Resident evil 7 broken shotgun. Passage of Resident Evil. Conditions for obtaining additional weapons in Resident Evil: Revelations

There are weapons in Resident Evil 7, but they are not always in working order and you will need a repair kit to get the weapon to fire again. Skipping repair kits is quite easy, since they do not lie next to the items needed in the walkthrough, so we have prepared a small guide.

Location of the first repair kit

The first repair kit is located in the first half of the game, it lies almost under your nose, but it can still be missed. After escaping from Jack and destroying the dining table, you will have to go through a trapdoor that leads under the house to a safe room. You can spot the boxes, but you won't be able to reach them from this side.

After exiting the trailer, go across the yard towards the Mansion and look for a metal panel covering something. Remove it and enter the hole. Repair kit in a box at the end of the tunnel.

Location of the second repair kit

The repair kit is located in the third large house. You will realize that you are approaching it when you collect two keys. These keys are needed in order to get through the locked door of the house.

Gaining access to a locked house is only half the job. Return to the Mansion, on the second floor there is a bedroom, as well as a storage room. Inside the pantry, on the left, there is a photo. Grab it if you haven't already.

Now you need to return to the third house and get into the Lucas testing area. Head to the second floor of the testing area. Find the mannequin head and activate it.

How to fix a broken weapon

There are two broken firearms that you will find while playing through Resident Evil 7. The first one you will find is a broken shotgun which you will use in the main hall to get the M37 shotgun. Second, a broken gun.

How to fix a broken gun


Repairing a pistol is easy. Once you're in the trailer, you just need to combine the repair kit with the broken weapon through your inventory.

How to fix a broken shotgun


The process is exactly the same as with the pistol. The broken shotgun is located on the second floor of the mansion, in the grandmother's room. You will need the Scorpio Key to enter this room.

The new game from Capcom provides an opportunity not only to hide and run away from enemies. If desired, you can properly plant them from a double-barreled shotgun. But first you need to find it! This article is a guide to finding all the weapons in the game.

Please note that not all types of weapons are available at any time, some of them are given to the player exclusively according to the scenario, after which they are withdrawn regardless of his desire.

Part of the weapon is completely hidden, so much so that even an attentive player can easily miss it during the first passage.

Attention, this article provides detailed information on how to get weapons in, and often it can greatly simplify the game on the first acquaintance. Therefore, use the material only if you are not afraid to deprive yourself of the pleasure of independent search.

How to get all melee weapons in Resident Evil 7

Axe. His main character is found on the first floor of the guest house at the very beginning of the game. Or rather, he does not find, but almost accidentally grabs him in the heat of the fight.

The ax is very easy to use: with a normal attack, Ethan quickly cuts through the space in front of him in a small radius, and an aimed attack allows you to hit a little further and deal a little more damage.

After completing the episode in the guest house, the player loses the ax and can no longer use it.

Pocket knife. Another "plot" weapon, which is given to Ethan by one of the characters in the game in the main house, on the ground floor. You won't miss this knife even if you want to.

Its fighting qualities allow it to be compared with an ax, except that the impact radius is slightly smaller. Yes, and rushing at opponents with it is fraught, so this small knife is best for breaking boxes.

survival knife. A melee weapon that can be found towards the end of the game on the wrecked ship (2nd floor).

This is a hunting knife, which is much more convenient to use in combat, but in reality it is useless, because in the later stages of the game, as a rule, there are no problems with ammo anymore.

A circular saw. Unlocked after beating the game for the first time.

At the same time, some report that they only got the saw after they completed the game on the easy difficulty level. Other players report that the saw is only given to those who have completed the game twice, with different endings.

Chainsaw. A very handy tool for inflicting extremely strong damage, which, alas, is not available to the player, except for a single battle with the first boss - Jack Baker.

Perhaps, if some special conditions are met, it can still be obtained, but now, at the time of this writing, there are no people on the network who could do this.

How to get all pistols in Resident Evil 7

Pistol G17. In fact, this is not the first firearm that will fall into the tenacious paws of Ethan, since in the first episode, which is in the guest house, he will first have time to shoot from the M19 ("Colt").

However, once in the mansion, the player will primarily use the G17, but only after defeating Jack Baker, the game's first boss. By the way, you can accidentally skip the gun and defeat the boss out of fear even without it. Anyway, he's next to the body of the murdered deputy sheriff.

The magazine holds 10 rounds, which is quite convenient in combat, but the damage is not as high as we would like.

M19 pistol. Technically, this particular pistol is the first one that the player will take possession of during the passage of Resident Evil 7. The player then loses it, only to find it in a trailer in the yard, behind a door with three dog heads.

True, the gun is broken, and in order to fix it, you need to use a repair kit. Fortunately, one of these useful items is nearby - in a box behind a nailed piece of metal.

You can see the boarded up passage if you get out of the trailer and look straight ahead. However, it may be wiser to save the repair kit for repairing another weapon - a double-barreled shotgun.

The M19 is slightly more powerful than its predecessor, but only has 7 rounds in the magazine. So you have to retreat more often to reload. Don't forget to keep an eye on the ammo counter often.

Pistol. A small weapon that was created for some super agent, but not at all for a would-be husband stuck in the company of a cannibalistic Baker family.

You can find him towards the end of the game, on the ship. On the ground floor, look for a room where you can save, the gun is located there.

Despite its impressive appearance, it performs no better than the G17 in combat: it has a 10-round magazine and has a weak stopping effect on enemies. They do not react to sounds anyway, so the silencer is useless.

Pistol Albert-01. It literally falls from the sky at the very end of the game, at the last stage of the fight with the final boss. Later, the player will find it in a personal box when replaying.

It is the most powerful pistol in Resident Evil 7 and uses regular ammo. The price to pay for incredible penetration is a 3-shot limit before reloading.

Magnum M44. Quietly and peacefully waiting for his new owner in the trailer, right at the exit from the door with three dog heads. However, in order to take it, you will have to spend 9 ancient coins, and finding them at the beginning of the game is quite difficult.

The M44's rate of fire is slow, but it makes up for it with massive firepower that surpasses even a shotgun blast and possibly a double-barreled shotgun. It is loaded with special large-caliber cartridges that cannot be created using the gel, you will have to look for them throughout the game.

How to get all shotguns in Resident Evil 7

M37 pump shotgun. Lies in the central hall of the mansion on the first floor. It's hard not to notice it: it's on display on a special pedestal in a well-lit room. Alas, it’s impossible to pick it up just like that, since the room is equipped with burglary protection: when taking a weapon from the pedestal, the door closes and turns the “thief” into a prisoner.

To get the M37 shotgun, you will have to find a replacement for it. To do this, you need to get the key with the scorpion by examining the available sections of the mansion, and then go up to the second floor to the grandmother's room and pick up the broken double-barreled shotgun there. It is for her that you need to change the weapon on the pedestal.

The M37 holds 4 charges and has a large spread. It is best to shoot from it at close range.

Double-barreled shotgun M21. And why not fix the double-barreled shotgun instead of leaving it in the central hall forever? To do this, you must first find a repair kit, of which there are several in the game, and then replace it again, this time leaving a pump-action shotgun on the pedestal.

But in fact, you can become the proud owner of both shotguns by finding a wooden toy gun in the children's room. Access there can be obtained at a later stage of the game.

As the name implies, the double-barreled shotgun allows you to shoot twice, after which you need to reload it. However, this disadvantage is fully compensated by a smaller dispersion and, as a result, a greater lethal force than the M37.

How to get assault rifle and flamethrower in Resident Evil 7

Automatic P19. You will get the opportunity to shoot with this weapon after you start the video cassette, which is mandatory for progressing through the story. This will take place on a wrecked ship towards the end of the game.

After watching the VHS tape, you will also be able to acquire the P19 assault rifle by visiting the captain's cabin on the same ship. The weapon lies in a locked box, so you have to run around the neighborhood a bit and find the key.

This is the fastest fire weapon in the game, and on top of that, it has an impressive magazine size - 64 rounds!

But this does not mean that you need to shower your opponents with a hail of bullets, because due to recoil, many bullets will simply fly past the target. Shoot accurately and try to save ammunition as much as possible - you will still need it.

Burner. It’s hard to call this homemade a full-fledged flamethrower, but in Resident Evil 7 it plays exactly this role.

But in order to set fire to a couple of wild heads, you must first assemble a burner from two parts located in different places of the same location - the old house dominated by the second boss of the game.

The first part of the weapon is located outside the gallery, and the second is in one of the houses, the path to which passes through flimsy boards. Do not forget to combine the two found parts, and then you will get a very convenient weapon with a large ammo capacity.

How to get the grenade launcher and remote bombs in Resident Evil 7

grenade launcher. What could be cooler than explosives, especially when the next boss is in front of you? But to get hold of this, of course, cool weapon, you have to sweat a little.

The grenade launcher is in a cache located in the main bedroom of the mansion. He is also homemade, most likely he was made by the son of the Bakers - Lucas. In any case, to gain access to the secret niche, you need to take possession of the key with a raven.

The grenade launcher can be loaded with two types of ammunition - incendiary and nerve paralytic.

The former deal good damage, but the latter can stun almost any enemy so that you can run away from him to a safe distance. However, incendiary grenades are more convenient if you know how to position well in combat.

remote bombs. Issued as the story progresses while watching a videotape on the ship. Later, you can find new bombs in a bunch of different places, the main thing is to carefully explore each level.

Bombs can be attached to the floor or directly to opponents, after which, running away (!), Explode. The damage is very high, but in a battle against fast opponents, using bombs is inconvenient. Best of all, this explosive is suitable in combat with slow and large opponents.

Hello dear reader, I have prepared a full text walkthrough for you. Resident Evil HD REMASTER as Jill on Normal difficulty with a Good ending. If you have questions, as well as nuances that I did not mention, I'm waiting for you in the comments. For ease of navigation, use the search through ctrl+f. A little later, achievements that open during the passage will be published.

As soon as we are given control, after a series of plot cutscenes, we find ourselves in the dining room. Let's go to Barry. We select from the table Ink ribbon(there is an achievement to complete the game without saving, in principle it is possible the first time, but I only succeeded at the maximum level of difficulty). Above the fireplace next to Barry we take a wooden Emblem. Now through the door on the right. In the new location we go to the left of the door, there is our first zombie. We move away from him and shoot. From the corpse (comrade of the Bravo group) we select the cassette. We return to Barry and after a small brawl we go to the common hall, where we parted ways with Wesker. However, you will not find the latter there. Go right, then into the passage under the stairs, exit from the other side. Finally, Barry will give us a master key and it will be decided to explore the mansion.

We go into the double doors to the right of the stairs. We find ourselves in a room with paintings and a statue in the center. We find a box in front and move it to the statue (climb it, climb over and press from the back until the box stands exactly opposite the statue). We climb and get a map of the first floor. You can not go into another room, except for a one-time dagger, we will not find anything there and it will have to be immediately spent on zombies. We return back to the dining room and past the corpse of a comrade to the door on the left. Now forward to the next door. There is a clip in the cage. Next to the stairs are two green flowers, you can take and combine. Up the stairs and through the door. Now to the right, where the mirror is. We run along the corridor to the very copies. On the way, a bald zombie can be caught, we fire a couple of bullets at him so that he falls. After a series of spears, we take out an arrow from the torso of the headless cupid. We go into inventory and study the arrow. There we remove the tip - it will turn out to be a gem. There is also a clip a little ahead. Now to the end of the corridor and through the door on the right.

We are on the second floor of the dining room. On the right side of the screen is a disposable dagger. We take. We determine from which side the zombie is coming towards us on the same floor and lure us towards us. Now we run around the floor to the opposite side and push the statue with a blue stone in its hand to the place where there is no railing. We push the statue down and go to the common room through the second floor. We go down. Halfway there is a picture with a door, we go in. We find ourselves on the street, around the tombstone. We move to the left, to the crypt. We put a green stone into the recess, which is in our inventory. The passage opens. We're going down. On the left are four masks. We go to the other side of the screen, there is a Book of Curses book on the pedestal. We take and study it. On the back we find the key. (If you are interested in what is written in the book, then this is kind of like one of the puzzles that we need to solve in the future - it is about four faces, without a mouth, eyes, nose and everything at once, and they all do not feel evil, but as soon as they acquire evil organs will wake up). While there is nothing else to do here, so we go to the dining room, where we hung out with Barry. There we select a blue stone. We go into the corridor where the first zombie was killed. Now first up the screen, past the broken elevator and down the stairs to the basement. We open the door with the key, but do not go there yet. Now back to the common room and to the room where the statue with the map was. There we open the door with the key and get into the corridor. Let's run it to the end. On the way, you can move the shelves, there will be a disposable knife and a clip for a pistol. In the next corridor we go further. The first iron door with a patterned triangular shield can be opened with a master key - we will find ourselves on the street, where there will be flowers (green and red) and a canister, there is also a bag of plant poison - we definitely take it. Behind the next door is the toilet, there, if you flush the water in the bathroom, there will be a small scene and a disposable dagger at the bottom. At the end of the corridor (look at the map) there will be one door on the left, it leads to the next location, the other to a square room that will turn out to be a trap (deadly for Chris), but there is nothing to worry about for Jill. We go in this door, then the next. There, on the table, we raise a disposable dagger and a ribbon, and remove the shotgun from the wall. As soon as we leave the room, the trap will begin to operate. We quickly pull first one door, then another and watch the cutscene. In the end, we get the achievement and move to a new location through the door opposite. In the new location, the first door to the right leads to a room with a typewriter and storage box (door under the stairs).

Inside we will find a flask (for burning corpses). Putting in all the unnecessary stuff. We leave only the key and the wooden emblem. As for weapons, I left a shotgun and a pack of 6 cartridges. We go up the stairs. There are zombies around the corner to the right. I lured him to the stairs and walked around. Further into the door. take a wooden board from the chest of drawers. And to the right (if you look at the map). Again at the door. In the new room we find a dog whistle with a message where to blow into it. On the table is a book with information about plants and a lighter. Now we move back to the corridor where the zombies were killed at the stairs. We run to the very end of the corridor and go into the room. There are three flowers, then a fireplace, on it we use a lighter, and then a wooden board. We get a map of the second floor.

Now back to the common room. We watch a small scene with Barry. Then to the second floor of the dining room. We go into the leftmost door. In the new corridor immediately to the first door. There we run to the window and use the whistle. Be ready, after the whistle we run further and run into two dogs. From a shotgun at point-blank range, two shots are enough. We kill and select the collar. We run to the second door on this location. We will be asked to blow the whistle. We agree. Open inventory and look at the collar. We find a metal square with a shield, examine it and get a copy of the key. With this copy, we head to the first floor of the dining room, past the corpse of a former comrade, then to the end, up the stairs to the next room. As soon as we are in the corridor, we run through the door opposite. The zombie at the door will start to wake up, so make sure you have shotgun ammo, as the zombie is fast. In the new room, we run to the place where the key lies on the pedestal. We take the key and in the inventory we look for its fake copy, which we got from the collar and use it. The trap is neutralized. Now we have a new key.

We go back into the corridor and wet the nimble zombie. Killing him will give you an achievement. With a new key, there is where to roam. In the common room on the second floor, the lowest right door (see map) leads to the terrace. There will be a clip for a pistol, a disposable dagger and the corpse of our comrade with a grenade launcher. We pass while further, we hear sounds behind us and we are preparing to kill the rapidly approaching dead comrade. Three shotgun salvos will take him down. There is also green grass in case you get damaged. Now we select the grenade launcher and carry it into the box until we need it (you can just remember where it lies and return for it when needed). We go from the common hall to the door which is on the right-top. In the corridor, use the key on the first door and watch the cut-scene. Our next comrade asks us to get him an antidote. On the map, they will show us where it is in a bold circle.

In order not to waste time for nothing (check that there are at least three free cells in the inventory), we pass by our friend and get into a room where one door is covered in cobwebs (there is a boss), the second on the left and zombies roam there. I walked around him and went through the door, there I lit a candle on the table, in the closet on the left I found a pack of shotgun cartridges. Moved the cabinet to the right. There is another zombie. He was killed, killed and the second zombie that came into the world. In a room hidden behind a closet, he picked up notes.

Now let's go back to the dying friend, and even back into the corridor. On it we will pass forward to the large double doors. There is a puzzle with statues of knights. First we move the top right, then the bottom right, the bottom left, and again the bottom right. Press the button and take the box. In the inventory, click on the edges with hearts of the box, and inside we find another mask.

Again into the common room, then into the dining room and through the next door. (You should have notes, a wooden emblem with you). We go to the second door (up on the map), this is not reaching the elevator. In the new room we find a piano. Save tapes. Further along the left wall from the piano we go into the passage and find a cabinet that needs to be moved. We shift and find the cover for the notes. We combine the cover and notes, we get a complete book of notes with the Moonlight Sonata. We use it on the piano. A secret door opens. In it we take away the golden emblem from the statue (we read the diary on the floor) and replace it with a wooden one. Now back to the dining room. We put the golden emblem over the fireplace and the compartment with gears in the clock opens. We turn the arrows so that the SMALL one points to the torso, the BIG one points to the head (six hours). We get a new key.

Now we are on our way to the second floor of the dining room. There we go to the leftmost door. Down the corridor to the end of the stairs. I advise you to remove the zombie that rises and quickly go down. There, next to the corpse, there will be a door to a room with a save, an antidote, and a crate. We take a bottle in the left rack, there is nothing more to do in the room. From the box we get a blue gem and poison for plants. We leave and explore the corridor. We go to the very end and go first into the right door. There will be a save tape, a broken shotgun and a one-time shocker (The broken shotgun can no longer be taken if you have a regular shotgun, but if you don’t have a shotgun yet, then you need to go through the common room from the first floor to the lower right door, go through the room, then the corridor, in a new place, run to the end and enter the door, which on the map leads to a small square room, from it to the next one.There you will remove the shotgun from the wall and replace it with a broken one. Voila). We leave and go to the next door. (Ideally, go back to the stairs, go up and open the top door if you look at the map, and then return to this place and continue on your way).

In general, first we move, a little forward and take a disposable shocker from the chest of drawers in the corridor. And we go on the map to the right. We get to the fountain with the plant. We approach the pump and use the poison for plants from the inventory. Then click on the pump itself and select the red valve (Red). Now you can safely pick up another mask behind the “back” of the plant, and pick up herbs on the right, if necessary. We return back and move (on the map) down. Zombies will jump out of the windows - just run. Along the way, we go into each door that has not yet been visited. Behind one, a small room with a tiger's head will be waiting for us, where we need to insert a blue stone (we'll get bullets). After another, the caretaker's room will be waiting for us. There, a bald man lies on the floor, his diary is on the table, and there are zombies and a disposable shocker in the closet. We went back to the corridor and move on. Finally, we hit the familiar walls. We leave into the common room, then to the second floor through the upper right door. We run to the very save point (through the top, because dogs and crowds of zombies are already running along the first floor on the right). From the save to the lower door. In the new location we go into the lower left door (if on the map). We get into the art gallery. We click on the picture with the yellow knight - it will turn red, we run around the gallery from the back. Click on the first picture to make it green, on the second, with the monk, to turn purple. Now we approach the picture with the girl and check: the diadem is green, the bracelet is red, the necklace is purple. I click on it. A secret passage will open. There we select another mask and open the gate. With all the masks, we now go down to the crypt in the cemetery and put them on our faces.

Now the last action before the boss. We go to the second floor in the upper right part of the map (Where is the typewriter and the box under the stairs, we go up that stairs and to the left). We fall into the dressing room with the head of a deer. First we go to the top door. To the left of the door we remove the wasp, we run forward. On the table we read the diary, to the right of the aquarium we select the hook. Now we approach the board next to the robe and remove the golden wasp. We combine it with a hook and hang it where we got the usual wasp from. We hang the usual wasp in place of the gold one. An opening will open and a small bee will attack. Quickly take the wind icon (Wind Crest) and run out. In another room, we select a large first-aid kit and a save tape.

Now we go to the dusty door where our comrade died. There will be a snake boss. Everything is very simple. We can try to bang her with a grenade launcher and a shotgun. And we can drive it around the room. We hide behind the pillars and wait for her to get bored and she will crawl away. In the upper left corner of the room we select the last fourth mask and run into the crypt. If the snake poisoned us, then we can use the antidote that we got for our friend. Now in the crypt, when we put on the last mask, there will be another boss. It took me 4 shots from a grenade launcher. In the coffin, press the button and take the icon. With this icon, we run to the first floor, through the gallery of paintings. There's a door that leads into a long corridor. Be careful in the room after the gallery there will be two zombies. Having reached the end of the gallery (there will be a dog), we use the received badge and go into the iron door. New location.

Ammo on the left, disposable battery on the right, spray treatment down the stairs. We go down the stairs and go outside. We turn along the way red arrow on W, then blue on N. We enter the iron gate. We are at the cemetery. We use the wind icon on the right grave, we take three icons. We examine them in the inventory and press on the back side so that the bushings come out. Now, at the left tombstone, insert all three icons into the grave and get a Magnum pistol. By the way, there will be enraged crows, but they will not be a problem. We run further and in the next location to the very end, the house. We go. The house has two green bushes. In the house we go to the right, to the fireplace, from it up the stairs and find a map. To the left we find a typewriter (near a letter, with incomprehensible content) and a little further a box. From the box opposite we go down and take the lever. We return back to the starting room, where we went down the stairs on the street. There we go to another door. When we leave the house, they will kick us in the head and we will wake up by the fireplace. We will be attacked by a monster in shackles, I did not bother and ran away from him.

In the new location we will be met by two dogs. Ahead passage to the left and to the right, we go to the right. We run up to the device for pumping water and insert the lever. Scroll and drain the water. Down the stairs to the other side and beyond. Down the elevator. New location - fountain, waterfall, elevator on the left (not working), passage on the right. Let's go there. We run along the corridor, quickly, as snakes will fall from above. We are in a small residence. The first door to the right leads to a typewriter and drawer, the door to the left is closed, leading directly to the billiard room. We take a lighter with us and go there. There are two spiders. Two shotgun blasts will solve the problem. There we select the red book. It is empty (but will be needed soon). We light candles - red, green, orange. Remember the eyes and the color they refer to. On the billiard table, write down the numbers corresponding to the color. The eye with two sticks above it is 3, the eye with four sticks is 6, the last eye is 5. We leave the room and move the box so that we can climb it up the hill. Otherwise, the tentacles will grab us and choke us. We go to the next location. We reach the end and hear the dialogue. Don't remove the card just yet. We go into the room where there was chatter and meet Barry. In this room we go into the toilet, flush the water, take the key to room 001. Run through the door opposite the save room and open it. We find in that room the key to the Control Room in the Water Ring. We go back to Barry's room. On the table we read a letter about Plant 42. We move the cabinets and go downstairs. We move three boxes into the water, so that later we can go through. In the new location we get into the Water Ring, where terrible sharks swim! Run along the left wall to the door to the control room. We go down the stairs. Before us is a panel and we must act quickly.

Click the panel on the right, it is between the other two screens. Something will go wrong. The shark will start pecking at the glass. Click on the panel on the right, then on the left (it will turn green and is opposite the stairs). The shutter on the window is stuck. We leave a little to the right behind the stairs, where the first-aid kit lies. There is a pump there. Click on the button, select #1. And we repeat the same steps as before. The shutter will finally come down. Press the right panel again and the water drains. We take a card near the table. Now we go in the opposite direction from the place where the first-aid kit was, we go in the door. Now through the small door and beyond. We go to the lower tier of the ring. There are sharks running around. At the very end of the path there is a platform and a huge shark. We climb onto the platform, click on the box with the key and it falls into the water. The shark comes to life. Don't panic, push the beige panel into the water and pull the lever on the left. The shark is electrocuted. We go down and pick up the key. This is the key to the door leading to the door where we met Barry. Us there. We return back through the wide doors. Along the way we find cartridges for the magnum.

When we go up to Barry's room there will be a fast zombie, we run until he has time to get up. In the new room we find a corpse, we take a spray from it. There will also be a door with a combination lock. We use the numbers we know. The first eye is 6, the second is 3, the third is 5.




Behind the door we find ourselves in a laboratory with vials. We do this: take an empty jar, fill it with water (1), fill the second empty jar with UMB # 3 (3). Mix two cans to get a purple liquid (4). In the empty jar that appears, pour acids, green liquid (6). Combine the liquids and get an orange can of UMB #10. Now we pour water into one jar (1), take another empty jar and fill it with acid (6), combine them, we get a dark green liquid (7). Combine it with the orange liquid to get the jar of blue (17). Now we type UMB #3 into an empty jar and combine it with the blue one. We get V-JOLT. Now we run back to AQUA RING, where there was water with sharks. And we go in the door in the center. There will be a room with Plant 42. Use V-JOLT on it. We run back to Barry's room. From it we leave into the corridor and remove the card. Spray into a hole in the wall. We go to the hive, which has just been destroyed and select the key to the doors 003. We go in and click on the bookshelf. We take one book, read it, replace it with the red one that we had. We rearrange the books so that we get an image of a naked girl. A secret passage will open and we go into it. There will be a cutscene. After talking with Barry, we select the key in that room and return to the mansion. On the way we will meet Wesker.

In the mansion we will meet new types of monsters. Two magnum bullets will calm them down. We go to the common room. From it to the door, which was previously locked. It's on the first floor of the hall at the top right on the map. We read the note, raise the save tape from the chair. At the end of the room is a door. In the new room there will be a slow zombie, a disposable knife on the floor and a box in the closet. Now we run to the left wing of the mansion, to the second floor and go into the room, which is located near the save room, if we go upstairs and go a little up. There is a door on the left wall, and behind it there will be a puzzle. First, we move the bedside tables under the heads. One under the bull, the second under the deer. Then we turn off the light and go around the room on the left side under the eagle. Now we quickly run to the deer and take out the red stone from the eye, then again under the eagle and quickly run to the bull. We get the yellow stone. After we get it, open the inventory and combine the box and the red stone. Another puzzle. Below is the solution:

Now we study the find and get the key. We go down the stairs and go into the room with the head of the tiger - insert a yellow stone into the eye and get MO Disk (IT IS IMPORTANT!!!). To not waste time. We run from the room with the eagle and up the map. We find ourselves in a familiar corridor. All the way up to the room with the trap knights. There is a door at the end - we go in. In the new location, we move forward through the doors and when we get to the library, the battle with the snake will begin. I shot her with a magnum running around the rack. Finally, she will push this rack with her head and die. We lift the blue book from the back of the rack and take it out of the book Last Book Vol. 2 wolf medal.

Then we go to the right wing through the gallery room and next to the door that leads to the save will be previously closed (with an iron tiger head with patterns). We use the key on it. We throw it away. We light the lamp on the table and take a metal badge and a shocker from the chest of drawers. There are shotgun bullets on the table. We put the badge in the box for saving, the medal of the wolf and take the lever from it. Now we run to the right wing on the second floor. In the rightmost door at the top. In the room where they found a map of the second floor above the fireplace. There we open the door and get into the hall with paintings. Our task is to move the statue to the end of the wall. At this point, the walls around the edges will move in, but it's not scary. When the statue is at the wall, we run back and go around the right wall. At the end there will be a button, we press and quickly run to our statue that was moving. Move our statue to the left onto the platform as soon as possible. Once you succeed, a secret door will open. Behind it will be a shocker and a hole in the floor. We jump down. On the floor we select the red book. Examine it in inventory and take it out. eagle medal. At the end we find a tombstone with a book. Read and click on the button. We go down. We will meet a spider, you can run past it. To the end of the corridor at the fork to the right. We take a card. Now back and to the left. In the door. To the right and forward into the water. We go around the zombies and at the end of the path around the corner we turn the switch. We go back and to the left. In the door. We are in the basement kitchen. Right to the bodice. Zombies can be circled around the table. On the elevator we go up. From the elevator immediately up and to the right (on the map down and to the left). We go into the first door. We find cartridges for the magnum and the battery. Now we run to the street location. After the blue door, which is open with the icon, we go into the central door and run through the location where the water was pumped out (carefully there will be snakes) and so on until we get into the room with a waterfall and an elevator. We put the battery there and go up. Now we approach and use the lever to pump water back. Again in the elevator and we see how the waterfall disappeared below and a passage appeared in the wall. We go into it.

At the end of the path down the stairs. First forward and to the left. There will be a box and a typewriter. We remove the lever. We check that there are at least three free cells in the inventory. Now to the door that was at the beginning of the path. On the right are cartridges for a grenade launcher, on the left is the path to the next door. In the next room there is an elevator and a mechanism. From the mechanism we get the Shaft. And head to the next door. We watch the cutscene, then we select the octahedron. We run back to the printing machine and further. There will be a slot for the octahedron. On the way we will meet two hunters. Scrolling the groove we go to a new location. We approach the boulder and move back. The boulder will roll. In the same place of the boulder there will be shotgun cartridges. We run from him and go into the hole that has formed. Behind the door will be the boss - Spider. We kill him and select the survival knife from the floor. We equip and cut the web on the door. In the new location, we scroll the octahedron so that the spinning stone opens the passage to the left. It's about three turns. After that, we immediately run into the passage on the left so that we are not crushed by a boulder. In place of the boulder there will be a first aid kit. We enter a new door. We solve the puzzle. First move the statue to the brown perpendicular in the wall. We twist the octahedron. Now move the statue to the center and scroll so that the notch is directed towards the hole in the wall. Now move the statue to the hole. From the opened place we take the cylinder and connect it to the shaft. We scroll so that the Roman numerals match and remember the order. 4, 2, 3.1. Now we return back to the elevator and use the assembled shaft on it. We collect numbers. We go to the elevator and watch the cutscene. We go down with Barry.

In a new place, we go to the door. First, we go to the very right door (on the map). In this location there will be a zombie Lisa. She is immortal, so don't waste bullets on her, just run away. In the new location, we push the box into the elevator and send it on its way. Now we climb on the boxes there nearby and collect cartridges. We go back to the elevator and go down. We push the box under the press and press the button. We go down and take a broken flamethrower. With him we go back to the location with Lisa and run to the closed door. We hang a flamethrower on hooks there. If it doesn’t work, then we look for a lever on the location, press it and try again. It is on the wall (at the bottom of the map). We are in a new location. We admire the environment and run to the very end. There will be snakes in the water, so don't stop. At the end of the path we take a dagger and another box. We look at it through the inventory and get the Stone Ring (Stone Ring). We read the mother's letter. Now up the stairs. We will be in a village house. We add everything in it and take with us only the eagle medal, the wolf medal and connect the badge with the stone ring and run back to the mansion. When we go through the blue door, we remove the second badge from the wall. Now we have two.

We insert both icons into the doors in the common hall. Doors under the stairs. There will be a box and a typewriter. Down. Again Barry and the boss. Zombie Lisa. I gave the gun to Barry. (got an achievement). To defeat her, you just need to move the stones into the abyss. First the lower right, then the left, then the upper right, and the last one. Cutscene. We approach the coffin and read the letter. Move on. We rise and, having run around the fountain, we insert the medals of the eagle and the wolf into the grooves. We go down into the passage in the fountain (we get an achievement). Here we are in the Lab.

We remember the IMPORTANT door and go down the stairs. Typewriter and drawer. We free up space: we take the barrel with cartridges, MO Disk and move on. We kill two zombies, I took them off the gun in the head. On the left is a closed door and another MO Disk. We go down the stairs. In the door. Go straight to the right door. Now to the left through the door. There will be x-rays, you need to hang them in alphabetical order and turn on the red light. The essence of the puzzle is to find out the code - 8462 . In the same place, the computer in it will find out the login and password ( JOHN and AD). We go into another door, which is up to three red lights. There will be a zombie, kill him, take the fax from the shelf and enter the MO Disk into the device. One green light will light up. This room is also IMPORTANT fuel compartment which will be useful to us. There are also slides that are needed in order to find out the password from the x-rays. Now we go back to the common corridor. We go into the passage opposite the door from which we left and go into the only open door. Magnum bullets on the floor in a new location. There is a note and a computer in the corner of the room. Enter login - JOHN and password - AD. Open block B2 password CELL. Then block B3. We go to block B2, this is the door where we found the second one MO Disk. Inside we take the last MO DIsk and enter the password (8462) on the panel next to it.

In the same room there will be a video recorder and a key to the laboratory. We watch the video of our friend, which we received at the beginning of the game. We go with the key to the double doors at the bottom of the map. We enter and climb into the ventilation. In the new location, again into the ventilation, which is at the top. The new location will have a reader MO Disk. We activate and another green light lights up. In the same room we move the rack and kill the beetle. We leave and go to the next door. The new location will have a middle door that leads to a typewriter and drawer, an elevator and a door at the bottom. We go down there. Take the fuel capsule in the corridor on the right. In the next room, a device for MO Disk. Activate. Now we go to the doors with three light bulbs. All this time, the beetles will interfere with us, but I took them down from the grenade launcher, since there was a lot of cartridge. Pull the levers and the door will open. Down the stairs and find Chris in prison. Now we rise back and go into the room with the IMPORTANT fuel compartment. We fill the capsule and now the most severe moment in the game.

You need to walk with a filled capsule to the place where you took it and activate it. You can't run, you can't fire a grenade launcher. Ideally, use a magnum. So we slowly reach the typewriter, save and move on.

As soon as the fuel is installed, we go to the end of this location, where we have not been yet (it is at the very bottom, in the form of a ring). There we activate the elevator panel. Now back to the typewriter. Now it's worth stocking up on weapons and ammunition, as well as lives. We go to the elevator and continue forward without turning.

The boss will be the final one and his name is Tyrant. After a cutscene and some unexpected twists, the battle begins. We spend all our supplies on a big man, we try not to let him drive us into a corner, since there will be an opportunity to run away from him. Killed? Congratulations, now we go to the end of the room, on the right and activate the mechanism that opens Chris' cage. Be sure to save and all also have a bunch of ammunition and weapons, as well as lives. We run back to Chris and now we go to the very IMPORTANT door that was at the beginning of the laboratory. This door is open and now the whole company run forward. In the corridor behind the door, we select the fuse from the floor and place it next to the door at the end of the path. When the elevator begins to rise, the countdown will begin. On the helipad, we raise the box with flares and activate the box in the center of the site. Cat scene. The Tyrant will pierce the floor and begin to scatter us. We shoot him, run away from him and heal. Then they throw a bazooka at us. From it we shoot at the boss and watch the final cutscene.

2 comments

The BSAA Bioterrorism Unit is a model of professionalism, resilience and dedication. It consists of highly qualified personnel, has the latest weapons, advanced technologies that help fight emerging threats and protect the future of mankind. Each of the four active characters available during the passage has its own specialization and weapon preferences. The main role in Resident Evil: Revelations is given. It is she who will be able to take advantage of the fullness of choice when the entire arsenal is open. This will happen only after certain conditions are met, for example, passing 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 also be changed or improved due to details that affect the characteristics, as well as add unique features. Ammo for weapons in Resident Evil: Revelations is not for sale, they can be found using the "Genesis" (key [C]), scanning the surrounding objects for caches. Messages about unlocking secret weapons appear at the end of the task 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 armament.
    • Ruler/ Government (firepower: 200; rate of fire: 1.37; capacity: 7; slots for parts: 3) - after an unexpected parting with Parker in chapter 10-2 and the appearance of a timer, 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; slots for parts: 3) - appears after scanning 30 handprints throughout the game.
  • Magnums:
    • Python/ Python (firepower: 1500; rate of fire: 0.94; capacity: 6; slots for parts: 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; slots for parts: 2) - located on the wall in cabin 302 on the upper deck. To get the shotgun, you need to take the plate called "Comb" from the bookshelf in the captain's cabin on the bridge, behind the door with the image of the steering wheel. The key to the door is on the windowsill 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 with Chris (chapter 8-3).
    • Hydra/ Hydra (firepower: 130x9; rate of fire: 0.91; capacity: 5; slots for parts: 2) - appears after completing Resident Evil: Revelations at the "Normal" level or higher.
  • Assault rifles and submachine guns:
    • MP5(firepower: 110; rate of fire: 7.50; capacity: 50; slots for parts: 3) - in a 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 descending the ladder behind the "clockwork" with the restart key inside, where the gear is missing ( chapter 5-2).
    • G36(firepower: 140; rate of fire: 5.00; capacity: 30; slots for parts: 4) - appears when meeting with Chris (chapter 8-3).
    • P-90(firepower: 90; rate of fire: 10.00; capacity: 60; slots for parts: 4) - on the bar counter on the opposite side of the pool in the solarium in the "Hell" game mode. 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 located on the third tier of an oval hall with a huge clock up 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; slots for parts: 4) - appears after scanning 15 handprints throughout the game.
  • heavy weapons:
    • grenade launcher/ Rocket Launcher (Firepower: 30,000; Rate of Fire: 1.00; Capacity: 1) - Appears on the platform with containers on the way to the control room (chapter 7-2).
    • Infinite Grenade Launcher- Appears after completing Resident Evil: Revelations on the Underworld level.

The shotgun is one of the most powerful barrels in Resident Evil 7, and today we're going to show you how to get it. He himself is in the main hall of the building where you met the Baker family.

So, you only need three steps to get it:

1. Get the key of Scorpio (aka Scorpion). It can be found in the basement where the slug monsters are located. The key sticks out in a piece of meat;

2. Use this key to open the rest room upstairs (up the stairs from the main hall). There you will find a broken shotgun, take it;

3. Go back down the stairs to the main hall, now take the shotgun from the statue and replace it with the broken shotgun. This will open the door behind you and you can exit :)

BUT!!! THERE IS ANOTHER secret about the shotgun! Remember you picked up the broken one earlier? He can be fixed.

After escaping into the yard, look under the porch. There is a removable metal part. Behind it you will find a box that contains a repair kit. We combine in inventory with a broken shotgun and, voila! Use on health.

Video review of Resident Evil 7: Biohazard

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