Resident Evil 2 Chess Plugs 2nd Run

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For Resident Evil 2 on the PlayStation 4, a GameFAQs Answers question titled 'Chess plug combo for Claire 2nd run?'

After getting shot by Annette and separated from Ada, Leon awakens alone in the dingy sewers, and somewhere underneath lies the hidden Umbrella research laboratory.

Find Ada[edit]

Video Guide: Sewers (Part 12)

  • Resident Evil 2 Chess Piece Puzzle Solution – 2nd run. The solution to the Resident Evil 2 2nd run chess piece puzzle is a little tougher than the first. The written clue is a bit more cryptic.
  • The Monitor Room Plug Puzzle in Resident Evil 2 allows you to wrap up the Sewers area of the game - after you've found the Queen, King and Rook Plugs of course. Before then, though, we highly.

As you awaken back in your other body, you’ll have all the tools you remember at your disposal, yay!

The ladder Ada used to get into the vent has blown, but the lift at the other end of hall now works, so take it up to the Water Gate.

This room has a Typewriter and Item Box, so save your progress thus far and continue down the stairs, and drop into the lower level of the Sewer.

As you land, look among the sewage for some High-Caliber Handgun Ammo, then continue down the tunnel. To your left is a barred gate with a T-Bar Handle Slot, so go right instead into the larger room.

Resident Evil 2 Chess Plugs 2nd Run

In this Upper Waterway, you can spy a zombie on the railing above, and two diverging paths. Be sure to take the left path first to score some Shotgun Shells at the dead end, then take the other path to find a stairway out of here.

Up on the stairways you’ll find three dead men in heavy combat gear, and one of them holds a U.S.S. Digital Video Cassette with the title “Operation NESTWRECKER”.At the top of the stairs you’ll find yourself in the room above the Upper Waterway, and there are two zombies milling about, with a body (not a zombie) slumped against a wall. There are also two locked doors here, and a walkway at the back. Dispatch the ones standing about, and sidestep them in case they wake up.

Near the slumped zombie is an electrical box with an item inside, a Rook Plug, and taking it will raise the back platform. Another zombie will fall from some overhead pipes, so be ready to take him out too.

Since you can’t go anywhere else, put the Rook Plug back into place and head across the walkway to another locked door, and turn right at the end to follow a new narrow path to the Lower Waterway.

Before dropping into the sewer, grab the Combat Knife on a barrel, and then head toward the sloping incline down into the lower sewers. After getting your bearings, look along the left for a ledge to climb on that holds another T-Bar Handle Slot, as well as a Blue Herb.

No doubt you’ve probably heard the weird moaning sounds by now - it’s coming from further in the sewer waterway. As you draw closer, the giant lump of flesh will swim away, prompting you further into the sewer. When the path diverges to a barred gate, look on the left for High-Grade Gunpowder, then look to the right to see the fleshy mass hiding in the water.

If you draw close, the G-Virus creature will emerge and grab you, opening a really ugly maggot-filled maw in an attempt to take a chomp out of you, so shove a Grenade or Flash Grenade in its mouth to stun it.

As it flails around, quickly unload on the lighter colored shoulder opposite its weird head on the left side of its body (your right). Enough shots will expose the pulsating giant eye you should be familiar with by now. Use shotgun blasts when close to unload on the eye, and back up when it starts to flail around.

At some points it may start ejecting smaller G-Virus Parasites into the water from its mouth - these ugly little things will start swimming at you quickly - so look for the ripples in the water and take a quick shot to get rid of them. If he starts swimming at you, prep a Grenade and get ready to shove it in its face when the monster emerges from the water to grab you again. If you are unable to block these attacks, you may finally start to experience poison damage - so have Blue Herbs ready to mix with green or red and keep yourself protected!

Keep focusing on the eye whenever you get the chance, and eventually it will burst, causing the creature to die. Now you can continue on past where you found it and get out of the water, and head up the long stairs.

You’ll find yourself on the other side of the Treatment Pool Room, and below the Control Room where Ada last saw Annette. There’s also a cable car here, which will be important later. Head up the ladder into the control room, only to find Annette is no longer here. Instead, you can find some Shotgun Shells on a chair in the corner, and a table with a Copy of Emails to Umbrella HQ File on a table near a dial-locked locker. Recall the same combination from the Main Story, 'SZF' and help yourself to the MAG Ammo.

Find a Way to Save Ada[edit]

After taking a look around, check behind the lockers to find a broken lift to jump into, sending you down to the Monitor Room. You’ll spot Ada in the area below, and it sounds like she’s going to have company soon.

Still, she looks like she’ll be fine if you don’t immediately rush off to save her - and that’s good because you have some puzzles to solve! Start by grabbing the Sewers Map posted on the wall next to the window, and then look for High-Caliber Handgun Ammo on a table next to some yellow consoles. In the corner is a Typewriter and Item Box, so be sure to stock up on depleted ammo or health from your last fight.

Next to the Item Box is a Sewers Company Pamphlet File, which should clue you into why the electronic plugs you’ve been finding are so odd. More importantly, there’s a TV and VCR next to it that you can place the U.S.S. Digital Video Cassette in to see what happened to the special forces team that came down here, and how the virus itself was spread.

Plug puzzle second run

Don’t worry about the door back to the Treatment Room just yet, and instead head to the back of the Monitor Room to find a sealed door with electronic plugs in various panels. Look along the side for a table with a Unlocking the U-Area Door File. It mentions having to place all 6 chess-themed electronic plugs in a certain order in the 6 slots on the room to power the door.

Many of the panels have their images ripped out, but you can find that the Pawn Plug is already in the right spot, while the Bishop Plug is on the other end of this wall but its panel image is gone. The Knight Plug’s panel is empty on the other wall, but the Knight Plug itself is in the next panel over.

The Second Run of the Sewers features a different puzzle than the Main Story. If you read the board, you'll find new clues this time: 'The rook's next to the knight, but not facing the queen. The king ain't next to the queen, but facing the knight, right at the end, and the knight ain't where the case marking says'.

Find the King and Queen Plugs[edit]

With the Pawn, Knight, and Bishop in your possession, you still have more to find - but at least you’ve already encountered the Rook Plug.

Leaving Ada behind, enter the door to the bottom of the Treatment Pool Room. Look for a lever to bring the walkway back down to your level, and cross to the other side.

Take a left first to go alongside the cable car, where you’ll find a Red Herb at the top, and going further down you’ll find access to the cable car needs the wristband Ada has, but you can grab the T-Bar Valve Handle next to the car. Look further down the stairs at the end for a Delivery Receipt File, which mentions a safe with its combination etched on the side.

New to the Second Run is the addition of Claire's Note File that's been placed next to the Cable Car.

Return back to the walkway and look across to find a zombie slumped against the wall next to a Blue Herb and safe. This same safe has the chalk etchings on the right side: Left 2, Right 12, Left 8. Opening it will give you the Shotgun Stock for the W-870 Shotgun, which allows for a much for stabilized shot and smoother reloading, making it a worthwhile weapon mod. Note that the zombie will only be woken by bumping into him, but you can open the safe and carefully grab the herb without ever waking him.

Head out through the door marked “Exit” and go down the stairs to the Garbage Collection Room, which connects to the Lower Waterway where you fought that monster. Two zombies will be staggering about with a third playing possum off on the left. Take them out, and then grab the Green Herb on the right before jumping into the water and heading left to a dead end where you can find a Grenade on the side.

Hit the lever to open the bars to the Lower Waterway, but first you should go check out the opposite path to go towards the Bottom Waterway.

There’s a T-Bar Valve you can use your handle on to open the door here, and continue across the bridge. You’ll probably note the sewer path below is full of pulsating fleshy masses - not a good sign.

On the other end of the bridge, look for the Sewers Key that will be very useful opening up more areas of the Sewers.

Note: The upcoming section is both tough and full of necessary items. Because of this, you’ll want to have weapons ammo, and health, but also enough room for 6-7 item slots. Consider going back to the Monitor Room and dropping off excess health items or sub-weapons, and you can also drop the T-Bar Handle and Sewers Key off for this segment too.

The path up the stairs leads to the Upper Waterway, but it’s T-Bar Slot has been broken. You’re going to have to test your resolve, and drop into the Bottom Waterway. Up on the side, you’ll see a zombie slumped next to Green Herb, and as you grab it, a large parasite will burst from the zombie’s chest and slip into the water - looking similar to the corpse Annette burned when you first met her. There are even more chest-bursted corpses up on the left - climb up on the ledge and walk past them until you can drop into the fleshy nesting area beyond.

As you might imagine, you’re going to have to face more of the G-Virus Adults, one of which is lying in the water close by. Since you can’t avoid it, rouse it with a shot and target the shoulder eye which should hopefully already be uncovered. If it grabs you, stick a Grenade in its maw and then follow up with a Magnum shot to the eye to finish it off.

Unfortunately, this isn’t the last you’ll see of the monsters. As you slowly reach a junction up ahead, you can spot another monster with its eye covered patrolling around between three pathways. Keep your distance for the moment:

You’ll want to go straight ahead, but you can also duck into the left path when he goes right or turns his back to you (walk, don’t run) and check along the left wall for some MAG Ammo.

At this point you may want to either wait for him to look into the path on the right, or get it to lunge at you and duck past it and run past going up the straight path that hugs the right wall.

Keep running, as another monster with an exposed eye will lurch out from a sewer pipe on the right wall.

In the Second Run, you will also find a single zombie standing the muck that will try to stop you from rushing past the G-Adults. Get a quick headshot off or have a Combat Knife ready to fend him off and keep rushing to the platform - you can then finish him off from the ledge to make sure he doesn't bother you on the return trip.

In this next room, head up the stairs and be sure to look next to the table on the left to find a Mr. Raccoon Toy hiding here, before moving into the large Supplies Storage Room.

Obtain the Flamethrower and Plugs[edit]

Video Guide: Sewers (Part 13)

There are two Electronic Plugs to obtain in this room - the Queen Plug and King Plug, but there’s also another important item to get while you’re here. First, look along the right as you enter for a shelf of boxes to find a Red Herb stashed in an empty slot.

Travel down the stairs, to see a sealed gate that needs the King Plug, and behind the stairs is another locked gate leading to a new weapon - the Chemical Flamethrower. Head right through the only open gate to find the Queen Plug, and take it while sealing the gate you came through.

Head down under the main upper platform and you’ll find a Blue Herb (combine with the green or red herb if you end up needing more space)’, and also two more gates - one of which you can use the Queen Plug to unlock.

In the Second Run, there's an additional zombie lying on the ground here - he'll wake up when the other falls from the platform above - so its better to kill him now than risk getting swarmed when you drop down.

Leave it in as you pass through the newly opened gate, and head up the stairs to see a zombie fall from the railing to the ground below. Don’t worry about him just yet as he’ll just crawl around for a bit before getting up, and enter the room at the top to find the King Plug.

Grab it and seal the door behind you, then hop off into the room below, at which point you may want to silence the crawling zombie rather than let him get up and bite you.

Keep the Queen Plug in place for the moment and find the gate to the left of the stairs that you can use the King Plug on to acquire the Chemical Flamethrower.

This awesome weapon is perfect for cooking those mutated creatures alive, much like how Annette burned the zombie when you saw her, so it’s worth hanging onto. Look around for a locked door you can unlock from this side leading back to the beginning. You still need to leave this room with both plugs in your possession, so it's time for a bit of puzzle work:

Return to the King Plug and grab it, and then grab the Queen Plug too, and return to the first gate where you first got the Queen Plug, and put it back in, giving you access to the first stairway.

Look past the stairway for a sealed gate and put the King Plug in it, letting you loop back around to claim the Queen Plug once more.

Return the way you came, and be sure to grab the King Plug as you leave the last gate, which will net you both plugs and a way out of the Supplies Storage Room.

Return to the Monitor Room[edit]

Now that you have a Chemical Flamethrower, it’s time to get some revenge on the G Virus Adult Monsters in the Bottom Waterway. One should still likely be near the pipe where it plopped out when you first came this way - so start lighting it up by holding down the trigger for a bit. It will likely thrash around, so you’ll want to step back and not get hit.

After a few bursts of fire it will likely die, or submerge into the water, giving you a chance to continue running past it. As you reach the junction, keep to the left side this time to find a ledge to climb - but another G Virus Monster will appear out of the muck - so light it up until it lets you pass.

In the Second Run, one of the bodies on the mound will rise up upon your return, and try to block you from getting out of the water to avoid another G-Virus Adult, but you can can snipe him from the ledge before dropping down.

Climb up on the ledge and run until you drop back down into the sewage, but one more Monster will rear up from the waters, and may try and swim into you to grab you. If you have a grenade, you can use this opportunity to dash past it, otherwise you may want to climb up the ledge where it can’t grab you and light it on fire, then jump back in when it dies or dives down to sprint past and back to the ladder. Once you’re up the ladder, you won’t have to worry about those guys coming after you.

Be careful as you head back up the steps toward the Lower Waterway - if you didn’t kill the one zombie playing possum on the ground earlier, he’ll now be standing just around the corner from the doorway and ready to grab you, so be prepared to send a shotgun blast to his face.Return to the Monitor Room, and deposit the two plugs. Now be sure to grab the T-Bar Handle and Sewers Key from your Item Box, and keep the Chemical Flamethrower handy before heading back to the Lower Waterway.

Get the Rook Plug[edit]

Use the lever to lift the bars back to the main waterway, and make for the Worker’s Lift.

Unfortunately another G-Virus Adult will slip out of a nearby pipe as you approach, so be sure to either light them up with the flamethrower or expose the eye and take it out with a Magnum shot or two.

Use the T-Bar Handle to open the door to the Worker’s Lift, and inside you’ll find some Shotgun Shells next to a lift going up to the Workroom on the upper floor. Inside is a zombie playing possum on the ground.

On the right side you can find High-Caliber Handgun Ammo, while the middle table holds a Roll Film: Hiding Place, and on the far left is another Hip Pouch - and you can grab all three without disturbing the zombie if you are careful. You might be confused as to why you’re still finding film this far down in the sewers - more on that soon.

However, once you unlock the door and leave the Workroom, the zombie will wake up regardless to pursue you - but if you are quick he may not see you leave and just remain in the room. Outside you’ll find the Rook Plug right where you left it, but another zombie may be lurking in this area too.

Before you take the Rook Plug, be sure to check the locked door to the Water Injection Chamber at the other end of the platform that rises once the plug is taken out. Unlock it with your Sewers Key, and check inside the Water Injection Chamber to find both Large Gunpowder and High-Grade Gunpowder.

Detour - Return to the Police Station[edit]

Now return to the Rook Plug and take it, and then use the Sewers Key one last time to unlock the Workers’ Break Room. Inside here you’ll find High-Caliber Handgun Ammo in a locker and Gunpowder on the table, but there’s more to this room than meets the eye. For one, there’s a Jazz Festival Flyer File on the table with three circled letters: SZF.

Also, the back of the room features a taped up large cabinet behind a wall, but there’s marks along the wall behind it, and broken wall tiles along the floor. Get alongside the cabinet and push it aside to reveal a hidden elevator.

Taking the elevator up, you’ll find yourself back in the Underground Facility - more specifically, on the other side of the locked door at the bottom of the long stairwell you took when you first explored the secret passage under the Goddess Statue.

Grab the MAG Ammo on a bucket before going through the door. Go back up the ladder to the Secret Room, where the door is still open back to the Police Station.

Why come back to the Police Station? Because we have film to develop, of course! Remember the Licker patrolling the hall to the Dark Room - if you didn’t kill it, you can take the Library route to the stairwell which should avoid him entirely.

Inside the Dark Room, develop the Film Roll: Hiding Places to reveal the Hiding Places Photo File. It features two desks that apparently have secrets. They can be tough to distinguish given the amount of desks in this Police Station - but there are two big clues: One photo shows a flag in the background, while the bottom has a microphone stand in the back.

The top photo is a tough one - but there is one isolated desk in an office with a flag - the S.T.A.R.S. Office. Take the path through the Library to get to the office, and inspect the solitary office desk to find a Wooden Box, which you can inspect to find a Red Dot Sight for the Lightning Hawk.

There’s also something else that’s easily missed tucked in the back of the drawer - look again to find another Roll Film: Rising Rookie hidden at the back of the drawer. You can develop this back at the Dark Room to get the Rising Rookie photo File, a cute picture of Rebecca Chambers from the first Resident Evil game.

As for the other hiding place, the microphone stand could only be in one place: the Press Room in the East Hall on the first floor. Depending on how thorough you were with cleaning up zombies, you may find a few in the hall, and there’s also a new zombie banging on a barricaded door in the corner, but he’s unlikely to notice you if you are slow and quiet.

Check on the left side of the room for a desk to unlock, and you’ll find a full tank of Fuel for the Flamethrower.

Return to the Monitor Room[edit]

As you make your way back to the Workers’ Break Room in the Sewers, don’t head back through the Workroom Lift with the zombie inside. Instead, take a left back down to the Upper Waterway. Making your way up the sewer, two zombie will emerge from the water. If you don’t want to waste ammo, lead them back into the corner of the big room and then dash the other way when they start reaching to bypass them. Another zombie will also rise up at the end, but you can hop onto the ledge and quickly use the T-Brake Handle and head back down to the Bottom Waterway before he can follow.

Video Guide: Sewers (Part 14)

Return to the Monitor Room and make sure you have all six plugs in your possession - get ready to solve that puzzle!

If the Knight is not where the marker is, but is still at the end, it must be at the other side. This allows the King to be facing it on an end too, and since the Queen isn't next to it, you can place it opposite the Pawn. This just leaves the Rook - which needs to go next to the Knight, and the Bishop which should be opposite the Knight.
PawnQueen
RookBishop
KnightKing

With the door finally open, it’s time to finally rescue Ada from the Garbage Room, not that she’s been doing much this whole time except being unconscious. Head down the steps where you’ll find a Blue Herb and Green Herb, a locked door on the right, and a unpowered lever to open the Garbage Room.

You’ll need to go into the Main Power Room, where you can collect a Red Herb, and interact with the power panel. Similar to the Parking Garage generator, you’ll need to flip the right switches to get the right amount of juice flowing.

-

Boss Battle[edit]

If you thought there might be a boss to face - you’d be right! Before you can leave the room, the mutated G-Virus man will break down the door, and start trying to claw at you from above at random ceiling panels. You’ll have to do your best to run this way and that, and you can shoot at the eye peeking out near the claw to make it go away.

After a bit of this, G will tire of the games and rip open a nearby metal door - quickly toss a grenade or try to dash around his lunging claw attack, as he’s gotten much more stronger and deadlier since your last encounter.

As soon as you are past him, sprint down the hallway and don’t look back, because he’ll start charging to catch up to you. Because of this, you’ll want to make the turn as soon as possible, as it empties out into the Proposed Water Purification Room. Head along the ramp to the right until you can jump down, which will put you on a short platform with a giant shipping container, as well as some Crane Controls.

For this fight, dealing damage is not the true way to beat him. Instead, you’ll want to hit the crane controls to send the shipping containers spinning off to the other side of the large room - which does take a bit. You’ll need to survive his onslaught until the crane controls reset and let you send the container hurtling back to the platform.

You can do this by simply trying to dodge his attacks - which can be hard, as he has a jumping forward slash attack that can still stagger you even if he misses. He also has a large sweeping claw attack to his left that you’ll need to run to his other side to dodge, or get behind him. Finally, he can just straight up charge at you and try to grab you in his giant claw.

Note: While dealing damage can't kill him outright, it does have an effect on how quickly you can end this fight. If you can unload on him with all of your weapons, you can theoretically finish him only using the crane once - if he grabs onto the ledge when struck, then you didn't deal enough damage, and need to use the crane again. It can take a lot of your ammo in the process - so you may only want to attempt this to unlock the related Achievement/Trophy.

To help fend him off, note that there is some High-Caliber Handgun Ammo to the left of the crane controls, and a Flash Grenade on a small barrel, and a Combat Knife stuck in a sack. There’s also some MAG Ammo in the opposite corner but only reachable when the shipping container is not here.

Speaking of the shipping container, you’ll need to be extremely careful when calling it back. It will hurtle along slowly but pick up speed towards the end. This means you cannot be anywhere near its trajectory that covers most of the stage or you’ll be instantly killed. The boss on the other hand, needs to be in the path of the shipping container to really damage him.

This means you need to be very careful about positioning, and ensure that he’ll be in the right place at the right time. You can live dangerously and provoke him into trying to lunge at you and run past him as the containers hits, or you can stun him by shooting either the giant eye on this shoulder, or the smaller one on his back.

The Flamethrower is great for ensuring that he’ll eventually go down, but it’s hard to judge when it will deal enough damage - while the Magnum can stun him with a few precise shots.

You’ll also want to be sure he doesn’t try and do a charge attack and hold you in place while the shipping container rams into the platform - or you’ll still die. If you see him get ready to charge, throw down a Flash Grenade and stun him in place so you can get away from the container in time.

You only need to have the container ram him twice to end the fight - it won’t matter how much you damage his eye otherwise, as it will only be to stun and lock him in place.

Resident Evil 2 Chess Plugs Locations 2nd Run

As long as you can accurately judge when the shipping container will arrive, you can knock the boss into the pit below, and finish the fight.. for now.

Head to the Lab[edit]

Head through the newly opened path to unlock the door back to the Garbage Room, and get Ada some help. Injured, but still able to move, follow Ada back through the Monitor Room and into the Treatment Pool Room where the cable car is. Since Ada has the wristband, you can now enter the cable car and head down to NEST - Umbrella’s secret lab under the city.

You’ll be heading to the last area of the game - so this is your absolute last chance to go back and collect any missing items or explore any rooms you missed earlier. Your sewer map should look all blue, if you found anything, as should everything in the Police Station except for the locked Heart Doors.When you’re ready, throw the lever to head to the Laboratory.

Comments

The Monitor Room Plug Puzzle in Resident Evil 2 allows you to wrap up the Sewers area of the game - after you've found the Queen, King and Rook Plugs of course.

Before then, though, we highly recommend you make use of the Sewer Key, allowing you to return to the Police Station one final time to get some valuable upgrades and items.

Looking for something else? Visit our Resident Evil 2 walkthrough for more help.

Where to use the Sewer Key

The Sewer Key you found above the Bottom Waterway on the way to the Supplies Storage Room can be used in two places here. One is the Water Injection Chamber to the north (make sure the Rook Plug is in the wall so you can use the walkway) for some Gunpowder.

The other is the Worker's Break Room to the west.

Inside you'll find some consumables, and a Jazz Festival Flyer File, which gives you a locker code clue for the Control Room.

Most importantly, there is a locker you can move on the far side of the wall when you get close to it, revealing a hidden elevator.

Take it up to emerge back at the Underground Facility and the Police Station. We found some MAG ammo on the left outside the lift, before taking the stairs up, unlocking the door, to come out at the Underground Stairs just before the boss battle earlier.

Here you can use the STARS Badge (press the button on the back of the USB Dongle) on the Special Weapons Case to get the Long Barrel (Lightning Hawk) upgrade at the bottom here in the case along the wall.

If you don't have it on you, head up the stairs to the Secret Room. Here you can use the T-Bar Valve Handle to get back into the Police Station.

There are two new things to do, thanks to the film you found in the Workroom Sewers - head to the Dark Room and develop the Roll Film Hiding Place receive two photos of hidden locations. Our Hiding Place locations tells you where to go, and doing so will net you a Trophy / Achievement in the process.

Use this opportunity to also tick off any unfinished business in the Police Station, such as the safe codes, portable safe solutions and locker codes.

Ignore trying to access the Chief's Office because Leon won't have access to the Heart Key at all, and don't worry about running into Mr X along the way - there are no new enemies, though bear in mind any zombies or Lickers you didn't kill from your last visit will still be roaming the corridors.

:: GTA 5 money and stock market assassinations - BAWSAQ, LCN, Lester missions and how to earn money fast in GTA 5 story mode

Once done, head back to the sewers via the Secret Room and the Worker's Break Room (again, not forgetting to use the STARS Badge in the Underground Stairs as you go).

There are two routes back to the Monitor Room where you can use the Plugs - by going south via the Lower Waterway (allowing you to use the T-Bar Valve Handle on last time) or going through the Workroom, then the Workroom Lift, then the north path of the Lower Waterway where you'll emerge back in the Control Room, allowing you to open the locker code thanks to the clue on the Jazz Festival Flier (for MAG rounds) before dropping into the Monitor Room. Phew!

Playing the DLC? Check out our list of Ghost Survivors Mr Raccoon locations. Elsewhere, our full Resident Evil 2 walkthrough explains every aspect's of Leon and Claire's campaigns, including C4 Detonator and Battery locations, Heart Key location, how to stop Mr X, the Clock Tower puzzle, Sherry block puzzle in the Orphanage, the Power Panel Parts puzzle solution, how to escape the Incinerator and the Chess Plug puzzle solution. Not only that, we also provide all Locker Code solutions, the Leon Desk puzzle solution, all Resident Evil 2 Safe Codes and Portable Safe solutions and the Hiding Place locations.

Solving the Chess Plug Puzzle

Now you have all six chess pieces - including the Queen, King and Rook Plugs you can solve the Chess Plug Puzzle. First, get them all in your inventory so you have them to hand. Remember to bear in mind the following rules, as mentioned on the wall:

  • Rook and Knight are on the same wall
  • Bishop and Queen aren't next to each other
  • Queen and Rook are opposite each other

There are some labels next to the panels to help narrow things down, too. When you take all this into consideration, this is the puzzle solution, with the top row being right of the desk (looking north) and the bottom row looking left (south):

  • King, Queen, Pawn
  • Knight, Rook, Bishop

With that done, the path on is clear. Make sure you back your most powerful weaponry - we recommend the Magnum - and head to the Main Power Room to the south, as it's time to tackle the G Tyrant Stage 2 boss and Main Power Room puzzle.

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