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10

Raccoon City Center: R.P.D.

Leon returns to the 1998 police station: Main Hall save and Supply Box, Barry's scavenger hunt, the RRR briefcase, the Library and the Mechanic Jack to open the east wing, where Zeno talks to Grace

You play Leon Laptop and Supply Box in the Main Hall Supply Box: Gal and Marksman 1A if you missed them Mr. Raccoon #20-#22 8 files (#54-#61) Power Shades Charm and S.T.A.R.S. Emblem Charm Trophy The Hero Returns Mr. Raccoon #20: get it before you go in

You play Leon S. Kennedy for the whole chapter. After the East Raccoon City gate, Leon leaves the bike downtown and walks back to the Raccoon City Police Department (R.P.D.), 28 years after his first day on the job. The BSAA uses it as a base, and through its cameras Leon sees that Grace and Zeno are in the east wing, behind two unpowered shutters. Your goal is the Mechanic Jack in the Library, which lifts them. Along the way, Barry Burton left a scavenger hunt for the 1998 rookies: two photo clues, a coded briefcase and a locker that hold the chapter’s two charms. This is an exploration chapter, not a combat one: 2 zombies, no boss and hardly any ammo.

Switch 2 controls (the same as chapter 4): ZL aim, ZR shoot or swing the axe, L parry with the Hatchet, L + Y sharpen it, A interact, kick a staggered enemy or throw a weapon an enemy dropped, R quick heal and X items. Stealth attacks from behind and the Hatchet finisher destroy the head: that zombie won’t get up again as a Blister Head.

Chapter order: rubble street (Mr. Raccoon #20 by the tanker truck) → alley → Street in Front of R.P.D. → gate → Main Hall (The Hero Returns; laptop, Supply Box, R.P.D. Perimeter Report) → West Office (Top Secret Operation; “JoJo” locker locked) → Supply Room → Operations Room (Record of Events, Mr. Raccoon #21) → South West Hallway (R.P.D. Zombie) → Reception (ladder to 2F) → S.T.A.R.S. Office (4 files, RRR briefcase: Power Shades Charm) → Library (Mechanic Jack, Mr. Raccoon #22, Photograph) → Main Hall balcony → West Office → Operations Room (Locker Key) → West Office (S.T.A.R.S. Emblem Charm) → Mechanic Jack on the shutters → East Hallway: Zeno and Grace → chapter 11 (the orphanage flashback).

Before you start

The Main Hall Supply Box

It’s the same box you use again in chapter 12, when the Tyrant chase ends.

What’s new. On a first playthrough, if you didn’t pick up the Gal (the small case in the Underground Parking Garage Power Room) or the Marksman 1A (BSAA Container 03 on Main Street) in East Raccoon City (chapter 9), the game adds them to the Supply Box automatically when you enter Raccoon City Center (Evil Resource, on Standard (Modern) and (Classic)). They come loaded: the Gal with 40 rounds and the Marksman 1A with 10. They buy and sell for the same price: Gal 2000 and Marksman 1A 6500. On Insanity both are in the box from the start; on later playthroughs, at least the Gal is (Evil Resource).

The rest of the catalogue is unchanged: Silencer 9 (5500), 990-TAC (7000), Stiri REVO3 A1 (6000), Case Upgrade (4000), Body Armor Lv.I (8000) and Lv.II (15,000, after Lv.I), armor repair (the price depends on the damage), Med Injector (1500) and the ammo packs: Handgun Ammo ×10 (500), Shotgun Shells ×3 (600), Machine Gun Ammo ×20 (800) and Rifle Ammo ×3 (900). Ammo stock is limited and restocks as you progress. The box sells no grenades and no 12.7×55mm Ammo.

What to do here:

Rubble street (downtown Main Street)

Leon leaves the bike and goes on foot. The game points you to an alley, but first turn slightly left: the huge rusted tanker truck is the same one that crashed into Leon and Claire at the start of Resident Evil 2.

Alley and Street in Front of R.P.D.

Walk down the long alley until you see the ruins of the station. There are no enemies. Open the gate ahead and go in through the main door: Leon remembers his first day in 1998. You get the The Hero Returns trophy (bronze, 200 CP) on arrival at the R.P.D.

Main Hall (1F): the BSAA camp

The lobby is recognisable even in ruins. Walk further in for the cutscene. The shutters to both wings are down and unpowered. In the middle are the remains of a BSAA camp: the BSAA has used the station since 2023 as a base to watch ARK. Through the cameras, Leon finds out that Grace and Zeno are in the east wing.

West Office (1F)

Way out: leave through the door on the right (the north one) into the corridor and turn left: this is the West Central Passage. The safety deposit room and the darkroom hallway are blocked, so carry on through the only open door.

Supply Room and Operations Room (1F)

Supply Room. Handgun Ammo ×10 on the workbench (west corner), by the doorway to the Operations Room.

Operations Room.

South West Hallway and Reception (1F)

South West Hallway. An R.P.D. Zombie walks the corridor: the first of the chapter’s 2 enemies.

Reception (the waiting room). Turn left at the end of the corridor.

2F corridor

You come out by the unicorn statue. The door on the right is the Library; the one at the end of the corridor is the S.T.A.R.S. Office. Go to the S.T.A.R.S. Office first: that way the Library already has Rebecca’s photo waiting when you get there (PowerPyx: if you walked into the Library, you took the wrong door).

S.T.A.R.S. Office (2F): Barry’s clues

The office is almost untouched. There are 4 files and a briefcase here; take them all before you go to the Library:

Armory (the back room): the RRR briefcase. In the northern locker room, inside a locker in the northwest corner, there’s a briefcase with a 3-letter lock.

While you’re here, examine Jill’s beret and the medical bag: nods to 1998. IGN says that after examining the beret you hear strange wobbling noises (see Tofu, below).

Library (2F and 3F)

Head back down the corridor and take the door on the right.

Two ways back to the Main Hall:

  1. Over the balcony (recommended): leave by the upstairs door on the right side of the Library (Game8): you come out on the rubble of the Main Hall 2F balcony. Shotgun Shells ×6 on the rubble (northwest of the balcony). Drop down to 1F.
  2. Through Reception: climb back down the ladder to Reception and lift its shutter with the Mechanic Jack (Game8). It’s the more direct way if you already have the balcony shells or just want to get back fast; take it without visiting the balcony and you leave the Shotgun Shells ×6 behind.

Back on 1F: the Locker Key and the “JoJo” locker

With both Scavenger Hunt clues read, retrace the opening route: from the Main Hall, enter the West Office (the door on your right when you face the laptop), leave by its north door and turn left toward the West Central Passage, the Supply Room and the Operations Room.

West Central Passage. A second R.P.D. Zombie turns up banging on the vending machine. Deal with it like the first: from behind while it’s busy, or knock it down and finish it with the Hatchet.

Operations Room: the Locker Key. Turn right as you enter, climb the crate and the pallets in front of the corner chalkboard and turn to face the ceiling TV: the Locker Key sits in the monitor bracket (southeast corner). It only appears if you examined both Scavenger Hunt clues on this run; if it isn’t there, go back to the S.T.A.R.S. Office.

West Office: the “JoJo” locker. Head back down the same corridor and open it with the Locker Key (on your right if you come in through the north door).

According to Evil Resource, on later runs the two charms don’t appear again if you already own them (Game8 says the opposite; if the locker or the briefcase is empty, check your inventory).

Tofu (optional easter egg)

Game8 sees it peeking out in 3 places: through the big crack in the wall on the left as you enter Reception; outside the broken wall at the west end of the west corridor; and through the big hole in the Operations Room wall, opposite the TV and chalkboard. IGN hears it after examining Jill’s beret; VGC places it after the chapter 12 chase (the Operations Room or the hallway behind the Waiting Room). No trophy or item.

Main Hall: the shutters and the East Hallway

Save at the laptop and stop at the Supply Box (see Before you start).

What locks and when

Difficulty

R.P.D. secrets, step by step

A summary so you don’t walk in circles. Everything is optional except the Mechanic Jack.

  1. S.T.A.R.S. Office: read Scavenger Hunt - Clue 2 (locker by the door), Scavenger Hunt - Clue 1 (Chris’s jacket), Barry’s To Do List (leftmost desk) and the Library Card (Wesker’s drawer, wait a few seconds).
  2. Armory, in the same office: R-R-R briefcase → Power Shades Charm.
  3. Library: Mechanic Jack (north floor), Mr. Raccoon #22 (central bookcase, bottom) and, on 3F, the book right of the broken door → Photograph.
  4. Go out over the Main Hall balcony (Shotgun Shells ×6) and drop to 1F, or go through Reception and lift its shutter with the Jack.
  5. West Office → north door → left → Operations Room: climb the pallets by the chalkboard → Locker Key in the ceiling TV.
  6. West Office: “JoJo” locker → S.T.A.R.S. Emblem Charm.
  7. Main Hall: save, Mechanic Jack on the east “Keep Out” shutter → East Hallway.

Before you go through the east shutter you should have: the Mechanic Jack (required), the Power Shades Charm and the S.T.A.R.S. Emblem Charm in your case, the Body Armor repaired, the Requiem with the Ported Barrel if you could afford it, an automatic (the Gal from the box if you were missing it) and the Gunpowder (Small) unsold. Credits saved for the Hatchet’s Improved Grip on the Side Street (chapter 12).

Don’t leave without: Mr. Raccoon #20 on the street (the only one in the chapter you may not be able to recover), #21 in the Operations Room and #22 in the Library; all 8 files (#54-#61), above all the Library Card and the Photograph, the two people miss most for Case Closed; the Power Shades Charm (RRR briefcase) and the S.T.A.R.S. Emblem Charm (“JoJo” locker); the Shotgun Shells ×6 on the balcony. If you missed anything inside, chapter 12 gives you another chance, before you leave the station.

Chapter photos

Interactive maps

Evil Resource

Floor plans with what each room holds, on Evil Resource. They open on its site and need a connection: they are not in the guide to download because its author does not allow copying them without permission.

Maps of this area

Map: Raccoon City and surroundings — Raccoon City · Rhodes Hill, Wrenwood and Elbridge

Map: Raccoon City and surroundings Raccoon City · Rhodes Hill, Wrenwood and Elbridge

The game's Area Map: Rhodes Hill, Wrenwood, Elbridge, East Raccoon City, Raccoon City Center and the Crater Center, with the route travelled so far to East Raccoon City.

9 · East Raccoon City 12 · Side Street and Blackthorn Station

See full size ↗ Source: residentevil.fandom.com

In this chapter

Tick them as you pick them up: it is the same progress as on Collectibles and Files.

Mr. Raccoon Memoriam0/3

Charms0/2

Files0/8

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