Passage of resident evil 5 in Russian. Bosses. Jill Valentine and Wesker

Description
The incident in the mansion, the tragedy in Raccoon City, Rockfort Island, the Umbrella Antarctic Laboratory, the Caucasus Research Center in Russia, the kidnapping of the daughter of the US President - all these events are united by one name - Albert Wesker.
The motives for all of Wesker's actions become clear if one takes a closer look at the current incident in Africa. By that time, Wesker had obtained samples of various organisms, including the T virus, the G virus, the T-Veronica virus, and Las Plagas. He handed over these samples to Umbrella's competitors for a considerable reward, to the great delight of the latter. With riches, power, and fame, Wesker seemed to have everything a man could want. But he was not interested in material goods. Again and again, the well-known anxiety gnawed at him. The source of this anxiety was Umbrella founder Ozwell E Spencer.
In all his years at Umbrella, Wesker was never able to understand Spencer's true intentions. No one in the industry has made such huge investments in PB. On the contrary, the whole point of bio-organic weapons was the cheapness of obtaining soldiers, if they were "sharpened" for ordinary human weapons. Spencer's gigantic investment in Bor seemed unjustified. Why did Spencer even need a BOR? To find answers to this question, Wesker transferred to Umbrella's information department.
Even after the collapse of the company, these doubts continued to torment Wesker. He decided to finally find out from Spencer himself. The problem was that even before the closure of Umbrella, Spencer had moved away from the day-to-day management of the firm. To find the head of the corporation, Wesker needed to apply all available resources - time, money and connections. Eventually, he discovered Spencer's secret hideout.
On the first truly autumn night, when the sky was belching thunder and lightning, Wesker arrived at the ancient castle that served as Spencer's residence. He expected to take his victim by surprise, but the faded eyes of the ancient old man shone with unkind joy at his sight, and he said: "You have returned ...". His words were barely audible behind the half-cough-half-chuckle. If before Wesker did not understand Spencer, then now he did not understand anything at all. One thing was clear: this weak old man controlled everything that happened in the corporation. Even Wesker's own actions were the result of the old man's control and manipulation.
It was then that Wesker realized what had been troubling him all these years. Spencer seemed to read Wesker's mind, so he told him everything. The development of bio-organic weapons was only a means to achieve a larger goal - the man-made evolution of humanity through viruses. Humanity in its current form had to die and give way to a new super homo race. This race, according to Spencer's plan, was to build an earthly paradise, and he himself was to become a god on Earth. To make this dream a reality, he needed three things:
  • The Ancestor Virus - Without this key component, Spencer's plans were nothing more than abstract dreams. As soon as he discovered the Ancestor virus, he had the basis for all future plans in his hands.
  • Umbrella Corporation. Bioweapon production was the ideal way to research the Ancestor virus. Any money that it could bring, stood in the background.
  • The third essential element of Spencer's grand plans was Wesker himself. Spencer knew what was needed for his Utopia. He also knew that he needed a new humanity. But how?

The Ancestor virus was supposed to spur the process of natural selection. That was the basis of Spencer's plan. But if the new humanity that will be born as a result of this process does not share the views of Spencer, difficulties will arise. Forced evolution was supposed to give the survivors great strength and intelligence, but it will not affect their knowledge, life values ​​and character in any way. If suddenly various unpleasant personalities seep through the sieve of natural selection, they will spoil the whole idyll! Spencer did not want to take drunkards and loafers into a bright future, so he took action.
This plan was called the Wesker Plan, after the then director of research. For its implementation, hundreds of children of various nationalities were selected, whose parents were distinguished by super-high intelligence. If genetic engineering is not able to give a new person knowledge, values ​​and will, then Spencer will instill them in him himself - as he sees fit. All children were given the name Wesker, and after gene manipulation and indoctrination, they were placed under vigilant control in specially selected conditions around the world.
The children themselves did not suspect that their every step was being watched. With subtle but very tangible help from Umbrella, they all received the best education in their chosen field. A few years later, one particularly promising young man was sent to the Umbrella training center in Raccoon City. This particular Wesker was named Albert.
Spencer was very pleased with Albert - if the rest of the Weskers were the same, then the quality of the new human race would be the highest. Spencer then proceeded to the second phase of his plan - all Spencers were injected with an experimental strain of the virus. The purpose of this was to select the most gifted children. Some took the virus on the advice of a friend, others were injected with it during a medical examination, and some had to be injected with it by force. Albert Wesker was no exception. His partner William Birkin gave him an experimental strain and Wesker injected himself with it. Alas, the selection process was too selective. Almost all the Weskers died, only a few people survived. One of them was Albert, and soon he disappeared.
Spencer didn't care. Each Wesker had an emergency circuit built into him, tied to Spencer himself. This is where the anxiety that gnawed at Albert all his life came from. All the children of Project Wesker were programmed to look for Spencer, and this program manifested itself in everyone in the form of unconscious anxiety. As Spencer expected, Albert soon came to him.
Unfortunately, Spencer made one miscalculation. The emergency circuit worked only as long as the subject was unaware of it. And once the secret was revealed, Wesker had no reason to restrain his desires. All that stood between him and his future was a decrepit old man with one foot in the grave.
"The right to be a god ... Now this is my right" With these words, Wesker broke the shackles imposed on him by Spencer. By sheer coincidence, Wesker's former subordinates Chris Redfield and Jill Valentine appeared at Spencer's mansion at that moment, but Wesker considered this a sign of fate. The weak will always resist the will of the chosen one.
With new zeal, Wesker analyzed his own evolution and the evolution of the human race. After the incident at the Spencer estate, he went underground and used the news of his own death to mask his activities. By exploiting his position at Umbrella, he achieved the first of his goals - to obtain the virus and capital for further work. Now he threw all his strength into the completion of his plan "Ouroboros", as a result of which he was to become a god for a new humanity.

Tactics
Conventionally, the fight with the final boss, Albert Wesker, can be divided into 3 stages.
In the first stage, you will have to inject the PG67A/W serum - it was she who gave Wesker the opportunity to maintain balance and not be absorbed by the virus. To do this, you need to inflict a considerable amount of damage to Albert, and as soon as he is vulnerable enough, we run up and inject the drug. To inflict this damage, you first need to turn off the lights in the location. As soon as the boss loses sight of you, shoot him. To speed up the process, you can use the RPG-7, which can be obtained in the location (the shells for it are scattered throughout the area). As in the battle against Jill with Albert, the latter will catch projectiles - we simply shoot at them and try to inject the serum. It is also worth paying attention to when Wesker will climb to the platform with rockets. As soon as he takes the projectile in his hands - shoot at him.
Having coped with the first stage, the second will come. On board the bomber, you will have to press the action keys in a breathtaking scene in a timely manner so as not to die to Chris or Sheva. Having coped with this, the final battle will come.
Landing in the mouth of a volcano and losing control of himself (the reason for this was hatred for Chris and his actions, which were entirely aimed at disrupting the plan to spread the Ouroboros virus), Wesker decides to subject his body to an irreversible mutation with only one goal - to kill Redfield and Alomar. First, run away from the enemy - a cut-scene will start in which Chris falls to the lower level. Wesker will follow him. You need to take the boss out so that Sheva can fire at the weak spot on her back (don't get close to the enemy - he can easily throw you into the magma). After taking enough damage and turning his other arm into a tentacle, Albert will jump towards Alomar. After walking some distance, she will fall, clinging to the edge of the ledge. Your task is to distract Wesker from Sheve until she climbs up. Having achieved a positive result, quickly run to a huge boulder and by pressing the appropriate action keys, throw the stone into the lava to reunite with your partner. Get to the small arena (from which you distracted Wesker from Sheva) to meet in the final fight against the boss. As soon as a weak spot on the chest opens up, fire at it from all available guns
After taking enough damage, the boss will be defeated.

Buy milk. Call mom. Hide from zombies.

k / f "Zombie named Sean"

The daughter of the American president has long been safe, and the Spanish village is remembered only occasionally - this is a taboo topic in the family. The fall of Umbrella has not changed anything: the demand for biological weapons is growing, and production is expanding more and more rapidly every day. The situation is currently under the control of the Bioterrorism Threat Assessment Alliance (BSAA for short), but the moment will soon come when they will be powerless...

Chris Redfield forgot what peace is the day the Spencer Mansion massacre took place. Albert Wesker, the commander of the S.T.A.R.S. squad, whom they all loved and respected immensely, turned out to be a double agent, a traitor. He acted solely for the purposes of the Umbrella Corporation, helping with research and covering his tracks. And what came of it?

But the corporation has been gone for a long time, Wesker has disappeared, and someone needs to keep track of bioterrorism. And Chris joins the ranks of the BSAA. Very soon, he becomes a key member of the Alliance, regularly travels abroad and participates in combat operations. But what about without them when it comes to big money and millions of lives?

Sheva Alomar: charm itself.

The last task did not bode well: in one of the West African regions, a certain Ricardo Irwin tried to sell biological weapons. But the market, even if it's black, still remains a market, and very soon the BSAA found out about the guy's activities.

Arrive, formalize the "businessman" as expected - and that's it. Moreover, the local division of the Alliance promised support and even sent Chris to meet their agent - a young and very attractive person named Sheva. She must accompany Redfield to the goal and help in collecting the necessary information, but nothing more, because both work without partners: Sheva - because she is used to it, and Chris, because of the circumstances - he could not come to terms with the loss of Jill Valentine.

Deadly Duo

Even true friends of man have turned into bloodthirsty monsters. Huge flocks of hyena-like mongrels feel like masters on the streets of the city. None of them will be put in a sack or beaten with sticks anymore, they will now cut the throat of anyone themselves. And if they want, they will devour them whole, and no one will stop them, and nothing will save the victim.

An elegant partner can be planted or thrown into inaccessible places.

Las Plagas not only influenced living beings, but also gave rise to new ones. Huge unseen monsters attacked the South African region and killed most of the BSAA. Singles cannot survive here, at least two people can break through. Chris again remembers what the word "partner" means, and takes Sheva under his command, since the girl turned out to be smart and fighting. More than once or twice, she saves Redfield's life, warning of danger in time, covering herself or helping to deal with a dangerous enemy.

Team play is the key to success. Fragile Sheva will crawl through where Chris can not even try to go through and will cover while he turns some mechanism. Without a friendly kick, you can't open the iron gates, and if you don't help the girl climb over the fence, you can forget about moving forward. Well, who, if not a combat comrade, should become a bait for the enemy, while the partner is looking for his weak points?

It is important: if the partners split up or someone gets lost, you can always look at the location of both on the map or turn on the pointer, which will show where the partner is.

Chris and Sheva don't part for a minute, no matter where they go. In the narrow streets of a slum area, one can easily fall into a trap and end up in a corner without bullets and a chance of survival; in the swamps - become a dinner for giant alligators or die under the blows of hefty masked natives. In the mines and dungeons, the worst enemy is pitch darkness, and the oil rig and factories have become breeding grounds for the Majini.

You can't even hide in the desert, which Las Plagas victims patrol on motorcycles and trucks. You can escape only if you have an armored car with two machine guns at your disposal, and then you need to be careful not to let the enemies get too close - they can easily set fire to the car with Molotov cocktails.

And when there is no chance to quietly roll off, and the task acquires new details, such as involvement in the spread of the Wesker virus and the CEO of a local pharmaceutical company, all that remains is to break through with a fight.

The Art of Survival

It's just that this is not so easy to do due to the traditional lack of ammunition and an excessively high number of opponents. Compared to the console version of the enemies, there are much more, and this is definitely pleasing - the tension in the current situation must be felt. Where three majini used to roam, now seven, or even eight, are hiding. Yes, of course, at first it will not work to fight off everyone and you will have to run around a lot, but what to do?

Meet the "lizun" in person. One of the oldest characters in the series.

But then, when a few chapters are already behind, and some powerful shotgun or machine gun falls into the hands, and even with twenty or thirty rounds in addition (although this is already the ultimate dream), that people, that dogs will whine from fear.

And then the bosses crawl out of their holes. Some will have to fight several times, others will only need one. But who said that it would be easy to win? Far from it. Searching for weak spots and suitable tactics can take an hour, and it’s not a fact that in the end there will be enough cartridges. Therefore, it is worth counting on strength and not neglecting any weapon, be it a knife, a pistol or a mine.

On a note: some bosses don't even need to be shot to win. The main thing is to figure out in time what's what.

Well, when the enemy falls, he will certainly leave behind something valuable, whether it be a weapon or a piece of jewelry. The latter are in use on the black market, so don't pass by rubies and diamonds if you don't want to be left without money, otherwise you can't improve weapons or buy body armor. All this can be done before starting. new chapter in a dedicated menu, not only for Chris, but also for Sheva.

This is a bug: in localization from "1C" they made an offensive mistake: the word firepower is translated as "rate of fire", and not "firepower". If the store offers you to improve the rate of fire, do not be surprised - in fact, you will make the weapon more powerful.

Do you want to take something from your partner? Easy. Would you like to trade your pistol for her shotgun? Yes please! Even while running around the levels, you can demand from her everything you want - she will gladly give the little thing that Chris needs. Just do not forget that without anything the girl will become an easy target and if she dies, you will have to start the level again. And you don't want that, do you?

hello from another world

Although Sheva is smart, she is no match for a real person that you can play with over a local network or the internet. Capcom moved the ability to corporate passage from the consoles, and it noticeably diversifies game process. The same situation can be played dozens of times in different ways, regardless of the overall linearity. The main thing is that the partner does not have the "Magpie Syndrome": it happens that at the sight of gold or a box of cartridges, a person rushes headlong to the desired object. He doesn't care about monsters attacking another player, nor about his own tail. And after five minutes, he is genuinely surprised: “Damn it, why did we lose?”

It's amazing how this monster looks like a Mutalisk from Starcraft!

Fortunately, there is no need to talk about a split screen. As well as about crooked management. Apparently, after criticism of Resident Evil 4, the hands of the developers fell into place: we aim and shoot with the mouse, we walk and act with the keyboard. But there were some elements of castration: moments have migrated to the game when a combination of buttons suddenly appears on the screen, which urgently needs to be pressed. The first time to do this is almost impossible because of surprise, but then you get used to it.

The graphics have also remained unchanged (despite all the assurances of Capcom), but this is rather pleasing: Resident Evil 5 is one of the most beautiful games on consoles, and now on computers. Here attention is paid to every little thing up to the hair of the main characters, which barely noticeably sway on the run or in the wind. True, you have to pay for this with performance - the game is demanding, and even very.

But, despite this, we did not find any glitches. Unless artificial intelligence sometimes has problems, but this is beside the point. And although Resident Evil has turned from horror into a tense and rather complex action movie, we are sincerely happy with this metamorphosis.


ADVANTAGES LIMITATIONS
Fascination
9
good artificial intelligence, overall difficulty, a sea of ​​spectacular scenes, fights
with bosses, co-op
too easy riddles
Graphics
10
everything from shadows to facial animation is top notchNo
Sound
10
mesmerizing music, high-quality acting, excellent effectsNo
Game world
8
atmosphere of eternal danger, good plot, well-developed characters, diverse levelslinearity, sometimes extra pathos
Convenience
8
finally good control......which has some kinship with consoles
Novelty No

Replay Interest Yes

Reward
magazine
Verdict: Someone will call Resident Evil 5 a disdain for the classics, someone will call it a departure from the canons, and we will call it a rebirth of the series. Africa holds many dangers, and while the gameplay has not changed much since the fourth part, the adventures of Chris and Sheva are like fresh alpine air that you want to inhale and inhale. Rating
magazine

Characters

Well-written, vibrant characters are an integral part of every game in the series. I remember even extras that appear in the frame for a couple of minutes, then to die heroically from the clutches of some monster. What can we say about the main characters, whose images are overgrown with details from year to year?

Resident Evil 5 is by no means an exception to the rule - as always, there are enough characters. Half of them, of course, die, half admonish Chris and Sheva with fiery speeches. But it would be exceptional disgusting to reveal all the cards now, describing each hero: we would deprive you of the pleasure of a good half of acquaintances and meetings with old friends. Now we will talk exclusively about the four main characters.

Chris Redfield

Age: 35 years

Growth: 185 cm

Weight: 98 kg

A former member of S.T.A.R.S., Chris is now one of the key figures BSAA (Bioterrorism Security Assessment Alliance), Bioterrorism Threat Assessment Alliance. He works in the North American division of the company, but despite this, he regularly goes on business trips around the world - where to cover up the underground production, and where to arrest the arms dealer.

You don’t get bored at your current job, but you can’t compare with activities in Raccoon City. If not for the Mansion Incident, Chris would now be a scout of the Alpha group and continue to fight zombies on the streets of the city. But the betrayal of the S.T.A.R.S. changed everything...

Miraculously surviving after the massacre in the Arles mountains, Redfield went to Europe in search of traces of the activities of the Umbrella Corporation. However, his excessively curious and careless sister managed to ruin everything by getting into trouble. Forced to suspend the investigation, Chris went in search of her, at the end of which he again met with the former commander - Albert Wesker. But revenge had to be shelved in order to save her sister's life. If only Redfield knew how long this crate would be...

Sheva Alomar

Age: 23 years old

Growth: 162 cm

Weight: 52 kg

Despite such a young age and deceptive weakness, Sheva is a valuable employee of the West African division of the BSAA. Perhaps she is not as experienced and strong as Chris, but she certainly handles weapons no worse and will survive where brute male power will not help.

How did a fragile girl get on the warpath against terrorism? At an early age, her parents died in a factory accident. The orphaned child joined one of the many African guerrilla groups that expressed their dissatisfaction with the government in a rather straightforward manner.

Fortunately for her, Sheva was rescued by government agents and transported to the United States. The girl was provided with housing and money, she graduated from one of the American universities. But the memory of the death of her parents haunted her - after all, someone was guilty of what happened that day. Sheva Alomar made the decision to become an agent for the BSAA.

Several years have passed since then, the girl has earned the respect of the command and staff. Her last assignment was to accompany Chris Redfield and provide him with all possible assistance in collecting important information. However, problems soon arose...

Excella Gionnet

Age: 25-30 years old

Growth: 172 cm

Weight: 55 kg

Excella comes from a noble and respected family in Europe. The aristocratic society, coupled with the beauty of the girl, made her arrogant, cunning and very cautious. From childhood, she was known as a gifted child, who finished school and university early. And remarkable abilities for genetic engineering and family ties with the founders of Tricell allowed her to get into the company at the age of eighteen.

Albert Wesker

Age: 48 years old

Growth: there is no data

Weight: 90 kg

Wesker's history is full of blind spots. Why was the director candidate of Umbrella suddenly transferred from the bio-organic weapons division to the information department? How was the virus able to revive him after dying at the hands of the Tyrant? Nobody knows.

Albert was the commander of the S.T.A.R.S., but none of the members of the squad recognized him double agent. Wesker skillfully covered the tracks of the notorious corporation in order to eventually trap his people in the Arles mountains. The top leadership of Umbrella decided to test the monsters generated by the tests in action, agents of S.T.A.R.S. perfect for the role of whipping boys and girls ...

After this incident, Wesker disappeared for a long time. Since then, he showed up several times, but always left. It is believed that he is involved in what is happening in Africa, but there is no real evidence of this yet.

Walkthrough

Chapter 1-1. checkpoint

Legends lie. And they always lied. Otherwise, no one would have called the battle of Hercules a feat. And even more so victory. The poisonous hydra was defeated, and the Umbrella, like a severed head, was burned with nuclear fire. But why then is Chris shaking in this Hummer on African roads? Why was the BSAA created? Stupid question. We are working. We just work.

We've arrived. A small unsightly town, of which there are thousands. Dust, heat, unkind glances from under your brows... The only bright spot is Sheva Alomar. Escort, guide. New partner. The task is simple and ordinary: to get information. Our contact is in the butcher shop, straight ahead and to the left. But where have all the locals gone? It's not good...

Well, at least a connected person is in place. A very nervous contact. He speaks confusedly, and information with a gulkin nose. In a nutshell: "it's bad, it will get worse, and be sure to find Irwin." And left. True, he left the coordinates of the meeting place with the Alpha group and a suitcase with a pair of pistols. We search the shop and go to the fresh air - the local meat has not gone bad at all today.

On the way the body of a brutally murdered animal. Headless. Looks like pistols won't hurt. Inspection of the hut bore fruit: a few cartridges, healing herbs and a permanently spoiled appetite. Let's get out of here. It looks like someone is calling for help.

It's too late, there's nothing you can do to help the poor thing. We would get rid of him ourselves. We will not linger for a long time: we grab what lies badly, and with a bird through the window of the second floor.

Too many of them! A reasonable decision is to “make legs”, and we are reasonable people. We run away along the only free lane, lock ourselves, look around and leave through the cellar.

Where are we? Yeah ... The messenger had every reason to be nervous, peace be upon him. There is no time for a moment of silence: we have been noticed, and I feverishly barricade the windows with cabinets, collect ammunition. We meet the first wave side by side, the second - back to back. If only the thorn-studded giant hadn't smashed his ax through the wall! It is impossible to keep the defense further: they will trample. And we break out. We cut circles around the yard, shoot back and pull, pull time. Sheva is a wonderful, reliable partner. He just can't save ammo. I already decided that we were finished, but then they flew for us. The path is clear, and we turn left, towards the exit from the block.

Chapter 1-2. Rally

We run through a small building. But this staircase is broken on purpose. I can’t get up, I’ll have to give Sheva a lift, which is nice. Something tells us that the key is hidden there for a reason, but how to get it ... We go around the building. The streets are almost teeming with aggressive natives, and we fight our way to the next broken staircase. Once again I put my partner upstairs, this time for the benefit of the cause. We have the key.

Receiving something from the hands of a dying ally is a tradition in the series.

We are again called for help, and again we do not have time. In a matter of minutes, the charming blonde turns into a terrible monster. If, before rushing to the rescue, I had bothered to go into the old house to the left of the gate and took a shotgun there, it would have been easier to deal with her. I'll know for the future ... We fight back, looking for cartridges - and further, further to the meeting point. Here is the entrance to the building.

The meeting is cancelled. From the group "Alpha" were dead bodies and carnivorous squinting crows. Something killed them. And we, as two heroes, do not find anything better than to move inside. We are small, let's go. Probably...

There are corpses and vile black slime everywhere. And a barely alive paratrooper. Dying, he gave me the disc. Now you have to get to the garages, from which you can broadcast data to the authorities. To do this, you need to go underground.

The basements are quiet, scary and disgusting from the ubiquitous slime. And the door is locked. There is a boiler room nearby - maybe look there?

Exactly! The next corpse compresses the necessary key. And the boiler room is so interestingly arranged: here is the main room, partitioned off with a grid, here is another one, but here is the remote control with a knife switch. If you pull on it, the second room will turn into a local branch of hell. Why would you like to know...

And that's what killed Alpha. Now it will try to kill us too. Only I, it seems, understood why the boiler room was so cunningly arranged. Quick, Sheva, lure and fry! Like this!

The path is clear. We go out, send information and get a new headache. Well, yes, we are cooler than Alpha, you can send us alone ...

Chapter 2-1. Warehouse

I'm not leaving this garage anywhere until I've searched all the corners. There is a machine gun in the case, cartridges in the corners and on the boxes, the BSAA emblem on the wall ... Sheva, we have so many weapons that we divide the roles. Since you are not inclined to save, you have a gun, I - an automatic rifle, a shotgun and a pistol in case of emergency. Otherwise, we won't stock up on ammo. Well, let's run!

Embankment and container terminal. We move carefully and attentively between containers. Firstly, the passages are mined, and secondly, from around the corner or from the top, if not an infected African strives to jump out, so does his dog. Also unhealthy. And thirdly, the prophetic heart suggests that dead ends are created specifically for this, in order to hide something in them. And we need ammo and medicine.

Immediately at the exit from the "terminal" we run into a group of uncomrades. Dogs, Africans and them, Africans, chief. So big, bald and strong. Fighter! Kill him first. To the head, to the head! Moreover, his bracelet is beautiful, expensive.

Do you think one bullet in the eye is enough for him? Dreaming is not bad...

Behind the gates of the terminal is a destroyed bridge. On it, like milestones, barrels of fuel. And very handy: as soon as we jump over the fault, a truck rushes at us. It's good that I hit the barrel in time, otherwise it would have smeared us here.

We cross the bridge, see the sights and down the stairs, to the left. There should be an entrance to the sewers. We are used to the stench.

Yes, it was a market. You can only get out through the pier, but you need a key. Let's look for him over there in that barrack on the right. We will find, fight off the ill-wishers and - to the pier. We get out of the bazaar and quickly, quickly make our way out of the quarter. Fortunately, help came and supported from the air.

Behind the red gates is an almost peaceful quarter. In the houses, someone was butchered with chain saws, but in general, nothing. And there are ammo. And an exit to the big building. But the helicopter won't pick us up. In order to save at least someone, we break into a three-story building. The grate is locked from the outside, but Sheva is a graceful girl, and Chris, going up to the third floor, can easily throw her across the street into the building opposite. Hold on, partner, I'll cover you!

Everything seems to be. Here it is, the street, that station over there. And there is the gate and the watchman. No, freak, we won't fight in this corridor. You are very strong, you have a chainsaw and the support of your comrades, but you are clumsy. We cross the street running from end to end and back. I throw a grenade, Sheva shoots. They come closer, and everything repeats again - jogging, throwing, shooting. We win, Sheva, take the key off him and move on. Can we save someone?

Unfortunately no. The surviving helicopter pilots are burned alive. And we almost met the same fate. But how good it is that there is mutual assistance and comrades in the world. We are alive, we are not alone, we have new information and task. And Chris met a ghost from the past.

Chapter 2-2. railway station

From the roofs of the cars I jump into the trolley, it goes straight to the elevator. Yes, I see that the rails are mined. Bullet is the best sapper.

To get to the goal, you need to be a little circus performer and a little climber.

Mines. I remember once I had a flashlight on my shoulder, it was convenient. And here is a large and uncomfortable miner's lamp of the last century. So, partner, shine for us. We'll rummage around here and kill everyone. For someone, a machine gun is enough, someone needs to be treated with buckshot in a tentacle, to whom we will throw a grenade ... So, you see, we will get to the grate. Now attention: let one of us turn the handle, and the second one will run forward and let him go. There is the hilt, in the center. Beware, there are a lot of them! Back to back, Sheva!

Phew, they fought back. We rise higher, there, on the third tier, there should be an elevator upward, to the sun. Irvine is in there somewhere.

And we almost "took" it! If this masked figure had not appeared, they would have twisted the reptile into a ram's horn and handed it to the command on a silver platter. Alas, he slipped away. So let's repel the attack and get out of here. In the locker to the left of the windows I find an SVD rifle, and I picked up the cartridges for it even below. We are being fired on from an easel machine gun, and the optics are very handy. Well, beauty, on the way out? We need to get to the swamps.

We break through without incident. The guys with the dynamite are a bit of an inconvenience, but I have optics! First up, then down. I put Sheva on a broken ladder, and I myself go around from the rear - and so we move. Finally the last jump down, and...

Well, is it possible to carry such a biologically dangerous cargo? Out of nowhere - a truck. And in the back, it seems, the mother of those moths that bit the helicopter. And broke free right in front of our noses. Logical, right? Do not stand still, partner, I saw mines nearby. Install and step back two steps. Come, creature! The explosion will deafen it for some time, and we will go from all trunks to the tender red underbelly! Step back and mine again. And again, and again ... Well, did you eat it, feathered?!

Chapter 2-3. Savannah

But this "Hummer" just rolled up for us. There is only one driver, so my partner and I sit behind the machine guns. We will shoot. Oh, Rostov-cart, our pride and beauty! The wind in my ears, the ringing of cartridge cases and the rumble of falling motorcycles...

They arrived at their destination after midnight, pretty shabby. And, as usual, they were too late. Right there, on the spot, we accept the battle. This time we got a giant. Real troll. For machine guns, Sheva, quickly!

The goal is huge, clumsy and incredibly stupid. In the head, Sheva, in his head. It's nothing that he swings - to “caress” him on the forehead, so he will stumble. Well, or bend down, as a last resort. In, the tentacles have already begun to grow. We're cutting them off! And these too! Until it dies.

Everything, partner. Thank you for saving a life more than once, but then Chris goes alone. Somewhere out there, in the swamps, lurked his conscience, his past. His partner. How can you not let go? Are you coming too, Sheva?

Chapter 3-1 swamps

Swamps. The place is quiet, picturesque - water, reeds and mosquitoes. And also an abandoned day camp, a stabbed commando, a tightly boarded up gate and a strange ceramic fragment, some kind of Plate of the Beast. There is a pointer on the map, maybe something will turn out there?

Let's go to the pointer. Another closed gate, but it can be opened. Our fragment fits well into the recess, but a few more are missing. There is a map lying around, very handy. Yeah, in this swamp three more villages are marked with crosses. Maybe look for them? Let's go north first.

Glasses, clothes and, finally, the manner of eluding bullets ... It seems that Vesper comes from the "Matrix".

Empty in the village, only chickens roam. Taking this opportunity, we clear the village from material values. In the very depths of the tower with broken stairs. And silence... Brief silence. As soon as Sheva picked up the Shaman's Plate, the locals flooded out of all the huts. Where were they hiding? Forced off. And what will happen in every village?

No, the inspection of the eastern village showed that their security is more serious. There is a pond around the village (otherwise they don’t have enough water), and in the pond there are such well-fed crocodiles! If you get on the tooth, you will not break out. Well, at least they attack only in a straight line, without turning, and if you turn off the path, you will not catch up. It is worth entering the very first hut, as the owners are right there right there. Fortunately, less than the northerners. The plate of the lizard was found in the second hut, with which we set sail. Next in line is the southwestern village.

Here, security is even better than in the previous two. Not a village, but a small fortress on the water. And they attack right on the "street". But the Plate of the Warrior is still ours! On the way back, I had to swim in circles a little, until Sheva knocked down the shooters from the towers, but nothing. Quickly to the gate - the path is clear!

And what's behind the gate? Big, good community. It seems to be empty. The owners appear only if you go under the round canopy in the center. But we won’t go under it, but we’ll immediately climb onto the second tier and fight back from above, because some of the owners are three meters tall and wearing half-chest bulletproof masks. Well, they had grenades with them, and even then they exhausted all the ammunition. It's time to refill, that corpse down there has a nice magnum...

Chapter 3-2. Place of execution

Good habits! They feed living people to crocodiles and are very happy about it. And then on the poor BSAA fighters with the whole crowd. But we are not born with a bast. We go around this fraternity from the left flank, and then one of us, better Chris, will have to move to the other side, not without a fight, go to the raft, sail on it to that red thing and kick it. No other way. But now the path is clear and you can move on to the drilling rig. The path passes through the old camp. Completely empty, only snakes and leeches...

Even Old Man Makhno did not have such a cart! And Vasily Ivanovich has such a machine gunner ...

But on the drilling rig it is not so calm at all. The path to Irwin and his partner is reliably cut off - not only by aggressive natives, but also by three gas torches. Blocking seems easy: three orange valves, one on the central hill, two on the flanks. To the side gates there is a cheerful, ropeway path, from opposite hills. And everything would be fine, but both side valves are also guarded by a watchman with a chainsaw. And this is in a confined space, I tell you, not a pound of raisins at all. Only dexterity of legs and a shotgun help out. Well, at least the central chainsaw was not enough.

Phew, paved the way to the administration building. And inside, who would you think - Josh! Sheva has already managed to mourn him, but he is alive and almost not scratched. Good man, fighter. And understands electronics. We wouldn't have gotten out without him. The main thing is to cover his back and have time to pick up cartridges. Josh will take us to the piers and go to himself to prepare the boat for sailing while we catch Irwin.

Only Irwin is not a fool either: he mined the entire enterprise, turned on the timer and sped off. And now we have to cut through the horde of infected to the other end of the piers. And you can not cut through, but just rush through. There are many infected, but from such impudence they were taken aback and did not have time to do anything. We only had to linger in order to shoot the castle on the way and throw two “fighters” with dogs out of the way. And Josh did not disappoint, he chose a nimble boat. In pursuit!

Chapter 3-3. Well - Drilling

And so they rushed. We are behind Irvine, and his puppets are behind us. As soon as the rear ones were shot, a large industrial complex arose on the way. With arrows on overpasses and fuel tanks. They explode very well, I will tell you, a solid saving of cartridges. Gasoline burned - a terrible thing. I had to stop a couple of times to open the floodgates, running to the switch to distant lands under fire and wild screams. But the complex is not endless, and after the third lock calm water was waiting for us. And Irwin's yacht - there it is. Now the bastard is definitely not going anywhere!

Not going anywhere. He just injected some rubbish into his neck, turned into an octopus and began chasing the yacht himself. But Chris and Sheva guys are already experienced and immediately guessed why machine gun turrets are needed. Irwin attacks now from the sides, now from the stern, and now and then sticks out tentacles with disgusting red thickenings from the water. That's where we aim. And when the creature opens its mouth, then into Irwin himself, which she has instead of a tongue. And if you still be dexterous enough to dodge retaliatory attacks, then sooner or later he will lie on the deck. And keep the answer.

Chapter 4-1. caves

It's stupid to hide behind a barrel of gasoline.

Irwin mentioned before his death that we will find all the answers in the cave, so we roll there. Josh isn't coming with us, but Sheva and I are doing fine. There, in the depths, are very picturesque ruins. Picturesque and old, so that they collapse right under their feet. You either have to go in a roundabout way to your partner, through thickets, spiders and aggressive natives, then fall into the pit to these natives. But the gold and diamonds are also stored in that pit, so we are not offended. Pit cruciform, three chests and exit to large ruins.

The path to the ruins lies through the courtyard and is traversed in three stages. First, the guards are exterminated. Then, by joint efforts, you need to turn the gate in the center and open the door. As soon as the gate is released, the door begins to descend, and Chris will have to run to it very quickly, dodging the burning balls. Just run, then you can take a breath, collect trophies and go deeper. There we are waiting for a spectacular run along the crumbling corridor.

And here are the ruins. Either a city or a temple. And statues. Here they will have to tinker with. Each requires an approach from two sides and a respectful jerk to the chains. To this they favorably respond with a precious stone and the transformation of stairs. First, disturb the pale green statue in the northwest corner. This will make it possible to do the same with the green western statue. Her character is harmful, and in addition to being useful, she will release a horde of infected. Although this is not so bad: a little further than the path along which the horde roared at us with a whoop, there is a path down and a passage to the golden statue. Purple and red statues are located on top of each other and want to be pulled by the ropes at the same time. And finally, the last, reddish sculpture will give us a way out of this bedlam. And so that life does not seem like honey, the flying creature already familiar to us calls for help. Did we take the mines?

Chapter 4-2. Place of worship.

Another temple complex. They probably worshiped the solar god, judging by the solar "lasers" plowing the streets. The main entrance is blocked by a gate, you will have to look for the keys. We will find the first one by crossing the "hot street" to the left. Over there, from above, the Symbol of the sea is called. The second key, to the right of the gate of the ruins, is a little more difficult to look for. You will have to run in short dashes, from niche to niche, along the second “hot street” before turning right. There, in the grotto, they hide the Symbol of the Earth. And the third key, the most difficult. To get the Sky Symbol, you need to go along the entire left "hot street", go upstairs and run far to the left along another, no less hot street. Only Sheva can fly through the opened gap if Chris throws her up. And she'll have to deal with it alone...

The gates are open, the road is clear. Oh, yes, there is a system of "lasers" and rotary mirrors! Here are the old freaks. Why such difficulties? Turn the mirror, direct the beam to the elevator, go down below. Turn a couple more mirrors, bring down the columns that interfere with the beam, go down again. And on the third floor again, only this time with a double goal - first a pearl in the teeth of an idol, then the last "beam receiver". Everything seems to be. If it weren't for these spiders... That, it seems, is all with mirrors. Flowers...

Chapter 5-1. underground garden

If the "death with a scythe" struck, it will not be possible to escape.

From the gloomy and damp corridors, the elevator brings us to an unexpectedly bright and huge hall. Its round walls, like honeycombs, are covered with sarcophagi. They have human bodies. Here is one of them fell somewhere down. Not good?

The platform had already pretty much sunk into the “well” of sarcophagi when this emerged from below. Huge, shapeless, but with a mouth and tentacles. Here we hit them. On red thickenings, on teeth. And if he opens his mouth wide - then we will shove a grenade!

Well, it looks like they've arrived.

Chapter 5-2. Laboratory

New surprises. The underground laboratory is not guarded by some savages. The same infected, but well equipped and armed. Machine guns, rifles, grenades, shock batons. You have to fight seriously. And then there are the "lizuns" patrolling the corridors in droves ...

But who keeps the royal necklaces in such a place ?!

The first serious difficulty arises in a large hall with two conveyors. We need to stop the conveyor. We cross the conveyor belt along the bridge and in the place where it goes into the fire, we jump on it. Against the course, bending around the containers, neatly... On the spot! Let's go up a level. The situation is the same, but gas cylinders crawl into the fire. And they explode. Stupid, dangerous, but we want to live, and we jump onto the tape.

Another room. The conveyor is standing, and the bodies are lying on it. Not completely dead, so you have to move carefully. The conveyor cannot be started, you need to turn on the electricity. And on the way back we meet a new mutant. In the reports, he appears as "death with a scythe." A terrible beast, capable of instantly killing. Rescues machine from a decent distance and mines. Very helpful. The conveyor is running and we're leaving here.

New hall. A man is sitting in an armchair, and old acquaintances are scoffing from above. The man gets up and turns into a monster that destroyed the Alpha group. But there are only two of us. And there is no boiler nearby. Thank the gods, there is a flamethrower hanging on the wall and we split up: Sheva pours fire on the monster, I distract and shoot at the orange bubbles. We will kill him. We will definitely kill!

Chapter 5-3. Ouroboros Laboratory

We walk away, leaving charred slime behind us. Behind the next door there are metal structures and a ramp along the walls. They shoot at us, and we respond in kind. Cocoons of "death with a scythe" hang - we put mines. Our goal is the platform in the southern part of the room. You need to bring electricity to it and cross one by one. Further new opponents: the infected now have grenade launchers. Very very bad. SVD or RPG - who wins?

We are still alive. Here is the already familiar “well” with honeycomb walls. We have nothing more to do here, and I point the platform up. The mutants greet us with a cannonade from the balconies and strive to stop the rise. It's not scary, we also know how to shoot, especially at those who hold the levers. And we'll fucking rise.

Jill. Still alive and extremely dangerous.

Alas, we have to separate again. To raise this bridge, someone will have to ride another on a lift. And it’s better to let Sheva stay below, otherwise you never know ...

"Lizons"! You have to go very carefully, shoot accurately. And at the last stage - to have mines and a grenade launcher with you at all. I push the blue box away, jump into the locked gatehouse and turn on the current. We'll get out of here!

And outside the door, old acquaintances are waiting for us: the allegedly dead Wesker and ... Chris' ex-partner Jill! Also allegedly dead and clearly out of her mind. There is a serious conversation ahead, and not one. We'll deal with Jill sometime later, in a calm environment. Now the main problem is her current boss.

Wesker is a terrible opponent, combining the incompatible. In defense, he is fast and swift to the point of invulnerability. In attack, too, fast and swift, but with reservations. If you do not stand still, but walk in circles, then the attacks of this superantihero will surprisingly end in nothing. And he, fortunately for us, is a very busy person and will not be able to devote more than seven minutes to the battle. We just hold on, do not waste cartridges, do not pay attention to Jill. And in the second phase of the battle, we completely run away to hide. He has no time, he will fall behind.

That's it, one less problem (for now). Now it's Jill's turn. She is really good, the red medallion on her chest is to blame for everything. We'll rip him off. Gently, with persuasion, without any shooting and assault. Well ... with assault, but loving! Catch up, talk, fix, try to disrupt. And so a number of times, because the medallion was implanted in good conscience. But Chris will be very persistent! And Jill will be back. Necessarily.

Chapter 6-1. Deck

Everything will be fine now, dear...

Jill is fine, and so is Chris's conscience. It remains to catch up and somehow cope with Wesker. Let's follow him to his ship!

We start the assault on the ship from the very stern. No special problems are expected. Unless a magnetic card from one of the doors will have to be obtained from mutants in a container warehouse. And then run through the same door to the crane to rescue Sheva. It is important not to forget that some buttons can be “pressed” with a bullet, then there will be no difficulties. Almost. It's only begining!

We are inside. Corridors, stairs, target designator - it's impossible to get lost. We meet Wesker's girlfriend along the way, we scare her to such an extent that she drops strange ampoules marked PG64A/W. A good thing, it will fit in the economy. She blocked the door, but there is another one. In pursuit!

We endure the battle in the large hall with boxes and dive into this hospitable hatch! Is something waiting for us on the other side? Nothing good. Someone guessed to give a large and strong mutant a rotary machine gun in his hands. Mom dear, how can he withstand so many hits in the head from the SVD ?! Next time I'll go for one with a grenade launcher. And from this we remove the key card and run to the door. We need another one of the same, since it’s not with the machine gunner, but in-oh-he’s in that safe on the right. Well, Sheva, shall we continue the assault?

Chapter 6-2. Main deck

Shooting Vesper is a dead number. If he does not dodge the bullet, then the gun will take away.

And on the main deck, quiet horror. Quiet because everyone is already dead. A mountain of corpses two human heights resembles a historical chronicle from the Nazi concentration camps.

Wrong, not everyone is dead. Vaughn Excella, Wesker's assistant. And she's not well. Looks like she's about to turn into another monster. And when this monster devours as many corpses as there are piled up here, it's scary to think what will happen. And even more so to see. Here, it has already begun. Let's run!!!

You need to run carefully and react in time to what is happening. The monster is growing and will soon break this ship into pieces. We have to go up to the upper superstructure and do something. Well, at least something. Through the captain's bridge (the key is from one of the undead people along the way) we rise to the place. The look is disgusting. Tentacles with familiar orange swellings - you need to shoot at them, otherwise they will smear us. From time to time, when the tentacles become tight, the central "knot" opens. This is where the orbital laser guidance unit, quite by chance hanging on the wall, comes in handy. It is not only suitable against the central “pimple”, but it takes a long time to charge. Let's fight again, creature!

Chapter 6-3. bridge deck

The monster is destroyed, and Wesker remains. Alas, in an open battle against him, you can’t stand it, but Jill says that an overdose of the PG64A / W drug will deprive him of stability. Familiar markings. So there is a chance. Forward, to the captain's bridge and into the elevator!

The ship is seriously damaged and the bulkheads are closed. They need to be manually unlocked and fought off by the defenders. There are no problems with the first one, but here is the second one... there are two cocoons hanging there. Something tells us that as soon as we pull the levers, the monsters will hatch. One, the one on the right, if you stand with your back to the gate, will go straight. Left up the stairs around. Intuition must be trusted. Sheva, give me mines! We will install a couple directly under the "right" monster, and under the column on his way, too, a couple. And in two more places - where the "left" monster will go up and down the stairs. Well, yanked?

All as I expected. Both monsters were blown up twice on the way, it remains only to finish them off. Now climb the stairs a little higher and wait: there are two big men with rotary machine guns. Guys, I told you that next time I'll take a grenade launcher! So don't be offended.

And here is the hangar. And Wesker. In a fair fight, you can’t cope with it, but it doesn’t hurt, and it’s necessary. I have a plan. First, let's turn off the light in the hangar from those consoles in the corners. Then break the glass and take the rocket launcher. Hehe, but in the dark, he can’t even dodge a rocket! Just grab and hold with your hands. Well, here we go!

Do it once - Chris draws the first bullet weapon he comes across. Do two - and from the shot the rocket detonates right in Wesker's hands! Do three - in the sprint snatch, Chris runs to Wesker and injects him with the drug! Just to be in time until he straightens up, otherwise the procedure will have to be repeated ...

Wesker is infected! The plane with the deadly load, it is true, took off anyway, but we did not come all this way to avoid making it crash. The machine will burn in the lava, the infection will be destroyed. Everything will be fine if only we can deal with the mutated Wesker. How are we with weapons? Something precise and destructive is needed. Ideally - "magnum". Rushed?

This Wesker isn't as agile, but his tentacle keeps you from approaching, and his black moving veil is a solid defense. We go further. Sheva fell off the bridge, but she is alive, and there is no need to worry. Climb up, good! Now Wesker. Against him, we have only sleight of hand and foot. He swings - Chris dodges and goes behind him. Open yellow spot? Fire on him! And again, and again...

Just don't let him switch to Sheva! Distract with a shot, then jump to a large boulder and push it! And up again. Well, you still have a lot left, bastard? Oh, and the spot opens on the chest? This does not change anything. Get it! And get it until you die!

It's all? Have we won? Really?..

In Resident Evil 5, in fact, there are no really difficult bosses. Everyone falls easily according to established algorithms: we are looking for weakness and figachim larger caliber. Without exception, all boss fights are inferior to those from RE4 (remember the zombie whale?). But, nevertheless, the bosses turned out to be interesting, and as the level of difficulty in the game changes, their behavior even seriously changes. Towards unpleasant surprises.

In general, all the bosses from the most current bioweapon game and some tips

Ouroboros

First meeting

The first meeting with the unique invention of Tricell functionaries does not portend anything problematic. We bring down gas cylinders and shoot at them when Ouroboros entangles them with his tentacles. The final chord - we lure the enemy into the crematorium and burn it.
Danger promises only close contact with the monster. On harder modes, Ouroboros can fire its tentacle.

A grotesque cross between a caterpillar and a bat with four wings. One of the most popular examples of bio-organic weapons (so the documentation in the game says, at least). They say that the main convenience of Popokarimu is mobility.
On the easy difficulty level, he can only crawl and catch bullets with his carcass. From the average level it already flies and deftly swoops down on the player. The main task is to get to the soft belly of the monster. This can be done with the help of mines, of which there are plenty scattered in the arena. We lay a mine, wait for Popokarimu to safely step on it and fall on its side, then we put as much lead into the red belly as we have time. Depending on the power of the weapon, such procedures must be done 3-5.
Later, towards the end of the third quarter of the game, the second Popokarimu will meet, but there it is quite possible to get rid of QTE.

This is an advanced model of El Giganto from the fourth series. Not a very popular toy for bio-terrorists, as it is very unpredictable and has a high cost of ownership.
The fight against Ndesu comes down to two main things - QTE and constant gunfire. Since you have to spend the entire boss fight behind a machine gun, you don’t have to worry about ammunition. We drown the trigger, shoot at all suspicious places on the giant's body, monitor the temperature of the barrel and periodically press the required buttons.

A huge spider, for all its impressive appearance, is bought badly from Tricell. It is unprofitable to maintain, it is difficult to transport, it is easy to get from a turret gun.
The process of hunting for U-8 is simple - we hit the red joints of the paws and wait for the spider to sadly lower its head, opening its mouth. In the mouth and shoot. Sometimes this artificial arachnid releases a swarm of midges into the atmosphere, which should be exterminated from a distance - otherwise the boss fight will be greatly complicated by the acute lack of health of the main character.

Jill Valentine and Wesker

First meeting

Yes, everyone already suspected that Jill was hiding under the mask! Therefore, it is not surprising that the former partner has to be brought to life.
This is a rather tedious boss fight, during which you won't have to kill anyone. First you need to stupidly hide from Jill and Wesker for about 7 minutes. Then, when Wesker leaves to solve his villainous affairs, you should stay at arm's length from Jill (otherwise he will start firing from the ultrasound) and press the appropriate buttons.

Ouroboros

Second meeting

This time, the monster is noticeably more difficult. The principle of removal is similar - we throw gas cylinders under the tentacles and shoot at them. When the cylinders run out, we run to the wall installation with a flamethrower and burn down the remains of Ouroboros.
It is important to remember that the napalm in the flamethrower ends quickly, it must be constantly replenished.

Wesker

final boss

Wesker will have to bring down in three calls.
At the beginning, in front of the bomber, you must quickly turn off all the lights in the area, find a bazooka and try to shoot at Wesker so that he catches the grenade. Then we shoot at the grenade, grab the stupefied Wesker by the waist and try to inject the serum. So several times.

In the second phase, when Wesker is already obviously overdosed, it all depends on how good you are at playing QTE.

The third phase is the battle in the mouth of the volcano. Here, you first have to avoid meeting the mutated Wesker until Chris and Sheva reunite. Then, on a round platform, one must alternately hit with the most powerful weapon available, either in the back or in the chest.
Nothing complicated. On easy mode. And already in the "Fighter" mode, you often have to reload the boss fight.

If you don't want to spoil your enjoyment of the game, don't read this article.
If you have any difficulties with the launch / settings of the game - contact our forum for help.

Note: since RE5 has a mini-map that prevents you from going astray, and the trophies that drop from crates, barrels, and enemies are determined by the generator random numbers, in this passage there will be no very obvious instructions, like “go right, then left and do not forget to take shotgun shells”. The purpose of the article is to help to cope with more serious problems on the way to end credits and point out some non-obvious moments of the game. In addition, in the passage, Chris Redfield is considered the “main character by default”. The differences when playing as Sheva are minimal and will be listed separately.

Chapter 1-1: Checkpoint


After a long opening cutscene featuring Chris talking about bioterrorism, his freshly minted partner Sheva, and an obscure woman in a crow mask, you'll find yourself in the very first playable area, the checkpoint. The first chapter is almost entirely devoted to learning the basics of the game, so there are no special difficulties foreseen. Having admired the local beauties (compared to the fourth part of the schedule, I made a serious step forward) and, having learned how to call the mini-map, we follow our partner. Along the way, you can gawk at the locals who are beating a twitching bag with sticks, dragging someone in an unknown direction and looking at the BSAA agents unkindly. It is obvious that something is wrong with them, but so far neither they nor we can harm them. Scripts and the lack of weapons interfere.

Note: many players are surprised when the heroes do not change into other costumes when replaying the game, and consider this a bug. In fact, both costumes and equipment left over from the last game do not appear immediately, but after meeting with the butcher.

Our target is a BSAA contact who is also the local butcher. We go to his shop (the locals will evaporate in an ominous way at some point, slightly embarrassing the vigilant partners) and go around it from the side. The grim butcher is already waiting there. He is waiting for two agents, but he won’t open the door to a single one, what else!

If Sheva is controlled by AI: here you can encounter the first “surge” of the computer partner - she sometimes gets stuck halfway, and the harmful contact will not let you through until both heroes are nearby. In this case, it makes sense to find it using a special button (by default - q) and call it with another command. With a living partner, of course, there are no problems.

The butcher shares useful information reluctantly, escaping with meaningful hints. However, for us, the contents of the shiny case on his desk are much more important - it contains our first pistols and knives. Having equipped the weapon and thus launching the screen saver, we once again talk with the butcher, after which we leave the hospitable shop. Do not forget to try out the knife on flimsy boxes and barrels - cartridges and gold have never bothered anyone.

The corpses of brutally slaughtered animals and a mysterious note in the next house reinforce suspicions that the inhabitants of Kijuju are not friendly with the head. We collect trophies and do not forget about the pot with valuable green grass.

Note: The yellow herb that increases life bar has been removed in RE5. There is no blue grass in the game either, due to the absence of poisonous monsters. Not many types of medicines can be made from the leftover green and red herbs. A mixture of these two herbs still restores a large amount of health. A green herb can heal on its own, and when paired with one or two plants of the same color will do so even better. By the way, AI-controlled Sheva is very fond of messing with herbs and instantly mixes them if you put suitable plants in her backpack. She also heals the player diligently, but sometimes she does it too early - after losing only half of her health.

Note: as in the fourth part, in RE5 there is a zonal damage system. A shot in the hand causes the majini to drop the weapon, in the leg - to stop, in the head - to roll it around, ignoring everything around. Depending on where you hit, you can land one of three melee attacks, dealing heavy damage and knocking the enemy to the ground. If you are playing with a live partner, then you can make the unfortunate majini suffer even more by conducting a combination of three consecutive hits with him (the AI ​​rarely succeeds in such tricks). A fallen monster can and should be finished off - Chris and Sheva do it quickly, clearly and without much remorse.

Having defeated the enemy in one way or another, we leave the house through the open window in the next room. The quiet street, which you will get to, will not remain so for long - the script will insidiously summon more than a dozen monsters on your heads. Defeating them with a modest arsenal of the first level is unthinkable, so we immediately move on to plan "B". A short run leads the heroes to a house with a strong bolt, in which they lock themselves away from harm.

It's interesting: don't be put off by the menacing cries of the Majini outside. They can break into a locked door endlessly, and one should not rush.

Complaining to the authorities about the restless blacks, we take a grenade (it will come in handy soon) and we approach the first door on our way, which cannot be opened alone. But she does not withstand a double blow and lets us go further. You will have to leave through the cellar, from which an underground passage stretches. After getting out of it, we go outside.

The winding road leads the heroes to the next house, which is destined to become the site of the first serious battle. Behind its walls, an impressive crowd of screaming Majini rages. Having staged a demonstrative massacre of the butcher-connector, they very inopportunely notice the agents peeping at the execution. Silent scene.

This time there is nowhere to run - you will have to urgently brush up on the home defense skills acquired in RE4. We hastily barricade the window and the door with cabinets, after which we collect the cartridges that fell out of the hills of fruit (!) And start shooting the majini. At first, they climb in small groups, and it is very convenient to kill them. Difficulties will begin somewhere in a couple of minutes, when the blacks will also climb through a hole in the ceiling, and the uncultured Executioner will make an emergency exit in the house, bringing down the wall.

There is no point in standing still. We run out through the gap to the square and look for a new shelter. There are plenty to choose from - there are enough good positions. You can stay downstairs and run around in circles, but it's better to climb higher and exterminate monsters from a hill (an old bus is especially good).

This is important: there are plenty of boxes and cabinets with ammo and grenades on the battlefield, but they will all disappear in an unknown direction when the fight is over. It is necessary to take everything at once, without postponing for later.

It is impossible to kill all the majini - they will be reborn until help arrives. But it is not necessary to beat the Executioner - he also disappears at the end of the level - but it is desirable to remove the golden ring from the corpse (for sale). But how, one wonders, to stop the thug?

The African relative of Pyramid Head is extremely dangerous at close range. His favorite technique is to raise the giant hatchet higher and slam it heartily into the ground. The hit hero will not seem a little, but the blow passes by if you take at least one step to the side. The mini-boss can really harm only in two cases: if some harmful majini clings to you and thereby delays, or if the Executioner starts swinging his ax horizontally. Here he can demolish his comrades, and fragile buildings, and Chris and Sheva.

Fortunately, explosive barrels are generously scattered across the area, transformers buzzing and falling on your head at the first opportunity, and other surprises unpleasant for the Executioner. He does not like grenades either - an explosion at his side makes him fall to one knee and allows him to carry out a melee attack. After a while, the mini-boss will fall, sharing his ring with skilled players. After that, we calmly exterminate simple majini, not allowing ourselves to be surrounded, and wait for the arrival of the BSAA helicopter.

Note: to the right of the large locked gate you can pick up the first machine gun (more precisely, a submachine gun) VZ61. With him, the dark-skinned victims of Las Plagas are much more fun to exterminate.

Chapter 1-2: Meeting Square


Having dispersed an unauthorized rally of the infected from a helicopter, the pilot will fly away, passing the coordinates of the place where the illegal deal was concluded. Left alone with Sheva, we do not pay attention to the fact that she rushes at full speed to the exit from the zone (of course, such zeal is shown by the computer, and not by a living partner). There are no trophies on the square itself, so we look into the house-over-the-ravine, breaking a barrel there, and jump into the pit right in front of the next gate. The pit is a particularly useful place. In it you can find the first gold bars - 5,000 local conventional units. To start the game is very good.

Passing the gate, you will find yourself in the narrow streets of the city. Soon the game will literally poke your nose into a dilapidated fire escape and hint that "two people can handle it here." We order Chris to plant Sheva (on the contrary, unfortunately, it will not work - Redfield is too heavy for the girl to lift him) and find out that there is a key behind the barred window. While he is out of range, so we wait for Sheva to jump back and move on.

The surrounding streets are very unpleasant - majini climb in small quantities, but from the most unexpected sides. Pay special attention to the lattice fences and holes in the ceiling - this is their favorite place for ambush. The commander of the "Alpha" group, hysterically yelling something on the radio about a creature killing his people, also does not let him relax.

Having found the second broken staircase and looking at a certain blonde who was dragged away by the locals, we again seat Sheva. From this roof, she can get into the same room with the key. Or he can linger and help Chris, who has remained below, fight off the Majini detachment that has come from nowhere. One way or another, you will finally get a mysterious key. Another would be to pick up a castle for him.

Having got rid of the Negro, who resourcefully hid in a pile of cardboard boxes, we go out to a large building with a staircase leading to the street. The entrance to it, contrary to expectations, is under the stairs - the other door is closed from the inside. We carefully examine all the rooms of the house, collect trophies, among which there is a healing spray, and get rid of the evil residents on the second floor. On the same floor, pay special attention to balconies. From the one that faces the south wall, you can see a blue plate - the emblem of the BSAA. We shoot it down with a shot and mentally prepare for the fact that from now on we will have to carefully study the surroundings in search of other “plates”.

This is important: there are 30 BSAA emblems in the game, and collecting them does not affect the passage of the game. The Gatherer is rewarded with a couple of achievements, and they also allow you to open character figurines (which you still have to buy with points earned after completing levels) and costumes for the main characters in a special menu. Makes the difficult task of the level select menu a little easier, where you can see how many emblems you missed and come back for them. Note to tricksters: it is useless to shoot down old emblems during a new passage - the game will not count them again.

Behind the rickety door you will see a screensaver with the participation of a familiar blonde. Experience tells us that it is already too late to rush to the aid of the “maiden in need”, therefore, first of all, we will visit a smaller house, the door of which is closed. The player who was not too lazy to take the key to this house at the beginning of the level will be rewarded - an ownerless gun Ithaca M37. Magini will be happy to try out the “new thing”!

This is interesting: if you missed the opportunity to get hold of a free shotgun, then after a while you will be offered to purchase it between missions in the weapons store. The price is quite reasonable, but why pay for something that goes into your hands?

Having saved the girl from torment and cleaned her pockets, we take aim at the door and methodically shoot the blacks who have come running to the noise. They don't have extra heads, so there shouldn't be any problems. Having passed through the house, we go around the closed grate, exterminate the majini bravely jumping from the container and go to the old warehouse, where the Alpha squad should be waiting for us.

Well... Colleagues really are here. Their bodies, smeared with a strange black substance that looks like liquid resin, are lying all over the building. After examining the body of one of the comrades and longingly convinced that it is impossible to borrow his weapons, we climb the stairs up. After admiring another dead man, whom someone hung on the crossbar, we jump through the gap to the chest with gold and look up. Through a hole in the ceiling, you can see the water tower... and the emblem #2 under the tank. Having split it, we knock out another door.

Most of the corpses of the Alpha group have been collected in the new room. After shaking the still alive commander, we find out that our bioterrorist has escaped, and we get a disk with data on the deal. Unfortunately, the man does not have time to tell who dealt with the detachment and cynically smeared its members in tar. Reluctantly, we go to the elevator leading to the lower levels.

This is interesting: later we learn that the main goal in the life of the creature that killed the “Alpha” is to devour living or dead biomass and continuously grow. But at the same time, she did not absorb a detachment of a good dozen operatives. Why? Reacted to the command “Fu!” master? Or was she in a hurry to hide before the arrival of Chris and Sheva?

Entire waterfalls of “resin” flow below, making it clear that a meeting with an unknown monster is just around the corner. Next to the corpse of another fighter is a locked furnace door. We turn into a side branch and find ourselves in a boiler room of a curious design. Pulling the switch and evaluating the riot of flames in the crematorium through the window, we select the key and go back, realizing that it will not be possible to get out of the basement without a fight. Such is the law of the genre in Resident evil.

And for sure - as soon as the key was brought to the keyhole, a hentai-looking monster of the "Resin Scarecrow" model fell from the ceiling onto the heroes' heads. He responds to the speaking nickname Ouroboros (Chris and Sheva, however, do not know this yet and prefer to call him “the creature that killed Alpha” for a long time).

Boss #1: Ouroboros
Ouroboros is the first boss in the “brute force will not help, you have to improvise” series. Being a disembodied bunch of tentacles, he didn't care about bullets and grenades. At best, you can slow it down by hitting the protruding orange bubbles. But you can’t kill him like that - having lost all the bubbles, the boss will disintegrate for a few seconds ... and reassemble, fully restored. We'll have to take advantage of the weak point of Ouroboros - vulnerability to fire.

This is important: in fights with many bosses, the mini-map is very useful. The eloquent blue triangle allows you to constantly monitor the movements of the enemy and helps to lure him into traps. This opportunity will save your life more than once.

Without wasting time on the fight, we run to the boiler room - there the stove has already been waiting for us. But just pushing a slug in there will not work - it is agile, and the doors of the “crematorium” close for ten seconds. Someone must lure the boss into the danger zone by running clockwise around the room and pull the switch in time.

Live players can pull off this trick in a couple of minutes. Having slowed down Ouroboros with the explosion of a pair of cylinders, we distribute responsibilities. One is on duty at the switch, and the other monitors the movements of the boss (especially when he disintegrates and grows in a new place to close too much distance). After that, the second one runs into the furnace, fires at the slug while the doors are closing, and jumps out at the last moment. If there was a misfire, and the boss also managed to jump out, we make a couple of circles around the room until the “crematorium” is “recharged”.

This is important: on the “Veteran” difficulty level, the slug will noticeably get stronger and will successfully get out of the working furnace. Do not panic - just repeat the procedure, and Ouroboros will not survive the second cauterization.

If you are playing against the computer, the fight will be a little more difficult. Computer Sheva can’t really distract Ouroboros or start the oven, so you have to do everything yourself. We slow down the boss, together with our partner we make a “lap of honor” around the room (do not break away from him too much - remember about “teleportation”!), And, being next to the switch, force Sheva to pull him. Themselves, either beat Ouroboros through the window, or just stand at the exit, blocking the opening with yourself, and shoot at the boss (just don't miss the moment the door closes).

When the slug dies (you should not wait for trophies - since the days of RE4, bosses have stopped carrying wallets with gold with them), finally open the furnace door. Behind it, a very peculiar reward awaits you - a case with clips for a pistol. And a little further, if you carefully examine the right wall, you can find the emblem number 3 behind the grid. Her hand won't reach. Bullet - easily.

Having risen on the elevator to the garage, we contact the “caring” superiors, we receive an order to finish what a dozen healthy soldiers could not cope with, and complete the chapter.

Chapter 2-1: Warehouse


Leaving the starting garage ahead of time is not worth it - there are a lot of interesting things in it. A little away from the exit, the fourth emblem turns blue, another case allows you to change the machine gun for a stronger H&K MP5, and the barrels share gold and ammo. Having collected everything badly lying, we go outside.

This is important: in no case should you throw away or sell an old weapon after finding a new model. By upgrading a seemingly useless barrel to failure, you can open additional weapons or just get one step closer to unlocking the “Stockpile” and “Take it to the max” achievements. Until you reach the amount you need to upgrade, just put the cannon in the “storage” of the weapon shop.

The Kijuju port complex is not only half-submerged ships and a labyrinth of containers, but also simple majini traps. The tripwires blocking the passage calmly explode with one shot. The first of them can be dealt with even more elegantly by shooting in the foot of the negro hiding above. The adversary will fall into his own trap and, against his will, will clear the way. After that, we continue to study containers. Some of them must be bypassed, others must be climbed, and others must be climbed to collect trophies. Majini interfering with research, of course, are subject to immediate destruction.

After the explosion of another streamer, it turns out that Las Plagas poisoned not only people, but also local Adyul mutts. Infected dogs are quite tenacious, they can, as they should, bite the heroes with a dimensionless mouth and literally cry out for a good shot charge. We bring down the dogs with shots on the ground and make sure that the “friends of man” do not jump behind their backs. Along the way, we will also shoot a black man with a crossbow, which looms overhead.

This is interesting: the fact that a fire arrow can be shot down is known to everyone who played RE4. But in this part, you are invited to play the witcher Geralt and reflect the bolt ... with a knife blow. Entertainment is not easy and traumatic - especially on high levels difficulties - but the dodger will be rewarded with the “Be the knife” achievement.

The next serious ambush awaits you at the exit of the labyrinth. Mazzini sat there - with and without crossbows, dogs and a hefty Negro wrestler - a fan of waving pood fists. You can't let this whole gop company attack at the same time. We set fire to oil canisters with a shot (if three enemies are burned at once, you will receive the “Stop, drop and roll” achievement) and hide back. We successively kill everyone who sticks in the next, we take away the bracelet from the wrestler and only then we take on the crossbowmen. They, as usual, shoot from a hill, but this does not save them.

Having moved the massive gates, we take grass from the boxes, go out onto the bridge and jump over the breach. A crazy majini on a truck will rush towards you and try to crush you. Unfortunately for him, the bridge is booby-trapped with red barrels, and one well-placed shot will knock the car over onto its side. You should immediately hide behind the defeated truck - no less vicious majini pedestrians will run towards the heroes. Their bad habit of stopping next to the surviving barrels can and should be used.

This is interesting: for lovers of pyrotechnics, the achievement “Baptism by fire” is provided, which requires you to blow up three monsters at the same time. You will surely get it in passing, without making much effort. All action movie fans love to lure enemies into barrels!

The market meets us with a suspicious calm. The blacks seem to be looming in the distance, but at the sight of the heroes they rush to get away. Surprised by their fearfulness, we begin to comb the area. The key to the next gate is far from the most valuable thing that is here. The first trophies can be fished right out of the water if you go deeper. On the roof of a distant building lies another gem - an emerald. The shabby fruit stand hides the sixth emblem - to knock it down, you have to get close. The sweetest find large chest with a ruby ​​- prudently lined on all sides with counters that cannot be bypassed. Sees the eye, but the tooth is numb? No matter how! We destroy the “defensive line” with a hand grenade and calmly pick up the stone.

Enriched at the expense of local residents, we go into a locked house through a window on the side. We will not shoot down the castle - let the majini, in case of an attack, climb only from one side. The keys we need are hanging on a hook, so they will have to be shot down.

And here is the Magini. They scream, they climb out the window, they even brought a wrestler with them. Having finished off a dense black man, we leave a cozy house with a hanging corpse, finish off the survivors and unlock the gate. We go around the blockage on the street along the walkways and boats and shoot new monsters from afar. On the other side, help will unexpectedly come to us (more precisely, it will fly in) - an already familiar helicopter pilot. He enthusiastically gets down to business and kindly irons the next street for you. It’s not worth running ahead of him - you can get it for the company. Therefore, we decorously follow and, climbing the stairs to the building, knock down the seventh emblem in the house opposite. Having reached the end of the street, it is worth taking a machine gun - a large group of majini will suddenly come out of a small house. After destroying them, we examine the “house with a surprise” and become the owners of the S75 sniper rifle. Letting it not automatic - for a start, this one will do!

If Sheva is controlled by AI: As your arsenal expands, another weakness of the computer becomes more noticeable - excessive thrift. The AI ​​is careful with ammo and will use the cheapest ammo first, pistol ammo. Uses against everyone in a row - both ordinary majini and thick-skinned bosses. Only when the pistol clips run out will he reluctantly switch to something more powerful. On the one hand, it's nice that AI can be trusted with a rocket launcher without fear that it will hit sparrows from it, but sometimes because of this, firepower is severely lacking. We have to re-equip the computer partner manually, taking away everything superfluous. It is easier in this regard only with grenades - AI does not use them at all. Perhaps this is done on purpose so that players do not throw keyboards when a "friend" throws a "gift" at their feet.

In the new quarter, another “quiet house” with a detachment of majini awaits you. Throwing a grenade through the window, we move on and find out that the gallant helicopter pilot flew. We follow the beautifully diving turntable with our eyes, put Sheva on another tall building (let him cover it), and we ourselves go along the path, killing majini and kipepeo. At the stairs, a crowd of Majini will climb on Chris, but the narrow passage will play a cruel joke with them, making it an ideal target for a shotgun. Having pleased a dozen majini in one fell swoop and waiting for Sheva's return, we go to inspect the new three-story building and shoot monsters in it.

Chris already knows how to throw his partner, and on the top floor you will have to throw her across the street. When Sheva is on the next building, we uncover the rifle and hit between the eyes of the majini attacking her. If your character is Alomar, then you need to clear your way to the lower floors with a shotgun, knock down the eighth emblem from the fragment of the column (it is not visible from the first building) and let Chris out into the street by opening his door from the outside. Reunited, we beat the blacks again. The temptation is great to blow them up beautifully with a barrel, but it is better to be patient - the fuel tanks will come in handy later. For example, when the heroes come to the gate and face another mini-boss - a maniac with a chainsaw.

In the fourth part, as you know, the sawyer was a tenacious monster and killed with one blow, running up close. But no one ever let him run up - a shotgun knocked the maniac down with one volley and forced him to lie on the ground for about ten seconds. As a result, he rose and fell again and again until his impressive health pool came to an end. The African maniac, on the other hand, stands very firmly on his feet, and the “I didn’t fall, they dropped me” technique does not work on him. But he does not know how to cut immediately and to death, giving the heroes a few seconds to rebound. At low difficulty levels and full health you can even survive a blow to the head with a saw, escaping with agony, but it's better not to count on it and just not get caught.

After the end of the cutscene, we run back and drop the transformer on the sawyer's head (if he electrocutes someone, you will get the "Ride the lightning" achievement). Ignoring the majini as much as possible, we run next to the barrels and lure the maniac onto them. If there is not enough explosives, we take a machine gun or a shotgun and shoot the mini-boss in the eye to the bitter end.

This is important: starting from the “Fighter” difficulty level, the sawyer will treacherously resurrect after death. In "Second Form" he swings his saw furiously, making it almost impossible to outrun him. Fortunately, the health of the maniac will no longer be the same, and ten seconds of intense shelling will finish him off completely.

The death of the sawyer will not only allow you to go further, but also make it possible to rummage through the chest with precious stones. After opening the door, you will find yourself near the place where the turntable fell. It's too late to save the comrades - the helicopter has become a funeral pyre for them. And local residents on motorcycles are already rushing to the crash site, wanting to do a terrible thing with the heroes.

The battle with the “Afrobikers” could be a difficult test ... if you were not required to simply press the lit buttons. After a three-act QTE, the “mechanized infantry” will be destroyed by a friendly BSAA squad, and the long chapter will finally end.

Chapter 2-2: Railroad Station


The hunt for the harmful bioterrorist continues. Josh's group, unfortunately, will not go with us - tea, not RE6, to wander around Kijuju with a whole squad. We'll have to keep going together.

We leave the next house and find ourselves in a railway depot, which was chosen by dogs and crossbowmen. The former are annoying, but they like to run next to easily exploding stretch marks, while the latter lazily trample on the roofs of the cars and cannot seriously harm. Having dealt with the dogs, we knock down the blacks one by one, and then we climb onto the car and shoot at the ninth BSAA emblem, which lurks on a power line pylon (next to the house from which the heroes left). We jump on the cars until we get to the trolley ... but we are not in a hurry to get down into it. Majini generously mined the rails, but did not take into account that the stretch marks can be knocked down directly from above. However, this can be done in the trolley itself, after it starts to move. In one way or another, having cleared the way to the elevator, we return to the box of gold left behind, and only then we go down.

The mines are met with pitch darkness - electricity, unlike explosives, is saved by the Majini. Fortunately, someone left a large lantern nearby. So big that it is impossible to keep it together with the gun. We will have to share responsibilities - one plays the role of "illuminator", and the second covers him.

If Sheva is controlled by AI: it is advisable to hand the flashlight to the computer and let it go forward. This is both more convenient and allows you to calmly collect trophies without being distracted by anything.

A few more meters later we come to a relatively light area and say goodbye to the bulky lantern without regret. Having twisted the handle and raised the grate, we pass Sheva into a spacious cave and wait for her to open it from her side. A new group of Majini that has run out of the tunnel will make sure that you do not get bored at this moment. We lazily destroy them all and prepare to fight in a cave with a much more impressive detachment of blacks.

Previous battles had taught me to keep my head down and keep the mutants in a safe place. The same rule applies here. Instead of rushing into the cave itself, in which majini with crossbows, incendiary mixture and dynamite rage, we press against the grate and wait. It is impossible to bypass the heroes from the rear, and they will only have to shoot the pushing monsters, taking out a shotgun or grenades at the sight of cephalos and large concentrations of enemies. When the attack bogs down, we go out onto level ground and get rid of the owners dangerous weapon who have nowhere to go from their platforms.

Having interrupted the “miners”, we consider their workplace in search of gold and cartridges. When everything of value has moved into the backpacks of the heroes, we rise to the upper level of the cave and find a tunnel leading to the surface. It is guarded by crossbowmen, but the wooden wall in front of them perfectly protects against red-hot arrows and makes it easy to remove the barrier. We go into the elevator and go up.

Having killed all the mutants below, we leave the house, with regret we go around the machine gun, from which there is no one to shoot at, and go to the stairs. It is too early to remove the rifle - it is equally good at destroying lone blacks and knocking gleaming gems from the walls of a quarry.

This is interesting: to the left of the stairs is a mysterious blue booth (question marks emphasize its mystery when approaching the door). Opening it, we find inside an extremely indignant majini. His feelings can be understood - some boors killed his comrades, and now they are also breaking into the booth without permission!

On the second tier from the bottom of the quarry, you should turn around and inspect the abandoned building through the optical sight. The eleventh emblem lies peacefully on the roof, which is worth shooting once. It is also worth shooting at the Negroes waiting for Chris and Sheva, who again begin to throw dynamite sticks. “Whoever plays with dynamite will come home dead!” - we say instructively, undermining the cunning with well-aimed shots at explosives.

This is interesting: it is worth mocking dynamites not only for the sake of a beautiful explosion and the destruction of their neighbors, but also for the sake of achieving “Fire-works”.

The last obstacle on the way to the spacious area - the future arena for the battle with the boss of the level - will be a box with construction debris. He is here instead of a skewed door (which has nowhere to come from in a quarry) - it is moved only by the joint efforts of partners. We clear the road and, having gone down, we notice a majini riding at high speed. This black man is not going to crush anyone - he is carrying a gift from Irving. The "gift" looks like a giant cross between a bat and an insect and is called Popokarimu. The boss is very angry - he obviously got sick during the trip!

Boss #2: Popokarimu
The second boss relies on mobility, air attacks and fast dashes. It cannot be penetrated from the front - only the soft and unprotected back of the tail is vulnerable. With a live partner, you can try the simplest tactics: one constantly looms in front of the fanged muzzle, the other comes from the back and torments the red flesh with bullets. But it’s more reliable to still use sensor mines, which are very numerous in the surrounding houses and barrels. The straight-line beast most of the time pursues Chris and Sheva on the ground, therefore, it willingly runs into mines. By itself, the explosion does not cause serious damage, but knocks over Popokarima and allows you to attack the tail for at least ten seconds (automatic - the best weapon in such situation). When the “bat” gets up, we lure it into one or two more mines, shoot at a vulnerable point and demolish the rest of the boss's health.

Chapter 2-3: Savannah


The shortest and most straightforward level that will spoil a lot of blood for owners of weak computers. To continue the hunt for the terrorist, Chris and Sheva must cross the savannah in a jeep and rendezvous with Josh's Delta team. But what could have been a simple screensaver between levels suddenly turns into a dashing shooting range with the participation of two machine guns and several dozen majini. You have to shoot from the heart.

The main enemy is the already familiar “motorized infantry”, which crumbles along with their bikes from a short burst, but takes in numbers and throws dangerous Molotov cocktails. Truck-mounted Majinis, on the other hand, are impressive but do little harm. It is not necessary to touch the aggressively screaming contents of the bodies - it is better to concentrate fire on the front wheels, the canister peeking out from under the bottom or the driver (for killing him, they are awarded the “Drive by” achievement). Sometimes the driver turns sharply or bounces on bumps and calls on the heroes to grab onto something by pressing a button (it's not clear how this helps not to get damaged by the car, but we'll write it off to the non-standard logic of the developers).

After the third such turn, the first serious collision with enemy drivers occurs. From two sides, trucks are rushing to the jeep (and they are rushing at a good angle, not allowing themselves to be hit ahead of time), and bikers are attached to the tail of the heroes. The trick is not to react to the threat from the flanks, but to quickly take out the motorcyclists, without allowing them to cause serious damage. Trucks are easier to destroy, and one of them may even fall behind by itself.

Having got rid of the barricade, which the Negroes “strengthened” with kegs of fuel out of their great mind, we meet with a new truck, which strives to gently push the car towards the river. Despite the frightened cries of the driver, there is nothing wrong with that. We habitually shoot the clumsy truck wheels, and the race across the savannah will end there. Race, but not level.

In the city, a familiar picture awaits Chris and Sheva - the Delta group did not wait for them and was brutally killed. For a complete resemblance, only resin stains on the bodies are missing. They were beaten by a bearded and crookedly sewn giant - El Gigante. Here his name is Ndesu, but the monster familiar from RE4 is instantly recognizable. But do not be afraid - the terrible monster will not be able to do anything to Chris and Sheva. Not because they exercise every day, but because they have two powerful machine guns.

This is important: on the Veteran difficulty level, the giant suddenly turns from a walking misunderstanding into an invincible monster that causes more trouble than the final boss. The problem lies in the aforementioned stone throws. Due to the increased health, the killing of Ndesu is usually delayed, and he, having wasted almost harmless pillars, begins to use cobblestones regularly. And there is only one way to escape from the stone - to split it with machine-gun fire, which is far from possible for everyone (reminiscent of the problem with passing the final boss in Metal gear rising revengeance). Hence the conclusion: if it is not possible to destroy boulders in time, it is necessary to make sure that the jeep can survive a couple of direct hits, and just hold out until the moment when the giant runs out of health. To do this, you will have to take no damage at all, since the cobblestone demolishes a little less than half of the life bar. To achieve this effect, constantly monitor the boss, intercepting every single attack, and look at the back of the arena, where majini with crossbows appear. It is impossible to ignore them, as at easy difficulty levels - to defeat Ndesu, a grain of health may not be enough, which will be removed by a stray arrow.

Chapter 3-1: Swamps


This is interesting: in honor of the completion of chapter 2-3, you will be offered to buy a new toy in the weapons store - a stun baton. But do not rush to spend money on it - a baton, unlike a knife, takes up space in your inventory, and it has as much use as a cleaver. The damage also let us down - you can normally use it only against a lone and preferably a lying opponent. And in no case should you give a shocker to a computer partner - he will only use it (remember the habit of AI to save ammunition) until you take away a useless electric saw. Only a collector of achievements can come in handy with a club - after killing 30 enemies with it, you will receive the “Cattle prod” award. But is it worth it?

The scene shifts towards the swamps, and with it the gameplay changes - from an arcade shooting gallery to the first exploration of a non-linear “sandbox” level in the history of Resident evil. About three-quarters of the stage is covered with water, so the heroes have to move on a motor boat. The floating craft they got is incredibly durable - it can collide with berths and other obstacles an unlimited number of times. There is no harm from this - only water splashes over the side, and the partner falls down. Funny!

If Sheva is controlled by AI: by default, the boat is controlled by the player, and the computer partner is engaged in shooting at opponents. And if the AI ​​copes well with killing enemies (the main thing is not to shake the boat), then it is almost impossible to make it break the blue emblems hidden in uncomfortable places in the middle of the water. Sacrifice a couple of plates due to the lack of a living partner? Not our method - we will get out of a difficult situation!

The first disc is visible from the same island where you found the corpse of another killed operative and a certain Plate of the Beast. They stuck it on a pole sticking out of the water, and it is far away - even for a sniper rifle. You may have to shoot a few bullets into the milk, but one of them should get the twelfth emblem.

Having collected everything of value (starting from this chapter, it is worth breaking everything in search of trophies - masks, skulls, shields leaning against the walls), we get into the boat and head to the center of the swamp. There is a funny island, converted into a chicken coop. After walking chickens and gaining more eggs, we look at the hut on stilts. The edge of the thirteenth emblem peeks out from under its floor. You can shoot it down from the water, swimming to the other side of the island, but shooting from the ground is much more convenient.

This is interesting: eggs play the traditional role of first-aid kits (white heals weakly, brown - better, gold - to the maximum), but they can also become weapons. Throwing first-aid kits at enemies is not the best idea, so rotten eggs are provided for warlike heroes (do not try to use them inside - agony is guaranteed!), Causing little damage. The one who takes the time to humiliate the enemy and pelt him with rotten meat to death will be rewarded with the “Egg on your face” achievement. Eggs are also associated with the “Egg hunt” achievement, which requires not only finding 4 types of eggs, as stated in the description, but also collecting them in the inventory at the same time. By the way, AI treats eggs in the same way as grenades - it does not notice point-blank, not guessing either to eat them or throw them away. Feel free to load them into his inventory - they will be safe and sound.

Then we move behind the fourteenth emblem to the northwest of the level. Along the way, you will come across a fragment of a ship on which someone forgot a case ... with a rocket launcher (one can only guess who the ship with such a gift belonged to before). “Dudka” should not be left in the swamp, especially since it occupies only one cell, and not three-quarters of the inventory, as in RE4. The only pity is that there are no worthy opponents at hand, and will not be for a long time. Having become sad about this, we swim to the northwestern settlement, pick up valuable idols from the boxes and find emblem No. 14. Oddly enough, they hid it without perversions - they simply hung it under the roof of the central canopy.

Having split all the available plates, we remember why we, in fact, came to this swamp. We swim to the area marked with a blue circle and find a door with a “compound” lock. The plate of the beast fits the round hole in the center perfectly, but the castle is missing three more pieces of pottery. The heroes were saddened, but there was nothing to do - they would have to rummage through the last three swamp settlements. We take a map on which the caches are marked with sweeping crosses, and again we “go out to sea”.

This is interesting: depending on which settlement you visit first of all, the splash screen will change with the appearance of the natives. The closest is the northeastern settlement - we'll start with it. Having collected precious stones and cartridges, as well as finding another “note about management” dedicated to hand-to-hand combat (again - well, very timely!), We pass the abandoned village to the end. Two huts on high stilts with broken stairs deserve the closest attention. Having planted Sheva twice, we find out that an idol is hiding in one, and the Shaman's Plate is in the second.

In this Ndipaya village, white and very biting crocodiles are bred. Scaled beasts guard an impressive pond, on which the natives' houses stand, and rush at Chris at the first opportunity (which is typical, only at him - the computer partner clearly seems tasteless to them). You can pass the crocodile dam running and screaming, turning sharply when another white head appears from under the water, or you can take a shotgun and use it to beat off the appetite of the attacking albinos. Having got out of the pond, we inspect the huts, kill everyone who is hiding under the ceiling and menacingly shakes the spear, we find the Plate of the lizard and return to the boat in the same way. The final destination is a village in the gut-shaped southwestern branch of the swamp. There are no crocodiles or duvalias (it is not yet known which is worse). But there are more ordinary natives in the village than in the previous two combined. They come from all sides, and it is better to meet them in an open area with another idol. Don't let them get close and pay special attention to spearmen - they have incredible jumping ability and strive to hit the heroes in the jump at the first opportunity. Having taken the Warrior's Plate, we are faced with a new misfortune - the river is blocked by stakes, and the ndipaya fire at the boat with bows and even throw bombs. We stop the craft not far from their towers and wait until Sheva deals with each of the tricksters. With the death of the latter, the obstacle will disappear, and it will be possible to swim out to the lake with a breeze, cynically ramming the natives lurking right in the water.

It's time to leave the fed up swamp. We assemble a mosaic from the plates, which will open the gate, and we get into a new zone. In it, we immediately descend into the river (dampness again!) and look under the platform. The fifteenth emblem hangs there forlornly. We will take pity on her and send her to the fourteen previously split comrades.

Across the river lies the largest Ndipaya village. In it, the Cunning Agent Trap awaits you - the corpse of a commando with an S&W M29 magnum, surrounded by eloquent holes in the ground. You can accommodatingly go into a trap and become a training target for a detachment of archers, but it's better not to play along with the locals. We go in the opposite direction and rob the huts standing separately. At some point, the patience of the ndipaya will burst, they will crawl out of their hiding places and rush to save property. This is where you will meet them, taking a comfortable position.

And yet, after the start of the attack, it is worth running after the magnum - it will be very useful against three-meter natives with huge maces and no less huge masks that reliably protect their heads. In terms of behavior, they are no different from the Executioner - they run fast, but sometimes they slow down and hit with a delay. The main difference between shamans is an improved reaction. Try not to run around them in narrow passages - there is a great risk of getting a powerful and very fast pendal, which throws the victim several meters away.

Having killed the natives and removed the trophies from the defeated giants (as befits the elite enemies of RE5, shamans love expensive trinkets), we are looking for a way further. To the right of the pit with stakes, a handle is found that lowers the drawbridge. Lowering it, we wait until Sheva runs across to the other side and opens the gate.

This is important: the handle must not only be twisted, but also held while the partner runs across to the other side. If the bridge suddenly collapses under your living partner's feet, you risk hearing a lot of interesting things about yourself.

Having reunited, we collect trophies and stumble upon a local miracle of technology - a cable car. She will take you to the next level.

Chapter 3-2: Place of Execution


“Place of execution” here is called another crocodile dam with a network of bridges and platforms spread over it. The Ndipaya, who are initially busy feeding the animals with BSAA agents, are quite far away and excel at shooting with a sniper rifle. Having got rid of the first batch of savages, we run to the central part of the reservoir, simultaneously destroying the vessels with trophies. The script will soon summon a new group of ndipaya with huge spears. Enemies willingly jumping into narrow areas can be well stocked with a shotgun and thrown into the water - the crocodiles will be grateful for the free treat.

Having made the place of execution of the ndipaya themselves out of the dam, we are faced with a familiar situation - the bridge is divorced, and it will be necessary to get to the button that lowers it in a roundabout way. Instead of just climbing over the locked door on the other side, Chris and Sheva decide to cross the body of water (thankfully, not by swimming). We leave the partner at the handle and run to the raft, which the girl will pull on a rope. The operation is slightly complicated by the ever-hungry crocodiles, who perceive the craft as a floating tray. They so zealously rush to the prey that it is impossible to shoot them. You have to press buttons and dodge attacks until the end of the journey through the lake.

Note: when playing with a live partner, you can put a pig on a partner crossing the pond, stopping the raft halfway. The victim will be forced to jump and somersault until death, since crocodiles are truly tireless. However, doing this trick is only worth it if the partner is all right with a sense of humor. Otherwise, you will learn even more interesting things about yourself than in the situation with the bridge from the last chapter.

Once on the other side of the lake, we kick the button from the heart, lower the bridge and, together with our partner, leave the pond. The dark corridor immediately behind it will please those who are hungry for profit - precious stones fall from destructible lamps.

Ahead of the heroes are waiting for traces of civilization - pipes, an impressive oil slick and an abandoned camp of a certain Tricell corporation. Having climbed the tents and ran through thickets of tall grass (careful - snakes!), we go around the camp from the other side. From there you can see the sixteenth emblem left between the tents. We add it to our collection and go to the gates of the oil refinery complex. Don't be confused by its size - the passage of this location takes a record short time. Savages are not trusted to work with oil, so the Majini will again become your main enemies. Those of them that stand at different levels and hold crossbows should be treated with rifles in the first place. Then the turn of the “lower” infected will come - they will come running when the heroes jump to the ground. After their death, you can safely proceed to check the local fire safety equipment. There are problems with drilling with it - three streams of burning gas block the right road at once, and it will be necessary to get to the valves blocking its supply with the help of cable cars. In order to achieve the goal, you will have to try yourself in the role of circus performers.

The first valve is immediately available - it is located on the central platform. It is not difficult to block it, but local workers react inadequately to an attempt to put out the fire. At first, you will be attacked by only (it will get worse later) majini, with which you have just cleared the passage. Ungrateful mutants should throw a grenade, and then calmly go to the first cable car. A fun flight will take you straight to the second valve, but there is no time to turn it. From the side of the main entrance, a hot man with a chainsaw is already rushing to the disturber of the peace, and he must be met as it should be. It’s worth starting with a mine picked up here, which must be placed to the right of the valve. We finish off the blown up maniac with magnum shots in the bulging eye, remove the necklace from his corpse and shut off the gas.

Now only a distant hill remained. Having flown one more time, we find the third valve. She is guarded by a more delicate sawyer - unlike his comrade, he first allows the torch to be extinguished, and only then runs to shred the heroes. In turn, we run from him, shooting from a shotgun and magnum. If you did not use the rocket launcher from the last chapter against the shamans and did not put it away in storage, then the chainsaw can be killed with a super-powerful projectile.

This is important: at the highest levels of difficulty, one of the maniacs comes to life and turns into the familiar berserker with a saw. Get ready for unpleasant surprises!

The fire stopped melting the transition, which means you can go further. A motley crowd of Majini quickly dies from shotgun volleys and clears the way to the interior of the complex.

Inside, the surviving Josh is waiting for Chris and Sheva (let's not ask the traditional resident question “How did he get here without all the obstacles?”). He met the heroes just in time - the elevator in the room does not work, and Stone undertakes to fix it. The repair will take several minutes, and all this time you have to protect the negro bending over the console from a continuous stream of majini and wrestlers. When the elevator does work and lift the heroes, you will also have to make your way through the groups of crossbowmen on duty above. The journey along the balustrades will end at a locked door with another console. Josh gets down to business, and you should take up the rifles again - fresh squads of monsters are running from the elevator. And if majini are not worth close attention, then it is not recommended to let a chainsaw near you. So that he does not move so briskly, we shoot him in the head as often as possible. Mines from nearby barrels will not help this time - they will be attacked first of all by simple mutants. However, it is not necessary to kill the maniac - when the door opens, you can just run away.

Josh will have to part for a while. We go out to the pier and notice Irving's impressive yacht (bio-terrorists make good money!). To avoid trouble, you need to stay away from her - vile scripts are on the alert. Inspect the secluded corners of the pier first and smash all the barrels. Then reload your trusty shotgun, check your inventory for grenades, and head towards the yacht.

The second meeting with Irving and his partner will be even shorter than the first. Having laughed plenty of villainous laughter, the adversary will sail away, turning on the bombs installed on the tanks as parting. The tower will explode in exactly two minutes, and the only salvation is Josh's boat at the opposite end of the pier. Time to get away? Not right away - first check the house directly in front of you, ignoring the decreasing timer. Cunning enemies hid the seventeenth emblem inside, counting on the excessive haste of the heroes. Having broken it, we run to the boat.

A crowd of majini, slightly diluted with wrestlers and dogs, will rush towards Chris and Sheva. It is unlikely that it will be possible to kill this gang in two minutes, so we use a weapon that hits the area and discard the crowd. Having got rid of the stretch marks from nowhere and the lock on the door, we go down to Josh. If you are not stuck anywhere and have saved enough time, you can thin out the group of monsters chasing you before leaving. When you get on the boat, the level will end.

Chapter 3-3: Well


Irving destroyed a good half of the complex, and Chris and Sheva have to break down what is left. The level begins with the next swim on the boat, which will be driven by Josh. You are also required to kill the majini swimming behind, and then take on those who are waiting ahead. Almost every infected considers it his duty to get closer to explosive barrels or tanks, so accurate shots are accompanied by colorful fireworks and numerous victims. We shoot until the boat hits the closed gate. Here you will have to get out of it and take a walk to the opposite side of the gateway. On the way, they will try to distract you (not to stop - this is too big a word for their attempts) majini and kipepeo. We kill them, knock down the only emblem on the level #18 from the inside of the arch and open the gate with the lever. On the way back, a larger detachment is waiting, but it can be easily reduced by detonating abandoned barrels. Having reached the boat, we sail further.

The second part of the “boat trip” is distinguished not only by a double portion of cisterns (poor majini - this is so cruel!), but also by pipes hanging over the water. You will have to bend down in time, pressing the buttons so that the hero does not earn a lump in his forehead. After some time, the second gate will block your path, protected much better than the first. Above them, even machine gunners sat down, able to get you almost anywhere in the location. We “stick” to the wall nearby, hit both shooters in the head, get rid of the approaching majini and go ... no, not to the levers, but in the opposite direction. It is there that the locals hide valuables from marauders.

Boss #4: Irving
From a stupid bioterrorist, the same stupid monster turned out. The only difficulty in this battle is the lack of first-aid kits on the yacht, so it’s better not to expose yourself to the blows of the “kraken”. But you won’t have to spend cartridges - you will have to beat Irving with the help of his own guns. You already know how to handle machine guns, and the guns in the front of the ship hit more powerfully, but after each salvo they take a long time to reload. Decide for yourself what is more convenient for you, and what is better to entrust to a partner.

The boss emerges from one side, then from the other - the mini-map will warn you in time about his movements. We immediately run in the right direction and fire at the orange sections of his tentacles, preventing them from approaching to strike. If the tentacles are smaller and light brown, hit them too - the “kraken” likes to grab careless heroes with them. Having lost his tentacles, Irving will stick his head out of the water and expose a new weak spot - some kind of orange wart on his nose. Shoot at it until the boss turns in your direction. Here, do not hesitate and bounce off the turret, otherwise the monster will inflict serious damage on you or simply swallow you.

Alternately fire at the tentacles and the wart, running from side to side, until the second phase of the fight begins. Scary will attack the ship from the rear and stick out his tongue - the former Irving. The fire must be concentrated on it, but the tentacles will greatly interfere with the heroes. There is no time to be distracted by them - the "kraken" will go under water - so get ready to press the buttons and dodge attacks. Several accurate bursts on the "tongue" will make the boss go under and spit out Irving. The bioterrorist's appearance is now unappetizing, but this does not bother the heroes - they still interrogate him and find out where to swim next.

Chapter 4-1: Caves


The gameplay in the new chapter changes dramatically again - Chris and Sheva will have to play Indian Jones. All the attributes of the adventure genre are included with the ancient ruins: evil natives, numerous traps and treasures that come across at every turn. No snakes were brought to the underground city, and this pleases - you will have enough trouble without them.

After examining the pier, go through the tunnel to the illuminated part of the cave. There, under the ground, local living creatures are hidden - kishva buoys. Comic orange spiders die, as they say, from one disapproving look, but they love to jump on the heroes and prevent them from attacking. Contrary to the usual, it is not necessary to torment the keyboard with frequent pressing in this case - the spider either falls off by itself, having sucked, or is knocked down by a partner. Having got rid of a couple of groups of digger monsters, we go to a dead end and climb into an inconspicuous niche on the left. There, a large topaz is hidden in a chest, and another stone, a sapphire, is attached to the ceiling. Another pleasant surprise (and this is by no means about the buoys of kishwa waiting on the way back) hangs among the rocks to the left of the rough ladder. This is emblem number 19, which is not a pity to spend a bullet on. Having replenished the collection, we climb up.

Collecting valuables from vases and lamps (everywhere they put stones to save them from thieves!), we hear the clatter of many legs. AT best traditions“Mummy” Chris and Sheva are met by a herd of (you can’t say otherwise) spiders. If you don’t have anything explosive lying around in your inventory, then meet the monsters with a long automatic burst. Having cleared the “dressing room” of the catacombs from the spiders, we boldly go forward. Behind the door lies a (still) peaceful and trophy-filled lost city of the Ndipaya. After admiring the panorama, we take a rifle and through the sight we examine a conspicuous crystal in the center. A little lower than it is hidden something round, blue and with the inscription BSAA. This something (twentieth in a row) is subject to immediate destruction.

Having jumped down, delved into the alleys of the city and cleaned the sarcophagus, which opens only by joint efforts, we exit to the bridge. The partner cheerfully gallops forward and almost gets hit on the top of the head by a dropped column. Kamenyuka will crush the bridge and separate the heroes (make sure you have enough free space in your backpack so that you don’t get excruciatingly sick at the sight of melting ammo later). We'll have to go down and take on the destruction of the natives. Among them were spearmen, shield-bearers, and archers. Especially unhealthy ndipaya turn into a cephalo, but they cannot detain the hero for a long time. We return to Sheva, sequentially rob all the tombs in the district, and leave the one that stands next to the suspiciously light section of the floor for the last. At the most crucial moment, this area opens up and transfers the heroes to the next part of the location in a not very comfortable way.

Having grouped in flight by pressing the keys, we land in the basement and immediately prepare for battle. Ndipaya and spiders attack from different ends of the cruciform pit, and you should not hide in dead ends here - fresh enemy forces strive to jump right on your head. We keep in the center and beat the adversaries until the door opens. After checking all the dead-end corridors (in each - a chest, and not empty), from afar we shoot short-sighted natives in the new room and exit the pit. The new hall pleases with an abundance of vases and upsets with savage bombs that look like a giant tumbleweed and explode from collisions. We jump onto the central platform, being out of the reach of the balls, and twist the gate that opens the gate. They close even faster than they open, so you have to run towards them, maneuvering between the bombs. Having survived the folk savage game “Catch me, Fireball”, we finally open the doors and leave the hall.

In the new corridor, another pressure plate immediately catches the eye (religion apparently does not allow the heroes to jump over it). She launches a classic trap from the series “Let's destroy our own ruins, but we will bury our enemies”. We run from the falling columns, jump over the gaping abysses and do not forget to hammer on the buttons with the persistence of a woodpecker. Leaving behind the destroyed part of the catacombs, we find ourselves ... at a dead end? No - at the same time pulling the chains, we turn a solid wall into a giant folding ladder. Hmmm... the primitive Ndipaya are clearly not what they seem.

The confusing ladder control system will get on your nerves until the end of the level, so prepare mentally. After destroying the emblem #21 hidden in the upper left part of the hall, we run to the pale green statue in the northwest. It is equipped with familiar chains, but in order to pull them at once, one of the heroes will have to make an impressive detour, bypassing it on the left. With a joint jerk, we change the configuration of the stairs, take a stone from the niche of the idol (other statues share them) and go to the left branch. There in the case lies a more modern treasure - a grenade launcher (not the one that RPG, but a classic bazooka with a variety of shells).

Note: the grenade launcher is a unique weapon of its kind. It is not allowed to pump it at all, but it is possible to buy additional explosive (incendiary, acid, nitrogen, light, electric) grenades in the store menu in any quantity. This is very convenient, because just like that, shells do not fall out of enemies, but in boxes they are found somewhere once per level. Save your grenades for a rainy day - thick-skinned opponents and bosses don't like them very much.

Having risen to the dark green statue, we redraw the design of the room with its help. You will have to go to the third idol through the upper part of the hall. When meeting with a crowd of ndipaya, we do not get lost and cling to the wall so that the archers do not interfere with shooting the attacking natives. After killing them, we collect trophies from the chests and head to the golden statue. What to do with it, you already know.

New stage a little trickier - you need to pull two statues at once on different floors. We leave Sheva at the top, run into the passage that opens on the side and encounter the guards of the idol. There are a lot of savages and spiders, and they can spoil a lot of blood. In extreme cases, you can call a partner to your place, and after the fight, send him back.

To put an end to the dubious entertainment of “pull the rope - the door will open”, let's visit the corner red statue. Mines nearby should be taken with you - they will come in handy. We pull the last idol, build a “stairway to heaven”, promising a way out of an unpleasant hall ... and attract the attention of Popokarima. It is unlikely that the same “bat” that was in the quarry - little is left of that beast. And we will slam her friend right now.

Boss #5: Popokarimu (second fight)
The most ingenuous and elemental boss in the game. He has not learned new tricks and still willingly climbs sensor mines. Shooting the weak point of the “bat” is unlikely to drag on for a long time - the magnum causes colossal damage to the tail. After a couple of minutes, Popokarimu ingloriously dies, leaving behind a valuable Soul Stone.

This is interesting: although the boss is easily killed head-on, there is a non-obvious, but more elegant way to deal with him. When a “bat” appears, we turn our backs to it and fly away. Running up the stairs, we rush upstairs without looking back. Popokarimu crawls after, at the last moment makes a jerk (quickly press the buttons) ... and is killed against the wall to death. Thus, the creature can be killed without firing a shot. The only minus of the tactics is that the overwhelmed boss will refuse to part with the stone. Basically, it's not a big loss.

Chapter 4-2: Place of Worship


Seen enough of transforming stairs? At this level, you will get to know the achievements of the Ndipaya in the field of optics. In savage entertainers, the combination of harmless sunlight and bulky lenses creates real Death Rays that move at short intervals through narrow streets. Such a beam can seriously injure (especially a sluggish bot partner), but by and large serves as an arcade obstacle that is easy to bypass.

To go for a walk along the streets cut through by “lasers” of heroes will be forced by another composite castle, impudently requiring three stone disks. From the closed gate you can go left or right, but it is better to choose the left road - it is more convenient. We stop in front of the first “shootable” street, evaluate the power of the beam that broke the aborigine, and then quickly run into the cave opposite. There, a detachment of spearmen and crossbowmen guards the first disk - the Symbol of the Sea. After killing the defenders and taking the disk, we meet another crowd of ndipaya on the way back. These tricksters even have a shaman in their trademark bulletproof mask, but grenades and a shotgun will quickly put the tall man and his friends to rest.

Having got out, we are preparing to run a race with the rays. Friendly natives made sure that the heroes do not get sunstroke, and made a bunch of branches and niches in their alleys. Without much haste, moving from niche to niche and calling the computer partner, if he suddenly starts to get stupid, we reach the road, on which two beams of infernal fiery streaks are left. Having carefully calculated the time, we run to the left and exit the affected area of ​​the left beam. Behind the abyss, an altar with the Symbol of Heaven is waiting for you, and the jumping Sheva will have to follow it. When the mulatto gets to the other side, the ndipaya will come to life, accompanied by another shaman. They may well trample Sheva, but they do not reach far-standing Chris, and this must be used. Shooting the most zealous savages from a rifle, wait until your partner takes the disk and jumps to you. The ndipaya will fall after her, but they will be at a disadvantage, having landed in a dead end, and will quickly fall down.

Having robbed the shaman (remember their favorite blue stones!), we return to the long street. You will not have time to run it to the end - the Rays of Death will cover from both sides. We run first to the familiar branch, then - under the bridge. From there you can go to another “burning” street, but it’s better to go straight ahead and go out to the balcony. Who is that looming at the source of the rays? We remove from a convenient position of the “beam-throwing operator”, and the lens is turned off accommodatingly. We slowly walk along the right street, which has become safe, and go straight to the third altar. We take out the guard of honor from the shield-bearers (the shaman, unfortunately, was not invited to this party - we will have to be content with only two valuable stones) and take the Symbol of the Earth. Then it remains only to return to the gate, use all three symbols and, having knocked down the diamond hanging over the exit, leave the zone.

In the new basement, the heroes suddenly meet ... no, not a monstrous monster, but the only puzzle in the whole game. It is frankly pasted out of place and looks alien, but in any case it will have to be solved. Before you is a bunch of statues with built-in lenses, a particularly powerful beam that kills on the spot at the slightest touch (it's good that the partner automatically hides in a safe place and does not interfere!) And the lens on the elevator, into which the beam must be redirected. The power of the “laser” adds spice to a banal riddle. The main cause of death at this stage is a statue turned in the wrong direction and a beam resting on the hero’s chest. Therefore, we carefully go around the rays along the wall and turn the lens closest to the elevator once to the left. The lift will take the heroes to the floor below.

On the second basement level, two fragile columns interfere with creating a chain. Let's give them a heroic kick, and the path will immediately open for the beam. Turn the second lens to the right and the fourth lens to the left to turn on the new elevator and move on to a more difficult part of the puzzle. The new floor will welcome you a large number statues, an empty chest and mind-blowing hordes of kishwa buoys that rush at the hero who covets the chest. Having torn off all the spiders' legs with a stream of lead, we run into an open room, carefully examine it and find the twenty-second BSAA emblem. Now you can start creating a chain of reflected rays.

The first beam should not hit the elevator, but the statue of a monkey with a ball in its mouth. To do this, we turn the lens, which is located to the left of the elevator that brought the heroes here, and then we turn the statue into which the beam rested. The burning ball of the idol unlocks the doors to the real treasures of the ndipaya, which are not a sin to rob. Among the gold, spiders and snakes lurk in some places, but this is unlikely to be able to stop a real tomb raider (it would seem that the series tomb raider and Resident evil?). The central lens will help you finish the puzzle, but the crossed beams do not allow you to get close to it. We move an arbitrary statue, breaking the chain anywhere, and turn the lens once to the left. In the same way, we shift the “lens-left-of-elevator” to the left and restore the chain. The last elevator will work and take you to the main Ndipaya shrine - a harmless-looking flower bed. That is, it used to belong to savages. The underground greenhouse changed owners long ago, and Chris and Sheva know them very well.

Chapter 5-1: Underground Garden


The greenhouse is large in size, but no useful trophies were brought into it. It is worth staying in the flower garden only for the sake of the twenty-third emblem hidden under the bridge. Then we run ahead and read along the way an interesting diary dedicated to the origin of the first virus, as well as the history of Ozwell Spencer, James Marcus and others. wonderful people, without which there would be no corporations and zombie epidemics. At this level, in general, it is worth reading all the records and studying all the computers - you will learn a lot of interesting things.

For some reason, laboratories do not meet heroes with a horde of monsters. Only occasionally is it possible to notice a certain red-skinned and vaguely familiar creature that runs nimbly along the ceiling and walls, leaving frightening claw marks. Collecting cartridges and gold, we go through the room with “alcoholized” flowers, pull the lever in the blood-drenched cage and finally get into the vivarium. Here you will have the opportunity to stare at experimental goats, rats (including those healthy as dogs) and two slimes. And if it is not necessary to touch the living creatures in the cages, then the tongued monsters will have to be killed. Lizun is a dangerous beast, which is best fought with serious weapons. A lone monster can be continuously hit with a shotgun, preventing it from rising, but, unfortunately, these mutants fundamentally do not walk alone. Slimes are dangerous at medium range (a signature tongue blow that makes you press the buttons quickly), deadly at close range (quick claw attacks and a jump on the hero, followed by finishing, from which only a partner can save), but they are very good at sniping at a long distance. If you do not want to take risks by engaging in close combat, it makes sense to run back to the opposite part of the vivarium and fire at the monsters from there.

This is interesting: pay attention to the hearts of slimes provocatively sticking out. It is not worth shooting specifically at them - the effect is not so noticeable. It is better to knock over the monster on its back with a shot, press the lit button, running up close to the red creature, and the hero will beautifully plunge the knife into the enemy's heart. Such a “fatality” not only saves ammo, but also allows you to earn the “Heart stopper” achievement.

Having got rid of the "old friends", we run along a long corridor. On the way, you should turn into the security room and open another weapon case. Inside lies a recognizable AK-74 assault rifle. Let's show tongued creatures the power of the Soviet military industry!

Returning to the corridor, we run it to the end, open the door with two switches and get into the lizun aviary. There are more than a dozen monsters, and only thin glass separates them from Chris and Sheva. But then it's time to lower the weapon and remember that the red-skinned mutants are generally devoid of eyes and react to sound. We temporarily refuse dashing shooting, we go along the cages, nervously looking around ... and suddenly we rest our noses on a skewed door that needs to be knocked out. Truly, the cynicism of the developers has no limits!

There is nothing to do - with a terrible roar we demolish the barrier, bring the slimes into a state of full combat readiness and rush forward. A long corridor will lead the heroes to an elevator that rises with disgusting slowness. And from behind, a solid red mess is already pushing (now it is useless to behave quietly - the mutants will still find and tear). We press our backs against the elevator and meet the slimes with rifle fire (a machine gun and a grenade launcher hitting the area will also fit). There will be so many monsters that you can shoot them without really aiming. Only sometimes it is worth being distracted by the tricksters who jump on the wall or ceiling, and knocking them back to the floor.

This is interesting: it is understood that you will fight back until the elevator arrives, and then, with the last of your strength, repel the onslaught of monsters (or run away). But if for the time being you do not press any buttons, but instead give battle to the inhabitants of the enclosures and put them all down, then calling the elevator ... will provoke the appearance of a second, even more impressive wave of slimes from the air. It will be more difficult to fight back, but you will also get more “Lionhearts” (branded jewelry of tongued creatures).

Having prevented the slimes from crushing the heroes in numbers, we collect everything that fell from them and go down the elevator into the futuristic storage shaft for the guinea pigs “Trycell”. In theory, Chris's partner should be in one of the several thousand capsules, but it will not be possible to immediately verify this. First, you have to tear off the claws of the guard crab, which has corroded to an indecent size, and this is not so simple.

Boss #6: U-8
The vault guard is the first (but by no means the last) truly dangerous boss. The U-8 pincers deal high damage and can kill in one fell swoop, while the crab itself is protected by an impenetrable shell. True, the armor on the legs of the monster is for some reason full of holes, and this “design defect” must be used. The crab is constantly moving, beautifully destroying the “decoration”, so hitting the weak spots marked in orange is not easy. We circle around the site, following the boss with the help of a mini-map, and, having guessed the moment, we begin to water the nearest leg from the machine gun. If enough damage is dealt, U-8 will fall off the wall and briefly knock out with its mouth open.

After that, the most fun part of the fight will begin. We equip a grenade (if we don’t have it with us, we pick it up in the arena), run up to the mouth and force the crab to swallow the “present”. The explosion will take away a third of the boss's health and a piece of the skull in addition, but it will cheer him up to the fullest. We run away from the mouth and raking claws of the monster and get ready to attack the legs again. After grinding U-8's limbs twice more and feeding him a couple of grenades, you will complete this fight.

This is interesting: the mega crab is one of the most generous and useful bosses (although he himself does not suspect it). A gift for the player suffering from a lack of ammo makes him a habit from time to time to unleash a flock of certain mosquito-like monsters on the heroes. In terms of damage and survivability, flyers are inferior even to kipepeo and are more annoying than hindering. But at the same time, they circle over the arena in large groups, willingly drop trophies after death and allow you to get several times more cartridges than it took to kill them. Profit! We repeat beating “mosquitoes” until both inventories are filled with cartridges and grenades to capacity. And there you can even take on the boss so that he does not feel completely abandoned.

Chapter 5-2: Laboratory


The heroes tamed the crab, as it turned out, in vain - the only reward they received was the empty capsule of Miss Valentine. We read an interesting message from the console that answers the popular question among fans “Why did Jill suddenly change her hair to a blonde?”, and exit the mine.

In the new sector, advanced majini are waiting - gray-skinned and armed to the teeth. Forget about the antediluvian bows with crossbows - these guys know how to use shakers, machine guns and grenades. Their guns hit quite hard, but, firstly, Chris and Sheva can stick to walls in the “Gears of war” style, and secondly, the old resident principle “it is impossible to move and shoot at the same time” also applies to mutated commandos. A majini frozen out of the blue can and should be treated with a bullet in the head.

This is important: if you have so far neglected to buy body armor that reduces incoming damage, then you should buy them now - hitting the heroes will be more painful than usual. Each bulletproof vest (and there are two types of them - shockproof and “bulletproof”) occupies one inventory slot, so you should decide in advance who to give out to whom. According to my observations, protection from bullets is more necessary for a computer partner - he constantly forgets to hide and gets a portion of lead in the stomach - and the main character will need resistance to melee attacks. Well, you should not forget about the aesthetic moments - shockproof armor hides the figure of Sheva, which is not good.

Running from box to box, from one corner to another, we shoot the majini one at a time. Hand-to-hand mutants, who were given electric batons instead of firearms, are not allowed to come close and are met with rifle volleys. We clean three large rooms (in the latter, do not forget to shoot at well-placed gas cylinders) and reach the next elevator. During the trip, we watch a short video in it, in which Chris is surprised to find out what the players knew a few chapters ago. On the lower floor, there is much less space for maneuvers - solid gut-like corridors with numerous ventilation shafts, from which slimes love to crawl out. After leaving the pipes, they usually start crawling aimlessly along the walls and ceiling (they have fun like that, apparently), and at that moment, in theory, you can slip past them. But this method is recommended only for thrill-seekers - no matter how silently the heroes move, the slime is still nervous when they approach and strives to attack. It's easier to use the tried-and-true tactic of shooting the critters with a rifle, especially since the long corridors are perfect for that. After alarming the monsters and killing them, we go a little further, we lure another pack of slimes out of the pipes. What and at what distance to do with them, you already know.

Ahead is a new floor and a multi-level industrial complex. The abundance of working conveyors and gas cylinders in this area makes you remember the old arcades. Naturally, you will have to run over the moving belts more than once, but first you need to destroy the first commando detachment. We quickly take out the majini creeping up from the left and cling to the conveyor fence. On the other side sit especially vile infected who throw flash grenades. While the heroes are in cover, the flashes do not interfere with them, so we wait for a pause between the throws (as well as a gap between the boxes going to the oven for some reason) and kill the majini one by one.

Is there no one alive behind the tape? Very good - you can climb the stairs to the other side. There we are interested in descending to the conveyor itself. We go along the tape, maneuvering between the boxes and holding on to its center, and exit to the control panel. From it you can stop the conveyor so that the miserable bot does not run “against the current” for about ten minutes. Together with him we climb the stairs and knock out the door.

Upstairs, it becomes clear what is booming so loudly every five seconds. On the second conveyor, not boxes, but bundles of cylinders are disposed of in the fire (rare stupidity, but spectacular). Centners of constantly updated explosives will greatly contribute to the destruction of the majini, but first we need to make sure that the cylinders do not explode near us. To do this, carefully lean out of the shelter and remove the majini standing at the top with a grenade. Having gone out to the tape, we notice two more demolition men in the distance and beat them with a sniper. After the death of the throwers, we slowly move forward and wait for the arrival of new infected, bravely jumping onto the conveyor. Some of them took with them shields - “armored doors” that can withstand hits from any weapon (metal is not savage wood for you!). However, to get to Chris and Sheva, the commandos must run past a bunch of tanks, and their explosions successfully scatter enemies along with all the additional protection.

Going down, we pay attention to the open garbage container. Why dig into the waste? For the only emblem on the level #24. It is located at a very unpleasant angle and it is difficult to get into it. It is better to throw a grenade lying around inside. The trash can won't even smoke from the explosion, and the collection of blue disks will increase to two dozen.

Next to the third conveyor, we find a SIG 566 assault rifle (and we have just begun to get used to our native “Kalash”!) And a note warning about the appearance of a new type of mutant. Traces of the life activity of this species - nasty white-brown cocoons - are noticeable from afar, and it will not be possible to avoid meeting. The conveyor we need is de-energized, and the switches are far from it. We run past the cocoons and rockets, find these switches and turn on the electricity. We run back ... Aha, one of the cocoons opened! We take a new machine gun, take a few steps ... and the monster lands right on the heroes' heads.

This horse-sized brown beetle is called the "ripper" and is more dangerous than other bosses. His skin is such that you can’t penetrate a grenade launcher, the shot limbs grow back, and you can hit him only on yellow bubbles in different parts of the body. To defeat the insectoid, you need to hit it at the right points three or four times, but this is easier said than done. The monster runs fast, sprays a cloud of blinding gas that interferes with aiming, and loves to cuddle with a slow hero. Do not fall under the blow of the “cockroach”, otherwise you will watch with enviable regularity how the mutant carefully holding the victim pokes her in the ribs with sickle paws, killing on the spot.

This is interesting: for those who want the strange, there is an alternative way to deal with insects. We run from it to the working conveyor, jump onto the tape and try to get ahead. If the “cockroach” does not catch you and the boxes do not block the road, the monster will with some probability get stuck on the tape, hit the obstacle and drive straight into the furnace (provided that you shoot it lightly, otherwise the aggressive bug will also break out of the trap) . In addition, the method has an additional disadvantage: the ripper will burn down along with the expensive “Stone of Power”. Decide for yourself whether you need such tricks.

When the beetle dies, all that remains is to run the last conveyor. In this, as far as possible, you will be hindered by boxes traveling towards you, barriers between the tapes and unexpectedly reviving majini dystrophies. It will not be difficult for the main character to go this way, but the bot partner runs the risk of getting confused and sadly leaving for the furnace, causing the player to have an uncontrollable fit of rage. Therefore, having reached the switch, we turn off the conveyor and leave the complex together with our partner.

There are no enemies visible behind the door, which is good. But on the walls, a characteristic type of liquid resin flows, and now this is already sad. We collect trophies, be sure to grab incendiary grenades and napalm shells for a grenade launcher and enter the laboratory. There, Excella will gladly tell the slow-witted heroes what Ouroboros is, and where the “creatures that killed the Alpha group” come from. And not only tell, but also show.

Boss #7: Ouroboros-mkono
Say hello to the new, improved Ouroboros - now with an even darker skin! His habits are the same as those of his brother roasted in the oven, but one remote attack was added to the old attacks - a very far-reaching tentacle. But the tactics of the fight with the slug turned upside down: from now on, the fire itself almost does not hurt him, but only makes him reveal orange bubbles. They will have to be knocked down (and without long delays - Ouroboros-mkono gradually regenerates).

On a note: this boss will categorically not be liked by owners of weak computers. The riot of flames that accompanies the whole battle puts a lot of pressure on the video card and does not really allow you to fire at the bubbles. So if you don't want to turn the fight into a godlessly slow slideshow, it's worth lowering the resolution.

You can start the battle with the use of selected fire projectiles - they will give ten seconds of a good stable burning of Ouroboros. But the main source of flame in this battle - the flamethrower - hangs peacefully on the wall and is being charged. While he is not ready for work, the slug can be pleased with the explosion of the cylinders, but they will not stop him for a long time. When the weapon is filled, we grab it and joyfully pour fire mixture on the boss. The scorching current will make a strong impression on Ouroboros and force him to reveal his weak points. At this point, a partner with a machine gun or magnum should enter the game and shoot as many bubbles as possible - it is inconvenient for a flamethrower to do this. If the flamethrower cylinders are empty, and the slug is still moving, we hang the weapon in its rightful place and run around the room waiting for reloading. From the second or third run, Ouroboros should lose all bubbles and burn to the ground.

If Sheva is controlled by AI: the computer frankly gives in to the “difficult task” of destroying enemy bubbles and does all sorts of nonsense while cauterizing the boss. Working for two in this battle will not work: the hero will first have to fry Ouroboros, then put the flamethrower on the floor, switch to the main weapon and only then shoot. While you are doing all this, the slug will go out and warm you with a tentacle. Therefore, there is only one way out - to entrust the “smoke lamp” to AI. Let the computerized Sheva flood the boss with liquid flames, giving you time to shoot at nearby bubbles.

Chapter 5-3: Ouroboros Laboratory


The slug has baked, and now the exit from the laboratory is open. After sitting for the last time in the chair of the experimental Ouroboros (it makes no sense, but since there is an opportunity, we must use it), we go into the room with fans and notice the 25th BSAA emblem behind one of them. The moving blades will not interfere with shattering it and adding to the growing collection.

Having robbed the room in which the "crow" and Excell were looming, we run along the corridor and find ourselves in another workshop of an incomprehensible purpose. Gray-skinned Majini have already settled in it, but they can be easily fired upon from a safe distance, killing singles with machine guns. Much more at this stage is to be afraid of heavily armored bug-ripper. There are three of their cocoons, but only two of them open (and this couple is chosen randomly). When approaching a suspicious "bug house", be sure to make sure that there is not a single majini left within reach - the insectoids will not allow you to be distracted by anyone.

Having got rid of both bugs, we climb into the side room, which is literally bursting with valuables, take the H&K PSG-1 sniper from the case and supply power to the platform control panel. She obediently will go to us from the other side of the abyss and will take with her three fools-majini. Of course, it is better to make sure that the mutants do not reach the target, especially since they have nowhere to hide from bullets. When a passenger-free platform approaches you, stand on it and order your partner to launch it from the remote control. On the other side, a submachine gunner and two magini cephalos with shields rush about, waiting for you. With such a “meeting committee” it is better to deal with it personally, not sparing shotgun charges.

After crossing Sheva with the help of the second remote, get ready for a new round of “hide and seek behind the fences”. Enemy commandos were issued RPGs, and one collision with their grenade (not necessarily a frontal one) will bring the hero to a half-dead state. Do not rush to uncover PSG-1 and organize competitions in accuracy - “pipes” are able to withstand more than one hit. Instead, run between covers, approaching the enemies closer and along the way, shoot the infected at point-blank range, who are armed with a simpler one. When there are a few meters left to RPG lovers, the advantage will be on your side.

The next room will allow you to relish mocking narrow-minded monsters. The shield-bearers and cephalos have gathered in a large crowd at the front door and are preparing to greet Chris and Sheva warmly. But no one pays attention to the window on the side (as well as to the far door). We punish the majini for carelessness by breaking the glass and throwing a grenade inside. While the scattered enemies are trying to lift themselves off the floor, with cheerful shouts we run to them through the “wrong” door (when playing with a live partner - through both at once) and finish off the demoralized monsters.

Having recreated a piece of Rainbow six in the Resident evil world, we grab the carelessly thrown “royal necklace” from the table (we haven’t driven royal jewelry on the black market yet!) And run to the next zone. In front of you is a vault of a familiar design. Crabs are not found here, but all the same, overcoming the mine is an extremely unpleasant episode without that difficult level. Before the heroic-comic ride on the elevator, it is worth examining the lower part of the southeast balcony. It is advisable to do this through a sniper scope - how else to shoot down a far-hanging disk number 26?

We start the elevator from the console and go upstairs. The fact that on the way the heroes are met by majini with machine guns is no longer surprising and is perceived as a necessary evil. But the rotating elevator platform turns out to be an unpleasant surprise. Chris and Sheva will either have to run against the current during the climb, or meekly ride in circles, trying to somehow hit the enemies. With the first mutants it is easier - you can simply ignore them, leaving them far below. But at least two shootouts cannot be avoided - the Majini will slow down the elevator on their floors. At the same time, the rotation of the platform slows down, but the heroes will still pass more than once with silent curses past the commandos crowded on the platform, who will gladly shoot after them.

To continue the path, you must first take out those monsters that hold the levers. A rifle will not help much here - you will need remarkable accuracy. You can solve the problem radically by slamming a grenade on the next balcony, but the flow of automatic bullets is still preferable. Having risen to the very top, we hide behind the central part of the elevator from the oncoming shooters and take revenge on them for the recent humiliation. The movement of the platform will stop, and the sight will stop floating, which means that the majini will not last long.

From the laboratory, for some reason, the heroes again fall into the ruins of the ndipaya. Meets their excavation site with simple tasks: pull the switch, activate the elevator (but before that, run around the pit with reverse side and break disk No. 27), go upstairs ... Difficulties will begin right at the top - the rising hero will run into a herd of slimes, will be forced to move a large box blocking the road for a long time, and will inevitably be torn apart by the redskins. To save him, the “bottom” hero must shoot the creatures with a sniper and watch his own safety. When the “upper” jumps into the locked house and lowers the bridge, both heroes will have to flee screaming from the tongued freaks or give them a fight below. At least, this is how the developers imagine the passage of this episode. But if you're playing with a bot, you can be smarter.

We leave Sheva to press the buttons, load up on ammunition and go upstairs. The first two slimes are literally asking for a shotgun blast to the head. After killing them, we change weapons to a rifle and slowly move on, following the dark hole in the wall. At some point, slimes will climb out of it, but they won’t crawl to the top - the bullets remarkably knock them into the abyss. After this shooting range, the most difficult part of the sweep will begin - a dozen monsters will attack from two sides when you enter the gallery. The main thing here is not to get confused, and not to grab a shotgun in the heat of the moment - the slimes will take you in pincers and gut you, rushing at once. Therefore, we quickly run back, leaving the monsters behind. The monsters will cluster together and become vulnerable to proven tactics with a rifle. Even better against the crowd are acid grenades lying in a box nearby. If you have time to grab them, you will scald the enemies in full.

When the last (on this level and in general in RE5) slime dies, it will be possible to proceed without haste to the tedious pushing of the box. Having cleared the way to the house, we collect very valuable trophies and lower the bridge. Finally, you should pay attention to the gem above the exit from the zone - it, by the way, also costs money. We take it, we go to the so-called. the throne room and meet all the surviving enemies: Excella, the super-antihero Wesker and the inadequate Jill in tight-fitting overalls, who has been hiding all this time under the “crow” mask (who would doubt it!). The latter two are eager to slap Chris and Sheva on the side, so the agents are in for a tough fight.

Boss #8: Wesker and Jill
Quite a strange fight - even against the backdrop of previous non-standard boss fights. Not only is this team fight“two against two”, so it also makes no sense to shoot at both opponents! Albert moves at a crazy speed, and the bullets almost always fly past him. Jill cannot boast of such talents and it is possible to shoot her (a sexy latex suit is a poor substitute for body armor) ... but this will lead to the end of the game - Chris still wants to save her, not kill her. How to fight in such conditions? The answer is depressingly simple - no way!

Even at the beginning of the battle, Wesker will confidently declare that he will deal with the heroes in exactly 7 minutes. At this moment, an invisible timer will start, and if the former captain does not meet the deadline, he will voluntarily leave the battlefield. To survive the first minutes of the battle, we run to the columns and hide behind them from the infernal blond. The mini-map should be turned on right away - the boss can jump out from an unexpected side and knock him out with a couple of blows. With some skill, you can cut circles right around the former captain, preventing him from orienting himself. We don’t pay attention to Jill yet - she only gets in the way and doesn’t do much harm.

This is interesting: for lovers of achievements, the Japanese in this battle put additional task- Injure the elusive Albert a certain number of times. The impossible becomes possible when playing with a living person - the boss does not have time to dodge shooting from two sides. For those who are content with an artificial partner, there is a trickier way. We buy RPGs in the store, sneak up on Albert from behind and shoot. The boss will catch and hold the rocket, and you will have to blow it up with a shot. The shell-shocked Wesker will freeze for a few seconds, miss a few bullets and share the "Bad blood" achievement with you. After that, he will leave throne room faster, without waiting for the end of the timer (from resentment, not otherwise).

The beginning of the second phase will be marked by a scene in which Wesker will throw Chris into the labyrinth with a heroic kick. This is only to our advantage: it is very convenient to hide from bosses in numerous corridors. We follow the traditional triangle symbol on the map (only Wesker is displayed, but not Jill) and run to the far room with a tomb that can only be opened by joint efforts (the stylish and quickly recharged Lightning hawk magnum will be a reward). It is worth getting it as quickly as possible, otherwise you will be left without a new toy. However, first things first…

If Sheva is controlled by AI: the mulatto, who was dumb in the battle with Ouroboros, at some point decides to take unnecessary initiative and shouting “I’ll deal with Jill, while you deal with Wesker!” carried away to the other end of the location. On the player's command “To the foot!” AI will not respond and lift the coffin lid will not help. Already unpleasant, but this is not all the minuses. A lot of herbs and cartridges are scattered in the labyrinth, which do not fit in one inventory and which there is no one to transfer. When seven minutes are up, all this abundance, coupled with a magnum, will be out of reach. Finally, running away to catch Jill, her partner runs the risk of finding herself many adventures on a plump ass. On high difficulty levels, Valentine can finish Sheva to a state of agony in a matter of seconds, and you simply won’t have time to help her. If a wandering Wesker stumbles upon the fighting ladies, the probability of the bot's death will triple. Yes, and Chris himself, who missed the fatal attack of the former captain, may need urgent resuscitation, which there is no one to carry out. In other words, uniform disgrace! There is only one solution to the problem - to run with a partner and insure him, along the way trying to collect at least something.

Seven (or a little less) minutes later, Albert will get tired of wandering through the cramped corridors, and he will say goodbye to the heroes, leaving them in the company of Valentine. And although Jill will come to his senses for a short time (obviously, before Chris, no one has yet shouted her full name into the ear of a woman!), The period of enlightenment will not last long. We'll have to tear off the red "decoration" stuck by Wesker to the chest of a former partner!

Boss #9: Jill (second fight)
The breast implant, as it turns out, not only brainwashes Valentine, but also pumps her with a fighting cocktail, allowing her to safely run on the walls. He also likes to shock a naughty woman when she begins to remember herself. This "educational measure" is the basis of tactics in the fight with Jill.

Chris will treat amnesia with a proven method - running around his former partner with invocative screams (when playing as Sheva, screaming is useless - the corresponding button simply does not appear). The acceptable distance for shouting is a couple of meters, and Jill is trying with all her might to break away from the agents in order to fire at them from afar. You will have to play catch-up with a woman and appeal to her mind on the run, dodging blows.

On a note: it is still impossible to shoot a lady from a machine gun, but if you really want to ... A shot or two in the body can save if Valentine kicks his partner too actively or is about to open fire. The main thing in such cases is not to overdo it. The sixth or seventh bullet will be fatal and will lead to the failure of the mission. It's safer to stock up on light projectiles for the grenade launcher and jam the boss with them as needed.

After another shout, Jill will “short-circuit” and briefly paralyze. This is where the violence kicks in: the player will have to quickly press the buttons while ripping out the implant from the chest (or hold the woman from behind while Sheva does it). Sooner or later, Valentine will break out, having thoroughly warmed up the “rear” hero, and you will have to shout at her again. It’s good if you manage to get around Jill from different sides - turning around, she will inevitably turn her back to one of the agents and allow a new capture. And then another one… And another… The struggle with the “medallion” will be delayed – he sat down firmly. When it becomes possible to rip the implant from the prone Jill, the battle will go to the finish line. Two or three passes - and Wesker's "gift" will separate from Valentine's chest (from the side, the rescue scene looks suspiciously like a sadistic fatality from Mortal kombat).

If Sheva is controlled by AI: In this battle, you can again suffer from the independence of the bot. Having received serious damage and falling into a state of agony, you risk not waiting for the help of your partner. She has no time to treat - she just grabbed and stubbornly holds Jill, waiting for Chris to begin to rip off the implant. Waiting and holding, holding and waiting... This continues until the helpless hero falls dead. As the saying goes, "if I decide something, then I will definitely drink." You can’t recall the bot at such moments, so just don’t get hit by Valentine and restore your health in time.

Chapter 6-1: Deck


Jill has recovered from her brainwashing and the heroes have one less problem. Now it's Wesker's turn and his Ouroboros. To get to the former captain, you will have to deal with the mutated crew members of his ship, among which there are many unpleasant monsters. We'll have to proceed with caution.

The first Majini Commandos dangle in the distance, standing on high ground. The more monsters you can take down from afar, the better - the infected are heavily armored and difficult to take down in close combat. Having got rid of the first detachment, we climb onto a huge tower and turn towards the stern of the tanker. There, on the verge of visibility, another BSAA emblem turns blue at the top of the superstructure tower. The distance to it is very large even for a rifle - you may have to shoot several times to get a close range.

This is interesting: while aiming at the tower, you probably noticed an impressive cage attached to a crane boom. She hangs there for a reason - her majini was specially prepared for your partner. But here you can once again act smarter than the developers expect. While the heroes are at a high altitude, they can clearly see the majini swarming around the crane. We arm ourselves with a sniper and hit the head of the commando on the upper platform - the “operator” of the cage. We do the same with the monsters standing below, and those who froze on the arrow itself. Now you can not be afraid of the scripted fall of the trap - there is simply no one to reset it. Due to this little trick, you can finish the level five to ten minutes faster. The only problem is that there are boxes with additional values ​​​​on the crane and in its vicinity, and you can get to them only if the cage falls. Decide for yourself if you need them.

We go through the labyrinth of containers, open the passage by pressing the green button and exit to the same crane. The locked lattice door on the side is of no interest to us, another blocked passage opens from the other side, so we climb the stairs to the container. Pushing the box together, we jump down. The box to your left does not just creak with an ajar door - it has disc number 29 inside it (it is visible only in the splash screen when you raise an obstacle with a shot on the button). Breaking it is even more difficult than the previous one - you will need to accurately throw a grenade inside. No other way.

Having removed the cage (or without letting it fall at all), we open our way up. Walking through the containers leads the heroes to two special boxes - rising and falling after pressing a button. After killing two black wrestlers who interfere with understanding the cunning mechanism, and taking their bracelets, we stand on one of the boxes. The partner, in turn, must stand on the opposite. In order for the partner’s box to rise, we “press” the button with a shot and wait for the partner to do the same for us. Fortunately, even AI can handle this task.

Having parted for a while and having killed the adjuls merrily jumping on the containers, we find a safe with gold in the side branch and go from the deck to the interior of the ship. Going down a long staircase will help brighten up the chatter of partners about Wesker's rancor. At the very bottom there will be a surprise for shotgun lovers - a case with a Stryker. Here it was renamed Jail breaker, but the gun from RE4 is instantly recognizable. Having nostalgic, we move on and find ourselves in Excella's laboratory. You don’t have to test a shotgun on her - the lady will hastily leave the room, dropping a couple of mysterious syringes. Having picked them up (they don’t pull the pocket, they don’t occupy a cell in the inventory), we collect cartridges from the cabinets and shoot at the 30th disc hidden in the upper cabinet. Congratulations - the emblem collection is complete! Now you have the opportunity to buy all conceivable bonuses in the game (there would be points), and a colossal experience of breaking glass hanging in hard-to-reach places. Do not hesitate to use it in real life- Have pity on the neighbor's windows!

It's too late to catch up with Excella - the scripts welded the door behind her - so we go into the hold. A small-looking room has become a haven for a mass of mutants. The first group is easy to destroy from above, but then the majini will start to appear from everywhere. The grenade throwers sitting in the containers will harm the most. Their bombs are very untimely at their feet, so immediately get rid of at least one of them. Having beaten off the attack of the commandos climbing out of the hatch, we calmly finish off the mutants coming from the rear and jump into this hatch ourselves.

The narrow corridor is well guarded by armored majini. The exit is completely guarded by duvalia. You can use grenades against her, but it's better to save them for the monster that sits in another part of the hold. He is huge, pot-bellied, thick-skinned like an elephant, and plays the role of the local mini-boss. The six-barreled machine gun of this black man quickly takes the health bar to zero, and the grenades knock the heroes out of cover. On your side are the sluggishness of a bum, explosive cylinders, sensor mines and powerful magnum rounds. And yet, beating the “afro-gunner” will take a lot of time - it’s just right to walk on such a monster with a rocket launcher!

Speaking of rocket launchers. When you pick up two key cards (from the safe and from the corpse of the mini-boss) and open the door, the happy owners of the RPG will be found in the next room. From them you are separated by stacks of gradually destroyed boxes, and the first rockets will inevitably shatter against them. At this moment, do not get lost and destroy the slowly recharging “pipes”. When all four fall, leaving behind jewelry, leave the room and watch the cutscene. The level will end there.

Chapter 6-2: Main Deck


The mountain of low-detailed majini corpses (for some reason not decomposing), which is clearly visible right from the beginning of the level, suggests a trap. Premonition does not deceive - Wesker was going to fatten Ouroboros with biomass so that he would grow big, big. And Excella will become the basis for the slug itself. True, she is categorically against it, but Albert does not care too much about her opinion.

With a bunch of tentacles swollen to the size of Godzilla, you will have to deal with throughout the level. At first, you just have to run away from her. The tentacles hit from different directions, forcing the flashing buttons to convulsively press. In order not to lose the battle before it starts, you will have to press five combinations of buttons in time. Then you will find yourself in the interior of the ship and you can exhale.

There are few enemies in this zone, but the curious Ouroboros sticks huge tentacles into all the cracks. Carefully go under the ventilation holes in the ceiling - the boss loves to attack through them. And you can’t approach the black shoots that hang in the corridor at all - you will die on the spot.

The card will allow you to go to the bridge. Ouroboros outside the window has grown to such an extent that it no longer calls for a flamethrower, but for a bomber loaded with napalm. Fortunately, there is a note hanging on the wall, telling that the tanker accidentally had a targeting device of some kind of orbital “ion gun” lying around (with it, Wesker, apparently, was going to burn those who would not be devoured by Ouroboros). By the same amazing coincidence, the device is located on top of the superstructure of the main deck - literally a stone's throw from us. Mentally thanking fate for such a piano in the bushes, we go out into the fresh air and prepare for battle.

Boss #10: Ouroboros-aheri
The current form of Excella is impressive, inspiring and produces indelible. The black carcass hangs over the playground and bludgeons the heroes with tentacles with large “bud” bubbles at the ends. Also, the slug likes to fall on the lower part of the arena with its entire mass, so it’s worth staying on it only for the sake of that very laser target designator (LCD) for the satellite. We open a niche with a card, pick up the device (like a flamethrower, it does not allow the use of other weapons) and quickly climb to the upper tier.

After that, the real battle will begin. There is less room for maneuver at the top, but it will be easier to react to the boss's blows. Almost all of them are preceded by illuminated buttons, and you just need to remember which attack corresponds to which combination. Having learned to jump back from lunges, we put the LCC on the floor, so that we don’t look for a long time later, choose one of the three tentacles that we least liked and fire at its bubble. Having received a certain amount of damage, it will darken, freeze and allow you to quickly bring down the rest of your health.

The crumbled “bud” will shower the area with a rain of small uroborosics. Aggressive bunches die from one shot, but they interfere with concentration. You will have to exterminate them after the destruction of each tentacle (and if you hesitate, the bubbles will also begin to recover). Note to Greedies: Excella is not as generous with trophies as the U-8 crab, and in battle with her it is quite possible to be left without cartridges. Try to brush less.

Having lost its tentacles, Ouroboros will show the main bubble of incredible size. Just for him, the “ion gun” is intended. We take the laser pointer (or order it to be taken by a partner), aim at the target and “shoot”. Orbital salvo will pierce through Excella, but will not kill immediately - it will take two more hits.

In the next phase, there are four tentacles, and they strive to bury the entire arena under them. We'll have to urgently beat ourselves, using incendiary shells from the box above. Hitting one of the bubbles raised high will interrupt the lethal attack, and the boss will use the usual blows until the end of the battle. Hit the tentacles until the main bubble appears, attack it with a superweapon, and then do the same in the third phase (with three tentacles).

Note: theoretically, no one bothers to use the guidance device all the time, tearing off ordinary bubbles with a beam. But the trouble is that the tentacles are constantly moving if they are not poured with lead, and the LCC is aimed for about ten seconds. Even if you hit, the companion will recharge for a while, giving the boss time to regenerate. It's hard to fight with one LCC... but you'll have to if you run out of ammo. Therefore, we repeat the advice again - hit as accurately as possible and only for sure.

Chapter 6-3: Bridge Deck


“Damn Wesker! He wasn't lying when he said he wanted to destroy the world!" - Perceptive Chris Redfield is loudly surprised against the background of the “monument” to the giant boss. Having peeled off the palm from the face after this remark, we return to the bridge and find out that the former captain did not waste time. The villain must be urgently stopped before he flew on his futuristic plane to spray Ouroboros. To an interesting and very timely question “How to defeat the invincible after the heroes catch up with him?” Jill, who called, will answer very timely. It turns out that the previously selected Excell syringes - the best remedy against superheroes with burning eyes. An overdose of his favorite stimulant should incapacitate Wesker and thwart all his plans. Inspired, we go to the earned elevator and go down into the hold.

In this zone, through the efforts of a destructive Ouroboros, complete bedlam reigns: a third of the hold is on fire, a third is flooded, and the remaining space is occupied by the remnants of Wesker's troops. The path was closed by two bulkheads, and the first of them can be easily opened using the far lever. The Majini squad that came running after that is easily scattered with shotgun shots, but you will have to tinker with the second bulkhead. Majini do everything to keep you away from the levers: they jump between shelters with machine guns, throw grenades, launch rockets from the upper passages. Having finished with the “pipes”, we don’t fuss and wait until all this gray-skinned brethren pull themselves closer. Those who do not want to approach are beaten last - the rifle will not let you down in this situation.

Majini are dead, but cunning scripts are on the alert. For heroes who are too hasty, they have two cocoons with rippers that will pop out after opening the bulkhead. Therefore, we are not approaching the levers yet and are carefully studying the intricacies of local stairs and passages. Having obtained after a short walk a healing spray, a nitrogen magazine for a grenade launcher, a couple of sensory mines and a bunch of green grass, we outline the retreat routes (to the right, up the stairs and further along the transition) and pull the levers.

Carnivorous bugs will immediately hatch and run towards the heroes. We run from them along the indicated route, along the way laying mines behind us. Two sensory traps on a narrow path will bring the most agile of insectoids to a semi-ready state or even kill them. Now this is very important - you can not let the mutants attack together. We kill the surviving ripper in the usual way - by carefully shooting protruding growths on the back and chest.

About a minute after the attack of the bugs, two non-gra machine gunners will want to measure their strength with you (and they don’t care if you managed to deal with the armored insects). It’s hard for the big guys to keep up with Chris and Sheva, but they are helped to the best of their ability by simple majini, which will not end until the leaders die.

Shooting one of the mini-bosses in the head with a purchased RPG will immediately deprive the mutants of a strong fighter and increase the chances of the heroes to survive (although the rocket launcher costs a lot, but it’s worth buying it for a completely different battle). The economical ones can simply run from the commandos around the hold, from time to time shooting at the machine gunners' heads with a rifle. But it's better to immediately climb onto the left tower at the end of the hold, stand behind the machine gun turret and get ready to meet the guests. When a machine gunner hits the sight, boldly fill it with lead, not allowing him to answer. The partner at this moment must ensure that the majini wandering in the “dead zone” do not climb up to you and do not score with shockers. If another Negro with a minigan jumps onto a cramped platform, it will become completely sad. Then you have to flee and return to the turret later.

Sooner or later, both bums will die and part with their key cards. We leave the hold, go along the corridor and appear before the bright eyes of the Final Boss. “Friendly” sparring with the use of pistols will once again prove that you cannot take Wesker by force. You'll have to get smart.

Boss #11: Wesker (second fight)
Albert has hardly changed since the last meeting - he runs like lightning, masterfully hits the jaw, and in between blows he mocks the heroes. The familiar hand-to-hand attacks and pistol shots were supplemented by grabs (one of them is fatal) and the habit of throwing rockets at Chris and Sheva (yes, not firing, namely throwing them like spears). From the last attack, you will have to hide behind the central cover of the arena.

This is interesting: Wesker is so swift that he loses his orientation in space every now and then. More than once or twice you can see how he randomly runs back and forth or rests against the fence. However, when Albert is on your heels, you should not stop to get a good look at his movements. Revenge can be terrible.

In the corner of the site, under glass, there is a rocket launcher, and shells for it are scattered across the battlefield. So far, this weapon is of no use - Wesker will dodge any volley. Fortunately, despite the "cat" eyes, the boss feels insecure in the dark and begins to miss attacks. Three levers that control the spotlights will help create a pleasant twilight in the arena. By turning off the light, you briefly confuse the boss (then he still guesses to turn it on again). That's when you need to use the rocket launcher. When one player fires a rocket (preferably not right in front of Wesker's nose, but behind him), the second player must detonate it in the hands of the boss. The smoky villain will allow himself to be grabbed ... but he will suddenly break out without letting the syringe be injected. Don't be scared - it's meant to be! Send a partner for a new rocket, reload the rocket launcher, turn off the lights again if necessary, and repeat the “volley-detonation-capture” combination. The second attempt will inevitably be crowned with success.

If Sheva is controlled by AI: here the same trouble as in the battle with Ouroboros-mkono - the player physically does not have time to do everything alone. You need to put down the rocket launcher and fire at the projectile quickly, and run to the shell-shocked one before he straightens up - even faster. Therefore, give the rocket launcher to Sheva (but at the very last moment, so that she doesn’t fire where she needs to and when she wants to - the rockets in this battle are not endless) and after the light goes out, run to Albert. After shooting above his ear and stopping a couple of meters away, start by all means to distract him towards you, at the same time turning his back to the bot. If done right, not only will you let the AI ​​hit the boss, but you will also be in the perfect position to detonate the projectile and grab Wesker.

After Albert is infected, not even the second, but a certain “one and a half” phase of the final disassembly will begin. All participants in the battle get into a flying plane, and you need to lower it from heaven to earth along with the brutalized Wesker. The essence of the phase lies in the usual QTE-inserts. By pressing the right buttons five times, you will defeat the boss and drop the plane into the mouth of the volcano.

When the long video is over, break the boxes that fell out of the plane, collect the healing herbs hidden in the volcano (!) and carefully move forward. The scripts have prepared another test for us - the triumphant return of the unsinkable Albert. The self-proclaimed god decided to take extreme measures and merged with his black poison. What happened as a result is not like the previous Ouroboros. This monster is much worse.

Boss #12: Wesker (final fight)
The “updated” Wesker has lost all his mobility, but has acquired an enviable strength and a giant black whip instead of a hand that does not even hit, but sweeps the heroes into the lava. It is still impossible to harm the mutant, so we run away from his tentacles. Next to the bridge, it is worth slowing down and shooting at a stone that stands out from the general color scheme. A valuable emerald will fall down. Step on the bridge that will fall apart under Chris (it doesn't matter who the hero controls - Redfield will crash) and quickly jump over to the left island to pick up the jewel. You can’t hesitate - Albert with his tentacle is already breathing into the back of his head. Run to the hill and stand so that you can see the back of the boss. An orange spot will be exposed on it, in which you need to shoot from something powerful.

When the mutant rises towards you, sweeping blows will be replaced by strong, but not so terrible attacks. This will require the help of the Sheva player, who will hit Albert in the back from his ledge while he is chasing Chris. If the partner is a stupid bot, you will have to take care of yourself. During most attacks, Wesker swings and raises his mutated paw high. While he does this, run under the paw, turn around (with the quick turn button, otherwise you won’t have time) and shoot at the weak spot. You need to repeat the trick until Albert screams and goes to deal with the mulatto.

The Sheva player will have her own problem at this time - the heroine will hang over the lava and will get out for a very long time (get ready to torment the keyboard by pressing the buttons). Then it will be Chris's turn to take up the rifle. Shoot at Wesker until he starts throwing slime clots at Chris. After dodging all the "shells", continue firing.

When the mulatto gets out, Redfield himself will have to face QTE. Get down to the boulder blocking the road and push it with all your might. Chris will have an easier time than Sheva - pushing a stone into lava is quite simple. When this happens, the heroes will meet again and return to the high ground. Along with the boss.

The final part of the fight stands out as Wesker starts to open a second spot - on his chest - and create whirlwinds of tentacles that kill quickly and take up most of the area. After each whirlwind, it will be possible to shoot in the chest, run up to the boss ... and proceed to the beloved QTE. Fifteen seconds of hard stabbing would be enough to finish off Wesker.

This is important: on the Veteran difficulty level, the death rate of heroes at this moment increases noticeably. Ouroboros during the QTE insert devours Chris very quickly, preventing Sheva from doing enough damage. It makes sense to make your life easier by buying a rocket launcher in the store. When Albert opens his chest, shoot him in the spot ... and the fight will end instantly, bypassing the button-pounding stage.

The boss' misadventures do not end there: being up to his neck in lava, he tries to get the heroes already in a rescue helicopter. You will have to take a couple of rocket launchers and finish the battle with a finishing move in the style of “First blade shaves clean, and two even cleaner”. The double explosion will put an end to the long feud between Chris and Wesker. And this means that you have passed Resident evil 5! You can relax and enjoy the great soundtrack in the end credits!

You have completed Resident Evil 5. Congratulations.

If you notice other subtleties or inaccuracies in the material in the game, please report it to

Dear players, welcome to the fifth part of the Resident Evil game series. We promise that it will be extremely exciting and interesting and will bring you a lot of pleasure. With us you will find detailed description of all missions, tips and tactics and, of course, a detailed and visual description of all valuable items. Well, are you ready to start?

In the backstory, we are briefly told about the collapse of the Umbrella Corporation and how its terrible developments have become a commodity in the hands of terrorists. In different corners the globe foci of infection break out. To combat bioterrorism, a special BSAA squad was created, of which he is a member. main character Chris Redfield games.

This time, an elite fighter is assigned to go to arid Africa to find and neutralize a bio-weapon dealer under the pseudonym Irwin. His partner in this difficult task will be a beautiful girl named Sheva Alomar - an operative agent for the BSAA in Africa. After a brief introduction, Chris and Sheva reach a small village where a meeting with a contact is to take place. At this point, your walkthrough of Resident Evil 5 begins.

CHAPTER 1-1 CAT

The first thing to do is get familiar with the controls. Everything is standard here: W,S,A,D keys are responsible for the direction of movement, with the help of the mouse the camera is controlled. Now you just need to get to the butcher's shop. Go straight, and then, near the company of blacks beating their fellow tribesman, turn left. To get inside the shop, you need to enter through the back entrance, which is located on the right. The messenger, whose face will be wrapped in a handkerchief, will give you a weapon and recommendations to get out of here as soon as you finish your business. To continue through Resident Evil 5, you need to take a weapon from a suitcase and arm yourself with a pistol. After that, you can leave the store, after breaking the wooden box with a knife (space + LMB) and taking the gold from there, as well as reading a few documents that are scattered around the room. Further, we strongly recommend that you break boxes and barrels exclusively with a knife in order to save cartridges: they will still be very useful to you for passing through Resident Evil 5.

Ammo has always been a great value in Resident series Evil. The fifth part of the game was no exception. You can find ammunition in boxes, barrels, as well as on tables, bedside tables, etc. Also, treasured ammo can randomly remain after the death of opponents.

The developers left a small loophole for those players who regularly have problems with supplies: since you can always replay any chapter, and the inventory remains the same, you can start some chapter rich in ammunition, collect supplies at the very beginning and calmly exit. In this case, all found cartridges will remain peacefully lying in your inventory. Having done this operation several times, you can not worry about supplies at all for some time. For such an action, Chapter 2-1 of the passage of Resident Evil 5 called "Warehouse" is perfect.

After leaving the store, go down the stairs. At its foot you will find a still warm corpse of an animal. Turn right and go inside the hut. Inside, you will find another corpse on the table. In addition, there are several wooden boxes with very valuable contents. Leave the building through the red door. On the street you will hear the screams of a man, run straight, climb the stairs and enter the building. A very unpleasant picture awaits you: a couple of zombies are stuffing something down the throat of a black man. After a few seconds, the victim's eyes are filled with blood, and he rushes at the protagonist.

You can crush his skull with accurate shot or, if he does jump on you, push him away with an A+D combo. Go to the next room where you can find ammo, and then, together with your partner, jump out through the window (F key). You will not have time to run even a dozen meters, as zombies will trample on you from all sides. Now you should not fight them, quickly turn around and run as fast as you can to the building nearby. Close the doors with a bolt and you can exhale. The passage of Resident Evil 5 decided to give you a breather: zombies will peacefully stomp behind the doors. To begin with, you should carefully search the house for cartridges and other valuables, and then leave the building through the hatch in the floor. The dark tunnel you will enter will lead you to the exit to the surface, do not forget to pick up ammo along the way. Go straight to another building. Do not rush to go inside: in front of the entrance you can find a considerable amount of supplies. Come inside, where you will become a witness of a terrible action: outside the window, a crowd of distraught zombies fixed their eyes on the platform on which your messenger is being executed. After the head of a man, cut off by a giant cleaver of no less than a huge executioner, touches the platform, the eyes of the entire crowd will rush in your direction, be prepared, you will soon have to fight.

In order for the passage of Resident Evil 5 at this stage to be successful, it is worth preparing well for the attack. Your goal is to hold out with your partner until reinforcements arrive. The first time you have to withstand the siege in the house, and then you can get out into the street.

To begin with, it is worth barricading the windows in the house where you are now with the help of cabinets. Zombies will break them sooner or later, but this will give you some precious time. Soon they will start appearing in the house through the open door. Save ammo, shoot accurately and aim. Soon the cabinets will be broken, and the hated zombies will trample through the window. The apotheosis will be the appearance of a huge executioner with an ax that will simply break through the wall. This sign from above is worth rejoicing: now you have the opportunity to escape to the square where you can turn around. The big man, of course, it is desirable to kill, but for this you will have to put more than a dozen rounds in his head. The tactics of the fight can be as follows: after a few shots to the head, the executioner turns off for a few seconds and kneels, quickly run up to him and press F to hit with a hook. From your unprecedented impudence, the big man comes to his senses. Repeat the above procedure until complete victory over the creature. As a reward, you will receive a very valuable golden ring.

A few words about values. They are not worth collecting, but they can be very successfully sold. You can find such treasures after the death of strong enemies, or in secluded places. The location of all valuables will be detailed in our walkthrough of Resident Evil 5. Please note that you can go through the same chapter several times and each time receive valuable items. The richest chapter in value is 4-1 "Caves".

During the entire battle, do not forget to pick up ammo and money that remain after the death of zombies. Also, be sure to come to the aid of your partner when she needs it.

To survive on the square and wait for help, you need to follow a simple rule: "Move as much as possible, shoot as little as possible." If you run out of ammo, then you can soon say goodbye to life. There are several houses in the square, in which the passage of Resident Evil 5 carefully left cartridges and plants. In addition, you will surely notice red barrels that explode perfectly, taking the lives of opponents who are close to them. During your wanderings, be sure to pick up the VZ61 assault rifle, which is located to the right of the large red gate.

And one more thing: on the square, most of the buildings have a second floor. Jumping from roof to roof, you can not only get rid of most of the zombies, but also take a good time. I am sure you will be able to hold out until the arrival of help, which will help deal with the hated zombies. After that, you can start the second chapter of the passage of Resident Evil 5.

CHAPTER 1-2 MEETING AREAS

This time the chapter begins in a completely empty village. People seem to just disappear. Well, it’s even better, it will be calmer, and you can catch your breath a little after the last bloody fight. Move straight and soon you will reach a small moat with water. Go along it, on the right there will be a metal staircase leading into the water, feel free to pass it, the staircase leads to a metal grate. Move to the big house and go around it on the left, as your charming partner has already done. As a result, you will find yourself in a small courtyard with a metal staircase in the middle. Go down it - into the water and you can find a good amount of gold in a wooden barrel. Then go back up the stairs and go to the large red gate, near which your partner is already waiting for you. So, are you ready for the next step in Resident Evil 5? Then feel free to press V.

There will be a building behind the door. Feel free to go inside and start searching for ammo, barrels, etc., then exit through the small red door on the opposite side of the building. You will run straight into a broken metal ladder, go up to it and press the V key to give Sheva a boost.

And she has excellent eyesight: the girl will notice the key to the old house, which you would very much like to receive. Unfortunately, the windows on the second floor are covered with bars, so you will have to look for another entrance. In the meantime, go around the house on the left side - in the lane between the houses you will notice a woman who seems to be eating a corpse, kill her without the slightest regret. Exit to the crossroads, turn left. Almost immediately, a couple of zombies will attack you, so be prepared. Ahead, a couple of tens of meters, there is another broken ladder, on which you can and should plant a partner.

The girl will run along the second floor to the closed house and through the passage will make her way inside. Congratulations, you have received the coveted key to the old house. Meanwhile, several zombies will jump off the balconies, which you need to kill.

Now you need to go to the house, which is opposite the stairs. Collect supplies and move on. The plot will be linear, so don't get lost. Your next opponent, who clearly tells you that you are on the right track, is a zombie that will suddenly pop out from behind the fruit crates. To your right is a very interesting house that you must visit. All doors to the house are closed, except for one, which is located under the stairs leading to the second floor.

On the ground floor of the house you can find very valuable shotgun shells, which will be very useful to you soon. On the second floor there are several barrels, as well as two balconies - western and eastern. On the west, zombies will suddenly attack you, but your fright was worth it: in the corner on the left you will find a chest with a treasure - a rare clock.

On the second balcony, there are no zombies or treasures, but it is possible to destroy the first blue BSAA emblem in the game. The disk is located on the wall of a one-story building in the south, which is visible only from the right side of the balcony.

BSAA discs or emblems are special secrets from the creators of the game that, when destroyed, will earn you bonuses in the form of additional weapons and equipment in the store. We immediately say that they are scattered between the chapters extremely unevenly, and in some they are not at all. You won't be able to pick up the discs, so you'll have to shoot them from a distance. They are hidden very, very carefully, but using our Resident Evil 5 walkthrough, you can find all thirty pieces.

Once you're done with the disks, jump off the building's balcony to the point marked with a yellow circle on the minimap. They will be the next doors that need to be cracked together with a partner. Once you do that, the walkthrough of Resident Evil 5 will show you a small scene in which a pretty blonde tries to escape from the second floor of the house, but she is pulled inside by a zombie and the door slams shut. Do not rush to help the girl, she is already dead, or rather, much worse...

To get started, just shoot the girl with a shotgun. Instead of her pretty head, a huge tentacle will appear - a cephalus, which is quite dangerous at close range, so it's better to keep a distance of five meters. If you want to save ammo, then follow the following sequence: shot from a shotgun, the girl falls to the floor, come close, press F to hit with the heel, not giving the opportunity to rise, shoot again and hit with the heel again. Repeat the operation until you destroy the creepy monster. At this time, more zombies will run into the room, which it is better to destroy with a pistol.

After the usual zombies are finished, don't forget to pick up the golden jewelry that will remain after the death of the headless blonde. You can leave the house through a small red door, which is also located on the second floor. You will come to a staircase leading to a courtyard. At this point, get ready for another zombie attack. Creatures will go not only from the yard, but also from the door through which you got to the stairs.

The path to the next location is blocked by locked gates - it doesn't matter: to the left of them, behind a concrete wall, there is a hole in the fence. Just go around the concrete wall and get inside through the hole. Your goal is the red door straight ahead. But do not rush, turn right and break a couple of barrels and only then go through the door into the building.

Inside the house it will be scary as hell, but you can completely relax: you will not meet the next enemy very soon. In the meantime, run to the opposite part of the building, where there is a staircase leading to the second floor. Here, almost on your hands, one of the fighters of the Alpha squad will die. Continue moving further - you will see another dead fighter, next to him there is a ladder, along which you need to climb up. But before climbing up, break the barrel.

Having risen to the top floor, carefully search the room: here you can find a couple of barrels, as well as the coveted BSAA disc. To do this, go to the southeast corner of the room and look up, see the water tank? And what is this blue glittering at its foot? After destroying another disk, go to the locked door, but do not rush to open it: to the left of it there is a chest with very valuable contents, but to get to it, you will have to jump over the gap (F key). Once you're done with everything, open the sturdy door and you'll be able to get into a large room full of corpses of Alpha squad fighters. In the middle of the room lies a still living commander who will tell you that an ambush was waiting for them, and an arms dealer - Irwin meanly fled. After that, the commander will die in your hands, and the passage of Resident Evil 5 will soon give you the opportunity to take revenge on his killer.

Leave the room through the blue door and go to the elevator. Unfortunately, the elevator only leads in one direction, so if you have any business left in the house, it's worth doing it before getting into the elevator car.

Going down, you will find yourself in a corridor. To your right is a barrel. Calmly, without fear, go along the corridor until you find yourself in a dark room. Directly in front of you will be a closed door that can only be opened with a special key. On the left, there is another dark corridor leading to the boiler room. That is where you should head your way.

When you reach your destination, you will see an incineration room. Next to it is an activation panel and a corpse, near which lies the key to the locked door. Take the key and, as a practice, pull the lever that starts the burning process: believe me, you will soon have to use it. Return to the room with the closed door, marked with a marker on the map.

After the main character approaches the door, an unimaginable creature will appear on the opposite side of the room - the first boss in the passage of Resident Evil 5 named Ouroboros. This amorphous creature, composed of many leech-like appendages, single-handedly destroyed the Alpha group and seems to seriously intend to do the same to you. First, return to the boiler room. You can knock over the balloons so that the creature swallows them, but this is not necessary.

Run straight to the frying chamber and pick up the trusty shotgun. When the creature climbs inside, start shooting at the yellow growths inside the body, after a couple of shots you will see a small video insert where you can see how the creature begins to fall apart. Instantly run out of the cell through the left door (the one closer to the camera control lever) and pull the lever. The chamber doors will slam shut, and Ouroboros will burn in flames. Serve you, creature.

Please note that if the boss did not start squirming on the floor inside the chamber (and there was no video insert), then you should not run out of the chamber and pull the lever: Ouroboros will have time to slip through the door and you will have to wait until the frying process takes place in an empty chamber , running away from the attacks of the creature. Also, do not fire weapons at the boss outside the camera: just waste your ammo.

After the monster is finished, go to the previously locked door. Behind it will be a long corridor leading to a chest with cartridges. After replenishing your ammo, turn left and walk literally a meter. The wall to the right will consist of a metal mesh, behind which is a fan, and to the right of it is something blue. That's right, this is the third and last disc in the chapter. Destroy it with a pistol. Now, to complete the passage of Resident Evil 5 in this chapter, it remains only to get to the elevator that will take you to the warehouse. In the video clip that you will see, Irwin will be shown calmly escaping in a car. Fortunately, the main character will be able to find a laptop with data that will tell you where the terrorist went. The headquarters does not intend to cancel the operation and send you help - you will have to go in pursuit of a bio-terrorist only together ...

CHAPTER 2-1 WAREHOUSE

Are you ready to start another exciting phase of the passage of Resident Evil 5? If yes, then it is worth stocking up on cartridges: they will be very useful to you soon. Fortunately, in the warehouse where you are now, you can find a lot of them.

To begin with, it is worth finding and destroying the first of the five disks that can be found in this chapter. It is located on the same wall as the exit from the room, to the right of the large red gate. Pay attention to the silver metal box that lies on the boxes in the center of the room. In it you will find an excellent machine MP 5, which will serve you faithfully for a long time to come. After that, you can safely proceed to search the warehouse for barrels, boxes and cartridges, and there will be a lot of them.

In addition, in the northeast corner of the warehouse, behind the hummer, there is a ladder that allows you to climb onto the containers. On one of them you will find a chest with very valuable gold contents.

In general, the beginning of chapter 2-1 is considered ideal for resupplying for a future playthrough of Resident Evil 5. You can load this chapter, collect ammunition, exit and load again. All found values ​​will remain in your inventory, and you can stock up on ammo. But back to the passage of the chapter.

Leave the building through the only door. You will find yourself in the cargo section of the port. Nearby there will be a labyrinth of boxes in which you have to go. We warn you right away: it is full of trip mines, which are best destroyed with a pistol shot from a decent distance.

Go inside the labyrinth and use the map so as not to get lost. From time to time, look at the tops of the containers: there are a lot of mutants with crossbows. Among the containers you can find a lot of valuable content, however, like zombies.

Almost immediately after entering the labyrinth, you can turn left and find a ladder leading to the container. Climbing up, you can destroy the tripwire blocking the entrance, and then jump down to where there are several barrels. After picking up the contents of the barrels, go back and continue moving through the maze. Soon you will meet mutant dogs (Adyule), which during the further passage of Resident Evil 5 it is better to calm down forever with a shotgun.

After meeting with these creatures, you need to head to the southeast corner of the warehouse - you will see a ladder leading to the containers. Move forward along them, and soon the passage of Resident Evil 5 will require you to jump down. After that, get ready for a good fight: after going a little further, you will come out into a courtyard full of zombies.

The greatest danger among them is the huge black-skinned kingpin (large majini). He needs to be killed first, as he can really beat you up if he grabs you. Pay attention to the red barrel in the middle of the courtyard: a lot of opponents will die from its explosion, and another part will be engulfed in flames. Having finished with all the mutants, be sure to take the jewel that the big majini had. Go to the large gate, which you need to open together with your partner.

The passage of Resident Evil 5 will take you to a large bridge, arm yourself with a long-range weapon (a pistol will do). As soon as you jump over the gap in the middle of the bridge, a truck with a zombie driver behind the wheel will leave the shed at the end of the bridge. You need to stop him. You can shoot either the driver or the barrels that the truck will pass by. After the truck overturns, ordinary zombies will trample out of the barn, which also need to be dealt with.

After a successful massacre, run to the barn, here you can find barrels and a box. Then leave the room and go down the stairs to your right to the water. At the bottom of the stairs, stop and look at the fabric-covered middle support of the bridge - the second BSAA disc is attached to it. Then calmly move on, after a couple of meters there will be a large sewer, into which you need to go. Inside the pipe, the passage of Resident Evil 5 has prepared for you an encounter with two packs of dogs, two or three each. Go to the exit from the pipe, marked on the map. As soon as you find yourself in the fresh air, immediately turn left. A precious stone glistens in muddy water.

One of the corpses will turn out to be a still living zombie, after the death of which another flying enemy will hatch. Having finished with the creatures, shoot the lock on the lattice door - you will find yourself in the next sewer tunnel. Fortunately, it will be empty, and at its end you will find a ladder leading to the surface.

Welcome to the fishing village. Believe me, it will be very hot here, but for now, one crazy zombie rushes around the market, and everything is frighteningly calm. Walk ten meters - on the right there will be a house that will delight you with valuable contents.

Opposite the house there is a descent to the beach, go there. You will find yourself near a small fenced area of ​​the sea. If you go into the water and wander well there, you can find some gold. But much more value lies at the edge of a large boat that encloses the backwater on the right. At its far edge (the northwestern corner of the backwater) you will find topaz.

After that, go to the market. In the middle of it are fruit trays. If you have a hand grenade, then great, throw it in the center of the trays - everything will shatter into pieces from the explosion, and you can get to the chest with another jewel, which is located in the middle of the trays. In addition, the explosion scattered a bunch of fruit on the counter, under it there will be a hand grenade.

As you may have noticed, the village has a locked pier. The key to it is in the building marked with a yellow circle on the map. You don't have to come here just yet. Better look to the south - you will see a green booth, go up to it and look through the window at the ceiling, another disk emblem is attached under it.

In addition, in the northeast corner of the village there is a staircase attached to the house. Climb up and go to the roof of the house with the key to the dock: an emerald is hidden here. Well, it's time to get the key that opens the way to the dock? You should not knock down the lock from the front door, it is better to go around the building and climb inside through the window. Under the ceiling, you will notice a suspended corpse, and next to it is the key you need, it can be knocked down with a pistol shot.

After the main character picks up the key, they will clearly demonstrate to you what exactly the passage of Resident Evil 5 has prepared for you: zombies will start to crawl out from all sides and, of course, head straight for you. If you have not knocked down the lock from the doors, then the only way for the zombies to advance is through the window. It is enough to stand in front of him and shoot zombies like cattle. Among them will again be a big fat zombie with a precious bracelet.

When the wave of zombies ends, get out through the window and head to open the pier. A lone zombie is waiting for you outside the door, from which a flying creature may appear, but I think this is no longer scary for you. To make life easier for yourself, some authors recommend walking on wooden platforms and then jumping into the water. Stubborn zombies, who will again pursue the main characters, will be able to get to you only through the scaffolds, where they will become an excellent target for you and your partner. Among them there will be a huge black man, after whose death there will be a jewel, do not forget to pick it up. After the pressure of the zombies subsides a bit, the headquarters will decide to help you in the form of a helicopter that will destroy the zombies right and left. Get out of the water and continue moving through the village, searching the houses. Try not to be close to large groups of zombies: you can get under friendly fire.

To your right will be a one-story building with a sign "Welcome KIJUJU", climb it with the help of a ladder. Once on the roof, look to the north - you will see a two-story green stone building. On the second floor, in the window second from the right, the fourth disc flickers.

After shooting the blue badge, go down and continue walking along the street - you will run into a building with a red double-leaf gate. Once inside, you will find a metal box with a sniper rifle. There is also a barrel nearby, which will probably contain cartridges for this weapon.

Having replenished the arsenal and dealt with the zombies, go to the large red gate marked with a yellow circle on the minimap. Behind them you will find another stage of the passage of Resident Evil 5 at this location.

Going through the gate, you will find yourself in a small courtyard, turn left, go right under the walls of the house, near the second house you can find some supplies, as well as several zombies that will crawl out of the house through the window with burning eyes. Climb into the house and search it, then exit through the door on the opposite side.

The passage of Resident Evil 5 has prepared another surprise for you: a helicopter that covered you just a few minutes ago was attacked by flying mutants. Entangled in creatures, the helicopter will crash behind the houses. The protagonist and his charming partner receive a clear task: to get to the collapsed steel bird and try to save the survivors. To begin with, you will have to calm down a couple of flyers forever, and then go straight along the path, at the end of which there is a broken staircase.

We recommend getting Sheva on the stairs - a charming partner will cover your back from above while you make your way to the entrance to the three-story building through a crowd of zombies. In addition, there will be a lot of cartridges on this roof that will be useful to the girl in her difficult task. In the meantime, you continue to walk along the path, destroying numerous zombies. Since the passage is quite narrow, the shotgun will come in handy.

When you get to the house, go inside and turn left to go to the restroom. In its corner you will see a barrel, but be prepared that a zombie will jump out of the third (far) booth, who will be very unhappy that you disturbed him at such an intimate moment. After finishing with him and collecting valuables, return to the large hall on the first floor and also search it for valuables, and only then climb the stairs to the second floor. You can not even hope: on the second floor there will also be a bunch of opponents that need to be killed. But here you can find a couple of hand grenades that will come in very handy. One of them lies on a green armchair, the second is on the right on the balcony.

It's time to go up to the third floor, having finished with the zombies, go out onto the balcony - you will see a huge gap between the houses, go to the edge and, using the V key, help your partner gracefully move to the opposite side. After that, turn around and look up and to the right: at the base of the destroyed column, the fifth and last disk in this chapter shines.

Now quickly go to the gap that gapes in the balcony slab, and jump down one floor. In the building on the opposite side of the street, where your partner went, a serious battle is now underway: Sheva is fighting a crowd of mutants. Help her. A sniper rifle or pistol is perfect for this. Please note that there are quite a few barrels here that can help in the fight against enemies. After the zombies are finished, Sheva will go down to the first floor and open the door for you - now the main character can leave the building and go outside.

Unfortunately, the street will not be too calm either, and you will again have to destroy a dozen zombies. At the end of the street you will see a concrete staircase, head towards it, searching everything around along the way. At the end of the stairs, the passage of Resident Evil 5 has prepared for you a not-too-pleasant encounter with zombies with a chainsaw.

This type of opponent is extremely dangerous, and if he gets to you with his saw, then you can probably say goodbye to life. Fortunately, this creature is found in the game only four times. The tactics of the fight may be as follows: shoot in the head until he becomes ill, and he does not take his head with his hand. Run up to the mutant and press the F key so that the main character gives the zombie a pretty blow. Repeat the operation until the complete death of the creature (5-6 times). In addition to the bum with the chainsaw, you have to distribute cabbage soup to several ordinary mutants.

When it's all over, pick up the key that fell out of the zombie with the chainsaw and go to the gate through which he came. Follow the path to the gate, use the key to open it. Behind them is a chest with very, very valuable contents - gold bars and jewelry. Go a little further and you will see a gate that can only be opened with the help of a partner.

As you approach the helicopter crash site, the Resident Evil 5 walkthrough takes the reins, showing you another cutscene. Chris and Sheva make it to the burning helicopter, but it's too late. Their pilot friend, who has already saved their lives more than once, is dead, and his remains are dying on a fire made of car tires.

Suddenly, zombies on motorcycles appear from all directions. Be ready to press the action keys that will appear on the screen - this is the only way to get away from enemy attacks. It seems that the main character and his partner are in a trap from which they cannot get out alive. Suddenly, one of the zombies falls down, hit by a bullet. A squad of BSAA fighters appears on the site, destroying zombies and saving the main characters. According to their information, Irwin went to the old mines, where you also have to follow. In the meantime, they will finish cleaning the fishing village and catch up with you. Another chapter of the passage of Resident Evil 5 has been successfully completed, congratulations.

Navigating the game Resident Evil 5

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