This walkthrough covers the main game in Resident Evil 4. It was written by Mark Ryan Sallee when the first version came out.
Separate Ways and Assignment Ada were two bonus game modes that came out later on special editions and Resident Evil 4 HD. A quick rundown was created by Hector Madrigal.
Start by walking up the path ahead of you and through a small group of crows. You'll see a truck to your right and a house to the left. Enter the house through the front door and, as you make your way around the corner inside, get ready to shoot down a not-zombie. A good thing to do in PRO mode is to wait the not zombie attack you, go a little back to avoid the attack, cut his face with the knife, kick him and keep using the knife while it's down. After it's dead, three more not-zombies will appear outside the house—before confronting them, head up the stairs in the back of the building, grab the ammo from the table, and then jump through the window nearby.
You'll land right in the middle of the three not-zombies—quickly run away to put some distance between you and the enemies before attempting to take them out (or use the knife strategy above). When they're taken care of, run down the path that the truck was previously blocking (it's gone now) and inspect the nearby shed for items and a save point.
Head up the path a little further and you'll run into a dog that's been caught in a bear trap. Approach the wounded animal and you can save it—do it, because it will help you on the second boss. You'll be happy later. Continue along the path, but be on the lookout for other bear traps scattered about. At the base of the slight hill are a couple of dynamite traps. Either disable the traps (by shooting them) or just walk around them, and then continue up the hill. At the top is another not-zombie to worry about—take him out and continue along the path.
You'll find another small shed on the left side of the path, and inside are a few items you should grab. You'll need to watch out for the two not-zombies just past the shed, however—when you enter the shed they'll be alerted to your presence, so get in and out as quickly as possible. When the coast is clear, cross the bridge just ahead.
A third shed is visible just ahead, but don't rush inside. There's a not-zombie standing inside, and you can peg him with a shot or two through the window to flush him out. Grab the items from the shed and continue up the path and through the door ahead.
Just down the path you'll be prompted to peer ahead through your binoculars. You'll spy on a village that's swarming with not-zombies. You'll have to take them on eventually, but for now you should stock up on supplies. On the left side of the path is a narrow branch that goes around the north end of the village. You can pass behind a couple of buildings without being seen. Before you pass behind a woman not-zombie that's shoveling hay, turn right and jump through the window of a building to enter inside and grab the items.
When you've cleared the building of items, get ready for a mad dash. You should run around the village, avoiding the not-zombies and collecting the numerous items around town. There's ammo and health to grab, but avoid entering the northeast building until you're done scavenging for items. When you're stocked up, enter the northeast building.
A huge swarm of not-zombies will rush the building, with a chainsaw guy (who you don't need to kill if you want by DON'T entering the building), and Leon will automatically push one piece of furniture in front of the door. When control is returned to you, push the shelving to the right in front of the window that a few not-zombies are trying to break through, and then collect the items under the stairs. When you've got those, rush up the stairs and be sure to grab the shotgun from the wall. When you've got all the items from upstairs, jump through the window to the west (notthe one that's already broken).
You'll land on a shoddy rooftop. Turn right and run around the corner to prepare yourself for a fight. Tons of not-zombies will come towards you and, as long as you make sure there are no ladders behind you, you'll have a great position to start popping them off as they attack. If you get swarmed with not-zombies, quickly equip the shotgun and blast 'em away, but otherwise try to stick to your pistol. That is, of course, unless the chainsaw not-zombie appears.To make a "economy of ammo", jump down the house and go to a stable in the front of the house and shoot the not-zombies with the pistol in the head and kick them when there's too many of them in a group. For the chainsaw guy, shoot him in the head with the shotgun and keep shooting him. If there's too many of the not-zombies with the chaisaw guy leading them, shoot the chainsaw guy with the shotgun and toss a hand grenade.
One shotgun blast will knock him down for a while, but he'll eventually get back up. Switch between weapons as needed and keep holding off the enemies from your perch. Eventually, a bell will ring and the not-zombies will disperse.
When the coast is clear, you can drop back down to the ground and continue searching the village. Once you're satisfied, head up the path to the northeast to continue on to the next area.
You'll see a number of villagers working around the farm just up the road. Try to stay near the beginning of the path and get their attention with a shot or two to lure them towards you. There are two not-zombies to the left, and to the right (behind and inside the barn to the south) are three more.
When the not-zombies are dead, walk around the farm and collect items. There's a blue piece of paper you can find that'll put a sub mission on your map—shoot all fifteen of the blue circle pieces and you'll be rewarded. There are just seven of the fifteen medallions in this farm area. Locate them on your map and then look around for them (they're often placed high, tucked near rooftops and on tree branches). When you've got all seven, continue down the path to the southeast and go to the next area.
Before you leave, however, there's an interesting jewel you can get. To the north, overhanging a stagnant pool of water, is a pendant. If you shoot the pendant it'll drop into the water, where you can grab it. However, if the pendant drops into the water it becomes soiled (and worth less). To get the most of the jewel, knock out the small dowel that's propping up the large board. The board will then drop, giving you a clean surface to drop the pendant onto.
Just a bit further down the path you'll be presented with a new situation; a group of villagers shove a large boulder off a cliff, and it's rolling your way! Rapidly mash the action button and get ready to press two random buttons together to finally dodge the boulder.
Continue through the tunnel ahead (there are some gems you can shoot off the ceiling) and the path opens up to another building. Inside the building are a couple of not-zombies that'll toss dynamite sticks your way (there's another not-zombie that'll also toss dynamite at you from the north, though if you hang out just west of the shack he won't be able to hit you). If you stay far west you'll be able to draw the attack from the dynamiter in the house, but you'll be far enough that they won't damage you. Take aim and shoot one of the dynamite sticks before it leaves the not-zombie's hands—you'll blow him up, and the other not-zombie in the building with him.
When you've got those two dead, take aim for the not-zombie that's just northeast of the shed to your left. Take him down before he can nail you with dynamite, and then run around to the south end of the house (watch out for the bear traps). You can hop through a window on the east wall, giving you a shot at another not-zombie that's in the building.
Once you've cleared the area, head down to the house to the east. You'll have to kick the door about four times to break through the lock and get inside. Watch out for the explosive traps that are in the halls, and push the large armoire away from the door to get access to the back room. In the room is a larger armoire that you can inspect—do so and you'll let loose an ally, and end the level.
As you exit the small shed you're in, you'll see through a window a mysterious figure. Exit the shed and run around to the back of it to meet up with a merchant—if you've got some cash to spare, consider picking up some items and upgrading weapons. Though a word of warning: upgrading your shotgun and pistol right now is not a very good idea. You'll be replacing them entirely soon enough.
What you should get, however, is the rifle. As you explore the area in front of the building you're near, a sweeping camera shows off the village and its many inhabitants. Don't open the gates that lead out right away—instead, take a spot behind the breaks in the wall and snipe as many of the not-zombies as you can. When they're all cleared out, open the gate, take out the not-zombie to your right, and walk forward to see a flood of not-zombies pouring towards you from multiple directions.
Your best bet is to retreat back behind the gate and let the mob of not-zombies file in through the narrow doorway. As they open the door you can greet them with a shotgun blast or a grenade (a grenade will take out an entire group of not-zombies in an instant). When the flow of enemies seems to have stopped, step back through the gate to see another group (smaller) come at you. Hold your ground, and the flood of not-zombies will eventually cease.
Exit the compound and turn right down the stairs that lead to a narrow, precarious walkway. Almost immediately, you'll reach a fork in the path—take the path to the left to enter a building to the north. There's someammo inside, and another door on the other side of the small room. Just beyond the door are two not-zombies. Lure the enemies through the doorway and lay 'em out.
Further in the small shed (around the corner) is a third not-zombie that's waiting for you. When the shed is clear, step outside through the east window and shoot down the not-zombie that's sitting atop the roof. Climb up a ladder to reach the rooftop and collect the Emblem (Right half)from the small chest.
Hop down from the rooftop and approach the structure to the northwest. As you do, another stream of not-zombies comes at you from behind! Run behind the structure and position yourself so that no one can come at you from behind and start laying the not-zombies to waste—two groups in total. Once they're dead you won't have to worry about not-zombies anymore.
The second half of the Emblem can be found in the southeast area, up on the walkways from where the first group of not-zombies came. Grab theEmblem (Left half) and approach the locked door to the north. Combine the two emblem pieces and fit them into the doorway to unlock it, and then continue on to the next area.
Enter the building ahead. Through the door to the south are a couple of not-zombies that you can lure towards you by kicking open the door. When they're gone, step through the door and watch out for two more not-zombies that are at the end of the hall to your left. Once you've finished them off, head down the hall and jump through one of the windows to your right—you'll enter a large open room with four not-zombies on the other side! As two of the not-zombies march towards you, simply take cover behind the large red dumpster. The other two not-zombies will hurl dynamite sticks towards you, blowing up the first two not-zombies and letting you focus your efforts on the two dynamite chuckers. You can either pick 'em off or try to shoot the dynamite at the very moment it leaves their hands to cause and explosion that'll take out both not-zombies.
When the first four not-zombies are taken care of, start making your way towards the back of the room. Watch out for the bear traps that litter the floor (there are some on the other side of the sandbags, so don't jump over them), along with the two not-zombies that come through the door to the left. You can also get some extra items from the two furnaces on your right before stepping through the doorway behind the sandbags.
Just through the door, to your left, is a boarded up window. Use your knife to break down the boards and hop over the ledge to find a valuable item, and hop back through the window. Step through the doorway at the other end of the room to exit the building, and walk down the steep hall. After turning left and then right again, you'll see a not-zombie very close by. Nail him, and hop down the ladder to the left to get some items (and some free health if you shoot a fish). Climb up the higher ladder and you'll exit the area.
There are a couple items to get in the area, along with a couple of traps to avoid. Watch out for the bear traps and the dynamite rigging on the trees nearby as you make your way down the path and into the building ahead. A door just around the corner has a small puzzle to solve: twist the sphere around so that the pattern of the sphere matches the patterns on the doorway (twist up twice, then left once).
Inside the room, you'll find the glowing Insignia key, along with a few more items. Once you step through the doorway left of the bed, the level will end.
There are a few items scattered around the inside of the house, but no not-zombies to worry about...yet. As you step outside, you'll see a trio of not-zombies (including one with a chainsaw) just around the corner to the left. Waste no time taking out the chainsaw not-zombie and continue down the path, where you'll run into two more not-zombies.
A bit further down the path is a shed to your right, and in a couple of trees you can see pink objects that you can target. Shoot them down and you'll get some valuables before bumping into another group of not-zombies. Lay 'em out, and continue through the doorway at the end of the path to return to the village.
As soon as you enter the village again, a hoard of not-zombies rushes towards you from the center of town. Quickly take refuge in the small building to your left and use your shotgun to blast away multiple not-zombies as they file in through the narrow doorway.
When all the not-zombies are dead, return to the center of town. There's a doorway to the southeast that you can open using the Insignia key. There are also two not-zombies standing on the rooftops to the north—you can ignore them if you want and just quickly run to the doorway to continue on to the next area.
There are a couple of items in the small building, and thankfully no not-zombies. You can get an extra jewel by shooting down the lamp that's hanging in the back room before you open up the hatch in the floor and drop down to an underground tunnel.
Again, you won't have to worry about any not-zombies. There are some jewels that are stuck in the ceiling of the small cavern that you can shoot out. You'll also find the merchant lurking in this underground tunnel. Deal with him as you please, and then step through the next door to find a ladder that leads to the graveyard area.
Walk up the path leading to the cemetery and, as you pass through the shoddy gate, turn right to take out the first not-zombie. There's a small shed behind her with some items inside, and another not-zombie on the south side of the graveyard.
When the base of the graveyard is clear, start making your way towards the church on the hill to the east. As you do, three more not-zombies will come at you, and one of them has dynamite! Clear them out to get access to the church. In one of the trees is an item you can shoot down, but be careful: if you hit the bell behind the tree, three not-zombies will come up at you from the west side of the graveyard.
It's also worth noting that the remainder of the blue medallions can be found in this graveyard. Once you've shot at least eleven of them, you can return to the merchant to claim a free weapon (it's basically a replacement for your current pistol).
The church is locked for now, so run around to the back of the building. In a small courtyard you'll see two not-zombies, and one of them is armed with explosives. Quickly turn around and run away when you see the dynamite light and the blast should take out both not-zombies for you.
Behind the two not-zombies is a pedestal with a strange mechanism you can operate. You need to light up the three symbols that match the symbols of the twins' gravestones in the main graveyard. The trick, however, is that you can only move the dial in increments of three and four, and whatever symbol the dial stops on will automatically light up (or go out). To properly light up the three symbols, turn the dial in this order: three increments (3), four increments (4), three increments (3), three increments (3), four increments (4), three increments (3), three increments (3). When all three symbols are lit, the mechanism will open up and give you a valuable jewel you can combine with another jewel (theBeerstein).
Continue along the path that leads past the church (east). You'll reach a bridge with a not-zombie that'll call over two more. Clear the path and jump over the gap. To the left is a small shed with a note inside (and a booby trap), and further down the path is another gap you'll have to leap across. Just around the corner is another not-zombie, and a door that leads to the next area.
There are a few items to collect in this next area, along with a flock of crows you can shoot at for even more goodies. To the northeast is a locked door, and to the east is a hallway with two doors. Head through the door to the south and you'll enter a new area with a save area and another merchant. Power up your weapons as desired—you're going to need all the help you can get.
When you're done here, climb back up the ladder and return to the previous area. This time, head through the doorway to the west.
There are a couple of items to get from the shed to your right. Grab 'em, and then continue down the hill ahead of you. You'll get to another sprint event where you must rapidly mash the action button to avoid the rolling boulder. Again, you'll have to dodge the boulder at the last second.
Follow the path down towards a dock, and take out the not-zombie that's standing in front of a dynamite trap (you can blow up the trap to take him out). There are a number of other not-zombies around the docks that you can take out with sniper fire. After taking out about five of them, a rush of not-zombies will run down the hill behind you. Position yourself on the dock so that the long stretch of dock that connects to the first beach acts as a funnel, forcing all of the not-zombies to come at you from one side. You can snipe them as they come, though you'll have to quickly switch toother weapons to deal with them once they get close. When that rush of not-zombies is dead, a second group will come. Deal with them the same, and then continue to make your way eastward.
There are a couple more not-zombies throughout the docks. As before, try to take them out with sniper fire from afar, and watch out for the explosive traps set up in the area. As you finally reach the eastern beach, be mindful of the not-zombie lurking in the shed to the left. Continue up the hill and through the door to the next area.
There are a couple of items to find in the area, and no dangers for the time being. Run up the hill to your left to find a red herb, and then run down the other path to find a save point. Outside the shed is a boat near a dock—hop on the boat and get ready for a battle.
Drive the boat out towards the center of the lake. As you do, a giant sea monster—the "Del Lago"—appears, and gets stuck on the end of your anchor. As the Del Lago pulls you around, you'll have to maneuver the boat to dodge both the monster and the floating tree hazards while harpooning the beast with the limitless supply of harpoons at your side.
Right away, the Del Lago pulls you towards some floating tree hazards. Pull the boat wide right to get around them. When you've passed the hazards, the monster will dive underwater for his first attack. Pull the boathard either left or right to dodge the beast as it surfaces and bites at your feeble boat. There will be a number of attacks just like this throughout the battle, and they can all be dodged the same way. Put down the harpoon and just pull hard in one direction (don't hesitate) and you should be fine.
After dodging this attack, the Del Lago will start pulling you again, with its back sticking out of the surface of the water. Use this opportunity to lodge a harpoon or two into the beat's back, while dodging any hazards that get in the way. When the Del Lago dives underwater again, put the harpoon down and pull away to dodge his upcoming attack.
Sometimes, however, you won't be able to put the harpoon down, and instead of the Del Lago surfacing nearby, the scene will seem still for just a moment while Leon holds the harpoon. Eventually, red arrows will point you towards the Del Lago as it resurfaces in the distance. Very quickly take aim at the Del Lago and throw one harpoon to nail it just as the monster surfaces. Then ready another harpoon, and you can quickly get off a second shot just before it reaches you. If you can successfully hit the monster twice during this attack, the Del Lago will dive under you, causing no harm. However, if you don't hit it with two harpoons, you'll be struck by the sea monster as it barrels towards you.
If you do get knocked out of the boat, you'll have to rapidly mash the action button to swim back to safety. Also be mindful of another action-button-mashing sequence that occurs at the end of the fight—we won't spoil what happens, but you'll need to stay alert, even during the ending cutscene.
There are a couple of items scattered around the building you're in, along with a save point. You can continue the mission by heading southeast, or you can jump back into a boat and ride over to the merchant's new roost, in an alcove to the northeast. There are a couple of items you can find around the merchant's hideout, and you can find even more if you push around the large boxes. You can even get onto the roof of the merchant's hut and drop through a hole to land next to the merchant, behind his counter with a free item for you.
When you're done bugging the merchant, head back to the eastern beach and go through the door to the next area.
Almost immediately as you enter the new area, you'll be approached by two not-zombies, and one of them is sporting a new head. Take them out quickly (the rifle works well if you're quick) by targeting the parasites, and then continue across the dam.
You'll have to jump over a number of gaps to reach the north side of the riverbank. Head to the northeast corner of the area and equip your rifle to snipe down the one not-zombie sitting in a small hut, and then climb down the rope to the level below.
On the east end of the area, the path ends next to the flowing river. Shoot the chains that are holding up the nearby crate and it'll fall into the water, giving you something to jump across to reach the other side. On the middle dock, there's a jewel you can shoot out of one of the rafters before you shoot down two more crates to jump across to the south dock. Climb up the ladder on the south dock and pull the lever to open up the passage to the cave.
With the opening of the passage comes a new mob of not-zombies that rush out as you jump back to the center dock. When they come, turn around and jump back over to the south dock before taking aim at the enemies. As they hop across the crates, take shots at them with your pistol—if you get good shots, it'll take just one bullet to knock one of the not-zombies into the water. Clear them out, and jump back to the center dock to head through the cave under the waterfall.
At the end of the cave is a large door with an item in the center. Grab theRound Insignia and head through the two doors to enter a larger cavern. Hop in the boat that's in the cavern and Leon will drive back to a previous cavern with a merchant and a save point.
Head up the stairs to the north and climb the ladder to the next area. In the barrels nearby is a green herb that you should definitely grab right away, because as you step through the gate to the left you'll be confronted by one monster enemy—El Gigante.
Luckily, El Gigante takes care of the villagers nearby, leaving just Leon as opposition. In order to take down the monster, you'll first have to damage him with your weapons, forcing the giant to kneel down and the parasite inside him to pop out. Once El Gigante is on his knees, run up to him and press the action button to vault up on top of him. As Leon jumps onto the back of the monster, take note of the button that flashes at the bottom of your screen, and mash the button to slice away at the parasite.
You'll need to drop the monster to his knees at least two times (or three, depending on how well you mash the slice button). The hard part of the fight is in convincing El Gigante to fall. It takes a lot of ammo dumped into his flesh to fell him, and getting shots isn't always terrifically easy. Equip your shotgun, and start taking notes.
When the fight starts, your best bet is to just run away from the monster. You can safely run around the monster in circles, though he'll keep up with your pace, preventing you from ever getting behind him. So while you're not really accomplishing anything by running away, you are successfully stalling him. After just a while, the white dog that you freed from a bear trap at the beginning of the game (you did free him, right?) jumps out to help you. As El Gigante chases after the dog, stand back and take shots at him with the shotgun or rifle (or even with grenades). You'll have a chance to deal some good damage, though El Gigante won't chase after the dog forever.
El Gigante has a few attacks for you, as well. Occasionally, he'll uproot a tree from the ground and wield it as a club. When he does this, your best chance is to stand still and let him approach you. El Gigante will swing the tree and, at the last second, a pair of buttons will appear at the bottom of the screen (usually the shoulder buttons). Quickly press the buttons and you'll dodge the attack, giving you a chance to get off one shotgun blast before running away again.
Other attacks in the monster's repertoire include a charging shoulder ram attack, and a boulder that he tosses. The shoulder ram attack can be pretty easily avoided simply by running around El Gigante, though if you stop to take aim at the monster and see that he's about to attack (he'll roar, and then drop his head between his legs) you'll need to know how to avoid it. The event is much like the tree attack—just press the right buttons at the right time (again, usually the shoulder buttons) and you'll avoid the strike. The boulder that El Gigante throws your way can be avoided pretty easily, simply by stepping out of the way or by running around him. Of course, El Gigante has a number of attacks he'll execute if you get too close to him (so don't).
Essentially, you'll end up running away from El Gigante, using a quick turn to aim and shoot him once or twice before running off again. When the dog starts distracting the monster, take the opportunity to get in some free shots (or reload your gun) and prepare yourself for his counter-attacks. Once the monster falls to his knees, vault on top of him with the action button and slice away at his parasite. Sooner or later, the beast will die.
Start heading westward, towards the church. After crossing over the rickety wooden walkways, stop before walking up to the church and equip your rifle. If you look just ahead, you'll see the glowing eyes of a wolf. Shoot the wolf once with your rifle and then quickly swap over to yourshotgun. Two wolves will come at you, but you'll be able to take care of them easily with the shotgun in hand. When the two are dead, continue up the hill and watch out for a third wolf (it can also be sniped if you're careful).
Head into the church (unlock the door with the Round Insignia) and turn left through the doorway. There's a narrow hall that leads to a ladder. Climb the ladder to the upper level of the church and you'll soon find out that a gate is locked. To circumvent the gate, look out towards the center of the church and jump across the gap to land on the chandelier. As the chandelier swings forward, jump again to cross the gap.
On the other side of the church's upper level is a control panel for the lights. Using the control panel, you can rotate three lights. The goal is to match the lights' patterns so that when they merge they perfectly overlay with the colored image that already exists. Rotate the red light so that the small keyhole on the perimeter is pointing down. Rotate the green light so that the keyhole is pointing left. Rotate the blue light so that the keyhole is pointing right. When you've got the three lights in the correct position, combine them to open up the gate on the south side of the church.
Open up the door beyond the raised gate and you'll finally meet up with Ashley. Get her to follow you and head towards the ladder that leads back down to the floor level (you'll have to catch her at the bottom of the ladder). As you step out into the main church hall, the level will end.
As you exit the church storage room, a brief cutscene shows you the angry mob ahead. Have Ashley wait near the doorway and equip yourrifle. Target one of the barrels that's sitting in the cart just a bit down the hill and fire away—the cart should explode and roll backwards, taking out most of the not-zombies behind it. Stand back and shoot down any not-zombies remaining, and then lead Ashley through the graveyard (heading west).
Climb down the ladder to the west to enter the cave with the merchant. Deal with him as you please and collect the item or two you can find inside before climbing up the ladder to the north (near a save point) and exiting to the next area.
As you step back out into the main village, a not-zombie comes at you from the left. Lay him out, and then focus on getting Ashley somewhere save. To your right should be the large bell tower. Lead Ashley to the top and have her wait as you scour the village, hunting items and not-zombies.
When you're done searching the town, return to the bell tower. A path leads northeast (you took the path before) and is your way to the next area. However, it won't be a simple walk in the park, as a number of not-zombies and bear traps serve as obstacles. With Ashley still in her safe roost, take out the not-zombies one-by-one and set off the traps so that neither you nor Ashley gets stick in them later. When the path is clear (there are three or four not-zombies to take care), call Ashley down from her hideout and guide her through the door, and into the next area.
As soon as you enter the farm area, walk down the road just a bit and have Ashley hide in the red metal container to the right. She'll be completely safe here while you clear the area of not-zombies, and there are plenty of the freaky enemies to deal with (about eight in total). Make your way around the perimeter of the farm, using your rifle to snipe out any not-zombies you can see in the distance. There are a couple of them just northeast of the main barn, two more that are sitting on the wood-plank "balcony" around the barn, and even a not-zombie or two inside of the barn.
When you've got the area clear, make sure the inside of the barn is safe. There are a number of bear traps on the floor in front of the ladder that you'll want to take out. Climb the ladder to the second floor and go through the window to appear on the wood-plank balcony outside At the north end of this balcony is a ladder propped up, and the last not-zombie in the area. Take it out, and then go back to get Ashley. Lead her back to the area with the last not-zombie and jump down to the ground level again. In the northeast corner, you can piggyback with Ashley, letting her get to the other side of the door to unlock it. Continue on to the next area.
At the beginning of the new path is a merchant you can deal with. Now's a pretty good time to upgrade your shotgun if you haven't done so already (things like fire rate and ammo capacity are a good idea). As you cross the bridge ahead, you'll be chased into the abandoned house where you and Luis will have to hold off the largest (by far) swarm of not-zombies you've yet faced.
As soon as you've got control of Leon again, it's time to start setting up shop in this temporary stronghold. You've got to hold off the zombie invasion for a set period of time (just a few minutes), though luckily your partners in crime won't be a concern for you (Ashley hides during the entire scene, and Luis is invincible). You only have to worry about yourself, a task that's not exactly easy. Start by pushing the three bookshelves in the area in front of the three windows that the not-zombies are trying to break through. There are also a couple of herb plants in the downstairs area that you should collect and mix. When you've got the herbs and have blocked off the windows, run upstairs.
Stand at the top of the stairs with your shotgun armed, looking down the stairs and waiting for any not-zombies that come running up. Luis will try to hold them off from downstairs for a while, but that doesn't mean you won't get your fair share of action upstairs. Your shotgun will hold off the not-zombies very well, and you can toss a grenade or two down to the base of the stairs to help thin out the herd. Eventually, Luis will retreat upstairs with you, giving you a cue to change your tactics.
At about the same time Luis heads upstairs, the not-zombies outside will start throwing up ladders to climb into the three windows of the upstairs area. When possible, run up to the ladders and kick them off to hold back the flow of not-zombies. The enemies will continue to pour in up the stairs, forcing you to keep an eye on all directions. Throw grenades at the top of the stairs to get a bunch of enemies simultaneously (again, don't worry about Luis, even if he's in the way), and wield your shotgun to clear out the rest. Eventually, the flow of not-zombies will cease, and the level will end.
There are no not-zombies to worry about for now, but there is a merchant you can deal with if you'd like. In an alcove to the south is a lever you can pull that'll open up one of two doors. It's your choice which direction you'd like to go: go left, or go right. Because we're so nice, we've got awalkthrough for both directions.
Right Path
Choosing
the path to the right (the western doorway) will give you a brief (but
challenging) chase. As you start running down the canyon with Ashley,
another giant monster drops in behind you. You won't have to fight the
beast head-on, but avoiding its grasp while navigating this narrow path
is no walk in the park.
Keep Ashley behind you at all times. As soon as the giant appears, take aim with your pistol and look towards the western wall (should be to your left). At the top of the canyon wall is a large boulder precariously resting atop a weak wooden structure. Pop just one bullet into the wood and the boulder will come crashing down, giving you a valuable obstacle to distract the ogre. As soon as the boulder falls, turn around and run towards the gate ahead. The door is locked up, though you can break through the locks with a pistol shot to each of them (kicking them in will work, but it's too slow).
Run through the second part of the canyon and you'll have to avoid a couple of small sheds. Once you've passed the sheds, turn around 180 degrees and aim towards the northern wall (to your right). There's another boulder that you can shoot down before turning around to continue your run down the canyon. Again, you'll have to shoot off the locks that are barring the next doorway, though you don't want to run through the door right away. Instead, have Ashley wait at the opened door and turn around to run back towards the monster. The enemy will have smashed through the sheds that were previously in your way, revealing the Old Key that should be lying on the ground. Run between the monster's legs to grab the key and return to Ashley.
With Ashley in tow again, you'll come up to a locked door in the third area. Use the Old Key to open up the door and exit to the next area. If you want to chance it, there's a valuable item you can get if you go back into the canyon. The giant is still lurking around the area, but he's on the other end of the canyon. Run back into the canyon and in the second area you'll see the glint of an object that's inside a bucket hanging over the canyon (at about the same area where you found the Old Key). Shoot it down and you can pick it up, or you can shoot it down, leave the area, and then return to get to it more safely.
Left Path
Taking this path will cost you a lot of bullets, but you'll also get some decent items (including
a couple of herbs). As soon as you enter the area with Ashley, you'll
see a group of not-zombies ahead of you. In the middle of them all is a
cart with explosive barrels. Target one of the barrels and pop in one
pistol round to take out a bunch of not-zombies with one blow. Once the
flow of not-zombies has stopped, run forward and have Ashley hide in
the red container.
As you turn right around the corner, equip your rifle and you can zoom in on a not-zombie that's walking around on the platforms above (to the south of you). Snipe him down, and then climb up the ladder just beyond him. From the top of the ladder, you can use your rifle to zoom in on about a four other not-zombies that are lurking around this upper walkway. When the upper levels are cleared of enemies, load up yourweapons and equip your shotgun.
Head to the northeast corner of the upper walkway, and there should be a place where you can jump down to the ground level in the center of the wooden structure (do not kick down the ladder). As you jump down, a massive group of not-zombies will come at you from all sides, including two chainsaw wielders. Right away, climb back up the ladder to the upper platforms and run around the walkway to jump off in the area where you started (where you left Ashley). Back up against the doorway and you'll be safe from attacks to your rear. As the not-zombies storm towards you, bombard them with grenades and shotgun blasts. You should be pretty safe from your position while you take down the not-zombies. When the flow seems to stop, make sure there are no lurkers (often, one of the not-zombies will get stuck on the upper platform and toss axes at you when you approach him).
One of the two chainsaw enemies drops something that you'll need. Grab the Camp Key from her person, and head back to the top level of the wooden structure (if you still hear the music, there's likely another enemy lurking about). Drop into the center area and you can use the Camp Key to open up the door nearby. Through the doorway is narrow hall that goes between the wooden structures, and as you round the corner to the south you'll meet another group of not-zombies. Waste no time in taking them out (the narrow passage is good for grenades) and continue around the corner to make sure the path is safe. Once all not-zombies are cleared away, call Ashely to you and head through the doorway to the southeast.
No matter which path you choose to take, you'll end up in the same area with another merchant. If you'd like to get the items from both paths, it ishighly recommended that you take the left path first. You'll be able to backtrack through the area without having to worry about any enemies, and then open up the door to the right to engage in the chase scene. If you do to right path first, it'll be harder to get by the giant when backtracking.
The first part of this area is free of any not-zombie infestation, so you can walk around and explore at will. There's a merchant to deal with, along with a nearby save-point, and you can see the door that leads to thevillage's exit (it's locked). When you're ready to continue, head up the hill to the north to reach the lift.
Before stepping onto the lift, equip your rifle and look down the canyon. You'll be able to spot two not-zombies along the left wall (you have to be standing far-right to see both) that you should definitely take out now in order to make things easier in just a second. When you're ready, hop onto the lift to begin your descent. As you make your way down, you'll have to shoot down the not-zombies that are riding the lifts coming your direction. The best weapon to use is the pistol (just one shot in each enemy will knock them off the lifts), and you can get the best view if you immediately tell Ashley to wait (the camera zooms in just a bit when you do). While riding down the lift, take aim at the not-zombies that are coming towards you, and watch out for any hatchets they may toss at you. All of the enemies to worry about will be coming up on the lifts (as long as you sniped the first two before getting on the lift), so don't turn away for even a second until you reach the bottom of the ride.
There are no enemies to worry about at the bottom of the lift. Walk around the area and the path will split in two directions. To continue, head east to reach the merchant, though if you want an extra jewel for theBeerstein you can head through the passage to the west (there are three not-zombies to take down, including one at the top of a ladder).
Approach the large shed in the next area and a cutscene will take over, leaving you to square off against a new nemesis, the town mayor. During the cutscene that opens the fight, be prepared to dodge an attack before the real fight begins. The fight against the mayor is a two part event, as he changes forms mid-way through the battle. For the first form, equip just your pistol and you'll be fine to go.
As the mayor slowly walks towards you, aim for his head and dump in as many rounds as possible before he gets too close. There's also a gas can you can explode when the mayor's nearby to deal some damage (it's to your right at the very beginning of the fight). When the mayor starts to get close, run by him on either side—you should be pretty safe as long as you sprint around him (use whichever side has the most space between him and the walls). If you stand still and wait too long, the mayor will approach you and go for a massive attack that you'll have to dodge by pressing the buttons displayed on the screen (usually the shoulder buttons).
You can repeat this pattern pretty easily and eventually wear down the gruesome enemy. Once the gruesome enemy falls to his knees, he'll change to a much more sinister and dangerous form.
The second form of the mayor is best dealt with using the rifle (the pistol is next best, and the shotgun is terrible). While the creature is on the opposite end of the room, snipe at his upper body and head to deal the most damage. Try to follow him up into the rafters during his first ascent, though if you don't knock him out of the rafters then you'll want to rununder him, to the other side of the room. If the enemy drops down to a lower rafter and is hanging right in front of you, move! Almost immediately, he'll swipe at you with his long tentacle-like arms and cause some massive damage. However, if you get under him before he drops down, you'll avoid the attack entirely and may even have enough time to turn around and snipe him from the other side of the room.
One thing to be careful about is when you choose to reload. You definitely do not want to reload if you're not sure where the mayor is, or if he's anywhere close to you. Sometimes, solid torso and head shots will knock the creature to the ground, and he'll crawl away from you to resume his swinging pattern. Take this opportunity to reload your weapon, even if you've only shot one bullet out of the clip. The last thing you want is a situation where you have no bullets in your clip and can't get a chance to reload the rifle.
It doesn't take too long to kill the evil enemy, so don't rush you attacks. Focus first and foremost on avoiding his attacks and setting up safe attack opportunities for yourself. When he dies, you can explore the inside of the building to find a ton of items, including a number of herb items (a couple are on the second level of the shed, a place you do not want to be while fighting). Also be sure to pick up the Fake Eye that's left behind once the nemesis is dead.
To get out of the building, look around the room for a wall that's been blown out. The hole is small, though if you get close to it, Leon can jump over the fire and through the hole to exit and continue the mission.
With the Fake Eye in hand, return to the area with the lifts and ride them back to the top of the mountain. Use the Fake Eye to open up the doorway to the southeast and enter the last area of the village.
As soon as you enter the area, you'll see three torches burning in the distance. Equip your rifle and snipe the enemies down, and then start marching up the hill. As you do, a not-zombie will come crashing down the hill in a truck. Quickly zoom in and snipe the not-zombie to send the truck crashing out of control. Out of the truck, a number of not-zombies appear—quickly take them out with your shotgun to protect Ashley, and continue running up the path. When you approach the castle, the chapter will end.
There's nothing to worry about in this first area. Run around the merchant's hut to collect a bunch of items (watch out for the snake in the one of the boxes—kill it to get an egg). Talk with the merchant if you'd like, and definitely consider buying the new larger attaché case. When you're done in the area, head up the stairs and continue to the next area.
Just around the first corner in the new area is a large crate with a box ofammo on top. Grab the ammo and equip your rifle to take aim at the ledge ahead. There are two not-zombies to snipe down, both garbed in blue. When they're dead, head forward and run up the stairs to the right. Once you reach the top of the stairs, a cutscene shows a follower ofSaddler readying a large catapult, and it's firing your way! Wait for the first two catapult shots to land nearby, and lead Ashley across the courtyard, taking the first left turn you see to get some extra items.
When you've got the items from the room with the cannon, backtrack a bit to the main courtyard where you were just being bombarded with catapult shots. To the left (west) is a set of stairs that leads upwards, and from the very base of the stairs you can look upwards to snipe down another enemy. With this enemy dead, you'll have one less catapult to worry about—but you're definitely not out of the water yet.
At the top of the stairs, turn right to face south. You can spot another enemy manning a catapult, so snipe him down now to eliminate the threat. Climb to the top of the stairs and tell Ashley to wait in the northeast corner of the courtyard while you snipe out another enemy to the southwest. Soon, three enemies will storm the area you're at—one from the south and two from the stairs you just climbed—in an attempt to steal away Ashley. Pick 'em off with your pistol before crossing the bridge to the south and sniping the catapulting enemy to the north.
There are some items in the nearby shed. Grab 'em, and leave Ashley here for the time being. Cross the bridge to the east to head towards a circular platform and you'll start taking catapult fire from another enemy to the north. Once across the bridge, take cover in the small hut to the east and use your rifle to snipe the enemy on the rooftop ahead. When the coast is clear, activate the nearby lever to raise the cannon, and then fire the cannon to blast open the doorway in the courtyard to the north. Head through the doorway to continue to the next area.
As you enter the small room, grab the nearby items and pull the Platinum Sword from the north wall. Leave Ashley in this corner of the room as you start heading up the stairs in the center. Three enemies in the upper room will be alerted to your position and will start to attack, though you can head back down the stairs and pick them off as they come towards you. When those three are dead, call Ashley back to you before heading back up the stairs.
Right away, lead Ashley to the southwest corner of the room. After a set amount of time, a large group of not-zombie enemies will enter the area through the downstairs door and come rushing towards you from up the stairs. Keep Ashley behind you while you pick off the enemies at the top of the stairs. The enemies usually come in two groups, so hold your ground until you're sure no one is left—when the not-zombies stop attacking, head to the top of the stairs and snipe down the leader that's at the base of the staircase.
On the second floor of this area is a Gold Sword embedded in the wall. Take it, and in its place you need to put the Platinum Sword. With that done, head downstairs and put the Gold Sword in the place where the Platinum Sword was, opening a doorway on the second floor that leads to the next area.
After talking to Luis again, enter the courtyard ahead and you'll see that the gateway to the north is locked. Leave Ashley near the gateway and open up the door to the west. As you step into the next room, you'll hear the cries of some not-zombies as they open up a doorway ahead and start coming at you. Back away from the door and let them file in towards you, popping them off to prevent them from getting to Ashley. When the first four are dead, enter the room from which they came.
Once through the first door, turn right to see an explosive barrel at the end of the hall. Through the doorway is a small room with two more not-zombies to take care of. Once they're dead, call Ashley back to you and leave her in that room. With those two not-zombies dead, another not-zombie will appear to the south, waiting on an upper balcony with a crossbow. If you exit the room through the door to the northeast, you can use your rifle to snipe the enemy from the hallway (he shouldn't be able to see you).
With the crossbow wielding enemy dead, approach the archway ahead, but don't run down the stairs right away. Just around the corner are two more not-zombies to worry about, and they've both got large wooden shields. You can snipe one of them dead from the top of the stairs, though you'll have to take down the second the good old fashioned way (shoot around the shield). When both are dead, call Ashley back to you and enter the next doorway.
Inside this room are a few items (including a green herb), along with theCastle Gate Key in a small chest. Once you grab the key, a number of enemies storm in the room through the doorway you used to enter. You can take out a few by exploding the barrel near the door, and don't be afraid to use your shotgun to take out groups of enemies if they get too close. You'll have to fend off enemies from two directions, though if you can knock one entire group down you should run by their bodies before they get back up to try and keep all of the enemies on one side of you. When the coast is clear, head to the north castle gate in the previous courtyard and use the new key to open it up.
There are no enemies to worry about for the time being, so just run up the hall to the north. As you approach the nearby savepoint, a wall comes up in front of you, blocking access to the hall further north. For now, head through the doorway to the northeast.
Again, there are no not-zombies to worry about for now. Run east down the hall and turn north at the bend to enter a room with two statues breathing fire, forming an impenetrable wall. On the wall to the east is a painting with the Prison Key. Grab the key and take it back to the previous room. Open up the prison to the north and leave Ashley on the south side of the door as you head down the eerie stairway.
On the east end of the prison is a cell with a single captive inside. Open up the door and step inside the cell to awaken the captive, and immediately turn around and run out of the cell. The masked enemy is entirely blind, though his hearing is pretty accute, letting him follow you around the room. Run around the pillar in the center of the room and you can avoid all of his attacks pretty easily. Every once in a while, he'll charge at you with his claws—if you dodge him, he'll continue running straight into the nearest wall before digging his claw into the brick. When he's stuck like this and exposing his back, take aim with your pistol to shoot the parasite that's visible on his back. The enemy will writhe in pain as he turns around to try and find you again. After he's done writhing, the masked enemy will often stop with his back to you again—take advantage of his vulnerability and pop him in the parasite again.
Continue leading him around the room until he smashes his claws into the walls (even if you don't see him, you'll be able to hear the sound of metal against brick when he leaves himself vulnerable). You can even hit the bells on either side of the room (north and south) to lure the enemy straight towards them, though they'll become destroyed once he strikes them with his claws. Once he's defeated, throw the switch in his cell to extinguish the flames of the statues in the previous room.
Call Ashley down to you and start making your way up the stairs. As you reach the top, keep Ashley behind you while you take out the not-zombies to the east that come at you from the hall. With them dead, leave Ashley behind as you carefully approach the eastern hall—just around the corner. Beyond the horse statues are three not-zombies, and one of them has dynamite. Lure the one enemy into blowing himself up by showing your face to him and quickly ducking behind the archway. With him dead, you can safely poke your head out to snipe the two crossbow wielding enemies that are hiding behind the statues.
With those three dead, cautiously approach the next doorway beyond the statues. Just through the door and to the left are two more not-zombies, and one of them has dynamite. With those two taken care of, you can head through the door to the north and enter the next area.
As soon as you enter the next hall, a huge line of enemies starts marching towards you from ahead. Quickly run to either the left or right corner of the room to take position, and start picking off enemies as they get close. Don't be afraid to use your shotgun, and don't hesitate about running elsewhere (with Ashley right behind you) to reposition yourself. As you fight off the foes, more will pour in through the sides of the room. Stay mobile, and they shouldn't be too much of a problem since none of them have any long range attacks.
When you think you've got the upper area clear, start heading north while watching out for any stragglers that might still be in the lower area to the north. When the room is clear, head through the door to the north to enter a new room with a quick puzzle. Bring Ashley over to one of the yellow floor switches and tell her to wait while you go to step on the second yellow floor switch. With both depressed, a lever will appear in the hall to the south (along with more enemies).
Exit the room with Ashley and head up the stairs to reach the main level of the hall. There are enemies all over the place to deal with, so repeat what you did earlier to clear the room. When the coast is clear, operate the handle in the middle of the hall to drop down a bridge that lets you reach the upper level of the hall.
There are a few items to grab in this upper area, including some extra ammo that you'll definitely want in just a second. Reload all of yourweapons before you take Ashley over to either the east or west walls. Ashley can piggyback, letting her reach the top level with two more handles to turn. While she's turning them, you'll have to fend off enemies as they slowly march towards her—equip your rifle and start sniping.
Of course, you can't just sit back and snipe without retaliation. Enemies will approach you as well, forcing you to switch to the shotgun and pistol for close range combat. Keep holding off the enemies while Ashley turns both handles, and when she's done you need to quickly run over to her and catch her as she jumps. You don't have to worry about killing all of the enemies in the area—just lead Ashley over the bridge (you have to jump from platform to platform) and through the doorway to the next area.
There's nothing to worry about in this room. There's a save station and a merchant on the far end of the room, along with some free items. Unique to this area is the shooting gallery mini-game in the northwest corner. Here you can practice your aiming and earn some bonus items. Everything about the mini-game is explained in the manual on the merchant's desk.
When you're done with the mini-game, exit the room and head north through the hall to complete the level.
You won't be able to chase after Ashley the way she went, so head down the hall and go through the doorway to the east.
After grabbing the nearby items, drop down into the sewer to the east. Run down the first stretch and you'll near rapid footsteps nearby. Though you don't have to worry right now, there is a new type of enemy nearby; on the far end of the hall (to the south) is an invisible insect, lying in wait. You can use the laser sight on your weapons to spot these invisible insects (remember that the dot only appears on things you can shoot), but you'll want to use your rifle to snipe them down before you having to fight them head-on. One rifle shot is enough to take them down when they aren't already attacking you (it takes about two shots if they are after you). Once you take down this first insect down the hall, continue through the sewers, heading south and then turning north.
To the north is an area you can drop into. Don't drop in right away! There are two insects waiting at the bottom of the sewer, so take the time now to snipe them dead before dropping down and collecting the many items in the area. When you're done here, continue through the door to the southeast.
As soon as you step through the door, stop moving. To your right (south) is a hole in the ceiling in which you can barely see the dangling sewer sludge from another insect. Snipe him down before he sees you and a second insect will come charging at you from an area just southeast of the first insect. Snipe this one down and the area should be clear for the time being.
There are a few cells you can enter to get some extra items. As you enter the north cell along the eastern wall, another insect enemy will start coming for you, so get ready with your weapons. With that enemy dead, exit the cell and start following the sewer halls east.
There are no enemies to worry about for now, allowing you to explore the cells and halls at your leisure. In one of the rooms to the south you'll find a large circular valve handle—twist it to lower the water level in the previous area to allow you to continue. Be careful as you leave the room, though; there are two insects clinging to the ceiling in the southeast room (just beyond the doorway to the room with the valve). Shoot them down and return to the main area with the cells, watching out for two more insects (one to the west and one to the south).
With the water level lowered, you can now jump down to the hall to the south. However, watch out for an insect that drops right behind you as you kick in the gate to the south. Blast the enemy away and continue down the hall. There are no enemies in the rest of the hall, though there are a couple of items you can grab before heading up the steps and exiting the sewer.
You'll have to dodge some swinging blades in this next room, a challenge that's pretty straight-forward. Get near a blade and wait for it to pass right in front of you before running past it. Get past the first two blades one at a time, though for the last two you'll want to make a mad dash across the walkway to pass up both simultaneously. Once on the other side, grab some nearby items and climb the ladder at the top to exit the area.
As soon as you exit back to this main hall, you'll hear the chanting of a not-zombies below. Turn right out the doorway and head north a bit until you reach a part of the balcony where the railing is broken. Without looking over the broken railing, equip a grenade and toss it into the center of the room. With one blast, you'll take out about a half-dozen guys below. You can drop down to collect the items they drop, or just jump onto the chandelier to reach the balcony on the west side of the room. From this balcony, turn north again to find another chandelier you can jump onto. Once back on the eastern balcony, turn south to find a switch that opens up a few gates. Drop down to ground level and head up the steps on the west side of the room to find the merchant, and a door that leads to the next area.
The first couple of rooms in this area are empty of enemies, though there are some very helpful items to grab. As soon as you reach a door you need to open, ready your rifle and get ready to snipe. As soon as the door opens, two enemies take aim at you with their crossbows from across the hall. Quickly snipe them down before entering the room. As you explore the area, you'll find two more not-zombies to deal with (use the exploding barrel if you can) and a doorway to the southwest.
Through the doorway is a small room with a set of stairs to the east, and at the top of the stairs is an enemy waiting for you. Take him out and head upstairs to go through a door that leads to the balconies of the previous room. Go north across the balcony to reach the northwest corner of the room, and then jump down to the platform to the west (where the crossbow enemies previously were). If there are still enemies on this platform, you can target the nearby explosive barrel to take 'em out. Once you drop down to that level, the red-cloaked leader will take off across the balconies.
This red-cloaked enemy is holding the Gallery Key that you need to continue, which is why he's running away. From this platform you just jumped onto, turn around and you should be able to spot him to the east. Equip your rifle and drop a few bullets in him—if you can kill him now, awesome, but chances are that he'll retreat to the room to the south. To follow him, go to the hall just northwest of you to get back to the balcony, and run to the northeast corner of the room. Instead of chasing him through the door to the south, jump down to the ground level and go through the doorway to the southwest.
Just beyond the doorway, you'll spot the red-cloaked enemy who quickly takes off. Very quickly, run after him and use your pistol to shoot him in the leg as he runs up the stairs. He should stumble, giving you enough time to switch to a shotgun and blast him dead. If he gets away this time, he'll take to machine gun turret in the center of the main room, and it's difficult to kill him without losing any health. Once you do kill him, grab the Gallery Key and watch out for the second not-zombie enemy at the top of the stairs.
Upon entering the gallery, you'll be presented with a quick puzzle. You need to flip the pictures around so that there are just six people in the paintings combined. If you get bored of flipping around the pictures, the solution to the puzzle is this: first, hit the second switch (2), then hit the third switch (3), then hit the first switch (1), and finally hit the fourth switch (4). The entire wall will slide away, revealing a door that leads to the next room.
As you enter the next room, a small army of not-zombies attacks you from just about all sides. On the upper levels of the room are crossbow archers (they stick to the very corners and run away if you get near), but the upper level is still the safest place to be. Immediately run forward and turn left to find a stairway that leads up. Ready a grenade and wait for a small group of enemies to amass at the bottom of the stairs. You'll have to keep mobile in order the avoid the shots of the archers while you chase them down, and you'll also need to watch out for a couple of bazooka wielding enemies that pop out from behind a trick wall to take just one shot at you. As long as you stay mobile, you should have little problem dodging their attacks and you pick off the archers one by one.
When the room is clear, head to the upper level of the west end. There's a switch on the north wall that will deactivate the security system, raising up a pedestal in the center of the room and revealing two more bazooka enemies. Quickly run to the southern part of the room and smash the vase to reveal a second red button that raises a small bridge to the center pedestal.
As you exit the hall you're in, watch out for two more bazooka enemies that are waiting on the center pedestal. You can retreat to the hall behind the doorway until after they fire their rockets before coming back out to take them down (one pistol shot a piece will do it). Run around to the other side of the upper level and cross over the small bridge to grab theGoat Ornament from the chest.
Once the puzzle piece is in hand, a couple of doors in the area open up. Go through the door to the west (upper level) to enter the next area.
There's nothing in this entire area, save for a few items, locked doors, and crows. Freely run down the long halls until you reach the doorway to the northwest that leads to the next area.
The door opens up to a large hedge maze. To the southeast is a door that leads to the rest of the castle, but it's locked and needs a Blue Moonstone to open it. There are two halves of the Blue Moonstone on opposite ends of the hedge maze below, though the maze is guarded by ravenous wolves. On the map above, we've marked the locations of many awesome items in the maze, as well as the spots that, when you reach them, will spawn the enemy dogs nearby.
The locations of the two halves of the Blue Moonstone are also marked on the map above (in blue). They're very simple to get to if you use your map, so the only thing you need to worry about are the attack dogs. Yourshotgun is your best friend in this area, letting you shoot down the dogs as they come in close. Clear the way to get to the two halves of the Moonstone and combine them in your inventory. You can then use the combined Blue Moonstone piece to open up the door to the southeast and complete the level.
The immediate area has nothing to worry about. Go around collecting the nearby items and make use of the merchant as you want. When you're done here, head through the door to the south to enter the next area.
Again, you won't have to worry about enemies for the time being. There are a number of helpful items to grab in the area, along with a door you can open to the southeast. The door leads to a room of a previous area—now that you're on the other side of the door, you can break open the lock to get easy access to the outside halls. As well, you can grab the many items in the room before returning to the dining hall.
Once back in the dining hall, head to the east end of the room to find a bell. Ring the bell and a picture will flip across the hall. With any weapon (pistol works fine), target the bottle of wine in the upper-left corner of the painting and break it. If you shatter the bottle, a door to your left will open up, letting you enter a large room.
Before stepping into the room, equip your shotgun and load it up withammo. As you approach the chest in the center of the room, a cage drops around you, as well as a number of enemies (including another blind claw creature). Skip the cutscene to get a head-start on your enemies and quickly blast away the lock that's on the door to the east (about threeshotgun shots). With the door open, exit the cage and quickly run through the door you used to enter the area. As the not-zombies slowly march towards you through the door, pick 'em off until the only enemies left are the ones in the cage.
As long as the open door of the cage is on the side opposite from you, the enemies inside will never figure out how to get out. You can then easily pick off the enemies from outside the cage, targeting the blind enemy's back parasite to take him down. When the coast is clear, you can run in to grab the Hourglass from the chest (it's valuable), or just exit the area through the door to the northeast.
You'll exit out to a balcony overlooking a room with not-zombies chanting. They'll come at you from the ladder to the north, though they shouldn't be much of a worry. When the room below is clear, jump down and pull the lever in the center of the room, raising a bridge that connects the two balconies.
Climb up the ladder on the west side of the room to return to the first balcony (watch out for more not-zombies) and walk across the newly-formed bridge to reach the west side of the upper level. From here, turn north to enter the north section of the area, but watch out for the crossbow firing not-zombie on the west side of the room. There are a ton of items to get in here, including a Rocket Launcher. If you don't have room in your case for everything, just leave it here for now—in the very next hallway (through the door to the southeast) is another merchant that can sell you a larger attaché case.
When you've grabbed all the items you want, return to the south side of the area through the door to the west and continue down the hall to find the merchant. There's also a save point nearby, by as soon as you go through the doorway to the southeast, the level ends.
From the lower level are this large hall you can hear the screams of Ashley who's still fastened against the wall. For now, just run around the top level are the area to stock up on items. When you've got your fill, find the small island that's floating in the center of the room. From there you can take aim with your pistol to shoot off the three belts that have Ashley tied against the wall. When aiming, be sure that you target the very ends of the belts—if you shoot the belts in the middle, you'll hit Ashley as well.
Once you've freed Ashley, a number of not-zombies will slowly march towards her. Equip your rifle and take aim at them before they get to her. When you've killed the first batch, a second batch will come, and one of them has a key that'll let Ashley escape. Again, protect Ashley (she automatically returns to the same spot she was before), and especially watch out for the crossbow wielding not-zombie below.
When all of the enemies are dead, Ashley will automatically grab the key dropped by one of the enemies and open up the door to enter the next area.
Now taking the role of Ashley, you need to reach the hall to the southeast. Ashley doesn't have much in the way of attack options (only thing she can do is throw lamps at not-zombies, and it takes two lamps to fully kill one) so you'll have to rely on quick mobility and her ability to crawl under tables in order to avoid the not-zombies in the next few areas. You'll run into one enemy in the very next room. There's a crank on the eastern wall that you can turn to open up a gate that leads to the next room, and there are also a few lamps you can toss at the not-zombie to take care of it. However, if you don't want to bother with any of that, you can simply crawl under the table in the southwest corner of the room to find a crawl space that leads to the next room.
There's a second not-zombie in this room, and two cranks to turn. This time you have to turn the cranks to continue, so focus first on killing the enemy. With the enemy dead, turn both cranks to open up the gate and continue into the next hall. To the north is a room with a few items to grab, and a mechanism that you can't yet operate. To continue, head through the doorway to the southeast.
You'll enter a dark room with a crawl hole to your left and a few items just in front of you. Along the south wall is a large shelf that Ashley can push aside to reveal a switch. Press the switch, raising a gate on the north side of this cluttered room.
With the first gate raised, crawl under the table to the west to reach the north end of the room. There's a second red switch in this area—press it, raising another gate while dropping the first. Step through the newly opened gate and you'll find the Stone Tablet embedded in the front of the fireplace mantle. With this in hand, press another red switch to open the gate behind you, and then go back to press the switch behind the shelf again. You can now access the doorway to the north, letting you into the next hall.
The hall is dark, but there's nothing to worry about for the moment. Continue through the halls until you reach a room with a large sliding puzzle, and push around the pieces until the emblem matches up correctly. You can look at the screenshot below for the correct image, though most of the challenge is in actually forming the image. It's hard to give much help in solving these sorts of puzzles—to be honest, we just mashed buttons until it solved itself—though you can look into nine-piece-sliding-puzzle solution theory if you get desperate. Our best advice is to not get hung up on keeping pieces in their correct places. If you just start shoving stuff everywhere, the solution will eventually find you.
Once the puzzle is solved, you'll have to go into your inventory and insert the Stone Tablet into the hole in the puzzle. A nearby door will open up, granting access to a back room. Again, there's nothing to worry about for the time being. Grab the items in the room before you reach for theSalazar Family Insignia and Serpent Ornament that are located above the fireplace to the south. Upon grabbing the insignia, three of the knights you previously passed will enter the room through the door behind you. To avoid them, wait at the southeast corner of the table until all three have filed into the room. When they have, quickly run north and turn left to run behind them and through the door.
As you make your way back with the Insignia, the knights will constantly be after you from behind (they're slow, don't worry too much). But that's not your only problem; along the way, you'll run into quick button tapping sequences that will have you press either two action buttons or two shoulder buttons in order to dodge the swing of the knights in the hall. There are three dodging sequences in all before you reach the door in the first room to exit back to the previous area.
Go through the doorway to the north to return to the room with the mechanism you couldn't operate. Once you place the Salazar Family Insignia in the mechanism, you'll be able to turn the handle to reveal a ladder that leads to an upper walkway. Climb the ladder, and run down the halls to complete the level.