Plant 43 Resident Evil 2 Remake
Plant 43
Part of Resident Evil 2 remake walkthrough and guides. Enter Resident Evil 2’s NEST Lobby and grab the Green Herb on the reception desk and the Gunpowder on the desk behind. DESTROY PLANT 43. Remake Resident Evil 2 (RE2) Game Walkthrough Part 12 includes a Review, Claire Story Gameplay and Campaign Main Mission 12 for PS4 Pro, Xbox One X and PC. My Resident Evil 2 Remake Footsteps will feature the Full Game Story Campaign. This Resident Evil 2.
(プラント43)
The Plant 43 creatures, nicknamed 'Ivy', were experimental B.O.W.'s produced by the Umbrella Corporation using the data collected from the aftermath of Plant 42 in the Arklay
Mountain Mansion.
Plant 42 was an irregular mutation, created during the time of the Mansion Incident in mid-1998. The Plant 43 bio-weapon series was quickly designed and improved upon its predecessor, given the ability to walk. By September of 1998, the Ivy were undergoing testing in both Raccoon City and Sheena Island. A number of Plant 43 creatures escaped containment during the 1998 Raccoon City T-Virus outbreak, eventually leaving the underground lab and traveling into
the police department.
Despite the few flaws in its design, enough research was continued to spawn the Ivy+XY B.O.W. variant by 2002, with the original Plant 43 creatures surviving long enough to be disposed of at the Caucasus Laboratory in 2003.
Welcome to IGN's Guide to Resident Evil 2 Remake. This guide will attempt to see you through Leon and Claire’s nightmare in Raccoon City, and point out all the Items, Weapons, and Collectibles along the way. The final part of the guide for Leon’s Story contains information on Umbrella's secret Laboratory, which is the last main section of the game.
Jun 25, 2018 One of the known issues in Microsoft Flow is to calculate next month's date. When you use the DateTime connector quite often flow gives you a date that is roughly right. In this post I'm giving a number of steps that can calculate next month's date. I'm starting with a Compose step to get the. Recently I found out that the Workflow Definition Language schema for Azure Logic Apps is also supported in Microsoft Flow. This makes it a lot easier to work with dates and times. You can use the 'Data Operations - Compose' action to work with those dates. Get only month with microsoft flow in excel.
With Ada and Leon reunited, and the path to the secret facility in sight, the duo take a cable car to confront Annette and stop the scientists from letting the G Virus spread any further.
Investigate the Lab[edit]
Video Guide: Laboratory (Part 15)
Despite having Ada’s ID Wristband (Visitor), you’ll be unable to re-enter the cable car, leaving Ada alone as you journey on to the lab. There’s an Item Box near the cable car, but otherwise you just need to head down the ramp to the security door and wait for them to open to the lab proper.
The Reception area has a front desk with a small room behind it that holds a Typewriter to save at, as well as another Item Box and an ID Wristbands File against the whiteboard.
North Area Map
Be sure to check the computer behind the front desk for a Nap Room Log File - apparently the last person never left.
The Reception hall leads to a level 2 locked security door, but you can also enter the Security Room on the side to find Shotgun Shells along with a booklet containing the Research Lab North Area Map. It doesn’t reveal too much, but there is a longer hall to the west leading to the Nap Room and Cafeteria.
Follow the blood trail towards the Cafeteria, noting that the path to the Kitchen is also locked by a level 2 security pass. Inside the Cafeteria, there’s a zombie standing in the middle, with another eating a body to the left, one more slumped by some bodies on the right that will stand up soon after you enter the room, and a fourth by the ladder at the back that will stand up as you move further into the room.
Note that because you aren’t moving through traditional doors, the zombies can’t force their way through to chase you if it closes behind you (apparently they all forgot their wristbands). This can allow you to lure them one by one to the door and draw them into the hall at your leisure or simply open the door and send a shotgun blast to their head.
Moving to the left side of the room you can find Fuel for your flamethrower, and there’s also some Handgun Ammo on one of the center tables, and a dead body next to the slumped zombie on the right actually holds a Grenade.
As you reach the ladder at the back, note a nearby Mr. Raccoon on a window-side table, and then head up to a crawl space that leads back around to the Kitchen side.
Drop down and admire the pancakes and eggs, then look for Large Gunpowder to find on the countertop and a Combat Knife before exiting into the hall, where a zombie in tactical gear awaits you.
At the end of the hall is the Nap Room, where we can find out what happened to the scientist who clocked in but never clocked out. The good news is the guard in the hall wasn’t taking any chances with the scientist, as evidenced by the bullet holes and the bloody hand poking out of the nap cubicle, wristband still attached.
Be sure to grab the nearby Shotgun Shells as well as the Upgrade Chip (General Staff) on the dead scientist’s wrist - which you can combine with your ID Wristband to give it level 2 access.
Finally, check the lockers for a Regulator for your Chemical Flamethrower, allowing you to spread fire for longer periods. There’s also a Circuit Breaker in the room - but we can’t do anything to it yet.
Now that we have Dr. Li’s pass, head back to the Reception where the computer assumes we are Dr. Li, and requests our presence at the East Area. Head through the door to the Main Shaft where you’ll see a large open area with several platforms - including a main isolated platform and other platforms leading to the other wings of the lab.
On your right is a dead special forces guy (he won’t bite), and he carries a Special Forces Recording File that hints that the G-Virus is located in the West Area.
Use the wristband to extend a walkway to the main platform of the Main Shaft. The shaft itself has an elevator that’s locked except to Administrator access, and behind it are two bridge access terminals - but the West Area requires Senior Staff credentials for your wristband.
Upgrade Your Wristband[edit]
With only one option left, unlock the bridge leading to the East Area, and head across into this new hall.
In the West Area Lobby, you can find a new Typewriter and Item Box, as well as a Green Herb and Gunpowder.
The door to the south is locked, so open the door to the Presentation Room to behold quite a sight. A man in a hazmat suits appears to have been slammed into the glass by a giant angry plant, and he holds in his hand the electronic senior staff chip.
East Area Map (B1)
You can’t reach it from here, which means you’ll need to brave that jungle room to get it - hope you brought your Chemical Flamethrower. There’s also a Senior Staff PC in the room but you can’t access that either, so keep moving.
The next room is where you’ll see the true side effects of their research in the greenhouse. Next to some High-Grade Gunpowder, vines are covering a different kind of zombie hanging from the ceiling, which can drop down if you get near - and there’s another of these Ivy Zombies on the other side of the room.
Unlike regular zombies, headshots will not defeat these monsters - in fact they cannot be killed in a conventional way. Instead, you must look to the three orange plant “bulbs' that adorn their bodies. By destroying them - either with precise shots or burning their bodies with the Flamethrower, the Ivy Zombies will fall to the floor.
Unfortunately, this will only stun them for a long period of time - and once three bulbs sprout on their fallen bodies, they’ll reawaken and get back up. Like the G-Virus Adults in the sewer, they can also deal poison damage, or just eat your face off you don't fend them off with sub-weapons.
However, plants aren't great when dealing with fire - specifically - lots of fire. If you engage these Ivy Zombies with the Flamethrower, you can continue to burn them when they fall to the ground, and if enough fire damage is dealt they will burn into a crisp. This usually takes 40 or so units of fuel, but can help save on ammo in the long run.
In the Greenhouse Control Room you can find a Flash Grenade to keep the Ivy Zombies off your back, and there’s a Facility Control Terminal that appears to monitor both a Drug Testing Room and a ladder, both of which are locked - but you don’t have the code for the odd-looking symbols.
There’s also a Solution Sprinkler System, which you can use to disperse a chemical into the Greenhouse, and it will eject an empty Dispersal Cartridge. Take it with you and head into the Greenhouse.
In this room, you’ll find that the path to the wristband upgrade is blocked by thick roots and vines, and there’s also multiple Ivy Zombies wandering about.
Head left to grab a Red Herb, and then go up to view the locked ladder and the symbols on the lock - but watch out for an Ivy Zombie that may appear behind you.
Double back to the Drug Testing Lab, and look for a Large Gunpowder on the main table, and a Grenade next to a body in a hazmat suit.
There’s also an important note on the main table, the Herbicide Synthesis File that tells you how to destroy Plant 43 using a chemical concoction and the Dispersal Cartridge.
Destroy Plant 43[edit]
Sadly the lock for the drug testing machine has the last two symbols scratched off, so make a note of the first two, and then return to the Greenhouse Control Room.
Go to the control panel and input the symbols that look like an F, II, two small L shapes, and F - and you’ll unlock the ladder leading down to B2.
Watch out for the regenerating Ivy Zombies as you head down the ladder into the sub-basement, and check the right side for Large Gunpowder and the Research Lab East Area Map.
East Area Map (B2)
Wandering into the next room, you’ll find bloodstains and claw marks all over the place - which means danger is likely close by.
The door to the Server Room is unpowered, forcing you to go deeper down the hall to a Lounge area that’s full of blood and bodies. While you may be tempted to skirt away from the pile of bodies and head right - do not! Walking down that path will trigger them to all rise up and follow you, right as a Licker appears in front of you, with another ambushing you from the rear.
Because of this, it's better to shoot the zombies in the head now and make sure they don’t intrude when you advance down the corridor - and have grenades ready to roll as soon as the Lickers pop down, and follow up with shotgun blasts to knock them out of the air, or a magnum shot when they are stunned.
You may even want to stun the first Licker with a grenade and run past it into the empty hall beyond, and snipe the pair from the relative safety of the doorway.
After making sure everything in the Lounge is well and truly dead, be sure to pick up the Shotgun Shells near the hall entrance, a Green Herb on a bench, and a Trophy on one of the lounge tables. Be sure to inspect the Trophy and look at the bottom for a code - the same code needed for the Drug Testing Room. There’s also a circuit breaker in the corner that can’t be used just yet - but soon.
Head through the next hallway and into the stairwell, and immediately turn right to blast a zombie’s head off with your shotgun. Continue up the stairs and watch out for another zombie body to tumble from the floor above in front of you - and make sure he doesn’t get up.
The next room appears to be a storage area, with a single zombie wandering around. Put her down on the ground, and look left for the door for High-Grade Gunpowder.
Against the back wall here you can find a locker with Handgun Ammo, and a circuit breaker that holds a Signal Modulator inside. There’s also a note on a small blue chair, Somebody’s Note File that gives you a clue on how to put down Ivy Zombies for good.
As for the Signal Modulator, you can inspect the item to find a small minigame on matching wavelengths - and you can swap between the different wavelengths, but it does nothing here, so head back to the Lobby and save your game. Before we return to the Greenhouse Control Room with our code, let’s make use of the Signal Modulator.
Video Guide: Laboratory (Part 15)
Return back down to the Lounge, and look for the circuit breaker at the back.
It displays the frequency “MURF”, so inspect your modulator and switch to that frequency, and then match the same wavelength for the MURF signal. Once you’ve matched the wavelength, place it in the circuit breaker to power up the basement, unlocking the Server Room and Low-Temp Testing Lab rooms.
Resident Evil 2 Remake Plant 43 Guide
Now you can head into the Server Room to find a Safe Room, complete with a Typewriter, Item Box, as well as a Combat Knife, High-Grade Gunpowder, and Fuel for your Flamethrower.
Heading down to the Low-Temp Testing Lab, you can find a computer terminal registered to the owner of your wristband, which will chirp out that you have unread emails. Read the computer to gain the Wayne Li’s Inbox File, and watch out for the zombie slumped on the nearby wall.
The room beyond is - as the name suggests - pretty cold. It also contains Gunpowder, and most importantly, a Cooling System you’ll need to create the concoction for the chemical dispersal system to kill Plant 43.
Create the Herbicide[edit]
Head back up the stairwell to the Lobby but be ready for an Ivy Zombie to intercept you - and scorch it until it’s nice and crispy. With the Signal Modulator still in hand, make a quick detour back across the Main Shaft to the North Area of the Lab.
Return to the Nap Room where the other inactive Circuit Breaker is located, and calibrate your Signal Modulator to the MUF frequency. Once it's set to the right wavelength, put it in the breaker to restore power to the room.
This will open up all three nap pods: One with the final Hip Pouch inventory upgrade - and a Mr. Raccoon Toy, an empty pod, and the not-quite-dead but not-quite-alive Mr. Li, who plops out onto the floor. It seems the gunfire into his pod didn’t finish him off, so feel free to do the honors yourself, and check his bunk for Wayne Li’s Notes File.
Finally, it’s time to return to the Greenhouse Control Room, and use the code found on the bottom of the trophy to input into the Control Terminal, using the symbols that look like two L’s, I, a big square above a little square, and a thicker I. This will unlock the Dispersal Unit in the Drug Testing Lab, so head on over and use the terminal, and insert the empty Dispersal Cartridge.
For this puzzle, you need to fill up a tube on the left exactly to the right amount, highlighted by a red ring, and you have three tubes to work with - each with a different capacity - with the one on the left having the highest capacity and the one on the right having the lowest.
In order to measure out the right amount, you need to use the three buttons: the green button takes the liquid from the middle tube and dumps it into the right tube. The red button swaps the left and middle tube, while the blue button swaps the middle and right tube.
It can get pretty puzzling, especially if you mess up - as you can’t reset the puzzle, but just know that the two tubes with liquid both equal the amount of the far left tube’s capacity - and both are equally split from the capacity of the far right tube.
Since the target amount is about two notches above what the two filled tubes have, you’ll need to move things around to get that perfect amount. If you’re looking to get the achievement or record for getting it in 8 moves - see the steps below:
- Press the red button to swap the second-largest tube to the left.
- Press the green button to drain the largest tube into the second-largest tube, leaving a portion left in the middle tube.
- Press the blue button to swap the smallest tube with the largest tube.
- Press the red button to swap the smallest tube to the far left.
- Press the green button to drain the second-largest tube into the smallest tube, leaving a large portion left in the middle tube.
- Press the blue button to swap the largest tube with the second-largest tube.
- Press the red button to swap the largest tube with the smallest (filled) tube.
- Press the green button to drain the smallest (filled) tube into the largest tube to get the correct measurement.
You’ll be given back a Dispersal Cartridge full of Solution - but remember the notes said you need to have it cooled before it can work properly. Head out into the Greenhouse and fry anything that moves on your way back to the ladder down into the basement, and head to the Low-Temp Testing Lab.
Use the Cooling Terminal and put in your solution to watch a nice long scene where your cartridge is cooled, which will plop back out to give you the Dispersal Cartridge full of Herbicide. Now you can take whichever path you want back to the Greenhouse Control Room and use the Dispersal Panel to pump the Greenhouse full of herbicide.
This will drastically reduce the amount of plant life in the room, killing back the larger flowers, vines and roots to drop the dead scientist down and give you a path to him.
This will also drop a few Ivy Zombies from the vines down onto the catwalk, so be prepared to finish what the herbicide started and torch those jerks when they start shambling towards you. Be sure to grab the Blue Herb near the ramp to the dead scientist if you haven’t and then grab his Upgrade Chip to Senior Staff.
Before you can celebrate your victory, your old pal the Tyrant will come knocking and break open the Presentation Room’s viewing window and start chasing you. Quickly upgrade your bracelet, then start running - you can take the ladder down to lose him in the basement or run back through the control room.
If you take the path through the Presentation Room, quickly check out the Senior Staff PC terminal to get Byron Cartwright’s Inbox File.
Find the G Virus[edit]
Sprint back to the Main Shaft, and with your upgraded Senior Staff Wristband, open the bridge to the West Area.
Inside the first hall you’ll find another dead U.S.S. agent, who holds a Grenade as well as Lab Digital Video Cassette labeled Operation NESTWRECKER 1.
Further into the Biotesting Room you can find an Item Box, and a Blue Herb by the far door, but the room is unpowered. Look for a Circuit Breaker by the Item Box, and get out your Signal Modulator and set it to the OSS frequency. Place it in the breaker when its aligned to give power to the area, which also powers up the nearby TV and VCR.
West Area Map (B1)
Get rid of the Signal Modulator, and put the cassette tape into the TV to see the first part of the doomed U.S.S. Special Forces raid.
After checking out the tape, be sure to look at the monitor next to the TV to get William Birkin’s Inbox File, and then proceed to the next room. In here, look past the hazmat suits to find some High-Grade Gunpowder and proceed into the decontamination room and out into the Bioreactors Room.
Finally you’ll reach the P-4 Level Testing Lab, and boy does it have some fun samples on display. On the right is a desk area with a Typewriter and Item Box, as well as a Red Herb, High-Grade Gunpowder, and Large Gunpowder.
Over on the left you can find a terminal with a Research Diary File about the G Virus experiments, and over in the far corner, where William Birkin was gunned down, is the G Virus. Just walk over and grab it - simple, right?
Wrong. Soon after obtaining the G Virus, a lockdown will begin, after which a wonderful self-destruct countdown will soon start. This is your cue to save the game at the Typewriter, throw out everything but the essentials in your Item Box (keep the Wristband, and stock up on health and ammo), and make any more medicine and ammo you need with the gunpowder and herbs.
Boss Fight[edit]
Video Guide: Laboratory Escape and Final Boss (Part 17)
As you head for the exit, you’ll be intercepted by the ultimate form of the G Virus, even as Annette tries to intercede.
You’ll soon find yourself at the bottom of the room, locked in a final confrontation with what was once William Birkin. In his ultimate form, he has sprouted many new limbs that all have giant claws - but also come with many more giant eyeballs just waiting to be shot at.
The G Virus can employ several attacks, including a charging slash, and a long overhanded slam attack from its huge back claws, or a lunge with his back left claw. Aim carefully with your weapons to puncture its eyes, or use the Flamethrower to steadily eat away at his body as a whole.
Many times, the G Virus will go find something really big to throw at you, which will deal massive damage as he tosses it across the ring easily. Use the many alcoves to take cover and stay out of the line of sight of his throw, and then quickly scamper out once he’s tossed the debris at you.
West Area Map (B2)
If you need extra items, you can find plenty in this arena - There’s Handgun Ammo and a First Aid Spray in the top left, more Handgun Ammo, MAG Ammo, and a Flash Grenade in the bottom left, Flamethrower Fuel and a Grenade in the bottom center, two stacks of Handgun Ammo in the bottom right, and another Flash Grenade at the top right.
When facing the G-Virus, you’ll often find his vulnerable eyes located on his left leg, back right arm, and in the square of his back. Try waiting for his overhand slam attack to land, at which point he’ll stop for a few moments before withdrawing his back arm, giving you chances to take a shot. In particular, the Lightning Hawk’s laser sight is excellent for pinpointing his eyes.
When all the other eyes on his body go out, he’ll kneel to the ground as a giant cluster of eyes appears on his chest. This is the perfect chance to light them all up with a giant burst from the Flamethrower, and then unload a few rounds from the Shotgun.
When he gets back on his feet, he’ll reform the other eyes while covering his chest once again. Be ready for him to crouch down, and then sprint away to avoid his leaping slam attack, and pivot to aim at the newly formed eyes.
Eventually, after two or so rounds of this, he’ll start charging at you without covering his chest - giving you the chance to unload with your Lightning Hawk before he can reach you, and put him down.
With the G-Virus taken down, the quarantine will be eliminated, and restore power to a lift on the right side of the room. Be sure to grab any remaining loot and then make your escape up the lift. You’ll have one last chat with Annette before its time to get out of here.
Escape the Lab[edit]
Quickly sprint back through the West Area as the self destruction sequence begins, and you need to race back to the Main Shaft.
Ada will appear to verify the sample as things get fairly complicated.
When the scene ends, you’ll have just 10 minutes to get out of the area before the place finishes blowing up. Ada had already hacked the main shaft platform, so enter the elevator and hit the button to go down to the bottom level platform.
Once you arrive in the Monitor Room, you can find a First Aid Spray on the tray on the right if you need to heal from that boss battle. You’ll soon find out that an old friend is also in the facility, but you won’t really be able to help them. Keep running to the end of the room and grab the Combat Knife on the right as you leave.
Outside you’ll be in the Escape Shaft, and there’s one last Typewriter to save your progress for the final push, and you can dump extra equipment into the Item Box. Quickly head into the Pump Room and take the lift down.
At the bottom, you’ll be met by resistance in the form of Ivy Zombies. There’s a Blue Herb to the left if you need it, otherwise torch them and keep running as they flail about. There’s three to deal with - so be ready to avoid getting caught by them as you dispatch each of them, then move into the Duct.
As soon as you enter the Duct, look on the side to find a Green Herb.
Take the ladder down, and you’ll find a square path and a walkway to the right leading to the door - but the Tyrant will jump down to block your path. Lead him back to the square path and look at the top left to find Handgun Ammo, then dodge past him to get through the door. Remember, a single headshot from the Lightning Hawk Magnum can stun him long enough for you to run past without getting punched.
In the next room, race past the explosions and keep to the right to avoid the zombie slowly rising on the left, and dash into the next hall. You’ll run into a dead end with the Tyrant right behind you, but explosions will send you down to the platform below.
Outside you’ll finally be in the Lift Room, but the escape isn’t over just yet. Grab the nearby Red Herb by the Item Box, and look on the table for Handgun Ammo, and more importantly, a Joint Plug. It’s important you restock on health and ammo, because we’re not done yet.
Final Boss Battle[edit]
Place the Joint Plug on the lift to start the ride down - but you’ll be joined by a very angry, flaming, and mutated Tyrant. Even with his slow walk, he’s still a force to be reckoned with, as he can now perform giant sweeping and flaming claw swipes that can deal a lot of damage.
He can also ready himself before taking a short run into a lunging jump with his claw to stab into the ground - sprint to the sides to avoid this as soon as you see him start jogging.
It’s important to note that you still can’t kill him with your weapons - but you can stun him by aiming for his giant beating heart, which can lessen the time spent dodging his crazy attacks.
As you continue the descent, more debris will fall onto the stage, restricting your movement - which would normally be a good things if not for his increased ferocity of attacks with bigger ranges.
If you see him start roaring - watch out! He will sprint at you with his claw scraping along the ground to swing upwards and into your chest for a one-hit kill. You have only moments to target his giant heart and stagger him - preferably with a pinpoint shot from the Lightning Hawk, and he’ll stop the charge.
More debris will fall and further force you into close conflict with the Tyrant, so keep dodging and use any healing items you can to stay alive until you block his third charge attempt.
If you are successful, a certain someone will toss you down an Anti-Tank Rocket case with 4 rockets - which you can use to finally even the odds.
Don’t get too greedy and try to run for it if the Tyrant is right next to it. Instead be patient and lure him away or into one of his lunging attacks while you dart past and pick it up.
Quickly equip it and turn to face him and wait for one of his roars as you unload directly into his face. Let’s see him walk that one off.
As the lift finally reaches the bottom, keep sprinting for the exit. Hopefully you didn’t miss your one shot at the Tyrant, because an army of zombie will try to spill through the door, making them a prime target for another rocket. After blowing them to pieces, dash into the Platform and run left to find your ride home. You’ll have a happy reunion, and Leon’s story is ended.
Congratulations! Completing Leon's Story will unlock Claire's Second Run - a remixed version of events that loosely shows what she was up to during Leon's Story, which includes enemies and key items in different places than you may remember.