Chapter 4: Part 1

Now that Leon and Ashley are reunited, you can backtrack a bit to collect a free weapon. From the start of the chapter, head west through the hall that goes by the merchant. Continue west through the next room to return to the room with the dropped cage. The area is refilled with not-zombies, but you can easily run by them to go through the doorway to the south, exiting back to the series of halls just south of the hedge maze.

As soon as you enter this area, do not move. There are two insects clinging to the ceiling, and you can take them out with a single rifle blow if you spot them before they spot you. One of them just south of the doorway, and the second insect is to the west, around the small corner to the north. With these two dead, continue out to the main hall. If you check your map, you'll see a locked door to the north. Run there with Ashley and she can piggyback up and over the wall, unlocking the door for you. Inside this room you'll find a number of free items, including the Broken Butterfly.

When you've got the gear, return to the start of the chapter. To the north is an unlocked door that leads to the next area.

There's nothing to worry about in this area, though there are a couple ofitems to pick up on either side of the room. When you've got them, step onto the platform to the north and ride it across to the next area (leaving Ashley behind).

This fiery walkway is home another ornament piece. As you start heading down the path, a large dragon statue will slowly move towards you. Quickly take aim at the operator of the dragon from the top of the stairs—one pistol shot will knock him off. If you miss your shot, quickly run past the dragon to avoid the fire breath attack. Lure the dragon north a bit, and then quickly double back to run up the stairs again. This is the best point to get clear shot at the enemy, so make use of it until you've eliminated the threat. When you do kill the operator, a chest full of gold will appear nearby.

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Further north is a platform with a fence spinning around it. Wait for an opening in the fencing to jump across and reach the walkway to the north. When you get there, you'll see two not-zombies just north of you as another giant dragon statue starts to move towards you. Very quickly, run past the not-zombies and turn right to take cover in the corner of a large clearing. As you do, a third dragon will activate to the north.

The not-zombies may or may not follow you to your post. If they don't follow you, leave them be! If they do follow you, cripple them, but don't worry too much about killing them (they'll be replaced as they die). While holding off these enemies, equip your rifle and turn to the north. The large dragon is being suspended from the ceiling by large chains, and if you look hard you can spot one of the chain links that's gold. Target this link with your rifle and shoot it. It takes about five shots from the rifle before the chain will break, dropping the dragon into lava and raising a new stretch of walkway.

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When the coast is clear, run up the path to the north. At the top of the stairs is a chest with the Lion Ornament that you can grab before quickly turning around to take aim at the dragon statue to the west. Again, the top of this stairway is the best place to target the enemy, so lure him back and forth until you've got a good shot. With this dragon down, another chest will appear to the south that has a treasure.

With the Lion Ornament in hand, run back towards the area's exit (south). If you run into any enemies, just cripple them to get by them (no need to waste ammo) and return to Ashley.

When you reunite with Ashley, have her follow you into the room to the west. Get in the cart with her and ride it back to the south end of thecastle. From the end of the cart ride, unlock the door to the east to enter the main hall of the castle, where you can now use the three ornament pieces to unlock the northern path. You can continue on to the next area, or head up the stairs to the right to collect a few items (check behind the painting) before continuing the mission.

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There's another cart to ride in this room, and still no enemies to worry about. Ride the car to the north end of the castle and be sure to grab the items from the nearby vases before you continue to the next area to the north.

Again, there are no enemies to worry about, but there are a few items you can grab and a merchant you can deal with. Also, there's a second shooting gallery here with all-new bottle caps to earn. When you're done messing around here, continue down the eastern hallway to enter a new area.

Leave Ashley behind for the time being and head down the hall that's lined with knights. As you do, you'll have to time button presses to dodge the axes, and just as before the buttons are either two action buttons or two shoulder buttons. When you make it down to the end of the hall, head into the next room by yourself and grab the King's Grail from the center pedestal.

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Once the grail is lifted, four knights will slowly enter the room. Equip yourshotgun and blast them in the gut to send them to their knees. After a shot or two, a parasite will poke out of each knight's head. Take them out, and four more knights will storm in the room. Give this four the same hospitality you showed the first, and when they're dead the door will open, letting you return to the hall with the merchant.

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When you're back in the hall with the merchant, go through the door to the west to enter another area. There are four floor switches in this room, and two large statues you can push over two of them. With the two statues on two of the floor switches, split up with Ashley so that you press down the remaining two switches. When all four switches are pressed, a doorway to the north will open.

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As you enter the room, the ceiling starts the come down at you. To stop the ceiling from falling, target the four red lights that are scattered throughout the spikes. A single pistol shot is enough to knock 'em out, and when all four lights are shot the ceiling will stop falling. Continue through the door to the north and head down the next hall with Ashley. As Ashley approaches the next doorway behind you, a gate will shut in front of her as two not-zombies roll down the hall in a strange mechanical death-mobile. Use either your pistol or the rifle to shoot down the two drivers of the death-mobile (one pistol shot is enough to kill each) and the gate will open up, letting Ashley follow you into the room. There are a number of items to grab in this room, including the Queen's Grail. Grab it, and return to the hall with the merchant.

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Head through the north hall and you'll enter a large room with a group of not-zombies at the end. Make sure Ashley is safe behind you, and take on the gang with your shotgun or grenades. With them dead, go into the small area behind them and use both the King's Grail and the Queen's Grail to open up the door that leads to the next area.

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There's nothing to concern yourself with in this first hall. Just head through the door at the other end to enter a large room.

As you enter the room, you'll notice a large organic mess hanging from the ceiling. Start crossing the room and you'll soon find yourself confronted by a number of flying insects swarming around you. Use your shotgun to knock them out of the sky and clear a path to the other side of the room. There's a large lever to pull that'll drop open a draw bridge. Target the remaining chain that's holding the draw bridge up (pistol fire is fine) to drop the bridge all the way and continue to the next area.

 

The next hallway is clear of threats, and there's even a merchant you can deal with. Head north down the hall when you're done, and you'll exit to an outdoor area with a clock tower on the far end. Equip your rifle and you'll be able to target two not-zombies that are hanging out on the balcony at the top of the tower. If you don't get them now, they'll spot you later and call on an attack from some nearby catapults.

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With the first two dead, cross the bridge to the tower and get to the balcony from the west. At the top of the stairs are two more not-zombies to deal with before you reach the clock tower entrance on the east side of the building.

At the bottom floor of the tower is a door that's barred by a metal lattice. To move the lattice, you'll have to free the tower gears of debris (there are three blocks of wood stuck in the gears) and then pull the lever on the top floor. Move around the floors to find the three blocks of wood and destroy them with a pistol shot—once all three are gone, pull the lever to open a door, letting in a bunch of enemies.

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The floors below are now home to a number of not-zombies, including a few with crossbows. As you make your way down the ladder, don't stand still for too long and you'll be able to avoid the crossbow shots. Quickly take out the enemies as you make your way down the ladders. When you reach the bottom floor, another group of not-zombies will pour in through the doorway. Quickly climb back up the ladder and turn right at the top to avoid the not-zombie throwing dynamite. You can pick off the enemies as they climb up the ladder, or hope that the dynamite thrower gets them with an explosion. Once the tower is clear, jump down and exit through the opened door to the east.

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Once you step outside, you'll see a trio of enemies slowly marching towards you from across the bridge. Take 'em out to clear the path, and make your way across the bridge. As you do, enemies start to come at you from both sides of the bridge. Turn around quickly to take out the smaller group of enemies behind you (shotgun works wonders) before taking aim at the not-zombies to the east. When all are dead, just go through the doorway to enter the next area.

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You'll spot four enemies just up ahead, but they won't spot you yet. Two of them are regular not-zombies, and the other two are the powerful masked enemies with claws! Equip your rifle and take out at least one of the regular not-zombies (if you've got the semi-auto rifle, you can shoot both). You'll grab the attention of the other enemies who'll rush towards you.

If you've got the Broken Butterfly, now's a good time to use it. As with your encounters with these guys before, lure them around the room until they dig their claws into a wall, exposing the parasite in their backs. The best place to run around is in the very first area—run circles around the two pillars and the powerful enemies will eventually give you an opening to pop 'em in the back.

As you explore the room further, more not-zombies will come through the door from the west. Be ready for them to take 'em out, and continue down the hall to the east. There are a number of items to collect along the way, and after reaching the destination you'll be left off in a new area.

There's another merchant in the area, and he's got a nice new weapon to purchase if you want to make the upgrade (it's recommended). There are also a number of items in this dark sewer area, and even more down the path that's at the top of the ladder. You won't have to worry about any enemies for the time being, so just continue through to the next area.

Start heading down the long sewer hall and you'll get a glimpse of something that's hunting you. As you explore the rooms down here, be ready to time some button presses in order to dodge attacks that this lurking creature sharply launches at you. When you've collected the items you want, head to the room to the very north...and equip your very best weapon.

At the back of the room is a switch that'll power up the elevator in the room to the southeast. However, it'll take four minutes for the elevator to be fully operational, a time span during which you'll be plenty occupied. At the flip of the switch, the door to exit the room closes up. Quickly run to it and try to open it, though you'll be alerted that the door won't open for a little while. No problem, right? Wrong. As you turn around, you'll see the sewer creature face-to-face, and you've got to survive in these cramped quarters long enough to let the door open.

Quickly run past the creature to reach the north end of the room. You can run circles around the generator in the center of the room, timing button presses to dodge the creature's attacks. It's at this point that you should make a decision: will you choose to face off against this creature and kill it to attain the valuable treasure it drops, or will you simply buy your time, dodging its attacks until the elevator comes to your rescue? Since we're hombres, we're going to assume that you want to kill the sucker.

As you're running around the center generator, you'll notice a large canister of nitrous oxide (there are three more identical canisters in these sewers). Press the action button near the canister and Leon will toss in on the ground, temporarily freezing the sewer creature. It's during this time (and this time only) that you can deal damage to the beast. Your best choice of weapons is between the broken butterfly and the rocket launcher—if you've got a rocket launcher, one blast while the creature is frozen will do the trick to silence him forever. However, if your best weapon is the broken butterfly, you'll have to do some more running before he falls.

After blasting the enemy a few times, he'll break free of the ice, so don't waste your shots. Resume your run around the center generator until the door opens up, and then make a mad dash for the hall to the south. While in this hall, you'll have to continue dodging attacks, and if the creature attacks you from the ceiling you'll have to dodge three times consecutively. There's a second nitrous canister in this hall, so push it over as soon as you reach it to freeze the creature again. Even if the creature isn't very close to you, it'll get frozen by the nitrous—just be quick to find him and give him a few shots before continuing your run down the hall.

The first doorway you reach (on your right) leads to a small room with another nitrous canister. By now you know the drill, but this time it's best to wait for the creature to get near you (dodge an attack) before kicking over the nitrous. When he's broken free from this frozen state, exit back to the main hall and enter the second room (this time on your left). Repeat the process, and the creature should go down about this time. If he doesn't die now, you're pretty much out of luck; there are no more nitrous canisters to push over, and no more chances to fire at the creature. Just wait for the elevator to come up and take it down to complete the level.


Chapter 4: Part 2

This first area is home to another merchant with a shooting gallery. There are also a number of items scattered about the area that you should stock up with before continuing to the next area.

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Just around the first bend of this mining tunnel are a few not-zombies. Take 'em out and continue down the mine shaft until it opens up to a large cavern. There are yet more enemies in the area, and your best bet against them is to wait on the mine tracks and lure them towards you. The not-zombies will climb up to the tracks platform where you can easily take them on with your pistol or shotgun. When the enemies stop coming, look around the area with your rifle to see if there are any other not-zombies hanging out in the alcoves of the cavern.

When the area is clear, drop down to ground level and go to the northern corner of the area. There's a switch that'll send a mine cart barreling towards you, flipping off the circuit breaker that powers the machinery. With the mine cart in place, head up the hill to the south. At the top of the hill is another switch that'll flip the circuit breaker back on, along with a new not-zombie to take care of. Kill it to reach the switch, and hit it, summoning a new set of enemies.

A bunch of not-zombies will come from the mine tracks you used to enter the cavern, along with a chainsaw enemy that's near the mine cart controls. Stay back and pick them off with the shotgun as they get close, and don't hesitate to toss a grenade into the mix. When all enemies are deceased, return to the mine cart controls and hit the switch to lower the cart to ground level. Grab the Dynamite from the cart, and use the explosives to blow up the rock formation that's blocking access to the eastern exit.

 

There are a number of helpful items scattered around the perimeter of this open cave. If you don't have room for them yet, don't toss anything away, because as you approach the door on the other side, two massive gigante creatures barge in to spoil the fun.

Since taking on two gigantes is just a bit too much to ask, you can thankfully eliminated one of them very quickly. Climb the ladder to the southeast and approach the zip line to the left. As the giants try to shake you from your roost, quickly tap the action button to slide down the zip line and land right in front of a lever. Operate the lever and the view will switch back to show you the oncoming giants. When one is standing over the circular door in the floor, hit the action button the open the floor, letting the lava below swallow the beast. If you miss your timing on your first try, you'll have to stall the two beasts for a period of time before you can operate the machine again. And once you've sent one of the gigantes to a fiery death, the mechanism will be inoperable forever after.

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To take down the second gigante, you'll have to do battle the old fashioned way. Lure the giant back and forth across the room, using your shotgun to blast him in the gut before making a hasty retreat. You can use flash grenades to temporarily stun the enemy, letting you unload a ton of bullets into him before running away again. A good way to buy yourself some room is to climb up the ladder, lure the gigante towards you, and slide down the zip line again. You'll put some distance between you and the enemy, letting drop some shells into his back.

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As before, when the gigante falls down to its knees, run up behind it and press the action button to vault on top of him. Once standing on his back, mash the action button to cut away at the parasite. Depending on how good your mashing is, you can defeat the gigante in either two or three repetitions.

When the gigante finally dies, be prepared to time a button press to dodge his final attack, and exit the cavern through the eastern doorway.

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The narrow cave opens up to a multi-level cavern that's just swarming with flying insects. Poke your head out of the cave just enough to catch the attention of the enemies, and lure them back into the narrow confines of the tunnel and right into the barrel of your mighty shotgun. There a lotof enemies to take care of, but steady hands will take care of them quick.

When the coast is clear, head up the slope to your right. At the top of the slope is a small cave entrance to the right with a switch at the back. Flip the switch, solving one half of the puzzle to open the door to the south. As you exit the tunnel back to the main cavern, watch out for more flying insects that've reinhabited the area.

With the area clear again, exit the tunnel and head to the other small cave on the opposite end of the cavern. There's a small group of insects inside, along with a second switch. Once you flip the switch, revealing the two lights, the main cavern gets swarmed with a bunch more insects. Again, use the narrow confines of the cave tunnels to funnel the insects into your shotgun, and clear the way to reach the revealed gate.

After passing through the gate, you'll have to dodge a number of falling blocks by timing your sprint across the floor beneath them. When one of the blocks falls, start running into the block. As it rises, Leon will automatically run under it, avoiding the hazard. After passing under the second block, you'll see a switch on the wall to your left. Pull the switch to stall one of the falling blocks ahead, making it possible to skip by the next two blocks and enter the cave at the end. Activate the elevator in the center of the room to end the level.


Chapter 4: Part 3

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Though there's a merchant in the area, there are still enemies to watch for (further east). When you're done dealing with the merchant, equip your pistol and slowly head through the rubble to the east.

Almost immediately, you'll spot two not-zombies with torches. If you lure them towards you, the enemies will try to blow the fire of the torch at you. As soon as they try, pop them with just a single pistol shot and they'll light themselves on fire, instantly dying. Further up ahead is a bonfire with a group of not-zombies huddled around. Many of them have torches, letting you copy the technique above, but you can also take all of them out with a grenade lobbed right into the center of the group.

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With the area clear of enemies, explore around to find a number of itemshidden in the mess of the rubble around you. You'll also notice a locked door to the east, with a puzzling inscription. For now, head into the small wooden shed to the south and turn the crank, revealing a ladder that leads to an underground passage.

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The long tunnel ahead is void of enemies, but soon opens up to a large underground area that's littered with not-zombies. From the comfort of the tunnel entrance, drop a shot into a nearby enemy to get his attention and lure the not-zombie into the narrow tunnel to finish him. You'll likely get the attention of two or three enemies at a time, letting you easily handle the situation. If you look through the window in the stone structure to the north, you'll see a chainsaw enemy marching about. Leave him alone for now, and he'll leave you alone.

When you head down into the maze blow, watch out for bear traps that are lightly buried in the sand. There are probably a couple more not-zombies in the area that you couldn't see from the western tunnel, so keep an eye out and clear the area. When you're ready to climb the ladder to the north, stop and take a rifle shot to knock down the chainsaw enemy inside before quickly running up the ladder.

As you enter the room, a number of not-zombies will start pouring into the room by way of the ladder you just climbed. Immediately head for the western corner of the room and sit back with your shotgun while you mow down the enemies. After a while, a second chainsaw wielding enemy will run up from the stairs to the north, so be quick to take out the first one to avoid having to fight both at the same time.

When all enemies are dead, grab the Key to the Mine from the pedestal in the center of the room. Once it's picked up, more not-zombies will start trying to climb up into the room via the ladder. When they're all dead, exit the structure and use the Key to the Mine to open up the door to the east.

Another narrow tunnel leads the way to a new hazard. As the tunnel opens up to a room with spikes on the ceiling, the ceiling begins to fall while a parasite pops out to attack you. You can use a flash grenade to instantly neutralize the parasite before taking aim at the four red glass pieces in the ceiling. When you've shot all four pieces (pistol shots work), the ceiling will stop falling and the door ahead opens up. Keep making your way eastward, collecting items along the way, until you exit out to a new area.

Grab the nearby items and hop into the mine carts just ahead. Along the eastern wall is small area with a large lever. You can't reach the lever, but your bullets sure can. Aim and fire a pistol shot into the mechanism to throw the lever, and then quickly turn around to jump in the rear mine cart (furthest north) as soon as the carts start rolling.

As you roll down the tracks, not-zombies will pile into the mine carts ahead of you. Use your pistol and shotgun to take 'em out, and try to keep them from climbing into the cart you're in. Occasionally while riding, you'll reach areas of the tunnel that are blocked off by wooden beams. If there are any not-zombies remaining, they'll destroy the beams for you, but if you're all alone you'll need to be ready to quickly press the shoulder buttons to dodge the beam.

Eventually, a brief scene will cut away to show you an enemy flipping another lever. As the mine cart comes to a stop, target the lever on the far end of the room. You might not be able to see it with so many enemies around, but if you start knocking them to their knees you should be able to spot the lever to your left. With the lever thrown, the mine cart starts moving again, though you'll still have to deal with the chainsaw not-zombie that hopped in your train.

The ride continues as before, and eventually you'll start heading downhill so fast that you won't be able to aim. Don't concern yourself with any enemies left in the carts, but focus on readying your fingers. As the ride levels back out, you'll have to quickly press the action buttons jump out of the cart as it crashes below.


Once back on solid ground, continue forward and grab the Stone of Sacrifice. Another door will open up, letting you climb a ladder back to the surface. Once you reach the surface, use the Stone of Sacrifice to open up the door to the east and take the elevator up, ending the level.

Chapter 4: Part 4

Just down the hall, the narrow path opens up to a large room with a bridge to the north. As you start heading across the bridge, an enemy to the southeast throws a lever that drops two portions of the bridge while a number of other enemies enter the area from different directions. Head back to the small room to the southwest (watch for enemies) and climb up the ladder in the back of the room to reach the second level.

If there aren't any enemies on the second floor yet, there will be soon. As you approach the ledge of the balcony, enemies hop across the rising hand to come at you. You can deal some serious damage by knocking them off their narrow platform, though you'll have to watch out as they come at you from the ladder you just used. When the coast is clear, hop onto the moving hand yourself and immediately turn 180 degrees. There's a third level behind you and two not-zombies on it (one with a crossbow). Kill 'em, and hop onto the third level platform to throw the lever in the room.

Hop onto the rising hand again and then take another jump eastward to reach the center platform. There's a switch here you can hit that makes the other hand of the large statue start to move. As it does, more enemies will come at you, so be prepared to take 'em out before hopping across to the eastern balcony. Try to finish off any remaining enemies before dropping into the room below to flip the lever and raise the final portion of the bridge.


Once the bridge is raised again, two not-zombies drop right behind you! You can either run out the gateway that just opened or climb back up the ladder in the room to blow 'em away. When you've got the area clear, start heading across the bridge, but don't put the controller down once the cutscene starts rolling!

You'll have to rapidly press the action button to run away from the walking statue while you keep an eye out for falling pillars. As pillars fall, press the shoulder button that the game instructs to dodge them. After dodging three times, you'll be left with control of Leon—quickly use your knife to cut the lock on the door ahead of you and bust through it to head outside. The statue will continue the chase, and you'll have to time a couple more button presses before Leon is out of hot water for good.

Continue into the building ahead and collect the items on the base floor. As you start heading up the stairs, watch out for the barrels that start tumbling down towards you. If you stand at the area where the barrels smash to pieces, you can turn around and zoom up with your rifle to snipe down the two not-zombies that are manning the control lever, effectively stopping the flow of barrels (though you can wait for the barrels to kill the one enemy that comes at you from the narrow wooden catwalks).

With the flow of barrels stopped, run up the stairs to reach the lever. A brief cutscene will show a massive number of enemies that barge into the tower through the door at the bottom, and they start running the stairs towards you. Pull the lever yourself and sit back to enjoy the sight of not-zombies getting crushed below (you can see them running up the stairs if you look off the balcony).

Make sure to grab all the nearby items (watch for the dynamite chucker across the balcony) before stepping onto the service lift in the center of the room. Push off the two large crates and activate the lift to start heading up. As the lift approaches the top, a number of enemies will jump onto the small platform with you. Use your shotgun and pistol to clear out the crowd of enemies, because the lift can't move with 3 or more persons inside it, and keep doing this until you reach the top floor.

There's no longer anything to worry about. Just run along the path that leads outside and collect all of the items (there are a bunch of good ones). The path leads up to a stairway with the merchant (be careful not to shoot him, because he doesn't have the usual torches to let you know it's him). When you're done here, step through the door nearby to enter another level of the tower. If you have enough money, buy the rocket launcher.

As you head down the hall, you'll be met with a familiar foe who quickly changes form into a ghastly creature. Though the enemy is huge and intimidating, you don't have much to worry about; assuming your fingers are fast, you can skate through this battle without even getting hit.

If you bought the rocket launcher, shoot his giant eye with your most powerful weapon (not the rocket launcher) and then shoot the "human" inside the monster with the rocket launcher. If you didn't buy the rocket laucher, immediately turn right and run to the end of the platform. From here (with the ladder on your left) you'll only have to worry about the attacks from one of the creature's large tentacles. All over attacks will miss you entirely, giving you time to focus on doing damage. When this tentacle does attack, be ready to dodge with the press of either action buttons or shoulder buttons. Every attack can be dodged if you're quick, which is why it's possible to get through this unscathed.

Periodically, you'll hear a few words from Salazar as his shell at the base of the creature's neck opens up. Target and shoot the exposed Salazarwith whatever you've got (rifle, shotgun, and pistol all work fine), but be quick! The shell quickly closes up after the creature recoils from a failed bite attack, and you'll still have to look out for tentacle attacks to dodge.

Watch the patterns of the creature and time your shots so that you're not exposing yourself to a tentacle attack. Also, be sure to time your reloads carefully. As soon as you successfully dodge an attack, reload your weapon to be sure that you're done with the reload before another tentacle attack comes up. Alternatively, you can temporarily neutralize the tentacle by dealing damage to it direction. Just fire a couple of shots into the tentacle and it'll retract into the wall, giving you an even clearer shot of Salazar when he exposes himself.

Though it takes some time, Salazar will eventually die, leaving you to roam the area and collect the nearby items. The doorway behind Salazar's remains leads to an outside walkway. Climb down the rope and watch out for the snake that's inside one of the barrels at the base before continuing down an elevator to run into a merchant. Keep going just past the merchant and you'll reach the chapter's end.


Chapter 5: Part 1

There are no enemies to worry about for the time being, so don't worry. Just run around the island until you reach a fork in the path. You can get some items by taking the path to the left, but to continue the mission you'll have to backtrack and take the path that leads across a small wooden bridge. As you cross the wooden bridge, stop before jumping over the gap in the land and target the spotlight with your pistol. One shot will put out the light and prevent you from having to fight an entire pack of not-zombies. When the light is out, jump across the gap and approach the buildings ahead.

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There are a number of not-zombies scattered throughout this rubble, and if you're careful you can make sure that only one attacks you at a time. When fighting most of the regular not-zombies, you can lure them back to the gap that you had to jump across. When they try to make the jump, you can pop them in the knees to knock them into the water for an instant kill. It's good for conserving ammo, though you'll miss out on any itemsthe enemies would've dropped.

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However, not all enemies can be dealt with so easily. One of the first enemies you run into will be rockin' a chain gun, and he's got more durability than the chainsaw enemies from before. Since he has a long range attack, you can't just stand in the open and lure him towards you. Instead, stay around the corner of a building or climb up the ladder in the southeast corner of the rubble. When he gets near you, lay into him with your shotgun to keep him stunned, and be sure to keep a health distance between the two of you! If he gets in close, he'll be able to attack you without getting stunned by your shotgun. When he finally dies, continue clearing the area by running in to lure enemies towards you (you can hear them scream when they see you), and then retreating back to the gap in the island to kill them easily.

When you've got the area clear, head up the stairs to the northeast. On the left side of the locked door is a laser light you can activate. With the light turned out, head to the building to the northwest and find the ladder behind it that leads to the rooftop. From here you can rotate a mirror that will reflect the laser beam. Turn the beam until it hits the reflector to the southeast and then go to that reflector to direct the beam into the light receptor that's to the right of the locked door. With the beam connected to the receptor, the door will rise, letting you inside.

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Head through the tunnel and be ready for a quick time event to dodge a boulder some not-zombies push at you. Also, be armed with your pistol as you round the corner just beyond the boulder—there's a crossbow-wielding enemy that's waiting to strike. Kill the foe and continue up the ladder to the next area.

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Once at the top of the ladder, creep forward a bit and watch for the not-zombie that's to your left (and completely unaware). There are a few items you can grab before continuing around the corner to the right. You can likely see the shifting glow of a spotlight above, but don't concern yourself with it—you can't shoot this one out, but you also won't have to worry about it alerting anyone to you. For now, hop through the window to the right to enter a small cave tunnel.

You should be able to see an enemy or two down the hall to the right. Keep your back to the window and lure out the three enemies to clear the caves. There are a number of great items to grab, including an herb and another valuable treasure piece (to get to the treasure, blow up the red barrel). When you're done in here, hop back out of the building through the window and equip your rifle.

As you start heading through the area with the spotlight, enemies will start to congregate on the hills to the northeast (some of them with crossbows). When you hear the faint groans of enemies, sit back from a distance and target them with your sniper scope to eliminate the threat early. When you think the coast is clear, cautiously continue along the hillside path. There are a few enemies armed with dynamite around the corners (beyond the reach of the spotlight). You want to avoid their attacks while luring other enemies into the blast of the dynamite.

The path to the north branches. For now, take the path to the left that leads to a narrow tunnel. As the tunnel opens up, you'll be able to spot a not-zombie on the ground below. Take him out, releasing a cart full of burning barrels that would've otherwise been a hazard for you. With that threat neutralized, continue along the tunnel path to get some items and watch out for the newly arrived enemies as you start to make your way back down the path. With the road clear, head up the path to the right and continue through a hall past a merchant. At the bottom of the hill are just a few enemies to worry about (you can snipe them from afar) before you reach the door to the next area.

 

Head down the hall to the south and you'll soon run into a door. Just beyond the door and left around the corner is a not-zombie waiting for you, along with a couple of great items to grab. Be careful as continue down the hall and keep your shotgun ready. As you round a corner that's lined with hanging carcasses, be ready to shoot down the flaming enemy that bursts out of a nearby standing oven. Just beyond him is a doorway to the next part of the building.

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Equip your rifle and slowly make your way down the hall. Through the mesh on your left, you can spot a not-zombie just around the corner. Take your shot now if you've got the ammo to spare, and then run around the corner. If you look through the mesh again, this time looking to the floor below, you can see yet another not-zombie that's waiting for you to blast him. Take your shot and head downstairs. As you explore the area, a few enemies will swarm you, so be ready with your shotgun to knock 'em away before collecting the valuable items in the area (including a treasure and an herb).

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When you're done downstairs, head back upstairs and go through the door to the east. You can hear the faint cries of Ashley as you walk around the corner, but there's nothing to worry about for now. Just continue through the door to the north to enter a hall with a merchant.

Just west of the room with the merchant is a hall with an automatic door to the north. The door opens up every couple of seconds, letting the not-zombies behind it launch their attacks. The first enemies to deal with are a couple of dynamite chuckers that you can easily kill by waiting with the shotgun and shooting just once when the door opens. You'll hit the dynamite sticks and blow up both enemies, but they're not the only threat. The door will continue to open and close while a number of enemies with crossbows set up. Ready a grenade and toss it under the door once the door opens to blow away the group and stop the door from closing.

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In the next area is a save point to the west, along with a couple of great items nearby. You can unlock the door to the west now, but you don't need to go through it yet. Just continue up the steps to reach the second floor of the building.

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Start by heading down the hall that leads southeast. You'll enter a lab room with a body on an operating table. Ominous? You bet. Use the control panel to open up the door to the east (rotate the arrows so that they point the connection from the top arrow to the bottom arrow) and you'll see another strange operating scene. Grab the few items in here, long with the Freezer Card Key.

As you head towards the small room's exit, you'll hear a crash. Stand back and wait for the regenerator enemy to slowly come through the door. You can blast off the enemy's leg with your shotgun, but don't count the creature dead. Quickly, run past the regenerator and exit through the door to the southeast to re-enter the first hall.

Now that you and the regenerators have been properly introduced, you can expect to find even more of them. In fact, just around the corner to the north is a second regenerator, and since you still can't kill the creatures your best bet is to cripple 'em. Blow off its leg and continue past him. Just past the hall that leads to the stairs is a doorway to the north that you can unlock using the card key you just grabbed. Do so, and enter the freezer.

In a small part of the freezer to the east is a card key re-writer. Use it, giving your card the ability to unlock the door to the garbage disposal unit. However, you're not done here. Also in this small corner of the freezer is a valve that turns off the freezing mechanism. Turn the valve and enter the small corner of the freezer that's just north of you. In the back of the room is another valve you can turn, opening up a small door with theInfrared Scope. Immediately go into your inventory and connect the scope with your rifle, equip your rifle, and turn around to watch the hall to the south.

One of the regenerators in the main freezer has thawed out, and it's slowly moving your way. With the infrared scope equipped, you can spot the parasites on the body of the enemy. Snipe all of the enemy'sparasites and the regenerator will instantly explode. Exit the freezer back to the hall to the south and run down the dead-end hall in the corner of the area. From here, turn around and snipe the parasites of the regenerator that's in the hall to the west before running down the hall and using the card key to unlock the garbage disposal door.

Head down the hall and through the first door. You'll enter a room with the controls to the garbage disposal mechanism below. Use it to pick up and drop two of the not-zombies into the waste disposal—since you can only pick up two before the mechanism shuts off, make sure you take out the two that you want. When you've sent two to their death, the other two will climb up a ladder to the east. Get ready with your weapons and blast 'em away before dropping down into the garbage disposal area and continuing through the door to the south.

The next hall has a number of great items to grab, so be sure not to miss anything. As you enter the next area to the north, you'll begin to hear the cries of Ashley once again. Just around the corner to the north are two large enemies guarding a door. And while you can't open up the door right now, you'll still want to dispose of the enemies. Knock 'em down with a shotgun blast and then stand over their bodies to lodge another round of shotgun pellets into their skulls. With any luck, they'll die instantly, letting you continue into the hall to the north.

Run down the hall and open the door at the end, getting the attention of three not-zombies in the next room. Back up and lead them through the doorway where you can easily cap 'em off. When the first three are dead, enter the next room and take out the remaining not-zombies inside. Grab the nearby items and continue down the hall to the south where you'll find a save point. Make use of it.

Just east of the save point is a door that leads to another lab area. Head to the back of the room and you'll see a brief cutscene that shows an oncoming danger: another regenerator! Quickly take aim at the doorway to the south and snipe off the first three parasites that you can see with the thermal scope. There's a fourth parasite, but that one is on the enemy's back. To get a clear shot of his back, equip your shotgun and quickly blow out one of the beast's legs and then switch back to the rifle to target the parasite on its back while it's laying prostrate. With that one dead, the enemy will explode.

There are no other enemies to worry about in the area, so just run around collecting items, making sure you grab the Storage Room Card Key. The outdoor walkway to the south leads you to a merchant, along with an elevator that leads up to a communication tower with some extra free items. Stock up, and start backtracking towards Ashley's cell.

On your way back to see Ashley, you'll run into another group of not-zombies that are waiting at the top of the stairs in the room just before you reach your destination. Equip the rifle and snipe down any enemies you can, and use your shotgun to finish off the rest. When the coast is clear, run up the stairs and return to Ashley's holding cell. Use the Storage Room Card Key to open up the door and run around the corner of the room to end the level.

Chapter 5: Part 2

You'll have to backtrack a bit with Ashley to return to the garbage disposal unit from before. For now, leave Ashley in her room as you step outside to clear out the not-zombies in the next hall (they're just around the corner). Sit back with your shotgun and take 'em out fast to clear the path. When you can, get Ashley to follow you while you head south and into the next area.

As soon as you enter the next room, back up a bit and get Ashley behind you. There are a few enemies just around the corner, including one with a crossbow that likes to take cheap shots. If you can get far enough around the corner, you should be able to use the wall as a shield against the crossbow shots while you first deal with the other not-zombies. When you've killed the first couple of enemies, run forward with your shotgun to quickly blast away the crossbow enemy. Another guy will run over and lock the room, so take him out as well.

Make sure Ashley is safe near the door to the east (the same door you used to enter the room) before you unlock the door to the room. As you do, a bunch of not-zombies will rush into the room. Quickly turn around with the shotgun and blast 'em down, and then run over to Ashley to start playing defense. When all of the enemies are cleared away, continue westward until you reach the garbage disposal.

When you reach the underground area with Ashley, start walking towards the gate to the south. As you open the gate, the regenerator behind you will stand up! Quickly pass under the gate with Ashley and pull the lever on the other side of the gate to close it behind you. Make sure Ashley is a safe distance away from the gate and equip your rifle with the infrared scope to take out the regenerator (the creature will eventually open the gate if you don't kill it fast enough), making sure to get the one parasite on the enemy's back.

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After opening a second gate, you'll find a large metal bin that you need to push out of the way. Call Ashley to you and she'll assist in pushing the heavy thing out of the way. When the path is clear, have Ashley hide in the metal crate behind you and continue across the path. As you approach the southwest corner of the room, another regenerator starts coming at you from down the southern hall. Run back across the bridge near Ashley's hiding spot and take out the regenerator as it marches towards you. If you're quick enough, you can target the parasite on the creature's back before it turns around to face you head-on, making it easier to kill.

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With the second regenerator dead, call Ashley to you and head down the southern hall. There's another large metal bin to push away before exiting to the next hall.

The moment you set foot in the next hall, three enemies up ahead start coming at you. Back up as far left as you can get and keep Ashley behind you while you lay into the not-zombies with your shotgun. The one in the back will likely keep his distance, taking shots at you with flying hatchets. Clear the room, grab the items, and head down the hall.

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The hall opens up to a large room with a wrecking ball in the center, but don't jump down into the room just yet. If you look to the northwest corner of the room, you'll see a small control room for the wrecking ball—that's your target. As soon as you drop down, start making a mad dash for the control room because a bunch of enemies are about to invade the area.

When you get to the control room, wait for Ashley to catch up and command her to operate the wrecking ball. She'll continue to pummel away at a nearby wall until it smashes to pieces, while your job is to hold off the attack. There are two entrances to the control room that you'll have to guard, so be on your toes, going back and forth with the shotgun to blast down the enemies. You don't have to worry about killing everything, though; just make sure that nothing gets into the room and you'll be fine. When Ashley finally breaks away the wall, call her to you and quickly run for the gate that she's opened. You can go through it and leave the not-zombies behind.

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The next hall is calm...for now. Enter the room to the right and as you explore it you'll hear the music change pace. When it does, quickly get to the back of the room and watch the doorway with your rifle. A regenerator will slowly march in, so take out the parasites on its front side (there are none on its back). With the enemy dead, exit back to the main hall and you'll find the door to the right opened.

Head south down the hall and you'll hear another change in the music pace. Look down the hall with your rifle and you'll see another regenerator coming at you. Again, there are no parasites on the regenerator's back, so take your time to take it out. You'll have to activate the power to a shutter in a nearby room, and since it doesn't open all the way Ashley will have to crawl under and open it for you. There are a couple of items to find in the hall and its connecting rooms, as well as a merchant and a save point to the south. Make good use of them.

To continue to the next area, bring Ashley to one side of the doorway to the south and leave her there. Approach the opposite side of the door and press the action button to operate the locks. As the red lights above the door move towards the center light, press the action button to complete the series and unlock the door.

Grab the few items in the area and be sure you're stocked up on shotgunammo. When you're ready for a ride, hop onto the back of the large tractor. As Ashley drives down the tunnel, hold off the enemies that try to jack the vehicle from the rear. As the enemies run near the back of the tractor, launch a shotgun blast to temporarily stun the lot. You can effectively stall them long enough so that they give up chase.

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Eventually, a large truck will start barreling down the hall towards you. It takes just a shotgun blast or two to the grill of the truck to ignite it in flames, temporarily stopping the truck. As Ashley continues the drive, keep holding off enemies until the truck rolls again. You don't have to worry about shooting it this time, but the truck will wipe out any remaining not-zombies.

Just up ahead, the truck will come to a stop on a large lift. Quickly jump out of the truck and climb up either nearby ladder. The upper catwalk is littered with not-zombies, so mow 'em down to get to the control ever in the center of the room. Flip the control lever and quickly run back to the truck to save Ashley from some approaching enemies.

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Once the truck reaches the top of the lift, you'll go through another stretch of road where you have to blast away enemies. You'll soon hear the honk of another truck, and this time the truck is coming towards your tractor,head-on. Blast it once with the shotgun to the grill and the ride will end.

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There are no enemies to worry about once you're off the tractor ride. Just collect the nearby items and make use of the merchant in the next room. As you exit the room with the merchant, the chapter will end.

Chapter 5: Part 3

Head upstairs and through the next doorway. The next hall has a couple of items to grab, along with a couple of not-zombies downstairs and behind a door. Lure them out and continue through to the boiler room, where you'll hear the moans of more enemies. The not-zombies will come at you from the south, so be ready with your weapons and watch out for crossbow shots. There are some items to grab from the small room at the top of the ladder, though you'll want to watch out for more not-zombies.

Continue through the next hall to the south and take the elevator to an upper platform. As you start heading across the platform, a cutscene will trigger, but don't put down the controller just yet. Throughout the cutscene, you'll have to keep an eye out for quick time events that force you to press either two action buttons or two shoulder buttons to stay alive. Stay alert throughout the entire cutscene and, when it's over, climb down the ladder and head into the next hall.

This glowing white hall may remind you of something if you've seen the first Resident Evil movie. To get by the first two sets of lasers, simply wait for a large gap in the beams and run between them. The sets of lasers afterwards won't be dodged so easy, so be ready for more quick time events. The door at the end of the hall is locked, and you'll have to activate a switch to the right to unlock it. As you hit the switch, another wall of lasers comes at you, and fast. Dodge the beams (quick time event) and continue through the door.

 

There are a couple of items in this next room, along with a curious option to sit in the throne. Strange. Behind the chair is an elevator that'll bring you down to the next area.

The next hall is empty, save for a number of good items and a merchant. You can find some extra items in the room behind the merchant, so grab 'em and make use of the save point nearby before continuing to the next area.

Keep moving towards the red beacon on your map. When you do, IT will make itself known to you, and quite dramatically. For the first part of this encounter, don't bother fighting with the IT. Your main goal here is to get off this dangerous set of cargo containers while avoiding the IT's attacks. Watch for quick time event button presses to dodge the creature's attacks, though sometimes you'll have to resort to good ol' fashioned running to evade the monster.

There are three cargo containers, and the doors to each one are locked. To unlock the door, you have to find and press two different red switches on that container. With the two switches pressed, you have thirty seconds to run to the door (east end of the container) and hop onto the next container. The location of each of the red switches is marked on the map above (in red), but getting to them isn't quite so straight forward. There are shutter doors that block access to most of them, and the shutters are opened by destroying the green locks.

In the first container, the green locks are right next to the shutters in front of the red switches. Hit both switches and quickly run to hop onto the second container. The two green locks on this container are somewhat hidden, mounted high on the beams of the container. Look for the glowing green of the locks and shoot them with your pistol to unlock the shutters and gain access to the red switches. Two down, one to go.

The first red switch on the third container is visible as soon as you jump off of the previous container. To unlock the shutter for the second red switch, run through the very narrow passage in the center of the container (you'll have to run right by the IT) and turn left at the tunnel's end. Through the metal bars ahead, you can see the green lock. Shoot it with your pistol and backtrack to the west end of the cargo container to hit the red switch and open the gate.

Once you hop off of the third container, equip your most powerful weapon (a Broken Butterfly or Killer7 is recommended) and start heading forward. As you do, the IT will climb back up to take you on. This time you have to fight.

To put some distance between you and IT, drop a couple of magnum rounds into the creature and start running. There are two explosive barrels in the area that you can use to damage IT, so lure the enemy towards you and drop a pistol shot into the barrel to cause some massive damage to the enemy. Make use of both explosive barrels and then switch back to your heavy weaponry. Don't shoot wildly, and instead time your shots so that you shoot IT just as the monster starts to move towards you again. You'll send the creature recoiling in pain, giving you enough time to line up your next shot.

Watch out as the IT recoils in what seems to be a death animation. IT's not dead yet! Keep the creature at bay with constant fire—if you let up for too long, the monster will burrow underground, forcing you into a series of quick time event dodges (mess up and you'll instantly die). Just keep up the pressure with your powerhouse weapons and IT will eventually die.

There are a number of health items in the area, including an extra herb if you backtrack a bit and take the lift across the chasm. When you're done here, continue eastward to the next area.

There are no enemies to worry about right away, but just around the corner is a large drop and a bunch of not-zombies at the bottom. You can take care of most of them by shooting the explosive red barrel between them, and finish off any stragglers from above. When the area below is clear, drop down and collect the items in the area.

Inside the tent in the middle of camp is a ladder that leads down to an underground path. Collect the items along the path and continue to meet up with another merchant and a save point. Make use of it now—the fun's about to begin. Climb up the ladder inside the merchant's cave and continue forward to the next area.

As you start walking westward through the area you'll run into Krauseragain, and you're not getting off easy this time. At the end of the introduction scene, equip your pistol and fire at Krauser as he pops up from behind the rubble above. It only takes a single shot to send Krauser into hiding again, forcing you to follow him with your eyes and be ready when he pops up again. If Krauser ever throws a grenade your way, be ready for a quick time event and press the appropriate buttons in order to dodge the blast.

After not too long, Krauser will jump down from his perch and come at you. Keep going westward to enter a small room with some items, and watch out for Krauser to attack you from behind. He usually attacks with some sort of knife slash or kick, which you can avoid just by running away from him. After he does the attack, he'll backflip away from you. When he comes up to you, use your knife.  It's his weakness, and he goes down in about two slashes. Once you've damaged him, he'll vanish under the cloak of a flash bang grenade.

When you've got all the items raided from the room, start heading north with caution. Just ahead are a number of small walls jutting into the path, and behind one of them is Krauser. Again, avoid his attack and repeat the same process to get rid of him temporarily. When he's gone, make your way towards the path to the east. You'll see Krauser on top of another building, and again he's firing at you. Wait for him to stop firing and quickly run up to the building, forcing Krauser to jump down and face you hand-to-hand. Again, knife him to clear the path.

There are a couple of items in the building (and on top) that you should grab before continuing east. The path leads through some rubble and up a set of stairs to the top level of the ruins. Run up the path and grab the first Piece of the Holy Beast. As you do, Krauser will face off against you again, and this time he's not going away so easily.

When he goes on top of the building, hide under it to avoid his gunfire until he comes down. When he comes down, treat it as any other encounter. You've now got to track down the other two pieces of the Holy Beast. From the platform you're at now, push the statue onto a floor switch, revealing two different levers in the ruins. The first lever is nearby, letting you backtrack to the last walkway that Krauser had you pinned down (just west of the room with the items) while avoiding (or shooting) the droids. Just northwest of the building is a gateway that you can open by pulling the lever, letting you drop down to a set of paths that leads past more droids and to the base of a tower.


Climb the tower and search around to collect some items. Up here, on the outer edge of a platform, you'll find the second Piece of the Holy Beast. As you do, Krauser will appear behind you again and after the cutscene (complete with quick time events) you'll have to fight the nemesis. And what's worse is that you've got a three minute time limit to beat Krauserand leave the area.

Equip your shotgun and be ready for a number of quick time dodge events. Most of Krauser's attacks can be dodged, though if he walks straight up to you he'll perform a kick that can't be dodged via quick time button presses. Just back away from Krauser and target his legs with yourshotgun. You won't be able to damage him while he's shielding his face, though you can knock Krauser to his knees by dropping a couple of shotgun blasts into his lower legs. When he falls down, attack him with the knife until he comes back up.


Repeat this process of attack and Krauser will quickly go down. When he does, grab the third Piece of the Holy Beast off of his dead body and jump down the ladder nearby. From there you should see a path (not the stairs) that overhangs the evacuation area (marked with the large red dot on your map). Jump off into the area and quickly use all three pieces of the Holy Beast to open the door and exit to the next area, completing the level.


Chapter 5: Part 4

As you start making your way north, your rescue helicopter finally makes an appearance. As you encounter enemies while making your way through the area, retreat a bit and the chopper pilot will eventually mow down the enemies for you. You can use your own ammo if you want, though when the game cuts away to show you not-zombies manning heavy turrets, back away and let your buddy do the work for you. Throughout this scene, the chopper pilot will tell you to take cover. When he does, retreat a bit and wait for a cutscene to show you an exploding turret before you continue through the rubble.

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Head towards the locked door to the northeast (visible on your map) and climb the first ladder to reach the upper platform. You can open up the locked door, letting you into the northern half of the camp, but as you do a powerful not-zombie with a chain gun shows up directly west of the doorway. Exit the building you're in through the rear door and climb up the second ladder, a perch from which you can see the chain gun enemy and snipe him down. He won't be able to see you, so unload with all you've got while watching out behind you for any not-zombies that the chopper pilot lets through.

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With the chain gunner down, head into the north part of camp. Along the eastern wall is a set of stairs that leads up to a zip line. Ride the zipline down to the chain gunner's corpse and drop down one level to unlock the door below. Drop down again and head through the door to enter another portion of the camp.

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Immediately, the door locks behind you and another turret begins to fire on you. Head left into the tunnel nearby and climb up the ladder, watching out for the not-zombies above. Hold you ground in this upper level tunnel and the chopper pilot will soon tell you to take cover again while he unloads on the chain gunners. With them destroyed, drop down to ground level and start running for the door.

The door locks in front of you as you approach it. There are two levers you need to pull to open up the door, and they're both on the balconies on either side of the door. To get to the first lock, just climb the ladder along the western wall. The second lock is on a balcony that can only reached by returning to the small tunnel entrance where you first retreated in order to avoid the turret fire when you entered this area. With both levers pulled the door opens up, letting you continue to the next area.

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There's nothing to worry about in this next area, though there are some good items to grab. Stock up, and continue north to the next area.

Again, you've got no enemies to worry about for now. Just collect theitems in the area and continue to the next. When you enter the dark hall with the save point, equip your rifle with the infrared scope—along with the items in the various cells of this prison is one regenerator enemy (in the southeast cell), so be prepared. The regenerator has four parasiteson its front along with a fifth on its back (blow out its leg to get to the parasite on its back). With it dead, head to the end of the hall and climb up behind the stairs to exit the area.

 

There are some items in the immediate vicinity, so grab 'em and equip your rifle with the regular scope as you head down the hall. Just around the corner are two not-zombies, and you can pick 'em off with the rifle one at a time. With both dead, a following group of enemies will march down the stairs from the clearing around the corner, so be ready to pick them off with your rifle or shotgun. When the initial batch is dead, a chain gunner will rush towards you. Be ready with your shotgun and keep blasting him square in the face to be sure he doesn't get a chance to gun you down.

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With the chain gunner dead, head into the main clearing to the west. There will be more enemies to worry about, and you can use the explosive barrels to help you take them out. The doorway to the northwest is locked, and there are two control panels you need to activate to open the lock. The first control panel can be found to the southwest. Climb up into the room and, as you do, the control panels will deactivate as another swarm of not-zombies begins an assault.

Stay upstairs in this control room and take position near the doorway. Not-zombies will try to enter the room through this doorway and up the ladder to the left, so be sure to watch both and knock out any opposition. One of the enemies will be carrying the Emergency Lock Card Keywhich you'll need to re-activate the control panels to unlock the door. When the swarm of enemies stops, find the key and grab it (it'll be on the ground where dead bodies fell), summoning a new swarm of enemies. Again, take position in the southwest control room for the safest shooting, and keep firing until the enemies stop coming.

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You'll know the area is clear of enemies when the music finally stops. Drop back down to ground level and head to the northeast corner of the area where you'll find a ladder that leads to another control room. Use the Emergency Lock Card Key to re-activate the two control panels, and then return to the southwest control room to switch on the first. From here, go through the door to the north and follow the walkway to another control room that's overlooking the center of the clearing below. In here you'll find the second control panel that finally opens up the door to the north.

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Return to ground level and go through the door you just unlocked. Down the hall and through another door, you'll run into a couple of enemies (watch for parasites) you'll want to deal with before collecting the nearby items. With the area clear, step through the door to the north to enter the next area.

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Grab the few items nearby and continue to the next area to deal with the merchant as necessary. Just beyond the merchant is a doorway that leads to the next hall—when you get there, get your weapons ready.

Leave Ashley near the doorway and head down the hall. Just around the corner to the right are a number of enemies, including a couple of big rockers. Lay 'em out with your shotgun to clear the hall and then have Ashley follow you as you continue to explore.

You can end the chapter by going through the doorway to the south, or you can get a few extra items by re-visiting the lab room from which you just rescued Ashley. Follow the hall on the western wall to enter the room to the north, and collect the items inside (there are no enemies to worry about). When you're done, return to the southern hall with Ashley and step through the door to complete the level.

Chapter 6: Part 1

You don't have to worry about anything in this chapter...save for one enemy. For now, just stock up on items and continue into the next area. You'll find the last merchant of the game, and you might as well power up your gear right now. Focus your efforts on beefing up your Broken Butterfly and/or Killer7, and then head down the stairs to the south to take on the enemy.

Grenades will make this battle a whole lot easier, but to start off you'll want to equip some lighter fire power. There are two explosive barrels in the area that you'll want to make use of first, and their locations are marked on the map above. Lure Saddler next to the first barrel and shoot it to damage the enemy. Saddler will curl up a bit. When he does this, run up to him and press the action button to jump up and stab Saddler's inhuman eyeball, or shoot the giant eye with the most powerful weapon.

To reach the second explosive barrel, head south down the dock and wait for the bridge to rise up (the light next to the bridge will indicate if it's up or down). When the bridge is up, run across, but be ready to press the shoulder buttons in order to finish the jump across. Once on the other side, lure Saddler towards the second red barrel and repeat the process to stab his eye (or shoot it) one more time.


There are no more red barrels to utilize, so equip your hand grenades if you've got them. Toss the 'nades under Saddler and the explosion will instantly put Saddler on his knees again. Run up and stab him in the eye again, and repeat the process until you run out of grenades. When you have to, switch to your Broken Butterfly or Killer7 and target the dangling body of Saddler that's visible under the main spider-like legs. Fire away with the weapon to knock Saddler down again, and repeat the process until you've stabbed the eye a total of six times.

If you run out of grenades but want an easy knock down against Saddler, head to the north end of the western dock. You can climb up a short ledge to reach a control panel—hit the switch when Saddler is nearby and he'll be pummeled so hard he'll instantly fall down. Take this opportunity to run up and stab his eye again.

Even after stabbing the eye for the sixth time, you'll have to keep fighting off Saddler with your powerful weapons. Keep up the pressure and eventually Ada will toss you a special rocket launcher. The location of the rocket launcher is marked in blue on the map above—if you're already on the correct dock, go grab it, but otherwise you'll have to wait for one of the bridges to come up again. As soon as you grab it, equip the rocket launcher (give up any items you need to) and take aim at Saddler. Do not miss this shot! Let loose with the rocket and Saddler will finally die.


Of course, you're not out of hot water yet. During the cutscene that follows, a countdown will begin. You can get some extra time to escape by skipping the cutscenes (time keeps going while they cutscenes play out). Run towards the elevator in the northeast corner of the area and take it down to reunite with Ashley. Head into the cave and keep running until you reach the jet ski. Hop on board the ski (using the key you got from Ada), and get ready for a crazy ride.

You can press up on the control stick to speed up the jet ski, and you can also move left and right. Dodge the rock spires and other obstacles to run away from the explosion, and make sure you're on the gas the entire ride. Near the end of the path, you'll have to watch for huge falling boulders that drop from the ceiling, so be ready to dodge them.Once you've finally left the cave, give yourself a pat on the back: you've just completedResident Evil 4

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Separate Ways

Separate Ways is a bonus game in Resident Evil 4 HD and in certain RE4 releases. In it, you play as Ada Wong as she goes through the events from the main game. You will come across Leon Kennedy a few times through the missions.

The missions are relatively short. Your health meter is only five cells, which is just like Leon's at the start of a new game. Use Yellow Herbs to fill it to ten. You are given two weapons to start off with - none of which are upgrade-able.

Merchant

As stated earlier, you cannot upgrade any weapons. However, theweapons you buy will be slightly upgraded from the start. You can also purchase bigger Attache Cases and Treasure Maps.

Missions

Assignment Ada

Assignment Ada is a bonus game in Resident Evil 4 HD and in all releases of RE4. In it, you play as Ada Wong. The objective is to infiltrate the island (same layout from Chapter 5: Part 1) and steal five Plagas samples. The Plagas samples take up two cells in your Attache Case. After all five are collected, you must make it to your extraction helicopter.

There are no Merchants or Typewriters to save your game, but there are checkpoints.

Ada has 6.5 cells of health. You can find Yellow Herbs around the map to raise her health meter. Ada is given a small cache to start with. It includes: