Resident evil revelations weapons. Walkthrough of Resident Evil: Revelations. Conditions for obtaining additional weapons in Resident Evil: Revelations

Adviсe:
- We always use “Genesis” to search for ammunition and healing potions;
- “Genesis” allows you to scan enemies and receive healing potions for this. Repeatedly scanning the same enemy reduces the amount of percentage added over time. If the bodies of enemies disappear immediately after death, then they need to be scanned while they are still alive. And most importantly: scanning a dead and a living enemy produces different results.
- We search boxes, containers and cabinets;
- We are not lazy to examine all the rooms, because in them you can often find new weapons and unique parts to improve the characteristics of the weapon;
- When breaking into electrical panels, first of all we untangle the wires (they should not touch). Then we arrange the elements into luminous cells.

Episode 1: "Into the Deep"
18:08
Mediterranean Sea

Let's watch the introductory video. Jill and her partner Parker arrive on the ship Queen Zenobia. It was from here that the last signal from Chris and Jessica was transmitted. We go upstairs and get to the door. To get inside, we shoot through the red castle. A convenient mini-map is displayed in the upper right corner. Doors are indicated by gray stripes. After interacting with them, they turn blue or red: open and locked doors, respectively. We make our way through the dark corridors to the very last room - the kitchen. We open the grate in the floor, under which we find a hand holding a pistol. As it turns out, this is not Chris. We destroy the enemy that appears. It is advisable to shoot in the head.

15:50
Mediterranean coast

One of the masses at the top of the pillar

Quite recently, strange corpses began to wash up on the shore. From Quint we received a new device called “Genesis”. It allows you not only to scan bodies for the virus, but also to search for useful items (ammo, medicinal herbs). We jump down, approach O’Brien and use Genesis on the brown mass. Having taken aim, hold down the corresponding button and wait for the analysis to complete. After this, an increasing percentage number will be displayed at the top of the screen. We continue to scan the masses. The second of them is ahead; the third is even further at the top of the pillar. The fourth is on the bow of the boat, the fifth is in the corner under the blue sign. Now we go along the stone structure and above the boats we find the sixth mass. Let's go to the other side. The seventh mass will begin to move actively, so we shoot it first. In the tunnel, a small mass lies on the ground. Having got out of the tunnel, we scan the ninth mass before and after the explosion. We turn right, where the tenth mass is located behind the barrel. We go to the end, get closer to the pier and under it we find the last small mass. The analysis level has reached 100%, for which we receive a treatment item. We return to O’Brien, having dealt with the enemy along the way. He is informed that contact with Chris and Jessica has been lost.

18:20
"Queen Zenobia"

We continue our search for Chris. We open the door in front of us and go downstairs. Behind the next door we find a man tied to a chair. Since we can’t get into the room, we turn right. We go up the stairs, select the healing herb to the right of the door. We get out into the corridor and use Genesis to scan the boxes blocking the path. You can always find useful items in them. We go around through the cabins and the shower room. Again we move along the corridor to the end. We go downstairs and go into the room where the girl was just killed. We deal with two opponents at once. We scan the girl’s body and select the key lying next to her. We return to Parker, simultaneously examining the rooms that can be unlocked with a key. Instead of Chris, we find an ordinary mannequin and after a couple of seconds the room is filled with sleeping gas.

Episode 2: "Double Secret"
18:42
Mountains in Europe

We climb the slope and watch the plane crash. Having reached the crash site, we go straight to the cockpit. We scan the fallen body and select a flight plan. We turn right towards the mine. We shoot through the boxes to find ammunition and healing potions. Together we lift the grate. In the mine we encounter wolves. After killing, their bodies quickly disappear, so we scan enemies while they are still alive. Large black wolves are able to summon smaller ones. We deal with alpha males first. We jump over the small gap and take the “biotrap” from the box. We jump down, shoot the enemies and get out on the other side. We tear down and fight off the wolves with a bruised leg. We save ammunition by trying to aim for the head. Having held back the onslaught of enemies, we get up and turn left. We go up the stairs, open the grate together and find ourselves at the cliff. O'Brien reports that Gil and Parker have fallen into a trap. Meanwhile, in the distance we notice the Veltro ridge.

20:32
Guest cabin

Having woken up, we communicate with Parker and go into the bathroom behind us, having previously pushed the chest of drawers to the side. We flush the bathroom and inspect the toilet. We take the screwdriver and healing herb in the corner. We return to the bedroom, where the enemy will appear. We dodge his attack and thereby make him crash into the TV. We use a screwdriver on the shield to the left of the door. We arrange the elements in such a way that the lines do not intersect and the elements themselves are located in luminous cells. We quickly go out into the corridor and turn right. Having got out into the hall, we turn left and go into the next corridor. We go to the fork, where we turn left and enter the room. We search the bedroom for useful items. We go back and quickly run to the next room. Without disturbing the enemy, we go around him on the right side. We move the chest of drawers and get out into the hall. Going down, turn left and meet with Parker.
We follow our partner. We get several biotraps and begin to move through the library. Choose optimal route in order to encounter enemies as little as possible. We get to the warehouse, break through the door and take away our equipment. We return to the bedroom where we woke up, and in the corridor we find a door with a lock. We shoot him or just hit him with a knife. We use the elevator to move to the bridge. Having reached it, we examine the control panel and are faced with the unknown.

Episode 3: "Ghosts of Veltro"
A year ago
Gray earth

The city is slowly falling apart from the actions of terrorists. We listen to the instructions and at the same time collect ammunition from the tables. We get out into the hall and go down the left side. We deal with many enemies and actively collect goods scattered throughout the territory. Next, we follow our partner to the elevator. Having gone upstairs, we go to the second elevator. We pick up a shotgun in the corridor. We go up the stairs to the sixth floor and find ourselves in an office space. We act carefully, as opponents can surround us. Having reached the elevator, we are in no hurry to call it. First, we collect ammunition and healing herbs. There will be many enemies, so we actively use grenades against them. We don’t stand still: although your partner does not provide significant support in battle, she will still distract the enemies for a short time. As soon as the elevator arrives, we go inside and go up to the helipad.

21:00
Bridge

The stranger turned out to be Raymond - the same cadet who worked and still works at the FKB. We go down after Parker. Turn right, then at the fork turn right again. We take the sparkling key with the helmet. We return to the corridor and go straight. We unlock the door, go inside and head to the wall, from which we extract the map of the upper room. We go back to the bridge and go through the blue doors marked on the map. We take the elevator to the lower cabins. Unlock the door and turn left. We move through the library to the hall. We destroy the enemy, move to the other side and unlock the grate. We get to the yellow mark on the map. The grate is locked, so we read the note on the left side. The signalman reports that he is on the promenade deck.

Thanks to the chainsaw arm, the enemy poses a great threat in close combat

We turn around, go downstairs and head to the doors. Having passed through them, we turn right. We get to the yellow mark on the map. A creepy voice is heard behind the door. Before shooting through the castle, it would be a good idea to walk around the area and collect useful items. As soon as we free the door from the chains, the game mini-boss will burst out. It will take a long time and hard work to destroy it. We use grenades and biotraps more often. We also actively move throughout the entire territory and shoot red balloons when the enemy is near them. Many small enemies will constantly try to surround us. We use the same explosives against them. Having won, we select the key and unlock the door on the lower floor. We return to the door where we previously found a note from the signalman. We unlock the grate, go through the doors and overtake Raymond. The main masked terrorist demonstrates the effects of the T-Abyss virus. As it turned out, the leader of Veltro turned out to be our man.

Episode 4: "Nightmare Again"
21:28
Emergency radio room

We leave the wheelhouse and talk with Raymond. We receive from him the key that unlocks the casino door. We go down, turn around and go under the stairs. Having entered the casino, we go down the escalator, go to the other side and go up. Pull the lever to supply electricity. We go downstairs and select the folder with the employee report near the fountain. It tells how you can bypass the security system. We press the fountain button, after which the water turns red and the fish mutate into real piranhas. We destroy everyone and the last enemy drops a coin. We pick it up, go to the last machine and immediately win back the jackpot from the one-armed bandit. We go up to the door and interact with the cardboard girl. We omit ten silver and one gold coins (right). Thus, total weight should be 107 grams.

Arranging elements in the shape of a triangle

Having entered the observation room, we jump down through the open hatch. We get to the freight elevator, which requires a key. We go further and get to a regular elevator. We open the shield on the right side and arrange the elements in the corresponding cells. We descend to an already familiar place. Here we must find Rachel, Raymond's partner. Based on the map, we go to specified location. We study the records, after which we see the mutilated Rachel behind the glass. We collect ammunition and leave the room. Having climbed the stairs, we immediately encounter enemies. First of all, we shoot at Rachel. After inflicting some damage on her, she will disappear. We pursue her, that is, we return to the elevator the same way we arrived here. Don’t forget to look into the previously closed room where the MP5 machine gun lies. A partner will soon arrive to help. Together we defeat the enemies and go down the freight elevator.

Episode 5: "Secrets Revealed"
22:20
White Hut Airport

We have been instructed to look around the area. We storm the underground room, go down lower and get to the door with a shield on the left side. To open it, you need a screwdriver. Our absent-minded partner Quint lost it along the way. We go back, use genesis and find a screwdriver near the rack. Just in the very place where the container fell on his partner’s head. We return to the shield, open it and arrange the elements in the corresponding cells. We go inside and examine the control panel. Thanks to Quint's efforts, the next door opened. We watch video footage of a cargo ship crashing. Also after the crash, an invisible creature destroyed the Veltro fighter. We go into that same room and examine the body. Turning around, we scan the active areas using genesis and find a security system token.

Arranging elements in a polygon shape

22:25
Passage of the zygomatic block

Having descended, we pass through open door. We jump into the water and get to the wheelhouse. We study the ship's diagrams on the screens. We need to get into the engine room and restore the power supply. We continue moving along the only path. There are creatures swimming in the water that pose a danger at close range. They emerge from it only for a few seconds. Without letting go of the sight, we track down and destroy enemies. The steam blocked the passage, so we turn left. We arrive at the engine room and pull the lever. The arrow moved to "C". The steam supply in the lower compartment has stopped. You can get there by going back and taking a parallel fork. Then we move to the other side, open the door and go upstairs. We examine the mechanism on which there is no tooth. We go down to the water and immediately shoot the piranhas. We turn around and move to the other side. We go left, go up and find ourselves opposite our partner. The control panel on this side requires a key.
We pull the lever and the arrow moves to “B”. Now we can go to the original lever and pull it again. The arrow moves to "A". As we remember, at the very first fork we had to turn left. Now we return there and take the gear from the room. Here we turn the valve and stop the steam supply at all levels. We get to the mechanism, insert the gear and remove the key to restart. We return to the engine room, insert the key into the control panel and restart the system. Suddenly the doors locked and the entire department began to flood.

22:48
Near the accident scene

We head to the site of the shipwreck, destroying wolves along the way. Then we encounter invisible Hunters. We step back and carefully monitor the snow, on which traces of enemies will be displayed. For close ranges, a shotgun is ideal. Shooting shots into the air will not be amiss, because with a successful hit, the Hunters' disguise will disappear. Having contained the attack, we get to the front of the plane. We remove the obstacle and interact with the terminal on the left side to obtain valuable information.

Episode 6: "Cat and Mouse"
23:16
Mediterranean Sea

Having arrived at the ship, we go forward, turn right and go inside. We go straight, take the map from the wall and use the elevator to go down. We get out into the room where we deal with big amount enemies. We head towards the obstacle, turn right and go through the door. Having gone around the rubble, we go up. We get to the hall, go around the stairs and go to the casino. We are faced with two large enemies at once. We run from them around the slot machines. We try to destroy first one, then the other. Don't forget to use grenades and collect ammunition scattered around the hall. Next, we go into the room from where the enemies escaped. We unlock the door with the trident key. We jump down and immediately shoot the dangerous enemy. You should not let it get close to you, as it is capable of exploding. There will be even more such enemies ahead. We use powerful weapons against them, such as a machine gun or a sniper rifle. Grenades are also ideal. We rise to the ventilation system and jump off from the other side. We use the freight elevator to go down.
Meanwhile, Gil and Parker are trying their best to survive. We leave the elevator and, turning left, head to the zygomatic block. We jump down and take a couple of grenades from the control panel. We go further, throw a grenade and destroy several enemies at once. We continue to move towards the desired point, it will soon appear on the map. We arrive at the engine room and realize that we are on a completely different, but identical ship - the Queen Semiramis.

23:43
Passage of the zygomatic block

The engine room is almost flooded. We dive and swim to the bottom, where a piece of pipe lies. We pick it up, float up to the center and try to open the grate. We will need another pipe, which can be found at the bottom or near the control panel. Having finally broken through the grate, we swim out and move through the ventilation system. We jump off and, guided by the map, return to the control system. There is no signal because the antenna on the observation deck is damaged. We get to the freight elevator, go up and then jump into the ventilation pipe. We jump down and immediately shoot the enemy before he runs at us like a ram. After being killed, his body explodes. We climb to the very top and through the casino we get out into the hall. We use the marked elevator. Along the way we encounter the enemy. We shoot him before he has time to attack.

The enemy has plenty of weak points

Having gone upstairs, we begin a full-fledged battle with opponents. It's quite simple: keep your distance and dodge the rams. Then we collect ammunition and shoot the enemy in vulnerable places - a limb, an open side part that does not have solid armor. Having won, we go up the fallen stairs. We immediately select the key card from the box, unlock the door and go up to the antenna. We open the shield, and then arrange the elements in the appropriate cells. As we find out from Brian, the satellite will soon destroy the ship we are on.

Episode 7: "Chamber of the Sun"

After talking with Brian, we go downstairs and return to the hall. We still have a chance to escape. To do this, you need to disrupt the satellite guidance system using an unmanned vehicle. When the elevator gets stuck, we get out of it ourselves and go down to Raymond. We pass further, turn right and soon encounter a large number of Hunters. We use grenades and biotraps against them. We don't stay long open space. It is advisable to immediately turn right and take cover behind the counter. Having dealt with the enemies, we head to the next door. There will be several more Khanetrov behind her, so we immediately throw the grenade around the corner. We open the shield on the right side and arrange the elements in the corresponding cells.

We arrange the elements in this form

We take the elevator to the deck. We go outside, destroy the enemies and get to the observation deck. We clear it of Hunters and open the container. We follow our partner: we go forward, then to the end to the right. Time is limited, so we destroy only those enemies who prevent us from passing. We look at the map often to quickly find the right route. Having reached the control room, we interact with the computer.

Episode 8: "Everyone on the Line"

We swim to a large room and take the grenade launcher on the right side. We go to the other side and go up the stairs. We pass through the control room, get out on the other side and jump into the water. We dive and open the door below us. We swim further, get to the stairs and dive even lower. On the way to the engine room we encounter an enemy. We ignore it, because we have nothing that we could oppose. Being in the engine room, we emerge through the central passage, which was opened earlier. We sail along familiar corridors, actively dodging enemies and periodically swimming into the ventilation systems. We get to the casino, where we meet with Veltro.
Being behind a stationary machine gun, we shoot a huge monster. We destroy the clots flying at us and hit the enemy’s mouth when it is heading towards us.
After exchanging partners, we receive pulse grenades from Chris. We jump down and dive into the water. We stun enemies with grenades. We get out to the freight elevator and swim to the bottom. We unlock the door and, following our partner, we get to the door on which we use the trident key. We penetrate into the server room through a broken window. We approach the table and register fingerprints in a special device. We return to the corridor to the central door, identify the fingerprint through the panel on the left side. We go into the sterilization department and are soon attacked. We shoot the enemy that appears vulnerable spot and we dodge as soon as he approaches us. After our partner arrives, we can leave the room. We continue the battle, actively using grenades. We take the elevator to the laboratory where the virus is located.

Episode 9: "No Exit"
2:50
Location of the accident

Having examined the terminal, we return to the airport and go down to the bunker. We get to the elevator, simultaneously destroying the Hunters. The computer has no power, so additional power is required. We activate two generators, but before that we collect all the ammunition. While our partner is deciphering the data, we are holding back the onslaught of enemies. We climb onto the containers, since it is much easier to control enemies from above. We leave explosive barrels for last against strong enemies.

3:16
Laboratory

Genesis allows you to detect invisible rays

There are laser installations with invisible beams everywhere. We use genesis to detect blocked areas. We turn right and go through the first installation. Press the button on the wall before the second installation. Then we go around the next installation on the left side and press the button. We return to the entrance and move to the end. We open the door by interacting with the device on the left side. We move through the rooms to the center. Chris will work on the control system. To neutralize the virus it is required secret code. We go to the elevator and take it down. We use genesis to pass through laser installations. We get to the button, click on it and, using genesis again, we move to the stairs.
We jump down and move on. We destroy the enemies, climb higher on the other side and put our finger on the device on the right side. Having entered the room, immediately turn left and press the button. We return to the place with laser installations. Using genesis, we get to the employee from whom we extract the personal identifier. We return to the last room again and introduce the vaccine prototype into the device on the right side. Then interact with the panel on the left side. After a few seconds, all the rooms will be flooded. We swim to Chris, avoiding laser installations from above. We activate the control system to neutralize the virus. Many enemies will appear, we destroy every single one.

Episode 10: "True Lies"
2:14
Casino

We get out into the hall and go through the door opposite the stairs. Using already familiar places we get to the elevator, where we go to the bridge. After exiting the elevator, go straight and open the door.

3:50
Laboratory

We urgently leave the ship. We follow Chris to the deck, from where we can evacuate. Having separated from your partner, we go through the door on the right side. We meet the wounded Parker and together with him we head to the exit. The steam blocked the path, we turn around and go straight to the shutdown button. Along the way, we shoot explosive cylinders to destroy enemies. The countdown will begin soon, so we don’t waste time on our opponents. Turn off the steam by unscrewing the valve on the left side.

Episode 11: "Revelations"
4:28
Above "Queen Zenobia"

We actively move from side to side so that the enemy cannot deliver accurate attacks on us. We shoot the tentacles and clots flying at us. Also, periodically, allies will drop boxes of ammunition. We climb on board and continue to destroy the tentacles from the stationary machine gun. We monitor the overheating of the weapon using the sensor in the lower right corner. We shoot the clots flying from all sides in time. Don't forget to use the grenade launcher.

A year ago
Gray earth

We go to the command center. We get to the elevator and go up on it. We meet the wounded Raymond and help him fight off the Hunters. Together we go forward, then turn left. We carefully look around and collect ammunition for the pistol. We get out into the corridor and go through the meeting room on the left side. We leave the cadet at the door, and we ourselves go back to the stairs, guided by the map. Having gone up, we move to the other side office space. We deal with many enemies and take the tourniquet. We return to Raymond and heal him after destroying the enemies. We open the door, get to the elevator, where we go to the hall. We go down on the right side and go up to the central door. We cover Raymond while he passes through command center. We clear the hall from enemies and also move to the next room.

Episode 12: "The Queen is Dead"
5:35
Above "Queen Zenobia"

Having plunged to the bottom, we turn the valve and penetrate the “Queen Dido”. We cut all subsequent doors and get to the one that is locked with an electric latch. Chris will handle the wiring and we'll provide the power. We open the door on the left side and swim to the open grate. We wait for the enemy to leave, swim forward and, turning the corner, immediately swim into the room through the grate at the bottom of the wall. We get to the generator and start it by pressing the button. We return to Chris, ignoring the enemies. To do this, we sail on different levels with them.

One of Norton's weak points

Having risen to the surface, we examine the body and select the voice recorder. We move further and further until we find Norton. We select the dropped PDA and head to the door. When trying to open it, Norton will infect himself with a virus. Weakness enemy - the back and rarely revealing chest.

1) We dodge Norton’s attacks or move behind him as soon as he teleports to us. If executed successfully, taking advantage of his immobility, we shoot his back with the most powerful weapon. During his slow movement, we try to stay close to him and again go around and hit his back.
2) There is an easier way: shoot at the open chest at the moment when the enemy has teleported to us and is about to strike.
3) Next, the enemy will begin to use his copy. The only danger is the original, so we continue to carry out similar actions. Our task is to quickly identify the original and dodge the attack or shoot through the open chest. The copy twitches like a hologram, so it won't be difficult to recognize it.
4) B last stage shoot Norton's heart on his chest. The enraged enemy will try to ram us at every opportunity. It's time to act from a distance until the bitter end. Let's watch the final video.

Chapter I. Into the depths

The key people behind Revelations were Jill Valentine and Chris Redfield. Chris's search brings Jill aboard the abandoned freighter Queen Zenobia. The main plot of the game will unfold on it.

The prologue is a tutorial: Jill walks along the corridor and avoids the traps along the way. So, for example, to open a door, you need to shoot the lock. Further, already in the kitchen, passing through the dining room, Jill will find a severed hand behind the drain grate, grabbing a pistol. After this, the heroine is attacked by the first zombie, whom she has to kill.

A short video will tell us about the terrorist attack on the island of Gray Earth. We go into Jill's memories, to the coast of the ill-fated island.

Biologist O’Brien is already waiting for you below, who will order you to scan the remains of animals on the shore. To do this, just approach the target and press “C” + “LMB”: 2 on the sand, 1 on the beam above, 2 more lie under the boats behind you. Near the cave you will be attacked by a sentient meat goo. Kill him with a pistol and enter the tunnel.

Collect the remaining pieces of meat; along the way, you can grab an extra clip for the pistol. On the wooden bridge you will find hand grenade, you will pick up the second one in the boat near the stone slab.

Go back the same way. Get ready to fight off the newly revived meat. The easiest way is to blow it up with a newly acquired grenade. Already on the shore, O'Brien tells Jill that Chris Redfield has disappeared.

Jill returns to real time. Just as with the remains, scan the dead zombies. This way you can get not only plot artifacts, but also various bonuses.

In the corridor, behind one of the doors, you will see Chris chained to a chair. But to get to it, you need to find the key. Go out onto the landing and move up. The path to the corridor is closed, go through the door on the left. Go through the cabin to the toilet, where a zombie is already waiting for you. After killing him, go out into the corridor on the other side of the rubble.

An unarmed woman is being killed before your eyes. Scan her body and take the key from it. They can open the door with the anchor symbol. We find ourselves in the laundry room. From washing machine Another zombie will break out, whose earthly journey will end after a couple of well-aimed shots.

Go back the same way you came here. Open the door to the room where Chris is hidden, but Jill falls into a trap.

Chapter II. Double Mystery

The long-suffering Chris Redfield becomes a playable character. Go along the snowy slope to crashed plane. Find the green box and scan the monster that lies inside. From the note we learn that there was new type virus. Now go into the cockpit and scan the pilot’s body, take the flight route from him.

Get off the plane and move on. Crossing the abyss with his partner Jessica, Chris falls to the bottom of the quarry. The hero breaks his leg, and now you have to fight off a pack of rabid dogs. It is best to shoot them with a pistol, and when there are enough monsters, throw grenades at them. Do not forget to treat with herbs on time. When the monsters die, Jessica will return for Chris. Together you get out of the cave.

Switch back to Jill. The girl comes to her senses in the ship's cabin. Unknown people took all our equipment, so at first we will have to act secretly. Block the entrance to the room with a chest of drawers and go to the bathroom. We take a screwdriver under the toilet lid and return to the room where the mutant has already entered. Dodge his attack so that the monster hits the TV. There will be a panel next to the door. Unscrew it with the screwdriver you purchased. Here you will be presented with the first puzzle: you need to place circles on the flickering dots, but at the same time the wires connecting the rings should not intersect. When you're done, the monster will wake up and attack you again. To avoid death, run out of the room.

In the corridor rooms, dodge monsters and collect supplies. When you run to the cafeteria, meet your partner.

The only open door leads to the armory. There are all your things that were previously taken away. There is also a box for upgrading weapons here. Using Custom Parts (they are in the chest of drawers nearby) you can upgrade your guns.

Next to the cabin in which Jill woke up, there will be a door with a barn lock. Shoot him down and go into the elevator. Go up to the captain's bridge.

Once you're in your cabin, go to the terminal. At this time, outside the window you notice how your boat explodes.

Chapter III. Ghosts of Veltro

Now you play as Jill's partner, special forces soldier Parker. The BSAA headquarters was attacked by mutants. Walk along the office corridor and shoot monsters along the way. Take the elevator to the next floor. There you will find an M3 shotgun. You take the stairs to the roof, where you board the helicopter. Already in the sky, watch as the area is burned with a laser beam from orbit.

Switch back to Jill. We go down from the captain's bridge. Behind one of the doors on the pod, take the key and go to the opposite door. Open it with the key and take the disk from the room. There will be a map of the deck hanging on the wall; you will need it. Return to the captain's bridge. From there, go to the elevator.

In the upper cabins, go to the right side of the map, from there the stairs will lead you to the cafeteria. There will be a grate there that needs to be opened with the newly acquired key. From there you will find yourself in a large hall - a room with a clock.

Through the door on the side, go up to the third floor, and then to the Solarium. There will be a pool there, full of an incomprehensible gray mass. We launch the cleaning mechanism through the panel. The slurry will not disappear immediately, but only in the next chapter. Return to the main hall.

Now from the hall go down to the first floor. Go out onto the promenade deck, and after walking along the corridor, jump off the balcony. When you reach the door with the barn lock, shoot and get ready to fight the first boss.

Boss

A huge two-headed creature crawls out of the door. One head will be protected, it is better to shoot the second one, the weaker one. Don't let the monster get close to you, he will immediately devour Jill. Be in constant motion. The easiest way would be to run to the cliffs and shoot the boss. As soon as he approaches, jump down and continue shooting. This way you will be significantly ahead of the monster most battle. When the monster dies, take the key from its body.

Return to the hall. On the second level, the doors to the radio room are now open. There you meet Raymond again.

Chapter IV. A Nightmare Revisited

From Raymond, Jill will receive the key. With it you can now open the door to the casino on the first floor of the hall.

Find a diary from which you will learn that to enter the VIP room you need to put 107 grams on the scales.

Take the stairs on the side to the top, where there are scales stylized as a girl. On the panel on the right, turn on the electricity and go down to the fountain. Activate it, the fish in the fountain will become infected with the virus. Now shoot four mutants, a coin will fall out of the last one.

Now look for the flickering white slot machine. After some time, you will hit the jackpot, and coins will fall out of the machine. You will receive a Stack of Coins. Place 10 silver and 1 gold coin (10 x 9 grams and 1 + 17 grams) on the scale. The doors will open.

Jump into the floor hatch and move towards the room with the freight elevator. To start it, you need a key. Go South ("S") to the passenger elevator. There will be another panel hanging nearby that needs to be hacked. When the job is done, the elevator doors will open and you will be taken to the starting location.

Follow the familiar route through the kitchen and dining room to the second floor. You need to find the corpse of a girl who was torn apart by a monster before your eyes.

Boss

Rachel herself turned into a mutant, and now wishes the same fate for you. Shoot at her with all barrels until she comes close to you. When Rachel swings to attack, press forward to dodge. After a while, the boss will run away from you into the ventilation.

Come back. The boss will periodically appear on your way, and after a couple of shots you will run away again: the stairs, the toilet, the landing and the dining room. Pick up the elevator key from Rachal's body. Return to the cargo lift and ride it down to the lower deck.

Chapter V. Secrets Uncovered

You play as soldiers from the BSAA in snowy mountains of Eastern Europe.

Go down the stairs and at the first turn search the can of paint. Find a screwdriver in it that needs to be used to open the panel at the end of the corridor. When the door opens, look at the security camera footage.

There you also find a memory card with which the soldiers are sent to the plane crash site, where we recently were in the form of Chris Redfield.

The player regains control of Jill Valentine. You find yourself on the lower deck. Go North (“N”) to the Control Room. From there you will be sent to the engine room.

The corridor will be half flooded, be prepared to fight off mutant fish. From the room at the end of the corridor you find yourself in another corridor.

When you reach the intersection, continue north. The door will take you to the second level of the engine room. Someone left a note on the wall, read it, and then press the lever. Hot steam will begin to flow below. Return to the intersection, and now go South (“S”). This will take you to the first floor of the engine room. There will be a map of the lower compartment hanging on the wall. Go up to the room with gears on the wall.

Mutant fish will attack you again. Return to the room with the pipes. Now you can go to the other side, where you need to lower the lever again. Because of this, the flow of steam no longer blocks the grate, go to it.

Behind the bars, take the gear and run into the room with gears on the wall. Use the missing piece of the mechanism on the door, it will give you new key. Use this key to unlock the door to the room with Parker.

The game switches back to the BSAA soldiers. He walks forward along the snowy slope, shooting wolves along the way. Near the plane wreckage you will encounter a new type of enemy - invisible. To make it easier to hit him, take a shotgun. Any damage removes the monster from invisibility. When the mutants are finished, get on the plane and connect to the panel using the flash drive you found earlier. The agents learn that Veltro's spies are searching for the ship Queen Zenobia.

Chapter VI. Cat and Mouse

Chris Redfield's crew arrives on the ship Queen Zenobia. From the helipad, go to the central cabin without turning anywhere. From there to the elevator, which will take us down to the promenade deck.

All this time, mutants will appear on the map, so there is no point in shooting them all, just run forward to the door with the buoy symbol.

In the room with the clock, go to the main stairs, which will lead you to the casino.

Two two-headed mutants, similar to the boss, are already waiting for you at the slot machines. You also can't get close to them, otherwise they will eat Chris. Watch your step more often, monsters leave traps on the ground. Get the key from their corpses.

At the security post you will find a locked door, which you will open using the acquired key. There will be a hatch in the center of the room, into which Chris will have to go down.

At the bottom you will meet a new mutant - when he dies, he explodes, so try to deal with him from afar. When the mutant is dead, go through the warehouse into the tunnel. He will lead you to the next location.

Using the freight elevator, Chris will go down to the floors below, where you need to find the control room. From there, go along the narrow corridors, which are now (previously, you were already here for Jill) completely dry. This will take you to the engine room.

Switch back to Jill. You are about to drown, you need to get out of the flooded compartment. Dive into the water and swim to the ship engraving on the wall. There will be a pipe lying nearby. Use it to try to break the grate at the top. If it doesn't work, dive again and take the second pipe from the bottom. The second time, Jill will break the grate and climb up.

The corridors will lead you to the control room. Click on the lever and watch a short video. You started the elevator in the hall, so now go back to the hall and take the elevator up. During the climb, Jill is attacked by a mutant, who will have to be driven away with a shotgun: shoot at the unprotected part of the tentacle. After that, he will jump off the elevator, and you can go up to the observation deck.

Boss

The boss fight will take place in a circular arena with a pillar in the center. The monster turns itself into a huge clot of thorns that cannot be approached. There is no need to immediately shoot at gas cylinders, they will be useful to you later.

The mutant will aim ramming attacks at you, so stop shooting when he's about to run at you and run to the side. Aim for the boss's eyes, otherwise all your damage will go into milk.

When the boss is defeated, climb the stairs to the tier above and take the Veltro key and open the door with it.

At the top, climb to the lighthouse. There will be a control panel nearby; by hacking it, Jill will launch communications throughout the ship.

Chapter VII. The Regia Solis

Return deeper into the ship. When you find yourself in the room with the clock, go down further to the first tier. Raymond is already waiting for you there. Talk to him and go to the deck. Along the way you will meet more than one mutant. If you find yourself at a double gate with a buoy sign, then you are going the right way. Now go inside and take the elevator. Go upstairs.

When you deal with the mutants in the cabin, open the container that stands in the center of the deck.

The drone is installed, now go with your partner to the side doors. After this, the timer will start for 4:30 minutes.

Run along the starboard side, shooting enemies with a shotgun. From afar, mutants that explode can be dealt with using a sniper rifle. You can also explode fuel barrels. Don't waste time collecting bonuses and ammo; it's better to ignore enemies. In the elevator, while it is lowering you, reload all your weapons. If you still have 2 minutes left, then everything is fine.

In the cabin you will meet a still alive Rachel with a bunch of monsters. Run past them in the center of the cabin straight to the corridor. There you will be attacked by a two-headed mutant. Unfortunately, you won’t be able to kill him quickly or run past him. It’s better to run back, wait until he comes out into the large room, and only then run around.

In the next room you will be attacked by Rachel again. It's better to throw grenades at her and fire at her with a shotgun. At the end of the corridor there will be two mutants attacking from afar. Take them out with a sniper rifle and run into the last room. There, activate the drone control panel.

Chapter VIII. All on the Line

The ship was knocked on its side by a giant wave. The control room is now completely flooded, and Jill urgently needs to get out of the sinking ship. Swim out to the two-level room.

Jill moves along the bottom of the floor to the stairs, and climbs along them to the second floor. You won't be able to walk through it, so first dive into the far right side of the room and swim through the flooded corridors.

From time to time you will come across mutant fish. You can't shoot in the water, just try not to get caught by them. If monsters do notice Jill, don’t be alarmed, you can fight them off with a knife. Having gone down to the very bottom, open the hatch.

Already in the engine room you reach the hatch that leads to the ventilation pipe, and move on. Swim to the freight elevator and take it to the casino. Chris Redfield approaches the Queen Zenobia.

His crew is attacked by giant sea mutants, which you have to shoot with a machine gun. Watch the temperature of the weapon, it can jam, and then the monsters will break your boat. The most damage is done by their red spheres that fly at you. If possible, shoot them from a distance.

When you dock at the Queen Zenobia, the mutants will retreat. The heroes unite, and now Chris, Jill, Jessica and Parker fight the mutants.

You play as Jill again, who has gained access to Chris's weapons - a very powerful machine gun and a shotgun. You take the key card from him and open the door with the buoy symbol.

You dive to the freight elevator and open the door to the room with the key card. Now swim along the corridor to a room with two tiers. Get off the left side of the room into the water and swim further. When you reach the stairs, pop up and open the doors.

In the next room, find a diary in which scientists wrote about the Carmillon virus - this infection turns the inhabitants of the deep sea into terrifying monsters.

Through broken glass in the laboratory you will be taken to a computer. Jill will hack it and add a scan of her fingerprint to the Veltro database. Most of the doors are now accessible to Jill, and a large double gate will allow Jill into the sterilization bay.

Boss

A huge mutant armed with a shield attacks you. Hit him in the stomach, legs and head. When he is covered with a shield, throw a grenade right at his feet. The doors to the room will open, and Jill will leave the room, and will be able to shoot the boss from a safe distance.

On the elevator you find yourself in a laboratory, from which you walk along the gut to a large safe door.

Chapter IX. No Exit

Control passes back to the BSAA agents. At the airport you kill two mutants, and then come to the elevator. He will take you to the server room. To go further you will need to press two levers at the same time. And while your partner is working at the computer, you will have to fight off waves of enemies.

Immediately climb onto the second tier. The first wave will have simple enemies: wolves and hunters. The easiest way to shoot them is with a shotgun, so they won’t even have time to get to you. During the battle, you will have to go down to the lever and launch one of them, so catch groups of enemies of 3 or more and throw grenades at them. When the lever goes down, return to the second floor, sit in the corner and shoot the remaining mutants.

With a scanner you can mark where the lasers are installed. Activate the switch on the wall to change the trajectory of the rays. To completely turn them off, you will have to climb onto the balcony. Place your finger on the scanner on the door, there you will find a diary about the development of the T-Abyss virus. In the next room you can find several more diaries.

In the center of the laboratory you will find a vessel with a virus. Redfield will remain guarding it, and you need to find the access codes. Jill takes the elevator into the heart of the complex.

To avoid running into rays, use scanners. The room will be full of invisible lasers: activate the switch near the wall and go through next part level.

Three mutants await you here. After they are dead, go to the door in the center of the room, it will take you to the lower levels of the maze.

Take the laboratory card and activate the next button. Now go back to the very first room with the beams. Now the labyrinth will lead you to the corpse of one of the scientists. From his body, Jill will pick up a diary and a sample of the virus vaccine. Return to the room you came from and insert the vaccine container into the inoculation unit. Now go to the larger screen and type in on your keyboard registration number deceased scientist.

Jill has the code, but now the lower sector is flooded with water containing a virus. Swim to the first room. Now you can simply float lasers from above, above the ceiling. In the far corner of the room there will be an open window through which Jill needs to slip.

In the center of the laboratory on the upper level, activate the code that the computer gave you. This is how Jill deactivates the virus. However, it is too early to rejoice. The antagonist of the game contacts you via radio and sends a whole horde of mutants in your direction. Climb as high as possible and survive the wave. After defeating the monsters, the water will clear.

Chapter X. Tangled Webs

You control Jill's partner, special forces soldier Parker. It's time to leave the casino. Jessica will leave Parker, so you'll have to go it alone. You find yourself in a large hall, from which you go towards the cafeteria.

Sooner or later, you will meet Rachel again, along with her retinue of mutants. You can kill her or just run away. If you do kill, you will receive bonus weapon upgrades.

Take the elevator to the captain's bridge, where you meet Jessica, who is launching an explosive device on the ship.

Jill and Chris team up. To escape, the heroes will have to get out of the sinking laboratory. Find a hatch on the floor and jump into it. Swim along the flooded corridor and climb out. Further along the tunnel you will meet a wounded Parker.

Now that Jill is holding a wounded partner, it is very difficult to go and shoot. Hit the mutants from afar, otherwise they will get to you and seriously scratch you. When the path is blocked by a wall of gas, go back a little and press the lever. The passage is clear, but now even more mutants are rushing towards you. Wait for them to be near gas cylinder. When you meet Chris, he will help you break through the remaining enemies. Unfortunately, Parker will die in this case.

The timer starts. You need to leave the explosion zone as soon as possible. You have 4:30 minutes to do everything. Otherwise, you will go up in the air along with the ship. Run forward, shooting mutants along the way. Turn left and turn the valve, it will shut off the hot steam. Next, jump into the elevator shaft. Shoot the two mutants and go up the stairs.

When you find yourself on deck, barrels of fuel, boats and boxes will fly at you. Dodging them, run straight.

Chapter XI. Revelations

A rescue helicopter is ready to pick up the heroes, but a huge creature that has emerged from the ocean prevents it from landing properly. You'll have to kill this creature in 4 and a half minutes.

Boss

The battle will take place in a small crooked arena, and the boss himself is a huge hydra with a bunch of tentacles. Dodge the mutant's blows and shoot his tentacles with automatic weapons. When bubbles come out of the tentacles, explode them. There is a chance to blow up each tentacle with one well-aimed shot from a grenade launcher.

After long flights, shoot the grenade launcher into the mutant's mouth.

Again you play as Parker, who is still alive. Go through the Veltro office and shoot mutants. Along the way, you will meet a wounded Raymond, and Parker will agree to help him. Drag him along the corridors and leave him in the corner at the end of the tunnel.

Now we need to find harnesses for Raymond. On the 4th floor at the very end there are tourniquets. Returning back, we kill the mutants that appear. When you get to Raymond, bandage him and go to the elevator. Go up to the large hall, take the wounded man to the door in the center. Get ready to shoot back from waves of enemies. When they are finished, we meet with Captain Morgan.

Chapter XII. The Queen is Dead

Together with Chris and Jill, you sink to the bottom of the bay, where the sunken ship “Queen Dido” lies. We open the door with the valve and swim inside. You will meet a mutant in the corridor; you need to swim to where he came from. Jill will leave Redfield to repair the electronic panel while she goes to look for the battery.

Swim through the cabins through the ventilation, collecting cartridges and healing herbs along the way. In the farthest room there will be a switch, which, when turned on, will supply electricity to the ship.

Return to Chris and go through the now open door. You float to the top, where the water has not yet reached.

We find an audio diary on the body of a dead soldier. Go through the rooms, in one of which you will find the torn bodies of Veltro soldiers.

In the next room on the monitor you can watch a video from the head of Veltro, Jack Norman. Take Norman's PDA and go to the exit.

Boss

Jill and Chris's path is blocked by the final boss - the mutated Jack Norman. This is a very dangerous creature that can teleport. Shoot him in the heart only when he lands after the next jump. Then his shell will open, and the mutant’s heart will be without protection. Don't try to approach the boss, because... he may grab you. Sometimes the boss will jump sideways towards you, you need to shoot at his bubble on his back.

When the boss's health drops to a certain level, the boss will begin to leave copies of himself after teleportation, however, only the real one will reveal his heart. It's better to act with rapid fire weapon, because there will be very little time.

In the third phase, the enemy’s heart will be constantly open, and he himself will stop teleporting and will rush after you throughout the arena. Take out your most powerful weapon (preferably a sniper rifle) and shoot Norman's heart.

When he dies, take Norman's video and send it to BSAA headquarters. Now Lansdale will go to jail for a long time, and you have successfully completed the game.

The BSAA's counter-bioterrorism unit exemplifies professionalism, resilience, and dedication. It consists of highly qualified personnel, has the latest designs weapons, advanced technologies that help combat emerging threats and protect the future of humanity. Each of the four active characters available during the passage has its own specialization and preferences in choosing weapons. the main role in Resident Evil: Revelations is given . It is she who will be able to take advantage of the completeness of choice when the entire arsenal is open. This will happen only after certain conditions are met, for example, completing an episode or scanning. Weapons in Resident Evil: Revelations are divided into categories: pistols, submachine guns, shotguns, rifles and grenade launchers. All available weapons are stored in weapon boxes, marked on the ship map with a pistol icon. Here it can be changed or improved due to details that affect the characteristics and also add unique features. Weapon cartridges are not sold in Resident Evil: Revelations; you can search for them using “Genesis” (key [C]), scanning surrounding objects for hiding places. Messages about unlocking secret weapons appear at the end of the mission on the statistics screen.

Conditions for obtaining additional weapons in Resident Evil: Revelations:

  • Pistols:
    • M92F (firepower: 150; rate of fire: 1.58; capacity: 10; slots for parts: 3) - initial weapons.
    • Ruler/ Government (firepower: 200; rate of fire: 1.37; capacity: 7; slots for parts: 3) - after unexpectedly parting with Parker in chapter 10-2 and the timer appears, you need to turn back and look at the edge of the collapsed bridge.
    • PC356(firepower: 130; rate of fire: 1.58; capacity: 8; slots for parts: 5) - appears after killing 150 mutants in the “Campaign” mode.
    • G18(firepower: 120; rate of fire: 1.80; capacity: 16; parts slots: 3) - appears after scanning 30 handprints throughout the game.
  • Magnums:
    • Python/ Python (firepower: 1500; rate of fire: 0.94; capacity: 6; parts slots: 3) - in the room with the Veltro card check in the cabins on the lower deck (chapter 7-1).
    • L.Hawk(firepower: 1200; rate of fire: 1.25; capacity: 6; slots for parts: 2) - at the terminal on the right side of the elevator in the room with the aquarium after the disinfection chambers at the entrance to the laboratory (chapter 8-3).
  • Shotguns:
    • Wyndham(firepower: 160x6; rate of fire: 0.74; capacity: 4; parts slots: 2) - located on the wall in cabin 302 on the upper deck. To get the shotgun, you need to take the plate called "Crest" from the bookshelf in the captain's cabin on the bridge, behind the door with the wheel icon. The door key is on the window sill in the conference room, in the room opposite (chapter 3-2).
    • M3(firepower: 130x6; rate of fire: 0.94; capacity: 6; slots for parts: 4) - appears when meeting Chris (chapter 8-3).
    • Hydra/ Hydra (firepower: 130x9; rate of fire: 0.91; capacity: 5; parts slots: 2) - appears after completing Resident Evil: Revelations on Normal or higher.
  • Machine guns and submachine guns:
    • MP5(firepower: 110; rate of fire: 7.50; capacity: 50; part slots: 3) - in the room with a weapon box behind the door with an anchor in the crew compartment on the way to Rachel, Raymond's murdered partner. The key to the room is given by Raymond at the exit from the radio room (chapter 4-1).
    • AUG(firepower: 120; rate of fire: 7.50; capacity: 42; slots for parts: 3) - on the table in the half-flooded boiler room in the zygomatic compartment, immediately after going down the ladder behind the “clock mechanism” with the reset key inside, where the gear is missing ( chapter 5-2).
    • G36(firepower: 140; rate of fire: 5.00; capacity: 30; part slots: 4) - appears when meeting Chris (chapter 8-3).
    • P-90(firepower: 90; rate of fire: 10.00; capacity: 60; slots for parts: 4) - on the bar counter on opposite side swimming pool in the solarium in the game mode "Underworld". To purify the water in the pool, you need to activate the shield in the technical room of the solarium in chapter 3-2. The entrance to the solarium is on the third tier of the oval hall with a huge clock to the ceiling (chapter 4-1).
  • Sniper rifles:
    • M40A1(firepower: 1100; rate of fire: 0.61; capacity: 8; slots for parts: 4) - in the technical room of the solarium (chapter 3-2).
    • PSG1(firepower: 700; rate of fire: 1.43; capacity: 5; parts slots: 4) - appears after scanning 15 handprints throughout the game.
  • Heavy weapons:
    • Grenade launcher/ Rocket Launcher (firepower: 30000; rate of fire: 1.00; capacity: 1) - appears at the container site on the way to the control room (chapter 7-2).
    • Infinite Grenade Launcher- Appears after completing Resident Evil: Revelations in the “Underworld” level.

In this guide, you will learn various details about completing the Raid mode in the game Resident Evil: Revelations 2, about weapons, skills, and more.

Start

Of course, there are many different characters in the game and each has their own skills, but in principle there is no difference as to whom you play. There will be no plot differences if you take Claire instead of Barry.

Unique skills and regular character skills, such as Claire's shields or Barry's assault rifle master, can be used on other characters. This is done by pumping. Once you level up your skill to maximum level, it immediately acquires the function of inheritance. To transfer the shield to another hero, you need to spend skill points accumulated during the story, and then use the function itself. By the way, not only unique skills are important, but also the most common ones. So, some heroes have limitations - until you level him up to level 30, you won’t gain access to the skill. Therefore, it is logical to inherit ordinary skills that are available to everyone, because they can be upgraded from the very first level.

At the start, however, it is important to choose a main character, as well as a couple of minor ones. Main character- you put the main emphasis on it, because you will need it to complete all tasks, even the last difficulty. You need a couple of minor characters to level up skills that you can later inherit. Well, here you need to think about the utility of the skills you need, as well as the interactions. Will one skill work well with another, etc.

Such heroes need to be upgraded on missions of the day, because they do not require unnecessary movements. If in other tasks you need to sweat to earn a chest and other rewards, then in the missions of the day everything is simple and fast. By the way, when you are in the main menu, looking at the glow near the character, know that you will receive double experience for completing the task. You can also level up quickly in co-op, but for this you need a familiar friend who will respond at your first request. Moreover, you need a friend who is well versed in the game, because tasks with red difficulty require good skills from each player.

Very important point- the game has a weapon module called Soul Absorber. With its help, when you kill enemies with a weapon on which this module is installed, you gain more experience. Accordingly, Soul Devourer is perfect for your secondary characters, so that they can quickly level up skills for other heroes.

Active Skills

Let's look at the set of abilities that heroes use during the game. By the way, it’s interesting that each hero’s ability sets differ in composition, but below I will only talk about the most necessary ones.

  1. Ice bottle- this is a very useful ability with which you can get away with it. For example, when you are surrounded or a crowd of bloodthirsty creatures is rushing towards you, just use a bottle. It will freeze the zombies in a certain area - you can quickly shoot them while they don't move. In addition, the bottle is great for fighting fast zombies or bosses.
  2. Smoke bottle- a useful ability if you need to get around some enemy or several zombies. An ice bottle is too valuable to waste on such a thing. By the way, the smoke bottle will perfectly camouflage you so that you can attack and destroy especially dangerous enemies, for example pyramid-headed. But you should pump only after bottles of ice.
  3. Incendiary bottle- with its help you can burn the enemy’s defenses. Of course, the incendiary bottle is not so universal, so pumping it up is not the first thing you need to do. In addition, a sniper rifle with incendiary cartridges can cope with a similar task.
  4. Armor layer- this is already a unique skill of Chris. With its help, you gain complete invulnerability for a while, but significantly lose speed. This skill should be used in situations where you are pinned in a corner.
  5. Grenade launcher- skill for Chris and Jill. It has a large radius of destruction in which it deals enormous damage. Accordingly, only bosses or zombies that are much higher in level than you will be able to survive the explosion. If you pump it to maximum, you can fire three shots every half a minute. Definitely a good skill, but requires a special approach.
  6. Camouflage Cape- Hunk's skill. This ability gives the character invisibility, which will save you from a lot of unpleasant situations. For example, if you need to change a point unnoticed or just quickly run to your destination through a crowd of enemies.


Passive Skills

Such skills are notable for their accessibility, because they work regardless of your actions. By analogy, let me tell you about the most useful skills.

  1. Shield- Claire's aforementioned skill. By leveling up to level 20, you will be able to hold back approximately 430 damage, with the possibility of further recharging and holding back again. The shield is simply a necessary thing for passing, even if you play at long distances.
  2. Increase in hit points- this way you can increase your health while your defensive skills are unavailable. Of course, when you have strong defense, the skill becomes useless, but at the first levels it’s great.
  3. Shotgun and Sniper Rifle Master is a skill with which you will significantly increase the supply of carried ammunition, as well as the reload speed. Already at the maximum level, the ammo supply will be 369%, and the reload speed will increase by 120%. Of course, to begin with, it is advisable to improve the skills of guns, because they are more common and are very effective when used. In addition, there is a weapon module that will allow you to subsequently fire two gun barrels.
  4. Auto inclination- Neil's unique skill, with which you can dodge physical attacks from zombies. Of course, this skill will not help against enemy projectiles and superpowers, but it will be useful if they start pressing you from different sides. Auto Dodge will reduce the percentage of damage taken, but not as effective as Claire's shield.
  5. Scavenger- with the help of skills you increase the chances of receiving ammo after killing an enemy. Of course, the only negative is that ammo is always given different types, and if you need sniper ones, then it’s not a fact that you will get them. Scavenger is a very controversial skill, because in Raid there are no special problems with ammo, but on the other hand, you can save money with it.
  6. Magic Pixel- by using this skill, you will be able to withstand a strong blow from the enemy, even considering that you only have one unit of health. The skill is perfect if you already have a Shield.

The very first thing I want to say is - forget about pistols as weapons, and also forget about submachine guns and assault rifles, because all this does very little damage. The listed types of weapons are unlikely to help you get out of trouble where ordinary zombies are present, not to mention hunters and elite troops enemy.


The most effective guns are shotguns, sniper rifle, as well as revolvers.

  • Shotguns- classic weapons that can crush armies of ordinary zombies. However, with the right approach, you can kill unique enemies with a bang, and in rare cases, pyramid heads. When you choose a shotgun, you should start from the magazine capacity. For example, if the capacity is 8 rounds or more, then you can install the “burst+1” module, which will help you shoot double rounds. Thus, you will be able to destroy more serious enemies, because your firepower will also increase.
  • Sniper rifles- This is an excellent weapon that kills minions of bosses, as well as enemies who should not be allowed to get close to you (ice, fire and energy zombies). The question is which sniper rifle to choose. SVD and M1891/30 - each of them can penetrate a target, hitting one standing behind. The SVD is distinguished by its rate of fire, but the second one has more damage. Still, the SVD seems preferable, but only because you can install a “powerful shot” module on it, thanks to which you will deal quickly and a lot of damage.
  • Revolvers- a little surprising, but with the help of these explosive pistols you can destroy bosses. Zombies like the ragged carcass, the durgle, the executioner - they are all easily destroyed by the Magnum revolver. Of course, for more effective shooting you will need to use an ice bottle often, otherwise enemies will often get close to you, causing damage. However, Magnum is not the only revolver, because the main parameter by which you should choose a weapon is lethal power with one shot. Accordingly, according to this parameter wins the Anaconda revolver. But this revolver should be used exclusively with additional means in the form of bottles, because its rate of fire is very low.

It’s definitely worth mentioning that you don’t need to try to upgrade your weapon to the maximum level, because it already contains all the best. Despite the fact that the developers have increased the strength of the enemies in the Raid several times, all of the above weapons still cope with zombies with a bang. The main thing is, when you receive a weapon, see how many module slots it has available. The trick is that even if there is a SVD, it will turn out to be useless in the long term if there is no opportunity to attach useful modules. The modules on the barrel cannot be artificially increased, so you will have to look for the same weapon, but with cells.


The most important game mechanic is dynamic characteristics weapon. This means that if you use a weapon that is not at your level, then all its characteristics will be automatically reduced until you increase the level. It's simple - if you have a level 90 revolver, and you give it to a level 15 character, you will receive a level 15 revolver in return. All understatements relate not only to characteristics, but also to such important parameters as magazine volume. Fortunately, there are no penalties for modular cells. Still, don’t be afraid to equip your hero with high-level weapons, because with each level he increases, it will adapt and improve.

Trophies

Quite often, players ask: “What to do in Resident Evil when the game is completed?” Everyone is concerned about end-game content - that is, when the game has already been completed, is there any point in playing it? The answer is quite obvious and sad. Even if you complete the Raid on red difficulty, you will receive absolutely nothing - there are not even any achievements for this. The only point is to collect and upgrade weapons, as well as accumulate skill points so that in the future you can go through the game again, but with all the bonuses, which, of course, will be too easy.

However, it will take a very long time to implement the plan. You can find all these weapons in the same store, and sometimes even with unique upgrades. Of course, the disadvantage of the store is the lack of barrels above level 95. It follows from this that you can buy the best weapon in terms of level, and then upgrade it to the maximum. In addition, on red difficulty there are maximum level barrels that can be found in chests. Still, buying a level 90 barrel will take you a lot of resources. Is there a way to quickly get them?


Well, for starters, it's worth noting the replay value. You can get a three-star barrel on absolutely any mission of red difficulty. This allows you not to waste time going through more difficult levels - just choose a simple location, explore it and go through it again every time to try to knock out a great weapon. By the way, the requirements of five medallions, such as lowering the character’s level to receive additional rewards, can be ignored, because it is much more important to quickly clear levels, saving time.

The whole trick of these sweeps is that you are guaranteed to get a level 100 weapon. The only problem may be frequent drops of pistols or machine guns, the combat power of which is too low. There's also no point in having to constantly grind to try to get the weapon you want. Perhaps a worthwhile activity after completing the game will be community missions, for which you can collect many useful rewards.



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