police uniform, Ada will wear her Assignment Ada outfit, and Ashley will be bedecked in full Britney Spears regalia. Again, letting your enemies come to you is usually the best policy with the insects. There's no time limit to all of this, but there are some restrictions in place. To begin with, you'll have to round the corner and start killing them off. If you're willing to expend a single Butterfly round in this thing's head to get rid of it after flipping the first switch, we'll look the other way; it becomes more difficult to get it to recoil with the shotgun at this point. They're tough to see in the darkness, so proceed slowly once you reach the walls. The main trouble occurs when you hit tentacles on the neck portion of their body; this can cause them to stagger in unpredictable ways, and sometimes they'll stumble forward into a position where they'll be able to attack you, even if you were previously out of range. Now, the small collection of houses to the east will pose a formidable challenge to you, mostly due to the fact that the inhabitants apparently enjoy chucking dynamite at anyone who comes nearby. You won't have any need of the rifle after this, so feel free to discard it and its scope if you need more space. If you're aching to use your magnum ammo, don't be too hasty to do so; like It, Krauzer can't initially be killed. It's relatively easy to shoot them before they jump, though, especially if you upgraded to the wide-firing Striker shotgun, but if you do let them jump down into the cars, you might get extra cash and items from their corpses. Third Cube: At this point, It will make an unpleasant transformation, and sprout a pair of razor-sharp wings from its back with which it'll slash you. Keeping five full-heal items on you at any given time is a good idea, and should see you through even the roughest boss fights. The first room of the catacombs has a number of dangers, mostly coming from the bear traps - if you have the Striker shotgun, you should be able to get two or three of these at a time with it - and the chainsaw freak who's waiting for you in the room to the left. In order to move on, you'll need to flip two switches: there's one by the door on the western side of the room and one hidden beneath a vase in the southern hallway. Before heading through the door to the north, check the dead end to the right; you can find some cash behind a picture of Saddler, as well as an item in the vase across from it. Yay! The village has been restocked with the usual ammo and cash goodies, so check around before calling Ashley down from the tower (you'll need to Catch her at the bottom of the ladder) and heading up towards the farm. After you dodge the boulder, it'll break open the door leading to a tunnel, where you can shoot a couple of Spinels out of the ceiling. Proceeding further up the cliffs will require a good number of kills, though, so try and scout ahead with the rifle and take down the enemies on the ledges before you get within range of their dynamite attacks. Resident Evil 4 went through various development stages before the final game was settled on. Meet Ashley. You can use this on the boulder that's blocking your path to blow it and gain access to the next funroom. In the tunnel, you'll be able to meet up with the vendor again, who's offering more tuneups, as well as a new pistol, the Red 9. If Ashley gets picked up, you're going to have an incredibly difficult time getting her back, so try to rush inside and park her near the back wall before using grenades and your shotgun on the hordes of cultists approaching. The red-robed leader at the bottom of the steps appears to be bugged, and will refuse to move or fight you, so get your headshots in and kill him before taking the Gold Sword from upstairs and placing each sword in its correct receptacle (gold downstairs, platinum up). After the cutscene, you'll be able to escape to a smallish zone where you finally meet up with another merchant. on April 3, 2009 at 10:52AM PDT. You can only restart the car after the chainsaw freak is dead, though, so whip out your shotgun while standing on one end of the set of cars and use it to knock everyone down. Although you only hear one chainsaw, there are actually two freaks here; one in the upper level of the antechamber, one on the lower. After jumping the gap nearby, you'll start to be assailed by crossbowmen; before you deal with them, duck into the cave here and take out the three taser-wielding enemies within. When you jump down to the underground wrecking ball (seriously now, a wrecking ball underground? Kill the rest of the villagers barring your way back to town, then head in. There are three main areas that encompass the Saddler boss fight. There's a Medium (77 boxes at 30,000 pesetas); a Large (96 boxes at 40,000 pesetas); and an Extra Large (120 boxes at 73,000 pesetas). For example, one of the corpses in the freezer will reanimate after you grab the scope, and the door will lock at the same time. Enemies will take a lot more damage, so you'll have to be much more sparing on the ammo. Thus, this winds up being something of an endurance competition, where you're forced to survive for four minutes against a devestatingly agile and powerful boss. In it, you'll have to take one of five characters out for a bit of a stroll, a walk in the park, a jog by the beach…only, you know, with zombies and stuff. Now, you're going to have two significant boss fights in this subchapter, so try to conserve your ammo as much as possible. Well, here's where the damn thing comes in handy. It won't open immediately; like the elevator, you're going to have to wait a minute or so before it does and you can escape. You begin your little quest on the outskirts of a rural village in an unnamed European country. It can be easily staggered by most characters, save for HUNK, and has no automatic kill attack as the chainsaw wielders do. You'll need to keep it there for a second or two before the door opens up. After you fool around in the target practice room for a bit, walk down the hallway next to the real merchant to end the chapter. Dealing with the insects here is much easier than taking them on inside the dome. Resident Evil 4, like the other games in the series, features three different types of healing herb, which can be combined in numerous ways. Yeah. Found in many places on the island. Swords And Sorcery…But Mostly Just Swords. By the same token, he'll have an easier time locating you if you run instead of walk, so keep the pace down. Ada and Wesker do well here, as their rifles allow them to pick off enemies from a great distance away, or kill off enemies as they line up during their approach; Krauzer will be his usual dominant self, as well, thanks to the advantages that this map offers to mobile characters. Pull yourself up when you reach the far side of the gaping hole, then grab the Stone of Sacrifice and move back out to the first part of the chapter. After you leave the room, the chapter will end. This merchant will be the first to sell the Tactical Vest, which is a wise investment at 60,000 pesetas, as it'll cut all the damage that Leon takes by 30%. Do so, then head into the small room to the right of the entrance and use the keycard changer there to grab the Waste Disposal Key Card, then shut off the cryogenic device nearby. You only seem to get one of these, and you do indeed have to be aiming in Saddler's general direction to actually hit him; if your shot's too far off, the rocket launcher will be expended and, well, you'll be kind of screwed, since you need it to kill him. Ruby 1. Before leaving, check the hut for any items that you missed (there's a Spinel inside the explosive barrel on the ground floor). Secondly, when you're on one platform while Saddler's on the other, he'll pick up fallen girders and chuck them at you. The Killer7 has no exclusive upgrade. After you do escape, you'll be standing right next to El Gigante, so don't try to fire off any shots; just get your distance. Get Ash to follow you again and make your way down to the underground tunnel, checking the trees for more bird's nests. The first is the large open area in which you begin. If you have a rifle or a magnum, this might be a good time to dish out a single powerful shot at him. For the mobile game (iPod/iPhone), see Resident Evil 4 (mobile).. Resident Evil 4 (Biohazard 4 (バイオハザード4,? The crane will automatically plop your targets into the pit here. Now there's a truck that's going to need some time in the shop after all this is over. Instead of the door to the west, though, he'll pop out the gate to the north of you this time; if you sidle up to the ledge on the northern side of the platform, then, you'll be able to pop him in the head with the rifle. If you head back through the doorway you just stepped through, you'll be treated to what seems to be an optional cutscene. The most telling is the significant size difference between it and the other shotguns; it'll take up a full six fewer blocks of attache case, allowing you to carry three more first aid sprays, grenades, ammo containers, or what have you. Immediately beyond the gate there are some sandbags; look behind them to find another yellow herb. Grab these time extenders to increase your shot at a high score. You can sell all of your Spinels to him for 2000 pesetas apiece, as well as the Dirty Pearl Medallion; you'll be able to upgrade the Beerstein later on to make it more valuable, though, so you may want to hold onto it. You'll need to rely on dodgeable attacks for him to get close enough to hit; if you shoot at medium range, then you'll be unlikely to stagger him very often. If you get back to her too late, and she's been nabbed, you'll have to rescue her by shooting the legs of the enemy that's carrying her off. As soon as you regain control of Leon after entering the zombie camp, shoot the explosive barrels on the cart to remove any nearby threats, then get Ashley into the dumpster nearby before taking out the rest of the enemies. One of the items that's completely discardable is the silencer for his pistol. We found it best to shoot two targets, blast the rodents with your shotgun, then immediately get the other two targets before more beasts appear. More goodies and ganados await; clear the path to the northeastern gate, being mindful of the traps, before calling Ashley over. The first one you should go for is in the autopsy room to the southeast of your starting location, where you first encountered a Regenerator in the main campaign. After you enter the cramped quarters of the next room, grab the Platinum Sword from the plate on the wall, the tell Ashley to wait nearby while you lure the cultists above onto the stairs and finish them off. Equip your shotgun as you make your way back to the church area - there are some devil dogs waiting outside it which can deal heavy damage unless you put them down quickly. As he did with Leon in the main game, a chaingunner will appear when you pass a bit ahead, so before you do so, pause and take care of any soldiers in the first half of this little spit of land. Another brief rail session will ensue when you reach the upper end of the elevator. Even in the latter plan of action, plenty of soldiers will be coming for you, so keep your shotgun near at hand. We're not entirely sure how a viral organism can account for reanimating pieces of metal, but hey - you don't play Resident Evil games looking for crap like sense or reason. After saving your game and grabbing the handgun ammo, walk east a bit to encounter a massive statue of Salazar. If you manage to upgrade it completely, though, and then purchase its Exclusive upgrade, it will turn into a monster of a weapon, with 100 firepower and infinite ammo. Magnums are going to be the weapon of choice when you need to punch a hole clean through a wall or something like that; these are the bruisers of the game, and although you won't find much ammo for them, you'll find them indispensable in the later boss fights, since they offer you the greatest amount of damage in the shortest amount of time. Welcome to the walkthrough for Resident Evil 4! The merchant near the beginning of this level should have a number of new upgrades for you, so cash in your chips (or your jewels, at least) and upgrade whichever weapons you use most often. This will lead to a path ringing the dome; at the end is another Butterfly Lamp, which you can insert the eyes into before reaching the next vendor for some serious cashola. This isn't your typical boss fight - that'll come later - but is, instead, set up to be really, really annoying for those of you trying to get through the game without ever having to continue. After dispatching the dynamiters at the end of the hallway beyond this room, head into the main research lab. As mentioned, your pistol and TMP are better choices for weakening up the beast, as the shotgun will leave you open to attack until you eject the shell. Shotgun The trusty boomstick is going to be your only shotgun for a good length of time at the beginning of the game, and a fine weapon it is. Note that you're going to need a lot of TMP ammo shortly, so try to use that weapon as little as possible. The main problem here is that few of the defenders will actually choose to pursue you, especially the crossbowmen, who are more or less locked into place, so you'll be forced to periodically return to the bridge and pick off anyone who yells at you. While these fellows will take a bit more ammo to kill than normal, there are some tips you can use to help you deal with them. Before it reaches you and starts roasting you - and not in a pleasant, celebrity-roast-with-Shaquille-O'Neal kind of way - pop out your rifle or pistol and shoot the guy. Shoot these wooden blocks out of the gears to get them moving again. The controls also let you choose either Ashley or Leon for using them; if you choose Ashley, then she'll go into Wait mode after using them, which is a bad thing - you want her on your tail during all of this, or she'll get picked up and carried away by the bad guys. As you make your way through the factory, keep an eye out for more crates - there are a few in various areas. Don't bother wasting ammo on this guy; just tip the canisters and run away. They can't move much more quickly than at a slow shuffle, so as long as you have room to maneuver, you should be able to keep them away from you without a trouble, and they're still susceptible to the same ammo that their mundane zombie-like friends are. Be careful! After you pick yourself up, grab Ashley and flip the switch near where you begin; this will cause the nearby spiky Regenerator to pick himself up off the floor and start coming towards you. What the heck do they use it for? The only way to really deal damage to the garrador is to hit him on the yellowish spot on his back, which is where his tentacle resides. Take a moment to familiarize yourself with the controls and check your inventory. This is your first dodge attempt of the game; get used to tapping either L+R or B+A on a split-second's notice. The large room with the staircase will be the site of another chaingunner ambush when you attempt to leave through the southwestern door. There are at least four more insects here, as well as a bunch of goodies in the cells, but try not to get boxed into a cell while the insects are still alive, as their ability to climb walls can let them move a bit too quickly for you to track them. After fighting your way into the waste disposal control room, whip out your rifle and start headshotting the chaingunner in the room below you. There's fairly little trickery involved here; if you want to win, you'll just have to start blasting away at its head and deal enough damage to finish it off. Shots fired from this pistol will penetrate one enemy and hit anyone behind it. The main reason for this is the fact that he only has a pair of attacks; one in which he'll swing away like a complete spaz with his bigass claws, and one in which he'll charge at you and imbed himself into the wall for a few seconds if he misses. After you save your game, you'll have to take a platform ride down across a gaping cliff. He'll drop 15,000 pesetas, so if you want, you can return to the weapons vendor and upgrade again before heading back to the church. Try to lock yourself off from the cultists, and you won't have to deal with them at all. The only path open to you after you save leads to the prison, but you won't be able to head there just yet. Eventually, you'll find Ashley's transmitter, as well as the "it" to which Saddler was referring when he last contacted you. If you're really good, you'll be able to hit the explosive barrel in the corner as a pair of the cultists run by it; if not, blast one set of them down with your shotgun, then run past them back to the archway where the crossbowman was and use that as a chokepoint to deal with the rest. Before doing so, though, locate the merchant on your map and buy/sell/upgrade before saving your game. Well, you'll see a dozen or so, but there are many more hidden away in some alternate universe, ready to pop in when you enter their little domain or bypass certain trigger points; all told, you'll have to kill around 30 if you want to end the flow of baddies. Try to keep an eye on Saddler while he's on another platform, or he may pelt you with a girder. This is probably the weakest of all of the boss monsters for the Mercenaries maps, although it's still a tough contender. At the outset, you'll be defending the bottom floor of the house; you can push the three cabinets in front of the boarded-up windows to buy yourself a bit of time to pick up the items in the house, but the baddies will inevitably flood in after a bit of time. Off to his left a bit is an explosive barrel which you should barely be able to spot the tip of; if you shoot this, the entire catapult structure will explode. These will add anywhere from 30 to 90 seconds to your clock. Getting to the second gate is a lot like getting to the first gate, save for the fact that all of the defensive positions of the soldiers are compressed into one little area. You might also want to make another save game here if you're low on health and restoratives. You can still kill them without a rifle, but doing so generally involves using a ton of ammo to shoot them all over their bodies; it's much more efficient to just save your rifle ammo for the Regenerators and use it on them, thus freeing up most of your ammo for the other enemies you'll spot. (You might also want to check this area and the farm to see if there are any more chicken eggs scattered about; we found a Gold one in the farm, but they may be random. He'll appear after you walk a short way, and you won't have a huge amount of room to manuever in. NOTE: The Broken Butterfly is going to make the fight with the boss at the end of chapter four much, much easier. To begin with, pick up the Spinel and Yellow Herb in the room where you begin, then save your game before heading up to meet with the cultist near the fireplace. Hmm…. After you beat It for real, head out through the doorway to reach the lift you had to pass by earlier. If you've been successful in saving up magnum ammo, then the beginning of this fight is going to be a good time to use it; if you just unload on its head with your Butterfly, you can do a good amount of damage, and it'll continually recoil from the blows, which will prevent it from ever attacking you. With a rifle and a good scope, you can pop heads from a mile away. There are plenty of items to grab here, including ammunition, but since you likely have a bunch of ammo for your handgun, that's what you'll likely want to use on Chief's first form. Note that most of the mentions of the controls are also based on the GameCube version, so you may need to adapt a bit if you're playing on the Playstation 2 or the Wii. The Matilda is an automatic pistol, while the Infinite Launcher is a multi-use rocket launcher; in fact, you can fire it an infinite number of times! Since the turret on the lower level will be deprived of its gunner by the helicopter shortly after you enter this area, this will remove any source of danger to you save for that posed by the soldiers.). Just run from one end of the building to the other, do a quick turn, unload on Chief with your shotgun or TMP (or pistol if that's all you have ammo for), then run away when he gets close and repeat the process. He'll almost always flop down on the ground and lower his central tentacle at this point, exposing the biggest eye of all. In order to do so, you're gonna need to throw the lanterns scattered around at them. As you climb the steps, the cultists will start flinging barrels down the steps, which will deal heavy damage if they manage to impact you. If you can outrun Krauzer, then hop into the little building you spot after you cross the bridge (check our video for this segment if you're having trouble maneuvering). (Note that you don't have to go through all this rigamarole if you don't wish to. The Matilda is one of the weapons that'll be unlocked after you finish off the game for the first time; after you start a new game with the previous save game (by loading the Game Complete save from the loading screen), you'll have the option of buying the Matilda from the merchant. As when Leon passed through this area, a chaingunner will appear, and in precisely the same trigger spot, apparently. Although TMP ammo is scarcer than pistol rounds, it's still fairly easy to find, and popping off a single shot here and there won't significantly drain your resources. You can jump past the second one in a similar manner; the third and fourth may pass over the same area, but they should move in sync, allowing you to dash past them without a problem. Your best bet for survival here is to equip your shotgun, take an immediate left or right, and try to circle around the edge of the room with Ashley until you reach the stairs leading down, using your shotgun to blast anyone in your way. Lastly, Saddler does have some environment-based attacks. When you fire a mine dart at a target, it'll attach, wait three or four seconds, then explode. In the little hallway leading up to Saddler's inner sanctum, you'll have to deal with a number of laser traps, in a sequence quite reminiscent of the first Resident Evil film. Found in many places in the village and in several places in the castle. Luckily, you only have to deal with one cultist at a time, as they're separated by a wrought iron gate. You should see a tattered blue poster on the tree nearby; grab it to learn about the medallion mini-game. When you search the upper level here and move around a bit, you'll trigger the appearance of a chaingunner, who's essentially the soldier variant of the chainsaw freak, albeit a little harder to kill. We'll be honest and say that we never found rifles to be tremendously useful; they'll let you kill enemies from a long way away, sure, but we always got antsy about the ammo or cash that said enemies drop fading away before we could reach it. There won't be any easy way to defend yourself here - they'll be at the top of the steps before you can fight them, preventing you from bottlenecking them there - so try and use your shotgun to keep them on the ground while you manuever Ashley into a safe corner before finishing them off. The other two tentacles are less devastating, but will attack more often. Let Krauzer get in close before using the shotgun on him. © 2021 GAMESPOT, A RED VENTURES COMPANY. Leon will wear his S.T.A.R.S. The fifth one, you see, is on this guy's back, making it pretty much impossible to hit while he's walking towards you. Whichever item you get, you'll be able to sell to a vendor for some cash; the regular Pearl Medallion is more valuable than the dirty one, so that's the one you want! Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums. The openness of this area will give him a couple more tricks. After the cutscene showing the Gigante's entrance, run back across the large circle in the middle of the room and rotate so that you can follow the movement of the Gigantes. Mr. RL will be your first target, obviously enough, but he's surrounded by enough guys to make him difficult to hit. 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