vendredi 27 janvier 2017

How to Beat the Second Boss of Resident Evil 7


Welcome to IGN's Guide to Resident Evil 7 Biohazard. This guide will attempt to see you through the evil that dwells in the Baker home, and point out all the Items, Weapons, and Collectibles along the way. The second part of the guide contains information on The Old House - the third place you explore in RE7 after the Main House.

Video Guide: Old House (Part 6)

With the last Dog’s Head emblem in your hands, return to the Main Hall and open the door to the outside. Note that since Jack has been dealt with, you can freely roam the Main House without fear of his ambushes, so feel free to explore and look for items you may have missed.

Out in the yard, you can’t quite get to freedom yet, but there is a lot to look for. On the steps down, look for a pot and inspect it to find a Lockpick inside. On the opposite side is a pot on a lawn chair with an Herb inside. Heading along the front porch, you can find an Herb and Gunpowder near the far end.

Back at the front steps, look around the bushes to the right to find a pot full of soil and Antique Coin #8 on top of it, next to a boarded up window with a Separating Agent below it. There’s another secret hiding below the front porch - head down the steps and move along the railings until you spot a patch of sheet metal covering the section below the front porch - peel it aside and crawl in to find a box you can break to find a Repair Kit.

Head on over to the lit up trailer that apparently belongs to your contact, Zoe. To the right of the door is Chem Fluid, and hiding between the steps is Mr. Everywhere Bobblehead #7. Inside is another Safe Room, as well as a VHS Player (but no tape), and a series of bird cages. Remember those Antique Coins you’ve been finding? You can trade them for items by putting them in the birdcages until they open. 3 gets you Steroids, another 5 will net you a Stabilizer, and if you can find 9 more, you can unlock the 44 Magnum (they can be unlocked in any order).

You have enough to get the Steroids or Stabilizer now if you want, an Antique Coin #9 is waiting next to the Magnum. While you can get the Magnum now if you’ve been diligent in your coin hunting, ammo is extremely sparse right now. While you’re inside, be sure to grab the Broken Handgun on the bed, and check out Zoe’s Investigation Notes on the board (File #14). As you turn to leave, the phone will ring, and Zoe will give you your next mission - find the serum in the Old House, likely guarded by her mother, Marguerite.

Note: That Repair Kit you found can be used to turn that Broken Handgun into an M19 Handgun (the same type as you used in the Guest House) which is a bit more powerful than the G17 you’re currently using. You can also go back to the Main Hall and swap the M37 Shotgun for the Broken Shotgun, and repair it to claim a more powerful M21 Shotgun instead. Both new weapons deal more damage - but carry less ammo. Whichever you don’t repair, you’ll find another Repair Kit later.

Leaving the trailer behind, take note of the door to the right that’s locked by two keycards (and grab the Supplements next to it). To the left of the door are some bushes that obscure another shadow puzzle that locks a nearby chest. The numbers seem to indicate you need something that can look like the number 7 if manipulated correctly. To the right of the keycard door is another locked door, but turn around and look under the trailer for extra Shotgun Shells. Now head up the path to the Old House (and check on the left for a large bowl that holds Gunpowder).

Head up the path and note it’s the same route that Mia took in the tape you viewed her in, only thankfully you aren’t being chased, so you can inspect the place a bit more thoroughly. Head through the gate and past the creepy dolls to the main door, and break the crates for Shotgun Shells and...bugs. In fact, more bugs await you inside, and these are much larger, fly around, and sting you. A single bullet takes them out, but if you’d rather conserve ammo a knife slash will do just fine. Off to the right is a Living Room full of big armored nests that spawn endless swarms that will kill you if you don’t take out the nests - but since they take a crazy amount of ammo to destroy, it’s better to go left instead. Check around the side of the door to the Guest Room to find 44 Mag Ammo stashed on the floor by the pit.

Retrace Mia’s steps into the Guest Room, only now there’s a big nest here too, and some bugs on the right wall. Ignore the nest and dash to the right - slicing bugs away as you make for the far door - we’ll return soon enough. In the hall, take a left and grab the Old House Map to get your bearings, and look under the table for Burner Fuel. Enter the Gallery where Mia solved the shadow puzzle to find the wooden statuette gone, so head out onto the balcony and look for the Burner you might have seen with Mia. It’s on the left in a garbage can, but it’s only a Burner Grip, meaning you’ll need to find the other part to combine. Check around here to find Chem Fluid on the right, and some Shotgun Shells in the trash. Now head left across the plank to find a welcome Safe Room that contains not only a Tape Recorder, but a Backpack that will increase your inventory space! Be sure to check next to the storage for Mr. Everywhere Bobblehead #8.

It’s time to find the other part of that Burner so we can trim back the swarm. Head back through the Gallery and prepare for an ambush of insects through the window. Quickly slash them apart before they stop zig-zagging to attack, and go through the door to the Dining Room. The nearby cabinet holds Solid Fuel - used to make Burner Fuel. There’s also Shotgun Shells in a crate on the right table, and the spider-covered locker in the corner holds Chem Fluid and Strong Chem Fluid. You can shoot or swipe the spiders off the locker, just be wary they will jump at you and attack if you get too close with the swipes. Before leaving, note the locked sink drawer that holds a First Aid Med should you have a lockpick handy.

Since the Living Room is still full of swarms, head outside to the Water Pump Station and turn left on the railing to grab Gunpowder on the window sill. Check the right side of the balcony to grab Psychostimulants and a Lockpick in an orange case. Up the boardwalk, dodge the nest by going right and slashing apart the insects in front of the station. Inside, grab the Burner Nozzle and combine it with the Burner Grip to form theBurner - insects beware! You can test it out by igniting the nest outside, but you’ll still missing a crank to activate the pulley here. To get more ammo, return to the Guest Room and get rid of the nest there so you can open the locker that contains Burner Ammo - and grab the Herb in the nearby orange box.

Return to the Living Room armed with your new weapons and clear out both nests. The nests are usually armored and need to be broken down, so consider lighting them on fire for a few seconds and then step back and let the flames break it down, and reignite when necessary. After the armor has fallen, a close shotgun blast will usually finish the job. Be sure to check the drawer on the left side of the room for more Solid Fuel, and Chem Fluid in one of the cabinets, and more Burner Fuel in a tray on the right side of the room. With both nests clear, you can crawl through the fireplace towards the cellar.

At the end of the hall, be sure to look left for Antique Coin #10, and look behind you to spot Mr. Everywhere Bobblehead #9 hiding behind a pallet against the wall. Inside the Cellar you’ll find the Stone Statuette Mia used in the Gallery - and Mia herself! Reunions will be cut short by another member of The Family, and you’ll have no choice but to return to the Gallery and align the spider to re-open the hidden panel.

Video Guide: Old House (Part 7)

Before you can do so, Marguerite will appear to promptly slam a door in your face and turn it into spiders. Yikes. Much like Jack, she’ll start patrolling the Old House, and cannot be killed at this point. Unlike Jack, she prefers to throw swarms of insects your way if she catches you, so be sure to shoot a few blasts from your Burner before cutting and running if you get ambushed. Luckily the Gallery is right next to the Safe Room, so you can run in and hide until she leaves the Gallery for you to work the shadow puzzle.

Enter the bug-filled crawlspace and re-trace Mia’s steps across the other side of the Main Room. Note the Herb on the right in a trash can, and Solid Fuel stashed in an old tire. The stairs up to the second floor are stopped by a Locked Crow Door (the drawer to the right hasChem Fluid, and you can read Marguerite’s Warning next to the door to nab File #15). Enter the crawlspace where Mia was caught, and break a crate on the right for Psychostimulants, before moving up to grab Chem Fluid on the right, and slice up Mr. Everywhere Bobblehead #10 on a shelf on the left. Right where Mia ended her tape, you can find the Crank to raise both the pulley back in the main room you were just in, and by the Water Pump Station. Sneak back over there (be cautious as she often patrols the Dining Room) and clear out the bugs who have taken root in the area before using the Crank to raise a new bridge over to the Outhouse (with a First Aid Med on the side).

Inside, you’ll find an ornate chest with the Crow Key inside. Be sure to nab the Burner Fuel in the toilet, and the Antique Coin #11 on top of the toilet before heading back.

From the bridge, it’s good to get an idea of where Marguerite is before you bust through the Dining Room. Since she often patrols that room and the hallway outside, look for her in the window, and wait until she moves from the middle left to middle right window to dash through the Living Room and out into the Entrance.

NOTE: Now that you have the Crow Key, there’s a bit of backtracking available if you want to get yourself a new weapon. From the Entrance, leave the Old House and return to the Main House, and make your way to the Drawing Room. You can now use the Crow Key to unlock the Supplies room, and grab yourself a sweet Grenade Launcher! This baby packs a huge punch, and takes different ammo types - but space and ammo are very limited. Be sure to grab the Flame Rounds on the shelf alongside the Shotgun Shells, and get the Solid Fuel and Gunpowder on the shelves by the door. If you’re looking to get more ammo for the Grenade Launcher, consider hoarding any Strong Chem Fluid to craft with Solid Fuel for Flame Rounds, or Supplements for Neuro Rounds. Speaking of, there’s one hiding behind some boxes in the corner that’s easy to miss

Back at the Old House, it’s time to explore the 2nd Floor - but not before a surprise waits for you at the top of the stairs. You’ll be thrown back into a pit, and put in a bit of a pickle by Marguerite, who guards the only way back up. Instead, waste no time using the Burner to toast her swarms, and be sure to angle it down to take out the larger insects buzzing around the hole with you. After the swarm is clear, switch to your shotgun or handgun to land a few hits from your spot below, and once she summons another swarm, switch back to the Burner. Keep this up, and she’ll eventually fall into the pit with you, turning into a pool of damaging insects - which is your cue to climb out of the hole, and unlock the door to the second floor.

You’ll be in the creepy Altar Room, where a large chest awaits you. Something mysterious happens when you open it, revealing something even more mysterious inside. Read the Serum Documentation (File #16) on the top of the chest to learn how to create the Serum you so desperately need.

On cue, Zoe will call from a nearby phone, and after relaying the intel, she’ll ask you to search the rest of the second floor to find the D-Series Peripheral Nerve. Exit the altar by going up the hallway, and check the side room for Marguerite’s Notebook (File #17) to learn about this mysterious child, and that she hid the arm in a secret room at the back of the second floor. There’s also some Handgun Ammo in the drawer under the voodoo doll.

Thankfully the glow coming from up the hall isn’t Marguerite, but a lantern tied to a door locking mechanism that’s missing an opposing lantern. The mechanism needs a counterweight, and the only person who had an identical lantern is currently a puddle of goop at the bottom of a hole. Be sure to break the Mr. Everywhere Bobblehead #11 on the small table, and check the far drawer for Antique Coin #12.

Return to the hole you left Marguerite in to find the puddle is gone, and the lantern snatched out of sight - you didn’t think it would be that easy did you? With no other choice, descend down the ladder and follow the new trail to the Greenhouse. From here you’ll thankfully be able to open the locked gate behind you leading back to the Trailer and Main House - and grab the Strong Chem Fluid on the post on the right, perfect for making rounds for your new grenade launcher.

The first floor entrance to the Greenhouse is locked, requiring you to go up the stairs to the second floor entrance. At the foot of the stairs is another Treasure Photo - this one of a toilet next to a tray of cigarettes. Where have we seen a toilet before? It’s actually right behind you, inside the trailer opposite the Tape Recorder. Inside, you’ll find 3 bullets for the 44 Mag Ammo, a very rare ammo type for the unlockable gun in the Trailer.

Video Guide: Old House (Part 8)

Now it’s time to confront Marguerite and enter the Greenhouse. The room has no doors, but you can stock up on 2 Herbs, Solid Fuel and a Separating Agent. If you have a Lockpick and the Grenade Launcher, be sure to open the locked white drawer to find 2 Flame Rounds. Make sure you’re fully stocked up on your Burner ammo, Shotgun, and Grenade Launcher, and drop down through the hole on the left to the floor below.

The main room is empty, save for a single crate, and the way to the front entrance is locked, as are many doors. Head into the hallway and look right to spray the spider-filled door with fire to unlock it, then spray the locker on the left to grab Strong Chem Fluid and Shotgun Shells. Over on the left is a couch with Psychostimulants. Take the stairs up and Marguerite will briefly attack from a wall before fleeing away. At the top of the stairs, another locker can be cleared to grab Solid Fuel and aHerb.

At this point, Mutated Marguerite will be playing a cat and mouse game with you, able to appear and ambush you from almost any opening, crack, or window. She can pull you up from above or below, and you’ll have to shoot quick to get her to drop you. When she falls down near you to attack, hit her with a Fire Round from your Grenade Launcher to light her up, and unload with the Shotgun. After squirming around, she may try and crawl up a wall - where upon another large hit will knock her down on her back giving you more time to deal damage, before she can scamper out of bounds.

It’s when you can’t see her that she’s at her most dangerous - as she often sneaks back in the Greenhouse somewhere to start creating a small nest that will continuously spawn larger insects to harass you, and swarms to attack if you get close. She can only do this if you aren’t following her, which is why you need to be constantly moving and checking the walls or ceilings to make sure she isn’t slithering about. If you catch her in the act, it’s the best time to fire off your Grenade Launcher and take her by surprise. If the nest is already active, use your Burner to clear it out and get rid of the insects before they overwhelm you. Every time she retreats, make sure to quickly reload your weapons as you run around looking for her. It’s good to keep items like the Chem Fluid, Strong Chem Fluid, and Solid Fuel on hand so you can quickly make more ammo if you need an extra grenade or burner fuel.

There are items stashed everywhere, so you may want to use the Psychostimulants to spot them easier in the heat of battle if resources are running low. You’ll find Burner Fuel in the green table on the first floor,Chem Fluid on a green shelf in the central greenhouse area, as well as Chem Fluid and Solid Fuel in the back right locker. A crate near the ladder up has Burner fuel, and and opposite the crate is a Herb in the ground and First Aid Med behind a overturned pot, and Chem Fluid on top of a tractor by the ladder up - and moreBurner Fuel hiding on the wall next to the ladder, and in a cabinet drawer across from the ladder. The second floor narrow walkway has more Burner Fuel and Handgun Ammo, while the destroyed upper floor has more Handgun Ammo in a crate, and more Burner Fuel in a drawer.

As long as you press the attack and reload your weapons smartly to maximize damage when she’s stunned, you can deal enough damage to the point where she’ll finally go rigid, her arms snapping back to her sides, and you’ll know the battle has been won. Pick up herLantern, and you’ll find the gate blocking the entrance has crumbled, letting you leave (and grab some extraBurner Ammo in a drawer on the way out).

Drop off your spare items at the Trailer before going back to the much more docile Old House. Up on the 2nd Floor, put the Lantern in the holder to unlock the door, and enter the Kid’s Room. It’s dark and foreboding up here, and inside the room proper there’s a creepy kid’s drawing on the floor, and a stuffed bear on a rocking chair, next to another kid’s drawing of a cracked boat?

The hall beyond leads to the Contaminated Room, full of that black mold you’ve come to know and fear. However, besides a few falling dolls, the room is empty save a strange note, beckoning you further down the hall. At the end of the darkened hall is a single room - the Detention Room, and holds on a single bed, with a dollhouse in the corner. Inspect the dollhouse to find a drawing inside of the room you are in, with the back wall circled. Look for a cut along the wall behind the bed and inspect it while crouched to open up a crawlspace to….the D-Series Arm.

Collect the arm from the uh… person, and turn around to notice someone’s been watching you. Crawling out of the hole you’ll find things in the room have taken a turn for the disturbing. Prepare yourself as you open to the door - one of the Molded will attack. Take it down and move down the hall into the Contaminated Room where another will drop from the ceiling. Retreat back if you have to, and after killing it, make your way back through the Kid’s Room, and beware of one last Molded waiting behind the furniture in the last room.

Heading back down to the Shrine, Zoe will call, asking you to meet back up at the Trailer. Exit the Old House and go back to the Yard where the Trailer waits. Zoe isn’t inside, but the phone is ringing, with a message from someone who’s very much not Zoe. Lucas Baker wants to play a game with you - and the first step is to check the fridge for the first clue, the Memo on Deptuy’s Head (File #18). It seems you have unfinished business back in the depths of the Main House, requiring you to go back to the Dissection Room.

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