Last time we got to the “safe” police station in Resident Evil 2 with Leon. That’s where we’ll pick up today.
An Eclectic Place
We enter the police station, and the camera pans up so we can take in the place. It resembles a museum or library more than a station, but as we know in the real world, that was an intentional art direction choice. The raccoon police seal is set in the floor below us. Ahead of us there’s a fountain with a prominent statue, flanked by ramps which lead up to a platform/desk area. There’s a visible second floor which we can’t get to, with a high vaulted ceiling. A few doors to our left, and nothing else I can make out on this screen.
The place is apparently deserted. And the compared to the nightmare outside, it looks clean and orderly. No sign of a struggle, except for the fact that nobody’s around.
Heading up quick to the information desk which sits behind the statue, we find some ammo, a computer (which we can’t access yet) and a save typewriter. Ah yes, old school Resident Evil, where even the save function is made into a resource.
We head to the small door in the left center of the screen, and enter into an office of some kind.
A Canceled Party
The room is completely trashed. Compared to the last area, it looks like it was lived in and fought in. We hear a groaning coming from somewhere else. Going over there, we meet a wounded officer, sitting on the floor, slumped against the lockers. “Oh, man!” Leon exclaims. I’m sorry but the dialog is awesome in this game.
The poor soul recognizes Leon as the “new guy” and apologizes for canceling his welcoming party. The RPD seems like they were solid dudes. Anyway, the wounded cop explains some more about what happened, specifically about S.T.A.R.S. S.T.A.R.S. member Chris Redfield (Claire’s brother) and the others attempted to reveal the truth of what happened at the mansion, and suddenly the zombie attacks occurred in the town. And Umbrella Corporation is behind it.
Not much time to talk, so he gives us a keycard and begs us to leave him and rescue survivors in the other rooms. He puts his gun in our face to make his point, to which Leon says “Ok fine.” We leave the room, and the door locks behind us, somehow. I have a feeling when we see this man again, he’ll be turned. I have some memories of this, but I don’t know how elaborate his involvement will be.
Searching the Station
We have the keycard now, which grants us access to the computer terminal in the receptionist’s area. Leon unlocks the doors in the hall near the entrance. By time-honored tradition, I take the lefthand door.
We end up in a kind of large room, with an inventory box. These boxes are interesting because inventory management is essentially a minigame in itself. Your weapons take up slots, as do ammunition. You also need to carry some healing items, unless you’re very bad ass (I am not). We also need to carry key items (like…keys, for instance) and puzzle items. Since there’s not enough space for it all, with only eight slots available to us, we have to be strategic about what we carry.
I’m not going to both with the details of this as I write up the game, suffice it to say I prefer to carry more weapons and fewer healing items, along with the requisite key items for solving the puzzles. I don’t want to spend any more time than I have to in this place.
See what Resident Evil 2 is doing to me with atmopshere alone?
Anyway, in this room there’s also a POLICE MEMORANDUM on a pad next to the storage box. It says that the munitions have been moved from the S.T.A.R.S. office to the east office on the first floor. Helpfully lists the combination for us 2-2-3-6. Pitiful opsec, but I’m grateful for it.
As we go to leave, some very nasty looking crawls on the outside window. In the next hall, which is really damaged, we come across a headless body. Investigating, Leon picks up some more handgun bullets, and continuing on a little further, we come up to a pool of blood, and a short cutscene introducing us to said creature. The Licker.
Ah yes, the iconic Licker. It’s a hideous looking beast, with a long tongue, nasty teeth and claws, and no skin so all its musculature is exposed. I always thought it had metal plating on its shoulders and spinal column, but upon a closer look I think it’s bone. Key the “urgent” music at this confrontation.
The licker moves weirdly. It sort of hops at you from the crouching position, but also flattens itself out before it pounces. The movement makes it a difficult target, especially if you’re creeped out by it. Both its tongue and its claw put the hurt on you real quick, so I blast this thing a couple times with the shotgun to put it out of its misery.
There’s another door here on the side, but we ignore it for now and head to the door at the end of the hall. There are a couple of herbs here so we gather those and combine them. The next hallway is rather narrow, with a lot of hastily boarded up windows, but the place is a mess like the last hall. Going around here, we enter into what looks like a briefing room.
The briefing room, like everything else, is a junk pile. To Leon’s left there’s another pad, titled Operation Report. It says that Raccoon PD was “unexpectedly” attacked by zombies. I don’t know if one ever actually expects that, but ok. All comms are down and there’s no contact with the outside world. Explains why Leon couldn’t raise anybody on the radio, I suppose. Besides the fact that everybody was dead or wounded, of course. It also means no help is coming for us. But I guess we knew that implicitly. So, the PD decides to carry out rescue operations and quarantine the area.
The battle plan is as follows: Chief Irons, due to “terrorism concerns” (?) ordered all the weapons and ammo distributed to decentralized locations, to prevent their seizure. By terrorists. I’m unsure of the wisdom of this move, as is the author of the report, who laments the difficulty in retrieving the munitions. So top priority number one is to get our load outs in order. There is an underground weapons storage room, which still has some goodies in it. But, the person with the keycard has gone missing (was it our friend from the first room?) and power the locks is down. Thus, top priority number two, therefore, to get the power back. The “recorder” is listed as David Ford.
There’s a follow-up Operation Report (in the same document), also recorded by David Ford. The “west barricade” fell and the injured were sheltered in the confiscation room. That doesn’t sound wise during a zombie attack, to be honest. But what were they to do? Twelve more casualties. An additional report tells us about the licker, which suddenly appeared and killed three people. I’m going to guess that the countermeasures Ford refers to weren’t developed in time, or they didn’t work. That’s the end of the report.
“We cannot get out.”
Moving on to the back of the room, there’s a painting on the fireplace. It’s a creepy painting, of a woman with her hands bound above her head a noose. I now remember why Leon has the lighter, switching to that, we light up the fireplace. This causes the painting to burn through, and a red jewel drops on the floor in front of us.
Score one puzzle item. More hand gun bullets in here too. Thanks for that. I return to the hall and carry on.
There are a bunch of zombies in this next hallway, who groan and shuffle toward Leon. Manuevering around them, we head to the stairs and go up to the second floor. At the end of this area, there’s a statue surrounded by two little statues. It just looks like they can be moved, huh? I remember this puzzle, it’s one of those “pressure plate” deals. Shuffling the statues to face each other, this releases another red jewel to us.
If I’m not mistaken, these jewels will give us a key. Somehow. It’ll come back to me.
Moving on to the next hall, there are a few “cop zombies” shuffling about. Avoiding these, we go into the first room on Leon’s left, the S.T.A.R.S. office. There’s a locker we can open in here for weapons (I thought this was moved?) On the desk, we can thread through Chris Redfield’s diary. Essentialy it’s more background information on the outbreak, and what happened in the preceeding weeks since the first game. But we also learn that Chris has decided to fly over to Europe to take the fight directly to Umbrella Corp.
Underneath the diary, we get another puzzle piece, the Unicorn medal. With that, Claire comes into the room. Reunited at last!
Since this has been a very long entry, this is where I’ll stop for now.