Main Hall & West Office (RPD)
Following your harrowing escape from the streets of Raccoon City, Jill Valentine finds herself within the familiar, yet now desolate, confines of the Raccoon City Police Department (RPD). Unlike the extensive exploration of the RPD in previous Resident Evil titles, Jill's visit in Resident Evil 3: Nemesis is a focused, high-stakes dash to retrieve a critical item. Prepare for a brief but intense encounter, as Nemesis is never far behind.
Your primary objective within the RPD is to acquire the STARS Card Key, essential for progressing through the game. While the RPD layout may seem familiar, do not expect to find the same items or encounter the same scenarios as Leon or Claire. Jill's path is distinct and streamlined.
RPD Main Hall - Initial Entry
Upon entering the RPD through the main doors, you will find yourself in the iconic Main Hall. The grand staircase, reception desk, and familiar architecture are all present, but a palpable sense of abandonment hangs in the air. Take a moment to survey your surroundings, but don't linger – time is of the essence.
- Enemies: Typically, the Main Hall is clear upon your initial entry. However, be prepared for potential zombie encounters in the surrounding corridors.
- Key Items: There are no critical items to collect directly in the Main Hall at this point.
- Strategy Tip: Familiarize yourself with the layout quickly. The Main Hall serves as a central hub, but your path is linear.
West Office - The STARS Card Key Objective
From the Main Hall, your immediate destination is the West Office, located on the ground floor. This office is a crucial stop for your primary objective within the RPD.
- Navigating to the West Office: From the Main Hall, head through the door on the west side (left when facing the grand staircase). This leads to a short corridor. The West Office is the first door on your left in this corridor.
- Inside the West Office:
- Enemies: Expect to encounter a few zombies inside the West Office. They may be shambling around or playing dead. Be cautious and dispatch them efficiently to clear the room.
- Key Item - STARS Card Key: The most important item here is the STARS Card Key. This is typically found on the desk in the center of the office. Interact with the desk to pick it up. This key is vital for accessing the STARS Office later.
- File - Police Report: On another desk or nearby surface, you will find the Police Report file. This document provides additional lore and context to the unfolding events in Raccoon City. Always collect files for a deeper understanding of the narrative.
- Ammunition: Keep an eye out for handgun bullets or other basic ammunition scattered on desks or shelves. Every bullet counts.
- Common Pitfall: Unlike Resident Evil 2, there is no Locker Key to be found in the West Office, nor is there a Shotgun locker here that requires such a key. The Shotgun in Resident Evil 3 is acquired through different means and at a later stage of the game, often found in the Power Substation or other locations depending on your choices and the game version. Do not waste time searching for these non-existent items in this area. Your sole focus here is the STARS Card Key.
After the West Office - Continuing Your Path
Once you have secured the STARS Card Key and the Police Report, your immediate task in the RPD is complete. Your next objective will involve using this key to access the STARS Office, usually located on the second floor. Be prepared for further zombie encounters in the corridors and stairwells as you navigate the RPD. Nemesis may also make an appearance, adding significant pressure to your movements.
Summary of West Office Items:
| Item | Type | Location | Purpose |
|---|---|---|---|
| STARS Card Key | Key Item | Desk in West Office | Required to access the STARS Office. |
| Police Report | File | Desk/shelf in West Office | Provides lore and narrative context. |
| Handgun Bullets | Ammunition | Various spots in West Office | Replenishes Handgun ammo. |
Remember, the RPD segment in Resident Evil 3 is a quick, focused mission. Grab what you need, and get out. Lingering will only invite trouble, especially from the persistent Nemesis.