Miscellaneous. Miscellaneous Shotgun cartridges

In this guide, we will help you find all the weapons available in the game Resident Evil 7: biohazard, including pistols, grenade launchers, machine guns, shotguns and so on. Not to say that the gameplay of the new part is based on shootings, but this does not mean that you will not be able to use various firearms to destroy enemies. In addition to a variety of knives, you can also find many types of pistols here.

Weapon locations in Resident Evil 7

Some weapons will be quite difficult to find, as they may be related to solving certain puzzles or hidden behind closed doors. However, if you carefully explore all the nooks and crannies, you can find most of the guns and knives on your own. If you don’t want to waste time on this, you can just read our guide.

Launchers

Grenade Launcher – To obtain this ultimate weapon you will need the Crow Key. When you receive it, head to main house 1F and go to the living room. Once there, go to the storage room. Inside you will find the weapon you need.

Burner is homemade weapon, which you will not have to find, but create with your own hands. To craft it you will need only two parts, which can be found in the old house 1F. The handle is in the urn on the terrace, and the front part is in the water station.


Axes

The ax is a melee weapon that cannot be missed, as you will receive it during the story in the 1F guest house during your first meeting with Mia.

Knives

Jackknife - Once in the main house, head to the hallway next to the kitchen. There you will receive this bladed weapon from the deputy sheriff.

Hunting knife - quite easy to find. Once in the tanker, go to the elevator, as the knife is located not far from it.

Shotguns

M37 Shotgun - The first thing you need to do is find the broken shotgun located in the main house room 2F. Then you should go to the main hall of the mansion and replace this weapon with the cannon held by the statue.

M21 Shotgun - This weapon can be found in Granny's room in the main house of 2F and is required to obtain the M37. However, a little later you can find a wooden shotgun in the children's room and use it to again get your hands on the M21 left by the statue. Then simply use the repair kit to repair your broken weapon.

Pistols

M19 Pistol – You can find this weapon in two places. Firstly, this pistol can be picked up from the 2F Guest House. It is located in the corridor leading to the attic. If you weren't able to pick it up here, we can find the second M19 in the courtyard of the main house. True, the second weapon will be broken, so you will first have to repair it with a repair kit, and only then use it for its intended purpose.

G17 pistol – this weapon is also quite easy to find. To do this, you need to head to the garage of the main house 1F. The pistol lies on one of the shelves.

MPM Pistol - Go to the tanker and find the weapon inside Safe Room 1F.

The M44 Magnum is a revolver that deals massive damage. True, its rate of fire is not very high. Can be purchased from a trailer in the yard for 9

At the beginning of the game, you are given the opportunity to choose a character for whom you will play the entire game. There are differences, but not dramatic ones.

Chris Redfield- a character from the original part of the game; by choosing him, you will make your passage much easier. He is strong with weapons and has a larger inventory. But playing as this character has certain disadvantages. For example: playing as him, you will be completely alone and you will have to periodically search Old keys from locked doors (nothing difficult about that).
Jill Valentine- when you play as Jill, it will be easier for you to solve some puzzles, and with the help of master keys you can quickly open doors. She also has a partner, he can sometimes help you. Nothing will change in the plot itself, and the puzzles will not be different, but playing as a girl can bring you a new gaming experience.

Mansion

After the cut-scene, the entire squad finds itself in a huge mansion. The first thing you need to do is check the next room where the shots were coming from. You will find yourself in the dining room, here you can save gameplay using a typewriter. Go further into the next door, the first zombie will be waiting for you on the left in the corridor. Since you don’t have a weapon, it’s pointless to fight him, so immediately leave and return to the mansion’s hall. You will no longer find your partners in the hall, but they left you a pistol. Pick it up and go to the room on the right. In the room with the statue and the jug, move the chest of drawers and take dagger(with its help you will be able to escape from the grips), as soon as you take it, a zombie will attack you. Having defeated him, move the chest of drawers towards the statue, now you can take from the jug map of the first floor mansion. We return back to the corridor where you met the first zombie, there go through the left door. In the room, pick up the cartridges near the cage, you can also pick up several green herbs, they will be useful to you for treatment. Go into the room with mirrors, zombies are already waiting for you here, kill them and go further along the corridor. Here you will find Golden Arrow (Golden Arrow), examine it in your inventory, this way you will receive tip. Exit through the next door, in this room there is a statue in the hand that is Blue stone (remember this place, you will need to come back later). Throw the statue down and exit through the right door into the hall, then go down the steps below and open the door to the courtyard. Approach the tomb with the drawing, here you need to insert Tip, after that it will open entrance to the tomb. Take it near the wall Book of Curses, examine it in your inventory, on the back of the book you will find Sword Key. Return back to the hall, go up to the second floor along the steps that are on the left. Open the first door at the top key of the Sword, run along the corridor to the last room, take it there Wooden canvas And dog whistle(these are necessary items that will come in handy later). Go through the next door, deal with the zombies in the corridor, go downstairs and go into the room under the stairs. On the floor you will find a note that tells you what to do with dead zombies - they need to be burned. Take the flask in the room and fill it from the canister that is near the typewriter, the room is useful for some items. Having picked up all the things or left them for storage in the chest, leave their rooms and go up the stairs, run along the corridor, turning left and go through the last door. Use near the fireplace Wooden canvas and a lighter, that's how you get map of the second floor of the mansion. Go back out, go down the stairs, and there open the far door with the broken handle. Go through the left door and run further along the corridor until you come to a fork with three rooms. In the first door you will find the Old Key, it is guarded by a zombie, with this key you can open the second door. Behind this door there is a courtyard, here you can take the item you need later - Chemicals, some herbs and a barrel of kerosene. Go back out and go through the door on the left, run straight along the corridor (Cerberus may attack you) to the hall. Return to the statue with the blue stone, behind it open the door using key of the Sword. Go through the next door, it will lead you to the terrace, here you need to use Dog whistle. The whistle will cause several Having defeated the dogs, take them from one - Collar, examine it, it should fall out Coin, after studying it you will receive copy of the Armor key. The whistle will no longer be useful, go back out and open the last door to the right of the stairs, you will find yourself in a corridor with mirrors. A little further there is a door that leads to a room with iron knights, run forward, pick up the original one here Armor key from the platform, and in its place put the copy you received from the collar. Go back to the corridor where the infirmary with the typewriter is located. On the right, open the door with the old key, inside you can take broken shotgun. Leave the room and go to the next door, which opens with the Armor key. Go down the right corridor, in the first room there will be several zombies and an old key in the closet. To the left is a room with a tiger statue. This is where you will find it useful Blue stone, with its help you will receive shotgun cartridges. Go through the far door (don't go out), this will make a shortcut to the dining room. Go back and run straight along the corridor, go into the room with the plant. Use near the pump Chemicals and click on red tap, the path is clear, now at the end of the room you can takeDeath Mask. After that, go to the right wing of the mansion on the first floor (bring with you Broken shotgun). As soon as you reach the corridor, zombies will attack you from the windows at the fork. Go into a room with a falling ceiling, remove Shotgun, but you need to hang a broken one in its place. Exit and go to the next door, at the end of the corridor go through the left door using the Armor key. You will be taken to an art gallery where you have to solve a puzzle.


You need to repaint the paintings in this order:
Recolor the first picture (to the right of the girl's image) orange, to do this, click once on the button reverse side.
The middle picture is in violet.
Extreme - in green.
After that, click on the main picture button. The wall will rise, now you can take over Death Mask, you can also open the door with the old key, this will be a shortcut to the tomb. You can immediately attribute two received Death Masks into the tomb and hang it on the sculptures so that they do not interfere with your inventory. Go back, now you can go to the save room, here to you They left several first aid kits and cartridges. Exit the save room and go up the stairs, there open the nearest room with the Armor key. Behind the door on the right, there is a room containing an Old Key and several useful things. Left door that opens Old key, room with fishing tackle. Here you need to take: Bait, Hook And Bee sample. In inventory, connect together Bait And Hook, hang what you received on the picture where you got it from Bee Sample. A, Bee Sample hang it on the opposite picture, then press the button and pick it upWind Crest. Go along the corridor where you took the Wooden Canvas, open the middle door there with the Armor key and go into the room with the knights. Here you have to solve a puzzle again. To you you need to move the knights back to pick up the quest item in the wall. First move knight with halberd, and then knight with an ax. After them, move knight with shield, the latter will retract automatically. Click on the button in the center of the room and take Mysterious box. We examine it, on it you need to press the side buttons that are displayed in the sun. Now take the third one from there Death Mask and go out. Open another door with the Armor key, it is located on the same corridor. Behind the door you will meet Rebecca And Richard. The latter needs Serum, it can be found in the medical room, where there is a chest and a typewriter (will be displayed on the map). Take it away Serum and return back to Richard. In the next corridor, open the left door, light a candle on the table and move the closet - here a zombie will attack you, kill him and take him Musical notes. After this, run to the left wing of the mansion, through the dining room with the clock. In the next corridor, go to the room with the piano. In the right corner, move the bookshelf and take A book with melodies. In inventory connect Sheet music And A book with melodies, you will receive - The melody of the “Moonlight Sonata”. Use it near the piano. Rebecca will come to your aid, but she needs time. While she's trying to play the right tune, go to the dining room and take Emblem near the fireplace. After that, return to Rebecca, correct game opened a secret room. Pick it up here Golden Emblem, and instead insert her usual one. Return to the dining room, insert here Golden Emblem through the opening near the fireplace and go to the clock. On the clock you need to set the correct position of the hands. TO the short arrow should point to the armor, A long - for a helmet. Turn the short arrow to the left twice, but leave the long arrow alone. Take Shield key and run to the right wing, to the place where Richard and Rebecca were. In the next corridor there is a door shrouded in cobwebs - you can open it with the key you found. A boss fight awaits you in the storage room - Huge Snake.


The fight is not too difficult, it is enough to hide behind the beams, from the attacks of the snake, but also do not forget to attack it. When you chase away the snake, take the last one Death Mask. Take all the masks with you and go to the tomb, putting all the masks off the chains the coffin will fall, and a very strong zombie will attack you (a grenade will help against him). Take it in the coffin OctagonalEmblem, after that, go to the corridor of the left wing (through the art gallery). Be sure to take it with you Octagonal Emblem AndWind Crest. Open the door to the courtyard, insert OctagonalEmbleminto the opening near the blue door - you can go further.

Gatehouse

Having opened the blue door, you will find yourself in a small room, go down the steps and go out the door to the street. Run forward to the statues in the shape of two-headed dogs. Here you need to solve a simple riddle. All you need to do is point the red arrow to the west. (W), and blue to the north (N). Go through the open doors, you will find yourself in a cemetery. On the right side you will find two graves, near the right one use Wind Crest, after that take the ridges that appear - Moon, Stars And Sun. They need to be examined from the reverse side and press the button, this way you will pull out the stripes. Insert all the combs into the left grave, after the operations performed you will receive Magnum. Go further to the old hut. Inside, take the map (it will be hanging on the wall) and Handle(she will be at the end of the hut). As soon as you head towards the exit, a cut-scene will start, after which a monster will appear, you just need to run away from it. Go back to the beginning of the path and open the far door. You will find yourself in the courtyard, where a helicopter pilot will contact you. After finishing the conversation, go through the courtyard with the broken elevator, to the water tank. Near the mechanism (on the left side) use Handle. The water will go down and you can go down. Continue on your way until you reach the Gatehouse. In the room on the right there is a save room ( here you can throw unnecessary things). On the left is room 001, right down the corridor is the bar room, go there. Having dealt with the spiders, look around the room and take Red Book. Come out, here you need to close the hole in the floor, use the box to do this. Go through the next door, there take the card at the end of the corridor and open the door to room 002. In the bathroom, take it from the shelf key 001, go back and open door 001. Collect all useful things for you, and also take from the bathroom control room key. Return to room 002, move the cabinets aside and go down the stairs. Here, throw all three boxes into the water, move on. In the next room you will meet Richard; after watching the cut-scene, run along the right side to the Control room (you may have to fight off sharks). Take advantage control room key, go down the stairs. Click on the center button in the room. You need to pump out the water; to do this, turn off the protection system (located on the right) and pull the lever (located on the left). When the pressure drops, go back and click on button #2(or the second valve). Then turn off the security system again and pull the lever. After pumping out the water, open the door at the back; in the corridor you can take shotgun shells. Go to the right door, take the more spacious one Richard's Shotgun from the floor (near the first shark) and move on. Climb onto the ledge, try to take the key near the generator (you won't succeed), throw the generator into the water and turn on the switch. Taking Gallery key, exit the basement through the emergency staircase. Use the key and open the door to the Gallery, it is located near room 002. Run forward, in the left corridor take Insecticide near the body, exit the Gallery and use it near the hole in the wall (where we found the map). The hive is destroyed, go back to the room and pick up key 003, which lies next to the hive. Replenish supplies and take the Red Book, open room 003. Here from the bookshelf take white paper and insert the red one. After this, rearrange the books so that you get an image of a girl. To do this, change the first one to the middle one, put the last one in the third position, and finally, change the second one to the penultimate one. In the next room you will have a fight with Plant 42.


Killing this boss will also not be difficult. Indoors, go up the stairs and fire at the enemy from there. The main thing is to run away from the mucus and sprouts in time, when the plant closes with a shell, you just need to wait and then just finish it off. After finishing the battle, take it Helmet key from under the fireplace. Now you need to return back to the mansion; on the way you may meet Rebecca and Wesker. In the mansion, a short video will start, after which new enemies will appear.

Walkthrough for Jill Valentine:
You will need to know the code, you can get it in the bar room. You need to light the lamps (orange, red and green) and look at the billiard balls (orange, red and green). After that, enter the numbers on the panel that correspond to the color of the billiard balls. Orange – 5, Red – 3, Green – 6.
In the room with chemicals, take four jars. To the left of the door you can find a hint - in what order you need to mix the ingredients to get a mixture to destroy Plant 42.

Back at the mansion

After killing the Hunter, go to the nearest save room (which is located in the right wing. From here, go up to the second floor along the stairs and run along the left corridor to the last room (where you found the map of the second floor). Open the next door Helmet Key, in a room with sliding walls, you need to do everything very quickly. Move the statue forward to the very end of the wall, then run behind the right wall, press the button there, then return back to the statue. Move it to the left onto the platform so that it locks in the opening, jump into the hole. Take it on the floor - BookVolume 1, we examine it in the inventory. Inside you will find Eagle Medal. Read the diary near the stove, then press the button and go down. Go to the elevator's power source and restore the power here. Once in the kitchen, run to the elevator and go upstairs. Turn left, in the far room take Battery. Get out shortcut, in a room with mirrors. The items found will not be useful yet, so they can be left in the medical room. From here, go up the stairs and open the next door on the right, using Helmet Key. In the room with the eagle, you you need to get stones from the sculptures that are on the walls, chests of drawers will help you with this. Turn off the lights in the room, run under the eagle and quickly climb onto the chest of drawers, take Red And Yellow stone. Take the resulting stones to the room with the tiger statue for yellow you will receive MO Disk(it will come in handy later). Go to the room where you found the Armor keys, here at the end of the corridor open the door Helmet Key, then another (last) battle awaits you with a huge snake. The tactics have not changed - after shooting, run back and so on until victory. After the cutscene, take it behind the bookshelf Book Volume 2. We examine it in the inventory, you should have Wolf Medal. Take the red stone with you and go to the mansion's hall (ground floor). On the right, open the door leading to the right wing, in the last room with a mirror, take Casket. Unite Red stone And Casket. From the pieces you need to collect Spencer's emblem (To rotate fragments use the Z key).


From take out the boxes Brooch and examine it, it will turn into Key with Coat of Arms. This key opens the door, which is located in the corridor near the save room (first floor of the right wing). After you open the door with the Spencer coat of arms, a cut-scene will start.

A challenge for a good ending! Saving Rebecca

You have little time, do everything very quickly. Turn on the lamp on the table, take it on the left shelf The basis of the emblem and go out. Quickly run into the corridor where the save room is located, from here go up the stairs. Rebecca is in the room on the right (where you found dog whistle), but there is no handle on the door, so you will have to enter the room from the back. If you enter the room in time, the Hunter will not have time to get Rebecca. After you have saved the girl, return to the save room, be sure to take: Battery And Handle. After that, go to the backyard. Run through the pond and go down. Paste here Battery in the compartment near the elevator, use the elevator and go up. Go back to the pond and use it near the mechanism Handle. Use the elevator again and go down, now at the waterfall there is a passage to the subway - you should go there.

Caves

Once inside, run to the corridor, here you can discard unnecessary things and save. Go back a little and open the door that is located near the stairs. Take it in the room Key handle on the remote control, then go to the next door. A video will start, after which you can take Hex handle, having received it, return to the corridor where you saved. Use the received handle near the cliff, take the flamethrower from the platform and go to the next room. In it you will have to fight with a huge spider, the found flamethrower will help you with this (a shotgun is also suitable). After dealing with the spiders, remove the cobwebs from the door using a flamethrower. Place the flamethrower on the platform and go into the next corridor. Here with the help Hex Handle turn the bridge to the left room (dodge the boulder). In this room, a puzzle with statues awaits you. You need to move the statue away from the wall in order to be able to move it freely; to do this, move it along the wall towards the entrance and push it until the wall separates, which is highlighted. Opposite this wall are holes for your hex lever. Insert and twist it. If you placed the statue correctly, it should move away from the wall and you can now move it freely. Move the statue onto the platform, it will turn, do this twice so that the statue faces you. After that, move the statue into the hole near the wall, now you can take Cylinder.


Connect Key-Handle With Cylinder, you will receive Cylindrical handle. After solving the puzzle, return to the room with the control panel and insert the resulting handle. You will also need to enter the code - 4, 2, 3, 1. The elevator is running, you can now go down. Go through the far door, there is a monster waiting for you here, but it is better to ignore it. Turn right into the corridor and go into the room with the platform, here move the box onto the platform and lift it. After that, return to the elevator, go down the stairs and throw the box down under the press. Downstairs take Broken Flamethrower and return to the corridor with monster. Pull the lever on the wall, then hang the broken flamethrower on the platform near the door. Run further, pick it up in the last room Casket, examine it in your inventory, you will receiveStone ring. Exit the stairs from the caves, you will find yourself in an already familiar place. Take it in the chest Basis of the Emblem, connect it with Stone ring, get Octagonal Emblem. And return to the mansion again, go through the blue door and take the second one Octagonal Emblem from the platform. So you have two Emblems, with the help of which the path to the laboratory opens. Take the emblems and go to the hall, use them on the door to the basement Umbrella emblems. Take it with you from the chest Eagle MedalAnd Wolf. Continue forward through the tunnel until you reach a drop down. Here you will meet Wesker And monster. After the cutscene, throw off the stone platforms without getting hit monsters. Go further, insert it near the water tank Eagle medals And Wolf, the path to the laboratory is open.

Laboratory

Go down the stairs and you will find yourself in a save room. Go through the next door and run along the corridor, killing various zombies along the way. Take the second one on the table MO Disk, then go down up the stairs to another corridor. Open the left door, then go into the right X-ray room. Here take two X-ray image, hang them on the wall and turn off the lights. You need to set the X-ray images so that the organs are highlighted in red (just in alphabetical order). On the left are organs and their names; take the first letter from each highlighted organ to get the word CELL. On the right you will find a diary with your login JOHN and password ADA. Leave the room and note the door at the end of the corridor. Go in the opposite direction from her and go into the room with the computer. Enter what you received (Room B-3F opens without a password), then open door B-3F (this is not far from the X-ray room). Take it from the table Slide filter, having dealt with the zombies, insert the first MO Disk to the terminal. Go to floor B2 and open the far door B-2F. Take the third one in the room MO Disk, and use it near the projector Slide filter. At the end of the film there is a code - 8462 . Enter it into the nearby terminal, after which a secret room will open. Take it from the table Electronic key. Return to corridor B3 and open the central door electronic key. Move the stand and climb through the hatch into another room. Kill the monsters and go to the next room, through the rightmost hatch. Here use the second one MO Disk, then move the counter and leave. Go through the door and continue down the corridor. In this room you can save and take the last one MO Disk. Come out, open the bottom door. At the end of the right corridor, take empty capsule, and then go through the door at the end of the left corridor. There is a terminal right down the corridor, use the third one on it MO Disk. The door with the combination lock is open, go back to the door with the green lights and pull the levers. Below you will find a camera where it is closed Jill Valentine. Until you help her, go back and open the door of the B-3F, fill the capsule with fuel (the capsule is explosive). Go back to the terminal and paste capsule with fuel. Go through the left door, run along the corridor to the last room where the control panel is located. Apply power to the elevator and return back to the corridor where the save room is located. A little higher along the corridor there is an elevator, and then the first fight with Tyrant. Prepare for battle, and then launch the elevator. After the cutscene, you will have a boss battle. Keep your distance and take several shots until you win. After the fight, raise Rebecca to her feet, and at the end of the room, open the lock using the control panel. Now you need to help Jill (or Chris), to do this, return to the cell where you saw her. Free her and go to the exit from the laboratory. Go up the stairs and open the door near which Jill is standing, pick it up from the floor fuse, it needs to be inserted into the compartment near the elevator. A cutscene will start and you now have three minutes to leave the mansion. Exit the elevator, take the flare and use it immediately. You will have to fight the Tyrant again, move away from him and see targeted fire. After defeating the boss, you will watch the final video.

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 push on the back side until the box stands exactly opposite the statue). We climb up and take out the map of the first floor. You 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, to 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 this seems to be one of the puzzles that we need to solve in the future - it is about four faces, without mouth, eyes, nose and everything at once and they all do not feel evil, but as soon as they gain 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, where 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. Let's look a small 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 that on the map leads to a small square room, from there to the next one. There you will remove the shotgun from the wall and replace it with the broken one. We leave and go to 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 collect 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. It's 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 they swim scary sharks! 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, so 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 (THIS 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. At 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. At 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 by 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. Having scrolled through 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. Let's move on. 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. Left closed door and one more MO Disk. We go down the stairs. At the door. Immediately through the right door. Now go through the door on the left. There will be x-rays, you need to hang them in alphabetical order and turn on the red light. The essence of the puzzle is to find out the code - 8462 . There is also a computer in which 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.

2 comments

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

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 from Jack and destroying the 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.