Resident Evil 4 Walkthrough

 _ 
|_) esident Evil 4 /---------------------------------------------------------o
| \-------o--------\                       Chapter 5 - 1                     |
       (0000F)      \--------------------------------------------------------o

o------- Item Checklist -------o  Follow the walkway along, jumping down as 
|                              |  necessary until you reach a fork in the 
| Emerald................_____ |  path.  For the moment ignore the wooden 
| Handgun Ammo..........._____ |  bridge on your right and head left.  Climb 
| 15,000 Ptas............_____ |  up onto the ledge and break the crates, one 
| Green Herb............._____ |  of them contains the 'Emerald.'  Return to 
| TMP Ammo..............._____ |  the fork and head West.  After the scene 
| Magnum Ammo............_____ |  jump across and you will be spotted.  
| Shotgun Shells........._____ |  Quickly jump back and fight off the enemies 
| Shotgun Shells........._____ |  from here, there aren't too many at this 
| Emerald................_____ |  point.  Again jump over the crack and pick 
| TMP Ammo..............._____ |  up the 'Handgun Ammo (10)' off the boxes in 
| Rifle Ammo............._____ |  front of you.  Take a couple steps to your 
| Red Herb..............._____ |  left where there is a dip in the wall, a 
| Golden Lynx............_____ |  large enemy with a huge minigun will jump 
| Handgun Ammo..........._____ |  down and start firing.  Shoot through this U 
| Shotgun Shells........._____ |  shaped dip in the wall with either your 
| Green Herb............._____ |  Rifle or the Broken Butterfly until the 
| Shotgun Shells........._____ |  enemy is dead.  He drops '15,000 Ptas' when 
| 2000 Ptas.............._____ |  he dies.  Now if you go forward to where he 
| Incendiary Grenade....._____ |  appeared you'll be attacked by a horde of 
| Shotgun Shells........._____ |  enemies, use your Shotgun to keep them at 
| Green Herb............._____ |  bay.  There's a couple new things you need 
| Hand Grenade..........._____ |  to watch out for, some enemies have an 
| Handgun Ammo..........._____ |  electric baton that deals copious amounts of 
| 5000 Ptas.............._____ |  damage when it strikes you, others have a 
| Red Stone of Faith....._____ |  special helmet similar to the skulls on the 
| Shotgun Shells........._____ |  cultists that makes them immune to head
| Shotgun Shells........._____ |  shots.  Use the Shotgun and aim for the 
| Rifle Ammo............._____ |  body.  up the 'Green Herb.'  Enter the 
| Shotgun Shells........._____ |  Northwest enclosure to find 'TMP Ammo (50).'
| Rifle Ammo............._____ |  
| Emerald................_____ |  Now approach the upper right door where you 
| TMP Ammo..............._____ |  saw Ashley being carried, when you examine 
| Green Herb............._____ |  it a laser beam will start being emitted.  
| Brass Pocket Watch....._____ |  You have to redirect this laser to unlock 
| Incendiary Grenade....._____ |  the door.  Climb the ladder beside the 
| Freezer Card Key......._____ |  Northwest mirror and rotate it until it is 
| TMP Ammo..............._____ |  redirecting the beam to the Southeast 
| Emerald................_____ |  mirror.  Climb up the ladder leading to the 
| Emerald................_____ |  Southeast mirror, pick up the 'Magnum Ammo 
| Rifle Ammo............._____ |  (3)' and rotate the mirror to the right so 
| Waste Dispsal Card Key._____ |  that it hits the small coloured panel beside 
| 5000 Ptas.............._____ |  the door.  Now you are free to proceed.
| 5000 Ptas.............._____ |  
| 5000 Ptas.............._____ |  Get the 'Shotgun Shells (5)' just beyond the 
| TMP Ammo..............._____ |  doorway.  The path is pretty linear here, 
| Hand Grenade..........._____ |  just be ready to hit the dodge buttons at 
| Green Herb............._____ |  all times.  When you encounter some enemies 
| TMP Ammo..............._____ |  you will see a ladder beside you, go South 
| Shotgun Shells........._____ |  and pick up the 'Shotgun Shells (5)' then 
| Yellow Herb............_____ |  climb that ladder.  Examine the crates just 
| Flash Grenade.........._____ |  above the stairs to find 'Emerald.'  On the 
| Handgun Ammo..........._____ |  rocks to the South just past the enemy you 
| Shotgun Shells........._____ |  can get 'TMP Ammo (25).'  Jump across the 
| Rifle Ammo............._____ |  gap to the North and head up a bit, but 
| Flash Grenade.........._____ |  instead of following the path make a right 
| Magnum Ammo............_____ |  to go into the cave to the South.  Grab the 
| Green Herb............._____ |  'Rifle Ammo (5)' from the table and 
| Rifle Ammo............._____ |  eliminate all the electric baton wielding 
| TMP Ammo..............._____ |  enemies.  Make a left at the fork, then 
| Storage Room Card Key.._____ |  another left to reach a 'Red Herb' on the 
| Rifle Ammo............._____ |  ground.  To the South you'll see an 
| Shotgun Shells........._____ |  explosive barrel beside some precariously 
| Red Herb..............._____ |  unbalanced rocks.  Blast the barrel to 
| Green Herb............._____ |  reveal a path leading to a chest which 
| Emerald................_____ |  contains the 'Golden Lynx.'  Exit the cave 
| Green Herb............._____ |  section and follow the main path Northeast. 
| Shotgun Shells........._____ |  
|                              |  There's a number of boxes you can use for 
o------------------------------o  cover around the corner and you'll need 
                                  them.  This area is swarming with crossbow 
users and an enemy equipped with dynamite.  The first thing you should do is 
snipe that red barrel up on the ledge ahead of you, then all the rest of the 
survivors.  Turn around and pick up the 'Handgun Ammo (10)' then continue 
forward.  There's a fork in the path, the left fork leads into a cave.  At the 
end of the path you will find 'Shotgun Shells (5)' and a 'Green Herb.'  Return 
to the fork and take the right path, but watch out as you will likely 
encounter a number of enemies back here again.  Just as the right path starts 
you can find 'Shotgun Shells (5)' sitting on a crate.  At the end of this path 
there is a large door, opening it entails pressing a switch on the right side 
of the door.  Pretty easy.  Make your way down the path to find the merchant.

o- Merchant -----------------------------------------------------------------o
|                                                                            |
|  Attache Case XL.............73,000   Attache Case L..............40,000   |
|  Attache Case M..............30,000   Treasure Map (Island).......10,000   |
|  Handgun.......................8000   Red9........................14,000   |
|  Punsiher....................20,000   Blacktail...................24,000   |
|  Broken Butterfly............38,000   Killer7.....................77,700   |
|  Shotgun.....................20,000   Riot Gun....................32,000   |
|  Striker.....................43,000   Rifle.......................12,000   |
|  Rifle (Semi-Auto)...........35,000   TMP.........................15,000   |
|  Mine Thrower................28,000   Rocket Launcher.............30,000   |
|  Stock (Red9)..................4000   Stock (TMP)...................4000   |
|  Scope (Rifle).................7000   Scope (Semi-Auto Rifle).....10,000   |
|  Scope (Mine Thrower)..........8000   First Aid Spray.............10,000   |
|                                                                            |
o----------------------------------------------------------------------------o

The merchant has two new things to seel, one obviously being the treasure map 
for the island, and the other is the Killer7 magnum.  If you're already using 
the Broken Butterfly, it is not worth the upgrade at all however if you have 
no magnum then buy the Broken Butterfly.  It has better upgrades.  Use the 
typewriter and then head South, a number of enemies will start attacking.  
It's extremely close quarters so break out the grenades and Shotgun then enter 
the metal door on your left side.

Open the locker and pick up the '2000 Ptas.'  Make your way South and check 
the large recycling bin when the path turns to receive 'Incendiary Grenade.'  
In the kitchen you will find (besides an enemy) 'Shotgun Shells (10)' in the 
suitcase and 'Green Herb' on the counter.  As you go South be prepared to turn 
around and run at any moment.  Just wait a few seconds and you can go back 
safely, there's a 'Hand Grenade' to find by the sink.  Continue along the path 
through the door leading South.  When you come to a window on the left aim 
down and snipe the two enemies down there, but watch out because one of them 
has a crossbow and can still hit you.  Also watch out because one of those 
heavily armoured enemies is in the hall with you.  Go around the corner and 
into the door on the right to find 'Handgun Ammo (10)' in the shelf.  Around 
the corner watch the scene then open the locker to find '5000 Ptas.'  Leave 
the camera room and go down the stairs to the Northwest.

Open the shiny grey suitcase and get the 'Red Stone of Faith' inside.  Break 
the barrels in the small room underneath the stairs, then return to the camera 
room and go out the North door.  One of the filing cabinets on the left side 
of this hallway is slightly ajar, inside you will find 'Shotgun Shells (5).'  
In the room on the right grab the 'Shotgun Shells (5)' and break the glass 
containing 'Rifle Ammo (5).'  The merchant also resides in this room.

o- Merchant -----------------------------------------------------------------o
|                                                                            |
|  Attache Case XL.............73,000   Attache Case L..............40,000   |
|  Attache Case M..............30,000   Tactical Vest...............60,000   |
|  Treasure Map (Island).......10,000   Handgun.......................8000   |
|  Red9........................14,000   Punisher....................20,000   |
|  Blacktail...................24,000   Broken Butterfly............38,000   |
|  Killer7.....................77,700   Shotgun.....................20,000   |
|  Riot Gun....................32,000   Striker.....................43,000   |
|  Rifle.......................12,000   Rifle (Semi-Auto)...........35,000   |
|  TMP.........................15,000   Mine Thrower................28,000   |
|  Rocket Launcher.............30,000   Stock (Red9)..................4000   |
|  Stock (TMP)...................4000   Scope (Rifle).................7000   |
|  Scope (Semi-Auto Rifle).....10,000   Scope (Mine Thrower)..........8000   |
|  First Aid Spray.............10,000                                        |
|                                                                            |
o----------------------------------------------------------------------------o

Another brand new piece of equipment is available to buy, the extremely useful 
Tactical Vest which reduces damage taken by 30%.  To the left of the merchant 
is the fourth shooting range where type D is now available.  Back in the hall 
again when you go to the West side the garage door opens up and dynamite is 
hurled at you.  For this door it will keep opening and closing with enemies 
attacking you.  It will only open if you are at the opposite side of the room, 
if you approach it the door will stay closed.  The solution is to stand at the 
back of the room with a Shotgun and wait for the door to open, blast them just 
as they throw the dynamite to take them all out at once.  The door will close 
and three enemies with crossbows appear.  If you still have that Hand Grenade 
from the sink then use it here, otherwise just stand at the back of the room 
and snipe one of them when the door opens and run out of the way.  Continue 
this two more times to finally have all the enemies dead and the door remains 
open.  Before going in grab the 'Emerald' from the filing cabinet on your 
left.  There's 'TMP Ammo (50)' in the red cupboard just beyond the door.  Walk 
East and proceed through the door to leading North to the next section.

There's a 'Green Herb' on you left and a typewriter in the small room beside 
in.  Next to the typewriter is a crate which holds the 'Brass Pocket Watch.'  
Leave the room and climb the stairs, when you reach a fork go left and open 
the red cupboard to find 'Incendiary Grenade.'  As you run down the South hall 
smash the crate on one of the shelves, then enter the double doors at the end.
Check the Northeast door in this room to find it locked, then examine the 
panel on your right.  You will see a number of coloured arrows here.  In order 
to unlock the door you need to form a path between the two arrows on the 
corners, to do this operate the one blue, two green and three red.  This will 
unlock the door and give you access to the room with a memo on the left table, 
and the 'Freezer Card Key' in the corpse's hand.  Before leaving grab the 'TMP 
Ammo (50)' off the ground.  Now the monster in the other room is up and 
walking around, they are called Regenerators because they will regenerate 
parts of their body that you shoot off.  Don't even try to kill it, run into 
the room it was lying in and pick up the 'Emerald' then leave.

Run down the hall and head through the gate to the West.  Make a left at the 
fork and open the suitcase to find 'Emerald.'  Examine the large double doors 
just a few steps North of the fork and use your Freezer Card Key.  Pick up the 
'Rifle Ammo (5)' on your left just inside.  Break the glass of the Northwest 
shelf to reveal a 'Green Herb.'  Enter the Southeast room and examine both 
devices to turn off the freezer and transform your Freezer Card Key into a 
'Waste Disposal Card Key.'  You can now open the freezer to the Northeast and 
get the 'Infrared Scope.'  Now the door locks and you must do battle with one 
of the Regenerators.  Fortunately you now have a tool to defeat them, the 
Infrared Scope you just got can be combined with your Rifle to detect the 
parasites on the Regenerator, basically they are much hotter than the rest of 
the body so when you aim your Rifle you will be able to see about two bright 
red dots.  Hit both of them to defeat the Regenerator and collect your '5000 
Ptas.'  Now the door is unlocked and you can leave the room.

There are two Regenerators roaming the halls out here, use the same tactics to 
defeat them both and collect another couple stashes of '5000 Ptas.'  In the 
red cupboard on the West end of the hall is 'Rifle Ammo (5),' pick it up and 
run North.  Use your Waste Disposal Card Key to unlock the door.  Sitting on 
the boxes at the upper end of the hall is 'TMP Ammo (25).'  Go into the door 
and grab the 'Hand Grenade' then operate the control panel.  You can use this 
crane to lift up enemies and drop them into a dark oblivion, simply align the 
crane's shadow and press A.  After a couple runs they catch on to your and 
activate the shutdown switch.  Leave through the East door and drop down.  
There's a 'Green Herb' on the opposite side of the dumpster, pick it up and 
enter the hallway to find another box of 'TMP Ammo (25).'  The hall leads to 
an office area where you can find 'Shotgun Shells (10)' and 'Yellow Herb.'  
Open one of the lockers to find a 'Flash Grenade' and head through the door.

There's a package of 'Handgun Ammo (10)' in the red cupboard here.  As you go 
up a quick scene occurs and you're faced with two large armoured guards.  
Equip either the Rifle or Broken Butterfly and aim for head shots.  There's 
nothing you can do about Ashley right now so proceed through the North door.  
Grab the 'Shotgun Shells (5)' sitting on the ground.  More electric baton 
wielding enemies await you in the next room.  Whip out your Shotgun and find a 
safe place somewhere close to the door, do not try just running in or you'll 
be surrounded.  The safest thing to do actually is to turn around and go right 
back into the hallway.  The tight quarters will give you a large tactical 
advantage.  Grab the 'Rifle Ammo (5)' from the shelf opposite the door.  
There's a 'Flash Grenade' sitting atop the desk on the opposite wall.  Descend 
the stairs and turn around, on the shelf below the stairs you can find 'Magnum 
Ammo (5).'  Head through the door and follow the hallway as far South as you 
can to reach a 'Green Herb' and a typewriter.

Make your way to the East side of the lab and watch the scene.  This means 
you'll need your Rifle with the Infrared Scope equipped.  Pick up the 'Rifle 
Ammo (5)' off the table and the 'TMP Ammo (25)' by shooting the glass in the 
corner.  This monster called the Iron Maiden is unlike any you have fought 
before, it can attack from quite a long distance and its body is able to shoot 
spikes out in every direction.  Aim your Rifle at all the weak parasitic 
points but it remains alive even after this, once the weak points are 
destroyed you still have to blast it to death as you would a normal enemy.  
When you manage to do so the Iron Maiden drops the 'Storage Room Card Key.'

Stay in the lab and head to the Southern corner.  Walk though the West doorway 
and examine all the nooks and crannies of this room to find 'Rifle Ammo (5),' 
'Shotgun Shells (5),' 'Red Herb,' and 'Green Herb.'  To get the 'Emerald' you 
need to smash the glass of the upper four cylindrical tubes in the middle.  
Now exit the laboratory through the Southeast door.  Run along the walkway and 
you will find a number of barrels to smash.  The merchant has also set up shop 
in this area.  Ride the elevator up and look to your left to see a 'Green 
Herb' on the ground.  Make your way around the walk and into the door to 
trigger a scene.  Now grab the 'Shotgun Shells (5)' from the table and return 
all the way back to where Ashley was trapped in the holding cell and select 
the Storage Room Card Key from your inventory to end the chapter.