When you press both switches in a cube, you'll have 30 seconds to escape to the next cube before it falls into the void. This may let you get behind him and bust through the door beyond, but we preferred to just take him out head on. The PC, Wii and PS2 versions of Resident Evil 4 come with some additional features, modes, costumes and special unlockables that didn’t originally appear in the GameCube version of Resident Evil 4.One of the new modes is called Separate Ways, and it features a brief story-mode set of missions … If you have enough restoratives already, don't bother. You'll probably want to be in the rear car for most of this, but you can always jump from car to car as you see fit. Now, every single one of the guys in black here will drop a Spinel when he dies; the guy in red will drop an Illuminados Pendant worth over 10,000 pesetas; the catch is that they'll all run away as soon as they spot you, leaving you with nothing at all if you happen to just jump down to the ground floor. Save your game before heading down to the boat and facing off against the first real boss of the game. When you leave, head around to the storage area where Ashley was being held and grab the Plagas sample there, then start moving towards the southeast. Now, the next little part is difficult. You'll thus want to kill birds when you spot them; they're one-shot kills, but they will fly away if you startle them, so try to land your shots accurately. The contents are random (like the items that the non-zombie enemies drop, for the most part), but you should still check, obviously. You'll notice a sign pointing to the left towards the Operating Room, but first, head right, where you can find an emerald in a briefcase and some rifle ammo in a red, mounted container. At low numbers, the benefit isn't all that great, but when you start bypassing 20 successive kills, it can start to be many thousands of points. You'll need to wend your way through three of these little boxes and drop them down into the canyon before you can escape the monster's wrath. Head south first, blow the elevated target, then flip the switch and return to the central corridor. As soon as you open the door near the typewriter, another chainsaw maniac will appear, but he'll have only a couple of friends. As he intimates during the opening cutscene of the fight, you'll need to gather two pieces of a key that will unlock the gate here during this fight. Leon pulls a bit to the left, it seems, so you'll do well to aim a bit off to the right when attempting to line up a shot on the baddie. Move forward, away from the car. Magnums are going to be the weapon of choice when you need to punch a hole clean through a wall or something like that; these are the bruisers of the game, and although you won't find much ammo for them, you'll find them indispensable in the later boss fights, since they offer you the greatest amount of damage in the shortest amount of time. (In the latter case, it's going to require a whole lot of shotgun ammo to finish him off, or something like a rocket launcher.) The best way to do this is to chuck down a flash grenade, should you have one; this should blind pretty much all of them, letting you follow up with a grenade and/or an RPG round, or just with strafed rounds from the TPAS. You don't technically need the rocket launcher, but hey - it's free. Although you only hear one chainsaw, there are actually two freaks here; one in the upper level of the antechamber, one on the lower. The correct combination is Blue, Green, Green, Red, Red, Red. The bossman here is a unique (and huge) chainsaw freak who wields a double-bladed chainsaw, as ridiculous as that sounds. These will spawn in greater numbers than the boss monsters on other maps - we've managed to get five after us at one time - but are no less tough to kill for it. After you do climb up, pause by the top of the northern ladder and take advantage of his slow shuffle to pop him again from up there before running around, dropping back down, and repeating the cycle. Said puzzle really isn't difficult; when the statue pops up, push it north so that it clears both of the walls here, push it west a bit, then push it south onto the second pressure plate. Whether you fought El Gigante or the horde, you'll wind up in an area with a weapons merchant and a save point. When you finally reach her, it'll be the end of the chapter. To form the correct combination, manipulate red so that its pointer heads down, turn green's pointer to the left, then turn blue's pointer to the right, then combine them all. You won't have an unfettered trip, of course; there are three crossbowmen waiting for you in the science station, with a couple of soldiers nearby. Sell Old Crap: Your definition of "old crap" will vary from ours, no doubt, but if you notice that you've had something in your inventory for forever and haven't used it, then chances are you'd be better off just selling it and freeing up the inventory space. Dealing With Tentacles: After you have a few chapters under your belt, you'll start running across Plagas-infested ganados. One of them will drop a Ruby, the other will drop the Camp Key. The only set items are a hand grenade in the ruins of 1D and the aforementioned green herb in 2D, so if you don't need those, it's probably not worth making the trip. If you hold the button down, then rounds will continue to pop out at a very good clip, much as with a TMP. You can start taking them down with your weapons, if you wish, or just run past all of them, stunning them with headshots if you need to, then take a left near where the path branches. Leon begins his round with a Riot Gun, a Blacktail pistol, ammo for each, and a First Aid Spray, as well as his knife. After entering the Farm, check your map for the location of a nearby typewriter and save your game. While they're lying prone, you can either zoom in on their head and squeeze off a few more shots to kill them, or whip out your knife and slash them until they get up again. You can sit on the throne if you wish, but your real objective is the lift behind it. Killing the guys behind this door will take a bit of ammo. Well, Old Yeller will return here, if you helped him out; he'll kindly help distract El Gigante, allowing you to shoot away with impunity for a dozen seconds or so. When you have a little space, try using grenades to get a bunch of kills at once! There's only light habitation here, but keep your weapons ready to go just in case. To begin finding the keys, head through the western exit first. For one, Ada has no knife, so when she comes across a crate or barrel, she'll have to shoot it to discover what's inside (after you enter the facility, though, most items will be lying about, making this less of a problem). As you may suspect, it'll come in handy later on if you save it, and save your butt during a particularly hard boss fight, so we'll encourage you to get it out of the trap. Just be careful not to get surrounded by enemies while you're walking on the exterior walkways, as they will completely own you if they manage to do so. This distraction may be better spent actually looting, though; you'll notice that the houses on the southern end of the quarry have been restocked with goodies. This is going to hurt me more than it'll hurt you….figuratively speaking. This is essentially a burst-fire automatic pistol; when you press the fire button, you'll squeeze off three shots in quick succession. 'Can we borrow a cup of sugar? After fighting your way around to where the dynamiters were (watch out for the bear traps on the floor! Email news@gamespot.com. You can also find a Spinel by shooting the small bird's nest in the tree just south of the entrance to the cemetary. Resident Evil 4 HD Professional Walkthrough Part 4 - El Gigante Battle - No Damage There are a couple of items scattered around the building you're in, along with a … There's another of the bugged cultist leaders down here that doesn't seem to want to attack, so kill him off and grab the substantial cash he drops before moving back up. Regardless of how you do it, kill them all, then place the grails in their slots and head through the door. The third rule is that, although tentacles look intimidating, they're really not that much more difficult to deal with than ganados. Although he doesn't move too fast - this is really more of a sidle than a charge - Saddler can turn while charging, making this difficult to avoid without running from one platform to the other, which is the best course of action when you see this one coming. You have two explosives at your disposal here: the red barrel on the wooden bridge, and the barrel-filled cart at the end of the path. It's best just to loot them while he's facing off against the dog - don't worry, the dog will dodge all of its attacks - then return outside and get back to the business of killing. Without a shotgun, her only resort when cornered is her grenade attacks, unless you want to attempt to use the TMP to spray everyone in the head before escaping. A little teamwork will let you get past this surprisingly unsecure door. In addition, the unlockable features here are all covered, including the secret weapons and the two major additional gameplay modes: Assignment Ada and the incredibly fun Mercenaries. When the tower's shot out by the helicopter, you can climb up and use the switch inside the ruins there to open the nearby door. After killing everything that moves, head into the fortress beyond. It's awfully nice of the designers of this deathtrap to give it such an easily-accessed override. The kick doesn't do much damage, but it'll keep the bad guys off your back for a second or two, and you may be able to get a headshot in while they're lying prone. Using Chokepoints: The one thing you're going to need to learn to really be successful in Resident Evil 4 is the art of positioning. You'll chew through a bunch of ammo with the Matilda, but if you depress the button very lightly, you can restrict yourself to single shots, making this quite a versatile weapon. After the melee with the cultists (or not; you can, as mentioned, just drop down to watch them all scurry away if you're short on ammo), climb back up the ladder and swing across the gap on the chandelier. After killing more enemies, you'll see them suddenly break off the attack and head towards the church elsewhere in the village, muttering something about "Lord Sadler." Of course, as soon as you get close to the key up here, more Ganados will appear out of nowhere down below and immediately start climbing up the ladder to get to you, requiring you to either constantly push the ladder over, or just get into a corner and start blasting at the entire group as they come up. In order to proceed through this room, you'll have to maneuver through a series of gates which are controlled by pushbuttons. The two near the exit will be the most difficult; only one has a barrel nearby, so far the one in the northeast corner, you'll have to cross over to the eastern crenallations and hide in the small tower, and attempt to pick off the catapulteer from there. Start in the house with the shotgun. It fires rounds in a tight group, and, well, is fun to use when aiming at a ganado's head at close range. If you don't have room for the latter, there's a merchant near the exit from this area, who will either sell you a larger attache case or buy any excess items you have. (As a note, if you're exceedingly short on ammo, or just don't want to bother with killing all of these guys, you can bypass most of the fight by just running from the entrance to the rear of the cart, shooting it, then opening the door here and running down to the merchant/save area. The other two tentacles are less devastating, but will attack more often. It'll lead you down to a little cavern; grab the herb and the emerald from beneath the stairs, then grab the loot around the merchant (be sure to grab the five magnum rounds in the room behind him), upgrade, and save your game before heading outside. This will unlock the grates, allowing you to pass through. As soon as you regain control of Leon, park Ashley in the far rear corner of the room, pick up Ada's note, then walk outside the door to get aggro on the enemies beyond; there's a brute here, as well as sundry soldiers, a couple of whom will turn into fly tentacles. The village can be a tough place to rack up points in, mostly thanks to quick-spawning chainsaw enemies and the general density of foes and relative lack of ammo pickups. If you've been holding off enemies at a chokepoint, then this will wipe them all out. Note that Saddler only has a set number of eyes on him, and a couple of them are on his rear legs are are thus going to be awfully difficult to hit. (You can't use the crane here.) The second includes a near-infinite flow of cultists, a pair of crossbowmen, and a red-robed leader with a key around his chest. This will unlock the door here, allowing you to move on. Check the offshoots of the cave tunnel here for some cash and the Blue Stone of Treason. There's nothing you can do for Ashley at the moment, so leave her behind and head through the door to the north. Despite initially ambushing and overpowering Leon—even twisting the door handles to prevent the latter'… When he comes in close, be ready to dodge whatever attack he throws at you, then immediately start busting away at him; he's almost always open for attack immediately after you dodge one of his blows, although you might have to wait for him to stop flipping backwards before you open fire. Swords And Sorcery…But Mostly Just Swords. The garrador is also possessed of poor eyesight, so if you avoid his normal swinging and stay out of sight for a second (or just stay across the room from him), he'll sheathe his claws and start wandering around, looking for you. If you opted to save your game after beating Saddler, then you load it from the load menu, you'll be able to start a new game, but will retain all of the weapons and items you had on you at the end of the last one. Not the loving, caring Krauzer of the knife fight portions of the game, either, but the badass Plagas-morphed Krauzer with the shield arm. The game was an easy choice for GameSpot's Game of the Year for 2005. Your strategy in the next room will depend on the amount of shotgun ammo you have in reserve. This will open a nearby shutter just far enough for Ashley to crawl through. A large part of this is not attempting to use your shotgun or rifle unless you're well away from it, as the ejecting-shells animation will usually give it enough time to close in from medium range and hit you. If you have an upgraded Butterfly, then you'll need to land nine shots on him to finish him off, and it's not difficult to do so, since he barely moves while his shell is open; this would be where you'll want to use a rocket launcher if you happen to have one. Although nothing appears out of the ordinary, you can check the center of the fountain for a Spinel. Now, the doorway near the typewriter will lead to another research lab, where another badass Regenerator will appear. This will indeed stagger him, causing him to reel for a second; keep hitting him with the rifle until he goes down! You can use this on the boulder that's blocking your path to blow it and gain access to the next funroom. Clearing a path to the end of the zone will allow you to move on, but you'll almost certainly want to save your game before so doing, as the next room can be rather tricky. You'll need to fight your way through a number of ganados before you can actually get there; if you want to conserve ammo, try and let them run into the dynamite traps scattered around the area, or just shoot the dynamite if you notice a zombie standing next to it. You'll then be able to fire it at the gate, opening the way to the next zone. As you wind your way along the cliffs, grab any items you spot. Your goal here is to use the wrecking ball to open up the path leading to the next door, but of course the bad guys will have something to say about that. Check everything for goodies, then save your game and head outside. Now that you have Ashley in your party, your trip to the extraction point is going to be a good deal more difficult. Sell any other items you have for cashola before heading through to start your quest to find Ashley. If you manage to get a score of 60,000 with each character on each map (i.e. If you're willing to expend a single Butterfly round in this thing's head to get rid of it after flipping the first switch, we'll look the other way; it becomes more difficult to get it to recoil with the shotgun at this point. Thus, you'll generally be best served by firing off a full clip into a boss, then just not reloading it; if you were going to upgrade the ammo capacity on your gun anyway, then you effectively won't be using up any of your ammo. Again, if you get knocked off, you'll have to tap like a madman to get back on; you seem to be knocked further away from your boat than when you're hit with driftwood. After you pick yourself up, grab Ashley and flip the switch near where you begin; this will cause the nearby spiky Regenerator to pick himself up off the floor and start coming towards you. Of course, it wouldn't be a Capcom game if there weren't some unlockable features after you beat it, and indeed there are. If you jump out of one of the windows on the second floor, you can reach the roof of a nearby building, where you can find handgun ammo on one of the chimneys. One note to keep in mind here is that there are items strewn about (including a green herb in a semi-concealed barrel just after you first enter this area); you're not going to be able to explore the area after the boss fight, so if you see something you want, grab it while you can. Now there's a truck that's going to need some time in the shop after all this is over. The first will come when he launches himself into the air and attempts to land on you. Now, if you're suicidal, you can try to deal with these guys from inside the cage, but a far, far better approach is to get the hell out of dodge ASAP. Actually, it looks like you could easily jump and pull yourself up, but for the sake of ultra-dramatic gameplay, you'll need to hoist Ashley up to the ledge and simultaneously protect her while she turns the cranks and protect yourself from more cultists who'll be coming at you. The only real sticking point here is a trailer car; when you see it, shoot its engine block to set it alight. After you pick up all of the insect eyes, return to the hallway and jump out the window near the door. If we had to pick only one, we'd probably go with the Red9, since the ability to switch between weapons during combat makes reloading times somewhat inconsequential, and the increased power will save you ammo over time. When he stops, drop your weapon and wait for the L+R prompt to come up, then dodge it. If it gets close enough for a melee swing, you can expect to take severe damage. Krauzer's arm thrust will cut through anything in his path. There's some shotgun ammo, first aid spray, and a flash grenade. Follow mode is fairly self-explanatory; when Ashley's following you, she'll stick pretty close to your backside. After a few rounds of this, he'll fall to the ground and drop the False Eye, as well as 30,000 pesetas. Shoot these lanterns to find secret items. One thing you'll notice if you shoot him from a ways away is that his running speed is much faster than that of the ganados or cultists; these guys can really book it. These will add anywhere from 30 to 90 seconds to your clock. When you have that, you can either jump out of the second-floor window (you don't take damage from this), or hop from the first-floor window to get outside. In order to "win," you'll have to score 3,000 or more points during a round. Luckily, you can relatively easily lock the gate behind you with the switch on the inside. After Right Hand appears, you're going to have to keep him busy until the door opens up. If you can catch it walking past one of the explosive barrels, then you can obviously shoot the barrel to deal extra damage to it. It is the latter half of 2004. Yay! It was written by Mark Ryan Sallee when the first version came out. There are two cutscenes during this little fight; the first will show more villagers coming in from outside the town to join the ranks of the mob. You can unlock Wesker by getting 30,000 points or higher on the Waterworld map. Luckily, Luis will be along for the ride, and he's unkillable, allowing you to let him be a target for most of the ganados while you sit back and take them out. The tentacles will also sometimes slam you as you walk around down here, but there appears to be no way to dodge this, or even tell when such an attack is coming. Each of these has a switch inside of it, and you'll need to hit both switches in order to unlock the door to the south. You can also enter the house near the barn here; there's a locked door inside, so shoot the lock off with your handgun and loot the interior. When the Regenerator's dead, it'll drop 20,000 pesetas; a substantial reward. That doesn't mean that you can entirely avoid combat with him, though, as there'll be a couple of encounters where you're forced to go one-on-one with him, usually just to run out a bit of time until a gate unlocks and you can pass on. If you manage to upgrade it completely, though, and then purchase its Exclusive upgrade, it will turn into a monster of a weapon, with 100 firepower and infinite ammo. …then start wailing on Salazar with your most powerful weapon. After examining the area and checking your map to make sure that you've gotten all the medallions (the most difficult of these to obtain is suspended from a windmill; you can actually shoot it without lighting it up with your laser, so don't hesitate to pop off a clip or two if you think you're almost on target), head southeast. No matter; check the room for ammo and goodies before upgrading at the merchant and saving your game. Try telling Jenna Bush to do the same and see what happens. If you just want to leave the area, try flipping through the window back into the lab and using the unlocked door there, which exits directly next to the door leading to the communications tower. You can extend this time by picking up time bonuses (big orange pillars of light) that are scattered around the level. It's still kind of useful for taking out groups of enemies, especially when you can see them at long range, but the firing speed is too long to allow you to use the weapon during most boss fights, especially since it takes so long to get back to running mode after firing. If Ashley gets picked up, you're going to have an incredibly difficult time getting her back, so try to rush inside and park her near the back wall before using grenades and your shotgun on the hordes of cultists approaching. By the same token, he'll have an easier time locating you if you run instead of walk, so keep the pace down. You'll find a room in the center of the lower floor here, where the door will form a perfect bottleneck if you can get inside. If you have no grenades, you might also want to try running a little closer and using a couple of shotgun blasts to do the trick. When you do manage to get him to flash out of there, the gate beneath you will unlock. 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