Resident Evil 7 Biohazard Characters Resident Evil 7 Biohazard Consept Art

Tabular array of contents

6-one The wrecked send

  • Full Resident Evil 7 guide table of contents

6-2 Old videtape

  • Full Resident Evil 7 guide table of contents
  • Activating the elevator
  • Finding the corrosive
  • Finding Alan

6-3 Looking for Ethan

  • Full Resident Evil 7 guide tabular array of contents
  • Getting into the elevator
  • Finding weapons

vi-4 Fixing the elevator

  • Full Resident Evil 7 guide tabular array of contents
  • Repair the elevator
  • Rescue Ethan

After your cruise is cut short, it'due south time to become some answers. And you're going to await for them in the wrecked send. The first section of this new area is actually pretty straightforward — just walk forrard, drop to the h2o, then continue forward. Your reunion with Ethan doesn't terminal long (reunions never do in this game). (Also, we definitely didn't picture Ethan as a blonde.)

Continue forward and go up the stairs and head into the ship. There'due south but one hallway for you to follow for at present. Just go on following information technology (it will plow right, right, left, then left) until there are some stairs you lot can go climb — retrieve you tin check your map if you lot get disoriented. Climb the stairs by the blackness ooze modern art until y'all run out of stairs to climb.

Head into the eye of the room at the top of the stairs to trigger a flashback/hallucination that will show yous where to go next. Drop through the hatch because Mia just can't get enough of crawlspaces. Again, your path is pretty straightforward, but you lot're about to pass ii actually easy to miss items. Subsequently you drop into the crawlspace, turn to your left and follow the tunnel as it turns left, then right. At the next intersection, the right path looks like a dead end, only wait nether the pipes on the left side for an antique money.

Turn effectually and follow the tunnel a trivial further until you driblet through another hatch. Turn to your right and follow the hallway again — at that place are a couple side rooms with some stuff to read, some creepy messages and some onetime crew members, just the hall only has 1 destination.

Plough left when you get exterior and caput up the stairs and through another hallucination. Head dorsum inside at the superlative of the stairs and go directly down the hallway. When you run out of hall, climb the ladder. Go past the crew member and drop back into the water. Before you climb the adjacent ladder, turn to your left and expect around in the water at your feet for another antique coin.

Climb the ladder, then the stairs and attempt to follow Eveline. She'south going to lock herself backside a door, though, and yous'll need to observe a fuse to go within. You're almost to start encountering molded, but, since yous don't accept whatsoever weapons, you're going to have to run from them. You're safe for the moment equally long as you don't wander too far.

Turn away from Eveline's door and offset back the fashion you came. Before you get to the stairs, plough right into the first room you pass and grab the greenish herb from within the green cabinet. Go back outside and plough right. Become by the stairs and get ready to go into the next room.

Plow to the right equally soon as you get inside and cheque the trash cans for some chem fluid — why not combine this with the green herb for a offset aid med? Now, look at the dorsum of the room, but don't go there yet. That glowing greenish light is your target — there's a fuse there — but a molded is going to appear to assail you when yous head for information technology. Y'all don't really have a choice in the thing, though. Only dart back there, grab the fuse and dart dorsum out. If you're quick, y'all can completely avert its attacks.

Take the fuse and install it in Eveline's door to unlock it. Climb the stairs to the tertiary floor — look for the "3F" sign — and go through the door on your right. Weave your way through the halls and rooms inside until y'all get to the room where Eveline is watching Goggle box.

She's going to enquire (insist) that you spotter the one-time videotape. It's really not up to you, so it's fourth dimension to watch. In that location'south a lot going on in that tape, so nosotros'll walk yous through information technology in the side by side section.

Navigation

  • Previous: 5-one Into the boathouse
  • Resident Evil 7 guide table of contents
  • Next: 6-two Onetime videotape

Activating the lift

After the introductory scene, you're once more/still playing as Mia. Your inventory box is to the left side of the door over by the TV, but information technology'southward probably empty (unless you lot pre-ordered). On the opposite side of the room, grab the machine gun ammo and note from the desk. Oh yeah, by the style, Mia's got a P19 auto gun.

Go out through the doors and turn right. Follow the hallway by the elevator (y'all can't telephone call it yet anyhow) all the manner to the end and go through the door y'all meet there into the bunk room. There are some supplements on the desk-bound in front of yous every bit before long every bit you walk in. Plow left and grab the green herb off of the table in the adjoining room. There's a locked cabinet on the wall past the table that you can't do anything near notwithstanding, but nosotros'll be back for.

Turn left from the table and head back into the hall. In that location'south another locked cabinet back in the corner (if you lot effort to open up these even when you lot tin can't, they'll become marked on your map). Follow the hall around to the left. Take the kickoff door on your left into the dining room.

Turn left when you walk in and grab the automobile gun ammo from the bottom of the cart. To the right of the locked doors, take hold of the supplements from the shelves confronting the back wall. Plough around from there and the chair on the far left of the table has some chem fluid.

Continue through the doors to the left of the table into the adjacent room. The door into the side by side room is molded close, only in that location is some machine gun ammo on the couch. Plow right from the burrow and expect in the upper corner of the room. There's a window/vent in that location that we'll be using later.

Turn around and head back to those locked doors in the dining room. Hunker downward and pass through the pigsty in the wall to the left of the locked doors to enter the kitchen. After a quick telephone call on your Dick Tracy watch about the writhing pile of Eveline vomit (how's that for a sentence?), grab the greenish herb out of the sink and y'all tin can get out of there.

Back in the hallway, turn left. The door in front end of you lot is locked. So don't rush for it. Around the corner on your left, at that place's going to be a molded approaching. This feels similar a practiced time to attempt out your new machine gun. Our advice near fighting molded with the machine gun is a little different from our usual communication. You still desire to shoot them in the face, only the recoil makes the automobile gun'due south aim drift like crazy. You lot accept two choices: either aim a little lower — it does a good task of dropping them with enough shots to the chest and throat region (and the recoil volition all the same send a few bullets into their faces) — or you can fire in brusk, controlled bursts. We tend toward the first approach for two reasons. First, molded move fast enough that short, controlled bursts won't drib them before they reach you lot. And more importantly, c'mon, it's a auto gun.

When the molded is dispatched, consummate your loop effectually this floor and render to the elevator and push the push to call it. At that place's a molded that will driblet on you lot equally before long every bit you get on, so make sure your machine gun is reloaded. After he's handled, hitting the button to have the elevator down to S2.

Finding the corrosive

Head direct out and follow the hall effectually to the correct. When you go through the dogleg, get ready for a molded in that apse on your left. Keep along the path until it turns left.

In that room, grab the green herb from the crate on your left and the auto gun ammo from the pallets by the door. Continue through the door and turn left. Another molded will drop from the ceiling earlier yous get too far. Go past the locked door (nosotros'll be back for that, too) and head to the end of the hall. Pick up the two remote bombs before turning left and entering the adjacent room.

Before you selection upwardly anything, watch the raised floor in front of yous for another molded to spawn. You can take a couple pot shots at him while he'south up at that place, then wait for him to make his style down to you to finish him off with the machine gun, or you can practise placing a remote flop and blowing him upwardly when he walks over information technology.

To the left of the door, grab the chem fluid from the footing between the ducts, so plow around to go the car gun ammo from the tanks behind you. Follow the path that brought the molded to yous and get out the door at the tiptop of the stairs.

Plow left and follow the hallway down. Y'all'll pass another locked door, then get another phone call. Plow to the right at the finish of the hall to get the chem fluid from behind the step ladder. Turn effectually and become into the luggage room. Smash the crate in the corner for more chem fluid, then open the gate. Grab the three bottles of corrosive — these are what we'll use to get into those locked doors and cabinets (don't worry, you'll find more than).

With the corrosive in paw, brand your way dorsum to that final locked door you passed. Open information technology by selecting the corrosive when it asks for a primal. There's nothing to pick up in the next room, it'south just there for Eveline to freak you out. Do a quick loop of the walkways, then head back to the door.

Follow Eveline to the left and keep retracing your steps. Two molded volition come at you from the ground floor in the adjacent room, but you'll meet them coming from your elevated perch. Since y'all've got the time to plan, plant a remote bomb on the stairs and you tin have them both out at the aforementioned time.

Keep backtracking the style you came until you find the next locked door you passed. Pop the lock and go inside to grab the light-green herb and machine gun ammo from the shelves to the left of the door and two remote bombs and another canteen of corrosive from the shelves on the dorsum wall.

Head back to the hall and turn left to keep retracing your steps. When yous become to the walkway where someone seems to've started a fire, a total of iii molded will assail y'all. The first will be alone, so he's easily handled with your machine gun. Then, plant a remote flop and back up to take out both of the remaining two at in one case.

Eveline beats you lot to the elevator and doesn't hold the door for you similar a little wiggle. Look for your turn, then accept the elevator upward to the 3rd floor.

Finding Alan

When the elevator doesn't arrive all the way up, climb out on the second floor to go check on Alan. Turn correct out of the elevator to return to the room yous started in. Of class he's not there, but at to the lowest degree he left a note.

As long every bit you're here, you might also hit those two locked cabinets. The start is direct out of the door and down the hall in the bunk room's kitchen. Get out through the bunk room kitchen door and turn right. The 2nd chiffonier is at the end of the hall on the right, but there's a molded waiting to assail you on the left. Both cabinets comprise remote bombs each.

The hallway the remainder of the way around the floor is blocked by a boom door so you lot can't laissez passer. Take the first door on your left to duck into the dining room. Remember that window we looked at earlier? Turn correct in the dining room and laissez passer into the attached room. 2 more molded will spawn as soon as you walk in. When they're taken care of, the window in the back right corner will let you bypass the boom door.

Driblet down and plow to your left. Go through the open door into the stairwell and climb up to the third floor. There's nothing to selection upwards hither and there are no branches to the path. Simply keep pushing deeper into the rooms until you get back to the hallway with the elevator and find Alan.

It doesn't go well.

When you wake up from your ooze-nap, continue forward past Alan and become through the door. Interact with the laptop in the eye of the room for a smash from your past, then proceed through the room.

Just go on pushing forward as everything turns to mold and somewhen the tape will end.

Getting into the elevator

Afterward the tape ends and you have a brief (and spooky) chat with Eveline, plow to your right to notice a salvage point on the desk. Go through the door to the right of the tape recorder and turn left. Grab the chem fluid out of the greenish cabinet, and so continue along the hall toward the elevator. Brand certain to bank check the case on the floor at the end of the hall for a(northward incomplete) foreshadowing note.

Go on through the door behind the case to enter the room where you found the laptop in the old videotape. Turn effectually to your left to observe a locked box — in that location'south an antique coin in here we'll come back for in a minute — and some machine gun ammo. The wooden locker confronting the wall to the right of the ammo has some chem fluid within. Turn around from there and grab the gunpowder from the desk drawer. And then become the green herb from the desk higher up the (at present broken) laptop.

The door out of this room is locked and you, sadly, don't have any of your corrosives anymore. Render to the elevator and pull the doors open. You can't get down into the elevator car (even so), so you lot'll have to climb up the ladder. At the top of the ladder, turn left, then drop through the hatch in the flooring. Yous'll detect yourself on the bridge of the ship. Turn to your right to notice a conveniently still operational security monitor. Interact with it and flip through the feeds until you spot Ethan.

Head to the right and down off of the raised platform. There's a remote bomb on the console right alee of you. Turn left from there and go to the far end of the room to find some gunpowder in a filing cabinet.

Turn around and return to the other side of the bridge. In the back right corner, yous'll find the captain's motel. You lot tin can ignore the locked cerise locker for at present (but we'll be back in a infinitesimal) and turn your attention to his desk. Grab the transport map and the lug wrench.

Go out the captain'south cabin and head direct along the hall to the elevator. Turn to your left and go the greenish herb out of the closed locker, and so proceed forrad past the elevator shaft. Follow the hall effectually to the correct and down the stairs. There's a remote flop at the lesser. When you turn effectually and climb back up, sentinel on your right for a Mr. Everywhere. Use the remote flop you simply picked up to destroy it. (Or, we suppose you could make a note to come back subsequently, but it's super satisfying to blow him upwards.)

Go back to the lift and pull the doors open. Drop down onto the car and use the lug wrench to open the hatch in the roof. Climb into the car to discover that the elevator is now missing a cable and a fuse. The note on the wall tells you where you're going to have to go for the cable and, if you lot remember, we already know where in that location's a fuse.

Finding weapons

Earlier you go wandering around this mold- and molded-filled transport, you lot should probably arm yourself with more than a few remote bombs. From the elevator, climb upward to the second floor. Right in front end of you, you'll find a survival knife stabbed into a bench.

Plow correct and brand your way toward the room where the erstwhile videotape started. Crouch when you lot hit the corner to make sure the armless molded there doesn't run into or hear you. Duck into the condom room behind his back. Grab the handgun ammo from the bedside table and the corrosive from the floor at the foot of the bed. Then yous can hit the inventory box and salvage point.

Turn left when you leave the condom room — the molded should've wandered off past now. Nail the crate where he was continuing for some other remote bomb. Turn effectually and follow the hall around to the left. Go past the elevator shaft to the far corner. The door to the bunk room is locked now. Use the corrosive you lot picked up to open up it. From left to right:

  • there'south a remote bomb on the overturned bunks
  • and another remote bomb on the desk
  • the captain'due south cabin locker fundamental next to that flop
  • a potent chem fluid in the white chiffonier to your right

Permit's go utilize that locker key and become a machine gun, shall we?

Return to the elevator and climb the ladder up to the roof. Take the ladder from the roof the residuum of the fashion upwards the shaft. Once once again, plow left and driblet through the hatch in the floor. There'south now a crawling molded on the bridge with you when yous drop down. Plant ane of your remote bombs to take him out.

Head for the captain'due south cabin in the back corner. Use the captain'southward motel locker key to unlock the locker in the captain'due south cabin (say that three times fast). Take hold of the remote bomb and the P19 machine gun. Plough around quickly because at that place's a molded on its manner to ruin your fun. At to the lowest degree y'all've at present you lot've got a machine gun.

Before we become around to fixing the elevator, allow'southward choice up a few more exploding toys. Head back to the elevator and driblet downward onto the machine. Climb down inside, and then climb up onto the 2nd floor. Turn left and follow the hall around to the left — past the bunk room you lot opened last time. You might see that armless molded over again, so be careful.

Open up the door to the other side of the bunk room about halfway down the hall on the correct. A molded will drop correct on the other side of the door. Duck within to grab the chem fluid from the microwave and the gunpowder from the desk. Before you leave, check the mag on the table for a groovy note.

Head back to the hall and turn right. Follow the hall to the left and go back into the dining room. A molded will come at your from your left. After you lot have him out, duck through the hole in the wall to become into the kitchen and pick up the machine gun ammo on your left.

Head back out into the main room and go into the fastened room on your left. Turn to the right when you enter and get the gunpowder out of the wardrobe. The door at the back of this room is no longer molded over, then you lot can go in.

On the other side of the door, you'll meet six paintings and a safe (and a greenish herb on a sofa on your correct). Compare the paintings on your right to those on your left. You need to get both sides to match by rotating the paintings on the left until they're aligned the same way as the paintings on the right. Getting them right will unlock the rubber and net you three corrosives.

Finally, head dorsum to the hall and plow right. Go through the door in the back corner in front of you and climb the ladder. At the tiptop, you'll find two more than remote bombs and a lock pick in the orange box. Before you climb back down the ladder, take out the Mr. Everything.

Now nosotros're ready to get to work on that lift. Since you're here, hit the inventory box and relieve point, then get to the elevator shaft and climb all the way up to the third flooring.

Repair the elevator

The cablevision

When you climb out of the elevator shaft on the third floor, plow left and go into the control room. Use the lock pick on the toolbox to go an antique coin. Caput for the locked door in the back corner. There's a crawling molded that you'll have to deal with, and then y'all tin can use the corrosive to popular the lock.

On the other side of the door, you'll find yourself on the walkway from the terminate of the old videotape. At the end of the walkway, plow left into the locker room, then have another left into the sick bay. Grab the chem fluid and strong chem fluid from the cabinets on your right when you walk in.

Plough around from the cabinets and you'll exist facing your goal for this room — the cable needed for the elevator. The problem is, as presently as you get-go to disassemble the cablevision, you'll be attacked by one of those fat molded like the one you fought in the barn. When he attacks, use your remote bombs to take him out quickly — information technology simply took ii for united states of america.

When he's defeated finish gathering the cablevision. Turn around and cross the room along the windows. At the far side, grab the corrosive out of the cabinet. Plow correct from hither and follow the hallway to the left to find a remote bomb.

Retrace your steps all the way back to the elevator auto and install the cable. At present we simply need to become think the fuse from Eveline's door (from the get-go of your wrecked ship adventure).

The fuse

Climb downward out of the elevator to the offset floor. Be careful because in that location's a crawling molded patrolling this hallway. Turn to the right and make your fashion to the cease of the hall to find the maintenance room. In that location are but two things in hither — a tape recorder on the desk and an MPM handgun in the drawer the corpse was reaching for. Option up the gun and salve.

Dorsum in the hall, plow to the left and go all the way to the cease to take hold of the fuse. Follow the hall around to the correct. Open the kickoff door on your right and nail the crate inside for some gunpowder.

Go back to the hallway and go all the way to the stop. Burn the lock on the recreation room with corrosive. Going counterclockwise starting on the right, grab:

  • machine gun ammo from the bench
  • a green herb from the weeds on the ground
  • two remote bombs from the locker in the back corner
  • a bottle of corrosive from the white tables on the left side
  • another backpack that will expand your inventory one terminal time

Plow left when you leave the recreation room and go through the starting time door on your left. Straight in and in the back left corner, read the letter to Janet. Turn to the right and caput for the door, but check the mag on the bench earlier going through.

In the next room, nail the crate for a start aid med, so read the diary and get the psychostimulants off the table. Be conscientious when leaving because there's one more crawling molded waiting for yous.

Now you can finally take the fuse to the elevator and install information technology. Button the button for S2 to go rescue Ethan.

Rescuing Ethan

Dorsum in the basement, yous're going to retrace some of your steps from the onetime videotape. When the lift doors open, follow the hallway to the correct. One time again, when you hitting the dogleg, you lot're going to be jumped by a molded — this fourth dimension from above, though it will probably drop down behind y'all. Once that one is handled, another molded will come at your from the forepart. Earlier y'all move on as well far, brand sure you smash the crate in the alcove on the left for some strong chem fluid.

When the path turns to the left, grab the remote flop out of the crates and the machine gun ammo out of the dark-green cabinet.

Go through the next door and plough left. A crawling molded volition drop from the ceiling. Become through the first door on your right to get

  • some handgun ammo out of the green cabinet
  • smash the crate on the floor for some more than handgun ammo
  • the white shelves in the back of the room have some car gun ammo
  • the shelves by the door have two remote bombs

Dorsum in the hall, keep to the right. The room at the end of the hall is that two-level room with the raised center. Turn to the left when you get inside to find another remote bomb and then turn effectually to find more machine gun ammo (in basically the aforementioned identify as it was last time y'all were in here).

Make your way around to the stairs advisedly — a molded will spawn on the first landing. If you're quick, y'all tin plant a bomb at his feet before he even stands up.

At the top of the stairs, a fat molded will spawn. Again, endeavour to be quick and plant a flop at his feet, merely if yous tin't just mine the stairs and lure him toward you. After he'southward expressionless, smash both crates for automobile gun ammo.

Head through the doors and follow the walkway to the left. When the walkway turns right, look at the wall for another locked cabinet. Corrosive the lock to get the final antique money. Continue down the hallway to the right all the way to the end. Go into the cargo bay — where y'all found your first corrosive earlier — and pop the locked cabinet on the wall for ii more remote bombs.

Head back out to the main hallway and plow right, then go through the door on your left to confront Eveline and rescue Ethan. What happens next is a lot to take in, so we'll merely meet yous on the other side in the side by side section.

Navigation

  • Previous: 6-0 Wrecked ship (all sections)
  • Full Resident Evil 7 guide table of contents
  • Side by side: 7-0 Common salt mines (all sections)

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Source: https://www.polygon.com/resident-evil-7-guide/2017/1/27/14414530/walkthrough-wrecked-ship

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