulance bag on the wall.
Just as she was about to leave the room, the room's communicator suddenly intercepted a signal - "Bastard ...... team ...... is surrounded! There are no survivors around either, this is Karos ...... requesting backup ......" It was necessary to leave the police station immediately, and as they passed through the stone corridor, they heard a loud noise from not far away; the berserk pursuers were downstairs. If you don't want to engage, you have to escape all the way to the police station lobby to be safe.
When you leave the police station and go uptown, run to the locked door (A11) and use the locking wire to open it, then search the dead soldier's body on the side of the road to find the pistol bullets and the Mercenary's Diary. Continue on, open the door and turn left all the way to the junkyard (A12).
After eliminating a few wild dogs, enter the door at the end of the junkyard and go to Downtown, where there is a garage (C1) with a car being repaired, and yank down the flashing wires. The office at the end of the garage has a typewriter and boxes. Go through the other door of the office to the intersection (C2), it's blocked everywhere, Jill only has one way out, open the small door at (C3) and go in, you can see the map of the downtown area by the door. When you get to the fork in the road, you'll be attacked by giant fleas! Destroy them and take the right path to the elevator (C4), but the power is not enough to use it. You have to take the left path, go out and turn left, and go all the way north to the typewriter room (C5).
There are rusty handles here, shotgun shells on the shelf, and remember to take the unlocking wire from the case with you. Go out and turn left and then left again to enter the back door of the restaurant from (C6), as soon as you enter you will see the chest by the door, use the unlocking wire to open it and there is a crowbar inside. Use it to open the square sewer cover in the kitchen, and Jill is about to go in when SWAT Karos shows up with a gun. As they are talking, the pursuer kills them, and you can choose to escape through the sewer or fight them. Since you have a comrade to help you this time, you might as well fight hard! After the fight, go out the main entrance of the restaurant (C7) and Karos leaves.
Jill walks along the road to the fountain (C8), where there are two green herbs by the pool, and there are niches on each side of the wall, the one on the left holds a bronze compass, but you can't take it away, so if you do it the hard way ...... you'll be waiting for the hard way. Back to the typewriter room (C5), ready to go out to the right, open the door at the end, across the city hall (C9), but the large iron door of the mechanism of the jeweled clock can not be opened due to the lack of two jewels. Get the pistol bullets from the corpse by the door.
Follow the main road to the newspaper building (C10) and get the first aid spray from the phone on the right, the phone on the other side has "Photo B" on it, and the blinking red light in the corner above is the power switch. Push the ladder in the middle of the room down and go up to turn on the power. Push the ladder down in the middle of the room and go up to turn on the power. Then go to the shutter door and push the switch so that Jill can go up the stairs to the 3rd floor. Open the office on the 3rd floor and there is the green gem on the desk directly across from it. Together with the "Blue Jewel" from the police station, you can now open the steel door of the city hall (C9)! Don't forget to search the room on your way out. There is a "Photo C" on the desk and a "Newspaper Reporter's Notebook" on the corner cabinet.
Open the gate to the city hall and follow the road, don't forget to pick up the two green herbs on the way. At the fork in the road (C11), turn left and open the door at (C12), which is the tram terminal. There is a large group of zombies coming at you, destroy them by blowing up the oil drums, there are shotgun shells on the corpses by the door. Climb over the barricades and you'll soon see the tram (C13). After boarding at the rear of the tram, you'll be able to check the wiring and get a "railroad mechanic's memo", and discover that the wires are down, the fuses are blown, and the oil mixture has dried up. ...... Just as Jill is about to take a look at the other end of the tram, she'll find out what's going on at the other end of the tram. Just as Jill is about to go to the other end of the streetcar, a white-haired man appears - Nikolai, Karos' comrade-in-arms - and the injured man lying on the bench next to him is Mikru. Entering the other streetcar, we find Karos there, and after some conversation, we learn that we need fuses and oil mix to run the tram. Don't forget to bring the wrench on the bench.
Jill returns to the three-way street (C11) where the city hall yard was earlier, and in the other direction is the gas station (C14). Use the rusty handle to turn the switch by the locked roll-up door, and halfway through the turn, this handle breaks off, so take out the wrench and try again, and finally get the door open. Once inside, Karos arrives, bringing with him a large group of hungry walkers. He didn't listen to Jill and killed it alone ...... Jill found the oil cooler at the end of the room. Open the switch is: ABCD four letter light each corresponds to a switch light, but these switch light press does not only affect a letter light, may switch two to three letter light, just try to make the switch light and its corresponding letter light at the same time on, and the other lights must be extinguished can be. Do this three times and the cooler opens up to get the oil. The shelf on the side has first aid spray.
Just as you are about to leave, an electrical spark causes an explosion. When you go out, you find Karos on the ground, and surprisingly, he's still alive, so Jill helps him out of the exploding gas station. After parting ways, Jill returns to the city hall courtyard intersection (C11), and passes by the original locked door, suddenly several councilmen walkers break out, after eliminating them, you can come to the mayor's statue. Take the book to the fountain (C8), put the book on the right side, then go to the left side and take the bronze compass, the fountain won't block you anymore. Put the Bronze Compass back in the Mayor statue's hand and it will turn around and a battery will appear.
Take the battery to the elevator (C4) and load it on the console, then take the elevator to the substation (C16). Go through the unlocked door at the inside and see a high voltage door and a low voltage door. There is a control panel next to the low voltage door, but it is set to automatic. Change the setting from "automatic" to "manual" at another console with a blinking red square light not far away, then go back to the console and enter the code for the high-voltage door "Akira, Akira, Akira, Akira, Cyan", and then enter the code for the low-voltage door "Akira, Akira, Akira, Cyan". Then enter the code for the low voltage door "Red, Green, Green, Green". Both doors open, the high pressure door has a large caliber revolver in the cabinet and the low pressure door has a fuse in the cabinet. No matter which door you enter first, once you come out, you will see a large number of zombies crashing through the iron door and rushing towards you. You can choose (1) to escape through the emergency exit (2) to use high-voltage electricity tactics. If you choose (1), you will encounter and fight the pursuers again; if you choose (2), it is more convenient to fling the high voltage wire onto the iron door, and they will be finished.
Leave the lower town and go back to the upper town via the garage (C1), don't forget to take the wrench with you when you pass the crate. Go there (A13) and use the wrench to get the fire hose down. Go to the intersection (A14) and use the hose to connect it to the fire hose on the wall. After extinguishing the fire, you can follow the newly opened road all the way forward, and when you open the small door, you'll find the four-cornered wrench by the door. Continue on the road is the pharmaceutical company's business office (A15), go inside and find Nicolas is searching a dead body, this person may be killed by him ...... blackboard side of the cabinet there is a "business office fax", in the whiteboard side of the table there is a On the desk next to the whiteboard was the "Report of the person in charge of management", and a remote control, which, when pressed, turned on the TV, a commercial with the word "safsprin" in big, bold letters. This is the password to use the open computer, which asks for a password, which you can enter by pressing the space bar.
One of the doors in the room opens, so go inside and find the oil additive on the shelf, which can be used to synthesize the oil into a blend. While this is happening, a large number of zombies are flooding into the business office, so wait for them to rush in and use your gun to break through the steam pipes, which will wipe out most of the enemy. When you get out, you'll find that Nikolai has disappeared. Now that you've collected the oil, wires and fuses, head to the tram! On the way out of Uptown, you'll encounter two close encounters, one with a pursuer and one with a swarm of crows. After arriving at the junkyard (A12), an earthquake causes a large hole to appear in the ground, and Jill grabs the edge of it with her hands to save herself from falling. In a twist of fate, due to the tremor earlier, two cargo crates slide out of the minivan next to the big hole and come crashing straight down! The choice was to jump or climb up, it didn't matter which one I chose. After avoiding this, you continue to the tram, and when you get to the junction of the lower town (C17), there is another earthquake, and Jill falls into the sewer with the sinking road, and just wakes up to see the wall in front of her being smashed through by a big bug!
There's an iron ladder back to the surface in the sewer, but it can't be lowered because the switch isn't turned on, so you have to turn on the two emergency switches in the sewer to make it work, and look at the map, these two switches are in the two depressions, and as soon as you get closer the big bugs come out of the holes on the side to attack. The solution is to walk near the switches at normal speed, and as soon as it makes a move quickly turn around and run back two steps, then shoot it wildly! Don't skimp on the bullets! Repeat this a few times and it's completely repelled, so you can open the switch with a big flourish and climb up the iron ladder.
After a long and arduous trip back to the tram (C13), load up the three treasures, and Karos arrives to give Jill the Firebomb. Go to the front carriage and get the tram started. At that moment, Mikru's yell comes from the rear carriage, go over and see that it's the shady guy, the Chaser, again! Mikru let Jill back to the front, his own independent support, after the bullets are finished, detonated the grenade ...... After the loud noise, the tram is out of control, you can choose to (1) jump out of the window to escape or (2) trigger the emergency brake. No matter which one you choose will go to the clock tower (CLOCK TOWER). Just the location corresponds to in (D2) and (D1).
From (D1), go through the only door that opens to the piano room (D3) and from there to the chapel (D4). There's red and black gunpowder on the floor and shelves, and sometimes the Key of the Clock Tower in the shrine with the red curtain hanging. After organizing the props with the chest and returning to the piano room, five walkers break through the window; after putting them down, use the Key of the Clock Tower to open the locked door into the dining room (D5). Karos also arrives, but he seems to have lost his will to fight, and Jill gives him a slap on the wrist, and the two part ways. Jill enters the lobby of the Clock Tower from the dining room (D6). There is a map of the Clock Tower and a long-lost first aid spray on the desk, and a search of the bodies yields shrapnel and "combat instructions".
Enter the Clock Tower Study Room (D7) through the door opposite the Dining Room door, get the "Artwork Postcard" on the desk, and then go through the Typewriter Room (D8) to the Dormitory Room (D2), where a painting on the wall is knocked off the wall as soon as you enter, revealing a niche with another Clock Tower Key in it. This is actually where Jill would have gone if she had chosen to "jump out the window" on the train, but if she had gone from here, the whole process would have been reversed.
Go back to the Clock Tower lobby (D6) and take the stairs up to the 2nd floor corridor, where there are two large spiders, and annoyingly, when you kill them, many smaller spiders appear. Don't waste your bullets, just run back up the stairs to the 1st floor and come back up again and the little spiders will be gone. Open the door at the end of the 2nd floor corridor and go to the balcony, there is a trap in the center, use the other Clock Tower Key to open it and a ladder will come down, from the ladder you can reach the inside of the clock. There's an old red musical ensemble here, listen to it once to memorize its tune, then adjust the wheel to play the same tune by going up, down, up, up, up, down, up. If you succeed, you can get the Jewelry of the God of Time from the musical ensemble, and use it to combine it with the Key of the Clock Tower to form the "Key of the God of Time". On the other side of the shelf are the Silver Gear and Red Gunpowder.
Head back down the stairs to the terrace, where the pesky pursuer is back, and can be subdued by either (1) using lights or (2) using wires. Either way it's temporary, as soon as Jill walks back down the 2nd floor corridor the guy catches up, so you can either knock it out or run away. Go to the first floor and open the small green door in the Clock Tower Study Room (D7) with the Key of the God of Time you just synthesized, and enter the hallway (D9) to reach the Clock Tower Storage Room (D10). Get the Mercenary's Diary from the corpse of the soldier in the nook. Inside the room there are three portraits, from left to right: Goddess of the Past, Goddess of the Present, and Goddess of the Future, each with a locket for gems. And from the three statues of the goddesses on the side you can get three gems: amber (for 3 hours), obsidian (for 2 hours) and crystal (for 1 hour). The gems placed under different portraits all affect the clock in the present goddess's hand, but not in the same way - backwards (past goddess), forwards (present goddess) and twice as far forward (future goddess) - just make that clock go to 12 o'clock. The order of gem placement should be amber, obsidian, and crystal. Upon success, open the mechanism to obtain the Golden Gear.
Climb up to the terrace again, climb inside the clock, synthesize the Gear of the Clock from the Gold and Silver Gears, go behind the big machine and put it on, and the grand and holy bells will ring! Jill walks out into the courtyard in front of the clock tower, where a rescue helicopter is slowly landing ...... Suddenly! A rocket destroys the plane! It also destroys Jill's hopes of escape! It's the evil Chaser again ...... It rushes down and slashes Jill to the ground with its long tentacles. Karos arrives just in the nick of time and holds off the pursuer for a while, but he is eventually shot and falls to the ground. But he buys Jill a chance to catch her breath, and this time Jill has to fight, as the pursuer will throw itself into the fire after it is defeated. The virus in the body of Jill struggled to life and death and **** comrade Karos crawling to, but quickly overwhelmed unconscious ......
I do not know how much time ...... scene turned to the chapel (D4), the big disaster Karos guarded lying on the altar, Jill, she has been in the body of the altar. Jill, who has been infected with a strange poison and has lost the courage to live, but Karos shouts to her, "I will save you!"
Karos goes to the Clock Tower storage room (D10), moves a green bell behind the statue of the goddess, and goes through the small door to the Park area (PARK). To the left is the hospital, perhaps there is an antidote to the poison there. Go through the door (E1) and enter the hospital waiting hall (E2), where you'll find more scary monsters than zombies, "Predators". Destroy them and enter the side office (E3), where there is a typewriter and first aid spray in the cabinet. Exit through the other door to the doctor's lounge (E4), which is full of items, including: the "Dean's Handwriting" (next to the doctor's body), a "Map of the Hospital" (on the bulletin board), a cassette player (on the desk), pistol bullets (in the locker), and a blue herb (on the low cabinet next to the door). (on a low cabinet by the door). There's also a staff elevator in the corner of the room, but it's voice-activated, so just use the recorder.
The only two options for this crappy elevator are to go up to the 4th floor and down to the 3rd basement level. Once you open the elevator door (E5), you'll be greeted by walkers on the 4th floor, so take them out and head to the end of the corridor to the data room (E6). Gunshots are heard! The killer turns out to be comrade-in-arms Nikolai! Karos goes up to argue with him, and who knows that the man on the floor is still alive, detonates a grenade. There is an explosion, Nikolai flies and jumps out the window, and calm is restored to the house. Inside the data room is the experimental sample room, where there is a ward key and "Photo D". Take the key and go to Ward 401 (E7).
In Ward 401, there is a zombie pretending to be dead, a strange number "253" on the doctor's body by the door, and two green herbs by the wall. In addition to these, note the location of a metal frame with drawers in the corner. Then go next door to Ward 402 (E8) and open the door with the Ward Key. Everything here is the same as in 401, but in the opposite direction, except for the iron shelf with drawers. ...... Put it where it belongs. If it is pushed to a dead end, you can go out and start again. After placing a painting on the wall reveals a safe, enter the code "253" to get the vaccine.
Take the elevator down to the 3rd basement level and appear in the corridor (E9), follow the road to the hospital lab (E10), once you open the door, use your gun to shoot wildly and kill one of the predators, the other is hiding behind a shelf, so choose your shooting angle. After you kill it, go around the shelf and enter the hospital research room (E11). First, go to the cabinet and get the culture solution base, there is a "Medical Equipment Manual" on the lighted table. Walk to the machine in the corner of the room and turn on the power at the right console, then use the culture base at the left console and operate the switches so that both indices are aligned in the center to successfully synthesize the vaccine culture. Synthesize the vaccinium and the vaccine culture to get the vaccine, and now Jill is saved!
The journey home is perilous, and Karos has to be careful as he is constantly being confronted by unexpected enemies. He easily makes it back to the hospital waiting hall, only to find a dripping, glowing object on a pillar! ...... Time Bomb! Run for your life before it explodes! Return to the Clock Tower and encounter the fire-breathing Chaser in the Lobby (D6), which is much stronger! Escape quickly into the Chapel (D4) and you'll be safe.
Karos administers the precious vaccine to Jill and she finally recovers, it's her turn to fight next.
Step out of the chapel and remember to take the lockpicking wire with you, it's going to come in handy. Once you enter the piano room, your pursuer is waiting for you, so take it down and head through the clock tower storage room (D10) to the park area. The door facing the alley is the park guardhouse (F1).
Use the locking wire to open the guard room. Inside, there's a park key on the keypad, grenades in the locker and on the table, and "Photo E" on the table. Go left, walk up the stairs, use the Park Key to open the iron gate, and go to the square at the front of the park (F2). Turn right into the pond passage (F3), follow the path to the forest road (F4), kill the three hungry dogs, and find the cemetery key and the "Order to the Watchman" on a corpse in front of you. If you're interested, go all the way to the end of the road, where there are bullets on the corpse. Return to the front plaza (F5) and cross the bridge over the pond to enter the trapdoor in the northwest corner of the plaza. Once inside, you'll get a map of the park on a sign in your hand; this is the park fountain (F6) with lots of herbs on the ground. The orchid-colored machine in the corner controls the fountain, and the fountain reacts differently when the black and white four gears are combined for different effects. Go down into the pool and find a sewer opening (F4), the combination to open it is posted next to it with two black gears on the top right and white gears on the bottom left. Jill just needs to put the cogs in the correct position within 6 steps to make the pool drain.
After the water dries up, go down through the sewer opening, through the swarm of locusts and climb the ladder at the end to reach the graveyard (F7), pass through the cluster of tombstones to the door of the graveyard hut (F8) and open the door with the graveyard key. Inside, there is red and yellow gunpowder on the table, and you can obtain an iron rod in the cupboard. Go into the inner room, use the typewriter to archive and remove the lighter from the chest, and there is also a First Aid Spray in the room. Go to the big room and light the wood in the fireplace. After it burns, you will accidentally find that one of the bricks in the fireplace has fallen off and there is light coming from the opposite side. Use the iron bar to cut through the fireplace and enter the secret combat room (F9). Inside are the following: "Monitor's Report" (on the table), "Fax from HQ" (on the whiteboard), the key to the back door of the park (on the table), and a grenade (on the wooden shelf). Suddenly the communicator in the corner goes off - "Combat is over, investigators associated with this mission evacuate as soon as possible. Repeat ......." Jill had just gotten back into the graveyard hut from the fireplace when she saw Nikolai, and the conversation revealed that he was, in fact, the spotter.
The earth shakes violently and Nikolai hurries off. Jill follows him out of the hut, and something terrible happens: the giant worm that she encountered in the sewers appears again! And it's even crazier, but this time it's possible to kill it. After the bug dies a railing in the graveyard falls down, climb over it to get back to the sewers and follow the same path back to the woods road (F4). The chained gate at the end can be opened with the park backdoor key. Go inside and climb up the wooden bridge (F12), after a few steps you'll see the chaser scurrying up from under the bridge, at this point you can choose to (1) push it down or (2) jump down. Attention! This choice relates to the final ending screen, described here with the first choice.
After Jill pushes the pursuer off the wooden bridge, you come to the (G1) corridor on the 2nd floor of the DISUSED PLANT. From here, the Disposal Plant Lounge (G2) is at the end of the hall, where she accidentally bumps into Karos. Karos tells Jill that a nuclear bomb will destroy this place at dawn and leaves. There is a "Workshop Manager's Notebook" by the typewriter, first aid spray by the crate, and a key to the processing facility on the shelf that must be obtained. Enter the power room (G3) through the other door, there is a lift right next to the door, but you need the code. The path to the power console is blocked by steam. There are switches by each of the steam vents (not very easy to reach, so try a few more times), but they aren't one-to-one, so it takes a bit of effort to operate them. Go to the power console after turning off all the steam to start the power.
Then head back to the (G1) corridor and use the Processing Facility Key to unlock the door to the Processing Control Room (G4), and as soon as you get inside you'll find a map of the Waste Disposal Site on the wall next to the door. There is a system disk on the large console in the center. There are three green herbs in the corner and a blue herb planting area at the end of the room. Use the elevator (G5) to get to (G5) on the 1st floor of the Waste Disposal Yard and enter the pool room (G6), beware of naked corpses crawling up from the water. There's a console by the pool, but it's not functioning due to water quality errors, but there are two boxes of shotgun shells in a short cabinet on the side.
Go down the iron ladder, around the red oil drums, all the way to the dirty waterway (G7) and follow it to the sewer management room (G8). Investigate the machine with the flashing blue light to get the "Treatment Plant Alert Manual" and a water sample. Open the door and go down the long staircase to the Water Quality Test Room (G9), where there is a first aid spray on the cabinet. More importantly, there is a water testing device in the corner. Use the water samples on it and now it's time to solve the hardest puzzle! The rule is to make the small pieces of A, B and C stripes fit together in line with the model at the top, a bit like Tetris, so refer to the diagram for the answer if you get bored with the puzzle. After solving the problem the door on the far side (G10) is fully open, hurry to the processing control room (G4)! Don't forget to put the Processing Facility Key on the other blue-lighted machine to upgrade it before you leave. On the way back, you'll encounter a large number of zombies on the iron staircase in the pool room (G6), so you can easily take care of them by detonating the oil drums.
When you get to the passageway, you'll be shot at! It turns out to be this asshole Nikolai! After confronting him for a while, the guy suddenly screams and is killed by someone. He goes to the blood trail and is surprised to find his body hanging from the ceiling. On one side of the wall is a red-lighted processor, plug in the system disk, and you'll soon see the door to the waste disposal room (G11) open.
As soon as you enter, you hear the warning, "The processing room is about to begin work, please avoid danger immediately ......" and are scrambling to get out of the door when the chaser comes back in for more fun, Jill dodges two attacks, and on the third time the chaser breaks the strong Corrosive Fluid switch and had most of its tentacles burned off by the sulfuric acid. For the rest of the fight, in addition to attacking and dodging, try to lure it to the acid jets so it's quickly done for. After the chaser falls, a code card drops from the dead body of a researcher in the trash pile. Get it quickly and swipe it by the exit door to escape.
As soon as you exit the door you immediately hear the nuclear attack alarm again, run to the power room (G3) and use the code card to use the elevator to get to the underground armory (G12), which has the best thing besides ammo - the shoulder-fired rocket launcher in the cabinet at the end. The cabinet can be opened with the upgraded processing facility key. After arming yourself, rush back to the corridor where you first arrived (G1), where the locked door (G13) can now be opened with a code card. There are two green herbs by the door at the end of the corridor, and after entering the door, you'll find the control room (G14), where you'll receive a signal from Karos, and where Jill will get the handheld radar receiver on the console, just like he said. There is a first aid spray in the box by the console, and large caliber revolver bullets in the cabinet in the room, so these are probably the last equipment you can get.
Walking to the middle of the room to investigate the iron ladder, suddenly the radio once again sounded "Warning, confirmed missile attack, the level of danger has exceeded the level of D, all personnel to evacuate" sound. At this time, the radar has also detected the missile. Go down the iron stairs to the back door of the processing plant (G15). There is a "Scrap Iron Processing Plant Manual" on the wall, and at the end of the door, there is a rack with shrapnel. Go through the door and enter the Scrap Iron Passage (G16), there is a "Polar Secret Photo" on the floor. Further on is the Waste Burning Site (G17). Once inside, the vibration breaks the roll-up door behind you, and there is no way back. You can see the Ion Cannon shown in the "Secret Photo" and operate it at the console, but there isn't enough power to fire it. Go to where you came in and find Battery Box #1 and push it into the battery compartment. Just as you finish, a huge monster falls from the roof, and it's the Chaser! It's even stronger after the acid baptism. Return the favor with the shoulder mounted rocket launcher!
After taking some hits, the monster crawls back to where it fell. Don't worry about it, because the missiles are already very close, and grab the other two battery boxes. 2 is at the end of the left side of the console facing the Ion Cannon, and 3 is right next to the console. Once you've pushed them all, the ion cannon is ready to fire, and the chaser hides in the exact spot where the cannon is pointing, so it gets blown to pieces. Note: If it tries to escape from the cannon, Jill can force it to do so with her firepower.
After witnessing what happens to the pursuer, Jill fires her way to the only open door, where the elevator is. But just then, the remains of the Pursuer actually struggle and crawl over! There's a choice of taking it out or running for your life, and it's pretty much the same either way. Finally taking the elevator to the airport, Karos and the helicopter had been waiting for a long time ...... As the plane went straight into the clouds, Jill and Karos saw a mushroom cloud rising from the earth.