Resident Evil 4 FAQ/Walkthrough for WII/PS3 By SENIORBILL Version 1.0 April 22, 2012 Copyright 2012 by William Poneta E-mail: bilpon1@yahoo.com TABLE OF CONTENTS INTRODUCTION TOOLS OF THE TRADE THE ENEMY WALKTHROUGH Chapter 1-1 Chapter 1-2 Chapter 1-3 Chapter 2-1 Chapter 2-2 Chapter 2-3 Chapter 3-1 Chapter 3-2 Chapter 3-3 Chapter 3-4 Chapter 4-1 Chapter 4-2 Chapter 4-3 Chapter 4-4 Chapter 5-1 Chapter 5-2 Chapter 5-3 Chapter 5-4 Chapter 6 / / / / / / / / / / / / / / / INTRODUCTION \ \ \ \ \ \ \ \ \ \ \ \ \ \ Resident Evil 4, first released in 2005, remains arguably the best shooter ever conceived. Its recent release as a DLC for the PS3 console makes it available for anyone missing it on the older systems. The details in this document were achieved on both the Wii and PS3 consoles. The narrative has an American agent attempting to rescue the President’s daughter from an extremist cult called the Los Illuminados. The unsuspecting locals have excavated an ancient contagion buried, for good reason, long ago by their ancestors. The liberated spores have taken control of the local population and Osmund Saddler, Lord of the Los Illuminados, have control of them. The contagion has transformed the locals into a savage, hostile force ready and eager to confront any intruder. Horrific experimentation by Saddler’s followers has also produced an array of relentless and savage brutes that will provide varied and challenging combat for the balance of the game. There is no “best” way to play the game. The weapons, your skill, fortune-good and bad-can all contribute to the experience. This walkthrough offers a specific course of action rather than a general one. It will advocate using specific weapons, purchasing specific upgrades and engaging enemies, including all bosses, in specific rather than general terms. These procedures are designed to get the job done economically and expediently on a first playthrough on “Normal” mode. Few if any other game offers the diversity of action in Resident Evil 4. The highly varied environments, diverse opponents, weapon upgrading, vital looting and incomparable extras make the game a true classic, begging for countless replays. / / / / / / / / / / / / / TOOLS OF THE TRADE \ \ \ \ \ \ \ \ \ \ \ \ \ This document will provide specific recommendations on the acquisition and upgrading of your weaponry. While there are numerous paths to follow regarding your arsenal during an initial playthrough, the course recommended will maximize your firepower through judicious purchasing of upgrades and suits the style of combat recommended. You start the game with a standard 9MM Handgun and a combat knife and you will find a pump-action Shotgun during the first chapter of play. You will purchase the Tactical Machine Pistol (TNP) early on and will be rewarded for destroying Blue Medallions with a Punisher handgun. The Red9 will replace the Handgun or Punisher and will remain with you for the remainder of the game. After entering the Salazar Castle you must purchase the Semi-Automatic Rifle and you will acquire the Broken Butterfly for free during a ransacking backtrack. You will keep the Broken Butterfly for a brief time only. Purchasing a Rocket Launcher rather than expending funds on the Broken Butterfly’s upgrades will be advised. Your final purchase will be the Striker shotgun, replacing the Shotgun acquired during chapter one. By spending your available funds on upgrading weapons rather than trying to purchase new offerings, you can easily upgrade the Red9, Striker and TMP to “Exclusive” status. The “Exclusive” Striker is not only potent but will allow you to carry 100 shells in its drum. The “Exclusive” Red9 will attain a “Firepower” of 6.5 and the fast-firing TMP will attain a “Firepower” of 1.8 and have a magazine of 250 rounds. Keeping these weapons viable by extensive looting of the environment is also critical. This can be supplemented by purchasing “Capacity” upgrades when your magazine is low or empty. * * * * * * * * KNIFE * * * * * * * * You begin the campaign with a knife and it requires no inventory space. It will be an essential survival tool for the rest of the game. It should always be used to slash barrels and crates and it can be employed throughout the game to kill enemies. Early in the game, this document strongly advises extensive use of the knife to dispatch Ganados, allowing you to stockpile ammunition. It is vital to surviving the skirmish with Jack Krauser and its offensive value should not be underestimated. * * * * * * * * HANDGUN * * * * * * * * You start the game with the basic 9MM Handgun. It requires 6 inventory spaces. It has an initial firepower of 1.0-a standard you can use to compare other weapons-and it will kill the initial Ganados with three or four shots, with headshots being somewhat more effective than body shots. This basic Handgun can be upgraded as the game progresses, but I don’t recommend any upgrades unless you use a “Capacity” upgrade to augment your ammo supply. You won’t be keeping the weapon long term. The Handgun has 5 “Firepower” upgrades increasing its firepower from 1.0 to 2.0. It also has 2 “Firing Speed” and 2 “Reload Speed” upgrades. It starts with a magazine of 8 and 5 “Capacity” upgrades can increase it to 25. Its “Exclusive” can be purchased after all other upgrades are bought for 57,000 pesetas. The “Exclusive” makes a critical headshot 5 times as likely to occur. Purchasing all of its upgrades, making this weapon “Exclusive” will cost 198,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * SHOTGUN * * * * * * * * The basic pump action Shotgun can be acquired free during Chapter 1-1 in the village of Pueblo or it can be purchased from the first Merchant in Chapter 1-2. It requires 16 inventory spaces. Because shotgun shells aren’t a common pick-up, this document strongly advocates tactics allowing the player to stockpile shotgun shells for challenging scenarios rather than expending shells where lesser firepower or knifing tactics can do the job. This weapon will serve the player well into the game and I will recommend keeping it until Chapter 4-2. Progressive “Firepower” upgrades are recommended as they become available and “Capacity” upgrades can greatly augment your ammo supply. I don’t recommend “Reload Speed” upgrades-hopefully you’re not needing to reload that quickly anyway. The Shotgun has 5 “Firepower” upgrades increasing its firepower from 4 to 8. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 6 and 5 “Capacity” upgrades can increase it to 18. Its “Exclusive” can be purchased after all other upgrades are bought for 40,000 pesetas. The “Exclusive” increases the weapon’s effectiveness at long range. Purchasing all upgrades, making this weapon “Exclusive” will cost 257,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * TMP * * * * * * * * The Tactical Machine Pistol is a compact fast-firing machinegun that can be purchased in Chapter 1-2 for 10,000 pesetas. It requires 6 inventory spaces. With an initial firepower of a meager .4 it seems a poor value, but it is an advised purchase and will serve you well from the moment it is acquired. It is, in fact, integral to success as is outlined in this document. A carton of 100 shells take up only two inventory spaces and once acquired ammo for it is a frequent drop. It is extremely effective at knocking down mobs of hostiles, hobbling Ganados for knifing and its fast-firing rate makes it a preferred weapon for some of the early boss battles. It can save handgun ammo when you use it to shoot environmental objects to release drops. I recommend all “Firepower” upgrades as they become available and the “Capacity” upgrades will ultimately extend its magazine to a whopping 250 rounds. The TPM has 5 “Firepower” upgrades increasing its firepower from .4 to 1.2. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 30 and 5 “Capacity” upgrades can increase it to 250. Its “Exclusive” can be purchased after all other upgrades are bought for 100,000 pesetas. The “Exclusive” increases it “Firepower” to 1.8. A stock, increasing its stability, can also be purchased for 4,000 pesetas but it isn’t advised. The stock takes 4 spaces. Purchasing the TMP and all upgrades, making this weapon “Exclusive” will cost 330,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * RIFLE * * * * * * * * The bolt action Rifle first available from the first Merchant in Chapter 1-2 is a powerful weapon but is simply too large to carry for the value it yields during the early chapters. It requires 9 inventory spaces. Rifle ammo is rather rare early on and there is no scenario in the village district where it is required. If you have it, you will be constantly required to leave or discard more useful items. Don’t buy it. The Rifle has 5 “Firepower” upgrades increasing its firepower from 4 to 12. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 5 and 5 “Capacity” upgrades can increase it to 18. Its “Exclusive” can be purchased after all other upgrades are bought for 80,000 pesetas. The “Exclusive” increases its “Firepower” to 30. Purchasing the weapon and all upgrades, making this weapon “Exclusive” will cost 289,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * PUNISHER * * * * * * * * The Punisher is a 9MM handgun that can be won by destroying at least 10 Blue Medallions for the Merchant or it can be purchased for 20,000 pesetas in Chapter 2-3. This weapon should only be acquired if you get it for free and should be sold when the Red9 is offered for sale. It is comparable in firepower to the Handgun, but it shoots piercing rounds that allow it to hit multiple targets. This requires the enemy to lie up permitting multiple hits and you will find yourself getting into hot water trying to line them up. This is not the weapon you want as the game progresses, but it is worth acquiring for free so you can sell it to raise funds. The Punisher has 5 “Firepower” upgrades increasing its firepower from .9 to 1.9. It also has 2 “Firing Speed” and 2 “Reload Speed” upgrades. It starts with a magazine of 10 and 5 “Capacity” upgrades can increase it to 28. Its “Exclusive” can be purchased after all other upgrades are bought for 40,000 pesetas. The “Exclusive” allows it to shoot through 5 enemies. The Punisher requires 6 inventory spaces. Purchasing all the upgrades, making this weapon “Exclusive,” will cost 276,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * RED9 * * * * * * * * The Red9 is a 9MM handgun that you can purchase in Chapter 2-2 and it will be a staple weapon for the balance of the game. Its firepower upgrades are a must buy as they become available and ammo upgrades can augment your ammo supply. Its 3.7 level 6 firepower upgrade can be boosted to 6.5 by purchasing the “Exclusive” in Chapter 4-4. It takes up eight inventory slots in your inventory making it the largest of the handguns and the stock, not recommended in a first playthrough, takes up 3 slots, making it more accurate and more stable, but without the benefit of a scope the additional space is hard to sacrifice. The Red9 has 5 “Firepower” upgrades increasing its firepower from 1.8 to 3.7. It also has 2 “Firing Speed” and 2 “Reload Speed” upgrades. It starts with a magazine of 8 and 5 “Capacity” upgrades can increase it to 22. Its “Exclusive” can be purchased after all other upgrades are bought for 80,000 pesetas. The “Exclusive” increases it “Firepower” to 6.5. Purchasing the Red9 and all upgrades, making this weapon “Exclusive” will cost 331,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * SEMI-AUTO RIFLE * * * * * * * * When the Semi-Auto Rifle becomes available in Chapter 3-1 it is a must buy. It requires 14 inventory spaces and costs 35,000 pesetas. Its optional long- distance scope is not. It will be a primary weapon for the balance of the game. Purchase every firepower upgrade as soon as they are offered. Ammo isn’t a common pick-up, so use capacity upgrades to keep well supplied. Do yourself a favor and have the Semi-Auto Rifle’s firepower fully upgraded to 15 early in Chapter 5-1 before entering the lab complex. The Semi-Auto Rifle has 5 “Firepower” upgrades increasing its firepower from 7 to 15. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 10 and 5 “Capacity” upgrades can increase it to 24. Its “Exclusive” can be purchased after all other upgrades are bought for 80,000 pesetas. The “Exclusive” greatly increases its firing speed. Purchasing all upgrades, making this weapon “Exclusive” will cost 316,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * RIOT GUN * * * * * * * * The Riot Gun is a pump shotgun that becomes available in Chapter 3-1. It requires 16 inventory spaces and it costs 32,000 pesetas. It isn’t a significant improvement on the basic shotgun, especially since you have extensively upgraded it. Its longer effective range doesn’t provide enough of a benefit to make the swap. Long before you can upgrade it, the Striker will be available. The Riot Gun has 5 “Firepower” upgrades increasing its firepower from 5 to 8. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 7 and 5 “Capacity” upgrades can increase it to 17. Its “Exclusive” can be purchased after all other upgrades are bought for 120,000 pesetas. The “Exclusive” increases its “Firepower” to 10. Purchasing it and all upgrades, making this weapon “Exclusive” will cost 383,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * BLACKTAIL * * * * * * * * This 9MM handgun can be purchased from the Merchant at the start of Chapter 3-1 for 24,000 pesetas. Only the Red9 handgun is more powerful than the Blacktail. Its only real advantage over the Red9 is its smaller size-six vs. eight slots. Its faster firing rate is more likely to tax your ammo supply than to improve your lethality. If this weapon appeared earlier in the game, it would be a better option. I don’t advise replacing the Red9 with it but it is still a fine weapon. The Blacktail has 5 “Firepower” upgrades increasing its firepower from 1.6 to 3.2. It also has 2 “Firing Speed” and 2 “Reload Speed” upgrades. It starts with a magazine of 15 and 5 “Capacity” upgrades can increase it to 35. Its “Exclusive” can be purchased after all other upgrades are bought for 80,000 pesetas. The “Exclusive” increases it “Firepower” to 4.5. The Blacktail requires 6 inventory spaces. Purchasing the Blacktail and all upgrades, making this weapon “Exclusive” will cost 362,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * STRIKER * * * * * * * * The Striker shotgun doesn’t appear until Chapter 4-1 but it is a must buy weapon. While its effective range is less than the other shotguns, using it as anything else is reckless-shotguns aren’t long range weapons. It is powerful, fast and its recommended “Exclusive” upgrade allows you to carry 100 shells in its revolving cylinder. In addition to being a superlative shotgun, you can save inventory space as well, since it is smaller than the others and can ultimately carry more ammo. It also becomes available at a perfect time, allowing you to sell your shotgun, replace it with a Rocket Launcher and then fill the emptied slot with the Striker before you again require a shotgun. Buy it and every firepower upgrade as they are offered and purchase the “Exclusive” late in the game. The Striker has 5 “Firepower” upgrades increasing its firepower from 6 to 12. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 12 and 5 “Capacity” upgrades can increase it to 28. Its “Exclusive” can be purchased after all other upgrades are bought for 60,000 pesetas. The “Exclusive” increases its magazine to a whopping 100 shells. The Striker requires only 10 inventory spaces. Purchasing the Striker and all upgrades, making this weapon “Exclusive” will cost 392,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * BROKEN BUTTERFLY * * * * * * * * This .45 caliber magnum revolver can be purchased at the start of Chapter 3-1 or can be acquired free during Chapter 4-1. It is a fine weapon, but has two major flaws. The upgrades required to make it a difference maker are very expensive and its environmental ammo pick-ups are rare. For the few times an upgraded magnum is needed, a Rocket Launcher is both more effective and cheaper. I will advocate acquiring the free one but won’t advise the expensive “Firepower” upgrades. The space it requires doesn’t merit keeping this weapon very long. The Broken Butterfly has 5 “Firepower” upgrades increasing its firepower from 13 to 28. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 6 and 3 “Capacity” upgrades can increase it to 12. Its “Exclusive” can be purchased after all other upgrades are bought for 150,000 pesetas. The “Exclusive” increases it firepower to 50. The Broken Butterfly requires 8 inventory spaces. Purchasing all upgrades, making this weapon “Exclusive” will cost 455,000 pesetas. * * * * * * * * * * * * * * * * * * * * * * * KILLER7 * * * * * * * * This powerful magnum isn’t for sale until Chapter 5-1. Its price of 77,700 pesetas is steep but its 25 firepower is actually cheaper than a comparably upgraded free Broken Butterfly. If you want to purchase a magnum late in the game and are satisfied with 25 firepower it is your choice. That said, it isn’t an advised purchase. The Killer7 has 2 “Firepower” upgrades increasing its firepower from 25 to 35. It also has 2 “Reload Speed” upgrades. It starts with a magazine of 7 and 2 “Capacity” upgrades can increase it to 14. It doesn’t have an “Exclusive” option. The Killer7 requires 8 inventory spaces. Purchasing the weapon and all upgrades will cost 337,700 pesetas. * * * * * * * * * * * * * * * * * * * * * * * ROCKET LAUNCHER * * * * * * * * This devastating weapon costs 30,000 pesetas and is a must buy before several boss battles. A single rocket will take care of tough bosses far easier than a magnum revolver and will do it cheaper, since a magnum that that isn’t highly upgraded will struggle to do the job and is always in danger of running out of ammo. * * * * * * * * * * * * * * * * * * * * * * * MINE THROWER * * * * * * * * This weapon can first be purchased in Chapter 3-1 for 28,000 pesetas. On a first playthrough this grenade-launcher type weapon is an extremely poor choice. It launches explosive mines that can be quite damaging, but its large size, lack of ammo and the lack of scenarios where it is effective relegate it to a “toy” in subsequent playthroughs. It can be upgraded and made “Excusive” giving it homing capability and a larger blast radius. It and its scope can be purchased and made “Exclusive” for 219,000 pesetas. * * * * * * * * * * * * * * * SPECIAL WEAPONS * * * * * * * * Matilda * * * * * * * * The Matilda is a stock mounted 9MM Handgun that is made available to the player for completion of the game on “normal” mode for 70,000 pesetas. The Merchant says it is a fast-firing weapon. He also says it can go through ammunition very quickly-heed the warning. The gun is fast, accurate because of the stock and its three round burst puts significant firepower on target. A light touch on the trigger can also expend only one round conserving ammo. This weapon begins with a firepower of 1.5 and 5 upgrades can push it to 2.5. It has 2 reload speed upgrades and its starting magazine of 15 can be boosted to 30 by purchasing the 5 “Capacity” upgrades. Its “Exclusive” costs 35,000 pesetas and increases its magazine size to 100. The total cost for the weapon and making it “Exclusive” is 303,000 pesetas. While it is a fun weapon to use, the “Exclusive” TMP is a better choice as your fast-firing weapon. The Red9 with the stock is just as accurate and its “Exclusive” gives nearly as must firepower with one round as the Matilda does with a three shot burst. Carrying both the TMP and a weapon firing 9MM rounds gives you an option since they use different ammo types. * * * * * * * * * * * * * * * * * * * * * * * INFINITE ROCKET LAUNCHER * * * * * * * * Like the Matilda the Infinite Rocket Launcher is made available to the player for completion of the game on “normal” mode for 1,000,000 pesetas. This devastating weapon has infinite ammo and is “overkill” for the vast majority of the game’s enemies. A rambunctious player can also find that they or Ashley are collateral damage. It also takes up 16 inventory slots. For the times you need it, you’re better off purchasing a one-timer. * * * * * * * * CHICAGO TYPEWRITER * * * * * * * * The Chicago Typewriter is a Thompson submachine gun that is made available after completion of the main game and “Assignment Ada.” It will cost you 1,000,000 pesetas and makes any other weapon an option rather than a need. It has a firepower of 10 and infinite ammo. It requires a whopping 21 spaces and it has no upgrades-it doesn’t need any. * * * * * * * * HANDCANNON * * * * * * * * The Handcannon is a 50 caliber magnum that is made available after completing all scenarios with all players in the extra game “The Mercenaries.” It is free at the Merchants but will ultimately cost 790,000 pesetas to fully upgrade. Its starting “Firepower” can be raised to 60 by purchasing 5 upgrades. It also has 2 “Reload Speed” upgrades and 5 “Capacity” upgrades boosting the magazine from 3 to 10 rounds. Its “Exclusive” upgrade costs 200,000 pesetas and increases the firepower to 99.9 and gives you infinite ammo. If you can hit it, it is lights out-game over. * * * * * * * * P.R.L. 412 * * * * * * * * This huge and deadly weapon is made available after completing the game on “Professional” mode. The Plaga Removal Laser is by far the game’s most powerful weapon. It can be used to stun by holding the charging trigger briefly or it can be fully charged and the energy blast released will devastate any infected hostile. It may take two blasts for difficult foes like “El Gigante” but tough bosses like Regenerators, Garradors and Verdugo go down like lowly Ganado villagers. Only “Del Lago” is immune to this weapon since you can’t wield your own weapons during that skirmish. Your biggest challenge will be avoiding dishing out damage while you are in the explosive radius of a red barrel, since it also shatters environmental objects like red barrels, lamps, crates and barrels. This weapon requires 21 inventory slots and is best used on a speed run. The infected present precious little opposition to this devastating weapon. * * * * * * * * FRAG GRENADE * * * * * * * * The Fragmentation Grenade can be recognized by its green casing. It is the most potent of the grenades. Its blast radius can take out groups of enemies and it can administer substantial damage to bosses. Having a Frag Grenade early in Chapter 3-3 to escape the close confines of the Garrador cage is essential and the final battle of the game can also be aided by a supply of them. * * * * * * * * INCENDIARY GRENADE * * * * * * * * The Incendiary Grenade can be recognized by its red casing. It is generally the least useful of the grenades. It will damage but not always kill Ganados. It is useful for slowing groups, killing Colmillos and stunning some boss types, like Garradors or Chainsaw Ganados. Having several going into the Chapter 2-3 battle with the Village Chief, however, is strongly advised since it makes the first half of the battle a snap, saving a lot of ammo. * * * * * * * * FLASH GRENADE * * * * * * * * The Flash Grenade can be recognized by its blue casing. This grenade will stun most enemies including many boss types, like “El Gigantes.” Its most significant use, however, is its effect on Plagas. Any normal Plaga in its blast zone is immediately killed. They can also be used, as in Chapter 1-1, to get to a safe location to take on the enemy. / / / / / / / / / / / / / / / THE ENEMY \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Generations before a local religious order called the Los Illuminados were ruthlessly persecuted by the reigning Castellans. While the details of this pogrom are sketchy, the Las Plagas associated with the cult were buried deep below the Salazar castle. Wanting to atone for the sins of his ancestors the reigning Salazar embarked on an excavation project to locate the Las Plagas. The Las Plagas spores, released during the dig, quickly exerted control over the locals. A powerbroker named Osmund Saddler has resurrected the Los Illuminados cult and is exploiting the infected inhabitants of the district to further his diabolical plan for widespread infection and subsequent global domination. When the Las Plagas parasites take control of their human hosts, they become violent and murderous. Saddler, however, exercises full mind control of them. In an island lab, Saddler’s lackeys have performed extensive experimentation with the Las Plagas parasites, resulting in monstrous abominations of all kinds. Village Ganado: The basic village Ganado still appears human, pursuing everyday tasks, but when threatened or commanded by Saddler they become hostile. The majority use farm implements like sickles and pitchforks, but some will also use dynamite, flaming torches or will throw hatchets. Once aroused they will pursue relentlessly, showing little regard for their own safety. The occasional Ganado, when slain, doesn’t stay that way. He or she will sprout a Plaga parasite from its torso. This parasite will quickly develop a thrashing tentacle tipped with a claw and they must be put down a second time. Zealots: When you enter the Salazar castle the opposition will be the Los Illuminados Zealots. Since your weapons have been upgraded, they are generally no tougher than the village Ganados. They still use melee weapons like axes, maces and crossbows but you will meet an occasional red-robed Zealot that is more challenging. A few will even use weapons like a turret gun or Rocket Launcher. The occasional shield bearing Ganado will wield a mace. Some of the Plagas they host have also evolved. If given the chance to develop, some have a lunging one- bite kill move. You will also encounter the occasional detachable Plaga. These will separate from the host and attempt to jump onto you. They will claw and spew venom into your face-yuck! Ganado Militia: Once you arrive on the island’s military base, Ganado militia will provide the opposition. Luckily they still continue to employ mostly melee weapons like axes, maces and crossbows. Generally they are no tougher than your previous opposition, considering your own increased firepower. Expect all the different types of Plagas erupting from torsos. You will also encounter a somewhat tougher breed wielding hammers and shock sticks. A few of these militia will man turret weapons late in the campaign. Chainsaw Ganados: You can encounter the first Chainsaw wielder as early as Chapter 1 and you will encounter others during the campaign. They can be recognized by the burlap sack covering their head and, of course, by the sound of their chainsaw. They are a lethal opponent-if the chainsaw makes contact you’re dead. They can be stunned with Flash Grenades and damaged by both Incendiary and Frag Grenades. When pursued by one of these deadly opponents, a shotgun blast to the head will knock them down. A careful player can administer a few knife strokes while the enemy is down before flooring him again with a shotgun blast. Rifle shots to the head are also effective when such tactics are possible. El Gigante: This gigantic boss is the result of appalling experimentation on humans using Las Plagas parasites. The result is an enormous, ferocious creature than can no longer reason. His melee attacks are brutal. He punches, tramples, kicks, grabs and crushes and throws objects at his adversary. He can be stunned with grenades, slowing his attacks, but is best weakened by inflicting major damage to him with gunfire. Once weakened, he kneels, exposing the vulnerable parasite on its back. When it is exposed, the player can jump aboard and slash the parasite. Two or three climbs will kill the behemoth. A Rocket Launcher can kill them with one shot. Del Lago: You encounter Del Lago in Chapter 1-3. The Plaga parasites have infected a lake amphibian, turning it into a whale-size killer with a mouthful of teeth. As you motor across the lake, it will try to guide your boat into brush piles, throwing you into the water. It will try to make a meal of you as you swim for your life. It will also try to ram your boat. The boat has an unlimited supply of harpoons you must use to kill the behemoth. Colmillos: These wolf-like creatures have been infected with Las Plagas spores. They will leap onto you, knock you down and savage you with their teeth. When they sprout Plagas the whipping tentacles will flog their victim from a distance. Always try to keep them in front of you so you can shotgun them. Incendiary Grenades are extremely effective against them. A Flash Grenade will also kill them if their parasite is exposed. While in open terrain they can’t jump on you if you remain in motion. Bitores Mendez, the Village Chief: When you encounter Mendez, your weapons are still weak and he can be a tough kill, requiring the expenditure of a lot of ammo and health. The battle with him unfolds in two parts. He must first be broken in half and then the remaining miscreant must be put down for good. Garradors: You will encounter four Garradors during the campaign. These hefty gladiator- like killing machines have huge claws and they live to kill, slashing bodies and severing heads. They have a huge weakness. Their eyes have been stitched shut so they must detect an enemy by the noise he makes-so don’t make noise. Walk slowly when you must but run like hell if he hears you. They can be stunned with Incendiary or Frag Grenades but gunfire to the head or body is a waste of ammo. You must target the parasite on its back to kill the Garrador and remember that the report of your weapon will reveal your location. Novistadors: You will encounter two types of insect-like Novistadors. The chameleon-like breed infesting the castles sewers are largely invisible. They have glowing eyes and they drool acid that can be seen. Their ghostly outline can also betray their presence. They will slash and kick and they have a clutching attack which allows them to spew acid in your face. While they are flightless, they like to leap onto walls and ceilings to attack. While stationary droolers can be killed with the Rifle, your best resource is your shotgun. You will also encounter flying Novistadors in the castle and in an underground hive. They attack the same way as their flightless cousins but they aren’t invisible. Use your shotgun on them. Verdugo: When Salazar fails to kill you by dropping you through the trapdoor, purchase a Rocket Launcher from the Merchant before going to meet your next foe. Verdugo, the executioner, is one of Ramon Salazar’s hideous bodyguards. During cutscenes only his glowing eyes are prominent under his hood, but when the bodyguard is dispatched by Salazar to execute Leon you get a better look. His dark insectoid or reptilian-like body is heavily armored and his long tail is tipped with a deadly claw. Not only is he durable but he is also a cautious killer. He will strike from dark recesses in the ceiling as you move through the tunnels and even when he is in your sights your weapons seem ineffective because they largely are. Always dodge his attacks and when you find yourself locked in a confined space with him, you must knock over a N2 tank to momentarily freeze him, which trebles any damage you deal to the frozen miscreant. He can then be killed with a single rocket. If you have upgraded your Broken Butterfly and have more shells than you should, you may take him down by utilizing several of the scattered N2 tanks but I wouldn’t bet on it. Armadura: In the castle an occasional Plaga parasite has survived separation from their host by taking refuge in suits of old armor. When aroused they take control of the armor and attack with axes. Neutralize them by shooting off their helmets and then blasting the exposed parasite or by using a Flash Grenade. Occasionally these suits of armor will attack from a standing position and collapse in death afterwards. J.J.: These huge, powerful but slow moving Ganados wield a Gatling Gun. When they enter a battle, they will spray bullets your way, oftentimes killing their own kind. When in play, they are a priority target. If you get too close to him he will try to strike you with his weapon. Rifle shots or shotgun blasts to his head are the best course of action. They can also be stunned with Flash Grenades or damaged and stunned with Incendiary and Frag Grenades. U-3 or It: This hideous and deadly creature is a multi-limbed jumble of several Plaga experiments gone badly. You are introduced to U-3 or “It” in the series of cargo containers and his lair beyond. During the encounters in the three containers he can’t be killed. He can be driven off with grenades and gunfire and his attacks must be dodged. In the third container a deadly Plaga erupts from its back. It can’t be killed until you enter his lair where it can burrow underground, emerging to attack. Osmund Saddler: Saddler is the leader of the Los Illuminados and Lord of the Ganados. During the final battle he morphs into a multi-limbed scorpion-like monster. He has “eyes” on his four limbs that will cause him to go prone briefly if they are shot when they are intermittently exposed. He can also be stunned by Frag Grenades. When he goes prone the central tentacle will fall exposing the creatures yellow orb to knife attacks. He will slash with his tentacle claws or use it leg spikes to impale. It can also throw objects or even pounce from a distance. A rocket to the central orb is extremely effective and the scripted coupe de grace also uses one to kill him. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / RESIDENT EVIL 4 WALKTHROUGH \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / CHAPTER 1-1 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You begin the game with minimal inventory-a basic 9MM Handgun with 20 spare rounds and a First Aid Spray-and Chapters 1-1 and 1-2 operations as outlined are designed to minimize your usage and extend that inventory. Since it will usually require three or more bullets to kill a Ganado, simply blasting away with your handgun will wreak havoc on your ammo supply. Employing the knife and melee tactics will also greatly aid your cause throughout the game. Included in Chapter 1-1 is a list of and location for the loot in the environment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Loot available on the outskirts of Pueblo: Spinel (Crow) (Just ahead of your starting position) Pesetas (Crow) (Just ahead of your starting position) Pesetas (Crow) (just ahead of your starting position) Handgun ammo (10) (Cottage-second floor) Random crate (Outside cottage on wagon) Handgun ammo (10) (In the typewriter shack) Green Herb (Crate in the typewriter shack) Random crate (In the typewriter shack) Pesetas (Crate in the typewriter shack) Pesetas (Crow on the path beyond the typewriter shack) Frag Grenade (Crow on the picket on the path beyond typewriter shack) Red Herb (In the brush on the right side beyond the trapped dog) Pesetas (In the crate in the second shack) Random crate (In the second shack) Green Herb (In the second shack) Handgun ammo (10) (In the third shack) Random crate (In the third shack) Random crate (In the third shack) \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / After the initial cutscene, you begin your search for the President’s daughter in the countryside on the outskirts of your initial objective, the village of Pueblo. You are equipped with a standard 9MM Handgun, twenty extra rounds of ammo and a First Aid Spray; but, unfortunately, you aren’t accompanied by a SEAL team. This solo and ambitious enterprise is only possible if you vigorously exploit the environment, looting whenever possible and conserving your limited resources. So, before advancing, locate the three crows just ahead of your starting position. One will be perched on a low tree limb and two will be on the ground beneath. Don’t advance too far or the loot-bearing crows will simply fly off with the goods. Kill each crow with a pistol shot, starting with the one perched in the tree. One will yield a “Spinel,” a gem worth 2,000 pesetas. The other two will drop pesetas-the games currency, which will allow you to purchase gear and upgrades as you continue. Since the path is blocked by a parked truck, enter the rustic cottage to encounter a distracted local. After the brief cutscene the villager turns hostile and attacks, coming at you with an ax. Cripple him with a single pistol shot-a shot below the knee is most likely to knock an enemy prone. When he falls flat or kneels, immediately move near him. If he is kneeling, kick him to the ground. Once he is prone, slash him repeatedly with your knife to finish him off. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: It isn’t absolutely necessary to “kneecap” or cripple the enemy, but when confronting a lone hostile, this is the safest method and this tactic will conserve a lot of ammo and health items along the way. You can alternatively save the pistol round and back away from an attack, after which you can move in close and slash him to the ground where he can then be dispatched with your knife. If your timing is good this works very well against any that don’t throw hatchets. The standard Handgun, at this stage of the game, requires three to five rounds to put an enemy down and simply blasting away will rapidly consume your ammo reserves, and future Ganados will only get tougher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Another cutscene rolls. Grab any loot your first victim drops. Outside the voices of more hostiles can be heard approaching the cabin. Go upstairs and take the handgun ammo. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: During Chapter 1-1 an alternate strategy is to only collect items dropped by your victims or any exposed pesetas. This tactic will keep your ammo supply low, enhancing your chance of acquiring ammo from both victim drops and breakable crates and barrels. Collecting currency also lessens your chances of getting only pesetas. Since this walkthrough advises tactics designed to minimize ammo usage during Chapters 1-1 and 1-2, I won’t promote going that route. It requires extensive backtracking to get back to those crates and barrels that you must bypass; but, if you are the patient type, it is an excellent way to expand your ammo supply. Such intensive harvesting can also fill your Attaché Case with enough extra ammo that you will face difficult choices very early on. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Go back downstairs and jump out of the un-slatted window. When the first of the hostiles approach, jump back into the cabin. If you reenter the cabin too quickly one of the Ganados may enter via the door, but if you just avoid the attack of the first arrival, all three will attempt to come in via the window. Use your knife to slash anyone attempting to cross the windowsill. Watch out for the one with the pitchfork-he will thrust at you; and be aware of anyone within striking distance of another crossing the sill as well. If need be, expend a bullet or two to help eliminate all three without taking any damage yourself. Jump out of the window and grab all the item drops. Use your knife to slash the wooden crate on the wagon outside the cabin. Using your knife to slash breakables is a must-shooting them is extremely hazardous to your ammo supply. If you backtrack to your starting position you will see the police car and the local’s truck down in the ravine. Continue forward. With the vehicle blocking the path gone, enter the shack for your initial save. Slash the three crates and take the handgun ammo. Exit the shack and advance slightly. Target the two crows ahead. The one on the warning picket drops a valuable Fragmentation Grenade-take it. Pause to free the dog from the spring trap-this kindness will pay a dividend down the road. Be forewarned that the locals will occasionally set metal traps. There is, in fact, a trap just to the left of the path ready to snare a casual looter. After releasing the dog, veer right off the path and locate the Red Herb in the brush near the dirt ledge. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: For the balance of the game, three types of healing herbs will frequently be found in the environment. The most common is the Green Herb which provides a moderate amount of health restoration. If you combine a Red Herb with a Green, it provides 100% restoration of your heath bar. Yellow Herbs can also be added to the mix. Their addition to a Green or Green-Red mix has the effect of increasing your maximum heath bar by a small, but, over time, a significant amount. By games end you can double the size of your health bar. It is good policy to use Green-Yellow Herbs whenever minor healing is required, saving the Green-Red mixes for more significant restorations. Combining Herbs will also allow you to conserve space in your Attaché Case. You can combine up to three Greens as well as combining Red, Yellow and Green Herbs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Proceed down the grade and you will see a pair of explosive tripwires stretched between the trees. A well concealed steel trap lay in the seemingly open central gap. Locate the trap and use your knife to slash the trap. Up the slope a lone pitchfork wielding Ganado will call out and will come calling. If you drop this guy be aware that you must knife him upgrade or on level ground-if you’re facing downgrade your slashes will miss. This lone attacker can also be eliminated by simply retreating behind the tripwires and allowing him to run into them, or, if he avoids them, you can shoot the explosive charge to put him down with a single bullet. Continue on, plundering the next shack. Just beyond it a pair of Ganados guard the approach to the hanging bridge. Advance just far enough to lure the first of the hostiles. Drop him and slash him when he goes prone. Do the same to the next and then continue across the bridge. Ignore the Ganado sentries on the far hillside-they can’t be damaged. A lone Ganado waits inside the next shack. Go past it to lure him out, drop him and finish him off with your knife. Break the crates and take the handgun ammo. Interact with the closed gate to enter Pueblo. After Hunnigen’s transmission, advance along the barrier on your right side, keeping very close to it. Turn hard right up the dirt path and enter the shack near the locked gate. This incursion will go unnoticed if you go quickly and don’t challenge the local boys. Slash the two crates to acquire a Flash Grenade and a random item. At this point you have several options. Village survival options: Just being seen by the villagers will result in a running battle, and killing the initial mob will cause an influx of additional waves of hostiles. A Chainsaw Ganado will also complicate the battle if you advance along the narrow dirt path near the tall thin tower. Killing this tough enemy for the “Ruby” he drops is a tall order this early in the game. You can acquire a shotgun in the two story building to aid your cause, but surviving the skirmish will put a heavy drain on your ammo and health supplies. A bold player can, in fact, battle two Chainsaw wielders if he first kills the one on the tower path and then enters the two- story building to draw out another. One of the following strategies is a better option at this early stage of the game. Rather than inciting the chainsaw wielders to enter the fray, you can simply enter the village and begin running from the half dozen initial locals. Just don’t take the dirt path near the tower or enter the two story building. You can just keep sprinting away from them, killing nobody if desired. Be aware that killing five will result in the influx of additional hostiles, crowding the village with additional pursuers. After five minutes the church bell will toll and the hostiles will go trancelike into the church under the spell of their sovereign, Lord Osmund Saddler. A third more survivable and lucrative method is advised. Rather than a running battle or a frenzied chase with the fanatical locals, equip the Flash Grenade you acquired and head back toward the center of the village. Move quickly, turning right and going past the small open barn. You will now be seen. Toss the Flash Grenade to stun your assailants and then immediately locate the doorway in the shack on your right. Be aware that the entry door blends well with the rustic shack and can be difficult to discern. Once inside the shack, pivot 180, equip your Handgun and shoot at the lower right corner of the door to open a small breach. Move close to the door and bend over with your knife equipped. Continuously slash near the breach as the initial wave of Ganados besiege the cabin. They will go down; and, if you simply remain close to the door, they can’t enter the cabin and their flailing farm implements will pass harmlessly above you. After the first wave perishes a brief cutscene rolls, allowing you to grab drops without opening the door. Resume your stooped position and begin slashing the next wave and when the action pauses, grab the drops and eliminate the last of the attackers. You can either continue slashing or exit the cabin to continue the carnage. When fifteen go down or five minutes pass the church bell will ring. The Ganados will break off the attack and go zombie-like into the church, leaving you alone, healthy and having expended very little ammo and one Flash Grenade. / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Loot available in Pueblo: Random crate (In the shack at the end of path, right of the entry point) Flash Grenade (Crate in shack at the end of path, right of the entry point) Yellow Herb (Behind small barn to right of entry point) Red Herb (On hayrack behind first shack on the right) Random barrel (In the first shack on the right) Random barrel (In the backroom of first shack on the right) Pesetas (On bed in the backroom of first shack on the right) Shotgun shells (5) (In crate in the backroom of first shack on the right) Green Herb (On woodpile to left of entry path) Red Herb (In crate to left of entry path behind cottage) Handgun ammo (10) (On counter in small cottage on left of entry path) Random barrel (In the small cottage on left of entry path) Random crate (In the small cottage on left of entry path) Incendiary Grenade (In crate in small cottage on left of entry path) Handgun ammo (10) (On counter in two-story building on left of entry) Random barrel (In two story building-ground floor) Random barrel (In two story building-ground floor) Shotgun (On wall-upstairs in two-story building on left) Frag Grenade (In cabinet-upstairs in two-story building on left) Pesetas (Upstairs in two-story building on left) Shotgun shells (5) (On bed-upstairs in two-story building on left) Spinel (0n peak of small roof on two story building) Handgun ammo (10) (On chimney of two story building) Shotgun shells (5) (Top of tower-climb long ladder) Handgun ammo (10) (On fence on left of church) Random crate (In shack on left of path near two-story building) Handgun ammo (10) (On the table in right shack on exit path near tower) Alert Order (On the wall in right shack on exit path near tower) \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / Hunnigen will now advise you that you can exit the village via the path near the tall tower. Before ransacking the vacant village, enter the two story building, climb the stairs and take the shotgun from the wall bracket. Taking the shotgun before looting the available breakables enhances your chances of acquiring extra shotgun shells. Break the glass on the cabinet and take the Frag Grenade. Take the nearby cash and the five shotgun shells on the bed. Jump out of the upstairs window and take the handgun ammo on the chimney. Go around the crude elevated walkways and take the “Spinel” from the rooftop on the opposite side of the building. Jump down and slash the crate in the shack behind the structure. Start back toward the entry, staying on the village’s right margin. Slash the crate behind the small cottage for a Red Herb and then take the exposed Green Herb on the woodpile behind the locked shack. Raid the small cottage near the two story building. Take the handgun ammo and slash the barrel and the two crates. Across the village, you will find a Yellow Herb in a crate behind the small barn on the right of your entry point and a Red Herb on a cart behind the cabin where you likely slashed the hapless villagers. As you pillage, watch for the foraging chickens. They will occasionally lay eggs, which can be collected for storage or immediate health boosting. Reenter the two story building and take the handgun ammo and slash the two barrels on the ground floor. Cross the street and renter the cabin where you slashed the villagers. Slash the barrel and knock the lock off the door allowing entry into the back room. Collect the pesetas on the bed and slash the barrel and the crate. Add the five shotgun shells to your case. Exit and go to the rear of the village and take the handgun ammo from the fence on the left side of the church. Climb the tower to collect the five shotgun shells. Start out of the village, using the path near the tower. You will find handgun ammo in the shack on the right and the memo: “Alert Order” tacked to the wall. The memo says a U.S. agent is investigating and must not find the prisoner. That prisoner is being held in an old house until he can be moved to a safer location in the valley beyond. This U.S. agent’s intrusion can’t be a coincidence. There may even be a third part involved. The memo is from the Village Chief, Bitores Mendez. / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Loot available in the farm area. (Locations are as viewed from the entry) Random barrel (In the typewriter shack) Pearl Pendant (Hanging above the well near the typewriter shack) Random barrel (In the barn on the left) Incendiary Grenade (In barrel behind small shed on left) Random crate (In the main structure) Random barrel (In the main structure) Random barrel (In the main structure) Random barrel (In the main structure) Random item (In the cabinet in main structure) Spinel (In the cabinet in main structure) Handgun ammo (10) (In the cabinet in main structure-upstairs) Beerstein (In the main structure accessed by rear platform) Random crate (Left exit path-access via main structure’s rear walkway) Random barrel (Left exit shack-access via main structure’s rear walkway Spinel (crate) (Left exit shack-access via main structure’s rear walkway) \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / At the end of the path enter the farm by interacting with the locked gate. There are five pugnacious farmers in the area. You can save your progress in the small shack near the entry. Slash the barrel near the typewriter. Through the barn’s open doorway you will see a farmer forking hay. Rush him, cripple him and quickly slash him. This action will alert another hostile who will hurriedly come in the opposite door. Cripple him and put him away. Take their drops and slash the barrel in the corner. On the far side of the barn you will find an Incendiary Grenade in a barrel behind the small shed. On the far side of the main structure, another villager is forking hay. Take him down and be aware that the action will likely attract another from the building’s loft. Kneecap and slash him. The remaining hostile will be behind the building and when he sees you he will toss hatchets your way. Duck or parry his weapon with a knife stroke and then put him down. Note that like windows, fences are also good places to slash an opponent who is vulnerable as he crosses the barrier. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: There are seven small circular “Blue Medallions” in this area that can be shot. This will allow you to acquire a weapon later in the game for having destroyed the Medallions. Not having the Village Treasure Map makes locating them a bit more difficult and you can always return to this area again later anyway with the map in hand. The memo: “About the Blue Medallions” is on the large tree near the entry to the farm. The reward for destroying at least 10 Medallions is illegible, but it reveals that there are 7 Blue Medallions around the farm and 8 in a cemetery. Blue Medallions in the farm area: Number 1 (Suspended in the tree ahead of the typewriter shack) Number 2 (Suspended in the tree beyond the barn to left of the entry point) Number 3 (Hanging in the open eave of the barn) Number 4 (In the right gable peak of the main structure-hard to see) Number 5 (Shoot it in the open eave from the second story of main structure) Number 6 (Dangling from windmill blades beyond the main structure) Number 7 (Above locked-at this point-far left exit gate) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With the farm secured, locate the shining object near the typewriter shack. Shoot the pole holding the well cover open and then shoot the dangling “Pearl Pendant.” This keeps it pristine, making it more valuable to the soon to be encountered purchaser. Ransack the main building, breaking the crates and barrels and opening the two closed cabinets for loot. Climb the ladder to the loft, take the handgun ammo from the cabinet and climb out the window. Go straight ahead and jump down into the small fenced enclosure. You will find a “Beerstein” in the crate. Push the large cabinet aside to exit the small enclosure. This is a good time to collect eggs. How many you collect is totally up to you. It does require a bit of patience. The White eggs provide a minor health boost, the Brown a bit more and the Gold will max the health bar. Acquiring a couple of Gold eggs, which fully restore health but take up only one slot, is an excellent safety net going forward. Your egg gathering will scatter the chickens, so renter Pueblo and then renter the farm to reset the flock, making your gathering easier. Before leaving the farm, once again enter the main building, climb to the loft, climb out the window, go left, drop down and slash the crate. Enter the small shack for a “Spinel” and a random barrel. If you’re shooting “Blue Medallions,” there is one above the nearby locked gate. Climb out and exit the farm into a rural landscape. As you move ahead several hostiles will roll a boulder toward you. Follow the on-screen prompts to avoid being crushed. Beware of the two Ganados on the overhead bridge. If you linger beneath them they will toss hatchets your way. Move into the tunnel and shoot the two gleaming “Spinels” off the ceiling. / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Loot available in area: (Locations from the entry point) Spinel (Shining on the tunnel’s ceiling) Spinel (Shining on the tunnel’s ceiling) Spinel (In crate in small shack left of entry-shoot tripwire snare) Random crate (In small shack left of entry-shoot tripwire snare) Random barrel (In the main building) Random barrel (In the main building) Frag Grenade (On table in main building’s side room) Red Catseye (Shoot the bird’s nest in the large tree) Random crate (On the right side of the rear shack) Random item (In the cabinet in the rear shack near the typewriter) Handgun ammo (10) (In the rear shack near the typewriter) Green Herb (In the cabinet in the rear shack after the tripwires) Pesetas (On the table in the rear shack after the tripwires) / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ When you exit the tunnel you will see a milling Ganado. Sprint toward him and he will flee into the cabin. When you are just past the shack on the left, turn hard left. Sprint toward the dynamite toting Ganado and don’t stop as you run past him on the right. Ideally he and the unseen dynamite thrower in the cabin will kill each other with their errant throws. If he survives, kneecap him and quickly slash him. Be aware that the unseen thrower, if still alive, will do it for you-so stay back and let him. The explosive tripwire may aid your cause. Equip an Incendiary Grenade and move behind the building. Make your way to the open window, allow the two Dynamite Ganados inside to light up and then toss an Incendiary or Frag Grenade at their feet. Duck around the side to avoid any damage from their exploding dynamite and then enter the building. It is possible a hatchet wielding Ganado or the dynamite thrower survived the action in the back room so watch for him or them. Take the loot from the destroyed barrels and the Frag Grenade from the rear room. Backtrack carefully-there are steel traps-to near your entry point and shoot the tripwire in the small shack. Take the “Spinel” and the random item and take note of the steel trap on the floor. Start for the rear shack and shoot the nest from the large tree to acquire the “Red Catseye.” Slash the crate on the side of the structure and then slash the lock from the door. Loot the cabinet, take the handgun ammo and save your progress if desired. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Insert the “Red Catseye” into the “Beerstein” that you found at the farm. This will increase its sale price and its value can be further increased when you find the “Green” and “Yellow Catseyes” as the game progresses. This is true of many of the treasures you will find. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Shoot the two explosive tripwires. Open the cabinet for a Green Herb, take the pesetas and then shove the cabinet aside to expose a breach in the wall. Advance on the wardrobe to investigate the knocking noise. The chapter ends after your talk with Luis-the prisoner mentioned in the Village Chief’s memo. / / / / / / / / / / / / / End of Chapter 1-1 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 30,400 pesetas Handgun (full 10 round clip) Shotgun (full 6 round magazine) 150 Handgun rounds 20 Shotgun shells 4 Frag Grenades 1 Incendiary Grenade 1 First Aid Spray 1 Green/Yellow/Red Herb combo 2 Green/Red Herb combos 1 Green Herb 2 Gold eggs 5 Brown eggs 7 Spinels 1 Pearl Pendant 1 Beerstein with Red Catseye inserted 7 Blue Medallions destroyed Note: Inserting jewels like the Red Catseye into the Beerstein greatly increases the value of the item. The Beerstein, for example, can be fitted with three jewels-Red, Green and Yellow-to maximize its sale price. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 1-2 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: The locations for loot will now regularly be embedded in the document rather than being listed individually. After this initial meeting with the Merchant, I won’t burden this document with repeated listings of all of his wares. I will, however, include new weapons offered and upgrades available for weapons used in this outline. Conservation of resources in Chapter 1-2 continues to be vital. The tactics advocated in the Valley Camp will allow you to conserve your ammo and health supplies while allowing you to kill numerous hostiles with a minimal expenditure of resources. Stockpiling shotgun shells is especially important during these early clashes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A bound and unconscious Leon is being infected with the parasite as the chapter begins. After the exchange with Luis, follow the onscreen prompt to avoid being cleaved by the demented local. After receiving Hunnigen’s transmission on the Los Illuminados, take the handgun ammo from the counter and move ahead to meet the Merchant who is essentially an arms dealer. The Merchant will purchase your sellable items and will offer new weapons and progressive upgrades for the weapons in your possession. He also has other items for sale, including the Medium Attaché Case which is a must buy for 24,000 pesetas. Purchase the TMP (Tactical Machine Pistol) as well. While the TMP’s 0.4 firepower is originally weak, its rapid fire rate is extremely useful for crowd control, neutralizing Plagas and in this walkthrough it is quite useful against several bosses. It is also good for shooting environmental objects, saving handgun ammo. Once the weapon is purchased, TMP ammo pick-ups will become common and early firepower upgrades make it even more viable. A carton of ammo also holds 100 rounds. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Note: This document will display new items offered by the Merchant and only the upgrades for the weapons that are advised. Many of the upgrades are not advised purchases, so an un-purchased upgrade will frequently be shown rather than an available new option. Earlier options must be purchased to permit additional upgrades. An asterisk will denote an advised purchase. See the “Note” below for information on “Capacity” upgrades. New items: Upgrades: Attache Case M (24,000) * Handgun: Firepower (2) (1.2) (7.000) Rifle (12,000) Firing Speed (2) (.40) (5,000) TMP (10,000) * Reload Speed (2) (1.47) (4,000) Rocket Launcher (30,000) Capacity (2) (13) (4,000) Scope (Rifle) (7,000) Shotgun: Firepower (2) (4.5) (15,000) First Aid Spray (5,000) Reload Speed (2) (2.43) (7,000) Treasure Map (Village) (3,000) * Capacity (2) (8) (8,000) Advised transactions: Sell all your Spinels (2,000 pesetas each) Sell the Pearl Pendant (10,000 pesetas) Sell the Ruby if you killed Pueblo Chainsaw Wielder (10,000 pesetas) Purchase the Attaché Case M (24,000 pesetas) Purchase the TMP (10,000 pesetas) Purchase Treasure Map Village-optional but can be helpful (3,000 pesetas) Notes: Don’t sell the Beerstein. When combined with the three Catseyes, available as the game progresses, it will be far more valuable. With funds low, pass on the weapons upgrades. In fact don’t upgrade the Handgun at all while it is in your possession, unless you are running low on ammo. Purchase a “Capacity” upgrade for the handgun only if necessary. “Capacity” upgrades will be an important way of acquiring ammunition as the game progresses. Don’t waste an upgrade by purchasing one for a weapon unless its magazine is empty or nearly so. This is especially important for the Shotgun and Rifle whose ammo must be managed. It can, however, be an important resource for keeping all of your weapons operational. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ There are Green and Red Herbs, a random barrel and five rifle shells (near the typewriter) available for pick-up in or near the shack. Doing so is optional at this point, since you can return to this area after operations in the Valley Camp beyond the gate. You will now have to manage your inventory space carefully, oftentimes leaving an item behind because of space. Even though you aren’t carrying the Rifle, reserving space for 10 or 20 rounds of rifle ammo will pay dividends down the road when a Rifle becomes an essential tool. The Valley Camp adjoining the starting area is defended by over forty hostiles that will enter the battle in waves. Killing so many can quickly exhaust your ammo supply, so the following tactics are designed to conserve ammo and health supplies. Equip the TMP and enter the Valley Camp. Your principal goal is now to get onto the roof of the shack across the gorge, disabling rather than pausing to kill hostiles as you sprint. After entering the gorge, immediately turn right and sprint past the first hostile who will sound an alert. Go down the stairwell, turn left on the crude walkway and, if possible, sprint past the Ganado. If necessary drop him with a burst to his feet and continue up the ramp. Turn left and sprint across the swinging bridge. Cripple the hostile on the bridge and quickly pause and hit the Ganado on the roof of the shack on the left. This will get him and his posse agitated and active. Turn right off the bridge and climb the ladder on the shack. Cripple the dynamite toting Ganado on the rooftop and climb the ladder on the right to the upper platform. The platform is small, so run past the defender, pivot and drill him with the TMP. Kick him off the platform or slash him before his buddies can start up the ladder. If he grabs you-shake him off and quickly kill him because the hostiles from below will be climbing to your perch. Stand near the head end of the ladder and knife the Ganados as they top the ladder. Watch for a hatchet thrower or two and defect them when necessary. Oftentimes whole groups are eliminated when a Ganado lights up and dynamites his own buddies. When the first onslaught is neutralized, grab the five shotgun shells from the barrel and jump down to grab any drops. You must now descend to ground level to lure additional hostiles. Go behind the shack near the barrels to attract another wave of hostiles. Climb to the roof of the shack and begin knifing. Watch for a hatchet throwing Ganado on the high platform on the left. When the wave passes, quickly jump down and gather the drops and be prepared for another wave-you may have to lure them out again by going behind the shack, but be aware that they may come from another direction. Climb the ladder and begin knifing. Watch for a possible dynamite thrower on the tower on your left. When calm reigns, jump down for the drops before they disappear. The building to the right of your killing perch also has a small contingent of bad guys. You may have provoked them into joining the initial wave by capping the guy on the rooftop during your earlier dash. If they haven’t already abandoned their post you will have to clear them out. If the “bad guy” music is still playing, try to bait another wave from behind the shack. If there are no takers, head for the shack near the entry and eliminate any stragglers inside it. You can now harvest the Valley Camp’s loot and locate the two parts of the “Hexagonal Emblem” allowing you to unlock the gate to the adjacent Waterworks. The first half is atop the shack near your entry. Break the two barrels outside the shack, and take the handgun ammo from the container and the Flash Grenade from the locker. Climb to the roof and take the “Right half” of the “Hexagonal Emblem” from the chest and break the barrel on the upper platform before jumping down. Take the five shotgun shells in the shack’s small front room. Cross the crude walkway, go left, go up the ramp and turn right up the dirt path, continuing upgrade around the bend. Break the barrels and take the “Left half” of the “Hexagonal Emblem.” Jump down to near the exit and raid the barrels behind the shack and take the pesetas and the Yellow Herb from the lockers inside the shack. If you didn’t grab the loot from near the Merchant you can now return there for it and a save, if desired. Combine the two halves of the “Hexagonal Emblem” to unlock the gate. Locate the three barrels near the entrance of the Waterworks and then enter the building. Break the barrel and take note of the gleaming treasure in the-for now- inaccessible room. Enter the adjoining room and cripple and knife the advancing combatant. Three more hostiles will approach in the hallway. One will normally lag behind and throw hatchets as you dispatch his comrades. Continue around the hallway and raid the barrel. Jump through the window and crouch down to avoid the dynamite being tossed your way. If you don’t, you will be badly damaged. Pop up between explosions and when the two hostiles approach, duck down and let the dynamite take them out. Pop up and either hit the lit dynamite or stagger one of the throwers so they are killed by their own explosives. With the dynamite throwers down, move forward and slash the traps near the furnace and take the handgun ammo inside. Watch the doorway as you move forward. A pair of Ganados will attack from the room beyond. Kill them and take the “Spinel” from the other furnace. Raid the two barrels and avoid the traps as you move into the adjoining chamber. You will see a gleaming item in a side room. Jump through the window and take the “Elegant Mask.” Raid the two barrels and continue down the dark corridor. A lone Ganado guards the exit. Take him out and jump down into the water. You will find handgun ammo, a Flash Grenade and pesetas. You can also slash the fish for a health boost and if you have inventory space you can store them for future use or sale. Climb the ladder and you will hear crows. Kill the three crows near the tripwire but leave the tripwire in place. Spring the traps including the one on the left- this will allow you to pass the explosives without triggering them. Before moving on, shoot the pole holding up the well’s cover and then drop the “Brass Pocket Watch.” Raid the containers in the shack and go around the tripwire. Enter the Village Chief’s abode and you will have to enter the code for access. Activate the “Up Arrow” and then the “Left Arrow” to gain entry. You will find 10 handgun rounds in a small drawer, pesetas in the wardrobe and the “Insignia Key” for unlocking the church on the table. The memo: “Chief’s Note” speculates that Lord Saddler may be using the locals to draw out a third party-but he believes that Lord Saddler knows best. As you exit the room, the gigantic Village Chief grabs you and informs you that you and he have the same blood and he will let you live unless you get “unpleasant to the eyes.” The chapter ends. / / / / / / / / / / / / End of Chapter 1-2 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 50,800 pesetas Handgun (full 10 round clip) Shotgun (full 6 round magazine) TMP (full 30 round clip) 196 Handgun rounds 30 Shotgun shells 193 TMP rounds 10 Rifle shells 4 Frag Grenades 1 Incendiary Grenade 2 Flash Grenades 1 First Aid Spray 1 Green/Yellow/Red Herb combo 3 Green/Red Herb combos 1 Green Herb 2 Gold eggs 2 Brown eggs 1 Spinel 1 Brass Pocket Watch 1 Beerstein with the Red Catseye inserted. 1 Elegant Mask \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 1-3 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ After the opening transmission, reenter the previous chamber to initiate a cutscene with Bitores Mendez, the Village Chief. After being rescued by the lovely lady, exit and take the Green Herb from the cabinet before starting downstairs. You will find pesetas in a cabinet, a random egg in the stove and an Incendiary Grenade in the china cabinet. There is also a Ganado in the restroom below the staircase. The typewriter is available for a save. Exit the Chief’s house and advance a bit to get the attention of the tough and deadly Dr. Salvatore, the Chainsaw wielding fanatic. Challenging him here will be greatly complicated by the presence of his two sidekicks. So, after he starts his saw, reenter the Chief’s house with him in hot pursuit. Go up the stairwell, through the door and out of the house. Sprint down the path and go around the tripwire that you left in place. Allow him to run into the trap; and, if he is positioned properly, quickly slash him several times. When he rises, hit him in the head with a shotgun blast and start slashing. Don’t let him get the upper hand-a successful chainsaw attack is fatal. Repeat this two or three more times to eliminate him. Take the “Ruby” he drops. Return to the Chief’s house and expect two Ganados somewhere along the way-most likely after you exit the Chief’s house. Take them out and start down the grade. Shoot the nest in the tree to drop the “Spinel.” Another Ganado will attack from below and will be followed by another from inside the shack. Take the Red Herb in the shack and continue toward Pueblo, stopping before reaching the tree with the nest. Equip a Frag Grenade and locate the small group of hostiles near the gate. Toss the grenade among them for a mass kill and then shoot the nest to acquire the 50 TMP rounds. Enter Pueblo and be advised that the village is again infested with fanatical Ganados. You have several options. You can run and gun, killing the twelve Ganados. You can simply avoid them and sprint to the church or you can once again use the cabin on the right by stunning the locals with a Flash Grenade, opening a breach in the lower right corner of the door and slashing all comers with your knife. If you choose to annihilate the locals rather than dash into the church, you can again make your way to the farm to fill up on eggs and/or to destroy those “Blue Medallions” that the Merchant mentioned. You now have the Village Treasure Map- if you purchased it-to aid your search. Use the “Insignia Key” to access the church and take the handgun ammo. Slash the crate. Use the typewriter if so inclined and use the rear exit. Break the barrel for 50 TMP rounds and shoot the overhead lamp. It contains a “Spinel.” Under that lamp there is a floor hatch. Interact with it to open the hatch and then drop down into the gloomy tunnel. When you reach the open grotto, shoot the overhead lamp to highlight the gleaming spots on the ceiling. Shoot down the “Elegant Headdress” and the two “Spinels.” Slash the crate before moving on to the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades for advised weapons: Stock (TMP) (4,000) TMP: Firepower (2) (.5) (7,000) * Reload Speed (2) (1.93) (5,000) Capacity (2) (50) (7,000) (Not new)Shotgun: Firepower (2) (4.5) (15,000) * Advised transactions: Sell all Spinels (2,000 pesetas each) Sell the Brass Pocket Watch (10,000 pesetas) Sell the Ruby (10,000 pesetas) Sell the Elegant Headdress (10,000 pesetas) Purchase the Shotgun’s 4.5 “Firepower” upgrade (15,000 pesetas) Purchase the TMP’s .5 “Firepower” upgrade (7,000 pesetas) Purchase the TPM’s “Capacity” (50) if your magazine is low (7,000 pesetas) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Timely purchases of ammo “Capacity” upgrades, especially for weapons like the shotgun, magnums or the sniper rifles whose environmental pick-ups are low, are extremely important to maintaining your inventory. Try to make these purchases when your magazine is low or empty. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Continue through the doorway, climb the ladder and exit the tunnel. Turn and locate the nest in the tree above the exit. Shoot it and take the Frag Grenade. As you advance toward the cemetery you will see another nest in the large tree. Drop the rifle shells and after the cutscene, kill the three crows for their loot. One is on the ground and two are perched on the tombstones. A female Ganado will attack from the shack on the right and another hostile will come from the cemetery. There are five “Blue Medallions” to destroy in the cemetery-church area. Three of the “Blue Medallions” dangle from the nearby trees and are easily spotted. Destroy them and raid the shack before moving up the grade. Three Ganados defend the church’s entrance. When the Ganado lights his dynamite, try to hit the dynamite to dispose of all three. There is an Incendiary Grenade in the large tree near the church’s entry. You will find a “Blue Medallion” dangling from a tree on the left side of the church. Interact with the church door to find it locked; you’ll need a circular Emblem to open it, and Ashley, the President’s daughter, is most likely in there. Continue around to the back of the church and when the Ganado lights up, shoot the dynamite to hopefully take out both defenders. Operating the device on the pedestal is optional but will yield the “Green Catseye.” Simply rotate the three option three times, the four option three times and the three option one last time to obtain the valuable gem from the device. Before leaving the area shoot the “Blue Medallion” in the church’s eave. / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Blue Medallions in the cemetery-church area: Number 8-dangling from the tree on the left side of the cemetery. Number 9-dangling from the tree on the right side of the cemetery. Number 10-dangling from tree near the shack on the right side of the cemetery. Number 11-dangling from the tree on the left side of the church. Number 12-in the eave of the church near the rear pedestal. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / You must now gain entry to the church by acquiring the Emblem. Start down the grade and you will encounter a female Ganado and then two additional hostiles on the bridge. Raid the small shack and beware of the snake in the crate on the table. Take the memo: “Closure of the Church” from the table. The item Luis Sera has stolen must be recovered. The American Agent, Leon, and the abductee are now a secondary consideration. The girl is locked in the church and the key is located beyond the lake which is guarded by “Del Lago.” Leon is also infected with the parasite so he should fall in line soon anyway. Exit the shack and face back toward the church and look down to see a “Blue Medallion.” The next “Blue Medallion” is dangling from the overhead structure just past the shack. The last “Blue Medallion” can be seen below the bridge when you reach the bridge’s second gap. / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Blue Medallions on the bridge. Number 13-hanging below the bridge near the first gap. Number 14-hanging from the overhead structure past the bridge shack. Number 15-hanging below the bridge beyond the second gap. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / A lone hostile defends the entrance to the fortified compound beyond. Enter and slash the barrel on the right and then locate the 15 crows in the open area. Toss a Flash or Frag Grenade among them to acquire the pesetas and the Flash Grenade they leave. Raid the shacks and take the “Spinel” from the cart. Move along, smashing the two barrels. Don’t move through the gate yet. Go down the stairwell. Drop down into the dock area, take the handgun ammo and smash the two barrels. One of the barrels is behind the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: Punisher (0) Punisher: Firepower (2) (1.1) (10,000) Firing Speed (2) (.40) (10,000) Reload Speed (2) (1.47)(8,000) Capacity (2) (13) (8,000) Advised transactions: Sell your Spinels for 2,000 pesetas each. If you have destroyed the required 10 Medallions, sell your Handgun to make room for the free Punisher handgun. Note: If you have at least 100 TMP rounds you can go without any handgun until a better weapon is available. Selling both the Handgun and the Punisher can create needed inventory space. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Reverse your route and exit the dock, turning right and going through the gate. Raid the shack and when you start downhill, several Ganados will roll a boulder at you. Follow the prompts to avoid being smashed and then look up to locate the “Spinel” on the cliff above. Shoot it down. Continue down toward the swamp. A Ganado will note your incursion and will attack. Let him come to you on the walkway. Cripple him and slash him. Move forward enough to alert the guy hiding in the shack and let him run into the tripwire. Another pair of hostiles lurks in the water, one to the left and one to the right. You can sometimes kill them by shooting the tripwires near them. Raid the shack. It holds 5 shotgun shells, 50 TMP rounds and a snake in one of the crates. Don’t linger in this area, grab the Frag Grenade from the water near your entry point and quickly start up the right side of the swamp. Knock out the tripwire and stop to shoot the nest in the large tree to acquire the “Antique Pipe.” Continue ahead veering left and knocking down the one or two Ganados that you encounter. Move out of the swamp near the shack and put down the local near it. There is handgun ammo and a snake in a crate in the shack and an Incendiary Grenade can be had back on the swamp’s walkway. These are discretionary pick-ups. Getting those few items will result in a large expenditure of munitions. If you choose to stand and fight, over a dozen additional hostiles will come up out of the swamp. Slashing the slithering or swimming snakes in the swamp area can also yield eggs. Either way, exit the swamp and move up the hillside to overlook the lake. The brief cutscene shows the crazies feeding a gigantic lake creature a late law enforcement officer-be forewarned. Take the Red Herb in the brush before moving down the hill and turning left toward the boat dock. Shoot the “Gold Bangle w/Pearls” from the nest in the tree and raid the two shacks and save your progress before moving down to the lake and boarding the motorboat. A cutscene rolls as you speed across the lake and you are now in a battle for your life as the lake creature attacks. The creature will have you in tow as the battle commences. Veer away from the brush piles it drags you toward. If you collide with them, you will be thrown from the boat and have to swim back to it with the creature in hot pursuit. If you’re knocked into the water and you make it back to your boat, the creature will dive before hitting you, allowing you to heal. Don’t try to harpoon it until you are clear of that brush. You have unlimited harpoons so aim and throw whenever you have a shot. When it dives or approaches the shore, veer away. Going hard right is generally the best choice, after which you can reverse your course and target the creature. When it dives leaving you searching for it, an arrow will indicate its position. Hit it a couple of times as it approaches, making it dive below your boat. This scenario will repeat as you deal damage to the creature while it steers you into the brush and tries to ram your boat. Just keep harpooning it and when it is destroyed, don’t relax. You will have to follow the prompts to sever the tow rope which winds around your leg, threating to take you down with the sinking creature. After the encounter, Leon has a struggle with the parasite that was injected into him. He collapses in a lakeside cabin, convulsing as the parasite tries to exert control. / / / / / / / / / / / / / End of Chapter 1-3 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 121,900 pesetas TMP (full 50 round clip) Shotgun (3 rounds in the magazine) 240 Handgun rounds 35 Shotgun shells 199 TMP rounds 15 Rifle shells 3 Frag Grenades 3 Incendiary Grenades 1 Flash Grenade 1 First Aid Spray 1 Green/Red/Yellow Herb combo 3 Green/Red Herb combos 1 Red Herb 2 Golden eggs 2 Brown eggs 1 Spinel 1 Antique Pipe ! Gold Bangle w/Pearls 1 Beerstein with the Red and Green Catseyes inserted 1 Elegant Mask \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 2-1 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ After being unconscious for six hours and awakening from a nightmarish episode with the parasite, Leon tells Ingrid Hunnigen that he is alright and will continue his mission. Take the handgun ammo, Flash Grenade and slash the crate for a random item. Take the “Anonymous Letter” from the bed. A concerned party, likely Luis, reveals that an item at the lake’s spillway can be found and used to open the church. It also warns you that “El Gigante” will be deployed to block your return, if you get that far. He sympathizes with what is happening to your body but he is unable to offer anything helpful. Before moving on, board the motorboat and head across the lake. Two dim lights across the lake mark the location of a boat dock. Moor there and smash the four barrels on the planks outside the Merchant’s store. Push the large crate out of the way, smash the two barrels and go up the ladder. Shove the two crates aside and smash the three barrels to acquire the “Green Gem” (It can be inserted into the Elegant Mask.) and other items. Drop down into the shop for 10 rifle shells and then climb back out and talk to the Merchant. If space is now a consideration, and you have around 100 TMP rounds available, you can sell your Punisher, if you didn’t sell it earlier. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Upgrades: None Handgun: Firepower (3) (1.4) (10,000) Capacity (3) (16) (6,000) Shotgun: Firepower (3) (5.0) (20,000) * Capacity (3) (8) (10,000) Advised transactions: Sell your Spinels for 2,000 pesetas each. Sell the Antique Pipe for 10,000 pesetas. Sell the Gold Bangle w/Pearls for 10,000 pesetas Purchase the Shotgun’s 5.0 “Firepower” upgrade for 20,000 pesetas. If the shotgun’s magazine is low, purchase an ammo “Capacity” upgrade. Optional sale-the Punisher or Handgun to clear space. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Board the boat and veer right across the lake toward the torches in the distance, returning to where you originally took to the lake. Take the handgun ammo and slash the barrel in the first shack. Continue through the storm to the next shack and smash the crate. If you continue into the gloom you will encounter four Colmillos. If confronted these feral wolf-like creatures will spout Las Plagas, tentacled parasites, from their backs. Don’t waste shotgun shells on them. Sprint back to the boat. If you keep moving they will threaten but won’t attack. Board the boat and turn to see the Colmillos on the dock. Use harpoons to kill them and then take the loot they drop. If you’re itching for a fight after killing the Colmillos, you can penetrate deeper into the gloom, returning to the swamp. You will find a few items, including handgun and TMP ammo but the area is again infested with Ganados. Return to the boat dock where you regained consciousness at the start of the chapter. Continue through the storm and go through the gate. After the cutscene depicting your newest nemesis-a deadly Las Plaga parasite erupting from the Ganados headless torso-use a Flash Grenade to destroy it. This will also stun his buddy beyond. Rush forward and kick/kill the stunned hostile and grab the 5,000 pesetas and anything the other victim dropped. Be aware that from this point forward, Plagas will randomly erupt from deceased Ganados. A Flash Grenade is fatal to these erupting Plagas, but gunfire will also do the job. Several 9MM rounds, a volley of TMP rounds, a close-up shotgun blast or a well-aimed rifle shot will kill them. Don’t let the whip like tentacle hit you- it dishes out substantial damage until it is destroyed or you are. Active Plagas are high priority targets. Continue across the spillway, turn left and continue to the end of the path. You will find a Frag Grenade in a barrel. Cross the waterway via the stepping stone and make your way to the hoist. Climb down and locate the “Spinel” on the cliff face. Kill the lone lookout on the nearby platform and take the ammo, slash the barrel and take anything he drops. Face the water and locate the two large crates suspended over the water and shoot them down to provide part of a jumpable walkway. Jump down, go right and shoot down the large crate to complete the path. Start across and take the center path. You will find the route blocked by cascading water. Shoot the “Amber Ring” from the overhead beam and grab the Green Herb from the barrel on the platform. Return to the “crate bridge” and continue to the platform. Climb it and interact with the lever to divert the water by dropping a flood gate. Jump down and raid the barrel. Backtrack and when you jump from the second crate onto the walkway, you will provoke two groups of Ganados into attacking. Retreat off the crates. You can now drop the hostiles into the water as they jump across the crates with short bursts of TMP fire or you can retreat onto the platform with the lever. Knife them as they climb. This later procedure will allow you to collect their loot. When the hostiles are down, return to the center walkway. With the water diverted you can now continue into the cavern to acquire the “Round Insignia,” allowing access to the church. Move through the next door and slash the lamp to find a “Spinel.” Slash the barrels and board the boat. You will find yourself back at the Merchant’s store near the swamp. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None Advised transactions: Sell your Spinels (2,000 pesetas each) Sell the Amber Ring (10,000 pesetas) Purchase “Capacity” upgrades as needed. Having a 50 round clip in your TMP can be helpful in the very near future. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Move out of the dock area by going up the ladder and through the gate. Smash the barrels and turn left into the stockade. You will now be introduced to “El Gigante” in a cutscene where a gang of Ganados drag him into the stockade and are then annihilated by him. He will then turn his attention on you. When you gain control of Leon you must administer enough damage to the giant to make him kneel, exposing the parasite that erupts from his upper back. When he kneels, sprint toward him to get the prompt, allowing you to leap onto his back, where you must rapidly execute the required action to damage the parasite. The giant won’t let this happen without a fight. He will slash at you, try to grab or stomp you and will pick up boulders and uproot trees to hurl at you. Stay on the move and target his head with the fast-firing TMP-a magazine of 50 is usually sufficient to cow him and make him kneel. Both the shotgun and handgun are also effective, but the TMP is not only fast but can be used from a distance as you avoid his attacks by sprinting away. If you saved the dog from the trap in Chapter 1-1, it will come to your aid during the skirmish, distracting the creature long enough for you to dish out some damage without him in hot pursuit. Tossing a Flash or Frag Grenade will also stun and/or damage it, allowing you to pepper him. You can usually kill the creature by vigorously slashing the parasite after two or three kneelings. With El Gigantic defeated, take the 15,000 pesetas he drops and then thoroughly loot the compound. The three shacks contain abundant loot. Don’t miss the Red Herb, handgun ammo and the Yellow Herb near the wall. Exit the compound after smashing the barrel and stop in the shack on the bridge to slash the two crates. As you exit the bridge and start up the grade toward the church, the darkness of the storm makes it difficult to see the Colmillas milling near the church’s entry. Don’t pause, save your shotgun shells by just sprinting up the grade, past the Colmillos and veering right to the church’s doorway, which is lit by a flaming torch. You aren’t vulnerable while you use the “Round Insignia” to unlock the door, but when you get the “Open” interactive, get inside to avoid the Colmillos’ attacks. Take the money from the altar and locate the barrel in the side passage to find a Flash Grenade. Locate the ladder on the opposite side and climb to the balcony. The way is barred, so you must get to the opposite balcony by jumping onto the chandelier where the railing breaks and then jumping across. You will still find your way to Ashley’s cell barred, so find the control console and grab the Incendiary Grenade and the random item from the barrels beyond it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Incendiary Grenades are, in general, the least valuable of the grenades; but having three in your inventory for a future “Boss” battle can pay huge dividends, saving a lot of ammo and health supplies. There are only two additional fixed Incendiary Grenades available before they will be needed and one is only available by selecting one of two possible routes. Try to make room for the Incendiary Grenade. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Interact with the console to display the Red, Green and Blue circles. The Round Insignia is garbled and must be reordered to release the barred gate. Rotate the “Red” option twice. Rotate the “Green” option three times and then rotate the “Blue” option once and then combine them to complete the task. Continue around to locate a frightened Ashley. Hunnigen states that a chopper is being dispatched to extract them. They must now make their way to the extraction point. A memo will come onscreen, detailing Ashley’s bounds. You can give commands for her to “Stay,” “Hide,” etc. but you must now also protect her or it is game over. Raid the six barrels and exit the cell. “Catch” Ashley after you descend the ladder. Osmund Saddler, leader of the Los Illuminados, will now appear, revealing his diabolical plan for Ashley. He is not only ransoming her but he has also infected her with the parasite. When she is returned it will cause mayhem. Leon has also been infected. Two of Saddler’s followers will then inexplicably try to undue Lord Saddler’s machinations by cross-bowing Ashley and Leon. The chapter ends as you jump from the church, avoiding the bolts. / / / / / / / / / / / / / / End of Chapter 2-1 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 180,650 TMP (full 50 round clip) Shotgun (2 rounds in the magazine) 320 Handgun rounds 40 Shotgun shells 150 rounds of TMP ammo 20 Rifle shells 2 Frag Grenades 2 Incendiary Grenades 2 Flash Grenades 1 First Aid Spray 4 Green/Red Herb combos 1 Green Herb 2 Golden eggs 1 Brown egg 1 Spinel 1 Beerstein with Red and Green Catseyes inserted 1 Elegant Mask with the Green Gem inserted \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 2-2 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Break the four barrels and exit the church. A mob of Ganados skulk near the cemetery and the stormy night makes them difficult to see. Advance and when Ashley calls for Leon to “shoot the barrel,” have her “Wait” and then advance to take them on. When you see the enemy coming up the slope, shoot a barrel in the wagon to eliminate all but one or two of the hostiles. Any survivors will usually come out of the cemetery. Expect to encounter a Plaga parasite before the last of this mob of Ganados fall. Have Ashley “Follow Me” and grab the drops. Raid the two crates in the shack at the foot of the slope. Continue back toward the village through the narrow passage. Shoot the nest in the tree for a “Spinel” and then the nest near the cavern’s entry for a random item. Drop down and continue on to see the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: Red9 Handgun (14,000) * Red9 Handgun: Firepower (2) (1.8) (15,000) * Firing Speed (2) (.47) (10,000) Red9 (Stock) (4,000) Reload Speed (2)(2.20) (6,000) Capacity (2) (10) (6,000) TMP: Firepower (3) (.6) (14,000) * Capacity (3) (100)(6,000) Advised transactions: Sell all your Spinels (2,000 pesetas each) Sell the Amber Ring (10,000 pesetas) Sell your Handgun or Punisher Handgun, if you didn’t earlier. Purchase the Red9 Handgun (14,000) Purchase the Red9 Handgun 1.8 “Firepower” upgrade. (15,000) Purchase the TMP .6 “Firepower” upgrade (14,000) Note: You will likely have to sell some items to make room for the Red9 which requires 8 spaces. I sold a Green/Red Herb combo, 30 handgun rounds, 1 Frag Grenade and 1 Incendiary Grenade-with two more fixed available Incendiaries ahead. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Move on, slash the crate in the little grotto and continue on, climbing the ladder out of the tunnel. Smash the barrel for a random item and with Ashley alongside shoot the overhead lamp for a “Spinel.” Enter the church, slash the crate and use the typewriter to save your progress if desired. You will now be returning to a dark and stormy Pueblo and you will have more company than just Ashley. As you exit the church a Ganado will call out. Immediately sprint to the tall tower on your right. Climb the ladder and when Ashley is safely topside, have her “Stay.” Take the “Spinel” before jumping down. A Ganado will attack from dead ahead. Stay in the base of the tower to put him down. Beware of a possible Plaga erupting. Sprint forward past the church into the narrow alleyway and allow the two, sometimes three, Ganados coming from near the two story structure to approach. Put them down and continue around the rear of the shack. You will notice that the crate on the wagon has re-spawned. Locate the hard-to-see Ganado in the small barn and take him out. Expect several of these villagers to sprout Plagas. All of the village’s breakable crates and barrels will have re-spawned, so check the structures and the environment for lootables as you proceed. To reach the farm you must now exit the village using the path near the tower where Ashley is hiding. Three hostiles usually guard the route to the farm and they have set five bear traps in the alley. Allow them to attack. Put them down and the last one nearest the exit will generally attack as you move forward. Locate the bear traps during lightning flashes and slash them to clear the passage for Ashley. You will have to return to the tower to first summon and then “Catch” Ashley before continuing on to the farm. Enter the farm and have Ashley “Hide” in the dumpster near the entry. There is a memo near the typewriter: “Sera and the 3rd Party.” It reveals that Luis Sera has found a way to remove the parasitic egg before it can develop and that there is a drug that can stall its progress. The first of the farmers will attack as you start toward the barn. Three more will be attracted by the action and will come calling. Watch for erupting Plagas. Three more near the main structure, two of them on the upper walkway, will need your attention. Kill the torchbearer and then drop the other two from the walkway. Once again the crates, cabinets and barrels have re-spawned random items. Take care while looting the main structure. The locals have set three bear traps inside. Go up to the loft, climb out the window and bear left. Another hostile will be below. Gun him and his emerging Plaga down before summoning Ashley. Jump down, raid the barrel and the two crates and then spring the five traps. Summon Ashley and “Catch” her when she arrives. She will “Piggyback” over the nearby gate. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None The Merchant doesn’t have any new items or upgrades but now is a good time to purchase any “Firepower” upgrades for your Red9, Shotgun and TMP if you didn’t do so earlier. If any of your weapons are low on ammo, buy a “Capacity” upgrade. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Hunnigen has bad news. Your rescue chopper has been shot down but she still wants you to continue to the extraction point. Another will be sent ASAP; but, as you cross the bridge, a large mob of Ganados will appear. Enter the nearby building to find Luis inside. After the banter the hostiles will arrive and Ashley will hide upstairs. This battle will end when about forty hostiles are killed or after you survive five minutes of intense combat. Start the confrontation by pushing cabinets in front of two of the three barred windows. Leave the window directly in front of the base of the staircase uncovered. Shoot out the slats and begin killing the Ganados with your Red9 or TMP as they try to enter via the window. Position yourself near the base of the stairwell. This will keep the action in front of you. Luis will also be blazing away with his Red9. As the action heats up, grab any drops that are convenient but don’t take big risks to grab loot during the skirmish-you can quickly die or at least exhaust your health items if you do. The game changes when the attackers knock down the remaining barricades. Use the Red9 or TMP to hold off the attackers but switch to the shotgun when the battle becomes more intimate. Luis will hold his own but he may be grabbed or flogged by a whipping Plaga. Help him when possible, but don’t repeatedly shoot him by mistake-if you do he will turn on you and kill you during a cutscene. When multiple Plagas erupt, use a Flash Grenade to dispose of them. Don’t hesitate to retreat up the stairwell when things get too close for comfort. Whenever possible, try to conserve shotgun shells by hitting more than one Ganado as they come up the stairs. If a mob gathers below, toss a Frag Grenade among them. Luis will promptly join you upstairs. Ganados will then try to come in via the upstairs windows. Let Luis handle the lion’s share of them while you defend the stairwell; but, when he is besieged, quickly turn your attention to both help him and to keep them off of you. However, don’t forget the stairwell; you will have to multi-task as the battle nears its conclusion. Gather what loot you can during the action and when the battle ends, so does the chapter. / / / / / / / / / / / / / End of Chapter 2-2 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 180,850 Red9 Handgun (full 8 round clip) Shotgun (full 8 round magazine) TMP with 14 rounds 256 Handgun rounds 20 Shotgun shells 200 TMP rounds 20 Rifle shells 1 Frag Grenade 1 Incendiary Grenade 1 Flash Grenade 3 Green/Red Herb combos 2 Golden eggs 2 Spinels 1 Beerstein with the Red and Green Catseyes inserted 1 Elegant Mask with the Green Gem inserted \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CH 2-3 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Gather all the remaining drops and any fixed items scattered throughout the structure that you didn’t take earlier. Be sure to make room for the Incendiary Grenade-it will help save both ammo and health in the near future. Before leaving the village district, however, you can return for anything you had to leave behind. Exit and take the handgun and TMP ammo before visiting the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Upgrades: Punisher (20,000) None for advised weapons $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Find the memo “Two Routes” near the typewriter. The rescue chopper has been shot down and Saddler wants the girl recaptured. There are only two routes out of the village district, so you have a choice-just not a good one. Saddler has deployed numerous Ganados to block the left path and another “El Gigante” to guard the right one. Actually you can optionally do both. Both will be outlined below. >>>>>>>>>>>>>>>>>>>> Right route: Locate the lever in the alcove and select the “Right” option. This will enable the right gate. Take the right route to initiate another encounter with an “El Gigante.” Start for the opposite side of the compound. Before you get there, the colossus will enter the fray. Ashley will stop and point to a rock above. It can be shot to stall the enemy. Dropping the stone isn’t very effective-it only slows him briefly. Instead toss a Flash Grenade to stun him and then hammer him with the TMP-it takes about 45 rounds to make him kneel. Hop aboard and slash his parasite. If you have another Flash Grenade, use it and repeat your prior procedure to bring him down. If he grabs either you or Ashley, heal quickly because a second attack will likely be a fatal one. The Red9 can also be used instead of the TMP but expect to be grabbed if you use it or the potent but slow-firing shotgun. Be sure to dodge the falling corpse or you will have to repeat the battle. Ransack the two shacks. Be sure to add the Incendiary Grenade to your arsenal. The “Old Key,” allowing you to exit is in the second shack. You will also find a random crate and handgun ammo beyond the shacks. Overhead, in a bucket, there is a “Purple Gem” which you can shoot down. Break the door chains and use the “Old Key” to exit. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You can now return to the lever near the Merchant and take the left route, but this is an option. Doing so, however, will net lucrative items that will fatten your purse. The inventory in this document was attained by doing both routes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <<<<<<<<<<<<<<<<<<<<< Left route: Locate the lever in the alcove and select left. Take the left route and when you pass through the gate a cutscene depicting numerous hostiles will roll. Have your Red9 equipped to deal with the female Ganado that will be on you. Another will quickly follow. When three more come around the corner, shoot the explosive barrels on the wagon ahead to deal with them. Have Ashley “Hide” in the dumpster and advance along the narrow alley on the right. Raid the barrel and climb the ladder. You will have to deal with five Ganados as you move around the walkway. Raid the scattered barrels and then locate the small area with the ore carts and jump down. There are five shotgun shells and two barrels to slash. With the upper walkway secured, locate the two ladders on opposite sides of the central pit. One has only a “Knock Down” prompt-do so, and then go to the opposite side, leaving the ladder in place as you jump down. A cutscene rolls showing the two Bella sisters cranking chainsaws. They are accompanied by a wave of Ganados that also enter the pit. Immediately climb the ladder and be prepared to deal with a pair of hostiles on the upper walkway. Shake them off, if necessary, and put some distance between you and them. Deal with them while the two tough Bella sisters and their entourage start up the ladder. Don’t let the sisters get anywhere near or you will lose your head. Try to time your shotgun blasts to damage both them and the other hostiles coming up out of the pit. Don’t hesitate to slow your attackers with a few TMP rounds so your shotgun can damage multiple foes. If you keep them on one side, restricting their attack options, they will go down easily. Take the drops. One sister has a “Ruby” and the other has the “Camp Key.” Loot the pit and call for Ashley. Catch her and use the “Camp Key’ to exit the pit. Enter the small shack, slash the barrel and then knock out the window slats. You will find a pair of barrels at the end of the passage. One has the “Red Gem,” which fits into the “Elegant Mask.” Drop through the open hatch and raid the barrel and take the Frag Grenade. Climb out and exit the shack. Have Ashley “Stay” as you check the route ahead. When you turn left, Ganados will attack from the fortifications ahead. Use the TMP to hobble the first attackers and when a group gathers, hit them with a Frag Grenade. Another wave will drop down and can be handled with another Frag Grenade. Kill any survivors, raid the barrels in the area and grab their drops. Summon Ashley and exit the enclosed area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: If you first chose the left route, you can now return to the lever near the Merchant and take the right route, but this is an option. However, doing so will net lucrative items that will fatten your purse. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - However you arrive, slash the barrel near the Merchant. The Merchant has nothing new. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None Sell any Spinels you acquired. (2,000 each) Sell the Ruby if you did the “Left” route (10,000) Sell the Elegant Mask with the acquired Gems attached. It will sell for 20,000 pesetas if you have all three gems. Purchase “Capacity” upgrades if needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Grab the handgun ammo outside the nearby shack, and save your progress inside. You will find a memo inside-“Village’s Last Defense.” It states that it is now imperative to stop Leon and Ashley-apprehending Luis Sera is now a secondary objective. An ambush has been arranged and Bitores Mendez himself, the huge Village Chief, will “enlighten” you if necessary. Exiting the village district is only by his sight-a hint. Exit the typewriter shack and continue up the grade. The prominent gate, lit by a pair of torches, is locked-looks like it will require a retinal scan to leave the village district. Continue up the incline to the cable lift. Slash the barrel in the right corner and move back around the assembly to the boarding area. Board the cable car with Ashley and equip your TMP or Red9. Ganados will be coming up from below in the returning cars and they will throw deadly hatchets at you and Ashley. A single round is enough to topple them from the cars, so target them. They will occupy six cars. There is also a pair of Ganados on the towers on the left of the structure. A single hit will also take them down. Try not to let them onto the car with you, although they can easily be shot off. At the bottom of the structure, raid the control house for handgun ammo and a Flash Grenade. Go down the first stairwell and have Ashley “Stay” while you creep forward into the grotto. A hatchet and a dynamite thrower are just around the bend. When the dynamite is lit, hit it or put the thrower down, allowing the blast to kill both hostiles. Move into the grotto, go up the ladder and kill the lone Ganado. He may sprout a Plaga. At the end of the cavern you will find the “Yellow Catseye” in the treasure chest. Reverse your route to rejoin Ashley. Continue down the stairs and make your way to the Merchant where you can save your progress. It isn’t necessary to take all the ammo near the Merchant at this point. You will be able to take it on your return. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None Merchant-advised transactions: Sell the Beerstein with the three Catseyes attached (20,000) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Continue through the gate and as you approach the shack, Ashley will take cover outside. You must now face the Village Chief in the “Shed of Enlightenment.” During the cutscene, he will manhandle you and then bar the exit. After you successfully follow the prompt to avoid your ultimate “enlightenment,” Mendez will be scorched during a cutscene. The relentless skeletal creature that survives is equipped with deadly slashing claws and wants you dead. When you have control of Leon, toss an Incendiary Grenade at its feet. Wait until he rises and then hit him again. Repeat it a third time and if your aim was good he will break in half. If you don’t have three Incendiaries a Frag will also damage him and a couple of shotgun blasts should break him down, completing the first half of your task. You must now finish him, and he will ruthlessly pursue you, swinging along the overhead beams and dropping down to slash at you with deadly claws. When he starts to descend, sprint to the opposite side of the shack and hammer him with the Red9 or the TMP. If you can knock him to the floor, a Frag Grenade will likely finish him. Point blank blasts from the shotgun are also effective, but expect to take considerable damage from Mendez as you chamber another shell. When Mendez goes down, take his “Eyeball” from the floor to enable the exit gate’s retinal scanner, allowing you to exit the village district. Take the 30,000 pesetas he drops and ransack both levels of the shack. If it survived the struggle, be sure to blast the red barrel to obtain the “Spinel.” Mendez effectively disabled the exit but the way out of the shack was hinted during the cutscene following Mendez’s downfall. There is a breach near the flames where you will get the exit prompt. You can’t renter the shed so be sure to complete your looting and have Mendez’s eyeball before exiting the shed. Reverse your route. Stop near the Merchant and take any ammo you didn’t take earlier. Take the cable lift and before opening the gate, return to the typewriter shack for the rifle ammo if you left it earlier. You can actually return to the fortified house via whichever route-left or right-you most recently cleared. When you are ready to leave the village district, use Mendez’s eyeball to open the exit gate. Take the handgun ammo from the crate and move slowly up the hill. A cutscene rolls and when the truck approaches, shoot the driver. The truck will overturn. Sprint uphill. Take the 5,000 pesetas from the truck and continue uphill without delay. The voices of Ganados indicate that you are being pursued. Grab the drops and veer left where the roads widens before the bridge. Slash the two barrels and swiftly raid the two barrels for their contents and quickly continue on. The bad guys will be hot on your heels. You can now just run away from your pursuers, ending the chapter as you near the far side of bridge; or you can turn and blast away at the mob of hostiles. A Frag Grenade among them does wonders. Either way, when you cross the bridge a cutscene will roll. The chapter ends with Leon and Ashley inside the castle. / / / / / / / / / / / / / End of Chapter 2-3 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 308,950 Red9 (1 round) Shotgun (full 8 round magazine) TMP (98 rounds in clip) 306 Handgun rounds 26 Shotgun shells 30 Rifle shells 1 Frag Grenade 2 Flash Grenades 1 Green/Yellow Herb combo 3 Green/Red Herb combos 2 Golden eggs 1 Spinel 1 Velvet Blue \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 3-1 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Start breaking the barrels near the Merchant’s shack. You will find 5,000 pesetas in the treasure chest behind the shop. Watch out for a snake in one of the small crates in the back area. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: Attaché Case L (40,000) * Red9: Firepower (3) (2.1)(20,000) * Treasure Map (Castle) (6,000) * Capacity (3) (12) (8,000) Blacktail (24,000) Shotgun: Firepower (4) (6) (25,000) * Broken Butterfly (38,000) Reload speed (3) (1.67)(15,000) Riot Gun (32,000) Capacity (4) (12) (12,000) Semi-auto Rifle (35,000) * TMP: Firepower (4) (.8) (18,000) * Mine Thrower (9,800) S-A Rifle Firepower (2) (8) (15,000) * Scope (Semi-auto Rifle) (10,000) Reload Speed (2) (1.90) (9,000) Scope (Mine Thrower) 8,000 Capacity (2) (12) (10,000) Sell your Velvet Blue (2,500 pesetas each) Sell all Spinels (2,000 pesetas each) Purchase the Attaché Case L (40,000 pesetas) Purchase the Treasure Map (Castle) (6,000 pesetas) Purchase the Semi-Auto Rifle (35,000 pesetas) Upgrade the Red9-2.1 “Firepower” (20,000 pesetas) Upgrade the Shotgun-6 “Firepower” (25,000 pesetas) Upgrade the Rifle-8.0 “Firepower” (15,000 pesetas) Upgrade the TMP-.8 “Firepower” (18,000 pesetas) Note: I don’t advise switching to the Blacktail handgun or the Riot shotgun-keep the Red9 and Shotgun. Neither offered weapon provides a clear advantage to the Red9 or the Shotgun. Continue using ammo “Capacity” upgrades when a magazine is low or empty to maximize your resources. This is especially important with the Rifle, whose ammo pick-ups are somewhat rare. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Equip the Semi-Auto Rifle and go up the stairwells and through the door. Move around the walkway and take the rifle ammo from the container. Locate the two robed Zealots on the balcony above. Kill them with headshots. If you fail, watch for any survivor to attack as you move toward the stairwell. At the top of the stairs, peek around the first corner. A catapult crew will launch a fireball. When it hits, immediately sprint for the entry ahead with Ashley following. You should easily reach shelter in the covered stone passage before they can launch the next projectile. Have Ashley “Wait” on the landing and move to the top of the stairs. Locate the catapult crew to the right through the battlement and hit the red explosive barrel to nullify the battery. Run forward to the gate on your left. Turn 180 degrees and locate the battery on the terrace above. Shoot the red barrel to eliminate that threat. Summon Ashley and have her “Wait” near the gate. Move toward the center walkway and locate the Zealot in the shack across the bridge but don’t move onto the bridge. Try to target him through the lighted open window. It will take more than one Rifle shot to put him down, so if you don’t finish him he will come calling across the bridge. You will now hear the sounds of a pair of Zealots coming up the stairwell. After both Zealots are killed, have Ashley remain near the gate and sprint across the bridge and stop near the shack. This will place you out of range of the catapult above and to the left of Ashley’s location near the gate. Shoot the Zealot or the red barrel to take out the catapult. There is another catapult above and to the right of the gate, but its operator is out of your sightline. Another bridge leads at a right angle from the bridge you crossed earlier. Sprint across it and get inside the cupola to avoid the fireballs being launched your way. Snipe the Zealot manning the catapult and then summon Ashley. Just outside the cupola you will find a hand crank that you can operate to raise a canon. Raise it and fire the canon to demolish the gate. With Ashley in tow, move across the bridge and raid the shack for a Yellow Herb and the contents of the crates. Be sure to take the “Gold Bangle” in the treasure chest behind the shack. Move back across the first bridge but, before entering the demolished gate, go down the stairs and turn right down the stairs where you evaded the first fireball. Raid the barrels in the canon’s alcove. Go back up the first set of stairs, turn right and take the “Spinel” from the wreckage. Go back up the stairs and then go through the demolished gate. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None for the advised weapons Advised transactions: Sell your Spinels (2,000 pesetas each) Sell your Velvet Blues (2,500 pesetas each) Sell the Gold Bangle (8,500 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Enter the castle; and, after informing Hunnigen that the Los Illuminados also control the castle, you will lose communication with her. Take the shotgun shells from the table and the pesetas from the cabinet. Take the “Platinum Sword” from the “Gold Plate” and have Ashley stay near it while you scout ahead. Start up the stairs. When the first of the three Zealots appear, go back down the staircase and kill them as they descend. Summon Ashley, go up the stairs, turn left and have her stay on the far side of the table near the “Gold Sword” on the “Platinum Plate.” Half a dozen Zealots will now attack, coming up the stairwell in pairs. Stay near the “Platinum Plate” to hammer them down. Expect a Plaga or two to erupt from this bunch. When they go down, go to the head of the stairs and use your Rifle to target the head of the red-robed Zealot below. Kill his erupting Plaga with another Rifle shot. Take the “Gold Sword” from the upstairs panel and replace it with the “Platinum Sword.” Return downstairs for the 4,500 pesetas dropped by the Zealot before it disappears. Place the “Gold Sword” on the “Gold Plate” to enable the doorway upstairs. Raid the upstairs for loot and with Ashley in tow enter the adjacent area. After the cutscene with Luis, you will find the castle’s gate locked. The only option is the heavily defended gatekeeper’s entrance. Open the door and, before entering, snipe the milling Zealot with your Rifle. Have Ashley stay near the door. Your attack will draw four additional cultists from the doorway ahead. After you finish them off have Ashley remain near your entry point. Make your way down the side passage toward the red barrel and enter the chamber by the side door. Cut down the Zealot if he didn’t participate in the initial action and then ransack the room. Exit by that same side door and look around the corner before penetrating deeper into the area. A crossbow wielding Zealot is on the terrace above. Use your rifle to eliminate him. As you start through the portal a Zealot sporting a shield will advance and will be followed by another. You will frequently encounter these shielded foes. A Rifle shell will penetrate the shield; and, if aimed at where his head should be, it is usually a fatal shot. A close-up shotgun blast can also fracture the shield, exposing the Zealot. Both Frag and Incendiary Grenades are also a good option. Summon Ashley and enter the enclosure. Take note of the red explosive barrel near the entry and then go right and grab the Green Herb from the storage rack. Smash the barrel and then open the treasure chest and take the “Castle Gate Key.” This triggers the onslaught of a wave of Zealots through the doorway. Immediately target the explosive barrel. If this is done quickly enough, it will clear the room of enemies. Finish anyone surviving the blast, take their drops and exit the gatekeeper’s area. Use the “Castle Gate Key” to open the main gate. You will now encounter Ramon Salazar, the diminutive, erratic Zealot and keeper of the castle. After his rant, slash the large pottery urns for items. Locate the “Purple Gem” high on the ceiling and shoot it down. As you advance, the way will be blocked by a monument with an ornate carving that is missing several of its inlays. Enter the unlocked doorway to the right of the monument. The prison door on the left is locked. Raid the nearby barrels and the small urn in the hall and take the handgun ammo from the chair. Check behind the portrait of Lord Saddler to locate a cache of 5,000 pesetas. Move ahead and smash the barrels and take the memo: “Capture Luis Sera.” Once again Sera is the priority. He has the critical “sample” and some vaccines as well. Saddler fears the “sample” may fall into the wrong hands, endangering his plans. The way forward is now obstructed by flames emanating from the opposing statues. Locate the “Prison Key” on the painting in the right alcove. With the key in hand, reverse your course, making your way to the prison entrance. Open the door with the key and have Ashley remain at the top of the stairwell. Continue down, take the Green Herb and shoot the shotgun shells off of the overhead beam. As you approach his cell, a cutscene depicts a deadly Garrador. The gladiator- like behemoth is armed with huge claws and it is a relentless and deadly enemy. Its eyes have been stitched shut, so it is blind and depends on its acute sense of hearing to locate its prey. His only exploitable weakness is the vulnerable parasite on its back. It can be stunned with both Incendiary and Frag Grenades but body or head shots are a waste of ammo. A Rocket Launcher will also kill them, but the parasite on his back is the key to putting them down with regular weapons. The control lever for the flames is in his cell so kick open the cell door and when he responds, pivot and get out of the cell. Move quickly away and begin walking very slowly. The Garrador can’t see you but he can hear you-so move slowly when you must. He will hunt, turning abruptly to and fro and occasionally charging and slashing randomly. Circle slowly, trying to position yourself to target the parasite on his back with your Rifle. You can also use the central pillar as cover to target him with your Shotgun or Rifle. It isn’t even necessary to kill the Garrador; you can actually sneak into the cell and throw the lever, which quells the blockading flames. However, if you kill the Garrador he drops 15,000 pesetas. After throwing the lever in the cell, head up the stairs and three Zealots will challenge you in the long hallway. Use your Rifle to kill the first comer and one of them will probably retreat. You can also target the overhead lamp to douse them in flaming oil. Go forward and you will confront additional Zealots near the statues. One has dynamite. Once it is lit put the holder down and the explosion should take out the crossbow Zealots with him. Continue ahead with Ashley in tow and another red-robed Zealot will be milling in the adjoining chamber. Kill him and then take the handgun ammo. Continue into the adjoining chamber. This large high-ceilinged chamber has numerous defenders and they will immediately attack. Don’t hesitate after entering. Sprint left with Ashley following, knocking down the Zealots you encounter. Don’t finish them off-you can kill them later. Go down the stairs and put the milling Zealot down. Enter the chamber opposite the barrels without delay. Get to the back of the small room and have Ashley stay in the far right corner-as viewed from the entrance. This position keeps Ashley safely behind you and keeps the enemy in front. You can’t be flanked. The Zealots will now begin to come in the door. Some will come in alone, some in pairs or in small groups. Take them out as they straggle in. When the shield-bearers enter, use your Rifle, aiming for where their heads should be. Shotgun anyone getting close and snipe or flash the Plagas. When there is a lull in the action, make sure Ashley is on one of the floor’s pressure plates and step onto the other one. This will raise a cranking mechanism in the chamber above that will allow you to proceed deeper into the castle. Get back into that corner with Ashley after taking the Green Herb and the shotgun shells. When you hear a grunt, expect a Zealot to drop down through the hole in the ceiling and into the center of the chamber. Continue eliminating the Zealots. When they stop entering, briefly leave Ashley’s side to step out of the chamber, advancing just far enough to coax any slackers into attacking on your turf. Reenter the chamber to continue the slaughter. When is seems clear, have Ashley follow and renter the upper chamber. Kill anyone left standing and move around the area smashing urns and barrels to collect the loot. Locate the cranking mechanism, equip your shotgun and have Ashley “man” the crank. The next sequence varies. When the ramp lowers you will likely be confronted by several scythe-wielding Zealots with a red-robed toughie backing them up-or you may not be. If you are confronted, be aware that the scythes they throw can be deadly. Locate the items in the side alcoves and when Ashley spots a couple of cranks on the terrace above, “Piggyback” her up to operate the cranks. You must now protect Ashley from the Zealots that will try to grab her and carry her off. Its game over if they reach an exit portal. This situation will be complicated by the fact that a stream of Zealots will straggle from the far side attacking you as well. The Zealots on the balcony above go down more easily that those assailing you. The TMP is a good way to repeatedly knock down Ashley’s assailants. It can also be used to knock down your assailants before they get into shotgun range. Switch to the shotgun when needed to finish off your attackers while protecting Ashley as she moves to the second crank. When she has completed her work, placing the exit platforms in place, you will need to “Catch” her. It isn’t necessary to kill all the Zealots. Grab the rifle and shotgun shells from the barrels and jump across the platforms with Ashley following to exit the chamber. Ransack the large chamber and don’t miss the “Spinel” on the central hanging statue. Talk to the Merchant and when you enter the long hallway near the typewriter a frightened Ashley becomes combative and is trapped behind a barred gate, ending the chapter. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None Red9: Firepower (4) (2.5) (24,000) * Firing Speed (3) (.40) (15,000) Reload Speed (3) (1.67) (10,000) Capacity (4) (15) (12,000) S-A Rifle: Firepower (3) (9) (18,000) * Capacity (3) (14) (12,000) TMP: Firepower (5) (1) (24,000) * Reload Speed (3) (1.17) (15,000) Sell your Spinels. (2,000 pesetas each) Sell your Velvet Blues (2,500) Purchase the Red9 2.5 “Firepower” upgrade (24,000) Purchase the Semi-Auto Rifle 9.0 “Firepower” upgrade (18,000) Purchase the TMP 1.0 “Firepower” upgrade (24,000) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ / / / / / / / / / / / End of Chapter 3-1 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 176,650 Red9 (full 12 round clip) Shotgun (full 10 round magazine) TMP (68 rounds in clip) Semi-Auto Rifle (10 shells in magazine) 207 Handgun rounds 42 Shotgun shells 32 Rifle shells 3 Frag Grenades 1 Incendiary Grenade 1 Flash Grenade 1 First Aid Spray 4 Green/Red Herb combos 1 Green Herb 2 Golden eggs 1 Purple Gem \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 3-2 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ You can no longer communicate with Hunnigen, but you can with Salazar. He informs you that fierce insects, the Novistadors, reside in the castle’s sewers where Leon must now tread. The only way forward is via the side door. Enter the chamber, raid the two barrels and drop into the sewer just around the corner. Some threatening footfalls can be heard as you advance. Locate the side passage just past the right turn and smash the crate for the item. Exit the passage and look ahead without advancing-the Novistador will stay at the end of the passage if you don’t encroach on its space. Equip your Rifle. Near the turn you will see a slight bubbling through the scope. This is one of Salazar’s Novistadors. Aim just above the bubbling to kill the pest with a Rifle shot to the head. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: These chameleon-like sewer bugs have the ability to remain largely invisible in the gloom of the sewer. They have heavy footsteps and their drooling can be spotted and used to target their heads above the bubbling. While they seem flightless, they will oftentimes leap onto the ceiling or walls to attack. They will leap onto you, clawing and spewing noxious venom that will prove fatal if you don’t shake them off. It will take two or three point blank shotgun blasts, a Rifle shot to the head or about 25 well-aimed TMP rounds to put one down. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Most Novistadors will drop a gem called an “Eye.” Eyes come in three colors: “Green,” “Red” and, the rarest, “Blue.” Take whichever the first pest left behind and advance to the end of the corridor. Stay in the near corner so you don’t provoke the insects and look down into the pool. Locate the two Novistadors by their bubbling and put them down with Rifle shots to the head. Loot the pool and climb out on the far side. Go through the door and a Novistador will hiss and drop down. Locate its ghostly outline or its glowing eyes and hit it with a shotgun blast. This will only wound it and if you don’t finish it off it will jump onto a wall and then onto you. The safest course is to sprint to and kick your way into the second cell on the right. This will restrict its next attack option to the cell’s door where you can finish it. Another will come from a cell on the opposite side. Let it approach so you can take it out from the relative safety of the cell. The first cell door on the right of your entry is rusted shut, so raid the second-your refuge-for the Yellow Herb. Sprint across the cellblock and enter the open cell on the right. Take the Incendiary Grenade and be prepared for another Novistador that you can kill from the safety of the cell. Enter the adjacent cell, take the shotgun shells and take the memo: “Luis’ Memo.” It contains extensive information about the parasites. Exit the cell with the memo and turn right and continue into the demolished cell block. Enter the doorway at the end of the run. Take the shotgun shells, the Green Herb and the “Butterfly Lamp” from the treasure chest. The “Eyes” the Novistadors drop can be inserted into this lamp to increase its value. Interact with the valve to lower the water. Exit and a Novistador will attack and will be followed by another. Crowd the insect when your first blast knocks it down and finish it before the second appears. Continue out of the cell block and when the cell door across the open area opens, locate the insect and try to kill it with your Rifle before it scurries your way. If you miss, equip the Shotgun because the insect will quickly be joined by another. Turn left, jump down and quickly get through the bars because another will come after you. Turn and gun it down as it attacks through the doorway. Grab the “Velvet Blue” near the exit stairwell and break the barrels on the landing. You must now pass a series of swinging blades. Wait until the first is dead center and sprint past it to the gap. Jump across as the next blade passes dead center and sprint past the last two as they pass each other. Take the “Velvet Blue” before passing through the next door. Climb the ladder, raid the barrels and enter the adjacent chamber. Zealots will be chanting below. Toss a Frag Grenade among them. This should kill most of them and, hopefully, the big cheese that will drop an “Illuminados Pendant.” Gun him and then his erupting Plaga down if the grenade didn’t do the job. You must now open the gates. Climb back up the ladder near your entry point. Jump onto the chandelier to get across to the opposing balcony. Smash the urns on the left and jump across to the opposing balcony via the chandelier. Take the “Elegant Mask” from the treasure chest and activate the lever to raise the gates. Jump down, go up the staircase and visit the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None Advised transactions: Sell Spinels (2,000 each) Sell Velvet Blues (2,500 each) Sell the Illuminados Pendant (12,000 pesetas) Purchase “Capacity” upgrades as needed. Note: If you were able to get a “Red,” “Green” and “Blue Eye” from the Novistadors, combine them with the Butterfly Lamp and sell it to the Merchant for 35,000 pesetas. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Go through the red door near the Merchant. Take the Red Herb, go up the stairs and grab the handgun ammo from the chair and the memo: “Castellan Memo” from the table. It chronicles the Salazar’s dark history and their involvement with the Los Illuminados. A duped Salazar is committed to atoning for past wrongs and has resurrected the Las Plagas, expediting Osmund Saddler machinations to bring about a dreadful new world. Exit via the green door. A red-robed Zealot and his followers will take notice of your incursion and a pair of crossbowman will start to fire bolts from the balcony. Get behind cover by sprinting left and sheltering behind the wall. Stay out of the line of fire of the crossbows and kill the two Zealots that come forward from below. When they go down, look carefully around the wall to locate and kill the two crossbow wielders on the balcony. You can now smash all the urns in the room. The Red-robe and his two masked sidekicks should still be on the upper balcony and you can target the masked guys but the Big Cheese will just run off if you try to shoot him. Go up the red-carpeted stairs and then through the green door to the sound of chanting. Raid the barrels and take out the masked monk at the top of the stairs. Move through the nearby green door onto the balcony. Go around the balcony and jump down. When the masked Zealots attack, kill them and follow the Red-robe into the side passage. Grab the shotgun shells and the four money caches and go up the stairs. Let him run off; he is tough and you’ll be wasting your ammo if you try to stop him. Follow him through the green door and a shielded Zealot will immediately attack. Put him down and carefully reopen the green door you just passed through. The red-robed Zealot will now man a turret weapon below. If you inch ahead a bit you can target him and he can’t target you-just don’t inch forward too much or you’re dead. Take him out, jump down and take the “Gallery Key.” You will now have to make your way back via the red-carpeted stairs, the green door and the stairwell to get onto the balcony via another green door. Go around the balcony and jump down or go down the stairs. Unlock the door and smash the urns. Shoot the “Velvet Blue” from the mounted trophy. The macabre paintings on the wall are a puzzle that will open the door if properly positioned. Press the switches in this order: 4, 3, 2, 1 and OK to enable the way out. In the adjacent chamber, Salazar will rant about his power over the Las Plagas and will then send his underlings to kill you. His four scythe-wielding Zealots can do a lot of damage, so stay back and start shot gunning them. A couple of other Zealots will also be in this initial wave. As the Scythe Zealots go down, crossbowman will arrive, and will shoot bolts from the corner stairwells. Remain near the entry to eliminate them and the other Zealots that attack from the balcony. After they all go down, grab the drops and sprint to the far end to avoid the rockets fired from behind the revolving mural above, where Salazar had his say. Smash the urns and go up the stairs. Deactivate the security system near the ornate white doorway near the mural. A central pedestal will arise. Grab the handgun ammo and dodge around the corner to avoid the next rocket volley from the mural. Take the “Spinel” and the Green Herb and move through the nearby door. Smash the urn to expose the switch and press it to activate a walkway to the central pedestal. As you exit, two Zealots will train rocket launchers on you. Immediately hit them with TMP fire-they will go down easily. Move around to the walkway giving access to the pedestal. Sometimes four Zealots will come up from below-sometimes not. Take the “Goat Ornament” from the chest. This releases the exits. Exit via the ornate white doorway and move through the hallway. Shoot the “Spinel” from the ceiling. Exit to an outside walkway and shoot the crows on the fountain-you can use a Flash or Frag Grenade to kill them all, but don’t use your last Frag-you’re going to need one very shortly. Smash the barrels and the doorway ahead will put you on a balcony overlooking the Hedge Maze. The doorway back into the castle is locked and the lock has a recess indicating that an “Emblem” is required to open it. Start toward the Hedge Maze and Salazar warns you that the garden is a maze you won’t survive. His pet Colmillos live there and you will soon be eaten by them. The emblem to unlock the doorway, however, must be hidden there, so start down. Kick the barred door open. Raid the barrels and kill the first Colmillo just beyond. Go left at the pedestal and move between the hedges on the narrow path toward the torch. Kick down the gate. Toss an Incendiary Grenade toward the cage to kill the two impatient beasts before they can break out. Go right at the cage and then turn right at the second passage. The panting of Colmillos can be heard as you move toward the torch. Kill the challenging Colmillo ahead and the one that comes from behind. Continue ahead, turning right and going up the stairs to retrieve the “Moonstone’s” right half. Backtrack to the cage and go straight ahead past it. Turn left in the first passage and go up and over the stairs. Continue straight ahead and turn right to get the “Moonstone’s” left half. Reverse course and three Colmillos will attack near the stairs. When they are eliminated, go up the stairs and jump down on the left to get to the exit. Kick it open. Go to the doorway with the two halves of the “Moonstone” in hand and unlock it. There is still loot-both useful and valuable-in the maze but we will retrieve it later when the remaining Colmillos are gone. You will encounter an old friend-one that hasn’t surfaced since the Village Chief’s house. The chapter ends when the tussle ends. / / / / / / / / / / End of Chapter 3-2 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 219,550 pesetas Red9 (full 15 round clip) Shotgun with 2 shells TMP with 59 rounds Semi-Auto rifle with 3 shells 215 Handgun rounds 31 Shotgun shells 100 TMP rounds 43 Rifle shells 2 Frag Grenades 1 Flash Grenade 1 First Aid Spray 4 Green/Red Herb combos 1 Green Herb 2 Golden eggs 3 Spinels 5 Velvet Blues 2 Red Eyes 4 Green Eyes 1 Butterfly Lamp with available “Eyes” inserted 1 Elegant Mask with Purple Gem inserted The Goat Ornament \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 3-3 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Grab the handgun ammo from the cabinet, smash the urns and shoot the “Spinel” from the bed’s canopy. Visit the Merchant in the adjoining room. Take the “Mirror w/Pearls and Rubies” from the wardrobe and smash the urn behind the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None for advised weapons Sell Spinels (2,000 each) Sell Velvet Blues (2,500 each) Sell Mirror w/Pearls and Rubies (12,000 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Before departing the Merchant’s chamber, take the memo: “Female Intruder” from the table. The Los Illuminados are aware of Ada and believe she may be in league with Sera. They believe she may have removed Sera’s parasitic egg before it hatched. She wants the sample and they need her for interrogation. Go past the typewriter and enter the ornate dining room via the long hallway. Smash the urn and take the shotgun ammo. There is a Green Herb and handgun ammo on the tables. Take note of the barred gate. Go to the alcove on its right and ring the bell to display a picture. Shoot the wine bottle to lift the gate. After you enter the small chamber you will find yourself confined in a cage surrounded by four Zealots. A Garrador will then jump down into the small enclosure with you. The optimum way of living through this ordeal is to immediately toss a Frag Grenade at the locked door. This will stun the Garrador, kill or stun any Zealots in its blast radius and allow you to open the gate and exit before the Garrador recovers. Get back to the dining room and take your time sniping the Garrador and his cronies. He will leave 15,000 pesetas when he falls. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: If you haven’t got a Frag Grenade, you will have to kill the Garrador before you can exit. This will be further complicated when the Zealots target you with bolts while additional Zealots drop into the cage. Forget shooting or slashing the lock, the Garrador will hear the commotion and have your head. Use the central pedestal and Incendiary Grenades to damage and stun him. When you dispose of the Garrador, it will take several knife blows to break the cage’s lock. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Return to the dining room before moving on and take the hallway on the left. Break the urns and go through the doorway. Ransack the room and don’t miss the 5,000 pesetas in the long cabinet. Be aware that one of the urns contains a snake. Knock the lock from the doorway but don’t use it. Return to the dining room and then raid the cage chamber. Take the Flash Grenade and the magnum ammo in the side passage and take the Hourglass w/gold décor from the treasure chest. Exit the chamber via the brown doorway. You will hear chanting ahead. Ease forward and snipe at the three Zealots below. Another will jump from the balcony on the far side if you don’t snipe him before he can. At least one of your victims will sprout a detachable spider-like venom spewing parasite, which you possibly first encountered in the cage room. It will detach from its host and scurry after you. They are actually easier to kill than the attached type. They can only survive for a brief time when they are separated from their host anyway. Grab the rifle ammo from the urn and jump down and kill the shielded Zealot or two behind the bars. Raid the lower area. Operate the lever to raise the central walkway. Climb the ladder and expect two Zealots coming down the long hallway from the cage room to confront you. Take them out and quickly turn to confront three shielded foes coming at you on the walkway. Hit them with a Frag or Incendiary Grenade and finish any survivors. If the shield bearers get too close just jump down to the lower area and snipe them as they mill about above. Don’t go through the door at the end of the walkway. Turn left and target the Crossbow Zealot across the chamber. Take the cash on the table, jump down and go up to his position to kill his chanting buddy. Slash the door’s lock and head back down to loot the chamber and the central display case. Take what you can but don’t worry about not being able to fit the Rocket Launcher or other items. You can return shortly after visiting the Merchant. Go through the doorway whose lock you recently slashed and take the elevated walkway and then the exit beyond. Smash the urns and talk to the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: Attache Case XL (73,000) * None for advised weapons. Advised transactions: Sell your Spinels (2,000 each) Sell your Velvet Blues (2,500 each) Sell the Hourglass w/gold décor for 12,000 pesetas. Purchase the Attaché Case XL for 73,000 pesetas. Purchase any “Capacity” upgrades needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Reverse your route and take whatever wouldn’t fit into your previous case. Return to the Merchant and sell the Rocket Launcher to the Merchant for 15,000 pesetas. You will have to purchase Rocket Launchers down the road but toting it will drastically reduce your pick-up options in the near future. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Advised transaction: Sell the Rocket Launcher for 15,000 pesetas. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Enter the adjacent chamber. Luis Sera drops in as does a grotesque and deadly version of Saddler. Luis last words reveal his reason for being here and his mission. He gives you the vaccine to slow the incubation process of the parasite. He says you need to regain the “sample” from Saddler at all costs. The chapter ends. / / / / / / / / / / / / / End of Chapter 3-3 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 249,650 pesetas Red9 (full 15 round clip) Shotgun (full 15 shell mag) TMP (full 100 round clip) Semi-Auto rifle with 8 shells 221 Handgun rounds 36 Shotgun shells 115 TMP rounds 30 Rifle shells 3 Magnum shells 1 Frag grenade 1 Incendiary Grenade 4 Flash Grenades 1 First Aid Spray 5 Green/Red Herb combos 2 Green Herbs 2 Golden eggs 2 Red Eyes 4 Green Eyes 1 Butterfly Lamp with Red and Green Eyes inserted (need Blue) 1 Elegant Mask with Purple Gem inserted The Goat Ornament \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 3-4 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ You start the chapter on the balcony of a spacious chamber. You can hear Ashley struggling below and a cutscene will show her predicament. Loot the many items in the chamber and don’t miss the 5,000 pesetas behind Saddler’s portrait. Move onto the projecting platform and use your Rifle to shoot the three restraints to free Ashley. Three Zealots will advance on her. Snipe them before they get close to her. If she is taken and carried off by the Zealots it is game over. If they manage to get her, shoot their legs to make them drop her. When the first three go down Ashley tries to get out but the door is locked. A red-robed Zealot, a key prominent on his chest, will emerge below with additional Zealots and several have crossbows. You will have to kill the Red- robe and his entourage and still prevent other Zealots from seizing Ashley and carrying her off. When the Red-robe is killed and her tormentors are eliminated she can take the key and escape the chamber. Ashley is now on her own with no weapons to defend herself. Take the “Spinel” and the Yellow Herb from the typewriter room. Head down the hall. You will see a Zealot and he will see you. Sprint right, grab the Green Herb from the table and go to the right corner and crawl under the table. Another “Crawl” interactive will get you into the adjacent room via the hole in the wall. This will leave the first Zealot trapped behind the bars. Another Zealot is just ahead. Move ahead toward the lamp, take the “Spinel” from the drawer and toss the lamp at the Zealot. Move backwards to the right corner and position yourself near the yellow lamp, but facing the Zealot. Hit the Zealot with the second oil lamp when he approaches. With him still thrashing in the flames, sprint to the far side, grab the pesetas in the cabinet and then crawl under the tables and position yourself to throw the third lamp when he gets in range. Two hits will occasionally do the job but three hits are normal. If you miss you can still turn the two cranks to open the exit. Lead him on a chase and quickly turn the crank or kick him off when he grabs you and then quickly finish cranking. Move into the newly opened hallway, take the Red Herb, turn right and enter the next area. You will find yourself in a dark room with a flashlight and bars obstruct your progress. Take the Green Herb near the barred portal. Locate the table on the opposite side and crawl under it. There is a red switch on the wall-press it to lift the bars near the table. Enter the opened passage and take the “Stone Tablet” from the fireplace. Press the switch on the pedestal to lift the bars and go through the opening. Push the large cabinet forward to reveal a third switch. Press it to unbar the exit. Take the cash and the “Velvet Blue” from the cabinets near the doorway and enter the gloomy corridor beyond. Take the “Spinel” from the chair and continue through the dark corridors. You will see several suits of heavy armor along the way. When you arrive in a chamber you will see a pedestal and four suits of armor. You can’t exit the gloomy chamber because the doorway is locked. Activate the device on the pedestal-another puzzle. Select the center piece on the left-it will move to the center. Select the piece in the lower left corner- it will move up. You must now select each tile to move them clockwise, filling the slot vacated by the last to move. When they are positioned there will be a vacant square in the lower right corner. Add the piece you found earlier to complete the puzzle and open the next portal. Enter the newly opened chamber and take the “Gold Bangle” from the chest. Take the “Spinel” from the corner cabinet and then take the “Salazar Family Insignia” from the armor. The wall rotates and a treasure chest is revealed with the “Serpent Ornament.” Take it and beware that the Plagas hiding in the armor will come to life and the Armaduras will come clanking in from the pedestal chamber. Let them enter and sprint around the right side of the chamber, enter the pedestal chamber and turn left into the dark hall with the Armaduras in slow but steady pursuit. Take care at the first right turn. The Armadura will attack. Follow the prompt to dodge it, get up and keep going. Another Armadura will attack near the exit. Enter the room with the switches, get on the far side of the gate and press the switch to block the way, trapping your pursuers behind the bars. One last Armadura will attack as you exit that chamber. Your escape route is straight ahead through the black door, but if you didn’t loot the original rooms where you encountered the Zealots, you can return there- they are gone whether you killed them or not. Either way, enter the door with the crest and loot the premises for handgun ammo, a “Velvet Blue” and a “Spinel.”. Take the memo: “Butler’s Memo” from the table. It says Sr. Ramon Salazar was likely tricked into his involvement with Saddler because of his faith in the Los Illuminados. Salazar was used and has taken a Plaga into his body. Once mature, there is no cure so the host must die to kill the parasite. Have Ashley place the “Salazar Family Insignia” into the device and rotate it to open a concealed passage. Climb the ladder. Turn right to find the currency and then follow the corridors to the exit to be reunited with Leon. The chapter ends. / / / / / / / / / / / / / End of Chapter 3-4 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Note: Inventory after transferring Ashley’s items. Currency: 264,750 pesetas Red9 (full 15 round clip) Shotgun (full 12 shell mag) TMP with 41 rounds Semi-Auto Rifle with 5 shells 246 Handgun rounds 36 Shotgun shells 115 TMP rounds 34 Rifle shells 3 Magnum shells 1 Frag Grenade 1 Incendiary Grenade 4 Flash Grenades 1 First Aid Spray 5 Green/Red Herb combos 1 Green/Yellow Herb combo 2 Green Herbs 2 Golden eggs 6 Spinels 2 Velvet Blues 2 Red Eyes 4 Green Eyes 1 Gold Bangle 1 Butterfly Lamp with Red and Green Eyes inserted (need Blue) 1 Elegant Mask with Purple Gem inserted The Goat Ornament The Serpent ornament \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Chapter 4-1 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ After transferring Ashley’s items into your inventory, start some backtracking. Use the exit near Luis’ remains. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None Advised transactions: Sell Spinels (2,000 each) Sell Velvet Blues (2,500 each) Sell the Gold Bangle (8,500 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Begin backtracking down the hallway and across the elevated walkway. When you arrive at the cage room where you tackled the Garrador, you will be confronted by four Zealots. Stay near the entry to put them down. Advance to the exit and target the two milling Zealots on the far end of the dining room with your Rifle. Watch for another sneaking in from the left corridor. Continue through the dining room and you will find yourself near Salazar’s Hedge Maze. The Colmillos are gone, so scour the Maze for the following items: 5 shotgun shells, fifty TMP rounds, a “Spinel,” a “Red Gem,” a First Aid Spray, a Yellow Herb and several random barrels. After ransacking the Hedge Maze resume your backtracking along the Maze’s balcony and pass through the big brown double doors. Continue forward and go left at the fountain to the locked door. “Piggyback” Ashley to get her inside so she can unlock the door. Inside there is a Red Herb, an “Elegant Perfume Bottle,” 5,000 pesetas and the Broken Butterfly, a potent magnum revolver. Start backtracking past the Hedge Maze, the dining room and beyond to the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None None Advised transactions: Sell your Spinel (2,000 each) Sell your Velvet Blues (2,500 each) Sell the Elegant Perfume Bottle (10,000 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Enter the adjoining chamber and make your way past Luis’ remains and into the long corridor. Enter the next area and take the handgun ammo and break the urns. Get onto the platform near the torches, leaving Ashley behind. The contraption will take you across the void. Enter the Room of Fire, and, when you advance, a Zealot riding the Golden Dragon just ahead will spew flames at you. Quickly locate the operator and snipe him. When he dies the golden shackles holding the contraption up will give way, dropping the Dragon into the lava. If you don’t get the operator, you can just shoot one of the golden shackles a couple of times to drop it into the lava. Move ahead and take the 5,000 pesetas in the chest. There will be a fenced turntable just ahead. Before boarding it do yourself a favor and locate the golden shackles holding up the dragon near the left wall and drop it into the lava. Wait for the gap to be near and jump onto the turntable and then jump through the gap to the other side. A pair of cultists will defend the lower area. One will rush you and the other will linger a bit near the treasure chest. Stay on the raised platform to kill them. Take the “Illuminados Pendant” from the chest. Continue toward the far end and another Golden Dragon will drop down and bath the area in fire. Do a 180 turn and get back onto the platform near the turntable, sprinting past the Zealots that will drop down. This third Dragon is also suspended by golden shackles. Neutralize the Zealots in the low area, but when you have a chance, target a golden shackle to drop the Dragon into the lava. If too many Zealots appear, toss a Flash Grenade to buy time to target the shackle. After it goes down, a bridge over the gap will appear and the cultists will quit entering. Go to the far end and take the “Lion Ornament.” Return to Ashley and move down the stairs and board the tram. Harvest the urns and enter the adjoining chamber. You must now place the three “Ornaments” into the relief to remove the monument. Enter the foyer and turn right before going up the stairs. Smash the urn on the upper landing for a Frag Grenade and take the 5,000 pesetas from behind Saddler’s Portrait. Head back down and go up the stairs and through the doorway. Jump over the railing and slash the two small urns and then board the tram. Slash the two urns and don’t miss the 5,000 pesetas behind the painting. Enter the next area and there are several possible routes. Go forward take the Flash Grenade and continue into wide windswept corridor. Shoot the glowing objects on the statues to the left. You will get three gems-“Spinels” and/or “Velvet Blues”-and the “Green Gem.” The King and Queen statues are missing something to toast with and a stout lattice blocks the exit. Start back and take the closest door-to your right. The chamber resembles a chessboard with statues of two knights. There are four rust-colored pressure plates on the floor. Push the statues onto the back two and then have Ashley step onto one while you step on the other. The door opens. Enter and Salazar has a trap set. He exits, the gates close and spikes erupt and the ceiling starts to sink. Just shoot the four glowing red spots on the ceiling to foil his trap. Take the handgun ammo on the floor and exit via the side door. Go down the corridors and Ashley is trapped by falling bars and a digging machine starts toward her. The operators are displayed during the cutscene. Use your Rifle to target its operators and the ordeal is over when the bars rise freeing her. Loot the place. You’ll find an “Elegant Chessboard” in a cabinet and the “Queen’s Grail” in the treasure chest. Slash the lock and you will be back where you started. Exit the chamber and go into the room on the right to meet the Merchant. Take the handgun ammo from the cabinet, break the urn and talk to the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None S-A Rifle: Firepower (4) (11) (24,000) * Reload Speed (3) (1.33) (18,000) Capacity (4) (17) (15,000) Shotgun: Firepower (5) (7) (30,000) * Capacity (5) (15) (15,000) TPM: Firepower (6) (1.2) (35,000) * Capacity (4) (150) (20,000) Advised transactions: Sell Spinels (2,000 each) Sell Velvet Blues (2,500 each) Sell Illuminados Pendant (12,000 pesetas) Sell the Elegant Chessboard (13,000 pesetas) Sell the Elegant Mask with three Gems attached (20,000) Purchase S-A Rifle 11 “Firepower” upgrade (24,000) Purchase the Shotgun’s 7 “Firepower” upgrade (30,000) Purchase TMP 1.2 “Firepower” upgrade (35,000) Purchase “Capacity” upgrades as needed $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Exit the Merchant’s chamber and turn right. Take the Yellow Herb from the table and the “Spinel” in the cabinet. Take the memo: “Sample Retrieval” from the table. The memo laments that Saddler himself had to get involved to retrieve the sample. Too bad about Sera, he could have been useful to the movement. Capturing Ashley and killing Leon is now their task and they must not disappoint the Lord. Enter the ornate hallway, take the handgun ammo and dodge the two attacks by the falling armor. Have Ashley stay in the hallway near the lion’s statue and enter the chamber. Take the shotgun shells and the Green Herb and then take the “King’s Grail.” The gates drop and three Armaduras will now come to life. Use the Broken Butterfly to target their heads. Keep away from their weapons or you will be starting over. Each will sprout a parasite. Use a Flash Grenade to quickly dispose of them. Grab their drops and three more will follow. Shoot their helmets to expose the parasites and flash them. They each drop 6,500 pesetas. Start out and have Ashley come with you. Stop by the Merchants store and consider buying a “Capacity” upgrade for the Broken Butterfly-it costs a whopping 15,000 pesetas and while you won’t keep the magnum long it can be useful in the near future. Sell your “Spinel” as well. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None S-A Rifle: Firepower (4) (11) (24,000) Reload Speed (3) (1.33) (18,000) Capacity (4) (17) (15,000) Shotgun: Firepower (5) (7) (30,000) Capacity (5) (15) (15,000) TPM: Firepower (6) (1.2) (35,000) Capacity (4) (150) (20,000) Broken Butterfly: Firepower (3) (17) (30,000) Reload Speed: (2)(3) (15,000) Capacity (2) (8) (15,000) * Merchant-advised transactions: Sell Spinels (2,000 each) Purchase the Broken Butterfly’s “Capacity” upgrade (15,000 pesetas) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Start for the King/Queen portal you visited earlier. It is now heavily defended by half a dozen Zealots including two shield bearers. Have Ashley stay back and if you have a Frag Grenade toss it to thin their ranks. Kill the rest as they advance. Place both of the “Grails” in the Royal hands to raise the lattice. Exit and raid the four urns. Beware of a snake in one of them on the right. Open the cabinets for loot and take the shotgun shells from the urn. Don’t use the doorway, jump over the windowsill and take the Red Herb before climbing the ladder. Continue around and take the “Butterfly Lamp” from the treasure chest. Look through the window. You will see a hive hanging from the ceiling. Jump down, catch Ashley and start left around the void. During a cutscene Ashley is snatched by a visible but flying Novistador and carried off. You will now be assailed by a wave of them. Turn and quickly get out of the chamber via the brown door and, as before, jump over the windowsill. The insects will soon enter and they can be kicked and shot gunned through the window where you can funnel their attacks. Grab their drops, many of which will be “Green,” “Red” and the rarer “Blue Eye” gems. Reenter the large chamber and target the overhead hive. It will take about 25 Red9 shells or a comparable amount of damage from another weapon to shatter it. You will likely get ten items, mostly gems. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Emptying the magazines of weapons that are low on ammo and then purchasing any available “Capacity” upgrade is an economical way to drop the hive. There is a Merchant just outside the hive room. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You must now go to the far end and pull the lever to lower the bridge allowing you to exit via the side door, but it hangs up. Shoot the two chain shackles to drop it and then go through the doorway. Take the handgun ammo and talk to the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades for advised weapons: None Red9: Firepower (5) (3) (28,000) * Capacity (5) (18) (16,000) Merchant-advised transaction: Sell your Velvet Blues (2,500) Sell the Butterfly Lamp(s) if you have the needed Eyes (32,000 pesetas each) Sell all Eyes only if both Butterfly Lamps are completed. Purchase Red9 3.0 “Firepower” upgrade (28,000 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Exit to find yourself outside the castle. Slash the two barrels and use your Rifle’s scope to survey the tall structure ahead. Two sentries are walking perimeter on the balcony of the clock tower. If you kill both of them with your sniper, you will prevent them from alerting the catapult operators on the nearby structure. Slash the torch for a “Spinel.” As you advance, a cutscene depicting Ashley-still alive-will roll. Continue across the bridge and go left and up the stairs. Three Zealots will confront you. Continue past the entry to the Clock Tower and slash the barrels. Backtrack and enter the structure. The place is a maze of gears and the cultists have jammed the works with three blocks of wood. Search the catwalks for a few items as you make your way to the top via the ladders. At the top you will find the memo: “Ritual Preparation.” It informs you that Ashley is being prepared for a ritual which will “turn” her, and that you should be eliminated. It says three blocks of wood have been placed to jam the gears of the rotating drawbridge to keep you at bay. You can spot and shoot two of the wooden blocks from near the activation mechanism but you will have to drop down a level to get the third. Climb back up and throw the lever to get the gears rolling. Start down and two, sometimes three of Zealots will challenge you. One or two will use crossbows. Once they are eliminated, jump down to the lower level and a cutscene shows additional hostiles entering. Immediately climb the ladder and be prepared for a mace-wielding Zealot at the top. Quickly eliminate him and be aware that a dynamite throwing Zealot will be just around the corner. Put him down and be prepared for two or three more coming up the ladder. Jump down and another with a crossbow will be near the two item crates. One contains a Frag Grenade. Continue around, raid the crate and exit. Saving at the typewriter to the left of the exit is a good idea. Three Shielded Zealots will be approaching over the walkway. Snipe them, guessing where their heads will be behind those shields for best effect. As you move forward a cutscene depicts a mob of cultists entering the fray. Throw a Frag Grenade among them, equip your Shotgun and turn 180. Three Zealots will have dropped in behind you. Shotgun them and run past them to the doorway to keep all comers to your front. The decorative Zealot across the bridge has a Rocket Launcher and will fire it at you when he has a bead, so be aware of him. Expect some Plagas if you didn’t wipe out the majority of your attackers with the grenade. The fancy guy drops a “Gold Bangle” when you put him down. Enter the next chamber and immediately snipe the two Zealots in the upper area. There are also two Garradors ahead and one or both will come calling when you fire. If both charge, try to remain still or walk slowly away from them. Allow one to move back up the stairs. Do not go up the stairs. This will draw additional Zealots and that requires you to be noisy. Never attack if both Garradors are in the low area. Kill the first and when the second responds, remain silent and put him down. The Broken Butterfly works well during this tussle. Grab the 15,000 pesetas that each of the Garradors drop. When you move up the stairs the sounds of more Zealots can be heard. Move to the top of the area and take out the one in the side hallway and then address the three coming up toward you. Loot the premises and move through the exit. Take the “Spinels” from the statues and when you enter the next chamber, Salazar’s ugly bodyguards have control of a terrified Ashley. When Salazar drops you through the trapdoor, follow the prompt to prevent your impalement. The bullet you fire pisses off Salazar and he now sends one of his repulsive bodyguards, Verdugo, to finish you off. Loot the pit and don’t miss the “Crown” and the “Velvet Blue.” See the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: Striker (43,000) None Merchant-advised transaction: Sell your Spinels (2,000 each) Sell your Velvet Blues (2,500 each) Sell the Gold Bangle (8,500) Sell your Shotgun Note: The Striker shotgun is now for sale but don’t buy it yet! Purchase a Rocket Launcher for 30,000 pesetas!!!! $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Save your progress and climb the ladder. Move into the dark tunnel, taking the “Velvet Blue” from the pipe and the Red Herb farther on. A cutscene hints that something terrible is in the tunnel ahead. Take the “Spinel” from the pipe. Keep going through the doorway and continue straight ahead. When you see the arrow indicating a side passage, turn right into the elevator room when a cutscene shows that something rushing to intercept you. Note that the power for the lift, however, is out. You will have to head back into the tunnel with that thing. Take the handgun ammo and the First Aid Spray if they will fit into your case. Exit the elevator room and follow the on-screen prompts to avoid the deadly creature as you turn right and continue down the tunnel. When you reach the far doorway, go left and then right around the screened area and press the button in the right rear corner to restore the power to the elevator. However, the shutters close, blocking you in and you have four minutes before the elevator arrives. Get near the N2 tank near the mesh fence and wait for Verdugo, Salazar’s repulsive bodyguard, to appear. The skeletal-reptilian creature will soon appear and it will take massive firepower or a single Rocket Launcher to put him down. After he appears in a cutscene, knock over the N2 tank to freeze him and quickly dispatch him with a rocket from your newly purchased Launcher. Take the “Crown Jewel” that he drops. Find the 15 shotgun shells and Green Herb before raising the shutter with the switch. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Verdugo can be killed with the Broken Butterfly but even if you have upgraded its firepower, it will take 15 to 20 shells with Verdugo frozen by the nitrogen, causing your rounds to do additional damage, to kill him. There are three additional N2 tanks that you can use-one in the corridor, one in the elevator room and one in the chamber on the opposite side of the passage. Using the shotgun on the frozen miscreant is also possible but it will take at least 50 shells and a lot of running and dodging on your part. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Start out, going into the dark right chamber for 50 TMP shells and then continuing on into the left room to the elevator. Take the First Aid Spray and the handgun ammo, if you left them earlier, and start down in the elevator. The chapter ends as Saddler enlists Jack Krauser into his cause. His lackey, Sr. Ramon Salazar has failed in his mission. / / / / / / / / / / / / End of Chapter 4-1 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 437,530 pesetas Red9 (full 18 round clip) TMP (full 100 round clip) Semi-Auto Rifle with 7 shells Broken Butterfly with 5 shells 339 Handgun rounds 86 Shotgun shells 127 TMP rounds 29 Rifle shells 4 First Aid Sprays 7 Green/Red Herb combos 1 Green/Red/Yellow Herb combo 1 Green Herb 1 Frag Grenade 3 Incendiary Grenades 2 Flash Grenades 2 Golden eggs 1 Spinel 1 Velvet Blue 1 Crown with Crown Jewel inserted \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 4-2 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Take the Green Herb from near the elevator and talk to the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: Striker (43,000) * Striker: Firepower (2) (7) (25,000) * Reload Speed (2)(2.40) (8,000) Capacity (2) (14) (10,000) Sell your Spinel (2,000 each) Sell your Velvet Blue (2,500 each) Purchase the Striker (43,000 pesetas) Purchase the Striker’s 7 “Firepower” upgrade (25,000 pesetas) Note: In order to create space I used the Green/Red/Yellow Herb to extend the health bar and sold 2 Incendiary Grenades. I also combined the 2 Green Herbs. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Slash the barrels, take the handgun ammo and the memo: “Luis’ Memo 2.” The Salazar line and the Las Plagas have a history. Buried long ago by the first Castellan and thought long dead, they were excavated. They revived and slowly took over the local villagers. They soon became violent savages. The villagers had been infected by the Las Plagas spores during their excavation. The infection is spreading and the world could be in danger of succumbing. Exit the Merchant’s grotto and kill the two miners in the tunnel. Take the “Velvet Blue” from the cart and smash the barrels for handgun ammo and a random item. When the tunnel opens up, start eliminating the Ganados. Stay on the elevated area and take out the first wave that will try to come up to you. Snipe the two near the gate ahead and the one on the far wall. Another will drop down so take him out before dropping down. Take note of the caged enclosure in front of the ladder. Beyond the fenced enclosure there is a lever and beyond a boulder is blocking the way. Throw the lever and an ore cart will come screeching. There is dynamite in it but the power fails and leaves the cart suspended. You will need to reset a breaker to power-up the system and the call of a Ganado can again be heard. Take the “Velvet Blue” from the cart near the fenced enclosure and begin your search for the electrical feed. A Ganado with dynamite will challenge your passage. Take the shotgun shells from the crates, the cash from the plank and make your way up the stairs and around the turn to the power feed. Take the 5,000 pesetas behind it and close the breaker to power up the device. When you start back a Chainsaw Ganado will jump down near the blocking boulder. Get into the fenced enclosure near the ladder. Several more Ganados will drop down near the ladder and join the Chainsaw Ganado. Put them down with shotgun blasts as they try to enter the mesh cage. The big guy leaves 10,000 pesetas. Pull the lever again to lower the cart with the dynamite. Go into the mesh enclosure to acquire the dynamite and then place it on the boulder. Back off. The explosion clears a path. Smash the barrels-one has five magnum rounds. Enter the nearby gate. Enter the grotto with the glowing lava showing below. Start for the far side of the chamber and two “El Gigantes” will enter. Climb the long ladder and take the zipline across the chamber. Pull the lever to hopefully drop one of the giants into the lava. When the other comes for you, start sprinting the opposite way, allowing the pit to close before you confront the second giant. Don’t get too close to the lava pit or the thrashing giant will grab you and pull you in. When the pit closes, hit the other with a Flash Grenade and hammer his noggin’ with your magnum. It may take more than a single magazine. When he kneels, climb aboard and slice the parasite. Repeat the process, evading his attacks as you stun him with another grenade. If your magnum runs dry, use the TMP. Its fast fire rate can make him kneel with about 50 well-placed shots. He will drop 15,000 pesetas. Raid the room for a Flash Grenade, 10 shogun shells, a First Aid Spray and a couple of barrels at the exit. Exit the tunnel. Flying Novistadors will start to swarm. If you can tag them while they are airborne over the void, they will fall to their death with the expenditure of a single round of ammo-any ammo. It will likely take two shotgun blasts, depending on their proximity, to put them down while they aren’t over the void. Take the Green Herb to the left of the device. The device says that “The two lights shall shine light on a new path.” Start around the perimeter of the void. Take the Flash Grenade and expect several attackers before you reach the side tunnel to the right. Take the shotgun shells and put down any attackers. Sprint into the short tunnel, take the Green Herb and pull the switch to shine the first light on the path out. You will now be assailed by additional Novistadors. Don’t let them into the grotto where you can be surrounded. Try to meet their onslaught in the narrow tunnel. An Incendiary Grenade can greatly aid your cause. Don’t spare the shotgun shells. These vermin leave numerous “Eyes” and other drops. Continue on, taking the narrow rock arch on the right. Take the Red Herb near the doorway with the Los Illuminados symbol. Shotgun the insects flying above the rock arch and continue on. Expect three or four Novistadors near the second tunnel. Kill them, take the handgun ammo and their drops and enter the grotto. Take the Green Herb and throw the lever. Once again a wave of insects will attack. Try to address them before they get into the grotto. When cleared, grab the drops and continue to the right for 50 rounds of TMP ammo and then reverse your course and start for the lighted exit. Several more insects will challenge the way. Put them down and press the switch to escape the hive. You must now get past several pounding stones that will be cycling up and down blocking the narrow tunnel. Just get next to the first stone when it is down. When it goes up to, sprint past it. Climb up the ledge and then climb down into the narrow space. When the stone is down get near it and when it rises, go past and quickly jump down to escape being flattened. There are now two stones to evade. The lever on the left wall will stagger their action. Pull the lever, get near the first stone and run past as it rises and stop between them. Do the same to the second stone. Continue on and take the “Royal Insignia” from the sacrificial altar in the lighted chamber. The chapter ends as you go up on the apparatus. / / / / / / / / / / / / / End of Chapter 4-2 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ Currency; 416,930 pesetas Red9 (full 18 round clip. Striker (full 12 shell drum) TMP with 100 rounds Semi-Auto Rifle (empty) Broken Butterfly with 6 shells 326 Handgun rounds 53 Shotgun shells 160 TMP rounds 35 Rifle shells 3 Frag Grenades 1 Incendiary Grenade 2 Flash Grenades 3 First Aid Sprays 7 Green/Red Herb combos 1 Green/Green Herb combo 1 Red Herb 2 Golden eggs 1 Spinel 2 Velvet Blues 1 Salazar Family Crown with the Royal Jewel and the Royal Insignia inserted 12 Green Eyes 4 Red Eyes 2 Blue Eyes \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 4-3 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Break the two barrels and take the memo: “Letter from Ada” from the Merchant’s wall. Ada states that medication can slow the incubation of the Plaga and a risky surgery can remove it. Ashley was infected before Leon so her time is growing short. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None Red9: Firepower (6) (3.7)(45,000) * S-A Rifle: Firepower (5) (13) (30,000) * Capacity (5) (20) (20,000) Striker: Firepower (3) (8) (28,000) * Reload Speed (2) (2.40) (8,000) Capacity (3) (16) (12,000) TMP: Capacity (5) (200)(25,000) Merchant-advised transactions Sell the Broken Butterfly (23,500 pesetas-empty) Sell your Spinels (2,000 each) Sell your Velvet Blues (2,500 each) If you didn’t have the Blue Eyes to complete your Butterfly Lamps, do so now. Sell all your extra Eyes-Green 1,000; Red 1,500; Blue 3,000 pesetas each. Sell the Salazar Family Crown (48,000 pesetas) Purchase the Red9 3.7 “Firepower” upgrade (45,000 pesetas) Purchase the Striker 8.0 “Firepower” upgrade (28,000) Purchase the Semi-Auto Rifle 13.0 “Firepower” upgrade (30,000 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Start toward the tower. There are two Ganado sentries on the outskirts of the area. Kill them and take the pesetas and the “Spinel.” Smash the barrel. Sneak forward through the ruins and you will see a large group of Ganados near a bonfire. Toss a Frag Grenade among them to thin their ranks and kill any survivors. The gate is locked and requires the “Offer the Sacrifice to the Lion” to unlock it. Along the right wall you will find currency, a “Velvet Blue,” a Flash Grenade and a couple of barrels-one is atop a ruined pedestal. On the right side you will also find an enclosure. Jump in via the window, slash the crate and rotate the crank to expose a hidden trapdoor. Climb down and read the inscription on the obelisk. It says “Up ahead rests the offering to the lion.” Continue into the tunnel and slash the crates. You will enter a large grotto that is defended by Ganados. Stay on the entry platform to kill the three Ganados milling about the ruins and then snipe the one near the far gate and the one on the far left beyond the ladder. Start down into the low area on the right side of the grotto and you will hear a chainsaw running. Get back onto the elevated ledge and locate him on the far left in the upper chamber. Start sniping, targeting his head. It will take about 7 rifle shots to put him down. When the chainsaw is silenced, locate the depressed grotto under the entry ledge. Watch for the steel traps littered about. Take the “Velvet Blue” near the entry and go down the steps. If he didn’t leave his post earlier, there will be a hostile guarding the “Staff of Royalty” in the sarcophagus. Make your way past the traps, taking the “Velvet Blue” near the right wall, as you locate the doorway on the back side of the chamber where you sniped the Chainsaw Ganado. Enter and another Chainsaw Ganado will need killing. Feed him a Frag Grenade and enter with your Striker equipped. Put your back to the rear wall so you can see both the entry and the stairwell. Keep putting the Chainsaw Ganado down as additional Ganados storm in from the doorway and the stairwell. Grab the drops and the loot and go upstairs. Slash the barrel and take the “Key to the Mine” from the pedestal. This will trigger another small wave of hostiles. They will try to enter the upper room via the ladder. Just knife them as they reach the top. Gather the drops and take the Red Herb before using the “Key to the Mine.” Slash the crate and enter the next chamber. You will see a spiked ceiling and as you advance a pair of the scorpion-like Plagas will emerge and the spikes will start down. Eliminate the creatures with a Flash Grenade and quickly shoot the four red spots on the ceiling to prevent impalement. Before exiting interact with the stone container to acquire the three cash catches inside. You can also find handgun ammo in the corner. Enter the cylindrical chamber, take the “Spinel” on the floor, slash the three barrels and target the lamp overhead to drop a “Spinel.” Slash the two barrels in the adjoining area, take the Green Herb and then jump into the ore cart. In the alcove on the left there is a mechanism-shoot it to start the cart forward. Equip the TMP. Just ahead you will see Ganados waiting on a platform on the left. Shoot them before they can jump onto the carts. They will fall to their death or be bashed by the carts. Another batch can be gunned down just ahead on the platform on the right. If any of them make it onto the cart, they will be tougher to kill. After a short ride, another group of Ganados wait to jump from a platform on the left. Just beyond you will have to shoot or dodge a wooden plank that obstructs the path. Not far beyond a Ganado will throw a switch to stop the cart. Knock the initial waves off of the opposing platforms and then quickly target the switchman and shoot the switch to get the carts moving. Pausing to take the shotgun shells and the handgun ammo isn’t cost effective. A second wave of Ganados including a Chainsaw fanatic will attempt to board if you linger. If any hostiles make it onto the carts it will greatly complicate the action as the ride continues deeper into the mine. Watch for another platform of Ganados to the left and beyond an obstructing plank. Not far ahead are opposing platforms, another beam and another pair of opposing platforms. Kill anyone getting aboard. Soon the carts will start down a steep winding grade and will then begin to climb. Follow the sudden on-screen prompts to survive the end of the line. Move into the tunnel and through the door. You will see a gleaming object on a pedestal just ahead. Turn to the left wall. You won’t see anything but a skull, but an interactive will yield about a dozen small caches of pesetas. Take the “Stone of Sacrifice” from the pedestal. A rock slides aside to allow you to exit. Climb out and locate the entrance near the bonfire where you killed the group of Ganados on your way in. Use the relic to enter and take the lift up to complete Chapter 4-3. / / / / / / / / / / / End of Chapter 4-3 Inventory \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Currency: 438,930 Red9 (full 18 round clip) Striker (full 12 round drum) TMP (99 rounds in clip) Semi-Auto Rifle (full 20 round clip) 275 Handgun rounds 43 Shotgun shells 21 Rifle shells 2 Frag Grenades 1 Incendiary Grenade 2 Flash Grenades 3 First Aid Sprays 1 Green/Yellow Herb combo 8 Green/Red Herb combos 1 Green/Green Herb combo 1 Red Herb 2 Golden eggs 3 Spinels 5 Velvet Blues 1 Staff of Royalty \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 4-4 \ \ \ \ \ \ \ \ \ \ \ \ \ Move off the lift and take the handgun ammo near the typewriter. Advance and break the two urns near the ladder. Start down the stairs; and, after the cutscene depicting a giant Salazar statue, sections of the walkway are dropped into the water by a pair of Zealots operating levers. The opposite way is barred, so go back up the stairs you just came down. Kill the Zealot as you move up the stairs. Climb the ladder to the next level and kill the milling hostile. Stand near the statues moving hands and start killing the Zealots on the hands and those across the chamber. Watch for any Zealots that jump down off of the hand. They will climb the ladder to your level. When all the available targets go down, jump onto the hand, turn 180 and it will take you to the level above your present one. There will be a pair of Zealots on the third level. One has a crossbow. Stay on the hand and shoot them as it rises and falls. Jump to the upper level and smash the two urns. Throw the lever to raise part of the walkway. There will be several Zealots on the various levels on the far side of the area. Snipe them before getting back onto the hand. One may be using a crossbow to shoot back. Jump onto the hand and when it goes down, jump onto the platform. Activate the lever to put the right hand in motion. Jump on and ride to the top level. Jump off and raid the large urn and the small one behind the statue. Jump back onto the hand and then jump onto the level below. Kill the red-robed Zealot-he may still be below or you may have sniped him earlier. Take the 5,000 pesetas he drops if it is available. Raid the urns and jump down. Smash the urn before throwing the lever to raise the last section of the walkway and to open the gate. Three Zealots will drop in. You can either kill them or just run down the stairs and go right onto the walkway. The towering statue will break free and start to pursue you. You will have to sprint away and preform three interactive sequences to dodge the falling pillars. Quickly slash the lock and exit. Continue your sprint and follow the interactive prompts to prevent being smashed by the falling statue and then falling to your death. Enter the tower and Salazar says that the ritual with Ashley is imminent. After the incident with him, follow the prompt to prevent being skewered by his remaining bodyguard. Take the handgun ammo from the bundles on the left and the Yellow Herb from the chest in the left passage. Climb the stairs and when the barrels begin to roll down the stairs, look up toward the balcony to the left. Locate and kill the two operators. They can be seen above the light brown column. Note that a Zealot or two will try to come down the stairs with the rolling barrels-they don’t usually make it but watch for them. Once the barrels stop falling the Zealots also stop. After you kill the operators, move up the staircase. After the cutscene depicting an influx of hostiles, a Zealot on the far balcony will start throwing dynamite your way. Snipe him and get the barrels rolling by activating the lever. They will intercept the enemy coming up from below on the stairs. Watch the ladder, anyone making it onto the plank walkway below can climb that ladder. Take note of the lift not far from the lever. When they are all dead, go to the top of the stairs for a Green Herb. You can then jump down to the plank walkway near the lever to smash a barrel below. Climb back up the ladder and start for the lift. Take the shotgun shells and the Incendiary Grenade near the lift. Slash the three barrels. Shove the heavy crates over the side of the lift and pull the lever to start it moving up. If you can quickly locate and kill the two Crossbow Zealots on the balconies you will make the ride much easier. If you do a 180 turn after putting the lift in motion, the first is on the balcony above. Go to the opposing corner and do a 180 to see the second on the balcony above. Stay there. Zealots will now flood onto the lift, halting its progress with their weight. Try to hit several with each Striker blast to conserve shells. The TMP can also be helpful and an Incendiary Grenade thrown onto a mass of prone Zealots can help as well. Flash the Plagas if things get tight. You will have to kill about 15 Zealots to survive the ordeal and reach the top of the tower. When you reach the top, exit onto the wooden walkway and continue on the exterior planking. Slash the barrels for shotgun and TMP ammo, take the Red Herb and jump down near the torch to find a “Gold Bangle” in the treasure chest. Take the small lift up. Go up the stairs and take the bounty on the table. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None Red9: Capacity (6) (22) (22,000) Merchant-advised transactions: Sell your Spinels (2,000 pesetas each) Sell your Velvet Blues (2,500 pesetas each) Sell the magnum ammo (500 pesetas each) Sell the Gold Bangle (8,500 pesetas) Sell the Staff of Royalty (20,000) Advised-Purchase a Rocket Launcher (30,000 pesetas) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: This document strongly advises purchasing a Rocket Launcher to take out Salazar. This task can also be done with conventional firearms but it will cost you a huge amount of ammo. Regular firearms will require you to repeatedly target the slashing tentacle and the eye of the creature, eating up ammo. The Rifle is the best weapon to target Salazar’s head when it emerges from the flower. The Broken Butterfly can also be used, but the small target makes the scoped Rifle the better option. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the chamber and Salazar and his bodyguard are there near the flowerlike Queen Plaga. He informs you that the ritual with Ashley has been completed. She has been taken to an island. He and his bodyguard are then gripped by the Queen’s tentacles and taken into the flower. What emerges among the tentacles is an appendage sporting a grisly head with a glowering yellow eye-presumably what is left of the bodyguard. Go to the right and target the slashing tentacle to drive it off. A couple of blasts from the Striker should suffice. You must now damage the yellow eye to expose Salazar. The TMP works well for this task. If you’re knocked into the lower area by a slashing tentacle, climb out as quickly as possible. The swarm of scorpion- like Plagas in the lower area come in waves and are a nuisance. Once you have sufficiently punished the eye, the flower will briefly open exposing Salazar. Hit him with a Rocket to end the contest. There are shotgun shells, handgun ammo and a Green Herb on the upper level and below you will find numerous barrels containing loot including 10 shotgun shells, 10 rifle shells and 100 TMP rounds among many other items. Climb the central dais to get the 50,000 pesetas that the monstrosity was kind enough to leave you. Exit and slash the barrels and then climb down near the winch. Be aware that the right barrel contains a snake. Board the lift and raid the grotto with the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: New Upgrades: None TMP: Capacity (6) (250) (35,000) Exclusive (100,000) Red9: Exclusive (60,000) Striker: Firepower (4 (9) (32,000) * Reload Speed (3) (1.50) (15,000) Capacity (4) (20) (16,000) Merchant-advised transactions: Sell your Spinel Purchase the 9.0 “Firepower” Striker upgrade (32,000 pesetas) Purchase ammo “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ The chapter ends when Ada offers Leon a boat ride to the island. / / / / / / / / / / / / / / End of Chapter 4-4 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 483,030 pesetas Red9 (full 22 round clip) Striker (full 14 round drum) TMP (full 100 round clip) Semi-Auto Rifle (full 20 round clip) 336 Handgun rounds 61 Shotgun shells 259 TMP rounds 28 Rifle shells 2 Frag Grenades 2 Incendiary Grenades 3 Flash Grenades 8 Green/Red Herb combos 2 Green Herbs 3 First Aid Sprays 1 Green/Green/Green Herb combo 2 Golden eggs \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 5-1 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ The mysterious Ada predictably abandons Leon just short of the island. Move forward along the rock ledge, jump down, jump the gap and continue to the end of the ledge. Climb on the rock shelves and slash the crates. One contains an “Emerald.” Double back and cross the water and continue ahead. When you hear Ashley calling, stop and shoot out the searchlight. Jump the gap and take the handgun ammo from the crate. Straight ahead you will encounter a Ganado militiaman. Look through the window to locate him and put him down. Jump over the window and climb the ladder onto the platform. As you walk about the platform, a J.J. mini-gunner will emerge. Let him come up the ladder and repeatedly blast his head with the Striker-it will take 8 or 10 shells. Be aware that another hostile or two will come up the ladder during the clash. J.J. leaves 15,000 pesetas when he falls. You can now kill the stream of attackers that will try to come up to your position via the ladder. Watch for a crossbowman emerging to snipe from the nearby elevated structure. Be patient and the half dozen will perish climbing the ladder. When the hostiles are eliminated, take the magnum shells and jump down. Approach and “Check” the door where Ashley was taken in the earlier cutscene. This will activate light beams that will be directed outward. Additional hostiles will be heard. Stay atop the stairwell and snipe the shield bearer and his buddy in the right structure. Descend and kill the one coming from alongside the gate. Take the TMP ammo in the right structure and then climb the ladder in back of it. Align the beam with the mirror on the opposing structure by rotating it a bit to the left. Jump down and go into the nearby structure for a Green Herb and then go up onto the platform you used to kill J.J. and his underlings. Rotate the beam to the right toward the right side of the gate. When it contacts the right panel, the door opens. Enter the gate and take the shotgun shells lying behind the sandbags. Just ahead you will have to follow a prompt to avoid a boulder being sent your way. Near the end of the passage a crossbowman and his buddy will need killing. Climb the ladder. A solitary lookout stationed on your left will need killing. Take the “Emerald” and jump the gap near the cliff and look in the window. Three tough Gas-mask Ganados carrying shock sticks will be standing in the back area. Locate them and snipe them one at a time from outside the window. When they go down, hop over the window and take the rifle ammo. Take their drops and the Red Herb. Locate the red barrel in the back of the grotto and shoot it to open a passage. You will find the “Golden Lynx” on a ledge. Exit the grotto and move along the cliff. You will soon hear hostile voices, the clatter of crossbow bolts and the explosions from a Dynamite Ganado. There are several hostiles beyond the grotto. Two are on an upper ledge and will fire bolts. Another archer and a more deadly dynamite thrower are below. Snipe them from cover before starting forward. When they go down, sprint ahead up the grade toward the gate. A hostile will be standing near a wagon. Knock him down without hitting the wagon and run past him to the gate. If you press the button to open the gate you can move along, but a string of militia will pursue you. Instead, face the Shock Stick and Dynamite Ganados. Shoot the barrels on the wagon to help eliminate most of the attackers as it rolls downhill. Clear the area and backtrack to the base of the incline and take the tunnel on the right. A Ganado or two will defend it. You will find a Green Herb and shotgun shells in the niche at the end of the course. With your flank secured, return to the gate, enter it and go down to visit the Merchant. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Upgrades: Treasurer Map (Island) (9,000) * Red9: All upgrades available (see note) Killer7 (77,700) TMP: All upgrades available. Striker: Firepower (5) (10) (40,000) * Capacity (5) (24) (18,000) Rifle (S-auto): Firepower (6) (15) (40,000) * Capacity ( 6) (24) (24,000) Exclusive (80,000) Sell the Emeralds (3,000 pesetas each) Sell your magnum ammo (500 pesetas each) Purchase the Striker’s 10 “Firepower” upgrade. (40,000) Purchase the Rifle’s 15 “Firepower” upgrade. (40,000) Purchase “Capacity” upgrades if needed. Purchase the Treasure Map (Island) if so inclined (9,000) Note: Having purchased all “Firepower” and “Capacity” upgrades for the Red9, I spent 41,000 on the “Firing Speed” and “Reload Speed” options to enable the “Exclusive” option. This cost 80,000 pesetas but increased the firepower to 6.5. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Save your progress and scout the alleyway ahead. Snipe the hostile on the elevated platform and then locate the four further back on the elevated platform. Snipe them and switch to another weapon if any charge. Continue ahead and enter the structure. Take the money from the locker and move down the hall. Take the Incendiary Grenade from the hopper and be prepared for a Gas-mask Ganado as you enter the adjacent room. Take the shotgun shells from the case and the Green Herb from the counter. Move through the service room into the kitchen. Have your Striker equipped to kill the flaming Ganado coming from the oven. Take the Frag Grenade from the sink. Make your way through the next door and you will hear Ashley calling. Equip your Rifle and locate the two oversized Armored Ganados. One can be seen by looking through the first set of bars on the far side of the upper level. The other can be sniped through the bars as he mills about in the lower area. Move around and locate the crossbowman below. After you descend a pair of Ganados will come down the stairs behind you. One has a shield and one will sprout a detachable Plaga that will attempt to leap onto you and spew venom. Take the “Red Stone of Faith” from the case and find the two barrels in the back area. Move back up the stairwell you descended earlier and enter the room on the left. Take the handgun ammo. A cutscene allows you to see a frightened, but still human Ashley on a monitor before the transmissions are blocked. You will find 5,000 pesetas in a locker. The exit is to the left of the bank of monitors. Enter the storage hall and take the shotgun shells from the drawer on the left. The Merchant is in the enclosure on the right. Break the glass and take the rifle ammo from the cabinet. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Upgrades: Striker: Firepower (6) (12) (60,000) * Tactical Vest (60,000) * Capacity (6) (28) (25,000) Exclusive (60,000) TMP: All options available Red9: All options available S-A Rifle: All options available Purchase the Tactical Vest (60,000) Purchase the Striker’s 12 “Firepower” upgrade. (60,000 pesetas) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ As you approach the first corner after the Merchant the elevator door will open and a pair of Dynamite Ganados will begin tossing explosives. Don’t stay in the open. Go back and get behind the wall and shoot them through the window. When they go down the doors will cycle and several Crossbow Ganados will have to be eliminated. Take the “Emerald” from the partly opened drawer on the left and be prepared for another hostile when you advance. You’ll find TMP ammo in the red wall box and a Red Herb in the niche. Go through the double doors and bear left to find a Green Herb. In the nearby niche there is a typewriter and a “Brass Pocket Watch” in the small crate. Move out and go left, moving up the two gloomy stairwells and toward the “operating room.” Go left at the “T,” take the Incendiary Grenade from the wall box and slash the crate on the storage rack for some magnum ammo. Continue through the double doors and into the lab beyond. A brief cutscene shows an experiment in progress. You will come to a door with a security lock. Select “Blue” once, “Green” twice and “Red” three times for access. Take “Luis’ Memo 3” from the gurney. Your previous antagonist, like the Novistadors and El Gigante, were the products of sinister experiments on humans but another even more fearsome creature-the Regenerator is the ultimate horror. It can rapidly regenerate body parts, making them incredibly tough to kill. The Plaga parasites residing in their bodies must be eliminated to put them down. They can be located best with thermal imaging, but all the leech-like parasites must be killed or it will simply regenerate. Take the TMP ammo and the “Freezer Key” from the corpse on the floor and then reverse your entry route. You will meet a Regenerator as you exit the lab. Don’t stop. Sprint left to avoid it, going out the way you came in. If need be knock it down with a shotgun blast to the legs, but be aware that it might grab you if you don’t quickly get past it. As you sprint through the hall another will block your way. Shoot its legs to drop it and quickly run past it. Turn right to the freezer door and use the “Freezer Card Key” to get inside. Locate the card rewriter in the room on the right and use it to rewrite the card, turning it into the “Waste Disposal Card Key.” In that same room there is a control station to shut down the cryogenic unit in the adjoining chamber. You will find an infrared scope in the freezer in the next chamber. After you take it, the exit door locks and a Regenerator revives. Attach the thermal scope to your Rifle and step into the room, going to your left to locate the creature across the small chamber. The Regenerator is slow but deliberate and deadly. Target it’s glowing-as viewed through the infrared scope-Plagas to put it down. They can have three, four or even five Plagas. If one is on its back you may have to shoot a leg to drop it to target the Plaga on its back. The door lock will release with the death of the Regenerator. Take the 5,000 pesetas it leaves, the rifle ammo near the exit and smash the glass case to acquire the Green Herb. Exit and the two Regenerators you avoided will be prowling in the nearby hallways. Go right and take down the closest one, targeting its glowing Plagas. The second one will be lumbering toward you in the long hallway. You will find an “Emerald” in a case in the dead-end hall and be sure to get the 5,000 pesetas they drop. Take the rifle ammo from the red wall box and go down the nearby hallway to the smelly doorway. Use the “Waste Disposal Card Key” for access. Take the TMP ammo and enter the control room. You will see four hostiles in the processing chamber below. Grab the Frag Grenade and activate the crane. Attempt to seize them with the crane. The surviving Ganado militiamen will cower down after your first try. You have two more tries with the crane. If you don’t get all of them, just hold your ground and let the survivors come to you through the doorway. Head out into the processing area and take the “Emerald” from the dumpster and the Green Herb from near the exit. Move through the door, up the stairs and into the control room. Take the Flash Grenade from the locker and the Yellow Herb from the table. Exit the control room via the door near the lockers. Move along the corridors and after Ashley’s call two huge Armored Ganados will need to be taken down. Take the handgun ammo from the red wall box. Carefully approach the corner around the corner and shotgun them. The door to Ashley’s cell is locked, so you will need another key card. Start through the door at the end of that hall. Open the door but don’t move through; the sound of the enemy can be heard. Stay near the door and shotgun the Shock-stickers and any other Ganados that approach. Step in to gun down the crossbowman. Take the Flash Grenade and expect another hostile or two coming up the stairwell on the far side. There are five shotgun shells on a storage shelf under the stairs. Move through the grey door, up the stairs and through the hall and into the door at the hall’s end for a save. Take the Green Herb near the typewriter. Exit the cubicle and go through the nearby door. Pass through the lab and into the adjoining room. A monitor will show a Spiked Regenerator coming down the hall. It has five Plagas to destroy and the final one is on his back, requiring you to likely drop him to the ground by shooting one of his legs. Take the rifle ammo and smash the glass for the TMP ammo. Take the “Storage Room Card Key,” allowing you access to Ashley’s cell. Scour the area for loot. There are rifle shells in a case. Jump over the windows and take the Red and Green Herbs from the glass cabinet. There is an “Emerald” in one of the central glass sample cases. There are also rifle and shotgun shells in the storage cabinets. Exit in the back of the lab and then move onto the bridge. The gloom makes the noisy crows hard to see, but a shotgun blast will cause them to drop money. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Sell your Emeralds (3,000 each) Sell the Brass Pocket Watch (10,000) Purchase “Capacity” upgrades as needed. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ After dealing with the Merchant, smash the barrels and take the lift up to the communications tower. Take the Green Herb from the grating and the shotgun shells from inside the enclosure. Begin backtracking, going across the bridge, back through the lab complex and down the hall. The adjacent area is now well defended. Temporarily remove your infrared scope and begin sniping the half dozen Ganado militiamen milling about the upper area. Stay near the entry and watch for anyone charging. A pair of crossbowman will hang back while their buddies attack. Go through the lab and take the hall to another doorway. Turn right and use the “Storage Room Key Card” to unlock Ashley’s cell. The chapter ends as Leon and Ashley are reunited. / / / / / / / / / / / / / / End of Chapter 5-1 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 186,530 Tactical Vest Red9 (full 22 round clip) Striker (full 24 round drum) TMP (full 150 round clip) S-A Rifle (13 rounds in clip) Infrared Scope 299 Handgun rounds 90 Shotgun shells 265 TMP rounds 25 Rifle shells 4 Frag Grenades 3 Flash Grenades 1 Incendiary Grenade 1 First Aid Spray 10 Green/Red Herb combos 2 Golden eggs 1 Golden Lynx with the Red Stone of Faith inserted. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 5-2 \ \ \ \ \ \ \ \ \ \ \ \ \ \ Take the 10 shotgun shells and the “Paper Airplane” that floats in during a cutscene. The note states that you may be able to exit the lab wing via the waste disposal area. Exit the storage room and the gruff voices indicate trouble just around the corner. Have Ashley “Stay” near the doorway. An Armored Ganado is among the five attackers, which also includes a crossbowman and a detachable Plaga. Move through the hall and into the upper waste disposal control room. Four enemies will attack. Have Ashley “Stay’ near the entry. Across the room one of them will bring down a shutter from the control panel. Be aware that a Shock- sticker is nearby and another one of them has a crossbow. Take them out and summon Ashley. Use the switch on the control console to open the shutter. Three additional hostiles will rush in. One will shoot at you from across the room with a crossbow. Start out and go down the short stairwells to the garbage pit. After the cutscene you and Ashley find yourselves in the garbage pit, having landed next to a “dead” Regenerator. Use the control switch to lift the gate. The Regenerator comes to life. Sprint forward and hit the wall switch. Get into the caged area and drop the bars with the switch inside. The Regenerator is approaching so begin targeting its Plagas. You can also damage it by hitting the red barrel as it passes it. Lift the gate and take the 20,000 pesetas it drops and the rifle ammo. Reenter the enclosure and have Ashley help you shove the rusty container into the gap. Have her “Stay’ and then go forward to investigate the heavy breathing. Grab the rifle ammo and snipe the Regenerator as it approaches in the long hallway. It has five Plagas and must be dropped to hit the one on its back. Take the Green Herb, the rifle shells and the 20,000 pesetas. Summon Ashley to help shove the obstructing crate aside. Go through the entry and the door beyond. An Armored Ganado will roar. Snipe his head for a quick kill. Leave Ashley near the door and kill his two charging buddies. With her again in tow, raid the barrels, take the Green Herb and continue through the mesh gates. Go up the stairs and turn right. Ahead is a lava pit and beyond a control room. Jump down and a wave of hostiles will confront you. Knock them back with a shotgun blast or two and quickly sprint left, going past the prone hostiles and continuing around the pit. Make your stand just outside the control room before they recover. Have Ashley get behind you and begin killing the recovering and newly entering hostiles. Many will come from an upper area on your left. Some of them will throw hatchets. Use the control room’s corner as a shield from the upper hatchet throwers. Once the lower chamber is cleared, kill the numerous militiamen coming from the upper area. Go into the control room and take the Red Herb and the handgun ammo. Have Ashley man the wrecking ball from the control panel while you stand guard outside. It will take several tries but the ball will demolish the obstruction, allowing you to exit. A couple of militiamen will enter from across the pit and you can fight the wave of hostiles entering from the upper area or you can just run to the gate and go through when it is demolished. Leave Ashley near the gate and as you advance the shutter will open and another Regenerator will come calling. Shoot its glowing Plagas and take its 5,000 pesetas. Advance and another will come at you. Put it down and take its 5,000 pesetas. Raid the first food preparation area on the right of the doorway for an Incendiary Grenade and rifle shells and then raid the one farther along on the left. You will find shotgun shells, a Green Herb and an auxiliary power switch in the lunch room. Activate it and a shutter will start to rise but the power will fail, leaving it half opened. Ashley will crawl under the gate and open it. Take the Yellow Herb and turn right and enter the Merchant’s lair. You’ll find a Red Herb in the cabinet. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Purchase any ammo upgrades you need. Consider making the Striker “Exclusive.” It will then hold 100 shells, potentially freeing up space in your case. You will, however, be advised to purchase a Rocket Launcher not too far down the road so don’t empty your coffers. Available currency will reflect making the Striker “Exclusive” in this document. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Exit the Merchant’s cubicle to find the gate is locked. It has two switches, one on each side. Have Ashley “Stay” near one and position Leon near the other. When the lights above the gate near the central spot, activate the levers to release it. You will find yourself on a loading dock. Smash the four crates and take the First Aid Spray. Get on the bed of the truck. Ashley will take the wheel for the getaway. As you proceed, Ganado militiamen will storm from side passages, coming after you on foot. It isn’t necessary to kill them all. Try to keep them from boarding the truck by knocking their legs from under them. Some, however, will drop down from above. Ashley will have to stop to force open a gate, so keep them off the truck while she works. Once the truck is moving, more Ganados will pour from the side passages. Knock them back and when a truck appears, target the driver. It will catch fire and veer off. Continue killing the pursuing Ganados and soon the truck will reappear. Shoot the driver again and it will be sidetracked by debris. Continue killing the pursuing Ganados. A few will again drop onto the truck’s bed with you. Soon a shutter isolates the truck from the tunnel and a cutscene shows the control switches for the lift on an overhead platform. Jump off the truck, turn right and climb the ladder. Several hostiles will attack long the upper walkway. Cut them down and watch for another one, or two, climbing up the ladder. There is a Crossbow Ganado on the far side but he can’t target you if you remain near the ladder. Several Ganados, one at a time, will now drop onto the truck’s bed. Don’t let them get to Ashley. Your overhead spot on the catwalk gives you good visibility of the truck’s bed. Once they quit attacking her, jump down and take the opposing ladder. Kill the crossbowman and his two buddies at the far end of the walkway and raid the three crates. Throw the switch to activate the lift and get back onto the truck’s bed. The lift rises and as you start forward you can shoot a pair of hostiles from the upper walkway on the left and another pair just beyond but a few will get onto the truck with you. Continue killing any enemy managing to get onto the truck and the pursuers trying to board it. When Ashley stops to raise another shutter, try to clear the truck-flash any active Plagas, because as the truck gets underway, a horn will sound. Face forward and target the driver of the flaming truck before it can ram you. You and Ashley will be thrown clear of the wreck. Enter the adjacent chamber and loot it. You will find the “Green Stone of Judgment” in a case, 5,000 pesetas in a cabinet, a random item near the typewriter and an Incendiary Grenade in another cabinet. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Note: The Golden Lynx isn’t completed; a third stone will soon be found. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Exit to a cutscene with Lord Saddler. He now has control of Ashley’s mind and she can no longer resist joining him, but Leon is able to toss a tracking device on her as he struggles with his own developing parasite. The chapter ends. / / / / / / / / / / / / / / End of Chapter 5-2 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 142,240 Tactical Vest Red9 (full 22 round clip) Striker (full 100 round drum) TMP (191 rounds in clip) S-A Rifle (full 24 round clip) Infrared Scope 272 Handgun rounds 78 Shotgun shells 3 Rifle shells 4 Frag Grenades 2 Flash grenades 2 Incendiary Grenades 1 First Aid sprays 10 Green/Red Herb combos 1 Red Herb 2 Golden eggs 1 Golden Lynx with two of three stones inserted \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 5-3 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Collect the 5,000 pesetas from near the stairwell and go up the stairs and take the “Our Plan” memo from the table. Saddler laments the loss of his henchmen but must replace them with loyal followers to maintain his position. As you exit, a cutscene will show Ada and Krauser, perhaps in league but at odds. She isn’t trusted but who is in their enigmatic clique. Move down the stairs and take the shotgun shells. A Ganado will snarl from somewhere below. Stay near the top of the stairs and address the Shock-sticker that will come up the stairs for you. Shoot the glass above the landing to drop an “Emerald.” Move down the stairwell, take the Green Herb and go into the boiler room where three Ganados, one with a crossbow, will defend the area. Three more, one with a shield, will be coming from the back room on the elevated walkway. Snipe them from the stairwell and then raid the locker in the small cubicle for a random item. Before continuing, raid the small storage room in the lower area for a Flash Grenade and cash. Exit the boiler room and then the hallway. Take the cash and go up in the lift. You will find yourself in a heater bay and an old acquaintance, Jack Krauser, will come calling. You will have to follow over a half-dozen prompts to avoid dying under his blade. He gives the impression that working for Saddler and abducting Ashley is part of a third party’s agenda and he mentions Umbrella. Once gain Ada drops in to save the day and drops out just as quickly. Drop off the grating and enter the next area. A security system employing lethal lasers blocks the route, but there is a pattern allowing you to sneak past the first two and flip repeatedly away from the next moving beams. Press the button to open the door and another laser must be dodged before you can enter the throne room. Shoot the “Elegant Headdress’ from the ceiling arch and take the “Emerald” from the throne. Take the lift behind the throne and move along, taking the Green Herb and the “Emerald’ from under the stairwell. Before moving through the door, visit the Merchant. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You will need to make room in your case for a Rocket Launcher if you want to make the looming confrontation easier. If you have the “Exclusive” for the Striker, consider selling some of your shotgun shells to make room. Incendiary Grenades are more expendable than the Frag or Flash Grenades at this point. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Sell your Emeralds. (3,000 each) Sell the Elegant Headdress (10,000) Optional-purchase a Rocket Launcher (30,000) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Take the Red Herb in the cubicle behind the Merchant and the memo: “Luis’ Memo 4” from the crate. It gives information about the Las Plagas and he laments his failure to address Saddler’s insidious plan. Use the typewriter. Continue through the gate and raid the mesh enclosure for a Yellow Herb. Continue through the tunnel and go into the grotto. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You must now writhe in Saddler’s infamous cage of torment. You will now find yourself facing “It,” or U-3. You will be trapped in a series of three cargo containers. You must fend him off as you shoot the red switches to open the green shutters that will expose control terminals allowing you to open the exit. You can’t kill “It” at this point of the battle. You can only drive him off with gunfire. Do not waste your Rocket Launcher while in the containers. You must also follow the prompts to dodge his attacks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After a cutscene showing the rough maze-like layout of the containers you will find Ashley’s tracker. U-3 will then burst through the rock wall propelling the two of you into the first container complex. First container: You are now trapped in the container complex with U-3 and “It” will immediately attack you with its deadly claws. You can hold your ground and drive it off with several blasts of the Striker but your best bet is to 180 as soon as you have control. Turn left into the shuttered hallway and shoot the red button to lift the shutter. Dodge any attacks by following the on-screen prompts. Sprint ahead, noting the reddish exit door, to the end of the run and quickly activate the console-one down. U-3 will likely need to be discouraged with a shotgun blast or two. Move past the exit, going right at the turn and then right in the corridor. Turn left and left again. Shoot the button to lift the shutter and then activate the second console to start the 30 second timer. You will now have to deal with U-3 as you race to the exit. Reverse your prior route, going right, right into the corridor and then left and left again to get to the exit door before the 30 second timer lapses, causing the container to plunge into the chasm. Second container: Move ahead and stop before the junction. Locate the shutter button on the left and shoot it. Turn right and shoot the button on the beam to open the second shutter-you may have to advance slightly to see it. Turn right and U-3 will come from behind you and you will be facing him after the brief cutscene. Save your ammo, turn 180 and sprint to the console and activate it. You will have to fend him off and dodge his attacks as you reverse course. Move back to the junction and continue ahead, going left to the end of the path to the second console. Once you activate the second console, go right, right into the central corridor and right again where the gleaming TMP rounds are. The exit is just beyond that pick-up. Third Container: The first console isn’t shuttered and lays to the right of your starting point. You won’t be challenged as you approach it. Activate it and then be prepared for U-3 to press an attack. When you gain control immediately toss either a Flash or Incendiary Grenade to stun it and follow it with a shotgun blast or two to drive it off. If you don’t use a grenade, it will take repeated shotgun blasts to do the job. His attacks here can be extremely deadly. You must now make your way to a position where you can see the button to open the shutter and it can’t be shot from near the shutter. After departing the console, turn right and enter the dark central passage. Take it past the exit, noting its position, and shoot the button through the bars when you arrive at the end of the path. Double back through that dark passage and turn right and right again to find the second console. You now have 30 seconds to get back into that central passage and then to the exit gate. U-3 will confront you, but if you move quickly you can avoid him. Once through the gate a block and tackle will appear just ahead. Follow the prompt to jump onto it, avoiding U-3’s lunge. You now find yourself just outside his lair. Take the items nearby or leave them if you haven’t space you can come back for them later. If you purchased one, equip the Rocket Launcher and move forward. The lair: A cutscene shows “It” scrambling up the walls of the chasm and he will appear just in front of you. It can stunned or damaged with Frag, Flash or Incendiary Grenades to give you time to punish it with gunfire. If you purchased a Rocket Launcher, just hit him with the single rocket and then finish him with a shotgun blast. If you didn’t opt for the Launcher, stun it with a Flash or Incendiary and hit it with close-in shotgun blasts or hammer its noggin with the TMP. When it attacks, dodge the attacks and open the barred doorway and the one at the far side of the tunnel to give more running room. It will burrow and surface randomly. Dodge the attacks and dish out damage before running away. Once again grenades are useful, but dodging its attacks and keeping distance is your best course of action as you whittle away at its health. “It” leaves 50,000 pesetas when it expires. Gather the loot in the back area and take the items from the entry area. Exit via the doorway where you entered his lair. Move through the tunnels, take the Green Herb under the stairs and go up them and take the ladder to get topside. Climb the second ladder and take the Frag Grenade from the cabinet. Exit, slash the barrel and look over the edge of the ledge. You will be spotted so target one of the red barrels and mop up any survivors. Loot the area for drops, crates and barrels. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Stockpiling Frag Grenades from this point forward can greatly aid your cause. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Jump into the tunnel using the manhole in the tent. Smash the barrel. Take the “Blue Stone of Treason” from the grotto on the right and the random item and the 5,000 pesetas in the left grotto. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Sell the Golden Lynx after attaching the third stone. (35,000) Note: This document will now reflect an expenditure of 155,000 pesetas to make the TMP “Exclusive.” $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Slash the barrel and take the memo: “Krauser’s Note” from the table. Krauser is short on trust. He intends to do away with Ada after killing Leon. Save your progress. Climb out of the Merchant’s grotto and slash the barrel before entering the gate. You will now approach an old fortification. Krauser will be there and will inform you that you will require three “Insignias” to exit. After his attack run forward and enter the small enclosure. Stand by the door and slash him when he opens it to drive him off. Heal if needed and grab the loot. Climb to the roof and take the loot there. Jump back down and kick the barred gate open. Krauser will attack not far ahead. Get behind a wall projection if he uses his TMP and when he attacks with his knife, return the favor. A slice or two or a shotgun blast or two will also drive him off. Krauser is very quit, changing his position abruptly so be prepared. Take the shotgun shells and continue ahead going right and right again. As you turn left, Krauser will fire his TMP and/or explosive mines from an elevated position at the far end of the walkway. Dodge the explosions when prompted. Snipe at him with your Rifle and then advance to draw him into a knife fight. Drive him off with knife strokes or gunfire. Jump through the window to raid the little structure. Two flying robotic sentries will attack. Blast them with the Striker. Climb to the roof and take the Frag Grenade and then jump down. Jump out of the enclosure and continue forward. Take the Green Herb and go up the stairs. During a cutscene, you will find the first piece of the “Holy Beast,” the “Panther.” Krauser will then attack. He will alternate throwing mines or firing his TMP from the upper area with knife attacks after he jumps down. Get under the overhang to avoid mines and when he jumps down to engage you drive him off with knife strokes or shotgun blasts. Take the Red Herb and the handgun ammo and then shove the headless dragon statue onto the pressure plate to expose a pair of levers that will allow you to unbar the gates. Throw the first lever and move through the gate and down the stairs. Bear right and, after the short stairwell, go right again and then left. You will see the next barred gate just ahead and Krauser will confront you. Once again drive him off and drop down through the newly opened portal. Take the TMP ammo and the Green Herb and go left. Shoot the two robotic sentries and go clockwise round the ruins. Take out the ground sentries as you proceed and a flying sentry will also challenge your passage. After the short verbal exchange with Krauser, a ground sentry will scurry toward you. Turn and sprint into the side passage to give yourself space and blast it before it can get close to you and explode. Take the Yellow Herb and start up to meet Krauser. Climb the stairs and before climbing the ladder, look out the barred gate. It is the route to the exit-remember it. Climb into open air and take the items on the far platform and then move back and take the “Eagle.” Krauser will appear above and his arm will sprout a deadly claw-like attachment. This thing also acts like a shield and is impervious to gunfire so don’t waste bullets firing into it. As the battle starts, explosive charges activate on the tower and they are on a three minute timer. You must now kill Krauser to acquire the final piece of the “Holy Beast” from his corpse. You must then get to the exit and insert the three pieces of the “Holy Beast” before the tower is destroyed, taking you with it. The best course of action is to use your knife. Krauser can be damaged with weapons fire but that wing largely protects him. Crowd him, pursuing him as he changes positions and always dodging his attacks. Slash him whenever possible and heal quickly when needed. Just keep pushing him and slashing and he will go down long before the timer dwindles. Waste no time grabbing the “Serpent” and sprint to your entry area. Climb down the ladder and go out onto the platform. Jump down and grab the handgun ammo. Place the three pieces of the “Holy Beast” in the relief and open the door before the timer times out. The chapter ends. / / / / / / / / / / / / / / End of Chapter 5-3 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 90,590 Tactical Vest Red9 (full 22 round clip) Striker (full 100 round drum) TMP (219 rounds in clip) S-A Rifle (full 24 round clip) Infrared Scope 168 Handgun rounds 45 Shotgun shells 150 TMP rounds 10 Magnum shells 8 Rifle shells 6 Frag Grenades 4 Flash Grenades 1 First Aid Spray 3 Green/Red/Yellow Herb combos 9 Green/Red Herb combos 2 Golden eggs \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 5-4 \ \ \ \ \ \ \ \ \ \ \ \ \ \ Take the Green Herb near the typewriter and move up the incline. Saddler knew all along that he and Krauser weren’t on the same team and he appreciates that Leon has disposed of him. Saddler says Leon could be his next trusted minion after the Las Plagas do their job. A huge mob of Ganado militia is pictured in a cutscene. Luckily help has finally arrived. An aerial gunship contacts Leon and proceeds to decimate the militia. When you gain control of Leon move ahead and when the Ganado manning the Gatling opens up, duck into the tent and grab the shotgun shells while Mike, the chopper pilot, again opens up on the hostiles ahead. The tent is sufficient cover from the carnage. Stay near the left structure, looting as you advance. The chopper will still be hovering overhead. Find the magnum ammo in the side niche. Continue forward and another mob of militia will surge out. Retreat to where you found the magnum ammo and defend your position. Let Mike punish the attackers but watch for Crossbow Ganados on the structure and a stream of hostiles climbing up from the low area beyond the sandbags. When the opposition wanes, start ahead. As you near the bridge another Gatling gun will open up. Once again retreat to near where you found the magnum shells. Waste the new influx of Ganados that again appear near the sandbags. Use your sniper to pick them off before they come over the barrier. Several may have shields. Expect one or two from the bridge area to approach as well. You can actually snipe the elevated gunner from your hidey-hole or you can advance and take cover behind the metal plates near the bridge, stimulating Mike to strafe the tower for you. If you’re impatient you can sprint to the tower and knife the door open before Mike levels the place but you’ll have to vacate before he blasts the tower. Either way, cross the bridge and get into the tower. Collect the loot and hit the red button to open the shutter. Sprint out and veer left up the plank stairwell and into the planked niche. A J.J. gunner will target you. Don’t stop, keep going and enter the niche where he can’t target you. A couple of militiamen will come down the stairwell on the left. Kill them, smash the barrel and, when the minigun fire pauses, sprint up the stairwells and take cover near the fence and behind the thin metal beam, out of the J.J.s sightline. When he stops firing momentarily, take the zipline to his position. You will stun him with a kick as you arrive. Turn 180 and don’t waste a second targeting his head with the Striker in the cramped enclosure. Take the 15,000 pesetas he drops and the Frag Grenade nearby. Jump down and hit the switch to open the large gate on the structure below. Be aware that occasionally there may be a hostile with a crossbow just below your position. Jump down and, before entering the structure, check the depressed area to the right for hostiles and then jump down. There are 5,000 pesetas in one tent, a Red Herb in the other and a couple of items in the alcove. Climb out and enter the structure. Gatling gun emplacements will open up during a cutscene. Go left into the sheltered nook, smash the barrel and climb the ladder. Militia will begin to climb up the ladder so position yourself on its side so they can’t target you with bolts. Watch for a Dynamite Ganado, usually accompanied by a Shield Ganado, coming from just ahead of you on the upper level as well. When all of the hostiles go down, drop down to grab any drops and edge forward, using the niche’s wall for cover. You can actually snipe the gunner on the upper walkway but the target area is small and he can also target you. This advance into harms way usually prompts Mike to do the job for you. Mike will then tell you to “take cover”-sometimes he takes his good old time. Allow him to waste the emplacement on the upper works and then climb back up the ladder. Some of the surviving militiamen, flushed by the chopper, may again try coming up the ladder. Slash or shoot them when they try. Move back behind the metal plate on the upper walkway to encourage Mike to target the other emplacement on the elevated walkway. Sometimes the hail of gunfire will have already neutralized the position but Mike will still target it. When the second emplacement is neutralized, sprint along the upper walkway and get into the plank alcove. Another gun emplacement may or may not become active near the gate below. Slash the barrel and during a pause in the gunfire go left into the recess out of the gunner’s sightline. Take the shotgun shells. If the gunner below is active you can easily target the gunner’s head without him being able to target you, or you can wait for Mike to tell you to “take cover” once again. Mike will shell the position even if the gunner is already neutralized so be out of the blast radius when he does. There are two levers on the upper catwalk that must be pushed to reopen the exit gate. Kick the bars down and activate the first lever on the walkway. Mike will still be strafing the compound, targeting any surviving locals. Reverse your route and jump down to ground level. Climb the ladder to get onto the upper walkway on the opposite side of the gate. Grab the magnum ammo and sprint to the second lever to open the gate below. Jump down, grab any loot remaining in the area and exit. Go up the stairs and another mob of militiamen will surround you, but once again Mike will wipe them out; but unfortunately his chopper is then brought down by a Ganado with a Rocket Launcher. Grab the drops and smash the barrel in the side passage. Continue around and shoot down the “Emerald” from the tall column near the exit. Drop down off the ledge and take the “Pearl Pendant” from the pedestal behind the ladder. In the adjoining chamber Ada appears and when the parasite temporarily takes control, he grabs her. She drives him off and says they must get that parasite out of his body. He says he must find Ashley first. They split up. Exit the chamber and enter the next one to find a typewriter. Loot the chamber for a Flash Grenade, shotgun shells, magnum ammo and a Yellow Herb in the dark side alcove. Save your game. Enter the cellblock and raid the first two cells. The heavy breathing of a Regenerator can be heard as you advance. If you haven’t kept the Infrared Scope sprint quickly down the long hallway and get onto the platform before the Regenerator appears. If you have it, retreat and use it to kill the Regenerator. Take the 5,000 pesetas it drops and the Red Herb near the platform. Climb onto the platform-prompt is on the left side-and exit the cellblock. Take the Green Herb and slash the crate under the stairwell. Start forward. At the end of the corridor, stop at the foot of the stairs and snipe the two Crossbow Ganados behind the sandbags. If given the time, their bolts will complicate things as a couple more Ganados, one with a shield, attack. Start up the stairs and snipe the Ganado dead ahead in the upper window of the structure and the one visible to the right on the walkway. A J.J. gunner will jump from the catwalk on the right. Stay near the top of the stairs as he and his encourage comes to you. Use the red barrel to stun and damage your assailants and target J.J.s head with your Striker. You can also use a Flash Grenade to stun him if his buddies complicate the skirmish. Take the 15,000 pesetas he drops. Go to the left corner as positioned from your entry, killing any visible enemies as you go. A Ganado will drop down near the barrels. Shoot the red barrel, grab the loot and climb the ladder. Take the Flash Grenade and the Yellow Herb from the locker and interact with the console in the rear corner. During a cutscene a red-capped Ganado will lockdown the exit and take the “Emergency Lock Key Card” with him. Two consoles, including the one you just used, will lockout and Ganado militia will pour into the chamber. Stand by the locker where you found the Yellow Herb. From there you can see both the doorway and the ladder. Waste the hostiles coming up the ladder and through the doorway. When opposition wanes, jump down to grab the drops which will include the “Emergency Lock Key Card.” Re-climb the ladder. Exit to the catwalk and make your way into the structure on the right. Kill the defender and use the entry to shield yourself from the archers on the upper walkway as you secure the area by killing all comers. Take the ammo in the locker. Take note of the console in the corner before departing. Exit and climb the ladder on the left. Raid the enclosure near the ladder and then continue into the next enclosure. Kill the two militiamen if they didn’t abandon their post to join the earlier engagement and then grab the rifle ammo and the 5,000 pesetas in the case. Slash the barrels and insert the “Emergency Lock Key Card” into the wall unit to enable the two control stations you recently discovered. Exit and drop down to the catwalk below to activate the station. Start for the second console at the far side of the walkway. A pair of Ganados may defend the second console, so be aware as you enter. The exit is on the far side. With the chamber secured, grab any loot you missed and head for the far side. Just keep the wall on your left to exit the chamber. A pair of Shield Ganados will be creeping up on you. Hammer them down, take the shotgun ammo from the storage rack near the entry and exit to a cutscene. Saddler has a comatose Ashley encased in a menacing looking chamber. When he attacks you, Ada comes to the rescue, allowing Leon to release Ashley and escape the room with her. Continue on and you will exit to the open air and you will find a Merchant. Smash the two barrels for 10,000 pesetas. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Sell the Emerald (3,000 pesetas) Sell the Pearl Pendant (10,000 pesetas) Sell the Infrared Scope (10,000 pesetas) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Take the Green Herb and “Luis’ Memo 5.” Luis had been searching for a way to remove the parasites. There is a removal method-a very painful one-but it can kill the host-but isn’t he dead already. Enter the next door and have Ashley “Stay’ while you descend the stairs to check ahead. A pair of Armored Ganados and a pair of their sidekicks bar the way. Put them down and then summon Ashley. You will enter the Laboratory. This is where the painful procedure can remove the Las Plagas. Leon goes first and then Ashley. When the excruciating experience is completed Ashley and Leon are free of the Las Plagas parasites. The chapter ends with talk of home. / / / / / / / / / / / / / / End of Chapter 5-4 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 203,890 Tactical Vest Red9 (full 22 round clip) Striker (full 100 round drum) TMP (full 250 round clip) S-A Rifle (full 24 round clip) 242 Handgun rounds 29 Shotgun shells 85 TMP rounds 7 Frag Grenades 2 Flash Grenades 2 First Aid Sprays 5 Green/Red/Yellow Herb combos 6 Green/Red combos 2 Golden eggs \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / CHAPTER 6 \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Start up the stairs and raid the items on the table. Take the memo: “Our Mission” from the table. The memo lays out Saddler’s plan for controlling the United States. Controlling the power brokers is the desired method but a backup plan, spreading chaos as the virus spreads, is also possible. Once the United States is conquered the rest of the world will fall in line. Enter the adjacent area, take the items and then speak to the Merchant. You are about to engage in the final battle and, if you want to make it an easy one, sell enough items to fit a Rocket Launcher into your Attaché Case. Even if you don’t purchase one, you will still need to make room for one to complete the final battle as it is scripted. $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Merchant $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ New Items: Available upgrades: None Striker: All options available TMP: All options available Red9: All options available S-A Rifle: All options available Optional-purchase a Rocket Launcher (30,000) $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ Start down the stairs and Leon smells a rat. Ashley stays behind as Leon goes up on the lift. Osmund Saddler has captured Ada and has her suspended over the deck. After she is freed by Leon, Saddler transforms into his hideous Plaga form and attacks. Rocket Launcher method: If you have a Rocket launcher, run past him and turn. Shoot an exposed yellow eye on one of its legs or toss a Frag Grenade at his feet to stun him, making him expose the yellow orb. Target the yellow orb where his mouth should be with the Rocket Launcher. Skip to “Coup de grace” below. Non-Rocket Launcher Method: The monstrosity that is Saddler will be crowding you as the fight begins. Quickly locate and target an exposed yellow eye on one of its spider-like legs with the Striker. A single blast will stun Saddler and he will collapse on the deck. Allow the deadly clawed “head” to fall and then approach him to get the “Climb” prompt. You will climb aboard and the cutscene will show Leon stabbing the yellow orb. Repeat this procedure if another eye is exposed but sprint past him if you are pressed. Use the red barrel when Saddler gets close to it for another climb. Start backing off while either targeting an eye or tossing a Frag Grenade to drop him for a climb. Watch for beams being hurled your way and be aware that in addition to its close-quarters melee strikes it will occasionally pounce from a distance. Stay healed during the fight. You can also sprint to the end of the dock, climb onto the platform and use the switch to swing a load of beams into Saddler, dropping him for a climb and stab. Coup de grace: It will take either one well-aimed rocket or, normally, seven climbs to prompt Ada to toss down a “Special” Rocket Launcher. You can only retrieve it when the bridge light is green indicating the bridge is in place. Cross it, following the prompts if it drops while you are crossing it, and take the “Special” Rocket Launcher. If you didn’t clear space, you will have to clear space to enable its usage. Train it in Saddlers direction; it is homing so pinpoint accuracy isn’t required. He goes down during a cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Using the “Special” Launcher isn’t required. If you can drop Saddler with Frag Grenades, eye shots or by using the red barrel on the far side of the dock he will die after additional climbs and stabs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once again Ada does something strange. She takes the “sample” and flies away on a chopper, leaving you a “Jet-ski Key.” You now have less than three minutes to get off of the island before it explodes. Grab the 100,000 pesetas Saddler dropped and grab whatever items you want as you cross the bridge to get back to the lift. When Ashley joins you sprint down the path to get to the jet-ski. Board the craft with Ashley and head away from the island. Move forward, veering right through the unbarred portal, then left and then right though the third portal. Pass over the ramp. After the cutscene showing the island exploding and a wave of water surging outward, accelerate and stay left to pass over the ramp. Swing right over the next ramp and then dodge the falling rocks by swinging right and left as required to exit to the open water. Ashley is thrown from the craft but surfaces safe and sound. Leon, however, won’t be satisfied until she is safely home. Ashley wonders about Ada and Leon says he hasn’t gotten over her. After the credits roll, a glasses-less Ingrid Hunnigen transmits a final message to Leon. / / / / / / / / / / / / / / End of Chapter 6 Inventory \ \ \ \ \ \ \ \ \ \ \ \ Currency: 303,890 Tactical Vest Red9 (full 22 round clip) Striker (87 rounds in clip) TMP (250 rounds in clip) S-A Rifle (full 24 round clip) 1 Special Rocket Launcher 242 Handgun rounds 30 Shotgun shells 215 TMP rounds 2 Flash Grenades 1 First Aid Spray 5 Green/Red/Yellow Herb combos 3 Green/Red combos 1 Green Herb 2 Golden eggs Note: The final inventory reflects not using a Rocket Launcher or the Special Rocket Launcher. \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / Now that you have completed the main game, the extras are enabled. As a reward for completion of the game on “Normal” mode you can now purchase the basic Matilda machine pistol for 70,000 pesetas. The Infinite Rocket Launcher can also be purchased from the Merchant for 1,000,000 pesetas. Ashley and Leon’s wardrobes are also expanded. The mini-game “Assignment Ada” is also available. She is tasked with finding five Las Plagas samples in the island lab. Successful completion of this game makes the Chicago Typewriter available from the Merchant for 1,000,000 pesetas. It can be purchased for use in both the main game and in “Separate Ways.” “Separate Ways” again featuring Ada Wong is also available. The storyline roughly parallels the storyline of the main game but from Ada’s point of view. While not as long as the main game, it covers a lot of territory and provides gameplay on par with Leon’s adventure. “The Mercenaries” is also enabled. Five characters: Leon Kennedy, Ada Wong, Jack Krauser, Hunk and Albert Wesker must successfully complete a campaign in four different battle areas to unlock the awesome Handcannon. This weapon can be upgraded to 99.9 firepower and to infinite ammo. The “Pro” mode is also enabled. The gameplay is the same as the main game on “Normal” but with the enemies being much tougher. Beating the game on “Pro” unlocks the P.R.L. 412. This weapon is best used to do a speed run. All, save, Del Lago, fall easily before it and it can be had for free. GameFaqs: Resident Evil 4 by SENIORBILL Page 1 of 87