Resident Evil 7 walkthrough half 16: mounting a rescue

Rescue your nearest and dearest.

Resident Evil 7 walkthrough half 16: mounting a rescue

Resident Evil 7 information: fixing the ship elevator

At the top of the final half we noticed by way of the top of the molded-damaged tape and realized 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 by way of the door. In right here you’ll discover:

  • Machine Gun Ammo on the aspect
  • 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 will 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 by way of the plain 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 proper 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 principal room.
  • Inside the room marked Captain’s Cabin there’s a map of the realm, a lug wrench and a locked cupboard. We must 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’ll be able to seize on the backside.

Now return and use the pc. Having positioned your subsequent vacation spot, head again to the elevator behind 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.

resident_evil_7_12

Getting the Captain’s Locker key to get your self a machine gun

There’s some stuff you’ll be able to work together with within the elevator shaft nevertheless it’s ineffective proper now: that is the larger puzzle of the realm, to revive energy to the elevator, nevertheless it’s going to be absolutely the final thing you do right here.

The elevator is trapped between flooring and in consequence you’ll be able to 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 keep in mind all of this space from the tape. On the proper is the room that you simply began the tape in. It’s now a save protected room. In there may be 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 sensible 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 in addition: a puzzle. This puzzle is fairly easy: the work rotate. Rotate them till those on the left match those on the proper. The protected will open: inside, 3x Corrosive. Jackpot!

At the top of the hallway earlier than it turns to the proper there’s one other door. Enter it and climb the ladder – on the high 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 in a while.

Continuing on, the bunk room is now break up in two for its two doorways thanks to clutter. The high 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 already know what we have to do subsequent: head again into the elevator shaft as a way 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 have got a machine gun. Ho… ho… ho.

Head again to the elevator shaft and head down as soon as once more to the place you have got the branching path between clambering up or down.

resident_evil_7_1

Getting the fuse key merchandise to energy the elevator

It feels prefer it was about one million years in the past at this level, however that is the realm 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 had been fastidious then about choosing up all of the gadgets there’s just one new room: The recreation room. If you weren’t, now you have got the facility to clear the enemies out and loot each room together with your shiny new machine gun. Do that if it’s worthwhile to, 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 approach 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 method 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 may principally lay a collection of them to entice this gradual, 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’ll be able to open for some machine gun ammo close to the door, and behind it one other distant bomb.

Enter the aspect room on the proper 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 approach by way of, 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’ll be able to corrode to get one other antique coin. In the cargo room (the place you first received 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.


  • Source

    Read also