Resident evil 1 komplettlösung chris: Komplettlösung Resident Evil (2002)

Walkthrough — Resident Evil HD Remaster Wiki Guide

Resident Evil HD Remaster Wiki Guide

By Jared Petty, AugustFourSeven, Amber Gabrio, +7.5k more

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This complete Walkthrough guides you through every step and location of Resident Evil HD Remaster. You can choose to play as either Chris Redfield or Jill Valentine. Most of the game is the same but there are some differences.

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Jill gets the lockpick, eight inventory slots, and access to the grenade launcher, as well as battery packs for a defense item (they’re like a taser). Through Jill’s storyline, Barry Burton will appear as a support character to assist in certain situations.

  • Jill Mansion
  • Jill Residence
  • Jill Mansion 2
  • Jill Tunnels
  • Jill Labs

Chris gets the lighter, six inventory slots, and access to the flamethrower. He can also take a little more damage. Chris is also equipped with flash grenades  that can be shoved in an enemy’s mouth for an explosive finish. Rebecca Chambers will occasionally appear during Chris’s storyline to assist in certain scenarios.

  • Chris Mansion
  • Chris Residence
  • Chris Mansion 2
  • Chris Tunnels
  • Chris Labs

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Resident Evil

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Resident Evil Village Walkthrough: Part Six

By
Hodey Johns

The final leg of the journey presents entirely new combat styles, mechanics, and enemies than the rest of the game. Don’t get stopped short!

The final stretch of Resident Evil Village tosses loads of new mechanics, weapons, and a rough boss fight into the mix. Gamers get a taste of battling in the shoes of somebody other than Ethan. Don’t let all these confusing obstacles stop players from beating the game!

RELATED: Most Gruesome Deaths in Resident Evil Village

Gamers who are looking to get through the story of Resident Evil Village should start here. This guide is purely to get through the main story; completionists who are looking for all the secrets and collectibles will want to explore a bit in each area.

For gamers that haven’t reached this area yet, please consider starting with the walkthrough for the last section.

Arriving On Scene

The path is linear at the start, only interrupted by a cutscene. As players get closer to the village, hordes of enemies will swarm from the ground and the sides of the mountain. Take them out with the improved arsenal and keep pressing on.

Find a double gate with a slight crack in it. Have Chris slide through to the center of the village. Then continue on the path forward.

The path will drift off to the left. For a more direct route, look straight ahead for a collapsed section of fence and drop down.

Turn right on the landing and spot a white door on the side of a house. Go through the room, then exit through a door on the left and back onto the main path.

Approach the white statue in the village to get some exposition from Chris. Afterward, he’ll pull out a marking laser.

Players will be ordered to aim their marking laser at the «giant mold construct. » That’s the large entity just behind the statue with what appears to be an entire fort on its head or back.

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Do not look away or else players will have to aim at the construct again. Since enemies will now be pouring into the area, it will only be more difficult to get off a clean shot from here on out.

Look for green smoke to refill ammunition. While Chris might have an impressive arsenal compared to what Ethan normally has, those who play New Game Plus will find that they’ve turned Ethan into a one-hit kill, infinite ammo superpower. Chris will, therefore, be something of a downgrade. Regardless, it’s almost impossible to survive this wave without additional ammunition, so pick some up.

Eventually, players will get a message that the artillery has reloaded. Switch to the targeting laser and, just like before, aim it at the construct for another shot. Once the construct has been hit three times, it will go down.

Boss Fights

The third explosion will blast a hole into the ground for Chris to go through.

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It can be tough to locate in the middle of all the mess, but look across from the wayside shrine which is miraculously intact. The hole will be right across from it. Hop down on top of a green smoke marker and get some more ammo for the next section.

A mini-boss, Urias, will prevent Chris from progressing until he is defeated. This is actually, the third iteration of Urias, who somehow survived the last two encounters.

Watching various playthroughs, it appears that Urias can be killed with enough firepower, but it’s far easier to bring him down with the target locator. This takes a while before the artillery is ready, so focus on dodging Urias in the meantime. Shoot his knees to slow him down and, when behind, deliver a melee attack to his exposed area to push him forward.

When he dies, the section of the wall behind him opens up, allowing Chris to press forward.

Go up the staircase and into a laboratory. There is some exploring to do here for those who are curious, but the only thing that must be done is exiting through the barred door. This triggers a cutscene and a return to playing as Ethan. Step forward for a few paces, then get two cutscenes, back-to-back.

Press forward down the only path there is. There are a few light enemies, most can be run by for those trying to save time. This ends in a wall of blackness. Interact with it and the fight with Mother Miranda will take place.

Gamers who want to master this game should take a peek at that linked guide. For those who just want the general gist of this boss fight, stay out of her melee range, shoot the smaller smoke clouds, and hide behind something when she forms a large smoke cloud.

After taking enough damage, she’ll perish. Players will be treated to two cutscenes, and the game will end.

Resident Evil Village is available now for PC, Xbox One, Xbox Series X/S, PlayStation 4, and PlayStation 5.

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Why Resident Evil 1 is an exemplary survival horror — Retro on DTF

In this article I will describe my impressions of the game, talk about the history of the difficult struggle with it, and try to explain why I consider the first part of RE one of the best representatives of the genre. I’ll start from afar. I first heard about the series around 2002, when Paul Anderson’s cult film, Resident Evil, hit the screens. On the cover of the film, the inscription «based on the famous computer game» was full of. Well, I didn’t know anything about a computer game (except that, like, you have to kill zombies there), but the film scared me quite a bit in those years (and I was impressionable myself).

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Alice, main character in 2002 Resident Evil

At some point, I saw the well-known third part in the CD store, with the title Nemesis, and the very art on which a terrible monster crushes someone’s head with his hand. For some reason, the screenshots on the back of the disc did not impress me, and I never bought the game. Acquaintance with the series began with 4 parts. It was around 2005-2006, the first pirates of the 4th part on the PC appeared on the shelves of stores (with the very terrible control), and I decided to join the beautiful. At that time, I had already read about the 4th part in gaming magazines, so my acquaintance was not blind. In short, I really liked the game, and I went through it twice at that time.

And so, one day, when I went to a disc store, I found on the counter a rather tasty-looking box, with the same assembly from Akella. There was 1 and 2 part of the series. It was a sign of fate, a command to finally get acquainted with the classics of the genre. By that time, I had already managed to get to know the genre quite well, get used to tank control, complex puzzles and combat features. I had such completed games as Silent Hill 2,3,4, Cold Fear, Obscure 1, AitD 4 and, of course, Resident Evil 4. I had complete confidence in my heart that I was fully ready for new challenges. But this, as it turned out, was far from the case.

First, I launched the first part of the game, the same one from 1996, and I was in for a real shock. The shock was caused by… graphics. She was terrible, in a bad way. I have never been graphic-born, and have always been quite loyal to the graphic component. But specifically, Resident Evil 1 turned out to be the game whose graphical level was below my minimum requirements bar. At that time, I could not correctly articulate why the picture did not go so well for me, but now I would describe my feelings as “the shock of getting to know early 3D” (yes, at that time I had not yet seen real early 3D).

Start of the game, Chris settles into the manor

In addition to the terrible picture, an additional complication awaited me in the form of a complete lack of Russian localization, in particular, untranslated text. I always liked to read in these games various documents or character comments regarding some object, and here was abracadabra (taking into account my almost zero knowledge of English). Well, the graphics are a matter of habit, and the English language is not such a problem. Yes, I thought so in my head, mentally for some reason deciding that these would be the only difficulties with the game. And that was just the beginning of the nightmare. Here I ran through the famous dining room, here I met the first zombie, the one whose sinister grin, half a turn, will become one of the most iconic scenes in the series.

The very first opponent in the series

Next came the moment of battle. I don’t remember the exact details of what happened, but in general, in the next 30 minutes of the game, I began to notice that «Resident Evil 1 is a bit too sweaty.» After playing for another 40 minutes, I completely went nuts from what a dead end the game had driven me into. All corridors filled with zombies. Tenacious, fat and evil. I’ve run out of all my ammo. A minute earlier, I spent the last first-aid kit, the only thing left of the items was a combat knife, and some kind of incomprehensible emblem. The game was filled up, tightly, without cartridges there was nothing to do there.

Inventory, Chris mastering the knife

Without hesitation, I rolled from the uncomfortable part 1 to the more comfortable part 2. There, the graphics were smarter, and they seemed to give more cartridges, and in general it was felt that it was more friendly. And there already my passage went on in the usual way for the genre, I moved along the plot, solved riddles and killed bosses, as a result, I completely completed the game, for Leon (for some reason I didn’t touch scenario B). At that time, it was established that I love the series, and I can even consider myself an oldfag in a sense (after all, not everyone went through the original second part), but Resident Evil 1 is not the thing I want to return to, too she’s complicated. On that I decided.

Screenshot from Resident Evil 2

And now, the 5th part of the series has already been completed, somewhere on the horizon loomed the 6th part (which, by the way, I was really looking forward to, hmm). I managed to complete Silent Hill 2 on the hard difficulty level (players will understand what a pain it is to complete Sh3 on the hard difficulty level). As a result, it clicked in my head “I need to return to Resident Evil 1 and finish off this beast.” Full of enthusiasm and self-confidence, I installed the game again. Okay, now I know exactly how to play it. I remember that there is a problem with cartridges, and you need to be more economical, now everything will be a bundle, right? No not like this. The game broke me for the second time. I just didn’t understand how it could be done. I honestly saved ammo, honestly. I tried not to kill every enemy I met, I preferred to avoid obstacles whenever possible. Only now I still pissed off all the cartridges and was again left with one knife.

Chris masters the art

Only then did I begin to understand why I had such problems with Resident Evil 1. They were connected not only with cartridges. In short, in the same Silent Hill series, even in the very first part, the player had a good arsenal of melee weapons. And melee weapons were not wasted. No matter how inefficient it was (but in the realities of SH, it almost always had extremely lethal specimens, like the same hammer from 1 part), but it allowed not only to save ammo, but also to clear the passage from any filth. And it just so happened that in the Resident Evil series (at least in the early parts) with close combat was … no way. The game had only a mocking knife, which would be wielded by either a fool or a speedrunner.

Chris masters the mechanism of clockwork

Thus, in part 1 (namely, in part 1, in part 2 it was already much easier) everything rested on cartridges. But besides this, the player was very much constrained in maneuverability. The corridors of the estate were narrow, and the zombies were fat and biting. It was impossible to just take and run past the next freak, he would definitely grab the character and start chewing on it. Yes, I know that speedrunners are masters of running in places where it seemed impossible to run, but that’s what they are speedrunners for. Finally, the third difficulty of the game was the complete inability to properly explore the territory. After all, to explore the location, you need to walk along the corridors. In which there are a lot of zombies. Which require ammo. And you need to save ammo. And if you want to save money — do not poke your head in vain. And it’s not enough just to explore the territory! You also need to do it in the right order! You need to understand from what and for what the next emblem / stone / key. Together, all three of these components (lack of ammo / narrow corridors / misunderstanding of the order of passage) made the first Resident Evil 1 the most difficult game in the genre, at least for me. The only thing that could potentially be even more difficult was the early Alone in the Dark, which I still haven’t played, so I can’t really say anything.

Chris masters the chilling horror of finding a dead comrade

In general, the game was abandoned by me for the second time. And then some kind of inferiority complex began to appear. For some reason I couldn’t get past this game. And after all, none of those who played and went through part 1 mentioned that Resident Evil 1 is so devilishly impassable! They wrote about it in a context, like “yes, the game was terrible at that time; yes, it was revolutionary; yes, there were roughnesses in it” — but not a word about the fact that the player was pressed from the very first minutes of the game. With the advent of the Internet, I deliberately spoiled myself the final boss of the first part. I was just wondering what the monster that should be at the very end of such a devilishly complex game looks like. Looking at the Tyrant, I was burning inside with annoyance that I could not reach him on my own, and personally give him a fight, limited only to beautiful screenshots. Moreover, I have a misunderstanding of how it is generally possible to fight in such a game with someone who is stronger than ordinary zombies, because it was already oh so hard with them.

Chris masters the final boss

I knew that in the game there are such opponents as hunters, which I managed to get acquainted with in Revelation. And, knowing about their maneuverability and jumping ability, it was very difficult for me to imagine them in the realities of Part 1, with such slow and clumsy opponents (and, looking ahead, I’ll say that the hunters in Part 1 turned out, to my great surprise, no less nimble, than their counterparts from Revelation).

Jill kills hunters in Resident Evil Revelation

And so, at some point, Resident Evil 1 Remaster began to appear on the shelves. I don’t know if there was any hype in the press at that time, but personally I completely missed the release of the remaster. I even admit that the remaster came out on the PC much earlier, I just saw it in the store much later. I stumbled upon the box with the game by accident while aimlessly walking around the store. Grabbing the box with the game, I began to eagerly look at the screenshots, trying to understand if this is the same game that has frayed my nerves so much. It seems to be the same, only now damn beautiful. Without hesitation, I bought a remaster. My main desire was simple — I mentally prayed that the game would be rendered. I never welcomed this, but at that particular moment I wanted to get something more responsive and simple than the original game 1996 years old … and it turned out that the game did not exactly turn out to be. It has become a little different, but its complexity, it seems, has remained the same. It seems that there are a little less zombies in the corridors (or so it seemed to me), and now it was a little easier to run around opponents. But on the other hand, “red-heads” were added, which did not frailly raise the level of stress (especially at 1 meeting). At that time, I had already forgotten a lot from the original 1996, so I decided that there were redheads in the original, I just didn’t get to them.

Jill in the Mansion Resident Evil HD Remaster

In general, I again found myself in a situation where there were almost no cartridges left, and the clarity of the passage did not increase. I kind of found something from the objects, got some kind of key, but it was hard to run around the mansion and look for unopened doors — there are few cartridges, but there are a lot of zombies. In short, by restarting the game from the start, and filtering out unfavorable routes, I was able to find a profitable strategy over time. I didn’t know at the time how far I could go, but I was warmed by the fact that I had already achieved something in this game. And so, playing one dozen minutes after another, I suddenly realized that I cleared a significant part of the mansion, and even saved up some cartridges. Going a little further, I got a shotgun(!). The feeling of this weapon was the same as if I got an Uzi with infinite ammo in Silent Hill 3.

Shotgun — a storm of all zombies in the game

Now I felt like a real god. The shotgun could take out one zombie with one shot. No finishing moves, no health trades! Just «Pow!» and minus one head. I began to enjoy the game. Soon I got to the guard house, it was about halfway through. At that time, I had accumulated enough resources to feel confident. For the first time in my life, I felt that I got some real power over my opponents in this game. I did not know what was ahead of me, but I was ready to fight back against new difficulties.

Chris is learning gardening

Without going into further details, I will briefly say that I soon completed the game. I reached that same Tyrant, whose face I once looked at on the screenshots, and finally gave him a fight. When the end credits rolled, I felt like a squeezed lemon. No, the ending of the game did not seem so difficult to me. And the final boss was clearly not my most difficult opponent in the genre. But the very feeling that I finally passed the game with which I butted so much was priceless. I felt like I had snatched victory with my teeth. A win that had to be earned. It didn’t feel like a typical survival horror game where the end credits rolled by themselves. It felt something comparable to the passage of some not too simple game with the NES (at least in my perception). However, a small fad still remained. I went through the remaster, but not the original 1996 years old What if the remaster is easier? So I’m celebrating early?

Chris learns to hunt

And now, after so many years, I again felt drawn to the 1st part of the series. Only now it was decided to go through that very game of 1996, without embellishment and preludes. By this time, I had gotten a little better at gaming archeology, and I was introduced to games that had even worse graphics than RE1. Therefore, when I launched it, I suddenly caught myself thinking “damn, the first part looks really cool!”. She no longer seemed so angular and ugly. I noted that it has quite pleasant models of enemies and characters, and the backs themselves in the game were made with soul. After watching the introductory screensavers, I began my race.

Chris is learning to walk in the water

The game was again rather tight. But, wiser with the experience of the remaster (and many other complex games of other genres that instilled in me perseverance and thoughtfulness), I did not give up, and quickly enough (even without restarting the game) I was able to pass the “critical threshold” of passing. Even during the passage of the remaster, I noted for myself one funny detail. Resident Evil 1 is indeed a very difficult game. But only at first. The first quarter of the game, no matter how paradoxical it may be, is the most difficult thing in the series. If the player can survive this initial pressure with zombies, a shortage of ammo and first aid kits, then the game will suddenly start throwing a considerable amount of ammo and all sorts of herbs with a tape.

Chris masters the computer

By experience, I found that if you get to the shotgun, then the rest of the player’s passage will definitely go well. Because the shotgun works on the principle of «1 shot — minus one zombie», then clearing the remaining mansion is only a matter of time. Of course, there is a second difficulty peak in the game — immediately after returning to the estate from the watchman’s house, when the hunters appear. But by that moment, the player already has some kind of arsenal of resources, and the player, if desired, can get out (which he does not have at the beginning of the game). So, the game was completed for the second time, on normal difficulty, for Chris. And brought me a lot of pleasure.

Chris has mastered everything, now he is ready for new challenges

In my last playthrough, I began to notice things in the first part that I hadn’t noticed before. Namely, that the game (namely part 1) is an ideal representative of the genre. Not in terms of the fact that it has the best plot, or, for example, that it has the best or smartest opponents, no. The game is an ideal survival horror game in terms of matching the game mechanics of the genre. Survival horror — literally means «survival horror». It is in survival lies, in my opinion, what defines this genre. It should be difficult for the player to save the life of his character. If we take, for example, Silent Hill 2, then the following situation is observed in it. The game has a chic plot, the game has terrible enemies, the game is a representative of the genre by all formal signs (and at the same time, one of the best, in my opinion). But there is a minimum of danger to the health of the player. If you do not take fights with a pyramid head (1 and 5 boss fights), then the rest of the enemies are literally killed through a cold-blooded execution. On normal difficulty, there are too many ammo and health kits, which makes it easy for the player to cope with difficulties. Monsters scare with sounds, scare with visuals, but if we talk about exchanging health or wasting resources, then they are defenseless, like kittens (unless abstract fathers at the end of the game can already do something tangible).

Screenshot from Silent Hill 2

Resident Evil 1 is the opposite. In all honesty, I don’t think the first part is that scary (and the outdated graphics make themselves felt, and not the scariest setting), although I admit that the game is tense in some places. But from the point of view of the very mechanics of the genre (i.e., the survival of the player playing in an extremely dangerous gaming environment), the first Resident Evil is a reference game. Let the second half of the game be easier than the first. And here’s the thing — I suddenly realized that I really miss this approach in many subsequent representatives of the genre. Fear and atmosphere are definitely important things. But the oppressive feeling that we might not make it to the next save point, the feeling of desperation when looking at the inventory, thoughts like “damn, I only have 5 rounds left, what do I do now? !» — I haven’t seen anything like this anywhere else. Partly because the developed melee combat system completely crosses out the problem of the lack of ammunition — after all, we can kill monsters in the near mine as much as we like (if we get used to it).

Zombie attack on frightened Jill

This is not to say that the RE1 approach, with low ammo and no melee system, is mandatory. But it is precisely this view of the genre that you almost never meet in our time. As a rule, it can be said about the vast majority of representatives of the genre that there are not very many cartridges or first-aid kits. But there are almost no games where there are really few of them, where it threatens with a real game over. If some games with a small amount of resources come to mind, then, as a rule, the player has many opportunities to escape from the enemy, or hide. Someone (perhaps even on this site) called Resident Evil 1 a “puzzle”, meaning that targeted killing of opponents and route planning are a global component of the passage, and this component is more like a quest than some kind of action. Those. the task does not rest on killing all the mobs in the location, the task is something like this: “How many opponents and in what places can I kill in order to stay at least from the minimum resources, and at the same time gain access to new parts of the house?”. This is different from the concept of “I can just run past all the opponents and not waste time on them” (yes, in fairness, I’ll say that speedrunners do exactly that in the same RE1, but for that they are speedrunners, for an ordinary player this is enough difficult to do), ordinary enemies simply will not let you go where you need to. And therefore, the first Resident Evil stands apart (forgive the pun), separately from the rest of the game series, even at a distance from the second part, which has already lost this «intimacy» and «claustraphobia» for the sake of action and entertainment (although 2 part I love too). And that makes it, in a way, a really unique game.

I am very glad that I was finally able to learn Zen and expand my horizons with such an unusual gaming experience.

#residentevil #residentevil1 #capcom

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