Clock Tower Resident Evil 2
You lot plant Resident Evil ii's kickoff Power Panel Part and cleared every room in the Police Station, save the Library. You've made your style dorsum into the Darkroom, where it'due south safe. Now information technology'south time to get the 2d (and final) Power Console Part in the Clock Belfry.
This guide volition take you from the Darkroom through the Library, to the 3F hallway, to the East Storage Room, to the Clock Tower, and then back to the Suspension Room, picking upwardly everything along the manner.
Darkroom
Let's get prepared for the enemies and puzzles soon to exist in your face. Visit the Item Box, and equip the following:
- At least two rounds for your Lightning Hawk. (Y'all can combine High-Grade Gunpowder with more Loftier-Grade Gunpowder to make MAG ammunition. We'll use these to take down two zombies before long.)
- The Mechanic Jack Handle from the Records Room. (You'll employ this in the Library to motion the bookshelves.)
Before you leave, make sure you have at least 3 empty inventory slots for the gears yous have to option up and shuffle. More would exist better, so that you tin pick up the items yous find along the way.
If you already picked upwardly the Large Gear, brand sure that's in your inventory. And yous'll only need one empty inventory slot (though, again, more than is better).
To the Lounge
Walk (don't run) out of the Darkroom. There's a Licker waiting for you somewhere in the hallway outside, and it can just hear you when you lot run.
Head upwardly the stairs to the 2nd floor. Go through the Locker Room and the showers. Follow that path down the hallway, by the STARS Office, and to the door at the end
Enter the Lounge. Walk into the Library.
Library (2F)
Y'all can exercise everything here without having to fight any zombies. And that's the goal. If you fire your gun, you'll warning the Tyrant and make this much more difficult.
There are 2 agile zombies in the Library (assuming that y'all didn't kill them earlier). Ane is up the stairs to your right as you lot enter. Ignore information technology. The other is on the far side of the bookshelves, chowing down on another zombies. Ignore it, likewise.
Use the Mechanic Jack Handle in the Jack, and motility the bookcases to create a path on the balcony in a higher place. (Seriously: That zombie eating a zombie won't mind.) When yous move the bookcase on the far left, check the area where information technology originally saturday for Big-caliber Handgun Ammo.
Climb the ladder, and open the door that you can at present reach. This brings you to a 2nd, higher balcony above the Main Hall.
Main Hall Balcony (3F)
Exit and turn right. (There'due south nothing to your left.) Watch out for two more zombies, who are on the balcony ahead of you, just when the path turns left.
Remember how we suggested that you take at least 2 rounds for your Lightning Militarist? Use them here. You can come across i zombie equally you walk (not run) away from the door that got yous hither. Look left, aim, and hit it with a headshot. Creep up until yous tin see the next one. Hit it with a headshot. At present this expanse is clear of zombies.
Collect the Green Herb before you can brand a left.
Take the hallway around to the other side. Unlock the door to enter the East Storage Room.
East Storage Room
There are two zombies inside (unless you killed them earlier). Sweep the room to collect:
- Blue Herb ahead of yous and to your correct as you lot enter
- Shotgun Shells on a shelf past the Center Door (that you tin't unlock)
- Large Gear (Central Item) in the middle of the room
The adjacent Ability Console Part/Electronic Function is in the Clock Tower.
Leave the Eastward Storage Room and take the hallway back the fashion you came. Open the door near the Light-green Herb to enter the Clock Belfry.
Clock Tower (3F)
Read the Repair Programme letter on the desk-bound. There are ii Gear Box Panels in this room: ane near the door where you entered, and one near the back of the room.
Place the Large Gear between the two larger gears about the door to unlock a staircase. Remove the Big Gear and put it back in your inventory.
Take the staircase upwards. Selection up the Pocket-size Gear. Place the Large Gear in the panel where you got the Small Gear.
Head back down the stairs and put the Modest Gear into the Gear Box Console at the back of the room.
The bell volition ring and swing and dislodge a Boxed Electronic Role. Pick it up, examine it and plow information technology into your 2d Power Panel Part.
Clock Belfry rear hallway (3F)
Before leaving, head to the back of the Clock Tower and through the door into the hallway. Pick upward the Gunpowder (Large) at the end of the hall. Shoot the Mr. Raccoon toy on the windowsill to the left of the Gunpowder.
Dorsum to the Pause Room (1F)
Now that you've nerveless both of the parts that yous need, render to the Break Room.
Make sure you've got both Power Panel Parts in your inventory. A Hand Grenade or Flash Grenade will be helpful presently, as well.
Save your game. We're virtually to become back to the basement.
Source: https://www.polygon.com/resident-evil-2-remake-guide/2019/2/6/18213625/leon-2nd-library-clock-tower-east-storage-room-electronic-part-2
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