Lab Codes Resident Evil 2
Resident Evil 2 Greenhouse Codes Greenhouse Trap Door Code. The Greenhouse Codes work sort of like a memory game which, when the symbols are quite abstract and there are hellish plant zombies on.
Cable Car Platform
The ID Wristband will be received after the cutscene. There is an item box across from the cable car entrance. Go toward the lab entrance ahead then stand in front of them to have the ID Wristband open them. Step inside when the doors are fully open.
Reception
Go behind the reception counter and grab the Nap Room Log file from the computer monitor. Enter the room to the side of the counter and take the ID Wristbands file from the white board to the left. To your right is your standard item box and typewriter. Exit the save room and enter the room across from the reception counter.
Security Room
Take the Shotgun Shells from the counter to the left. Walk toward the desk on the other side of the counter and take the Research Lab North Area Map. Exit the Security Room then enter the room to the right of the reception counter. The door down the hall to the left requires staff level wristband access.
Cafeteria Hallway
You only really need a handgun and/or the shotgun for the rooms coming up. Step down the hallway and you’ll find a trail of blood leading to the Cafeteria doors. The door at the very end of the corridor can’t be opened due to not having staff access. Step into the Cafeteria.
Cafeteria/Kitchen
One zombie can be seen behind the booth in the middle of the Cafeteria. Blast him then enter the Cafeteria. Out of the two dead bodies to the right, the female is a zombie, so you can kill her early before she gets up. Take the Hand Grenade from the male dead body along the right side of the room. There is a zombie feasting on a dead body along the left side of the room – that’s what satisfying sounds of munching are. Grab the Fuel along the counter to the left. There is also some Large-caliber Handgun Ammo on the table beside the feasting zombie. You’ll have to move around the left portion of the room to reach the back. You can step past the zombie that is feasting without bothering her – she is too wrapped up in her meal to notice. Another zombie will get up as you move to the back portion of the room. Find the ladder on the other side of the room and climb it.
Follow the air duct then fall out to the kitchen along the west side of the Cafeteria. Take the Gunpowder (Large) from the counter to the left and the Combat Knife from off the side of the counter past the drink machine. Be very careful when entering the outside hallway through the door up ahead since there is a zombie in the outside corridor. The zombie is often to the left with his back turned when you step out, but he might be elsewhere. Be prepared!
Cafeteria Hallway
You’re now on the other side of the Cafeteria Hallway. Open the door down the hall to the right.
Nap Room
Take the Upgrade Chip (General Staff) from the hand that sticks out of the closed bed along the right wall. Combine this with your ID Wristband to get the Id Wristband (General Staff). Take the Flame Rounds from the desk to the left. Check the lockers to the left to find the Regulator (Flamethrower) part for your Spark Shot – this can be installed to make the flamethrower take less ammo. There is a power panel on the wall in the back of the room with a hole to put some sort of device. You don’t have the device to place into the power panel yet, but (unlike the first run), you will be gaining it very soon. Leave the room and step through the door at the end of the corridor ahead. Go back out to the Reception area.
Reception
You can now use your wristband to open the door at the end of the right corridor.
Main Shaft
Oh, would you look at that! The Signal Modulator that you need to restore power to the Nap Room and surrounding rooms in the North Area is to the right, beside the dead soldier. Grab the signal modulator then check over the soldier to get Special Forces Recording file. You might as well hit the button to extend the bridge to the middle area as well. Go back to the Nap Room.
Nap Room
Watch out for any zombies that might have gotten through the cafeteria door on your way back to the Nap Room. Set your modulator to “OSS” then tune the frequency and put it in the power board. As the beds to the side open, grab the Hip Pouch from the first bed to the right then run to the second bed and quickly grab the Wayne Li’s Note file (if you want) then dash out of the room so you can avoid fighting the zombie of Mr Li (Mr Ming Lee).
Main Shaft
Press the button for the East Area bridge then cross it and enter the Lobby past the first hallway.
Lobby
A Green Herb is on the counter to the left and there is some Gunpowder next to the monitor on the back desk behind the counter. This is a save room, so you have your standard typewriter and item box behind the counter as well. Take the shotgun, handgun, flamethrower and at least one hand grenade with you to the rooms ahead. The door on the south side of the Lobby is locked from the current side. Enter the Presentation Room to the east.
Presentation Room
Once again, the body smashed up against the glass in the Greenhouse holds the senior staff chip that you need for your wristband.
Hallway Outside Greenhouse Control
It’s up to you where you want to kill the hanging Ivy right now or not, but be sure to get rid of the Ivy that gets up near the door to the Greenhouse Control Room. Shoot it in the bulbs with the handgun. When it falls, shoot it with a flame round to kill it for good as it burns into charcoal. With Leon, a shotgun blast to the chest will stun an Ivy long enough to where you can run by it.
Take the High-Grade Gunpowder (Yellow) from the tray in the middle of the room as you approach the hallway with the Ivy. Burn the Ivy on the other side of the corridor then enter the Greenhouse Control Room.
Greenhouse Control Room
Take the Flash Grenade on the counter in the center of the room. Interact with the machine near the window on the other side of the room and take the Dispersal Cartridge from it. Just like in the first run, you’ll need to fill this cartridge full of a chemical that will destroy the Plant 43 in the greenhouse room up ahead, so it will release its grip on the body with the senior staff chip that you need. Walk over to the control panel below the monitor on the west side of the room and let’s unlock the chemical storage in the Drug Testing Lab and the ladder on the southeast side of the Greenhouse. Just like in the first run, you’ll have to find the shape sequence then input the shapes with the keyboard.
The first sequence of shapes can be found on the cover for the ladder on the southeast end of the Greenhouse. Pretend the control pad has buttons like a cell phone then enter '5831' to unlock the ladder cover.
Greenhouse
It’s best to kill the two Ivys that attack while near the ladder. There is a Red Herb below the stairs that are by the Drug Testing Lab Entrance and (if you want to fight another Ivy) there is a Blue Herb on the south side of the area. Go down the ladder on the southeast side of the area.
Lounge Hallway
Pick up the Gunpowder (Large) and Research Lab East Area down the corridor to the left of the ladder then step into the Lounge.
Lounge
You can’t enter the Server Room (down the left hall) since the power is out. Step into the open area ahead and take the Shotgun Shells from off the seat to the left. All the same zombies from the first run will revive again in this second run once you run so far down the west corridor. If you want, you could toss a hand grenade in between the three middle bodies to kill all the zombies. The two lying in the middle of the room and the one lying against the coffee machine will get up and attack if you don’t kill them right now. Take the Green Herb on the seat against the far right wall. Set your Signal Modulator to “URF” then match the frequency on it and put it in the wall to restore power to this area. Go ahead and enter the Server Room.
Server Room
Snatch the High-Grade Gunpowder (Yellow) from the tray to the left. There is a Combat Knife on the tray with the laptop and some Flame Rounds on the back shelf. Be sure you take along a few acid rounds for the Lickers at the west end of the outside corridor.
Lounge
Allow the Lickers to pop out of the ceiling at the end of the west corridor. Back ALL the way up to toward the machines in the break area then fire acid rounds at them (maybe a flame round also). They will not attack, so long as you stay very far away from them. Kill them and then step into the Low-Temp Testing Lab. Snatch the Trophy on the second counter in the Low-Temp Testing Lab – you’ll find the code for the Drug Testing Lab on the bottom of the trophy. Step back out to the Lounge for now then enter the Stairway past the corridor ahead.
Stairway
Once again, enter facing to the right since a zombie is against the right wall. As you move up the stairs, an Ivy will attack from the third set of stairs – this the same set where the zombie falls from the upper floor, so don’t fight the zombie on the third set of stairs. Enter the room at the top then kill the female zombie in the back of the room.
Grab the High-Grade Gunpowder (Yellow) on the wrapped boxes and the Large-caliber Handgun Ammo in the locker to the left. If you want, pick up the Somebody’s Scribblings file on the blue chair. Unlock the door that goes back to the Lobby.
Lobby
If you’re still holding out after all this time and have gotten the Trophy to get the code then you’ll now by now that the code for the Drug Testing Lab is “2048” (from the bottom of the trophy) so enter that into the Greenhouse Control Room monitor then go to the Drug Testing Lab.
Drug Testing Lab
Look around the room and take the Herbicide Synthesis file from the counter, the Gunpowder (Large) from the counter and Hand Grenade from the floor near the hazmat suit. Run over to the solution dispenser then insert the Dispersal Cartridge into the machine and measure out the correct amount of chemical. Use the sequence below to get the chemical instantly.
- Blue - Red - Green - Blue - Red - Green - Blue - Red - Green
Take the Dispersal Cartridge (Solution) then run down to the Low-Temp Testing Lab.
Low-Temp Testing Lab
Grab the Wayne Li’s Inbox file from the monitor if you want. Enter the freezer in the back of the room then insert the Dispersal Cartridge (Solution) on the cooling machine across from the window to get the Dispersal Cartridge (Herbicide). There is also some Gunpowder on the counter across from the machine (below the window). Return to the Greenhouse Control Room.
Greenhouse Control Room
Insert the Dispersal Cartridge (Herbicide) into the machine to kill Plant 43. The outside body will drop the Senior Staff Chip.
Greenhouse
The only way over to the platform with the chip is on the southwest side of the Greenhouse. Since the plant is dead, all Ivys that were hanging have now dropped. An Ivy lies in wait on the top of the stairs on the south side of the platform – burn it while it is on the ground and it will rise up and attack. It’s best to deal with it now since it will attack later if you don’t.
You’ll hear an Ivy somewhere in the area once you get near the chip on the other side. Pick up the Upgrade Chip (Senior Staff) from the floor near the hazmat dead body. Open your inventory and combine the chip with your ID Wristband to get the ID Wristband (Senior Staff). As you go to leave, Mr X will step near the glass in the Presentation Room then jump through the glass and start to chase your character (he only chases Leon and not Claire for this part). Run back to the Greenhouse Control Room. Along the way, an Ivy can be heard from the east side of the platform but just ignore it.
Greenhouse Control Room
Run back into the Hallway Outside Greenhouse Control then reenter the Presentation Room – the vines make the door to the Presentation Room hard to see so use your map to find the door if needed. Once inside the Presentation Room, interact with the monitor on the podium (make sure you’ve combined the chip with your ID Wristband in order to access it) to look over the Byron Cartwright’s Inbox file. Run out of the East Area and back into the Main Shaft.
Main Shaft
Using the console, extend the bridge to the East Area then enter that area.
Biotesting Lab
Take the Lab Digital Video Cassette and Hand Grenade from near the dead soldier then use your Signal Modulator on the back wall to restore power to the area – the code is “AWS” this time then match up the frequency as usual. Discard the Signal Modulator after using it this last time. Use the VCR to play the cassette if you want then grab the William Birkin’s Inbox file from the nearby monitor. Before entering the next room, grab the Blue Herb from the cylinder against the left wall. On your way through the corridor ahead, take the High-Grade Gunpowder (Yellow) from the counter to the right (after passing the hazmat suits).
Bioreactors Room
Pass through the decontamination room then through the Bioreactors Room.
P-4 Level Testing Lab
Collect the Research Diary file from the computer to the left. Before approaching the south side of the room, enter the save room along the north side. Find the Gunpowder (Large) on the tray to the right, the High-Grade Gunpowder (Yellow) on the counter to the left and the Red Herb in the closet to the left. It’s really up to you what to bring along the fight ahead. I’d recommend the shotgun, magnum and flamethrower. Hand Grenades can actually help you out a great deal, so bring them along as well (both for damage and to escape from William’s grab). Flash Grenades are good for blinding the boss ahead. If you want to bring a handgun, bring the Matilda (make some ammo for it using some spare Gunpowder). The Matilda is a great weapon for damaging William’s weak areas if you have the 3-shot burst fire upgrade on it.
When you’re ready, examine the container along the south side of the room to trigger a cutscene. Return to the other side of the Bioreactors Room to trigger another cutscene which leads into a boss fight.
Bioreactors Room
Boss: William Birkin (G3)
William G3 has three eyeball weak points on his body. They are on the lower left leg, the upper right shoulder and the around the middle portion of the back. All of these weak points must be shot in order to make him fall to his knees. Once on his knees, William will reveal the collection of eyes in the center of his chest – this is his major weak point and the main area where you should concentrate all your firepower.
One good part about shooting each weak point is that it will make him stagger when you destroy each eye. You can use this to your advantage and start to fire on either weak points while he staggers from another being destroyed. For instance, you could destroy his leg weak point then quickly start shooting him in the upper shoulder weak point while he staggers. His leg and back eye are his two weakest weak points. The shoulder eye weak point will take more hits to destroy. Flash Grenades can stun William to where you can blast his eyes easily. Hand Grenades work well in damaging him to speed up the fight. With Leon, use either the Shotgun, Handgun or Magnum to shoot his weak points. If you’re good at aiming, use the magnum, if you’re not so good, stand back and use the handgun. The shotgun is good from mid-range or up close but you’ll probably get hit many times while using the shotgun. The shotgun is really best used after staggering him from destroying an eye – destroy his leg eye with the handgun then quickly run up on him and blast his shoulder eye with the shotgun. With the plethora of Handgun Ammo pickups around the room, the handgun works really great for this fight if you want a distance weapon where you don’t have to worry about the ammo as much. There are NO Shotgun Shells around the room, which shows that the developers do not encourage the shotgun’s use. The chemical flamethrower is a fantastic weapon for damaging his main weak spot when he falls to his knees.
William’s attacks during his G3 phase have some major range. It’s best to stay away from him to avoid the majority of his attacks. You can run to the sides to sometimes avoid his attacks, but that is not really a guaranteed dodge. The main attack you can easily avoid by running to the side is his overhead slam at the end of his multi-hit combo. When William jumps forward, run to the side (or run toward him if you catch him doing this early) and you’ll avoid getting pounced – your character will get staggered however. Whenever William walks over and grabs a container, blast him in his back eyeball to make him drop it. If he doesn’t drop it, run behind something to shield your character from the attack.
Toward the end of the fight, William gets very violent and will reveal his chest weak point for the remainder of the battle. This is when you should take out the magnum and concentrate fire on his chest to try to end the battle quickly. During his last phase, William will tear a piece of a pillar out of the wall then slam it on the ground – avoid this attack by stepping to the side of the room to get out of the pillar’s path. You can run up on William as he tears the pillar out of the wall and blast him in his chest weak point – stay to the side of him while shooting him and you’ll avoid the attack. William will get very violent and start to perform some very long slash combos. Once the battle is in this phase, he doesn’t have much health left, so some precise powerful shots should end it eventually (you could also wait and use this time to toss Hand Grenades at him). If you check around the room during the fight, you’ll find 4 pickups of Handgun Ammo, a First Aid Spray, MAG Ammo, 2 Flash Grenades, Fuel and a Hand Grenade – you can grab all of this after the fight also.
Attacks:
Forward Slash – William steps forward and swings downward with his left arm. Run to the left to avoid this. His shoulder eye will be in full view at the end of this attack - it's actually one of the best oppurtunities to shoot it.
Turning Slash – While behind William, he will slash with his left arm while turning.
Dashing Smash – William will run toward your character and perform an overhead smash with his right arm. Run to the right to avoid this.
Jumping Grab – William will jump toward your character and try to grab. If he is successful, use a subweapon to get out of the grab or suffer damage. If William misses and you are near him, this will stagger your character. If you're expecting this attack, you can avoid it by running toward him and allowing him to jump over your character.
Two Hit Combo – William steps forward with two slashes.
Four Hit Combo – William does a series of three slashes with his arms and then an overhead smash with his eyeball arm. This leaves the eye on his shoulder open to attack. The last attack can be avoided easily by running to to the right.
Container Grab – William will grab a container in the area then toss it at your character. His back eye is revealed as he picks up the container and you can shoot him there to cancel the attack. Get behind something if you can't shoot the back in time (or you have already shot it before he does this).
Pillar Grab – Toward the end of the fight, William will tear off part of one of the pillars in the room and then smash it down to the ground. His central collection of eyes will be revealed by this point, so you can stand next to him as he tears at the pillar and shoot him in his chest eyes. You can move to either side of William as he does this in order to avoid the attack.
After the battle, take the elevator to the floor above. A cutscene will trigger. Go back through the rooms ahead until you reach the Main Shaft and another cutscene will trigger when you step onto the bridge.
Main Shaft
The self-destruct sequence timer will start to count down after the cutscene. You have 10 minutes to get out of the research lab before it explodes. Step inside and the central elevator and it will take you down to the floor below. Yup, it's that time. A 10 minute timer for self-destruct of the Research Lab will start soon.
Monitor Room
There is a First Aid Spray on the machinery to the right as you step out of the elevator. A cutscene will trigger as you move forward into the monitor area ahead. Once the cutscene ends, take the Combat Knife from the machinery to the right on the other side of the room then exit.
Stairs to Pump Room
Go down the stairs to the left and you’ll find a typewriter and item box below – this is your final save before the end of the game. Ditch any weapons that you don’t have ammo for and take any that you still have ammo with. Take around 3 mixed herbs with you or First Aid Sprays. You will be able to mix one Red + Blue + Green mixed herb from herbs that you’ll find on the way to the bottom area. Go through the door to the left of the item box when ready.
Pump Room
Take the lift down to the floor below. There is a Blue Herb in the far left corner after getting off the lift. In the area ahead, three Ivys await. Blast them in one of the bulbs on their body then run by them – the quickest way to stun them quickly is with a shotgun blast to the chest. Open the door at the other end of the room.
Duct
Collect the Green Herb in front of the railing then climb down the ladder. If you check the pile of debris across from the bottom of the ladder, you’ll find some Large-caliber Handgun Ammo in it. Run toward the door to the side and Mr X will fall in front of him – you can’t run around him (some sort of invisible wall keep you from doing so). Go back to the area with the railing then circle around him by going the opposite way that he goes then open the door behind the walkway he fell to and continue.
A zombie will get up from the left in the burning corridor ahead. Ignore the zombie and keep a running through the doorways ahead then open the door in the corridor. Rush into the area with burning pipes and a cutscene will activate.
Lift Area
Dash through the door ahead then use the item box to make last minute adjustments on your inventory if needed – you need to inventory slots for the plugs up ahead that you have to pick up. There is a Red Herb on the floor to the right of the item box. Take the Large-caliber Handgun Ammo and the Joint Plug from the nearby tray. Get onto the lift platform ahead and use the joint plug on the plug slots along the left side of it to trigger a cutscene.
Lift
This fight is all about dodging and spamming Mr X with gunfire. He has no true weak point, so just blast him anywhere to damage him and make the fight go by faster. He will attack with his tyrant (right) arm in a variety of ways, so always remember to run to the right (toward his left arm) to avoid the majority of his attacks. The closer that you stand to his left side, the easier his attacks are to dodge (just step further to the back part of his left side when he attacks). His attacks hit VERY wide in front of him (usually starting from his right) and reach around his left side a bit and this is why you have to rush toward his back left side as much as you can.
Concrete debris will start to rain on the platform during the battle and this will impede your movement at times. Don’t ever stand behind some debris or Mr X will knock it forward and injure your character. Toward the end of the battle, Mr X will stand and growl shortly before he rushes forward and stabs your character – this is an instant death attack if it hits. The only way to avoid dying from his instant death attack is to shoot him enough to cancel the attack.
Eventually, a slight cutscene will play where a “mystery woman” will toss a rocket launcher onto the platform. Run over and grab the Rocket Launcher after the cutscene then equip it and fire it at Mr X to end the battle. The rocket will create a bunch of smoke, but in its wake, you’ll only see the legs of Mr X stumble out of the smoke.
Attacks:
Three hit Combo – Mr X steps forward with three dashes
Three Hit Combo Smash – Mr X lunges forward with two slashes followed by an overhead smash. He will get his claw stuck in the ground during the final attack and take a while to recover.
Vertical Slash – Mr X slashes vertically in front of him with his claw arm. You have to get away from him to avoid this. Running to the side doesn’t work.
Jumping Smash – Mr X jumps forward and perform an overhead smash with his claw arm. He will get his claw stuck in the platform and will have some big recovery after this.
Arm Thrust – Mr X steps forward with a thrust of his tyrant arm.
Instant Death Stab – Toward the end of the fight, Mr X will stand and growl. He will eventually dash forward and kill your character with a stab – it’s a guaranteed kill for him. You have to damage him enough when he growls in order to cancel the attack.
Bottom of the Lift
Step off the platform and run to the right. Some zombies will step through the doorway up ahead. You have no more boss fights or enemies past the door, so fire your remaining rocket(s) at the zombies that impede your progress. Go through the door and run toward the tracks in the distance to trigger a cutscene.
Train
Luckily, someone put an item box and typewriter on this train! If you need it, there is a Gunpowder (Large) on the a crate to the left and if you move ahead, you’ll find some more Gunpowder (Large) behind a fallen cylinder to the right and a Combat Knife sticking out of a covered crate to the left. Be sure to save your game and bring along whatever weapons and ammo that you have left. Healing doesn’t really matter at this point. The best weapon for the battle ahead is the Lightning Hawk magnum. Move into the cart ahead then try to enter the last cart. Something will tear the door down up ahead and..
Just when you thought you’d be safe inside a train cart, along comes William’s latest mutation – he literally looks like last night’s leftovers! William is basically a big blob of flesh with tons of claws all over him. Just like in the original RE2, this fight is more of an “unload on him” type of fight. Unlike RE2, he has no real attacks until he gets right up on your character. Back all the way toward the entrance of the current train cart. William will eventually move next to your character and open his big eye – this is when he is at his weakest and when you should unload your most powerful ammo directly into the eye. The eye will get so close to your character that you will be able to hit it with a combat knife (which is actually what some speed runners do).
All the damage that you do on William before he opens his big eye is arguably useless, though it might add up, but at a horribly small rate. Save all of your big weapon attack for when William opens his big eye then unload on that eye as much as possible. He seems to be at his weakest when the eye turns red (when it is right up on your character).
. Homeworld 1.04 Resource Unit Trainer. Introduction - This trainer is for Version 1.04 of Homeworld. This has been tested on the patched UK version of the game but I can't see any problems with it running on any other country version as long as you are using the 1.04 patch. Homeworld patch 1.04. Homeworld 1.04 Update (HOMEW104) (ZIP file) 1.94 MB This file will update Homeworld to version 1.04. This update will patch versions 1.00 and 1.03 of Homeworld. Please see the game's readme file for a complete list of issues corrected in this update. Homeworld 1.05 Update (Homeworld105Patch) (ZIP file) 1.95 MB. BUG FIXES o Bounty rating capped at 250. O Homeworld now checks all available CD-ROM drives for the Homeworld CD - the Homeworld CD can be placed in any CD-ROM drive on the system o Cheat detection for multiplayer games. O Screensavers will no longer activate when Homeworld is running o Various Save Game Bugs fixed III.
The best way to kill him for sure is to switch between all your loaded weapons and blast him in the eye without reloading. Blast him with the Lightning Hawk then blast him with the W-870 shotgun handgun and empty a full clip into him. Last but not least, switch to the flamethrower and torch that eye. GAME OVER!!1
Attacks:
Grab – William grabs your character and eats your character. Enough said, but yeah.. It’s an instant kill. And no, you can’t escape from it. This is why you must blast the hell out of the eye when he reveals it.
The ending cutscene will play after the battle. All that ammo and all it took was a pipe to deliver the final devastating blow! The new mayor of Metro City has stepped forward! Sherry just lost her mother and no she happily wants a parrot to replace her. Ah, kids these days! Congrats, you have now completed the full game.
In this guide, we are going to take a look at all safe code combinations and puzzle solutions in the game.
All Safe Code Combinations:
Using the codes below, you unlock various safes in the game. Let’s get started!
- West Office Safe – L9, R15, L7
- Police Station 3rd Floor Locker – DCM
- Waiting Room Safe – L6, R2, L11
- Sewers Control Room Locker Code – SZF
- Treatment Pool Room Safe – L2, R12, L8
- West Office Desk Left Side – NED
- West Office Desk Right Side – MRG
- Shower Room 2F Locker – CAP
All Puzzle Solutions:
Let’s take a look at the various puzzles and how you can solve them.
Lion Statue Puzzle: This is located in the Main Hall, 1st Floor of the Police Station. The solution is Lion, Twig, Eagle and Crown, Flame, Flying Bird for Scenario B.
Unicorn Statue Puzzle: This is located in the Lounge area, 2nd floor of the Police Station. The solution is Fish, Scorpion, Aquarius and Twins, Scale, Worm for Scenario B.
Maiden Statue Puzzle: This is located in the West Storage Room, 3rd Floor of the Police Station. The solution is Woman, Bow, Snake and Ram, Harp, Bird for Scenario B.
Prison Switchboard Puzzle: This is located in Generator room, B1 of Police Station. Simply flip the 3rd and the 4th switches to solve this. Note that this is applicable to Leon only.
Chess Plug Sockets Puzzle: This is located in Monitor Room found in Sewers. Now there are two solutions depending on the run you are doing. The solution for 1st run is: Right Wall – Pawn, Queen, King and Left Wall – Bishop, Rook, Knight. The solution for the 2nd run is Right Wall – Pawn, Rook, Knight and Left Wall – Queen, Bishop, King.
Lab Code Puzzle: This is located in the Lab area of Greenhouse Control Room. Again, depending on your scenario there are two solutions. They are 3123 and 2067, and for Scenario B, it’s 2048 and 5831.
The Puzzle When You Are Playing As Sherry: Get the teddy from her room. You need to examine to find the block in it. The top portion of the blocks should have the following shapes: Square, Triangle, Circle, Star, Triangle, and the ones on the front should have Circle, Square, Star, Square, Star.
The Two Plugs – Queen And King Plus Puzzle: This is located in the Supplies Storage Room of the Lower Sewers. Grab the Queen Plug, insert it in the door, the door will open, enter it, take the weapon, you will get the King Plug, now go back and remove the Queen Plug, put the Queen Plug to its original place, put the King Plug in the same side as you came from, grab the Queen Plug, and then go back to the King Plug, Take it out and you should be back at the Storage Room. Now go back to the Monitor Room.
Dispersal Cartridge Puzzle: This is found in Drug Testing Lab of the Lab area. Again, depending on scenario, we have two solutions. The solution for Scenario A is Red, Green, Blue, Red, Green, Blue, Red, Green and solution for Scenario B is Blue, Red, Green, Red, Blue, Red, Blue, Green, Blue, Red, Green.
Electronic Door Panel For Leon: This is located in Jail, B1, Police Station. The correct path is (without considering the one input and two outputs): The last two cubes from the right on the first row, the third and fourth cubes from the right on the second row, then the last cube from the right on the third row, from here there are two paths: Path A: the third, second and first cubes from the right on the third row, then first cube from the right on the 4th row and finally to the bottom output. Path B: The third cube on the 3rd row from the right to the 3rd cube from the right on the 4th row to 2nd cube from the right on the 4th row, 2nd cube from right on the 3rd row, to 2nd cube from the row on the 2nd row, to the 2nd and 1st row from the 1st row and finally to the 1st output.
Electronic Door Panel For Claire: This is located in Private Collection Room, 2nd floor of Police Station. All positions are from right. The solution is: From input terminal from top left to last cube on 1st row to last cube on 2nd row to last cube on 3rd row to Path A: 3rd on 3rd row to 3rd cube on 2nd row to 3rd, 2nd and 1st cubes on 1st row to the Output on top right. Path B: 3rd cube on 3rd row to 3rd cube on 4th row, 2nd cube on 4th row to 2nd cube on 3rd row, 2nd cube on 2nd row to 1st cube on 2nd row to 1st cube on 3rd row to 1st cube on 4th row and finally to the second output at bottom left.