Resident Evil 4 Remake
Resident Evil 4 Remake is a remake of the legendary third-person action-adventure horror game in the Resident Evil series. The story of the fourth part takes place in 2004, six years after the events of the second part. Leon Scott Kennedy, a government agent, is sent on a mission to Europe. He has to save Ashley Graham, the daughter of the President of the United States, who was kidnapped by a mysterious cult. A journey to a rural village in Spain turns into a meeting with its bloodthirsty inhabitants.
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Walkthrough Resident Evil 4 (2005)

Walkthrough R Evil 4. Walkthrough horror storyline R Evil 4 by 100%. All secrets and achievements of the game.

2004 Not so long ago, the Umbrella Corporation, accused of everything possible, experienced hard times, and, in the end, went bankrupt, leaving behind only a few illegal laboratories. This circumstance allowed all the fighters against bioterrorism to temporarily leave mass demonstrations and switch to a smaller evil. In this part, we play as Leon S. Kennedy (Resident Evil 2), who successfully got out of the situation in Raccoon City six years ago. During this time, being recruited to work in the government, he successfully passed the unified state exam and joined the bodyguard of the family of the President of the UNITED STATES OF AMERICA! (hereinafter - USA!). The first task in the new position was not long in coming - some time ago, the daughter of the current president, Ashley Graham, was abducted on her way home from university, "completely dumb." From reliable sources, it became known that a friend of an acquaintance of his acquaintance a couple of days ago at night seemed to have spotted a girl similar in description in a remote Spanish village N. The source was not given much importance, since only agent Kennedy, who arrived in Spain on the first flight. The local cops agreed to escort Leon to a potentially dangerous village in exchange for being allowed to have stupid dialogues and listen to dibny songs in the process. On the way, one of the policemen went out to take a piss and became the victim of some pervert's observations. This is where our introduction to Resident Evil 4 begins.

Having reached the settlement, in extremely unsuccessful attempts to laugh it off, the accompanying people forced Leon to go on reconnaissance alone with hints - no matter how they praised the European police for their valor, and the cops frankly chickened out to drive up to the first house!

Content

Part 1: Village

Chapter 1-1. Village: Bigins.

Leon left the car. Immediately, a pretty girl named Ingrid Hannigan gets in touch via videophone. She will oversee the current mission and maintain communication between you and the outside world: give advice, order helicopters, report new information. From now on, Agent Kennedy will be under your control. In his hands he only has a breech barrel, cartridges and a first aid kit (at an easy level you should have a shotgun), a knife in his pocket. Come in and master the controls in the new diplomat, it will come in handy for arranging things, connecting herbs and other manipulations. Read the available files, especially information about Ashley. Check the map and see our location. In fact, we are in a dense forest, a few meters away you can see the roof of the house. Move forward along the path, you can shoot the crows sitting in front - for killing birds in the game they give a reward in the form of treasures, money or grenades (!). At the same time, you will get used to the new aiming system. The sign on the right says "Pueblo" - this is either the name of our village, or the nickname of the owner of the nearest house. When approaching the fork, a video will follow - a local resident fires Leon through the window of the hut, bread and salt is clearly not worth waiting for. The path on the right leads deep into the village, the road was blocked by a rusty miracle of technology. There is no choice, we go into the sinister house.

Note: If you go back to the bridge after Leon gets out of the car, one of the policemen will look out the window and warn you that you are going the wrong way. This will continue indefinitely as you try to cross the bridge. It's impossible to go back.

Note: While walking with any of the police in the car, you can talk.

There are some sounds in the hallway, taxi into the room.

A certain man is actively fumbling in the fireplace and brazenly ignoring the greeting of Leon, who actively does not disdain to speak pure English in a godforsaken Spanish village. Since the second part, nothing has changed - still no one listens to the authoritative policeman. The persistence of the agent caused discontent on the part of the owner, so he cursed the guest from the heart in the local dialect. There was a slight misunderstanding. The evidence of this increased decently when the peasant grabbed the axe. Having successfully dodged the surprise, Leon began to call on his opponent to voluntarily surrender to the authorities, but ... it wasn’t there.

We run to the exit. Someone slammed the door in his face - it looks like the man has accomplices, and the conflict was planned in advance. We will not get out through the window, we will have to take extreme measures - in the report we will write off everything for self-defense. Immediately after the murder of the Honorable Señor Pedro, a cutscene will follow.

The accomplices of the dead Spaniard start a rusty rattletrap on the path and move forward in the direction of our boys. Judging by the sounds of shots and cars falling off the cliff, the parties obviously did not have enough words. The situation got worse. Hannigan orders the investigation to continue no matter what, Leon bravely takes the fight.

Pick up a bonus from the corpse if it appeared, in the future try to pick up such gifts as quickly as possible - they tend to disappear over time (about a minute). Examine the man: naturally, he does not look like a zombie - a zombie will not even pick up a stick, not to mention the ability to utter offensive words. Meanwhile, Pedro's neighbors have attacked the house and demand voluntary surrender, shouting something in their own. Let's explore the rooms. Spoiled food on the table, in the fire 

something similar to a human hand is burning, under the stairs to the second floor there is a whole bouquet in general: skulls, larvae, stink and so on. The dead Spaniard feels less and less sorry. Climb up, behind the railing on the table is a pack of pistol cartridges. There is nothing else here, the only way out is the windows: one in front of you, the other on the first floor. You can throw yourself anywhere, Leon will not receive any damage. Go to the window you like and click on the action button (3).

Note: For the duration of any action of this kind, your character is invulnerable.

Note: As soon as you leave the house, the front doors will open.

We are surrounded by locals. Despite the lack of ranged weapons, they have an impressive arsenal. If you jumped out the window of the first floor, there is a wooden box on the right of the wagon, breaking it (preferably with a knife) you will receive a certain bonus, or you will not get anything (as lucky).

Note: Wooden crates and barrels are found throughout the game. In them you can find ammo, herb, spray, treasure, money or nothing at all. In some cases, the crates contain snakes that attack the character a few seconds after being discovered. In this case, it is recommended to immediately kill them with a second shot (swinging a knife), since you are unlikely to have time to run away. There is nothing in the boxes with snakes.

Note: Resident Evil 4 introduced a melee system that only works when the enemy is stunned. If an enemy is holding onto their face after a headshot, or kneeling down after a legshot, you can get close to them and press the action button. A blind grenade will also help to stun, in this case you have a lot of time to maneuver. A melee strike can knock down an entire group of opponents. With Leon, it's mostly kicks. For the duration of any melee attack, your character is invulnerable.

Note: To reload your weapon, hold the crosshair and press the run button. Or, if you run out of ammo, instead of the run button, press the action button. You cannot manually reload weapons from your inventory in Resident Evil 4.

Clear offenders and collect bonuses. Now we run to the aid of our comrades. The car is missing, the tire tracks lead to a cliff, go to the edge and look down (3). Both garbage trucks are lying on the rocks with no signs of life, people are nowhere to be seen. The bridge now plays the role of a ladder, the possibility of leaving the village can no longer be discussed. We mentally mother the perpetrators of the accident and return to the fork. The junk no longer interferes, we go to the house on the right, we drive inside. There are several crates, pistol cartridges and a typewriter. Unlike the classic RE parts, the recording tape is no longer needed. If you want to save, go to the typewriter and click on the action. You have twenty slots for all game modes. As soon as you take all the bonuses, leave the house and go further along the path. There are crows on the way again, if you manage, you can shoot both. Ahead is a bloody sign hung with skulls, which is definitely not good. A little further to the right, a dog is whining, stuck in a trap. You can help him or pass by. This choice will affect something in the future, so it is recommended to choose the first option.

There are traps along the way. You can get out of them, but it's better to arm yourself with attention and not get caught out of the blue, in extreme cases, neutralize the traps with a knife blow / shot. Get to the next sign "Pueblo" - therefore, this is still the name of the village. If you go behind the fence near the path and rummage around in the far corner, you will find a pot of red grass.

Note: Grass in the Resident Evil series is used to restore a character's health. Green grass restores 25% of health, a mixture of two green herbs - 50%, of three - 100%. Red herb is only used in combination with green (green and yellow) herb and restores 100% health. In Resident Evil 4, there is no poison status, so yellow grass is found here instead of blue. When used with green, it permanently increases maximum health.

We continue the path. There are streamers hanging on the trees, a trap lies in the center of the passage, a kid with a pitchfork in the distance. Stretch marks can be neutralized by a shot in dynamite or a cable, you can also carefully walk past. Seeing you, the Spaniard will raise the alarm. Explain to him that pointing a finger at high-ranking people is fraught with injury. Get to another house. There are boxes, grass and the first beauty in the village, nailed to the wall with a pitchfork. One gets the impression that conflict situations in this village are resolved quickly and in a very peculiar way. Go ahead. At the bridge, you should again be poked with a finger. Eliminate the men and run to the other side. There is another roundup on the ledge, there are already three local residents and everyone swears at the agent to the best of their ability. After a moment, the group retires to raise an all-out boil and sharpen shovels. At the rate of another house, through the window you can see that immediately at the entrance is a participant in the TV show “the smartest”. Shoot him in the head, run into the house and hang him from your feet. Take all the goodies and move along the path to the gate. Stick out.

Hannigan sends you a manual for the game. It tells how to reload weapons, engage in melee combat and navigate through the inventory screens - all this we already knew before, so twerk. Ahead of the first settlement.

Take out the binoculars (3) and look around. Danuna ... one of the Spanish policemen was found: he was brutally killed and hung over a fire. The most shocking thing is that the residents, as if nothing had happened, calmly share their life and from time to time obscene. The policeman was our driver, it would be wrong not to avenge him. Near the tree there is a path leading behind the houses on the left side. At one of them you will see a woman with a pitchfork, stun her and kick her in the face - after such a splinter, gentlemanly gestures somehow do not channel. Almost immediately, the entire district will know about you, whose motto - “no source of problem - no problem” - does not allow you to draw out individual individuals for dialogue. The armament of the guys still gives off the same primitivism: scythes, pitchforks, axes, knives ... the only thing missing is loincloths and healthy bones on the head. This time around, enemies can hurl their weapons at you and magically pull a new one out of your pocket, which can take forever. In this situation, there are two ways out: run from the residents around the yard for a while, or start active resistance. Do not try to hide - within the location you will be found everywhere.

By default, we choose the second option, simply because it is more fun, and in many ways, more practical. We begin an unequal battle with the villagers and a tour of private estates. Whatever happens, don't enter the northeast house (see map) through the main door yet. You can rummage through the buildings in search of ammo/treasures/money, not forgetting to hand out lyuli along the way. You can even fight with doors, knocking them out in front of the very face of the ill-wisher.

Note: Any doors other than iron doors and those that demarcate locations are susceptible to damage and can be destroyed.

There is a padlock on one of the doors of the southern house. This is easily cured with three kicks or a knife swing (shot). Some furniture can be used to prop doors / windows in houses - such a barricade will not last long, but you will win extra time. If a crowd is moving towards you, punch someone in the nose and smash the whole group from the guard. Hand grenades are also effective against accumulations of evil - the range is small, but the wave blows the collective farmers with a bang. Stairs deserve special mention. While on the rooftop, you can push the ladder at any time, especially when there are several enemies climbing towards you. Keep in mind that the villagers can pick it up again. Falling down a ladder deals a certain amount of damage and stuns for a short time. Hit, shoot, dodge.

After reducing the population in the courtyard to a minimum, you will see a cut-scene: another pack of Gomez, Pedros, Kanchit and Juanit is aggressively moving from the neighboring area ... in general, there will be no peaceful settlement. This time, go to the northeast house. If everything is in order, a splash screen will follow.

The Spaniards have finally worked out some kind of plan and thoroughly surround the house, one man is preparing an additional pin for a stick in a fire (they will not show). A hardened lumberjack, Don Salvador, joined the general excitement, and gladly offered his services. From now on, you are hunted by an inadequate chainsaw with a bag on his head - an extremely hardy and dangerous fighter. One successful chainsaw attack and any character decapitulates. As soon as control passes to you, move the chest of drawers to the window and climb the stairs up. A free gun hangs on the wall - a great choice in close combat, especially if the enemy needs to be knocked down. Collect all the goodies and push the ladder by the bed. Then you are free to choose survival tactics yourself, but it is recommended to fill up the chainsaw - for this you will raise ten thousand money or a ruby ​​equivalent to this amount.

If the fear of accidentally raking is still stronger, you can climb the tower (northeast) and sit there, occasionally sending down the most daring, though the rest of the collective farmers will start throwing Molotov cocktails, which will slightly spoil such a stash. As soon as you destroy all the villagers or the time given for the battle runs out, the final cutscene will follow.

The remaining residents heard the ringing of the bell of the local church and threw away the tools of labor / crime, it was time for the sermon. A saboteur who killed a dozen villagers will wait - religion is more important. Before leaving, one of the zombies utters an incomprehensible phrase and closes the doors to the collective farm metropolis. Only Leon remains in the yard. The last seconds of the video remind you that you are fucking in the world of Resident Evil. And that's just the flowers.

Note: You can meet another chainsaw before entering the central house. It is located at the northwestern doors, at the exit from the location.

Hannigan directs the mission to the bell tower. Before leaving, we will search the yard for useful items. For example, behind the southern house, on a wagon, you will find red grass, on the roof of the northern house - a gem, on the chimney of a neighboring building - cartridges for a pistol. Do not forget to walk through the small houses, they have boxes. Comrade by the fire can not help, we go further. Summing up the progress of the investigation, we can say that the inhabitants lead a strange lifestyle - everywhere global unsanitary conditions, incomprehensible aggression and evidence of at least twenty-five years of deprivation with confiscation. No trace of Ashley. The southern and western doors are closed, we go to the north. In one of the houses you will find the document “Secret Directive”, signed by the overseer of the village, Bitores Mendez. It turned out that some kind of prisoner was being held in the village, and the arrival of Leon was not at all a surprise. That's why none of the villagers particularly said hello. The beholder does not approve of the meeting of the American with the hostage and allows the inhabitants to cross the boundaries of what is permitted, up to digging in the wasteland. The rumor about Ashley is confirmed by 70%. We open the northern doors.

The next yard is also filled with industriousness. The guys here are not so pious and they decided not to visit the place of sermon, so they will have to damage agriculture. On one of the nearest trees there is a poster “About blue medallions…”.

Note: If you knock down 10 or more medallions in the graveyard and farm, you will receive a new pistol from the merchant (more on it below), which pierces two opponents at once. As soon as you fill 10 medallions, it is recommended to ignore the rest - the result will be the same.

The first medallion is in front of you, you can shoot down everything that deals damage. Don't touch yet. Better inform the collective farmers that an American agent has come to the area, shooting someone in the eye. Deal with the influx of neighbors and search the location. Do not burn chickens, they from time to time lay eggs that can be used for personal gain.

Note: Resident Evil 4 uses eggs as an alternative treatment. There are three types of eggs - white, brown and golden. Each type restores a certain amount of health. Any egg can also be used as a weapon, but attacking them is highly discouraged. Except for fun.

It is not advised to bully cows - they can light their horns and reduce your health to a minimum. Approach the well with dirty water near the house, a necklace hangs a little higher. Before knocking it down, shoot the stick holding the well's lid, but don't open it or the necklace will be dirty and depreciate significantly. Shoot down and pick up the decoration. To the left of the well there is a house with a barrel and a typewriter in it. Look into the barn and break the barrel, move to the neighboring house, search it up and down.

Rise to the second floor, search the locker and jump through the window. Strictly on the course there is a ledge, fall down break the box and take the mug. This treasure is from the category of elite (about them later). Move the nearest chest of drawers to the side, exit. It's time to shoot medals, in this location you should have six or seven pieces. We continue walking through the village. The northern door is closed from the inside, we will not open it without outside help, we head south and break through the gate.

Silence, the only way down, another bad sign on the way. Run forward until a cutscene starts.

US Intschruder Hunt! continues, now homework is being used. Three Spaniards are standing on the mountain and diligently pushing a huge spherical cobblestone. After a couple of moments, he will roll up to Leon and roll him under the asphalt. We urgently need to run away. To do this, continuously click on the action. The more you press, the faster Leon runs. If the stone catches up with the character, you will lose. At the end of the path, you need to jump to the side.

Note: Resident Evil 4 has a dodge system. Whether you avoid damage or not depends only on your reaction. As soon as the game gives you the opportunity to dodge, images of two buttons (rarely one) will briefly appear at the bottom of the screen, which must be pressed on the remote / keyboard at the same time. Possible combinations: 1 + 3 (run and action), 5 + 6 (equip weapon and knife), separately 5, and separately 6 (only occasion). If you do not have time to press the buttons before they disappear on the screen, the enemy's attack will reach the goal. In some cases, this is equivalent to defeat.

To begin with, let's go back a little and shoot two types on the bridge, they should fall towards you and give some money. The men who organized the assassination prudently dumped, we are returning. We run through the tunnel, along the way we shoot at any flickering crap and pick it up. Along the way, a couple of buildings. The location is extremely unsafe - there are streamers, traps and guys with dynamite everywhere. Yes, the enemies have evolved a bit. You can shoot it in the arm, thereby detonating the dynamite before the throw and destroying all enemies in a radius. Try to have the enemy throw explosives next to you or at your comrades, then run away. So you save both cartridges and nerves. Clear the location and the first house, then collect bonuses in the area. Near the second house there is a thick tree with a nest on it. Shoot him and take the red cat's eye.

Break into the house, after knocking out the lock on the door. From building to building, nothing changes - again dirt, dust, peeled walls, and so on. A knock is heard somewhere nearby. On the table, take the cartridges and rummage through the locker, 

You don't need to sign up here. We drive into the corridor, undermine the dynamite, in the next room we again arrange a raid. The knock intensifies. Pay attention to the closet, it closes the doorway. We break or push out this piece of wood nah and go inside. At the end of the deaf room is a relatively new wardrobe, inside someone bulls. Don't piss (you're a special agent, yopt), go to the door and carefully open it.

Leon discovers an unshaven prisoner with a male voice. Definitely not Ashley. In the midst of a slurred conversation about smoking, a thug suddenly enters the room, who is immediately hanged to drive Big Chees, and ordinary punks with a very hostile attitude. Leon still pretty much got everyone with his unceremonious behavior and atrocities, since the leader of the local gang pulled himself up for disassembly. The two-meter one skillfully suppresses any attempts to resist the guys, so Leon's crown guard does not save the situation. Having run into a special reception, the guys together break the wardrobe and cut off.


Chapter 1-2.

After such a genocide, Leon was supposed to be buried in the nearest basement, but events develop differently. The agent is alive, but is in an unconscious state, which unknown persons use with might and main. You might have noticed one of them in the portraits in the houses of the first courtyard. Under snobbish speeches about resistance and strength, an ugly monk inserts a medical barrel with incomprehensible contents into the agent's neck. Bulk!

Under these galloons, the agent comes to his senses in a random hut, sharing all the charm of imprisonment with a witty unshaven comrade. Inevitably, a conversation ensues, during which the neighbor's name pops up - Luis Sera. A former policeman from Madrid, not limited to the bazaar for being, talks about the hostage somewhere in the church and gives Leon the opportunity to talk heart to heart. Impeccable takes in terms of drama are interrupted by a simple villager, indifferently dragging an ax of war behind him. In the end, the two scenes merge into one, fulfilling the director's magnificent idea, and the man, seeing the former cops, begins his kung fu.

Note: In this section of the video, for the first time you have to dodge right in the cutscene. Exactly the same thing happens as in normal situations - the images of two buttons light up, which must be pressed in time. The only difference is that any failure of the dodges in the cutscene is equated to the death of the character, the causes of which are shown in the next scene. Restarting the game starts from the last checkpoint.

Well-coordinated actions lead the guys to success, and the aggressive collective farmer becomes another victim of the leg of a government agent. Not bothering to properly explain the circumstances of his abduction, Louis hurries to get out of the room to hell. After Hannigan's report on shocking events, control will be in your hands.

It is necessary to get to the church and find Ashley, as well as find out what happened to the second policeman and whether recent glitches are reliable. Take a feast from the shelf ... cartridges and go out into the corridor. A man will appear outside the window and call you to follow him. To the right of the bedside table are rifle cartridges and a typewriter. Open the door and follow the direction of the mysterious man. We ran into a merchant.

Note: In Resident Evil 4, it becomes possible to buy and sell items, upgrade weapons, participate in mini-games for a cash bonus, and fulfill the conditions of the merchant. The merchant plays a neutral role in the game and follows you throughout the entire playthrough. To make a deal, talk to him and select the desired item. With each stage of the passage, the merchant has a new weapon that can be purchased at any time.

Note: Keep in mind that the slightest damage from any weapon will kill the merchant, in which case you will no longer be able to make trades. However, the next or 

this will not affect the previous merchant in any way - they remain in place.

First of all, the huckster will remind you about the medallions - as soon as you knock down ten pieces, find your brother and get a brand new barrel. Check out the sales section. You can immediately sell all the spinels and the pearl necklace. The mug is an elite detachable thing, for now, we keep it with us.

Note: Some elite treasures can be composite and cost more in the collection than each of them separately. To connect the found parts, go to the inventory, to the "keys and treasures" section, then use the context menu. Do not rush to sell small stones or detachable items separately. In the future, your waiting will pay off.

In our case, the mug will combine three cat's eyes. You already have one, you can stick it right now. See what else you don't need and 

go to the shopping section. At the very beginning, there are two curious things: a new diplomat and a treasure map. Purchasing a diplomat will increase your inventory space from 60 to 77 slots (more improvements to come in the future). The treasure map will indicate on your GPS all the elite treasures of the location (village). Since you are reading this material, you do not need a card at close range, and it would be nice to purchase a case. If you play carefully, you should have a lot of herbs, ammo, grenades - all this must fit somewhere. Buying a sniper rifle is not advised: firstly, at the initial stage it is worthless, secondly, it takes up extra cells, and thirdly, it will not be useful to you in the village. TMP (automatic) - a universal weapon, suitable for both single enemies and a dense pile. You can take it even now, a good investment of money in any case. A rocket launcher is an uncompromising thing, but thirty tons per shot is somehow expensive, especially since there is almost no one to smack on in the countryside. We do not need a sight without a sniper, and in general it does not decide on the game. The First Aid Spray is not available if you already have it on hand. Otherwise, you can buy it from a merchant, but only once - it will not work to cheat with aerosols to the eyeballs. On this you can say goodbye to the merchant - there is nothing to do in the improvements section yet. According to the author, the current shotgun and pistol are a waste of money.

Note: On the site, in the “RE4-Weapons” section, you can view a special bonus available when a certain weapon is fully upgraded. Of course, you won’t be able to upgrade everything in one game, but it will be easier for you to decide on the choice of weapons.

Note: Throughout the game, in the place of dead enemies, ammunition appears only for the type of weapon that is in your inventory. For example, if you sell a shotgun, ammo will no longer appear on it (unless their appearance is not associated with killing enemies). This rule does not apply to certain types of weapons.

Finally, gameplay. Break all the barrels in the courtyard and exit through the double doors. A cutscene will show the next location. It is not difficult to guess that relations between Leon and the inhabitants of Pueblo have completely deteriorated - we will not drink fresh milk today. Kick down the doors and get ready to pile on everyone from the heart. Keep in mind that there are many enemies here, and they appear gradually. Do not be afraid to run along the edges of the bridges - it is impossible to fall in this way in Resident Evil 4, but throwing a collective farmer into a cliff with a shot is easy. Watch out for the boys with dynamite, here they are thrown from unexpected places, be guided by the sound of a burning fuse. If you are surrounded, throw a blinding grenade, if there are too many enemies on the course, gouge with a gun, if they are near a red barrel - shoot it with a pistol - learn to quickly manipulate weapons depending on the situation. In the first house, pick up the cartridges for the shotgun, pistol. Search the school locker by the window, run into the northern house and search a couple more lockers. There is a six-sided recess in the door behind the building, we need to get the symbol in order to go further. There are two traditional news: bad - it is divided into two parts, 

good - everything is within the location. The first part is in a chest, on the roof of the first building, guarded by a dude with an axe. The second part is hidden in the east near the weather vane (the highest point of the location), a guy with dynamite hangs out near the chest. Once you have both parts in your hands, go to the keys section and connect the elements of the emblem with each other. We have already seen the engraved symbol somewhere. Search the remaining barrels in the area, then return to the doors and stick the emblem. We go further.

A straight road, silence around, a large building on the way. Capitalize all the barrels and fall inside. Check out the scale of the Pueblo industrial system. We will take the mask that is so annoying to your eyes later, break the barrel in the corner and open the next door. Unfamiliar men silently recognized the violator in Leon and go to sort it out - that's what popularity means. Destroy the enemies and get to the glazed windows. Jump to the other side and bend down near the dumpster (3), or move further away. 

Evolution slowly overtakes the villagers - two boys set traps around the perimeter, periodically throw dynamite in your direction and hide. For warriors of the old school, the plan is not perfect, because stupidity still dominates. Shoot someone in the hand, go around the traps and move on. Spinel and handgun ammo can be found in furnaces. We break barrels by default. By this time you should meet a torpedo with a pitchfork, neutralize it. In the next room, look to the left, break the boards and climb over the window. Grab your mask and climb back. What are we? We are nothing. Go through the next door and run forward. On the way, demolish the collective farmer and head for the stairs, crush the second pedestrian there. Before going upstairs, it is advisable to jump into the water to pick up inconspicuous ammunition and go fishing a little (!).

Note: Fish in RE4, like eggs, is an alternative healing option, but takes up much more space in your inventory and is mostly harvested for sale to the merchant. If you have time and space in your inventory, you can get some fish. There are several places in the game where this can be done.

Extra money won't hurt. Jump down, take away everything that lies badly and intently shoot (look) into the water. As soon as you notice a fish, fire (shoot) at it. If the perch smoked, then it will come out to the surface and be highlighted by a green cylinder. For some fish, especially large ones, one shot is not enough, so be persistent. There are five fish in total. When you're done, rise to the surface.

Favorite place of the author in the village. You'll never guess where we came from. Again typical rustic textures. At the rate of a house, a stretch, traps and crows, on the left there is a house and a well, on the right there is ... nothing. When a flock of crows is in front of you, it is better to use a grenade, fragmentation or blinding. In our case, you can shoot dynamite. Guided by the previous rule, take the clock above the well, then search the outbuilding and taxi to the civilian house. On the first door there is a combination lock in an advanced 3D format.

Door.
Basically a puzzle. Using flips, you need to restore the symbol that you saw on the emblem. Logic defeats the door very quickly, because it is still in front of you.

Up, left.

Room of the day, for sure. Immediately rummage through cabinets and shelves. There are paintings on the wall depicting that ghoul from the torture chamber, it is likely that we broke into his house. Take the symbolic key in the box. On the bed is the “Note of the headman”, read it. Leon was not killed and was put in the same room with Louis on the orders of a certain Lord Sadler. The headman does not want the agent to live, and even more so to communicate with the hostage, but categorically put down to the lord, because he has some kind of insidious plan ... Nothing concrete, solid questions. We go out the door.

Under an active Spanish bazaar somewhere in the house, Leon goes out into the corridor and is attacked by an old acquaintance. Big Chiis has not changed his opinion about the Americans. The process of strangulation was prevented by the reddened whites of Leon's eyes, which the opponent instantly scanned. Very soon, the old man reports that the agent and the gang have the same blood, but reminds that he is still a schmuck. Now that's interesting. Either the grandfather's X-ray is buggy, or the drug that was introduced to Leon is not ascorbic. Big Chees effectively retires, leaving the bewildered agent in peace.

Chapter 1-3. Nice fishin.

Skype user ag.HoneyGun.gov returns online and hurries to share the intelligence report. The mess going on around is somehow connected with a cult called “Los Illuminados”. It seems that an officially unregistered religion is thriving in the village - you have to figure it out. Puzzled by the headman's phrase for a couple of seconds, Ingrid calls on Leon to return to the main mission.

We continue to focus on the church. If red eyes are not the result of a long flight, then we are stuck in a routine of events to the very eggs. Return to the room.

The beholder realized that you can’t explain to a fool that he is a fool, so he moved on to drastic measures. Suddenly, a silhouette of a woman in a red dress appears in the window, who literally saves Leon from death by shooting his grandfather in the back twice. Unable to endure such impudence, the old man swiftly rushes at the girl, but at the last moment suffers a fail and throws himself out. Leon is shocked.

Note: You can choose not to return to the room and move on. In this case, you will not see the girl. Nothing will change regarding the passage.

As you may have guessed, Big Cheese is the village headman, Bitores Mendez. We have already met with him three times, and three times he worked us into meat without bending down. Conclusion - we are no match for Mendez, it is better to avoid all contact with him. So far, nothing is known about the girl in red, except for her episodic role in The Matrix. In any case, the appearance in the village of such a curvaceous senerita only cheered up. Go back, there is something in the closet on the left. Pass by the muzzle of the headman and go down the stairs. Absolute order everywhere: a beautifully laid table with swill, armchairs, paintings, solid wallpaper - in general, this house meets all safety standards and the requirements of sanitary and epidemiological supervision. Bourgeois in the village, however, given the personality of the owner, is not surprising. By the way, now he is temporarily disoriented - pulling nettle needles from his ass - so you can move forward and vindictively rob the home. Immediately look into the toilet under the stairs and shoot the man. At the exit along the course is a picture, it depicts the church of interest to us, very gloomy. Near the fireplace there is another painting depicting a lake, it is also nearby. For those who like to record, there is a typewriter on the table. Check out the far room 

take the egg from the oven in the kitchen and go outside. Achtung. In the distance stands a man with a bag on his head and modestly holds a chainsaw in his hands. That's right - get ready for a fight with a lumberjack and his friends. Take the ruby ​​and run along the path, heat the house along the way, shoot the nests and resolve the conflict with a group of Spanish mugs. Remove the stick from the double doors and go through.

We returned to the central courtyard, the inhabitants came from the sermon and again in combat readiness. Kill all dissenters. Since we now have a glamorous key, we can go through the front door (where the residents went out when they heard the bell ring). Open the lock and drop inside.

A small room with a typewriter, a drawer and handgun ammo. Pay attention to the music - it means that you are in a safe zone. Kick down the next door. There is a tunnel here, before you open the lid, look up and see a kerosene lamp. 

If you shoot at it, it will fall and work like an incendiary grenade. As soon as the fire dissipates, you will find a spinel on the floor. We go down to the dungeon. Run down the stairs until you see another lamp. There is no nichrome inside, but the fire will help Leon set fire to several treasures on the ceiling, one of them is an elite - an elegant hairpin. Prem next. Hurray, our merchant shone in the darkness of lawlessness! He again reminds of the medallions and offers to shop. First, push him all the spinels, fish, ruby, watch and hairpin. A TMP stock has appeared in the assortment - a very useful thing, especially for those who shoot badly. To use from the inventory menu, connect the stock to the machine gun. Bonuses for this weapon have also appeared in the upgrade section. You can upgrade your lethal force, reload speed and magazine capacity.

Note: When pumping the capacity at each stage, any weapon is fully charged according to the improvement factor, therefore, before pumping, it is recommended to spend cartridges (as intended, of course) on the weapon whose capacity you want to increase.

TMP will stay with us for the whole game, it's up to you to upgrade it or not. Once you're done with the merchant, go through the next door and up the stairs. There was a hard darkness. We are in the cemetery, behind which stands the church. Shoot the nest (there are three of them in this location) overhead and move forward. The cut-scene will clearly show that all the PPCs are ominous. Shoot the ravens and move on to the outskirts of the remaining three medallions. In this case, the grandmother and her granddaughters will interfere with you. Tamp them between times, look into the house (west).

Note: From now on, you can visit any merchant at any time and pick up a free "Punisher" ("Punisher") in the shopping section.

Run to the gate, the church is guarded by a few idiots. Shoot, check out how the dynamite will blow everyone up and break through the front door. Closed as always. Some key is required. Hannigan's phone call didn't do the trick, even though she asked a very good question. We need to get to the church, bai samway or samtung. Let's find another way into the building. The door on the right into the courtyard does not lend itself, taxi into the passage that is near, about, a little further. Behind the arch, a powerful guard in the person of your grandfather and grandmother is waiting for you. The nearest window is fifteen meters away - there is nothing to do, you have to look for the key. At the end of the passage is a statue in which something sparkles. You should pay attention to this only if you want to pick up a green cat's eye. Let's assume what you want.

Twins.
Return to the field and inspect the graves, identify three specimens that are different from the rest. Symbols must be remembered. Run back to the statue and start stretching your brain. The principle of operation of the mechanism is that the disk rotates clockwise, you need to choose the number of steps at a time, three or four. Wherever the pointer stops, the symbol starts to flicker, if the pointer stops at the same place again, the symbol stops flickering, and so on in a circle. Your task is to highlight only those symbols that you saw on unusual gravestones.

Solution!: 3, 3, 3, 4, 4, 4, 3.

We have a second eye on our pocket, insert it into a mug. Find the only unexplored path and follow it. After meters, the grandmother on the bridge will raise the boil, drop it into the water. Do the same with the rest of the morons. Jump across the bridge and enter the house. Here you will encounter a snake for the first time, smash the box with a knife and immediately slaughter it with a second blow. Upon death, snakes drop an egg. Pay attention to the content of the document “Closing the Church” and process the information. Unusual blood flows in Leon, which will soon instill in him the laws of the local religion, so what is not hunted for an agent is for Luis, who is the main threat, because he stole something from the village government, without which they do not need a girl, which is locked in the church, the key of which the beholder hid behind the lake, where someone is woken up. Turn off the game and go to sleep.

The brain has rebooted, continue. Move across the bridge until you run into a collective farmer with a pitchfork. Tear off his finger and open the door.

Ahead is a large yard with houses, near the first one a savory flock of crows grazes. If you have a blinding grenade - dance. Take the freebie and search the location, there are a lot of useful items here. In the process of collecting, you will periodically hear some kind of growl, it comes from behind the huge doors (northeast), which Leon cannot open. It's time to sit down to change. Find the double doors in front of the stairs and go through. We have no reason to go to another location yet (unless we pick up a gun from a merchant).

Immediately drive into the house and clean it. Jump down the crevice and watch the cut-scene. Again, the common sense of the Spaniards wins for a while, although it sacrifices originality - three types again pushed a hefty stone from the mountain. The same situation occurs as a few yards earlier. For reference, this boulder is easier to escape from. Switch from race walking to a canter and push your slippers to the floor. At the end of the path, you need to jump to the side. Guys 

ran away again, apparently to collect the third boulder. Meanwhile, on the horizon, what he saw resembles docks, only there are no boats and the water level let us down. But there are a lot of stretch marks and a whole delegation of official representatives of the Samopal circle. Take a fragmentation grenade under the first bridge, break the boxes in the annex, take an incendiary grenade on the bench. Find the first tree there and shoot the nest. An antique pipe will fall out of it - an elite treasure, you can pick it up only from the outside of the fence. Finish off the last enemy and get to the nearest house. There are pistol cartridges, a box and grandfather. Run to the next location, bypassing the double doors.

The matter is approaching the night, the weather is deteriorating. It would be necessary to push in order to avoid emergencies and cataclysms. Run straight all the way until you reach a ledge. We are at the lake, which was in the picture in Mendez's house, Mendez himself spoke about it in a recent document. Let's watch the video.

Found the second policeman. Collective farmers go out to sea in a motorboat, taking a corpse with them. Having thrown the unfortunate man into the water, the boys hasten to leave. A few seconds later, something huge comes out of the lake and mows under Hmayak Hakobyan, making the corpse disappear. Leon considered.

Something about wanting to swim. Follow the road back and turn left. On one of the trees you will see a nest, inside it is a golden bracelet with pearls. Visit the house on the right, then the house to the right. There is a typewriter here for those who piss, sign up. Approach the pier, here you can shoot fish again. Make sure Leon doesn't stand further than the middle of the bridge, otherwise you risk a heart attack. To collect prey, sit in the boat and row slowly. Learn how to drive and drive to the center of the lake... to fish.

Del Lago.

It pecked, so pecked. Leon was attacked by a gigantic catfish with an unknown mass in its mouth. The first attempt to devour the agent failed, but by chance, a parking hook that fell into the water caught on the tail of a catfish.

In fact, now the monster controls your boat, you just wag from side to side. As soon as Leon starts to obey, pick up a harpoon and throw it at the fish. Despite the meager visual reserve, in fact, the harpoons in the boat do not end. Grab another one and keep attacking. Avoid collisions with floating wood and the catfish itself, otherwise Leon will fall into the water, where the risk of death increases dramatically. In this case, you will have to swim to the boat, which is done by frequently pressing the action. If the speed is not high enough, you will be devoured. For the first time, getting into the boat will not be difficult, but on the fifth, you should cause an epileptic seizure in your finger. Do not abuse collisions - it is better not to throw one harpoon than to fall overboard. As soon as the catfish suddenly dives under the water, taxi out to the side, trying to take as much amplitude as possible. In the process of a fight, the boat will sometimes stop, and Leon will take a harpoon without asking - these are sure signs that the catfish has thoroughly aimed and decided to devour you with giblets. From which side it will appear, even the developer does not know, but the red arrow will show you the direction anyway. If during the approach of the catfish you do not hit it at least once, the agent will disappear somewhere, and the game will display the continuation screen. With a successful hit, the monster will dive into the water in front of the boat itself and everything will return to normal. Poke the spears at the fish in the manner described above until the cutscene follows.

Terrible Del Lago smoked and successfully went to the bottom, but another problem looms - the hook is still in his tail, the rope stretches down, its other end wrapped around Leon's leg, which is again in shock. Dead catfish pulls the whole thing under water. Melee weapons come to the rescue. Hit the rope with a knife with all your strength and do not forget to watch which button you need to click. If they fail, Jack will sink along with the boat. In any other case, the rope will be poisoned under water without tension.

Everything is over. Leon moored to the nearest shore. Under the wild pain in the chest, he got to the nearest house and lost consciousness.


Chapter 2-1.

Leon is plagued by hallucinations involving strange creatures. At the most interesting moment, he wakes up, then contacts Hannigan. Six hours of silence on the air made her worry. Leon reports what happened, and, despite his condition, is ready to continue the mission. Control passes to you.

First of all, search the room as you were taught, then read the “Anonymous Letter”. Someone is aware of our problems with the ribs. Know where the key to the church is located. You know we're looking for Ashley. And given that Anonymous was here while Leon was out, God knows what else he's up to. Guess the author of this letter. Didn't guess. However, take note of the information and go outside. In Pueblo it is raining with a thunderstorm, night has fallen, the atmosphere has become oppressive. From now on, the unknown essence of the enemies will come out, literally. Before we go further, you are invited to once again take a ride on a motor boat and visit a hidden cave where a merchant and other goodies live. Those who are strictly on course, skip the next paragraph.

If you have room in your inventory, you can again get some fish, it is only found near the bridge, but as soon as you visit the secret cave, it will disappear. Harpoons in the boat are still relevant, including against fish. Move a little away from the pier, pick up a spear and switch to the mode of the Ndipaya Indian tribe (this is in Africa). Having stocked up to the eyeballs, head north to the cave, on the horizon you should be lured by blue and white brake lights. The loading screen will inform you about the success of the mission. We are in the merchant's chamber, Leon will independently reach the bridge and get off the boat. First of all, break all the barrels and push the box on the left. Climb up the stairs to the roof. Crucify two more boxes there. In one of the barrels you will find a green stone, it can (should) be inserted into the mask. Surprise the merchant by jumping down to him through the inner stairs and borrow some rifle ammo. There is no exit through the bench, climb back. Find the only torch and shoot the spinel, you can pick up a pebble only at the bottom. Now go to the huckster and start your financial fraud. We do not need an antique pipe and a gold bracelet, a mug and a mask are still habitable. If you still have not received the Punisher at the expense of the institution, go to the menu 

shopping. One gun is better to sell, decide which one. Look into the improvements only for those who purchased the rifle. By the way, there is no need to drain the cartridges on it. That's all, you can leave. Do not rush to return to the starting point, now you have a unique opportunity to return to the old coast and leave harpoons at someone (a funny sight). If you don’t mind a ride, we strive for the bridge, on land we again rummage through the nearest houses. Another plus of the night is that boxes, barrels, nests, enemies and some items in the village have respawned and are subject to re-examination. On the way up, you will encounter a new kind of enemy. There is no time to piss, it is better to return to the boat and drive away from the shore. Turn on the Indian again and practice throwing. Collect bonuses from wet places and drive back to the house where Leon woke up.

Note: It is possible to return to the location with the boulder and the church, but it is highly discouraged.

A sign at the bridge indicates the direction to the waterfall, where, according to the anonymous author, the key is hidden. Move forward and go through the doors.

Keep running until you find a strange villager. Something vile with a blade at the ready came out of his head, while the body continues to move forward. It is necessary to eliminate the bio-threat, but be careful - the blade deals enormous damage to health, and its radius of destruction is much further than you think. Shoot exclusively at the head - damage to any other parts of the body is several times weaker. If you have a blinding grenade in your pocket, then you are in chocolate - the flash kills such an enemy instantly. Melee combat here is also a channel, but with caution, because there is a good chance to get a sickle in the balls without reaching the target. Neutralize the men and take the money.

Ahead is a river with a strong current. Climb the steps and get to the other side with jumping movements. Taxi along the ledge and find the barrel at 

fence, then cross the jamb bridge. We reached the waterfall, enjoy the beautiful view and go down the rope. Remove the sentinel on the tower, shoot the spinel in the upper left and inspect this part of the coast. Find a ledge. Even Leon will not overcome such a distance - an intermediate soil is needed. For example, the box on the right side of the chain. We will go further through this bridge, but first we will launch two more boxes in order to get over to the right bank. Break the barrel here and climb the stairs. Push on the lever. The dam blocked the flow of water and opened access to the cave. Return to the bridge. Something similar was expected - people still carry aggression in your direction and still assume that covering their heads with their hands can avoid damage from firearms. Scythes, axes, pitchforks and... a creature from the head - now you will meet them all the time. Use the shotgun to convince the group to retreat. Climb up the ladder and smash the barrel, shoot the shimmering amber ring on the wood above. Go into the cave. At the end of the path, near the aromatic candles, remove the amulet from the stove. As often happens with objects that lie poorly - 

something is bound to happen if you take them. Here and now absolutely not in a subject some passage opens. From the dialogue with Hannigan (or when examining the object), it becomes clear to the player that the amulet is the key to the church. Nishtyak, we must return, but first we will study the opened passage. Open the doors and hope that you have not disturbed any spirits of the holy collective farmers. Break the barrels at the rate, do not pay attention to the bats. Board a carefully prepared boat.

Leon drove to some basement with an adjoining shop for dark goods, the music of the safe room began to play. Search the area for goodies, you may not approach the merchant - he has nothing new, but we will talk about the license and its absence in calmer times. Sign up and go up the north stairs. Open double doors. If you haven't noticed yet, we returned to the courtyard with the houses, bypassing the lake. Famously in the village they hide objects, opening doors for thieves and preparing a boat for a successful escape. Now you can return to the location 

with a boulder and run to the lake, if you have not already done so. An interesting note - here the rain has already ended, but in the neighboring yard it is still falling. It's the same with thunder. Go to the center of the courtyard and watch the cutscene.

Something odd is going on. While some men close the gates on both sides, others play tug-of-war with someone - there is a clear inconsistency in actions. But almost immediately, the latter suffer a crushing defeat and the winner appears in the frame, clarifying the situation and plunging the player into a coma. There is definitely something wrong with the village, infa 146%. The ominous growl outside the gate makes sense. Having received freedom, the first thing the giant subtly beats the saviors and accidentally swings at Leon, who, of course, is not made with a finger, in contrast to. Since the giant is so opposed to the collective farmers, maybe he will change his mind and help us?

El Gigante.

No, it won't help. The giant does not care who is in front of him - he is generally for himself. As you can see, he has a wagon and a small cart. Among other things, he moves around the yard, moves quickly, sometimes rushing at you like a bull, has tremendous endurance, knows how to use stones and tree trunks, in a word - not the weakest Pueblo unit. In this battle, a quick turn (back + run) and reaction are simply irreplaceable. As soon as control passes to you, make a few shots and run back until you hear the giant's swing, in this short time he is most vulnerable to attack, so turn around and smack, preferably in the face. You can shoot from anything that does not affect your maneuverability, that is, a shotgun and a sniper are not an option. Do not try to hide behind the houses - such junk is not a problem for a massive bullock. Don't worry about the items inside, they won't disappear.

I bet you already forgot about the dog in the trap at the beginning of the game, but he is not about you and right now he is ready to pay tribute. Man's best friend will come to your aid and attract the giant's attention. From now on, you have a temporary carte blanche, take a TMP and slash at the enemy until you're blue in the face, just don't get in his way. The giant will not be able to kill the dog, after a while he will realize this and again begin to harass you.


Note: If you did not release the dog from the trap at the beginning of the game, nothing like this will happen.

Having received a threshold of damage, the giant will begin to suffer and kneel, releasing a huge creature from its back. Found his weak point, using the action button you can climb El Gigante on his back and cut the creature with a knife by pressing the run or action button. Leon himself will jump back at the right moment, and the giant will take its original position. You can also shoot the creature with a weapon, it is allowed to use a shotgun here. What's better? It is better to do everything together - shoot a little from the cannons (do not get carried away, otherwise the giant will get up ahead of time), then climb on his back. In this case, the efficiency goes off scale. Repeat this a couple of times and the outcome of the battle will not be long in coming. The giant will grab his head, lamenting the defeat, and fall flat on the ground.

The village's accusations of primitiveness were unfounded - the wooden gates had just opened on their own. The central castle of the courtyard, apparently. The dog is gone, there is no one to thank except himself. So let's do it - remove fifteen thousand money from the giant and take the remaining items in the location. The conflict is settled, we continue our way to the church. Exit the door.

It's amazing how a harmless geographic shift changes the weather again. It turns out that in order for a local resident to visit Gomez, you need to put on a jacket, an alcoholic T-shirt will come down to Pedro in a neighboring yard, and you can not dress at all for Kanchita (I'm talking about the weather). We overcome the bridges, search the house and go up the path. There are several aggressive dogs on the course, if you have not met them before, then a cut-scene awaits you and an immediate change of underpants, because the enemy is actually creepy, especially if he knocks you down. Get your shotgun and clean up the holy area. Insert the amulet into the door and, finally, go inside.

It is immediately clear that the church is not Christian. These same symbols are everywhere, no enemies have been seen. However, do not break the silence in the temple and do not blaspheme. In the corner, break the barrel and free the holy grenade, take the money from the bedside table for good deeds and climb the stairs in the name of saving your neighbor. The only door on the second floor is blocked, find the ledge and jump onto the chandelier. The buildup affects the range of the jump, it will not work to cheat. Wait for the chandelier to be as close as possible to the adjacent ledge and jump. Well, erysipelas. Approach the panel on the right and turn on the neon lights.

RGB
Those who are familiar with the technology of color fusion or banal logic will solve the puzzle at once. In front of you in the center is the same symbol, enclosed in a chaotically colored circle. This is the original image that the mechanism requires. To the right, to the left and below are three empty circles, each illuminated by its own beam - red, blue and green. You can rotate the stencil inside the lanterns clockwise, thereby changing the position of individual parts of the world. It is necessary to arrange each stencil in such a way that when three empty circles are merged, the original image is obtained. On the original, focus on individual pieces where color mixing is minimized.

Decision:
Red - 2, mark below.
Blue - 1, mark on the right.
Green - 3, mark on the left.

Everything is on the ointment, the bars have risen, we move to the door, having previously robbed the barrels in the corner. Tremulously open and ... screensaver.

Bingo! There is a girl sitting in the room, very similar to Ashley Graham. She thinks that another crazy collective farmer has come and, with standard calls, throws a stick at her fellow countryman. Fortunately, accuracy is not her forte, and Leon has the opportunity to clarify the situation. Ashley is conscious and ready to leave the village with the interracial Obama family guard. The object is found, it's time to call the helicopter for evacuation and finish Resident Evil 4 already. Hannigan without hesitation gives the idea "+1" and points to the place where the helicopter will land. Look at the map, read the sent manual. From now on, Ashley will follow you, she does not know how to use weapons, if she is killed or dragged to another location, you will lose. Ashley can be ordered to “stop” or “follow Leon” by pressing 4, heal, while she must be nearby in a relaxed state, forced to hide in certain places. Any 

damage from your weapon instantly kills Ashley, as in the case of the merchant.

Break the barrels and exit. After jumping off the stairs, you need to catch Ashley, because she does not know how to go down on her own. If you try to look under her skirt, she will call you a bad word and cover your shame with her hand. Well, that's great, I didn't really want to. Exit to the central hall.

We are greeted kindly by the owner of the church, the same one that was seen on the posters and flaunted near the monk with a syringe. Tasteless clothes and an unkind look, of course, do not dispose, but nevertheless it is necessary to get to know the reverend personally. Father's name is Osmand Saddler, he is the official representative of the local religion, he is also responsible for its distribution in the territory of Pueblo. In addition to excellent knowledge of English, general erudition and the gift of persuasion, Saddler is also politically savvy. The parties enter into a dialogue. It turns out that Leon and Ashley are infected with a local infection and will soon join the cult, which explains all the calmness and calmness of the opponent. Excessive self-confidence and the desire of the writers not to bother prompted him to reveal the secret plan in detail and hint to the agent that no one had let the girl go yet. Leon, on the other hand, squandered the essence of the leader from the first phrase, so any opinion of the latter is automatically sent to ignore. Ashley remains neutral and silently awaits developments. Another conflict is brewing, but the suddenly arrived guards interrupt the protracted conversation, forcing Leon and Ashley to jump out of the window.

The news is disappointing. Does the agent give the leader of Los Illuminados a bite? What happened to Louis? Will the Americans get to the helicopter? See all of this in future releases.


Chapter 2-2.

If you fundamentally do not like these phrases or loud cries, feel free to turn off the game. The rest - break the barrels and go out into the courtyard, Ashley follows you by default. Having heard about the showdown in the church between the leader of the sect, the guards and the Americans, the inhabitants of Pueblo gathered at the cemetery and are waiting with interest when the results will be announced. Return to the church and explain to the monks that it was reckless to shoot the daughter of the President of the United States with a crossbow. Avoid damage, if you have a good reaction you can shoot down the arrow in flight. Take the kill bonus and return to the street - Saddler is no longer here. We run to the gate, the hung collective farmers go on the counterattack. At this point, our blonde should give Leon a clever idea about the wagon, shoot at it and try to knock out a “Strike”. Yes, it was necessary to shoot at the wagon, not at the blonde. Visit the lodge and head for the central courtyard of the village. Don't forget to shoot nests and break crates.

In the basement, talk to the merchant. A new pistol has appeared - the Mauser (fictitious name - Red-Nine), quite convenient and powerful, you can buy it (preferably with a butt) and immediately resort to an upgrade, since it is available. The author prefers a different pistol, so keep an eye on the improvements yourself. Pump up the TMP and go further. Someone again hung kerosene lamps, and we will knock them down again, purely out of harm. Just do not hurt Ashley, as this is a very offensive and unprofessional fail. Get out into the yard and get ready for an epic fight.

Remember that now you are protecting not only yourself, but also the girl. She is very weak physically and can die from a single blow. Do not leave it in dangerous places, especially near doors/stairs where a transition is made to another location. If the enemy grabbed her and rushed to the exit, it is advisable to shoot him in the legs so as not to accidentally hit Ashley. We are nimble around the area again, we are here for the third, but for the last time, it is impossible to go to the first house or to Mendez's house. Keep your way to the farm, beware of traps. On the farm, everything is the same - finish off a few Spaniards and search the yard. If you don't want any extra worries, order Ashley to hide in the trash can (go up to him and press 2). Once the path is clear, whistle for her and she will come running to you. In the house with the typewriter, a leaflet appeared with the heading "Sera and his helpers." Against the background of not the most accurate plan of the village, Mendez is trying to deal with the current problems.

As it turned out, Louis "Aspect Number One" Cera once again escaped from his pursuers, using the knowledge of the local landscape. It is noteworthy that in the past he was also injected with an infection called Las Plagas, 

but he somehow managed to overcome the disease. What is so terrible the former cop stole from the village and how he got rid of the parasite is still not clear, but the beholder went to revise Sherlock and The X-Files, which means the truth is somewhere nearby. I wonder how long the headman will supply us with unwanted information and subsequently complain about endless failures? We move to the central house and climb onto the bridge. Run along it until you hit the stairs. Jump down, fill up the guard, search the outbuilding, go around the traps and open the doors. If Ashley is yelling something, and the yellow “no parking” icon vibrates on her status, then you forgot to catch her. Return to the stairs, again look under her skirt and disappointedly approach the door. Plant the girl and wait until the bolt is bulging.

Run forward, it makes no sense to visit the merchant (nothing new), so we move along the bridge. Suddenly, Hannigan gets in touch and reports that the pilot of the helicopter has stopped responding on the radio. Presumably

 he was hit by some local bastard. However, another transport is on the way, the task remains the same. Let's move on and watch the video.

It was naive to believe that the path to the evacuation would be uninteresting - a total ambush was on the face. The village council decided that the mind and acquired skills in the war with the agent were not enough, and the inhabitants had no choice but to take the situation in quantity. After contemplating the situation, Leon drags Ashley to the nearest house, where it turns out that Luis is actively hiding. The world is small. The unfortunate brother is still on our side, but thanks to his subtle Spanish wit, the acquaintance with Ashley was not without a thorn in his side. Having clarified to the end who is a radish and who is a trub, the guys took up combat positions, the girl hid upstairs, and the collective farmers, apparently, decided to smash everything the hell with the house and not return to the topic of all sorts of American agents, saboteurs and presidential daughters. Well, that is, to live in peace and harmony.

Home defense.

Get ready to hold the defense. While the barricades on the windows are holding back the men, collect all the items on the first floor, then start shooting back. It is recommended to move the cabinets one by one to reduce the number of enemies and temporarily protect the rear, otherwise you will first be bored in complete safety, then start a crazy defense on all fronts. Try not to hit Luis, if you exceed his damage threshold he will kill you. Protect your partner as much as possible, and he will protect you, because the team always decides. Sometimes he will throw off useful items for you, don't miss the freebie

At one point, Louis will call you to go upstairs, which means that the crowd got hold of the stairs and is breaking into the second floor. Ashley is sitting in a wardrobe, enemies cannot open it, so focus on the battle. Having risen, immediately throw off the stairs, try to throw them off constantly, otherwise you will be deprived of oxygen. Keep in mind, there will be a lot of enemies, use a more powerful gun than a pistol. If the Parasite Head concentration exceeds the norm (norm: 1 Parasite Head), throw a blinding grenade. Continue resistance and soon the collective farmers will realize that the options for confronting the agent are over and will go home disappointedly to sleep.


No time to celebrate victory. Leon decides to move on, and Luis, referring to a dubious reason, leaves the house first and leaves no chance to learn more about the former cops who got rid of Las Plagas. Heart-to-heart conversation failed again

Chapter 2-3.

Get out of the house, search the area. In the merchant's house is the file "Two Roads". Hannigan's guess was confirmed - the helicopter was shot down by Saddler's men. The traitor has not yet been identified, so the idea of ​​​​a large-scale operation against the village is the President of the United States! is skeptical, despite the fact that such a character as the daughter of the President of the United States is in the maelstrom of events!. Among other things, a global interception plan is being prepared for you. There are two paths you can take to get to the extraction point from here, each with a specific obstacle. Approach the mechanism on the south side of the courtyard and grab the lever. Turning to the left will open access to the square with a serious gang of Spaniards (by the way, the villagers here are called Ganado). Turning to the right will allow you to go to an alternative path, where you will be met by another “not the weakest unit of the village”. You can choose any path or take both. Decide.

Bella sisters


Before you have time to slam the door, they will burn you out of the blue. The cut-scene will give a short tour and point to the stairs of fate. Immediately burn the women by shooting at the barrels on the wagon, hide Ashley in the tank. Destroy the impending threat and drive over the fence. After climbing the stairs, call on Ashley. Hide it in the tank on the bridge. Jump to the center of the yard and get ready for an epic showdown with the Bella sisters.

In the village you are now in such high esteem that competitions are arranged for you. One chainsaw woman hit a hundred with another, which will cut off Leon's head first. All this is observed, and sometimes actively involved, by local passers-by and onlookers. The totalizator is working, gentlemen, place your bets. If you are not a pro, go upstairs, get a gun and start dictating your own terms of the competition. The rest will get by with a pistol, that is, modest shots to the top of the head. One of the participants in the race has the key needed to complete this location, the other has ten thousand in his pocket. Reassure everyone who somehow moves and explore the regional loopholes.

Call Ashley and catch her in the yard. Open the door on the course with the key and blow into the annex on the right. First of all, break the barricade on the window and go to the barrels, there you will find a red stone. Go back, climb into the cellar, look around and go outside. As soon as you see the garbage can, immediately dive in Ashley, otherwise she is at great risk of getting hit on the head with an ax. Get ready to repel massive ganado attacks. In this case, a shotgun, grenades and the ability to run away will come in handy ... rationally analyze the circumstances and hastily leave dangerous positions. As soon as the last reinforcements run out, take Ashley by the hand and bulge the red doors.


Note: For additional bonuses, a mask stone, or academic interest, you can return to the fork and explore the right passage.
El Gigante #2.


Yes. Here you will meet instance number two. Looks like they're stamped somewhere. The battle will go much worse than the previous one, mainly due to the presence of a defenseless girl. There are no trash cans at the location. Pay attention to the healthy stone from above and run forward. Soon, a giant will land behind you out of nowhere, and Ashley will once again throw an original thought. While the monster is showing off various chants and gestures, aim at the wood holding the boulder and calculate the time it takes for the giant to get to the right place while the stone falls. With a savory headshot, the enemy will confuse, which will give you the opportunity to release half a magazine of TMP at him. If you decide to quickly run away, then hurry to be disappointed. There are two fences in the location, each gate is entangled with three chains. They must either be quickly demolished, which takes time, or kicked six times (a very traumatic trick). Do not think that the same fences or houses will slow down the giant - he will not smell the tree. But the second headshot will come through, which you will successfully do together with the next pebble, and put another half of the TMP magazine into the nit. Don't forget to cut and shoot the parasite, protect Ashley, and just swear when the situation calls for it - everything helps, it's checked. Having thoroughly grabbed, the giant will fall right in the gameplay, without a cut-scene, so you have to dodge manually. He won't crush Ashley, don't piss. Take the winnings, search the houses or what's left of them, break the barrels, find the shimmering crap on the bucket and shoot it off - this is the last stone for the mask. The barrels above do not touch you, you do not need to shoot at them. Put the passage clean and open the door with the key.

Note: You don't have to fight the giant, to complete the location, it's enough to take the key in one of the houses and exit through the eastern doors.


Note: For additional bonuses, a mask stone, or academic interest, you can return to the fork and explore the left passage.

Open area, the wind is actively walking, no enemies are visible. We ran through almost the entire village, only one door (east) remained to be opened to the evacuation point. Study them and finally develop doubts about the primitiveness of the collective farm - everything is grown-up here, including the security system. Your eye for identification will not be suitable even if you are the most complete optimist on the planet. Will seek. Run to the nearest house and clean everything within a kilometer radius, read the file “The last defense of the village”. It seems that Leon has finally screwed everyone up with his adventures. The headman is in complete bewilderment and despair, his last order to throw all his strength on the Americans and temporarily score on Louis, confirms the impending depression. For the sake of the now fundamental victory in the war with Leon, the beholder is ready to take a direct part in it. Given the results of previous showdowns with Big Cheese, the news is not good. In any case, only the headman or a nuclear strike can open the doors we are interested in. You can visit a merchant, sell unnecessary items and buy extra spray. The only accessible way forward is the lifts to the north. Let's keep going there.

Approach the ledge, heal up, heal Ashley, pick up something quick-firing and step onto the elevator. Get ready to shoot drivers in the oncoming lane, as well as on the side of the road. Recently, you were a little spiz ... they lied - a sniper suits here better than any other weapon, but the author modestly believes that it is not advisable to spend money on a situation where the TMP does a good job, besides, the chance to shoot down an ax flying into the scoreboard from a machine gun is much greater. Ashley still has the priority of protection, however, do not substitute your snout yourself. In the meantime, pay attention to the beautiful castle ... no, not the shed on the left, but the castle. Beautiful, is not it? Well, okay. Accept respect if everything went cleanly, without a miss, damage and active actions from the enemy. Get off at the station and move to the annex, you know what to do. Find a ladder down and head into the cave. Eliminate the ambush and take the last cat's eye in the chest. We return to the stairs and go down to the level below. Pick up ammo on the boxes on the way, if you wish, talk to the merchant and sign up. We continue our right path, open the double doors.

Evil bitch! Trees, silence, trees, fog, trees and just one big building. Run up to the last one and watch the cutscene.

Leon sensed something was wrong and sent Ashley to the trench. A suspiciously quiet place really hides horror, which in a couple of moments will tiptoe behind the agent. Dioptvayumat! Bitores Mendez once again takes Leon to the choke and shows a brief preview of future events. Having tied the metal handles of the doors with a bow, the beholder finally convinces the saboteur of the seriousness of his intentions and the choice of the method of conducting a real dialogue. Prepare to dodge as soon as Mendez approaches Leon for the second time. The agent is not lost and defiantly disorients the old man by releasing a kosher phrase immediately after professional manipulation, but the interaction of the village security chief with gasoline and a bullet does not bring the desired results. The newfangled cloak took all the damage, the death of which caused an extensive mutation of the headman and turned the principal retribution into a modest insult for damage to branded items. Leon backs away slowly, categorically not knowing what to do next.

Bitores Mendez.

At least everything is fair, one on one. The battle takes place in a two-story barn, do not try to look for a way out - a mixture of centipede, spider and Freddy Krueger will interfere with the tour. It is advisable to immediately go up and shoot from there, because in the current place your chances of survival are significantly reduced. Stand on one side of the barn and shoot Mendez in the spine until the old man swings his stumps at you (you will hear a corresponding swing, then a roar). At this point, quickly run across to the other side and continue with the pattern. Don't use the rest of the barrels yet. In free seconds, you can collect various items if they are not enough, otherwise it is recommended not to be distracted - you can collect them later. Weapon. Anything but a sniper rifle will do. Preferably TMP, undesirable shotgun. Repeat the exercise several times and try not to get hit - the beholder's blows are very painful


Sooner or later, under a barrage of fire, Mendez's legs will be torn off, no matter where you shoot him. Do not rush to rejoice - the battle is getting worse. The enemy now jumps all over the location, using beams, and from time to time relishly weighs Leon. The reaction and the shotgun (in close combat) are actively working here. By the way, wherever you are before, after the cut-scene you will find yourself on the first floor. It is recommended to stay there and, according to the situation, run across to the opposite side. If a friend flew too far and played the monkey, shoot him at the tentacles. As soon as he approaches you, use the shotgun. Keep in mind that Mendez can easily dodge and immediately attack you. Calculate the moment when the enemy will be next to the barrels and disorient him again. It’s not fun for him to wallow for a long time, so don’t hesitate. After active maneuvers and spending ammunition for its intended purpose, you will be rewarded.

Mendez became ill, coughed up blood and passed out. Ready. Take thirty tons and a false eye. A hole has formed in the wall of the barn, clean the building and exit. Ashley was worried about Leon, but he boorishly ignores the question. Now we have an eye for identification, back to the lifts. This time you will immediately find yourself on the opposite side. Run to the gate and use the eye.

We are a few meters from the proposed evacuation point, the camera shows a neighboring building, guys with burning clubs are standing in front. On the right, take the ammo for the pistol and move along the path. A random collective farmer starts a truck and with his stupidity adds to the list of unjustified losses from the village. His driving skills are so-so. You need to kill the carrier before the car rolls the Americans under the asphalt. If everything went well, the rattletrap will fall on its side, take the money near it. Run ahead for bonuses, at some point a crowd of angry men will start chasing you from the previous location. You can ignore them or kill them, it's up to you. Break the two barrels on the left and move towards the turn. Wave your hand to the friendly village of Pueblo. Hannigan, helicopter, Obama. Hooray, you beat the game!!!

OK OK. It is clear from the scroll wheel that the helicopter will not fly.

Gando... Ganado organized a mass persecution, everyone has stern and concentrated faces - it looks like they intend to kill you. Leon immediately urges Ashley to cross to the other side of the bridge. The couple prudently raises the bridge in front of the very nose of the inhabitants. The Americans ran inside. The collective farm's last chance to attack the agent failed, as did the long-awaited evacuation. Around one file.

The village is completed.





Part 2: Castle

Chapter 3-1 E beat close to tuoni-yirz-old-moran.

The inhabitants of Pueblo have regretted the kidnapping of the American five times already. To recover and restore its former balance after the various presences of Leon, the village needs about ten years. Now it does not concern us, for you have crossed the point of no return. What to do next, we don't know yet. Run forward and swindle the location, don't climb up yet. In the house, take the weed and chat with the merchant, who somewhere notably merchandise. Sell ​​rubies, hair clips, mugs and everything. Go to the shopping section. Now available: a diplomat that increases inventory space to 96 slots, a treasure map of the castle (you don't need it), a Blacktail pistol (author's choice), a powerful Butterfly revolver, a light gun, a semi-automatic rifle, a grenade launcher, optical sights for a rifle and a grenade launcher. Be sure to buy a diplomat, replace a gun, buy a sniper - it will come in handy, and the sight is not practical at all. If you have a Mauser in your hands, you do not need to change the pistol. The grenade launcher is bought solely for the purpose of generating lulz, in the passage it does not pay for itself. It is advisable not to take the butterfly, later we will take a free copy, and until that time the game runs like hell without it. Before buying weapons, sell everything you want to replace. We are heading to the improvements section, here you can roam in full. If you passed the village of Chodko in a boyish way, you should have hundreds of thousands left in your pocket.

Since we are now cooler than Dolph Lundgren himself, we boldly climb the stairs and go to the next location. Don't forget Ashley in a fit of joy. As you already understood, we are in the “same” castle, suspiciously reminiscent of the atmosphere of past centuries. In the distance, ominous voices can be heard. Take a rifle bike and blow towards the violators, do not squeal. Soon the flight of the camera will determine the duration of the location. Ahead on the ledge, you can see a black-robed type - this is a valiant cult unit. Almost immediately, a second fighter will appear on the left. Test the sniper gun by shutting up these balabols along the way. In case of a miss, they will burn you and go down to the showdown.

Note: If you hit the sectarian in the knee and go into close combat, instead of a kick, a suplex will follow (throw through yourself). You could have done this while still in church if you visited after jumping out the window. The suplex kills the infected without the possibility of being revived by the parasite.

Note: The parasites that crawl out of the cultists are fundamentally different from the parasite of the inhabitants of the Pueblo.

The first type is a spider-like creature that pours acid on you on impact. If the host is killed, the parasite will break free and attack separately. For the final massacre, two shots from a pistol are enough.

The second type is much more dangerous. The obese creature can only attack at close range, and if successful, you will instantly die. Kill him immediately after the discovery and in any case do not come close.

Run further and go up the stairs. A man in a red robe with threatening screams is responsible for the serviceability of the catapult and the frequency of shots with burning stones. This situation can cause difficulties, firstly, because there are three such daredevils, and secondly, Ashley can delay at any moment, which is tantamount to defeat. Try to keep the girl close to you and, after a pause, quickly run to the first turn. Drive up the stairs to a small room with a cannon, pick up the barrels and exit back. Quickly move through the alley, fill up the fighter and go upstairs. Equip a sniper and put things in order in the area, Ashley do not stick out. You can shoot at the barrels, the boys will smoke anyway. The gate on the left is locked tightly, but we need to get to the other side. Be careful, after a while two passers-by will appear behind, who can carry Ashley away or bring her under fire. Once everything is clear, call the girl and move to the stone gazebo, where there will be a bad dude with a scythe who will call you some bad word, for example, “Matano!”. Don't let him throw a scythe at you - it can easily blow the character's head off. Eliminate the threat and search the area. In the corner 

There is a gold bracelet in the chest. We need to break the gate, somewhere here was a working cannon. Run to the ledge with a hole and find the handle to lift the cannon up. Start turning the barrel organ, then go to the unit and take down the gate with a cannonball. We run through a new passage, a merchant is standing at the next door. He has with him in the package ... an improvement in power for a light gun, we are acquiring. Before you enter the room, shoot the spinel on the torch.

Hannigan is finally on Skype. Leon reports the current location and, as the only insider, breaks off the scouts' theory about the population of Los Illuminados adherents within the village. Hannigan tries to convey official instructions to the agent, but at the last moment the connection goes offline.

We are inside: everything is very beautiful, aesthetically pleasing and finally pissed. Grab the ammo on the table and the gold from the cabinet, climb the stairs and prepare for the worst. Right now 

the level of your skills in Resident Evil 4 will appear. On the second floor there are several nerds with flails. As soon as you start atrocities, a few more nerds will show up from the street, followed by a few more, then two more. The most important nerd will stand in the first place at the door until he sees you or gets you in the stomach. Sooner or later, a dangerous parasite will come out of it, be careful. The space is quite limited, and botanists move very quickly. Again, if you are not a pro, get a powerful argument, use a grenade. Clear the location in every sense and pay attention to the swords that are in the plates of the second and first floors. The task is simple - you just need to swap them. If everything is on topic, an exit from the room will materialize on the second floor. Let's run-run. We are on the street again, step forward and watch the video.

It turns out that Luis was following us all this time, it is especially interesting how he overcame the raised bridge. However, for some reason he is aware that we are infected with Las Plagas and wants to help. Leaky pockets did not allow the guy to bring the medicine to the Americans, so Luis hurries to take a walk back

, and at the same time buy new pants from the merchant. Dialogue failed again...

Too bad Ashley stayed with us. Look around, on the right are the doors to the central hall of the castle, for the normal and hard difficulty levels they are closed. Adherents of the complexity of Easy quietly ignore the next paragraph.

We need to get the key, break through the door on the course. Give the first person you meet to the tower and keep the course to the right. Lure the rest of the cultists out of the annex and shoot the barrel. Pick up everything that is bad and move on. It is advisable to remove the sentinel with a crossbow. Two people with shields and flails will be waiting for you around the corner, be careful. It's time to test a new shotgun - the first shot will break the shield, the second will knock the kid down, and then according to the situation. Go into the room, do not touch the barrel on the left. Open the chest on the far shelf, as soon as you take the key, several mugs will instantly break into the room and run past the barrel very quickly. Don't let them escape punishment and knock them all out at once. Parasites are best brought down from a sniper rifle. Take the rest of the items and return to the fork. Open the door with the key and...

…go inside. The surroundings are impressive. While in the location, you will periodically hear jerky chuckles. Go to the stairs and see the author.

A desperately neighing youngster appears on the horizon in the attire of Napoleon and is accompanied by two unknown personalities. This is the eighth looking after the castle, Ramon Salazar, who also watches Pueblo-news and is aware of your ins and outs, which tirelessly rises up (there was no equivalent word with the right emotional coloring in the literature, sorry). Recalling that “we will all die sooner or later,” the goldfinch effectively retires, leaving the couple in thought. Unfortunately, he didn't make the impression of a positive character.

We met the owners, climb higher and inspect the wall above the arch. Take the purple stone. The passage we were aiming for successfully closed and forced us to cut the biggest circle in the game. Break the vases for this and go to the plate. It lacks the right piece, it must be found. To the author too 

the causal relationship between sticking granite and raising the slab has not been clear since the time of the emblem for the church, but the game is a game. Save and look at the map. Yes, our journey will be long, at least until Hannigan switches ISP/pays for internet and finds a suitable place to evacuate. The door on the left is closed from the inside, logic says that we are on the right.

A very positive room with pleasant lighting, which cannot be said about the lower level. The stove on the left does not give in, take everything you can carry, knock down the painting with the image of Saddler and take the hidden money. Don't shoot the lamp. Steer strictly on the course and read the ad on the wall.

Luis got the Spaniards a sample of contagion, which is why everyone persists in catching him, despite the growing paranoia. Anonymous claims that someone else is involved in the case, and maybe even an entire organization. Anyway, as long as Louis 

>successfully dives from the pursuers, we have a small head start. Go into the room with fire-breathing stone horses (!). Of course, you will not pass through the fire - it damages you, but you will not be able to die from it. By tradition, it must be turned off. Pay attention to the large picture in the wall on the left, you can see the key to the prison on it - they don’t hide it too much. Take away and blow to the stove near the door to the hall. Brake at the windows and fire off the shotgun shells on the lower level beam. Get in jail. If you are a real pro this time, take Ashley with you, the rest are forbidden - the girl must stay in the current room. Paying attention to the bells in different corners, approach the cage and be horrified. Inside, a certain fighter is chained with chains, whose eyes are sloppily sewn up. Knock out the gate and move to the switch.

It is clear why the key was not hidden - a knowledgeable person will never take it, and a stranger will not put it back. Your opponent is called Garrador, he doesn't see shit, but he hears perfectly. Almost "Liquor", only attacks and moves to 

several times faster. When attacking, huge blades appear in his hands, with which he does not hesitate to swing in the most unexpected directions. Ashley (as she follows you) will be a disastrous distraction unless you leave her on the stairs. Once Rassomaha is free, step back and freeze. From now on, move only on foot if you do not want potential damage to come running towards you. If a fighter immediately rushed at you, move your legs and stop before he stops freaking out, otherwise the situation will repeat itself. The English version of the fight will not work - the slab at the top will fall as soon as you think about escaping. Shots in the body and, moreover, in the head of the enemy cannot be killed - by these actions you will only inflict unnecessary damage on yourself. What to do? How to be? It's simple: a parasite with a strong allergy to lead sleeps carelessly on his back. The only problem with the battle is getting behind Garrador. The environment comes to the rescue. Fire one shot at the bell and wait for the enemy to hit the wall. Arm yourself with what deals the most damage in one shot, i.e. a sniper rifle (butterfly, if all 

bought it). Punch the parasite and watch Garrador convulse. His recovery process always ends with his back to the player, which means you can take another shot, and so on in a chain. The main thing is to get in line. If you miss your chance, run as fast as you can from your starting point. As soon as everyone calms down, shoot another bell and repeat the procedure. Garrador falls usually with 4-5 sniper shots. By the way, you can put it down without touching the bells at all.

Take fifteen thousand money and row to the ill-fated switch, cut off the oxygen for the horses and open the door. Go upstairs, several skinheads have come to the corridor, apparently there was an alarm in the picture with Saddler. One of the attackers will point his finger at you and ask you to return your personal savings. Our needs are more important - it is necessary to explain to the representatives of the satanic cult that this is an axiom, despite the pitiful eyes of the owner. Throw a lamp on it. Crossbowmen and dynamite gunners are waiting for you around the corner. Having bought everyone from the heart, go to the next location.

Huge deathtid hall. Here you are driven to the full program - the guys opposite are only part of an organized unit. There is no time to enjoy the beauty and kick vases, look for cover from crossbowmen (if there are any), knock over a few fighters in the process, and blow to the opposite end of the hall (one level lower), there the battle will be less painful. Fly into the central door and hold the defense. Be vigilant - there is a hole in the ceiling of the room, from which occult reinforcements pour from time to time. They are most often interested in Ashley, keep an eye on her. Breaking Gothic shields with a pistol is problematic, but you can shoot a fighter in the shin and kick him - in this case, he will not be able to hold the shield. The central red nerd will have to be finished well, you will heat it up by almost five tons. Once the situation is back to normal, continue your naturalist journey. We need to get to the highest level, for this we need to lower the stairs in the center of the hall. Looking around the current room, you will notice two yellow squares on the floor. These are buttons. Yes, the architect's imagination is bad. Put Ashley on one square, stand on the other. 

A lever will come out from under the floors in the center of the hall, a promising “Matano!” will be heard somewhere nearby, which will slow down the operation somewhat. Switch to bodyguard mode again and give a technical fight, actively use the doors, do not forget about the hole in the ceiling. Watch out for crossbowmen on the balconies in the hall. Search the area and break all the vases, then blow towards the lever.

Note: In this case, the game will ask you who should deal with this problem. Ashley spins slower, but you have the ability to repel enemy attacks. Leon spins faster (of course, it's up to you), but you are left unprotected. What to do now and in future cases - decide depending on the situation.

As soon as the ladder descends, immediately take control of the situation. Under no circumstances let the fanatics throw a scythe in your direction, otherwise it will be very bad. Rise upward. The first branches to the left/right lead to the balconies where the crossbowmen stood. There you will find money and spray. Our goal is the doors on the opposite side from the entrance, you do not know this yet, but water is preventing us. Americans disdain to swim in such an environment, so the blonde again throws up a clever idea - once again, Leon can get up and get out of here.

There are two handles on the hills, they raise two plates in the water respectively. The initiative fucks the initiator, so the daughters of the presidents will go into battle, especially since Leon cannot physically get to the mechanisms, and to be completely honest, he has no desire. Go to any of the walls where the picture is drawn and give Ashley a lift. Get ready for a desperate resistance. Fanatics are advancing on all fronts: they will permanently carry away the girl, and relish beat you with tassels in the face. Remind everyone who is the main character in the game. As a reminder, top fighters are better off using a rifle. 

If Ashley is tied up and the nerd carrying her “suddenly” stumbles, she will return to the nearest crunk and continue to rotate, unlike ordinary situations where the blonde stupidly sits next to the enemy and waits for punishment. After lifting the first slab, Ashley will run across the bridge to the next handle, watch her trajectory. At the end of the work, she will approach the nearest ledge. Catch her and move to a new path, it is advisable to eliminate all the men before leaving. Climb up to the double doors.

We successfully made it to the safe room. A small hall, two sculptures with frontal symmetry, hanging upside down, one of them has a spinel hidden in the eye. Search the room for buns and go to the merchant, do not run into the corridor. Sell ​​what you don't need, upgrade guns. To the left of the merchant there is a door with a picture of antique pistols.

Ignore the car. Run along the corridor and watch the cutscene.

Ashley started spitting up blood, at least in front of us. Leon's logical question was followed by an unhealthy reaction. A clear example of how a harmless quirk turns into a real problem, so never stick your nose into the dubious affairs of others. Leon was almost cut to pieces, and Ashley fell into one of the castle administrator's traps. Having lost a girlfriend out of the blue, the agent assures the walls that the hour is near when evil will fall, and the girls will be able to safely go to university. Maybe not exactly, but something like that.


Chapter 3-2. .

Formally, the situation with the theft of Ashley is bad, in fact - thank God. Just in time, Hannigan gets in touch and starts the usual video broadcast, where the accumulated experience of communicating with Hannigan tells Leon that this is not Hannigan. The agent is shocked again. In an unflattering dialogue reminiscent of the opening speech of "Master P - Make Em Say Ugh", it is revealed that Ramon Salazar somehow muted the President's frequency by diverting all incoming calls to the Australian Embassy of Nigeria, and unleashed terrible assassins so that no one didn't take Ashley before the Great Ones. After exchanging mutual insults, the guys decided to interrupt the conversation so as not to go to the mat.

Management passes to us. If you did not save the game in an intermediate window, use the typewriter. Ashley has been teleported behind a wall and needs to find her way to the final room. Go through the door on the right, beat the barrels and go down into the sewers.

It smells ominous, move forward. After a couple of steps you 

hear a set of sounds. There's nothing to be ashamed of in a diaper change soon, it really is one of the creepiest moments in the game. Hold the gun tightly in your hands. If you don’t have it, it will turn out like in that joke - the men went to the bear with their bare hands, returned either without hands or as judoists. Slowly go around the corner and look at the end of the corridor. If you aim the sniper at the steam that at first glance comes out of nowhere, you can see the outlines of the Salazar mob. This is Novistador. Taxi while to the left, into the hole and credit the box in the corner. Return to the starting point and shoot the monster from afar. Critical damage and own attacks make Novistadors out of invisibility, use this knowledge in the future. As soon as the ominous music starts, consider that you have been burned. Look under your feet, listen to the sounds, because they can attack you, as the Predator attacked Schwarzenegger's corefans in the famous film. Kill the first monster, take the eye and go around the corner. There is a ledge behind the railing, two more predators are standing below, attack them from an ambush from the elephant hutch and get down. Anything that sparkles is subject to confiscation. Get in and go through the door. open area with 

holey ceiling in the middle. Grab the shotgun even tighter and move forward.

Note: Novistador's attacks can also be repelled with hand-to-hand combat. As soon as the enemy tries to hit you, the action button will appear at the bottom of the screen, if you have time to press it, the monster will get a boot on the head and fly off to the side.

Not to say that it will be easy, but drop everyone in the area and examine the cells one by one, in one of them you will find a “note from Luis”. At leisure, he actively studies parasites, it's interesting ... At the end of the location there is another passage, but the level is flooded with water, you need to drain it using the switches on the left. We move east through the passage near the first chamber. Through the pogrom we get to the valve and lower the water. We rob the location and leave. On the way back, an ambush awaits us. Defeat all the reptiles, collect colorful eyes and go to the gate. Climb up the stairs and open the door. The sewer is out. Axes are swinging around the corner,

what will happen if you are touched, I think it is not necessary to explain. Focus on the stripes on the tile and run to the next point while the ax is aside, get to the door, climb the stairs, smash everything there and go to the next location.

That's luck. We found a bunch of monks in the midst of prayer, they are a level below. Quickly go a little to the right to the ledge, and while the boys have not smelled, give them a sign from above, after tying it to a fragmentation grenade. Try to kill everyone - everyone has a spinel in their pocket. The leader of the gang will try to escape, but a stove will appear in front of his nose, which will contribute to a serious one-on-one male conversation. Hit him in the head, kill the parasite, and take the sect's signature pendant. Who didn’t realize a bit - we returned to the location where we lost Ashley. Climb up, go to the ledge opposite the chandelier and jump to the opposite side. On the left there are two vases, on the right behind the grate there is a huckster - it looks like it was closed for the duration of the ritual. Find another ledge with a chandelier and jump back. Muddle the mask in the chest on the left and pull the lever 

all the way to the right. The bars have risen, you can run to the merchant. Go to the “treasures” section, Novistador eyes are perfectly inserted into the lamp with butterflies from the sewers. There are three recesses, all eyes should be a different color. Collect the kit and push the merchant along with the rest of the sparkles, except for the remaining eyes and purple stone. Go through the red door.

The music began to play, the nerds are mumbling somewhere. Cling the grass and climb the stairs to a cozy room. Take the leaf on the table. The heartbreaking history of the castle is intertwined with idiocy, now we know that Las Plagas did not appear out of thin air, it was dug up. We take cartridges on a chair and leave. Immediately they poke a finger at Leon - apparently, a notable raid. So it is, the main monk, as usual, has a key around his neck, as usual it needs to be taken away. Now I have to run a lot. To begin with, neutralize all the threat in the location, then go after the leader, who is actively extinguished. In the end, he will sit down at the machine gun in the center of the hall and will terrorize you. 

During the cooldown, get as close to him as you can and start running around the square while the volley of fire goes off. As soon as you hear silence, turn around sharply and shoot the fighter in the rear with something like that. Repeat this exercise several times and take the key to the gallery.

Note: You can kill the head monk during his wanderings around the location. If he stops in your field of vision, aim your sniper rifle as quickly and accurately as possible and shoot him in the body. Continue to stun him with shots and soon the monk will fall. If you miss, he immediately hurries away.

The key opens the western door, we burst there, having previously put the hall clean. A room with paintings, a lantern shines on some kind of remote control. Beat the cans, shoot off the eye of the deer and go to the panel of the fifteenth century.

Pictures.
Before us are four canvases with images of a different number of people, on both sides. The hint tells us about six victims and an open passage. Certain paintings can be unfolded with four knife switches. The first switch is responsible for the first two pictures, the second - for the first three, the third - for everything except the first, the fourth - for the last two. If you played Resident Evil 3 and solved the riddle at the gas station, then you will understand the principle instantly. So, we twist the pictures so that the total number of people on them does not exceed six people. Once the job is done, push the trigger and watch the wall move.

Solution!: Expand the two central paintings - 1, 4, 2, 3. | 4, 1, 2, 3. | 1, 4, 3, 2. | 4, 1, 3, 2.

Go through the door and watch the cutscene.

Salazar reappears on the horizon with his bodyguards. He deftly notes that Leon is not welcome here and it would be nice if he successfully got lost right now. In response, the agent modestly calls Ramon an old man. In order to justify himself, the offended caretaker of the castle gives out his true age, and thereby inflates even more lulz on himself. The guys still do not understand each other and can hardly restrain themselves from swearing. In advance of the potential voicing of phrases like “you filthy shkolot”, “get back to your pendostan” and “shit yourself”, Salazar gives the order to the suddenly appeared thugs to shut up the American slurping.

The boys surround. Break through the door on the right and climb up - hence the better view and position. Start shooting stupid cattle, beware of flights of any collective farm equipment. As the combat units are destroyed, from the columns 

crossbowmen will come out. From the western wall, two with rocket launchers appear from time to time - use their attacks against enemies, run perpendicular to the projectiles. Fill up everyone in the area and press the button near the white door (west). Then go south and extend the bridge. Now be careful - there are monks with rocket launchers behind the door, they will shoot only once, try not to live up to their expectations. Go to the opposite side, go to the center and take the goat plate from the chest. This is the first piece of our tile to be inserted in the main hall. A start. Get to the white doors.

Finally, a ventilated room - a long corridor with large windows. Write down the current progress and run to the room with two doors, one of them is closed from the inside, it is impossible to knock it out with your foot. Taxi to the left into the corridor, you can not touch the raven on the windows - nothing will fall out of them. Shoot off the spinel from above and keep going. Awesome balcony. When you see the fountain, stop and set fire to the birds. Now look up. How is it you don't have blinding 

grenades? Then you can shoot each individual manually and make sure that the corpse falls no lower than the level of the balcony. Crows are constantly circling over your head, stepping aside and calmly shooting will not work. Rob the fountain and break into the door on the right. She does not give in, someone is needed who will climb through the window and bulge the lock. It is highly desirable to enter this room, there are a lot of different goodies and freebies. It's in the future, now blow to the left, break the barrels and go through the double doors.

We are in the garden, good camera work will tell us about this. Go down the stairs and move to the door with a recess for the symbol. Players at an easy level can safely enter the location and skip the next two paragraphs, the rest need to find the emblem in the garden.

On the way down, we get a call back from the castle watchman, who still doesn't want to be added as a friend. The conversation, according to tradition, begins with mutual insults and threats. According to the shkolota, some kind of horrors live in the garden, so Leon will never come out of there, at least not all of them. Ramon is currently catching a couple of rats and is too busy to continue the market. The agent thought...

Get down to the garden. As soon as you knock out the patterned gates, the author will not help you in navigation. Only one advice - go all the time to the left so as not to miss anything. Do not piss when you hear growls, equip your shotgun and militantly continue the tour. You need to pick up two parts of the emblem: the left half is from the stone statue in the northeast, the right half is from the statue in the center, one level higher. In the southwest in the chest you should find a red stone, it does not fall into the trajectory indicated above - look more carefully. Once everything is explored, return to the original door, connect the parts, insert the emblem and enter.

A female sneaks up behind Leon and tries to scare him by poking a gun in the back. A few words about patriarchy and a professional slow motion brawl begins with the participation of legs, arms, a gun and a knife. The agent emerges victorious and pathetically throws the opponent's cannon aside. The girl takes off her glasses and ... and ... and ... in the frame of Ada Wong from Resident Evil 2, she really survived after the T-103 hit and left the laboratory before the explosion. Leon asks her about work, personal life and, as usual, does not receive answers. A moment later, the spy goggles trigger flash grenade mode, and Ada runs away, taking her unloaded gun with her.


Chapter 3-3.

Aida left as suddenly as she appeared, it is impossible to catch up with her. We are in a rather pleasant room. Search it, shoot the spinel above the bed, pick up the mirror in one of the chests of drawers and chat with the merchant. Sell ​​and upgrade everything you need, then take the “Traitor” file from the table. The first details, or rather guesses of some idiot, about Aida's participation in the current operation. Why she is a traitor if she has never worked for the local chairmanship is not clear. Probably, as always, the localizer is to blame for everything. However, Saddler's men started hunting her as well. Get out, find the car and save. Open the next door.

Beautiful corridor and chucky music. We run forward and to the left, a good clearing is being prepared along the course, but it is not to our liking, so we rake up objects in the area and read the inscriptions about food on the tiles. The one at the grate tells us about the broken bottle and alcoholism as a problem in general. Drive right to the shooting range, press the button. The painting depicts a still life, which includes a bottle, it needs to be broken. As soon as the job is done, the grate on the left will bulge.

Immediately pick up the TMP, fully recharge it and go to the center of the opened room. Roundup! They dropped a grated box on top of us, and pushed a Garrador from above, who will no doubt turn Leon into mincemeat if he does not leave the trap. Pay attention to the gates on both sides of this box. Each gate is closed with a USSR lock, which often cannot be broken even by Japanese technology. Aim at the castle with a machine gun and hammer until it falls. Immediately knock out the grate and bring down to hell, along the way shooting annoying rednecks. Pull Garrador into the hall and stock up with elephant wallpaper. Finish off the arrived nerds in the room and visit the corridor with a still life, in the corner is a pack of magnum bullets. Take the flashlight in the chest of drawers, the hourglass in the chest and go through the next door.

Run to the ledge - a bunch of boys are muttering below, say hello. The door on the left is closed from the inside. Shoot the remaining fans some vital limbs and jump down. Behind the bars, multiple clusters of objects and one monk with a shield - 

disregard, turn the lever to the right and climb back. Kill two on the right and three on the left, actively use the lamp on the bridge. Walk along it and taxi to the left, beware of the crossbowman in the window. Neutralize the threat and pull up to the center. Break the glass and quickly fill your pockets with freebies - we'll figure it out at home. The game gave you a rocket launcher with one charge, keep it for a rainy day, because this miracle easily deals even with bosses. Return to the bridge and open the door straight ahead. Find a merchant and grind with him for life. A very large diplomat has appeared in the catalog, increasing the space in the inventory from 96 to 120 slots. We take without looking. You don't need to save here, go further to the location where Ashley teleported in the corridor. Screensaver.

Louis is chasing us. The comrade joyfully shines with antibiotics against Las Plagas, but suddenly someone's claw pierces him. Osmand Saddler stands modestly at the door and actively considers Leon and all his friends a dull shit, completely sharing the point of view of Salazar, who, according to the priest, will soon hit the agent on the head. The cult leader deftly rolls a sample of the parasite, throws Luis to the floor and quickly moves away from the enraged Leon, motivating his act with a too pathetic set of physical and mental skills of the enemy and his complete unworthiness to fight the Great Ones. Leon tries to help Louis, but feeling that the end is near, he brushes it off in every possible way and explains to the comrade some points about his past, antibiotics and sample, and also wishes the enemies a speedy funeral. After Louis's death, the dashing agent vows to bring his retribution to every room of the building and buy Saddler a wooden mac.


Chapter 3-4.

Louis was Saddler's mercenary, but after finding out the true intentions of the old man, he went over to the side of the truth, taking with him a piece of Las Plagas. Now our comrade is dead, Eida is sculpting her Easter cakes - you can only rely on yourself. Contrary to forecasts, Ashley has not yet been taken away by any of the Great Ones, she is chained with three iron rods. You can climb over them in no time, but the daughter of the President of the United States! chooses whining and screaming. You will not open any door in the area, collect all the items of the location and go to the central ledge. It is necessary to shoot all three plates in order to free Ashley. Be very careful - one accidental hit in the girl and the continuation screen will not keep you waiting. Arm yourself with a rifle if you like and start shooting.

The splash screen will tell you that Ashley is free. She will also report that Ashley sucks ironically, for which she is attacked by fanatics.

You can’t jump down, and you don’t want to, in principle. We continue shooting, but now we rush into black caps. Try to keep Ashley as far away from the doors as possible and watch out for reinforcements. During the break, the girl will try to break into one of the doors, but it will be locked with a key. According to an established tradition, he is at the reddest nerd. Once you kill everyone, Ashley will take the key and go through the door.

We play Ashley. Yes, yes, I understand. She does not know how to attack, but she moves quickly. Collect everything you find - eventually we will give almost all the items to Leon. Ashley is located in the eastern part of the castle, we need to go to the previous location, but to the second floor, to Leon. There is a lone fighter ahead, running away from him is not a problem - there are a lot of all sorts of tables-tunnels in the room through which you can crawl. If you do get grabbed, break away as you would a normal grip. If Ashley's health runs out, she will pass out right in the arms of a nerd, and you will lose. In addition to all sorts of sticks, you can use the lamps as an incendiary grenade. Ashley takes the lamp and immediately throws it at the location of the nearest mob. While he is in shock, you will have time to run away about fifteen times. We overcome the first compartment by protruding the gate with the help of a handle or crawling through a hole on the right side. It is recommended to choose the second one so that the previous person does not interfere. In the next compartment, it is recommended to burn the botanist with three lamps. There are two handles, since the passage is closed to the vertical and horizontal gratings, both must be removed. Grab yourself comfortably and rotational movements begin. 

Run along the corridor and turn left, open the door.

It doesn't matter why the blonde picked up a flashlight, it matters where she pulled it from. We have a passage with three bars. Immediately move the chest of drawers to the right and press the button. The last grate went up. Crawl under the table by the door and press the next button in the corner. One grate went up, the other went down. Take the stone tablet in the fireplace and press the button on the left. The grill on the right bulged out. Hook the grass on the table on the right, blow again to the button behind the chest of drawers and click again. The current alignment suits us more than, we are bursting into the open spaces. In the closet we hammer in a pack of green ones, on the nightstand on the right turquoise and open the door. That's why the blonde picked up a flashlight, but the second part of the question is still relevant. The ominous music started, which means there is some kind of yepalightung ahead. We run along the passage past the statues and get to the dark room. The next door is closed, and in the center there is a certain bedside table. We approach and poke at her.

Mosaic.
The most difficult puzzle in Resident Evil 4. Only your ability to think, or stupid random clicking, will save you. Using a free slot, you need to logically arrange the pieces of the picture in order to see a single symbol. A sample of the symbol is painted on the door. The ninth slot should remain empty - we recently ripped off this part of the mosaic from the fireplace and will insert it into the table when the main one is ready. Good luck.

As soon as your record falls into place, the door will fly upstairs. Go into the room and turn on the detector. Sweep the bracelet in the chest, the spinel in the chest of drawers and the symbol of the Salazarov family near the relief. The fence of the latter will deploy the wall, lower the door into place and open access to the blue chest, where the second part of the engraved tile from the hall with the image of a snake lies. Before taking it, plan a safe escape from the locations, taking into account the presence of four (on 

easy level - 1) animated statues with axes. Troll the rusty ones around the table and activate the pre-configured s * bator (again, I did not find the equivalent, sorry). Ashley got into Silent Hill - it is not known who appears, it is not known how she disappears. Along the corridor you will meet a static fighter, he is guaranteed to swing his ax - you need to dodge in time. After it crumbles, run further until you meet another statue. Break off evil in the same way and bring down into the room with bars. If you have already been caught up, close the passage and take a breath. Return to the first corridor, dodge the statue in front of the door. Move straight ahead and enter the civilian room.

Find pistol cartridges, turquoise and spinel, pick up “Salazar's Servant's Note” on the nightstand. Shkolota seems to be too naive and very easy to make contact, especially in matters of digging up parasitic generally dangerous creatures. The shkolota's servant, unlike the shkolota herself, blew away all the seriousness, scale and idiocy of Lord Saddler's ideas, but, unfortunately, it was too late. He repents and 

clarifies some features of the parasite - if Las Plagas becomes an adult, any American agents and daughters of presidents are subject to inevitable liquidation, without the right to treatment, even with medical insurance. Until depression sets in, go to the lever in the center and insert the Salazar symbol into the recess, spin the drum. The earned points were enough for you only for the stairs, go up, pick up the money on the right and start the tour along the corridor. Open the door.

Ashley is very happy to see Leon, who has been standing and smoking all this time, as if paying tribute to the behavior of the object in the hallway. Apologies and hugs lead the relationship to the starting point, the evacuation continues.


Chapter 4-1.

Ashley will immediately give you the collected items, put them in your inventory - you can not pick them up later. Close your inventory and look at your PDA - “MegaRamon-S1984 is online”…

Seizing every opportunity to spoil the agent's mood, Salazar immediately goes on Skype and voices a few kawaii phrases with a serious claim to the Padyo of the Year cup. Leon openly positions the shkolota as an ordinary snotty religious nerd, so he answers quite calmly. A short discussion ends with a mutual measurement of peeps using all sorts of different metaphors.

Before we head further into the castle, we will return to the balcony for a bunch of freebies, and at the same time visit a previously unexplored room. Return to the corridor with the merchant, from there to the hall with blue columns. In the location with a trap, a magnificent, but stupid four with braids will be waiting for you. Neutralize the enemies, run past the bars, turn left at the first table. Kill one more kid, if two more got out from under the table behind - do not spare cartridges, break the vases at the end of the corridor of interest and open the door.

Some sort of oversight. We put everything clean, while no one is there, we approach the south door and knock down the lock. We went back to you-know-where and found an explanation for you-know-what. Taxi to the right and through the corridor to the fucking balcony. Get to the enclosed area by the fountain and give Ashley a lift over the window. Get inside. Four chests cause a slight smile. Juicy red grass, a powerful Butterfly revolver, a beautiful bottle of perfume and five thousand on top - stretch a smile from ear to ear. And the fact of an absolute freebie should break the muscles of the face. There is nothing more to catch here, we return to the location with Louis in the same way, along the way we twist a new cannon in our hands and laugh maliciously.

Note: At full power, the Butterfly is the strongest weapon in the game, aside from the Rocket Launcher. The downside is the slow reload speed and lack of ammo.

Please note that Ashley does not react to the dead Louis in any way, it is clear that the old grievances in the village house have not yet lost their former strength. We strive for the central doors of the location.

Immediately tormented by vague doubts. Doors are visible opposite us, in the middle there is a cliff, at the bottom of which lava is seething (!). Moving from one end of the location to the other is carried out using a very peculiar transport that does not meet all safety standards. Break the vases, pick up the cartridges on the bedside table and get up on the elevator. Ashley stays here. After moving to the other side, break through the doors.

A very interesting location both from a plot and aesthetic point of view. Look around. The camera shows the main points of the location: stone dragons and a blue chest. As you understand, we need to get to the last one and successfully dump it without burning our ass. As soon as you go forward, monks will sit on each dragon, who are not averse to steer such a sophisticated flamethrower. To you 

You have to aim well to kill everyone. Fortunately, one shot is enough, but you need to catch the moment when the dragon is in profile, otherwise you simply won’t see the monk behind the muzzle and eventually burn out at work. As soon as the nerd dies, the dragon will fall into the lava and will not bother you anymore. In addition, chests with bonuses for each deceased boy will appear on the way. Get to the circle with the grate and wait for the hole to turn to face you, then jump. Do the same at the exit and pile on the sectarian infantry. Take the Los Illuminados pendant from the chest on the right and move forward. A third dragon will appear right on the way and immediately begin its dark deeds. Be vigilant and forget the big manhunt behind. Bring them under fire, for example, hide behind the plates yourself. Distract the dragon to one side, and during the volley, quickly move to the other and shoot something at the sentinel. As soon as the dragon falls, a ladder will rise and give you the opportunity to loot the chest. Here is the last piece of the lion tile. Back to Ashley.

Note: You don't have to kill the first two monks on dragons, but in this case they will follow you around the entire perimeter of the location and hinder your progress. In addition, you will not take the cult pendant and additional money from the chests.

Ashley was very worried, it can be seen from the expression on her face. Now that we have all three parts of the tile in our hands, we need to return to the very first hall. To prevent the player from going through more than nine thousand locations again, the developers carefully stuck a trolley on the left. Look at the map and track the trajectory of its movement - definitely our bus. Save is not required. Go to the platform and take your seats. Don't forget your passport.

You have arrived at a location whose door you could not open before. The floors are polished to a shine - American agents have not yet entered here. Break the vases and exit.

Central hall. Now we will open everything, find the lair of evil and pile on the offenders. Insert the goat, snake and lion boards into the panel and watch the cube fall. Before you open the doors, go left into the corridor, take the grenade and money under the picture, at the same time check out the balcony, from where Salazar laughed at you at the first meeting. Return and go further through the double doors.

Another metro station, the path leads somewhere in Tbilisi. In the distance, the outlines of other castles are visible, which leads to unkind thoughts. Break all the fuck up and get back in the cart, it still works on automatism.

Again the platform with a polished floor, but much more beautiful than the previous one. We break vases and actively trample to spite the owner of the chambers. Five tons are hidden under the left picture - it will be interesting to look at the owner's face when he does not find them there. Go through the next doors.

The author’s favorite part of the castle, mainly because of the light in the windows, the color scheme of the locations and the gloomy atmosphere, is somewhat reminiscent of Resident Evil Remake. We move straight, we catch a light grenade on a chair and go out into a wide ventilated corridor. Jewels, including a green stone for a mask, hang from the statues of virgins on the left. We shoot 

we select and pay attention to the bars in front of the doors at the end of the corridor. On both sides are reliefs of the king and queen with a round depression in their hands. We need to find something round, we return to the crossroads. In addition to the south door to the right of the entrance, we are interested in the yellow door and the illuminated corridor. In what sequence and what to visit - it does not matter, in the end we will still return to the reliefs and the lattice. First, let's go to the safe room (south), there is a second door with a picture of pistols, which means that now you can go through game B and raise some pocket money. Chat with the merchant, he has upgrades for TMP and a semi-automatic rifle. Save and exit. Throwing lots, the author found out that now we are going through the yellow door on the left.

A deaf hall, the door on the right is closed - it must be opened by “four knights”, the other door is less pretentious and is simply closed from the inside. We process the proposal with the knights and look at the floor. There are four squares on the floor, what they really are, we found out a long time ago. In the middle are two statues of a knight, 

which you can move at your discretion, plus two Americans, who can also be moved in any direction - everything is logical. We put the statues on any two keys, put Ashley on the third, and we ourselves stand on the last one. If everything is done correctly, the yellow slab will rise and open access to the next location.

Note: If you accidentally pushed the statue against the wall, leave the location and go back - all the statues will be by default.

We pass into the room and observe the development of events.

Salazar is standing in the room. Hearing footsteps, he again turns on the kawaii to the maximum and asks the guys a very intimate question, defiantly waving his hand. Suddenly, the slab behind them falls, the ceiling begins to descend, and the shkolota, under the branded “Vaganych-style” laughs, safely retires through the service exit.

Why the hell is the ceiling equipped with pins, if under such pressure anyone is guaranteed to die ... Find humanity the opportunity to build castles from show-offs, and the Salazarov family would not choose stone.

Don't score, don't panic, and don't rush towards the exit - at the last moment, the stove will close, and you will lose precious seconds. Look up and find four blinking sensors on the ceiling, shoot them and exhale - it's over. If you still do not have time ... let's not talk about sad things. Take away cartridges in the corner and you pass into the corridor. Run to the cut-scene. The boys got smart, lowered the bars in front of Ashley's nose and apparently were about to do something illegal, ignoring the calls of the authorities to deliver the president's daughter unharmed, thereby exposing themselves to the inevitable purchase of a fire hose and a tube of Vaseline. Arm yourself with a rifle and do the cultists a favor. As if by magic, the grate will rise and Ashley will run up to you. You can watch how the unit crashes into the wall or immediately explore the location. In one of the nightstands you will find a decorated chessboard, in the chest be sure to take the queen's cup - our first key. Knock down the lock on the door on the right and exit. Return to the corridor and run in the opposite direction.

Note: On the easy difficulty level, the right passage is blocked. Only one bowl is required to complete the game.

Take the money in the locker, the grass and the file on the table. Saddler's henchmen rejoice at the obtained sample and are eager to return Ashley, bury Leon and find the traitor who arrived on a mission with her famous goal - to roll the sample. Why leave such intimate notes on a public table is still a mystery. Go through the doors.

A very positive corridor, reminiscent of the wing of Chief Irons from Resident Evil 2. Take the cartridges from the lion and go through the army of statues. Two of them hold an ax above their heads, if you look closely, you can see how they are shaking. An unkind sign, get ready to dodge swings. When you get to the next lion, stop and think carefully about your skill in RE4. If you take Ashley with you to the next room, you will have to maneuver a lot and monitor the health of both characters, apart from frequent and dangerous stops to shoot. In general, pros of the second level and extreme sports take the girl with them, the rest leave her in the corridor.

In the center on the table is the cup of the king. Some kind of anger will fall on the one who takes it. A simple Russian “yes FSUs” easily steers the situation in favor of theft. As soon as the bowl stops pressing on the table, the passage back will be blocked, the columns in the room will begin to rotate and eventually bring three statues of knights with primitive weapons. The knights, as you understand, will suddenly and silently begin to persuade Leon to put the bowl back. Arm yourself with a shotgun and run around the location, try to knock all the enemies into one pile and shoot at the crowd at the helmets. If at least one of them crouched, the battle has progress. Rusty move and attack quite slowly, use extra seconds of swing and pump iron with lead. As soon as the knight runs out of health, a parasite will come out of his head. This is something inexplicably incredible and insanity-outrageous. Shoot at the target twice and this whole ridiculous construction will crumble. As soon as the trio land, the columns will start moving again, and again not for good. A second turn will bring another pack of knights, this time in gold. They are distinguished from the previous ones by increased mobility and a more dangerous parasite. In case of delicate situations with the latter, use a flash grenade. Destroy the most ridiculous creatures of Resident Evil 4 (no, there is more) and return to Ashley.

We keep a course on the door with bars. When you reach the desired corridor, you will notice that since the first visit, the number of monks has increased slightly. There is a whole gang on the way, even a gang (c) - all this misunderstanding is designed to stop you on your way to the doors. Give the cultists a professional fight and put the bowls back. As soon as the grate rises, immediately bring down the door.

Another similar corridor, but with the possibility of exit through the outer windows. For now, collect the buns and go through the next doors. The most spacious location in recent times, a strange organic horn sticks out at the top, inside of which some kind of activity takes place. Looks menacing. Kill and move forward.

During a harmless walk, adhering to the previously designated “completely dumb” style, Ashley is abducted by some incomprehensible flying creature. The girl rushes far into the ceiling, and the astonished Leon is surrounded by accomplices of the impudent kidnapper.

You have met flying Novistadors. They have no differences, except for the obvious ones, from the usual form. Except that if you shoot them in the air, they will immediately drop dead, regardless of the damage done to them. Return to the previous location and climb through the window, pick up the red grass in the corner and watch the behavior of the flock of reptiles. Most of the time, Novistadors can't get through the window, so feel free to headshot mid-air and grab the multi-colored eyes. Climb the stairs and run along the balcony, roll the lamp in the chest and stand at the aisle. What the hell is this, one can only speculate. Arm yourself with a TMP and shoot the cone anywhere, the cutscene will tell you when to stop. The potential biothreat has been destroyed - you can add additional zeros in the "fee" section of the operation agreement. Jump down and get to the center. Sweep the eyes of the Novistadors very carefully - it all costs money. Set fire to the raised bridge and move to the lever in the north, turn it. The bridge fell, but the chains overpowered its weight, they must be shot off. When you're done, move to the doors on the other side and open them.

Another something similar to a corridor and converted into a safe room. Borrow the ammo on the chair and approach the merchant. New improvements are available for almost everything, spend money wisely and do not forget to sell the good you find. Save, blow down the corridor and go out the door. Credit the barrels, knock down the spinel on the torch and keep your way to the bridge. Ahead is the clock tower, on the right is another part of the castle. Call.

Salazar in his repertoire. In view of the presence of the president's daughter in his personal use, an overestimated FPV is now a frequent phenomenon. Leon promises to break Pollen Ramona so that he won't call the user again ag.adamylove.gov. Dialogue, as always, ends with nothing. The agent rolls up his skype and fires through his binoculars. Salazar, his friend and Ashley go to the extreme part of the castle, the bridge is not visible.

As much as we would not like it, we need to save a friend. Walk across the bridge. One of the cultists will find Leon and inform his accomplices at the catapults, 

far behind the wall on the right. Run forward to the clogged doors and turn left.

Note: On the easy difficulty level, you will not be attacked by catapults, moreover, you can immediately go after Salazar. To do this, turn left at the end of the bridge (your passage is open) and run to the lever and typewriter. You won't meet anyone on the bridge; deploying it, you will never return to the previous locations.

Up ahead are stairs, a bunch of nerds, and a balcony. Pack all the current boys, then switch to the catapult boys. It is highly recommended to take a sniper rifle. Wait for a pause in attacks and eliminate the threat. After admiring the view, go directly to the tower itself through the eastern door.

The whole tower is a non-working clockwork. The final door below is blocked, go up the stairs to the right and find the buns on the boxes. Get up some more 

higher. Get to the table, take the herb, read the file “Preparing for the ritual”. With the help of a hellish ritual, the bad guys in the person of the beholder are going to give Ashley official status as a member of Los Illuminados and, God forbid, seal the agreement with a kiss. Leon is actively disrespected in every letter, and it hasn't been done here either. The clock mechanism that opens the lower doors has been stalled in three places to buy time. Examine the system and find three yellow bars between the gears. Shoot them off and get ready to fire the barrel organ upstairs.

Note: Once you turn the lever, it will be impossible to return to the previous locations.

The bridge tuned in to the right wave, the doors opened. Now we have a hard way down - first, a formidable gang of "morir es vivirs" with crossbows will come running, then a furious clan of "matano!" with hands, scythes, flails, with the support of the subversive “ayesta!” with dynamites and a lost Morir es Vivira with a crossbow. Clear the tower of violence and go down to the first floor. Open double doors.

We are at the bridge. On the road, three fanatics mow down the city of angels under the special forces, throw a grenade at them. As soon as you cross half of the bridge, cultists will suddenly appear and begin to surround you. It is not clear how one of them deserved the right to be center and shoot from a rocket launcher anywhere, but a squint on his face. After a monk with a rapper's chain around his neck and a ram's headdress destroys his like-minded people, deal with the rear and retreat a little. Lure the entire unit into one pile and use the grenade (or shotgun as an alternative) again. Soon another reinforcement will land on the terrain. Deal with the influx, immediately give the leader a turntable in cabbage soup and work out a kosher bracelet. Cross yourself and go through the next doors.

The sinister music started for a reason. In the distance, there are a couple of ordinary men and two whole Gorradors (at the easy level one) - the situation is characterized as a complete PPC. While one Gorrador will be busy swinging his claws, the second will closely follow your movements and so on along the chain, not giving you the opportunity not only to shoot, but even to stop corny. You don't even have to think about searching the location while they are all alive, just know that there are two bells here. Turn on the map and study the plan of the room for maneuver. Step forward, if the bars on the doors fell on their own, consider that the battle has begun. Sighted individuals will not allow us to walk quietly, so now it is very, very not washed away to sneak. Get the monks stocked as soon as possible and proceed with the main threat. As soon as the wolverines burn you down, a few more fanatics in helmets will appear on the horizon. Now it will be very bad, use the bells and try to separate the Garradors on different sides of the location - so one of them will not hear about what is happening on the opposite side. Shoot from the butterfly at the parasites and roll fifteen tons from the snout. Search the room and go through the double doors. Near the stairs, take two stones from 

reliefs and get to the next doors.

Leon entered the hall and found Ashley in the clutches of the Salazar bodyguards. Ramon himself settled comfortably in a chair and continues his endless trolling, this time reinforcing words with actions. The agent gets hit by a surprise, Ashley screams loudly as usual, and the viewer is waiting for the long-awaited sound of American bones cracking. Now you need to press the key combination in time. On a failure, Leon will fall onto a rock spike and fall silent, otherwise the cutscene will continue. The agent hangs on a cable and continues to ricochet Salazar's taunts. Shkolota squeaks with rage and assures that the next meeting of two pen pals will not take place anyway. The scene comes to an end: the guys leave for the rehearsal of the ritual, the American shines with erudition, and the American goes downstairs. Wanting to again promise a long-awaited death, Ramon goes online and expresses veiled admiration with an inherent note of padyo. This time, Salazar honestly admits that he sent the best into battle, for which he immediately receives from 

Leona lulz in the face. After indiscriminate shouts and threats, the shkolota hits the monitor and leaves to borrow patience. They trolled the stall!

We are again in the sewers, here the monks who have not passed the general competition are lying around. Loot the corpses, one of them has a crown in his hands - do not sell it. Chat with the merchant. Among other goods, a new weapon was tucked in - the Stryker, the same shotgun, only without manual reloading, but with a reduced lethal force. Having pumped it to the maximum, you will increase the capacity of the clip to one hundred rounds. Take a striker or not, decide for yourself, the author does not favor him. Save and go up the stairs. Run through the tunnel and rake in everything until you see a short cutscene with a growl. Open the door on the course. The tunnel continues, get to the first branch and watch another cutscene. Mommy! The second terrible moment of Resident Evil 4. Nostalgia should flood over those who have passed the first part of RE. Run forward in a straight line to the very end. As soon as debris falls from the ceiling, get ready to dodge the tail and claws. It's a paradox, but it's useless to look up. Run into the room, knock down bonuses on the go and pull yourself up to the switch. Turn on the power in the level to use the elevator in the eastern part of the catacombs. And dump. From here. FUCK!!! Four minutes before the elevator arrives, the shutters temporarily blocked the current room. Move to the middle of the location and examine the balloon. A liquid nitrogen.

Verdugo.

The most enduring, sudden, creepy and fast boss in the game. In front of you is one of Salazar's bodyguards without a robe. Breaking guesses in the screensavers, the monster moves so fast that a transparent trail from the silhouette stretches behind its previous position. It is almost impossible to hit him in dynamics, but it is possible to dodge almost all of his attacks. First of all, move to the shutters and press the button. Try to run to the center, wait for Verdugo to arrive and knock over the balloon on the right.

Note: The contents of the balloon do not affect you in any way. During the action, you are invulnerable, and the monster is not visible even if it is very close.


The liquid nitrogen will begin to freeze the enemy, creating the perfect moment to attack. Arm yourself with a butterfly and start continuous shelling. After a while, Verdugo will be freed from the ice and everything will start all over again. Given the absence of the classical effect of nitrogen on the body of the monster, it is not advisable to shoot him in his normal state. Run around the room until the shutters finally go up. Shoot out and look for the next balloon, there are three more in the location - in the corridor, in the western room, in the eastern room. After freezing Verdugo, you can first kick him, then start shooting. When all the tanks run out, you will have to finish off the boss on your own.

If you are unable to defeat the monster with normal weapons, use the extracted rocket launcher, but only when it is in a frozen state. One accurate shot will kill him instantly. As soon as this happens, the camera will show the arriving elevator.

Note: You can choose not to kill Verdugo at all. Hold out for four minutes, then go to the elevator room and leave. In this case, you will not receive a crown bonus.

Take the gem from the crown, rob the area and go to the southeast room. Let's get the hell out of here.

The spin-off screensaver takes us to Saddler's bunker, which diligently frays over the general situation with someone named Krauser. The priest reports that after a series of virtuoso fails, Salazar is no longer relevant, and orders a new subordinate to pick up Ashley, at the same time selling the agent. The fighter humbly agrees and shines his face into the camera ... the cameraman must have been awake for three nights.


Chapter 4-2.

We went down into the mines below the castle. Take the weed and go to the huckster. He has upgrades for a shotgun and a grenade launcher, combine the crown and gem together, but do not sell. After the necessary operations, go to the table with the machine, take the cartridges and the second note from Louis. Our friend found out how the parasites were reborn and how the villagers brought the infection to the area. Luis says that under the direction of the shkolota, excavations of the remains of Las Plagas are still ongoing. Take note of the information. You can go through the doors on the right - mini-game C is available. Pick up the loot and go to the northern tunnel. Run forward. Collective farmers! Two boys are guarding everything “acquired by overwork”, burn both. Break the barrels, pick up the turquoise under the cart and move on. On the left hangs a sign about overload and power. Look up. Get to the stairs and notify those present about the Americans in the territory. Axes and dynamites will immediately fly at you, figure it out. In the north there is a huge block of stone blocking the way. Push the lever on the left to send that cart to the location. She, by the way, with dynamite. Halfway through, the power will cut off, we will have to walk past the units and turn on the power again. Storm the area in search of goodies and finish off the remaining collective farm. Climb to the highest point, find the switch and fix the situation with the light. On the way back, an ambush of the villagers and the good old Don Salvador with his “friendship” await you. Shoot the bag on his head, rob and pull the lever again. The trolley has lowered, blow behind the bars and take the dynamite. Approach the block and set the charge. Get away. As soon as there is an explosion, go out and fill the boys there with burrs. Crucify the barrels and move on.

The location is like hell. You are standing on a metal grate, lava seething just a couple of meters away. On the right there is a ladder, on the left there is some kind of mechanism. Walk forward to the next door.

El Gigantes.

Here, who was not expected here at all - the stamping theory is beginning to be confirmed. If you had serious problems with one instance, cross yourself. Despite the fact that now the giant positions itself as an ordinary unit, it is still the boss, especially when there are two of them. Try to immediately fall down to the stairs. At the top there is a crossbar, grabbing onto which you will come straight to the lever. The lever temporarily opens a stone portal in the middle of the location and teleports any ground character into the lava, but only one. As soon as some giant starts to loosen the rack, grab the bar and ride down. When one of the individuals steps on the sacred circle, send the body to the brazier. The giants are not without brains, as it might seem at first glance - the circle can be pristine in terms of eight hundred and forty-one feet, since the enemy can easily go around. As soon as one fighter is below, he will desperately flounder and, in a fit of passion, can hook you with him. Do not approach the epicenter within a kilometer radius until the circle closes. Now the trap is useless, the second El Gigante must be finished off manually. Start an insidious shelling with all barrels, cut the parasite, ride the crossbar and pull the bull in all respects

Note: You can fight both giants with normal weapons without using a trap, in which case you will take two bonuses, but the fight will be much more dangerous.

Take all the money and all the bonuses in the location, keep your way to the east, into the opened passage.

The stone tunnels continue, Novistadors are flying somewhere nearby. Come out to the stone bedside table - a huge underground location, an abyss below, light seeps through small holes above, you can only go higher along the paths. Take the weed and get ready to kick the reptiles. For the reasons described above, it is better to kill them in the air. When finished, go upstairs, hook on the blinding grenade along the way. Take out a few more Novistadors and set fire to the south doors from here. They are closed tightly, but the situation will be saved by light rays and mirrors. Taxi to the right into the tunnel, pick up the pot and push the switch. Half done. Now the amphibians will attack you again, you will encounter them at the exit, face to face. Give them all a spin and taxi to the left, deal with evil along the way and pick up cartridges for the machine gun. Keep going up. To the left in the cave are two more Novistadors. At the dead end again green grass and a switch. Turn off. 

The beams merged into the mirror and ricocheted on the doors in a powerful stream, burning them to the ground. Outside, a good crowd of pilots is waiting for you, the author even confused a little in this moment. Grab the Pistol Ammo at the exit and blow to the new passage where you swipe the red grass. Open the grate. Ahead of the arcade element, as with axes. Remember Battle Toads. Wait for the right moment and run under the stone mass to a safe section of the passage. The next section has a catch in the face of the ledge - you need to jump off in time, otherwise no one is to blame for you. The next three stones are located in a row, it is impossible to pass them now. Lower the lever on the left and the middle presser will stop performing its function, allowing you to pass this section. Run to the light at the end of the tunnel, take the royal symbol from the tombstone and activate the original elevator there.

Chapter 4-3


We went to the surface. In the distance you can see another castle and a tower. Next to the barrels and a house with a merchant and a typewriter. On the doorpost is a letter from Ada Wong. She shares information about Las Plagas eggs and extracts from the body. A lipstick mark adds a caring note to the document. It doesn't matter, Ashley needs to be saved. Fortunately, she had been injected earlier, so it would be up to her to test the reliability of the operation to remove the parasite. Before you approach the merchant, combine the crown with stones and the royal symbol - the expensive family crown of the Salazar family, created by the best Spanish craftsmen, which has a special meaning for the entire dynasty, is a symbol of the integrity and cohesion of the centuries-old empire, the greatness of the emperor himself and the well-being of the whole people, is ready for illegal sale and subsequent dismantling into glitters for bicycles. Improvements are available for almost everything. Spend money heartily, it's not yours anyway. Save and exit to the path. The camera will point to the tower, so we go there. On the tree in front of the buildings, shoot the nest. Run forward until you find two Spaniards - you will have to slow down a little there. While searching the area, find the only staircase. Get on the ledge. What an idyll. Old friends gathered around the fire in the evening, discussing women, telling funny stories, telling scary stories. Amplify the effect of the latter by dropping a frag grenade into the center of the circle. If anyone survived, tell the story personally. Take away bonuses. The door on the left requires a typical local key - "lion sacrifice". Wander around the southern buildings, find the windows near the well and jump into the house. In the corner is a handle that opens a secret passage in the ground. Get down.

The music played for a short time ... we are again in the dungeon. Run into the passage behind the stove and go out into a spacious location with men, traps and an Egyptian spirit. We go down and immediately get involved in an underground village adventure with our heads. Work out a group of guards and take money from everyone, do not fall into a trap. In the western part of the location there is a descent down, in the final room, move the coffin lid and take the royal rod from the skeleton. We return to the original. Pay attention to the chainsaw, he diligently runs through the window on the top floor, to go down, paradoxically, the stairs prevent him. So much the better, take a rifle and shoot the bag. Climb up the stairs, take ten tons and roll the key to the mine. As soon as you take someone else's, a special will enter the location. division to begin operations. Wait for the troops to arrive and throw a grenade under the stairs. Get down to the first floor. Chainsaws begin to mow down under an ordinary unit - seeing you, the next representative starts his hurdy-gurdy, and a new massacre begins with impressive reinforcements. Even the girls came to the disassembly. An unpleasant situation, but the anti-personnel shotgun almost always solves it. Collect your belongings and blow to the east door, hooking on the red 

grass on the left. Prop up the object with the key and go further. Run down the aisle, knock out the next door. Familiar ceiling, walk a little into the location and watch a SUDDEN ambush with arachnids (except for the easy level). Everything is according to the scheme - we shoot the sensors on the ceiling and the threat is neutralized. Finish off the spiders, pick up the ammo in the corner, open the coffin with the money. Go to the stairs, go down and open another door.

The environment hasn't changed at all. Ahead is a parody of a train and rails, on the right are two barrels. Now we will ride on the trolley, jump on it, go to the second car. There is a lever on the left, shoot it and buckle up - there is an exciting journey ahead. Right on the move, village hares will jump towards you, those of them whom you shoot at the starting position will fall down and will not disturb you. The rest will jump for luck, try to take out the new arrivals as soon as possible. Dodge when the cart comes up to the boards whose level is straight 

competes with your head, or shoot them in advance. At a certain stage, the most reasonable individuals will stop the rattletrap and begin mass pressure with the participation of the now ordinary unit. Take a good argument and end the fight abruptly. The trolley will move as soon as you shoot the lever and take you further, past the boards and the collective farmers. When the wheels sparkle, get ready to jump off at a certain moment, otherwise you will irrevocably reveal something vital to yourself. After a crazy jump, frantically click on the action button and climb onto the ledge. We run along the corridor, open the slab and take the sacrificial stone in the center of the hall. The next feature has not changed since the time of the symbol for the church - evil again carefully opened its doors to the intruder. We move along the passage and climb up.

We came back through some kind of cellar. We take our legs in our hands and base them on the stove in order to insert a stone. It's just an elevator, let's go upstairs.

Chapter 4-4.


Already Leon did not see the corridor even in Raccoon City. We move forward, we cling to the cartridges on the move and go out into the large hall. To your right is a huge mechanical copy of Ramon Salazar. Silence will be present until you go down to the main path leading to the next location. The Satanists showed simply grandiose ingenuity by lowering two plates under water and changing the batteries in the statue. Suspicious noise above us is the vertically moving left hand of a stone shkolota. The opposite wing, where the lever is located, is blocked, we return along the steps, we work out the monk and climb up. Let's smoke another one here. Campaign all the way to the location permanently rob vases. Approach the ledge and wait for the hand to reach your level - it will play the role of both an elevator and a bridge. Nerds are also not averse to ride, try to drop them down. On the third floor, an ambush awaits you, drive back - you can get a good rake from the boys on the edge. Catch everyone one by one, climb up to the floor, neutralize the crossbowman and turn the lever in the corner. One plate fell into place. Get on the elevator and jump to the island of the second floor. The switch on the right will turn on the right hand and turn off the left. Pull and wait for trouble, there is even a chance to retreat from the battlefield down. Perebeyte enemies and jump to the right hand.

Note: If you jumped down, you need to turn your left hand back on to get to the islet. To do this, just shoot the knife switch.

Ushate arrow, jump forward, at the stairs down. We got to the lever. As soon as you raise the second slab, the cage on the left will open to give the current reinforcements freedom of movement, and again, let you out and escort you to the door. Pound the same at the stairs with a gun, finish off the rest, if you want, go to the third floor of this wing and taxi to the lower path. Run to the door.

Note: The statue has another switch on its back. It activates both hands, and on the top floor they move horizontally. To get to the switch, you need to go up to the third level of the east wing and find a small passage in the corner. You don't need this mode to play.

Even triplefacepalm cannot characterize this situation. Not sparing powerful batteries for his cassette player for the sake of business, an ordinary nerd did not even suspect that advertising could not finish speaking so much. A huge stone statue of Salazar confidently walks behind Leon, knocking down everything beautiful and long in its path. 

Click on the button and dodge the falling columns. One mistake, one delay and you're dead. As soon as the character stops, quickly shoot the lock on the door and exit. On the street, the situation is getting stronger. Shkolota has smashed the government wall and is moving towards the tower, hoping to imitate Shaokan from the feature film of our beloved Paul Anderson. Only a bridge separates the success of the miracle robot, which, unlike any polished tiles on the pretentious platforms of the castle, has weight restrictions. At a certain point in the race, you need to make another freaky jump, otherwise you will have to share the bitterness of defeat with someone somewhere on the rocks with a split head. Don't forget to pull yourself up when Leon catches on the edge of the bridge. Another point of no return, take a last look at the previous location and open the doors.

Salazar and the remaining bodyguard greet Leon with bread, salt and friendly phraseological units, subtly inserting hints of swamp American schmuck between the lines. As expected, a verbal altercation ensues, this time for 

Spanish terrorism, dubious rituals and various gifts. Developing an interesting topic, Ramon had the imprudence to catch Leon's combat knife with his palm, to whom the topic seemed a little less interesting. Sympathizing with the crying owner, the bodyguard abruptly rips the blade from his hand with good intentions and returns the lost one to the agent. Leon's own knife flies at him - you need to dodge. If successful, the watcher with the servant will prudently leave on the elevator. Vile panties!

We are in the penultimate location of the castle. We gnaw the way up, sweeping away everything that catches our eye. We go up the stairs. In order not to come into direct contact with the embittered Americans, the monks came up with the idea of ​​dropping barrels down the stairs, firmly settling at the lever at the top. Get to the turn with wooden bridges without incident and eliminate the scythe nerd.

Note: To avoid collisions, you can destroy barrels on the go. Almost any weapon will work for this.

Look at the stairs, then up - these two are responsible for the above system. Kill them and go up. At the main gate, a sectarian special squad of climbers starts, whose skills were especially relevant in the previous location. The monks climb the circular staircase, sit at the lever and use the potential of the mechanism to its fullest. A dude with dynamite is grazing in the area, avoid the characteristic noises nearby. Go downstairs and work off a monk with a goat headdress for five and a half thousand. Climb back. At the very top near the box lies green grass. Blow to the lever, kill the dynamite and find the Estonian elevator. Research will show that he is overloaded. Push out the boxes and try again. We are moving upward, with good frequency, groups of fighters will pour onto the platform, thereby slowing down the already slow trip. If there are more than two people on the platform, the elevator stops. In total, fourteen red nerds and a crossbowman are waiting for you, all this in a small location, and with the threat of the most dangerous parasites. Shotgun, grenades and hand-to-hand combat will help you avoid any hugs. Eventually, you will reach the top floor. Run forward along the bridge to the opposite side of the tower, on 

hook on the red grass in the corner. Our goal is another elevator along the course, but before stepping on it, go to the ledge on the right and burp down. Here is a chest with a gold bracelet, take it and blow to the elevator. If the music stops playing, you are on the top floor of the tower. Get on the balcony to the machine, roll up the cartridges and spray, and chat with the merchant. Sell ​​the bracelet, turpentine, all stones, upgrade the TMP and the butterfly to the maximum. Save. Open the doors on the right.

The first case when immediately from the threshold everything is bad. Walk forward.

Salazar and his six are on the horizon. Against the background of a huge organic crap, reminiscent of plant 42 from RE1, the beholder happily announces to Leon that the ritual is completed, and Ashley has been taken to some island. Throwing a couple of caustic compliments towards the agent, Ramon, with an incomprehensible joy on his pimply face, wraps himself in tentacles and flies away to study the biomass organism, taking with him a faithful henchman. Leon is still in shock with the locals.

After a couple of seconds, the silence is broken by a shoot that escaped to freedom with Verdugo's muzzle and a mutated Salazar around its neck. After breaking through the brick wall, two more tentacles appear on opposite sides of the location. They all wave their stumps intimidatingly and look disapprovingly towards Leon. This is the latest conflict of dedicated skype users: ag.adamylove.gov и MegaRamon-S1984.

Ramon Salazar.

According to the author, one of the best RE4 tracks. Before you is the Spanish Serpent Gorynych - a very dangerous boss. To begin with, assess the situation: the location is a semicircle (the current floor), all passages are blocked, an endless stream of parasites is crawling below, getting into the monster from there is problematic, so the “location is a semicircle”. Salazar attacks with all tentacles, sometimes driving the character into the ground, sometimes throwing him to the parasites. The good news is that most attacks can be dodged. The bad news is that in order to kill the filthy monster, you need to force Salazar to remove the armor. In order to force him to remove his armor, it is necessary to damage the eye on the central tentacle. In order to damage the eye on the central tentacle, it is necessary to hit the eye on the constantly shaking face, all this between deviations from the lateral processes. The latter can be temporarily neutralized by inflicting a certain threshold of damage. The tentacle will disappear behind the bricks, but after a while a new one will appear.


In addition to all this disgrace, Salazar sometimes opens the armor himself, and the central muzzle opens its mouth and rushes in your direction, accompanying all this with terrible screams. Not to escape from this attack means to die, to leave means to live, but notably to rage. Decide which is better: success in the game or personal reputation. Arm yourself with TMP and shoot in the eye, it is advisable to stand on the southern ledge at this moment. Ignore the cries - when mutated, shkololo damaged ligaments. As soon as the central shoot bends and the armor is removed, take a butterfly (sniper rifle) and unload it at Salazar. If the characteristic interjections “ah-oh” are heard, then Ramonych fully appreciates your efforts. Missing TMP ammo and rifles can be stockpiled downstairs by shooting off endless vermin. There are points on this level where the monster's tentacles won't reach you. Do the trick with the revolver several times and watch as the eighth caretaker of the castle of the Salazarov family leans back safely.

Note: One shot from the rocket launcher is guaranteed to kill the opened Salazar, provided that the shot hit the monster exactly. Nothing will happen when hitting the armor.

Leon's fee is skyrocketing, though Ashley's absence makes them a little overdue. Let's go in search of her. Collect all the goodies in the location and climb onto the central ledge. Our comrade left behind fifty thousand money, we do not disdain. Look again at the remains of Ramon Salazar and open the doors. There will be no more witty tricks.

Fresh air. Roll to the right and go down the rope. Find another elevator, press the button. Again in some basement, we run to the merchant, we swindle everything in a row and immediately sell it. At this stage, you can max out Blacktail, Light Shotgun, and TMP. Buy bonus upgrades wisely, they are extremely expensive. It is pointless to save, go further along the corridor.

Leon goes to a kind of pier. In a state-owned boat, Ada Wong is conveniently at the helm. Not missing a chance to playfully wink every time, the femme fatale offers her services to Leon...

Yes, give a lift, give a lift.



Part 3: Island.

Chapter 5-1. .

The trip to the usual Spanish village was slightly delayed. A day has passed, and agent Leon Kennedy at the moment has destroyed several destinies, buildings, plans, deprived the people of irreplaceable leaders, money, life, took hundreds of lives of innocent Satanists, disabled military equipment, practically distributed several nominal things, fired , spat, broke valuable relics and spoiled everyone's mood for the next ten years. The locals have long regretted the kidnapping, and mostly those who have not yet managed to get it from the branded government spread.

Leon and Eida arrive at the island on a speedboat. The girl parks almost the same as Carlos on the tram in RE3, the only difference is the ability to shine her buttocks on her partner. Ada masterfully exits the boat, leaving the agent to contemplate.

On the shore, Leona is called back. Even being not greedy for all sorts of gadgets, Saddler noticed that Salazar had not answered for a long time. Skype has never seen such metaphors and pathetic expressions. The agent politely asks to go to the peace and let Ashley go home, to which the reverend covers the entire webcam with his smile. The guys still can't find a common language.

We are on the coast of an unknown island, in the worst part of it regarding the interesting passage. Run along the road to the cave, there right up to the ledge. Climb to the very top, where there are two boxes. Steal the emerald, pay attention to the hole in the rock on the opposite side - we will be there in five minutes. Return to the wooden bridge, move to the light. At the turn, you should hear Ashley's screams. Take off quickly around the corner. Before us is a reduced model of a military base, soldiers with sharp parasites, gothic shields from the castle and the most advanced weapons, including stun guns, run here. As soon as you shoot or get under the spotlight, hellish carnage will begin. After a couple of steps, you will see Ashley being dragged into some kind of cave. Let's jump forward.

A flashlight shone in his eyes, an alarm was raised at the base, the boys began to fuss. Your task remains the same - clear all, you can bring everyone to the cliff and drown. Keep in mind that now your ordinary opponents move much faster. When you're done, pick up the ammo on the crates and head to the center. On the neighboring building, a healthy type with a machine gun is burogozit - an extremely jumpy, hardy and dangerous operative, it is not very reasonable to fight him openly, besides, the turntables do not work on him. Avoid priming with a machine gun if you come close. Arm yourself with some kind of rifle and start an uninterrupted camp, handing out to ordinary soldiers along the way. Take fifteen tons of money and work everyone in the location. It is advisable to use a shotgun, as there will be a lot of people running up. Examine the area for goodies and climb to the slab near the steps, which, donut is clear, just won't rise. There are bright yellow circles on both sides, use the left one and the system will release a red beam. Through the mirror on the building, the beam will be reflected somewhere into the wall. The right circle at the door is a sensor. When conjuring with reflectors, it is necessary to deliver the beam stream exactly here.

Note: This beam does no damage to you. It goes through Leon.

Get to the first mirror, the stairs behind the building. Since this reflector does not directly reach the sensor, direct the beam to the second mirror and descend. We climb on the building where you took magnum cartridges anyway. We turn the mechanism and shove the beam into the sensor. We turned off the music ... Thanks to a coincidence, a slab has risen in the right area, we can go through the passage. Behind the cover, pick up the cartridges for the gun and run further. Before entering the next cave, three boys will throw a cobblestone at you, which will break either on your head or on the ground. On the way to the bridge, break the barrels on the right, do away with the shooter and his centafurik around the corner of the next passage. Before you go upstairs, go to a dead end and set fire to the leaky boxes through the window. Face progress.

Climbing up the stairs, we ended up in… a tent? Go outside and suddenly attack the man on the left. From the cliff on the north side, the camp is completely broken, in every sense. We overcome another cliff, we climb into 

the nearest dwelling through the window. Grab some rifle ammo before you get burned by the guys in gas masks and turn the situation around. At the two crates, turn left and pick up the red herb, run in the opposite direction and shoot the barrel. It's a good thing Leon doesn't know anything about structural engineering, otherwise the cave would be filled to hell. In the secret room, take the golden lynx from the chest. Rock paintings and spears do not interest us, we return to the first fork at the window and go south. Pick up another emerald on the crate. You can go to the end and see a hint for those who are not used to detonating all barrels by default. Exit the dwelling and move straight ahead. On the right, seeing you, the kid decides to immediately dump. Keep cover and look into the distance. Crossbowmen and dynamite men are placed along the perimeter, one kid walks with a rocket launcher. Now is a really dangerous moment. Wait for the empty one with the rocket and shoot the barrel on the bridge. Take out the fighters with a long-range attack, deal with the reinforcements that have come running. In addition to cannons, use the environment on the battlefield, especially indiscriminately firing dynamites and carts with barrels at the end of the location. 

Taxi into the left passage, run all the way and pick up a couple of buns in the cave. Jump off the bridge and head towards the next slab. Here the system is a little simpler - click on the button on the right and go inside. At the rate of a dear merchant with a typewriter. Have a smoke with a friend, sell everything but the golden cat, get over the current market situation, fiddling with the new .45 “Killer 7” caliber barrel. This is a more maneuverable analogue of a butterfly, but when fully pumped, it actively loses in lethal force. It is recommended to buy it only if you have not improved the butterfly. A treasure map has also appeared in the shopping section, just a formality for you. Upgrade the guns if you want, save and move on. Immediately remove the crossbowman on the balcony, fill up the arrived lads and get to the only door. Let's move on to the next location.

Having successfully passed the rather annoying rocks, we got into the room. Look around. By “look around” they meant the money in the locker on the left. Taxi into the passage, the nearest door is closed from the inside, run to the end until you activate 

sinister sound. Blow down the gate with a window, work the alarmist behind the racks, take the green grass and the shotgun shells in the briefcase. Find a sink and turn left. When you go behind the next rack, turn on the reaction to the maximum - in front of you is the third dumb moment of the game. The dude will die on his own, the question is “what was he doing there?” becomes permanent. Take a grenade from one of the shells near the wall. Open the door at the end of the passage.

After the wild action, everything is ominous again. Somewhere nearby, Ashley screams - success is just around the corner. Pass by the sectarian clothes, set fire to the figure behind the bars ... yopta. You met the leader of the local soldiers. He is armed with a mace, fully armored except for the head, and can move just as quickly if desired. It is recommended to kill his kind from a distance with a rifle or accurately hit in the eye with a pistol. The stun and kick factor still works on this fat guy, so don't be shy. The stamina of a fighter is far from the level of a machine gunner, but the light with a mace on the hara is very, very convincing. Pacify the enemy, come close to the cage and fire down. There is another copy there, shoot him at the tower. Go around the corridor and go down the stairs, kick the crossbowman with your foot. At one fine moment, a couple of boys will come down to you to talk - immediately connect one of the shotguns to the dialogue. Meanwhile, we are in the cellar. Around the bottles, questionable food and a few boxes. Break the barrels under the stairs, pick up the red stone of faith in the suitcase - this is all useful, climb back until the female voice completely fucked you up, and open the rusty door opposite the bars. Right off the bat is a pack of pistol bullets, rake in and get to the school lockers. Screensaver.

Cheered up, Leon finds out that the source of the scream is not in this location. The sound comes from a video surveillance device, one of the monitors shows our friend. Understanding the smell of the presence of a girl and inadequate men in the same room, Ashley desperately yells through the door of some room. One of the warriors throws the prisoner to the floor and glares at the camera like high school freshman Gil Harris and prisoner Luther from the same movie. Before starting their dark business, the boys cut down potential evidence and, following the example of most, leave Leon to think.

The map will immediately show you the room with Ashley. Exit the door to the left of the battery.

A bright corridor with boxes of illegally obtained products. Take the shot in one of the lockers, steer to the left, roll the rifle cartridges in the sideboard and talk to the huckster. A bulletproof vest has appeared in the list of goods, it is useful for the game in that it reduces any damage done by thirty percent - take it without any questions. As soon as you purchase the product, Leon will put it on himself. If there is not enough cash for the deal, the last door with a shooting gallery is to the left of the merchant, end the season with mini-game D, raise fifty thousand and put them into action. Try not to sell the stone of faith and the cat. Improve something, if there is cash left and go out into the main corridor, slow down at the window. Ahead of us are the garage doors, from where a couple of nerds throw dynamite from time to time. You can try to hang out with the boys by going point-blank, but the local stsykuns simply won’t open the gates, so extinguish yourself outside the window and wait for the right moment. When the demolition men fall down, a flock of crossbowmen will take up combat positions - here the issue can be solved with the help of a fragmentation grenade or TMP. Put the guys down and go through the gate, on the right is the impending threat in the face of the lost 

accomplice. In the red locker, take the cartridges for the machine gun, behind the brick wall there is grass. Go through the double doors by the window.

Another fucking tunnels, temporarily hammer into the stairs on the right. We cling to the grass at the aisle, bulge the door leading to the very first corridor, and drive into the room with the typewriter. Break the drawer and unceremoniously roll up the copper pocket watch. Slowly climb the stairs to the second floor. Everything behind the lattice gates is electronically locked, so turn left at the fork. Move along the corridor to the stop, pick up an incendiary grenade in the box, magnum cartridges are on one of the shelves in the box. Open double doors.

The atmosphere is the same. Looking at the map, you will understand that the location is a dead end - here we need to pick up the key card, then hastily leave. No more, no less. We pass into the room with suspicious equipment and steer to the right. Through the window, the camera shows an unknown creature, accompanying the whole action with unkind music and MTV bells and whistles. Go further, do not knock on the door on the left, no one will open it for you, and this is undesirable. We are interested in the door opposite, it is also closed, but there is a control panel on the left ... although this is probably a strong word.

Electronic lock.
In order to avoid the appearance of dibils or BOW in the room, an IQ test works at this door. Like most in RE4, on a five-point scale, the puzzle is zero. Nine sectors, each sector has a pointer, each pointer is painted in one of four colors. Pointers rotate in groups, according to color, counterclockwise, in four directions. It is necessary to rotate the arrows so as to restore the track from the first sector to the ninth. The number of moves is unlimited.

Solution!:
Blue - 1, green - 2, red - 3,
Blue - 1, yellow -1, green - 2, red - 3.

Get into the experimental room. The room is not pleasant - bloody walls, skeletons, dead parasites and a dusty floor. There is no time to guess what happened here, pick up TMP cartridges on the right, next “Luis's Notes” on the gurney on the left. Be sure to read and pay attention to the photographs attached to the document - our deceased comrade, without suspecting it, continues to give out clues to Leon. Now go behind the screen and squeeze the access card to the freezer from the corpse. Now hurry back. Something boomed.

The recumbent object in the next room woke up and opened the adjoining door as best it could. The fourth creepy moment of the game. Here is a new type of enemy that instantly causes some players to have the disease of authentic lymphocytic adreninositis with bundle-forming tetanus diareneidiasis of inflammation of the Brandenberg transverse synapses. "Regenerator". This humanoid marvel of biology wears a level XNUMX regeneration amulet and is capable of killing a character. 

for one attack. Immediately tear your claws through the double doors, if you did not have time to bypass the monster, count the grass in your inventory. For a full-fledged battle, you need a special Las Plagas cell scanning device. Shooting with conventional weapons is advisable only in cases where it is necessary to delay the monster for a couple of seconds, for standard purposes it is practically useless. Shooting off the Regenerator's legs, try to move away, otherwise he will start to harass you with jumps, which significantly increases his maneuverability and your defenselessness. Any damaged place on the monster's body is restored within ten seconds. This will continue as long as you do not destroy all the parasites in his body. There is no other way to destroy the Regenerator. You can try your luck with a shotgun/grenades and calculate the position of the parasites at random, but this is more of an anti-advice. If you still figured out the kid, accept respect from the author and five thousand from the regenerator itself. In the room where the patient lay, take the emerald and leave.

It was not the only instance. While we were looking for the keys, several more Regenerators ran into the previous location, one of them will attack you from around the corner in a narrow passage. Do not even think about running around him without shooting off your leg, otherwise you will be guaranteed a savory hickey and minus half your health. Move to the double gate, kick it to hell and immediately taxi to the right, to the freezer. Use the key on the panel and go inside.

Radish horseradish is not sweeter. Everywhere the corpses of terminators in the most different form. Take the rifle cartridges on the left, green grass in the far cabinet. There is a refrigerator in the northeast compartment, to open it you need to defrost the room using the panel in another compartment. In the same place, be sure to patch the electronic key on the reader - the contours of the correct version of the key will turn yellow. Head to the refrigerator and take the kosher appliance.

Note: The infravisor is needed to determine the position of Las Plagas parasites on the body of a living being. To use, connect the scope with a sniper rifle. The Infravisor is the most effective weapon against Regenerators.

The doors of the freezer miraculously closed, and one of the individuals woke up in the room - standard procedure. Go around the corner and start shooting parasites on the toothy one. The wild roar and swaying of the opponent will report a successful attack. Three accurate shots and the kid will fall, splashing the surrounding fittings with an unknown liquid. The lock on the door has opened, take the money and return to the corridor. Work out the rest of the Regenerators, in order to stun you can use the gas cylinder at the lattice doors. Take the emerald in the suitcase against the south wall, the rifle cartridges in the closet and go through the only door using the patched key.

A long corridor, rhythmic music, the characteristic noise of flails - the soldiers are back in business. We run to the door, we cling cartridges for the machine gun. We're in the trash can control room. Take away the grenade and look out the window - several guys are clustered below, clearly determined to do something bad. Sit down at the control panel, familiarize yourself with the interface and start removing garbage from the location. When you finish laughing, go through the next door, jump down, 

examine the hole. Pick up the grass near the trash can and go further. Another room with buttons, keys and switches. We don't touch anything. We take the yellow weed on the table, we shman the lockers and go to the next corridor.

Someone, somewhere, is carefully clattering to familiar cries. We found her! Run around the corner, ignore the exposed wires, empty the red box and watch another camera fly. Ashley sits under lock and key, guarded by two armored bastards with dren. Accidentally bumping someone with your shoulder or asking them to smoke is a surefire way to start a fight. After the proceedings, go to the door as soon as possible and calm the girl. To not scream. Bitch. To access the location, we need to find another access card. Turn around and head through the door on the right.

Corridor number four hundred and forty two. The noise of the stun gun makes it clear that it is not safe here. Kick down the door on the course and surrender to the battle with 

dumb troops. On the move, sweep the blinding grenade off the table and go down the stairs. Below it in one of the cabinets are shotgun charges. Go to the next corridor, run forward, break into the room on the course. There is green grass and a car, you can sign up and smoke. Break through the east door.

Again, interesting equipment, computers and all kinds of electronics. We fly into the next room and observe with our eyes in the monitor. An unusual Regenerator hobbled into the location with a key on his hip (who dared to stick it is unknown). The unusual thing is that this fighter is covered with spikes from head to toe, which tend to deform into knitting needles and cook kebab from the character. This type of Regenerator is called Iron Maiden, and it has four parasites on its torso and one on its back. In no case do not approach the kid at arm's length, try to avoid deadlocks and use the tactics of a hasty retreat. To pick up the key to the warehouse where Ashley is sitting, you must destroy the current porcupine. Set in motion everything that 

in your opinion, even a fistfight will help the cause. As soon as the terminator glues the flippers, pick up all the useful items in the location and go outside through the southeast door.

Note: It is not necessary to enter this location to complete the game. Now you can go back for Ashley.

Fresh air, we're on our way to some tower. A flock of crows hangs out ahead, one of them has five thousand, so it is advisable to kill everyone. In the distance you can see a huckster, like an X-ray scanning your copper watch in your pocket - we approach, we bargain, we move on. We sit in the elevator and go to the tower. On the left we cling to the grass, give a circle around the balcony and go into the room. Radio! We immediately rake up to the transmitter.

Leon turns on the equipment and tries to request a backup from the government, but interference and some kind of left signal stub automatically turn all attempts into offensive 

fail.

We take the cartridges for the shotgun and go down back. We return to the location with a ladder and stupid troops, reinforcements are waiting for us here. Shoot the guys and go into the corridor with the camera.

Ashley no longer fumes or even spoils us with her presence. We break to the door, use the key, go through the boxes.

*Off-screen “Ah-ah-ah-ah-ah ...” of the audience in a touching tone*

A very sentimental scene. Leon is once again determined to take the president's daughter off the island.


Chapter 5-2.

The brave operative and the presidential daughter are together again. For us, unfortunately. We need to leave the trash warehouse and get to the surface. We steal cartridges on the left and return to the corridor. A text message flew through the window in the form of a paper airplane with traces of lipstick - if it's Saddler, he's in big trouble. In the letter there is only noble chicanery about the mine with waste, we close it and move it outside. In the location, a gang of scorchers with a variety of weapons is already operating with might and main. Strengthen your civil position a couple of times and head to the control room. There is also a raid here, one of the boys will block the passage as soon as you try to escape. Don't leave Ashley at the door, get something more convincing and start a gunfight. At the end of the action, open the passage using the panel. Another pack of serious guys briskly fell into the room, sort it out. We go out to the dump and go to the mine.

Leon finds the only way out and smiles at Ashley, who is strictly against any dubious jumps into an unknown stinking mass. Openly sending the opinion of a snotty fool, the agent grabs it by the hand and rushes towards adventure.

Fate vilely exchanges the expected adventures for a fresh pile of slops, where the Americans have successfully stuck. Ashley goes over a few bad words on the savior, for which she runs into a characterization of her ass. Raising the latter, the girl draws attention to ...

Garbage collector. Turn around. Turn around again. Open the grate and break away. If you decide to defeat the enemy (highly recommended), the most reasonable option is to close the grate and, just in case, float Ashley into the trash can. Do not abuse the time, very soon the grate will rise and the Regenerator will start its combo. You can use the barrel as an intermediary. After laying down the kid, pick up the cartridges, twenty tons and go on. On the way there is an iron container and a leaky bridge, how fortunate.

Note: You will need Ashley to move the container, and she must not stand still or be in cover. It is useless to move the box alone.

We push the box into the water, move forward. We immediately resolve the issue with Maiden who appeared, pick up rifle cartridges, grass and money. Let's move on to the next container. Secret passage! Open double doors.

A big armored bastard is poking at us, which characterizes this location as non-positive. We beat barrels, we beat faces, we make our way through a flurry of garbage into the ventilation manifold. From there to the square with a hole in the floor, lava and a pendulum. Jump down, Ashley notices that there is some kind of lure on the south doors. Suddenly, a random collection of soldiers runs out of the next door. Now it's going to be bad. Enemies attack in large groups from all sides, do not hesitate to beat women and grow parasites with a blade. Use all your skills, defend yourself, drop fighters into lava, swear, yell at the stupid American fool, but don't show your weakness. 

Our task is to use a battering ram to smash the concrete on the double doors. The pebble is controlled on the northwest panel. Who will hammer the door - the player decides, regarding the strategy - the same situation as in the castle.

Note: The ram does no damage to you, Ashley, or the soldiers.

After destroying the wall, you call a few more privates into the location. Drown them and go through the doors.

More civilized corridors have begun, the Regenerator is grunting somewhere. Taxi to the right into the room, find rifle cartridges in the closet and return - there is nothing else to catch in the kennel. The familiar music started, the familiar shutters opened, the familiar toothy face appeared - another biathlon is coming.

Note: You can manually open the shutters before visiting the room, the Regenerator will be in front of you.

Shoot back, pick up the dough and continue the tour along the corridor. Ahead is another naked fighter. Destroy it and approach the lever. The electricity has run out in this area, you can start additional power in the eastern room. Clean the cabinets, pick up the grass and press the button in the wall. The shutters only went up a third. Return to the starting point, examine the hole twice. Leon can't fix the situation and is forced to enlist Ashley's help. Realizing that further progress is impossible without her, the girl lifts her chin, decisively bends down, looks accusingly at Leon and betrays "go away, shit" an unexpected phrase with the appropriate intonation, putting the agent's eggs far on the shelf. Whatever it was, the passage is open. Yellow dope is lying on the course. The door on the left is a safe room, it is recommended to visit and sign up. We study double doors. Closed, on both sides there are two levers - the meaning is clear, but not everything is so simple. Put Ashley near the first one, grab the second one yourself. It is necessary to press the lever only when the central lamp lights up, otherwise the door will not open. If everything is ok, fall behind the perimeter.

We're in the garage, break the crates and look around. There are garbage trucks in the parking lot, there are a lot of boxes around and not a single hint of an exit. Since there is no way out, we will look for an exit, a departure or a swim. Get in the body.

Before Leon had time to climb in and figure out possible options for operating the car for noble purposes, Ashley instantly started the rattletrap and knocked out the fucking iron gate on the first try, which sowed doubts in the ears of the serenely sleeping guards. Someone in the tunnel turned on a familiar dynamic track, which means “it started”. We will move to the next checkpoint on this transport. While the girl understands the management and presses the slippers on the floor, you will sit in the back and shoot back from the perplexed owners of the car, a constant influx of bad guys. Enemies appear mainly from behind and die, as a rule, with one bullet from a pistol. If you do not have time to shoot the soldiers at the catch-up stage, they will jump into the back, where their hit points are. 

increase to standard. Try not to shoot Ashley, kick the rabbits overboard, look back periodically and keep an eye on the situation at the front. As soon as the car breaks through the first gate, expect a truck to appear behind the rattletrap. A relative of the carrier in the village decided to overtake - the general situation and the width of the tunnel did not bother him at all. If a truck crashes into a car, you will die. Shoot the hood, make sure the car is on fire and continue the main defense. After a few meters, the carrier will correct the minor malfunctions of the flaming engine and continue the chase. It is necessary to break the wreck again. With a successful combination of circumstances, the cart will turn over, and ordinary infantry will reel up loudly on tires. Very soon you will land on the platform where the current bulldozer should move up. Taking the initiative again, Ashley orders Leon to deal with the panel and start the elevator, simply cutting off the undercover balls with a sickle. Leave the body, and climb the stairs up. A crowd of ill-wishers is running in, occasionally look behind the cabin, especially if you hear the corresponding squeaky call. Work out a few hags and move to the panel, press on the lever. Immediately bring down to the site - the smoke break is over, the path continues.

Wait for the exit to the surface and take up all-round defense.

Note: Ashley won't move forward until you get on the back.

Get ready to maneuver and fire on all fronts, try to knock down those running behind you, and in front - throw off the sentinels on the beams. As soon as breathing in the cart is not visible, get a shotgun and go on a counterattack. After destroying the next gate, Ashley will warn you of an impending threat along the course. This time, another relative of the Pueblo rider is ignoring the one-way traffic with admirable enthusiasm. Neutralize the intruder at all costs, otherwise Ashley will ruin the titanium disc with her head. Despite the sudden death, the driver still managed to provoke an accident and stop the traffic lawlessness of American intellectuals - the bulldozer breaks through the wall.

Leon and Ashley woke up very quickly, largely due to the lack of fainting. Examine the transport - the agent states a sad fact. Kick down the only door. We are in a safe room, which is also the most civilized location in recent times. Collect money, incendiary grenade, handgun ammo and green stone of justice in the room. Stick the last one into the lynx, if necessary, talk to the huckster. Go further through the double doors. Video clip.

Saddler is found in the room. Telepathy, extrasensory perception, a sixth sense or a banal timing tell him about the mature Las Plagas embryos in the nearest torsos. While trying to answer the Reverend, Leon doubles over in a piercing chest pain as he watches as Saddler launches a powerful hypnosis session and turns Ashley around, forcing the girl to voluntarily surrender. Not thrilled by any political lawlessness, remembering the circumstances of Louis's death and being an ardent opponent of the TV show “The Battle of Psychics”, the agent plans a virtuoso act of revenge in advance and quietly clings a bug to Ashley, whose squeaks could not be heard only by a total brake. Batiushka takes Ashley by the arm and leaves in an unknown direction, Leon, having recovered, draws disappointing conclusions.


Chapter 5-3.

However. Take five tons to the left under the stairs, go to the altar. On the table, in the most visible place, is a modest document “Our Plan!” with attached photos of parasites and a fresh picture of Mendez - only addresses, phones, passwords and the number of times the entire top of Los Illuminados are missing. A frustrated Saddler puts his feelings on paper and, apparently, is going to arrange a casting for new viewers. We charge the gun and go to spoil the mood for everyone. Exit the door on the left. It got dark...

Another spin-off takes us to the recent radio room. Eida is actively negotiating with the fighter, who was not so long ago geared by the cult leader. It turns out that this infantryman, along with Aida, is trying to get a sample of Las Plagas. Bazar makes it clear that in addition to conspiring against Saddler and knowing Wesker personally, the man named Krauser has other shortcomings. The guys quarrel on the basis of trust, deftly operating with facts and juggling threats. Eida cannot stand the excessive accumulation of egocentrism and stupidity in such a narrow room and leaves the location, setting herself for the sole purpose of removing a friend from her VKontakte friends list.

Meanwhile, Leon walked out the door. The current interior of the dungeon gives off Silent Hill. Step forward and take away the cartridges for the gun, go down. The security service is on the alert - kick your comrade painfully with your feet and pay attention to the glass part of the ceiling. There is an emerald on one of the windows - the soldiers were talking about the topic and decided to hide the jewelry more masterly, but ... all this is useless. Go out to the door and break into the furnace, having previously stolen an unremarkable pot next to it. Eliminate the ax throwers and other trolls, after passing the last furnace, go to the right through the door. Take three thousand and a blue grenade in the back room. Go out to the stairs, go to the guard's chamber, work out the guys' mobile phones, pick up the cartridges in the locker - you can open the south door.

The dumb corridor changes to a dead station. Grab the money, then enter the elevator. At the top, step forward to the cutscene, the most unusual in the game.

Jack Krauser. Knife fight.

Note: Get ready to dodge and actively follow the screen. In this video, there are several QTE moments going one after another. Any failure before the checkpoint will restart the video from the beginning.

Like the player, Leon smells evil, pulls out a knife and is soon subjected to an insidious attack by cattle.

QTE1

The spin-off fighter indicates the style of the upcoming conversation ahead of time by scratching Leon's face. According to official legend, a couple of years ago, this former Kennedy partner, Jack Crowser, tragically died in a plane crash, but this meeting slightly corrects some of the facts of the incident. In addition to other dark affairs and simulations, it is the Saddler Six who are responsible for kidnapping Ashley "stupid" from the university. In the reconciliation procedure, the old acquaintance of the guys does not make any difference and Krauser goes on the attack.

QTE2

Habitual questions and smirks continue the skirmish.

QTE3

Actively waving his pen, Krauser manages to report the impending theft of the Las Plagas sample from Saddler's pocket.

QTE4

Leon tries to convince the comrade to let Ashley go, but he voices the objective reasons for the sacrifice, which again lead to conflict, with throwing barrels as a lure.

QTE5

Mutual bullishness is briefly interrupted, and the player receives a control point. Masterfully moving with the comrade to the lower level, Leon accuses the latter of progressive idiocy and viciously spoils the opponent's branded item.

QTE6

Krauser disarms Leon with a surprise move and continues to mutter, inadvertently mentioning Umbrella. The fight moves to the porter, where you need to click on the action and cancel buttons. Do not mix up the sequence, otherwise the agent will grunt.

QTE7

Suddenly, the fight is interrupted by a kosher shot. Eida is standing far away on the scaffolding, holding a smoking pistol and smiling playfully. Having given everyone a compliment, Krauser retreats from the battlefield with a spectacular jump and swears an oath to Leon that he will soon once and for all establish the true owner of the cones in this forest. The remaining interlocutor also does not give intelligible explanations for his presence and leaves the agent alone.

The desire to think about what happened breaks off the traditional call. New skype user [LI]_Saddie_ Gr8estMa5term1nd continues the traditional work of Salazar and begins the conference, according to tradition, with padyopa. Leon, according to tradition, picks up the theme and everything starts according to tradition. Having successfully wedged between obscene compound sentences, the priest takes the floor and vangues the meeting of the operative with a certain “it”, strongly recommending that the agent send for a notary. Leon sends a triple facepalm to the interlocutor. Talk time is 12 seconds.

We run to the right and go down, go to the next door.

Again, the beginnings of the laboratory, we pass through the sensory doors. The creator of the next corridor watched the feature film “Resident Evil”, which means that characteristic adventures await us. At each stage, the lasers move randomly, but 

cyclically, it is desirable to run through each set as soon as possible. On the third salvo, the lasers will move in your direction, at a certain point you need to dodge. As soon as sparking sensors appear on the wall, run to the middle and get ready to somersault. Success will allow you to approach the switch by the door. Before opening the lock, the system will force Leon to perform the miracles of acrobatics and reactions for the last time. We got to the reverend's apartment, just shoot off an elegant hairpin above your head. Pick up an emerald near a chair with a clear presence of a vibration massager for the buttocks. It is not recommended to sit down after Saddler anywhere, go behind the back and go down the secret elevator.

We were again taken to the catacombs, under the stairs on the right, pick up the grass and the emerald and taxi out onto the stone path. At the end of the path there is a gate, a little to the right is a haven for a merchant and a typewriter. Read the fourth notes of Louis and take the grass behind the gate, you can sign up. Let's move on.

The environment has not changed, we cling to the yellow grass near the boxes and run along the path through the cave. The cut-scene for some reason shows three hanging metal containers over a cliff. We move to the left lift, splash screen.

Leon discovers a tracking device in a puddle, somewhat surprised by Ashley's absence. Soon, suspicious tremors begin in nearby areas. Having destroyed the stone wall, an incomprehensible creature with impressive charisma emerges from the dusk, finally confirming the vile setup of the old man. It's time to conclude that the virtuoso trick with the bug did not work.

It (U-3).

Here is the face. We are on the container, one on one with the horror, designed to chop Leon into cabbage. Shooting at the monster is useless, our goal is to try to drop it along with the container to the bottom of the cave. To do this, you need to find two panels. After activation, the second system will start a timer, before the time expires, you must leave the first container. As soon as control passes into your hands, turn around and find the shutters, shoot the green flashlight and go to the panel. Press the button, try to run around the monster and head to the other end of the container as quickly as possible, collecting all sorts of goodies along the way, like smoke. Throughout the journey, the monster will constantly attack you, moving either to the iron containers or back to the grate. Try not to get caught by the choke and always keep your dodge buttons at the ready. As soon as the timer starts, run up to the red gate and open


A piece of the puzzle has sunk into the abyss. Take the grenade on the right and move deeper into the second labyrinth. Dununa... The enemy decided not to leave the tram ahead of time and organized an ambush. Get out of the situation like a real man and start searching for the next panels, first of all, it is advisable to activate the one behind the monster - the escape will go a little faster. If the horror brazenly blocked your path - shoot him several times, wait until he confuses and run past. At the end of the mission, find the red gate again and go to the third container


The second parallelepiped fell to the bottom, we are studying the next corridor. This time we need to activate only one switch, but for this we will have to run. On the left is a closed passage, on the right is a panel that raises the shutters opposite Leon. Run and head into the tunnel. Dununa 2... The monster fussed again and stayed on board, having grown a pair of sharp limbs - it will be a little more difficult to run around him in this situation. Give a circle around the area and rest against the grate, shoot a green flashlight behind it and return to the starting one. The left passage with the panel is now open, run in and start the process. Return to the gate and exit to the edge of the container. In order to avoid dismemberment, you need to jump onto the lowered construction hook. If a fighter almost cut off Leon's balls and fell into the abyss, then everything worked out. Collect everything that glows and drive into the cave.


Danuna 3: Eptvayumat... It has escaped again and is rapidly catching up with Leon, ignoring the laws of gravity. The full-fledged battle with U3 begins just now - take out the old bricks from your underpants and continue saving up for a full-fledged barbecue. We are in a confined space with barrels, a cave and a lattice gate. Only one will drop from this location. The enemy has a lot of attacks and the ability to go underground, we have ingenuity and a bunch of improvised means. It is advisable to deal with the monster in this battle using the most powerful weapon in the inventory, since the stamina of the first one exceeds the stamina of all previous enemies. At the beginning of the battle, turn around and collect the red herb. Troll the fighter with a few shots from a pistol, evaluate the speed of his movement. Use the first barrel and taxi out into the cave, having previously opened both grates. As soon as you cross the border, pull the switch from the inside, take out a serious gun and lightly attack the monster until it bites through the grate. Upon reaching certain damage thresholds, the monster will fall to the ground for a short time, these knockdowns are your chance to cancel the monster's attacks and hold the barrier for as long as possible. As soon as it is destroyed, retreat to the next barrel and stun the enemy with a surprise, then immediately lower the next grate and repeat the procedure. If by that time the monster does not throw back its claws, it will have to be finished off without using environmental items. Those who are especially desperate are invited to take a gun, because the right one is always ... well, you understand. Keep pressing and dodging, eventually the comrade will start waving the white flag, quacking and decomposing. U3s.

Note: You can also kill the monster with a rocket launcher. After hitting, he will not die, but you can finish him off even with an ordinary knife blow.

Saddler is running out of fighters. Take fifty thousand and blow through the previously ignored door. Move along the tunnel to the stairs, take the grass and climb up.

We are back in a civilized room with sunlight. Climb a little higher, confiscate the grenade in the nightstand and kick the door. Fresh air, evening. Set fire to the camp of local soldiers below - one shot in the barrel will solve all problems. Clear the perimeter, there is a door behind the northern grate, we need to get to it. There is a secret hatch in the tent - we pass, jump, shoot emeralds, break barrels. Run down the passage, pick up the blue stone of treason and five tons in the side branches. At the end of the tunnel, a huckster, a car and an outright little Krauser to himself are waiting for you, of course, in the most prominent place. The diary says that the comrade intends to cut the old man's sample and eliminate all the good guys. In this location, you are given the last chance to visit the room with a mini-game and improve your financial condition. Chat with the merchant, sell the restored lynx and go upstairs. We came to the doors of interest, break the barrel behind and go to the next area.

On the course of incomprehensible ruins, we jump down and move forward.

In the depths of the stone buildings, old Krauser appears with a painted loafer, starting to set the stage for a shootout off-camera. It is assumed from an unflattering conversation that Ashley is hidden behind a gate that requires three keys to open, one of which is in the paratrooper's pocket. Leon ignores any bouts of CSF from the opponent and throws a piece of iron at the guy. Shooting and rolling begins.

From now on, Krauser will persistently bother you. An extremely fast and dangerous enemy, often attacks suddenly, shouts offensive sentences, shoots from TMP, explosives from a crossbow and fights like a young Steven Seagal. In this battle, we need to collect all the keys on the ruins and fight off the constant attacks of Krauser. At the beginning of the round, run left into the building and try to open 

gate. Rise upward. The set timer will end as soon as you repel the first Krauser attack, consisting of several attacks. The attack is a melee skirmish from a series of tricks, where you can win only by dodging several times in a row. Leon's blow of the roll into Krauser's cheek signals the full profit of the situation. You can also finish the attack of a fighter with ordinary weapons, it is enough to inflict a certain amount of damage on him, but before the first melee attack. At any time, you can knock the beret off his skull with a knife.

Note: Based on the realism of the events, especially for the battles with Krauser, the developers introduced a unique balance - a knife attack causes him much more damage than a conventional firearm, respectively, when attacking Krauser in melee, the player is recommended to use the same attacks to equalize the chances.

As soon as the landing party throws a light tower, return to the gate and go further, do not forget to pick up all kinds of goodies and expect sudden conflicts. Try not to stand behind the columns during a firearm attack - they have the ability to collapse. At the first fork, turn right, stopping the shooting and attempts to start a mahach, get to the building and search it from top to bottom. The passage and the lever to the left of the halabuda are closed with bars, head east and overcome the stairs.

Before Krauser's eyes, Leon takes the first key (panther) from the gate and activates another verbal battle in order to fully clarify what each side wants. The landing force is eager to restore Umbrella and bring law and order to the earth, however, government agents have been uncompromisingly and extremely productively sending this alignment to hell since October 1, 1998, and this situation is not singled out by any exceptional subparagraphs. In response, Krauser questions the opposite point of view and, expecting devastating arguments, grabs his pen.

The battle continues, the location is blocked by some infernal forces. If Krauser jumps onto a ledge, look for cover so you don't get hit by machine gun fire. Poke a fighter in the kidneys, stuff his face, cut his face, after a while he will realize that health is more important than show-offs and retire for a smoke break. Once this happens, a stone statue will rise from the ground on the south side. There is a recess in the middle of the location, slide the statue there and watch the development of events.

Note: It is impossible to move the statue to a dead center.

Access to two levers has opened up, go to the nearest one and raise the grate, return to the second building. Pull the lever at the gate and jump down, giving Krauser a couple more kicks. Here we will meet a previously unseen type of enemies - robots.

Note: Ground robots play the role of a live mine and explode after two seconds of idle time next to the enemy or after being destroyed, try to shoot at them in advance. The air robot attacks with an automatic burst two seconds after the enemy is detected and also explodes after being destroyed. This type of enemy is found only here.

Collect freebies and move forward. At the exit, you will find a small dialogue with Krauser, you can answer him or ignore him. After the scene, two more robots will trample on you, sort it out and go through the opening on the left. The gate will immediately close, go upstairs and set fire to another grate - through this passage we will fall down from here. Rise higher. Run to the left for ammo and grass, go to the right side and take the second key (Eagle).

Leona meets our fighter and discovers the agent's predatory gaze on his pocket. Realizing the senselessness of further dispute, the paratrooper throws out his TMP and begins to do various indecencies with his body. Leon diagnoses irreversible brain failure and prepares to attack his former comrade. At the end of the cutscene, you need to dodge the first attack.

Jack Krauser.

Infernal forces blocked the passage again. Las Plagas mutilated Krauser's hand, turning it into a huge spear. This spear will serve the fighter as an impenetrable defense as well as a powerful attack. Coupled with sharp movements and freaky sweeps, the Krauser is practically invulnerable to conventional weapons. The area is littered with explosives, you have three minutes to resolve the conflict, there is nowhere to retreat. From the beginning of the battle, collect all the goodies and find kosher room to maneuver. The most profitable weapon is still the knife, use it when Krauser opens up for an attack, but do not hesitate, otherwise Leon will immediately taste kirzach in his mouth. If the fighter pushed you off the ledge, click on the button and cut the tendon reptile. Don't forget to avoid random swings of the spear and try not to run into sweeps, otherwise, immediately press the action and run buttons. Leave the operative behind and watch the video in which the bloodied comrade plummets to the ground. Check out the corpse if you want drama.

Jack Krauser died bravely in battle. Take away the third key (Snake) and bring down to the opened passage in the tower. Jump down, take the ammo for the pistol and insert all the keys into the recesses of the plate. As soon as another high-tech sensory mechanism lifts it, open the next doors.


Chapter 5-4.

The chapter starts positively, with an explosion. There is no time to mourn the loss of a friend - take the grass and follow the path. Call back.

Rev. in touch. Father hurries to thank Leon for eliminating the corrupt American and is going to get the agent a normal job after assimilation with the parasite, having already recorded his interview for Friday. The complete absence of a flame in the first ten seconds would have unsettled the player, so the guys immediately correct this defect. Conversation, as always, does not work.

Move towards the camp.

At the rate of an organized military base with impressive weapons: rocket launchers, machine guns, axes. Leon's intentions to heap the rolls on everyone at their usual pace are interrupted by the sudden appearance of a US Air Force! helicopter sent by the government to provide fire support from the air. Slightly delayed due to air jams, the pilot imperceptibly and silently flies up to the enemy base and in a couple of seconds turns all its inhabitants into a bloody mess. The tactic of firing at all living things quickly finds its practicality, and the guys converge on a cooperative.

Note: Mike will attack anyone who tries to attack you. It is impossible to shoot down a helicopter.
Note: Helicopter machine-gun burst does no damage to Leon.
Note: From now on, Mike's phrase "Take Over" means that the area will be attacked by missiles, and you need to find cover.

Move to the destroyed camp. As soon as the machine gunner comes out of the ambush, dive into the armored tent and wait out the line, at the same time pick up the cartridges for the gun. You can go out and shoot the soldier yourself, you can give in to Mike, who, apparently, has already got a taste. Come out and continue to pick up leftovers, go down at the fork. Several guys are taxiing out of the gateway, one attacks from behind, leave them to the pilot or figure it out yourself. Keep cutting down on the influx of fighters and wait for the explosion. Climb the stairs to the left, pick up the grenade, go to the gate with the lock and deal with the next stream of soldiers. Knock out the gate, work out the machine gunner and his intermediaries, move through the tunnel and climb the stairs. Pick up a grenade on the left and drive into a harmless house, cartridges and grass are sacred. Behind the bridge on the ledge lies yellow grass, you can go. Open the electronic door and go to the northern part of the arena. The boys continue to put pressure, this time a familiar uncle machine gunner with a stern expression and an unstable cap joined the hustle. We move back to the house and wait for the attacks, actively follow the barrel at the stairs. After stripping, we begin to hammer 

fat in every possible way, preferably with a rifle (without an infravisor). We rake in fifteen thousand and totally search the area, starting from the very bottom - a few herbs, five tons and cartridges for TMP. Mid lane - magnum ammo and shotgun ammo. We need to get to the button that opens the gate on this level - climb to the highest point along the spiral staircase and bury your nose in the ramp. With a breeze we fly to the ledge where the machine gunner was born, rake in a grenade and press the button. We militantly go out the gate.

Roundup! Run sharply into the left corridor and weigh everyone who finds a nick, look around. Climb up, carefully graze the window of the first machine gunner and shoot right in the eye, use the ledge on the left as cover (action) and constantly look around. Cross the bridge and jump into cover with a barrel, fill up the machine gunner and start collecting the remaining goodies while Mike kills ordinary fighters. To go further, we need to open the northwestern gate, as soon as you get close, they will be blocked by two locks. 

The locks are hacked with the help of two switches on the right and left, you can activate in any order. Upon completion of the operation, go down and kick out the doors.

Guess broken off, we're still on the street. Run up the stairs to the ruins.

The deathly silence is quickly replaced by a strange laugh in the style of a random VJ "Crooked Mirror" - anticipating the dismemberment, the agent suddenly begins to surround a unit of soldiers. All the same intentions of Leon at the usual pace to pile on all the rolls are again interrupted by the suddenly appeared US Air Force helicopter !. Mike immediately jumps into the situation and again arranges a bloodbath for the fighters. After accepting Leon's offer to drink at a bar at public expense, the pilot is hit by a missile attack and loses altitude. Broken to f*cking (yes, yes, literature is powerless here), the helicopter makes the agent look around and burn Saddler with a six on the tower. The operative quickly compares the facts and again promises cruel revenge on the reverend.

The old man does not deny himself the pleasure of getting in touch and sending his malevolent message to the American. Leon is trying to fit in his head all the absurdity and dibilism of the worldview of the interlocutor, but with the following statement, Saddler does not leave the agent a single chance. The unstable dialogue involves people, parasites, bastards and flies, but for some reason the phrases “old fart” and “Pendos loshara” did not sound.

Sorry guy. We quickly rob the corpses and go left to the columns. On the way, examine the barrel in the aisle, you can look at the crash site. On one of the columns, shoot the emerald and move to the next gate.

Silence, on the ledge we jump down, grab the pearl necklace behind the stairs and go through the only hole.

Strange things start to happen to the agent. Aida suddenly appears in the frame and asks Leon about his health, noticing the slight inadequacy of what is happening. After holding on for a couple more seconds, the guy goes into a rage and takes the girl to the choke. The injection of hormones of joy from a knee in the groin and a sharpening in the thigh brings the American back to the real world. Leon modestly apologizes and swallows the last handful of wheels, Eida reminds of the threat and ends the dialogue with the phrase “split up”. Typically.

Follow the girl and get to the next doors.

We are back indoors. Loose lamps, peeled walls, rusty tables - nostalgia. There is a grenade on the left, magnum cartridges in the nightstand, shotgun cartridges in the shield, yellow grass in the locker room. There is a suspicious bag with a living creature lying in the trash can, the author does not know why he was brought into the game, but one bullet significantly suppresses interest in any such question. 

Go to the first cameras and listen. If a sniper rifle is still not in your hands, you have not learned anything. The regenerator is in the second chamber on the left, neutralize it and go up to the door, on the side of the stairs.

Street. We pick up the grass, break the boxes and move south. A small group of soldiers is waiting for you around the corner, run into the square and get down to business, use the surrounding objects. Pay special attention to the machine gunner who appears, keep him confused. After clearing the floor completely, head to the north door and try to open it. Prudent security blocked the castle by stealing the access card on the second level, and called for reinforcements. Through the mountains of corpses, make your way up any stairs and turn everything upside down: kill people, rummage around diplomats, lockers, rooms, shelves, be sure to take the key card from the emergency lock from one of the mobs. Keep in mind that there will be more people than usual. Locate the card reader in the northwest corner and use the key, then find 

two remotes (center and south) and activate them, avoid sticky situations with holy fools. If the sesame on the first level has opened, head to the final corridor and go down to the door. The location continues with a small warehouse, immediately pick up shotgun shells on the right, they can be spent on the left. Rest against the gate at the end of the tunnel and go further.

Leon breaks into the hall and finds Ashley in a strange tank. Attempts to resort to her release are interrupted by the sudden appearance of the user [LI]_Saddie_ Gr8estMa5term1nd around the corner with a typical monologue about the meager life outside of Los Illuminados. The operative appreciates the joke and warns again that any attempts to prevent the operation to free the daughter of the US President! automatically deprive the violator of health insurance. No longer able to listen to the arguments of the ministers 

law enforcement, Saddler conceives the irreparable, unleashes the cattle and uses the magic of slowing down. A defiant automatic burst from Ada Wong ruins the Reverend's plan, gives the agent the necessary head start, and promptly turns a fashionable caftan into a means of discarding vermicelli. Leon steals Ashley from the tank, but the father's interesting actions make him stop and watch the developments. The cult leader ignores the girl in red and starts chasing the guys, swiping under the T-1000 terminator for a few seconds. Eida cuts off the old man's path and takes the fire.

Unfortunately yes. We take Ashley in an armful and kick out the doors - a stone passage. There is a lot of money in the barrels on the right, take them before you approach the merchant. Luis's fifth notes are lying near his shelter, telling about the possibility of removing the parasite in a non-surgical way. Pick up the grass and blow to the door.

Run along the corridor until you meet two morons with a morning star. Eliminate the patients, handing out podzhopniks to two more soldiers along the way. The door at the end of the corridor on the right will return us to the hall with a recent conflict, on the second floor there are grass and magnum cartridges - the location is of no greater interest. If you do not intend to visit the hall, walk straight to the sensory doors.

The guys discover another strange room. Along the way, it turns out that the local laboratory has a device that allows you to get rid of Las Plagas. Without a moment's hesitation, Leon volunteers to try the method and climbs onto the overpass, instructing the woman to control the technique. Despite the unfavorable forecasts, the irradiation is successful, and in a couple of minutes the student begins to sausage. Having completed the operation, not without snot, fresh Americans decide to go home. To Mom.


Chapter 6-1.

Finish. We go with our feet straight through the only passage above the floor along the stairs up along the walls to the grass around the corner. We pick up the cartridges, read the file “Our mission”. Various information about the ideas of the Los Illuminados tribe becomes official during the game. Trite to the very balls, but the presence of Saddler's political education is now beyond doubt. We open the doors and go outside.

Reload all available guns in your inventory, wind up a cigarette, collect bonuses, grind with a merchant. At this point, it is desirable to pump the TMP and the gun to the maximum. You can save. We go down the stairs and prem to the elevator.

Sensing something was wrong, Leon leaves Ashley in charge and takes the elevator alone.

An unexpected plot twist is approaching - Ada is still tied up ... and hung up on the nearest crane. Attempts to resort to freeing the girl are again cut short by the sudden appearance of Saddler from around the corner, but this time without the typical monologue. The hero of the occasion silently throws a ridge with the hope of causing Leon to have diarrhea, however, for certain reasons, this skill no longer works, which the agent is immediately guided by, covertly calling the reverend a senile. Leon frees Aida in a peculiar way and listens intently to Saddler's belated monologue about typical stereotypical Americanboys in Hollywood movies. Starting fiery nonsense, by negligence, the leader of the sect inserts as a preface the pompous laughter of the ruler of the world, which deliberately self-cliches and flushes his competence in the matter down the toilet. However, the old man ends the story with serious intentions of slapping the government agent of the UNITED STATES OF AMERICA! and, having demonstrated a focus pocus with an eye, he begins to turn into a huge and terrible monster, instilling cold horror in the hearts of unprepared playersblablabla.

Osman Saddler.

The elevator failed. Ada ran away.
Saddler has turned into a huge spider, his grips and blows are painful, but slow, as is the speed of movement. There are eyes on his legs and the central tentacle, in order to kill the monster, you need to deal damage to the central eye, which is in permanent armor and opens only for a while, at the moment of damage to any of the eyes on the legs, which, in turn, hide alternately for a random amount of time. With proper damage to such an eye, the spider with a roar will go to the floor in a knockdown and hatch the central ball. Once this happens, either (preferably) get close to the soup set and use the action button to climb up on the tentacle and stick the shiv into the lens, or shoot the butterfly/any other powerful weapon in the eye. Such behavior will cheer up the monster and everything will start again. You can also attack Saddler in the torso, but keep in mind that such shots do not cause much damage. Arm yourself with a TMP or a pistol, and start the battle while exploring the location along the way.


The arena is divided into two areas, the eastern one is narrower, but longer, the western one is wider, but shorter. Movement between the sites is carried out using two bridges on the south and north sides. Bridges periodically open, in order to cross to the other side you need to guess the moment based on traffic signals, or, if this did not happen, grab the edge in time at the moment of falling. In the northwest and southeast of the location there are control panels for the nearest cranes with a bunch of beams as cargo, you can use this element of the environment against Saddler and knock him down. Being on the opposite side from the monster, beware of the unexpected arrival of beams in the forehead.


As soon as Saddler receives the required portion of cuffs, a scene from another scenario will accidentally fit into the video sequence. Ada appears on the ledge with a rocket launcher in her hands and urges Leon to take drastic measures.

Further development of events depends on you. You can kill Saddler with a rocket launcher or finish him off with regular weapons, this will only affect the type of cutscene after the battle. The device lies on the west side, the missile will reach the target if at least some part of the monster was at gunpoint at the time of the shot. Choose your tactics and finish off the reverend completely.

Launching any screensaver will mean that [LI]_Saddie_ Gr8estMa5term1nd went offline forever. Everything is over.

Responsible for kidnapping the daughter of the President of the United States! and outrages in the once successful nearby territories, the leader of the Los Illuminados sectarian cult safely threw back his hooves, leaving behind only a sample of Las Plagas. Instead of hugs and gratitude, a girl in red who suddenly appears begins to threaten the American agent with violence and takes the ill-fated test tube. Masterfully leaving the scene by jumping off a cliff, Ada boards a spy helicopter, activates the island's self-destruct mode, and throws Leon a key with a pedobear keychain as a farewell.

The helicopter merges with the horizon. The agent is shocked.

Take the pedobear. Infernal forces again interfere with the narrative and start the elevator. We have exactly 2.47 minutes to escape the island. Remove the well-deserved one hundred thousand money from the corpse of the reverend and at an accelerated pace row up to the elevator. We're going down.

Unfortunately, Ashley is there. Not having time to get down on the threshold, Leon confronts the surprised girl with a fact, takes it in an armful and goes to some cave.

We move through the cave, overcome the descent and catch Ashley, we continue to sprint. Around the corner on the water is a carefully parked two-seater scooter with a full tank, power steering and power windows. Who left him to guess is easy, but you still can not guess. We stick the pedobear into the lock and start the device, in case of a fail, by persuading Ashley to the “pusher”. The guys settled down comfortably, it's time to go to America.

From that moment on, Leon drives a jet ski. You are moving through a stone tunnel, use the movement buttons to avoid any obstacles, use braking and gas to manipulate.

Note: While driving a jet ski, it is impossible to lose Ashley, stop, exit to the game menu or inventory.
Note: There are two conditional traffic lanes in the cave, at any turns Leon orients himself, you are only interested in changing lanes.

In the first part of the route we have to pass through several arches with access to a high springboard. As soon as you find yourself on the lower level, a cutscene will start, telling you about the beginning of the destruction of the island. Numerous explosions cut stone cobblestones from the ceiling and create a huge wave in the cave. From this moment on, if the jet ski is not fast enough, forced surfing will begin, which will lead to loss of control over the bike, if not slow enough, forced parkour with engine fire and, as a result, loss of control over the bike. Find a balance, go around stone spikes using springboards, in no case do not slow down at base speed, push your slippers to the floor in civilian tunnels, try to navigate as quickly as possible when falling cobblestones. Having made a trip without violating traffic rules, you will see the light. This is victory!

Watch the final screensaver, concentrated with all sorts of tackles.

The island and the main villain are destroyed, Ashley is safe - mission accomplished. President of the U.S.A! will not forget you, hero!

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