Once you’ve finished Resident Evil 2’s first, introductory boss fight, it’s time to keep exploring and looking for your way out of the Police Station.
Find a way out
At the top of the ladder, you’ll find yourself in a Parking Garage. There’s nothing to pick up, and you’ll be exploring this area extensively in a few minutes, so just run straight to the north side and the gate blocking the exit. Check out the scanner on the right side of the gate to trigger a cutscene.
Obtain the Parking Garage Key Card
Follow your new friend through the door in the southwest corner of the Parking Garage. Through the door, take a right, then duck into the office on your left. Grab the Police Station B1 Map and the Handgun Ammo.
Back out of the office and head left and toward the jail cells. Follow the hall to the right, then take the first hall on your left. Run down the center of the hall so the imprisoned zombies can’t grab you. Don’t bother shooting them — it’s not worth the time or the ammo.
At the end of the hall, you’ll get a tantalizing glimpse of the Parking Garage Key Card you’re after, but you can’t get to it yet. After the cutscene, grab the Tool off the table and check the Memo: “Jail Power Panel” note.
Find the Power Panel Parts
You’ve got a plan now, so turn around and head all the way back to the Parking Garage. Cross diagonally to the northeast and go through the door on the eastern wall — not the one down the stairs (with a red light over it), but the one behind the Fiat-looking car (with a green light over it).
From the Parking Garage, head straight down the hall and go through the first door on your left to find the Firing Range. Grab the Equipment Disposal Notice and the Box off the table on your right.
Open your inventory and examine the Box. Spin it around and open it to find the Car Key to one of the police cruisers in the Parking Garage. Before you head back, though, keep exploring the Firing Range.
Grab the Message from Mr. Raccoon pamphlet, then continue around to the left. Head through the door at the end of the hall into the downrange part of the room. There are two zombies in here with you, so handle or avoid them as you explore. Cross to the far left corner for some Shotgun Shells and shoot for a Mr. Raccoon toy under the leftmost target.
Open the trunk
Head back to the Parking Garage once you’re done in the Firing Range. Open your inventory and examine the Car Key you found. Spin it around and hit the button to unlock the cruiser’s trunk.
The car you’re looking for is to your left about halfway across the garage. Open the trunk and grab the Gun Stock (Matilda) from inside. This lets you fire three shots at a time from your handgun.
You can drop the Car Key now.
Go back through the door in the northeast. Turn right and follow the hall around the corner to the left. Grab the Blue Herb from the blockage in the hallway, then duck through the first door on your left to enter the Kennel.
Grab the High-Grade Gunpowder on your right, then continue into the room. There are three zombie dogs that are locked up in here. You can safely walk past them, but they’re about to get set free, so it’s a better idea to handle them now. A single shotgun blast will put them down.
Loop the rest of the way around the Kennel and out the door on the other side.
After the Kennel, turn left and walk through the door directly ahead of you to find the Morgue. Check out Autopsy Record No. 53477 on your left, then pick a fight with the zombie slumped against the wall to the left of the door.
Loop all the way around to the left and pull open the second drawer. Grab the Diamond Key from the body’s hand, then back up and shoot him to make him re-dead. There’s nothing else in the drawers on this side of the room.
Head back to the right side. Open the first drawer from the left for a Flash Grenade and the fifth for a Red Herb.
Hallway and Generator Room
Exit the Morgue and turn right. Head to the closed shutter and use the Tool on the crank to your right. Go through the first door on your right to find the Generator Room. Turn left for a Green Herb, then continue around the room. As you go, pick up the Gunpowder and Boxed Electronic Part. Examine the box and open it for the first Electronic Part for the panel in the jail cells.
Loop all the way to the left around the room and visit the panel under the one working light — look for the painted yellow box on the floor. Throw the third and fourth switches to turn the power back on in this part of the basement.
Unfortunately, this also brings out some zombie dogs. Two will attack you here before you can even get out.
Hallway, Kennel, and Hallway back to the Firing Range
You’re going to retrace your steps all the way back around to the Firing Range, but there are a few zombie dogs between you and your destination. As soon as you step out of the Generator Room, you’ll be able to see another one or two on the other side of a fence barricading the hall. Take them out now while they’re trapped. You might get jumped by one more before you get to the Kennel and another inside the Kennel.
Just keep working your way around the basement to the right and return to the Firing Range. Inside, use the Diamond Key to unlock the office. Grab the Red Herb and “3F Locker” Roll Film.
Exit the Firing Range and take two lefts to go through the door you just powered up from the Generator Room. Follow the hall around to the right and up the stairs.
At the top, loop to the right and go through the door to find the Break Room. Hit the light switch on your left. There’s a Typewriter and Item Box here, but make sure you also grab the items scattered around both rooms and in the lockers:
- Blue Herb
- High-Grade Gunpowder
- Handgun Ammo
- MAG Ammo
- Electrical Part