Resident Evil 4 Remake Walkthrough

Resident Evil 4 was released on October 25, 2005 for PlayStation 2.

The release date of the game “Resident Evil 4” on PC is May 15, 2007.

The release date of “Resident Evil 4: Ultimate HD Edition” is February 27, 2014.

Resident Evil 4: Remake is set to release on March 24, 2023.

Developer: Consumer Games . Publisher: CAPCOM .

The story is 12 hours long. 100% completion time is 16+8 hours.

 

Resident Evil 4 Remake system requirements

Characteristic Minimum requirements Recommended requirements
CPU Intel Core i5 7500
AMD Ryzen 3 1200
Intel Core i7 8700
AMD Ryzen 5 3600
RAM 8 GB RAM 16 GB RAM
Video card NVIDIA GeForce GTX 1050 Ti
AMD Radeon RX 560
DirectX 12
NVIDIA GeForce RTX 2070
AMD Radeon RX 6700 XT
DirectX 12
Disk space 60 GB 60 GB
Operating system Windows 64-bit: 10 Windows 64-bit: 11

 

Resident Evil 4 Remake text design . 2023 game

This walkthrough provides information on all game items, including story-related items, jewelry, and weapon upgrades. Optional actions, such as collecting bonuses and side quests, are indicated in boxes.

Herbs and other health enhancing items are highlighted in green .

Cartridges, ammunition, and new weapons are highlighted in red .

The treasures that can be exchanged for coins are highlighted in gold . Only the treasures that need to be collected for the challenge are numbered: village 39, castle 41, island 24.

Items required for the plot are highlighted in bold .

The locations of secrets that award achievements are highlighted in boxes. Completing the actions highlighted in boxes is not required to complete the game’s story.

 

Walkthrough: Village

Chapter 1
Resident Evil 4 Remake. Chapter 1

We’ll see cultists take a girl hostage and begin a ritual. Leon Kennedy will tell his story, starting with the first game, September 30, 1998. In the present, in the fall of 2004, local Spanish police will take us to a village where we need to find the girl. We’ll exit the jeep onto a path.

 

Hunting lodge

Follow the path to the house. Inside, in the room on the right, examine the primitive medallion (1) on the bed . In the hallway on the left is a locked door. Behind the door on the right, you’ll encounter a villager with a bloody police badge nearby. The villager will attack you, but we fight him off. We pick up the key to the hunting lodge . We also pick up the police badge (2) .

In the hallway on the left, use the key on the door. We’ll find a dead police officer; his partner isn’t responding on the radio. We draw our pistol and shoot the second resident. There’s a third enemy in the hallway, and a fourth in the room on the left. You can kill them stealthily from behind. Near the landing, search the nightstand; there ‘s green herb inside .

On the second floor, in a room, we’ll find notes about a girl. She’s the president’s daughter, and she’s being held captive by the locals. A crowd of people will break through the doors. We’ll jump out the window and onto the street.

 

The path to the village

From the backyard, follow the path across the bridge. There’s a barrel near the ruins; smash it with a knife to find some ammo . There’s another barrel in the building, containing gunpowder . You can save your game at the typewriter .

There’s a dog caught in a trap ahead, surrounded by crows. We can shoot the crows to get coins or gems. In the ruins of the house, we search the desk drawer to find some ammo .

We crawl under the tree, past the truck. There are several enemies along the way. Some enemies mutate after death, with parasites growing out of their heads. It’s best to finish them off immediately with a knife on the ground. There’s a trap on the path ahead. An enemy is hiding in a barn on the left, around the corner. Inside, collect a flashbang and a red herb . Open the gate ahead.

Village square

Through binoculars, we see that the locals have burned the second policeman at the stake. It’s best to take the small path on the left to avoid being seen too early. We sneak up behind the woman with the pitchfork.

We start killing the enemies we encounter. There are a lot of them and they constantly surround us, so we need to keep moving. It’s best to shoot them in the face and then kick them. If we enter the large house on the left, an enemy with a chainsaw will come out. We need to run from him for a couple of minutes. When the bells start ringing, all the residents will forget about us and go to church.

We go around all the buildings, collecting money and ammo. Some items are visible right on the map. In the first house on the left, there’s a locked cabinet. In the first house on the right, we break the barrel and grab a grenade . In the tower, we climb up and grab a green herb and gunpowder , but the floor beneath us will collapse, and we’ll fall back down. Near the chicken coop, you can get an egg , behind it, a red herb in the cart , and ammo in the crate on the right .

In the two-story house downstairs there’s ammo , a healing spray , and coins in the barrels. On the second floor, grab the W-870 shotgun from the wall . Break the glass in the closet nearby to grab a grenade . There’s shotgun shells on the bed . Jump out the window onto the roof; take the Velvet Gem (1) at the top. There’s an Ornate Necklace in a box in the eastern dead end . After collecting everything, head northeast. On the way, grab the Ruby (2) from the box in the left house . Go through the gate.

Farm

Beyond the gate, go into the house on the right, grab some gunpowder from the barrel , and use the typewriter . Behind the building to the right is a woman with a pitchfork; attack her from behind. Further on, there’s an altar where you need to insert the medallion. Green grass is on some pallets to the right .

To the left of the altar, behind the fence, is a blue message with an additional task. On the other side is a cowshed, inside, behind a column, hangs a blue medallion (1) . Near the stone well is another house, with a medallion (2) on it .

Near the altar, we go to the gate, break open the crates, and collect the coins. There’s a tripwire on the right behind the door; carefully approach it and disable it. Behind it, in a dead end, is some yellow grass . Climb the stairs to the mill. There are shotgun shells against the wall to the right . There’s a lever here; you need a gear.

Go out onto the balcony, jump down, and take a decanter (3) from the chest below (you can add 2 rubies, the cost will be 12,000). There are coins in the barrels. Shoot the lock on the door; behind it, collect coins, a ruby , a kitchen knife , and a wooden gear .

An enemy with a hammer will break down the gate. Shoot him in the face, kick him, and repeat several times. On the second floor, there are ammo on the table and in the nightstand. Turn around; there’s a medallion (3) hanging in the window above the entrance . Jump out the side window onto the roof. From here, you can see a medallion (4) under the bridge . Nearby, there are coins and ammo in the crates .

There’s a well in the west of the farm, with a small windmill spinning above it. Shoot the object on the windmill while it’s to the side of the well, and pick it up; it turns out to be a pearl necklace (4) . Nearby, to the right, is a pigsty; enter it and examine the beams under the ceiling; there’s a medallion (5/5) on them . In the eastern building, open the nightstand in the south corner; inside is a ruby ​​(5) .

We go to the mill, insert the gear, and pull the lever. The gate below will open, and we pass through it onto the rope bridge. Along the way, there are coins and ammo in the barrels. There are materials and coins in the dead end to the left . We push the cart to the right, and behind it is the path to the lake.

Settlement by the lake

The platform on the path ahead of us will be blown up. Kill the two people on the bridge above. To bypass the rubble, take the inconspicuous path on the right. Go through the tunnel; you can shoot the bats here.

Dynamite will be thrown at us from the destroyed houses. Shoot the enemies in the hand when they swing, and they will explode. A sapphire lamp hangs from the central tree . There are a couple of bear traps on the way to the house; you can shoot them to disable them. There are several enemies behind the house. The building contains coins, ammo, and shotgun shells . In the central house, look up through the broken roof and shoot the clockwork caretaker figurine (1/16) .

The left building contains a tripwire and a trap. Behind the building is a high wall, from where dynamite is thrown. Climb the wall using the ladder; there are coins at the top. To the right is the second house, another enemy with dynamite. To the left of the building is a locked gate and an altar. Go around the building to the right and take a Velvet Gem (6) from the crate . Find the door to the building, shoot the lock, and enter.

There’s a locked nightstand in the house. Around the corner in the hallway is a tripwire. Examine the photograph (3) on the table . There ‘s red herb in the nightstand . Move the cabinet; the resident behind it hits the floor, killing him. Unlock the hatch in the floor and go down. We’ll find a living person in a bag. A tall stranger will attack us from behind, knocking us unconscious and injecting us with a syringe.

 

Chapter 2
of Resident Evil 4 Remake. Walkthrough gamesisart.ru

Abandoned factory

We’ll wake up in captivity. We’ll talk to another captive named Luis Serra and learn the hostage’s location. Together, we’ll remove the chain and hit the intruder with it. Luis will quickly disappear, but he’ll leave us the key.

In the hallway, take the green herb from the crate . Then, take the kitchen knife from the body . Climb up from the basement and stealthily kill the enemy. You’ll see your confiscated items behind the hole in the wall. Enter the room and practice parrying with the knife. Open the right stove door; there’s a sapphire inside . Kill the rat on the floor (1, 2). There’s another knife in the barrel and a trap nearby. Jump through the window into the hallway and kill the enemy, the rat (3/3). Turn the valve and quickly run back to the closing door: turn right, through the bars, through the hole, through the window, under the door. Recover all your weapons .

As you exit the building, you’ll encounter a traveling merchant . Near him, there’s a blue poster with the “Pest Control” quest : destroy three rats in the factory for three spinels. You’ll receive three spinels for the five medallions you found earlier . To the left of the merchant are rifle ammo and a typewriter . You can sell unwanted jewelry to the merchant and buy ammo, first aid kits, and weapons in exchange. You can use spinels to buy special items: a treasure map, a yellow herb, a Punisher pistol, a diamond, and a laser sight.

Valley

We’re walking along a wooden walkway. We shoot a villager on the path. We climb the ladder to a small bridge, and ahead is a quarry with wooden buildings. We jump down, shoot the villagers, and shoot the enemies with dynamite at the right time. We run around the quarry, collecting coins.

In the left dead end, there’s a Velvet Gem (7) in a barrel . In the center is an altar; take the Hexagonal Emblem from it . Nearby is a hatch leading to the room below; in the cabinet there, take some ammo . From inside, shoot the lock on the door. In the second room, take the Small Key (1) from the box on the shelf .

From above, jump into the neighboring house through the window; inside is a healing spray and a yellow herb . Climb along the right cliff and grab a ruby ​​from the chest under the canopy . On the upper bridge, turn the blue and yellow valve; the gate below will open. Above the southeastern bridge, look up and shoot the lamp under the high platform to drop a spinel .

We exit through the gate and use the hexagonal emblem on the locked grate. You need to flip the bird on the emblem so it’s mirror-image, then turn the entire piece over to the clean side, and insert it into the recess. We can visit the merchant again.

 

Secret. Return to the factory with the key. In the southwest room, shoot the two rats near the stone furnace. The third rat is in the northern corridor. Reward: 3 spinels . Go to the room where all the weapons were, use the key to unlock the nightstand, and inside is an elegant mask (8). (You can insert three rubies for 15,000; sapphires will be even more valuable.)

The way to the north

Behind the red doors in the courtyard are two enemies, a little further on are traps and another enemy. Ahead, to the north, look at the ceiling and shoot the lamp under the roof fragments to drop an alexandrite . On the left, crawl under the crates, grab the materials , and the barrels contain coins. There’s a sapphire (9) in the chest . On the right, climb the stairs, shoot the crows, collect the coins, and the barrel contains a velvety gem .

In the clearing inside the hut on the left is some green grass and notes about dolls (4) . Also hidden here, in the near-right corner of the hut, is a clockwork caretaker (2/16) . An enemy with a chainsaw will come out into the clearing; you can lure him into traps and stab him with a knife. Victory will reward you with an emerald .

There’s a steel lamp hanging on a tree outside; shoot it to get a sapphire (10) . To the left is a septic tank; shoot the board under the septic tank cover, then shoot down the hanging pearl necklace (11) . If the jewel falls into the mud, it’ll become cheaper. There’s a tripwire up the road. Approach the mansion. To the left of the house are many traps, and the barrels contain coins and materials .

The village headman’s mansion

Enter the building through the back door on the left. Behind the left door, under the stairs, there’s an enemy with some ammo . In the main hall, on the table, is a photograph of a family (5) . In the far right corner, on the nightstand, take a small key (2) . Unlock the main entrance to the house at the back. In the far hallway, in the closet, there’s a grenade , and on the nightstand, there are coins. In the north corner, in the nightstand, there’s a ruby ​​(12) . The large closet has a lock with three symbols.

On the second floor, there ‘s red grass and a typewriter . Read Iluminados 4:3 (6) , it contains a clue to the lock. Go back and enter: harvest, boar, child . Take the crystal ball from the closet . One enemy will attack. On the second floor, insert the ball into the door. Move the dots so they match the shape on the door.

In the bedroom, take the ammo and read the text “Village Chronicle 3 (7)” . To the right, behind the painting, press the lever, and a ladder to the attic will appear. In the desk is a key with a symbol . A tall man will enter and hit us, but he won’t kill us, instead telling us about the gift in our blood. The girl outside the window will shoot him, and he will be distracted by her.

 

Resident Evil 4 Remake Chapter 3
Walkthrough

The village headman’s mansion

Our contact will tell you that Luis Serra worked as a scientist at Umbrella. We leave the mansion. Outside, on the right, a dog is caught in a trap; we help it. We go to the grate to the north and use the key with the symbol. In the house along the way, we break open the crate; inside are coins. We return to the village through the cave on the south side.

 

Village

When we enter, the tower will collapse. Several wolves will attack us. In the house on the left, we can use the small key to take the antique compass (13) from the nightstand .

We enter the two-story house. Kill the resident and remove the tripwire. Jump out the window, drop down to the eastern part, and collect more ammo from the boxes in the houses.

We go to the house to the south and shoot the lock on the door. There’s a tripwire inside. There’s an enemy in the next room; pick up the knife . There’s another enemy in the backyard. We approach the church; there’s another resident ahead. We unlock the town hall doors with the key with the symbol.

Town Hall

Inside, if you break the crate on the shelves, a viper (1) will attack you . There are materials and red herb in the nightstands . Examine the painting. On the table to the right is the book Iluminados 4:9 (8) . Nearby is a huge skull. On the other side of the table is a box and a healing spray . In the nightstand are shotgun shells . Look at the ceiling and shoot the steel lamp to get a velvety gem (14) . In the next room is a merchant , the “Viper Hunt” quest . In the barrels is gunpowder, a knife , and coins.

 

Church

We follow the path to the church. There’s an enemy in the house on the right, containing supplies and ammo . A villager is working near the graves; we kill him from behind. A lamp and an emerald hang from the tree on the right. Further to the right, there are coins in a chest. The church doors are locked. A ring with a red stone is in a box in the dead-end on the left .

We go around the church along the right wall, and there’s a grenade in a barrel on the way . On the left, we enter a basement room with a map of the lake’s surroundings hanging on the wall (9) . On the table is a photograph of Ashley (10) . There’s a locked nightstand and a typewriter . There’s a hatch in the field, and beyond it is the story’s path.

 

Secret. Go around the church to the end; the “Desecration of Graves” quest is on a pillar behind it . You need to destroy the emblems on the twins’ tombstones. Nearby are materials and an elegant hairpin (15) . Climb the stairs to the balcony; there’s a flashbang there .

Return to the cemetery and look for tombstones with a circular element and the letter V. These graves stand in pairs under the central tree. You can destroy the other circles as well. Reward: 2 Spinels .

Career

We jump into the hatch, go through the tunnel, and unlock the gate. We’ll emerge onto a wooden bridge leading to the lake. Enemies armed with dynamite and axes are on the way. A viper (2) is hidden in a crate in the house on the left. There’s gunpowder in the table . There’s more gunpowder in the dead end street .

Climb the ladder; there’s a grenade on the roof to the left . Enemies will attack with fire cocktails. Jump ahead onto the second half of the bridge; there’s gunpowder in the dead end behind . Shoot the barrel near the enemies. Enter the cave; grab the coins in the dead end ahead. There’s a tripwire in the left tunnel.

At the exit of the quarry, you’ll see a huge hammer, and on a pillar nearby is the quest “Destroy Blue Medallions 2.” Reward: 4 Spinels . In the northwest, at the top of the tower, hangs a medallion (1) . A lamp hangs from a rope above, containing a ruby ​​(16) .

Achievement “Cover Your Eyes .” You need to kill 3+ enemies with a flashbang. There’s a flock of crows on the ground ahead; throw a flashbang at them to earn the achievement and several thousand coins . Descend the tunnel below, encountering a locked altar. Loot the barrels and crates for coins.

Trader’s Hideout

Below is a merchant and a typewriter . The chest on the left contains a hexagonal part A. Down by the water are coins and a locked chest.

Secret. Below the merchant, on the pier, go to the southeastern dead end and look at the top of the crate; there’s a clockwork caretaker (3/16) on it . The secret is only visible from a medium distance; from a distance, the overhang obscures it, and up close, it’s hidden by the crate.

We can take the elevator down to the shooting range. Read the rules; there’s a poster in the room with the cost of hitting pirates. Points are deducted for killing sailors. There are three challenges: 1-A, 1-B, and 1-C, for different weapons: a pistol and a rifle. We shoot at moving figures for one minute. Winning the challenge will reward you with decorations for your briefcase. Decorations can only be placed near the typewriter.

We unlock the gate to the north. From a high hill, we survey the lake through binoculars. We’ll see villagers in a boat throw a body into the water, where a monster will eat it. We examine the barn to the right.

 

Fish hatchery

We descend the hill to the shore. We take coins from the barrel. There’s a note on the wall telling us how to refuel the motorboat. We need to find fuel at the fish hatchery. We go through the cave, fall off the bridge, and find ourselves in a backwater with wooden buildings.

We fight off the enemies. On the left in the barn, look under the ceiling to find a medallion (2) . The barrels contain rifle ammo and a grenade . There’s a nest on one of the trees; we knock it down to find shotgun shells inside . We climb the ladder to the upper platform and take a velvety gem from the barrel . We descend to the water and kill the enemy with a crossbow at the top.

A group of enemies will attack. Climb the sloping bridge to the south; to the right of it hangs a medallion (3) . Go to the northern dead end across the water; there’s a tripwire on the northern bridge. A steel lamp hangs between the trees to the side; shoot it, return to the water, and take the treasure, an old smoking pipe (17) . Vipers (3/3) are crawling in the water here .

Jump into the water from the bridge in the west. There’s a hexagonal piece B in the chest in the north . Turn around and there’s a medallion (4) on the wall behind you. Go to the house. There are coins and a small key (3) in the shed on the left . There’s a lock on the house door; shoot it. Inside, take an egg, green herb , and boat fuel . Look at the ceiling and shoot the hanging lamp; it might be hidden behind the central beam. A silver token will fall out of the lamp .

We go back along the upper bridge. Another group of enemies will arrive. We return through the cave to the shore. We can sell vipers to the merchant to complete the “Viper Hunt” quest; for this we will receive 4 spinels .

Boss: Del Lago

If we shoot two fish on the shore, we’ll be attacked by a water monster, dying instantly but earning an achievement. If we don’t miss with the harpoon during the battle, we’ll complete the “True Fisherman” challenge.

We start the boat and head across the lake. Along the way, the engine breaks down. A monster attacks us, and we attach ourselves to it with a rope. We aim and throw harpoons at the monster swimming ahead. When the monster dives underwater, we dodge its attacks.

Sometimes the fish will dive deep underwater, and the boat will stop. We look around, trying to spot the fish. We need to hit the fish with at least one harpoon to prevent it from damaging us with a frontal attack. On the hard difficulty, at the end, we also need to escape the monster’s jaws by rapidly pressing F. Once we defeat it, we’ll lose consciousness.

 

Resident Evil 4 Chapter 4
(2023) Walkthrough Guide

Cave with a drawing

On the other bank, we’ll make contact and learn that three hours have passed. On the table behind the door, we’ll pick up the cap (11) . There’s some PP ammo in the cabinet . We go outside; it’s already dark outside, so we’ll go with a flashlight. On the way, we’ll pick up a grenade and some coins from a barrel. We’ll crawl under the rock. An enemy with a parasite in his head will attack; aim for his head.

We climb into the cave. Inside is an altar and two stone hands. In the next room is a map of the lake, with two points marked on it. Further down, take the key to the old chapel from the suitcase . Nearby, on the wall, is the quest “Egg Hunt .” You need to find a golden egg. Reward: 3 spinels . We board the boat and sail to the other shore, where the merchant’s hideout is. Nearby, open the chest of drawers with the key; inside is a copper pocket watch (18) .

 

Chapel in a large cave

We swim to the other shore. In the cave, we take a flash grenade and kill the enemies, some with parasites, one with dynamite. On the left, we unlock the door back. On the right, we climb the stairs. There are more enemies ahead, and the barrels contain ammo and coins. Near the bridge above, look at the ceiling and shoot the steel lamp; inside is a velvety gem (19) . Below, under the bridge, there are coins and yellow grass . On the northern path, under the ceiling, hangs a lamp and a silver token .

Climb up and cross the bridge. A new group of enemies will attack. Head north along the top floor and find a locked door with a puzzle nearby, circles with symbols. We circle the upper caves, looking for three yellow symbols on the walls, memorizing them, and entering them before the door:

1) upper left, 2) upper right, 3) lower

We take the heretic’s head stone behind the doors . We return to the boat.

Lake

Sail west. There’s an altar on the islet; use the Old Chapel Key on it to obtain a Luxurious Bracelet (20) . Below the bridge are two barrels containing spinel and red herb . Look high up; there’s a steel lamp on the beam to the right; shoot it to drop an alexandrite (21) .

We sail to the center of the lake and land on a wrecked boat. Inside, we find a chest containing an Alexandrite (23) . A chest on the bow of the boat contains a Red9 pistol /gold bar (23) .

In the southwest of the lake is a separate small pier, where we’ve already been. Enter the barn and take coins and yellow herbs from the barrels. There’s a kitchen knife in the desk drawer . In the center is a panel with hexagons; add two more pieces to them. Below the bridges hangs a medallion (5/5) . At the top is the path to the merchant.

There’s a chicken coop on the east bank. From the crates and barrels , take ammo and a velvety gem (24) . Under the chickens, collect eggs and a golden egg . We go sell the egg to the merchant.

Settlement by the lake

On the northern shore, where we’ve already been, go to the altar and use the Old Chapel Key to obtain a Pearl Bracelet (25) . A little further north, use the symbol key to unlock the barred door. Behind the door is a barrel with coins. In the left dead end, behind a column, hangs a lamp and a spinel . The quest “Catch me a big fish” is on the pillar . A huge perch is in the southeast of the lake, near the boathouse. Reward: 4 spinels .

We examine the girl’s body. Next, we climb the stairs to the surface of the “Altar in the Forest.” There ‘s green grass in the clearing to the right , and a barrel to the left contains ammo and a small key (4) . Hidden behind a fence in the northeast is a clockwork caretaker (4/16) . We exit underground through another grate and are attacked by a wolf with a parasite. We kill the squad and a couple more wolves.

There’s a red herb in a nightstand in the central building . Use the small key to unlock the nightstand; inside is a gold bar (26) . Continue east through the corridors, drop down the hatch, and find a ring with a red stone (27) in the dead end . There’s an old man’s diary (12) on the floor . Return to the water.

 

Chapel in a small cave

In the northeast, swim into a tunnel. Pick up some SMG ammo from the barrel on the left . There are two barrels of coins on the right. To the left, behind the building near the stairs, look at the ceiling and shoot down the ruby . Climb the stairs; there are some ammo in the nightstand at the top . Along the way, note the three yellow symbols on the walls. Shoot the hanging lamp behind the bars. Enter the following symbols in the center at the bottom:

1) left, 2) bottom left, 3) bottom right

Behind the door are coins, rifle cartridges , and a hexagonal piece C. The statue has a blasphemer’s head on it ; take it with you. Climb the ladder and take the ruby ​​(28) from the hanging lamp .

 

In the southwest of the lake, insert the last, third hexagon onto the stone pedestal. Solve the puzzle: 1) bottom left, 2) top . On hard difficulty, the solution is different: 1) right, 2) right, 3) left, 4) top . Inside is the Evil Idol jewel (29) .

We swim back to the southern cave and place two heads on the stone hands. From the center, we take the Church Emblem item . We swim to the merchant in the center of the cave. From his platform, we climb up to the quarry. Along the way, we unlock the altar with the key; inside is a lamp with butterflies (30) .

Boss: El Gigante

We’ll be locked in the quarry and released by a huge troll-like monster. If we rescued the dog earlier, it will assist us in this fight, distracting the boss.

If the giant grabs you with his hand, fight back with a knife. You can dodge many attacks by pressing the buttons shown on the screen at the right time. Shoot the boss in the face, after which a parasite will emerge from his back. Shoot it accurately. After hitting the enemy, he will be stunned. Climb onto his back and stab the parasite with your knife. Repeat this process three times.

After the victory, we look around. The crates contain ammunition, materials, gunpowder, a knife , and red herb . We proceed to the northwest dead end, where the troll was locked, and pick up the document ” Chronicle of Feeding ” and a Velvet Gem . There are more cartridges in the barrel behind the gate .

Church

Use the emblem on the main door and enter the building. Ahead is a round stained-glass window. Press the lever on the left to open the central panel with buttons. On the table to the right is a small key (5) . There are arrows on the benches . There’s green grass in the left hallway . In the right hallway, there’s SMG ammo in the chest of drawers , coins in the barrels, and a blue regulator knob in the far nightstand . Exit the church and go to the room in the right wall. Use the key to open the chest of drawers; inside is a yellow diamond (31) .

Stained glass puzzle. Insert the blue knob into the church. Twist the three colored knobs to assemble the stained glass image. Twist the green knob first, using the sharp point in the center as a guide; it should be facing upward. Add the remaining colors to cover the white background.

In the left corridor, we go up to the second floor. We take coins from the barrels. Behind the door, we’ll meet Ashley, the president’s daughter, a hostage. She won’t listen and will run away from us. Together, we’ll hear the cultist’s voice; he’ll set the locals on us.

 

Resident Evil 4 Remake Chapter 5 : Ashley’s Walkthrough

Church

Return to the room and shoot the lamp on the ceiling. Inside is a yellow eye (32) . In the corner next to Ashley, examine her cell phone . Ahead, move to the left wall and help Ashley up to the ladder under the ceiling. In the attic, there’s a barrel containing ammo, attachable mines , and coins. From the window, first go right and take the accessory from the chest : glasses and a gold token .

We jump through the window. We learn to control Ashley with the Ctrl key; she has two modes: close or distant. We move the box in her path. We stealthily kill a couple of enemies, then run through the cemetery, keeping them from getting close to her.

Follow the path north to the extraction point. There’s a merchant on the way, and a new quest nearby: “Vicious Dog .” You need to eliminate a rabid dog near the village elder’s mansion. Reward: 8 Spinel .

 

Village

A wind has picked up outside. A new group of enemies will attack the village. We go to the tall building and lift Ashley up to the second-floor window; she’ll open the door for us. Inside is a velvety gemstone, an elegant bracelet (33) . Shoot the ceiling at the entrance; a silver token will fall from the lamp .

The village headman’s mansion

We follow the southern road to the mansion. Inside, on the second floor, we go into the bedroom and help Ashley up the stairs. In the attic there is yellow grass , a village chronicle, part 2 (13), a portrait of my father (14), and a photograph of a factory (15) . The barrels contain cartridges and gunpowder . In the attic, behind a box and boards, there is a figurine of a clockwork caretaker (5/16) . On the right, we crawl under the beam, behind it is a village chronicle, part 1 (16) , an antique camera (34) , and a photograph of a boy with his grandfather (17) .

When we leave the house, we’ll see a wolf behind the gate. Run after it. Return to the village, where the wolf will attack. Shoot the parasite above it. You need to knock it down twice and stab it. For victory, you’ll receive an alexandrite , and we’ll complete the task. Leave the village and head north.

 

Farm

We fight off a squad of enemies. Parasites will appear more frequently. The enemy in the bull mask will yield an emerald . Use the key on the altar to obtain the Old Smoking Pipe (35) jewel. A merchant’s shop has appeared near the northern gate .

Villa

North of the farm, we’ll cross the bridge; Serra will take us into the house. Hordes of enemies will begin to storm the house. Take the wooden planks from the table and board up some of the windows. Move the cabinet to block the side window. Shoot the enemies in the other windows. If we don’t board up the windows, we’ll complete the “Hospitable Host” challenge.

A little later, enemies with a ladder will arrive, so we move to the second floor. Upstairs, there are more windows through which zombies are climbing, but here you can approach and push the ladders away from the windows. Finally, an enemy in a bull mask will appear. After holding out for a few minutes, we follow Ashley outside and hide behind the bridge.

Ashley is also infected and coughing up blood. We learn from Luis that we’ve been infected with the Plaga parasite. Luis surgically removed it from himself and will offer to do the same to us. Later, we see Luis meet with a girl named Ada. Luis has been tasked with obtaining amber.

 

Resident Evil 4 Chapter 6: How to Beat the Boss

Gorge

Ashley and I continue on. Boxes along the way contain ammo, a knife , and red herb . Before the merchant, shoot the ceiling between the pipes to drop a red beryl . In the next building, there’s a typewriter and a merchant , with advice to kill parasites with light. Further on, there’s a note on the wall.

We stealthily kill the enemy behind the gate. We climb onto the bridge above; the chest contains a yellow diamond (36) . The side buildings contain ammo, gunpowder, and a grenade . When the enemies notice us, they’ll sound the alarm; we fight off the crowd and kill one bull. Cocktails are thrown from above. There are traps at the turn. We go through the gate.

 

Checkpoint

There’s an enemy hiding in a small house on the left. The barrels contain coins and shotgun shells . The chest contains a Cup of Atonement (37) . Exit the hut; there’s a large bonfire to the right, with a Clockwork Overseer (6/16) in front of it . Head to the large area. There’s a Spinel hanging near the northern building . Enemies will appear around you, some of which you can kill stealthily. There are shotgun shells on the crates below .

On the upper bridge there’s yellow grass and green grass . Use the key on the altar; inside is an elegant hairpin (38) . We can hide Ashley in the yellow locker in the building. Jump from the balcony into the fenced courtyard and take the gunpowder and velvety gem . From inside, shoot the lock on the door.

In the building, jump down to the locked first floor. There’s a healing spray on the table below. Approach the shelf, and two peasant women with chainsaws will attack through the wall. Run around the table to avoid them. You can throw grenades at them or finish them off with a shotgun. Take the gate handle from one of the grannies .

We call Ashley with us. Outside, to the south, we go to the gate between the towers and insert the handle into the lock. We go to the house, grab the coins under the stairs, and jump down the stairs through the roof of the house. Inside are coins, a grenade, a flashbang, ammo, and shotgun shells . We shoot the lock on the door.

Near the slaughterhouse

We’ll go through the gate, and a tall villager will attack us. We’ll run along the path; there are many regular enemies along the way; shoot the red barrels near them. Turn around near the fallen bridge; there’s another red barrel in the cart. Run left along the bridges. Ashley will get stuck, and the bridge will collapse behind us.

There’s a merchant and a typewriter on the way . We’ll enter the building, and the tall one will attack us and throw us down to the ground floor. We’ll blow up the red barrel, and a tentacled parasite will remain.

 

Boss: Village Chief Mendes . Dodge his side attacks. Shoot him in the head or spine, and when he crouches, stab him with a knife. You can collect green herbs and ammo on the upper floor . For the “Cattle Slaughter” challenge, you need to stab the boss from the second floor, immediately after his previous attack.

After two knife strikes, the boss will collapse, leaving only his torso on his tentacles. A fire will start. Don’t shoot his body, but rather the upper tentacles that hold him to the beams. He’ll fall, and we’ll stab him. Repeat twice.

After defeating him, take Mendez’s artificial eye . Jump out the window to Ashley. There’s an old car on the path, a lamp hanging above it in a tree, and an emerald (39/39) inside . In the back of the car is an accessory: hair color . Cross the drawbridge to the castle, and the bridge will rise behind us.

 

Lock

Chapter 7
Resident Evil 4: Walkthrough

Entrance to the castle

Louis will contact you and invite you to the castle courtyard to give you the medicine. In the building on the right is a merchant with a typewriter . Buy a castle map from him for 3 spinels. Break the barrels around, and open the chest in the dead end to find an antique compass (1) .

 

Chapel

We enter the building and see residents walking behind the bars. A monk with a parasite will attack in the chapel hall; defeating him will yield a pocket knife . Behind the altar, we break the amphora vases to find gunpowder . Further on, the barrels contain a velvety gemstone and gunpowder .

 

Castle gates

Outside, monks with crossbows await on the wall. The platform above is under fire from catapults; we run under the arch just in time. To the left is a locked grate, in front of which is a lamp on the ceiling with a sapphire inside . Enter the building on the floor above, kill the enemy, and above the arch hangs a medallion (1) . From here, shoot the red barrel above, destroying one catapult. To the left, above, is another barrel, a second catapult.

Run to the round tower; there’s an enemy in the way. To the right, in the tower arch, hangs a medallion (2) . Materials B is in the window . To the left, in the distance, you can shoot the barrel near the third catapult. To the right of the far catapult hangs a medallion (3) . On the other side of the tower, jump into the pit. Inside, look at the ceiling to find a medallion (4) . Hit the hanging counterweight bag, which will raise the platform with the cannon.

Climb the stairs a little further, collecting coins and ammo from the barrels . Turn around at the corner and shoot the last barrel with the 4th catapult. The chest contains an Elegant Bracelet (2) , and on the left wall is a Medallion (5) . From the corner, look down to see a Medallion (6/6) hanging on the tree under the lock .

Achievement “Overkill .” Kill a fanatic with a cannon.

Unlock the doors, return to the round tower, stand behind the cannon, and shoot the gate on the right. A monk in a steel mask will attack; shoot his legs. Behind the broken gate is the “Destroy Blue Medallions 3” quest . Reward: 5 spinels . Behind the doors is a merchant and a typewriter .

 

Audience Hall

Inside the castle, Ramon will meet us from the balcony. He’ll demand that we hand over the girl to Lord Sadler. Masked monks with shields will attack. Wait until the shielded enemies start throwing axes, then fire.

There’s a locked cabinet against the wall, an altar. Collect coins and gunpowder from you . To the right, ahead, in a cabinet with candles, there’s a yellow herb . To the left, lift Ashley up to the high window, go through the bars, and collect the ammo . Go into the corridor on the right under the stairs, and from the chest, take an elegant perfume bottle (3) .

Dungeon

We crawl through the hole in the wall. On the left is a nightstand, above which hangs a lamp containing a ruby ​​(4) . On the right, we examine the body on the bars; on the table next to it is the Overseer’s Note (18) . Near the next body is red grass . We go through the cells, collecting ammo and shotgun shells . In the dead end is the dungeon key .

We’ll fall down to the floor below and see a blind, clawed warrior in chains. We’ll slowly move away from him, silently. There are chains hanging along the way; their sound will attract the monster, and it will break free. In the hall, carefully avoid all the chains. You need to shoot the enemy in the back; a parasite will start crawling out from there; you need to shoot it.

Achievement “I Don’t See the Problem .” Kill a blind man with only a knife.

For victory, we’ll receive a red beryl . There are vases, cartridges, and gunpowder in the corners . Turn the lever near the grate, go to the stairs, and return to Ashley. Open the grate with the key you found.

 

Treasury

Above is a room with cabinets. Collect the spinel (5) and green herb . On the right, on top of the cabinet, is a clockwork caretaker figurine (7/16) . Shoot it at the ceiling; a silver token will fall out of the lamp . Enter the room; there ‘s gunpowder in the nightstand in the corner .

On the large grate, instead of a lock, are several symbols. Pull the rope on the left, and one symbol will light up. Shoot through the grate on the right at the second round snake symbol, and above that, the third eagle symbol.

The grate will open, and we take the bloody sword from the statue . Near the other grate are four bas-reliefs with indentations for swords. Take the gold sword, the rusty sword, and the iron sword. Arrange them from left to right:

1) Iron, 2) Golden, 3) Bloody, 4) Rusty

Behind the bars are boxes containing coins, materials , and a snake. The chest contains a gold bracelet (6) . Go through the door and shoot the first symbol on the left. Take the ammo on the right and descend the stairs to the Audience Hall, where we’ve already been. Jump across the chandelier to another balcony and shoot the second snake symbol. This will open the way for Ashley. In the far right corner, jump down the hatch and descend to the chest containing a gold hourglass (7) . You can visit the merchant below.

Hall with swimming pools

On the central balcony, we open the double doors and move onto the balcony of the next room. Ramon Salazar will call us over the loudspeaker and tell us he has a surprise in store for us. We descend and unlock the main doors leading back downstairs. Above the side door, there’s a lamp hanging from the ceiling with a spinel inside . In the side room, there’s the book ” The Life of Parasites, Part 2 (19)” and a typewriter .

In another corridor, open the doors to a hall with black fountains. Ahead, on the balconies, you can shoot the monks. In the center, there’s a mechanism you need a key for. Shoot the enemy squad. On the second floor, there are grenades, gunpowder, and ammo in the vases .

Jump down; there’s another group of enemies there, with ammo in the vases . Approach the statue by the side wall, pick up the round handle , go to the mechanism in the corner, and turn it. A staircase to the second floor will appear. Enemies with shields will attack, and three crossbowmen will fire from the balconies. Insert the handle into the center, and the staircase will descend.

Third floor. Collect ammo, gunpowder, and supplies from the vases . On the left, propel Ashley onto the wall. She’ll run along the upper balcony and start turning the mechanism, killing the enemies around her. Ashley will run to another balcony, cover her. Some enemies will attack us from below. In the center, turn the third mechanism and run together across the raised bridge.

In the fountain room, we propel Ashley up onto the wall; she’ll open the grate for us. Ashley will fall under the Overlord’s control, point a knife at us, and run away. The grate will block the way.

 

Resident Evil 4 Remake Chapter 8 Walkthrough

Wine cellar

There’s a room with a merchant to the side . Armor is now for sale. Climb up and you’ll see monks standing in front of a parasite. Above the large arch, look up and shoot the nest. It will drop a Scratched Emerald , useful for a future quest. Jump over the grate and descend into the cellar with barrels. On the pillar in the center is a note: ” Bring Scarlet Flame” (20) .

In the next room, an enemy with a red lantern activates parasites in the enemies’ bodies. We creep stealthily to the right and attack from behind. Quickly fight our way to the lamplighter, killing him with a shot and a knife. There’s another lamplighter in the left side room. Lure the parasite-ridden enemies to the barrels and blow them up. On the side balcony, you can pull the lever to drop a chandelier on the enemies.

After winning, take the lantern . Upstairs, in the chest, there’s a mirror (pearls and rubies) (8) . The boxes contain ammo and two herbs . Return and hang the lantern on the statue. Behind the bars, you’ll see a hole in the wall, but you can’t get in without Ashley. In the corner room, shoot the ceiling, and an alexandrite will fall .

Bindery

We’ll meet Ada Wong after six years of separation. She’ll advise us to leave her; she won’t survive. Refuse, and she’ll disappear through the window. Pick up the lithograph plate B nearby. Plate C is on the books near the door . Punch the glass with a knife, and behind it is plate D. To the left of the fireplace, in the chest, is an expensive watch (9) . Shoot the ceiling near the front door, dropping a silver token .

We insert all the assembled panels into the wall with the recesses. The panels can be moved and turned over. We arrange them so that they align with the designs in the center. We use the color and shape of the frame as a guide.

1) Top, red square shield. 2) Left, red hexagonal helmet.

3) Right, blue square sword. 4) Bottom, blue hexagonal armor.

Behind the door on the table is the book Iluminados 3:2 (21) . Further down the hallway, on the left, is a small key . You can immediately return to the fireplace; on the right, unlock the chest of drawers; inside is a copper pocket watch (10) .

In the hallway on the right, push the cabinet. We’ll see a spider parasite infest a monk. These enemies move quickly, so you need to shoot the head and the parasite from a distance. Below is a typewriter and a merchant ; we knock down the cargo near him and open the grate to the street.

Castle wall

There’s a raised bridge ahead. Shoot the hanging weight to the left of it, and the bridge will lower. Two shielded enemies, a spider, and a parasite will attack. A spider is crawling along the walls of the building. Press the first lever ; pick up some ammo behind the bars . Climb the stairs and press the second lever . More enemies, coins, and shotgun shells are at the top . Inside the room, return downstairs; the second door has opened; jump down.

2nd tower. Bottom left is an enemy with a scythe, in a barrel there is a velvety gem . On the right are several enemies, a fast spider, shoot the lamp above the enemies. There is ammo in the barrel on the right. In the center, around the corner on the right, press the 3rd lever . Run through the door with planks, climb higher, on the left is the 4th lever . Switch to “sun” mode, next to the bars, jump into the pit, from the chest we take the Ornate Necklace (11) . Enter the tower, kill 2 enemies, press the 5th lever . At the top of the stairs is an enemy with a shield, a crossbowman. In the barrels there is ammo and gunpowder .

1st Tower. Climb to the top and see a giant troll on the adjacent wall. Run to the right, jump onto the fortress wall, and climb the ladder. There are many crossbowmen on the right tower; kill them up close. Behind them, in a dead end, is a Clockwork Overseer (8/16) . At the top of the tower are shotgun shells, a grenade , green herb, yellow herb , and an emerald (12) in the chest . Orient yourself on the map and jump to the east.

3rd tower. Inside there’s an enemy, green grass , a half-destroyed wall, and two crossbowmen. Jump down and eliminate the enemy squad. Press the sixth lever above and drop down into the pit. Below, under the ceiling, hangs a lamp containing a ruby ​​(13) . Climb the stairs and run through the door ahead.

4th Tower. There’s a locked cabinet inside; you need a small key. Shoot the cargo in the tower to raise the cannon. Climb up one floor and shoot the second cargo. At the top, point the cannon left and shoot the troll. Turn back and shoot the gate. Jump toward the gate and shoot the cargo to open the back doors. A troll will attack on the bridge and destroy it, but a small path will remain on the side. We’ll catch up with Ashley in the building.

 

Chapter 9
Resident Evil 4 Remake. Walkthrough PS5, PC, Steam

A courtyard with a labyrinth

Louis will call us in distress and invite us to the ballroom. There’s a typewriter and yellow grass in the room . Outside, there are ammo and green grass in the barrels. We go down to the garden; there ‘s green grass in the dead end on the left . Climb the ladder to the turret and press the first lever . You need to lower three flags this way.

In the northwestern dead end of the labyrinth, hidden behind a column and some boxes is a Clockwork Watcher (9/16) . Explore the paths; there ‘s green grass and a velvety gemstone along the way . On the table, in the boxes, are coins and a viper. Around the corner is a dog with a parasite. Three more dogs will jump out of the grate on the corner. Pass under the arch of the building near the eastern wall; inside, in a chest, there’s a stylish chessboard (14) and a red grass . Climb the turret with the second lever .

Unlock the gate, head to the center of the garden, and shoot the dogs. Return to the starting stairs. Follow the paths in the other direction, coming up to a cage with dogs and a flashbang inside . To the left of the gate, go to a dead end, position Ashley at the lever, and then run through the gated door with the symbol. Beyond the door, climb up to the tower and press the third lever .

 

Enemies will emerge into the garden. Let’s run quickly to save Ashley. Together, we’ll climb the central staircase. Ahead in the building is a merchant, a typewriter , and the “Destroy Blue Medallions 4” quest . We’ll be able to upgrade weapons to level 5. There’s an elevator to the shooting range, and challenges for the assault rifle and shotgun have appeared.

There’s a cart in the side corridor that leads back to the Audience Chamber. Ride it to unlock a quick save and grab the Elegant Crown . You can return to the wine cellar and boost Ashley up into the upper opening to grab the Corrupted Idol (15) .

Main hall

There’s ammo in the nightstand in the hall . The central statue on the right holds a lamp containing an alexandrite (16) . To the left, around the corner in a dead end, hangs a medallion (1) . Climb up to the chimera statue; you need to find three heads for it. Above the statue, behind the eastern column, look for a medallion (2) . Near the door is the “New Pest Control” quest : kill three rats. Reward: 3 spinels .

On the second floor, on the north side, look at the center of the chandelier; there’s a medallion (3) on it. Collect the ammo from the vases . Proceed to the southern corridor.

 

Gallery

We’ll cross the bridge above the room. The enemies will press the lever, and we’ll find ourselves below, fighting a squad of enemies. Below, on the table in the center, is a flashbang and supplies. Lure all the parasites into one spot and throw a flashbang. There’s a yellow diamond (17) in the chest to the side .

We make our way up; there are two shielded enemies on the way. Kill the lamplighter and pull the lever again. The bridge will rise; we go under it and shoot the medallion (4) under the column . We cross the bridge, grabbing a grenade, shotgun shells , and a goat’s head . There are a few more enemies on the way back.

Armory

On the balconies, head north. In the dark room , there’s gunpowder on the table, a green herb in the nightstand , and a small key . On the round balcony, a medallion (5) hangs in an arch above . Jump down to the lion statue, and collect ammo, a flashbang, supplies , and a red herb from the shelves and vases .

We take the lion’s head . Two suits of armor with parasites will come to life. Ashley will drop purple fire from above, which temporarily stuns the parasites. The remaining suits of armor will attack.

After defeating Ashley, we capture her and activate the centaur statues together, opening the exit. Behind the doors, in a chest, is a cubic device . Nearby, shoot the first rat as directed . Return to the hall.

Go to the merchant, insert the Cubic Key in his room, and receive a Butterfly Lamp (18) . Return to the Audience Hall by train, use the Small Key to open the chest; inside is a Gold Bar (19) . Open the square lock nearby; behind the bars is a Statue of Justice (20) . With the Small Key, return to the “Castle Walls” to get the treasure from the nightstand (21) .

 

Dining room

From the hall and landing, head north. There’s a second rat near the entrance . There’s red grass on the tables . In the far right corner, look through the curtained window and shoot the medallion (6/6) . On the far wall, look at two portraits of a man and a woman holding cutlery. We sit down at the same table with Ashley.

1) Ashley – 3 forks, spoons, 3 knives, empty glass.

2) Leon – 2 forks, spoons, 2 knives, jug, bread.

A grate with a snake statue will open, take the snake’s head .

Library (Ashley)

Return to the hall and insert all the heads. Enemies will attack, locking Leon in a cage, and Ashley will escape. Play as Ashley. In the room, take the purple lantern. A secret door will open. Go down the dark corridor. There’s a third rat in the way, but you can’t kill it yet. On the table is a document with the path to the secret tomb (22) . There’s a clock on the right; you can turn the hands, but the right time is unknown.

We go into the library. We look for a white stand, place the lantern on it, and a cabinet ahead will slide open. We turn the lever behind it, lowering the ladder. We take the lantern and climb the ladder. At the top is a bunch of keys .

We return downstairs; there’s a Parasite Armor walking around here now. You can temporarily freeze it with the flashlight. But if we don’t use the flashlight against enemies at all, we’ll complete the “Gotta Run” challenge. We crawl under the shelves to the chest. You need to find one correct key out of four, so choose the second one. The chest contains an Elegant Perfume Bottle (22) . We run to the elevator grate and use the third key.

Take the elevator back to Leon’s grate. On the table to the left is a librarian’s note (23) . On the right is a typewriter . Go left; on the desk is a hastily written note (24) with the time 11:04 . Nearby, between the shelves, is a chest; open it with the 4th key. Inside is a sapphire (23) .

We set the time on the clock, and a corridor will open behind it. There’s a suit of armor in the way; we light it to freeze it. We turn the crank. In the library, we run past the armor and set the time on another clock. We follow the clock down to the basement and call the elevator.

Tomb

In the basement, there’s a gallery with armor, and blue lights are glowing. There are four symbols on the gates ahead. You need to find these symbols on the side and pull the ropes. Each symbol you activate will turn off the blue lights, and more armor will start chasing you. Quickly run through the gates. In the hallway, go behind the screen on the right and open the chest with the small key inside to find an emerald (24) .

There are several lanterns in the round room, shining on symbols in the center. We rearrange them so they shine on similar symbols: a crescent moon, a star, and a moon. The center will open up, revealing the Salazar family crest .

We run back without the flashlight, crawl under the knights in the doorway, and run to the elevator. There’s no way around the armor on the stairs, so we lure them down, hide behind a column, and run up. We run through the library, insert the coat of arms at the top, and open the way to the main hall. We give the key to Leon. After that, Ashley will be caught by the red monk.

 

Chapter 10
of Resident Evil 4 Remake: All Quests, Figurines, and Secrets

Ada Wong will see Ashley being carried away by enemies. Play as Leon. Under the balcony, collect the jewels that Ashley had. In the side room , there’s ammo for the “Merciless Knight” quest (25) .

Secret. Go to the library to kill the rat (3) in the hallway with the heads . In the library to the south, unlock the safe with the cube key; inside is a CQBR assault rifle / treasure (25) . Go to the typewriter in the library, open the cabinet with the square lock nearby, and inside is a golden lynx (26) . Go down to the tomb and kill the knight in golden armor for a side quest.

 

Ballroom

Flying parasites will attack behind the door. Climb the stairs outside; the room above contains ammunition and supplies . To the left, behind the door in the dead end, shoot the ceiling and take the silver token from the lamp . The main castle is visible through the windows. On the table is Research Chronicle 1 (26) .

We enter the hall; there’s gunpowder and spinel on the balcony . We go down below; parasites will fly in and spiders will crawl up. Below, we go around the gaps in the floor. Under one tall fragment hangs a lamp with a ruby ​​(27) inside . There are lots of cartridges and green herbs in the vases . We go along another balcony, collecting cartridges and red herbs .

Press the first lever at the end of the balcony, and the grate below will open. Below, look for a vertical ladder and climb up it to the fenced-off part of the balcony. The second lever is on it. Near the ladder, there’s a chest containing a beautiful beetle (28) .

Behind the bars is the exit to the bridge outside. In front of the raised bridge, collect coins and ammo . Shoot the first hanging weight on the top right, the second on the bottom left. The bridge will lower, and we’ll cross.

A hall with tables

Monks and two blind warriors with blades will attack. The blind warriors can attack their allies. You can shoot the bell on the wall to distract the wolverines. You must kill both warriors; in exchange, you’ll receive two unicorn horns . On the table in the center is a grenade and a flashbang . Insert the horns into the horse statues.

We’ll see Ashley being given a dark liquid to drink while she’s captive, and the parasite inside her will grow stronger. We’ll be attacked from behind and thrown into a pit. We’ll jump off the chain and into the water.

 

Bosom

In the dark sewer, examine the body and take the green herb . Crawl through the hatch on the right. A parasite is swimming underwater; wait for it to pounce and shoot just in time. We walk along the rock and jump down again. There are three more parasites in the water. We go into the room; on the floor are the prisoner’s notes (27) and an elegant crown (29) .

The “Clever Jeweler” achievement . You need to sell a piece of jewelry for more than 100,000 pesetas. To do this, insert five different gems into the crown, or just yellow and red gems. You’ll get 109,000 coins.

We break through the weak wall, behind which is a yellow herb . On the floor above, in the boxes there are ammo and a red herb . In the last tunnel before the merchant, we knock down the lamp under the ceiling; it contains a red beryl (30) . We reach the merchant . In the merchant’s room, there is a spinel hanging above the entrance . Opposite the merchant is a sewer grate, behind which, hidden above, is a clockwork caretaker (10/16) .

Further on, on the doors, there are liquid nitrogen sprayers (28) . Ahead are frozen chambers. On the table are research chronicles 3 (29) . We collect ammunition, materials , and green grass from the boxes around . On the right wall, between the cabinets, hangs a lamp with an emerald inside .

In the corridors, look for the first yellow lever, press it, and go through the doors. Tentacles will appear from above and below; dodge their attacks. Run to the second lever and turn on the power.

Underground laboratory

Boss: Ramon the Hound, Verdugo . A large monster with a parasite will attack. Escape from it along the circular corridor. Press the green button on the wall, and the monster will be hit by a stream of nitrogen, temporarily freezing. Run to the grate, turn the valve, and escape.

In the second hall, avoid the attacks, run into the large room, and collect ammo from the boxes . Run through the doors and press the button in the hallway, trapping the enemy in nitrogen. In the narrow hallway, open the chest to find a yellow diamond (31) . There are three nitrogen spots here. We just need to hold out for a few minutes until the elevator arrives. After the elevator, we’ll meet Louis with the cure.

The “Bloodhound’s Last Job” achievement . You need to finish Verdugo off in combat, not escape into the elevator. Use all the nitrogen gas spots and fire all types of weapons at him. If you don’t use the nitrogen gas, you’ll complete the “No More Idleness” challenge.

 

Chapter 11
of Resident Evil 4 Remake. Walkthrough gamesisart.ru

Mines

Luis Serra will tell you that the cure will only delay the infection. Together, we’ll go looking for Ashley. Collect coins and ammo around . On the crates is the foreman’s diary (30) . Nearby is a typewriter, a merchant , an elevator, and the third set of tests.

We climb the stairs to the railroad. On the right are boxes containing rifle cartridges and green grass . On the left is a blocked passage and a rock with indentations. On the right, on a pole, is a report on the movement of explosives (31) .

We come to a large room, there are two enemies with a chainsaw, throwing dynamite from above. Green grass is on the barrels to the side . Below, on the western wall, hangs a lamp with a spinel inside . Above, in the western dead end, there is another lamp with a sapphire (32) inside . Above, in the dead end, there is a chest and a golden hourglass (33) . We go up to the building with the control panel, press the button, there is a lot of ammo on the first floor , unlock the doors to the hall. A bridge will slowly lower in the center, cross it. Collect the ammo and dynamite .

We return to the rubble, plant the dynamite, and run away from the falling rocks. Behind the rubble, in the dead end ahead, there are shotgun shells and green grass . Knock out the ventilation hatch on the left, and we’ll find ourselves in an arena with trolls.

Blast furnace

Boss: Two giants . Lure the enemies to the center, shoot them in the back to temporarily stun them. Hold down the lever on the panel to open the hatch in the center and drop the troll. However, if we don’t use the lever, we’ll complete the challenge.

The second troll is armored; you can only shoot at its exposed areas. Louis will bring dynamite and plant it on the monster’s back; shoot the charge. After that, shoot the parasite on its back and stab it three times.

After the victory, we collect a lot of ammo and coins. We lift Luis through the window, and he’ll open the door. Luis will tell us that “Las Plagas” was found in underground amber deposits. Along the way, we’ll find an “Illuminados” pendant and a typewriter .

Minecarts

We’ll ride with Louis in the minecart. Lean the other way when turning. Shoot the planks on the track and the switchbacks. Enemies on minecarts and with crossbows will catch up to you on the left and right. After the ramp, it’s best to shoot the explosive barrels near the enemies. There’s an enemy with dynamite ahead; detonate it from afar. Behind him is an arrow on the right.

A stopover. At the station, clear the buildings above of enemies. On the balcony at mid-height, in a chest, is a Decanter (34) . On the second floor, examine the southern wall; on the edge of the roof, there’s a Clockwork Caretaker (11/16) .

At the top, we get into the second minecart. Roll down the spiral, killing enemies to the left and right, shooting at the barrels. Further on, there’s dynamite and planks. On the street, shoot the barrels on the track from afar. An enemy with a chainsaw will drive up close. Later, shoot the shooter.

Achievement: “Do You Like Extreme Sports?” Complete both minecart tracks without taking damage.

Hive

We’ll arrive at the mine where we got the plagas. The bridge in front of the elevator will break, so we’ll go around it. There’s a typewriter on the platform . Jump down into the gap. Below you’ll find a spider, ammo , and yellow grass .

On the wall to the left is the “Insect Hive” quest . You need to destroy all entrances to the hive. Further on, there are a lot of flying parasites. Look at the ceiling and shoot the four yellow dots on the hive with your rifle to stop the enemies from appearing. The fourth one is only visible after the tunnel. Reward: 4 Spinel . In the dark dead end to the right is a Gold Bar B (35) . A little further on, you’ll meet a merchant .

Boss: Krauser . Take the elevator up. At the top, Louis will be stabbed, and Major Krauser will appear. We’ll engage in a knife fight. You need to time your blocks and counterattacks. Parry five attacks in a row to complete the challenge. During the fight, we learn that he wants to seize the enemy’s power. Louis will save us with a shot, but will later die from his wound.

 

Chapter 12
Resident Evil 4 Remake

Take Luis’s key with you . Continue up the elevator. We’ll go up to the castle and take the small key (2) from the suitcase in the room . There are two quests on the wall: “The Gem Thief ,” which requires a scratched emerald for 3 spinels (if you haven’t gotten it yet, return west to the entrance to the Wine Cellar and shoot the nest above the arch); “The Shame of the Salazar Family,” which requires ruining Ramon’s portrait for 4 spinels . Further on, there’s a velvety gem , a typewriter , and a merchant.

 

Throne Room

We return to the room to the east where we were thrown. There are new enemies in the hall. On the table are the documents “Chronicles of Research 2,” “Housekeeper’s Note 2,” and “Ramon’s Repentance .” In the closet is a golden chicken egg , and on the column by the wall is a jewelry box and an ornate necklace (36) . Chickens are running around on the floor, dropping regular eggs . Don’t use the egg in your inventory; equip it and throw it at Ramon’s portrait hanging on the left. We’ll complete the side quest.

Clock Tower

We get into a booth near the merchant and arrive at the tower. Salazar is standing upstairs; he’ll set regular monks on us. On the ground floor, go to the northwest corner; there’s a clockwork guard (12/16) standing on some boxes in the corner. A gold bar (37) is in a chest near the western wall .

At the mid-height is a large statue of Salazar. It fires in a circle; you need to run to the top left platform at the right time. Shoot the red barrel at the back of the statue’s head, and it will explode. In front of the statue, climb the stairs to the dead end on the right. Shoot the ceiling, and an alexandrite (38) will fall .

A boulder will be dropped on us above. Return to the central platform and wait there. The boulder will break the rubble below, and we’ll collect the coins behind it. Boulders will be falling constantly; we’ll need to climb up and take cover from them on three balconies one by one. If we kill five enemies with these balls, we’ll complete the “Strike!” challenge. Above, we kill the enemy near the lever.

Jump down onto the wooden platform. The chest contains an expensive watch (39) . Return to the top, go to the side balcony, and take the mirror (pearls and rubies) from the chest (40) . On the platform below, press the lever, and the platform will begin to rise. On the floors above and below, shoot the crossbowmen and the barrels.

Achievement “This Elevator is Occupied .” You need to ride the elevator without stopping. To do this, kill all the enemies before they jump onto the elevator.

At the top, we’ll reach a platform near the clock hands. Shoot the ceiling, and a silver token will fall . Outside, through the binoculars, we’ll see Ashley taken through the gate ahead. We’ll descend along the scaffolding, walking carefully and not running, otherwise the boards will collapse beneath us. On the middle platform, shoot the lamp from above, and a yellow diamond (41/41) will fall . In the side room, there’s a red herb, a yellow herb , a typewriter, and a merchant . We’ll climb the stairs; upstairs, there are some ammo and a healing spray in the barrels .

Ancient chapel

Boss: Ramon Salazar . Krauser will carry Ashley further. Shoot the dwarf Salazar; he will fall and transform into a monster. Run around the platforms, collecting ammo and gunpowder . The boss will move along the ceiling. Hide behind the towers from the black streams. Shoot the enemy in the light core when he opens his mouth. When the boss falls, run up and stab him with a knife. Repeat four times. After defeating him, you will receive the rouge .

Achievement: “You Talk Too Much!” : Hit Salazar in the mouth with a grenade.

 

pier

Outside, we take the elevator down. We follow the stone tunnels, collecting ammo . After passing through the arch, we turn around and look at the ceiling. We knock down the lamp and take the yellow diamond . On the table to the right is the housekeeper’s note 1 (32) . There’s a grenade and green grass near the shore . We board the boat and sail to the island where Ashley was taken. Ada Wong will be with us.

 

Island

Chapter 13
of Resident Evil 4 Remake. Russian Guide

Shipyard

Ada will quickly climb the cliffs using a rope. We’ll climb on foot and inspect the military camp with binoculars. We’ll see a cannon with a red laser field along the way. A little further on, we’ll climb the cliff and disable the turret. In the dead end on the right, there’s a faded epitaph in a cave . There’s a merchant in the dead end nearby . We’ll buy an island map for 5 spinels.

We sneak up to the first building. We approach from behind and kill the enemy. There are soldiers here with electric batons and cocktails. If we’re spotted, an enemy in a boar mask with a machine gun will come out.

After defeating the enemy, you need to find the correct route. The turrets here don’t turn off with a button; they rotate in different directions. Walk along the shore, collecting coins and ammo . Behind the southwestern concrete wall, there’s a chest containing a pearl bracelet (1) . Move the top turret up. Go to the bottom turret, climb the ladder, and move it to the right. Go through the window below. Rotate the first turret downwards. Go back through the window; you can reach the inclined ladder.

 

There are only a few enemies in the caves. Collect ammo and climb higher. Kill three enemies from behind, collect more ammo and coins. There’s a yellow herb at the end of the cave . Go to the southeast dead end and blow up the barrel to open a new cave with a golden lynx inside (2) .

An enemy with a rocket launcher will fire from afar. Shoot the enemy above, then kill the squad below; they’re armed with electric batons, crossbows, and shields.

Beyond the next gate is an empty area. At the fork, go right; next to the green cart on the concrete barrier stands a clockwork caretaker (13/16) . To the south, in a chest, is an elegant crown (3) . To the north, above the gate, hangs a lamp containing an emerald .

Observation room

Go to the doors on the left, there’s a tripwire in front of them. Inside is a typewriter . The briefcase contains a Velvet Gem (4) . There’s another tripwire above, crawl under it, and kill the enemy unnoticed. There are two enemies in the control room on the left. Press the button on the panel to open the doors below. Ashley will be seen through the bars behind the door.

 

Utility block

There’s an enemy in a gas mask and a bull mask downstairs. You’ll need a keycard to open the barred door. Climb the stairs; there are supplies and ammo at the top . There are two enemies in the room, then two more in masks. Go through the kitchen. To the left, in a dead end, is a suitcase and a velvety gemstone (5) . In the next kitchen, there’s a typewriter and a merchant . Above the front door, there’s a spinel .

Sectional

We go into the dark corridors on the right, press the lever next to the green screen, switching the lights to the rooms on the right. There’s a note from the lab (33) on the table nearby ; read it and remember where to upgrade the keycard. Press the lever again to raise the shutters.

There’s a healing spray in the narrow side room . Break the glass and take a red beryl (6) from the cabinet . On the computer screen, you need to adjust the intersections to power two points: one in the center and one in the corner. Adjust the upper intersections: right, left, and down . At the bottom, move the handle to the right.

The door will open, we go into the lab, examine the body, and look at the x-rays. On the right are the test subject’s test results: regenerador (34) . In the right room, take the gold bar (7) . Ahead, on the couch, is a level 1 keycard . On the way back, we’ll encounter an immortal regenerator; shooting him is useless, so we run past him.

Freezer

Run to the lever in the southern hall and switch the power back to the left side. Run to the far left door and open it with the keycard. Insert the keycard in the freezer. The second regenerator will crawl out of the bag nearby. Avoid it while it loads. After loading, you’ll receive the level 2 keycard .

Secret. There’s a power puzzle to solve on the side. To find the solution, follow the top column, from top to bottom: up, down, right, left, left. Inside is a treasure (8) , an LE 5 machine .

 

Systems

We go down the stairs and use the keycard to open the door below. There are three soldiers on the way. Under the stairs, we collect supplies, ammo , and yellow herb . There’s a lamp hanging above the stairs, with a silver token inside .

Incubation laboratory

There’s a grenade, rifle ammo , and some green grass on the table in the hall . Jump through the window, read file 2002-f (35), and take the biosensor scope (9) from the briefcase . This scope can be attached to a rifle or assault rifle, allowing you to see parasites and kill them immediately without finishing off the carrier. The panel nearby isn’t working; you’ll need an adjustable wrench.

Achievement: “Two Creatures with One Shot .” You need to kill two regenerator parasites with one bullet. Aim down your rifle and shoot through the stationary enemies in the tanks.

Now we can kill the regenerators by aiming at the parasites inside. Shoot all four flasks in the room. One of the monsters will drop a wrench . Repair the panel and insert the keycard. Finish off the remaining monsters, including the enemy with dynamite and a baton. Take the level 3 keycard . Collect the ammo , green herbs, and red herbs . Unlock the bars, enter Ashley’s cell, and inject her with the antidote.

 

Chapter 14
of Resident Evil 4 Remake: How to Win

Storage of the first complex

We go with Ashley. We learn from Ada that the main laboratory is at the top of the mountain, where we can extract the parasites. Nearby, in boxes, there’s some crystal ore (10) and a note from a captured scientist (36) .

In the room, we lift Ashley into the hatch under the ceiling; she’ll open the grate. In the hallway are ammo , a velvety gem, an accessory, hair color, and a gold token . Off to the side is a merchant, a typewriter , and the “Destroy 5 Blue Medallions” quest , 5 for 5 spinels .

 

Freight warehouse

On the street, we go through the junkyard, stealthily killing three enemies. On the right wall on a column is a medallion (1) . Turn towards the entrance; above it, on the landing , is a medallion (2) . Shoot the lamp on the left wall, dropping an alexandrite (11) .

We go up the stairs, at the top there is green grass . Below in the trash bin there is a gold bracelet (12) . On one side between the containers there is a medallion (3) , on the other side, above the round cauldron there is a medallion (4) . We look up, to the southwest, at the top of the tower there is a medallion (5/5) .

Second complex

There’s a squad of enemies in the boiler room. We go upstairs to the room with the computer, grab some ammo and gunpowder . We leave Ashley near the lever and run through the doors below. We go around, unlock the doors, and save Ashley from the enemies.

Together, we climb higher, killing a squad of soldiers. Jump into the water under the pipes and crawl under them. In the southwest corner, in the mud, look for an emerald (14) . Climb up the other side of the grate. Simultaneously press and release the two levers.

Ashley can be hidden in the locker. Further along the path are two regenerators; use the special scope and shoot the light spots. After defeating them, call the girl and pull the levers together. A regenerator with spikes will attack; you need to shoot it in the head.

 

Waste recycling

Place Ashley at the valve; she’ll raise the bridge, and run through. Collect the coins and ammo . There’s an ornate necklace (15) in the suitcase on the table . There’s green grass beyond the second bridge . A lamp hangs above the long bridge, containing a ruby . Press the lever near the monitor. The lights will go out, a regenerator will attack, and enemies behind the bars will carry Ashley to the exit. Shoot them. Quickly return to the bridge and protect Ashley while she turns the valve again. Solve the puzzle on the screen; the turns are above:

right, top left, bottom left, bottom right.

There are a couple of spiders behind the door. On the table to the right is the quest “Another Pest Control” – kill 4 rats in the garbage processing plant for 3 spinels . There’s a merchant with a typewriter . Rats are located: 1) in the long corridor near the exit, 2) behind the drawbridge, 3-4) near the far computer behind the drawbridge.

Freight warehouse

There’s a tractor with a hammerhead in the yard. There’s a hole in the concrete wall in the way. Ashley will get on the crane and start breaking through the wall. We need to shoot the incoming enemies, including a bull, an enemy with a grenade launcher, and spiders. To complete the “Watch Out!” challenge, you need to kill five enemies with the hammerhead by luring them under the load.

Secret. Behind the wall is the quest “Wandering Dead.” You need to kill one undead creature for 8 spinel . This quest can be missed if you don’t notice it right away.

 

Amber storage

We press the button on the remote control, and the inclined freight elevator will descend. We ride up together. Behind the gate is the text ” Amber Transportation” (37) . In the northwest dead end, look at the ceiling and knock down the lamp to find spinel inside . We examine the stones in the boxes. We see a huge piece of amber with spiders inside. Overlord Osmund Sadler will arrive, tell us about “Las Plagas,” and take Ashley with him.

There’s yellow grass on the shelves . If you’ve collected all the grass, you’ll now have maximum health. The boxes contain gunpowder , coins, and 16 crystal ore . Between the shelves by the wall is a report on the breeding program (38) .

 

Campsite

To the left is the exit to the outside, near the tents there are 2 enemies, in the tent there is a chest, a gold bar B (17) . To the right is a hill, 1 enemy, materials, gunpowder . In the room there is the text “Defense Boost” (39) . In the control room, on the cabinet there is a clockwork caretaker figurine (14/16) .

Downstairs in the large tent there’s a dossier (40), a photo of Leon (41) . Krauser left us an audio recording on the tape recorder (42) . On the last table there’s a healing spray , Ashley Graham’s kidnapping (43) . Behind the bloody gate there’s a merchant and a typewriter .

Ruin

Boss: Krauser . We’ll begin the fight with the special forces commander in the ruins. First, hide behind the columns and shoot at him from afar. Then we’ll engage in knife fight. The enemy will hide using flash grenades.

We go upstairs, grab the green herb and supplies . Turn the valve, lifting the door below. Behind it, crawl past the laser tripwires, or shoot them from afar. Krauser will attack from behind. Further on, there are traps on the floor, and machine gun turrets above. On the platform above, there ‘s red herb , shotgun shells, and ammo .

At the top of the ruins, we hide from grenade launcher fire behind the walls. The enemy will drop grenades nearby. We hide near the columns and engage in knife fight.

Krauser will shed his clothes and sprout a tentacle blade. We’ll fall into dark ruins. We’ll navigate the tunnels, collecting ammo . We’ll dodge enemy attacks in time. We’ll climb to the top of the wall. We’ll fight in close combat in a circular arena. Finally, we’ll finish Krauser off with his weapon, obtaining the Scout Knife . We’ll cross the lowered bridge.

 

Chapter 15
of Resident Evil 4 Remake. All secrets, figurines

Fortress

We use binoculars to survey the shrine at the top of the mountain. Below the stairs is a merchant and a typewriter . We hide behind the concrete fortifications and shoot the soldiers. A helicopter will swoop down and kill our enemies. It’s Mike, who has arrived to evacuate Ashley. We fight in the open clearing so the helicopter can assist us. We can climb the building and man the machine gun. In the northwest corner, atop the building, hangs a lamp containing a red beryl (18) .

The helicopter will clear the rubble, and we’ll descend the gorge. There’s another checkpoint below. We’ll hide before it’s destroyed. There are coins, rifle shells , and green grass along the way . We’ll pass under a steel arch with a lamp hanging from it, a velvety gemstone (19) .

 

Fortress gates

The enemies will activate their anti-aircraft gun, and the helicopter will fly away. We need to eliminate the anti-aircraft gun. There’s an enemy above, behind a machine gun, firing at him with a rifle. We run through the building; there’s some yellow grass on the side balcony . We climb the top tower and fire at the grenade launcher and the anti-aircraft gunner with the machine gun. The helicopter will arrive and breach the gate below.

Behind the gate, hide under the overhang on the left and fire at the enemies near the machine gun on the right. Then fire at the machine gun above you. Climb the ladder to the left balcony; there’s red grass and ammo on the way . Press the first lever with the light bulb. On the right balcony, stand behind the machine gun, fire at the squad, and press the second lever. Go through the gate from below.

Ruins near the cliff

A helicopter will descend on us in the clearing to pick us up. Mutants will attack, and the helicopter will explode. We shoot the flying monsters. We collect coins and ammo in the ruins. The task “Destroy Blue Medallions 6” is on the door ; 5 of them cost 5 spinels .

In the northwest, at the bottom of a dark arch, there’s a medallion (1) . To the west, hidden in the scaffolding, there’s a medallion ( 2 ). In the center, head down the path; next to it, behind the columns, is a medallion (3) . Descend, and at the bottom, in a dead end, is a royal staff (20) , with an epitaph on a cliff nearby. To the north, look through the rightmost arch; below, under a cliff, is a medallion (4) . Climb up, head to the next building, and aim your rifle at the tower at the top; the medallion (5/5) hangs in it .

 

Sample storage

On the table in the building is a biological sample transport (44) . In the chest on the right is a luxury bracelet (21) . Turn the valve and enter the warehouse with hanging bags. Look at the ceiling; a clockwork caretaker figurine (15/16) stands on a beam . A regenerator will appear from the bag. Ahead, at the dead end, turn the valve, run back, and slip through the open doors. In the next room, on the ceiling, is a silver token . A merchant and a typewriter are on the way .

The path to the sanctuary

There are large flying monsters in the ruins, and an enemy with a grenade launcher above. Below, there are laser tripwires. We run into the building; inside there’s red grass, green grass , and ammo . On the other side, there’s yellow grass in the building . Behind the doors is a squad of enemies. The path is blocked by a laser wall; we need to climb into the next building. The installation is guarded by a bull and a parasite. On the way back, there’s another squad of enemies. We head to the gate; at the top, on the left, on the ceiling, is a red beryl .

We enter the sanctuary. Ashley is lying on the altar. Sadler won’t let us near her, taking control of her. Ada Wong will come to our aid, firing at the enemy. We carry Ashley through the corridors. Hallucinations will begin along the way, but don’t stop. Use Louis’ key. We’ll place Ashley in the operating chair and destroy her parasite.

 

Chapter 16
of Resident Evil 4 Remake: Finale

Louis’s Lab

We’ll wake up when Ashley extracts the parasite from us. We examine the computer; it contains emails (45) . On the tables around us are a healing spray , methods for extracting Las Plagas (46), a group photo (47), and Sadler’s intentions (48) . On another computer, there’s a recording of amber (49) .

Outside, on the left, we prop Ashley up on the boxes, climb the ladder, and collect the ammo . Above the bridge, shoot the ceiling to drop a Velvet Gem (22) .

 

Sanctuary

In the cave, we shoot the flying parasites. On the left, we crawl under the rock to examine the altar. We read the book Iluminados: The Final Chapter (50) . In the center of the stele is the “Iluminados” pendant (23) , and on the other side of the stone is an inscription on the monolithic source (51) .

We return and climb the rocks on the right side to the golden door. There are flying parasites in the hallway. At the exit, shoot the ceiling; a spinel will fall . There’s a merchant and a typewriter . In the room with the merchant is a chest and a gold bar (24/24) .

Loading area

Boss: Sadler . You’ll see Ada Wong tied up on the shore. After we rescue her, Lord Sadler will attack, transforming into a huge monster. Shoot the eyes on his tentacles. Blow up the nearby barrels just in time. When the boss falls to the ground, approach and hit the central eye. Otherwise, stay back and avoid his tail strikes.

The enemy will jump onto the tower between the two platforms. We fight off the flying parasites. Afterwards, we fight on a small corner platform. In the center is a drawbridge; press the button to run across it to the other side. You need to shoot all the eyes three times.

A huge eye surrounded by tentacles will appear. Shooting is useless at this point; simply dodge the tentacle strikes. A minute later, Ada will drop us a special rocket launcher . Shoot the eye, revealing Sadler’s body. Finish him off with the staff. Ada will take the Plagas sample, fly away in a helicopter, and leave us the jet ski key .

Underground passage

You need to escape the island in 2:10 seconds. Take the elevator down with Ashley. There’s a typewriter downstairs . In the square room, examine the right wall; a Clockwork Caretaker figurine (16/16) is sitting on some boxes . Run through the cave to the shore, fight off the monsters, and push the cabinet.

Achievement: “Flawless Escape .” Escape without damaging the jet ski.

We board a jet ski. We sail through a tunnel, through open arches, past falling cliffs. We jump out of the canal into the open sea. Game over!

After the credits, we see that Ada has retrieved the amber for Albert Wesker. After learning his plans, she decided to change course. The results of the game will be shown on the liaison screen.

 

After completing the game, the following opportunities will open:

— New game +.

— 4th difficulty “Professional”.

— Various costumes for purchase.

— For 2,000,000 coins we can buy an infinite rocket launcher.

 

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