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Resident Evil 4 Guide

By Hussain Alhaddad

Resident Evil 4 Guide


By Hussain Alhaddad
Walkthrough

CHAPTER 1 :: PART 1

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. After it's down, 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. 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! 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, 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 (not
the 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.
The chainsaw not-zombie isn't very much affected by normal pistol fire, so you'll need to quickly
equip the shotgun and blast him down before he gets too close. 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.

CHAPTER 1 :: PART 2
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 some ammo 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 the Emblem (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.

CHAPTER 1 :: PART 3

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
extral 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 cemetary 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 (the Beerstein).

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 to other 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 boat hard 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.

CHAPTER 2 :: PART 1

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 the Round 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 beartrap 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. Occassionally, 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 righ 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 your
shotgun. 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.

CHAPTER 2 :: PART 2
As you exit the church storage room, a brief cutscene shows you the angry mob ahead. Have
Ashley wait near the doorway and equip your rifle. 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 beartraps 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
beartraps 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.

CHAPTER 2 :: PART 3
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 a
walkthrough 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 your weapons 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 is highly 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 the village'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 the Beerstein 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 run under 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.
CHAPTER 3 :: PART 1

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 attach? 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 of ammo 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 of Saddler 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 the Castle 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 vulerable).
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
corern, beyond the horse statues, are three not-zombies, and one of them's got 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 thorugh 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 your weapons 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.

CHAPTER 3 :: PART 2
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 sewar 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 machinegun 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 the Goat 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. Your shotgun 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.

CHAPTER 3 :: PART 3
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 with ammo. 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 three shotgun 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 attach? 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.

CHAPTER 3 :: PART 4
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 the
Salazar Family Insignia and Serpent Ornament that're 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.

CHAPTER 4 :: PART 1
Now that Leon and Ashley are reunited, you can backtrack a bit to collect a free weapon. From the
start of the chapter, head west through the hall that goes by the merchant. Continue west through
the next room to return to the room with the dropped cage. The area is refilled with not-zombies,
but you can easily run by them to go through the doorway to the south, exiting back to the series
of halls just south of the hedge maze.

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

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

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

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

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

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

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

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

When you reunite with Ashley, have her follow you into the room to the west. Get in the cart with
her and ride it back to the south end of the castle. From the end of the cart ride, unlock the door
to the east to enter the main hall of the castle, where you can now use the three ornament pieces
to unlock the northern path. You can continue on to the next area, or head up the stairs to the
right to collect a few items (check behind the painting) before continuing the mission.
There's another cart to ride in this room, and still no enemies to worry about. Ride the car to the
north end of the castle and be sure to grab the items from the nearby vases before you continue
to the next area to the north.

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

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

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

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

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

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

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

As you enter the room, you'll notice a large organic mess hanging from the ceiling. Start crossing
the room and you'll soon find yourself confronted by a number of flying insects swarming around
you. Use your shotgun to knock them out of the sky and clear a path to the other side of the room.
There's a large lever to pull that'll drop open a draw bridge. Target the remaining chain that's
holding the draw bridge up (pistol fire is fine) to drop the bridge all the way and continue to the
next area.
The next hallway is clear of threats, and there's even a merchant you can deal with. Head north
down the hall when you're done, and you'll exit to an outdoor area with a clock tower on the far
end. Equip your rifle and you'll be able to target two not-zombies that are hanging out on the
balcony at the top of the tower. If you don't get them now, they'll spot you later and call on an
attack from some nearby catapults.

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

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

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

Once you step outside, you'll see a trio of enemies slowly marching towards you from across the
bridge. Take 'em out to clear the path, and make your way across the bridge. As you do, enemies
start to come at you from both sides of the bridge. Turn around quickly to take out the smaller
group of enemies behind you (shotgun works wonders) before taking aim at the not-zombies to
the east. When all are dead, just go through the doorway to enter the next area.
You'll spot four enemies just up ahead, but they won't spot you yet. Two of them are regular not-
zombies, and the other two are the powerful masked enemies with claws! Equip your rifle and take
out at least one of the regular not-zombies (if you've got the semi-auto rifle, you can shoot both).
You'll grab the attention of the other enemies who'll rush towards you.

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

As you explore the room further, more not-zombies will come through the door from the west. Be
ready for them to take 'em out, and continue down the hall to the east. There are a number of
items to collect along the way, and after reaching the destination you'll be left off in a new area.
There's another merchant in the area, and he's got a nice new weapon to purchase if you want to
make the upgrade (it's recommended). There are also a number of items in this dark sewer area,
and even more down the path that's at the top of the ladder. You won't have to worry about any
enemies for the time being, so just continue through to the next area.

Start heading down the long sewer hall and you'll get a glipse of something that's hunting you. As
you explore the rooms down here, be ready to time some button presses in order to dodge attacks
that this lurking creature sharply launches at you. When you've collected the items you want, head
to the room to the very north...and equip your very best weapon.
At the back of the room is a switch that'll power up the elevator in the room to the southeast.
However, it'll take four minutes for the elevator to be fully operational, a timespan during which
you'll be plenty occupied. At the flip of the switch, the door to exit the room closes up. Quickly run
to it and try to open it, though you'll be alerted that the door won't open for a little while. No
problem, right? Wrong. As you turn around, you'll see the sewer creature face-to-face, and you've
got to survive in these cramped quarters long enough to let the door open.

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

As you're running around the center generator, you'll notice a large canister of nitrous oxide (there
are three more identical canisters in these sewers). Press the action button near the canister and
Leon will toss in on the ground, temporarily freezing the sewer creature. It's during this time (and
this time only) that you can deal damage to the beast. Your best choice of weapons is between the
broken butterfly and the rocket launcher—if you've got a rocket launcher, one blast while the
creature is frozen will do the trick to silence him forever. However, if your best weapon is the
broken butterfly, you'll have to do some more running before he falls.
After blasting the enemy a few times, he'll break free of the ice, so don't waste your shots. Resume
your run around the center generator until the door opens up, and then make a mad dash for the
hall to the south. While in this hall, you'll have to continue dodging attacks, and if the creature
attacks you from the ceiling you'll have to dodge three times consecutively. There's a second
nitrous canister in this hall, so push it over as soon as you reach it to freeze the creature again.
Even if the creature isn't very close to you, it'll get frozen by the nitrous—just be quick to find him
and give him a few shots before continuing your run down the hall.

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

CHAPTER 4 :: PART 2
This first area is home to another merchant with a shooting gallery. There are also a number of
items scattered about the area that you should stock up with before continuing to the next area.
Just around the first bend of this mining tunnel are a few not-zombies. Take 'em out and continue
down the mine shaft until it opens up to a large cavern. There are yet more enemies in the area,
and your best bet against them is to wait on the mine tracks and lure them towards you. The not-
zombies will climb up to the tracks platform where you can easily take them on with your pistol or
shotgun. When the enemies stop coming, look around the area with your rifle to see if there are
any other not-zombies hanging out in the alcoves of the cavern.

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

A bunch of not-zombies will come from the mine tracks you used to enter the cavern, along with a
chainsaw enemy that's near the mine cart controls. Stay back and pick them off with the shotgun
as they get close, and don't hesitate to toss a grenade into the mix. When all enemies are
deceased, return to the mine cart controls and hit the switch to lower the cart to ground level.
Grab the Dynamite from the cart, and use the explosives to blow up the rock formation that's
blocking access to the eastern exit.
There are a number of helpful items scattered around the perimeter of this open cave. If you don't
have room for them yet, don't toss anything away, because as you approach the door on the other
side, two massive gigante creatures barge in to spoil the fun.

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

To take down the second gigante, you'll have to do battle the old fashioned way. Lure the giant
back and forth across the room, using your shotgun to blast him in the gut before making a hasty
retreat. You can use flash grenades to temporarily stun the enemy, letting you unload a ton of
bullets into him before running away again. A good way to buy yourself some room is to climb up
the ladder, lure the gigante towards you, and slide down the zip line again. You'll put some
distance between you and the enemy, letting drop some shells into his back.
As before, when the gigante falls down to its knees, run up behind it and press the action button
to vault on top of him. Once standing on his back, mash the action button to cut away at the
parasite. Depending on how good your mashing is, you can defeat the gigante in either two or
three repetitions.

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

The narrow cave opens up to a multi-level cavern that's just swarming with flying insects. Poke
your head out of the cave just enough to catch the attention of the enemies, and lure them back
into the narrow confines of the tunnel and right into the barrel of your mighty shotgun. There a lot
of enemies to take care of, but steady hands will take care of them quick.
When the coast is clear, head up the slope to your right. At the top of the slope is a small cave
entrance to the right with a switch at the back. Flip the switch, solving one half of the puzzle to
open the door to the south. As you exit the tunnel back to the main cavern, watch out for more
flying insects that've reinhabited the area.

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

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

CHAPTER 4 :: PART 3
Though there's a merchant in the area, there are still enemies to watch for (further east). When
you're done dealing with the merchant, equip your pistol and slowly head through the rubble to
the east.

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

With the area clear of enemies, explore around to find a number of items hidden in the mess of
the rubble around you. You'll also notice a locked door to the east, with a puzzling inscription. For
now, head into the small wooden shed to the south and turn the crank, revealing a ladder that
leads to an underground passage.
The long tunnel ahead is void of enemies, but soon opens up to a large underground area that's
littered with not-zombies. From the comfort of the tunnel entrance, drop a shot into a nearby
enemy to get his attention and lure the not-zombie into the narrow tunnel to finish him. You'll
likely get the attention of two or three enemies at a time, letting you easily handle the situation. If
you look through the window in the stone structure to the north, you'll see a chainsaw enemy
marching about. Leave him alone for now, and he'll leave you alone.

When you head down into the maze blow, watch out for bear traps that are lightly buried in the
sand. There are probably a couple more not-zombies in the area that you couldn't see from the
western tunnel, so keep an eye out and clear the area. When you're ready to climb the ladder to
the north, stop and take a rifle shot to knock down the chainsaw enemy inside before quickly
running up the ladder.
As you enter the room, a number of not-zombies will start pouring into the room by way of the
ladder you just climbed. Immediately head for the western corner of the room and sit back with
your shotgun while you mow down the enemies. After a while, a second chainsaw wielding enemy
will run up from the stairs to the north, so be quick to take out the first one to avoid having to
fight both at the same time.

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

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

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

As you roll down the tracks, not-zombies will pile into the mine carts ahead of you. Use your pistol
and shotgun to take 'em out, and try to keep them from climbing into the cart you're in.
Occassionally while riding, you'll reach areas of the tunnel that are blocked off by wooden beams.
If there are any not-zombies remaining, they'll destroy the beams for you, but if you're all alone
you'll need to be ready to quickly press the shoulder buttons to dodge the beam.
Eventually, a brief scene will cut away to show you an enemy flipping another lever. As the mine
cart comes to a stop, target the lever on the far end of the room. You might not be able to see it
with so many enemies around, but if you start knocking them to their knees you should be able to
spot the lever to your left. With the lever thrown, the mine cart starts moving again, though you'll
still have to deal with the chainsaw not-zombie that hopped in your train.

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

Once back on solid ground, continue forward and grab the Stone of Sacrifice. Another door will
open up, letting you climb a ladder back to the surface. Once you reach the surface, use the Stone
of Sacrifice to open up the door to the east and take the elevator up, ending the level.
CHAPTER 4 :: PART 4

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

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

Hop onto the rising hand again and then take another jump eastward to reach the center platform.
There's a switch here you can hit that makes the other hand of the large statue start to move. As it
does, more enemies will come at you, so be prepared to take 'em out before hopping across to the
eastern balcony. Try to finish off any remaining enemies before dropping into the room below to
flip the lever and raise the final portion of the bridge.
Once the bridge is raised again, two not-zombies drop right behind you! You can either run out
the gateway that just opened or climb back up the ladder in the room to blow 'em away. When
you've got the area clear, start heading across the bridge, but don't put the controller down once
the cutscene starts rolling!

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

Continue into the building ahead and collect the items on the base floor. As you start heading up
the stairs, watch out for the barrels that start tumbling down towards you. If you stand at the area
where the barrels smash to pieces, you can turn around and zoom up with your rifle to snipe down
the two not-zombies that are manning the control lever, effectively stopping the flow of barrels
(though you can wait for the barrels to kill the one enemy that comes at you from the narrow
wooden catwalks).
With the flow of barrels stopped, run up the stairs to reach the lever. A brief cutscene will show a
massive number of enemies that barge into the tower through the door at the bottom, and they
start running the stairs towards you. Pull the lever yourself and sit back to enjoy the sight of not-
zombies getting crushed below (you can see them running up the stairs if you look off the
balcony).

Make sure to grab all the nearby items (watch for the dynamite chucker across the balcony) before
stepping onto the service lift in the center of the room. Push off the two large crates and activate
the lift to start heading up. As the lift approaches the top, a number of enemies will jump onto the
small platform with you. Use your shotgun and pistol to clear out the crowd of enemies and hold
them off until you reach the top floor.

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

As you head down the hall, you'll be met with a familiar foe who quickly changes form into a
ghastly creature. Though the enemy is huge and intimidating, you don't have much to worry
about; assuming your fingers are fast, you can skate through this battle without even getting hit.
Immediately turn right and run to the end of the platform. From here (with the ladder on your left)
you'll only have to worry about the attacks from one of the creature's large tentacles. All over
attacks will miss you entirely, giving you time to focus on doing damage. When this tentacle does
attack, be ready to dodge with the press of either action buttons or shoulder buttons. Every attack
can be dodged if you're quick, which is why it's possible to get through this unscathed.

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

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

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

CHAPTER 5 :: PART 1

There are no enemies to worry about for the time being, so don't worry. Just run around the island
until you reach a fork in the path. You can get some items by taking the path to the left, but to
continue the mission you'll have to backtrack and take the path that leads across a small wooden
bridge. As you cross the wooden bridge, stop before jumping over the gap in the land and target
the spotlight with your pistol. One shot will put out the light and prevent you from having to fight
an entire pack of not-zombies. When the light is out, jump across the gap and approach the
buildings ahead.
There are a number of not-zombies scattered throughout this rubble, and if you're careful you can
make sure that only one attacks you at a time. When fighting most of the regular not-zombies, you
can lure them back to the gap that you had to jump across. When they try to make the jump, you
can pop them in the knees to knock them into the water for an instant kill. It's good for conserving
ammo, though you'll miss out on any items the enemies would've dropped.

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

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

Head through the tunnel and be ready for a quick time event to dodge a boulder some not-
zombies push at you. Also, be armed with your pistol as you round the corner just beyond the
boulder—there's a crossbow-wielding enemy that's waiting to strike. Kill the foe and continue up
the ladder to the next area.
Once at the top of the ladder, creep forward a bit and watch for the not-zombie that's to your left
(and completely unaware). There are a few items you can grab before continuing around the
corner to the right. You can likely see the shifting glow of a spotlight above, but don't concern
yourself with it—you can't shoot this one out, but you also won't have to worry about it alerting
anyone to you. For now, hop through the window to the right to enter a small cave tunnel.

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

As you start heading through the area with the spotlight, enemies will start to congregate on the
hills to the northeast (some of them with crossbows). When you hear the faint groans of enemies,
sit back from a distance and target them with your sniper scope to eliminate the threat early.
When you think the coast is clear, cautiously continue along the hillside path. There are a few
enemies armed with dynamite around the corners (beyond the reach of the spotlight). You want to
avoid their attacks while luring other enemies into the blast of the dynamite.
The path to the north branches. For now, take the path to the left that leads to a narrow tunnel. As
the tunnel opens up, you'll be able to spot a not-zombie on the ground below. Take him out,
releasing a cart full of burning barrels that would've otherwise been a hazard for you. With that
threat neutralized, continue along the tunnel path to get some items and watch out for the newly
arrived enemies as you start to make your way back down the path. With the road clear, head up
the path to the right and continue through a hall past a merchant. At the bottom of the hill are just
a few enemies to worry about (you can snipe them from afar) before you reach the door to the
next area.

Head down the hall to the south and you'll soon run into a door. Just beyond the door and left
around the corner is a not-zombie waiting for you, along with a couple of great items to grab. Be
careful as continue down the hall and keep your shotgun ready. As you round a corner that's lined
with hanging carcasses, be ready to shoot down the flaming enemy that bursts out of a nearby
standing oven. Just beyond him is a doorway to the next part of the building.
Equip your rifle and slowly make your way down the hall. Through the mesh on your left, you can
spot a not-zombie just around the corner. Take your shot now if you've got the ammo to spare,
and then run around the corner. If you look through the mesh again, this time looking to the floor
below, you can see yet another not-zombie that's waiting for you to blast him. Take your shot and
head downstairs. As you explore the area, a few enemies will swarm you, so be ready with your
shotgun to knock 'em away before collecting the valuable items in the area (including a treasure
and an herb).

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

Just west of the room with the merchant is a hall with an automatic door to the north. The door
opens up every couple of seconds, letting the not-zombies behind it launch their attacks. The first
enemies to deal with are a couple of dynamite chuckers that you can easily kill by waiting with the
shotgun and shooting just once when the door opens. You'll hit the dynamite sticks and blow up
both enemies, but they're not the only threat. The door will continue to open and close while a
number of enemies with crossbows set up. Ready a grenade and toss it under the door once the
door opens to blow away the group and stop the door from closing.
In the next area is a save point to the west, along with a couple of great items nearby. You can
unlock the door to the west now, but you don't need to go through it yet. Just continue up the
steps to reach the second floor of the building.

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

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

Now that you and the regenerators have been properly introduced, you can expect to find even
more of them. In fact, just around the corner to the north is a second regenerator, and since you
still can't kill the creatures your best bet is to cripple 'em. Blow off its leg and continue past him.
Just past the hall that leads to the stairs is a doorway to the north that you can unlock using the
card key you just grabbed. Do so, and enter the freezer.
In a small part of the freezer to the east is a card key re-writer. Use it, giving your card the ability to
unlock the door to the garbage disposal unit. However, you're not done here. Also in this small
corner of the freezer is a valve that turns off the freezing mechansim. Turn the valve and enter the
small corner of the freezer that's just north of you. In the back of the room is another valve you can
turn, opening up a small door with the Infrared Scope. Immediately go into your inventory and
connect the scope with your rifle, equip your rifle, and turn around to watch the hall to the south.

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

Head down the hall and through the first door. You'll enter a room with the controls to the
garbage disposal mechanism below. Use it to pick up and drop two of the not-zombies into the
waste disposal—since you can only pick up two before the mechanism shuts off, make sure you
take out the two that you want. When you've sent two to their death, the other two will climb up a
ladder to the east. Get ready with your weapons and blast 'em away before dropping down into
the garbage disposal area and continuing through the door to the south.
The next hall has a number of great items to grab, so be sure not to miss anything. As you enter
the next area to the north, you'll begin to hear the cries of Ashley once again. Just around the
corner to the north are two large enemies guarding a door. And while you can't open up the door
right now, you'll still want to dispose of the enemies. Knock 'em down with a shotgun blast and
then stand over their bodies to lodge another round of shotgun pellets into their skulls. With any
luck, they'll die instantly, letting you continue into the hall to the north.

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

Just east of the save point is a door that leads to another lab area. Head to the back of the room
and you'll see a brief cutscene that shows an oncoming danger: another regenerator! Quickly take
aim at the doorway to the south and snipe off the first three parasites that you can see with the
thermal scope. There's a fourth parasite, but that one is on the enemy's back. To get a clear shot of
his back, equip your shotgun and quickly blow out one of the beast's legs and then switch back to
the rifle to target the parasite on its back while it's laying prostrate. With that one dead, the enemy
will explode.
There are no other enemies to worry about in the area, so just run around collecting items, making
sure you grab the Storage Room Card Key. The outdoor walkway to the south leads you to a
merchant, along with an elevator that leads up to a communication tower with some extra free
items. Stock up, and start backtracking towards Ashley's cell.

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

CHAPTER 5 :: PART 2
You'll have to backtrack a bit with Ashley to return to the garbage disposal unit from before. For
now, leave Ashley in her room as you step outside to clear out the not-zombies in the next hall
(they're just around the corner). Sit back with your shotgun and take 'em out fast to clear the path.
When you can, get Ashley to follow you while you head south and into the next area.

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

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

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

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

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

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

When you get to the control room, wait for Ashley to catch up and command her to operate the
wrecking ball. She'll continue to pummel away at a nearby wall until it smashes to pieces, while
your job is to hold off the attack. There are two entrances to the control room that you'll have to
guard, so be on your toes, going back and forth with the shotgun to blast down the enemies. You
don't have to worry about killing everything, though; just make sure that nothing gets into the
room and you'll be fine. When Ashley finally breaks away the wall, call her to you and quickly run
for the gate that she's opened. You can go through it and leave the not-zombies behind.
The next hall is calm...for now. Enter the room to the right and as you explore it you'll hear the
music change pace. When it does, quickly get to the back of the room and watch the doorway with
your rifle. A regenerator will slowly march in, so take out the parasites on its front side (there are
none on its back). With the enemy dead, exit back to the main hall and you'll find the door to the
right opened.

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

To continue to the next area, bring Ashley to one side of the doorway to the south and leave her
there. Approach the opposite side of the door and press the action button to operate the locks. As
the red lights above the door move towards the center light, press the action button to complete
the series and unlock the door.
Grab the few items in the area and be sure you're stocked up on shotgun ammo. When you're
ready for a ride, hop onto the back of the large tractor. As Ashley drives down the tunnel, hold off
the enemies that try to jack the vehicle from the rear. As the enemies run near the back of the
tractor, launch a shotgun blast to temporarily stun the lot. You can effectively stall them long
enough so that they give up chase.

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

Just up ahead, the truck will come to a stop on a large lift. Quickly jump out of the truck and climb
up either nearby ladder. The upper catwalk is littered with not-zombies, so mow 'em down to get
to the control ever in the center of the room. Flip the control lever and quickly run back to the
truck to save Ashley from some approaching enemies.
Once the truck reaches the top of the lift, you'll go through another stretch of road where you
have to blast away enemies. You'll soon hear the honk of another truck, and this time the truck is
coming towards your tractor, head-on. Blast it once with the shotgun to the grill and the ride will
end.

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

CHAPTER 5 :: PART 3
Head upstairs and through the next doorway. The next hall has a couple of items to grab, along
with a couple of not-zombies downstairs and behind a door. Lure them out and continue through
to the boiler room, where you'll hear the moans of more enemies. The not-zombies will come at
you from the south, so be ready with your weapons and watch out for crossbow shots. There are
some items to grab from the small room at the top of the ladder, though you'll want to watch out
for more not-zombies.

Continue through the next hall to the south and take the elevator to an upper platform. As you
start heading across the platform, a cutscene will trigger, but don't put down the controller just
yet. Throughout the cutscene, you'll have to keep an eye out for quick time events that force you
to press either two action buttons or two shoulder buttons to stay alive. Stay alert throughout the
entire cutscene and, when it's over, climb down the ladder and head into the next hall.
This glowing white hall may remind you of something if you've seen the first Resident Evil movie.
To get by the first two sets of lasers, simply wait for a large gap in the beams and run between
them. The sets of lasers afterwards won't be dodged so easy, so be ready for more quick time
events. The door at the end of the hall is locked, and you'll have to activate a switch to the right to
unlock it. As you hit the switch, another wall of lasers comes at you, and fast. Dodge the beams
(quick time event) and continue through the door.

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

The next hall is empty, save for a number of good items and a merchant. You can find some extra
items in the room behind the merchant, so grab 'em and make use of the savepoint nearby before
continuing to the next area.
Keep moving towards the red beacon on your map. When you do, IT will make itself known to you,
and quite dramatically. For the first part of this encounter, don't bother fighting with the IT. Your
main goal here is to get off this dangerous set of cargo containers while avoiding the IT's attacks.
Watch for quick time event button presses to dodge the creature's attacks, though sometimes
you'll have to resort to good ol' fashioned running to evade the monster.

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

In the first container, the green locks are right next to the shutters in front of the red switches. Hit
both switches and quickly run to hop onto the second container. The two green locks on this
container are somewhat hidden, mounted high on the beams of the container. Look for the
glowing green of the locks and shoot them with your pistol to unlock the shutters and gain access
to the red switches. Two down, one to go.
The first red switch on the third container is visible as soon as you jump off of the previous
container. To unlock the shutter for the second red switch, run through the very narrow passage in
the center of the container (you'll have to run right by the IT) and turn left at the tunnel's end.
Through the metal bars ahead, you can see the green lock. Shoot it with your pistol and backtrack
to the west end of the cargo container to hit the red switch and open the gate.

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

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

Watch out as the IT recoils in what seems to be a death animation. IT's not dead yet! Keep the
creature at bay with constant fire—if you let up for too long, the monster will burrow
underground, forcing you into a series of quick time event dodges (mess up and you'll instantly
die). Just keep up the pressure with your powerhouse weapons and IT will eventually die.
There are a number of health items in the area, including an extra herb if you backtrack a bit and
take the lift across the chasm. When you're done here, continue eastward to the next area.

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

Inside the tent in the middle of camp is a ladder that leads down to an underground path. Collect
the items along the path and continue to meet up with another merchant and a save point. Make
use of it now—the fun's about to begin. Climb up the ladder inside the merchant's cave and
continue forward to the next area.
As you start walking westward through the area you'll run into Krauser again, and you're not
getting off easy this time. At the end of the introduction scene, equip your pistol and fire at
Krauser as he pops up from behind the rubble above. It only takes a single shot to send Krauser
into hiding again, forcing you to follow him with your eyes and be ready when he pops up again. If
Krauser ever throws a grenade your way, be ready for a quick time event and press the appropriate
buttons in order to dodge the blast.

After not too long, Krauser will jump down from his perch and come at you. Keep going westward
to enter a small room with some items, and watch out for Krauser to attack you from behind. He
usually attacks with some sort of knife slash or kick, which you can avoid just by running away from
him. After he does the attack, he'll backflip away from you, letting you run up to blast him with a
shotgun round. Once you've damaged him, he'll vanish under the cloak of a flash bang grenade.

When you've got all the items raided from the room, start heading north with caution. Just ahead
are a number of small walls jutting into the path, and behind one of them is Krauser. Again, avoid
his attack and repeat the same process to get rid of him temporarily. When he's gone, make your
way towards the path to the east. You'll see Krauser on top of another building, and again he's
firing at you. Wait for him to stop firing and quickly run up to the building, forcing Krauser to jump
down and face you hand-to-hand. Again, chase him away to clear the path.
There are a couple of items in the building (and on top) that you should grab before continuing
east. The path leads through some rubble and up a set of stairs to the top level of the ruins. Avoid
the droids as you run up the path and grab the first Piece of the Holy Beast. As you do, Krauser
will face off against you again, and this time he's not going away so easily.

Equip any powerful weapons you have (Broken Butterfly or Killer7 works well) and blast into him.
As Krauser recoils, continue blasting him in the chest until he finally disappears again. You've now
got to track down the other two pieces of the Holy Beast. From the platform you're at now, push
the statue onto a floor switch, revealing two different levers in the ruins. The first lever is nearby,
letting you backtrack to the last walkway that Krauser had you pinned down (just west of the room
with the items) while avoiding (or shooting) the droids. Just northwest of the building is a gateway
that you can open by pulling the lever, letting you drop down to a set of paths that leads past
more droids and to the base of a tower.

Climb the tower and search around to collect some items. Up here, on the outer edge of a
platform, you'll find the second Piece of the Holy Beast. As you do, Krauser will appear behind
you again and after the cutscene (complete with quick time events) you'll have to fight the
nemesis. And what's worse is that you've got a three minute time limit to beat Krauser and leave
the area.
Equip your shotgun and be ready for a number of quick time dodge events. Most of Krauser's
attacks can be dodged, though if he walks straight up to you he'll perform a kick that can't be
dodged via quick time button presses. Just back away from Krauser and target his legs with your
shotgun. You won't be able to damage him while he's shielding his face, though you can knock
Krauser to his knees by dropping a couple of shotgun blasts into his lower legs. When he falls
down, let out a few shotgun rounds into Krauser's face before he covers himself up again.

Repeat this process of attack and Krauser will quickly go down. When he does, grab the third Piece
of the Holy Beast off of his dead body and jump down the ladder nearby. From there you should
see a path (not the stairs) that overhangs the evacuation area (marked with the large red dot on
your map). Jump off into the area and quickly use all three pieces of the Holy Beast to open the
door and exit to the next area, completing the level.
CHAPTER 5 :: PART 4

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

Head towards the locked door to the northeast (visible on your map) and climb the first ladder to
reach the upper platform. You can open up the locked door, letting you into the northern half of
the camp, but as you do a powerful not-zombie with a chaingun shows up directly west of the
doorway. Exit the building you're in through the rear door and climb up the second ladder, a perch
from which you can see the chaingun enemy and snipe him down. He won't be able to see you, so
unload with all you've got while watching out behind you for any not-zombies that the chopper
pilot lets through.
With the chaingunner down, head into the north part of camp. Along the eastern wall is a set of
stairs that leads up to a zip line. Ride the zipline down to the chaingunner's corpse and drop down
one level to unlock the door below. Drop down again and head through the door to enter another
portion of the camp.

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

The door locks in front of you as you approach it. There are two levers you need to pull to open up
the door, and they're both on the balconies on either side of the door. To get to the first lock, just
climb the ladder along the western wall. The second lock is on a balcony that can only reached by
returning to the small tunnel entrance where you first retreated in order to avoid the turret fire
when you entered this area. With both levers pulled the door opens up, letting you continue to the
next area.
There's nothing to worry about in this next area, though there are some good items to grab. Stock
up, and continue north to the next area.

Again, you've got no enemies to worry about for now. Just collect the items in the area and
continue to the next. When you enter the dark hall with the save point, equip your rifle with the
infrared scope—along with the items in the various cells of this prison is one regenerator enemy
(in the southeast cell), so be prepared. The regenerator has four parasites on its front along with a
fifth on its back (blow out its leg to get to the parasite on its back). With it dead, head to the end
of the hall and climb up behind the stairs to exit the area.
There are some items in the immediate vicinity, so grab 'em and equip your rifle with the regular
scope as you head down the hall. Just around the corner are two not-zombies, and you can pick
'em off with the rifle one at a time. With both dead, a following group of enemies will march down
the stairs from the clearing around the corner, so be ready to pick them off with your rifle or
shotgun. When the initial batch is dead, a chaingunner will rush towards you. Be ready with your
shotgun and keep blasting him square in the face to be sure he doesn't get a chance to gun you
down.

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

Stay upstairs in this control room and take position near the doorway. Not-zombies will try to
enter the room through this doorway and up the ladder to the left, so be sure to watch both and
knock out any opposition. One of the enemies will be carrying the Emergency Lock Card Key
which you'll need to re-activate the control panels to unlock the door. When the swarm of enemies
stops, find the key and grab it (it'll be on the ground where dead bodies fell), summoning a new
swarm of enemies. Again, take position in the southwest control room for the safest shooting, and
keep firing until the enemies stop coming.
You'll know the area is clear of enemies when the music finally stops. Drop back down to ground
level and head to the northeast corner of the area where you'll find a ladder that leads to another
control room. Use the Emergency Lock Card Key to re-activate the two control panels, and then
return to the southwest control room to switch on the first. From here, go through the door to the
north and follow the walkway to another control room that's overlooking the center of the clearing
below. In here you'll find the second control panel that finally opens up the door to the north.

Return to ground level and go through the door you just unlocked. Down the hall and through
another door, you'll run into a couple of enemies (watch for parasites) you'll want to deal with
before collecting the nearby items. With the area clear, step through the door to the north to enter
the next area.
Grab the few items nearby and continue to the next area to deal with the merchant as necessary.
Just beyond the merchant is a doorway that leads to the next hall—when you get there, get your
weapons ready.

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

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

CHAPTER 6 :: PART 1

You don't have to worry about anything in this chapter...save for one enemy. For now, just stock up
on items and continue into the next area. You'll find the last merchant of the game, and you might
as well power up your gear right now. Focus your efforts on beefing up your Broken Butterfly
and/or Killer7, and then head down the stairs to the south to take on the enemy.
Grenades will make this battle a whole lot easier, but to start off you'll want to equip some lighter
fire power. There are two explosive barrels in the area that you'll want to make use of first, and
their locations are marked on the map above. Lure Saddler next to the first barrel and shoot it to
damage the enemy. Saddler will curl up a bit. When he does this, run up to him and press the
action button to jump up and stab Saddler's inhuman eyeball.

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

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

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

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

Of course, you're not out of hot water yet. During the cutscene that follows, a countdown will
begin. You can get some extra time to escape by skipping the cutscenes (time keeps going while
they cutscenes play out). Run towards the elevator in the northeast corner of the area and take it
down to reunite with Ashley. Head into the cave and keep running until you reach the jet ski. Hop
on board the ski (using the key you got from Ada), and get ready for a crazy ride.
You can press up on the control stick to speed up the jet ski, and you can also move left and right.
Dodge the rock spires and other obstacles to run away from the explosion, and make sure you're
on the gas the entire ride. Near the end of the path, you'll have to watch for huge falling boulders
that drop from the ceiling, so be ready to dodge them. Once you've finally left the cave, give
yourself a pat on the back: you've just completed Resident Evil 4.

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