Resident Evil 4/Chapter 5-1: Difference between revisions

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Iron Maiden, Comm tower, wrapping up chapter
(Research access)
(Iron Maiden, Comm tower, wrapping up chapter)
 
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The door now opens and stays open, but there may be another soldier left. Check for drops, but get the Emerald from the filing cabinet on the left as you pass. Get the red herb from behind the wall on the right and get TMP Ammo from the red cabinet on in the corner.
The door now opens and stays open, but there may be another soldier left. Check for drops, but get the Emerald from the filing cabinet on the left as you pass. Get the red herb from behind the wall on the right and get TMP Ammo from the red cabinet on in the corner.
==Research building==
You enter another hallway. First go to the end of the passage on the left and unlock the door; it's not clear why you might need that door but it doesn't hurt.
Get the Green Herb from a corner on the right side of the passage, then go into the small room next to it to find a typewriter. There is a box next to it which will contain the Brass Pocket Watch.
Now go up stairs; There is a spot you can jump back down if the need ever arises. There are no enemies so take a minute to scout around a bit. Go through the mesh door to the west and note the location of the cold feeling door just beyond. Go back and follow the passage east as it circles around to the entrance of a new area and go in.
==Surgery==
You enter some kind of medical facility. Go through the automatic door to get a close up of a strange looking body on an operating table. Now check the panel next to the door on the right to solve a puzzle. The idea is to rotate the colored arrows to create flow from the upper left to the lower right. This is easy to solve, but the solution is turn Red three times, Green twice, Blue once, and Yellow either once or not at all. The order you turn them does not matter. When the flow is complete the door opens.
Apparently this is a room where experiments were performed using Las Plagas to enhance soldier’s fighting ability. Get the TMP Ammo from the floor on the right and “Luis’ Memo 3” from one of the beds. It has some info on a creature the research has created and, as you might guess, we'll be dealing with it shortly.
Go around the curtain and get the Freezer Card Key from the corpse. When you do, the body in the next room comes to life and comes toward you. This is one of the regenerators the Luis’ note talks about, the scariest non-boss enemy in the game. It's possible to kill it with the weapons you have now but it’s not worth trying. Just disable it, either with a flash grenade or by shooting its legs with the TMP, then go around it and get back to the hallway.
==Research building (cont.)==
Another regenerator is in the hall so get past it as before. Go to the cold door found earlier and use the Freezer Card Key to get in. The key will be used again later so you get to keep it for now.
==Freezer==
You enter a cold storage for the regenerator experiments. You're safe for the moment, so get the Rifle Ammo on the left, then break the glass on the far wall to get a Green Herb. Go into the small room on the left and use the card reprogramming device to change your Freezer Card Key to a Waste Disposal Card Key. Then turn off the refrigeration unit there.
Exit the room and go into another small room in the
far corner.
Turning off the machine has unfrozen the storage area at the far end so you can get the Infrared Scope. This activates a security system which locks the doors and a regenerator wakes up nearby, no doubt that it’s warmed up enough to become active again. Attach the infrared scope to your rifle and prepare to fire at the simulator. You have to hit the orange spots (the leech-like Plagas that Luis mentioned) and these disappear when you hit them. Keep a good distance from the monster so you can take your time aiming. It moves slowly and the aisle forms a loop so this shouldn't be hard. Aim well since if you miss a few times and blow off an arm or something the regenerator will move faster, If you get a hit the monster will take a moment to recover and you have a chance to aim again. Shoot all the spots and the regenerator will burst open leaving a 5000 PTAS drop.
The death of the regenerator causes the security system to deactivate so you can exit.
==Research building (part 3)==
Defeat the two regenerators that are out here, one you passed earlier and one waiting in the northwest corner. Get some distance from each monster before turning to fire so it can’t reach you while you’re aiming. There are no loops here but there is plenty of hallway to work with.
If you're low on Rifle Ammo (we did try to warn you) then there are still ways to get the 5000 PTAS drops. Use the scope to locate the Plagas on regenerator, then switch to a different weapon and aim for those locations. You're relying on memory so it's not going to be as accurate. A magnum will have the best penetrating power for this, but other guns will work as well. It's tricky to pull this off and dangerous to try, so it's not recommended unless you really need the cash and are really low on Rifle Ammo.
When the area is clear get the remaining items on the second floor.
*Incendiary Grenade in a red cabinet on in the hall going to surgery
*A box on the shelves further along this passage
*Rifle Ammo in a red cabinet in the west hallway
*An Emerald in a suitcase south of this
There is a regenerator still remaining in surgery; you don't have to go back for it but if you do then now is a good time.
==Surgery (optional)==
This area is a bit smaller than the others so you need to be quicker at aiming to get the regenerator. If you do you get the drop and you can go into the room he came out of to find an Emerald in the glass cabinet.
A save might be a good idea about now, then go to the northwest corner of the research building, use the Waste Disposal Card Key to unlock the door, and go in.
==Waste disposal==
You enter a long hallway with another room visible to the right. You're done with the regenerators for the time being so you may want remove the Infrered Scope. Get the TMP Ammo at the end and go through the door on the right to a crane control room.
Get the Hand Grenade on the floor here, then look through the window to see four soldiers standing around below. You can operate the crane here to pick them up and drop them into the pit where they won’t bother you. To do this, line up the crane with so the shadow completely covers one or two of them and press the button shown on the screen. The first time takes them by surprise but after that they huddle in the corners and eventually they turn the crane off and come after you. When they do just meet them at the door on the far side of the room since it's a perfect choke point.
Go down the stairs and jump down to reach the area where the soldiers were, get the Emerald from one of the bins and a green herb from the floor, then go through the door to another hallway.
Get the TMP Ammo at the corner, then enter a room with a table in the center and a security panel on the left. Get Shotgun Shells from the table, a Yellow Herb near some computers, and a Flash Grenade from one of the lockers. Continue on to the next area.
==Secure storage==
You're now in another passage with debris and exposed pipes and cables. You can hear Ashley calling for help but there’s not much you can do about it for the moment.
Head down the hallway. Get the Handgun Ammo from the red cabinet, then go a bit further to get a close-up of Ashley and her guards.
Turn the corner and defeat the armored guards. You can check the door of Ashley’s cell but you can’t open it for now. But at least Ashley will stop yelling when she sees you.
There are still some area not yet explored so go through the door at the corner near where Ashley is being held.
==Data storage==
There is a hallway with some steps; get Shotgun Shells near the end. You can hear a soldier here, so just open the door and let the soldiers on the other side notice you. Back off and let the enemies funnel through the door while you fight them.
When the first wave dies down, enter the next room and defeat a few more soldiers that attack. One of the enemies here has a bow and another has a shield.
The room is filled with filing cabinets and old computers. Get Rifle Ammo from shelves on the left and a Flash Grenade from a desk on the right. Go down the stairway and look in a cabinet underneath to find Magnum Ammo.
Continue into another hall and go through the door at the end to find a Green Herb and a typewriter. Then go back and go through the side door.
==Biomedical research==
You enter a laboratory of some kind. Go through the door in front of you and you see through via a security monitor that another regenerator is coming after you. This is an even scarier version called the Iron Maiden. It has spike coming out of it and it will try to impale you on them. It also has about twice as many Plagas that you have to defeat, including one on its back which is hard to get a shot at.
Shoot the parasites visible from the front, then you have get the one on its back. A Hand Grenade thrown just behind it will sometimes do the trick. Another way is to knock it to the ground by shooting its legs with your TMP or shotgun, and shooting the parasite while the monster is writhing on its belly. This is tricky because the monster moves faster on the ground than when walking. The monster enters through a hallway on the right, so try to defeat it there, but go back to through the door, then stop and turn around at the entrance if you need more item. Get the Storage Room Key Card as a drop.
Get Rifle Ammo from the table, TMP from a class case behind it, and more Rifle Ammo from a suitcase at the end of the aisle on the right.
To the south is a broken window into another room. You can either hop through the window or follow a hallway on the left to get in. Check the cases to learn what kind of experiments are going on here. Get A Red Herb and a Green Herb from glass cases on the left, Shotgun Shells on a shelf on the right, and Rifle Ammo from a metal safe. Smash the four small glass in the center to get an Emerald.
You can go back to rescue Ashley now, but there is another unexplored area to the east which you may want to go through first. The door is at the end of the hall to the southeast.
==Radio Tower (optional)==
You're now on a catwalk outside. There are crows resting on some crossbeams above and one of them drops 5000 PTAS so get them if you can. A Flash Grenade will get some of them, then shoot the rest. If they take off then go back to the previous area and come back to find them back on their perches again.
Find the Merchant here and three barrels next to him; one of the barrels has a Yellow Herb. Take the elevator at the end of the catwalk to the top of a tower. Get the Green Herb to the left when you exit the elevator, then circle around to enter a communications center. There is short cutscene where you try to contact HQ but the radio is jammed. (Some help does arrive near the end of the game so maybe it has some effect.)
While on the tower take a look around to get an idea of the size of the complex here. Then start heading back to where Ashley is being held.
==Data storage (cont.)==
You are attacked by soldiers again, including several archers. Fight them using the usual tactics.
==Secure storage (cont.)==
Use the card key to get into Ashley’s cell where you are reunited again.


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