Resident Evil Village tasks Ethan Winters with traversing a distant european village in order to locate his daughter Rose, and to defeat the four lords ruling the territory. After besting the challenge of The Stronghold, Ethan ultimately has the path to his goal laid out before him .
Resident Evil Village’s report begins its final act as Ethan heads towards Heisenberg ‘s Factory. With all four flasks containing the pieces of his daughter Rose, he has returned to the altar to begin his final conflict .
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After dealing with The Duke and using the write luff, station each of the four flasks within the altar to obtain the Giant ‘s Chalice. If you distillery have some side areas such as Otto ‘s Mill or the Megamycete cave that you ‘d like to visit, do so now, as once you enter the factory there is no turning back .
As the fires become illuminated along the path, follow it along the Lone Road towards the Ceremony Site. Upon reaching it, place the Giant ‘s Chalice in the slot at the Site and the raise will automatically lower. At the bottom, walk outside to find a save point, and Heisenberg ‘s Factory loom before you .
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Entering The Factory
As you enter the newly opened gate, listen to Heisenberg, who kindly invites you inside for a new world chat. Do n’t worry, he assures you it is n’t a trap. The grounds outside hide little of note, so approach the chief doors and delay for them to open. When you ‘re quick, pass at heart and follow the analogue way. You will enter a room with a tease sheet covering the wall, interact with it and Heisenberg will appear .
Heisenberg will explain his plan to you, and offer you a partnership. Ethan refuses. so, you are shoved down a hole in the floor, where you encounter the Sturm for the beginning prison term. This creature is completely unkillable for now, so you ‘ll need to concentrate on running. Follow a linear path until you reach a drivel parachute and jump in. After landing in the underground scrapyard, gather the resources in the area before climbing the run and dealing with Heisenberg ‘s Haulers. At the end of the raised path, you ‘ll need to remove the grate and crawl through the breathing beam to move on .
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The Factory Floor
The factory ‘s labyrinthine design will probably prove confusing, so remember to check your map american samoa much as you need to. Turning to the proper from where you ‘re facing after exiting the vent, you should notice a door to the right which contains Heisenberg ‘s inner ear puzzle ( remember this for late if you ‘d like to grab the treasure ) and a boastfully elevator on the leave where The Duke has set up shop. He ‘ll have some new weapons in stock, therefore be certain to browse. The save charge here will be the only matchless in the Factory, so you ‘ll be returning frequently. The elevator itself wo n’t work – you ‘ll need to turn the world power on in order to activate it .
Straight ahead you ‘ll see a laid of double doors. Head inside after saving your game. You ‘ll find a lock door in the future room with a radiance fall, this is the lock. These locks appear semi-frequently within the factory and can be opened by using any weapon to smash the lights. angstrom soon as this one is opened you ‘ll be attacked by a copulate of Haulers. A switch in the next room will reiterate that there is no baron, thus head down the stairs and kill the Haulers that exit the next board over, The Foundry, that contains a cast machine .
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The Relief Mold
The casting machine is the key to traversing the area, you ‘ll need to use it respective times. To the right you ‘ll see a wall with a depression, you ‘ll need to find a mold to produce something to fit here. The other side of the room features a lock in door and a stairway, take the stairs up and around to a group of Haulers. Kill them and note another door locked behind a switch that can not be activated. The other door in the room is unlock and leads to a very ominous-looking room with a mechanically augment calculate sat slumped in a professorship. Head past him and open the case in the back to find the Relief Mold .
predictably, the figure will awaken as you leave the room. The creature is a Soldat, and the factory contains many of them. They each have a glowing crimson fallible spot on either their chest of drawers or back that must be fired upon but they will frequently protect it as they approach. Their bore arms are adequate to of dealing massive damage, thus keep your distance. After killing or fleeing the Soldat, head bet on to The Foundry and place the Relief Mold in the cast machine. After a few seconds, it will produce the Relief of a Horse, which can be placed in the depressive disorder of the wall to reveal a secret passageway .
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The Cog Mold
Take the secret passage and deal with the Hauler at the top of the stairs. A door ahead requires a specific identify to unlock, make a note of it for former if you ‘re looking for treasure. Take the ladder down into the engine board, when traversing it try to use the pistons to kill the assorted Haulers for you in decree to conserve precious ammunition. After reaching the end of the board, climb the ladder up and remove the grate before crawling through the cheat. The following hallway contains versatile Soldats in stasis, do n’t worry, they wo n’t attack you ( however ). Make certain to unlock the door at the end which leads you back into The Foundry for later. Continuing on, a cracked wall with a jaundiced cross can be destroyed with a spare organ pipe turkey for some treasure on your way into the adjacent room. The Generator here is missing a large cog .
Head down the nearby stairs and through the open gate marked with a green luminosity. Unlock the room ahead and enter it. Inside, make certain to grab the Factory Map ( Lower Levels ) to make your life easier before opening the case and obtaining the Cog Mold. Unlocking the doorway at the goal of the room provides a commodious road back to The Foundry. At this indicate, one of the abeyant Soldats in the hall will attack. Deal with him and then use the cast machine to produce the Large Cog using the mold. Head back to the Generator and place the Large Cog, allowing you to pull the lever and reactivate the power .
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Powering the Elevator
With the exponent on, listen to Heisenberg groan once again as you enter the newly opened gate in presence of you. Be careful as a Soldat will drop from the assembly line behind you as you do, and a second will be walking the hall ahead. After killing them, explore the bottom floor of the large room ahead for ammunition and mines. Take bill of the glow electric coils, as they can be shot to stun nearby enemies. Climb the stairs and head towards the following doorway with the burn locks and distribute with yet another Soldat. Lure it down to the electrical coils if necessitate be. The following room over is another two-story one, the lower tied swarming with Haulers. A english board behind a fence can be accessed by shooting the dormant Soldat behind it and allowing it to destroy the fence as he attacks, the board contains Lei and magnum rounds .
Head up the stairs when you ‘re ready and keep walk until a transport container is dropped house a Soldat with two drills and a faint spotlight hidden on its back. Kill it and break the radiance locks on the future door to end up back in an earlier room that contains a interchange that can immediately be pressed. A chopine will slowly lower to bridge the break between the switch and a door ahead. Head through the door and along the corridor until you encounter another Soldat with the two drills in a board with pillars, run around the pillars in order to get a good shooting at the unaccented topographic point on its back. Break another arrange of glowing locks to open the doorway ahead and prepare to run .
Sturm will break through the wall and chase you down another linear way, run down it until you go through a doorway, saving you for now. Gather some supplies in the board before heading outdoor and pulling the lever on the english of the elevator shaft, this will call the elevator up to you, allowing you to take it between the stream shock and the previous one. Head into the elevator to save and see The Duke if needed before climbing the nearby ladder .
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Follow the linear path and take the following run down into a concrete tube. Pass through it to reach an excavation locate. The web site is teeming with Haulers at work. Kill them and make your way forward to the room with the colossal exercise. Take caution of the Haulers in this board and grab the crystals by the base of the drill before heading through the small public discussion shaft at the back. After emerging from it, you ‘ll need to climb down the nearby run and can turn around at the bottomland to find another cracked wall that can be destroyed for a hidden prize hoard. Head forward into a massive board with a spinning engine above you, you ‘ll need to disable it .
As you climb the stairs and ascend the room, look up for orange glowing spots that need to be destroyed to do then. Be careful, as you will be ambushed by Soldats as you climb, including armored ones that become invulnerable while guarding their weak spot. This armor can be destroyed with explosives, but you may be better off merely being patient and accurate with hitting the weak point. With the engine disabled, capitulum up and through the door. Move the cart and creep through the vent to grab the Ball Mold for the inner ear puzzle if you so wish. Head up the stairs and into the Ventilation Duct, where you will start to be sucked into the fan ‘s blades. Quickly shoot the burn center of the fan to disable it and save yourself. Head through the debris of the sports fan and shimmy across the pipes, taking the ladder improving and turning the zigzag to crawl through the newly opened gap. Take the lift ahead .
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The Key Mold
The adjacent room you come across will contain another font, this one containing the Key Mold. Grab it, and the ammunition in the room before continuing onwards through the duplicate doors and up the run. You ‘ll notice another lock doorway requiring a key ahead with the lapp symbols as the former one. You ‘ll need to use the Key Mold to create this key, so pull the nearby lever to access the elevator again. Save the game, take the elevator back to the bottom floor and make your means to The Foundry .
This floor is now shrouded in darkness and the way to The Foundry is swarming with Soldats, so uphold caution. When you arrive there, use the shed machine to create Heisenberg ‘s Key using the Key Mold, and the Iron Horse Ball using the Ball Mold if you so wish. From here, feel barren to explore the previously locked doors of the area, including those inaccessible ascribable to a lack of office and the nearby room requiring Heisenberg ‘s Key for ammunition and gem .
Make your way bet on to the elevator, dealing with Soldats along the way. The in full armored Soldat Panzer must have its armor removed via explosives before it can be damaged, so you ‘ll have to run if you do n’t have any on hand. Back by the elevator, challenge the maze perplex now if you wish, as you wo n’t get a probability to do thus after continuing. When you ‘re done exploring the factory and feel prepared for a emboss battle, take the elevator back up to the top floor and unlock the door with Heisenberg ‘s Key. Head through the door and gather some supplies before continuing on .
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Sturm will charge through the wall when you reach a certain point, placing you in an stadium with him. This meter, the animal can and must be killed. As Sturm charges at you, he can tear down some of the walls of the stadium, allowing you more room to maneuver. Like many of Heisenberg ‘s other creations, Sturm has a watery point situated on his back. Explosives will hurt the animal, but this decrepit spot should be your aim. As Sturm charges you, dodge and shoot at its weak spot as it hits a wall. finally, it will begin to overheat and shoot flames in a straight line ahead of it, this attack is a sign that you are weakening the giant. Keep laying into its weak spot until it finally falls. Gather the spoils of your conflict and move on .
You ‘ll need to jump down into the large room and walk of life across the crane to activate the trade. With the crane raised, you can disembark and head into the adjacent room. Heisenberg himself will ultimately make an appearance. beginning to transform into a elephantine monster combined with metallic element. He will attack using his colossus buzzsaw, launching you down through the floor and into the waters below. Remove the grate blocking your path and net the debris subsequently, to enter a darken board where you ‘ll be swiftly disarmed by Chris Redfield himself. soon, you will need to do battle with Heisenberg, and deal with him once and for all .
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mercenary gaming writer for CBR. Passionate about pop-culture in all its forms, with an stress on comics, television receiver, film and, of course, gaming. Contact him via electronic mail
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