Resident Evil 2 Remake Claire

Resident Evil 2 Remake Claire




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Resident Evil 2 Remake Claire
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Claire's Story - All Item Locations, Puzzle Solutions, and Complete Walkthrough
Claire's Story - All Item Locations, Puzzle Solutions, and Complete Walkthrough
Cheats, Secrets, Unlockable Modes and Weapons
All Safe and Lock Combinations, Codes, and Solutions
Key Item Locations for Leon and Claire - Main Story
Puzzle Solutions for Leon and Claire
Fourth Survivor Mode Tips and Walkthrough
Tofu Survivor Mode Tips, Walkthrough, and How to Unlock
Mr. X (Tyrant) Hiding Places and Tips
Note: Much like how the G Virus fight played out in the Sewers, this fight can be ended quicker if you deal more damage - and since this is your final encounter, it's a great time to unleash all of your weapons .
Leon's Story - Second Run Complete Walkthrough
Return to Raccoon City in this HD remake of the blockbuster second game of the survival horror franchise. The city has somehow fallen victim to a zombie outbreak and it's up to you as either police officer Leon Kennedy, or Claire Redfield to find out what's going on.
Blood and Gore, Intense Violence, Strong Language, In-Game Purchases
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Welcome to IGN's Guide to Resident Evil 2 Remake. This guide will attempt to see you through Leon and Claire’s nightmare in Raccoon City, and point out all the Items , Weapons , and Collectibles along the way. The final part of the guide for Claire’s Story contains information on Umbrella's secret Laboratory, which is the last main section of the game.

With Claire and Sherry reunited, and the path to the secret facility in sight, the duo take a cable car to find a cure for Sherry before it’s too late - hopefully finding the cure to the G Virus won’t be too hard...

As you leave the cable car with Sherry in tow, you’ll find the door is no longer powered meaning you can’t return to the Sewers. Head past an Item Box near the cable car, but and then go down the ramp to the security door and wait for them to open to the lab proper.

As the doors open, take a quick left to find a Security Room where you can deposit Sherry on a bed to make her comfortable. If you’re going further in, you’ll need a way to get past all the locks, so Claire will take her ID Wristband . You can also check the rest of the room to find to a nearby computer with a Important - NEST-wide Alert File, and also find Flame Rounds along with a booklet containing the Research Lab North Area Map . It doesn’t reveal too much, but there is a longer hall to the west leading to the Nap Room and Cafeteria.

The Reception area has a front desk with a small room behind it that holds a Typewriter to save at, as well as another Item Box and an ID Wristbands File posted on the whiteboard. Be sure to check the computer behind the front desk for a Nap Room Log File - apparently the last person never left. The Reception hall leads to a level 2 locked security door, but you can also enter the Security Room on the side

Follow the blood trail towards the Cafeteria, noting that the path to the Kitchen is also locked by a level 2 security pass. Inside the Cafeteria, there’s a zombie standing in the middle, with another eating a body to the left, one more slumped by some bodies on the right that will stand up soon after you enter the room, and a fourth by the ladder at the back that will stand up as you move further into the room.

Note that because you aren’t moving through traditional doors, the zombies can’t force their way through to chase you if it closes behind you (apparently they all forgot their wristbands). This can allow you to lure them one by one to the door and draw them into the hall at your leisure or simply open the door and send a shotgun blast to their head. Moving to the left side of the room you can find a Needles Cartridge for your Spark Shot , and there’s also some Handgun Ammo on one of the center tables, and a dead body next to the slumped zombie on the right actually holds a Grenade .

As you reach the ladder at the back, note a nearby Mr. Raccoon on a window-side table, and then head up to a crawl space that leads back around to the Kitchen side. Drop down and admire the pancakes and eggs, then look for Large Gunpowder to find on the countertop and a Combat Knife before exiting into the hall, where a zombie in tactical gear awaits you.
At the end of the hall is the Nap Room, where we can find out what happened to the scientist who clocked in but never clocked out. The good news is the guard in the hall wasn’t taking any chances with the scientist, as evidenced by the bullet holes and the bloody hand poking out of the nap cubicle, wristband still attached.

Be sure to grab the nearby Flame Rounds as well as the Upgrade Chip (General Staff) on the dead scientist’s wrist - which you can combine with your ID Wristband to give it level 2 access. Finally, check the lockers for a High Voltage Condenser for your Spark Shot , allowing you to fire off the needles at a faster rate. There’s also a Circuit Breaker in the room - but we can’t do anything to it yet.

Now that we have Dr. Li’s pass, head back to the Reception where the computer assumes we are Dr. Li, and requests our presence at the East Area. Head through the door to the Main Shaft where you’ll see a large open area with several platforms - including a main isolated platform and other platforms leading to the other wings of the lab. On your right is a dead special forces guy (he won’t bite), and he carries a Special Forces Recording File that hints that the G-Virus is located in the West Area.

Use the wristband to extend a walkway to the main platform of the Main Shaft. The shaft itself has an elevator that’s locked except to Administrator access, and behind it are two bridge access terminals - but the West Area requires Senior Staff credentials for your wristband.

With only one option left, unlock the bridge leading to the East Area, and head across into this new hall. In the West Area Lobby, you can find a new Typewriter and Item Box, as well as a Green Herb' and Gunpowder .

The door to the south is locked, so open the door to the Presentation Room to behold quite a sight. A man in a hazmat suits appears to have been slammed into the glass by a giant angry plant, and he holds in his hand the electronic senior staff chip. You can’t reach it from here, which means you’ll need to brave that jungle room to get it - hope you brought your Chemical Flamethrower . There’s also a Senior Staff PC in the room but you can’t access that either, so keep moving.

The next room is where you’ll see the true side effects of their research in the greenhouse. Next to some High-Grade Gunpowder , vines are covering a different kind of zombie hanging from the ceiling, which can drop down if you get near - and there’s another of these Ivy Zombies on the other side of the room.

Unlike regular zombies , headshots will not defeat these monsters - in fact they cannot be killed in a conventional way. Instead, you must look to the three orange plant “bulbs" that adorn their bodies. By destroying them - either with precise shots or damaging the entire body with weapons like Grenade Rounds or the Spark Shot , the Ivy Zombies will fall to the floor.

Unfortunately, this will only stun them for a long period of time - and once three bulbs sprout on their fallen bodies, they’ll reawaken and get back up. Like the G-Virus Adults in the sewer, they can also deal poison damage if you don't fend them off with sub- weapons .

However, plants aren't great when dealing with fire - specifically - lots of fire. If you knock these Ivy Zombies to the ground, and then set them ablaze with Flame Rounds, you can continue to burn them, and if enough fire damage is dealt they will burn into a crisp. In order to conserve your precious fire resources, it’s recommended you incapacitate them first, as a Flame Round to a walking Ivy Zombie will only do enough damage to knock it down, but not enough to burn it fully.

In the Greenhouse Control Room you can find a Flash Grenade to keep the Ivy Zombies off your back, and there’s a Facility Control Terminal that appears to monitor both a Drug Testing Room and a ladder, both of which are locked - but you don’t have the code for the odd-looking symbols. There’s also a Solution Sprinkler System, which you can use to disperse a chemical into the Greenhouse, and it will eject an empty Dispersal Cartridge . Take it with you and head into the Greenhouse.

In this room, you’ll find that the path to the wristband upgrade is blocked by thick roots and vines, and there’s also multiple Ivy Zombies wandering about. Head left to grab a Red Herb , and then go up to view the locked ladder and the symbols on the lock - but watch out for an Ivy Zombie that may appear behind you.

Double back to the Drug Testing Lab, and look for a Large Gunpowder on the main table, and a Grenade next to a body in a hazmat suit. There’s also an important note on the main table, the Herbicide Synthesis File that tells you how to destroy Plant 43 using a chemical concoction and the Dispersal Cartridge .

Sadly the lock for the drug testing machine has the last two symbols scratched off, so make a note of the first two, and then return to the Greenhouse Control Room. Go to the control panel and input the symbols that look like an F, II, two small L shapes, and F - and you’ll unlock the ladder leading down to B2.

Watch out for the regenerating Ivy Zombies as you head down the ladder into the sub-basement, and check the right side for Large Gunpowder and the Research Lab East Area Map' . Wandering into the next room, you’ll find bloodstains and claw marks all over the place - which means danger is likely close by.

The door to the Server Room is unpowered, forcing you to go deeper down the hall to a Lounge area that’s full of blood and bodies. While you may be tempted to skirt away from the pile of bodies and head right - do not! Walking down that path will trigger them to all rise up and follow you, right as a Licker appears in front of you, with another ambushing you from the rear.

Because of this, it's better to shoot the zombies in the head now and make sure they don’t intrude when you advance down the corridor - and have grenades ready to roll as soon as the Lickers pop down. Alternatively, you can stun them with Flash Grenades and use the Spark Shot to fry them with one maximum overcharge each - or try and lure the pair together with a distraction and then unload Acid Shots into them at near point-blank range.

After making sure everything in the Lounge is well and truly dead, be sure to pick up the Flame Rounds near the hall entrance, a Green Herb on a bench, and a Trophy on one of the lounge tables. Be sure to inspect the Trophy and look at the bottom for a code - the same code needed for the Drug Testing Room. There’s also a circuit breaker in the corner that can’t be used just yet - but soon.

Head through the next hallway and into the stairwell, and immediately turn right to blast a zombie’s head off with your shotgun. Continue up the stairs and watch out for another zombie body to tumble from the floor above in front of you - and make sure he doesn’t get up.
The next room appears to be a storage area, with a single zombie wandering around. Put her down on the ground, and look left for the door for High-Grade Gunpowder . Against the back wall here you can find a locker with Handgun Ammo , and a circuit breaker that holds a Signal Modulator inside. There’s also a note on a small blue chair, Somebody’s Note File that gives you a clue on how to put down Ivy Zombies for good.

As for the Signal Modulator , you can inspect the item to find a small minigame on matching wavelengths - and you can swap between the different wavelengths, but it does nothing here, so head back to the Lobby and save your game. Before we return to the Greenhouse Control Room with our code, let’s make use of the Signal Modulator.

Return back down to the Lounge, and look for the circuit breaker at the back. It displays the frequency “MURF”, so inspect your modulator and switch to that frequency, and then match the same wavelength for the MURF signal. Once you’ve matched the wavelength, place it in the circuit breaker to power up the basement, unlocking the Server Room and Low-Temp Testing Lab rooms.

Now you can head into the Server Room to find a Safe Room, complete with a Typewriter, Item Box, as well as a Combat Knife , High-Grade Gunpowder , and Flame Rounds .

Heading down to the Low-Temp Testing Lab, you can find a computer terminal registered to the owner of your wristband, which will chirp out that you have unread emails. Read the computer to gain the Wayne Li’s Inbox File, and watch out for the zombie slumped on the nearby wall.

The room beyond is - as the name suggests - pretty cold. It also contains Gunpowder , and most importantly, a Cooling System you’ll need to create the concoction for the chemical dispersal system to kill Plant 43.

Head back up the stairwell to the Lobby but be ready for an Ivy Zombie to intercept you - and scorch it until it’s nice and crispy. With the Signal Modulator still in hand, make a quick detour back across the Main Shaft to the North Area of the Lab.

Return to the Nap Room where the other inactive Circuit Breaker is located, and calibrate your Signal Modulator to the MUF frequency. Once it's set to the right wavelength, put it in the breaker to restore power to the room. This will open up all three nap pods: One with the final Hip Pouch inventory upgrade - and a Mr. Raccoon Toy, an empty pod, and the not-quite-dead but not-quite-alive Mr. Li, who plops out onto the floor. It seems the gunfire into his pod didn’t finish him off, so feel free to do the honors yourself, and check his bunk for Wayne Li’s Notes File.

Finally, it’s time to return to the Greenhouse Control Room, and use the code found on the bottom of the trophy to input into the Control Terminal, using the symbols that look like two L’s, I, a big square above a little square, and a thicker I. This will unlock the Dispersal Unit in the Drug Testing Lab, so head on over and use the terminal, and insert the empty Dispersal Cartridge.

For this puzzle, you need to fill up a tube on the left exactly to the right amount, highlighted by a red ring, and you have three tubes to work with - each with a different capacity - with the one on the left having the highest capacity and the one on the right having the lowest.

In order to measure out the right amount, you need to use the three buttons: the green button takes the liquid from the middle tube and dumps it into the right tube. The red button swaps the left and middle tube, while the blue button swaps the middle and right tube.

It can get pretty puzzling, especially if you mess up - as you can’t reset the puzzle, but just know that the two tubes with liquid both equal the amount of the far left tube’s capacity - and both are equally split from the capacity of the far right tube.

Since the target amount is about two notches above what the two filled tubes have, you’ll need to move things around to get that perfect amount. If you’re looking to get the achievement or record for getting it in 8 moves - see the steps below:

You’ll be given back a Dispersal Cartridge full of Solution - but remember the notes said you need to have it cooled before it can work properly. Head out into the Greenhouse and fry anything that moves on your way back to the ladder down into the basement, and head to the Low-Temp Testing Lab.

Use the Cooling Terminal and put in your solution to watch a nice long scene where your cartridge is cooled, which will plop back out to give you the Dispersal Cartridge full of Herbicide. Now you can take whichever path you want back to the Greenhouse Control Room and use the Dispersal Panel to pump the Greenhouse full of herbicide. This will drastically reduce the amount of plant life in the room, killing back the larger flowers, vines and roots to drop the dead scientist down and give you a path to him.

This will also drop a few more Ivy Zombies from the vines above and render them temporarily inert - but don’t expect that to last. Be sure to grab the Blue Herb near the ramp to the dead scientist if you haven’t and then grab his Upgrade Chip to Senior Staff.

Right on cue, the Ivy Zombies will start regenerating to block your escape route. Blow them apart with Grenade rounds and either dash for the ladder or go back through the Greenhouse Control Room (where another Ivy Zombie has appeared) to reach the Presentation Room, where you can check the Senior Staff terminal for Byron Cartwright’s Inbox File.

Head back to the Main Shaft, and with your upgraded Senior Staff Wristband, open the bridge to the West Area. Inside the first hall you’ll find another dead U.S.S. agent, who holds a Grenade as well as Lab Digital Video Cassette labeled Operation NESTWRECKER 1.

Further into the Biotesting Room you can find an Item Box, and a Blue Herb by the far door, but the room is unpowered. Look for a Circuit Breaker by the Item Box, and get out your Signal Modulator and set it to the OSS frequency. Place it in the breaker when its aligned to give power to the area, which also powers up the nearby TV and VCR. Get rid of the Signal Modulator, and put the cassette tape into the TV to see the first part of the doomed U.S.S. Special Forces raid.

After checking out the tape, be sure to look at the monitor next to the TV to get William Birkin’s Inbox File, and then proceed to the next room. In here, look past the hazmat suits to find some High-Grade Gunpowder and proceed into the decontamination room and out into the Bioreactors Room.

Finally you’ll reach the P-4 Level Testing Lab, and boy does it have some fun samples on display. On the right is a desk area with a Typewriter and Item Box, as well as a Red Herb , High-Grade Gunpowder , and Large Gunpowder .

Over on the left you can find a terminal with a Research Diary File about the G Virus experiments, and over in the far corner, where William Birkin was gunned down, is a locked panel with the Antiviral Agent. Interact with it, even though you don’t have any sort of key… or do you?

This is your cue to save the game at the Typewriter, throw out everything but the essentials in your Item Box (keep the Wristband, and stock up on health and ammo), and make any more medicine and ammo you need with the gunpowder and herbs. You especially want your hardest hitting weapons like the Grenade Launcher with any rounds you have left, and the High-Powered Rounds for the SLS.

As you head for the exit, you’ll be intercepted by the ultimate form of the G Virus, even as Annette tries to intercede. You’ll soon find yourself at the bottom of the room, locked in a final confrontation with what was once William Bir
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