Video Games Guide

Resident Evil 2: How to Escape Irons as Sherry Birkin

The Resident Evil 2 remake makes the game scarier in every way, including a frightening plot in which Sherry Birkin has to flee from Chief Irons.

Resident Evil 2 is often considered one of the greatest games in its franchise, and for good reason. The sequel expands on the original Resident Evil in almost every way, featuring more unlockables, a richer story mode, and an emphasis on action that doesn’t de-emphasize resource management (at least on your first playthrough). Rather than recreating the game one-on-one, the 2019 remake of Resident Evil 2 wisely decided to capitalize on an area where the original actually took a step back in genuine horror.

The Resident Evil 2 remake makes the game scarier in every way, including a frightening plot in which Sherry Birkin has to escape from Chief Irons. Nothing in the original game even comes close to matching the immense tension players will feel as they try to elude one of the most brutal men in Raccoon City – all while being a defenseless child.

Updated February 29, 2024 by Sean Murray: A daring escape from Chief Irons is one of Resident Evil 239;s more intense moments. This guide will walk you through every step to avoid the Chieftain’s clutches, and may also give you some useful tips with links to other RE2 topics.

Content

  1. Running out of the bedroom
  2. Wandering the halls
  3. Irons’ Office When you’re ready to leave, crawl through the archway and head into the main hall. The front door will be locked, but Sherry will be able to find a door on the other side of the room leading to another hallway. After passing through the hall, players will find a typewriter, which they can use to save, along with the dead mayor’s daughter on the table.

While Chief Irons is listening to the opera, go to his desk and take the keys off the wall . A cutscene will begin in which Irons intercepts Sherry, but she breaks free by throwing acid in his face. Control will resume as soon as Sherry returns to the corridor. From here you will need to escape from Chief Irons . Escape from Chief Irons Quickly turn around and run through the hall (left, then right). In the main hall , go up the stairs and return to the Game Room . Irons will exclaim that this is a dead end, but Sherry just needs to play for time. Sit by the drawer/chair/clump of towels between the cribs and wait for Irons to enter the room.

Irons will knock over the arch and immediately turn left to go around the lump. Stay crouched and slowly circle the lump so that Irons never notices Sherry . Irons will go down the hallway and then backtrack, so stay close to the cluster. As soon as Irons goes into a fit, run to the other side of the room and hide behind the table near the bathroom. Irons will come dangerously close to catching Sherry, but the burns on his face will force him to open the bathroom door and wash himself. Select the key from Irons’ back pocket , and then run out of the game room back into the main hall. Open the door to the western corridor with the key and run back to Irons’ office .

While Irons catches Sherry, she is rescued by a deeply mutated G. From here the segment ends and control returns to Claire for the rest of the game .

  1. Escape from Chief Irons

Running out of the bedroom

It’s important to note that Sherry’s first major puzzle is actually slightly randomized . Sherry needs to line up the four block symbols to get the scissors. While the solution will always be the same, the blocks themselves are triggered in a random order, which can prevent muscle memory from kicking in on repeated playthroughs.

However, solving the puzzle is not that difficult if you know the solution:

  • Top: Square, Triangle, Circle, Star, Triangle
  • Bottom: Circle, Square, Star, Square, Star

To start the puzzle, Sherry needs to first grab the Stuff Doll in the back of the bedroom. Examine the doll and open it to find a block inside. Now place the block in the puzzle itself and rearrange all the blocks to solve it. Take the Scissors and use them to cut the duct tape holding the cardboard to the wall to reveal a hidden path.

Wandering the halls

This next stage of gameplay does not involve puzzle solving or stealth, but it is here that players have the opportunity to get to know Sherry; her surroundings (which becomes incredibly important when Chief Irons begins tracking her down).

Crouch over the wall and turn left to go deeper into the shelter. Go through the door and the hook to the right into the corridor. All the doors here are locked, but Sherry can pull drawers out of the dresser to climb on top of them and slide through the nearest drawer. window .

Sherry will enter the game room where Irons will later follow her, so take the time to familiarize yourself with the layout .

Irons’ Office

When you’re ready to leave, crawl through the archway and head into the main hall. The front door will be locked, but Sherry will be able to find a door on the other side of the room leading to another hallway . After passing through the hall, players will find a typewriter, which they can use to save, along with the dead mayor’s daughter on the table.

While Chief Irons is listening to the opera, go to his desk and take the keys off the wall . A cutscene will begin in which Irons intercepts Sherry, but she breaks free by throwing acid in his face. Control will resume as soon as Sherry returns to the corridor. From here you will need to escape from Chief Irons .

Escape from Chief Irons

 

Leave a Reply

Your email address will not be published. Required fields are marked *