Use the Mechanic Jack Handle to remove the jack. Retrace your steps back through the Main Hall to the Library. Open up 103 for a Combat Knife and 203 for a Hip Pouch. Place your new key on the keypad in the 3 position so you can open the rest of the lockers. Head downstairs and cut through the West Office to get to the Safety Deposit Room. We’ll be back here in a minute, but for now just run through the Library back to the Main Hall. Get to the Safety Deposit RoomĮxit the Linen Room and turn left. Unlock the safe - remember that every button on the safe corresponds to one of the lights and you just have to light them all in a circle, regardless of order - to find the other Spare Key for the Safety Deposit Room.
Inside, grab the Gunpowder and the Portable Safe. Follow the hall around to the left, then use the Diamond Key to unlock the door to the Linen Room on your left. Linen Room Capcom via PolygonĮxit the STARS Office and turn left. Inside, you’ll find the Lightning Hawk - a very powerful handgun - and a Letter to STARS Members from Chris Redfield. Use the USB Dongle Key in the tower and interact with the monitor to open the door to the Armory. Get back into the STARS Office and head to the computer in the corner. Take the stairs back down to the second floor and cut through the Shower Room to get all the way to the west. STARS Office and Armory Capcom via Polygon Now, let’s find something to put that in. Enter the combination from the film - DCM - and open the locker for some MAG Ammo. Head toward the west and you’ll spot the locker standing by itself in the hallway.
Head out to the stairs outside and climb up to the third floor. This locker is directly above you on the third floor. Use the sink in the back to expose the ‘3F locker’ Roll Film you picked up and find the combination. Cut through the Operations Room and make your way back to the Darkroom. Turn right and sprint, shoot, or sneak your way past the next Licker. Grab the Gunpowder, Tool (which will become the Mechanic Jack Handle when you examine it), and Hand Grenade, then head back into the hallway. Make your way around the building and use the Club Key to unlock the door to the Records Room. And Tyrant is probably going to be following you, too.
There are new zombies and a Licker in the hallway, so be careful. Head through Reception in the southwest of the first floor. Now that you’ve got the Club Key, there’s one more door you can open. It’s time to use them (and pick up another key or two) as we continue heading toward that second Electronic Panel Part. Traveling from Resident Evil 2’s basement back to the Main Hall, you picked up a few keys.