Resident Evil 2 Leon – Find the Unicorn Medallion Walkthrough
Since inventory space is limited, you should return back to the large statue below and place the Lion Medallion in one of the slots, causing the secret passage to open – slightly. Two more to go! The only other route available to you now is down the West Hall, as you can now cut the yellow tape over the box that will disengage the shutters.
As you head through the Reception room, be sure to grab the Green Herb on the right by the kiosk, and some Handgun Ammo on the seats opposite the reception desk, before heading into the main hallway. If you got the Green Herb in the Waiting Room, you can combine the two to make a Mixed Herb that will restore a medium amount of health.
Heading down the dark and spooky hallway, the path to the right is blocked off, forcing you to approach the dead body at the corner, while a radio crackles about what seems to be a rescue chopper. Luckily the body isn’t getting up, but it ain’t pretty either – did zombies do this? Keep moving past the hanging body and the locked door that apparently needs a clubs-shaped key.
Moving into the next section you’ll find an open window – which is a prime entry point for unwanted zombies. If you find some wooden boards you can build some barricades to stop them from crawling in. Speaking of which, you’ll see a zombie start to break in through the window at the end of the hall – try to get in a few shots as he clumsily climbs in so he doesn’t get far before you put them down. You may also want to be sure this one stays dead, or you may have company busting in when exploring the next room.
In the Operations Room, you’ll find some Handgun Ammo on a small desk to the left, and a Record of Events File along the right wall. Be sure to check the large board behind the podium to grab the Police Station Map – 1st Floor so that you can get your bearings on what other rooms can be found on this level. The door in the corner is chained up – and so your only other choice comes in the form of a high window you can climb up to so that you can drop into the hallway on the other side.
You’ll be faced with a very large hungry zombie banging on a vending machine – but thankfully he’s more interested in the snacks rather than you. Turn around and look for a body (not a zombie) that holds some Handgun Ammo at the top of the hall, then move down. You can take out the zombie now if you want – eventually, he’ll tire and may try to ambush you later if you don’t.
The door next to him is blocked, but there are two more rooms nearby – the Safety Deposit Room above, and the West Office below. Another zombie lies between the doors – don’t let him fool you or he may grab at your ankles – or corner if you head into the rooms. Checking out the Safety Deposit Room first, look for a note on the table to the left – the Storage Locker Terminal Memo File, and read up on how to access the lockers here. It looks like someone stole some of the keypad keys – rendering part of the terminal unusable (does that really work?).
Still, help yourself to the Roll Film: Commemorative in locker 106, and the Handgun Ammo in locker 109. Sadly, the Shotgun at the end of the room requires a keycard, which you don’t have at the moment – but its not far away. Take out any zombies you ignored earlier that might be trying to come through the door, and then head into the opposite room.
In the West Office, there’s a nearby officer asleep at his desk. Just kidding, it’s a zombie lying in wait, so pop in the head before he gets up, and make sure he doesn’t try to get up again. There’s one more zombie waiting in the small room at the other side of the office, so take him out too. Once you can explore without worry, Look for a table with Gunpowder along with the Uses of Gunpowder File next to it.
Note: Don’t forget the importance of Gunpowder in your playthrough. Combining two regular Gunpowder items makes Handgun Ammo, while a Gunpowder and High Grade Gunpowder makes Shotgun Shells, while two high Grade Gunpowder makes Magnum Ammo. Try to keep some in reserve in your Item Box, and replenish your ammo supply based on what you lack, and what you need the most.
Behind you, there’s a small locker against the wall you can open to score some Handgun Ammo. The smaller office has a locked safe you can’t open yet – so turn your attention to the little welcome party they had ready for Leon.
Note: While exploring this room, you may here a small but distinct rattling noise. It’s coming from a toy perched on top of the cabinet on the north wall of the room. These Mr. Raccoon Toys are both collectibles and destructible – find and break all 15 and you’ll unlock an unbreakable Combat Knife for all future playthroughs!
There’s a note on his desk at the far end – the Rookie’s First Assignment File. Your first heroic mission appears to have been… unlocking your own desk, which involves two combination locks and the initials of the first names of your coworkers.
On the left side, the three desks display the names: Neil Carlsen, Elliot Edward (who has an Operation Report File on his desk), and David Ford – making that dial lock’s combination NED. As for the other side, the desks have the name Marvin Branagh, Rita Phillips – but no last nameplate. Look on the floor where the desk zombie was to find: George Scott – making that dial lock’s combination MRG. Opening both locks will reveal your desk and a present – a High-Capacity Magazine Mod for your Matilda Handgun. Not only will this increase your ammo count to 24 rounds, but it will also shorten your reload time.
Leaving the West Office, head up the hall on the right towards the stairs to spot a zombie trying to break through the window. Before you open fire – look to the right of the staircase to find Wooden Boards and a Green Herb. You can quickly use the boards to block the zombie from entering, and save some ammo in the process.
With the window threat averted, check out the Dark-Room by the stairs to find another Typewriter to save at as well as another Item Box stash. You can also open the lockers near the door for more Gunpowder and Handgun Ammo, and a book on the table containing the Medicinal Benefit of Herbs File.
Note: Like Gunpowder, combining Herbs is essential to survival. Two Green Herbs will replenish a good amount of health, while a Red and Green Herb will give you a full heal. You’ll also eventually start finding Blue Herbs – which can cure poison from certain monsters when mixed. Mixing it with a Green Herb will also restore some health, while a Blue and Red Herb mix will reduce the damage you take for a limited time. Combine all three into one mixture for a poison cure and resist, damage shield, and full heal all in one!
Check out the photo developing room to find a Red Herb that can be combined for Green Herbs for more potent health recovery. Be sure to also get the Film Roll you found in the deposit box developed here – it will give you a Commemorative Photo File depicting a statue of a king with a key and book.
Leaving the Dark-Room, take some cautious steps up to the second floor, as there is a zombie lurking on the stairs above, and the dead officer you’ll see against the wall won’t stay that way, but she is sitting on some Handgun Ammo. Kill them or keep moving right to find a Men’s Locker Room (and a Red Herb hiding behind a vending machine in the corridor).
Inside the Locker Room, you’ll find the way to the showers is blocked by a ruptured steam tank – and you don’t have a valve to close it with. Still, there’s more to find among the lockers. One of the lockers has a combination lock, but the others hold Shotgun Shells… and a nasty surprise. Over in the corner, you’ll find a Portable Safe, along with a Portable Safe Instructions File. It seems you’ll need to press buttons to light up corresponding lamps in a certain order – but going out of order will require you to start over.
Examine the object in your inventory to interact with the buttons. There’s no single way to start or end this puzzle, and unfortunately, the sequence is random each time you start the game – just pick a button and see where the others light up in correspondence and go from there. If you’re having trouble, get a pen and paper and start a 1 through 8 sequence next to the buttons to connect the dots
Unlocking the Portable Safe will get you a Spare Part, but examining it will reveal it a Spare Key needed for the Safety Deposit Room. Since it’s a blank key, you can use it for either missing piece, which means installing it will either get you Shotgun Shells and Gunpowder (2 key), or a Combat Knife (3 key) so take your pick.
Put any extra ammo and items in the Item box and return to the stairway. Heading back up the stairs, go all the way up to the third floor. Here you’ll find more Handgun Ammo on a box, and at the end of the hall is another dial-locked locker, and a broken wall leading to a room with the fabled Spade Key. With this, you can now unlock the doors to the Main Hall, as well as the door past the Waiting Room on the second floor.
Head through the only door into a long hallway where somethings scuttles past the window on the far end. Can zombies climb now? Whatever it is won’t be introducing itself just yet, so keep heading down the long hallway, and look for a note at the dead end: a To any survivors File. This note will be important later on, so keep it in mind.
Heading through the next door from the hallway will lead you to the West Storage Room, which is full of filth and debris. Look for some Gunpowder on the right as you enter, as well as Wooden Boards stacked by a creepy harlequin doll. There’s a cabinet that’s been pushed aside to reveal a door, but first, check out the other end of the room to find bars separating you from a statue that looks a lot like one of the drawings in the Officer’s Notebook.
The place has an explosive barricade you can’t blow up yet, but a nearby table holds a Hip Pouch to expand your inventory, and a creepy note – Some Guy’s Scribblings File, that may explain the number of bodies trapped in there. Be sure to also look along the left wall for more Handgun Ammo, then head through the door to the Library.
The third floor of the Library overlooks the floor below, where one zombie chews on a body while another wanders around, and a third lies slumped waiting by the exit. It might be tempting to make a break for the door at the far end, but Leon will crash through a weak floor and get surrounded, so don’t bother. Marvin will ask that you return to the Main Hall, so either quietly go down the ladder or take the stairs.
It’s up to you if you want to take out the zombies here – it’s a lot of bullets to spend when you can tiptoe around the feeding and sleeping ones. One very dead officer by the foot of the stairs holds a Combat Knife, and if you do end up inspecting the moveable bookshelves on the far side, the far left shelf can be moved right to reveal some Handgun Ammo at the back. There’s also an interesting looking Red Book lying on a table near the exit opposite the slumped zombie – and it looks a lot like the book the statue of the king is holding in that photo you developed.
Before you leave through the Spade Door, be sure to check out the door to the Lounge at the foot of the stairs. Here you can find the Police Station Map – Upper Floors that will reveal everything on the second and third floor. You’ll also find the second statue from the Officer’s Notebook – the Unicorn Statue.
Referencing the notebook, the drawing indicates the three symbols below the Unicorn should read: Fish, Scorpion, Vase. Select this sequence and you’ll be rewarded with the Unicorn Emblem – the second of three emblems needed to get underground.
Now head for the Spade Door leading back to the Main Hall and use the key you got to unlock it. Head down the stairs to Marvin, who will alert you to your friend who has arrived at the back of the Police Station. Marvin says you can get there through the second floor of the East Hall – which is a great coincidence because that’s where we need to go with the Spade Key.
Next is up: Leon – Head to the Courtyard