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After exploring the Police Station basement in Resident Evil 2, our guides have brought you to a safe (and save) room. This is just a quick stopover, though, so it’s time to get back out to the apocalypse.
Watchman’s Room
Exit the Break Room and loop around to the left — make sure you have the Electrical Part from the Break Room in your inventory. Follow the hall west back toward the main part of the Police Station. If you’ve got some handy, use some Wooden Boards to reinforce the windows. You’ll still have to deal with a couple zombies in the hall.
Around the corner, you’ll end up on the other side of the shutter where you met Officer Elliot earlier. Handle the zombie eating Officer Elliot’s legs, then place the Electrical Part in the panel on the wall to open the shutter. Don’t miss the Combat Knife stuck into the wall next to the panel.
You’ll have to deal with Elliot’s top half once the shutter is open.
Waiting Room and Hallway
You’re back in the main Police Station now. Cut through the east side back to the Main Hall. Visit the Item Box if you want, then head for stairs in the back. You’ll run into Marvin again — he’s not doing very well.
Head up the stairs and to the right to return to Waiting Room. Go straight through and take a left. Follow the hall around to the shutter and crank slot. Use the Tool to open it up.
There’s a Mr. Raccoon Toy on an end table on the landing right in front of you.
Upstairs
Head up the stairs. In the landing at the top, check the shelves and lockers for:
- Wooden Boards
- Flash Grenade
- Handgun Ammo
Head through the door on the left out onto the Balcony. (We’ll be back to check out the other room shortly).
Balcony
There’s a Blue Herb on a table ahead of you. Drop down the ladder on the east side. It doesn’t go well.
Ignore the lever next to where you land and grab the Handgun Ammo from the bench next to the fiery debris. Turn left and head down the stairs. There are two Green Herbs behind you on your right — remember you can combine them with herbs you already have or each other to save inventory space.
Duck around the vent in front of the stairs. A pair of zombies will come out of the door ahead of you. Turn to the left and throw the switch on the wall.
Go through the door those zombies came through into the Boiler Room.
Boiler Room
Head straight through the Boiler Room and toward the door on the right. Grab the Gunpowder on your way past.
Through the door, you’ll find an Item Box and Typewriter. Between them, you’ll find the Club Key taped to the whiteboard.
Put out the helicopter fire
Head back out of the Boiler Room and back up the stairs toward the Balcony. Take a right and cross to where you fell off the ladder. Use the lever you landed next to to pump some water to put out the fire.
Once the fire is out, go through the door on the left.
Tyrant
As soon as you walk through the doorway, there’s a Red Herb on the floor. Follow the hallway around to the right to the rest of the helicopter.
It’ll get moved out of the way by your new best friend, Tyrant, with his very fine hat. You’re going to run into him several more times, so it’s important to figure out how to deal with him now. Tyrant isn’t an enemy you can take out — your only goal is to knock him down briefly or avoid him so you can run past where he first appears.
As Tyrant approaches you, put some ammo into his face. Keep shooting and backing up until he takes a knee. At this point, don’t keep shooting — it won’t do you any good and will just waste your precious ammo. Push past him and keep following the hall.
Alternatively, you can run back to the Roof, and avoid Tyrant when he comes out. (You’re faster than he is, so this isn’t as difficult as it seems.) Then run back inside and down the hall where he came from.
Hallway and Observation Room
You’re back in familiar territory again. Keep following the hallway all the way around the floor, past the Waiting Room and back to that landing where you found a Mr. Raccoon toy — near the Chief’s Office on the map.
This time, head down the stairs. Follow the hall and hit the locker for some High-Grade Gunpowder. Use your new key to open the Club Door on your right.
Read the Confiscation Report to find the combination to the safe back in the Waiting Room and then pick up the Gunpowder and Jewelry Box. Climb through the shattered window to grab some Handgun Ammo.
Waiting Room Safe
Turn around and retrace your steps all the way back to the second floor Waiting Room. Loop around the desk and visit the safe underneath. Enter the combination you just found — 6 left, 2 right, 11 left — to get the Muzzle Break (Matilda). Combine it with your handgun to reduce its recoil.
Open the Jewelry Box
If you need to, head back to the Main Hall Item Box to grab the Red Jewel from the Scepter you found a while ago. Combine the Jewelry Box and Red Jewel to open it. Inside, you’ll find a STARS Badge. Examine the badge in your inventory, then turn it around and interact with it to turn it into a USB Dongle Key.