Rescue your nearest and dearest. With the assistance of a rapid-fire machine gun.
Resident Evil 7 information: fixing the ship elevator
At the end of the last part we noticed via the tip of the molded-damaged tape and discovered the reality. The tape is over. Save first – you don’t wish to do all that once more.
It’s time to mount a rescue mission. Head out of this room and straight forward there’s a door. You can work together with the elevator, however depart that for now – head via the door. In right here you’ll discover:
- Machine Gun Ammo on the facet
- Chem Fluid in a locker
- A herb on a desk
- Gunpowder in a drawer
- A locked field that proper now you’ll lack a decide to open (later, you may get an antique coin right here)
- A damaged laptop computer.
Grab the bits and items, then head again to the elevator. Pull the doorways open and drop in. Head up the ladder within the shaft, then again down via the apparent gap. You’ll land in a brand new room.
There’s a pc to work together with proper in entrance of you, however earlier than you do I selected to discover first… in case the pc triggers enemies or no matter. Around right here:
- On one of many management desks in entrance and to the precise of the place you dropped into the room is a distant bomb, simply sitting round.
- There’s some gunpowder in a locker on the far left of this fundamental room.
- Inside the room marked Captain’s Cabin there’s a map of the world, a lug wrench and a locked cupboard. We have to get that open.
- Just down the corridor from the Captain’s Cabin is a locker with a herb in it.
- There are stairs simply previous that locker that result in a lifeless finish, however there’s a discarded good bomb you possibly can seize on the backside.
Now return and use the pc. Having positioned your subsequent vacation spot, head again to the elevator in the back of this room and pry its door open. Drop right down to atop the elevator and use the lug wrench you simply picked as much as open the locked hatch. Head down. Let’s get us a key.
Getting the Captain’s Locker key to get your self a machine gun
There’s some stuff you possibly can work together with within the elevator shaft however it’s ineffective proper now: that is the larger puzzle of the world, to revive energy to the elevator, however it’s going to be absolutely the very last thing you do right here.
The elevator is trapped between flooring and in consequence you possibly can clamber up or down. Down seems fairly nasty, so… First, head up. In entrance of you there’s a SURVIVAL KNIFE – seize it.
Head proper – it’s best to bear in mind all of this space from the tape. On the precise is the room that you simply began the tape in. It’s now a save protected room. In there’s all the same old facilities, plus some corrosive on the ground and a few handgun bullets on the bedside cupboard.
Just down the corridor on the left here’s a smashable field with a wise bomb inside. Continue down right here, flip proper, and head into the eating room. In the ‘vomit room’ from the video there’s some machine gun ammo.
Off from the break room is the lounge, a brand new room you couldn’t entry earlier than. There’s a herb in right here and likewise: a puzzle. This puzzle is fairly easy: the work rotate. Rotate them till those on the left match those on the precise. The protected will open: inside, 3x Corrosive. Jackpot!
At the tip of the hallway earlier than it turns to the precise there’s one other door. Enter it and climb the ladder – on the prime up listed here are two distant bombs and a field with a lockpick in it. You’ll use that decide to open a field upstairs to get an antique coin afterward.
Continuing on, the bunk room is now break up in two for its two doorways thanks to clutter. The prime half has:
- A microwave with chem fluid in it
- Gunpowder in a drawer
- article in regards to the occasions of Resident Evil 2(!)
You’ll want to make use of a few of your corrosive to open the decrease half of the bunk room. Inside:
- 2x distant bombs
- Strong chem fluid in a small cupboard
- The key for the Captain’s Office’s locker
I nipped again to the save room, however you understand what we have to do subsequent: head again into the elevator shaft in an effort to climb again as much as the Captain’s Office. That’s two prolonged ladder climbs, and be alert since enemies will now be round. Head into the Captain’s Office, open the cupboard and seize the SMG. Now you may have a machine gun. Ho… ho… ho.
Head again to the elevator shaft and head down as soon as once more to the place you may have the branching path between clambering up or down.
Getting the fuse key to energy the elevator
It feels prefer it was about 1,000,000 years in the past at this level, however that is the world from earlier than you grabbed the tape, the place there was a damaged door that you simply needed to repair with a fuse.
If you have been fastidious then about selecting up all of the gadgets there’s just one new room: The recreation room. If you weren’t, now you may have the ability to clear the enemies out and loot each room together with your shiny new machine gun. Let off just a little steam, then head to the recreation room in your map and corrode open the door. Inside:
- A backpack stock improve
- Corrosive simply previous the backpack
- Machine gun ammo on the bench
- Remote bombs in an open locker
- A herb on the ground close to the center of the room
As you exit the recreation room head lifeless straight. In entrance of you is the stairwell. Remember placing the fuse in right here? Yank out the fuse. The fuse will then be in your stock, however the door additionally locks shut. Your solely means again up is utilizing the elevator shaft. Do that, climbing again up into the shaft. Next vacation spot: The management room, the place there was the locked field earlier, close to the place the tape ended. Climb up that elevator shaft.
Getting the cable key merchandise to energy the elevator
Once again within the management room, it’s best to now have the lockpick to open the field. Inside is an antique coin. Once that’s finished, now you can soften the unopened door in right here with Corrosive. We’re making progress.
Through right here you simply want to move to the Sick Bay room by way of the Shower Room. You’ll discover that is the place the tape very abruptly stopped. Inside the Sick Bay you’ll discover Strong and common Chem Fluid, appropriately.
As quickly as you strategy the merchandise you want, a cable hooked up to a medical monitor, an enormous molded will seem. Take care of it. Remember the distant bombs – they’re actually helpful, and you’ll mainly lay a sequence of them to entice this sluggish, lumbering beast. Once that’s finished, seize the cable and backtrack to the elevator shaft.
We can lastly work together with these packing containers within the elevator shaft. Put the cable and fuse in place. Voila! It’s time to move to ground S2.
Well… this place continues to be welcoming. Follow the linear path. Don’t miss the cupboard you possibly can open for some machine gun ammo close to the door, and behind it one other distant bomb.
Enter the facet room on the precise for handgun ammo, on a shelf and in a crate, distant bombs on a shelf, and machine gun ammo on a shelf. As you’re employed your means via, there’s a crate with extra machine gun ammo.
When you attain the underside of the steps after that crate, there’s a wall locker you possibly can corrode to get one other antique coin. In the cargo room (the place you first obtained corrosive within the tape) there’s one other wall locker with two distant bombs inside.
Head into the subsequent room – we’ll decide this up in Part 17, our finale. Enjoy the story sequence, and take a deep breath… it’s time to complete this for good.