Walkthrough of Resident Evil 5. Bosses. Floor with military

This mission promises to be one of the most dynamic and bloody in the entire game. Let's say right away that during its execution you will be able to collect just a huge amount of ammunition, so before starting it you can thoroughly clean your inventory. This chapter can be completed several times to stock up on ammo for further passage of Resident Evil 5.

To begin, run along the bridge from the cryogenic room. Behind the door there will be a room with wooden boxes on the right; break them to replenish your supply of cartridges. Continue down the corridor and you will be able to spot zombies in the distance. Please note that these are no longer ordinary zombies, but armed soldiers who pose a real danger even at a long distance. It is better to deal with the first batch using a sniper rifle.

Continue moving along the linear corridors, not forgetting to break the boxes and collect the ammunition left after the death of your opponents. Please note that some drawers and doorways have red and white stripes. This means that you can lean against them (F key) and fire from cover. A considerable number of rooms full of enemies await you before you reach the door with two green buttons. As you might have already guessed, it opens only through joint efforts with a partner.

Behind the door there will be a corridor that will lead you to a two-level hall full of heavily armed zombies. Having killed the enemies on the first floor, go up the stairs to the second, shooting enemies. Near some of them there will be explosive barrels that will help you get rid of enemies without much hassle. Continue moving, collecting supplies along the way. Your goal is the elevator. While the main characters are riding in the cab, the walkie-talkie will come to life, and Chris and Sheva will hear a snippet of Albert Wesker’s conversation. Chris sincerely hoped the bastard was dead. But from the numerous video inserts that were shown in the walkthrough of Resident Evil 5, you already knew that Wesker survived in that castle.

The elevator will take you to the next corridor. The walls are stained with blood, and there are traces of huge claws on the metal. I think you have already guessed which old acquaintances you are destined to meet. Move further and you will see slimes sitting on the floor and walls. Luckily, they have vision problems, so they haven't noticed you yet.

Take a ranged weapon (a sniper rifle is good) and start mercilessly shooting these creatures. If one of them gets too close, you can switch to the shotgun. After turning the corner, continue advancing, shooting numerous lickers along the way that will jump from the walls. Don't forget to collect the gems that will remain after the death of these mutants. You can leave the smelly corridor through the door.

The passage of Resident Evil 5 will take you to a huge hall in which containers move along transport belts. Soon you will encounter numerous guards, but while everything is quiet, turn right and run to the wall. Here you will find a ladder that you can use to go down. And here are the guards. You will be attacked from all sides and from all floors, so it is better to immediately seek cover. First of all, it is better to shoot the military freak who throws flash-noise grenades from above: they do not cause damage, but incapacitate you for a few seconds.

After a long and bloody (on the enemy’s side) fight, go to the end of the conveyor belt - you will find a ladder with which you can get to the other side. Once on the other side of the conveyor belt, run in the direction the belt is moving (towards the oven). There, almost near the wall, you can jump onto the tape itself and run to the place where the boxes appear from (against the direction of the tape).

Get almost to the base of the belt; on the right there will be a passage to a platform on which there is a lever that turns off the entire belt mechanism. Nearby there is a staircase leading upstairs to a strong metal door, which can only be opened together with Sheva.

You will find yourself near another conveyor belt, transporting not boxes, but explosive cylinders. As you understand it, completing Resident Evil 5 once again forces you to run “against the grain.” However, first you should blow up the nearest barrels that are in your way. Then jump onto the tape and run. On the way you will meet opponents armed mainly with melee weapons. It is better to kill them by exploding the barrels that will be located next to them. Almost near the very source of the appearance of barrels, on the left, there will be a platform on which there is a lever that turns off the conveyor. Go down the stairs.

Along the left wall there are a couple of trash cans, in one of which the passage of Resident Evil 5 hid the first and last BSAA disc in this chapter. Nearby, on the box, lies a silver case in which you will find a new weapon - the SIG 556 assault rifle.

Once you have this new weapon, continue on your way and you will soon reach another lever. Unfortunately, it cannot be activated because there is no energy. Therefore, continue to run along the linear path of numerous bridges. Along the way, you will notice large cocoons hanging from the ceiling - a sure sign that your passage of Resident Evil 5 is on the right track. Don't shoot at them, it's useless, you'll just waste your ammo.

When you reach the large yellow electrical panel, pull the handles together with your partner. At the same time, do not forget to search the boxes that are located behind the shield. Return the same way you came. However, the passage of Resident Evil 5 has once again prepared a surprise for you, and a huge beetle-like mutant will fall from above right in front of you.

This creature is very dangerous with close-range attacks, and also releases poisonous gas from its glands, so just keep enough distance. To kill a monster, it is better to shoot at the light growths on the body - the creature will writhe in pain and stand still. If the beetle runs too close to you, run back and continue to destroy the bastard from a distance. Soon it will be dealt with, and near the creature's corpse you will find a gem. Return to the previously de-energized lever and activate it. The tape will start moving and you will have to run again. Jump to the first lane. It has a very high speed, and if a box goes along it, you will not be able to dodge it, since there is a yellow fence on the left that separates it from other lanes.

Therefore, you first need to head almost to the furnace itself, and as soon as the yellow fence ends, run across to the adjacent lanes, along which zombie bodies will be directed into the furnace. Some of them are still alive and can grab you at the most unexpected moment, so be prepared to quickly press the A+D combination. To prevent zombies from coming to life, it is better not to come close to them and run between the lanes, wobbling. Right on the strip, you might be able to pick up a gold necklace.

After running a considerable distance against the movement of the conveyor, you will see another gap in the fence on the right - you can return to the first belt and, after running a little along it, jump onto the platform on the right. You can sigh with relief and break several boxes that are in the hall. Leave the room through the door marked on the map. Once in a new location, go along the corridor and in the box you will find incendiary cartridges for a grenade launcher. Having picked them up, go through the next door.

The passage of Resident Evil 5 once again brings you a surprise. At the end of the large laboratory hall there will be a man whose body is covered with scars. A little higher, behind the glass, is Excella, who will tell you about Wesker’s terrible plan. Bio-weapons were just a line in Wesker's grand plan to infect everyone on the planet. The new virus, Ouroboros, will allow some people to survive, taking them to a new level of evolution, while others will turn into terrible monsters. This will be clearly demonstrated to you by a person sitting in a chair. His DNA turned out to be not of sufficient quality, and in a few seconds his body will begin to be torn apart from the inside by creepy tentacles.

Meet Ouroboros Mkono. Like its brother, who created a lot of problems for you in the passage of Resident Evil 5, this creature cannot stand fire and this is the only way to destroy it. Your main weapon in the fight against him is a flamethrower hanging on the wall behind you. Unfortunately, it takes some time to refuel. When it's finished, the green lights above the flamethrower will light up, and you can pick it up by pressing the F key.

In the meantime, we need to do something with the creature. Like his predecessor, Ouroboros Mkono is slow enough that it won't be difficult to escape from him. In the hall you will find a very large number of cartridges in the cabinets and on the floor. In addition, in the closet near the chair and to the right of the flamethrower you can find a healing spray. I'm afraid you'll definitely need it. In addition, in the hall you can find incendiary grenades, the hit of which will be extremely unpleasant for your enemy. Alternatively, you can use a grenade launcher with incendiary cartridges for battle.

Also pay attention to the red cylinders. If you push them to the ground (F key) and lure the boss so that he absorbs them, then shoot at the creature, you can deal some serious damage.

But it seems that the flamethrower has already charged, it’s time to start frying. Approach the creature and direct jets of flame at it. Naturally, this will not be too pleasant for her. Keep a distance of a couple of meters and if you have time, press the action keys to dodge the attack. Having received heavy damage, the creature will stick out a tentacle with a yellow growth at the end - this is its vulnerable part. Shoot at her with a powerful weapon (shotgun or revolver). If you're lucky, you can kill the boss in one go; if not, continue the frying process. If you run out of fuel, you can put the flamethrower to refuel, although you will have to wait a little.

We are completely confident that sooner or later you will be able to kill this creature, and then the next chapter in the passage of Resident Evil 5 will be successfully completed.

CHAPTER 5-3 - OUROBOROS PROJECT LABORATORIES

Ouroboros Mkono is defeated, and you can return to chasing Excella and Wesker. Leave the battle scene through the open door. There will be two large fans directly in front of you. Note on the right: at the top, behind the blades, is the first BSAA disk in this chapter. Since the fan blades rotate, you may not be able to hit the disk the first time.

To your right is a staircase. Climb it. The Resident Evil 5 walkthrough takes you into the passage to the right, but first you should explore the corridor straight ahead, it will lead you to the office where you last saw Excella. In addition to the cartridges and the report on the table, you can find a gem in the safe. Now go back to where you climbed the stairs and go into the second passage. He will lead you to a door that you need to open together with your partner.

The next corridor you find yourself in does not contain any opponents. On the right you can find many crates full of ammunition. Keep going further and you will soon see a yellow door on the right. Open it and immediately turn right - you will see 2 wooden boxes. Now it’s time to start shooting local military idiots. Use the shields opposite the doors as cover to kill the enemies on the opposite side without causing casualties.

Move on, and again a shield and a couple of angry opponents await you. There will be another yellow door on the right. Opening it will take you to a small warehouse full of ammunition. Note the electrical charges for the grenade launcher. If you have this weapon, you can immediately install a new type of ammo (open your inventory, select electric charges, click "Combine" and select a grenade launcher). After leaving the warehouse, continue along the bridges. You will have to walk around the entire huge hall around the perimeter. Soon you will see the third shield. Several opponents will jump out from the end of the hall, two of them, armed with shockers, will run towards you for a close acquaintance, and one, armed with a rifle, will fire at you from afar.

Having finished with them, jump over the gap between the bridges and move on. If you want to simplify your further passage of Resident Evil 5, then arm yourself with a grenade launcher with electric charges: another beetle-like monster will fall from the ceiling.

It’s not difficult to deal with him; shoot him with a grenade launcher, being at a distance of at least 2-3 meters (otherwise you may also be electrocuted), and then shoot at the white growths on his body with a shotgun or other powerful weapon. Sometimes, one well-aimed shot is enough.

Your goal is the platform control lever, marked with a yellow circle on the map. Unfortunately, it is de-energized. The Resident Evil 5 walkthrough takes you to the room on the left. In it you will find a large switch that supplies electricity, a lot of supplies and a sniper rifle in a silver metal box. Pull the switch and go to the lever. Be prepared for the fact that as soon as you leave the room, another insect will fall from behind you. We recommend the same methods of struggle - electric shock and shot therapy. As soon as you approach the switch, you will be surprised to find that a delegation consisting of two warriors with stun guns and a large majini is heading towards you from the opposite side on the platform. But while they are driving, they are defenseless, so you can practice your aimed shooting skills on them.

We hope that the platform will arrive to you with corpses. Place your beautiful partner on it and press the lever to send her to the other side. Of course, they are already impatiently waiting for her there, so your fire support will be very useful. Then, when Sheva sends the platform back to you, calmly move to the opposite side. Several warriors will jump out from the balcony at the end of the hall and need to be dealt with. Please note that among them there are specimens armed with RPGs; it is better to kill them first. Head to the balcony, shooting zombies along the way.

Having reached the balcony, another group of military men is waiting for you inside the room. After finishing with them through the window, take the royal necklace inside on the table, and also read the document on the table near the sofa, then leave the room through the gray lattice door. The corridor you will find yourself in will lead to a huge storage facility, where you already had a chance to fight the spider boss U8 during the previous mission of Resident Evil 5. Along the way you can find a considerable amount of ammunition. Follow the metal bridge to the center of the platform. When you reach the stairs, look straight ahead (to the east) and up - you will see the control cabin. An emblem is fixed on its lattice floor, which can only be seen and destroyed with the help of a sniper rifle.

Go down to the circular platform and go to the computer with the green screen. Together with your partner, activate two levers to set the platform in motion. As it rotates, it will begin to rise upward. Go to the center of the platform and relax: the few opponents that will appear on the stage are unlikely to hit you. The situation will become much more complicated when a zombie appears in one of the control booths and grabs the lever. While he holds it, the platform will not rise up, while continuing to rotate.

Of course, you need to kill the impudent man and his two bodyguards with machine guns. But here’s the catch: the platform continues to rotate, making it impossible to really aim. To minimize the influence of rotation, head to the very edge of the platform and from there try to shoot the hated zombie. You will need to repeat this operation twice.

Having reached the very top, do not be surprised, warriors armed to the teeth are already waiting for you. After interrupting them, go up the stairs. Through the corridor you will find yourself in an artificial cave. Everything is calm here for now, so you can relax a little. You need to lower the bridge leading to the final part of the Resident Evil 5 walkthrough in this mission. The lever that lowers the bridge is in the building on the right. But here’s the problem: its doors are locked from the inside. It looks like you can get inside through a hatch in the roof of the building, where you can climb up the scaffolding.

After searching the location for valuable items, go to the elevator on the left. Go around it and in the shaft below you can see the third BSAA disk. After shooting him, go to the lever, which is located next to the elevator. We recommend that you leave Sheva near the lever, as it will be very hot at the top. Jump into the elevator and go to the second floor. Once on the scaffolding, run along the perimeter in the direction of the house. And here is your company. Slickers will begin to appear in droves from holes in the walls. If possible, ignore them and rush towards the house at full speed. Your path will be blocked by a blue metal box, which you will have to push about ten meters. All this time, the lickers will almost be grabbing you by the heels. In our case, we managed to drop the box before the creatures had time to attack. Then jump onto the roof of the building and through the hatch you can get inside.

Quickly open the door to reunite with your partner. The tactics for shooting attacking animals can be completely different. For example, you can stay in the house and, with the help of the old faithful shotgun, deal with all the guests who deign to come through the hatch above or through the door. After the bloody meat grinder is over, search the tall cabinets - you will find magnum cartridges, a spray and a golden cup. In addition, do not forget to pick up jewelry and ammunition left after the licks. By activating the lever in the house, you will lower the bridge and be able to proceed to the next location in the Resident Evil 5 walkthrough.

Behind the door with the Tricell logo, you will meet Excella, Veskr and a mysterious girl in a mask, who will turn out to be the same Jill Valentine - Chris's partner and lover.

Wesker has seven free minutes, which he will happily spend on crushing your sides. Well, two on two seems like a completely fair fight?

It's sad, but you don't have the strength to defeat Wesker. The only choice you have is either to hold out for 7 minutes, or to inflict enough damage so that he retreats ahead of schedule. Jill, despite her hostility, is not worth shooting. There are blue doors to your right, run up to them. After a few seconds, the scripted scene will trigger, and Wesker will knock down the door with the body of the main character. Luckily, this will give you the opportunity to explore the building's many corridors and escape. Run straight, breaking vases and collecting valuable contents: cartridges, plants and gems - all this will be useful for further missions of Resident Evil 5. In the opposite part of the building (in the northwest), on the second floor, there is a room with a large stone chest, The lid of which can only be moved by two people.

Inside it you will find a Hawk pistol (the most powerful revolver in the entire passage of Resident Evil 5) and two precious stones. After 7 minutes and a couple of circles around the house, Wesker will leave you, leaving you alone with an angry Jill.

However, if running away is not your thing, then here are some tips for early exile of Wesker. This creature is incredibly fast, and a frontal attack from any weapon will probably be useless. Fortunately, Wesker's artificial intelligence puts him on the same evolutionary level as a shell, which can and should be used. First, shoot him when he fights Sheva. Secondly, he can easily get stuck near the blue door - scratch his back with shot or something more powerful and stronger. And finally, you can catch him off guard when he doesn't see you.

But let's get back to Jill. After Wesker leaves you for much more important matters, you will see that a device sticks out in the girl’s chest, forcing her to obey Wesker. The girl will run down to the first floor, run after her and, once behind, press F to grab her. You need to press F as often as possible to hold Jill tightly while Sheva tries to snatch the device. Then, after an elegant move that would make even professional wrestlers jealous, Jill would end up on the floor. Quickly run up to her and press the F key as fast as you can. Whether the main character can save Jill depends only on the speed of pressing. If she breaks out, then the grappling techniques will have to start all over again.

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Note: since RE5 has a mini-map that does not allow you to stray from the correct route, and trophies that fall from boxes, barrels and enemies are determined by a random number generator, in this walkthrough there will not be very obvious instructions, like “go right, then to the left and don’t forget to take the shotgun shells.” The purpose of the article is to help cope with more serious problems on the way to the final credits and point out some non-obvious moments of the game. In addition, Chris Redfield is considered the “default main character” in the walkthrough. The differences when playing as Sheva are minimal and will be listed separately.

Chapter 1-1: Checkpoint


After a long initial video featuring Chris talking about bioterrorism, his newly minted partner Sheva and an incomprehensible woman in a “crow” mask, you will find yourself in the very first game zone - the checkpoint. The first chapter is almost entirely devoted to teaching 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, the schedule has taken a serious step forward) and, having learned to call up the mini-map, we follow our partner. Along the way, you can gawk at local residents who beat a twitching bag with sticks, drag someone away in an unknown direction and glance unkindly at BSAA agents. It is obvious that something is wrong with them, but so far neither they nor we can harm them. Scripts and lack of weapons interfere.

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

Our target is the BSAA liaison who also happens to be a local butcher. We go to his shop (at some point the locals will ominously evaporate, slightly confusing the vigilant partners) and go around it from the side. The gloomy butcher is already waiting there. He’s waiting for two agents, but he won’t open the door to just one, why not!

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

The butcher is reluctant to share useful information, getting off with meaningful hints. However, for us, the contents of the shiny case on his table are much more important - it contains our first pistols and knives. Having equipped the weapon and thereby starting the screensaver, we talk with the butcher again, after which we leave the hospitable shop. Don't forget to test the knife on flimsy boxes and barrels - cartridges and gold have never bothered anyone.

The corpses of brutally killed animals and a mysterious note in the next house strengthen suspicions that the people of Kijuju are not on friendly terms. We collect trophies and don’t forget about the pot with valuable green grass.

Note: the yellow grass that increases your life bar has been removed from RE5. There is no blue grass in the game either, due to the lack of poisonous monsters. There are only so many types of medicines that can be made from leftover green and red herbs. A mixture of these two herbs still restores a large amount of health. Green grass can heal on its own, and when combined with one or two plants of the same color will do it even better. By the way, AI-controlled Sheva loves to tinker with herbs and instantly mixes them if you transfer the appropriate plants to her backpack. She also heals the player diligently, but sometimes she does it too early - after losing only half of her health.

Note: like in the fourth part, RE5 has a zone damage system. A shot in the hand makes the majini drop the weapon, in the leg - it stops, in the head - it winds up, ignoring everything around it. Depending on where you hit, you can perform one of three melee attacks, causing serious damage and knocking the enemy to the ground. If you are playing with a living partner, then you can make the unfortunate majini suffer even more by performing a combination of three consecutive hits together with him (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 you find yourself on will not remain that way for long - the script will insidiously call more than a dozen monsters on your heads. It is unthinkable to defeat them with a modest arsenal of the first level, so we immediately move on to plan “B”. A short run brings the heroes to a house with a strong bolt, in which they lock themselves out of harm's way.

This is interesting: don't be disturbed by the menacing shouts of the Majini outside. They can break into a locked door endlessly, and there is no need to rush.

Having complained to the authorities about the restless blacks, we take a grenade (we will need it soon) and approach the first door on our way, which cannot be opened alone. But she can’t withstand the double blow and lets us pass further. You will have to leave through the cellar, from which there is an underground passage. Having got out of it, we go outside.

A winding road leads the heroes to another house, which is destined to become the site of the first serious battle. Behind its walls an impressive crowd of screaming majini is raging. Having staged a demonstrative reprisal against the butcher-messenger, they very inopportunely notice agents spying on the execution. Silent scene.

This time there is nowhere to run - you will have to urgently brush up on the home defense skills you learned in RE4. We hastily barricade the window and door with cabinets, after which we collect the cartridges that have fallen from the piles of fruit (!) and begin shooting the Majini. At first they climb in small groups, and it is very convenient to kill them. Difficulties will begin in about a couple of minutes, when the blacks also climb through the hole in the ceiling, and the uncultured Executioner makes an emergency exit in the house by collapsing the wall.

There is no point in standing still here. We run out through the gap into the square and look for new shelter. There is plenty to choose from – there are plenty of successful positions. You can stay at the bottom and run around in circles, but it's better to go up higher and destroy monsters from higher ground (an old bus is especially good).

This is important: there are plenty of boxes and cabinets with ammunition and grenades on the battlefield, but they will all disappear in an unknown direction when the battle is over. You need to take everything at once, without putting it off 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 advisable to remove the gold ring from the corpse (for sale). But how, one wonders, can you stop the thug?

The African relative of Pyramid Head is extremely dangerous at close range. His favorite technique is to raise a giant hatchet higher and slam it heartily on the ground. The hero who comes under attack will not find it difficult, but the blow will miss if you take at least one step to the side. The mini-boss can really do harm only in two cases: if some harmful majini grabs onto you and thereby detains you, or if the Executioner starts swinging his ax horizontally. At this point he can demolish his comrades, fragile buildings, and Chris and Sheva.

Fortunately, explosive barrels are generously scattered around the area, transformers that buzz and fall on your head at the first opportunity, and other surprises that are unpleasant for the Executioner. He doesn't like grenades either - an explosion nearby makes him fall to one knee and allows him to carry out a melee attack. After some time, the mini-boss will fall, sharing his ring with skilled players. After this, 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. It makes it much more fun to exterminate the dark-skinned victims of Las Plagas.

Chapter 1-2: Meeting Square


Having dispersed an unauthorized rally of infected people from a helicopter, the pilot will fly away, transmitting the coordinates of the place where the illegal transaction was concluded. Left alone with Sheva, we do not pay attention to the fact that she is rushing as fast as she can 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 above the ravine, break a barrel there, and jump into the hole right in front of the next gate. The pit is a particularly useful place. In it you can find the first gold bars - 5000 local conventional units. It's a very good start to the game.

After passing the gate, you will find yourself in the narrow streets of the city. Soon the game will literally rub your nose into a dilapidated fire escape and hint that “two people can handle this.” We order Chris to lift Sheva (on the contrary, unfortunately, it won’t work - Redfield is too heavy for the girl to lift him) and we learn that there is a key hidden behind the barred window. For now he is out of reach, so we wait for Sheva to jump back and move on.

The nearby streets are very unpleasant - majini creep in in small quantities, but from the most unexpected directions. Pay special attention to lattice fences and holes in the ceiling - these are their favorite ambush spots. The commander of the Alpha group, hysterically yelling on the radio about the creature killing his people, also does not allow you to relax.

Having discovered the second broken staircase and looking at a certain blonde who was dragged away by the locals, we again plant Sheva. From this roof she can get into the very room with the key. Or maybe he’ll linger and help Chris, who remains below, fight off a Majini squad that has come from nowhere. One way or another, you will finally receive the mysterious key. I wish I could find a lock for it.

Having gotten rid of the black man, who resourcefully hid in a pile of cardboard boxes, we go out to a large building with a staircase leading onto the street. The entrance to it, contrary to expectations, is located under the stairs - the other door is closed from the inside. We carefully explore 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 the balconies. From the one facing the southern wall, you can see a blue plate - the BSAA emblem. We shoot it down with a shot and mentally prepare ourselves for the fact that from now on we will have to very carefully study the surroundings in search of other “saucers”.

This is important: there are 30 BSAA emblems in the game, and collecting them does not affect the progress of the game. The collector is awarded a couple of achievements, and also allows him to open character figurines in a special menu (which will still have to be purchased with points earned after completing levels) and costumes for the main characters. Making the difficult task a little easier is the level selection menu, which lets you see how many emblems you've missed and come back for them. Note to cunning players: it is useless to knock down old emblems during a new playthrough - the game will not count them again.

Behind the rickety door you will see a screensaver featuring a familiar blonde. Experience suggests that it is too late to rush to the aid of the “damsel in distress,” so first of all we will visit a smaller house, the door of which is closed. The player who is not too lazy to take the key to this house at the beginning of the level will receive a reward - an ownerless Ithaca M37 gun. Majini will be happy to try out the “new thing” for themselves!

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 a weapons store. The price is quite reasonable, but why pay for something you can get your hands on?

Having saved the girl from suffering and cleaned out her pockets, we take aim at the door and methodically shoot the blacks who came running in response to the noise. They don't have extra heads, so there shouldn't be any problems. Having passed right 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... The colleagues are really here. Their bodies, smeared with a strange black substance that looks like liquid resin, are strewn throughout the building. Having examined the body of one of our comrades and sadly convinced that it is impossible to borrow his weapon, we climb up the stairs. After admiring another dead man whom someone had hung on a crossbar, we jump through the gap to the chest of gold and look up. Through a hole in the ceiling you can see the water tower... and the #2 emblem under the tank. Having split it, we knock out the next door.

Most of the corpses of the Alpha group were collected in the new room. Having shaken the still living commander, we find out that our bioterrorist has escaped, and we receive a disk with data about 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 “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 “Ugh!” owner? Or was she in a hurry to hide before Chris and Sheva arrived?

Entire waterfalls made 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 soldier there is a locked furnace door. We turn into a side branch and find ourselves in a boiler room of a curious design. Having pulled the switch and assessed through the window the riot of flame in the crematorium oven, we select the key and go back, realizing that we will not be able to get out of the basement without a fight. This is the law of the genre in Resident evil.

And sure enough, as soon as you brought the key to the keyhole, a hentai-looking monster of the “Resin Effigy” 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 at length “the creature that killed “Alpha”).

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

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

Without wasting time on the battle, we run to the boiler room - there the stove is already waiting for us. But you can’t just push a slug in there - he’s agile, and the doors of the “crematorium” close in about ten seconds. Someone must lure the boss into the danger zone by running clockwise around the room and have time to pull the switch.

Live players can pull off this trick in a couple of minutes. Having slowed down Ouroboros with the explosion of a couple of cylinders, we distribute responsibilities. One is on duty at the switch, and the other monitors the boss’s movements (especially when he disintegrates and grows in a new place in order to reduce too much distance). After this, the second one runs into the oven, shoots at the slug while the doors are closing, and jumps out at the last moment. If there is 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: at the “Veteran” difficulty level, the slug will become noticeably stronger and will successfully get out of the operating oven. Don’t panic - just repeat the procedure, and Ouroboros will not survive the second cauterization.

If you're playing against a computer, the fight will be a little more difficult. Computer Sheva can’t really distract Ouroboros or start the furnace, so he’ll have to do everything himself. We slow down the boss, together with our partner we do a “lap of honor” around the room (don’t look away from him too much - remember about “teleportation”!), and, being next to the switch, force Sheva to pull it. Either hit Ouroboros through the window, or simply stand at the exit, blocking the opening, and shoot at the boss (just don’t miss the moment the door closes).

When the slug dies (don't expect any trophies - since the days of RE4, bosses have stopped carrying purses of gold with them), finally open the furnace door. Behind it, a very unique reward awaits you - a case with clips for a pistol. And a little further, if you carefully examine the right wall, you can find emblem No. 3 behind the net. The hand won't reach it. Bullet - easily.

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

Chapter 2-1: Warehouse


There is no point in leaving the starting garage ahead of time - there is a lot of interesting things in it. A little to the side of the exit, the fourth emblem turns blue, another case allows you to exchange the machine gun for a stronger H&K MP5, and the barrels are divided into gold and ammunition. Having collected everything that was badly lying around, we go outside.

This is important: under no circumstances throw away or sell your old weapon after finding a new model. By upgrading a seemingly useless barrel, you can unlock additional weapons or just get one step closer to unlocking the “Stockpile” and “Take it to the max” achievements. Until you reach the amount required for the upgrade, simply put the gun in the “storage” of the weapons store.

The port complex of Kijuju is not only half-sunken ships and a labyrinth of containers, but also simple-minded 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 leg of the black man hiding above. The adversary will fall into his own trap and not of his own free will clear the way. After that, we continue to study containers. Some of them must be bypassed, others must be climbed, and still others must be climbed to collect trophies. Majini that interfere with research are naturally subject to immediate destruction.

After the explosion of the next tripwire, it turns out that Las Plagas poisoned not only people, but also the local mongrel Adjuls. Infected dogs are quite tenacious, they can properly bite heroes with their oversized mouths and literally cry out for a good charge of shot. We shoot the dogs to the ground and make sure that “man’s friends” don’t jump behind us. Along the way, we’ll also shoot the black man with the crossbow that looms above.

This is interesting: everyone who played RE4 knows that a fire arrow can be shot down. But in this part you are invited to play the witcher Geralt and reflect the bolt... with a knife. The entertainment is difficult and traumatic – especially at high difficulty levels – but the trickster will be rewarded with the “Be the knife” achievement.

The next serious ambush awaits you at the exit from the maze. Mazzini settled there - with and without crossbows, dogs and a hefty black wrestler who loved to wave his fists. We can't let this whole bunch of gop attack at the same time. We set fire to the canisters of oil with a shot (if three enemies are burned at once, you will receive the “Stop, drop and roll” achievement) and hide back. We consistently kill everyone who comes after us, take away the bracelet from the fighter and only then take on the crossbowmen. They, as usual, shoot from a hill, but this does not save them.

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

This is interesting: for fans of pyrotechnics, there is an achievement “Baptism by fire”, which requires you to blow up three monsters at the same time. You will probably get it casually, without making much effort. Every action movie fan loves to lure enemies onto barrels!

The market greets us with 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 timidity, we begin to comb the area. The key to the next gate is far from the most valuable thing there. The very first trophies can be fished right out of the water if you go deeper. On the roof of the distant building lies another precious stone - an emerald. The sixth emblem is hidden in a shabby fruit kiosk - you have to get close to knock it down. The most delicious find - a large chest with a ruby ​​- is prudently lined on all sides with counters that cannot be passed. The eye sees, but the tooth numbs? No matter how it is! We destroy the “defensive line” with a hand grenade and calmly take the stone.

Having enriched ourselves at the expense of local residents, we enter the locked house through the window on the side. We will not knock down the castle - let the Majini, in the event 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.

Here comes the Majini. They scream, they climb through the window, they even brought a fighter with them. Having finished off the dense black man, we leave the cozy house with the 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 (or rather, fly in) - an already familiar helicopter pilot. He will get down to business with enthusiasm and will kindly iron the next street for you. You shouldn't run ahead of him - you can get him for company. Therefore, we calmly follow and, having climbed the stairs onto the building, we knock down the seventh emblem in the house opposite. Having reached the end of the street, if you take a machine gun, a large group of Majini will suddenly emerge from a small house. Having destroyed them, we examine the “house with a surprise” and become the owners of the S75 sniper rifle. Even if it’s not automatic, this one will do for a start!

If Sheva is controlled by AI: as your arsenal expands, another weakness of the computer becomes more noticeable - excessive frugality. The AI ​​is careful with ammunition and uses first of all the cheapest ones – pistol ones. Uses it against everyone - 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 the AI ​​can be trusted with a rocket launcher without fear that it will shoot sparrows with it, but sometimes this results in a severe lack of firepower. You have to rearm your computer partner manually, taking away everything unnecessary. It’s easier in this regard only with grenades - the AI ​​doesn’t use them at all. Perhaps this was done specifically to prevent players from throwing keyboards when a “friend” throws a “gift” right at their feet.

In the new quarter, another “quiet house” with a squad of majini awaits you. Having thrown a grenade through their window, we move on and find out that the brave helicopter pilot has arrived. We follow the beautifully diving helicopter, place Sheva on another tall building (let her cover it), and we ourselves walk 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 on them, making them an ideal target for a shotgun. Having delighted a good dozen Majini in one fell swoop and waited for Sheva to return, we go to inspect the new three-story building and shoot the monsters in it.

Chris already knows how to throw her partner, but on the top floor you will have to throw her across the street. When Sheva is on the next building, we unsheath the rifle and hit the Majini attacking her between the eyes. 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 a fragment of a 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’s better to be patient - the fuel containers will come in handy later. For example, when the heroes approach the gate and encounter 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 - the shotgun knocked the maniac off his feet with one volley and forced him to lie on the ground for ten seconds. He ended up rising and falling again and again until his impressive health pool came to an end. The African maniac stands very firmly on his feet, and the “I didn’t fall, I was dropped” technique does not work on him. But he doesn’t know how to cut straight to death, giving the heroes a few seconds to jump away. At low difficulty levels and with full health, you can even survive a blow to the head with a saw and escape with agony, but it’s better not to count on it and just don’t get caught.

After the cutscene ends, we run back and drop a transformer on the sawyer’s head (if he electrocutes someone, you will receive 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 are not enough explosives, we take a machine gun or a shotgun and shoot at the mini-boss’s eye until the bitter end.

This is important: starting from the “Fighter” difficulty level, the sawyer will begin to treacherously resurrect after death. In his “second form” he furiously swings his saw, and it is almost impossible to run around him. Fortunately, the maniac’s health will no longer be what it used to be, and ten seconds of intense shelling will finish him off completely.

The death of the sawyer will not only allow you to move on, but will also give you the opportunity to rummage through the chest with precious stones. Having opened the door, you will find yourself next to the place where the turntable fell. It’s too late to save their 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 to the heroes.

The battle with the “Afrobikers” could be a challenging experience... if you weren't simply required to press the buttons that light up. After a three-action QTE, the “mechanized infantry” will be destroyed by a friendly BSAA unit, and the long chapter will finally end.

Chapter 2-2: Railway Station


The hunt for the harmful bioterrorist continues. Josh's group, unfortunately, will not come with us - tea, not RE6, to wander around Kijuju with a whole squad. The two of us will have to continue our journey.

We leave the next house and find ourselves in a railway depot, which was chosen by dogs and crossbowmen. The former are annoying, but love to run next to easily exploding tripwires, while the latter lazily stomp on the roofs of cars and cannot seriously harm. Having dealt with the dogs, we knock down the blacks one by one, and then climb onto the carriage and shoot at the ninth BSAA emblem, which is lurking on a power line support (next to the house from which the heroes came out). We jump on the carriages until we get to the trolley... but we are in no hurry to go down into it. The Majini generously mined the rails, but did not take into account that the guy wires could be knocked down directly from above. However, this can be done in the trolley itself, after it starts moving. Having cleared the way to the elevator in one way or another, we return to the box of gold left behind us and only then go down.

The mines are met with pitch darkness - the Majini save electricity, unlike explosives. Luckily, someone left a large lantern nearby. So big that it’s impossible to hold it together with the gun. You 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 send it forward. This is both more convenient and allows you to calmly collect trophies without being distracted by anything.

A few more meters later we reach a relatively bright area and say goodbye to the bulky flashlight without regret. Having turned the handle and lifted the grate, we let Sheva into the spacious cave and wait for her to open it from her side. A new group of majini running out of the tunnel will make sure you don't get bored at this moment. We lazily destroy them all and prepare to fight in the cave with a much more impressive squad of blacks.

Previous battles taught us not to get into trouble and contain the mutants in a protected place. The same rule applies here. Instead of rushing into the cave itself, in which majini are rampaging with crossbows, Molotov cocktails and dynamite, we press ourselves against the grate and wait. It is impossible to bypass the heroes from the rear, and they will only have to shoot the advancing monsters, taking out a shotgun or grenades at the sight of cephalos and large concentrations of enemies. When the attack fizzles out, we go out onto level ground and get rid of the owners of dangerous weapons, who have nowhere to escape from their platforms.

Having killed the “miners”, we examine their workplace in search of gold and ammunition. When everything valuable has been transferred to 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 obstacle. We go into the elevator and go up.

Having killed all the mutants below, we leave the house, regretfully walk around the machine gun, from which there is no one to shoot, and go to the stairs. It’s too early to put the rifle away - it’s equally good at destroying lonely blacks and knocking down glittering gems from the walls of a quarry.

This is interesting: to the left of the stairs there is a mysterious blue booth (its mystery is emphasized by question marks when approaching the door). Opening it, we find an extremely indignant Majini inside. 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 an optical sight. The eleventh emblem lies peacefully on the roof, which is worth shooting once. It’s also worth shooting at the blacks waiting for Chris and Sheva, who again start throwing sticks of dynamite. “Whoever plays with dynamite will come home killed!” – we say instructively, blowing up the cunning guys with well-aimed shots at the explosives.

This is interesting: it’s worth mocking the dynamite guys 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 waste. It’s here instead of a warped door (which can’t come from anywhere in the quarry) - it moves only with the joint efforts of his partners. We clear the road and, going down, we notice a Majini driving at high speed. This black man is not going to put pressure on 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 clearly got seasick during the trip!

Boss #2: Popokarimu
The second boss relies on mobility, air attacks and quick dashes. It cannot be penetrated from the front - only the soft and unprotected back of the tail is vulnerable. With a living partner, you can try the simplest tactics: one constantly looms in front of the fanged muzzle, the other comes from behind and torments the red flesh with bullets. But it’s still safer to use sensor mines, of which there are a lot in the surrounding houses and barrels. The straightforward animal spends most of its time chasing Chris and Sheva on the ground, so it readily runs into mines. The explosion itself does not cause serious damage, but knocks over Popokarimu and allows him to attack the tail for at least ten seconds (a machine gun is the best weapon in such a situation). When the “bat” gets up, we lure it to one or two more mines, shoot the vulnerable point and destroy the remaining health of the boss.

Chapter 2-3: Savannah


The shortest and most uncomplicated level that will spoil a lot of blood for owners of weak computers. To continue the hunt for the terrorist, Chris and Sheva will have to cross the savannah in a jeep and meet with Josh's Delta group. But what could have been a simple cutscene between levels suddenly turns into a dashing shooting gallery involving two machine guns and several dozen Majini. You'll have to shoot from the heart.

The main enemy is the already familiar “motorized infantry”, which scatters along with their bikes from a short burst, but wins in numbers and throws dangerous Molotov cocktails. Majini on trucks, on the other hand, are impressive but don't do much damage. It is not necessary to touch the aggressively screaming contents of the bodies - it is better to concentrate the fire on the front wheels, the canister peeking out from under the bottom, or the driver (killing him will reward you with the “Drive by” achievement). Sometimes the driver turns sharply or jumps up on bumps and calls on the heroes to cling to something by pressing a button (it’s not clear how this helps avoid damage to the car, but we’ll attribute this to the developers’ non-standard logic).

After the third such turn, the first serious collision with enemy drivers occurs. Trucks are rushing towards the jeep from both sides (and they are rushing at a good angle, not allowing themselves to be hit ahead of time), and bikers are positioned at the tail of the heroes. The trick is not to react to the threat from the flanks, but to quickly take out the motorcyclists, preventing them from causing serious damage. Trucks are easier to destroy, and one of them may even fall behind on its own.

Having gotten rid of the barricade, which the blacks had cleverly “strengthened” with barrels of fuel, we meet a new truck that is trying to gently push the car towards the river. Despite the driver's frightened screams, there is nothing terrible about it. As usual, we shoot off the wheels of the clumsy truck, and the race across the savannah will end there. A race, but not a level.

In the city, a familiar picture awaits Chris and Sheva - the Delta group did not wait for them and was brutally killed. For complete resemblance, the only thing missing is resin spots on the bodies. They were beaten by a bearded and crookedly tailored giant - El Gigante. Here his name is Ndesu, but the monster familiar from RE4 is instantly recognizable. But don’t be afraid – the terrible monster won’t 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 Veteran difficulty, the giant suddenly turns from a walking misunderstanding into an invincible monster that causes more trouble than the final boss. The problem is the aforementioned stone throwing. Due to his increased health, the murder 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 not everyone can do (reminiscent of the problem with passing the final boss in Metal gear rising revengeance). Hence the conclusion: if you cannot destroy the boulders in time, you need to make sure that the jeep can survive a couple of direct hits, and just hold out until the moment when the giant’s health runs out. To do this, you will have to take no damage at all, since the cobblestone removes a little less than half of your life bar. To achieve this effect, we constantly monitor the boss, intercepting every single attack, and look at the back of the arena, where majini with crossbows appear. You can’t ignore them, as you can at easy difficulty levels - to defeat Ndesu, you may not have enough of a grain of health, which will be removed by a stray arrow.

Chapter 3-1: Swamps


This is interesting: in honor of the completion of chapters 2-3, you will be offered to buy a new toy at the weapons store - an electric shock baton. But don’t 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 - it can only be used normally against a lone and preferably prone enemy. And under no circumstances should you give a stun gun to your computer partner - he will only use it (remember the AI’s habit of saving ammunition) until you take away the useless electric saw. The baton can only be useful to the collector of achievements - having killed 30 enemies with it, you will receive the “Cattle prod” reward. But is it worth it?

The scene of action shifts towards the swamps, and along with it the gameplay changes - from an arcade shooting gallery to the first ever exploration of a non-linear “sandbox” level in Resident evil. About three-quarters of the stage is covered with water, so the heroes have to navigate by motorboat. They got an incredibly durable craft - it can collide with piers and other obstacles an unlimited number of times. There is no harm from this - only water rushes over the side, and the partner falls off his feet. Funny!

If Sheva is controlled by AI: by default, the player controls the boat, 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 making it break the blue emblems hidden in inconvenient places in the middle of the water is almost impossible. Sacrifice a couple of plates due to the absence of a living partner? Not our method - we will get out of a difficult situation!

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

Having collected everything valuable (starting from this chapter, it’s worth breaking everything in a row 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 there, converted into a chicken coop. After walking the chickens and collecting more eggs, we take a closer 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 by 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 for warlike heroes there are rotten eggs (don’t even think about eating them - agony is guaranteed!), causing little damage. Anyone who takes the time to humiliate the enemy and throw rotten meat at him to death will receive the “Egg on your face” achievement. The “Egg hunt” achievement is also associated with eggs, 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, the AI ​​treats eggs the same way as grenades - it doesn’t notice them point-blank, without even thinking about eating them or throwing them. Feel free to load them into his inventory - they will be safe and sound.

Next, we move behind the fourteenth emblem to the north-west of the level. Along the way, you will come across a wreck of a ship on which someone forgot a case... with a rocket launcher (you can only guess who owned the ship with such a gift before). You shouldn’t leave the “pipe” in the swamp, especially since it only takes up one cell, and not three-quarters of your inventory, as in RE4. The only pity is that there are no worthy opponents at hand, and there won’t be for a long time. Having been sad about this, we swim to the northwestern settlement, take valuable idols from the boxes and find emblem No. 14. Oddly enough, they hid it without perversion - they simply hung it under the roof of the central canopy.

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

This is interesting: depending on which settlement you visit first, the screensaver will change with the appearance of the aborigines. The closest is the northeastern settlement - let's start with it. Having collected precious stones and cartridges, and also having discovered another “note about control” dedicated to hand-to-hand combat (again - well, just in time!), we go through 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 hidden in one, and the Shaman’s Plate is hidden in the second.

In this Ndipaya village they breed snow-white and very biting crocodiles. The scaly beasts guard an impressive pond on which the natives' houses stand, and rush at Chris at the first opportunity (typically, only at him - the computer partner clearly seems distasteful to them). You can pass the crocodile dam by running and screaming, turning sharply when another white head appears from under the water, or you can take a shotgun and use it to kill 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 shaking a spear, we find the Lizard Plate and return to the boat the same way. The final destination is a village in the gut-shaped southwestern branch of the swamp. There are no crocodiles or duvalia (it is still unknown which is worse). But there are more ordinary aborigines in the village than in the previous two combined. They are coming 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 the spearmen - they have incredible jumping ability and, at the first opportunity, strive to hit the heroes while jumping. Having taken the Warrior's Plate, we are faced with a new misfortune - the river is blocked with stakes, and the Ndipaya are shooting at the boat with bows and even throwing bombs. We stop the craft not far from their towers and wait until Sheva deals with each of the cunning people. With the death of the latter, the obstacle will disappear, and it will be possible to swim out to the lake with the breeze, cynically ramming the natives hiding right in the water.

It's time to leave the boring swamp. We assemble a mosaic from the plates that will open the gate, and we find ourselves in a new zone. In it we immediately go down into the river (damp again!) and look under the platform. The fifteenth emblem hangs there forlornly. Let's take pity on her and send her to the fourteen previously split companions.

Across the river lies the largest village of Ndipaya. A Cunning Trap for Agents awaits you in it - the corpse of a special forces soldier with an S&W M29 magnum, surrounded by eloquent holes in the ground. You can compliantly walk into a trap and become a training target for a squad of archers, but it’s better not to play along with the locals. We go in the opposite direction and rob the isolated huts. At some point, the Ndipaya’s patience will run out, they will come out of hiding 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’s worth running for a 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 their behavior, they are no different from the Executioner - they run quickly, but sometimes they slow down and hit with a delay. The main difference between shamans is improved reaction. Try not to run around them in narrow passages - there is a high risk of getting a powerful and very fast kick, which throws the victim several meters away.

Having killed the natives and taken 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 there is a handle that lowers the drawbridge. Having lowered it, we wait for Sheva to run to the other side and open the gate.

This is important: you must not only turn the handle, but also hold it while your partner runs over to the other side. If a bridge suddenly falls apart 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: Execution Site


“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 are excellent at shooting with a sniper rifle. Having gotten rid of the first batch of savages, we run to the central part of the reservoir, simultaneously destroying vessels with trophies. The script will soon summon a new group of Ndipaya with huge spears. The enemies who willingly jump onto narrow platforms can be well taken out of a shotgun and thrown into the water - the crocodiles will be grateful for the free treat.

Having made the dam into a place of execution for the Ndipaya themselves, we are faced with a familiar situation - the bridge is raised, and we will have to take a roundabout way to get to the button that lowers it. Instead of simply climbing through the door that is locked on the other side, Chris and Sheva decide to cross the body of water (fortunately, not by swimming). We leave our partner at the handle and run to the raft, which the girl will pull on a rope. The operation is slightly complicated by the always hungry crocodiles, who perceive the craft as a floating tray. They rush at their prey so eagerly that it is impossible to shoot them. You have to press buttons and dodge attacks until the end of the journey across the lake.

Note: when playing with a live partner, you can put a pig on your 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, this trick is worth doing only if your partner has a good 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 heartily, lower the bridge and, together with our partner, leave the pond. The dark corridor immediately behind it will delight those who are hungry for profit - precious stones fall from the destroyed lamps.

Ahead of the heroes await traces of civilization - pipes, an impressive oil slick and an abandoned camp of a certain Tricell corporation. After climbing through the tents and combing through the thickets of tall grass (be careful - snakes!), we go around the camp on 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 refining complex. Don't be confused by its size - completing this location takes record time. Savages are not trusted to work with oil, so your main enemies will once again be the Majini. Those of them that stand at different levels and hold crossbows should be treated with a rifle first. 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 begin checking local fire safety equipment. There are problems with it at the drilling site - the required road is blocked by three streams of burning gas at once, and you have to use cable cars to get to the valves blocking its supply. In order to achieve the goal, you will have to try yourself as a circus performer.

The first valve is immediately accessible - it is located on the central platform. It is not difficult to block it, but local workers react inadequately to attempts to put out the fire. At first, you will only be attacked (it will get worse) by the majini with which you just cleared the passage. Ungrateful mutants should throw a grenade, and then calmly walk 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 guy with a chainsaw is already rushing towards the troublemaker, and he must be met as appropriate. You should start with the mine selected here, which must be placed to the right of the valve. We finish off the blown-up maniac with magnum shots in his bulging eye, remove the necklace from his corpse and turn off the gas.

Now only the distant hill remains. After flying one more time, we find the third valve. She is guarded by a more delicate sawyer - unlike his comrade, he first lets the torch go out, and only then runs to cut up the heroes. In turn, we run from him, shooting with a shotgun and magnum. If you didn’t use the rocket launcher from the last chapter against the shamans and didn’t put it in storage, then the chainsaw can easily be killed by a super-powerful projectile.

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

The fire has stopped melting the transition, which means we can move on. The motley crowd of majini quickly dies from shotgun blasts 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, bypassing all the obstacles?”). He met the heroes just in time - the elevator in the building is not working, and Stone undertakes to fix it. The repair will take a few minutes, and all this time you will have to protect the black man bending over the console from a continuous stream of majini and wrestlers. When the elevator does start working and lifts the heroes, you will also have to make your way through the groups of crossbowmen on duty at the top. The journey along the balustrades will end at a locked door with another console. Josh gets down to business, and you should take up your 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. To make him move less quickly, we shoot him in the head as often as possible. Mines from nearby barrels will not help this time - simple mutants will attack them first. However, it is not necessary to kill the maniac - when the door opens, you can simply escape.

You will have to part with Josh for a while. We go out onto the pier and notice Irving’s impressive yacht (bioterrorists make good money!). To avoid trouble, you need to stay away from her - vile scripts do not sleep. First, inspect the secluded corners of the pier and destroy all the barrels. Then reload your trusty shotgun, check your inventory for grenades and head to the yacht.

The second meeting with Irving and his partner will be even shorter than the first. Having laughed his fill with a villainous laugh, the adversary will sail away, turning on the bombs installed on the tanks as a farewell. The tower will explode in exactly two minutes, and the only salvation is Josh's boat at the opposite end of the pier. Is it time to run away? Not right away - first we’ll check the house right in front of us, ignoring the decreasing timer. Cunning enemies hid the seventeenth emblem inside, counting on the heroes’ excessive haste. 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 weapons that hit the area and push back the crowd. Having gotten rid of the tripwires and the lock on the door that came from nowhere, we go down to Josh. If you are not stuck anywhere and have saved enough time, you can thin out the group of monsters catching up with you before setting sail. 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 will have to break down what is left. The level begins with another swim on a boat, which will be controlled by Josh. You are required to kill the majini floating behind, and then take on those who are waiting in front. Almost every infected person considers it his duty to stand closer to explosive barrels or tanks, so accurate shots are accompanied by colorful fireworks and numerous casualties. We shoot until the boat hits the closed gate. At this point you will have to get out of it and walk to the opposite side of the lock. On the way, they will try to distract you (not stop you - that’s too strong a word for their attempts) by Majini and Kipepeo. We kill them, knock down the only emblem No. 18 on the level from the inside of the arch and open the gate with the lever. On the way back, a larger detachment awaits, but it can easily be reduced by the detonation of ownerless barrels. Having reached the boat, we sail further.

The second part of the “water walk” is distinguished not only by a double portion of tanks (poor Majini - it’s so cruel!), but also by pipes hanging over the water. You will have to bend down in time, pressing buttons, so that the hero does not get a bump on his entire forehead. After some time, your path will be blocked by a second gate, which is much better protected than the first. There are even machine gunners stationed above them, capable of reaching 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. This is where locals hide valuables from looters.

Boss #4: Irving
The stupid bioterrorist turned into an equally stupid monster. The only difficulty in this battle is the lack of first aid kits on the yacht, so it is better not to expose yourself to the attacks of the “kraken”. But you won’t have to waste ammo - you’ll have to beat Irving with his own weapons. You already know how to handle machine guns, and the cannons 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 your 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 areas of his tentacles, preventing them from getting closer to strike. If the tentacles are smaller and light brown in color, hit them too - the “kraken” likes to grab unwary heroes with them. Having lost his tentacles, Irving will stick his head out of the water and reveal a new weak spot - some kind of orange wart on his nose. Shoot at it until the boss turns in your direction. Don’t hesitate here and jump away from the turret, otherwise the monster will cause serious damage to you or simply swallow you.

Alternately fire at the tentacles and the wart, running from side to side until the second phase of the battle begins. Strakhovidlo will attack the ship from the rear and stick out his tongue - the former Irving. The fire must be concentrated on it, but the heroes will be greatly hampered by the tentacles. There is no time to be distracted by them - the “kraken” will go under water - so get ready to press buttons and dodge attacks. A few precise bursts of “tongue” will make the boss go to the bottom and spit out Irving. The bioterrorist now looks unappetizing, but this does not bother the heroes - they still interrogate him and find out where to sail next.

Chapter 4-1: Caves


The gameplay in the new chapter changes dramatically again - Chris and Sheva will have to play Indian Jones. The ancient ruins come with all the trappings of the adventure genre: evil natives, numerous traps and treasures found at every turn. Snakes were not brought into the underground city, and this is good news - you will have enough troubles without them.

After examining the pier, follow the tunnel to the illuminated part of the cave. There, local wildlife hides underground - the Kishwa buoys. Comical orange spiders die, as they say, from one disapproving glance, but they love to jump on heroes and prevent them from attacking. Contrary to usual, in this case there is no need to torment the keyboard with frequent presses - the spider either falls off on its own, having sucked, or is knocked down by a partner. Having gotten rid of a couple of groups of digging monsters, we come 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 is attached to the ceiling - a sapphire. Another pleasant surprise (we are not talking about the Kishwa buoys waiting on the way back) hangs among the rocks to the left of the rough-hewn ladder. This is emblem number 19, which you wouldn't mind spending a bullet on. Having replenished the collection, we climb up.

While collecting valuables from vases and lamps (wherever they put stones to save them from thieves!), we hear the patter of many feet. In the best traditions of “The Mummy,” a herd (there’s no other way to say it) of spiders runs out to meet Chris and Sheva. If you don’t have anything explosive lying around in your inventory, then greet the monsters with a long burst of machine gun fire. Having cleared the “restroom” of the catacombs from spiders, we boldly move forward. Behind the door lies the (for now) peaceful and trophy-filled lost city of Ndipaya. After admiring the panorama, we take the rifle and through the scope inspect the noticeable crystal in the center. Hidden just below it is something round, blue and with the inscription BSAA. This something (the twentieth in a row) is subject to immediate destruction.

Having jumped down, delved into the alleys of the city and cleaned out the sarcophagus, which opens only through joint efforts, we go out to the bridge. Your partner will cheerfully jump forward and almost get hit on the top of the head by a thrown column. Kamenyuka will crush the bridge and separate the heroes (make sure you have enough free space in your backpack so that it won't be excruciatingly painful later when you see the melting ammunition). We'll have to go down and take on the destruction of the aborigines. Among them were spearmen, shield bearers, and archers. Particularly unhealthy Ndipaya turn into cephalos, but they cannot detain the hero for long. We return to Sheva, sequentially rob all the tombs in the area, and leave the one next to the suspiciously light area of ​​the floor for last. At the most crucial moment, this area swings open and, in a not very comfortable way, transfers the heroes to the next part of the location.

Having grouped in flight by pressing keys, we land in the basement and immediately prepare for battle. Ndipaya and the spiders attack from different ends of the cross-shaped pit, and there is no point in hiding in dead ends here - fresh enemy forces strive to jump straight onto your head. We stay in the center and beat the adversaries until the door opens. Having checked all the dead-end corridors (in each there is a chest, and not empty), we shoot from afar the myopic natives in the new room and leave the pit. The new hall pleases with an abundance of vases and saddens with savage bombs that look like giant tumbleweeds and explode from collisions. We jump onto the central platform, being out of reach of the balls, and turn the gate that opens the gate. They close even faster than they open, so you will have to run towards them, maneuvering between the bombs. Having survived the savage folk game “Catch me, fireball,” we finally open the doors and leave the hall.

In the new corridor, another pressure plate immediately catches your eye (religion, apparently, does not allow the heroes to jump over it). She launches a classic trap from the series “We will destroy our own ruins, but bury our enemies.” We run from falling columns, jump over yawning abysses and don’t forget to hit the buttons with the tenacity of a woodpecker. Leaving behind the destroyed part of the catacombs, we find ourselves... at a dead end? No - by simultaneously pulling the chains, we turn a solid wall into a giant folding staircase. Hmmm... the primitive Ndipaya are clearly not what they seem.

The confusing staircase control system will get on your nerves until the end of the level, so prepare yourself mentally. Having destroyed emblem No. 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, going around it to the left. With a joint jerk we change the configuration of the stairs, take the stone from the niche of the idol (other statues share them) and go to the left branch. There in the case there is a more modern treasure - a grenade launcher (not the RPG one, but a classic bazooka with a variety of projectiles).

Note: the grenade launcher is a unique weapon of its kind. They don’t allow you to pump it up at all, but you have the opportunity to purchase additional explosive (incendiary, acid, nitrogen, light, electric) grenades for it in any quantity in the store menu. This is very convenient, because shells don’t just fall out of enemies, but are found in boxes about once per level. Save grenades for a rainy day - thick-skinned rivals and bosses really don't like them.

Going up to the dark green statue, we use it to redraw the design of the room again. To get to the third idol you will have to go through the upper part of the hall. When meeting a crowd of Ndipaya, we do not get lost and press ourselves against the wall so that the archers do not interfere with shooting the advancing aborigines. After killing them, we collect trophies from the chests and head to the golden statue. You already know what to do with it.

The new stage is a little trickier - you need to pull two statues on different floors at once. 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. As a last resort, you can call your partner and send him back after the fight.

To put an end to the dubious entertainment of “pull the string and the door will open,” let’s visit the corner red statue. You should take the mines nearby with you - they will come in handy. We pull the last idol, build a “stairway to heaven” that promises a way out of the unpleasant hall... and attract the attention of Popokarimu. It is unlikely that this is the same “bat” that was in the quarry - there is little left of that beast. And we'll kill her friend right now.

Boss #5: Popokarimu (second fight)
The most ingenuous and elementary boss in the game. He hasn't learned any new tricks and still willingly climbs into sensory mines. Shooting the weak point of the “bat” is unlikely to take long - the magnum causes colossal damage to the tail. In a couple of minutes, Popokarimu will ingloriously die, 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 run away. Having run onto the stairs, we rush upstairs without looking back. Popokarimu crawls behind him, makes a dash at the last moment (quickly press the buttons)… and is killed against the wall. This way the creature can be killed without firing a single shot. The only downside to the tactic is that a boss that’s completely overwhelmed will refuse to part with the stone. In principle, the loss is small.

Chapter 4-2: Place of Worship


Have you seen enough of transforming stairs? At this level you will get acquainted with the achievements of Ndipaya in the field of optics. Among savage entertainers, the combination of harmless sunlight and bulky lenses generates real Death Rays, which move at short intervals along 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 overcome.

The heroes will be forced to go for a walk along the streets cut by “lasers” 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 “bombarded” street, evaluate the power of the beam that tore 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. Having killed the defenders and taken the disk, on the way back we meet another crowd of Ndipaya. These cunning guys even have a shaman in a signature bulletproof mask, but grenades and a shotgun will quickly put the big guy and his friends to rest.

Having got out, we get ready to race against the rays. The friendly natives made sure that the heroes did not get sunstroke, and made a bunch of branches and niches in their alleys. Without much haste, moving from niche to niche and calling on the computer partner if he suddenly starts to slow down, we reach the road on which two rays leave infernal fiery streaks. Having carefully calculated the time, we run to the left and leave the affected area of ​​the left beam. Behind the abyss, an altar with the Symbol of Heaven awaits you, and the jumping Sheva will have to go after 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 cannot reach Chris, who is standing far away, and this must be taken advantage of. Shooting the most zealous savages with a rifle, wait until your partner takes the disk and jumps towards you. The Ndipaya will also fall after her, but they will be at a disadvantage, having ended up in a dead end, and will quickly die.

Having robbed the shaman (remember about their favorite blue stones!), we return to the long street. You won’t have time to run through it to the end - the Rays of Death will cover you from both sides. We run first to a 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 onto the balcony. Who is that looming there at the source of the rays? We remove the “beam thrower operator” from a comfortable position, and the lens easily turns off. We slowly walk along the right street, which has become safe, and go straight to the third altar. We take out an honor guard of 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 Earth Symbol. Then all that remains is to return to the gate, use all three symbols and, having knocked down the diamond hanging above the exit, leave the zone.

In the new basement, the heroes are suddenly greeted by... no, not a monstrous monster, but the only puzzle for the entire game. It is glued in frankly out of place and looks alien, but it will have to be addressed in any case. In front of you is a bunch of statues with built-in lenses, a particularly powerful beam that kills outright at the slightest touch (it’s good that your partner automatically hides in a safe place and doesn’t interfere!) and a 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 mortality 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. When the elevator starts working, the heroes will be transported to the lower floor.

On the second basement level, two fragile columns prevent the creation of a chain. Let's give them a heroic kick, and the path will immediately open for the beam. We turn the second lens to the right, and the fourth to the left to turn on the new elevator and move on to a more difficult stage of the puzzle. The new floor will greet you with a large number of statues, an empty chest and mind-blowing hordes of Kishwa buoys that rush at the hero who covets the chest. Having torn off the legs of all the spiders with a stream of lead, we run into the 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 ignited ball of the idol will unlock the doors to the real Ndipaya treasuries, which are not a sin to plunder. Spiders and snakes lurk here and there among the gold, but this is unlikely to be able to stop a real tomb robber (one would think, what could the Tomb raider and Resident evil series have in common?). The central lens will help you complete the puzzle, but the crossed rays prevent you from getting close to it. Move an arbitrary statue, breaking the chain anywhere, and turn the lens to the left once. In the same way, we shift the “lens-to-the-left-of-the-elevator” to the left and restore the chain. The last elevator will start working and take you to the main shrine of Ndipaya - a harmless-looking flower bed. That is, it used to belong to savages. The underground greenhouse has long changed owners, 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’s worth stopping in the flower garden just for the twenty-third emblem, hidden under the bridge. Then we run forward and read along the way an interesting diary dedicated to the origin of the first virus, as well as the stories of Ozwell Spencer, James Marcus and other wonderful people, without whom there would be no corporations and zombie epidemics. At this level, it’s generally worth reading all the notes and studying all the computers - you’ll learn a lot of interesting things.

For some reason, the laboratories do not greet the heroes with a horde of monsters. Only occasionally is it possible to notice a certain red-skinned and vaguely familiar creature that nimbly runs along the ceiling and walls, leaving frightening claw marks. Collecting cartridges and gold, we go through the room with “spirited” flowers, pull the lever in the blood-stained cage and finally find ourselves in the vivarium. Here you will have the opportunity to look at experimental goats, rats (including healthy ones like dogs) and two lickers. And if it is not necessary to touch the living creatures in the cages, then the tongue monsters will have to be killed. Lizun is a dangerous beast that is best fought with serious weapons. A lone monster can be continuously hit with a shotgun, not allowing it to rise, but, unfortunately, these mutants fundamentally do not walk alone. Lizuns are dangerous at a medium distance (a trademark tongue strike that forces you to quickly press buttons), deadly close up (quick attacks with claws and a jump on the hero followed by a finishing move, from which only a partner can save), but they are very good at shooting down with a sniper rifle at a long distance. If you don’t want to risk engaging in close combat, it makes sense to run away to the opposite part of the vivarium and fire at the monsters from there.

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

Having gotten rid of the “old friends”, we run along the long corridor. On the way, it’s worth turning into the security room and opening another weapon case. Inside is a recognizable AK-74 assault rifle. Let's show the tongue-tied creatures the power of the Soviet military industry!

Returning to the corridor, we run through it to the end, open the door with two switches and find ourselves in the enclosure of the lickers. There are more than a dozen monsters, and only thin glass separates them from Chris and Sheva. But now is the time to put down your weapon and remember that red-skinned mutants actually lack eyes and react to sound. We temporarily give up the dashing shooting, walk along the cages, looking around nervously... and suddenly we run our noses into a warped door that needs to be knocked down. Truly, there is no limit to the cynicism of developers!

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

This is interesting: it is assumed that you will fight back until the elevator arrives, and then, with your last strength, repel the onslaught of monsters (or escape). But if for the time being you do not press any buttons, but instead give battle to the inhabitants of the enclosures and kill them all, then calling the elevator... will provoke the appearance of a second, even more impressive wave of lickers from the air. It will be more difficult to fight back, but you will also receive more “Lionhearts” (branded jewels of tongue-tied creatures).

Having prevented the lickers from overwhelming the heroes with numbers, we collect everything that fell from them and go down the elevator into the futuristic storage mine for guinea pigs “Trycella”. In theory, one of the several thousand capsules should contain Chris’s partner, but this cannot be immediately verified. First, you will have to tear off the claws of the guard crab, which has grown to an indecent size, and this is not so easy.

Boss #6: U-8
The Vault Guardian is the first (but not the last) truly dangerous boss. U-8's claws cause great damage and can kill in one fell swoop, and the crab itself is protected by an impenetrable shell. True, for some reason the armor on the monster’s legs is full of holes, and this “design defect” must be exploited. The crab is constantly moving, beautifully destroying the “scenery”, so getting into the weak points marked in orange is not easy. We circle around the site, following the boss with the help of a mini-map, and, having chosen the moment, we begin to spray the nearest leg with a machine gun. If you manage to deal enough damage, U-8 will fall off the wall and briefly pass out with its mouth wide open.

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

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

Chapter 5-2: Laboratory


The heroes tamed the crab, as it turned out, in vain - their reward was only Miss Valentine's empty capsule. We read an interesting message from the console, answering a popular question among fans: “Why did Jill suddenly dye her hair blonde?”, and we leave the mine.

In the new sector, advanced Majini are waiting - gray-skinned and armed to the teeth. Forget about ancient bows and crossbows - these guys know how to use shakers, machine guns and grenades. Their guns hit pretty hard, but, firstly, Chris and Sheva can stick to walls in the “Gears of War” style, and secondly, the old resident principle “it’s impossible to move and shoot at the same time” also applies to the mutated commandos. A majini frozen out of the blue can and should be treated to 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 heroes will be more painful than usual. Each body armor (and there are two types – shockproof and “bulletproof”) takes up one inventory slot, so it’s worth deciding in advance who to give which to. According to my observations, protection from bullets is more necessary for the computer partner - he constantly forgets to hide and gets a portion of lead in the stomach - and the main character will need resistance to attacks in close combat. Well, you shouldn’t forget about aesthetic aspects - the shockproof armor hides Sheva’s figure, which is not good.

Running from box to box, from one corner to another, we shoot the Majini one at a time. We don’t let the hand-to-hand mutants, who were given electric batons instead of firearms, get too close and are met with rifle volleys. We clear three large rooms (in the last one, do not forget to shoot at well-placed gas cylinders) and reach the next elevator. During the trip, we watch a short video in which Chris is surprised to learn something that the players knew a few chapters ago. On the lower floor there is much less room for maneuvers - continuous gut-shaped corridors with numerous ventilation shafts, from which lickers love to crawl out. Having left the pipes, they usually begin to crawl aimlessly along the walls and ceiling (this is how they have fun, apparently) and at this 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 still gets nervous when they approach and strives to attack. It’s easier to use proven tactics of shooting creatures with a rifle, especially since long corridors are ideal for this. Having alarmed the monsters and killed them, we go a little further and lure another pack of lickers out of the pipes. You already know what to do with them and at what distance.

Ahead is a new floor and some kind of multi-level production complex. The abundance of working conveyors and gas cylinders in this area brings to mind the old arcades. Naturally, you will have to run along the moving belts more than once, but first you need to destroy the first commando squad. We quickly take out the Majini creeping up from the left and press ourselves against the conveyor fence. On the other side there are especially vile infected who throw flash grenades. While the heroes are in cover, the flashes do not bother them, so we wait for a pause between throws (as well as a gap between the boxes going into the oven for some reason) and kill the Majini one by one.

Is there anyone alive behind the tape? It’s very good - you can climb the stairs to the other side. There we are interested in descending onto the conveyor itself. We walk along the tape, maneuvering between the boxes and keeping to its center, and go out to the control panel. From it you can stop the conveyor so that the poor bot does not run “against the flow” for ten minutes. Together with him we go up the stairs and knock down the door.

At the top it becomes clear that it is banging so loudly every five seconds. On the second conveyor, it is no longer boxes that are disposed of in the fire, but bundles of cylinders (a rare stupidity, but effective). Centners of constantly renewed explosives will greatly contribute to the destruction of the Majini, but first we need to make sure that the cylinders will 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 entered the tape, we notice two more demolitionists in the distance and hit them with a sniper rifle. After the death of the throwers, we slowly move forward and wait for the arrival of new infected people, bravely jumping onto the conveyor belt. Some of them took with them “armored door” shields that could withstand hits from any weapon (metal is not the wood of savages!). However, to get to Chris and Sheva, the commandos must run past a pile of cylinders, and their explosions successfully scatter enemies along with all the additional protection.

Going downstairs, we pay attention to the open trash container. Why dig through waste? For the sake of the only emblem number 24 on the level. It is located at a very unpleasant angle and is difficult to get into. It's better to throw a grenade lying around inside. The trash won't even get smoked from the explosion, and the collection of blue discs will increase to two dozen.

Next to the third conveyor we find a SIG 566 assault rifle (and we have only 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 vital activity of this species - nasty white-brown cocoons - are noticeable from afar, and it will not be possible to avoid an encounter. The conveyor we need is de-energized, and the switches are located far from it. We run past the cocoons and rockets, find these switches and turn on the electricity. Let's run back... Aha, one of the cocoons has 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 hit him with a grenade launcher, shot off limbs grow back, and you can only hit him on the yellow blisters in different parts of his 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 quickly, sprays a cloud of blinding gas that interferes with aiming, and loves to hug the slow hero. Do not fall under the attack of a “cockroach,” otherwise you will watch with enviable regularity how the mutant carefully holding the victim pokes it under the ribs with its sickle paws, killing it on the spot.

This is interesting: for those who want something strange, there is an alternative way to fight insects. We run from it to the running conveyor, jump onto the belt and try to get ahead. If the “cockroach” does not catch you, and the boxes do not block the road, the monster will most likely get stuck on the tape, run into an obstacle and drive straight into the oven (provided that you shoot at it lightly, otherwise the aggressive beetle will also escape from the trap) . In addition, the method has an additional disadvantage: the ripper will burn 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 through the last conveyor belt. In this you will be hindered as much as possible by boxes coming towards you, barriers between tapes and unexpectedly reviving majini-dystrophies. It won’t be difficult for the main character to go through this path, but his bot partner runs the risk of getting confused and sadly going into the furnace, causing the player to have an uncontrollable attack of rage. Therefore, having reached the switch, we turn off the conveyor and, together with our partner, leave the complex.

There are no enemies visible behind the door, which is good. But a characteristic-looking liquid resin is flowing down the walls, and that’s already sad. We collect trophies, be sure to grab incendiary grenades and napalm shells for the 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 he will not only tell, but also show.

Boss #7: Ouroboros-mkono
Say hello to the new and 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 has been added to the old ones - striking very far with a tentacle. But the tactics of fighting the slug have been turned upside down: from now on, fire itself hardly hurts it, but only causes it to expose orange bubbles. They will have to be knocked down (and without long delays - Ouroboros-mkono gradually regenerates).

Note: owners of weak computers will absolutely not like this boss. The riot of flame that accompanies the entire battle puts a lot of pressure on the video card and prevents the bubbles from being properly fired. So if you don't want to turn the fight into a terribly laggy slideshow, it's worth lowering the resolution.

You can start the battle by using selected fire projectiles - they will give Ouroboros good, stable burning for about ten seconds. But the main source of flame in this battle - the flamethrower - hangs peacefully on the wall and is charging. Until he is ready to work, the slug can be pleased with the explosion of cylinders, but they will not stop him for long. When the weapon is filled, we grab it and joyfully pour the fire mixture on the boss. The scorching stream will make a strong impression on Ouroboros and force him to reveal his weak points. At this moment, a partner with a machine gun or magnum should come into play and shoot as many bubbles as possible - this is not easy for a flamethrower to do. If the flamethrower's 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 pass, Ouroboros should lose all its bubbles and burn to the ground.

If Sheva is controlled by AI: the computer openly 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 have to first fry Ouroboros, then put the flamethrower on the floor, switch to the main weapon and only then shoot. By the time you do all this, the slug will go out and warm you with its tentacle. Therefore, there is only one way out - to entrust the “smokehouse” to AI. Let the computer Sheva fill the boss with liquid flame, giving you time to shoot at the nearest 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 armchair of the experimental Ouroboros (there is no point, but since there is an opportunity, we must use it), we go into the room with fans and notice behind one of them the 25th BSAA emblem. The moving blades make it easy to smash it and add it to your 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 unknown purpose. It has already been inhabited by gray-skinned majini, but they can easily be fired at from a safe distance, killing singles with machine guns. You should be much more afraid of heavily armored ripper bugs at this stage. There are three of their cocoons, but only two of them open (and this pair 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 gotten rid of both beetles, we climb into the side room, which is literally bursting with valuables, take the H&K PSG-1 sniper rifle from the case and supply power to the platform control panel. She will obediently come to us from the other side of the abyss and take with her three idiot 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 the platform, devoid of passengers, approaches you, stand on it and order your partner to launch it from the remote control. On the other side, a machine gunner and two majini-cephalos with shields are rushing around, waiting for you. It is better to deal with such a “meeting committee” personally, without sparing shotgun charges.

Having transported Sheva using the second remote control, get ready for a new round of “hide behind the fences”. The enemy commandos were given RPGs, and one collision with their grenade (not necessarily a head-on) will leave the hero in a half-dead state. Don’t rush to unsheath your PSG-1 and organize a competition in accuracy – the “pipes” are capable of withstanding more than one hit. Instead, run between covers, getting closer to the enemies and simultaneously shoot point-blank infected people who are armed with simpler weapons. When the RPG lovers are a few meters away, the advantage will be on your side.

The next room will allow you to make fun of narrow-minded monsters to your heart's content. Shieldbearers and Cephalos have gathered in a large crowd at the front door and are preparing to warmly greet Chris and Sheva. 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 pick themselves up from the floor, with cheerful screams we run towards them through the “wrong” door (when playing with a living partner, through both at once) and finish off the demoralized monsters.

Having recreated a piece of Rainbow six in the world of Resident evil, we grab the carelessly thrown “royal necklace” from the table (we haven’t bought royal jewelry on the black market yet!) and run to the next zone. Here is a repository of an already familiar design. There are no crabs here, but still, overcoming the mine is an extremely unpleasant episode on an already difficult level. Before the heroic-comic ride on the elevator, it is worth examining the lower part of the south-eastern balcony. It is advisable to do this through a sniper scope - how else to shoot down the far-hanging disk No. 26?

We launch the elevator from the console and go up. 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 have to either run “against the flow” while climbing, or obediently drive in a circle, trying to somehow hit the enemies. It’s easier with the first mutants - you can simply ignore them, leaving them far below. But at least two times a shootout 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 be of little help here - you will need remarkable accuracy. You can solve the problem radically by hitting the next balcony with a grenade, but a stream of machine gun 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 their recent humiliation. The platform's movement will stop and the crosshair will stop floating, which means the majini won't last long.

From the laboratory, for some reason, the heroes again end up in the ruins of Ndipaya. Their excavation site greets them with simple tasks: pull the switch, activate the elevator (but before that, run around the hole on the other side and break disk No. 27), go to the top... Difficulties will begin right at the top - the rising hero will run into a herd of lickers and will be forced to move the big one for a long time a box blocking the road and would inevitably be torn apart by the redskins. To save him, the “bottom” hero must shoot at the creatures with a sniper and monitor his own safety. When the “top” one jumps into the locked house and lowers the bridge, both heroes will have to run away screaming from the tongue-tied monsters or fight them below. At least, this is how the developers imagine the passage of this episode. But if you're playing with a bot, you can do something smarter.

We leave Sheva to press the buttons, load up with ammunition and go upstairs. The first two lickers are literally asking for a shotgun blast in the head. Having killed them, we change our weapons to a rifle and slowly move on, keeping an eye on the dark hole in the wall. At some point, lickers will crawl out of it, but will not crawl to the top - the bullets are great at knocking them into the abyss. After this shooting gallery, the most difficult part of clearing will begin - a dozen monsters will attack from both sides when you enter the gallery. The main thing here is not to get confused and not to rashly grab the shotgun - the lickers will take you in pincers and gut you, rushing at once. Therefore, we quickly run back, leaving the monsters behind. The monsters will huddle together and become vulnerable to tried-and-true rifle tactics. Acid grenades lying in a box nearby work even better against the crowd. If you manage to grab them, you will completely scald your enemies.

When the last slime (at this level and in RE5 in general) dies, you can begin the tedious task of pushing the box without haste. Having cleared the path to the house, we collect very valuable trophies and lower the bridge. Finally, you should pay attention to the precious stone above the exit from the zone - it, by the way, also costs money. We take it, go to the so-called. throne room and meet all the surviving enemies: Excella, the super-anti-hero Wesker and the inadequate Jill in a tight-fitting jumpsuit, who all this time was hiding under a “crow” mask (who would doubt it!). The last two are eager to hurt Chris and Sheva, so the agents are in for a difficult fight.

Boss #8: Wesker and Jill
A completely strange fight - even compared to the previous non-standard boss fights. Not only is this a two-versus-two team fight, but there’s also no point in shooting at both opponents! Albert moves at crazy speed, and 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 discouragingly 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. You should turn on the mini-map right away - the boss can jump out from an unexpected direction and knock you out with a couple of blows. With some skill, you can cut circles right around the former captain, preventing him from getting his bearings. We don’t pay attention to Jill for now - she just gets in the way and doesn’t do much harm.

This is interesting: in this battle, the Japanese set an additional task for fans of achievements - to wound 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 both sides. For those who are content with an artificial partner, there is a more cunning way. We buy an RPG from 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. A shell-shocked Wesker will freeze for a few seconds, take a few bullets, and share the “Bad Blood” achievement with you. After this, he will also leave the throne room faster, without waiting for the timer to end (out of resentment, no less).

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 only works to our advantage: the numerous corridors are very convenient for hiding from bosses. We follow the traditional triangle symbol on the map (only Wesker is displayed, but not Jill) and run into the far room with a tomb that can only be opened by joint efforts (the reward will be a stylish and quickly recharging Lightning hawk magnum). You should get 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 stupid in the battle with Ouroboros, at some point decides to take unnecessary initiative and shouts “I’ll take care of Jill, while you deal with Wesker!” is carried away to the other end of the location. To the player’s commands “To your feet!” The AI ​​will not respond and will not help lift the coffin lid. It’s already unpleasant, but these are not all the disadvantages. There are a lot of herbs and cartridges scattered throughout the labyrinth, which do not fit in one inventory and which there is no one to transfer. When the seven minutes are up, all this abundance, coupled with the magnum, will remain out of reach. Finally, running off to catch Jill, the partner runs the risk of finding a lot of adventures for her plump bottom. At high difficulty levels, Valentine can finish Sheva into 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. 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, a complete disgrace! There is only one solution to the problem - run with your partner and insure him, while 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 her senses for a short time (apparently, no one had shouted her full name into a woman’s ear before Chris!), the period of enlightenment will not last long. We'll have to tear off the red “decoration” that Wesker stuck to the chest of his former partner!

Boss #9: Jill (second fight)
The chest implant, as it turns out, not only brainwashes Valentine, but also pumps her full of combat cocktail, allowing her to run freely on walls. He also likes to shock a disobedient woman when she begins to remember herself. This “educational measure” is the basis of tactics in the battle with Jill.

Chris will treat amnesia with a proven method - running around his former partner with inviting 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 tries 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 the woman and appeal to her reason while running, dodging blows.

Note: it is still forbidden to shoot a lady with a machine gun, but if you really want to... A shot or two in the body can save you if Valentine is kicking his partner too actively or is about to open fire. The main thing in such matters is not to overdo it. The sixth or seventh bullet will be fatal and will lead to mission failure. It’s safer to stock up on light shells for the grenade launcher and use them to suppress the boss as needed.

After another shout, Jill will “short circuit” and be paralyzed for a short time. This is where the violence begins: the player will have to quickly press buttons to rip the implant out of the chest (or hold the woman from behind while Sheva does it). Sooner or later, Valentine will break out, thoroughly heating up the “back” hero, and she 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 on one of the agents and allow you to carry out a new capture. And then another one... And another... The fight with the “medallion” will drag on - it’s stuck firmly. When it becomes possible to tear off the implant from the lying Jill, the battle will reach the finish line. Two or three passes and Wesker’s “gift” will be separated from Valentine’s chest (from the outside, the rescue scene looks suspiciously like the sadistic fatality from Mortal Kombat).

If Sheva is controlled by AI: in this battle you can again suffer from the bot's independence. Having received serious damage and fallen into a state of agony, you run the risk of not waiting for your partner’s help. She has no time to treat - she just grabbed and stubbornly holds Jill, waiting for Chris to start tearing off the implant. He waits and holds, holds and waits... This continues until the helpless hero falls dead. As they say, “if I decide to do something, I’ll definitely drink it.” It is impossible to recall the bot at such moments, so just do not fall under Valentine’s attacks and restore your health in time.

Chapter 6-1: Deck


Jill recovered from her brainwashing, and the heroes had one less problem. Now it’s the turn of Wesker 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 tread carefully.

The first Majini Commandos are hanging out in the distance, standing on high ground. The more monsters you can take down from afar, the better - the infected are covered in armor and are difficult to defeat 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 on the top of the superstructure tower, another BSAA emblem is blue. The distance to it is very large even for a rifle - you may have to shoot several times to get it right.

This is interesting: while aiming at the tower, you probably noticed an impressive cage attached to the crane boom. She's hanging 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 commando on the top platform – the “operator” of the cage – in the head. We do the same with the monsters standing below and those who are frozen on the arrow itself. Now you don’t have to be afraid of a scripted trap falling – there’s simply no one to throw it. With this little trick you can finish the level five to ten minutes faster. The only problem is that there are boxes with additional valuables on the crane and in its surroundings, and you can only get to them if the cage falls. Decide for yourself whether you need them.

We walk through the labyrinth of containers, open the passage by pressing the green button and go out to that same tap. The locked lattice door on the side is of no interest to us, another blocked passage opens on the other side, so we climb the stairs onto the container. Having moved the box together, we jump down. The box on your left hand creaks with its door ajar for a reason - it has disk No. 29 inside (you can only see it in the splash screen, when you shoot at the button to raise an obstacle). 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 not allowing it to fall at all), we open our way up. Walking through the containers leads the heroes to two special boxes - rising and lowering after pressing a button. Having killed two black fighters who are preventing us from understanding the cunning mechanism, and taking their bracelets, we stand on one of the boxes. The partner, in turn, must stand on the opposite side. 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 interrupted the adjuls cheerfully jumping on containers, we find a safe with gold in a side branch and move from the deck to the interior of the ship. Going down the long stairs will help brighten up the chatter of your partners about Wesker's rancor. At the very bottom you will find a surprise for shotgun lovers - a case with a Stryker. Here it was renamed Jail breaker, but the gun from RE4 is instantly recognizable. Feeling nostalgic, we move on and find ourselves in Excella’s laboratory. There is no need to test the 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 take up a slot in the inventory), we collect cartridges from the cabinets and shoot at the 30th disc, hidden in the top cabinet. Congratulations – your emblem collection is complete! Now you have the opportunity to buy all imaginable bonuses in the game (if only you had points), and enormous experience in breaking glass hanging in hard-to-reach places. Just don’t try to use it in real life - take pity on your neighbor’s windows!

It’s too late to catch up with Excella - the scripts have welded the door behind her - so we go into the hold. The seemingly small room became a refuge for a mass of mutants. The first group is easy to destroy from above, but then Majini will start appearing from everywhere. The grenade throwers hidden in containers will do the most damage. Their bombs land at your feet at the wrong time, so get rid of at least one of them right away. Having fought off the attack of 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 is better to save them for the monster who 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. This black man's six-barreled machine gun quickly reduces his health bar to zero, and grenades knock the heroes out of cover. The clumsiness of a lout, explosive cylinders, sensor mines and powerful magnum cartridges are on your side. And yet, beating the “afro-machine gunner” will take a lot of time - it’s just right to attack 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 an RPG will be found in the next room. You are separated from them by stacks of gradually destructible boxes, and the first missiles will inevitably crash into them. At this moment, do not get lost and destroy the slowly recharging “pipe players”. When all four fall, leaving behind jewelry, leave the room and watch the video. The level will end here.

Chapter 6-2: Main Deck


The mountain of low-detail majini corpses (for some reason not decomposing), which is clearly visible right from the beginning of the level, suggests a trap. The premonition does not deceive - Wesker is going to feed Ouroboros biomass so that he grows big and big. And the basis for the slug itself will be Excella. True, she is categorically against it, but Albert doesn’t care too much about her opinion.

A bunch of tentacles swollen to the size of Godzilla will have to be dealt with throughout the entire level. At first you will just have to run away from her. The tentacles hit from different sides, forcing you to frantically press the flashing buttons. In order not to lose the battle before it starts, you will have to press five button combinations in time. Then you will find yourself in the interior of the ship and will be able to exhale.

There are few enemies in this area, but the curious Ouroboros sticks huge tentacles into all the cracks. Carefully walk 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’ll die on the spot.

The card will allow you to enter 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 us that a guidance device for a certain orbital “ion cannon” was accidentally lying on the tanker (Wesker, apparently, was going to use it to burn out those who would not be devoured by Ouroboros). By the same amazing coincidence, the device is located on top of the main deck superstructure - literally two steps away 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-akheri
Excella's current form is impressive, impressive and indelible. A black carcass hangs over the platform and bludgeons the heroes with tentacles with large bubbles - “buds” at the ends. The slug also likes to collapse onto the lower part of the arena with its entire mass, so it’s worth staying on it just for the sake of that same laser designator for the satellite. We open the niche with the card, take away the device (like a flamethrower, it does not allow you to use other weapons) and quickly climb to the upper tier.

After this, 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 attacks. Almost all of them are preceded by lighted buttons, and you just need to remember which attack corresponds to which combination. Having learned to jump away from attacks, we put the laser on the floor so that we don’t have to look for it for a long time, choose the one we least like out of the three tentacles and fire at its bubble. Having received a certain amount of damage, it will darken, freeze and allow you to quickly knock down the remaining health.

The crumbling “bud” will shower the area with rain of small ouroborosics. Aggressive groups die from one shot, but they interfere with concentration. They will have to be destroyed after destroying each tentacle (and if you hesitate, the bubbles will also begin to recover). Note to greedy people: Excella does not share trophies as generously as the U-8 crab, and in a battle with her it is quite possible to be left without ammunition. Try to smear less often.

Having lost its tentacles, Ouroboros will reveal a main bubble of incredible size. This is precisely what the “ion cannon” is designed for. We take the laser target (or order our partner to take it), aim at the target and “shoot”. An orbital salvo will pierce through Excella, but will not kill her outright - two more hits will be needed.

In the next phase there are four tentacles, and they strive to bury the entire arena under them. You'll have to urgently hit them yourself, using incendiary shells from the box above. Hitting one of the high-raised bubbles will interrupt the deadly attack, and the boss will use his usual attacks until the end of the battle. Beat the tentacles until the main bubble appears, attack it with a super weapon, and then do the same in the third phase (involving three tentacles).

Note: theoretically, no one bothers you to use the guidance device constantly, tearing off ordinary bubbles with the beam. But the trouble is that the tentacles are constantly moving if you don’t pour lead on them, and the laser is aimed for about ten seconds. Even if you get hit, the companion will recharge for a while, giving the boss time to regenerate. It's difficult to fight with just one laser pointer... but you have to if you run out of ammo. Therefore, we repeat the advice once 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!” – the insightful Chris Redfield loudly wonders against the backdrop of the “monument” to the giant boss. Having peeled our palm off our face after this remark, we return to the bridge and find out that the former captain did not waste his time. The villain urgently needs to be stopped before he flies on his futuristic plane to spray “Ouroboros”. To the interesting and very timely question “How to defeat the invincible after the heroes catch up with him?” Jill, who called, will answer in a very timely manner. It turns out that Excella's previously selected syringes are the best remedy against superheroes with glowing eyes. An overdose of his favorite stimulant should incapacitate Wesker and derail all his plans. Inspired, we go to the working elevator and go down into the hold.

In this zone, thanks to the efforts of the destructively minded 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 comes running after this is easily scattered with shots from a shotgun, 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 “pipe players,” we don’t fuss and wait until all these gray-skinned brethren come closer. We hit those who don’t want to get close last – the rifle won’t let you down in this situation.

The Majini are dead, but the cunning scripts do not sleep. For overly hasty heroes, they saved two cocoons with rippers that will pop out after opening the bulkhead. Therefore, we do not approach the levers yet and carefully study the intricacy of local stairs and passages. After a short walk, having obtained a healing spray, a nitrogen magazine for a grenade launcher, a couple of sensor mines and a bunch of green grass, we outline the escape route (to the right, up the stairs and further along the passage) and pull the levers.

The flesh-eating beetles will immediately hatch and run towards the heroes. We run away from them along the indicated route, simultaneously laying mines behind us. Two sensor traps on a narrow path will lead the quickest of insectoids to a half-ready state or completely kill them. Now this is very important - mutants cannot be allowed to attack together. We kill the surviving ripper in the usual way - by carefully shooting off the protruding growths on the back and chest.

About a minute after the beetles attack, two non-gra machine gunners will want to compete with you (and they don’t care whether you managed to deal with the armored insects). The big men have a hard time keeping up with Chris and Sheva, but they are helped as best they can 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 heroes' chances of survival (although the rocket launcher costs a lot, and it is worth purchasing it for a completely different battle). The thrifty ones can simply run from the commandos throughout the hold, from time to time shooting machine gunners in the 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 greet guests. When a machine gunner hits the sight, we boldly fill him with lead, not allowing him to respond. At this moment, your partner must make sure that the majini wandering in the “dead zone” do not climb up to you and beat you with shockers. If another black man with a minigun jumps onto a cramped area, it will become completely sad. Then you will have to flee and return to the turret later.

Sooner or later, both louts 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 pistols will once again prove that Wesker cannot be defeated by force. You'll have to get smarter.

Boss #11: Wesker (second fight)
Albert has hardly changed since the last meeting - he runs like lightning, masterfully hits the jaw, and in between hits he mocks the heroes. To the familiar hand-to-hand attacks and pistol shots were added grapples (one of them is fatal) and the habit of throwing missiles at Chris and Sheva (yes, not firing at them, but 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 fast that every now and then he loses orientation in space. More than once or twice you can see him running chaotically back and forth or running into the fence. However, when Albert is hot on your heels, you shouldn’t stop to take a good look at his body 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’s” eyes, the boss feels insecure in the dark and begins to miss attacks. Three levers controlling the spotlights will help create a pleasant twilight in the arena. By turning off the light, you will confuse the boss for a short time (then he will eventually decide to turn it on again). That's when you need to use the rocket launcher. When one player fires a rocket (it is advisable to do this not directly in front of Wesker’s nose, but behind his back), the second must detonate it in the hands of the boss. The smoky villain will allow himself to be grabbed... but will suddenly break free, not allowing the syringe to be injected. Don't be alarmed - that's how it's meant to be! Send your 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 succeed.

If Sheva is controlled by AI: there is the same problem as in the battle with Ouroboros-mkono - the player physically will not have time to do everything alone. You need to put the rocket launcher down and fire at the shell quickly, and run to the shell-shocked person before he straightens up even faster. Therefore, give the rocket launcher to Sheva (but at the very last moment, so that she doesn’t shoot wherever and whenever she wants - 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, begin with all your might to distract him towards you, while simultaneously turning him back to the bot. If you do it right, you'll not only allow the AI ​​to hit the boss, but you'll 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 showdown will begin. All participants in the battle get into a flying plane, and you need to bring it down from heaven to earth along with the enraged Wesker. The essence of the phase lies in the usual QTE inserts. By pressing the necessary buttons five times, you will defeat the boss and drop the plane into the mouth of the volcano.

When the long video ends, break the boxes that fell out of the plane, collect the healing herb 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. The result is nothing like previous Ouroboros. This monster is much worse.

Boss #12: Wesker (final fight)
The “renewed” Wesker has lost all his mobility, but has acquired enviable strength and a giant black whip instead of a hand, which does not even hit, but sweeps heroes into lava. It’s impossible to harm the mutant yet, so we run away from his tentacle. Near the bridge, you should slow down and shoot at a stone that stands out from the general color scheme. A valuable emerald will fall down. Step on the bridge, which will fall apart under Chris (it doesn’t matter who the hero controls - it will be Redfield who will fall) and quickly jump over to the left island to pick up the jewel. There is no time to hesitate - Albert with his tentacle is already breathing down his neck. Run to higher ground and position yourself so that you can see the boss's back. An orange spot will be revealed on it, which you need to shoot from something powerful.

When the mutant rises towards you, the sweeping blows will be replaced by strong, but not so terrible attacks. Here you will need the help of the Sheva player, who will hit Albert in the back from his ledge while he is chasing Chris. If your partner is a stupid bot, you will have to take care of yourself. During most of his attacks, Wesker swings and raises his mutated paw high. While he is doing this, run under his paw, turn around (using 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 have to climb out for a very long time (get ready to torment the keyboard by pressing buttons). Then it will be Chris's turn to take up the rifle. Fire at Wesker until he starts throwing blobs of mucus at Chris. Having dodged all the “shells”, continue shelling.

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

The final part of the battle is highlighted by the fact that Wesker will begin to open a second spot - on his chest - and create whirlwinds of tentacles that quickly kill and occupy most of the area. After each whirlwind, you can shoot in the chest, run up to the boss... and begin your favorite QTEs. Fifteen seconds of brutal stabbing will be enough to finish off Wesker.

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

The boss’s misadventures don’t end there: finding himself head over heels in lava, he tries to reach the heroes in a rescue helicopter. You'll have to take a couple of rocket launchers and finish the battle with a finishing move in the style of “The first blade shave clean, but the second blade shave even cleaner.” The double explosion will put an end to the long feud between Chris and Wesker. This means that you have completed Resident evil 5! You can sit back and enjoy the great soundtrack during the end credits!

You've completed Resident Evil 5. Congratulations.

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

As always, you need to write something in the introduction. A reasonable question arises: “What exactly?” Nothing, it's a game Resident Evil 5 so cool that any words will seem insincere. As many as sixteen chapters of intense action await us: Africa, the destruction of zombies and mutants, and all this at hurricane speeds. The only negative, and even then a far-fetched one, is the absence of the Umbrella Corporation. Alas, as in the previous part, players will not see the great experimenters with the “T-virus”. So let's get started.

Chapter 1

We find ourselves in a certain African village. So far, everything around is quiet: there are no zombies, there are no other enemies, and the inhabitants are not visible. Don't worry, right now you won't be given any weapons or access to your inventory. Just wander around the village to get comfortable with the controls, understand how to move and explore the surroundings a little. Once you have settled in and are ready for the main action to begin, go to the butcher shop, which is located at the opposite end of the village. There will be a door on the side, go inside.

There you will meet a man. Talk to him and after the video you will see a glowing (all important objects in the game are highlighted) silver suitcase. Search him and you'll end up with your first weapon: the M92F pistol. By the way, not only you, but also your partner will have weapons.

Take the gold from the shop, read a couple of documents lying nearby and go outside.

Go down the metal ramp. This way you can get to the neighboring farm, where you will find the body. It's still warm. Then go to the building to the right of the killed animal, there you will find new items to replenish your inventory. Then go through the red door to the next building, you will hear screams coming from it. Run inside, your first battle will begin now. You will see some guy being held by a zombie. Well, let's fight. If he jumps on you, push him away before you take any damage and run into the next room to find some ammo. Then jump through the window onto the street, where you will be greeted by a group of zombies. Don't fight them - run away to the building where two people are locked. Please note that later you can return here and kill the zombies. One of them will leave behind a valuable topaz.

After escaping, you will find yourself in a room where you can replenish your inventory and get a grenade. Break down the metal door to get into the next room. There is a lot of valuable stuff there. Don't waste ammo, break containers with a knife. The only way out of here is through an open hatch, and then through an underground tunnel. Don't be afraid, there will be no enemies there. Don't forget to pick up ammo. In general, we continue to go forward until we reach the place where we need to go down to get to the building. There will be a lot of useful things around the house. Collect them all and only then go inside.

As soon as you go inside, you will be immediately attacked by heaps of Majini. If you decide to defend your position, I advise you to move two cabinets to the windows to prevent zombies from climbing through them, and then destroy all approaching enemies through the remaining windows and the open door. Please note that sooner or later, the cabinets will be broken and enemies will be able to get inside. In the end, the enemies will still get inside and you will have to shoot back. A little later, a big man with an ax will appear on stage. He will break through the fence that zombies were recently climbing. This is actually very good, because you now have an escape route.

Essentially, this section comes down to holding out for a certain time. While your friends are trying to open the big gate, you need to run around and stay alive. The advice is simple - move as much as possible, shoot as little as possible. If you use up all your ammo, you will die. Fortunately, the enemies move slowly, and there are fuel containers around. They can be blown up to get rid of entire packs of enemies.

To the right of the locked gate there will be a VZ61 machine gun, don't forget to pick it up. Try to kill the man with the axe, as you can remove the gold ring from his corpse. This is a very valuable item. If it doesn't work out, don't forget to come back here a little later. Be careful and don't let enemies get too close, and don't let yourself be flanked. When enough time has passed, the mission will automatically end and you can begin the second chapter.

Chapter two

This chapter begins almost like the first: you are in a village, there are no enemies around yet. You can, of course, return back to the location where you visited in the first chapter, but there is little point in this. If you didn’t have time to pick up some items, they most likely have already disappeared.

Ahead you will see stairs leading down to the water. Ignore her. It is better to go forward and turn right, going around the houses. Then you can only go forward - the path will be linear. This way you can go around the building. You will then see a door leading to the next area. After going into the building and searching everything inside, go outside through the back door.

Help your partner climb up the broken stairs: she will see the building you need to get to. When you hear a scream, do not be alarmed, go forward and to the left. There will be a zombie lady who needs to be killed in the head before she reaches you. We continue walking along the alley. At the fork, you can turn right and kill the zombies from a safe distance, and then go back and take the left path.

Get your weapons ready: it's going to be hot. Be sure to explore everything around and kill all the zombies. If you don't do this now, it will be very difficult later. Then help your partner climb up the next broken ladder. As a result, you will find the key to the old building, take it. Go to the house that is opposite the broken stairs and take the next linear route. Walk until a zombie jumps out from behind the fruit boxes. This way you will understand that you are going in the right direction.

Explore the area around to collect everything you can. Of particular interest is the building to the right of the dead zombie. There will be three doors: two closed and one through which you can get inside. On the first floor there will be a sea of ​​useful things - collect everything you can. Also here you will find the first shotgun cartridges, this is one of the best weapons for killing zombies. Go up to the second floor, where a couple of enemies will attack you from the balcony. Kill them and go out to the balcony, there will be an antique clock there - another treasure that would be nice to get.

Stay on the second floor, as from here you can destroy the first of the BSAA emblems - these are something like collectible bonuses, there will be a total of 30 of them in the game. There are two balconies here: on one you found the watch and the second, which is what you need. Exit to the new balcony and turn right. Opposite you there will be a building, there is an emblem hanging under the roof, which you need to get into and destroy it.

Go back outside. Near the house you will see a gate. You need to knock them out, for this we act in harmony with our partner. On the left there will be a small building and a door that can be unlocked with the key found earlier. Take the shotgun and other rubbish and go outside. Climb the stairs leading to the second tier - a scene will be activated.

Kill your aunt immediately. She is a "Cephalus", that is, a zombie with an octopus crap for a head. You need to kill her with a shotgun, the pistol is not very effective. Her friend is an ordinary zombie, so a pistol is enough for him. Alas, new zombies will appear on the stage, they will attack from the roofs and climb from everywhere. It's best to stay put and just shoot any approaching enemies. When the attack stops, collect everything that fell from the enemies, do not forget about the treasure that fell from the woman's corpse. Go to the door, which until now remained closed, and go down the stairs.

Once outside you will be attacked by zombies again. There are no tips here, just shoot all the attackers and make sure that you are not outflanked. Go to the big red gate. They will be closed, but there will be a hole in the wall on the left, and you can get into a new area. By shooting locks off doors, you can enter previously inaccessible rooms and replenish supplies. Pay attention to the barrels, you can replenish your supplies a little there. Now go left to the red door and enter this mysterious building. There are no dangers on the first floor. You just need to get to the opposite corner of the building, where you will find a staircase leading up.

At some point you will stumble upon one of your colleagues. Next to him, on the table, there will be various useful items. Take them away. Then take the stairs and continue through the destroyed building. Don't forget to examine the chest near the rubble, you can find a lot of money there. In general, you will not meet enemies anywhere; all that is required of you is to get to the elevator.

Wait. Where you found your dead comrade, there is a staircase leading up. Climb up and look up at the water tank. On one of the supports you will see the BSAA emblem - destroy it.

Take the elevator down. Go to the closed door and search the barrels. Then turn left and go to the boiler room, here you can also replenish supplies. Don't forget to take the key from the corpse at the control panel. Head back to the locked door. You will now face the first boss.

Don't waste ammo. It's very easy to defeat him. Retreat to the boiler room. When the monster enters, you will find yourself locked in the room. All you have to do is lure the boss into the furnace, and then run up to the control panel and activate the furnace.

Now return to the locked door and open it with the key you found. Go forward along the linear path, remembering to stop at the open suitcase with ammo. From here, proceed very carefully. The right wall will be made of metal mesh. Behind it, on the wall, you will see the third emblem for destruction. Shoot her and only then go to the elevator to finish this chapter.

Chapter 3

There will be as many as five emblems in this chapter. The first one can be found right here in the warehouse. Go to the wall with the door leading outside. There, on the right on the wall you will see an emblem. Search the entire warehouse, there are a lot of useful things here, including a machine gun.

Then go outside. Head to the maze of cargo containers. Follow the map carefully so as not to get lost. Walk very carefully. There will be enemies and a lot of mines here. It is better to blow them up with a direct hit from a pistol. Near one of the open containers, you will see a ladder. Climb up, from here you can detonate one of the hidden mines. An alcove will open in which you can find many useful things. At some point you will come across three zombie dogs. Kill them with a shotgun, it's quick and easy. Then you can replenish supplies in the barrel on the left. After that, turn right and follow the linear path to the stairs. Once you get to the top, you will have to make your way to the place where you can jump down. Once you do this, you will find yourself in a new area.

There will be a lot of enemies here. The most dangerous is a screaming zombie. If he hits you with his fists, the damage will be really huge. First of all, get rid of it. Be careful, there will be zombie dogs running around here, you need to be careful with them. Plus, there will be crowds of ordinary zombies roaming around. You can destroy them very quickly if you lure them to the center of the site where the barrels are located. By detonating them, you will destroy most of the enemies, and the fire will finish off those who did not die from the explosion.

Search the entire area and collect everything you can. Also, one of the zombies will leave behind a treasure - a precious bracelet.

Open the gate and go out onto the bridge. Go forward. You will see a truck speeding towards you: shoot the driver before he collides with you. Kill all the zombies, exploding barrels will help you with this. Don’t forget to collect all the good things you come across along the way.

At the end of the bridge there will be a small staircase leading down to a new location. Stop in the middle of the stairs and pay attention to the middle support of the bridge, there, in the water, you will see the following emblem.

After going down the stairs, you will see a tunnel on the right. Let's go inside. It has no branches and just goes forward. In it, you are attacked by two groups of Zimbi dogs, three in each. If you have one, take a shotgun, it works best. You will find yourself in a room with two containers, destroy them and collect the items. No matter how funny it sounds, dogs also drop objects - we also collect them.

Once out into the fresh air, turn left and walk to a dead end. In the water you will find another treasure - a sapphire. Now you can go in the opposite direction. There will be corpses ahead, they will not come to life (except for the last one - he will turn out to be an ordinary zombie), but flying creatures will emerge from them, with whom you will have to fight. In the game these monsters are called Kipepeo, but that doesn't make it any easier for you. You need to be extremely careful with them, because they are very fast and aggressive. Aim slowly, but don't yawn.

Having dealt with the flying monsters, shoot the lock from the door leading to the next part of the tunnel.

There are no enemies here, just go to the end of the linear path and go up the stairs. Once at the top, look around, you are again in a fishing village. In this village, for the time being, there will be no enemies - just a lone zombie and that’s it. The main thing is not to enter the building that triggers the next scene. Thus, you can completely freely explore the entire village: collect all the items and explore the area. Once you are in this area, turn right and go down to the shore. There you will find topaz and some gold. If you have a grenade, go to the fruit stalls located in the center of the location and throw it into the center between them. The explosion will destroy one of the tents, so you can go into the space between them and pick up the ruby. You can also find the emblem here. To do this, face the closed docks. On the left you should find a green stand. This is the cash register. Go to the window and look inside. In a small room on the ceiling you will find the emblem.

Not far from the closed gate to the docks, you will see a lonely house. Go to him, but don’t even think about shooting the castle. Go to the opposite end of the building and climb through the window. A corpse hangs from the ceiling. Shoot the chain holding him and search the body. This will launch a stream of enemies, but since we wisely left the lock on the doors, the only way in is through the window. Now you'll just have to shoot at slow single targets. Stand in front of the window and kill anyone who pokes his head inside. It's so simple as hell. It's best to wait until they get inside, as one of them will be carrying a jewel that you can pick up.

Closer to its beginning you will see an emblem. Cross the bridge and go further until you come across a fork. You can walk along any branch, they will still connect into one. I recommend exploring both passages, as you can find useful items and ammo in both. When the light appears ahead, you will realize that you are moving in the right direction. Before you go out into the light, search the left side of the tunnel, there you will find a small chamber in which you can pick up a diamond.

Once in the illuminated hall, activate the lever to open the gate. Your partner will run behind the gate and activate the second lever to keep the gate open until you get to her. Before this you will have to kill three enemies. Having reunited with our partner, we go into the next room. There will be a whole bunch of enemies here.

We kill everyone and carefully monitor those who are reborn as Kefalo - enemies with snake-like crap instead of a head. Grenades and a shotgun will help you. It is best to stand in a corner on the first floor and wait for the enemies to approach. Shoot them as they approach and reload your weapon as quickly as possible. Keep your partner with you, let him help. Then reinforcements will arrive, for example, zombies with crossbows. Collect all the items and go up the stairs to the next level. Your goal is the elevator that will take you to the surface.

Once outdoors, pay attention to the white building. We go up the stairs and go inside. There you will meet the villain for the first time, who, naturally, will slip away. Quickly run to the lockers, in one of them you will find a Dragunov sniper rifle. Now we approach the window and begin to take out the enemies with the help of a sniper rifle. Make sure that the zombies do not get behind the machine gun, which is located slightly ahead and to the right. They must be killed. If we run out of ammo, we leave the building and destroy the enemy using conventional weapons. To the left of the machine gun there is a ladder leading up to an isolated platform. There you can find a diamond.

After killing all the enemies, pass by the truck with the machine gun and go forward along the abyss until you come to a dead end. Turn around, take the rifle and look through the sniper scope at the factory located in the distance. There you will see an emblem. Please note that it is only visible from this position.

Go forward along the path, dealing with zombies. They will attack in waves. Until you deal with one wave, do not go forward, otherwise there is a chance of running into so many enemies that you will not be able to cope with it. Along the way you can pick up two diamonds. Finally, you will enter into a boss battle that looks like a large beetle. It's actually very easy to defeat him. Place a mine and wait for him to rush at you. Having been blown up by a mine, he will fall to the side and will try to get up. At this moment we run up to him. Under its belly, closer to its tail, it has an unprotected part of its body, similar to tits wrapped in intestines. We shoot at them. This operation will have to be repeated several times. As a result, the monster will die and you will finish this chapter.
One of the easiest missions. You will find yourself on a truck behind a machine gun. Zombies are chasing you. I think you guessed what to do - shoot at them. Please note that zombies are not stupid pieces of meat, they know how to drive motorcycles, cars and competently attack you.
As a result, your trip will end in a small village with a huge mutant attacking you. Stay behind the machine gun and hit the monster right in the face. Just don’t overheat the barrel - in such conditions, this is almost one hundred percent death. When you deal him enough damage, he will grow tentacles and all sorts of appendages. They must be destroyed. Finally, the last shoot will emerge from the back. After shooting it, you will start the whole cycle again. That is, we wet it in the face again, and then shoot off all sorts of growing tentacles. After the second procedure, he will die.
Once at the pier, go forward. When you approach the place where the open water begins, on your left, take a sniper rifle and use the scope to find a telegraph pole standing in the water. There will be an emblem on it. Please note that without a sniper or other rifle with optics, you will not be able to find this emblem.

So, the upcoming mission is a lot of fun - it promises a lot of action and a lot of new territories. There is a boat next to you, on which you can go to new territories. Explore the area and collect all the items, they will be needed for further passage. Be sure to pick up everything lying next to the corpse. You need an item called the Beast Stone. Don't forget to grab your precious bug.
Return to the boat and sail to the location just above and east of where you started the mission. You have to sail for three hours. Next you will have to walk on water. On the tree trunk you will find another precious beetle. There are crocodiles here, but you will only be able to see them right before the attack. As soon as you spot a crocodile, immediately get out of its way. Your task is to get to the opposite side, where there will be stairs leading to a small village. As soon as you enter the first hut, get ready to fight. Then go to the second hut and take the raptor stone. Return to the boat.

Return to the boat. The next location is in the northeast. You need a wetland for one hour. Go through the village until you come across two stairs leading up. At the top, take the silver idol and the shaman's stone. Having taken the last one, get ready to fight. There will be simple zombies and a couple of mutants. We deal with mutants like this: we shoot in the head area so that they open their mouths, then we shoot straight inside the throat. Return to the boat and swim for the next item.

We sail to the next location at 11 o'clock. Along the way you will see a half-sunken ship. Land on it, and on the bow in the silver box take a grenade launcher - an extremely useful weapon. You will find a village. There is no land here, only huts on stilts. Approach the main hut, it is right in front of you and you will see an emblem under the ceiling. Then search the village. In a small pool formed by canoes floating on the water, you will find another precious beetle. You will also find a chalice (precious cup).
Return to the boat. Let's sail to the center of the location, where some area appears on the map. There you will find a hut where you can find another precious cup and an emblem. Standing next to the boat, turn towards the hut, but do not move forward. You need to be as far away from the hut as possible. Take the rifle and look under the hut through the sniper scope. A little to the right under the hut you will see an emblem peeking out.

To the west of the first starting zone is the last location for inspection. Don't swim for seven hours. Swim through the wooden gate and disembark from the boat. The area consists of several huts and open space. In the open area you will find a silver idol. There are huts at the far end, once you get there you will be attacked by enemies. There will be a lot of them, so take a shotgun.

Don't forget to collect all the items, including those dropped by dead zombies, and the War Stone is the last item you need. Be sure to kill all the zombies, otherwise you will have to face them again later. As soon as you get on the boat, enemies will appear. There is no need to shoot back - this is simply a waste of ammunition. Instead, ride a boat around this area until the allotted time runs out and you can continue the mission.

A luminous dot appeared on the map at nine o'clock. This is a sign of the place where you need to arrive. When you disembark the boat, you will find a locked gate. Examine them four times in a row to place all the stones you find. They are the keys. Come inside. There will be open water to your right where you can jump. Turn 180 degrees so that the dock is in front of your face. On the wall you will see another emblem for destruction.

Explore the entire village and collect everything you can. Enemies will only appear when you enter the open hut on the right side of the location. Crowds of enemies will appear. Shoot only with a pistol. Switch to a shotgun only in case of enemies who have shields or if the enemies are large mutants. After killing all the enemies, collect the items and go to the far right side of the village. You can go up there. Activate the lever to raise the bridge and don't let go until your partner gets to the other side. She will unlock the locked door from the inside and you can join her. Collect all the items, including the large ceremonial mask, which will end this chapter.
We go forward until the video starts. He will demonstrate those whom you will have to face. At first, enemies won't see you. Great. We take a sniper rifle and take out someone's head. Zombies will notice you and rush to attack. Your position is very well located: above the main walkways along which zombies run and is well protected.

Deal with the first wave of attackers. Jump onto the bridge to your left. As you approach the bridge, you will encounter another wave of infected people. You will no longer be able to return to your old protected position, so a shotgun will prove extremely useful. Then you will find a red lever. Your partner will send you in search of the raft, and she will take care of the lever.
Along the way you will be attacked by a hungry crocodile. Pay close attention to the on-screen prompts and press the appropriate buttons. We cannot provide the combination, since it is generated randomly. Finally, when the raft takes you to your intended location, you will see a large button. This will allow the bridge to be returned to its original location. Break through the locked door, reunite with your partner and go across the bridge to a new location.

You will have to go through a small cave. There are no enemies there, but in the two lamps to your right there will be two precious stones: a ruby ​​and a sapphire.
Once on the other side, you will see three tents on the right. You can replenish your supplies there. The thick grass right in front of you is home to snakes, but you can also find an impressive supply of gold there.


Resident Evil 5 walkthrough

We examine the cave with flowers. We examine the rock above the tunnel from where we came out, shoot at ruby (princess). We turn in the other direction, a little higher on the emerald (pear) rock. On the left side there is a dead end with water purifiers, near them there is a precious beetle on the floor.


Laboratory

The laboratory premises were abandoned a long time ago, we find only abandoned diaries and reports on computers. We learn about the “Ancestor” virus, obtained from flowers, from which all subsequent viruses were obtained. We read the background of the corporation, the research of Ozwell Spencer, James Marcus and other people.

We enter the bloody room, press the lever, knock out the glass wall. First, we catch a glimpse of some creature, and then in the animal storage we meet two such monsters. Lizuns (liquors) are red-skinned creatures that crawl along walls and ceilings and attack with their long tongue. Monsters are very dangerous up close, it is better to shoot them from afar. The heart of monsters is clearly visible - their most vulnerable place, but while crawling it is not visible. To quickly finish off the monster, you need to throw it onto its back with a shot, then run up and stab it in the heart. For this we get the achievement “Heart stopper”. Sometimes for these monsters we get the lion's heart stone.

We break through another glass and go through the remaining rooms. We go into the side right room, we find a case containing an AK-74 assault rifle.


Second floor

The corridor passes by two glass enclosures with licks. From the notes you can find out that lickers have poor vision and are more focused on sound. If we walk slowly, the monsters won't notice us. Around the corner there will be a dented door that needs to be knocked down, after this roar the monsters will hear us and begin to chase us.

We run to the elevator and press the call button. You will have to wait a couple of minutes, during which time you need to defend yourself from many lickers. (If we killed all the monsters before the elevator, now a new portion of monsters will appear, this way you can earn more lion heart stones).


Boss: U-8

We find ourselves in a huge round vault. All the walls are occupied by capsules with human bodies that were used to test viruses. Chris tries to find the capsule with Jill here, but the search is interrupted by the vault guard - a huge crab.

We walk on a round platform, the crab chases us. We hide behind the central structure from the mouth and from the upper claws of the boss. If there is not enough ammunition, the boss will release a cloud of small mosquitoes at us, we shoot them, we select ammunition. This can be used to create a supply for the entire game, without killing the boss for a long time, but only picking up ammo.

First you need to shoot the red tendons on the crab's legs. Having received enough damage, the leg will break off, and the crab itself will fall onto the platform and open its mouth - its weak spot. We can shoot in the mouth, but it’s better to run closer and throw a grenade there with the “F” key. Drop the boss and feed him a grenade 3 times and he will be destroyed.

After the victory, we examine Jill’s capsule, it turns out to be empty. This means it has already been used for experiments with the virus. The villainess Excella communicates with us via video link.

Resident Evil 5 walkthrough

On the panel we read a message about Jill, we learn that during the experiments her skin and hair became discolored. We leave the storage room.


Floor with military

In the corridors you will have to fight new enemies - grey-skinned Majini, they are armed with machine guns, grenades, and shockers. Now it is dangerous to stand in open areas, you can get hit by machine gun fire. You need to take cover behind the walls, pressing "F", and leaning out to shoot back. Starting from this level, it is worth equipping the heroes with bulletproof vests instead of shockproof ones.

We pass through three rooms with military personnel. In the last room we can blow up the barrels for quick destruction. We go up the elevator, at this time we hear Excella’s negotiations, we learn that our main enemy Wesker is alive.


Floor with slimes

We find ourselves in a long corridor with a partition in the center. Slicks crawl along the entire length. You can try to silently pass them by, but it will be safer to kill them from afar. On the second side of the corridor, slimes will alternately jump out of the ventilation. For some monsters we get the heart of a lion.


Conveyor

We go out to the site where a conveyor belt runs through the center. On the other side there is a detachment of military Majini, they throw flash grenades at us. We shoot all enemies.

At a dead end, we climb onto the bridge and cross to the other side. We approach the descent onto the conveyor, we run along it forward between the boxes. After running, we can press the lever to stop the conveyor for the second player.


Top tape

Behind the door is a second conveyor along which bundles of explosive cylinders are moving. From afar we kill the Majini standing on top of the beams and run against the current. Enemies with modern shields will appear, we shoot at the cylinders near them. We can press the lever to stop the top belt.


Far Ribbon

Nearby on the table we find a SIG 566 machine gun and a note warning about the appearance of a new type of mutant. On the right is the lever to turn on the last conveyor belt, but it does not work. We go right up to the generator.

We run past cocoons and stacks of rockets. Let's turn on the electricity together. On the way back, one of the cocoons will open, and a new monster will emerge from it - death with a scythe (reaper). It's a big bug that releases gas to disorient us. Approaching him is deadly; he kills at the first grab, piercing us with his paws. At a greater distance, the monster does not pose a threat. Reaper is covered with chitin, there are only a few vulnerable points on his body - white bubbles, he himself alternately presents us with all 4 points: on the chest, on the shoulder, on the second shoulder, and again on the chest. The easiest way is to kill him with machine guns. for killing him we get a power stone.

We turn on the conveyor, run forward along the narrow belt, then walk against the flow along the double belt. There are unsuccessful specimens of majini riding on the tape, they can grab us, so we shoot at them, from random bodies we can get two dead bride necklaces. At the end we can turn off the tape.


Boss: Ouroboros-mkono

From the first battle with such a boss, we remember that he is vulnerable to fire, but there is no stove here, instead there is a flamethrower hanging on the wall. The flamethrower can be picked up when it is charged and returned to its place to charge.

Strange, but in the PC version of the game the flamethrower does not damage the boss, it is useless to use. To get by without it, you need to knock over cylinders or collect incendiary grenades; they lie on the shelves near the medical chair.

We throw a fire grenade, the monster will raise three tentacles with red balls above itself - its weak spot. We quickly switch to powerful weapons and shoot at the balls with a sniper rifle, magnum rifle, or rocket launcher. We throw a grenade again, shoot again. After destroying all the balls, the boss will die.

5 - 3. Laboratory “Ouroboros”
Resident Evil 5 walkthrough

We can sit in the medical chair in the center of the wall. Through the opened side corridor we go up to the control room, where Excella and the “crow” stood. We read the text inside and take the Sapphire (marquis) stone from the safe.


Complex

We walk along the hanging bridges over the main rooms. We fight with the grey-skinned Majini, on the way we meet two rippers, for which we get two power stones. For black boxers we get precious bracelet.

We go into the side room, take the H&K PSG-1 sniper rifle from the case, press the lever to turn on the electricity.

There is another lever on the bridges; it turns on the movable platform. Three enemies come to us on the platform. We stand on the platform with one hero, press the lever with the other and cover our partner from the machine gunners and cephalo. On the other side there is another remote control with a lever, with its help we move the second remaining hero.

Behind the platform, bridges lead to a room from which 3 soldiers with RPGs ran out, we dodge their missiles, carefully kill them from afar, or run closer to them. Soldiers with shields and cephalos took refuge in the room itself. They are waiting for us at the nearest door, but we can attack through the window or through the second doors. Inside the room we take it from the table royal necklace.


Body storage


Monster Invasion

We rise from the laboratory to another part of the ancient ruins. Coming out of the tunnel, we look back, above the entrance we shoot at ruby (diamond). Ahead is a raised bridge. Press the lever to the right of the bridge, this will turn on the electricity. We go to the elevator on the left.

Press the lever to lower the elevator. One of the heroes must sit in the cockpit, and the second hero from below must press the lever. Lizuns will begin to appear from above, and they will also climb the walls to the left and right of the bridge. The top hero needs to quickly run across the bridge, and then move the box in front of him, blocking the path forward. At this time, with the lower hero we shoot at the lickers and cover our partner. It is best to shoot with the best sniper rifle. First of all, you need to shoot at the monsters crawling along the walls, they will fall and break. Then we beat the monsters that managed to reach our partner.

The top partner will jump inside the locked house, will be able to press the bridge lever and open the door. But after this the most difficult thing begins - the surviving lickers attack us from all sides. On hard difficulty this is an almost impassable place. Either we immediately run across the bridge, or we return to the initial corridor and from there we successively shoot all the creeping monsters. We get several lion heart stones.

Inside the house we find a golden cup in a cabinet. Having lowered the bridge, we shoot at the hanging one above the arch topaz (diamond). Let's go inside.


Boss: Wesker and Jill

In the throne room we meet Albert Wesker, and here we learn that the infected Jill Valentine was hiding under the mask of a raven. We arrange a two-on-two fight.

Albert is impossible to kill, he moves too fast and dodges blows and shots. But we don’t have to win, we just need to survive 7 minutes - that’s how much Wesker himself allots for the battle. Jill is more vulnerable, but we can’t shoot her, we have to save her, not kill her.

At the beginning of the battle, we run up the right stairs, there is a dead end above emerald (diamond). In the center between the stairs is a pair of herbs. Several more barrels are on and under the balconies.

We can temporarily neutralize Jill; to do this, we run around her with Chris, constantly calling her name by pressing the “F” key. When the girl is electrocuted, we approach Sheva and throw her over us. After this, Jill will lie on the floor for a couple of minutes, out of the way in the fight.

At a certain point in the battle, Wesker will kick Chris, thereby opening the door to the 3rd floor. We run upstairs, enter the tomb, and find a sapphire (oval) in the vases. Together we open the sarcophagus, inside we find sapphire (diamond), emerald (oval) and a new weapon, the Lightning Hawk magnum. We need to hurry up and collect bonuses; when Wesker leaves, the 3rd floor will close.


Achievement "Bad Blood"

Injure the elusive Albert a certain number of times.

Wesker is not as invulnerable as he seems. Playing together, you can try to defeat him. To do this, we stand on two different sides of the boss and start shooting. The boss will dodge shots from the front, and stealth shots from the back will hit the target. The back player must have a powerful weapon: sniper, magnum, grenade launcher, RPG. A stunned boss can be finished off with a melee combo. You can also shoot at the lamps above so that the boss can see worse and is less likely to dodge even direct attacks.

If we managed to beat the boss, he will leave ahead of time. In this case, Wesker will leave behind a unique stone, the Heart of Africa. It will lie down between the stairs.


Boss: Jill

Playing as Chris, we run around the girl and repeat her name. This causes her to remember her identity, but the amulet's protection kicks in and shocks her, returning her to a zombified state. When the girl is electrocuted, we run up to her from behind with any hero, hold her by quickly pressing “F”. At this time, the other player must tear the amulet out of his chest by quickly pressing “F”. The process of snatching can be replaced; instead, we shoot at the amulet with an accurate weapon, so as not to injure the girl herself. After a few seconds, the girl will break free, the holding player needs to dodge the blow in time. We repeat these steps several times and destroy the zombie amulet.

Resident Evil 5 walkthrough

Bow of the ship

We leave the rescued Jill in safety, continue to pursue Wesker, and land on his huge ship.

At the very beginning, we turn around, see a majini boxer from behind, kill him as quickly as possible, and get a topaz (oval). Ahead on the hills we kill the military Majini.

We get down from the tower and go to the bow of the ship. Along the way we are attacked by infected dogs. We go to the center of the deck, there are several Majini, one of them turns into a Duvalia.


Trap container

Press the button to raise the container. We go out into the open area between the boxes. At the bottom, we move the box aside and go out into a small fenced area.

A grate is thrown down on us from above, only one hero gets caught in it, the second protects him from the outside. From the side containers, ordinary majini with sticks and crossbows begin to attack us.

After the victory, we take the magnetic card of the faucet. We shoot at the green button at the top and go under the raised container. We need to climb onto the side tower and press the lever at the very top to remove the cage.


Two container elevators

We climb onto one of the containers and then follow them. For three boxers we get precious bracelets. On the way there are two elevator containers. We shoot at the green buttons at the bottom opposite to lower or raise them. With one hero we stand on one elevator, shoot at the button of the adjacent elevator, with the other hero we do the same on the other elevator. In two dead ends we find safes with gold bars.


Hold

We go down the landing, on the 1st floor in the case we find a shotgun Jail Breaker.

We enter Excella's laboratory, she runs away, taking with her one suitcase and dropping the other. In the abandoned case we find several syringes with the ouroboros virus.

We go through the rooms of the hold and fight with the military majini. First of all, we destroy the grenade throwers. We jump into the hatch and move along it to the second half of the room.


Boss: Heavy

A military majini armed with a minigun enters the room. He can quickly kill us with his machine gun fire, so we hide behind cover. The boss is invulnerable from behind, there is a whole box of cartridges covering him, so we attack only from the front, aiming for the head. The monster is slow, so hiding from it is quite easy. We put mines against him, throw grenades, spend a magnum and a grenade launcher.

Let's defeat the mini-boss and take the key card from his body. We will find the second map on the hill on the right. We go into the next room, there are three soldiers with RPGs against us. We hide behind destructible boxes and quickly shoot the enemies before they break through the entire fence. We pick up from their bodies dead bride necklace. We leave the hold.

We run away from the monster by constantly pressing “F”, we dodge individual tentacles on the way, there will be 5 of them. We hide inside the cabins.


Cabins

1st floor. Ouroboros tentacles appear along the way. Stationary ones are mortally dangerous, we don’t go near them. When we pass by the hatches in the ceiling, new tentacles appear from there, we quickly dodge them (using the “F” key), but if we get caught, it’s not fatal. On the first floor, there is a golden bowl in one of the cabinets in the east room.

2nd floor. In the first room we examine the cabinets and find another golden bowl. Ahead is a corridor with majini corpses; when we approach the door, they will come to life. One of them turns into a duvalia, we kill him and take the key card.

3rd floor. We go out to the captain's bridge. On the left wall we find a note stating that the ship has control of satellite ion weapons. With this weapon we can defeat the giant monster. We go out to the upper deck.


Boss: Ouroboros-akheri

On the lower platform the boss can crush us. We take the laser target designator from the wall, together with it we climb onto the roof, while we put it aside.

When we destroy all the tentacles, Ouroboros will reveal its weak spot - a large ball in the center. We take the guidance device, aim at the ball, a powerful beam from the satellite will pierce it. You need to repeat these steps three times.

After the first hit, 4 new tentacles will appear, they will line up in a row. We need to quickly destroy at least one of them, otherwise they will all crush us from above. After the second hit there will be 3 more tentacles. And then Ouroboros will be destroyed.

Resident Evil 5 walkthrough

We return to the captain's bridge, on the screens we see that Wesker is preparing to fly on a fighter, from which he wants to spray the virus over the whole world. Jill calls us and tells us how to destroy the invulnerable villain. He is very fast and strong thanks to constant injections of the virus, but if the dose is increased, he will turn into a monster and in this form will be more vulnerable. We are no longer afraid of Wesker's immortality at the end of a needle.


Engine room

1 compartment We go down into the hold, most of it is on fire from satellite shots, but there are also surviving areas where military majini attack us. On the way we have two bulkheads that need to be opened with levers. Let's open the first one.

2 compartments Here we fight with two soldiers armed with RPGs, and we get for their bodies dead bride necklace. Upstairs in the side rooms we find new nitrogen shells for the grenade launcher, floor mines, and healing spray. When we approach the levers, two rippers will appear, we quickly kill them with a machine gun or set mines. We'll get two power stones for them.

3 compartments After opening the last barrier, two Majini machine gunners will immediately emerge from the hatches. There is a machine gun turret ahead on the left, we can stand behind it to make it easier to win, but for this the second hero must distract the enemies towards himself. We take two key cards from the bodies of the machine gunners and go out to the take-off pad.


Boss: Wesker (on deck)

Albert is still fast, and ordinary bullets are not afraid of him. We don’t come close to him, but we dodge shots from a magnum by pressing A+D or F+V. Sometimes the boss will approach a stack of missiles and throw them at us, we hide from the explosions behind the central building.

There are 4 switches on the lower platform, 1 of them is broken, but the other 3 can be turned off, this way we will turn off the lighting. The boss doesn’t think about taking off his dark glasses and can’t see anything in the dark, which makes him less likely to dodge shots. It's better to stay in the dark. The boss will turn on the switches from time to time, and you will need to turn them off again.

In the far left corner under the glass we find reusable RPG-7 with night vision devices. Shells for it can be found in drawers and on the top platform under glass. It is necessary for one player to distract the boss, and the other to shoot a rocket at him. If the shot is successful, Wesker will catch the rocket with his hands and hold it. The other player quickly shoots the rocket so that it explodes in the hands of the villain. (When playing with AI, you will have to send the bot to attack with the “up arrow” key to distract, and you yourself need to have time to both fire a rocket and quickly shoot it down).

With one hero we grab the shell-shocked villain, with the second we try to inject a syringe. It won't work the first time, the boss will break out. We need to hit Wesker with the rocket again, and the second time we inject the syringe.

Wesker's inhuman speed has disappeared, he hastily leaves the battlefield and flies away. We chase him and jump into the back of the taking off plane.


In airplane

During the flight, we continue the battle with the boss in QTE mode. Press the keys in time: F, F, A+D, F, A+D. We manage to throw Wesker off the flying plane, and nearby we land hard together with the fighter.


Volcano

At the very beginning of the path, we look at the stone arch ahead, its right side is a little lighter, we shoot at it and it will collapse. Only Chris can pick up the diamond stone (marquis) when he jumps on the islands. You need to quickly run to the left dead end. We will have to return past Wesker, we shoot him in the face, and while he is stunned, we run onto the main path.

Stage 1. We reach a stone bridge, it collapses in front of us. Sheva flies to the path on the left, and Chris remains below, he needs to jump over the islands. At the fork we run left to a hill. On the central platform, the boss is no longer so dangerous. Here we need to hit him in a vulnerable spot - in the white bubble on his back. The easiest way is to shoot Sheva while the boss is chasing Chris.

Stage 2. After receiving damage, the boss will jump onto Sheva's path. Having run forward, Sheva will hang over the abyss and will take a long time to get out. At this moment Chris should help, you need to shoot at the boss to delay his movement. We shoot until Sheva rises back onto the road.

Stage 3. We return to the fork with Chris and run to the right. There is a huge boulder on the way, we push it into the lava by pressing the keys: FFF, A+D, FFF, VVV, FFF, F+V. The fallen stone will create a bridge between the two roads, Sheva will be able to jump over to us. The two of us return to the site.


Boss: Wesker (final fight)

First, the boss needs to shoot at the white spot on his back; two people can do this easily. In response, Wesker will begin to create vortexes of tentacles around himself, so we move away from him for a while. After this, the boss has a vulnerable spot in the center of his chest, but it is useless to shoot at him; you need to run up together and hit him hand-to-hand. Quickly press "F" several times and the boss will die.

On hard difficulty it is better to avoid dangerous melee combat. Having broken the spot on the chest, we shoot at the boss with an RPG, and this will be enough to win.


Jill and Josh arrive in a helicopter to pick up the heroes. Together we leave the dangerous place. But Albert Wesker is still alive, and does not allow us to fly away, clinging to the helicopter with his tentacles. In the helicopter, we take a pair of rocket launchers and fire simultaneously (press A+D), Wesker dies from the explosion. According to ancient tradition, the next part of Resident Evil ended with a shot from a rocket launcher.

Congratulations! The whole game is completed!

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