![]() ![]() The emblem you seek is inside the container next to the obstruction you opened earlier, but to destroy it, you'll need to artfully chuck a grenade in there. Remember the elevated storage container that opens up and releases the enemy that throws bombs in you ? Well, now that the enemies are dead and your partner is free, you have time to focus on that container without being attacked. In fact, if you find all three emblems on this chapter, you'll have found them all (if you've been following our walkthrough up to this point). Don't worry about him or her getting out of dodge, as your freed partner will quickly scurry up a nearby ladder before the vicious dogs can do any damage.īSAA Emblem #28 - When you backtrack all the way to the area where the cage once trapped your helpless partner, you're in the vicinity of the first of three BSAA Emblems to be found on Chapter 6-1. Use the switch here to lift the cage surrounding your partner. Then, climb on up until you can't climb up anymore, taking out any remaining foes you couldn't kill from below. Wield your sniper rifle and aim ahead and above to take out the enemy (or enemies, if you can see them all) occupying the tower before you actually climb it. This will lead to a lengthy pathway heading leftward towards a gigantic tower (be sure to take out the enemy on your right that appears, as well, since he'll attempt to ambush you). Head on through the door and up the stairs you encounter. This will lead directly to the locked door we found earlier, which can now be unlocked by using your newly-found Crane Keycard. Once you get to the back of the shop, watch the cutscene, then keep following Ada to the sewers.With the keycard in hand, wield your gun and shoot at the elevated green switch next to the open container, which will lift the obstruction you earlier observed (you'll see a BBSA Emblem inside the container when the obstruction goes up, we'll return to it later). Once you get inside the Gun Shop, grab the Hand Grenade, Long Barrel (W-870) upgrade for your shotgun, and the Handgun Ammo. There’s nothing to find or pick up along the streets, so just keep following and listening to Ada until you get to the Gun Shop. Afterwards, use your new Parking Garage Key Card to open the gate. When you run back into the Parking Garage, you’ll trigger a cutscene. Just keep running until you get back to the Parking Garage. Try not to stop and don’t let yourself get lost. Use the detour on your left and keep checking your map as you sprint your way through the Jail. Sprint to the intersection, then throw the switch there. Capcom via PolygonĮxit the jail cell and turn right. However, there’s nothing to find in the cells and you’re about to open a detour that should let you sprint without stopping until you’ve escaped. ![]() This next section is very stressful - like we said, the cells are all open now, so the prisoner zombies are on their way. Once you complete the circuit, head into the cell and grab Ben’s Memo, the First Aid Spray (from the toilet - gross), the Interview Transcript recording, and finally the Parking Garage Key Card. (You’ve probably seen this type of puzzle before in games like BioShock, or, if you’re an old, Pipe Dream on the NES). Your job is to make sure the circuits connect. Place both Electronic Parts in the wall panel, then solve the puzzle. Yes, they will (unsurprisingly) be let out in a minute, but you’ll want those bullets later and you won’t make enough of a difference to matter. It’s tempting to try to clean up the zombies in the cells, but don’t waste the ammo or time. Head straight through the row of cells again back to your unlucky friend. If you’ve got any shotgun ammo, it’ll make this a lot easier.Ĭross over to the door to the Jail and head back to the cells. You’ll have to deal with them before you can cross. ![]() When you return to the Parking Garage, there are three zombie dogs patrolling. You’ll have to cut back through the Kennel again, then continue to the Parking Garage. You’ve opened most (all?) of the shortcuts in the Police Station, so you shouldn’t have too much trouble making your way from the Clock Tower across to the Break Room on the east side’s first floor.įrom the Break Room, head back down the stairs and follow the long hallway into the basement. You now have both parts you need for the Jail’s Electronic Panel, so let’s go use them. Our last few Resident Evil 2 guides involved a lot of running around and preparation, but we’re finally done. ![]()
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