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

Adviсe:
- Always use "Genesis" to search for ammunition and healing potions;
- "Genesis" allows you to scan enemies and receive healing potions for this. Rescanning the same enemy will decrease the amount of percentage added over time. If the bodies of enemies disappear immediately after death, then they need to be scanned while still alive. And most importantly: scanning a dead and living enemy is a different result.
- We search boxes, containers and lockers;
- We are not too lazy to inspect all the rooms, because in them you can often find new weapons and unique parts to improve the characteristics of weapons;
- When breaking into electrical panels, first of all we unravel 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 the Queen Zenobia. It was from here that the last signal from Chris and Jessica was transmitted. Climb up and get to the door. To get inside, shoot through the red lock. A handy mini-map is displayed in the upper right corner. Doors are marked with 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 gun. Turns out it's not Chris. We destroy the appeared enemy. It is advisable to shoot in the head.

15:50
Mediterranean coast

One of the masses at the top of the pillar

More recently, strange corpses have been thrown ashore. From Quint we received a new device called "Genesis". It allows not only to scan bodies for the virus, but also to look for useful items (ammo, healing herbs). We jump down, approach O'Brien and use Genesis on the brown mass. Aiming, hold the corresponding button and wait for the completion of the analysis. The percentage increase will then be displayed at the top of the screen. We continue to scan the masses. The second one is ahead; the third is even further on the top of the pillar. The fourth is on the bow of the boat, the fifth is in the corner under the little 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 first we shoot it. 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 pass to the end, we get closer to the pier and under it we find the last small mass. The level of analysis has reached 100%, for which we receive the subject of treatment. We return to O'Bryan, simultaneously dealing with the enemy. 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 down. Behind the next door we find a man tied to a chair. Since we cannot 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 scan the boxes blocking the way with Genesis. 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 down and go into the room where the girl has just been 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 Mystery"
18:42
Mountains in Europe

We climb the slope and watch the plane crash. Having reached the crash site, we pass straight into the cockpit. We scan the fallen body and select a flight plan. We turn right to the mine. We shoot boxes to find ammunition and healing potions. Together we raise the grate. We encounter wolves in the mine. After killing, their bodies quickly disappear, so we scan enemies while still alive. Large black wolves are able to summon smaller ones. We deal with alpha males first. We jump over a small abyss and pick up the “bio-trap” from the box. We jump down, shoot the enemies and get out from the other side. We tear down and with a bruised leg we fight off the wolves. We save ammunition, trying to aim at the head. Having restrained the onslaught of enemies, we get up and turn left. We climb the stairs, jointly open the grate and find ourselves at the cliff. O'Brien reports that Jill and Parker have fallen into a trap. In the meantime, in the distance we notice the crest of the Veltro.

20:32
Guest cabin

Waking up, we communicate with Parker and go into the bathroom behind him, after pushing the chest of drawers to the side. We flush the water in the bathroom and inspect the toilet. We pick up the screwdriver and the healing herb in the corner. We return to the bedroom, where the enemy will appear. We evade his attack and thereby force him to crash into the TV. We use a screwdriver on the shield to the left of the door. We line up 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, turn left and pass 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 a few biotraps and begin to move through the library. We choose the best route in order to encounter enemies as little as possible. We get to the warehouse, break through the door and pick up 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 face 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 briefing 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 a lot of enemies and actively collect goodness scattered throughout the territory. Next, follow the partner to the elevator. Climbing up, we go to the second elevator. In the corridor we select a shotgun. We go up the stairs to the sixth floor and get into the 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 do not stand still: although the partner does not provide weighty 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 for the FKB. We go down after Parker. We turn right, then at the fork right again. We pick up the sparkling key with a helmet. We return to the corridor and go straight ahead. 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. We 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 is a great threat in close combat.

We turn around, go down and head to the doors. After passing through them, we turn right. We get to the yellow mark on the map. An eerie voice is heard behind the door. Before you shoot through the castle, it will not be superfluous to walk around the territory and collect useful items. As soon as we release the door from the chains, the game mini-boss will break out. It will take a long time to destroy it. We use grenades and biotraps more often. We also actively move throughout the territory and shoot red balloons when the enemy is next to 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 masked master terrorist demonstrates the effects of the T-Abyss virus. As it turned out, the leader of the Veltro turned out to be our man.

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

We leave the cabin and communicate with Raymond. We get from him the key that unlocks the door of the casino. We go down, turn around and go under the stairs. Entering the casino, we go down the escalator, go to the other side and go upstairs. We pull the lever to supply electricity. We go down and select the folder with the employees' 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 a coin falls out from the last enemy. We select it, we approach the extreme machine and immediately win back the jackpot from the one-armed bandit. We rise to the door and interact with the cardboard girl. We lower ten silver and one gold coin (on the right). Thus, the total weight should be 107 grams.

We arrange the elements in the form of a triangle

After entering 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 the usual elevator. We open the shield on the right side and arrange the elements in the corresponding cells. We descend to a familiar place. Here we must find Rachel, Raymond's partner. Focusing on the map, we go to the indicated place. We study the records, after which we see the mutilated Rachel behind the glass. We collect ammunition and leave the room. Climbing up the stairs, we immediately encounter enemies. First of all, we shoot at Rachel. After dealing some damage to her, she will hide. We pursue it, that is, we return to the elevator in the same way as we arrived here. Do not forget to look into the previously closed room, where the MP5 submachine gun lies. Soon a partner will arrive to help. Together we overcome the enemies and go down on the freight elevator.

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

We are 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 her along the way. We go back, use the genesis and find a screwdriver near the rack. Just in the very place where the container fell on the partner's head. We return to the shield, open it and arrange the elements in the corresponding cells. We go inside and inspect the control panel. Quint's efforts opened the next door. We are watching videos of a cargo ship crashing. Also after the crash, an invisible creature destroyed the Veltro fighter. We pass into the same room and examine the body. Having turned around, we scan active areas with the help of genesis and find a security system token.

We arrange the elements in the form of a polygon

22:25
The passage of the zygomatic block

Going down, we pass through the open door. We jump into the water and get to the cabin. We study the schemes of the ship on the screens. We need to get into the engine room and restore the power supply. We continue moving along the only path. Creatures swim in the water, which are dangerous at close range. They swim out of it for only a few seconds. Without releasing the sight, we track down and destroy enemies. Steam blocked the passage, so we turn left. We arrive in the engine room and pull the lever. The arrow has moved to "C". The steam supply in the lower compartment has stopped. You can get there by going back and going along the 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 cross to the other side. We go to the left, go upstairs and find ourselves in front of a partner. A key is required for the control panel on this side.
We pull the lever, and the arrow goes to "B". Now we can go to the original lever and pull it again. The arrow goes to "A". As we remember, even 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 were blocked, and the flooding of the entire department began.

22:48
near the accident site

We head to the wreck of the ship, destroying the wolves along the way. Then we face invisible Hunters. We move back and carefully follow the snow, which will display the traces of enemies. Shotgun is perfect for close range. Shooting in the air will not be superfluous, because with a successful hit, the Hunters' disguise will disappear. Having restrained the attack, we get to the front of the aircraft. We remove the obstacle and interact with the terminal on the left side to obtain valuable information.

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

Arriving on the ship, we pass 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 a large number of enemies. We head to the barrier, turn right and go through the door. Having bypassed the blockage, we rise upward. We get to the hall, go around the stairs and go to the casino. We face two large enemies at once. We run from them around slot machines. We try to destroy first one, then the other. Do not forget to use grenades and collect ammunition scattered around the hall. Next, we go into the room where the enemies escaped from. We unlock the door with the trident key. We jump down and immediately shoot a dangerous enemy. You can not let him near you, as he is capable of exploding. There will be more such enemies ahead. We use powerful weapons against them, such as a machine gun or a sniper rifle. Grenades are also perfect. We rise to the ventilation system and jump off the other side. We use the freight elevator to go down.
Meanwhile, Jill and Parker are struggling to survive. We leave the elevator and, turning left, head to the zygomatic block. We jump down, take a couple of grenades from the control panel. We pass further, throw a grenade and destroy several enemies at once. We continue to move to the desired point, it will soon be displayed on the map. We arrive in the engine room and understand that we ended up on a completely different, but identical ship - the Queen Semiramide.

23:43
The 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 select it, we emerge 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 to the ventilation system. We jump down and, guided by the map, we 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 with a ram. After killing, 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 an enemy. We shoot him before he has time to attack.

The enemy has many weak spots.

Having risen up, we proceed to a full-fledged fight with opponents. It's pretty simple: keep your distance and dodge rams. Then we collect ammunition and shoot the enemy in vulnerable places - a limb, an open side part, on which there is no solid armor. Having won, we go up the stairs that have fallen out. Immediately we select the key card from the box, unlock the door and go up to the antenna. We open the shield, after which we arrange the elements in the corresponding cells. As we find out from Brian, the satellite will soon destroy the ship we are on.

Episode 7: "The Hall of the Sun"

After talking with Brian, we go down and return to the hall. We still have a chance to be saved. To do this, you need to detun the satellite guidance system using an unmanned vehicle. When the elevator gets stuck, we get out of it on our own and go down to Raymond. We pass further, turn right and soon we encounter a large number of Hunters. We use grenades and biotraps against them. We do not stay long in the 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 Khanetrovs behind her, so we immediately throw a 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

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

Episode 8: "All on the Line"

We swim to a large room and pick up a grenade launcher on the right side. We pass 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 swim out through the central passage, which was opened earlier. We swim along the familiar corridors, actively dodging enemies and periodically floating out 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 heads in our direction.
Having made an exchange of partners, we receive impulse grenades from Chris. We jump down and dive into the water. Stun enemies with grenades. We get out to the freight elevator and swim to the bottom. We unlock the door and, following the 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, we identify the imprint through the panel on the left side. We pass into the sterilization department and will soon be attacked. We shoot the enemy that has appeared in a weak spot and dodge as soon as he approaches us. After the arrival of a partner, we can leave the room. We continue the fight, actively using grenades. On the elevator we go to the laboratory where the virus is located.

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

Having studied the terminal, we return to the airport and go down to the bunker. We get to the elevator, destroying the Hunters along the way. The computer is not powered, so additional power is required. We activate two generators, but before that we collect all the ammunition. While the partner is decrypting the data, we hold back the onslaught of enemies. We climb onto the containers, since it is much easier to control enemies from above. Explosive barrels are left in the end against strong enemies.

3:16
Laboratory

Genesis allows you to detect invisible rays

There are laser machines with invisible beams everywhere. Use genesis to find blocked areas. We turn right and go through the first installation. We 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. Open the door by interacting with the device on the left side. Through the premises we move to the center. Chris will take care of the control system. A secret code is required to neutralize the virus. We go to the elevator and go down on it. We use genesis to pass through the laser installations. We get to the button, click on it and, again using the genesis, we move to the stairs.
We jump down, we pass further. We destroy the enemies, climb higher on the other side and put your finger on the device on the right side. After entering 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 again return to the last room and enter the prototype of the vaccine into the device on the right side. Then interact with the panel on the left side. After a few seconds, all rooms will be flooded. We swim to Chris, bypassing the laser installations from above. We activate the control system to neutralize the virus. There will be a lot of enemies, 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. In already familiar places we get to the elevator, on which we go to the bridge. After leaving the elevator, go straight ahead and open the door.

3:50
Laboratory

We urgently leave the ship. We follow Chris to the deck, from where we can make an evacuation. Divided with a partner, we pass through the door on the right side. We meet the wounded Parker and together with him we head to the exit. Steam blocked the way, we turn around and go straight to the shutdown button. Along the way, we shoot explosive cylinders to destroy enemies. Soon the countdown will begin, so do not waste time on opponents. We 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 blows to us. We shoot tentacles and clots flying at us. Also periodically, allies will drop ammo boxes. We climb aboard and continue to destroy the tentacles from a stationary machine gun. We monitor the overheating of the weapon by the sensor in the lower right corner. In time we shoot the clots flying from all sides. Don't forget to use the grenade launcher.

A year ago
gray earth

We leave for 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. Climbing upstairs, we move to the other side of the office space. We deal with a lot of enemies and pick up the tourniquet. We return to Raymond and heal him after the destruction of the enemies. We open the door, get to the elevator, on which we go to the hall. We go down on the right side and rise to the central door. We cover Raymond while he goes to the command center. We clean 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, we get to the one that is blocked by an electric latch. Chris will take care of the wires, and we will provide the power supply. 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 the generator and start it by pressing the button. We return to Chris, ignoring the enemies. To do this, we swim at different levels with them.

One of Norton's weaknesses

Having risen to the surface, we examine the body and select a voice recorder. We move further and further until we find Norton. We select the fallen PDA and head to the door. When you try to open it, Norton will infect himself with a virus. The weak point of the enemy is the back and rarely opening chest.

1) We dodge Norton's attacks or move behind him as soon as he teleports to us. With a successful execution, taking advantage of his immobility, we shoot the back from the most powerful weapon. During his slow movement, we try to be close to him and again go around and hit his back.
2) There is an easier way: shoot at the opened chest at the moment when the enemy has teleported to us and is about to strike.
3) Next, the opponent will start using his copy. Only the original is dangerous, so we continue to perform similar actions. Our task is to quickly identify the original and evade the attack or shoot through the open chest. The copy twitches like a hologram, so it won't be difficult to recognize it.
4) In the last stage, we shoot Norton's heart on his chest. An enraged enemy will try to ram us at any opportunity. It's time to act from a distance to the bitter end. Watch the final video.

In this guide, you will learn various details about the passage of 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 its own skills, but in principle there is no difference for whom to pass. There will be no plot differences if you take Claire instead of the same Barry.

Unique skills and normal character skills, such as Claire's shields or Barry's assault rifle master, can be used on other characters as well. This is done with the help of pumping. As soon as you pump a skill to the maximum level, it immediately acquires the function of inheritance. To transfer the shield to another hero, you need to spend the skill points accumulated during the passage of 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 pump him level 30, you will not get access to the skill. Therefore, it is logical to inherit the usual skills available to everyone, because it will be possible to pump them 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. The main character - you make the main emphasis on him, because he will be needed to complete all tasks, even the last difficulty. You need a couple of secondary heroes to level up skills that you can later inherit. Well, here you need to think about the usefulness of the skills you need, as well as interactions. Will one skill work well with another, etc.

Such heroes need to be pumped on missions of the day, because they do not require extra moves. If you need to sweat in other tasks 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, then 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 recall at your first request. Not only that, you need a friend who is well versed in the game, because tasks with red difficulty require good skills from each player.

A very important point - the game has a Soul Absorber weapon module. With it, when you kill enemies with a weapon equipped with this module, you will gain more experience. Accordingly, the Soul Absorber is perfect for secondary characters so that they can quickly pump skills for other heroes.

Active Skills

Let's look at the set of abilities that the heroes use during the game. By the way, it’s interesting that each hero’s sets of abilities 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 dry from the water. For example, when you are surrounded or a crowd of bloodthirsty creatures is rushing at you, just use a bottle. It will freeze zombies in a certain area - you can quickly shoot them while they are not moving. In addition, the bottle is great for fighting fast zombies or bosses.
  2. smoke bottle- a useful ability if you need to bypass 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 disguise you so that you can attack and destroy especially dangerous enemies, such as pyramid heads. But it should be pumped only after bottles with ice.
  3. incendiary bottle- with its help you can burn the defense of the enemy. Of course, the incendiary bottle is not so versatile, so you need to pump it far from the first place. In addition, a sniper rifle with incendiary cartridges is quite capable of a similar task.
  4. armor layer- this is already a unique skill of Chris. With it, you get complete invulnerability for a while, but you lose a lot of speed. The skill should be used in situations where you are pinned in a corner.
  5. grenade launcher- A skill for Chris and Jill. It has a large radius of destruction, in which it deals huge damage. Accordingly, only bosses or zombies that are much higher than you in level will be able to survive the explosion. If you pump it to the maximum, you will be able to deliver three shots with a frequency of half a minute. Definitely a good skill, but requires a special approach.
  6. Camouflage Cape- Hunk skill. This ability gives the character invisibility, which will save you from a lot of unpleasant situations. For example, if you need to quietly change the point or just quickly run to your destination through a crowd of enemies.


Passive Skills

Such skills are notable for their availability, because they act regardless of your actions. By analogy, let me talk about the most useful skills.

  1. Shield- Claire's aforementioned skill. By leveling up to level 20, you will be able to contain approximately 430 damage, and, moreover, with the possibility of further recharge and containment again. The shield is simply a must for passing, even if you play at long distances.
  2. Increased hit points- so you can increase your health while your defensive skills are not available. Of course, when you have a strong defense, the skill becomes useless, but at the first levels it fits great.
  3. Shotgun and sniper rifle master is a skill with which you will significantly increase the amount of ammo you carry, as well as your reload speed. Already at the maximum level, the ammo supply will be 369%, and the reload speed will increase by 120%. Of course, to start with, it is advised to improve the skills of guns, because they are more common, and very effective when used. In addition, there is a weapon module that will allow you to subsequently fire two gun barrels.
  4. Auto dodge- Nile's unique skill, with which you can dodge physical attacks from zombies. Of course, this skill will not help against the projectiles and superpowers of the enemy, but it will do if they start to push 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 getting ammo after killing the enemy. Of course, the only negative is that the ammo is always given in 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 the Raid there are no special problems with ammo, but on the other hand, you can save money with it.
  6. magic pixel- Using this skill, you will be able to withstand the strongest blow of the enemy, even considering that you have only one health unit. The skill is great 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 can hardly help you get out of trouble, where there are ordinary zombies, not to mention the hunters and elite troops of the enemy.


The most effective guns are shotguns, sniper rifles, and revolvers.

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

It is definitely worth mentioning that you do not need to try to pump weapons to the maximum level, because all the best is already in it. 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 the zombies with a bang. The main thing, when you got a weapon, is to see how many slots for modules it has available. The whole trick is that even with the presence of SVD, it will turn out to be stupid in the long run 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 the dynamic characteristics of weapons. This means that if you use a weapon that is not of 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 get a level 15 revolver in return. All underestimations concern not only the characteristics, but also such important parameters as the volume of the store. Fortunately, there are no penalties for modular cells. Still, do not be afraid to equip your hero with high-level weapons, because with each level increase, it will adjust and improve.

Trophies

Quite often, players ask: “What to do in Resident Evil when the game is completed?” Everyone is concerned about the content of the 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 won't get anything at all - there aren't even any achievements for it. The only point is to collect and upgrade weapons, as well as accumulate skill points so that in the future you can play the game again, but with all the bonuses, which, of course, will be too easy.

However, the implementation of the plan will take a very long time. You can find all these weapons in the same store, and sometimes even with unique upgrades. Of course, the lack of a magazine is the lack of barrels over level 95. From this it follows that you can buy the best weapon in terms of level, and then pump 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 any way to get them quickly?


Well, for starters, it's worth noting the replay value. You can knock out a three-star barrel on absolutely any mission of red difficulty. This allows you not to waste time on completing more difficult levels - just choose a simple location, study 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 level for additional rewards, can be ignored, because it is much more important to clear the levels quickly, saving time.

The trick to these sweeps is that you are guaranteed to get a level 100 weapon. The only problem may be the frequent drops of pistols or machine guns, the combat power of which is too low. It also doesn't make any sense to constantly purge in an attempt to get the weapon you want. Probably worth doing after beating the game will be community missions, for which you can collect a lot of useful rewards.

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 sold, they can be found using 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) - spawns 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.