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             --------------------------------------------------------
               R E S I D E N T  E V I L  4  :  W I I  E D I T I O N
             --------------------------------------------------------

                                Nintendo Wii
                        FAQ/Walkthrough, Version 1.0
                          Last Updated - 01/08/2007
                   By Crazyreyn (crazyreyn_faqs@hotmail.com)
            Copyright (c)2007 Matthew Reynolds. All rights reserved. 

*******************************************************************************

+--------------+
| Legal Notice |
+--------------+

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You will find the latest versions here. If you want to host my FAQ then
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If you see a fault of ANY kind or you want to contribute some data to me, then 
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           If you could, rate this FAQ so I can get some feedback.

                                 Thank You.


===============================================================================
                               ----------------
                                 INTRODUCTION
                               ----------------
===============================================================================

Hello and welcome to the Resident Evil 4: Wii Edition FAQ/Walkthrough. This
guide will provide you with complete coverage to this game - from the
main adventure to the extra side missions Separate Ways and Assignment Ada to
various item and weapon listings toward the back of the guide.

Resident Evil 4 is simply an amazing feat in game design - turning around the
series from being stale to a complete action fest, it never lets up until the
finish. Each area of the game is completely individual and offers a new
game mechanic or obstacle to overcome, meaning you are always challenged and
interested.

I have played this game across all three systems it's on (not counting the
pants PC version) - the GameCube, PlayStation 2 and now the Wii. Deciding that
getting the Wii version is an excuse to do a guide for it, I can say that
it's by far the best version to purchase. With true 16:9 widescreen, GameCube
graphics, all the PS2 extras and an awesome new control scheme, this is
the definitive version of one of the best games of this generation.

I hope you enjoy the guide,

- Matt


===============================================================================
                             ---------------------
                               TABLE OF CONTENTS
                             ---------------------
===============================================================================

1. Version History
2. Game Overview
  2.01. Story
  2.02. Basics
  2.03. Controls
  2.04. General Hints and Tips
3. Walkthrough
  3.01. Chapter 1-1
  3.02. Chapter 1-2
  3.03. Chapter 1-3
  3.04. Chapter 2-1
  3.05. Chapter 2-2
  3.06. Chapter 2-3
  3.07. Chapter 3-1
  3.08. Chapter 3-2
  3.09. Chapter 3-3
  3.10. Chapter 3-4
  3.11. Chapter 4-1
  3.12. Chapter 4-2
  3.13. Chapter 4-3
  3.14. Chapter 4-4
  3.15. Chapter 5-1
  3.16. Chapter 5-2
  3.17. Chapter 5-3
  3.18. Chapter 5-4
  3.19. Final Chapter
4. Separate Ways
  4.01. Chapter 1
  4.02. Chapter 2
  4.03. Chapter 3
  4.04. Chapter 4
  4.05. Chapter 5
5. Assignment Ada
6. Mercenaries
7. Bosses
8. Items
  8.01. Weapons
  8.02. Key Items
  8.03. Items
  8.04. Treasure
  8.05. Memo Locations
  8.06. Yellow Herb Locations
  8.07. Merchant Lists
9. Enemies
10. Sidequests
11. Secrets and Unlockables
12. Conclusion and Special Thanks

Searching -
Simply copy and paste the section you want to go to into the Find box (to open
it, press CTRL+F). Now press enter twice and you will be taken to your selected
section.



===============================================================================
                            ----------------------
                              1. VERSION HISTORY
                            ----------------------
===============================================================================

+--------------------------+
| Version 1.0 - 01/08/2007 |
+--------------------------+

The first version of the FAQ, everything is complete!



===============================================================================
                             --------------------
                               2. GAME OVERVIEW
                             --------------------
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2.01. Story
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This story is lifted directly from the game's manual, and is not of my own
creation. The story description in the manual is pretty brief, so I including
two character bio's too - there are more, but I won't want to spoil the game
for you. You can still read them in the manual if you want though!

---

Several years have passed since the destruction of Raccoon City...

Leon is now facing his ultimate challenge...

A mysterious village...

Creatures that defy natures...

Are They Human? A CURSE THAT PLAGUES THE HUMAN BODY.

Leon S. Kennedy - Agent for the U.S. Government. He has been sent to Europe
on a solo mission to rescue the President's kinapped daughter, Ashley. Leon
is one of the few people who survived the destruction of Raccoon City six years
ago.

Ashley Graham - Daugher of the President of the United States. She was
kidnapped by a mysterious group on the way home from her college in
Massachusetts. Allegedly she has been spotted in a village in Europe, but there
has been no sign of her since!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2.02. Basics
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

----------------
General Gameplay
----------------

The general aim of the game is to get to the next section (check the map to
see where to go next). On the way you'll encounter enemies, bobby traps and
sometimes puzzles. Controlling Leon, you need to get through each chapter
until you are finished.


---------------------
Interactive Cutscenes
---------------------

Ripping Shenmue's QTEs off big style, this game has interactive cutscenes
where you must press A or B on the Wiimote or swing in order to succeed.
Always stay alert when watching cutscenes and get ready to do something at
all times. At other times during gameplay, like when an enemy grapples you,
you'll need to swing like mad to be released.


-------------------
Treasures and Items
-------------------

You get various treasures in the game which can then be sold to the Merchant
for money (to go toward other purchases). Treasures are everywhere, and so
are various items, so explore each area fully and kill as many enemies as you
can to get more cash.

Items are stored in the case (press the + button to access) which has limited
storage space. To manage it, press the - button over an item to pick it up,
and C on the nunchuk to rotate it around. As you go on through the game 
you can upgrade the size of the case.


-----
Herbs
-----

There are three types of herb you can encounter - Green, Red and Yellow.
Green recovers health and can be used on it's own. Red and Yellow herbs are
less common to find and must be combined with Green herbs in order to be
used. Red herbs recover health fully, whereas Yellow increases maximum health
permanently.

Green - Recover a small amount of health
Greenx2 - Recover a large amount of health
Green x3 - Recover all health
Green + Red - Recover all health
Green + Yellow - Recover a small amount of health and increase max health
Green + Red + Yellow - Recover all health and increase max health
Red + Yellow - Nothing - need Green in order to use

You can use all these on Ashley as well, including Yellow herbs to increase
her maximum health. There are also other ways of getting health - such as
from Bass, Chicken Eggs and First Aid Sprays.


-------------------------
Typewriters and Merchants
-------------------------

Usually found together, these are handy ways of bettering your game. If you
have played other Resident Evil games you'll know that you can save at
Typewriters (no ink ribbons this time!), and note you can also save at
each Chapter End. Merchants supply purchasable weapons and items, and also
give you the opportunity to upgrade weapons and sell items and treasures.
These change throughout the game, and for listings to what and when you
can get them, check the end of the guide.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2.03. Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

There are three control schemes - using the Wiimote and Nunchuk, Classic
Controller or GameCube controller. A lot of choice. What should you pick?
The Wiimote and Nunchuk is by far the best, giving your superior aiming to
make the game feel a lot more natural (and a bit easier, although I like how
Mercenaries is actually possible to five star, but that's just me).

To use the Wiimote and Nunchuk then just have them both on when you start up
the game. To use the Classic Controller, have it plugged in when you being.
To use the GameCube controller, have it plugged in and when you begin,
disable any Wiimotes available and it'll switch over.


-------------------
Wiimote and Nunchuk
-------------------

   Pointer - Aim Crosshair
   A - Use Items, Fire
   B - Aim
   D-Pad - Control Camera
   - Button - Command Ashley
   + Button - Items Screen
   1 Button - Map
   2 Button - Options Screen
   Waggle Wiimote - Slash Knife
   Waggle Wiimote whilst holding B - Reload

   Analog Stick - Move
   C Button - Hold Knife
   Z Button - Run


-----------------------------
GameCube / Classic Controller
-----------------------------

   Analog Stick - Move
   A - Use Items, Fire
   B - Run, Reload whilst holding R
   X - Command Ashley
   Y - Items Screen
   L - Use Knife
   R - Aim
   Z - Map Screen
   START - Options Screen
   C Stick - Move Camera


------------------
General Techniques
------------------

- Press A when next to a recoiling enemy to kick them down.
- Pressing Down and Run to turn 180 degrees - very handy in escaping from
  tight spots!
- Press A to open doors, and A again quickly to kick it down - enemies nearby
  will recoil if hit by the door!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2.04. General Hints and Tips
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I recommend having a quick read through these hints and tips before you
start your game to get the most of playing.

--------
Fighting
--------

- If you can use it, use the Wii control scheme. It offers much better aiming
  and makes the game a lot easier. Also the crosshair turns red when you can
  shoot something, a handy pointer for environmental items.
- When aiming at enemies (Wii control scheme) the crosshair will turn red;
  only shoot when it turns this colour. There is a moment when you cannot
  injure enemies as they recoil, so take your time shooting otherwise you'll
  just waste ammo. Use the crosshair as an indicator.
- Shoot an enemy in the head to make them recoil - run up to them and press A
  to kick them down to the ground and injure them.
- When an enemy is downed, stand over them and wave the Wiimote to knife them.
  This saves ammo. However don't bother when you are surrounded by enemies!
- Use the environment to your advantage - explosive barrels can blow up, kicked
  doors can knock enemies back, knocking ladders down so enemies can't use
  them - you don't need to just use brute force!


----------------------------
Weapons, Treasures and Items
----------------------------

- Always knife boxes and crates to open them up.
- Reload your weapons before entering a new area. There's nothing worse than
  standing there and reloading while enemies 'roffle' at you and nibble on your
  face.
- If a box or crate contains a snake, quickly swipe the knife again to kill it
  before it strikes. If it gets away, then check the corners and knife it again
  to get a Chicken Egg (or rarer variant).
- When you reach the Lake area, spend some time 'fishing' with the boat's
  harpoon gun and sell the fish to the Merchant for easy cash.
- Sell Flash Grenades for cash and to save space; they are pretty useless.
- Visit the Merchant at least once every new Chapter to see new upgrades.
- Always purchase the maps to each new area to highlight the treasures.
  Although the walkthrough will tell you where all the treasures are located,
  it's handy to see their location yourself.
- Read the comments for Treasures - if it says it can be inserted into some-
  something then don't sell it, and wait until you get the treasure it slots
  into. Combine them and it'll increase the value of treasures you combined!
  Check the Treasures section of the guide for more information as to what
  combines with what.
- The Attache Cases are essential purchases - by the end when you have at least
  four weapons and scopes, you'll need all the space you need for health and
  the like. 
- Only bother with the main four weapon types - Handgun, Shotgun, Rifle and
  Magnum. Here is my recommended of each type to collect, or in what order
  you should go from one to the next.
  Handgun - Handgun (free from start) > Red9 (when available)
  Shotgun - Shotgun (free from Village) > Striker (when available)
  Rifle - Rifle > Rifle semi-auto (when available)
  Magnum - Broken Butterfly (free from Castle)
- When you upgrade weapons from the Merchant, you get a free round of ammo
  with it. Never reload before upgrading otherwise you'll waste ammo.
- Only upgrade if you need to - do you really need 0.2 faster reloading speed
  for your Handgun right now? Probably not. Save your cash for the better
  upgrades such as firepower, then chase up the others when you are rolling
  in the moolah.
- Do the two sidequests - Blue Medallions and Target Practice - for a lot of
  easy cash.


===============================================================================
                             ------------------
                               3. WALKTHROUGH
                             ------------------
===============================================================================

A few notes about the walkthrough before we begin.

- This is for the NORMAL difficulty setting.
- When I refer to enemies, these are the standard humonid enemies you encounter
  everywhere in the game.
- Spoils is just the term used for treasures and items found in chests and
  from fallen enemies. They are random in nature, so I cannot provide what
  each crate or fallen enemy will give you.
- When a weapon type is referred to, such as Handgun, it doesn't mean the
  actual Handgun, but the whole weapon class. So feel free to use the
  Punisher, Red9 or whatever in that situation.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.01. Chapter 1-1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


-----------------
Village Outskirts
-----------------

Welcome to 'rural Europe' with added Wii controls! Use this little area here
to get used to the controls and aiming. When you have finished messing around,
head down the path (if you try the bridge behind the Spanish guys tell you
to turn around) and check out the sign post if you like. Head closer toward
the house here for a short cutscene. Considering there is a truck blocking the
way up right, you have to choice but to check the house. Enter and turn the
corner (the shelves here hold nothing) for a cutscene. Hostile time. Aim
at the Villager's head and shoot away, should take around 3 shots to take him
down. The Wii controls should make this pretty easy. After you have
'neutralised' the hostile, you get another cutscene. Get the cash from the
corpse and run upstairs quickly and grab the HANDGUN AMMO (10) from the top of
the drawer.

Considering the front door is locked you have two windows to leave from -
the one upstairs or the one to the side of the house downstairs. I recommend
the one downstairs as you'll land in the thick of the action from the one
above. Get near the window and press A to jump through it. Out of the side
move so your back is against the fence and take out the villagers that come
round the corner. One might also come through the house. Once you have taken
down the three villagers and the music is stop, they stop coming. Knife the
box on the cart around the side of the house here for a random item / nothing
at all and proceed round the house. If you want a bonus cutscene, head back to
where the car and bridge was (where you began).

Head down the path that truck was and enter the outhouse - knife the boxes
for a GREEN HERB and money. Get the HANDGUN AMMO (10) from the side and use
the TYPEWRITER to save your game. Head down the path and you'll notice a few
ravens ahead - shoot them to get some easy ammo or money. On the right will be
a wolf stuck in a bear trap - I'd highly advise you shoot the bear trap to
free him, you'll thank me later. Continue past another sign to a dip with
various trees, and if you have a keen eye you'd have noticed some wire booby
traps between them. Shoot the two sets, being sure to stand well back, and
continue down the path. Take out another villager and continue. Head to the
next outhouse and you'll hear some more villagers - head a little further
ahead to see two coming your way. Take them out, grab their loot and head back
to the outhouse and get the spoils - more HANDGUN AMMO (10), a GREEN HERB and
moolah.

Continue over the bridge and head toward the next outhouse - wait outside for
the villager to come to you, then get the 2x HANDGUN AMMO (10). Head toward
the gate ahead to the next area.


-------
Village
-------

Run ahead and when you get prompted to look, press A to do so. Use the Z and
C buttons on the nunchuk to zoom in and out respectively. Now this bit is
pretty tricky - basically you have to clear as many villagers as you can
in order to initiate a cutscene. I'd advise doing the following. Run ahead and
stick to the left side and go round the house - you'll see a lady up to the
side. Take her out and grab the RED HERB from the box, and mix it with a
GREEN HERB if you need the health. At this point the villagers should start
coming your way - you can either seek refuge in a nearby house or take a few
out here, run round a corner, wait until they come toward you, shoot some more,
run away etc until they start dropping. I recommend you try and get them close
together and shoot a few so they stumble, then run toward and kick (press A
when prompted) to get several at once. If you get them down on the ground, 
either shoot them or if you have the time knife them to save ammo.

Another tactic is to seek refuge in one of the two North houses and start
pushing the furniture against the windows and doors (the North West one is
better for this) so they cannot come in. Use this to collect all the ammo
and health you need to keep fighting, however at some point you'll have to 
come out and face the music and get your fair share of Villager kills. A final
point is never to head to the north east path at this point, otherwise you'll
face Dr. Salvador and friends earlier on in the game than you would possibly
like. Keep killing until a cutscene occurs and all the villagers leave. Phew.

You can now fully explore the village. If you didn't already, get the RED
HERB from the crate down the left side of the houses, then enter the window
nearest here into the North West house on the map. Smash all the crates and
barrels to find various HANDGUN AMMO and an INCENDIARY GRENDADE. Exit and head
to the house in the North East of the village. Downstairs are various
HANDGUN AMMO and cash; upstairs is a SHOTGUN on the wall, some SHOTGUN SHELLS
(5) on the bed and a HAND GRENADE behind the glass plane (knife it). Jump
out of the side window to land on the roof. Check the North most chimney for
some HANDGUN AMMO (10) then take the boards around the other side of the
building for a SPINEL.

The South East house has more ammo and cash. There is a locked door which
requires either a few kicks of a handgun round to the lock to open - again
more ammo is inside. Take it all. Exit, and head to the South West stables
and get the YELLOW HERB in the crate. Quick note about Yellow Herbs - when
mixed with at least a Green Herb, then increase your maximum health (see
the little bar limiting your health going up? That moves when you use this).
Opposite the Yellow Herb crate / next to the stable is a RED HERB in the cart.
As fun as it might be to shoot the chickens and cow, leave them alone. Again,
you'll thank me for this later. Head further West up the path going
South to reach an outhouse next to a gate - this is inaccessible however
you'll find a (useless) FLASH GRENADE inside the outhouse.

Finally check the area next to the Church for some HANDGUN AMMO (10) and also
head up the tower for some SHOTGUN ROUNDS (5). Once you are done in the village
then head up the North East path and check the outhouses either side to get
the ALERT MEMO then head through the gate.


--------
The Farm
--------

First of all, head round the corner and into the outhouse to save at the
TYPEWRITER. Head over the opposite fence and get the ABOUT THE BLUE MEDALLIONS
memo on the tree. Basically it says there are a total of 15 medallions - 7
here and 8 in the cemetery (some way off yet). Collecting 10 gets you a
reward. You would want to do this, so follow the list below and get the all
to get an even better reward. First of all, lets clear the area of villagers.
There is one in the north west corner by the cows, one around the central
barn, one at the back of the right most barn, another in the upper floor of the
barn and the final one in the last area. Once you are done you can fully
explore the area and get the spoils. As for those blue medallions, here is the
list -

  Sidequest - Blue Medallions (Part One)
      1 - Hanging from the tree where the Medalilion Memo was found
      2 - In the central barn window, second floor from the south side
      3 - Hanging from the tree North side of the central barn
      4 - Eastern barn south roof; head to south exit and look up
      5 - Eastern barn window, second floor north side; easiest to shoot inside
          on the second floor (use the ladder to get up)
      6 - Hanging from the windmill in the North East corner
      7 - North East corner, hanging above the gate

You may have noticed that wolf again in the north west - leave him be for now.
There are crates and barrels in the barns so check everywhere for spoils, as
well as the cupboards for ammo and cash in the eastern barn specifically.
Other points of interest include Chicken Eggs (green treasures on the ground),
the PEARL PENDANT next to the typewriter outhouse by shooting the wooden
support (crosshair turns red) so when you shoot it it won't fall into the
water, and the BEERSTEIN. You can get this by exiting out of the East barn
upstairs and dropping down into the small south fenced off area and smashing
the crate. Exit by moving the wardrobe. Be sure to the check out the north
east area by the inaccessible gate for a SPINEL in the small outhouse. When
you are done here, exit out of the south east gate.


------------------
Village North East
------------------

Head down the trail and past the red signpost. If you don't remember, these
things signal something bad is coming up. And it wasn't kidding; the cutscene
shows the villagers pushing a boulder down your path. This requires a spot of
button bashing (or in the Wii's case controller shacking) so go crazy to stay
ahead. Be sure to keep your fingers on A and B as you'll need to press them
at the end to finish it off.

Head down the tunnel and shoot the shining spots in the ceiling for SPINELS.
On exit, you'll come to a grassy area with a villager ahead. Walk forward
a few steps and aim at the dynamite in his hand - kaboom. There is a villager
in the house next to him too which you can just about see in the window, so
take him down too. Walk only so you are level with the door of the hut to the
left and look in. A great advantage of the Wii version is whenever you aim
and highlight something shootable, you get a rumble and the crosshair turns
red. As this area is booby trapped with bear traps and explosives, one of each
is in that hut. Now scan the grass with your pointer and when it turns red
shoot to disable the bear traps. There are about three or four around here.
Enter the left hut and get the SPINEL from the broken crate and be aware of
any villagers here. Shoot the explosive opposite, then head right around the
building and stand by the window. There should be a couple more villagers here,
so take them out by the window (aim for the dynamite). Enter and grab the
spoils and leave again by the window. Before heading to the north west building
there is a crate to the north with HANDGUN AMMO (10).

Kick the door down several times and get the money from the cupboard, HANDGUN
AMMO (10) from the table and save at the TYPEWRITER. Turn the corner and *stop*
as there are two explosives rigged straight ahead. Disable, get the GREEN
HERB from the cupboard and the money from the table and move the drawers
from the doorway. Head round the corner and check the moving cupboard to finish
the chapter.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.02. Chapter 1-2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

------
Valley
------

Get ready to either press some buttons or swipe the Wiimote to survive the
end of the cutscene. Get the HANDGUN AMMO (10) from the shelf then head round
the corner and down the passage to see the Merchant at the window. Head round
the next corner and get the RIFLE AMMO and save at the TYPEWRITER. Exit and
before heading to the gate ahead go left and around the back of the building
to talk to the Merchant.

  Merchant - Chapter 1-2 (Village - Valley)
      Attache Case M         - 24,000 PTAS     !NEW!
      Treasure Map (Village) - 3000 PTAS       !NEW!
      Handgun                - 8000 PTAS       !NEW!
      Shotgun                - 20,000 PTAS     !NEW!
      Rifle                  - 12,000 PTAS     !NEW!
      TMP                    - 10,000 PTAS     !NEW!
      Rocket Launcher        - 30,000 PTAS     !NEW!
      Scope (Rifle)          - 7000 PTAS       !NEW!
      First Aid Spray        - 5000 PTAS       !NEW!
      + !NEW Handgun and Shotgun Upgrades!

A quick rundown on the Merchant - he allows you to buy, sell and upgrade your
items and weapons. Pretty handy. First of all, sell things you don't need.
I recommend getting rid of Flash Grenades, Chicken Eggs, and those pesky
Spinels. If you got the Pendant (dirty or otherwise) sell that too but keep the
Beerstein if you have it, as you can upgrade it for more value in the future.
Try and purchase at least the Village Map and the Attache Case M. Get the
rifle if you like (it comes in handy in just a second actually but by all means
is not essential) however hold off any other weapon at this point. You can get
the Shotgun free by now if you haven't already (upstairs in the village) and
the TMP and Rocket Launcher are seriously pointless purchases, now and forever.
If you don't fancy using the TMP then still pick up the ammo but sell it off
for more cash. As for upgrades, don't bother with the handgun for now however
go crazy with the Shotgun.

Once you are done, head round the corner for the RED HERB and money from the
barrels and round the front for some more spoils then head toward the wall
for a cutscene. Prop yourself in this crevice and using either the Rifle or
Handgun take pop shots at the enemies on the bridges to send them falling to
their doom. Go through the door and stay here while the villagers come toward
you. Many have dynamite, and if you remain here they will throw them from the
bottom of the steps... bouncing back toward them and blowing them up. Oops.
Stay there until no more come and head down the steps and wait. Snipe the
enemies on the bridges - this is entirely possible with the handgun as long
as you are steady regardless of the red crosshair appearing. However if they
don't fall down then leave them until you get up close and personal. More will
keep coming so wait until that wave is finished and proceed left to the first
building here.

Clear out the building of villagers and get the ammo. Exit via the door or
window then head round to the side and up the ladder. Take out any villagers
and get the EMBLEM (RIGHT HALF). You need the other half to escape this area.
Drop down and head up the hill, and take a right across the bridge and
up the cliffs. Past the sandbags is another chest with the EMBLEM (LEFT HALF).
Head back down, over the bridge and to the corner where the building is.
The barrels at the side may contain a FIRST AID SPRAY, and enter the building
for a YELLOW HERB. Climb on top of this building and up another ladder for some
SHOTGUN SHELLS. In this area in particular you'll be inundated with villagers,
and this is why you should leave it until last. Once you have collected at
least the Yellow Herb from here, combine the two emblem halves in your
inventory and use the HEXAGONAL EMBLEM at the gate to enter the next area.


----------------
Building Complex
----------------

Run on and check the left and right areas for barrels before entering the
building. Check the crate in the left corner and check out the treasure through
the wall. We'll get that in a second. Head through the door and take out the
villagers in this passage. Follow the passage round the corners and dive
through the windows and quickly press A by the red container to crouch behind
it to avoid the dynamite. The aim here is to shoot the dynamite to take out
the villagers. Beware of others coming round to get you too. It might be
somewhat easier to shoot the dynamite in the air. Once you are done,
walk round and get the spoils. There are bear traps littered around, so either
shoot or knife them to close them. A few more villagers will come through the
door, but once the menacing music ends there are no more of 'em. Collect the
rest of items and ammo, as well as the SPINEL in the fire place on the right.

Through the door and knife the planked window to your left and climb through
to find that treasure we saw earlier - the ELEGANT MASK. Climb back and
check out the barrels and head through the door. Down the passage and
round the corners to an area with a pool below. Kill the lone villager and
jump down to get ammo in the water, as well as a chance to go fishing. Well,
use your handgun or knife to kill the fish and collect them. Most of them are
BLACK BASS but there is at least one BLACK BASS (L) in there too. Once you
have cleared the pool head back up and up another ladder to the outside.


-----
House
-----

Shoot the booby trap between the trees and disable the bear traps underneath.
There is a BRASS POCKET WATCH hanging above the water in the corner next to
where you emerged, just ensure you shoot the wooden support before you get it.
Get the money from the outhouse and proceed up the hill and into the house.
You'll come to a door, with your first puzzle (what is Resident Evil without
them eh?). Rotate it round so it matches the patterns on the door below either
side - basically pointing upside down with the long sections pointing upward.
The door will open - check everything here for weapons and ammo, and more
importantly the CHEIF'S MEMO on the bed and the INSIGNIA KEY in the chest.
Check the door.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.03. Chapter 1-3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-----
House
-----

Check the door again for an awesome cutscene. This gives you entry back into
the room as well, great if you forgot to get the INSIGNIA KEY earlier. The
cupboard in the corridor has a GREEN HERB, then head downstairs. If you want
to catch a villager taking a pee, then head down the corridor by the bottom
of the stairs and enter the door. There is nothing else in there however,
so it's up to you if you want to check it out. The downstairs has various
spoils for you to collect, such as the INCINANARY GRENADE in the corner
and the BROWN CHICKEN EGG in the oven (heh). Save if you want at the
TYPEWRITER and proceed outside.

Equip the Shotgun because a Dr. Salvador is coming. He is the chainsaw
wielding freak, and if he gets anywhere close to you it's instant death.
Keep him at a distance with shotgun blasts which send him falling down. Five
or six should do it, and you'll get a RUBY as a reward. Be aware of the other
villagers too. Down the path and take out the villagers in the outhouse and
get the RED HERB from here too. There is a group of villagers toward the gate -
a grenade should see to all of them. Unbar the gate and proceed through.


-------------------
Village (Revisited)
-------------------

Do not mess around here and head straight to the church. You should have got 
all of the goods earlier anyway. I found there are fewer villagers around the
back of the houses (via the stable route) then use the INSIGNIA KEY on the
Church door in the East.


-------------------
Underground Passage
-------------------

Grab the HANDGUN AMMO (10) and save at the TYPEWRITER. Head through the door
and get the TMP AMMO (50) from the crate. Stand back and shoot the overhead
lamp to knock it down and get the SPINEL. Open the latch below and drop down
to the underground passage. Head down to the open area, where there is another
lamp to shoot down as well as a few SPINELs in the ceiling and a crate on the
side. Look back above the passage you came out of and shoot down the
ELEGANT HEADDRESS from above. Continue down the passage to the Merchant.

  Merchant - Chapter 1-3 (Village - Underground Passage)
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Handgun                - 8000 PTAS
      Shotgun                - 20,000 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 10,000 PTAS
      Rocket Launcher        - 30,000 PTAS
      Stock (TMP)            - 4000 PTAS       !NEW! 
      Scope (Rifle)          - 7000 PTAS
      First Aid Spray        - 5000 PTAS
      + !NEW TMP Upgrades!

If you were silly enough to purchase a TMP then there is a stock and various
new upgrades to go with it. Otherwise make sure the Shotgun is up to the
highest standard, and sell off various other treasures you don't need. If you
don't need to purchase anything then save your cash until later. Once you are
done head out of the passage via the end ladder.


--------
Cemetery
--------

Walk up the path and shoot any birdsnests above to get some ammo. After the
small intro cutscene, take out the two villagers and explore the outhouse in
the corner for ammo. As the Merchant said there are more of those blue
medallions here, so here's the list -

  Sidequest - Blue Medallions (Part Two)
      1 - Tree closest to the corner outhouse.
      2 - Tree right side of graveyard.
      3 - Tree left side of graveyard.
      4 - Left of the church entrance.
      5 - Hanging from the roof around the back of the Church.
      6 - At the cliffs area, next to the outhouse.
      7 - At the cliffs area, underneath the far walkway.
      8 - Underneath the first corner of the cliff walkway.

There are three here in the graveyard. Head up the path toward the Church
and take out the villagers here, then approach the church door for a cutscene.
Get the forth medallion on the left, then head round the back of the church
via the right side. Take down the two villagers and then to the pedestal for
a quick puzzle. Do the following to open it up and get the GREEN CATSEYE.

                                    3 x7
                                    4 x5
                                    3 x1

Be sure to shoot the blue medallion hanging from the roof here then head back
and down the side path. There are three villagers here, two of which will
jump over the gap in the bridge. Try and shoot them as they jump to send them
down into the water below. There are medallions located in front of the
building and another further down under the walkway, both visible from here.
Jump across and enter the outhouse to get the CLOSURE OF THE CHURCH memo, as
well as a snake in the crate which can be killed for a CHICKEN EGG. Exit and
walk left slightly and look back across the walkway to see a medallion under-
neath. Now we have all fifteen, I recommend heading back to the Merchant in the
Underground Passage and getting the reward - a free Punisher handgun! If you
got all 15 medallions then it also has a free firepower upgrade! Despite
this, it's only just slightly better than your current one, so sell it for a
cool 10,000 PTAS. Resume back at the cliff walkways and through the door at
the end.


---------
Enclosure
---------

Check out all the barrels, sheds and carts for ammo, SPINELS and money. Once
you are done, at the other side walk down the steps to a safe haven.


---------------
Merchant's Dock
---------------

Jump down the ladder and get the HANDGUN AMMO (10) at the corner. Check the
barrel on the right and take the left passage for some money, then round to
the corner to save at the TYPEWRITER.

  Merchant - Chapter 1-3 (Village - Merchant's Dock)
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Handgun                - 8000 PTAS
      Shotgun                - 20,000 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 10,000 PTAS
      Rocket Launcher        - 30,000 PTAS
      Stock (TMP)            - 4000 PTAS 
      Scope (Rifle)          - 7000 PTAS
      First Aid Spray        - 5000 PTAS
      + !NEW Punisher Upgrades!

The merchant has no real updates here apart from Punisher upgrades (if you
got it from the blue medallion sidequest). Exit here and back to the
Enclosure and through the doors on the right to the Swamp.


-----
Swamp
-----

Get stuffs from the outhouse on the right and down the path past the danger
sign. Uh oh. Yep, another boulder chasing section. Go crazy with the Wiimote
and be ready to press A and B to evade at the end. Walk to the pier after
and shoot the explosives to take out the nearest villager. Proceed with
killing the various others that now come your way. Head down and in to the
left outhouse to get ammo. Two waves of villagers will come down the way
you came, so get ready for them. Use grenades on the groups and keep your
distance. Get in the water from the right and take out right side explosives
side, and head around under the pier to the start for a GRENADE. At the
south side next to the second pier is a bird's nest with the ANTIQUE PIPE in.
There are various other explosives between trees further on in the water so
watch where you go.

Get to the second part of the pier and get the INCINANARY GRENADE from the
bench and head to dry land on the other side. There is ammo in the outhouse
here. Proceed up the path to the door.


-----------------
Lake (North West)
-----------------

Head up the left path to the cliff top for a cutscene. Head back to the
fork and take the right path, getting the ammo and YELLOW HERB from the right
outhouse. Shoot the bird's nest in the tree opposite for a GOLD BANGLE w/
PEARLS. Nice. Proceed to the next outhouse at the corner for ammo and to save
at the TYPEWRITER. Now head out to the lake's short pier. Note if you want
to see an awesome hidden death (make sure you've saved first) then stand at
the end of the pier and shoot in to the water. You can somewhat guess what
will happen. ;) Anyway, get in the boat and head out by using the Analog
Stick on the Nunchuk to go to the far right side...

     ==================
     BOSS: Lake Monster
     ==========================================================================
     Most of this battle has you being dragged around by the monster. The
     first priority is to ensure you are out of the way of the trees and debris
     in the lake, so use the analog stick to move out of the way well in time.
     Otherwise hold B and aim and fire with A at the monster with the harpoons
     to start injuring. When you stop and he submerges, quickly get ready with
     a harpoon - he will emerge very soon and unless you get him quick you
     get knocked out. There are also times when you stop completely and he
     is no where to be seen; keen an eye out as he will come from the distance
     and requires a few harpoons to take down.

     If (or when) you get knocked out of the boat, then you have to swing the
     Wiimote like crazy to swim back in. How far you need to swim is dependant
     on how much health you have remaining, so be sure you been topped up
     to at least the orange level. It's important you keep hammering away at
     it at all times with harpoons to get this battle over and done with.
     ==========================================================================

You'll get a cutscene after, and get ready to swing the Wiimote quickly during
it. Chapter 1 over!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.04. Chapter 2-1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


---------------
Lake South East
---------------

You begin in a shack after the cutscene. Get the ANANYMOUS LETTER from the
bed and the various ammo dotted around. Save at the TYPEWRITER too. Exit and
head back to the pier and get on the boat. If you want some free health
and some money, then use the harpoons to spear the fish, then ride up and get
the goods, mostly BLACK BASS (L). Head to the far edge where the lights are.


---------------
Lake North East
---------------

The Merchants little cave! Smash all the crates on the right side, then front
the front and push the crate away and head round the other side of the hut.
Climb the ladder and push the crates away to reach the front end of the roof
and get the GREEN GEM from the crate. Head back down, it's tune up time.

  Merchant - Chapter 2-1 (Village - Lake North East)
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Handgun                - 8000 PTAS
      Shotgun                - 20,000 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 10,000 PTAS
      Rocket Launcher        - 30,000 PTAS
      Stock (TMP)            - 4000 PTAS 
      Scope (Rifle)          - 7000 PTAS
      First Aid Spray        - 5000 PTAS
      + !NEW Handgun, Shotgun and Rifle Upgrades!

Sell, purchase and upgrade what you need, then leave. Head back to the South
East part of the lake then take the route South East.


---
Dam
---

Head down the path for a cutscene. From now on, all enemies in the game may
have the Plagas come out of their necks like so if you take off their head.
If this happens, shoot the Plagas until it's downed. Keep an eye on them too;
they sometimes have a blade that shoots out and can instantly behead you
regardless of your health. Not good. A shotgun shell or two should take care of
them. Once you have taken out of the villagers here, head across the bridges
in the river and down the rope to the area below.

Turn around to the left and look up and shoot down the SPINEL in the rock face.
Walk onward and be aware of the villagers on the platform to the right. Head
up the ladder and get the spoils, then back down and further to the far edge.
Look across the river and shoot the chain of the crate nearest to use it as
a stepping stone to the middle walkway. Walk toward the waterfall and shoot
down the shining object in the walkway above to get the AMBER RING. Be
sure to get the GREEN HERB from up the ladder also. Head back to the crates
and shoot the next one down, then look right to see another swinging on a
crane. Wait until it slows down at one of the ends and shoot it down and get
across. Head up the ladder here and pull the lever, causing the waterfall
to lesson opening up a path. Head back to the middle walkway across the crates,
and a lo and behold, villagers! Head back across to the far side where you
pulled the lever and shoot as then jump across.

Once you have dispatched the villagers, head down the middle walkway and into
the tunnel. Get the ROUND INSIGNIA from the door and continue down to the
door, and get in the boat.


---------------
Merchant's Dock
---------------

You'll arrive back here. Save and use the Merchant (nothing new here) before
progressing outside to the Enclosure.


---------
Enclosure
---------

Get the GREEN HERB from the crate opposite and head left.

     ================
     BOSS: El Gigante
     ==========================================================================
     Quickly check all the huts and get all the ammo from there, and the
     YELLOW HERB at the cart in the corner. Now for the boss. Equip either
     the Shotgun, Rifle or Grenades and take a shot, then run wide around him,
     turn and have another shot, repeat. If you get close enough he will grab
     you, and you may have to dodge by swinging the Wiimote or press A and B.
     If you get far enough away he will charge at you and cause major damage
     so be aware of where he is. After enough shots the parasite will
     pop out of his back - run up to him and press A and start swinging the Wii
     mote back and forth. Rinse and repeat. If you get grabbed at any time
     then just swing the Wiimote like crazy. Remember to keep your health up.
     Note if you saved the wolf from the bear trap at the start of the game,
     he'll help distract him letting you get plenty of free shots at him.

     Once he is a goner, you may need to swing or press A and B in order to
     move out of the way, depending on how close you got to him.
     ==========================================================================

Be sure get the 15,000 PTAS from his body and head left back to the Cemetery.


--------
Cemetery
--------

Check out the hut on the cliff walkway for some spoils, then proceed to the
church. There are two Cerberus around here, just ignore them and use the
Round Insignia on the church door and enter.


------
Church
------

Head down the right to get the FLASH GRENADE and get the money from the altar
area at the front. Head round the left side and up the ladder, and use the
light to swing across to the other side (press A when you are closest that
side). Get the INCINANARY GRENADE from the crates round the corner, then use
the controls on the balcony for a puzzle. Turn the Red x2, Green x3 and the
Blue x1 so they look like this -


                                       V     >
                                          <

The arrow indicating the circumference arrow on each disc. This will open up
the grates on the right side. Enter the door.

After the cutscene you'll get PLAYING MANUAL 3; all you need to know is that
pressing the + button gives commands to Ashley. Clear the room of crates to
get the various spoils, including a GREEN HERB, then head back out and round
to the ladder. Jump down and press A at the bottom to catch Ashley (remember
to do this each time you come across a ladder). Now head onward for a cutscene.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.05. Chapter 2-2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


-----------
Church Side
-----------

Knife all the crates to get HANDGUN AMMO (10), money and a RED HERB. Unlock
the door and exit.


--------
Cemetery
--------

Run forward and cutscene. To clear the group of villagers down the path,
shoot the barrels on the cart to make it explode and travel down to create
a way through. Stick around though and clear the extra villagers, then get all
the cash from the kills. Be sure to check the outhouse in the corner for some
extra spoils, then head back down the path back in the direction of the
village.


-------------------
Underground Passage
-------------------

Be sure to stop off at the Merchant, he has some updates.

  Merchant - Chapter 2-2 (Village - Underground Passage)
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Handgun                - 8000 PTAS
      Red9                   - 14,000 PTAS     !NEW! 
      Shotgun                - 20,000 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 10,000 PTAS
      Rocket Launcher        - 30,000 PTAS
      Stock (Red9)           - 4000 PTAS       !NEW! 
      Stock (TMP)            - 4000 PTAS
      Scope (Rifle)          - 7000 PTAS
      First Aid Spray        - 5000 PTAS
      + !NEW Red9, Punisher and TMP Upgrades!

Sell off your standard Handgun and get the Red9, Stock, and any other upgrades
you can afford. Keep the Red9 now for the rest of the game, it's the best
handgun on offer, and should always be used to dispatch standard enemies
unless you are in a tight spot. Awesome. Continue back through the passage,
save at the TYPEWRITER and head to the Village.


-------
Village
-------

Head up the right path toward the Farm. There are villagers on the way up,
be sure to take your time to take them out. If Ashley gets picked up then
shoot the legs of her carrier and rescue her. There are also various bear traps
littered on the way, so be sure to disarm them. If you get over burdened,
hide in one of the outhouses either side of the path and pop shot all the
villagers that poke through the door. Head to the Farm.



----
Farm
----

Stand next to the red box on the right as you enter and press + to hide Ashley
in. You can now clear the area out without her bugging you - just remember
to pick her up when you are done! Head to the TYPEWRITER outhouse and get
the SERA AND THE 3RD PARTY memo from the side. There are various villagers in
the central and east areas, and a few on the upper walkway by the East
barn. Be sure to disarm all the bear traps in the East barn and get all the
spoils from within, then call Ashley back with the + button and head up the
ladder and across the walkway to the North East corner area. Dispatch the
lone villager and disarm all the bear traps, and Piggyback by the gate to
get through.


-----
Cabin
-----

Use the Merchant round the corner (no updates) then head over the bridge
for the cutscenes. Inside the Cabin, you need to keep as many villagers as you
can away for as long as possible. First of all, push all the cabinets in front
of the three windows on the ground floor, and grab the SHOTGUN SHELLS from the
table, the RED HERB under the stairs and the YELLOW HERB to the side and wait
until they start coming through. Once they do, keep them outside as long as
possible by shooting them through the windows, or knocking them back as they
start climbing through. When Luis says for you to go upstairs, do so.

Quickly get all the ammo and herbs from the sides and stand at the top of the
stairs, clearing out the remaining villagers coming from down there. Go to
each of the three windows and knock down their ladders and repeat this as
much as you can as more villagers arrive. If it gets tough and you have a few
of the Parasite Villagers, then use the Shotgun and Grenades to clear out the
groups quickly. Luis will keep chucking you ammo and herbs to be sure to
listen out for his audio queues for when you'll be getting some. After some
you'll get a cutscene letting you know it's over. Phew.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.06. Chapter 2-3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


-----
Cabin
-----

Check the Cabin for items you might have missed during the siege, then head
outside and go to the South East corner, getting the spoils from the carts
around. Check out the outhouse for the TWO ROUTES memo and a TYPEWRITER.
Read the memo explaining the situation ahead. Basically, in order to reach the
next area you have to choose one of two routes, the left having a large number
of Villagers, the Right having an El Gigante. Head out and left into the fence
to find a lever asking you which route to take.

Which route should you take? The Right. It's easier, shorter, and you'll
use up a lot less and ammo and health, and the spoils are slightly better.
However the left is somewhat more fun, you get to kill more villagers which
is always nice. But the right is by far the best, especially if this is
your first play through. If you are picking this, skip over the next section
to the Cabin Right Route bit.


----------------
Cabin Left Route
----------------

Right-o. Quickly aim and fire at the cart in the far left corner to clear
a number of villagers, then run toward the red container and hide Ashley 
inside. Clear the remaining villagers in this area then head around the passage
and up the ladder. There will be more in this walkway so dispatch 'em, and 
run toward the red container. Ensure no more are around, and call Ashley 
and wait until she comes to you, then hide her in here. This is to ensure you
know where she is, as the Villagers might come and kidnap her from the
one at the start. Anyway, run around this ringed walkway and clear any 
enemies as well as getting a GREEN HERB from a crate. Ensure you have full
health and a fully reloaded and equipped Shotgun, and jump down into the
centre.

The Bella Sisters, a pair of chainsaw wielding maniacs will come at you,
with various other villagers in tow. It's essential that you keep an eye out
on the sisters, as if even one gets close to you it's game over. A shotgun
round will floor 'em, so knock them down and put your back against a wall.
Take out the villagers coming toward you (try and group them to save ammo)
and reload when the Sisters are knocked down. Keep it up and wait until they
have item's shining from them, meaning they are done for. Clear out the
remaining villagers until the music stops, and collect the CAMP KEY and the
RUBY from the other.

Whistle Ashley and catch her, then use the CAMP KEY on the door in this
central area. Take a right through another (slightly hidden) door, and drop
down the ladder for the spoils. Head back up and knife the boarded window,
where you'll find a RED GEM in one of the barrels. Tasty. Head back out to the
passage and past the sandbags to the end, where you'll encounter a lovely
amount of villagers. Stash Ashley in the red container on the right, equip the
Shotgun and backtrack to the sandbag area. Wait until they are grouped and
headshot them all, repeat until all dead. Ensure all are cleared before you
get Ashley, and get the GREEN HERB and other spoils from either side opposite
the red double doors, and exit. Skip the next section and read from the
Cable Cars; it just covers the right route.


-----------------
Cabin Right Route
-----------------

Run to the end where the El Gigante will drop down at where you entered. This
is pretty much the same as the battle before, but with a few more
environmental factors thrown in. Straight off run toward the door and shoot
all the chains off (you can kick them, but it's too slow). Now quickly turn
round and look up to the left to see a boulder suspended on a platform. Shoot
it (red crosshair) as El Gigante walks underneath for MASSIVE DAMAGE! However
it's pretty hard to time so if you don't manage it, don't sweat it. Head
through the door to the second area, with two huts. These are full of spoils
so check them out if you like, however you must get the OLD KEY from the
right side of the second.

Run to the end of this section, shoot the chains and through the third. At the
end of here you can exit using the Old Key at the door. Essentially, you don't
have to right Mr. Gigante if you don't want to... however, you want those
spoils right? Wait at the end of this third area so all the other areas are
opened up and the cabins destroyed. This gives you loads of running room.
If you have the Rifle, unload a few rounds at a distance and when he gets
closer use the Shotgun or Grenades, then as he approaches run round him and
go straight to where you entered, and wait here for him to come to you, and
repeat. This way he won't have any chance of hurting you. Like before, the
parasite will pop out of his back which needs swiping.

If he gets you, swing away with the Wiimote to avoid, and if he gets Ashley 
then a single shot should drop her - run to her to get her to follow you and
run the hell out of the way. Once the battle is over, he sure to get the
spoils from those two cabins in the centre section, as well as the PURPLE
GEM in the rock above in the second section (check the map for the exact 
location). You'll also get 15,000 PTAS from kicking his arse. Good work. Now
head to the end door to reach the Cable Cars.


----------
Cable Cars
----------

From whichever route you went from, head to the South area for a building.
Get the ammo from the right side and enter. Get the spoils, save at the
TYPEWRITER and get the VILLAGE'S LAST DEFENCE from round the corner. Exit
and head up the hill opposite and see the Merchant. Nothing new, however
ensure that your current weapons are up to date in terms of upgrades. Head
down and left, and up the bank. Ignore the Green Gate on the right for now,
and head North toward the cable cars. Get the spoil from the crate in the
far right corner, then get on a cable car on the left side and ride it down.

Of course, Villagers hinder you on the way down. Get out your rifle and
snipe the guy on the left platform and the others coming up the cable cars
on the right side; many are groups and if you line them up, you'll fell them
all in one go. Nice. Make sure they don't get too close as they will chuck
an axe with surprising accuracy. Also watch out for those that jump on to your
car - equip the handgun and blast them off before they disconnect you.

At the bottom, head into the control room and search the lockers at the back
for spoils, then head down the path at the front. At the corner there is
a route going into the rock face. This is an optional little section - let's
check it out, shall we? Inside there are two villagers behind a sandbag wall.
As one throws axes and the other dynamite, dispatch them quickly. A fun tip;
shoot the dynamite thrower so he stumbles back, so when he throws dynamite 
again it'll just bounce off the sandbags and blow them up. Suckers. Head up
the ladder and take out the lone villager, then get the YELLOW CATSEYE
from the chest. Head back to the stairs and continue to a TYPEWRITER and
the Merchant, as well as a few spoils to his right. When you are ready, head
through the door.


----------
Large Barn
----------

Head down the path and approach the Barn. Cutscene time; get ready to dodge
with the Wiimote also.

     ===================
     BOSS: Village Elder
     ==========================================================================
     Lemme lay out the spoils here - there is ammo by the door, a GREEN HERB
     to your right (next to the ladder), a RED HERB on the left side from the
     ladder upstairs, and YELLOW and GREEN HERBS on the right. There is an
     explosive tank left of the ladder, use it for some good damage when he's
     nice and close.

     The first part of this battle is pretty simple. Don't go upstairs for now,
     as he'll just drag you down again within about 4 seconds. Equip either
     the Shotgun or Grenades and just hammer him until he gets rather close,
     then run round him to the far opposite end and repeat. You may need to
     swing the Wiimote in order to dodge, so remember that. Be sure to fire
     at him in the head for more damage. Keep firing away until he splits in
     two. 

     Now feel free to go upstairs and get the various herbs on offer, at least
     you'll have more than enough time to get them. Just use the Shotgun here
     as he swings around, get reasonably close and fire away, and get ready
     to dodge out of the way at times. He will follow you around, however
     not so much by the door. Keep going until he is toast; as long as you keep
     your distance you shouldn't fare too badly.

     Once the battle is over, get the FALSE EYE from the corpse and get the
     various spoils from both levels of the barn, especially the yellow herb.
     Oh, and don't forget the juicy 30,000 PTAs for completing the battle!
     Once you are done, jump out of the side hole and make your way back.
     ==========================================================================


----------
Cable Cars
----------

Sell anything you don't need at the Merchant and make your way back up to the
cable cars. Head up and down the passage, and use the FALSE EYE on the green
gate.


---------------
Castle Approach
---------------

Turn right and get the HANDGUN AMMO (10) from the side, and begin heading up
the hill. A cutscene shows a lorry speeding down the hill. Run back to the
gate and equip the rifle if you have it, and take out the driver. If you don't
use the handgun; the aiming on the Wii is amazingly accurate, so aim and fire
quite early and take him out. If you do it'll turn over and smash into the
side of the wall. Equip the shotgun and collect the money from the back of the
truck and turn around - a whole host of villagers just appear out of nowhere!
Dispatch them all with a shotgun gun round or two, then collect all the spoils
these villagers and those at the top of the hill left behind. Ahh. Continue
up the hill and get the VELVET BLUE from the left crate and continue on to the
Castle. Cutscene. Chapter over.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.07. Chapter 3-1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


-------------------
Castle Introduction
-------------------

Search all the crates around this area, including those round the back of the
outhouse, as well as the chest for 5000 PTAS. Head inside to get a GREEN HERB,
and use the TYPEWRITER if you wish. Merchant time.


  Merchant - Chapter 3-1 (Castle - Castle Introduction)
      Attache Case L          - 40,000 PTAS     !NEW! 
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS       !NEW!
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS     !NEW! 
      Broken Butterfly        - 38,000 PTAS     !NEW! 
      Riot Gun                - 32,000 PTAS     !NEW! 
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS     !NEW! 
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS       !NEW! 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS     !NEW! 
      Scope (Mine Thrower)    - 8000 PTAS       !NEW! 
      First Aid Spray         - 5000 PTAS
      + !NEW Handgun, Red9, Blacktail, Broken Butterfly, Shotgun, Riot Gun,
         Rifle, Rifle (semi-auto), TMP and Mine Thrower Upgrades!

*whistle* A lot of updates! About time too. Right, ensure you get the
Attache Case L and the Treasure Map (Castle) as your priority purchases. Next,
sell your standard rifle and scope and get the Rifle (semi-auto) and matching
scope. This means you don't have to reload every shot - worth every penny,
especially considering you'll need the Rifle more in this Castle area. The
Blacktail is pointless the Red9 is available, however the Riot Gun is
half considerable... there is a better Shotgun later, so I recommend keeping
your original Shotgun and upgrading that. As for the Broken Butterfly you'll
find one soon (plus no enemy warrants it yet) and the Mine Thrower is just
a complete joke weapon as far as I'm concerned.

Sell, upgrade, and move out of here to the next area up the steps.


---------------
Castle Outdoors
---------------

Head round the corner and get the RIFLE AMMO from the crate. Got the message?
Equip the rifle and take out the two Ganados on the walkway ahead of you, then
go round the corner to a cutscene. This area is full of catapults firing
bit sacks of flaming death, so don't go John McLaine on their asses just yet.
Tell Ashley to stay and walk out right and snipe the red barrel in the
far opposite area to take out a catapult. Call her, get the SPINEL from the
right pond and head toward the archway ahead - however head down the left
stairs and to the turret base for a VELVET BLUE and two GRENADES round the
cannon. Head back and through the archway and up the stairs.

Just before the top, stop Ashley and get the rifle. The catapult aims just
as you walk out, so lure it out by walking out and back again, then as it
reloads take it out by aiming right at the red barrel at the far raised end.
There is also a masked Ganado in the far right outhouse - shoot him in the
chest as his face mask protects him. Get Ashley to follow and run _very_
quickly to that outhouse to avoid getting him. Loot the place to find a
YELLOW HERB in the chest and various other spoils. A catapult will be active
just outside, however wait with a standard firearm as a few enemies will be
walking your way. Wait for them to come to you, and chances are the catapult
will kill them anyway.

Stand in the doorway and use the rifle to take out the left above catapult
by shooting the red barrel. Now the coast is clear, head right around and
get the GOLD BANGLE from the chest. Stand before the bridge and wait for the
catapult to go, then peg it across and to the right to the pulley. From here
shoot the Ganados operating the last catapult opposite. Job done. Pull the
pulley by spinning the Wiimote then press A to fire it and open the way ahead.
Head back across the bridge (be sure to get that Gold Bangle and the Yellow
Herb if you haven't already) and head through the new path you messily
created. There is a Merchant before the door.

  Merchant - Chapter 3-1 (Castle - Castle Outdoors)
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Riot Gun Upgrades!

All that's new is the Riot Gun upgrades - otherwise be sure to make sure
you are fully equipped up and head through the dizzle.


----------
Sword Room
----------

Cutscene. Get the money from the right cabinet, the SHOTGUN SHELLS from the
table and the PLATINUM SWORD from the wall. Head up the stairs - Ganados.
Back yourself into a corner and get the shotgun and wipe them out. More come
from downstairs - several waves in fact, so when they stop reload and keep
going. They also sprout parasites, pretty nasty ones too; if you get close
enough they can bite your head off and kill you instantly regardless of
health, so keep an eye on 'em. Once they stop coming, head downstairs to
take out the red leader. He will have a parasite so use the shotgun.

Once all the enemies are cleared, head back upstairs and get the spoils,
including a SPINEL in one of the corner crates and RED HERB in the cabinet.
In the corner left of the stairs is a GOLDEN DAGGER - take it, and put the
platinum sword in it's place. Go downstairs and but the golden dagger 
down here to open up a in the upstairs dagger placement. Go through.



-----------
Castle Gate
-----------

Head through the archway for a cutscene. The right door is locked, so proceed
through the one ahead. I recommend running forward to scare of the Ganado
to the right room, then walk to the doorway and head that way to get their
attention. Stand back and shoot the explosive barrel to make light work of
the group. Dispose of any survivors and get the spoils from that room,
including the HANDGUN AMMO on the desk. Head round the corner and shoot the
crossbower on the above walkway (a single round will make him fall) then
head through to meet two enemies with shields. I advise using either a grenade
or the shotgun to shred through the shields, but if you have just the handgun
you can slowly chip away at them to get a shot at the enemies themselves.

Through the next door, and head right up the ramp and get the GREEN HERB
from the shelf, then the CASTLE GATE KEY from the chest on the shelf. Enemies
run through the door so quickly blow up the explosive barrel to take out as
many as you can, otherwise just pick them off afterward. Now head back to
the Castle Gate (the red locked door) and use the key on it. Enter.


----------
Grand Hall
----------

Run forward to the steps. Cutscene. Run onward and watch the passage be blocked
by stone panel. Basically you need to fill it up with various slabs to
proceed. Turn around and shoot the shiny object in the archway above the steps
for a PURPLE GEM. Check the pots either side here for spoils, save at the
TYPEWRITER and head through the right door.


--------------------------
Castle Hall Right Corridor
--------------------------

Swipe the two jugs to the left and check the door - locked. Head right and
get the HANDGUN AMMO from one of the chairs and check the Lord Sadler painting
for money. Head down the passage, get the CAPTURE LUIS SERA memo from the wall,
and round the corner to the flames. No way through for now. To the right
however, draped over the painting is the PRISON KEY. Head back to that locked
door by the one that leads to the Hall and open it with this.

Head down, get the GREEN HERB on your left and head to the gate in the 
middle of the far wall. Open her up. Oops.

     =================
     BOSS: El Garrador
     ==========================================================================
     If you can, get Ashley out of the way as quick as possible - two ideal
     locations are in the caged section and the stairs - just ensure the
     boss is distracted first. Basically he is blind and will be attacted by
     sounds, such as running and gunshots. To hurt him, shoot the parasite on
     his back. There are a couple of ways of getting him to turn around.
     There are two bells either side of the caged area - shooting this will
     ring it, to which he will go up and slash to bits, exposing his back.
     There are only two bells to this only works twice. Walk around at any
     of time, fire then run out of the way as he charges. If you do this in
     front of a wooden crate he will get his claws stick inside them, giving
     you ample time to shoot. Also if he is side on to you, he will slowly
     turn around, giving you just enough of a sight of his back to get a shot
     in.

     Just don't panic, and keep out of his way at all times.
     ==========================================================================

Get the cool 15,000 PTAS from his corpse and pull the lever in the caged areas
to stop the flames down the corridor. Head back up the steps and round the
corner - enemies. Wait until they get close and shoot the ceiling lamp to
take them out easily. Head to the far corner, where the memo was, and tell
Ashley to wait - there are two crossbowers and a dynamite thrower just
where those flames were. Either use a grenade, shoot the dynamite or just pop
round, shoot, return etc until they are done. A few of them might run into the
back room, in which case they will appear on the left side. When you have
cleared them out, get the HANDGUN AMMO on the side in the centre of the end
room and through the door.


------------------
East Water Hallway
------------------

If you can, use the rifle to take out a few of the enemies in front of you.
Walk forward and shotgun the two shielded enemies so they are at least
floored, then turn around on the enemies that try to flank you. More waves
come from side doors and from ahead, so keep shooting, and to save ammo
use the handgun on lone non-shielded enemies.
Once they are clear, check the surroundings for spoils including a
VELVET BLUE on the right by the door. Head toward the end and down the steps,
where there are enemies either side. Through the door here and grab the
SHOTGUN SHELLS and GREEN HERB from the wall ahead. There are two yellow
floor panels in the corners here - place Ashley on one of them and get her to
stay with +, then stand on the other to reveil a lever on the previous area.
Leave Ashley there and wait for more enemies to come to you through the door.
They might take their time, so open the door to start luring them. Around
half a dozen will come through, as well as pop through the ceiling here,
so stay planted against the wall or in the corner and shotgun them away.
A number have shields and one a metal mask - target his torso to injure him.

When you are sure the waves have stopped, head out to the lever and pick
either Leon or Ashley to use it. If you are confident there are no more
enemies do it yourself as you'll be ten times quicker, otherwise let her do
it and keep watch. Once the stairs ahead drops down, head up and check the
side rooms either side for some RIFLE AMMO and a FIRST AID SPRAY. Head toward
the central area and go to one of the side walls and press A next to one of 
them to give Ashley a piggyback. There are levers either side that she will
push to create a way ahead. Equip the Rifle and stand in the centre, and keep
an eye on the walkways either side and snipe any enemies coming to her. Also,
there will be some coming toward you on the ground, so quickly change to the
shotgun and quickly kill them.

Once she has done both levers, jump across the platforms and head through the
end door.


---------------
Central Hallway
---------------

Head onward and when you pass the first overhead statue, turn around and shoot
the SPINEL from the eyesocket. There is some HANDGUN AMMO on the left side
and a GRENADE in the far right corner in the chest. Save at the TYPEWRITER
before the passage ahead, then check out the Merchant on the left side.

  Merchant - Chapter 3-1 (Castle - Central Hallway)
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Handgun, Red9, Punisher, Riot Gun, Rifle, Rifle semi-auto,
         and TMP Upgrades!

Nothing new apart from upgrades. Be sure to go as far as possible, you should
have accumulated a lot of cash and treasures in the last chapter. Check out
the room in the corner - Target Practice time!

  Sidequest - Target Practice (1/4 - Central Hallway)
      To summarise the Target Practice - shoot the targets for points.
      
                      Standard Villager - 50 points (100 headshot)
                      Female Villager - 100 points (200 headshot)
                      Salazar - 500 points
                      Ashley - -1000 points!

      Getting over 1000 points nets you a bottlecap - a cool prize based on
      an enemy or character in the game. There are six added ones in each new 
      Target Practice area, and you can replay as many as you like to get them
      all. Also, playing without hitting Ashley or clearing all cut-outs
      earns you certain bottlecaps. There are a total of 24, with four Target
      Practice rooms to get them from. Note that you don't have to play each
      room in order to get all the caps - you can get all 24 from the final
      room by playing each game.

      GAME A - Bottom Line - Leon w/rocket launcher
                             Leon w/shotgun
                             Leon w/handgun
                             Ashley Graham
                             Luis Sera
                             Ada Wong
      There are two variations, both pretty similar. They involve mostly
      standard villager cutouts, with the occasional female villager. You get
      several Salazar's in the background so be sure to get them. In one
      variation you get no Ashleys, the other you get more; just avoid her, 
      and when she is in your face wait a few moments for her to disappear
      before letting rip. In that same variation one of the line of villagers
      holds dynamite - don't shoot it!
      Complete set reward - 15,000 PTAS

Once you are done in the Target Practice sidequest and with the Merchant,
head down the passage beyond the TYPEWRITER for a cutscene that ends a rather
lengthy chapter. Phew!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.08. Chapter 3-2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------------
Central Hallway
---------------

Take the nearest doorway to enter the Sewers.


------
Sewers
------

Knife the right chests to get a FLASH GRENADE and RIFLE AMMO, then head round
and jump down the ladder down into the sewer proper. Have the shotgun
equipped and head on. You'll hear something, however nothing will pop out.
Round the corner, go right into the wall and get the HANDGUN AMMO from the
crate at the end. Return back to the passage and head toward the next corner
to be attacked by an Novistador. These are near invisible enemies that can
climb walls and ceilings. You'll hear and just about see it's eyes, so aim
and when your crosshair goes red shoot to reveal it recoiling on it's back.
Do another two shots as soon as possible to see it off. You'll collect eyes
such as the GREEN EYE often from their corpses, so be sure to pick this up.

Continue to a tank. There are three more Novistadors in here, so stand by
the railings and get a few shots in with the Rifle. A few might come up so
get ready to change and use the shotgun, up close and personal. If one gets
on you, waggle the Wiimote like crazy before they acid your face up a complete
treat. When they are clear, jump down into the tank and get the TMP AMMO
at the grate, and the VELVET BLUE and HANDGUN AMMO in the water (the shining
dots on either side). Go up and ladder and through the door to the sewer hub.

Head on and a Novistador will come from the centre ceiling. Dispose, and 
another will come from the far left cell, and soon another from around a
corner (chances are it'll come to you). Once these three are done with the
music will stop, so you can quickly explore. That south east cell the
Novistador came from has an INCENDARNARY GRENADE, the north east needs kicking
down to find some SHOTGUN SHELLS and the memo LUIS'S MEMO. The south west
cell is the only one of the two that can open, and has a YELLOW HERB next to
the corpse. Considering the route ahead is flooded, take the passage east.

Head through the rubbled cells to a door, and enter. On the right shelves are
a GREEN HERB and SHOTGUN SHELLS, and a pretty BUTTERFLY LAMP treasure in the
chest. Opposite is valve; operate it to drain the water in the previous area.
Head out and you'll be attacked by a Novistador from the far corner. Another
will get you as you pass back through, and another two awaits in the hub area.
Jump down the newly drained area to the south, and another Novistador will
attack from behind as you head through the door. Get the VELVET BLUE in the
corner in the water, up the stairs and knife the barrels to the left for some
HANDGUN AMMO. Go through the door.

Phew, out of the sewers, however you have to get past these swinging blades!
Simply run past just as they swing past you; the first requires running, the
second is a jump over the gap, and the last are two together, but require the
same timing as the others. Get the VELVET BLUE on the right, through the
door and up the ladder. Get the SPINEL from the left crates and through the
door.


---------------
Central Hallway
---------------

You'll be on the balcony of the Central Hallway. The cutscene shows various
enemies on the ground. Chuck a grenade at the group and finish the rest off
with the rifle, especially the leader who might take several shots due to
a parasite. They will all flee in the direction of the sewer, which will
close up. Collect the spoils, and if you managed to down the leader, you'll
get a ILLUMINADOS PENDANT.

Now from here take the chandelier across the hallway to the opposite walkway.
Go left and smash the pots for spoils, then head to the end and take another
chandelier across. Don't worry if you fall, as a ladder has been erected in
the south east corner. Once you are in the north east corner, get the
ELEGANT MASK from the chest in the corner, and pull the lever before the
iron grate just to the south to open this one and the one in the far corner.
Head to that corner to meet the Merchant and the door to the next area. I
recommend you take the stairs down to save before progressing onward however.


-----------
Castle West
-----------

Get the RED HERB from the cabinet on the opposite wall and up the steps to
the next room. There is the CASTELLAN MEMO on the table and some HANDGUN AMMO
on one of the chairs. Head through the door. Get the Rifle and standing in
the doorway, take out the two crossbowers on the distant balcony either side.
A couple of enemies will come to you on the ground, then clear the pots for
two GREEN HERBS and various ammo. Head to the far left door way and toward the
steps. Try and kill the masked enemy at the top of the steps from here (rifle
or a load of handgun rounds to the chest) otherwise he'll run off and you'll
have to chase him down. Head up the stairs and out of the door.

Go left and get the RIFLE AMMO from the cabinet slotted away in the corner,
and use the rifle on the masked enemy at the balcony those crossbowers on -
two shots to the chest should do it. Head around and drop down before the
door to that area to get a cutscene of the leader fleeing into the corner
area. There may be an enemy here, if so dispose and head into that corner.
There are SHOTGUN SHELLS on the side and four times 1000 PTAS on the cabinet -
awesome. Now get your rifle and slowly walk up the stairs, and snipe the leader
at the far corner. Chances are he'll run away before you can, though. Chase
him round and through the door, and beware of the shielded minion behind it.

Now if you didn't kill the leader at this point, if you head downstairs and
through the door he'll be sitting in the centre on a Gatling Gun, shooting
your ass down. Oops! The best strategy for this is to wait by this downstairs
door and wait until he reloads, then run out and start running around the
base. He can hit you but if you are running around he cannot catch you
quick enough and he'll lag behind. When he stops to reload, shoot him in the
side or back, then get ready to run again. I'm pretty certain he doesn't
back upon himself and turn the other way, but use Stereo sound to indicate
where he is shooting from.

In either case, you'll get the GALLERY KEY from him. Head all the way back up
to that corner area and use the key on the door to enter the Gallery. Smash
the two pots on the right for GREEN HERBS, then check the panel for a puzzle.
The aim is to make six deaths on the paintings by flipping them over. The
easiest way to do it is to press 1, 2, 3 then 4 in that order, all the once
to get the way through (making Head Hanging Head Hanging). Head through the
door.

After the cutscene, clear all the enemies on the ground floor here. If you
stand against the wall, the crossbowers won't get you, so take your time.
A cutscene will show more crossbowers coming but stay here and using the
rifle you can get them all; there are two either side at the far corners,
and another two at the close stairs that if you move to the sides you can
manage to get. When the cutscene of two enemies with Rocket Launchers appear
from a painting, HIDE. The appear at the far end (on the map this is the
east most wall) so either hide behind a pillar or into that corner room next
to where you entered. They go after one firing, so you'll be fine after that.
When the music stops, smash all the pots on the ground floor to get ammo and
a GREEN HERB.

Enter the corner door next to where you came in and head up stairs, getting the
YELLOW HERB in the corner as you go. Go right as you exit, getting the SPINEL
on the chair and continue and get the HANDGUN AMMO underneath the rocket
launcher painting. Right of the door here is a button - press it then quickly
run round the corner to avoid another rocket attack from that painting. Head
right now to the south wall where there's a door; smash the pot at the end
and press the button to make a walkway to that chest you just risen. When you
open the door, get ready to run back a bit and to the side to avoid a rocket
attack from the centre. Step out and headshot both of them with the rifle,
then walk round to the chest. Da da da daaaaaa! The first part of the
ornaments for the grand hall, the GOAT ORNAMENT. Now head to the door in the
corner to exit.


------------------
North West Passage
------------------

Save at the TYPEWRITER and continue along the passage. The door north is
blocked; knife the pot here for some HANDGUN AMMO then go through the door
west and up the steps. Shoot the SPINEL from above the doorway then head
outside. Go to the fountain and examine it three times to get a SPINEL and
two VELVET BLUES. The door on the right cannot be accessed, although you get
a hint on how to do it later on. Head north along the passage, knifing all the
barrels for spoils, then head through the door.


------------------
Castle Garden Maze
------------------

You can see this being fun, right? Head across the walkway, past the door to
the corner for a cutscene. Head down the steps and to the garden gate. Open.
This maze is occupied with Cerberus dogs, but you only need your Handgun to 
take them down - two or three shots should do it (or just use a Shotgun).
Walk forward and get the spoils from the crates, then when you hear the dog
running, wait until the Cerberus appears and shoot it. Go left and enter
the gate on the right, to see a pen with three Cerberus. Grenade the lot
so they don't come out later, get the spoils and go left. There will be
a bridge on the first left but ignore it for now, and continue round to the
second left and round to a chest at the dead end for SHOTGUN AMMO. Turn around
and wait for a Cerberus to come round the corner, and another to jump through
the opposite hedge.

Head back to that first turning and go across the bridge. Go left as soon
as you come off for some TMP AMMO in the chest, then back and continue round
the corner to the fountain, where the MOONSTONE (LEFT HALF) is. Head round
the corner to the bridge, where two Cerberus will appear from the sides and
another very shortly after from over the bridge. Head over the bridge and
past the pen, going straight onward. Ignore the other turnings and head
straight to the end where you'll find a YELLOW HERB at the dead end.
Head back and take the nearest turning from here and walk down - when you hear
a Cerberus running, turn around and cap it's ass. Turn back around and take
a right and right again straight away for a RED GEM in the chest. Take a left
to the end and up the steps to a fountain where you'll find the 
MOONSTONE (RIGHT HALF). Now to get out of here.

Head back down, and go left to under the bridge. Turn around and kill the
Cerberus then carry on until a T junction. You'll hear a Cerberus but ignore
it; turn left and get the FIRST AID SPRAY from the chest, then back right to
the corner where you'll see that Cerberus you heard in the pen. Kill it to be
safe. From here, go to the end ignoring the first turn for a SPINEL and a
Cerberus. Go back to that first turn to find a gate back to the opening area.
Get the GREEN HERB from the crate under the bridge, and watch out for the
Cerberus that will come at you from the way you came and from the left.
Now exit out of the far gates where you came through, up the steps and to
that door. Combine both of the Moonstone halves to make the BLUE MOONSTONE
and use it on the door to open it up. Cutscene.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.09. Chapter 3-3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-----------
Garden Maze
-----------

Head into the right room and get the various spoils, especially the MIRROR
w/ PEARLS & RUBIES from the wardrobe. Get the FEMALE INTRUDER memo from the
table and chat with the Merchant. Just weapon upgrades once more.

  Merchant - Chapter 3-3 (Castle - Castle Garden Maze, Bedroom Area)
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Blacktail, Broken Butterfly, Riot Gun, and Minethrower Upgrades!

Before you leave, get the SPINEL from above the bed, HANDGUN AMMO from the
chair opposite the maze door, an INCINANARY GRENADE from the pot by the maze
door, and save at the TYPEWRITER near the exit.


-----------
Dining Area
-----------

Head down to the corner and get the SHOTGUN AMMO from the pot, then HANDGUN
AMMO from each of the long dining tables. At the end head right then left
(ignore the passage going south for now) and ring the bell on the counter to
flip the painting in front of you. Aim at the upper left corner and shoot the
bottle of wine to open the door just round the corner. Ensure you have a
strong weapon equipped - such as the Shotgun or Rifle, and approach the
chest in the centre.

A cage will drop and an El Garrador will appear next to you. Yikes. Run to the
nearest gate and shoot the lock until it breaks (three shotgun rounds with the
up to date Shotgun) and exit ASAP. Now make your way around the edge of the
cage and kill all the standard minions, especially the crossbowers. Hopefully
El Garrador will still be in the cage, in which case Rifle it's back a few
times, otherwise run around the cage and keep an eye on his location. Note that
he is actually quite quiet at times and can spring up on you, so always be on
the look out for him.

Once the area is clear, get the 15,000 PTAS from El Garrador's body and
examine that chest in the cage for an HOURGLASS W/ GOLD DECOR. There is a
FLASH GRENADE on the cabinet in the corner, and also check out that painting
corridor to the south for some MAGNUM AMMO (3) (ohh, your first!) then head
through the door in the north east corner.


--------------------
Walkway-Armoury Room
--------------------

Not a great name, but I can't think of anything else to call it. Anyway...
Head forward and use the Rifle to take out most of the enemies in the area
below from a distance. At this point in the game new Parasites will come from
the enemies, which tend to detach themselves from the host and crawl around,
so beware of that. Once they are all clear, use the lever to the right of the
grate to raise a walkway across to the other side. Head back up the ladder,
and watch out for the enemies coming from both sides of the walkway, including
a few with shields. Head across the walkway and down the left steps, get the
money from the table and drop down below. Clear the enemies and check out the
glassed podium in the centre, where you'll find lots of ammo and a ROCKET
LAUNCHER.

If you don't have enough room for this right now, don't worry. Head up the
steps and take out the final masked enemy, then head through the door and
back across the doorway and through the door. 

  Merchant - Chapter 3-3 (Castle - Walkway-Armoury Room, End Corridor)
      Attache Case XL         - 73,000 PTAS     !NEW! 
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + No new upgrades.

Just the Attache Case XL that is new - it's very expensive but oh so very
worth it. Rearrange your items and get that ROCKET LAUNCHER from the previous
area - not only is it some good cash, but it will come in handy in a boss
soonish. Save at the TYPEWRITER and go through the door. Cutscene, end of a
short chapter.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.10. Chapter 3-4
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


---------------------
Ashley's Holding Hall
---------------------

Head around the edges and get all the spoils, including some RIFLE AMMO and
head into the centre and using the Rifle, shoot each of three bonds around
Ashley. Shoot to the side so you aren't risking hitting her. Once she is free,
enemies come from the side; wait until they get close and cap them in the head
to clear them. She will run across and test the door, where more enemies will
appear. Clear these to get the key; if she gets picked up at this point then
they will take her over to your right (you can't see her at times). Once
she has the key, she will head through the door.


---------------
Castle Bedrooms
---------------

You now have control of Ashley. Head left and get the SPINEL from the ground
next to the cabinet, then head to the TYPEWRITER next to the passage and head
down. There is an enemy here, so walk behind him, but if you get spotted then
there are various lamps around to throw at him (two will kill him). Otherwise
just run away and crawl under the tables to get around him. Be sure to get the
GREEN HERB from one of the sides, then head into the right corner and crawl
through into the next room.

There is another enemy here - you'll need to kill him so use two of three
lamps in this room. Once is ahead of you on the cabinet as you enter, and
the others are in the corners either side of the grate. Get the SPINEL from
the cabinet the first lamp was on top, and also the money in the cabinet next
to the bed. Operate each lever until the grate fully opens, then head down and
get the RED HERB from the right cabinet. Go through the door on your left.
In here, get the BUTLER'S MEMO from the side by the secret passage, and check
all the drawers for HANDGUN AMMO, a SPINEL and a VELVET BLUE. Head out the
way you came in and go straight down the passage and through the door at the
end.


-----------
Knight Room
-----------

Run onward and get the GREEN HERB from the end cabinet, then run back and
crawl under the table next to the door you entered. Press the switch ahead
and head through the opening. Press the switch on the left and then collect the
STONE TABLET from the mantelpiece. Go through and back to the starting area,
and push the wardrobe that's against the wall and press the switch. This will
close the left grate but open the way ahead. Head through the open passages,
being sure to get the money and VELVET BLUE from the cabinets around the door
ahead.

Get the SPINEL from the right chair and head down the passage until you come
to a room. Examine the pedestal for a sliding puzzle. The solution is like so -

Right
Upper Right
Upper Middle
Middle
Left
Lower Left
Lower Middle
Lower Right
Right
Middle
Upper Middle
Upper Left
Left 
Lower Left
Lower Middle
Middle
Right
Lower Right

If you mess up at any point, easiest thing is to load up from checkpoint,
head through the last room to get back to this point, otherwise you'll be
messing around with this annoying puzzle for hours. Once you have done it,
insert the STONE TABLET from the room previous and head through the door to
the next room. Get the GOLD BANGLE from the side chest on the cabinet and also
a SPINEL from the wardrobe in the right corner. Check the centre statue head
for the SALAZAR FAMILY INSIGNIA and the SERPENT ORNAMENT. Excellent work.

However you aren't done yet. Those knights in the previous room come to live
and come in here to bust your balls, or therefore lack of. Anyway, stand
next to the wardrobe where you found the Spinel and wait for the first one to
stand next to you and is about to attack, then run past and round the centre
table and out through the door, and quickly down the passage you come through.
You'll have to swipe past every suit of armour as you go to the first room.
In here, get to the door, swipe past the last knight and exit.


---------------
Castle Bedrooms
---------------

Head down the passage and through the door into the room, and use the
Salazar Family Insignia on the dias. The secret passage opens, so head up the
ladder, grab the money on the right and head down the passage to the door
to end this chapter.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.11. Chapter 4-1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


------------------------------------------
Ashley's Holding Hall - NOTE: BACKTRACKING
------------------------------------------

Now you have Ashley back, you control Leon once more. Between cutscenes you
can swap over the goods Ashley got on her little journey to Leon; the
treasures are automatically transferred too. Before we continue, there is a
spot of backtracking to get a cool new weapon.

Make your way back out of the bottom left door to the Walkway-Armoury Room
(the Merchant has nothing new) then straight through to the Dining Area.
There are a few enemies here, all with masks, so it's up to you if you want
to fight them. Make your way south to the passage with the door leading to the
North West Passage. You'll enter a room in the north of this area, with a lot
of spoils such as ammo, money and a GREEN HERB. Smash down the door and
head East outside to the fountain area, where there was that locked door on
the right. Check it, then stand by the window to Piggyback Ashley over to
unlock the door for you. Inside you'll find money, an ELEGANT PERFUME BOTTLE
and the BROKEN BUTTERFLY. This is a powerful magnum that makes bosses a lot
easier. 

Now head all the way back to Ashley's Holding Hall and take the north door.


-----------------
Lava Hall Station
-----------------

Ignore the Cart to the left and save at the TYPEWRITER. Get the VELVET BLUE
from a pot and the HANDGUN AMMO from the right cabinet, then take the
transport over the lava to the door in the north.


---------
Lava Hall
---------

This place is pretty cool, eh? Head down the walkway to see one of the
flaming dragons has been activated on the right side. Quickly shoot him with
the handgun once to drop him and deactivate it. Taking it out reveils a chest
just down the steps, containing 5000 PTAS. Head over the roundabout by waiting
and jumping through the openings, to reach the middle area where there is
another flaming dragon to your left. This guy is a bit harder - the easiest
way is to stand to one of the sides between the roundabout and the left 
turret until he throws fire, then run to the other side and quickly shoot him.
A handy tip is that if there are a few enemies around, the flames burn them
(but not those with parasites) which helps you save ammo.

Once you take down that second flaming dragon, get the ILLUMINADOS PENDANT
from the chest. Enemies will keep dropping from the turret for the time being
so clear what's there and continue to the end of this area. The last flaming
dragon is in front of the end area. Get to either the far left or far right,
out in the open, and as soon as he spits fire run to the far opposite side
and quickly take him down. This will create a walkway to the chest, with the
LION ORNAMENT inside. You should have got all three pieces of the ornament
now! Backtract through this area to the Lava Room Station and take the cart
to the Grand Hall West Station.

-----------------------
Grand Hall West Station
-----------------------

Smash the pots to get some SHOTGUN AMMO and a SPINEL. Unlock the door and
exit.

----------
Grand Hall
----------

Go to the left relief wall and insert all the ornament pieces - the
GOAT ORNAMENT, LION ORNAMENT and the SERPENT ORNAMENT to open up a passage
way. Save if you like. Before going through the door ahead, go up the right
staircase where you'll find a HAND GRENADE in the pot, 5000 PTAS in the
Sadler painting, and the balcony Salazar gave his pretty speech from when you
first came here. Anyway, head down to that door.


------------------------
Grand Hall North Station
------------------------

Enter the car to head to Castle North.


------------
Castle North
------------

Turn right and enter the door here to find the Merchant room. Get the
HANDGUN AMMO from the corner cabinet then chat to him.

  Merchant - Chapter 4-1 (Castle - Castle North, South Room)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Shotgun, Rifle (semi-auto) and TMP Upgrades!


Just weapon upgrades this time. Save at the TYPEWRITER if you like, then enter
the Target Practice room.


  Sidequest - Target Practice (2/4 - Castle North)
      To summarise the Target Practice - shoot the targets for points.
      
                      Standard Villager - 50 points (100 headshot)
                      Female Villager - 100 points (200 headshot)
                      Salazar - 500 points
                      Ashley - -1000 points!

      Getting over 1000 points nets you a bottlecap - a cool prize based on
      an enemy or character in the game. There are six added ones in each new 
      Target Practice area, and you can replay as many as you like to get them
      all. Also, playing without hitting Ashley or clearing all cut-outs
      earns you certain bottlecaps. There are a total of 24, with four Target
      Practice rooms to get them from. Note that you don't have to play each
      room in order to get all the caps - you can get all 24 from the final
      room by playing each game.

      For weapon choice, I always recommend the Rapid-Fire, especially the
      TMP. Everything else is too slow and requires more reloading, at least
      with the TMP you only have to reload once at the most per attempt.

      GAME B - Second Bottom Line - Don Jose
                                    Don Diego
                                    Don Esteban
                                    Don Manuel
                                    Dr. Salvador
                                    Balla Sisters
      There are a lot more Ashley's this time that get in the way so give it
      a second or two to ensure you are aiming at the right cut outs and blast
      away. I recommend standing back and to the side slightly, as Ashley can
      pop up right in the centre, and some cut-outs appear at the front to the
      sides, which would hidden from your view. To get all the bottle caps,
      keep playing until the board opens up at the back and you get more
      villagers, including two sets with dynamite (blow them up as it's too
      fast to get them all normally) and also the Salazar in the far end,
      which is the 25th enemy.
      Complete set reward - 25,000 PTAS

Once you are done with the Merchant and the Target Practice minigame, exit the
room and head right down the corridor. Get the SPINEL from the cabinet,
and the YELLOW HERB and the memo SAMPLE RETRIEVED from the table. Enter the
door.


-----------------
Castle North East
-----------------

Get the HANDGUN AMMO ahead then down the passage past the suits of armour -
note that a few might attack so get ready to swipe or press A and B together
to dodge them. Round the corner is a large circular room; there is SHOTGUN
AMMO in the far left edge, and a GREEN HERB in the closest right edge, and
a chest in the middle. Make sure your Shotgun is fully reloaded, and take the
KING'S GRAIL.

This will spring four suits of armour into life. Get Ashley out of the way
by telling her to wait by the edge of this area. Shoot their heads to make
a parasite pop out, which takes a few shots to take down. Get them in a group
to make it a bit easier, and remember there is that green herb and ammo if you
are running short on either. When they are done with, collect the spoils and
a further few different suits will present themselves. You need to shoot their
backs this time - wait until they are about to swing at you, then run round to
the side and fire in order to reveal the parasite. This time just one shotgun
round will see the parasite off.

Once the threat is over, get Ashley and head back down the corridor (no
attacks this time) back to the Castle North area. Now head across, save in the
Merchants room if you like, and proceed through the West door.


-----------------
Castle North West
-----------------

There are four pressure pads on the floor and two statues. Push the statues
on to any of these four pads, get Ashley to wait on a third and Leon on the
forth to open the door. Get Ashley to follow and go through the door. Cutscene.
To stop the ceiling falling, use the Handgun (there is ammo in the corner if
you need it) and shoot the four red lights in the ceiling. The door in the
corner will open, so head down the corridor to the end. Ashley is trapped
behind, with a grinding machine coming toward her. Use the Rifle to headshot
the two enemies riding it (there are three rounds to your right) in order to
open the door. Call Ashley through and stand back and wait for it to crash
before continuing.
Now the treat is over, explore the room and get the spoils, including ammo
and money. Get the QUEEN'S GRAIL from the chest, then exit and out of the
far right door to return to Castle North.


------------
Castle North
------------

Save at the Merchant room and head north, getting the FLASH GRENADE from the
chair on the way. When you turn onto the long north corridor, there are six
enemies at the far end, two with shields. Use the Rifle and shoot the
top of the shields to take them out in one, and chest the masked and the others
until they are all done for. Get the spoils. Each of the left statues has
shining dots on them, shoot them all to get two SPINELS, a VELVET BLUE and a
RED GEM. At the end is a locked doorway, with statues either side. Place the
Queen's Grail in the left and the King's Grail in the right to open it up.


---------------
Novistador Dome
---------------

Seach the pots either side for spoils and a GREEN HERB. Check the cabinets
on the way down for money, and jump out of one of the right windows before
the end door to get to a walkway. There is a RED HERB to the South, and head
up the ladder and round to find a chest with a BUTTERFLY LAMP inside. Either
head through the window here, or through the door at the corridor, and head
toward the nest for a cutscene.

The Novistadors are back, and while they are visible, they can fly. Use the
Shotgun to clear them all away. When they are all dead, head North and round
left and pull the lever to partly lower the bridge. Using the Handgun, shoot
down the brackets at the top of each chain to lower the bridge. If you have
ammo to spare, you can destroy the nest to get around eight GREEN, RED or BLUE
EYES - it took me 30 handgun rounds, and should take less with the Shotgun or
Rifle. Don't waste the Magnum on it. Head through that door.


-------------------
Clocktower Approach
-------------------

Save at the TYPEWRITER and talk to the Merchant.

  Merchant - Chapter 4-1 (Castle - Clocktower Approach)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Handgun, Red9, Punisher, Blacktail, Broken Butterfly,
         Riot Gun, Rifle and Minethrower Upgrades!

More weapon upgrades. Once you are done, head down the corridor and out the
door to outside. Knife the crates and head toward the bridge. Cutscene. Head
toward it again and the catapults on the Castle activate. Wait for them to
stop momentarily then speed across the bridge and up the left side. There are
enemies up the steps and on the level after, so dispose of them. Head round
the corner and using the Rifle take out the enemies loading the flaming rocks
onto the catapults, then enter the door into the Clocktower.


----------
Clocktower 
----------

Step forward and using your Handgun, look up; you'll able to see yellow blocks
in the gears. There is one just above on this level, and another two toward
the top. You can easily shoot them from here. Otherwise, get them on their
respective levels. Head up the ladder, get the HANDGUN AMMO from the end
crate and up another level to the top. Head round to the table in the corner
and get the GREEN HERB and the memo RITUAL PREPERATION. Now head to the lever
and activate it - assuming you shot all those gear blocks, the bridge will
swing around.

Head down from this level. Naturally enemies have arrived. There is a masked
crossbower on this level, and another two on the level below. When you go
down again, there will be a cutscene of several coming through the bottom door
and a few above you, including one with dynamite. Head back up again and take
out the dynamite throwing enemy, then continue down to the bottom level,
clearing the enemies as you go. Once you are done, get the HAND GRENADE from
the crate nearest the stairs, and the HANDGUN AMMO from the crate near the exit
door, and leave.


-----------------
Clocktower Bridge
-----------------

Save at the uncharacteristic TYPEWRITER to you left, then proceed with killing
the three shields coming toward you. I recommend Rifles for headshots. Speed
down to the end of the bridge for more enemies to appear, including a Horned
enemy with a Rocket Launcher. You can stand one blast at full health, but other
wise try and dispose of him first. There is a fair number of enemies, so a
grenade or two should clear them pretty quickly. The Horned enemy has a
GOLD BANGLE on his person once he is defeated, then proceed through the door.


---------------
Throne Approach
---------------

Up ahead are two El Garradors and two enemies. There are also a few more masked
enemies in the cubby on the left side between the second and third tiers.
The easiest way to go out this, from the start, is to shoot the bell that is
on the right on the second tier so the El Garradors are distracted, leaving you
ample time to kill the two enemies on the stairs (and some of the others if
you can manage it). There is another bell on the third tier if you need it.
I found that leaving them alone is the best way to go here; walk away from them
so they don't know your location, and watch them from a distance. Using the
Rifle, wait until they turn their backs on you and shoot. Note that they will
come to you at this point, so run away and try and get covert again.

Another idea is to use Grenades, especially when they are close together,
to weaken them and have enough time for at least a shot at one of their backs.
When you defeat them you get 15,000 PTAS per El Garrador, and the way ahead
opened. Items in this area include a GREEN HERB in the far right corner on the
first tier, HANDGUN AMMO and an INCINANARY GRENADE in the second tier pots and
some SHOTGUN AMMO in the third tier. It's also recommended that you get the
spoils from the enemies as they are pretty decent for a change, including the
possibility of Magnum ammo and a First Aid Spray.

Once you are done, proceed through the doors and head up the steps. There
are two statues either side near the beginning, each with a SPINEL. At the
top head through the door. Cutscene; you'll need to press A and B together at
some point.


---------
Sewer Pit
---------

Search all the bodies and the centre area for a CROWN and a VELVET BLUE, and
also around the Merchant and TYPEWRITER for various ammo such as TMP AMMO,
MAGNUM AMMO and an INCINANARY GRENADE. Merchant time.


  Merchant - Chapter 4-1 (Castle - Sewer Pit)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS     !NEW! 
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Striker Upgrades!

At last - the Striker is available! Sell you existing Shotgun or Riot Gun and
buy this and upgrade the Striker as much as possible. Very tasty. Save and
when you are ready, head up the ladder. Head down the passage, getting the
VELVET BLUE and the SPINEL from the pipes on the left side as you go, as well
as the RED HERB on the right side. Head through the door.


------------------
Generator Corridor
------------------

Head onward to the turning for a cutscene. Head into this first door on the
right and check the table for an INCINANARY GRENADE and a FIRST AID SPRAY. 
Check the elevator and try and call it to no avail. Head back out into the
corridor; from this point onward prepare to dodge by swiping the remote or 
pressing A and B together at random moments. Head into the next left room
for some TMP AMMO, then continue out and down the passage to the end room.
Round the corner, get the SHOTGUN SHELLS from the display ahead then take the
left route round and get the GREEN HERB from the corner then to the far right
corner to the power unit. Turn it on. Now head back to the way you came in
and open the shutter...

     =============
     BOSS: Verdugo
     ==========================================================================
     This guy is nasty, and is very very hard to defeat by conventional
     weapons. You'll also need to press A and B or swipe to dodge his attacks.
     The only way to defeat him is to knock over those Liquid Nitrogen tanks
     dotted throughout the rooms on the way here to freeze him, then blast
     him using either the Magnum or Rocket Launcher (hopefully you saved the
     one earlier!). The easiest strategy is from when you press the panel is
     to run round him and go right and wait until he gets close, then knock
     over the canister. WAIT until he is standing up again but still white,
     then blast him with the Rocket Launcher to smash him to pieces. With the
     Magnum, shoot as much as you can and when that door opens head out to the
     other rooms, knock over more tanks and shoot away.

     If you don't have the Magnum or Rocket Launcher, you're gonna have to wait
     until that lift comes up. Run around and dodge his various attacks and
     when that lift is called, run into it to escape. You don't kill him, but
     you got away right?
     ==========================================================================

Get the CROWN JEWEL from where he died if you took him down. If you defeat him
or run away, take the lift down for a cutscene, and chapter end.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.12. Chapter 4-2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------
Lift Exit
---------

Step out of the lift and get the GREEN HERB in the corner, then go down the
steps. Get the HAND GRENADE, money and SPINEL from the crates to the right,
then go to the corner and get the HANDGUN AMMO from next to the TYPEWRITER.
There is also LUIS' MEMO 2 on the right. Save and chat to the Merchant.

  Merchant - Chapter 4-2 (Castle - Lift Exit)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Riot Gun and Mine Thrower Upgrades!

Just a few weapon upgrades. Also be sure to check out the Target Practice
room.

  Sidequest - Target Practice (3/4 - Lift Exit)
      To summarise the Target Practice - shoot the targets for points.
      
                      Standard Villager - 50 points (100 headshot)
                      Female Villager - 100 points (200 headshot)
                      Salazar - 500 points
                      Ashley - -1000 points!

      Getting over 1000 points nets you a bottlecap - a cool prize based on
      an enemy or character in the game. There are six added ones in each new 
      Target Practice area, and you can replay as many as you like to get them
      all. Also, playing without hitting Ashley or clearing all cut-outs
      earns you certain bottlecaps. There are a total of 24, with four Target
      Practice rooms to get them from. Note that you don't have to play each
      room in order to get all the caps - you can get all 24 from the final
      room by playing each game.

      For weapon choice, I always recommend the Rapid-Fire, especially the
      TMP. Everything else is too slow and requires more reloading, at least
      with the TMP you only have to reload once at the most per attempt.

      GAME C - Second Top Line - Merchant
                                 Zealot w/ scythe
                                 Zealot w/ shield
                                 Zealot w/ bowgun
                                 Leader zealot
                                 Don Pedro
      Nothing too different to the rest, just somewhat more faster paced.
      Ashley doesn't get in the way as much as she did in Game B, but the
      cutouts move quicker and you have a lot more to concentrate on as more
      move in different directions. To get all six you need to play the
      variation as the back board opens up, and to shoot the dynamite holder
      in the centre, then get the Salazar one for all 25 cutouts.
      Complete set reward - 35,000 PTAS.

Once are you done with the Target Practice game and the Merchant, save and
go through the door opposite.


-----------
Mining Area
-----------

Head down the passage until it opens up a bit, where two enemies are lurking.
Dispose of them, then check the nearest mine cart on your right for a VELVET
BLUE and also the barrels for spoils, then continue. Read the left sign
if you wish, and continue to the main mining area. Just down and start mowing
through all the enemies on your right. When there is a break, go left and pull
the lever to get a mine cart toward you. However as it lowers it will stop;
try the lever again and you'll be told to resume the power.

Turn round and make your way round to the upper area. Be sure to get the
SHOTGUN SHELLS on the right raised area behind the sandbags. Various enemies,
including those with dynamite will obstruct you, but head up the ramps to the
circuit breaker and flip it. There is some cash behind on a rock, then head
back down to that lever. Dr. Salvador will appear, so get the Shotgun and
take him down. If you have the Striker, four headshots will see him off (he
leaves 10,000 PTAS in his wake). More enemies will come down the ladder from
the way you came in, so when you are done flip the lever and run round and get
the DYNAMITE. Return to the right of the lever and use it on the boulder to
create a path across. Dispose of the two enemies here and go through the door.


-----------
Molten Room
-----------

Step forward... oh dear. Two El Gigante will come through the door and bring
you a whole world of trouble. To get rid of one easily, head up the back
ladder and wait until both come toward you, then use the zip wire to land by
the switch opposite. This operates the central floor disc, so press A and
when either El Gigante stands on it, press A again to open the floor and
dispose of one. Note that this only works until one is gone, but if you mess
up it'll keep working until it does.

As for the other, standard El Gigante methods apply. Note that this time they
are a lot stronger, even with your upgraded weapons since the last battle
toward the end of the Village area, so use Grenades, Shotgun blasts and so on.
When he throws his arms up run up and get ready to stab away. I found that
in this battle it was easier to run between his legs, shoot, run through,
shoot over and