A new game from Capcom provides the opportunity not only to hide and run away from enemies. If desired, you can plant them well with a double-barreled shotgun. But you just need to find her first! 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are available at any time; some of them are given to the player solely according to the scenario, after which they are withdrawn regardless of his desire.

Some of the weapons are completely hidden, so much so that even an attentive player can easily miss them during the first playthrough.

Attention, this article contains detailed information about how to get weapons in, and often it can significantly simplify the game when you first meet it. Therefore, use the material only if you are not afraid to deprive yourself of the pleasure of searching on your own.

How to get all melee weapons in Resident Evil 7

Axe. His main character found on the first floor of the guest house at the very beginning of the game. Or rather, he doesn’t find it, but almost accidentally grabs it in the heat of battle.

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 a targeted attack allows him to hit a little further and deal a little more damage.

After completing the Guest House episode, the player loses the ax and can no longer use it.

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

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

Survival knife. A melee weapon that can be found near the end of the game on the crashed ship (2nd floor).

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

A circular saw. Unlocks after completing the game for the first time.

However, some report that they only got the saw after they beat the game on easy difficulty. Other players report that the saw is only given to those who beat the game twice, with different endings.

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

Perhaps, when performing some special conditions it can still be obtained, but now, at the time of writing, there are no people on the network who were able to do this.

How to get all pistols in Resident Evil 7

G17 pistol. In fact, this is not the first firearm that will fall into Ethan’s tenacious clutches, since in the first episode, in the guest house, he first has time to shoot with an 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 miss the gun and, out of fear, defeat the boss even without it. Either way, he's next to the body of a murdered deputy.

The magazine holds 10 rounds, which is quite convenient in battle, 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 course of the game. 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 passageway if you step out of the trailer and look straight ahead. However, it might 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 holds 7 rounds in the magazine. So you will have to retreat more often to reload. Don't forget to look at the ammo counter often.

Pistol MPM. A small weapon that was created for some super-agent, but not at all for a grief-stricken husband stuck in the company of the cannibal Baker family.

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

Despite the impressive appearance, in battle it performs no better than the G17: it has a 10-round magazine and has a weak stopping effect on enemies. They don't respond to sounds anyway, so the muffler is useless.

Pistol Albert-01. Literally falls from the sky at the very end of the game, at the last stage of the fight with the final boss. The player will later find it in his personal box when replaying.

This is the most powerful pistol in Resident Evil 7, using regular ammo. The price for incredible penetrating power is a 3-shot limit before reloading.

Magnum M44. Quietly and peacefully waiting for his new owner in the trailer, right at the exit of 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 enormous firepower that surpasses even a shotgun and possibly a double-barreled shotgun. It is loaded with special large-caliber cartridges that cannot be created using gel; you will have to look for them throughout the game.

How to get all shotguns in Resident Evil 7

M37 pump action shotgun. Lies in the central hall of the mansion on the first floor. It is difficult not to notice: it is displayed on a special pedestal in a well-lit room. Alas, you won’t be able to pick it up just like that, since the room is equipped with burglary protection: when you take the 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 exploring the accessible 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 with this that you need to replace the weapon on the pedestal.

The M37 holds 4 rounds and has wide spread. It is best to shoot from it at point blank range.

Double-barreled shotgun M21. Why not repair the double-barreled shotgun instead of leaving it forever in the central hall? 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 the 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 your child's room. It can be accessed later in the game.

As the name suggests, the double-barreled shotgun allows you to fire two shots before needing to reload. However, this disadvantage is fully compensated by its smaller dispersion and, as a result, greater destructive power than the M37.

How to get a machine gun and flamethrower in Resident Evil 7

Automatic P19. You will get the opportunity to shoot this weapon after you start the videotape, which is required to advance through the story. This will happen on the crashed ship, near the end of the game.

After watching the VHS tape, you can also acquire a P19 machine gun by visiting the captain's cabin on the same ship. The weapon is in a locked box, so you'll have to run around the area a little and find the key.

Exactly this rapid fire weapon in the game, and in addition to this, 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, since due to recoil, many bullets will simply fly past the target. Shoot accurately and try to save ammunition as much as possible - you will need it later.

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

But in order to set fire to a pair of violent heads, you must first assemble a burner from two parts located in different places in the same location - the old house where the second boss of the game rules.

The first part of the weapon is located outside the gallery, and the second is in one of the houses, the path to which runs along flimsy boards. Don't forget to combine the two parts you find, and then you will get a very convenient weapon with a lot of ammunition.

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

Grenade launcher. What could be cooler than explosives, especially when the next boss is standing in front of you? But to get your hands on this undoubtedly cool weapon, you will have to work a little.

The grenade launcher is in a cache located in the main bedroom of the mansion. It is also homemade, most likely it was made by the Bakers’ son, Lucas. In any case, to gain access to the secret niche, you need to take possession of the key with the 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 them well in battle.

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, and then, running away (!), explode. The damage is very high, but it is inconvenient to use bombs in battle against fast opponents. This explosive is best used in combat against slow and large opponents.

The shotgun is one of the most powerful guns in Resident Evil 7, and today we will tell you how to get it. He himself is located 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 Scorpio key (aka Scorpion). It can be found in the basement where the slug monsters are located. The key is sticking out in a piece of meat;

2. Use this key to open the upstairs lounge (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? It 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 it in the inventory with the broken shotgun and, voila! Enjoy it for your health.

Video review of Resident Evil 7: Biohazard

Hello dear reader, I have prepared a complete text walkthrough for you. Resident Evil HD REMASTER for Jill on Normal difficulty with 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 via Ctrl+F. A little later we will publish achievements that open during the passage.

As soon as we are given control, after a series of story cutscenes, we find ourselves in the dining room. We move towards Barry. We pick up from the table Ink Ribbon(there is an achievement to complete the game without saving, in principle this is possible the first time, but I only succeeded at the maximum medium difficulty level). 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. We select a cassette from the corpse (a comrade of the Bravo group). We return to Barry and after a small brawl we go to the common hall, where we parted with Wesker. However, you won't find the latter there. Go right, then into the passage under the stairs, exit on the other side. Finally, Barry will give us a master key and it will be decided to explore the mansion.

We go through 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 towards the statue (climb onto it, climb over and press with reverse side until the box stands exactly opposite the statue). We climb up and take out the map of the first floor. We don’t have to go into the other room; we won’t find anything there except a disposable dagger, and we’ll have to immediately spend it 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. There are two green flowers next to the stairs, you can take them and combine them. Up the stairs and through the door. Now to the right, where the mirror is. We run along the corridor to the very copies. Along the way, you might come across a bald zombie; we fire a couple of bullets at him to make him fall. After a series of spears, we pull out an arrow from the torso of the headless cupid. We go into the inventory and examine the arrow. There we remove the tip - it will turn out gem. There is a clip just ahead. Now go to the end of the corridor and through the door on the right.

We find ourselves on the second floor of the dining room. On the right side of the screen is a disposable dagger. Let's take it. We determine from which direction the zombie on the same floor is coming towards us and lure it towards us. Now we run around the floor to the opposite side and push the statue with the 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. Let's go down. Halfway there is a picture with a door, let's go in. We find ourselves on the street, around the tombstone. We move left, towards the crypt. We put the green stone that we have in our inventory into the recess. A passage opens. Let's go down. There are four masks on the left. We go to the other side of the screen, there is a Book of Curses book on a pedestal. Let's take it and study it. On the reverse side we find the key. (If you are interested in what is written in the book, then it seems 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 organs of evil will wake up). There’s nothing else to do here for now, so we go to the dining room where we hung out with Barry. There we select the blue stone. We go into the corridor where we killed the first zombie. Now first up the screen, past the broken elevator and down the stairs to the basement. We open the door with the key, but don’t go in there yet. Now back to the common room and to the room where there was a statue with a map. There we open the door with the key and find ourselves in the corridor. Let's run it to the end. Along the way, you can move the shelves, there will be a disposable knife and a pistol clip. We move on in the next corridor. 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 there - we will definitely take it. Behind the next door is the toilet, there if you flush 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 for Jill there is nothing scary here. We go through this door, then into the next one. There on the table we pick up a disposable dagger and a tape, and remove the shotgun from the wall. As soon as we leave the room, the trap will begin to operate. We quickly pull one door, then the other, 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 a storage box (the door under the stairs).

Inside we will find a flask (for burning corpses). We put away everything unnecessary. 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's a zombie on the right around the corner. I lured him to the stairs and walked around him. Next through the door. We take a wooden board from the chest of drawers. And to the right (if you look at the map). Back at the door. In the new room we find a dog whistle with a message telling where to blow it. On the table is a book with information about plants and a lighter. Now we move back to the corridor where we killed the zombies near the stairs. We run to the very end of the corridor and go into the room. There are three flowers, then a fireplace, we use a lighter on it, and then a wooden board. We get a map of the second floor.

Now we return to the common room. We watch a short scene with Barry. Then to the second floor of the dining room. We go into the leftmost door. In the new corridor, go straight to the first door. There we run to the window and use the whistle. Be prepared, after the whistle we run further and run into two dogs. Two shots are enough from a shotgun at point blank range. We kill and pick up the collar. We run to the second door in this location. We will be asked to throw away the whistle. We agree. Open the inventory and look at the collar. We find a metal square with a shield, look at it and get a copy of the key. With this copy we head to the first floor of the dining room, there past the corpse of a former comrade, then to the end, along the stairs to the next room. As soon as we find ourselves 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 shells, as this zombie is fast. In the new room we run to the place where the key lies on the pedestal. We take the key and look in the inventory for its fake copy that we got from the collar and use it. The trap is neutralized. Now we have a new key.

We go back out into the corridor and kill the nimble zombie. Killing him will give you an achievement. With a new key there is plenty of room to roam around. In the common room on the second floor, the lowest right door (see map) leads to the terrace. There will be a pistol clip, a disposable dagger and the corpse of our comrade with a grenade launcher. We move on for now, hear sounds behind us and prepare to kill the quickly approaching dead comrade. Three shots from a shotgun will take him down. There is also green grass in case you received damage. Now we select the grenade launcher and carry it into the box until we need it (you can just remember where it is and come back for it when needed). We go from the common hall to the door on the top right. 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 (check that there are at least three free slots in your inventory), we pass by our friend and find ourselves in a room where one door is covered in cobwebs (there is a boss), the second on the left and there is a zombie wandering around there. I walked around him and went into the door, there I lit a candle on the table, and in the closet on the left I found a pack of shotgun shells. The closet on the right was pushed aside. There's another zombie there. He was killed, and the second zombie that came into the world was also killed. I picked up some sheet music in a room hidden behind a closet.

Now let's go back to our dying friend, and back into the corridor. Let's walk forward along it to the large double doors. There's a puzzle with knight statues. First we move the upper right, then the lower right, the lower left and again the lower right. We press the button and take the box. In the inventory, click on the edges with the 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 must have music notes and a wooden emblem with you). We go to the second door (up the map), this is before reaching the elevator. In the new room we find a piano. Save feeds. Further along the left wall from the piano we go into the passage and find a cabinet that needs to be moved. We move and reveal the cover for the notes. We combine the cover and notes, and 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 the golden emblem from the statue (read the diary on the floor) and replace it with a wooden one. Now back to the dining room. We place the golden emblem above the fireplace and a compartment with gears in the clock opens. We turn the arrows so that the SMALL one points to the torso, the LARGE one to the head (six o’clock). We get a new key.

Now we head to the second floor of the dining room. There we go to the leftmost door. Along the corridor to the end to the stairs. I advise you to shoot 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 box. We take the bottle in the left rack, there is nothing else to do in the room. From the box we take out a blue gem and plant poison. We go out and explore the corridor. We go to the very end and go first through the right door. There will be a save tape, a broken shotgun and a disposable shocker (You can no longer take the broken shotgun 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 the broken one. Voila). We leave and go through the next door. (Ideally, go back to the stairs, go up and open the upper 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 follow the map to the right. We get to a fountain with a plant. We approach the pump and use plant poison 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 plant’s “back” and pick up herbs on the right, if necessary. We go back and move (on the map) down. Zombies will jump from the windows - just run. Along the way we go into every door that has not yet been visited. Behind one there will be a small room with a tiger's head waiting for us, where we need to insert a blue stone (we will get bullets). Behind the other, the caretaker's room will be waiting for us. There is a bald man lying on the floor, his diary on the table, and a zombie and a disposable shocker in the closet. We went back out into the corridor and moved on. Finally, we found ourselves within familiar walls. We go out into the common room, then to the second floor through the upper right door. We run all the way to the save point (through the top, because dogs and crowds of zombies are already running along the first floor on the right). From saving to the bottom door. In the new location, go into the lower left door (if on the map). We find ourselves in an art gallery. Click on the picture with the yellow knight - it will turn red, we run around the gallery from the back side. Click on the first picture so that it becomes green, on the second, with the monk, so that it becomes purple. Now we approach the picture with the girl and check: the diadem is green, the bracelet is red, the necklace is purple. 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 to the right top part cards (Where is the typewriter and the box under the stairs, go up that stairs and to the left). We find ourselves in a dressing room with a deer's head. First we go to the upper door. To the left of the door we remove the wasp and run forward. We read the diary on the table, select the hook to the right of the aquarium. 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 regular wasp. We hang an ordinary wasp in place of the golden one. An opening will open and a small bee will attack. Quickly take the Wind Crest icon 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 hit her with a grenade launcher and a shotgun. Or we can chase it around the room. We hide behind the pillars and wait for her to get bored and 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 to 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 there), we use the received icon and go into the iron door. New location.

On the left are cartridges, on the right is a disposable battery, down the stairs is a treatment spray. We go down the stairs and go out into the street. We turn along the way red arrow on W, then blue to N. We go through the iron gates. We find ourselves at the cemetery. We use the wind icon on the right grave and take three icons. We look at them in the inventory and press on the back side so that the bushings come out. Now at the left gravestone we insert all three icons into the grave and get a Magnum pistol. By the way, there will be some angry crows there, but they won't be a problem. We run further and in the next location to the very end, the house. Let's go in. There are two green bushes near the house. In the house we go to the right, to the fireplace, up the stairs from it 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 through another door. When we leave the house they will hit us in the head and we will wake up by the fireplace. A monster in shackles will attack us, I didn’t worry and ran away from him.

Two dogs will meet us in the new location. There is a passage ahead to the left and right, we go to the right. We run up to the device for pumping out 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 find ourselves in a small residence. The first door on the right leads to a typewriter and a drawer, the door on the left is closed and leads straight into the billiard room. We take a lighter with us and go there. There are two spiders there. Two shots from a shotgun 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 belong to. On the pool table, write down the numbers that correspond to the colors. An eye with two sticks above it is 3, an eye with four sticks is 6, the last eye is 5. We leave the room and move the box so that you can climb along it to a hill. Otherwise, the tentacles will grab us and strangle us. Let's go to the next location. We reach the end and hear the dialogue. Don't remove the card yet. We go into the room where the chatter was and meet Barry. In this room we go into the toilet, flush the water, take the key to room 001. We run into the door opposite the save room and open it. We find in that room the key to the Control Room in the Water Ring. Let's go back to Barry's room. On the table we read the letter about Plant 42. We move the cabinets aside and go downstairs. We move three boxes into the water so that we can then pass through. In the new location we find ourselves in the Water Ring, where scary sharks swim! We run along the left wall to the door to the control room. We go down the stairs. We have a panel in front of us and we need to act quickly.

Click on the panel on the right, it is between two other screens. Something will go wrong. The shark will start hitting the glass. Click on the panel on the right, then on the left (it will turn green and stands opposite the stairs). The window shutter will get stuck. We go out a little to the right behind the stairs, where there is a first aid kit. There is a pump there. Click on the button and select #1. And we repeat the same steps as before. The flap will finally go down. Press the right panel again and the water is drained. We take a card near the table. Now we go in the opposite direction from the place where the first aid kit was, go into the door. Now through the small door and further. We go to the lower tier of the ring. There are sharks fluttering around there. 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 his senses. 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 key is for the door that is located before the door where we met Barry. Let's go there. We return back through the wide doors. Along the way we find magnum cartridges.

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




Behind the door we find ourselves in a laboratory with bottles. We do this: take an empty jar, fill it with water (1), fill the second empty jar with UMB #3 (3). Mix two jars and get a purple liquid (4). Pour acid and green liquid into the empty jar that appears (6). We combine the liquids and get an orange jar 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). We combine it with the orange liquid and get a blue jar (17). Now we put UMB #3 into the empty jar and combine it with the blue one. We get V-JOLT. Now we run back to the AQUA RING, where there was water with sharks. And we go through 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. We go out into the corridor and remove the map. We spray it into the hole in the wall with a spray bottle. We go to the hive, which was just destroyed, and select the key to door 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. Along 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 into the door that was previously locked. It's on the first floor of the hall at the top right on the map. We read the note and pick up the save tape from the chair. At the end of the room is a door. The new room will have 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 you go upstairs and walk 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 for a bull, the other for a deer. Then 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 take out 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 tiger's head - insert the yellow stone into the eye and get MO Disk (IT IS IMPORTANT!!!). So as not to 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 into the room with the trap knights. There's a door at the end - let's go in. In the new location we move forward through the doors and when we get into the library the battle with the snake will begin. I shot her with a magnum while 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 shelf and take it out of the 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 safekeeping, the wolf medal and take the lever from it. Now we run to the right wing on the second floor. In the rightmost door at the top. To the room where they found a map of the second floor above the fireplace. There we open the door and find ourselves in a room with paintings. Our task is to move the statue to the end of the wall. At this moment, the walls around the edges will move down, but this is not scary. When the statue is against the wall, we run back and go around the right wall. At the end there will be a button, click and quickly run to our statue that we moved. As soon as possible we move our statue to the left onto the platform. Once everything works out, a secret door will open. Behind her will be a shocker and a hole in the floor. Let's jump down. We select the red book on the floor. We study it in the inventory and take it out medal with an eagle. At the end we find a tombstone with a book. We read and press the button. Let's go down. We'll meet a spider, you can run past it. To the end of the corridor at the fork to the right. We take a map. Now go back and left. In the door. Turn right and forward into the water. We go around the zombies and at the end of the path, turn the switch around the corner. Let's go back and left. In the door. We find ourselves in the basement-kitchen. Immediately to the right towards the bodice. Zombies can be led around the table. We go up on the elevator. 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 magnum cartridges and a battery. Now we run to the street location. After the blue door, which is opened by the icon, we go into the central door and run through the location where the water was pumped out (be careful there will be snakes there) 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 the water back. Back into the elevator and we see how the waterfall disappeared below and a passage appeared in the wall. Let's go into it.

At the end of the path, down the stairs. First forward and 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 through 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. We take out the Shaft from the mechanism. And we head through the next door. We watch the cutscene, then select the octagon. We run back to the printing press and further. There will be a groove for the octagon. Along the way we will meet two hunters. After scrolling the groove we go to a new location. We approach the boulder and move back. The boulder will roll. In the previous place of the boulder there will be shotgun cartridges. We run from him and go into the hole that has formed. There will be a boss behind the door - Spider. We kill him and pick up the survivalist knife from the floor. We equip and cut the cobwebs on the door. In the new location, scroll the octagon so that the rotating stone opens a passage to the left. This is approximately three turns. After this, we immediately run into the passage on the left so that we are not crushed by the boulder. There will be a first aid kit in place of the boulder. We go through the new door. Let's solve the puzzle. First we move the statue to the brown perpendicular in the wall. We twist the octagon. Now we move the statue to the center and scroll so that its notch is directed towards the hole in the wall. Now we move the statue towards the hole. We take the cylinder from the opened space and connect it to the shaft. We scroll so that the Roman numerals match and remember the order. 4, 2, 3,1. Now we go back to the elevator and use the assembled shaft on it. Let's dial the numbers. We go into the elevator and watch the cutscene. We go downstairs with Barry.

In the new place we go through the door. First we go into the rightmost door (on the map). There will be a zombie Lisa in this location. She's 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 onto the boxes nearby and collect the 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 the broken flamethrower. With him we go back to the location with Lisa and run to the closed door. There we hang a flamethrower on hooks. If it doesn’t work, then we look for a lever at the location, press it and try again. It is on the wall (at the bottom of the map). We find ourselves in a new location. We admire our surroundings and run until 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. We read a letter from our mother. Now up the stairs. We will find ourselves in a village house. We put 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, remove the second icon from the wall. Now we have two of them.

We insert both icons into the doors in the common hall. Doors under the stairs. There will be a box and a typewriter. Down. Barry and the boss again. Zombie Lisa. I gave the gun to Barry. (received an achievement). To defeat her you just need to move the stones into the abyss. First the bottom right, then the left, then the top right, and the last one. Cutscene. We approach the coffin and read the letter. Go ahead. We get up and, after running around the fountain, insert the eagle and wolf medals into the grooves. We go down into the passage in the fountain (we get the achievement). Here we are in the Laboratory.

We remember the IMPORTANT door and go down the stairs. Typewriter and box. Let's make room: take the barrel with cartridges, MO Disk and move on. We kill two zombies, I shot them in the head with a pistol. On the left is a closed door and another MO Disk. We go down the stairs. In the door. Immediately through the right door. Now through the door on the left. There will be x-rays, you need to post them in alphabetical order and turn on the red light. The essence of the puzzle is to find out the code - 8462 . There is also a computer where we find out the login and password ( JOHN And ADA). We go into another door, which is located up to three red lights. There will be a zombie there, kill him, take the fax from the shelf and enter the MO Disk into the device. One green light will light up. There is still IMPORTANT in this room fuel compartment, which will be useful to us. There are also slides that are needed to find out the password from the x-rays. Now we go back out into the common corridor. We go into the passage opposite the door from which we came out and go into the only open door. In the new location there are magnum bullets on the floor. There is a note and a computer in the corner of the room. Enter your login - JOHN and password - ADA. 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 VCR 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 below on 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 it 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 a drawer, an elevator and a door below. We go down there. In the corridor on the right, take the fuel capsule. In the next room there is a device for MO Disk. Let's activate it. Now we go to the doors with three light bulbs. All this time the beetles would bother us, but I took them out with a grenade launcher, fortunately there was a lot of cartridges. Pull the levers and the door will open. Down the stairs and we find Chris in prison. Now we go back up 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 get the filled capsule to the place where you took it and activate it. You can't run, you can't shoot with 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’s 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 will be Tyrant. After a cutscene and unexpected turns, the battle begins. We spend all our supplies on the big guy, trying not to let him drive us into a corner, fortunately 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’s cell. Be sure to save and still have a bunch of cartridges and weapons, as well as lives, with you. We run back to Chris and now go to that 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 pick up the fuse from the floor and place it next to the door at the end of the path. When the elevator starts going up, the countdown will begin. On the helipad, pick up the box with flares and activate the box in the center of the pad. Cut scene. The Tyrant will break through the floor and begin to scatter us. We shoot him, run from him and heal. Then they will throw a bazooka at us. We use it to shoot at the boss and watch the final cutscene.

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

Conditions for obtaining additional weapons in Resident Evil: Revelations:

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

There are guns in Resident Evil 7, but they aren't always in working order and you'll need a repair kit to get the gun to fire again. It is quite easy to miss repair kits, since they are not located next to the items needed in the passage, 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 is practically under your nose, but you can still miss it. After escaping Jack and being destroyed dining table, you will have to go through a hatch that leads under the house to a safe room. You may notice the boxes, but you won't be able to reach them from this side.

After exiting the trailer, walk 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 in the third big house. You'll know you're getting close to it when you collect two keys. These keys are needed to get through the locked door of the house.

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

Now you need to return to the third house and penetrate Lucas’ testing area. Head to the second floor of the testing area. Find the mannequin's head and activate it.

How to fix a broken weapon

There are two broken firearms, which you will find during your playthrough of 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 pistol.

How to fix a broken pistol


Repairing the gun 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 a 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.