(RE8) Turn on the electricity to the sluice gate Resident Evil Village Escape Moreau

(RE8) Turn on the electricity to the sluice gate Resident Evil Village Escape Moreau

Turn on the electricity to the sluice gate Resident Evil 8 Village Exit Duke’s room, and take a right. Outside, take another right and check the outhouse for some chem fluid. Turn around and head up the hill. At the top, read the Changing the Cranks file in the pickup. Turn right and shoot the chickens for some more poultry. In the shed on your right, open the small chest for a crystal fragment. Grab the rusted scrap from the barrels to the east. WINDMILL ONE Back at the pickup, cross the walkway to the windmill. Take a left and go grab the handgun ammo from the crates. Over on the right, smash the barrel for some lei. Try to use the crank to turn the windmill at the Windmill Turntable. It, predictably, breaks. Head inside, and take the ladder down. Step outside and onto the floating roofs. Follow the path the roof on your right and grab the handgun ammo from the pile of dead fish. Shoot the yellow tape-wrapped pillar to drop a bridge. Step onto it, and Moreau will return. Wait for him to jump back across to your right, and sprint across the bridge. Wait for him to pass again, and then cross to the next roof. Take a left, and carefully step onto the dead-end bridge. Look to your right for another yellow pillar to shoot. Back on the roof, work your way over to the other side of the teetering tower. Shoot the yellow pillar. Cross your new bridge and head into the shack. Take the stairs up, and push the cart off. RESERVOIR BRIDGE PUZZLE From the cart, drop down on the left, and open the switch box. Throw the switch to raise a bridge. Throw the blue switch, and then take the right path. Throw the orange switch, and then the next blue switch. Take a left into the shack, and smash the crate for some Magnum ammo. There are three switches here. In order, throw the blue, orange, and then green switches. Sprint across, and take the right. Wait for Moreau to pass, and continue forward. Step onto the bridge and follow it right. Smash the first barrel on your left for some explosive rounds. Wait for Moreau to wander past again, and then continue to the end. Take a left, and follow the docks. Push another cart into the water, and then smash the barrel for some lei. This brings you back to where you pushed that first cart. Conveniently, there’s another cart here now. Push that one into the water, too, wait for Moreau to dive past, and then cross your makeshift bridge. Smash the barrel on the other side for some lei. Shoot the slime wall to open a path, and climb the ladder. Throw the next switch to raise a boat. Drop onto the deck, and sprint forward. Cut right into the room (cabin?), and shoot the slime wall that appears. Continue onto the dock and into Windmill Two. WINDMILL TWO Inside, loop around counterclockwise. There’s a yellow arrow on a pillar ahead of you. Look up and shoot the lock to drop a ladder. Climb to the top and take a left. Smash the barrel for some lei. Turn left and pick up the crank. Step off the Turntable and interact again to use the crank. Head right, and climb the stopped blade. Turn right at the top and ride the zip line back to Windmill One. Wellcome to FP Good Game Like the video if you enjoyed ► Thanks for watching! Click Here To Subscribe! ► https://goo.gl/WWo5y0 Facebook:   / fpgoodgames   My Twitch :   / fpgoodgame   My Twitter :   / fpgoodgame