Resident Evil 2 Remake Electronic Gadget
This Resident Evil two Remake Guide shows where to find all Collectible Locations on PS4, Xbox One, PC (15 Mr. Raccoons, viii Safes and Locks, 6 Inventory Upgrades, 58 Files, two Portable Safes, 32 Central Items, 6 Maps, 9 collectable Weapons). There are 127 Collectibles divided into 7 types and 9 Weapons.
Locating all RE2 Collectibles unlocks the post-obit trophies or achievements:
About Collectibles are missable! Collect them in chronological order equally y'all go through the game.
While Key Items, Maps, Portable Safes, and Weapons are not directly tied to any trophy they are often required to reach a collectible. This game is like a labyrinth and it tin can be difficult to figure out where to go or what to use an item for. Hence this Collectible Guide is written in a Walkhrough format with all important Key Items and Puzzle Solutions included. This will help y'all get through the offset playthrough with ease. Below all trophy-relevant collectibles are color-coded. The ones that aren't directly tied to trophies are in black.
The game is split into iv campaigns. Leon-A, Leon-B, Claire-A, Claire-B ("A" is their outset playthrough scenario, "B" is the 2d playthrough). When following this guide you must start with Leon-A considering some items are unreachable with Claire and certain key items are different. And so be certain to brainstorm with Leon. After finishing Leon's 1st campaign you unlock Claire-B entrada. Likewise, finishing Claire-A campaign unlocks Leon-B campaign.
Yous should collect everything on easy difficulty (Assisted Mode). On normal, Mr. X will chase later on you very fast which makes the collectible search much harder. On easy he walks very slowly so you tin can look around without pressure. On hardcore some items take different locations or are completely missing so don't do this on hardcore!
You can continue track of your Collectibles in the Records Card. Scroll through the Records list to see the stats that they track. "Lore Explorer" tracks Files, "Complete Vermin Extermination" tracks Mr. Raccoons, "Master of Unlocking" tracks Safes and Locks. After finding a Collectible it gets saved to your Records instantly and in that location'southward no need to collect them again if yous die.
Collectible Overview:
- 6 ten Inventory Upgrades
- 58 x Files
- 15 x Mr. Raccoons
- 8 x Safes & Locks
- 2 x Portable Condom (needed for one of the Inventory Upgrades, just non for the "Master of Unlocking" trophy)
- 32 ten Key Items (needed to advance story and reach sure collectibles)
- half dozen 10 Maps (not needed for collectibles but they help you navigate and notice room names on the map where collectibles are located)
- 9 x Collectable Weapons
A guide by SnowNinjaRaccoon (DK) & PowerPyx
Leon A-Story
It is highly recommended that you start with Leon's story. That'southward considering some items are exclusive to his campaign and cannot exist reached with Claire. If you start with Claire some story parts volition be different and the explanations on key items may non work. Be sure to first as Leon.
Leon's A-Story includes:
- six/vi Inventory Upgrades
- 40/58 Files
- eleven/xv Mr. Raccoons
- viii/8 Safes & Locks
- 2/2 Portable Condom (needed for ane of the Inventory Upgrades, but not for the "Main of Unlocking" bays)
- 32/32 Key Items (needed to advance story and attain certain collectibles)
- 6/6 Maps (not needed for collectibles only they help you navigate and detect room names on the map where collectibles are located)
- 3/ix Collectable Weapons
[File #1] [LEON EXCLUSIVE] Orientation Letter
Automatically in inventory from the start of the game. Y'all can read it subsequently exiting the shopping area. Open the inventory
/
and press
/
.
[File #2] Officer'southward Notebook
Police Station 1F, Watchman'due south Room: Automatic Story Pickup in Police Station, unmissable when you lot free the officer.
[Key Detail #ane] Lion's Medallion (Lion Statue)
Law Station 1F, Master Hall: Combination is Lion, Twig, Eagle.
[File #iii] Record of Events
Police Station 1F, Operations Room: North-W of the station.
[Map #1] Police Station 1F Map
Aforementioned as above (Operations Room). Map's don't count as a file or collectible, they simply reveal the in-game map and are useful for navigation.
[File #4] [LEON EXCLUSIVE] Uses of Gunpowder
Police Station 1F, West Office: On Desk. Please note that Claire besides has a file called "Uses of Gunpowder" in the same place, only hers is counted as a unlike Collectible. This is considering she has different weapons and can craft different ammo so the content of the file is also dissimilar. Don't worry, the Claire Sectional one volition exist pointed out once again later when we gather her Collectibles on the 2nd playthrough. Just know that at that place are two split up "Uses of Gunpowder" files in the game (1 per character). Keep playing as Leon and nosotros'll grab Claire's on the second playthrough.
[File #5] Operation Report
Police force Station 1F, West Role: On side of long desk
[File #vi] Rookie's First Consignment
Police Station 1F, Due west Role: At end of the long desk
[Safe Lock #1 & #2]
Police Station 1F, W Office: The desk-bound with Rookie's Consignment file on information technology has two locks. Code for Desk: Left = NED / Right = MRG. Reward is a role for your handgun.
[Safe Lock #three]
Law Station 1F, Due west Role: A safe is within the West Office. Combination: Left = 9, Correct = xv, Left = seven
[Inventory Upgrade #1]
Police Station 1F, Westward Office: Inside the safe (see Safe Lock #3).
[Mr. Raccoon #1]
Police Station 1F, W Part: On a shelf north side of the room, in the dark. When you plow the audio upwardly yous tin hear a mechanical sound coming from the Raccoon Collectible when it'due south nearby.
[File #7] Storage Locker Final Memo
Law Station 1F, Safety Deposit Room: Adjacent to the code terminal.
[File #8] Medical Benefits or Herbs
Police force Station 1F, Nighttime Room: On box adjacent to typewriter salve signal.
[Condom Lock #4]
Police Station 2F, Shower Room: Combination is CAP. Advantage is some armament. This is on a locker in the room with the steam.
[File #nine] Portable Condom Instructions
Police Station 2F, Shower Room: in the room with the steam where you're supposed to place a valve.
[Portable Condom #ane]
Police Station 2F, Shower Room: Y'all must pick upward the portable safe and examine it in the inventory. Printing the buttons so they lite upwardly in a circumvolve next to each other. Code is randomized for every role player. Write down your working combo and go along building on information technology until you lot have the circle fully lit with green dots. Contains a Spare Part that is needed for Inventory Upgrade in Safety Deposit Room afterwards.
[Safe Lock #5]
Police force Station 3F: On a locker in the hallway afterward going upstairs, before picking up blue fundamental (also marked on map via exclamation point). Combination: DCM. Contains some ammo.
[Central Item #2] Blue Primal (Spade-shaped Key)
Police Station 3F: On a table in the corridor.
[File #10] To any survivors
Police Station 3F: At the expressionless finish of a hallway, before inbound West Storage Room.
[Inventory Upgrade #2]
Constabulary Station 3F, West Storage Room: On a table (as well marked on map). On hardcore difficulty it'south not bachelor.
[File #11] Some Guy's Scribblings
Police Station 3F, W Storage Room: On the aforementioned table as the inventory upgrade.
[Map #2] Map: Police Station Upper Floors Map
Police Station 2F, Lounge: Next to unicorn statue.
[Key Item #three] Unicorn Medallion (Unicorn Statue)
Police Station 2F, Lounge: Combination is Fish, Scorpion, Aquarius.
[File #12] Guide Pamphlet
Police Station 2F, Waiting Room: On the counter.
[Safe Lock #6]
Police Station 2F, Waiting Room: Combination for the prophylactic: Left = six, Right = two, Left = 11
[File #thirteen] Fine art Commodity "The Blood-red Stone"
Constabulary Station 2F, Art Room: On a chair in the room with the statue.
[Key Item #4] Weapons Locker Keycard
Constabulary Station 2F, Art Room: On a pocket-size table in the room with the statue.
[Weapon] [LEON Exclusive] West-870 Shotgun
Constabulary Station 1F, Prophylactic Deposit Room: We'll practise some backtracking to the west side of the police station to employ the Weapons Locker Keycard in the Safety Deposit Room. This gives Leon a Shotgun.
[Key Item #5] Central Item: Cutting Tool
Law Station 1F, Fire Escape: After going through the eastward wing of the second floor Police Station you meet a helicopter crash and and then after a cutscene the Cutting Tool is on a trash bin in forepart of you.
[Key Item #6] Round Handle
Police Station 1F, Due east Office: Inside the east part, which tin can be entered after opening its door with the Cutting Tool. Yous demand to bring the Handle to the Shower room (where steam blocked your path) on the 2nd floor.
[Key Item #7] Electrical Part
Police Station 1F, Due east Office: On a tabular array in the center of the office. Can exist used on the door that leads back to the main hall.
[Central Detail #8] Battery
Police Station 2F, South.T.A.R.Due south. Office: To get hither you need to use the Round Handle on the Shower Room on 2nd floor to plough off the steam blocking your way.
[File #14] Internal Memo
Constabulary Station 2F, South.T.A.R.S. Office: Behind a desk, just next to the Bombardment Key Item.
[Mr. Raccoon #2]
Police Station 2F, Southward.T.A.R.S. Office: In the south-east corner of the office, between a box and PC Screen on the table. Very difficult to see, listen for the sound coming from the Raccoon Collectible.
[Fundamental Item #ix] Electronic Gadget
Police Station 1F, Operations Room: Utilize the Cutting Tool to cut open the door in the south of Operations Room (north-westward room of police station). Behind the door find the Electronic Gadget and combine it with the Battery to make a Detonator. You can utilize this on the 3rd floor, West Storage Room, to blow upwards the Explosive Battlement.
[Central Particular #x] Maiden Statue Medallion
Law Statue 3F, West Storage Room: Utilise the Detonator on the Explosive Barricade. Then enter the combination Woman, Bow, Ophidian.
[Inventory Upgrade #3]
Surreptitious Facility Middle, Operators Room: In the rubber room afterward first boss fight. In the locker to the right of the Typewriter safety point.
[Map #iii] [LEON EXCLUSIVE] Constabulary Station B1 Map
Police Station B1, Jail: In the first room of the Jail. You get hither after Leon meets Ada.
[File #15] [LEON EXCLUSIVE] Memo "Jail Power Panel"
Law Station B1, Jail: Next to Ben's Cell. Information technology'due south at the finish of the Jail.
[Key Item #eleven] [LEON EXCLUSIVE] Tool
Police Station B1, Jail: On table next to our last file.
[File #16] Autopsy Record 53477
Police Station B1, Morgue: Within Morgue (after going through Kennel).
[Key Detail #12] Purple Key (Diamond-shaped Cardinal)
Constabulary Station B1, Morgue: From a corpse that's in 1 of the Morgue Freezers.
[Cardinal Item #thirteen] Electronic Role
Police Station B1, Generator Room: Selection up the Boxed Electronic Part and examine it to unbox it, which gives y'all 1 of two Electronic Parts needed for Electronic Door Panel in the Jail.
[File #17] Equipment Disposal Notice
Police Station B1, Firing Range: Inside the Firing Range on table.
[File #18] A Message From Mr. Raccoon
Law Station B1, Firing Range: On the counter.
[Mr. Raccoon #three]
Constabulary Station B1, Firing Range: Stands in the firing range nether a shooting target.
[Key Detail #14] Box / Car Central
Police Station B1, Firing Range: Pick up the Box and examine information technology to extract the Car Central. You can use the auto key in the garage to open the body of a car for a weapon upgrade, just examine the car key to press a button on it when the car is nearby.
[Mr. Raccoon #4] [LEON EXCLUSIVE]
Police Station 1F, Break Room: In the break room, behind the briefcase next to the twin beds.
[Key Item #15] Electrical Part
Police Station 1F, Suspension Room: On chair in break room.
[Mr. Raccoon #5]
Constabulary Station 2F: In Leon's Entrada = after using the Square Crank to open up the roll-up door side by side to Art Room // or // In Claire's Entrada = immediately later exiting Main's Office with the eye key.
[Key Item #sixteen] Big Gear
Police Station 3F, East Storage Room: In the middle of the room. Y'all must utilise this later in the Clock Tower.
[Key Item #17] [LEON Sectional] Green Fundamental (Club-shaped Cardinal)
Police Station 1F, Boiler Room: Only Leon can accomplish this key. After passing through the roof it's in the Banality Room.
[Fundamental Item #eighteen] Red Book
Police Station 2F, Library: In the Library past the exit to Chief Hall. It's needed to become the Red Jewel.
[Key Item #xix] Statue'due south Left Arm / Left Arm with Book / Scepter / Red Jewel
Police Station 2F, Art Room: Go to the Fine art Room to find the Statue'southward Left Arm and combine it with the Cerise Book (previous item from library) to make the Left Arm with Book. Place it on the Emperor Statue in Art Room. This gives you a Scepter. Examine the Scepter to find a subconscious button on it that breaks it and releases the Ruby Jewel.
[Cardinal Particular #twenty] Bejeweled Box / S.T.A.R.S. Bluecoat
Police Station 1F, Ascertainment Room: Become downstairs north of the Fine art room. And so employ the Green Primal (or Red Key with Claire) to open the Observation Room. Selection up the Bejeweled Box and combine information technology with the Carmine Jewel. This gives you the S.T.A.R.S. Bluecoat which tin can exist examined to discover a hidden button on its back. This turns it into a USB key that can be used on the PC in the S.T.A.R.S. Role to open the Armory. It can also be used much subsequently again after exiting the Sewers to unlock a Special Weapon Case in the Underground Facility.
[File #19] Confiscation Report
Police Station 1F, Ascertainment Room: On a shelf.
[File #20] Letter to S.T.A.R.S. Members
Police Station 2F, Southward.T.A.R.S. Office: Arsenal in STARS Room. To open information technology you need the S.T.A.R.Due south. Badge (which was our last Key Detail). Examine the badge in your inventory to find a button on its back that turns it into a USB Dongle. So put the Dongle in the PC of STARS Function. Now interact with the Screen to unlock the Armory. A weapon is too inside.
[Weapon] [Leon Exclusive] Lightning Hawk Magnum
Police force Station 2F, S.T.A.R.S. Function: Meet previous collectible to get this.
[Portable Safety #2]
Police Station 2F, Linen Room: You need the Diamond key (majestic colour) to open up the door to Linen Room, it's in the long hall between the Lounge and Shower Room where a licker hunts you. After picking up the portable safe examine it in the inventory to open it (all key slots must plow green next to each other in a circle). This gives you the second spare part. Now that we got both of them we tin open up the lockers in the Prophylactic Deposit Room and go an Inventory Upgrade.
[Inventory Upgrade #4]
Safety Deposit Room: This requires ii Spare Parts that y'all institute inside the Portable Safes listed in a higher place. Place the missing Spare Parts on the broken Keypad and enter number 203 to open up the locker with the Inventory Upgrade.
[Key Detail #21] Tool
Law Station 1F, Record's Room. Use the Green Key with Leon to enter the Records Room in south-west corner of first floor (or equally Claire, use Red Central). We can use the Tool on the Jack in the Library 2nd Floor to drag the bookshelves and thus reach the Clocktower.
[File #21] Repair Program
Police Station 3F, Clock Tower: When you enter the clock tower it's in front of you. You get here through the library by using the Tool (previous collectible) on the Jack and putting 3 bookshelves together so that you can walk over them on the third floor.
[Mr. Raccoon #6]
Police Station 3F, Hallway west of Clock Tower: Go through the door in the westward of the Clock Tower to reach a hidden corridor. At the dead end, in the window, is this Mr. Raccoon Collectible.
[Key Item #22] [LEON EXCLUSIVE] Gear Box / Small Gear / Boxed Electronic Role / Electronic Part
Police Station 3F, Clock Belfry: Use the Big Gear (which we found earlier in East Storage Room) on the Gear Box in Clock Tower. This reveals a staircase. Take the Big Gear with you lot, become upstairs, exchange Pocket-sized Gear for Large Gear (you take the Minor Gear out and put the Big Gear back where the Small Gear was). Head downstairs and put the Small Gear in the console. This drops the Boxed Electronic Parts which you lot can pick upwardly, examine, and open for the Electronic Part. Now that we take 2 Electronic Parts we can return to the Jail (Law Station B1) to solve the Electronic Door Console Puzzle and get our adjacent File Collectibles.
[File #22] [LEON Exclusive] Ben'south Memo
Police Station B1, Jail, Ben'south Cell: Use the two Electronic Parts to fix the Electronic Door Panel in the Jail. Gear up the circuit to open the door to Ben's Jail cell, where this file is on a table.
[File #23] [LEON Exclusive] Interview Transcript
Police Station B1, Jail, Ben's Cell: Automatically from Ben's Corpse
[Key Detail #23] [LEON Sectional] Parking Garage Keycard
Law Station B1, Jail, Ben'south Prison cell: Automatically from Ben's Corpse
[Mr. Raccoon #7] [LEON EXCLUSIVE]
Sewer Archway: Immediately afterward killing the crocodile boss, it's standing on the side of the sewer in the night (before going up the ladder)
[File #24] [LEON Exclusive] Sept. Inspection (Week 1)
Ada'due south Sequence: While playing every bit Ada, afterwards hacking twice, in the room where you run across first Zombie with Ada.
[Mr. Raccoon #8] [LEON Exclusive]
Ada'due south Sequence, Incinerator Room: While playing as Ada, in Incinerator Room, Left Side on the map (on the floor side by side to the large Incinerator Door).
[File #25] [LEON Exclusive] Sept. Inspection (Week 2)
Ada'southward Sequence, Incinerator Room: While playing as Ada, in the Incinerator Room where you demand to pull a lever upward the stairs.
[File #26] Copy of Emails to Umbrella HQ
Sewers (Upper), Control Room: On tabular array in the Control Room.
[Safe Lock #vii]
Sewers (Upper), Control Room: In the Command Room open the locker with lawmaking SZF. Reward is some ammo.
[Map #4] Sewers Map
Sewers (Heart), Monitor Room: This is a room with a typewriter save in it.
[File #27] Sewers Company Pamphlet
Sewers (Middle), Monitor Room: This is a room with a typewriter relieve in information technology.
[File #28] Unlocking the U-Area Door
Sewers (Heart), Monitor Room: This is a room with a typewriter save in it.
[Primal Detail #24] T-Bar Valve Handle Tool
Sewers (Middle), Handling Puddle Room: On a box next to cable machine.
[File #29] Delivery Receipt
Sewers (Middle), Cable Machine Platform: In the north of the Treatment Pool Room, head downwardly the stairs to see this on a box.
[Prophylactic Lock #eight – Final] Sewers (Middle), Treatment Pool Room
The combination is 2-12-8 and information technology rewards you with a weapon upgrade part. This is the final prophylactic and unlocks the "Master of Unlocking" trophy / achievement.
[Fundamental Item #25] Sewers Key
Sewers (Lower), Path to Bottom Waterway: Use the T-Bar Valve Handle to open the door to the Lesser Waterway. Only earlier climbing downwardly the ladder to the Bottom Waterway, pick upwards the fundamental from the wall.
[Mr. Raccoon #nine]
Sewers (Lower), Supplies Storage Room: After leaving Bottom Waterway in Sewers, in the hallway that connects to the Supplies Storage Room (before entering that room).
[Key Item #26] Queen Plug / King Plug
Sewers (Lower), Supplies Storage Room: Must use the 2 plugs in Supplies Storage Room to open the weapons locker. Be sure to take the plugs with y'all as they're needed to open up the U-Expanse Door in Monitor Room.
[Weapon] [LEON Sectional] Chemical Flamethrower
Sewers (Lower), Supplies Storage Room: Same as above, use Queen Plug and King Plug to open up the weapons locker in Supplies Storage Room.
[Inventory Upgrade #5]
Sewers (Upper), Workroom : Apply the T-Bar Handle to open up the Valve in the Lower Waterway (Lower Sewers), which leads to the Workroom Lift. Take the lift upwards and yous'll find the Inventory Upgrade on a table.
[File #30] Jazz Festival Flyer
Sewers (Upper), Workers' Break Room: Use the Sewers Key (which we picked up earlier) to open the door.
[Key Item #27] Rook Plug
Sewers (Upper), Hallway between Workroom and Worker's Pause Room: Now you can finally grab the third (and last) plug. Afterward, backtrack to the Monitor Room on the Middle Sewers. Three plugs are at that place already and you need to add your three. The combinations is: Left Wall = Bishop + Rook + Knight / Right Wall = Pawn + Queen + Male monarch. This will open the U-Area Door.
ATTENTION: POINT OF NO RETURN!
After the second Grand Boss Fight yous're supposed to get to a cable motorcar. This is the bespeak of no return! Y'all're brash to make a fill-in save hither. At this betoken you can still go back to about areas we've visited (except Ada department and crocodile boss) and assemble any collectible you accept missed. So have a look at your records menu and check the records "Lore Explorer", "Complete Vermin Extermination" and then that your numbers match the above guide numbers. After activating the cable motorcar there's no fashion back! If you missed something and know what it is, you tin can likewise get information technology on Leon's B-Scenario playthrough, in that location you lot'll exist going through all areas again anyway.
[File #31] Nap Room Log
Laboratory, Reception: In the reception hall of the Laboratory. You come to the Laboratory (new surface area) after using the cable car in the Sewers (cutscene).
[File #32] ID Wristband
Laboratory, Reception: In the room with typewriter and item box (save point), on the whiteboard.
[Map #v] Inquiry Lab North Area Map
Laboratory, Security Room: Inside security room.
[Mr. Raccoon #10]
Laboratory, Deli: On a table side by side to the ladder (very dark room, listen for the sound it makes if you can't see information technology).
[Key Item #28] Electronic Fleck / ID Wristband (General Staff)
Laboratory, Nap Room: Climb upwards in the Cafeteria to reach the Nap Room. Pick up the Electronic Fleck and combine it with the ID Wristband. Now you can open doors around the Lab.
[File #33] Special Forces Recording
Laboratory, North Area: Later on passing through the door south of the Reception (next to typewriter room), it'due south on a corpse. Where you use your ID to open the bridge.
[Key Item #29] Dispersal Cartridge (Solution)
Laboratory, Greenhouse Control Room: Become the Dispersal Cartridge from the Control Room (which will become emptied). Then use the Keypad Terminal in the Command Room. It shows weird signs as buttons. Ladder Code = 3123 / Drug Testing Lab Code = 2067 (annotation: it shows weird bluish signs instead of the numbers on keypad, then simply imagine there were numbers on it like a normal keypad or phone). Now that the Machine in Drug Testing Lab is unlocked, put the Cartridge there and make full it to the red line. Then yous get a filled Cartridge. You still accept to absurd it in the Depression Temp Testing Lab downstairs.
[File #34] Herbicide Synthesis
Laboratory, Drug Testing Lab: On tabular array.
[Map #6] Map: Research Lab Due east Map
Underground Section of Greenhouse
[File #35] Somebody's Note
Laboratory B1, Room south of Vestibule: After going through the secret section you lot'll get to go upstairs into what looks similar a storage room with the lights turned on (connects to Lobby via door). There's a small notation on a chair.
[Key Item #30] Signal Modulator
Laboratory B1, Room south of Foyer: In the switch box on the wall.
[File #36] Wayne Li's Inbox
Laboratory B2, Depression-Temp Testing Lab: On the PC of the Lab. To open the door, examine the Point Modulator and printing
to put it on the MURF frequency, then line up the graph and insert information technology in the Circuit Box of the Lounge.
[Key Item #31] Dispersal Cartridge (Herbicide)
Laboratory B2, Low-Temp Testing Lab: Put the Cartridge in the Freezer to turn it into the finished Herbicide, which must exist used in the Control Room.
[Key Item #32] ID Wristband (Senior Staff)
Laboratory B1, Greenhouse: Identify the Cartridge in the Command Room. Then the plants dice and you can collect the Electronic Chip from the dead scientist by the window. Combine it with the ID Wristband to upgrade information technology to Senior Staff level.
[File #37] Byron Cartwrights Inbox
Laboratory B1, Presentation Room: Later getting the Senior Staff Wristband you can admission the PC in the Presentation Room.
[Inventory Upgrade #6 – Final]
Laboratory B1, Nap Room: Use the Signal Modulator in the Nap Room to turn on the power. This is the final Inventory Slot Upgrade and unlocks "A Waist of Space" trophy / accomplishment.
[Mr. Raccoon #11]
Laboratory B1, Nap Room: Same as above.
[File #38] Wayne Li'south Note
Laboratory B1, Nap Room: Same as above.
[File #39] William Birkin'due south Inbox
Laboratory B1, Biotesting Lab: After turning on the power in Biotesting Lab (via Signal Modulator), you can view this on the PC.
[File #40] Enquiry Diary
Laboratory B1, P-4 Level Testing Lab: Collaborate with PC to read this.
Claire A-Story
After finishing Leon'southward first playthrough, click on "New Game" in the main menu and select Claire to start over. Do Not click on "New Game (2nd Run)", that's Claire's B-campaign that we'll do after instead. If done correctly, Claire should offset at the same gas station where Leon started. If you commencement in a graveyard you clicked on the wrong carte every bit that would exist the B-campaign.
Claire's A-Story includes:
- 12/58 Files
- 3/15 Mr. Raccoons
- 4/9 Collectable Weapons
[File #41] [CLAIRE Sectional] Letter of the alphabet from Best Friend
Automatically in inventory from showtime of Claire's campaign. You can read it after exiting the shopping surface area, open inventory
/
and press
/
.
[File #42] [CLAIRE Exclusive] Uses of Gunpowder
Police force Station 1F, West Office: Information technology's in the exact same place every bit Leon'south "Uses of Gunpowder". The document is called the same every bit Leon's simply has different contents (in Claire'south example it explains how to craft Acrid Rounds and Submachine Gun considering she has dissimilar weapons). This counts as a different file from Leon'southward even though it has the identical name, so be certain to pick information technology up.
[Weapon] [CLAIRE EXCLUSIVE] GM 79 Grenade Launcher
Law Station 1F, Safety Eolith Room: Verbal same identify / requirement every bit Leon's shotgun. Requires the keycard from Art Room on 2nd flooring.
[Weapon] [CLAIRE Exclusive] MQ 11 Submachine Gun SMG
Police Station 2F, S.T.A.R.South. Office: In the armory of the STARS Office. Same as with Leon you need the STARS bluecoat and examine it for the USB stick to put in the STARS office figurer. To become the STARS badge y'all had to get the Red Book from Library, combine it with the Statue Hand in Art Room, put it on Statue, become the Red Scepter, examine it for the Red, combine the Ruby with the Bejeweled Box in the Interrogation Room.
[File #43] [CLAIRE EXCLUSIVE] Raccoon Monthly, June Issue
Law Station B1, Elevator Controls Room: After interacting with the carte reader in the garage, the door to this room will be open (where the cop came from).
[Weapon] [CLAIRE Exclusive] JMB Hp3 Laser Sight Pistol
Police Station B1, Parking Garage: Inside the torso of a car that requires the car key to open up. The motorcar primal is constitute inside a yellow box from the Firing Range, which is just a few meters away also in the same area.
[File #44] [CLAIRE Sectional] Copy of Emails to Chief Irons
Police force Station 2F, Master's Office: You come to this role after using the Diamond Key on the Elevator Controls Room and restoring power to the elevator.
[File #45] [CLAIRE Exclusive] Taxidermy Log
Police Station 2F, Chief's Office: In the centre of the room.
[File #46] [CLAIRE Exclusive] Repair Shop Letter
Police Station 2F, Individual Drove Room: On a shelf.
[Mr. Raccoon #12] [CLAIRE EXCLUSIVE]
Police Station 3F, East Storage Room: On the southern end of the East Storage Room is a door with a red heart central lock. You get the cherry-red Center Cardinal from the Private Drove Room. Apply information technology on this door, behind information technology on a shelf sits the Mr. Coon Collectible.
[File #47] [CLAIRE Sectional] Sally'due south Diary
Sherry'southward Sequence: While playing equally Sherry, in the hallway outside bedroom (immediately later on exiting bedroom where yous start with Sherry).
[File #48] [CLAIRE Exclusive] Tom's Diary
Sherry'south Sequence, Front Hall: While playing as Sherry, in the big forepart hall later going downstairs.
[File #49] [CLAIRE Sectional] _____'s Diary
Sherry's Sequence, Managing director's Room: Adjacent to the typewriter (salvage point).
[Mr. Raccoon #thirteen] [CLAIRE EXCLUSIVE]
Behind R.P.D., Basketball Court: After using the keycard in the garage yous'll become through a basketball court with lots of dogs trying to set on you. Just later on the basketball court is a bus (dogs trying to kill yous hither). The Mr. Raccoon Collectible is within the coach past the front window.
[Mr. Raccoon #xiv] [CLAIRE Exclusive]
Orphanage, Nursery: But after the last Coon Collectible you come to the Orphanage with Claire, where the Sherry gameplay sequence took identify earlier. You find this collectible in the Nursery on the second floor in a shelf, directly in forepart of you lot later on inbound the room.
[File #fifty] [CLAIRE EXCLUSIVE] Alphabetic character from the Director
Orphanage 2F, Bath: Inside the Bathroom in which Irons washed his confront during Sherry gameplay sequence (you enter through the Nursery).
[File #51] [CLAIRE EXCLUSIVE] Report About "Thousand"
Sewers, Office: Later on finding Sherry in the Orphanage, Mr. Ten will hunt after you. And then you land in the room called "Office" on the map, which is ane small save room with a typewriter and item box in it. The note is on the whiteboard.
[Weapon] [CLAIRE EXCLUSIVE] Spark Shot
Sewers (Lower), Supplies Storage Room: Same place as Leon's Flamethrower, where you accept to solve the Queen Plug / King Plug mini puzzle.
[File #52] [CLAIRE EXCLUSIVE] IMPORTANT NEST-Wide Alert
Laboratory, Security Room: On the PC where you lot put Sherry in bed.
Leon B-Story
In the principal menu click on "New Game (2nd Run)" and choose Leon. In the B-campaign yous start in a dissimilar place and can reach fundamental items in a different order. Puzzles also differ. If you get stuck, refer to the Resident Evil 2 Puzzle Solutions Guide.
Leon's B-Story includes:
- four/58 Files
- 1/15 Mr. Raccoons
- 1/9 Collectable Weapons
[Mr. Raccoon #15]
Law Station 1F, Archway (Starting Area): Hiding in the bushes, on the left side after going up the stairs at the very outset of Scenario B. This is the final Mr. Raccoon Collectible and unlocks the "Consummate Vermin Extermination" bays / achievement for having constitute all of them.
[Weapon] [LEON B EXCLUSIVE] M19 Pistol
Constabulary Station B1, Guardroom: At the very beginning of the B Scenario you have to enter the Guardroom where you lot spawn (unmissable). In there is this unique pistol. The game wants you lot to pick this up, while non mandatory, it is almost incommunicable to miss.
[File #53] Chip of Paper
Police force Station 1F, Watchman'southward Room: On table in Watchman'due south room.
[File #54] Notebook with Missing Page
Police Station 1F, Principal Hall: Where Marvin (cop) used to sit down in A-Scenario Story.
[File #55] [LEON B EXCLUSIVE] Claire'due south Memo
Police Station 2F, S.T.A.R.S. Office: In the STARS Part. This is just available in Leon's B-Scenario Story. When you play Claire'due south B-Scenario there will be Leon's Memo in the same place (which we'll collect on the next playthrough).
[File #56][LEON B Exclusive] Claire's Note
Sewers (Eye), Treatment Puddle Room: Side by side to the Cable Motorcar, on the same tabular array where you pick up the "T-Bar Valve Handle" Key Item. In Claire's B-Scenario there will be Leon'south Note in the aforementioned place (which we'll collect on the next playthrough).
Claire B-Story
In the chief bill of fare click on "New Game (second Run)" and select Claire. It's pretty much the same matter as Leon's second run. Past now you'll know the game and can rush through it, perchance fifty-fifty combine information technology with an S-Rank trophy on normal difficulty this time.
Claire'southward B-Story includes:
- 2/58 Files
- i/9 Collectable Weapons
[Weapon] [CLAIRE B EXCLUSIVE] Quickdraw Army
Constabulary Station B1, Guardroom: Same as Leon's M19 Pistol in B Scenario, it'south at the very commencement of Claire's B Scenario in the Guardroom, the first room you accept to enter.
[File #57] [CLAIRE B Exclusive] Leon'southward Memo
Law Station 2F, Due south.T.A.R.S. Office: In the STARS Office. This is only available in Claire's B-Scenario Story. Same place as Claire's Memo in Leon B-Scenario.
[File #58 – Last] [CLAIRE B EXCLUSIVE] Leon's Note
Sewers (Centre), Treatment Pool Room: Side by side to the Cable Car, on the same table where you pick up the "T-Bar Valve Handle" Key Item. Aforementioned identify every bit Claire'south Note in Leon B-Scenario.
Those were all Collectible Locations in Resident Evil 2 (RE2) Remake / Remaster on PS4, Xbox 1 and PC. At present y'all should accept all collectible related trophies, congrats!
Source: https://www.powerpyx.com/resident-evil-2-remake-all-collectible-locations-mr-raccoons-files-inventory-upgrades-safes/

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