Other Resident Evil 2 Guides:
- Resident Evil 2 – Leon’s Desk / Safe Codes and Lockers
- Resident Evil 2 – All 15 Mr. Raccoon Bobblehead Locations
- Resident Evil 2 – Controls for PC/PS4/Xbox One
- Resident Evil 2 – Achievement Guide
- Resident Evil 2 – Cheats
Claire A – Escape from Chief Irons Walkthrough
As you begin this new section, you’ll be in the small shoes of Sherry Birkin, who’s been locked in the Orphanage by the demented Police Chief Irons for yet unknown reasons. While he waits for Claire to make her way from the Police Station, Sherry wants to take matters into her own hands and make an escape attempt.
You’ll have no items or weapons of any kind to speak of, so start by investigating the Bedroom for a big Stuffed Doll toy on the nearby chair. Inspect the doll, and look on the back to find a zipper that conceals a Picture Block
Look around the room and you’ll find a Toy Box in the corner with three other Picture Blocks already in place. Each block has several shapes on each side: Squares, Circles, Triangles, and Stars. The sides of the wooden box also have two half shapes – and you need to match both rows of shapes by swapping blocks around.
The order is randomized each playthrough, so you’ll have to do a bit of guesswork and start by finding which blocks match the two rows on the edge of the puzzle box, and work your way inward. If nothing seems to fit, it’s because more than one block can match the outside patterns – so look for the other block and swap them to see if you find a better pattern.
Once you match both rows, a hidden compartment will appear containing Scissors. You can use these newfound cutting tools by looking along the wall for a hastily taped up piece of wall, revealing a hidden exit into a small doctor’s office that the Chief was in.
Head out the door and right down the hall where you can find a table with Sally’s Diary File, then take a right to the end of the hall where a large dresser is. Interact and pull out the drawers so that you can climb it and go through the window and into the Nursery.
This room is built like a maze (remember it well), with a main path along the left leading to a locked door, and a path on the right twisting around cribs, with an exit at the back of the room by the cubby holes.
You’ll enter the Front Hall next, so go down the stairs and inspect the front door – which is locked. As you head to the back of the hall, look for a table on the left with Tom’s Diary File for more disturbing info about this place. There’s an unlocked door in the corner, leading to a long hallway and then out to the Director’s Room where Chief Irons is working on something.
Slowly head down the row of shelves to a Typewriter you can save at, and check ___’s Diary next to it, before heading into the room. There’s a body on a table here – yikes – but more importantly look along the right wall for a key cabinet with the key you need. Before you can make a grab for it, Chief Irons appears
Escape Chief Irons
As Sherry makes a bid to escape, you’ll have to waste no time in running down the hall and back the way you came. He still holds the keys, so don’t bother with the front door and instead sprint back up the stairs into the Nursery. As soon as you enter, duck under the arch and then look for an isolated table and chair between two cribs you can hide behind.
When Chief Irons enters the Nursery, he’ll slowly start stalking down the corridor shining his flashlight. Slowly sneak around the table while always keeping him on the opposite side. When he starts moving behind the table along the window, dart to the middle aisle and keep the chair and table between you and him until he moves full circle.
Wait for him to move a crib aside at the end of the aisle, and then get ready for him to walk back the through the center – again, keep the table as a line of sight barrier, until he comes back the other way, and finally his wounds are too much to bear and he makes for the nearby bathroom.
As soon as you regain control, sneak up to the bathroom door and grab the Orphanage Keys from the door lock, and then start sprinting back the way you came. He’ll be momentarily confused at his lack of keys, and then turn on the light. Don’t wait for him to spot you and just keep running until you reach the Nursery door and unlock it.
Sprint down the stairs of the Main Hall and use the keys on the front door – but he’s also padlocked the front, so you won’t be escaping that way. Immediately sprint to the back of the Main Hall as he comes down the stairs, and unlock the door leading to the hall where the Director’s Room is. He’ll come charging after you – but once you reach the Director’s Room, things will be out of your hands. Things will get really out of hand – and Sherry’s section will be over.