Resident evil 4 ps4 strategy guide download






















The Striker - sounds like a car from Grand Theft Auto or something. Anyway, the ultimate shotgun in the game has a number of advantages in its favor. The most telling is the significant size difference between it and the other shotguns; it'll take up a full six fewer blocks of attache case, allowing you to carry three more first aid sprays, grenades, ammo containers, or what have you.

Secondly, the firepower upgrades will let it deal more damage than either of the other shotguns, even when you consider the Riot Gun's Exclusive upgrade. The Exclusive upgrade for the Striker is also rather unique; it allows the weapon to carry up to rounds of ammo in a single barrel.

This isn't tremendously useful in combat - you'll rarely run through even ten rounds without having a chance to reload - but it will save you a tremendous amount of inventory space, since shotgun ammo only stacks to a maximum of 15 rounds before you have to start a new stack. The Striker also has a distinctly wider spread of fire than the other guns do; this will let you hit more enemies at once, especially in open areas, but can also mute the damage dealing capabilities of the weapon a bit, especially in cases where you don't want to run right up next to an enemy, such as when a tentacle enemy is slashing away at you.

Firepower Rank : 1 6. We'll be honest and say that we never found rifles to be tremendously useful; they'll let you kill enemies from a long way away, sure, but we always got antsy about the ammo or cash that said enemies drop fading away before we could reach it. There is one point late in the game where you'll pretty much be required to have a rifle to defeat some tough enemies, but we managed to get through pretty much the entirety of the game without one, so it's definitely less necessary than the other weapons in your arsenal.

Still, if you're the sniping sort, then having a good rifle by your side will be a must, as a headshot from a scope at meters is pretty satisfying. It should be said that you'll rarely see your enemies from that far away, though.

With a rifle and a good scope, you can pop heads from a mile away. Rifles come with built-in scopes of limited power; with them, you can zoom in and out with the C-stick the little yellow one. These will suit your purposes in most instances, but if you care to buy a more powerful scope and equip it to your rifle, then you'll be able to fire from much farther away and with greater accuracy at medium range. The bolt-action rifle will be the only one available to you for much of the game, but it's still good enough to pop the heads off of many a ganado.

It's dissimilar to the rest of the weapons in the game, mostly due to the fact that you'll be looking down a scope instead of firing with a laser sight, but you'll also have to get used to the long times required both to raise the weapon up to your shoulder, to reload it after each shot, and to finally drop the weapon when you want to start running away. Needless to say, this is best suited for situations where you aren't under immediate duress and can time your shots as you see fit. Reload Rank : 1 4.

The semi-automatic rifle is mostly the same thing as the bolt-action rifle, save for the fact that you can fire multiple shots from it without having to leave the aiming scope. The bolt-action requires you to…perform an action on the bolt…thing…to get another round in the chamber, which will cause you to stop aiming momentarily.

Although the firing power isn't much greater than the bolt-action, the semi-automatic action here makes this a worthwhile upgrade if you find yourself using rifles a lot.

Firepower Rank : 1 7. The TMP is going to be the third of the trio of weapons that you're going to be consistently using, along with your shotgun and pistol. This automatic weapon puts a lot of metal in the air, and even though each round is individually insignificant, the damage can quickly add up, thanks to the fact that there's almost no pause in between each bullet; you'll be firing ten of them every second.

If you're willing to expend the ammo for it, the TMP can also be used to hit difficult or moving targets, especially areas of bosses that you need to hit in order to expose a weakness.

For instance, a boss might have an eye that you need to shoot to open up its weak spot; if the eye moves around a lot, you can just fire away with the TMP and send out a stream of bullets at it.

It's often much easier to hit targets like these with the TMP than it is with weapons with longer gaps between shots. The TMP is well-suited for taking down tentacles, assuming you can keep it trained on the creature's neck area.

The TMP can also be useful in cases where all you need is one bullet to do something, such as crack a barrel or chest, shooting enemies off of ladders, or stunning a ganado with a headshot to set up a kick. Although TMP ammo is scarcer than pistol rounds, it's still fairly easy to find, and popping off a single shot here and there won't significantly drain your resources. Note that, if you use the TMP a lot, you're going to want to purchase the optional stock upgrade for more stability.

Although this doesn't have much impact when you're firing at something right next to you, sending a river of bullets at a distant target will be much easier to do when you don't have to deal with recoil forces. The Mine Thrower is an interesting, if severely flawed weapon. When you fire a mine dart at a target, it'll attach, wait three or four seconds, then explode.

The main problems with this are the delay, which will sometimes allow your target to close in on you, meaning that you'll be caught in the blast as well, and the sheer lack of ammo. The game may cause mine darts to drop only when you have the mine thrower in your inventory, but we had it in our case for an entire level and saw only two darts drop, making this something that will usually just take up space in your inventory.

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.

Firepower The firepower ranking for the Mine Thrower doesn't actually increase the damage its bolts do; it instead increases the radius in which enemies will be hurt when the darts explode. The values given are in meters. Rank : 1 2. Capacity Rank : 1 5 Rank : 2 7 Rank: 3 Exclusive: Further increases the blast radius of the darts and allows them to home in on targets.

The rocket launcher, obtainable from the vendor, is a single-fire weapon; after you use it once, Leon will drop it, and you'll be forced to buy another one if you want to use it again. At 30, pesetas, this is an awfully expensive solution to your problems, but certain boss fights and enemy encounters can be made quite a bit simpler with the accurate placement of a single rocket launcher shell.

Chicago Typewriter The Chicago Typewriter becomes available in the single-player when you beat the Assignment: Ada mini-game. Although it, like the Infinite Launcher, will require 1,, pesetas to buy, it has infinite ammo, and will thus make most encounters with the ganados a piece of cake.

Heck, even bosses will fall before you pretty quickly when you put out firepower every second. Capacity Rank : 1 Infinite. Six years have passed since that horrendous incident, it seems - check the opening cutscene for more info on what incident we're talking about. You could also watch the Resident Evil films, if you wish, but, well, those are more difficult to survive with your sanity than the previous games in the series are.

In Resident Evil 4, you take the role of Leon, a man searching for the daughter of the president, who's been recently kidnapped by a shadowy group of people. You begin your little quest on the outskirts of a rural village in an unnamed European country. Judging by the fact that your upcoming assailants speak Spanish, we're going to guess that it's Spain, but we'll leave the final determination to the experts.

After you gain control of Leon, you'll have to head towards the nearby house. Before you move too far, though, you'll want to take a little target practice by shooting the blackbirds on the path in front of you. If you get them all, you should be able to check their bodies for some money and a nice little gem; these'll come in handy when you meet up with weapons merchants later on.

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. They carry all kinds of stuff, from cash to hand grenades which makes perfect sense , so off them for easy pickups.

The first of many, MANY glorious kills. One of the locals will confront you when you enter the house here. He doesn't appear to be a zombie, but axe-wielding bad guys still deserve a bullet or two in the head, if you ask us; the fact that he's got half a dozen maggot-infested skulls drying out underneath his stairwell seems to lend weight to that opinion.

Take him down with your trusty pistol, slash him with your knife, kick him to death; try to get used to the controls here. The fact that you can easily skip the opening intro scenes makes it easy to get back here if you die, so this fight and the upcoming fight against three more dudes should act as something of a trial-by-fire for you; if you die, just start a new game and try again.

After killing the initial assailant, the aforementioned three guys will appear outside the house. They can't get in, but you can't kill them without leaving, making for something of a stalemate. Check the corpse of your slain foe for any items, then run upstairs and grab the handgun ammo from the table on the second floor.

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. The second-floor option is probably the better of the two, as it'll let you maneuver during the upcoming fight. If you want to, you can try slashing out the window with your knife hold L trigger, then use A to swing your knife , then shooting the guys outside, but it'll be difficult to get a clear shot while doing so.

Regardless, you'll need to put everyone outside out of their respective miseries. Your best bet here is to run away from the house, use your quick-turn maneuver press down on the analog stick and hit B , then fire away at them until they get close, then repeating the maneuver.

If the three targets clump together, try and get a headshot on one of them, then run up and use your Kick command tap A while you don't have your gun aimed to knock them all down.

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.

Before leaving the vicinity of the house, check the cart behind it for a crate; you can open these by swinging your knife at them. The contents are random like the items that the non-zombie enemies drop, for the most part , but you should still check, obviously. A little bit further down the road is a small hut with a typewriter in it; you can use these to save your game. Leon has a wit like a…witty person.

How droll! As you walk down the path, you'll come to a dog caught in a bear trap; you can either help it or shoot it, depending on your demeanor.

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. Near the second guidepost nearby, you can find a Red Herb if you walk to the southern wall of the zone, but be careful, as there are more beartraps lain down in the grass; getting caught in one will take off one and a half bars of health. There are more traps ahead, as well, including some tripwires laid out across trees; if you hit the dynamite, you'll take plenty of damage, but you can either avoid it or shoot it.

There's also a beartrap in between the tripwire traps, but you can also shoot that to trip it before passing by. After you pass by these traps, it's a fairly simple walk to the village, albeit one infested with homicidal maniacs.

You'll be able to scout out Pueble after you enter the zone it's in. The inhabitants sure exhibit the signs of zombiedom, or at least madness; they leave corpses burning alive in the middle of the town square, they leave rotting food on the table, they mutter curses to themselves, they listen to political talk radio, and so on. Unfortunately for you, stealth isn't really an option here.

You can approach the upcoming fight in a number of ways, though, thanks to the open layout of the village. If you check your map, you can see that your destination is off to the northeast; there also happens to be a fairly large, two-story building in that direction.

If you can enter it without getting killed, Leon will barricade himself inside. There happens to be a shotgun in there, which will let you pick off the ganados as they gradually manage to bust into the house, but you'll only have six or eight shots for it. If you're willing to try and back yourself into a corner, such as underneath the stairwell in the same house as where you obtained the shotgun, you can attempt to mow them down as they flood the home; the shotgun works great for this, since it has such a huge spread; a single blast can easily knock down half a dozen ganados at a go, giving you plenty of time to reload and be ready for the rest.

It doesn't have a huge amount of killing power, though, except at close range, so you may want to flip over to any hand grenades that you've picked up after knocking down a bunch of enemies and use that to finish them off. Your best, though, is going to be to leave the house and attempt to enter the home immediately to the south of it on your map. You can do so by heading to the second floor of the shotgun home, finding the southern window, pushing the ladder there over, then jumping out the window; this will land you right near the door to the southern home.

If you head there, then blow the lock off the door leading to the second room inside, you'll have a perfect redoubt to use to hold off the numerous enemies coming after you. Best of all, the two crates in that room will give you around 15 more shotgun rounds to use.

When you have a little space, try using grenades to get a bunch of kills at once! Your primary opponent here is going to be a chainsaw-wielding baddie with a bag over his head; this guy can take a tremendous amount of punishment, making him essentially a mini-boss.

He'll mix in with the rest of the normal ganados and try to get in close; if he does, he'll likely get a one-hit decapitation kill on you, so you'll obviously need to keep him back with your shotgun. If you manage to drop him, try taking him out with shotgun or pistol shots to the head. You'll note that many of your enemies during this fight will be dropping items; these will disappear over time, so if you want to grab the extra ammo and cash these guys are putting down, you'll need to run up and grab them before they vanish.

This is obviously easiest to do after you use a grenade or shotgun blast to knock down any enemies nearby, but don't try to be a hero; you can easily get cash elsewhere. The one exception to this is the chainsaw-wielding foe; he'll drop 10, pesetas when he dies, so you'll probably want to risk grabbing his loot.

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. This indicates that you're about halfway through the fight. 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.

This will indicate the end of your battle; you can feel free to roam about the village, looting like a madman. Note that you don't have to go through all this rigamarole if you don't wish to. So long as you don't enter the house here after entering the village, you'll be able to fight your way through to the church cutscene if you manage to kill off enough villagers.

You won't be able to use the shotgun, obviously, but you should have plenty of ammo for your pistol, so if you can maneuver them to a chokepoint, such as in the house in the southwestern corner of the village, you should be able to kill enough to finish off the encounter.

You won't have to deal with the chainsaw freak if you do it this way, but you also won't get the 10, pesetas he drops. Now, after killing half the population of a small town, you'll be able to run around Pueblo and grab many of the items that its inhabitants so kindly left laying about for you. They're ganados, or at least in thrall to some dark god, so it's not like they need them any more. Start in the house with the shotgun. You should've found the shotgun, of course, as well as the shells, money, and grenade up on the second floor; there's also handgun ammo and a couple of crates on the first floor.

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. If you then wrap around to the eastern side of the shotgun house, you can find a Spinel; these are small gems that you can sell to weapons vendors later on.

Somebody's been working overtime. Drop down to the ground and check out the northwestern home to find some more handgun ammo; there are also red and green herbs in some of the sheds along the northern edge of town.

From there, start heading northeast towards the destination marker on your map; there are two more little huts here, one of which will have the Alert Order, which will spell out where "the prisoner" is, as well as give you an idea as to why all of the villagers have been attacking on sight.

Before you head out to the farm, though, check the rest of the village. In the southwestern corner, you can find another red herb, as well as a crate that seems to always drop a yellow herb; combine this with a green herb and ingest the results for a permanent increase in your life bar, yay!

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. Check the southwesternmost hut for a couple of crates, then check the northern side of the church exit for handgun ammo, then climb the tower to grab yet more shotgun ammo; that should about clear the town out. You can't exit to the church as if you'd want to follow the horde of ganados or to the southwest, so head northeast to the farm.

After entering the Farm, check your map for the location of a nearby typewriter and save your game. You should see a tattered blue poster on the tree nearby; grab it to learn about the medallion mini-game.

There are 15 medallions suspended throughou the Farm and the Cemetary; apparently, if you find more than ten of them, you'll be rewarded somehow. In order to "find" them, of course, you need to shoot them. Luckily for you, all of these are clearly marked on your map with blue dots, making them a cinch to find. Actually shooting them can be a bit more difficult, but if you thoroughly looted the Village, you should have around rounds for your handgun, leaving you in no danger of running out if you need to pop a few caps to hit the medallions.

It can be tough to hit this medallion, but with enough ammo, you'll pop it. Near the hut with the typewriter, there's a medallion suspended above some stagnant water; you can either shoot it to make it drop down, then grab the Dirty Pearl Medallion, or shoot the wooden plank holding the well cover up, then shoot down the medallion; this will get you a generic Pearl Medallion.

Whichever item you get, you'll be able to sell to a vendor for some cash; the regular Pearl Medallion is more valuable than the dirty one, so that's the one you want! Start scouting the rest of the area for goods, but be mindful of villagers; there are a half-dozen or so scattered around. The southeastern farmhouse is going to be where most of the goods are stashed; there are a few small cabinets that you can open for more goodies.

There's also a small hut on the eastern side of this house; in order to get inside, you'll need to destroy the cabinet blocking your way with your shotgun or a grenade.

Doing so will net you the Beerstein , though, so it's all good. If you don't want to waste ammo destroying the cabinet, you can also head up to the second level of the adjacent farmhouse and drop down from the ledge there to the area behind the cabinet, then push it out of the way. 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.

Before you leave this area, return to the village and pick up the Gold Chicken Egg which has appeared near the bonfire; it'll completely restore your health when you use it.

There may be other eggs when you return to the farm, as well. As you walk down the path past the exit from this area only of the exits is actually usable , three villagers will push a boulder behind you, which will conveniently start rolling along as if it weighed next to nothing, despite being about twelve feet in diameter. You'll need to rapidly tap the A button to outrun it; towards the end of the path, you'll have to dodge it as well, but the button combinations vary, so you can expect to have to Continue here a few times.

After you dodge the boulder, it'll break open the door leading to a tunnel, where you can shoot a couple of Spinels out of the ceiling. Now, the small collection of houses to the east will pose a formidable challenge to you, mostly due to the fact that the inhabitants apparently enjoy chucking dynamite at anyone who comes nearby.

That of course includes Leon, so you'll need to approach with caution, using your pistol to take them down from as far away as possible; they don't seem to want to approach you, and they can't throw the dynamite too far, so stay out of range and unload your clips onto them.

If you can hit the dynamite after they hold it up, you can blow them away with a single shot, but this is pretty difficult to do from long range. These dynamite guys are somewhat easy to kill; try shooting the dynamite just as it leaves their hands.

After the first dynamiter is dead, it's probably going to be best if you maneuver to the southern end of the house here; you'll need to shoot a beartrap or two to pass by safely. Doing so will let you approach the house from the east; there will still be a normal villager and at least one dynamiter inside. If you kill the dynamite dude, he'll probably kill the other guy when he drops his wares; only then should you hop inside and collect the goodies. There's yet another explosive zombie to the north, so head back outside through the window and take him down before exploring the rest of the zone for goods.

Save the home with the padlocked door for last. After entering the padlocked home, save your game and look around. There's more handgun ammo on the tables, some money in a cabinet nearby, more money on a table further in, and a green herb inside a cabinet in the room with the dynamite traps.

Take everything before pushing aside the cabinet that blocks the passage and unlocking the wardrobe elsewhere in the house. If you walk outside, you'll have your first encounter with the weapons merchant; he'll offer to sell you a number of items, as well as upgrade your existing weapons, assuming you have the cash.

You can sell all of your Spinels to him for pesetas apiece, as well as the Dirty Pearl Medallion; you'll be able to upgrade the Beerstein later on to make it more valuable, though, so you may want to hold onto it.

If you have the money, then an upgraded attache case might be a good purchase, as well as upgraded firepower and capacity on your handgun. You can also buy a rifle here for long-range encounters.

Try luring enemies up here and blasting them; it'll be easier to collect the loot they drop that way. After you upgrade or buy new weaponry, you might want to save over your last game, because as you make your way to the exit from this little area check around for crates first, naturally , you'll spot a dozen or so baddies wandering the bridges beyond.

Well, you'll see a dozen or so, but there are many more hidden away in some alternate universe, ready to pop in when you enter their little domain or bypass certain trigger points; all told, you'll have to kill around 30 if you want to end the flow of baddies.

To begin with, it's fairly easy to stand right by the door leading into the suspended bridges and start shooting at the nearby people; the set of steps leading up to the earthen area there make for a perfect choke point at which to blast them with your shotgun. The dynamite villagers can also be dispatched by luring them down to the bottom of the stairs, then standing back near the door; they'll throw their dynamite from there, but it'll land close to them, and will usually kill them and anyone else nearby without requiring any effort on your part.

As mentioned, though, enemies will spawn as you move about here, so you'll have to keep an eye on your backside, as areas that you thought you cleared will sometimes see four or five enemies appear simultaneously and ambush you. If you suspect that there are enemies on the far side of a door, try shooting through it to hit them.

In order to escape from the area, you'll need two halves of an Emblem. These are both found in treasure chests; one's up the cliffside path to the southeast; the other's on top of the structure in the western corner of the area. There are plenty more items in the area, of course, including a Yellow Herb in the small shed near the northeastern gate; you'll need to open a locker to find it.

You might want to return to the weapons vendor to spend any cash that you picked up here before moving out. As you make your way through the factory, keep an eye out for more crates - there are a few in various areas.

After the first three or four villagers or dispatched, you'll reach an area with two windows. If you jump through immediately, you're likely going to get blown up real good by a pair of dynamiters; instead, try to line up a shot on the rightmost dynamite guy and use either your rifle or handgun to drop him.

Red Door: Locked door. White door: Unlocked door. Blue door: Door you've been through. When there is a movable object, face the object in the direction you want to push it in the direction you are facing. You can climb on movable objects as well. The player will take an attacking stance towards the closest enemy. You can attack the enemy with the weapon you have equipped.

The details of the item will be displayed. However, you will not be able to escape when the enemy grabs you from behind. The game starts out with a cutscene to help give you a sense of events that have led up to why you'll be going to where everyone's heading to.

After everything has gone down and ended up entering a mansion, now the real fun begins. Once in the mansion another cutscene will take place and when things settle you'll be heading to where the gunshot was fired. Head there while being accompanied by Barry Burton. When inside the room it's a dining room and if you played the original Resident Evil don't expect the game to be exactly like the orignal and have things in the same place as that or it wouldn't be worth to play through.

While in the dining room you'll see that they put in a typewriter in here along with some ink ribbons unlike in the original. Make your way to the end where the fireplace is and when Barry notices a spot of blood on the floor. When the cutscene is done head through the door to the right, then to the left and a right to encounter your first zombie. Unlike the original if you shoot it or not one will come through once you get back to where Barry is. If you save your ammo to let Barry deal with it head back to where the zombie was and where your slain comrade Kenneth was to find a video tape of unknown recording at this point in the game.

You'll have to wait until much later to find out what's on that tape. Head back to where Barry is as he'll kill it and afterwards head back to the main hallway to report it to Wesker but once you get out there you don't see him out in the open.

Check in all areas but if you head upstairs to look around then head back down will trigger another cutscene as Jill and Barry will split up to look for Wesker as well as continue the search for Chris.

After the cutscene you'll have acquired the lock pick given to you by Barry to help get some of the doors unlocked while others you'll need to find a unique key in order to open them while others may need a special way in order for them to be opened.

You want to head to the door opposite of the dining room. When inside head over to the chest and you don't need to move it as you can get up on it then down to push it to the statue to claim the map of MANSION - 1F. After obtaining it and bring up the map then you'll see how much of a difference there is between this to the original.

It can range anywhere from something important like a file, weapon, ammunition or even if it's just an herb to help get your health back up there. Now head through to the area where the chest was blocking then to the left to the shelf to get a defensive item the dagger and a file explaining about defensive items.

Emergency Evade. Using defense items such as Daggers, will allow you to escape momentarily when grabbed by an enemy. Then select Equip command. When getting the dagger and when you have read the file on Defensive Items head on out but that won't be having a zombie encounter that'll come about after making our way around the corner. You can easily get around him to save any ammunition for later on in the game when you need it. Once out of the hallway head back to the main hallway then to the dining room and through the door you took when you came across your first zombie.

You can go about getting the tape from Kenneth's body if you haven't already but if you had, head to the right then enter through the door not far from Kenneth's body. There'll be a zombie in the area if you head towards the right if you head in that direction as it's a slow one compared to ones that you'll be dealing with now don't compare to some that you'll be dealing with a little later in the game.

Head through the door near Kenneth's body and make your way until you see a birdcage as there'll be a magazine by the cage to help stock up on the ammo as there'll be some herbs to the right of the staircase to grab to help stock up on that for later in the game. Now head up the stairs and through the door. Upon getting there you'll see a mirror as it can help to see if there's any zombies and whatnot coming your way and there's a few more herbs that you can pick up to combine if you feel the need to combine them instead of using them one at a time.

Go through the doorway where the mirror is but watch out for the zombie that'll be there as you may need to shoot it to make your way through then go ahead and around the corner then down the hall until you come to where you see an arrow sticking in a statue like figure. Grab it then check it to take the arrowhead out of it for later use.

Examine an Item. The details will be displayed. There'll be another magazine clip by the mirror near where you got the arrowhead; head to the left then make a right through the door as the other door is locked from the other side at the moment. After making your way through the unlocked door head to the left of the door [it'll be the right as the camera is facing Jill] and head back out to the main hallway of the of the mansion. Head towards where you'd take to head back down to the first floor but instead of going to the first floor head out through the door that's there at the top of the stairs before fully going downstairs.

Once outside you want to head to the left and around the corner then make your way to the left heading all the way to the end. When you do there'll be a statue and underneath there'll be a place where you can place the arrowhead. Once you do that you can now make your way down in a freaky furnace area that you'd think was taken from Nightmare on Elm Street or something.

Once down there head to the right until you come to where you see a stone stand with a book on it, grab it and examine it to find a key in the back of the book which should be the Sword Key. After you get that examine the book again to read a section of it. Book of Curses. The four masks, a mask that speaks no evil When all four fall into place evil will awaken.

Make your way back up and as you do there'll be a way into the little graveyard to your left to grab some shotgun shells if you have enough space to have them in to put in a item box for later use. If not head back into the mansion and head towards the right as the camera faces Jill then up the stairs to go through the first door that you see. Make your way through as the first doors that you come to you won't be able to go through them until later in the game.

Keep going until you come to a stand that has a wood mount on it; grab it if you have room to take it as you'll going to need it later in the mansion. Make your way the rest of the way until you come to the last door that you come to and enter to find yourself in a study. You'll see a flash on a stand near the door as it's a dog whistle that you'll need to have in order to get past a little something but worry about getting to where we need to go right now.

Crumpled Photo. Today Sir Spencer told me to hide something where no one could find it. Well, I had this idea. I figured if I could somehow have it protected by a dangerous animal like the vicious canine that lives here, no one would be able to get near it! As far as I can tell, the mutt is always hanging around the second floor balcony on the west side of the terrace, and he ought to come running at the sound of a dog whistle. This is where you come in.

The thing is, I reckon you're the only person that can get near that damn dog without risking a serious mauling. Which means only you can put this collar on him. The object that Sir Spencer wants hidden is concealed inside. You're the only person I can trust with this. Of course, you'll get something out of it as well. Remember that certain item that you've always wanted to get hold of? Well, in exchange for your services, I just might be able to get it for you.

This could work out well for both of us Jon Toleman. There'll be a magazine on the desk near the chess board so take that before you go to the other part of the room. Take it if you have the room then head to the other part of the room to grab a lighter and there's a blank journal. There isnt much on trying to find out more about what's going on at this point in time. Now exit out of the room through the door near the desk of where you obtained the lighter but watch out for the zombie that'll be to the right of the door upon exit.

If you managed to get the lighter and have the wood mount head to the end of the hall and to the right to enter the door there. As you do there'll be some herbs you can take and there'll be a fireplace. Use the lighter to light a fire in the fireplace then use the wood mount but if you have trouble you may have to check it before using it. Once you do that you'll be able to have an extended map of the second floor of the mansion.

Although if you get a chance to go to the save room by heading down the stairs you'll be able to get a fuel canteen along with another with kerosene in it that you can use on dead zombies to burn them after you have killed them. Head down the stairs to the first floor where the save room is and head on past that to the door at the end of the hallway but keep in mind that with the door handle on this side of it will only have so many uses before you can only go through it from one side.

Meaning that once you go through it you'll have to take another way around to get back to the area you want to go to. Head through the door and take a right through the double doors.

Make your way around a few corners until you come to a door that should lead you into a bathroom. Unplug the tub and as it draining a zombie will come out of it to attempt to attack you but Jill will automatically finish it off so you don't have to do it yourself. Once that is done go to the tub to claim a dagger defensive item and exit the bathroom. Upon exit head to the right to where the camera will be over you and head to the door to use the lock pick to unlock it to make your way outside but watch out for the Cerberus in the area.

Make your way around the corner to get the Herbicide for use later on in the game. The rest of the area will have just herbs and a kerosene container if you need to refill the small container to burn zombies if you decide to do so.

Head back through the door and head up to the other door to the next hallway but as you do you'll need to watch out for a couple more Cerberus in the hallway as they'll both come through the windows. First one will come through not far from door, shoot it then move the case to get a magazine clip then head around the corner as another will come through the window. Kill it and move another case to get another dagger to help out if you need any defense in the game.

The more you have the better you'll be in between boss fights. After the second Cerberus is dealt with unlock the door via the Sword Key and head through the door. Now that we have made it back near the Main Hall area and back in it we'll run into Barry again as a discussion if there's a way out has been found yet. After the cutscene is over head up the stairs and head to the left to get on the second floor then to where the dining room is.

Upon entering there head to the left side opposite of where the doors are but watch out for the zombie. Push the statue down if you haven't already and if you haven't head to the door on the other side but the one that's on the left to use the Sword Key to unlock it.

In this area watch out for a couple of zombies, one is at the bottom of the stairs that you work around while the other is just around the corner before you head down the stairs. If you had noticed a door before getting to the stairs you can use the lock pick on the door and head outside to use the dog whistle but be prepared for two Cerberus to come running, shoot both of them and once you do that one of them has a special collar on it.

Get it and check it to get a coin then check the coin to where you can see a armor on the back as it'll become a Imitation Key. If you head down the stairs then to the left after heading down them there'll be a save room with an item box if you need to add or remove any items. Also there'd be serums and whatnot in this room as well. If you have entered the save room exit out of it and head back towards the stairs but instead of going back up them head the other way to the end then make your way around the corner.

You'll come across two doors and head to the one on the right, use the lock pick to unlock it to enter. Once in there you'll come across a battery pack that you can use for the stun gun defense item, a broken shotgun that'll be for use in another room, some ink ribbons and another kerosene container where you can refill your container.

Now exit back out then head back to where the stairs are. Head up then head towards where the one zombie came from as there'll be a door that can't go through yet without the Helmet Key so head to the other door as you come out where the mirrors are at. Head out through the doorway and to the right over the zombie but don't worry about him as you head to the door. Upon getting in follow the path until you come to where you see something standing in the middle of the path with an item that you may need.

As you see it's a key, take it and when you do it'll set a trap but you better have that Imitation Key or you'll have to put that key back in order to keep yourself from an instant death. Once you put the Imitation Key in the trap will go back to normal before grabbing the real key.

Now head out cause the only other door nearby requires the Helmet Key to get into it. Once you get back in the area where you were, the zombie that had got up is not your ordinary zombie it's a Crimson Head. It's not your ordinary zombie it's like an advanced zombie that's faster and won't hesitate to attack as much as it can.

Full Game Guides. Guide and Walkthrough GC by Adori v. Guide and Walkthrough GC by Muchitsujo v. Guide and Walkthrough GC by Osafune2 v. Guide and Walkthrough GC by Outbreak v. Guide and Walkthrough PS2 by sephirosuy v. SEP KB. Guide and Walkthrough X by Berserker v.

Guide and Walkthrough GC Incomplete by chrisnelson v.. Though they suffer a bit when things get hectic, the Wii-mote-enabled controls generally serve RE4 well: Aiming weapons, swiping your knife, and shaking off face-sucking nasties with real-world moves adds urgency to an already incredibly intense experience.

Unlike Milky, I never complained about the newfangled gameplay. In fact, I actually found the Wii's point-and-shoot controls made gunning down Ganados a helluva lot easier than before But I will find time to chew out Capcom for not including anything new in this old but still amazing game. Is it that hard to throw in some extra costumes or weapons?

Hell no! Well, at least the cheapo price tag takes away some of that pain,. Resident Evil 4 is a lesson in change; a lesson that the industry should take note of. It takes the overly familiar franchise in a different direction, toys around with the proven and successful gameplay formula, and offers up something completely new - and more surprisingly, it succeeds on most levels. In the first Resident Evil, you panicked because you weren't armed to deal with the situations thrown at you, and more often than not, had to flee the scene entirely.

However, in Resident Evil 4 , you're armed to the gills; now it's just a matter of being able to cope with all the enemies that are thrown at you. In past Resident Evil games, you felt fear because of the restrictions imposed on you, whether it was due to the unwieldy controls, the erratic viewpoint, or some of the more archaic gameplay mechanics. You needed to conquer the limitations of the game before you could conquer the game itself.

This isn't so in Resident Evil 4. Now you feel more in control of what's happening on screen. Now, you have a fixed third-person perspective and rarely are you in need of weapons, ammo, or health.

This changes a lot of things. No longer do you have to fight the confusing controls; no longer do you have constantly worry about your ammo supply; no longer do you have to worry about ribbons for saving. However, change rarely comes without a price, and in the case of Resident Evil 4 , the price of change is that it's just not that scary. It should be expected, considering the complete re-haul of the series, but now that you feel more in control of what happens on screen, a lot of the inherent fear is taken away.

The atmosphere still feels tense, but you no longer feel like a helpless victim that has no hope of survival; rather, you feel like an action hero with all the right moves for a Hollywood summer blockbuster, big guns and all.

Resident Evil 4 still has its moments of terror-stricken thrills, make no mistake, but now the emphasis is on the actual action - and this isn't necessarily a bad change, either.

There's a sadistic sort of satisfaction that results from blowing an enemy's head clean off with a shotgun, or better yet, clearing out a cluttered crowd with a well-placed shot from your rocket launcher.

The action feels right, it flows right, and most importantly, it's a lot of fun. What we have here is an immediately approachable Resident Evil title that offers up immediate satisfaction, and in a market known for consumers with short attention spans, it might just be what's needed to turn the series around. It's completely different from the other titles in the series, but still close enough to the original formula that die-hard Resident Evil fans won't feel too alienated.

It's changed enough that even if you were previously disenchanted with the Resident Evil franchise, Resident Evil 4 still deserves a look. Browse games Game Portals. Resident Evil 4. Install Game. Click the "Install Game" button to initiate the file download and get compact download launcher. Locate the executable file in your local folder and begin the launcher to install your desired game.

Game review Downloads Screenshots Overall rating: 9. XBox XBox One. Nintendo Switch. Playstation 4.



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