
Staying quiet isn't always a guarantee of escape either as even moving a few feet away from it will make it turn and potentially investigate, and if it gets too close. Running away from Lickers will ensure your back being sliced to ribbons. Unlike the original, where with enough skill you could potentially juke a Licker's attacks and outrun them, you cannot outrun them in this entry.
As in all previous appearances, Lickers are especially sensitive to sound, so running will immediately alert them to your presence. But don't worry, the classic Licker introduction survives too! That's how you meet it in your B-Scenario, and it is just as horrible here.
How do you first meet it in the A-Scenario? You stumble across it killing a zombie with its flaying tongue high in the west wing of the station. Thus, veterans of the series will get that familiar feeling of "Where the fuck is it?" Though you also find claw marks on a nearby wall and a smashed barricade. Your first time through the hall, you merely encounter a zombie that breaks its way in through a window. The point where you initially encounter the Licker has been changed, much like the Cerberus in the first game's remake. Thankfully, Marvin is nearby to save you by pulling you to safety, then crushing the zombie's skull like a rotten watermelon with the shutter. Shortly afterwards, the player escapes back to the lobby, but are grabbed by a zombie while trying to crawl through the half-open shutter.