Resident Evil 6 Ada Chapter 2 Puzzle: How to Solve the Tall Oaks Graveyard Riddles

Resident Evil 6 Ada Chapter 2 Puzzle: How to Solve the Tall Oaks Graveyard Riddles

You're stuck. Honestly, it's fine. Resident Evil 6 gets a lot of flak for being an action movie in disguise, but Ada Wong’s campaign tries its hardest to throw some old-school DNA back into the mix. When you hit the Resident Evil 6 Ada Chapter 2 puzzle sections in the Tall Oaks graveyard, the game stops being a shooter and starts being a head-scratcher. It’s a tonal shift that catches people off guard. One minute you're grappling across rooftops, and the next, you're staring at a decorative corpse wondering which lever won't kill you.

The graveyard sequence is actually a series of layers. It isn't just one "puzzle." It's a progression of environmental logic tests that require you to actually look at the screen instead of just following a waypoint. Most players fail here because they try to rush. You can't rush Ada's campaign. She’s a scout, a spy, and a bit of a pragmatist. To get through Chapter 2, you have to think like her.

The Secret of the Hanging Bodies

Right after you drop into the subterranean area of the cathedral, you’ll find yourself in a room that looks like a medieval torture chamber. This is the first real hurdle. You’ll see bodies hanging from the ceiling and some pressure plates on the floor. It looks complicated. It’s not.

Basically, you need to use the environment to weigh down the switches. There are three specific pressure plates. You’ll notice some of the corpses are positioned near pulleys. If you shoot the locks or the ropes holding them, they drop. But here’s the kicker: you need to lure the zombies—the actual "living" ones—onto the plates if the static corpses aren't enough.

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Wait. There's a specific order.

First, look for the lever that’s behind a gate. You can’t reach it. You have to send a shot through the bars to hit the lock on the far side. This opens the path to the "Slaughterhouse" area. In this room, you'll see a body suspended over a trapdoor. Don't just blast everything. You need to position Ada so that when the body drops, it stays on the pressure plate. If you mess up the timing, the enemies will swarm you, and the puzzle resets. It’s annoying, but the trick is to use your Crossbow. The bolts are silent and precise, which helps when you’re trying to trigger mechanical locks without waking up every C-Virus mutation in the room.

The Drawbridge and the Three Seals

Once you’re past the initial room, the Resident Evil 6 Ada Chapter 2 puzzle starts to lean into the "Simmons Family" lore. You need to collect three fragments to open the path forward. This is where the graveyard gets confusing because the map doesn't do a great job of showing verticality.

The first fragment is relatively easy. You'll find it in a chest after a brief skirmish. The second one? That's the one that kills most runs. You have to enter a side room with a mechanical bridge. There’s a body on a chair, and it looks like a classic RE jump scare. It is. But more importantly, the bridge won't stay down. You have to find the lever, but the lever is missing a part.

You actually have to go around the upper walkway. Look for a glint of gold near the rafters. If you don't see it, adjust your brightness—Resident Evil 6 is notoriously dark in these underground sections. Once you retrieve the gear, you can lower the bridge, grab the second seal, and get out.

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The third seal is guarded by a "Whopper." That’s the official name for those giant, bloated mutations. Don’t waste your explosive bolts yet. Use the environment. There are explosive barrels tucked into the corners of the graveyard paths. Lead him toward them. Once he’s down, the chest containing the final piece of the Simmons family crest is yours.

Handling the Lightning and the Statues

After you assemble the crest and head deeper, you’ll hit the "Laboratory" entrance. This is the part of the Resident Evil 6 Ada Chapter 2 puzzle that feels the most like Resident Evil 1. You have a series of statues and a very specific light requirement.

You’ll see a laser sight or a beam of light hitting a sensor. Your job is to reflect it. But Ada doesn't have a mirror. She has... well, she has her wits and a few statues that can be rotated.

  • Step 1: Push the statue on the left toward the center of the room.
  • Step 2: Locate the second statue hidden behind a breakable wooden wall.
  • Step 3: Rotate them so they face the central podium.

The light will bounce, the door will hiss open, and you’ll find the ring. This ring is a plot-critical item. It’s the Simmons family signet ring. It’s also the key to the final elevator. If you forget to pick it up—and yes, I’ve seen people do this—you’ll get to the end of the hall and realize you have to backtrack through a respawned wave of enemies. Don't be that person. Grab the ring.

Why the Ada Chapter 2 Puzzle Frustrates People

Most Resident Evil 6 players are used to Leon’s "run and gun" style or Chris’s "punch a boulder" energy. Ada is different. Her puzzles aren't meant to be "hard" in the sense of a Rubik's Cube; they are meant to slow you down so the atmosphere can actually sink in. The Tall Oaks catacombs are some of the best-designed environments in the game, but the puzzle logic is slightly abstract.

A common misconception is that you need a specific weapon for these puzzles. You don't. While the Crossbow is "thematically" Ada’s tool, your standard pistol is actually better for the puzzle triggers. The hitbox on the crossbow bolts can be a bit wonky when you’re trying to hit small mechanical levers or rope locks.

Also, watch out for the "fake" floor panels. In the room just before the final elevator, there are tiles that look like the pressure plates from earlier. They aren't. They’re traps. If you step on them, you get a face full of arrows or a floor spike. Look at the texture of the floor. The real plates are slightly more worn and discolored. The traps look too clean. It’s a subtle visual cue that Capcom threw in for the observant players.

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The final stretch of the Resident Evil 6 Ada Chapter 2 puzzle leads you into the hidden laboratory. This is where you find the VHS tape labeled "Happy Birthday, Ada Wong." This isn't a puzzle in the mechanical sense, but it is a "navigation" puzzle.

The lab is a circular hub. To proceed, you have to activate three terminals. Each terminal is guarded by a "Shrieker"—those zombies with the giant, glowing orange throats. If they scream, your screen blurs, and Ada loses her balance. This makes the platforming and lever-pulling impossible.

The trick? Aim for the throat. One shot while they are inhaling will cause them to explode, usually taking out the nearby zombies. Once the Shriekers are dead, the "puzzle" of navigating the lab becomes a simple matter of walking from Point A to Point B.

Summary of Actionable Steps

Getting through the Resident Evil 6 Ada Chapter 2 puzzle sequences requires a mix of environmental awareness and patience. If you're stuck right now, follow these specific steps to get moving again:

  1. Check the Pulleys: In the hanging body room, you must drop three specific corpses to trigger the floor sensors. If the sensors don't click, look for a stray zombie and bait them onto the plate.
  2. Retrieve the Cog: For the drawbridge, don't just look on the ground. The gear is often tucked on a higher shelf or a rafter that requires you to use your grapple gun or a well-placed shot to bring it down.
  3. The Signet Ring is Mandatory: You cannot finish the chapter without the Simmons family ring found in the statue/light room. It is located in a small jewelry box on the central pedestal after the light beams align.
  4. Listen for the Click: Every time you solve a sub-section of the graveyard puzzles, the game plays a distinct metallic "clink" sound. If you haven't heard it, you haven't finished the interaction.
  5. Use the Crossbow for Stealth: While the pistol is better for triggers, use the Crossbow to clear out the room before you start messing with the levers. Trying to solve the statue puzzle while being chewed on is a recipe for a "Game Over" screen.

The beauty of Ada’s campaign is that it rewards the "investigative" side of the Resident Evil lore. The puzzles in Chapter 2 serve as a bridge between the horror of the cathedral and the conspiracy reveal in the lab. Take your time, look at the rafters, and remember that in Tall Oaks, the environment is just as dangerous as the zombies.

Once you’ve cleared the lab and watched the tape, you’ll head toward the boss encounter. Make sure you’ve looted the breakable crates in the puzzle rooms for ammo; you’re going to need every bullet for what’s coming next in the mines.