Why Your Walkthrough for Resident Evil Revelations 2 Is Probably Getting You Killed

Why Your Walkthrough for Resident Evil Revelations 2 Is Probably Getting You Killed

Claire Redfield is back, but she isn't exactly having a spa day. Most people jumping into a walkthrough for Resident Evil Revelations 2 expect a standard shooter experience, but this game is a weird, episodic beast that punishes you for playing it like Resident Evil 6. It’s claustrophobic. It's grimey. Honestly, it’s one of the few times Capcom actually nailed the balance between action and that "oh crap, I'm out of bullets" feeling.

The game splits its time between Claire and Barry Burton. Yeah, the "Jill Sandwich" guy. He's looking for his daughter, Moira, on a derelict island filled with T-Phobos monsters. If you’re looking for a way to survive without screaming at your monitor, you need to understand how the dual-character mechanic actually works. You can't just ignore the secondary characters. If you try to play this solo without switching to Moira or Natalia, you’re basically playing with one hand tied behind your back.

Stop Treating Moira and Natalia Like Dead Weight

Most players make the mistake of staying on Claire or Barry 90% of the time. Big mistake. Huge. A solid walkthrough for Resident Evil Revelations 2 has to emphasize that Moira and Natalia are your tactical eyes. Moira’s flashlight isn’t just for seeing in the dark; it’s a weapon. You blind an Afflicted, then Claire steps in for a physical follow-up. It saves ammo. Ammo is everything here.

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Natalia is even more vital for Barry. She can "see" the Glasp—those invisible, buzzing insect nightmares that will one-shot you if they get close. If you aren't constantly swapping to Natalia to point out the orange mist where those things are hiding, Barry is a goner. It’s a rhythmic dance. Switch, point, switch, shoot. It feels clunky at first, I get it, but it's the only way to play on Survival or No Escape difficulty.

The Knife is Your Best Friend

Don’t laugh. The knife in Revelations 2 is actually viable. Unlike the butter knives in some earlier entries, the melee system here is robust. When an enemy is knocked down, get over there and use the finishing move. Claire’s kick and Barry’s follow-up save dozens of handgun rounds over the course of an episode.

I’ve seen people reach the boss fight in Episode 1—the one in the detention center furnace room—with zero ammo because they tried to shoot every single Afflicted in the hallways. You don't have to kill everything. Sometimes, just blinding them and running past is the pro move.

Managing the Skill Tree Without Wasting Points

You earn BP (Battle Points) by finding gems and finishing episodes. You’ll be tempted to dump everything into weapon damage. Don't do that yet. Focus on "Follow-Up" and "Crouch Power." Why? Because stealth is actually a thing in Barry’s campaign.

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Barry can sneak up on Rotten (the slower, decayed zombies) and perform a stealth kill. It costs zero bullets. If you upgrade your stealth speed and knife damage early, you can clear half of Episode 2 without firing a single shot. It’s satisfying. It makes you feel like a tactical genius instead of a panicking dad in a flannel shirt.

  • Evade Cancel: Learn it. Love it. It lets you break out of reload animations.
  • Healing Speed: Crucial for Claire’s segments where things get chaotic fast.
  • Crowbar/Brick Damage: Because Moira and Natalia need to defend themselves when you inevitably get cornered.

The Invisible Enemies and Boss Logic

Let's talk about the bosses. Specifically, the "Overseer" and the monstrosities she throws at you. In Episode 3, you face a creature called the Neil Monster. He's a bullet sponge. If you don't use the environment—like the fire canisters—you’ll burn through every herb and magazine you have.

The trick to a successful walkthrough for Resident Evil Revelations 2 is understanding the "Gimmick." Every boss has one. For the Neil fight, it’s about heat. When he overheats, his core is exposed. That's the only time you should be dumping your heavy magnum rounds into him. Shooting him while he’s just walking around is a waste.

Then there’s the Glasps I mentioned earlier. Barry encounters them a lot. They are the primary reason people rage-quit. If the screen starts blurring and you hear a buzzing sound like a giant hornet, stop moving. Switch to Natalia immediately. Look for the shimmer. If you try to spray and pray with Barry’s assault rifle, you’ll miss, and the Glasp will literally rip your torso open. It's brutal.

The Secret to the "Good" Ending

This is where the game gets mean. There is a "Good" ending and a "Bad" ending, and the choice that determines it happens way before the finale. It’s in Episode 3, during the Claire and Moira segment.

At the end of the Neil boss fight, you’re prompted to grab a gun. Do not let Claire grab it. You need to switch to Moira and have her crawl over to grab the gun and fire the finishing shot. It’s a character growth moment for her—overcoming her fear of firearms. If Claire does it, the story takes a dark turn in Episode 4, and you lose out on the true final boss encounter. It’s a weirdly specific requirement that the game never explicitly tells you.

Raid Mode Is Where the Real Game Lives

Once you finish the main story, you might think you're done. You aren't. Raid Mode in Revelations 2 is an absolute time sink in the best way possible. It’s an RPG-lite version of the game where you level up characters, unlock "parts" for guns, and fight through remixed maps from Resident Evil 6 and Revelations 1.

The grind is real, but the rewards are awesome. You can get elemental ammo—fire, ice, lightning—and even "Greedy" parts that increase your gold drop. It changes the game from a survival horror experience into a loot-shooter. If you’re struggling with the main campaign's difficulty, taking a break to play some Raid Mode can actually help you get a better feel for the hitboxes and enemy patterns without the stress of losing progress.

Essential Tactics for Survival Difficulty

If you’re brave enough to tackle the higher difficulties, your strategy has to shift. "Run away" becomes your primary directive. In Claire’s Episode 4, you’re on a timer. You literally cannot afford to stop and fight every enemy. You have to know the pathing.

  1. Smoke Bombs: Use them. They aren't just for show. They stun enemies long enough for you to move through a room.
  2. Decoy Bottles: These are Barry’s best friend. Throw one, wait for the Revenants to gather around it, and then pop the explosive barrel nearby.
  3. The Natalia Brick: Natalia can find "hidden" items by pointing, but she can also chuck bricks. A brick to the head of a Glasp or an Afflicted will stun them. It’s hilarious, but it’s also a legit tactical move.

The island of Sejm is a miserable place, but navigating it doesn't have to be a nightmare if you use the tools the game gives you. Stop hoarding your sub-weapons. Those fire bottles and explosive jars are meant to be used, not saved for a "boss" that might never come.

Final Survival Checklist

To wrap this up, the most important takeaway for any walkthrough for Resident Evil Revelations 2 is resource management. Keep Claire’s inventory focused on high-velocity rounds and keep Barry’s focused on stealth and precision.

Always keep a "Tourniquet" in your quick-slot. Bleeding damage is a new mechanic here that drains your health fast and prevents you from running. If a Sploder hits you, you’re going to be blinded and bleeding. If you don't have a tourniquet, you're dead. Period.

  • Scout ahead with Natalia to see enemy weak points (the glowing spots).
  • Burn the Revenants to reveal their cores before shooting.
  • Switch characters to break out of enemy grabs faster.
  • Save your Magnum for the very last encounter with Alex Wesker.

Go back into the options and turn on the "Quick Turn" feature if it's not already. You'll need it. The enemies in this game love to spawn behind you when you're interacting with a door or a valve. Staying mobile is the difference between seeing the credits and seeing another "You Are Dead" screen.

Reach for the skill that allows you to start an episode with a herb. It sounds small, but starting an episode in the "Red" because you finished the previous one on a sliver of health is a recipe for a restart. Play smart, use Moira’s light, and for heaven's sake, make Moira pick up that gun in Episode 3.