Resident Evil 2 Remake Walkthrough Part 11 – Claire B – Alternate Lab

Poor Sherry can’t catch a break. Not solely are her dad and mom megalomaniac biochemists, however now she’s been implanted with the G-Virus. In a uncommon second of compassion, Annette invitations Claire down into Umbrella’s NEST laboratory to try to remedy Sherry, however like every part she’s been via thus far, it’s not going to be easy.

Opening the lab

As you permit the cable automotive, carry Sherry ahead and to the fitting, going via the entrance door of the NEST facility.

Resident Evil 2 Remake Walkthrough Part 11 – Claire B – Alternate Lab

Once inside, head over to the left and Claire will put Sherry down on the mattress on this Security Room.

With Sherry resting, choose up the map of the lab from the desk behind you, then return out into the hallway.

To the left of the entrance desk with the Umbrella emblem is a side-office with a Typewriter and an Item Box.

Store or retrieve any weapons and ammo you want, then head round to the northwest in the direction of the Cafeteria.

In this spooky hall, stroll ahead and switch left on the finish, then proper. The first door in your proper goes into the unlit Cafeteria. Go inside and prepare to kill some zombies.

Kick issues off by capturing the one instantly in entrance of you, then transfer over to the left and take care of the one feasting on the corpse on the ground. The noise will get up one other to your proper, so ensure you’re not shocked.

Once they’re performed for, make your technique to the far aspect of the cafeteria – taking out a fourth zombie in your means – and climb up the ladder.

Follow the shaft round, and drop down into the kitchen space. Then stroll ahead via the door. Be on guard, since a zombie may need woken up, however flip proper when you’re via, and go into the nap room on the finish of the corridor.

Inside the Nap Room, search the lockers in your left to get an improve for the Spark Shot, then take the improve to your Umbrella wristband from the zombie’s wrist in your proper. Combine it along with your present wristband to get the General Staff band.

Now head again into the hallway the place you left Sherry, then undergo the door to the south and into the “Main Shaft”.

Take the word from the useless Special Forces soldier in your proper, and your essential goal will change.

Then choose up the Signal Modulator subsequent to the useless man, then flip round and return to the Nap Room.

Examine the Signal Modulator in your stock, change it to the “OSS” channel, then match the dials to the screenshot under:

Then apply it to the panel on the wall. This releases the zombie within the nap pod, so shoot it, but it surely additionally offers you entry to the final Hip Pouch. You’ll want the additional area quickly.

Now return to the Main Shaft and prolong the bridge utilizing the console on the left.

Go throughout the bridge, then activate the bridge to recover from to the East Area.

Walk via the hall and into the foyer, there’s a Typewriter and a few provides across the room, so fill your boots.

When you’re performed, undergo the door subsequent to the Umbrella emblem to get to the Presentation Room.

Your essential goal will now change. Turn and undergo the door in your left, this results in an overgrown hall with a brand new enemy – plant zombies.

To kill them, you might want to pop the pulsing bulbs that develop on their chest, legs and arms.

At the top of the hall you’ll get into the Greenhouse Control Room.

Interact with the console in entrance of you to get the Dispersal Cartridge.

Then go over to the console on the fitting and enter the next codes:

These open the entice door and Drug Test Lab locks.

Now exit into the Greenhouse and bear left. This path takes you down over to the Drug Testing Lab.

Pick up the word from the unit to the left of the door and your goal will change once more.

Sliding Puzzle

Then go over to the console within the nook of the room. Use the Dispersal Cartridge on the console, then transfer the containers to replenish the massive container to the pink line.

To do that, replenish the medium container so it’s fully full and the small container is 2 components full.

Then transfer the containers and replenish the small container and the medium container is nearly full.

Now transfer the massive container and empty the liquid from the small container into it.

Then empty the liquid from the medium container into the now empty small container. This leaves one a part of liquid within the medium container.

Now empty the liquid from the small container into the massive one, and the puzzle is solved.

Retrieve the now full Dispersal Cartridge, and return out into the Greenhouse. In the underside proper of the Greenhouse is a entice door. Head over, killing the plant monster in your means and go down.

At the underside, go proper and to the top of the passage gather the map of the extent.

Now return to the ladder and head left. Go via the door and also you’re in stroll proper in the direction of the Lounge.

There are plenty of zombies right here, so a great way to take care of them is roll a frag grenade into the center of them.

Examine the Signal Modulator in your stock, change it to the URF channel, then match the dials.

Use the Modulator on the console on the again wall, which activates the lights within the room.

Now flip round and stroll ahead in the direction of the Low Temp Testing Lab.

As you get nearer, a two Lickers will burst via the ceiling, so give the primary a fast blast out of your Grenade Launcher, then retreat backwards as you reload. Shoot the second with one other grenade whereas the primary is shocked, then end them each along with your small arms.

Then go into the Low Temp Testing Lab and stroll round to the left. Go into the freezer and use your Dispersal Cartridge on the console inside.

This offers you the Herbicide. The simplest way again is to retrace your steps to the ladder and up into the Greenhouse. In the Greenhouse, run again as much as the Greenhouse Control Room.

Then use the herbicide on the console. Now return out into the Greenhouse and down the center path. Then flip proper and go across the again, selecting the ID Upgrade chip up off the ground and mixing it along with your wristband.

Now flip round and run again via the Control Room, via the Presentation Room and the Lounge – warding off the vegetation alongside the best way.

Go again out into the Main Shaft, then prolong the bridge to the West Area.

Run over the bridge and into the brand new lab. Go via the damaged door, then study the Signal Modulator, change it to AWS and match the dials.

Use it on the wall console to activate the lights.

Walk round to the Bioreactors Room, then go ahead via the chemical bathe.

Run throughout this subsequent bridge and into the final lab. Turn left and work together with the biohazard chamber in entrance of you. This triggers a cutscene with Sherry’s locket.

With the antidote in hand, retrace your steps again to the Main Shaft.

Get out!

On the best way again you’ll set off a cutscene.

When you regain management, you’ll be in a boss combat.

To defeat the creature, you might want to shoot the eyes on its knee, shoulder and again. Once you’ve gotten, extra eyes will burst out of its chest that you might want to shoot.

The eye on the monster’s again is probably the most troublesome to hit. So wait till it tries to seize a bit of equipment to throw at your to select it off.

Once it’s down, go up the service raise within the nook of the room.

At the highest head again out to the Main Shaft and to the room the place you left Sherry.

After the cutscene, mix the extent four chip along with your wristband, then run with Sherry again to the elevator in the midst of the Main Shaft.

At the underside, comply with the room round and undergo the door on the finish.

Turn left, go down the steps, then undergo the door in your left.

Once you’re via, run to the small raise and go down.

At the underside, dash ahead previous the plant monsters via the steam. Just stick with the trail shifting ahead and undergo the door on the finish.

Go down the ladder in your left, then via the door in your proper on the backside.

It’s locked, so Sherry will climb via to get it open. Hold off the plant monsters whereas she does, then run via the door.

In the following run preserve operating ahead previous the exploding equipment, then via the door. Now shoot the flaming zombie on the bridge and run previous.

Keep operating throughout the lengthy bridge, then undergo the door to the practice platform.

Use the merchandise field on the left to clear 4 areas in your stock.

Then run round to the opposite aspect of the practice.

Go into the aspect workplace and choose up the Minigun in your left.

Now run to the practice door and go inside.

On the ground on the entrance is the Joint Plug. Pick it up.

Run again to the workplace after the cutscene and use the plug on the console.

This units off a cutscene, and whenever you get management, run again to the practice.

Another cutscene begins, which triggers one other boss combat.

Equip the minigun out of your stock and shoot the eyes on the monster’s chest. Eventually it’ll begin to climb up the aspect of the shaft, preserve capturing the eyes, and when it jumps onto the highest of the practice preserve firing.

It’ll bounce down once more, so preserve capturing the eyes. Eventually it’ll begin to fall down and crawl alongside the ground in the direction of you. Keep capturing the eyes and it’ll go down.

After the prolonged cutscene, you’ll regain management on the practice.

Walk ahead in the direction of the top of the carriage and preserve going.

At the top, the monster will attempt to break via once more!

This time, unload as many bullets as potential into the beast. It’ll begin to come in the direction of you, and finally you’ll see an enormous eye seem in its mouth. Not such as you’d want an invite, however shoot the attention!

Keep capturing and also you’ll set off the ultimate cutscene – congrats!

The reward for finishing your second playthrough is the 4th Survivor Hunk campaign, together with a trophies and bonus gadgets.


 
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