Downtown and the Cable Car

35%
Guide Progress
  1. 1

    R.P.D. Main Hall and Evidence Room

    The R.P.D. main hall
    • Leave the green herbs on the right for now — no space. Reception desk: handgun rounds and the station map. Open the menu, examine the ID wallet for the S.T.A.R.S. card, and use it on the computer for the evidence-locker code (random: 0131, 0513, 4011 or 4312).
    • The only open door (left) is the West Office. A zombie greets you and three more follow, but you can slip around the far side of the desks. Left room: Marvin's Report in his hand; shotgun shells may be here too (location varies).
    Evidence RoomS.T.A.R.S. Key
    • Back out, dodge, through the door opposite to the Evidence Room. Two drawers — do the back one first with the code for the S.T.A.R.S. Key. Leave by the other door; the front drawers come later.
    • Corridor of zombies — handgun the first, shotgun the group. Ignore the door on your left for now, dodge the last zombie on the right, and take the far door to the Dark Room (item box). Store herbs, S.T.A.R.S. card, Eagle Parts A and the office key. Locker by the door: Gunpowder A. Desk: David's Memo (leave the ink ribbon). Take the Reloading Tool, combine with the A, store it.
    • Now the door you skipped — turn the corner carefully, Cerberus or zombies. Dogs one at a time can be handgunned; wait for them to stand back up. End of the hall: 2 red herbs (varies). Back through the double door: Jill's ID card, an ink ribbon on the table, and shotgun shells in the far room if you missed them by Marvin.
    • Back to the save room. Store Jill's ID and the red herbs (they can spawn upstairs instead). Take the office key and two herb mixes. Save optional.
  1. 2

    S.T.A.R.S. Office and Nemesis Again

    • Up the stairs — three zombies, then one more at the far end to dodge. Through the door, then the left door to the S.T.A.R.S. Office. Discard the office key.
    The S.T.A.R.S. office
    • Inside: Kendo's Fax (left wall) and the S.T.A.R.S. team photo. Barry's desk: handgun rounds. Chris's desk: the Lockpick. First-aid box: a spray. Locker: the Magnum or the Grenade Launcher (random).
    • Radio: "No survivors. This is Carlos. We need reinforcements now."
    • Leave, dodge the zombies, back down the stairs — Nemesis, now carrying a rocket launcher. You can dodge the rockets on exact timing. Equip the Grenade Launcher or Magnum, knock him down, and finish with the shotgun. He drops another case: Eagle Parts B.
    • Save room: assemble the Eagle from parts A and B, drop what you don't need. Carry the Eagle, ammo and Lockpick — leave room for the entrance herbs.
    • Back to the file room: Lockpick one drawer for Gunpowder B, and open the blinking drawer for the Blue Gem. Grab the green herbs at the R.P.D. entrance, mix two, and head out to the streets.
  1. 3

    Into Downtown

    • Straight down the street to the far door and Lockpick it. Alley: straight on to a soldier's body with ammo and the Mercenary's Diary. Ignore the Drain Deimos at the window. Through the door — a fire hose on the right you can't take yet (needs a key). Far side: 3 green and 2 blue herbs; take the blue, combine, leave the green for the return.
    • Big street with a bus on top of cars: 3 Cerberus, easy to dodge or shoot (quick with the Eagle). Take the door on the right, not the far end yet. Parking garage: 3 more Cerberus; handgun them, wait for them to stand, repeat. By the sparking car: the Cable. Into the garage office: ammo left of the door, ink ribbon by the typewriter. Item box: store herbs, ribbon, Blue Gem and the Cable (not needed yet).
    • Out — 3 Cerberus — through the next door; take the wall Map. New enemy, the Drain Deimos — dodge, or two shotgun blasts (then loot the mercenary's body for Gunpowder A). Take the left door (the right one needs the elevator battery). On the street, go left (gunfire on the right). Kill the zombies, straight on, up the stairs to a door → Restaurant Grill 13.
  1. 4

    Restaurant and the Sales Office

    • Locker by the door: Lockpick it for a crank/lever for the kitchen hatch. First, table out front: 2 Gunpowder A and the City Guide Map. Open the hatch.
    • Jill meets Carlos Oliveira — Umbrella biohazard countermeasure, here for survivors — cut short by Nemesis.

    The Kitchen Hatch

    Story Branch
    Hide in the kitchen (best)
    Jill throws an oil lamp, the kitchen explodes and Nemesis goes down. Walk up to him and take the silver case: the First Aid Kit (holds 3 sprays; still don't use any for rank).
    Hide in the basement
    Jill and Carlos climb down the kitchen ladder — no item.
    Reconverges at: the corridor outside
    • Out to the corridor. Carlos: "We're just mercenaries. You should join us." He runs off. Save room down the right-hand hall: shotgun shells and the Rusted Crank. Item box: store the First Aid Kit and Lockpick, take the Blue Gem.
    • Leaving, Nemesis chases — shotgun him or run through the right door, and do it fast. Outside: right, then right again to the print shop The Raccoon Press. Ignore the far locked door, go back and take the double door.
    • Inside: a spray on a cabinet, Photo B on the phone booth. Push the small stepladder to the booth, climb it, and hit the green switch to restore power. Panel by the metal door: press the switch — a door opens with flames behind it. Up the stairs, through the door.
    • File order for Jill's Diary matters here. Shoot the zombies, then take the Green Gem (on magazines, desk by the entrance), then Photo C (table), then the Journalist's Memo (boxes in the corner). Nemesis probably finds you — run downstairs and out.
    • Run right, left, and straight ahead to a green door (Raccoon City Hall) with a gem clock beside it. Quickly insert the Green Gem and Blue Gem — the door opens and you're safe from Nemesis.
    The City Hall gem puzzle
  1. 5

    City Hall, the Book and the Compass

    • The green door inside won't open. Straight to a fork, go left, through the door, a long hall (evade zombies if you can), another hall, follow it to 2 green herbs, mix them, through the door. Zombies or Cerberus and an explosive tank — wait for them to group, shotgun the tank, aim carefully.
    • Jump the planks to a train. On the right-hand path, more zombies or a Cerberus from the fire; shotgun the other tank, then board.
    • Console: the Mechanic's Memo. Press again — the train needs a Cable, an Oil Mix and a Fuse. Meet Sergeant Nikolai. Further in, wounded Mikhail hallucinates on a seat. Carlos lays out the plan: fix the tram, reach the Clock Tower, signal a helicopter. He hands Jill the Pouch (+2 inventory slots) and leaves. Take the Wrench off the left seat and go out the far door.
    • Back the way you came: before the door, a cop's body — shotgun shells. Second hall, a crashed car — a zombie climbs out; kill it, take the Gunpowder B. Through, and at the fork go right → the gas station.
  1. 6

    Gas Station — Industrial Oil

    • At the entrance use the Rusted Crank (it breaks), then the Wrench. Inside: up to 3 Gunpowder A and 2 red herbs — exact spots vary (table or the office behind the fire; outside or in the factory).
    • Carlos comes in; the horde is coming. He goes out to hold them off.
    • Back of the room: a spray, and the station machine — the light puzzle. Four letters (A, B, C, D), each with a red light; pressing a button toggles that light and its neighbours. The starting pattern is random, so solve it letter by letter: turn A off, then B, then C, then D, re-checking earlier letters if a later press flips them back on. Solve it to open the doors and take the Industrial Oil.
    The A/B/C/D light panel
    • Combine the Industrial Oil with the Oil Additive (from the sales office, later) → Oil Mix.

    • The repair bay shorts out and explodes. Jill gets clear and drags Carlos out just before the blast. "My ears are ringing. I'll get more gear." He leaves.

    The Stagla gas station goes up
    • Out, go left — a door you couldn't open before bursts open with zombies; shotgun them while grouped. By the statue inside: the Wisdom Book (leave the green herbs, no space). Check the cop by the door: handgun rounds. Cross to the save room: store the Wrench, Gunpowder B and spray. Carry the Eagle, shotgun, both ammo types, the Wisdom Book and one green+blue mix.
    • Kill the zombies, left then right, through the door, straight to the fountain. Insert the Wisdom Book, take the Future Compass. Back to where you placed the gems — Cerberus or crows from a shop window — through the green door. At the mayor's statue, place the Future Compass → the Battery.
    • Back to where you first met the Drain Deimos: shoot the two that appear (herb if poisoned), up the stairs, put the Battery in the elevator.
  1. 7

    The Substation

    • Down: a body with handgun rounds. A zombie horde ahead; after them the front door is locked — get in through the right corner. Red herbs may be here. Through the other door → the substation. Left: 3 Gunpowder B (or in the office behind the fire).
    • Press the red console button to restore power, then enter the code on the second panel for the shutter you want. "Raised" means after you've chosen to electrocute the zombies (see below) — it changes both codes:
    Puzzle Reference

    Substation Codes

    LevelFuseWeapon
    NormalRed, Blue, Blue, BlueRed, Red, Red, Blue
    RaisedBlue, Blue, Red, BlueRed, Red, Blue, Red
    • The weapon shutter holds a Magnum or Grenade Launcher; the fuse shutter holds the Fuse. If you grab either item before opening both shutters, zombies arrive and you get a choice: escape by the emergency door (leaving the second item, with Nemesis waiting outside), or raise the power level (electrocutes them, but switches the codes to the "Raised" row). Recommended: raise the voltage so you don't have to fight Nemesis on the way out.
    • Take the Fuse, out, back up the elevator.
  1. 8

    Resource Runs and Back to the Warehouse

    • Left door to the parking garage. On the street, kill the zombies (one hides by the police car) and take grenade-launcher rounds from the car. Save room: leave the Fuse, red herbs, Magnum and grenade rounds; take the Wrench.

    • Street: a mercenary's body → Gunpowder B. Crows from the bus — keep running. In the alley take the herbs you skipped; at the far end use the Wrench on the Fire Hose, then discard the Wrench.

    • Through the door: two Drain Deimos — blow the fuel tank. Watch for zombies or Cerberus. Left door: use the Fire Hose on the wall hydrant (left side) to put out the fire. Save room: equip the Magnum and a green+green mix; save (Nemesis on the way back).

    • Through the door behind the doused fire: an alley, blue herbs (leave them), through the door — the Square Crank on the floor. Kill the Drain Deimos, on to the Umbrella sales office.

    • Nikolai stands over his squadmate Murphy, whom he shot for being infected, writing a report.

    Nikolai over Murphy's body in the Umbrella sales office
    • Don't touch anything yet — file order. Computer desk first: the Manager's Report. Then the cabinet by Nikolai: the Commercial Fax. Now take the remote off the table, turn on the screen, and read the drug name — it's the door password (Adravil, Safsprin or Aqua Cure; random). Use the computer and enter it.
    • Inside: 3 Gunpowder A, 3 Gunpowder B and the Oil Additive. Build freezing-round material for the Clock Tower: A+B = C twice → 2 Gunpowder C; C+C = CC. You end with one A, one B and one CC.
    • On leaving, a horde pours in and Nikolai screams. Fight them off — use the gas valves to burn them when they're close — and finish outside. Nikolai and Murphy's body are gone; Jill assumes he's dead.
    • Back through the doused-fire door. Nemesis appears — Magnum and shotgun, or the grenade launcher — take the case (rifle parts). Head to the back door toward the warehouse where it all began; ignore the zombies at the windows.
    • Left path, through the door, left again, kill or dodge zombies. Left door, a corridor — a zombie and a dead girl. Into the warehouse: Dario is dead with three zombies on him — ignore them and check his container: 2 red and 2 yellow Gunpowder and Dario's Diary. Combine A+B again for another CC.
    • Back past the police car, right door, down to the yard where Brad entered the bar — kill the zombies, use the Square Crank on the metal door → explosive rounds.
    • Back at the parking garage the ground shakes and splits open. Choice: climb up (dodge the crates), or drop into the hole (a strange shell full of worms; climb the ladder back to the bus street and return).
  1. 9

    The Cable Car and Mikhail

    • Return to the save room by the restaurant. Combine Industrial Oil + Oil Additive → Oil Mix. Carry the Oil Mix, Fuse, Cable, herbs, grenade launcher and shotgun (Nemesis on the way to the tram).
    • Green-gem door → Nemesis (fight, or dodge and run). Beat him → a case with the M37 rifle's first part. Through, down the path to the second alley — you fall through a hole.

    Grave Digger (first encounter)

    The giant worm surfaces in the pit you fell into.

    Attacks
    • Lunges up through the ground each time you reach a switch
    Strategy
    • Don't attack it — you'd only burn ammo, and it can't be killed here.
    • Run between the two switches and activate them fast so it can't catch you.
    • Hit the last switch to drop a ladder.
    • Climb out to the train and install the Oil Mix, Fuse and Cable.
    Boarding the cable car
    • Carlos gives you fire grenades; Nikolai isn't coming (implied dead). Start the train from the front. A heavy impact as it moves — Mikhail screams. Investigate: Nemesis. You can skip this fight by going back to the other car. Mikhail tells you to run, pulls his grenade pin as Nemesis closes, and dies. Nemesis is thrown from the train.

    The Crash

    Story Branch
    Jump through the window
    You land in the Clock Tower's back garden — less damage.
    Emergency brake
    The tram crashes into the front garden — faster to get around, and where this guide continues.
    Reconverges at: Chapter 3

    Jill hits the brake and they crash into the mansion garden. She looks up — they made it to the tower.

Enjoying the content?

Help keep our guides 100% ad-free and support future game additions.

Buy me a coffee
Buy me a coffee