Need help fixing the Detonator and navigating East Raccoon City in Resident Evil Requiem? After a tumultuous night in Rhodes Hill and a breathless escape via helicopter in the last part of our walkthrough, Grace and Leon’s paths diverge in this next stretch of the game. East Raccoon City is a sprawling, post-apocalyptic wasteland, and Leon’s got his work cut out for him trying to navigate its zombie-laden contours. Tense survival horror (and my other esteemed guides writer Callum, who takes care of Grace’s sections) is on its way out for now; heavy-duty action (and yours truly) is on its way in.
Adjusting to this sudden shift in gameplay can be jarring, but once you make it through this occasionally draggy section as Leon, the rest of the game only ramps up. This guide presents a complete walkthrough of East Raccoon City as Leon, including how to find all pieces of the Detonator needed to properly enter Resident Evil’s most famous undead-ridden metropolis.
In this guide
The Titan Spinner
Welcome to the outskirts of Raccoon City. Check your inventory for a File describing the Raccoon City Incident – AKA the crisis that occurred in RE2 and RE3 – and then grab the Raccoon City Incident Newspaper on the ground if you want even more of a refresher.
You can spot some Umbrella propaganda as you wander around the ruins of this hellscape. Raccoon City, what a great place to live! | Image credit: Rock Paper Shotgun/Capcom
Jog around the area to get your bearings. You can enter the nearby Cafe Oasis to find a Mr. Raccoon bobblehead behind the counter, along with some ominous “Can you hear it too?” graffiti designed to alert you to the bobblehead’s presence. There’s also some Scrap lying around if you need it – Leon can’t use Infected Blood to craft goodies like Grace could, but you’ll access a fresh way of getting new gear soon enough. You should also visit The Applegate Hotel building next to the cafe, where you can find a Med Injector, more Scrap, and Shotgun Shells.
When ready, exit via the hotel’s revolving door to enter a new stretch of street with a whole lotta cobwebs. As Leon moves forward, a giant horror will drop on him from above, to nobody’s surprise at all. Sorry, folks with arachnophobia – it’s time to meet the Titan Spinner, a not-so-little boss whose model will almost certainly be recycled for an upcoming remake of Resident Evil: Code Veronica, which happens to oh-so-conveniently feature similar spider enemies.
Hmmm…is this game teasing the arrival of a bigass eight-legged terror, I wonder? | Image credit: Rock Paper Shotgun/Capcom
Leon ducks into a nearby building to avoid being turned into a web sandwich, and you’ll have to keep running through a hallway. Grab all the ammo from the crates you pass and break the webs blocking your path with the Hatchet. At times, the Titan Spinner will drop in to impede your progress, so pop some shots into its hairy arachnid frame to get it to back off. Keep moving until Leon gets smashed into another series of rooms where he needs to break more webs and take out a group of smaller spiders. (A few Shotgun spreads or Hatchet strikes are all you need to murk these little devils.)
Soon, mama spider will show up through a wall again, so shoot her until you’re able to bust out through the building’s fire escape. This puts you into a boss arena where you can actually finally face the Titan Spinner to the death. Parry its pincer charges with your Hatchet if you can, fill it full of as many rounds as possible, and when the Titan Spinner reveals the obvious weak spot on its booty, get blasting. You should also try to navigate to higher ground if you can by hopping on the yellow ladders. Crates with ammo and an exploding red canister are all strewn about to help you exterminate this spider pest for good.
There’s a fan mod for folks who hate spiders; it turns the Titan Spinner into Thomas the Tank Engine. Serious, we did a news story on it here at RPS. | Image credit: Rock Paper Shotgun/Capcom
After Leon delivers an appropriately dramatic final strike to the Titan Spider with his Hatchet, you’ll enter Ridgewood Station. After you take a sec to muse on how Raccoon City had its own subway (a real achievement for any Midwestern American city not named Chicago; thank you for all that infrastructure funding, Umbrella), it’s just a short and easy trek until you reach a revolving gate that you can pass through.
The BSAA Central Camp
Back on the surface, Leon will soon bump into a huge gate that blocks off access to Raccoon City proper. It’s a piece of government conspiracy work, to be sure, but looks like some folks set up a Detonator here that needs the right pieces inserted into it.
Search the vehicles near the gate for various pieces of ammo before navigating to the blue tent that you may see in the distance. This is a Central Camp set up by the BSAA – you know, that group created by Chris Redfield which featured prominently in previous Resident Evil games (notably 5, 6, and Revelations), then supposedly went so corrupt by the time Resident Evil 7 came along that Chris joined an entirely new group called Blue Umbrella (not to be mistaken with the OG Umbrella) to combat them. Ahhh, what a story this franchise has.
You can’t break this BSAA Container open yet, but don’t worry, you’ll soon be able to. | Image credit: Capcom / Rock Paper Shotgun
Anyway, enter the camp and interact with the BSAA Container that you can’t open yet. Then go interact with the yellow generator to turn the camp’s electricity back on, making it Leon’s version of a central hub save room, with a Laptop instead of a Typewriter, because Leon’s a high-tech fella. Save your game, then check out the papers next to the laptop to find the Orders for the Engineer Corps – apparently, the Detonator requires three parts: a Signal Receiver, a Distributor, and a Relay, all of which are scattered around the city’s ruins. This is basically Leon’s version of the Quartz pieces puzzle that Grace had to solve back in Rhodes Hill, except it takes place in a beige landscape of rubble instead of a dark facility of tight corridors.
Great, now I gotta run all over town trying to find these bits. Thanks for the busywork, BSAA chums. | Image credit: Rock Paper Shotgun/Capcom
There are a few other important things to do in this tent before you get started traipsing around town to find the Detonator parts. Interact with the hefty Supply Box to pick up the Tactical Tracker. This gizmo lets Leon earn combat credits for killing enemies, which he can then utilise to buy new gear from Supply Boxes, which are essentially much less interesting versions of the merchant from Resident Evil 4.
With the power of Supply Boxes, we can tune up Requiem, making it into an even more potent Magnum. Just don’t ask me how all this “turning enemy kills into credits” thing works, or who’s actually giving Leon points for busting zombie skulls. | Image credit: Rock Paper Shotgun/Capcom
Take some time to flip through with the options for sale in the Supply Box, as you can purchase new weapons, sell off old ones and junk that you’ve picked up, and customise your guns with Charms and other parts. It’s all very Call of Duty (Capcom has long flirted with turning Resident Evil into CoD), but it’s definitely worth focusing on your favourite guns and beginning the upgrade process now.
When you’re finished, prepare yourself for the extremely lengthy fetch quest that is gathering the three Detonator pieces. Honestly, this laundry list of tasks is a real pain in the rear. I’ll do my best to describe the broad strokes of what you’ve got to do, but know that there’s a lot of freedom in this section for Leon to explore. For the sake of ensuring that this walkthrough doesn’t become a novel, some bits (like finding shortcuts between areas) will be glossed over. If you ever get lost, always come back to the BSAA Central Camp to get your bearings.
Getting the Detonator Distributor
Open your map to see that the locations of all Detonator pieces have been marked, though they’re all out of reach or above you. The Distributor on the rooftop north of you is the one to grab first, so exit the camp and look behind you to see a shutter that can be opened by a red button next to it. This leads to the Logistics Warehouse.
Inside the warehouse is a case with a Hand Grenade and some lockers which contain Gunpowder, which Leon uses instead of Infected Blood to craft items, a la the old Resident Evil games. Keep jogging into the main warehouse area and note that it’s conspicuously zombie-free; of course, this doesn’t last long, as after you walk around the shelves a bit, the undead will start rising from the sandy ground.
The Logistics Warehouse is full of fun opportunities to kick zombies off of platforms and paint all of these brown boxes red. | Image credit: Rock Paper Shotgun/Capcom
Aside from their quicksand-esque entrance, these zombies are much less interesting than the personality-driven ghouls we encountered in Cedar Hill, so shoot the crud out of them or toss their axes and crowbars back into their faces. As you fight, you might notice a large crate suspended in the air by an obviously breakable yellow hook. Shoot it and climb above; the zombies will follow, but with Leon maintaining the high ground like Obi-Wan, it’s relatively easy to knock ’em off their precarious perches.
If you keep navigating this high ground and making pathways with crates, eventually you’ll move onto a walkway that leads to a cabinet on the wall, containing the Cedarbrook Apartments Key. Take it, then exit via the door near the cabinet and keep going through the next door to pop out on the roof. Climb the nearby ladder to find a yellow Generator in need of Fuel – we’ll return to this spot later. Then go back inside through the next door and up another ladder to reach another rooftop with a Green Herb and a case that contains the Distributor.
Huzzah, that’s one piece of the Detonator taken care of. | Image credit: Rock Paper Shotgun/Capcom
After picking up the Distributor, Leon will proceed to pull a pair of binoculars out of his pocket, and you’ll be prompted to scan your surroundings. Look ahead of you at the water tower to spot the next location, then look left to see a petrol station (that’s where you’ll find the Fuel needed for the Generator), and then go behind you and look past the fallen overpass to see a collapsed building.
These binoculars come in handy, but like a true video game protagonist, Leon can only use ’em when he stands in certain spots, and a binoculars icon pops up. Useless! | Image credit: Rock Paper Shotgun/Capcom
As you’re doing all of this sightseeing, you may spot some zombies shambling around. Feel free to pop out your Rifle if you’ve got ammo to spare and take some shots from the safety of your high perch. Remember, now that you’ve got a handy gizmo that converts kills into credits, it’s always worth wrecking these fools whenever possible! If your eyes are truly keen, you may even spot a Mr. Raccoon bobblehead on the hood of a vehicle near a truck. When you’re good, head back to the Central Camp.
Getting the Detonator Signal Receiver
Alas, getting the next Detonator piece involves a massive amount of footwork. First, use the Cedarbrook Apartments Key you just picked up to enter the apartment complex to the right of the camp. After entering, look above you to spot a case hanging from a yellow hook – blast it to grab a Hand Grenade. Then keep going until you reach an incline that leads down into the Underground Parking Garage. Before entering it, shoot the nearby ladder down and grab the 12.7 x 5mm Ammo and the additional Gunpowder that lies up there.
Okay, it’s time to enter the parking garage. As you might expect, this place is dark as night and full of undead bodies to stab – the first of which is a zombie that you can stealth kill if you approach it quietly. (This guy drops a Tracking Module – you can exchange these back at the Supply Box for lots of moolah.) There’s also another Mr. Raccoon hidden in a door to the left of this lone zombie, along with some more supplies.
There’s always some crap we’ve gotta run around and collect, isn’t there? | Image credit: Rock Paper Shotgun/Capcom
Keep progressing through the garage until you come upon a flooded section with a zombie banging on a shutter. Put him outta his misery and examine the cabinet on the wall to get the Battery Storage Locations File, which tells you that, ugh, this shutter requires two batteries to open.
The first Battery
To get the first Battery, climb up the nearby ladder and observe the flooded parking garage in all of its splendour. Exploring this wet zone is more than a little disorientating, as zombies are lurking throughout the water and both in the backs and on the top of several submerged trucks, several of which you can open to find Shotgun Shells and other goodies.
My best and simplest advice is to bring up your map and just do a complete loop of the Underground Parking Garage, taking out all infected you come across and thoroughly exploring each of the trucks, which you can also pass through to reach other blocked-off parts of the garage.
Get ready to fight a lot of rotting creeps in this dark, dank garage. | Image credit: Rock Paper Shotgun/Capcom
You ultimately want to navigate to a raised platform near a series of windows and a door that glows with a green light in the northwest end of the garage. After killing the zombies that emerge here, you can enter the green light room and find the first Battery along with the Gal, a Submachine gun with great ammo capacity but so-so accuracy.
Once you’ve got the battery, head back into the flooded waters of the garage and look up for another yellow ladder to guide you out of this soggy land. Climb it, and you’ll be on a walkway that leads to the parking garage exit, minus a few enemies in your way. Be sure to insert the Battery into the cabinet on the wall so you don’t have to worry about it taking up inventory space.
The second Battery
Whew, that’s one Battery sorted, now we’ve got to find the other one. Go up the stairs and through the blue door to enter the Sewage Facility, because of course you’ve got to wander through some poo-laden industrial nightmare to get the next thingy you need to open a door. Keep progressing through the following rooms; you’ll come across a door that requires a crank (always the most useful item in a Resident Evil game), and then you’ll go down a hatch and into a large hall that’s actually fairly well-lit. Look down, and you’ll see two large circular areas.
Obviously, you’re gonna have to venture down there and face something nasty. | Image credit: Rock Paper Shotgun/Capcom
Drop down and you’ll be stopped by a wall that needs a handwheel of some sort. Explore the opposite direction to find a crate with some shells and the Valve Handwheel that you need. Turn around, and zombies will rise up from the ground to make your life miserable. Kill ’em, stick the handwheel in, and don’t bother to attempt turning it yet, as the wall that was formerly blocking you opens to make way for a Blister Borne and some Blister Heads.
You can try to turn the valve as much as you want, but either way, this Blister Borne will rush in and punch your ass. Best take care of it first. | Image credit: Rock Paper Shotgun/Capcom
Pop these pesky fools the same way you did back in the chapel – try using the Gal SMG on the Blister Borne’s pulsating pores, or toss a nearby red canister for maximum effect. When everyone’s dead, pick up the Tracking Module left behind by the Blister Borne, sweep the area for any items you may have missed, and turn the Handwheel at your leisure to open up access to the other circular area.
Go up the stairs until you’ve got a better view of the area, grab a Green Herb, and proceed until you reach a door. Enter, and you’ll find the second Battery in a wall cabinet. At last. Now all you need to do is exit via the locked door and retrace your steps until you’re back in the garage, where you can finally stick both Batteries into the wall.
Doing so opens up the shutter and brings you back into the realm of daylight – or at least, the murky outside fog that passes for daylight in irradiated Raccoon City. A cutscene will also play, showing a group of BSAA agents executed in cold blood by that mysterious shades-wearing goober Zeno.
Look at this tryhard. He certainly doesn’t bear a striking resemblance to another baddie from Resident Evil’s past, eh? | Image credit: Rock Paper Shotgun/Capcom
Leon will get the BSAA Container Key after the cutscene’s done. The first of these containers is open wide right ahead of Leon, and inside he’ll find a Med Injector and an Inventory List explaining the contents of three other containers scattered across East Raccoon City.
This is an excellent time to mention that with the BSAA Container Key, it’s worth taking a detour to hunt down the other containers, as they contain handy ammo, recovery items, and some truly rich goodies like the BSAA Emblem Charm (which boosts the power of rifles that don’t have a scope) and the Marksman 1A Sniper Rifle. For the full rundown on finding these valuable caches, check out Dion’s guide on how to open all BSAA Containers.
Use the BSAA Container Key to open the BSAA Containers. During this process, you’ll unlock shortcuts through the Raccoon City subway and across the giant holes that litter the map. | Image credit: Capcom / Rock Paper Shotgun
The BSAA Containers are all technically optional except for Container 02, located in the Central Camp, which houses a Repair Kit and a Motorcycle.
The BSAA zombies
When you’re done messing with the BSAA Containers and want to get back to the main quest, return to Cedarbrook Apartments, enter using the key, and admire the big guns that the BSAA stuck in the lobby. Ransack the chests here and then take the stairs which lead outside. Go to the gate with an empty round slot (looks like we need a crank once again) and enter the open door next to it. This will take you into a stairwell area where you’ll have to contend with a new foe – a BSAA zombie.
Unlike most of the shamblers that Leon has to face during this midpoint slog of the game, BSAA zombies are more reminiscent of the zombies who had interesting individualised behaviours back in Rhodes Hill. Notably, they seem to retain some semblance of their tactical training and will recklessly shoot SMGs and pistols in your general direction.
Anyhoo, murk the first BSAA zombie you encounter and then drop down into the centre of the stairwell to face another one, and then two more who will drop down from higher floors once they spot you. When they’re all dead, pick up the nice Machine Gun Ammo that these guys consistently drop, then open the blue door to locate the object of your heart’s desire – a Rusty Crank attached to a wall. Pull it, and eventually the crank will break free and be yours for the keeping.
Considering the number of times cranks have shown up in this franchise, it’s a wonder that Leon and company don’t walk around carrying some kind of multipurpose tool that can do the job for them. | Image credit: Rock Paper Shotgun/Capcom
Enter the door that the crank opened, and then take the stairs up until another BSAA zombie bursts out of the wall to make your life harder. Shoot him with your Shotgun, which should be enough to detonate the grenade he’s holding and send him erupting into a million pieces. Then head outside and retrace your steps to the door we spotted a while ago that required the Crank. Slot it in and climb the stairs and ladder that lie beyond.
Up top, Leon remarks that another Detonator part is nearby. Before proceeding, enter the door on his right to find an upper level of that same stairwell where you were before. Explore it fully to find a Mr. Racoon to smash, a Stacked Hand Grenade (these babies really do heavy-duty damage), and plenty of ammo. You’ll encounter more BSAA zombies as you explore this stretch of the stairwell, but you should have enough room to take them out from afar.
Once you’ve cleaned out the stairwell, return to the roof and take the stairs to encounter more infected goons and some very massive explosions. What’s going on here?! Those undead BSAA bastards appear to be firing giant mortar shells at you!
Resident Evil or CoD? You tell me… | Image credit: Rock Paper Shotgun/Capcom
This next section is right out of Call of Duty Zombies. Basically, you’ve got to navigate to cover as fast as you can to avoid being blasted by mortar, all while dodging more gun-firing BSAA nutjobs. If Leon takes more than two mortar hits, he’ll likely die, but with your Sniper Rifle, you can target the mortar-controlling zombies from afar. One shot is enough to take them out, but you’ll also need to navigate to new positions to reach them all.
Giving exact directions about where to run is unneeded here – all I can say is keep jogging to higher ground and taking out enemies, and if you end up reaching one of the mortar turrets yourself, you can commandeer it to give these rotting punks a taste of their own medicine. Boom!!! Hey, do you remember a few hours ago when this game was still about surviving in a creepy medical facility? And they called Resident Evil 6 over-the-top!
Yep, you can take control of a mortar turret if you so desire. By the way, I bet this ruined city architecture is going to be repurposed for a RE5 remake. | Image credit: Rock Paper Shotgun/Capcom
Eventually, you’ll exterminate all of these turret-controlling wankers, leaving this wannabe Counter Strike map quiet once more. When this happens, go to the northernmost turret in the area to find a case with the Broken Signal Receiver, AKA the second piece of the Detonator. I hear you, I hear you. All that work and this thing is broken?
But as the note near the busted Signal Receiver reads, all this thing needs is a Repair Kit. If you’ve done the BSAA Container sidequest, you’ll have this thing already. If you’ve skipped the containers, all you need to do is head back to Central Camp via the Underground Parking Garage (if you haven’t already, use the Rusty Crank on the locked door here to open up access to the eastern section of the map), open up BSAA Container 02, and get the Repair Kit. (Also, admire the sweet wheels you’ll be using soon enough.) You can fix the Signal Receiver and then combine it with the Distributor to create almost an entire piece of detonation equipment. We’re getting there, slowly but surely!
Why is everything broken or missing batteries or incomplete, seriously? | Image credit: Rock Paper Shotgun/Capcom
Getting the Detonator Relay
Acquiring the Signal Receiver took forever, and picking up the Relay takes a little less time…but only just. Sigh. This last piece is hidden away in the partly-collapsed building known as Willis Tower, and before you go running off to find it, you’re going to need to get some gas for that Generator we’ve passed a couple of times by now.
Finding the Fuel
You’ve now got to reach the Gas Station, which isn’t immediately accessible and might make you a bit lost if you wander around aimlessly trying to find it. To avoid this, hike towards the Fuel objective on your map, and keep an eye out for a yellow ladder along the way that you need to shoot down. Climb onto the upper platform with the box containing the Hand Grenade, then follow the walkway until you’re able to jump onto the side with all the run-down vehicles, which is the Gas Station proper.
This is the ladder you’re looking to ascend to reach the Gas Station. | Image credit: Rock Paper Shotgun/Capcom
There’s a large petrol tank at the back of the Gas Station that you can use to fuel up, but as luck would have it, you need a way to hold the stuff. Go up the stairs to the right of the valve, which takes you to the roof of the Gas Station building. There are two holes that you can use to jump in; once you hit the floor, there’s a zombie wandering around, along with another Mr. Raccoon that you can smash. Upon exiting, you’ll find another Generator and an empty Gas Can that conveniently needs to be filled only once before it can hold all the gas you need to power said Generators.
Time to fill this bad boy up. Retrace your steps through the Gas Station building, and some zombies, one of them wielding a chainsaw, show up. Take out the “town lumberjack,” as Leon wittingly calls him, and then pick up the chainsaw and exit via the wooden door. Rev that puppy up and use it to slaughter the other zombies who emerge for a little bit of warfare. This fight feels right out of Mad Max, a point driven home by a chainsaw-hoisting zombie who’ll show up last after you’ve killed all others. This fella wears a creepy mask, so you know he’s bad news, but he’s still no match for Leon! You can clash your chainsaw against his to make sparks fly – right before ramming that sucker through his torso.
Dudes will see this and say “hell yeah.” | Image credit: Rock Paper Shotgun/Capcom
Whew. Let’s go fill up that Gas Can to make it a Gas Can with Fuel, shall we? Once we’ve done so, you can activate the Generator by the Gas Station to open a door that leads you safely out of here and back to the main road. Now, head all the way back to the Central Camp and use the gas to activate the Generator next to it. This opens the door and gives us access to a rooftop with a chest (containing ammo and a Hand Grenade) and a handy zipline that we can use to get over to Willis Tower.
Dudes will probably see this and say “hell yeah” again. | Image credit: Rock Paper Shotgun/Capcom
Willis Tower
Run past the vending machines of Willis Tower and raid the office bins for pieces of Scrap as you marvel at how this place is a remnant of the late 1990s, right down to the nicely yellowed big monitor desktops on display. Keep moving through the office, breaking open a door with yellow boards on it to find a Green Herb. Go up the stairs when you’re ready and circle around to find another Mr. Raccoon on a shelf.
Keep moving steadily upwards amongst the wreckage of 1997 office life, going past the “Elevator out of service” sign until you find another door with yellow boards that you’ve got to smash, which leads onto a very narrow plank that Leon will sidle across. This leads to another yellow door and a jump that Leon has to make. You should get the idea by now – this whole area is full of light platforming and yellow stripes that you’ve got to watch out for.
The yellow paint trope becomes pretty obvious in this section of Requiem. | Image credit: Rock Paper Shotgun/Capcom
Eventually, you’ll reach a high-up segment of the tower with huge gaps everywhere, and Leon will remark, “Need to figure out how to get over there.” This is a cue to look upwards until you see a wooden hatch with yellow stripes across it. Shoot it, and rubble will collapse down, letting Leon walk across. Go across, and you’ll encounter a busted elevator door that Leon can rip open. As soon as Leon enters the elevator shaft and says “Oh fuck,” veer to the left, because the elevator on his right is about to fall. Once that’s fallen, veer to the right before the other elevator hits you on the way down.
Dodge left and then right to narrowly avoid both falling elevators. Close call there! | Image credit: Rock Paper Shotgun/Capcom
Keep climbing to get to the top of the tower, and you’ll soon reach part of the building that’s totally fallen on its side. You’ll be walking on windows here, and it’s all topsy-turvy like Inception. Break through the next yellow door you come across, and you’ll see a BSAA zombie, along with a cautious message about how glass surfaces are fragile, but “shooting the glass out from under an enemy will cause them to fall through.”
You know what that means. Time to pull the rug – err, glass – out from under these zombies. A horde will soon come at you, but if you target the stuff they’re standing on and get lucky, there’s a good chance that they’ll plummet into the abyss. This is a fun setpiece, but be careful not to shoot out so many pieces of the floor that you then can’t navigate around yourself.
Two things of note in this screenshot – the BSAA zombie and that huge wooden unit next to it. Aim at the glass flooring beneath them, and both will fall. | Image credit: Rock Paper Shotgun/Capcom
When the BSAA goons are gone, Leon remarks that he needs to reach higher ground. This confused me for a moment until I noticed the wooden units in the centre of this glass funhouse, both of them holding up platforms. Shoot the glass out from under them to have those platforms collapse and provide you with a way to head up.
Off you go, then. More BSAA flunkies lie above – watch out for their erratic gunfire as always, and blow ’em up as best you can to reach a platform that finally leads to a case with the Relay. Combine this sucker with the Signal Receiver and Distributor, and at long last, you’ll have a working Detonator.
The last piece of the Detonator is obtained! Thank goodness! | Image credit: Rock Paper Shotgun/Capcom
Descending the Grimstone Building
Now all we gotta do is get back to Central Camp via the Grimstone Building, the current hunk of delipidated rubble we’re standing on. You’ll find a door here with a Laptop to save your game, a Green Herb, and a Supply Box, which is always a sure sign that shit is about to hit the fan. Once you’ve saved, exit, cross the bridge to another building, go through the next few rooms, and shoot the ladder you come across to reach a crate with some supplies. After you’ve collected those, go down and keep moving to a raised platform where you’ll be presented with another chance for Leon to use his binoculars and get a sense of the area.
The next obstacle to take care of is lowering both ends of this bridge. | Image credit: Rock Paper Shotgun/Capcom
That’s right – you’re going to have to shoot down that orange-red bridge being supported by two crane hooks. Fun stuff. From your current vantage point, take a sec to zoom in via Rifle scope on any zombies that you can see and pick ’em off ahead of time. Then, turn right from the binoculars platform and drop down to begin your mission to find a way down.
This next stretch is fairly self-explanatory and a return to that Call of Duty Zombies-style of gameplay we previously experienced. You’ve just got to keep going up the stairs, exterminating zombies until you reach a wheel that controls one side of the bridge that you need to lower. A lot of Blister Heads and other opponents with axes and spears await, but by this time, your arsenal should be substantial enough to wreck them without breaking much of a sweat.
When you’ve lowered one side of the bridge, take the stairs down to make it to the other side, then unlock a shortcut back to the save room. When this is done, retrace your steps along the route connected to the side of the bridge that you haven’t lowered yet, and repeat the process of zombie extermination. You’ll encounter another Mad Max-style chainsaw zombie along the way as you climb a set of stairs, and this time you won’t have a chainsaw of your own to clash against his.
At the top, you know the drill – turn the wheel and lower the other stretch of the bridge. Jump down, stand on it, and press the button. As you descend, naturally, the damn thing will get stuck, and more undead will jump on to try and assault you. Kill ’em all.
Pew pew! Feel free to shoot the zombies poking their limbs and heads through the windows here if you desire. | Image credit: Rock Paper Shotgun/Capcom
Eventually, the cables holding the bridge break, and it collapses into the interior of a sewer tunnel, forcing Leon to blast his way through yet another entourage of the infected before he finally escapes and makes it back to the surface. Good golly. It’s all just another grimy day in the life of Leon S. Kennedy, innit?
The Motorcycle Chase
Let’s get outta here, folks. | Image credit: Rock Paper Shotgun/Capcom
Time to return to camp and blow this pop stand by setting up the Detonator. Leon will then use the sexy bike he unlocked in BSAA Container 02 to kickstart a fun arcade-style segment where you race through this dying cityscape and come dangerously close to doing some rad wheelies.
But wait, that rat bastard Victor Gideon is back! With a rocket launcher and a pack of Garmr wolves! You’ve got unlimited ammo now, so just fire away and enjoy the over-the-top nature of all of this. Soon, you’ll be prompted to shoot Victor as well, and this segment ends in a game of chicken where Leon and Victor drive towards each other like that scene in The Dark Knight where the Joker was like, “C’mon, hit me!” Enjoy it – this is your reward for the slog of collecting all those Detonator pieces.
For the third time, dudes will look at this and once again say “hell yeah.” | Image credit: Rock Paper Shotgun/Capcom
That was one long stretch of beige-coloured gaming, but thankfully, we’re done with East Racoon City. Good riddance. In the next segment of our walkthrough, get ready for a whole bunch of shameless fan service to enter the fray as Leon visits locations from Resident Evil’s past, including the Raccoon City Police Department. For more details and guides, head over to our Resident Evil Requiem walkthrough hub!