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DO888ZDDDMNMMMMN88NMNNNNND88OZZZZZ$ZZOOZ77$$$$OO8DM8ONNDDDDDDDNNMNNNNMMMMMMMMMM 888ZOZ8DDMNMMMMMNDMMMMNNN88OZ$$$7$Z888D8ZOD88ND8DDNDONNNNDDDNNNNMMNNMMMMMMMMMMM 88DZO8DNNMNMMMMNNNMNNMNNND88ZZ$$7$$ZZZOOO8DDD88OO8NM8NNNDDDDNNNNNMNNMMMMMMMMMMM 8DDZZODNNMMMMMMMNNMNNMNNN888OZZ$$ZZOO8OO8NMNDNOZZODM8NNNNDD8DNNNNMNNMMMMMMMMMMM (Dr. Salvador) ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ Resident Evil 4: Advanced Boss and Mini-Boss Guide for Playstation 2 Table of Contents [Shortcuts with Ctrl-F] Intro [NTR] Disclaimer A note on Rationales and Proving my Data "Save Me" List of Items you should hold on to Chapter 1: Chapter 1-1: Dr. Salvador x2 [DRSAL] Items/Weapons that will make these fights easier Rationale Chapter 1-3: Dr. Salvador [DRSAL2] Items/Weapons that will make this fight easier Rationale Chapter 1-3: Del Lago [DELAGO] Items that will make this fight easier Chapter 2: Chapter 2-1: El Gigante [ELGIG] Items/Weapons that will make this fight easier Rationale Chapter 2-3: The Bella Sisters (Left Path) [BELLAS] Items/Weapons that will make this fight easier Rationale Chapter 2-3: El Gigante (Right Path) [ELGIG2] Items/Weapons that will make this fight easier Rationale Chapter 2-3: Chief Mendez [CMNDZ] Items/Weapons that will make this fight easier Previous Locations of Incendiary Grenades [INCGR] Rationale Chapter 3: Chapter 3-1: Garrador [GRRDR] Items/Weapons that will make this fight easier Rationale Chapter 4: Chapter 4-1: Garrador (Inside Cage) [GRRDR2] Items/Weapons that will make this fight easier Rationale Chapter 4-1: Armored Knights [ARMRD] Items/Weapons that will make this fight easier Rationale Chapter ???: 2x Garradors [GRRDR3] Items/Weapons that will make this fight easier Rationale Chapter 4-1: Verdugo (Salazar's Right Hand) [VRDG] Items/Weapons that will make this fight easier Rationale Chapter 4-4: Ramon Salazar (the Kid) [KIDSAL] Items/Weapons that will make this fight easier Rationale Chapter 5: Chapter 5-3: Krauser (Cut Scene fight) [KRSR] Chapter 5-3: "It" [IT] Items/Weapons that will make this fight easier Rationale List of Future Additions [FTRADD] Legal / Contact Info [LGL] ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ########### # # # Intro # # # ########### I love a good Boss fight. For me it all goes back to the game Contra for NES, which, I believe, has one of the best formulas for a great Video Game. There are fun levels with a variety of weapons and enemies, and at the end of each stage lies a new Boss to test your abilities. Its a shame that more games cant take lessons from Contra to introduce Boss fights in an epic way to make their game much more enjoyable (i.e. Halo for Xbox 360). Though I will be covering the tactics I use to bring down all baddies with the ease of a seasoned veteran, I will also include ways to circumvent the battles and take the least amount of damage. The producers of Resident Evil 4 have a great way of supplying you with items that will make even the toughest boss fights much easier. Knowing where to look and having the patience to retain found items will pay dividends. Each boss will have a sub-section highlighting where to find pertinent items and ammo. Concluding my recommendations on Boss and Mini-Boss strategy are my statistics proving the relative range of Health for the enemies. [NTR] ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><> <> <> <> Disclaimer <> <> <> <><><><><><><><><> ***The Tables and figures expressed in this guide represent data collected while playing a NORTH AMERICAN version of Resident Evil 4. on PROFESSIONAL mode, for the PLAYSTATION 2. While some of the data may be pertinent to other versions, my understanding is that several of the weapons in the GameCube version have different stats, and thus would produce different results than those shown here. Additionally, different versions of Resident Evil 4 (European, Japanese, German, e.t.c.) may have different values for the health of the bosses.*** ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()() () () () A note on Rationales and Proving my Data () () () ()()()()()()()()()()()()()()()()()()()()()()()() To gather most of the information presented below, I used a second and third play through on Professional Difficulty. This allowed me to use fully upgraded weapons including; The Handcannon, Broken Butterfly, Semi-Auto Rifle, Chicago Typewriter, Red 9, Blacktail, and occasionally the Standard Handgun. In each Boss/Mini-Boss description I also included a comment on how the enemy looks when viewed through the Infrared attachment for the Rifle. The heat signatures will often show a weak point on an enemy by marking that area as much hotter (more red) than others. After gathering info on various bosses, I discovered that occasionally a boss/mini-boss will be resistant to certain kinds of weapons. Most often this is a resistance to Magnum type ammunition and is only evident when facing; Dr. Salvador, The Bella Sisters, or U-3. In addition, special note must be taken when facing Dr. Salvador or The Bella Sisters with powerful weapons because they seemed to resist most high-damage weapons (The Handcannon still kills them in one shot). To gather the range of Health for Bosses and Mini-Bosses, I fought them numerous times, with different weapons. Usually, I would start with The Handcannon, shoot the boss anywhere except their weak point, and record the number of shots it took to defeat them. Then I would use the Broken Butterfly and shoot the boss/mini-boss in the same spot that I had shot the Handcannon. After the Broken Butterfly, I would use the Semi-Auto Rifle, then the Chicago Typewriter, then the Red 9, and finally the Blacktail. After collecting that information, I would repeat the process, instead aiming at the Boss' weak point. In cases where the data was oddly inconsistent (Dr. Salvador and Bella Sisters), I upgraded a Standard Handgun to the maximum Firepower (2.0) and recorded how many shots it took with that weapon. However, once I had compiled all of this information, it seemed near useless, considering that most people will consult a guide like this on their "First" play through of the game. Since I realized that, I started another game on professional, with no additional weapons (or special costumes), to gather more pertinent information. Why is there no Shotgun information? Because shotguns have a very volatile Firepower, depending on the range of the enemy and many other factors (how much of the spread hits the enemy). Why not just use the Standard Handgun to show exactly how much Health a boss or mini-boss might have? For starters, some boss fights would be more challenging using only the Standard Handgun, and the more shots that have to be fired at a boss/mini-boss, the higher chance of corrupt data due to misses, or hitting the wrong part of the body. And by using the strongest weapon, then slowly moving to the less powerful ones, it serves to prove the previous data (i.e. If the boss took 1 shot from The Handcannon to kill, then it is going to take 1-2 shots from the Butterfly, and up to 10 shots from the Chicago Typewriter). Weapon Firepower When Upgraded to Exclusive: +----------------------+------------------------+ | Gun: | Maximum Firepower: | }======================+========================{ | The Handcannon | 99.9 | }----------------------+------------------------{ | Broken Butterfly | 50.0 | }----------------------+------------------------{ | Semi-Auto Rifle | 15.0 | }----------------------+------------------------{ | Chicago Typewriter | 10.0 | }----------------------+------------------------{ | Red 9 | 6.5 | }----------------------+------------------------{ | Blacktail | 4.5 | }----------------------+------------------------{ | Standard Handgun | 2.0 | +----------------------+------------------------+ ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) (~) List of "Save Me" Items: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Saving these items will help overcome challenging boss and mini-boss fights. Chapter 1-1: The Hand Grenade you acquire from the raven perched upon the very first red 'X' "Warning Sign" to use against the Gate-Guardian Dr. Salvador. Keep all of the TMP Ammo you find to use against El Gigante when you take the "Right Path" to fight him in Chapter 2-3. Chapter 2-1: Hold onto every Incendiary Grenade you find until you have 3 in your inventory. The goal is to have 3 Incendiary grenades before you enter the barn where you fight Chief Mendez at the end of Chapter 2-3 (the 4th Incendiary Grenade you need will be inside the barn where you fight Chief Mendez). Chapter 2-1: Save the Flash Grenade found in the Cabin during the "Cabin Ambush" and also the Flash Grenade found in the Bella Sister's area to use against El Gigante on the "Right Path". Chapter 3-3: The Rocket Launcher is best used against Verdugo much later in the game. Instead of using several Nitro Glycerine containers and a plethora of ammunition and healing items, save the Rocket Launcher and use it to One-Hit-Kill him while it is frozen. Chapter 3-5??: When you find the Broken Butterfly, save the first 6 shots for the Armored Knights in Chapter 4-1. Once you use the 6 shots, upgrade the Capacity to 8. Use the 8 shots against the 2x Garradors. Spend the remainder of the ammo on Ramon Salazar (the kid) or upgrade the Capacity to 10. Chapter 4-1: At least one Flash Grenade before you enter the Art Gallery (where there is another Flash Grenade) to use against the Armored Knights. Chapter 4-4: Refrain from upgrading the Mine Thrower's Capacity to 10 until just before the Final Boss Fight with Salazar. The Mine Thrower works great for disabling him. Conversely, you may stockpile 10+ Mine Darts to use as well. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ##################################### # # # Chapter 1-1: Dr. Salvador x 2 # # # ##################################### Gate Guardian Dr. Salvador: Mid 20's to low 30's Health Cut Scene Dr. Salvador: About 40 Health if you only shoot him in the body From 32.6 to 34 Health if you shoot his head only [DRSAL] Headshots do about 15-25% more damage Dr. Salvador does not show a weak spot when he is viewed with the Infrared attachment on the Rifle. Gate Guardian Dr. Salvador drops a Ruby (worth 10,000 Pesetas) Cut Scene Dr. Salvador drops 10,000 Pesetas Attacks: Dr. Salvador has only one attack. It is simple, and easy to dodge if you are out in the open, but it is deadly, and especially effective if one of the villagers has you in a grab. He swings his chainsaw in an arc from his left, to his right (your right, to your left). If you are close to him, and wanting to dodge, its best to run towards his right side (your left) to avoid the lethal swing. The first Mini-Boss fights can be tough because the only weapons you have is your starting Handgun (1.0 Firepower), whatever hand-held explosives you can find, and eventually the Shotgun (4.0 Firepower, though you'll have to fight one Dr. Salvador without the Shotgun if you want to kill them both). There are 2 Dr. Salvadors in the Pueblo Area. Most people are familiar with the one that appears when you enter the two-story building with the Shotgun in it. If you do not enter the two-story house, and instead head towards the gate leading to the next area (the farm), there will be a Dr. Salvador guarding the gate. The Dr. Salvador guarding the gate actually has slightly less health than the Dr. Salvador that appears during the cut scene, and if you want to grab the Ruby (worth $10,000 when you sell it) the Gate-Guardian has, and the $10,000 from the Cut Scene-Dr. Salvador, then you are in for a tough fight. The setup is almost as important as your aiming and dodging skills. I like to use the Hand Grenade that you can loot from the crow/raven standing upon the first "Warning Sign" you come across. If you scare the crow away, or miss, you can enter the Pueblo, then back track to the crow for another chance. The Gate-Guardian Dr. Salvador: When you enter the Pueblo, make sure your Handgun is fully loaded, and take the left-most path (you'll see a green herb, then a red herb in a box, and a female with a pitch-fork). The point is to agro as few Ganados (villagers) as possible on your way to the gate. When you see Dr. Salvador, he will be stationary, and you can actually start shooting him before he moves, but I like to charge him until he revs his chainsaw, then I stop and shoot. It is more important to shoot him several times, then start aiming for his head as he gets closer to you. It can take around 3-4 shots to his head to cause Dr. Salvador to stagger, making him vulnerable to a "Kick". I like to empty my Handgun clip, then throw the Hand Grenade, then reload, and shoot into Dr. Salvador's Head while he is downed. Even after all of this, it will take a few more shots to his head to defeat him. Once the Ganados actually start getting close to you, the fight gets even tougher. You almost have to land headshots and "Kick" the enemies for crowd control. Another option is to wait to use the Hand Grenade until several Ganados are gathered around, but this is risky since the fight will end if you kill a certain number of Ganados, making it tougher to kill the second Dr. Salvador before the battle ends. The Cut Scene Dr. Salvador: Before you enter the two-story building with the Shotgun, you may want to climb to the top of the Watchtower (the long ladder), to grab the 5 Shotgun Shells up there. When you grab the Shotgun Shells, make sure you linger for a short time or all of the ganados will be grouped up at the bottom of the ladder. Don't wait too long in the Watchtower, or the Villagers will throw molotov cocktails up in the small room, and will group up right by the doorway to the ladder. Grab the ammo, then give it about a count of 5 seconds, then jump down and immediately run out and to the right or left to avoid the crowd. Usually I just wait for the battle to end to grab these shells, as you should have more than enough ammo to take down Dr. Salvador (and even several villagers if you want). Enter the two-story building. As soon as the cut scene ends, run under the stairs and destroy the barrels and grab anything in the area. Run upstairs and grab the Shotgun right at the top of the stairs, and don't forget to smash the cabinet glass and grab the Hand Grenade, and also the 5 shotgun shells lying on the bed. Jump out of the glass window (there should be 2 villagers banging on it), and head to the right, grabbing the Spinel before you jump off the roof. Head to the only house with a metal door that cannot be broken by Dr. Salvador. It is right across from the two-story house. Once you enter, quickly push the dresser in front of the door to allow you time to break the lock on the metal door, loot the place (there are 5 shotgun shells in the small box on the table) and position yourself in the back room. I used to just charge into the back room, but I've found that I occasionally get a Chainsaw-in-the-back while knifing the lock off the metal door. My favorite position is right against the table, slightly to the left of the metal door (you should be about in the center of the room, but slightly to the left and towards the door). You want some space between yourself and the door, but not too much. Too far, and your Shotgun does less damage, too close and you could be hit by an enemy when another enemy forces the door open. Aim your Shotgun at head-level and fire it as soon as the door is thrown open. The blast should knock everyone away from the door, and allow the door to swing closed. If you clear the entire room, you may consider running in to grab the items/money that the enemies drop, or rushing to Dr. Salvador to pump some lead into his prone body. You can play it safe, and just camp in the above-prescribed spot, shooting when the Ganados try to enter, or you can toss a grenade into the room to clear out all the villagers to give you enough time to finish Dr. Salvador. Remember to loot Dr. Salvador as soon as you defeat him. Since he is dropping money, instead of an item, the money can dissipate. I have heard that you may circumvent killing any villagers by just allowing a certain amount of time to pass. Personally, I have never resorted to it. I imagine that if I wanted to, I would just run laps around the entire area, and use the fences to trip up the enemies. I guess I wouldn't agro the Gate-Guardian or enter the house with the Shotgun either. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make these fights easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><><> Hand Grenade - Dropped by the Crow/Raven perched upon the first Warning Sign, just after the first Typewriter, and just before the Dog that is held in the bear-trap. Incendiary Grenade - In the Pueblo, inside the first house on the left that you can enter. You will need to break the boxes on the table at the back of the house. Shotgun - Inside the two-story house at the top of the stairs. Hand Grenade - In the cabinet in the second story of the two-story house. You will need to break the glass (I use the knife) to grab it. Shotgun Shells (5) - Sitting on the bed in the second story of the two-story house, opposite the Shotgun. Shotgun Shells (5) - Resting on a table after you climb the long ladder leading to the top of the Watch Tower. Shotgun Shells (5) - Behind the Metal Door in the South East house. The shells are in the rectangular box upon the table. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 1-1: Dr. Salvador Rationale () () () ()()()()()()()()()()()()()()()()()()()()()() Dr. Salvador is one of the few exceptions to my data collecting methods. I discovered that it took 4 shots to kill the weaker Dr. Salvador when I used a fully upgraded Broken Butterfly, Semi-Auto Rifle, or Chicago Typewriter. The Cut Scene Dr. Salvador took 6 shots of the above mentioned weapons. Since all 3 of those weapons have different Firepowers, I instead used information from using the Red 9, Blacktail, and Standard Handgun to estimate his health. All guns used to quantify the Health of Bosses/Mini-Bosses have been upgraded to their Exclusive. Please note that the minimum values are stated as being 1 less shot than it took to kill the Boss/Mini-Boss, plus 0.1. For instance, the Red 9 took 7 shots to defeat Dr. Salvador when fully upgraded. Since the Red 9 has a Firepower of 6.5 at Exclusive, then it can be reasoned that Dr. Salvador has a Health Range between 39.1 (6 shots x 6.5 Firepower + 0.1) and 45.5 (7 shots x 6.5 Firepower). Dr. Salvador* Shooting Dr. Salvador Anywhere Except the Head +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 6** | ** | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 6** | ** | }----------------------+--------------+-----------------{ | Chicago Typewriter | 6** | ** | }----------------------+--------------+-----------------{ | Red 9 | 7 | 39.1 to 45.5 | }----------------------+--------------+-----------------{ | Blacktail | 9 | 36.1 to 40.5 | }----------------------+--------------+-----------------{ | Standard Handgun | 20 | 38.1 to 40.0***| +----------------------+--------------+-----------------+ *-For these statistics, the Cut Scene Dr. Salvador is used. The Gate-Guardian Dr. Salvador has less health than shown here. **-Not an accurate measure of Dr. Salvador's Health Range. Due to the data presented, I can assume that: a. Dr. Salvador may have resistance to certain types of ammunition; Magnum, Rifle, Chicago Typewriter or b. Dr. Salvador takes reduced damage from weapons that have a Firepower exceeding a certain threshold (i.e. Any weapon doing more than "X" damage has it's damage reduced to "X" or by "x") I cannot prove either assumption. I did use the Bolt-Action Rifle (with a Firepower of 6), and it took 7 shots to defeat Dr. Salvador, so I am leading more towards "b". ***-Dr. Salvador took a minimum of 40.0 damage to be defeated. Dr. Salvador took a maximum of 38.0 damage before he was defeated. Thus, we can assume that Dr. Salvador has a range of 39.1 to 40 Health. Shooting Dr. Salvador in the Head +----------------------+--------------+-----------------+ | | # of Shots | | | Gun:* | to Kill: | Health Range:**| }======================+==============+================={ | Red 9 | 6 | 32.6 to 39.0 | }----------------------+--------------+-----------------{ | Blacktail | 8 | 31.5 to 36.0 | }----------------------+--------------+-----------------{ | Standard Handgun | 17 | 32.1 to 34.0 | +----------------------+--------------+-----------------+ *-Since previous data has showed the inaccuracies of using other weapons, only these 3 handguns were used to quantify data. **-Dr. Salvador takes about 15-25% more damage from headshots, as shown. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################ # # # Chapter 1-3: Dr. Salvador # # # ################################ Dr. Salvador: About 40 Health if you only shoot him in the body From 32.6 to 34 Health if you shoot his head only [DRSAL2] Headshots do about 15-25% more damage Dr. Salvador does not show a weak spot when he is viewed with the Infrared attachment on the Rifle. Dr. Salvador drops a Ruby (worth 10,000 pesetas). Attacks: Dr. Salvador has only one attack. It is simple, and easy to dodge if you are out in the open, but it is deadly, and especially effective if one of the villagers has you in a grab. He swings his chainsaw in an arc from his left, to his right (your right, to your left). If you are close to him, and wanting to dodge, its best to run towards his right side (your left) to avoid the lethal swing. Chapter 1-3 begins in the House of Chief Mendez. Once you exit through the front door, there will be a Dr. Salvador waiting for you just around the bend. When you open the front door, stop and look down the path to the left. You should be able to see half of a Dr. Salvador. Take this opportunity to aim your rifle at his head. Continue shooting him with the rifle as he approaches and try to line up the villagers and Dr. Salvador in the same shot since Rifle bullets pierce targets. If you hate fighting Dr. Salvador, you can try one of my favorite old-school tactics against him to save ammo. Shoot him once with the Shotgun, then switch to your Standard Handgun and run up and shoot him in the head while he is down. When he gets back up, switch back to the Shotgun, and repeat the whole process. This fight should be much easier than the previous Dr. Salvador. Make sure you stay in the area just in front of the house. Eventually, two Villagers will join the fight, I like to set up "Kick" commands with headshots from the Standard Handgun, but using the Shotgun is ok also. If you are really inclined, you can shoot Dr. Salvador with the Rifle, but stay inside the house, and wait for him to break through the door (uh oh...Chief Mendez is probably pissed that someone sawed through his front door), and use the shotgun like I described against the Cut Scene Dr. Salvador. If you upgraded the Bolt-Action Rifle to the second level Firepower, and you empty your Rifle in him, then it shouldn't take more than 2 clips of Standard Handgun shots, or a few blasts from the shotgun to drop him. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Flash Grenade - In the sewers just before the end of Chapter 1-2, there is an area where you can drop down to a body of water. The flash grenade is among the loot. Incendiary Grenade - In the First Floor of Chief Mendez' house. This grenade is in a cabinet in the southwest corner of the house. You will have to break the glass on the cabinet to get the grenade. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 1-3: Dr. Salvador Rationale () () () ()()()()()()()()()()()()()()()()()()()()()() ****This information is similar to the Cut Scene Dr. Salvador described earlier. I found that they both have similar Health.**** Dr. Salvador* Shooting Dr. Salvador Anywhere Except the Head +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 6** | ** | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 6** | ** | }----------------------+--------------+-----------------{ | Chicago Typewriter | 6** | ** | }----------------------+--------------+-----------------{ | Red 9 | 7 | 39.1 to 45.5 | }----------------------+--------------+-----------------{ | Blacktail | 9 | 36.1 to 40.5 | }----------------------+--------------+-----------------{ | Standard Handgun | 20 | 38.1 to 40.0***| +----------------------+--------------+-----------------+ *-Similar to the previous Dr. Salvador **-Not an accurate measure of Dr. Salvador's Health Range. Due to the data presented, I can assume that: a. Dr. Salvador may have resistance to certain types of ammunition; Magnum, Rifle, Chicago Typewriter or b. Dr. Salvador takes reduced damage from weapons that have a Firepower exceeding a certain threshold (i.e. Any weapon doing more than "X" damage has it's damage reduced to "X") I cannot prove either assumption. I did use the Bolt-Action Rifle (with a Firepower of 6), and it took 7 shots to defeat Dr. Salvador, so I am leading more towards "b". ***-Dr. Salvador took a minimum of 40.0 damage to be defeated. Dr. Salvador took a maximum of 39.1 damage before he was defeated. Thus, we can assume that Dr. Salvador has a range of 39.1 to 40 Health. Shooting Dr. Salvador in the Head +----------------------+--------------+-----------------+ | | # of Shots | | | Gun:* | to Kill: | Health Range:**| }======================+==============+================={ | Red 9 | 6 | 32.6 to 39.0 | }----------------------+--------------+-----------------{ | Blacktail | 8 | 31.5 to 36.0 | }----------------------+--------------+-----------------{ | Standard Handgun | 17 | 32.1 to 34.0 | +----------------------+--------------+-----------------+ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ############################# # # # Chapter 1-3: Del Lago # # # ############################# Del Lago: 12 Harpoons to Kill (sometimes 13) [DELAGO] Chapter 1-3 ends with Leon taking a boat across a lake in search of a key that will open the Church where Ashley is being held. During this trip across the lake, Leon is attacked by Del Lago. This is one of the easiest Boss fights to get through without taking a single bit of damage, as long as you are patient. The Del Lago Boss Fight is unique because you must control a boat to dodge floating debris in the water, and attack the enemy with thrown harpoons/spears. It is also unique, because any time Leon collides with either the boss, or the obstacles in the water, he takes damage (about 2 1/2 bars), and is thrown out of the boat. While Leon is in the water, a swimming mini-game ensues, with death being the penalty for not reaching the boat in time. Notice that the lower Leon's Health when he lands in the water, the further away from the boat he starts, and the more difficult it will be to recover. If Leon happens to have very low health when the mini-game starts, there is almost no chance that he will make it back to the boat. When the fight starts, don't try to hit Del Lago with a harpoon, focus on maneuvering the boat away from the obstacles in the water. I like to steer the boat to the right to dodge, but the left will also work. Once you are clear of the debris, you can start throwing the spears at him. As soon as Del Lago reaches the water's edge, he will dive under water and attempt to lunge out at Leon and knock him out of the boat. Pay attention to the rope that attaches Leon's boat to Del Lago, and try to make the rope stretch out as far as possible (if the rope is going straight down into the water, you're in trouble). Once Del Lago starts pulling you along again, always focus on staying clear of the obstacles in the water before you attempt to throw harpoons. Eventually, you will enter what I imagine to be a type of "Jaws-Inspired" showdown. Del Lago will disappear for a moment, and then red arrows on the screen will alert you to the location of Del Lago. All you have to do is throw well-aimed harpoons. I can usually land 3. The first one is always the hardest, but I found that aiming almost at the top of the screen, just above the first mountains will almost always ensure a hit. Be warned, that if you are not able to hit Del Lago during this showdown, that it will attack Leon and knock him out of the boat. The Boss should drop after 12 well placed harpoons. I have a suspicion that it takes slightly more damage when a spear is thrown into it's gaping mouth during the "Jaws-Inspired" showdown. Either way, once enough harpoons have pierced Del Lago, there is a final cut scene mini-game requiring Leon to cut loose the rope wrapped around him and threatening to drag him under with Del Lago. While having low health can make the swimming-back-to-the-boat mini-game near impossible, try not to use healing items for this battle. As soon as you start chapter 2-1, there are several Bass in the water which Leon can consume to restore lost health. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Red Herb - At the end of the North Eastern path in the dock area, there is a large, gnarled tree. At the base of the tree is a Red Herb. This is the same ledge that allows you to view a cut scene where 2 ganados dump the other Police Officer's body into the lake. Del Lago proceeds to devour him. Yellow Herb - Inside the first house as you take the Southern path. Lying on the table is a box concealing it. Green Herb - Inside the house on the pier, right next to the Typewriter on the table. Combine all 3 of these items to make a healing concoction that will not only heal you full health, but will slightly increase your maximum health. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################ # # # Chapter 2-1: El Gigante # # # ################################ El Gigante: 32.5 to 36 Damage to Cripple (reveal the Las Plagas) 19.5 to 22.5 Damage to Cripple with headshots [ElGig] Headshots do about 50-60% more damage 13.5 to 18 Damage to Kill the Las Plagas (or 3 Knife Mini-Games) El Gigante does not show a weak spot when viewed with the Infrared attachment, but when the Las Plagas is revealed, you can see that it is bright red. El Gigante drops 15,000 Pesetas Attacks: El Gigante has several attacks to use against Leon. The most deadly attack consists of El Gigante grabbing Leon, and proceeding to squeeze the life out of him. He can stomp the ground with one of his feet, he can kick Leon, and slam the ground with his one or both hands. El Gigante also can charge, roll a boulder, and swing uprooted trees. Most of these attacks are easy to dodge. When El Gigante charges, or swings a tree at Leon, there is a dodge prompt (usually L1 + R1). Never try to run through El Gigante's legs, he will usually kick you. The exception to this rule, is if you see El Gigante setting up to slam the ground with his fist. Grab & Squeeze: About 2 1/2 bars of damage to Leon's health at the minimum. This attack continues to damage Leon until he breaks free. This grab consists of the same "mini-game" escape as when ganados will grab you. Stomp: About 2 1/2 bars of damage Kick: About 2 1/2 bars of damage Ground Slam w/One Hand: 5 bars of damage (will not kill Leon as long as he has at least 3 bars of health) Attack by swinging an uprooted tree: 5 bars of damage Charge: 5 bars of Damage Once Leon has recovered the symbol to unlock the church, he must pass through the area containing El Gigante. One of the easiest ways to escape this fight without taking damage requires that you saved the dog trapped inside the bear trap during Chapter 1-1. This dog will appear shortly after the fight begins. How to Drop a Giant: Before the dog arrives, there are 2 tactics I prefer to employ. The first is to hide in-between and behind the small huts filled with items. From here you can still aim at El Gigante. When you use the huts as cover, El Gigante will usually do 2 things; either he will Charge at the buildings (offering a dodge prompt), or he will walk up to them and smash them with an overhead swing. If the houses are knocked down, the second place I prefer to attack from is behind one of the three trees that are set up around the perimeter of the area. Usually El Gigante will walk up to these and uproot them, instead of attacking Leon. Be careful, because El Gigante sometimes chooses to swing at Leon. Try to keep the tree in-between Leon and El Gigante to give yourself the best chance at El Gigante deciding to uproot the tree. Once the dog appears, El Gigante will usually chase the dog. The dog is invulnerable to any and all attacks (the dog will perform a 'dodge' if it is hit with any attacks, including shots from Leon). Sometimes El Gigante will divert his attention from the dog to Leon, especially if Leon is closer than the dog, and firing his weapons. If El Gigante starts chasing after Leon, run near the dog to cause the giant to start attacking the dog again. For this fight, I prefer to use the Bolt-Action Rifle. If you have been upgrading it's Firepower (and you should be), it should stand at 6.0 Firepower. This means it will take 6 shots to the body to drop El Gigante, or 4 shots to the head. The shotgun takes too long to recover from to be worthwhile as a weapon to make the giant reveal his weakness. The only times Leon can safely use it is when El Gigante is recovering from an attack (like a charge, or ground slam), or when the boss is fixated on the dog. Even still, it is dangerous to get close enough for the shotgun to be effective, since it puts Leon in range for most of El Gigante's attacks. Defeating the Las Plagas: Once enough damage is dealt to El Gigante, Las Plagas is revealed. My favorite way to disable this boss is to either: Shoot the Las Plagas twice with the Bolt-Action Rifle or Shotgun (it will take 3 shots from the Bolt-Action Rifle at 6.0 Firepower to kill the boss...Once the Plagas is hit twice with the rifle or shotgun, it will hide, requiring Leon to inflict enough damage on El Gigante to reveal it again). Just make sure that you have 2 shots in your weapon before El Gigante bends down on one knee, otherwise, it will take too much time to reload, and you will only be able to fire once. or Shoot the Las Plagas once with either the Bolt-Action Rifle or the Shotgun, then activate the "Knife Mini-Game". If you are successful, it should only take an additional Shotgun blast, or Rifle shot to kill the Las Plagas next time it reveals itself. You can attempt the Knife Mini-Game 3 times to defeat him, but this will take a considerable amount of ammo, since you will have to weaken El Gigante a third time. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Flash Grenade - At the beginning of Chapter 2-1, Leon awakens inside of a cabin, in the corner of the dwelling, on a shelf, lies the Flash Grenade. Rifle Ammo (10) - Hidden behind the merchant who keeps his shop connected to the lake. You will need to climb the ladder on the left side of the shop as you approach it, then push aside some boxes before you can drop down and retrieve these bullets. Hand Grenade - In the area just after the start point to Chapter 2-1 (the same area where you first encounter the Type 1 Las Plagas), just before you jump across the rocks in the flowing water, there is a small ledge which has a barrel containing this Hand Grenade. Shotgun Shells (5) - Inside one of the small huts during the boss fight. Handgun Ammo (10) - Inside one of the small huts during the boss fight. TMP Ammo (50) - Inside one of the small huts during the boss fight. There is one of every kind of herb in the boss fight area. There is also a green herb inside one of the barrels as you enter this location from the Merchant's store area. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()() () () () Chapter 2-1: El Gigante Rationale () () () ()()()()()()()()()()()()()()()()()()()()() El Gigante Shooting El Gigante Anywhere Except the Head to Reveal Las Plagas +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 3 | 30.1 to 45 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 4 | 30.1 to 40 | }----------------------+--------------+-----------------{ | Red 9 | 6 | 32.5 to 39 | }----------------------+--------------+-----------------{ | Blacktail | 8 | 31.5 to 36 | +----------------------+--------------+-----------------+ Shooting El Gigante in the Head to Reveal Las Plagas +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 3 | 20.1 to 30 | }----------------------+--------------+-----------------{ | Red 9 | 4 | 19.5 to 26 | }----------------------+--------------+-----------------{ | Blacktail | 5 | 18.1 to 22.5 | +----------------------+--------------+-----------------+ Las Plagas +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range:* | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 2 | 10.1 to 20 | }----------------------+--------------+-----------------{ | Red 9 | 3 | 13.1 to 19.5 | }----------------------+--------------+-----------------{ | Blacktail | 4 | 13.5 to 18 | +----------------------+--------------+-----------------+ *-Or 3 Knife Mini-Games ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ****Side Note for the next 2 Bosses: I always fight both of the Bella Sisters, AND El Gigante for the loot they drop, and the treasures that are found in their areas. I usually fight both of the Bella Sisters, continue to the hidden treasure in the area, then backtrack to fight El Gigante. I do not proceed through the area after the Bella Sisters where there are numerous Ganados waiting.**** ################################################# # # VI. # Chapter 2-3: The Bella Sisters (Left Path) # # # ################################################# Bella Sisters: From 30.1 to 32 Health if shot in the Body From 26.1 to 28 Health if shot in the Head [BELLAS] Headshots do about 15% more damage The Bella Sisters do not show weak spots when viewed with the Infrared attachment on the Rifle. One Bella Sister drops a Ruby (worth 10,000 Pesetas) One Bella Sister drops a key Attacks: The Bella Sisters have only one attack. It is simple, and easy to dodge if you are out in the open, but it is deadly, and especially effective if one of the villagers has you in a grab. They swing their chainsaws in an arc from their left, to their right (your right, to your left). If you are close to one of them, and wanting to dodge, its best to run towards their right side (your left) to avoid the lethal swing. First thing, make sure you tell Ashley to hide in one of the Trash Bins, any will do. The Bella Sisters have a nasty habit of attacking Ashley instead of grabbing her. They can grab Ashley, but more often than not, they will just swing their chainsaws and send you to the continue screen. Second, clear as many ganados as you can before jumping down into the area that causes the Bella Sisters to emerge. A few more will spawn once you trigger the cut scene that reveals the Bella Sisters, but you want these few that spawn to be the only extra minions you need to deal with. Third, knock the Bella Sisters off of the ladder as they try to climb up to the higher level. You can kick the ladder while they are climbing, or shoot them, or even knife them if you wanted. The Main thing is to keep them in that pit for as long as possible, while you clear out the Ganados wandering around the upper level. Fourth, use the circular path to run away and put distance between you and your enemies. This will give you time to aim your Bolt-Action Rifle at them. Since the Bella Sisters have around 30 to 32 Health each, it will take at about 7 shots from the Bolt-Action Rifle to finish them. Tactics that work against Dr. Salvador work against the two sisters. If you find yourself preferring to use the shotgun, remember to switch out to your pistol once you have knocked them down, to shoot them repeatedly in the head. Keep in mind that Rifle shots penetrate targets, so if you can line up the sisters, you can save ammo. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> You shouldn't need any additional weapons to take down the two sisters. The grenades I discuss here would be more useful elsewhere, but if you find yourself extremely low on ammo, or in excess of grenades, go ahead. Hand Grenade - Second floor of the Ambush Cabin Incendiary Grenade - Second Floor of the Ambush Cabin Flash Grenade - Second Floor of the Ambush Cabin Shotgun Shells (5) - On the South Eastern side of the area containing the Bella Sisters, you will notice there are some train tracks, and a mine cart. Lying on the mine cart are the shells. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 2-3: The Bella Sisters (Left Path) Rationale* () () () ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() *-The Bella Sisters gave similar results to Dr. Salvador in that they seemed to be able to withstand several shots from strong weapons. Frustrated by the results that seemed to contradict each other, I simply used a Maxed Out Standard Handgun to record their individual Health. It took 16 shots to defeat one Bella Sister when aiming for anywhere except the head. (16 x 2 Firepower = 32 Health) It took 14 shots to defeat one Bella Sister when aiming just the head. (14 x 2 Firepower = 28 Health) Since there is such a minor bonus given from headshots, I often will aim for their bodies, unless I am using a pistol, and trying to stagger them to set up a "Kick" attack. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ########################################### # # # Chapter 2-3: El Gigante (Right Path) # # # ########################################### El Gigante: 32.5 to 36 Damage to Cripple (reveal the Las Plagas) 19.5 to 22.5 Damage to Cripple with headshots [ELGIG2] Headshots do about 50-60% more damage 13.5 to 18 Damage to Kill the Las Plagas (or 3 Knife Mini-Games) El Gigante does not show a weak spot when viewed with the Infrared attachment, but when the Las Plagas is revealed, you can see that it is bright red. El Gigante drops 15,000 Pesetas Attacks: El Gigante has several attacks to use against Leon. The most deadly attack consists of El Gigante grabbing Leon, and proceeding to squeeze the life out of him. He can stomp the ground with one of his feet, he can kick Leon, and slam the ground with his one or both hands. Never try to run through El Gigante's legs, he will usually kick you. The exception to this rule, is if you see El Gigante setting up to slam the ground with his fist. Grab & Squeeze: About 2 1/2 bars of damage to Leon's health at the minimum. This attack continues to damage Leon until he breaks free. This grab consists of the same "mini-game" escape as when ganados will grab you. Stomp: About 2 1/2 bars of damage Kick: About 2 1/2 bars of damage Ground Slam w/One Hand: 5 bars of damage (will not kill Leon as long as he has at least 3 bars of health) The second encounter with El Gigante is similar to the first, except that you must deal with protecting Ashley, and there is little to no room to avoid El Gigante's attacks. This time around, El Gigante wont be rolling boulders, or swinging trees, or even charging. He does love to swoop up Ashley to squeeze her to death. Should this occur, shoot El Gigante's hands to make him drop her. This fight can be challenging if you don't have the right equipment. I prefer to use the TMP. For the course of the game, I have been saving all of my TMP ammo up to this point for the exclusive use against this boss. I upgrade the TMP every way I can, taking it to; 0.6 Firepower, 1.93 Reload Speed, and 100 Capacity. The Stock is not needed for this fight, but it can help. Using the TMP, it will take 55 to 60 shots to stagger El Gigante if you are not aiming for his head. Aiming for his head will take from 33 to 38 shots. It is easy to see how head shots will benefit you greatly in this encounter. Remember that the goal is to drop El Gigante twice. The first time he drops, I suggest shooting the Las Plagas once with the Rifle, or Shotgun, then proceeding to trigger the "Knife Mini-Game". The easiest way to defeat El Gigante is to use 2 Flash Grenades. While he is stunned from the Flash Grenade, unload your TMP into him. When you see El Gigante preparing to reveal Las Plagas, it is a good idea to reload the TMP. I've discovered that when you use the boulder trap to stun El Gigante, he actually takes more shots from the TMP to drop him. I'm not sure whether or not he is invulnerable while he is disabled from the boulder, so I simply use 2 Flash Grenades to ensure his defeat. After the Knife Mini-Game, I like to run a good distance away from him to make sure Ashley isn't grabbed, then I toss a Flash Grenade to stun him, then proceed to empty my TMP into him. On the occasion that I was without Flash Grenades, I have actually let him grab Ashley. This can only happen once before she will be killed. While Ashley is grabbed, you should have enough time to stagger El Gigante. If killing El Gigante isn't your thing, or you don't have the TMP Ammo, or the Flash Grenades, then you can simply run through this area. Before you trigger the appearance of El Gigante, shoot the chains to the first door. Once the Giant appears, wait for Ashley to stop talking, then wait a little bit more before shooting the wooden paneling to stun El Gigante. In the second area, you will need to grab a key that is inside the second hut you come to. If you are bold, there is a treasure up high that can be shot down. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Flash Grenade - Inside the Ambush Cabin where the Chapter is started, on the second floor. Hand Grenade - Inside the Ambush Cabin where the Chapter is started, on the second floor. Flash Grenade - After defeating the 2 Bella Sisters, use the Key to continue. Once you unlock the door, turn and enter the first door on the right. The Flash Grenade is in the small room. Hand Grenade - After defeating the 2 Bella Sisters, use the Key to continue. Once you unlock the door, turn and enter the first door on the right. Drop down into a cellar-like room, the Hand Grenade is in plain sight on a box. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 2-3: El Gigante (Right Path) Rationale () () () ()()()()()()()()()()()()()()()()()()()()()()()()()()()() El Gigante Shooting El Gigante Anywhere Except the Head to Reveal Las Plagas +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 3 | 30.1 to 45 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 4 | 30.1 to 40 | }----------------------+--------------+-----------------{ | Red 9 | 6 | 32.5 to 39 | }----------------------+--------------+-----------------{ | Blacktail | 8 | 31.5 to 36 | +----------------------+--------------+-----------------+ Shooting El Gigante in the Head to Reveal Las Plagas +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 3 | 20.1 to 30 | }----------------------+--------------+-----------------{ | Red 9 | 4 | 19.5 to 26 | }----------------------+--------------+-----------------{ | Blacktail | 5 | 18.1 to 22.5 | +----------------------+--------------+-----------------+ Las Plagas +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range:* | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 2 | 10.1 to 20 | }----------------------+--------------+-----------------{ | Red 9 | 3 | 13.1 to 19.5 | }----------------------+--------------+-----------------{ | Blacktail | 4 | 13.5 to 18 | +----------------------+--------------+-----------------+ *-Or 3 Knife Mini-Games ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################ # # # Chapter 2-3: Chief Mendez # # # ################################ Chief Mendez: 117.1 to 120 Damage to reveal 2nd Form 60.1 to 65 Damage to reveal 2nd Form by hitting weak Spots [CMNDZ] Weak Spot hits do about 85-95% more damage to his First Form 52.1 to 58.5 Damage to defeat him in 2nd Form Chief Mendez (First Form) shows 4 red spots (weak spots) when viewed with the Infrared. These four spots are in the center of the "fat" spine-like segments connecting his upper and lower body. Chief Mendez does not show any weak spots in his 2nd Form. Chief Mendez drops 30,000 Pesetas Attacks: Chief Mendez utilizes several attacks that are only effective at close to medium range (shotgun range). Except for his grab, all of his attack will come from his Scorpion Tails, and inflict heavy damage. The best way to avoid his attacks is to stay off the second floor for extended periods of time, and to keep yourself at a distance. While in his first form, if Mendez corners Leon, time your run at the start of when Mendez begins his shuffling step towards you. While this will trigger an attack from Mendez (often dodge prompt), simply keep running past him to the opposite side of the room. Chief Mendez' second form attacks are a bit trickier to dodge. In this form he retains his Scorpion Tail attacks, but his thrusting attack no longer has a dodge prompt to assist in preventing damage to Leon. If Mendez is above Leon, he also can perform a swing to a lower beam, and a tail thrust. When Mendez attacks from higher up, there will be a dodge prompt to avoid damage. First Form Attacks: Swipe with Left Hand: Grab that does 1 1/2 bars at minimum, with a mini-game chance to free yourself. This attack is lethal if Leon doesn't break free. Scorpion Tail Thrust: About 5 bars (dodge prompt) Body Slam: About 5 bars (dodge prompt) Scorpion Tail Pull: No damage, but pulls Leon extremely close Scorpion Tail Double Swipe: About 5 bars. Second Form Attacks: Scorpion Tail Thrust: About 5 bars Leaping Tail Thrust: About 5 bars (dodge prompt) (The Double Swipe that Mendez would perform against Leon on the second floor is instead executed as a Scorpion Tail Thrust. Mendez must be at Leon's level to perform this attack.) Chapter 2-3 includes many boss/mini-boss fights, culminating in the grand showdown with the de facto town leader who has been dying to put Leon in a world of hurt. Chief Mendez has 2 forms (3 if you count his "human" form... but since you never fight him that way, I've omitted it). Mendez' first form is laughable, capable of only a shuffling step towards Leon, and a dragging move that enables Mendez to cover more ground. The fight is balanced by the sheer amount of damage that Mendez can take before he loses his legs. Luckily there is an exploding barrel, and several other safe ways to steadily inflict enough damage to move the fight forward. Incendiary Grenades just happen to be very effective against Chief Mendez. I try to keep around 2-3 in my inventory (or stop selling them once Chapter 2-1 is reached). There are more than enough Incendiary Grenades to be found before the fight with Chief Mendez. Keep Leon at a medium distance, so Mendez doesn't close the gap with his dragging/sliding move. Make sure that Mendez has fully recovered from each incendiary grenade before tossing another one at him. Using the exploding barrel, 3 incendiary grenades will defeat Mendez in his first form. Otherwise, expect to shoot a lot of bullets at Mendez (the Rifle does this well since you have plenty of time to aim). When Mendez frees himself from his bipedal locomotion (legs are overrated when you have giant scorpion tails and beams to "monkey bar" your way around), the real challenge begins. While it is still possible to hit Mendez with grenades, I prefer to use either the Red 9, or TMP to deal with him. Try to keep a "2 moves" distance from Mendez. A "move" would be the distance Mendez travels when he swings from beam to beam. When Mendez starts swinging towards Leon, that is the perfect time to run past Mendez to the opposite side of the room. Keep moving from the door to the ladder, making sure that avoiding his attacks is your number one priority. Thus if Mendez is one beam away, and one beam up, when he starts swinging, you should be running towards the opposite side of the room. Don't bother aiming for anything except Chief Mendez' torso. Mendez doesn't have any weak spots, and its best to shoot at the biggest part of him. Expect to use around 40 shots if you are using the Red 9 (missing about 1 in 5 shots), or 2 magazines from the TMP (having the stock will help a lot). If you are desperate for victory, you can always climb the ladder across from the door, wait for Mendez to swing at Leon (listen for the sharp intake of breath), then jump down the ladder. While jumping down, or climbing, Leon is invulnerable. Once at the bottom or top of the ladder, land a few shots and repeat the process when Mendez starts swinging. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> TMP Ammo (50) - Next to the Merchant in the area before the barn where Chief Mendez is waiting. Shotgun Shells (10) - Next to the Merchant in the area before the barn where Chief Mendez is waiting. Handgun Ammo (10) - Next to the Merchant in the area before the barn where Chief Mendez is waiting. TMP Ammo (50) - Inside the barn, on the ground floor. The ammo is to the right of the door if you are facing it. Handgun Ammo (10) - Inside the barn, on the ground floor. The ammo is to the left of the door if you are facing it. Handgun Ammo (10) - Inside the barn, on the second floor, in the northwest corner on top of a box. Shotgun Shells (5) - Inside the barn, on a trash bin just to the left of the ladder opposite the door. Green Herb - Inside the barn, on the ground floor. The herb is to the left of the ladder opposite the door, and close to the shotgun shells. Green Herb - Inside the barn, on the second floor. The herb is on a window on the eastern wall. Red Herb - Inside the barn, on the second floor. The herb is on a window on the western wall. Yellow Herb - Inside the barn, on the second floor. The herb is again on a window but in the north-eastern corner. Grenade - On the second Floor, on the western wall, there is a window with the grenade sitting on the sill. Incendiary Grenade - Inside the barn on the ground floor. With your back to the door, look to the ladder on the left. Behind the ladder is a green container with the grenade on it. ~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~ ~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~ (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) (~) (~) [INCGR] (~) List of Previous Incendiary Grenade Locations: (~) (~) (~) (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~) Chapter 1-1: In the Pueblo, inside the first house on the left that you can enter. You will need to break the boxes on the table at the back of the house. In the Farm area, there is a small shack on the northern side of the area with a barrel behind it. Smash the barrel to reveal the item. Chapter 1-3: In the First Floor of Chief Mendez' house. This grenade is in a cabinet in the southwest corner of the house. You will have to break the glass on the cabinet to get the grenade. In front of the Church (past the graveyard), there is a tree with a nest containing this incendiary grenade. Before the Lake, and after the El Gigante area (where he is trapped), there is a large marsh-like area (with several trip-wire traps). Sitting on a bench in the South-East corner, just to the East of the Treasure, is this grenade. Chapter 2-1: Inside the church where Ashley is rescued, on the second floor. After jumping across on the Chandelier, head to the right. The grenade is inside a barrel. Chapter 2-2: Second floor of the Ambush Cabin. On the right path (path to El Gigante), past the first door that is bound by chains is a small hut. Inside the hut is the grenade. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 2-3: Chief Mendez Rationale () () () ()()()()()()()()()()()()()()()()()()()()()() Chief Mendez Chief Mendez' First Form +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 2 | 100 to 199.8 | }----------------------+--------------+-----------------{ | Broken Butterfly | 3 | 100.1 to 150 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 8 | 105.1 to 120 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 12 | 110.1 to 120 | }----------------------+--------------+-----------------{ | Red 9 | 19 | 117.1 to 123.5 | }----------------------+--------------+-----------------{ | Blacktail | ?* | ?* | +----------------------+--------------+-----------------+ *-I neglected to use the Blacktail to defeat Chief Mendez. I will need to do another play through to acquire the data. Chief Mendez' First Form vs. Weak Spots +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 2 | 50.1 to 100 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 5 | 60.1 to 75 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 7 | 60.1 to 70 | }----------------------+--------------+-----------------{ | Red 9 | 10 | 58.6 to 65 | }----------------------+--------------+-----------------{ | Blacktail | ?* | ?* | +----------------------+--------------+-----------------+ *-I neglected to use the Blacktail to defeat Chief Mendez. I will need to do another play through to acquire the data. Chief Mendez' Second Form +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 2 | 50.1 to 100 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 4 | 45.1 to 60 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 6 | 50.1 to 60 | }----------------------+--------------+-----------------{ | Red 9 | 9 | 52.1 to 58.5 | }----------------------+--------------+-----------------{ | Blacktail | ?* | ?* | +----------------------+--------------+-----------------+ *-I neglected to use the Blacktail to defeat Chief Mendez. I will need to do another play through to acquire the data. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ############################ # # # Chapter 3-1: Garrador # # # ############################ Garrador: 27.1 to 30 Damage against the Plagas on his back to defeat Garrador has only one weak spot. He is invulnerable to firearms [GRRDR] damage in all other spots. When viewed with the Infrared attachment, the Plagas on his back will show as white hot. Garrador drops 15,000 Pesetas. Attacks: Garrador employs two vicious attacks. The first is his wild swing which covers large area all around him. While this attack can be preceded with a charge, he also swings wildly whenever Leon gets close to him, and after he is hit in the Plagas growth on his back. Garrador's second attack is a charge leading to an impaling attack. Whether it is Leon, or a wall that gets impaled is entirely up to the dodging ability of the player. Be careful when Garrador charges, while this move will cause the Garrador to get stuck into a wall, it is also a one-hit-kill attack. Run in a direction perpendicular (hard left or hard right) to his charge just in case Garrador decides to wildly swing instead of impaling. Charge Attack: Instant Death Wild Swing: About 4 bars Garrador can be one of the easiest opponents to deal with. The trick is to constantly keep him in your vision, while backing up to put distance between him and Leon. Use the right-stick on the controller to watch the Garrador while you are backpedaling. Since Garrador is blind, and sensitive to sounds, several actions can be used to goad him into charging. He can hear when Leon runs, but not when he walks. When positioning for either a bell-stab/shoot or other means of inciting a charge attack from the Garrador, walk instead of running. The set-up is almost as important as the execution for this battle. Make sure that Ashley is not inside the prison area (have her wait in the well-lit chamber preceding the stairs into the prison. If you are low on shotgun shells, be sure to grab the 5 shells on the support beam before you open the iron-bar door. After kicking down the door, walk (don't run) towards the Garrador until he frees himself from his chains. Once he is free, do an immediate quick-turn, and run up the stairs that led to the prison. About halfway up the stairs, the door will slam shut, sealing Leon and the Garrador in the Prison, and Ashley in the previous room. Use the bells to trick the Garrador into charging (you can shoot them, but I like to knife them). While his claw is stuck in the wall, take aim at the huge growth in his back, and retreat while he is thrashing about in pain. I like to shoot him once with the Shotgun (or Riot Gun), then retreat to the opposite wall, just to the left of the other bell. With any luck, the Garrador will charge Leon, and get stuck in the wall instead of hitting the other bell. If you are playing on Professional, then it will take 5 well-placed shots into the Las Plagas growth on Garrador's back with the Shotgun to defeat him (provided you have upgraded the Firepower as high as you can). If you have upgraded Semi-Auto Rifle to 9 Firepower then it will drop the Garrador in 4 shots. (If you kept and upgraded the Bolt-Action Rifle, then 3 shots will defeat the Garrador.) Both the Shotgun and Riot Gun can potentially have 6 Firepower at this point. While the Semi-Auto Rifle can have up to 9 Firepower, either weapon works well against the Garrador. Using the Semi-Auto Rifle is a great choice when the Garrador is a good distance away from you, since it affords you plenty of time to dodge if you happen to miss. There are two safe ways to provoke the Garrador into charging once the two bells are destroyed. Both of these tactics are best used when Leon's back is against a wall (literally); Calling for Ashley or Shooting the Garrador with the Handgun or TMP (any gun will work, but I loathe the thought of wasting a shell or rifle bullet). You may also put a good amount of distance between Leon and the Garrador and instead fire well-aimed Rifle shots into the Las Plagas when the Garrador swivels left and right. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Shotgun Shells (5) - While facing the iron-bar door containing the Garrador, look up at the support beam leading from the wall containing the door, to the pillar in the center of the room. The shells are resting at about half the distance between the pillar and wall. Shoot them down with a handgun, or the TMP to retrieve them. Green Herb - On the ground to the left of the bell on the Northern wall. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()() () () () Chapter 3-1: Garrador Rationale () () () ()()()()()()()()()()()()()()()()()()()() Garrador Las Plagas on the Garrador's Back +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 3 | 20.1 to 30 | }----------------------+--------------+-----------------{ | Red 9 | 5 | 26.1 to 32.5 | }----------------------+--------------+-----------------{ | Blacktail | 7 | 27.1 to 31.5 | +----------------------+--------------+-----------------+ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ########################################## # # # Chapter 3-3: Garrador (Inside Cage) # # # ########################################## Garrador: 27.1 to 30 Damage against the Plagas on his back to defeat [GRRDR2] Garrador has only one weak spot. He is invulnerable to firearms damage in all other spots. When viewed with the Infrared attachment, the Plagas on his back will show as white hot. Garrador drops 15,000 Pesetas. Attacks: Garrador employs two vicious attacks. The first is his wild swing which covers large area all around him. While this attack can be preceded with a charge, he also swings wildly whenever Leon gets close to him, and after he is hit in the Plagas growth on his back. Garrador's second attack is a charge leading to an impaling attack. Whether it is Leon, or a wall that gets impaled is entirely up to the dodging ability of the player. Be careful when Garrador charges, while this move will cause the Garrador to get stuck into a wall, it is also a one-hit-kill attack. Run in a direction perpendicular (hard left or hard right) to his charge just in case Garrador decides to wildly swing instead of impaling. Charge Attack: Instant Death Wild Swing: About 4 bars The second fight against a Garrador can be more challenging or easier than the first encounter depending on how quickly you can maneuver Leon outside of the iron-bar cage that traps Leon with the Garrador. Before triggering the cut scene, I usually equip the TMP. The quick-firing gun is great for destroying the huge lock that binds the door leading out of cage. Ultimately, we want to rush out of the cage, while keeping the Garrador within. When the cut scene starts, be sure to press buttons to skip it. Skipping the cut scene gives you a little bit more time to blast away at the lock before the Garrador decides to start flailing madly. While shooting the lock with the TMP (or Shotgun, or Pistol if you have nothing else), position Leon so that he is just outside the swinging arc of the flails that the Zealots just outside the cage weild. Try not to run right up to the lock, as the Zealot outside of the cage will be able to swing and hit Leon. Once the lock has fallen off, kick the door open and immediately run to the left. Running to the right will trigger a zealot's attack (with a flail) that is almost impossible to dodge. Run all the way around the cage on the outside to the left (counter clockwise), until you are positioned next to the cabinet containing a Flash Grenade. Your first target should be the crossbow-firing Zealot. I prefer to shoot his legs with the TMP, then suplex him. If all goes well, the Garrador will still remain inside the cage. There is a limited number of Zealots that will jump down from the ceiling. Its up to you wheter you want to take them all out, or simply dispatch the Garrador, collect the Golden Hourglass, magnum ammo, and get out of there. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> ***Special Note: Save the Rocket Launcher you get in the room after the Garrador. It is best used against Salazar's Right Hand (Verdugo).*** Shotgun Shells (5) - When you first enter the dining hall/room, smash the vase sitting on a dresser. This vase is just to the right of the sign that states: "A dessert to cherish our remaining years." Green Herb - On the dinner table, right in front of the sign that reads: "Bread begins the meal of life." Handgun Ammo (10) - On the edge of the second dinner table. Shotgun Shells (5) - Inside the room south of the Dining Room. There is a shelf against the southern wall, and inside the box on the lower-right are some shotgun shells. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 3-3: Garrador (Inside Cage) Rationale () () () ()()()()()()()()()()()()()()()()()()()()()()()()()()() Garrador Las Plagas on the Garrador's Back +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 3 | 20.1 to 30 | }----------------------+--------------+-----------------{ | Red 9 | 5 | 26.1 to 32.5 | }----------------------+--------------+-----------------{ | Blacktail | 7 | 27.1 to 31.5 | +----------------------+--------------+-----------------+ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################### # # # Chapter 4-1: Armored Knights # # # ################################### Armored Knight: 5.1 to 6.5 Damage against the Helmet to reveal Las Plagas [ARMRD] Armored Knights are only vulnerable to damage to their heads/Las Plagas Once Las Plagas are revealed, Flash Grenades will kill them instantly (the whole room) The first set of Armored Knights will drop; Green Herb, Shotgun Shells (10), and Handgun Ammo (15) The second set of Armored Knights will each drop 6,500 Pesetas (19,500). Attacks: The Armored Knights have a few attacks utilizing their equipped weapon (axe or sword). These attacks are easy enough to dodge provided that Leon had room to run away. Once the Knights lose their helmets, a Las Plagas is revealed, giving the Knights an additional attack. Beware the Razorwire Plagas that are revealed from the first set of Knights as they can attack independant of the weapon swings the Knight is capable of. The Razorwire Plagas also have a tendency to damage Leon if he gets too close to one of the knights even without swinging. The second set of Armored Knights contain Head-Eater Plagas. These Knights will actually stop moving when the plaga is going to attack. With the exception of the Razorwire Plagas attack, Armored Knights will have a short delay before they are able to move again after attacking. Overhand Swing: About 5 bars (a little more) Wide-Arc Swing: About 5 bars Quick Swing: About 3 bars Razorwire Plagas Attack: 4 to 5 bars Head-eater Attack: Instant Death This mini boss can be one of the toughest battles to escape without taking damage. The difficulty is directly associated with your arsenal of weapons and items. The easiest way to escape this encounter untouched, is to use the Broken Butterfly to remove the Armored Knights' helmets, then use Flash Grenades to instantly kill the Plagas. Ideally, you should have 1 or more Flash Grenades before you enter the Art Gallery (where there is an additional Flash Grenade). The best time to attack the Knights is when they are recovering from launching an attack. I like to run around the room in a circle, and ocassionally stop to trigger an attack from one or more of the knights. I will often reveal 2 of the Las Plagas before tossing a Flash Grenade (the last one is easy to pick off with the Semi-Auto Rifle). Be sure to keep Ashley outside of the room before picking up the cup. Flash Grenades can be thrown anywhere in the room to destroy the revealed plagas. I prefer using the Broken Butterfly since by now it can be upgraded to a capacity of 8 rounds. I use each of the 6 shots it came with to remove the helmet from the Armored Knights, then upgrade the capacity to get a free refill of the ammo. If you are hesitant to use the Broken Butterfly, or are without ammo for it, the Shotgun (or Riot Gun) will work as well. The only disadvantage is that the shotguns have a slower firing speed, and must be used at close to medium range. Either shotgun (if it has it's Firepower fully upgraded) will remove a helmet at close range in one shot. The Mine Launcher is also an excellent weapon for dealing with the Armored Knights. Since it explodes with area-of-effect damage, hitting the Knights in the chest is just as good as hitting them in the helmet. It is even possible to disable 2 Knights with one dart. The Semi Auto Rifle also works well against the Knights, just be sure put some distance between Leon and the Knights to allow for the delay between aiming and firing. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Flash Grenade - When you first enter the Art Gallery (tons of paintings, styled tiling), right across from the entrance is a flash grenade sitting on a chair. Yellow Herb - On the table just before the double-doors leading to the hallway that leads to the Armored Knights. Green Herb - Inside the Armored Knight room, on the floor in the southwest corner. Shotgun Shells (5) - Inside the Armored Knight room, in the northeast corner, sitting on a set of armor. Handgun Ammo (15) - Sitting underneath the lion sculpture in the hallway leading to the Armored Knights room. Green Herb - Dropped by one of the first Armored Knights. Shotgun Shells (10) - Dropped by one of the first Armored Knights. Handgun Ammo (15) - Dropped by one of the first Armored Knights. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 4-1: Armored Knights Rationale () () () ()()()()()()()()()()()()()()()()()()()()()()()() Armored Knights Damage to remove Helmet* +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | Broken Butterfly | 1 | < 17.0 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 1 | < 11.0 | }----------------------+--------------+-----------------{ | Shotgun | 1 | < 7.0 | }----------------------+--------------+-----------------{ | Riot Gun | 1 | < 6.5 | }----------------------+--------------+-----------------{ | Red 9 | 3 | 5.1 to 7.5 | +----------------------+--------------+-----------------+ *-I forgot to record this info using the fully upgraded weapons. As a result, the Firepower for all of the weapons is as follows: Broken Butterfly: 17 Semi-Auto Rifle: 11 Shotgun: 7 Riot Gun: 6.5 Red 9: 2.5 These values represent the highest Firepower each of these weapons can have by the time you reach the Armored Knights when playing a new game. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################ # # # Chapter 4-1: 2x Garradors # # # ################################ Garrador: 27.1 to 30 Damage against the Plagas on his back to defeat Armored Garrador: 39.1 to 40 Damage against the Plagas on his back to defeat [GRRDR2] Garrador has only one weak spot. He is invulnerable to firearms damage in all other spots. When viewed with the Infrared attachment, the Plagas on his back will show as white hot. Garrador drops 15,000 Pesetas. Armored Garrador drops 15,000 Pesetas. Attacks: Garrador employs two vicious attacks. The first is his wild swing which covers large area all around him. While this attack can be preceded with a charge, he also swings wildly whenever Leon gets close to him, and after he is hit in the Plagas growth on his back. Garrador's second attack is a charge leading to an impaling attack. Whether it is Leon, or a wall that gets impaled is entirely up to the dodging ability of the player. Be careful when Garrador charges, while this move will cause the Garrador to get stuck into a wall, it is also a one-hit-kill attack. Run in a direction perpendicular (hard left or hard right) to his charge just in case Garrador decides to wildly swing instead of impaling. Charge Attack: Instant Death Wild Swing: About 4 bars Fighting 2 Garradors at once can seem like a challenging task until you realize that Capcom has provided you with an excellent area to fight them. I choose to fight both of the Garradors in the rectangular entrance, using the pillars as an obstacle to these Wolverine-Rip-Off monstrosities. Should you choose to take the battle to the upper areas, where there are 2 conveniently placed bells to assist you, you will also have to deal with 4 metal mask wearing Zealots. Even though only one of them carries a flail, they are enough of a menace to distract you from the pair of deadly enemies. Staying on the bottom area of the room will prevent the 4 extra Zealots from spawning until you head towards the higher ground. To make this fight easier, I use slightly cheap tactics. First, without moving from the spot in which you enter the room, I shoot both of the zealots in front of the Garradors with the Semi-Auto Rifle (headshots), I then quick-turn, and retreat into the previous room. While this will forfeit any treasures or ammo the 2 Zealots would drop, when you re-enter the room, they will be gone, and the Garradors will have returned to their starting areas. If you are quick, you dont even have to retreat from the room, you can simply snipe both of the Zealots, then run into the North-Western corner (to the left when you enter the room) while both of the Garradors charge into the door. Once you have killed the Zealots, retreated, and came back into the room, shoot one of the Garradors to get both of their attention (I use a pistol), then run into the left corner and quick turn to watch both of the Garradors charge into the spot you fired from. With any luck, only one of them will make it all the way down to the entryway. Without Luck, always place one of the pillars between Leon and the Garradors. There is a noticable amount of delay between firing shots and the charge of the Garradors, enough to run hard right, or hard left anytime you hear their screams of frustration preceding a charge. Go for the "normal" Garrador first since the un-armored Garrador has less health. Maneuvering with only one Garrador to worry about is much easier than dealing with 2. Try to always keep a pillar between Leon and the Garradors whenever you are not shooting them and especially after you have pissed them off enought to make them charge. The pillars seem to confuse the AI, and often the Garradors will run charging up the stairs instead of towards Leon when you place a pillar between them and Leon. Even if they charge towards you, there is a good chance that they will get stuck when they impale the pillar. If you maintain enough of a distance from the Garradors, and remain quiet, eventually they will retract their claws and begin walking aimlessly in random directions. This is when I like to take my time aiming at their sensitive spot. Alternate from the North-west corner to the South-West corner, firing one shot, then running around the pillars (but staying off of the stairs) to end up in the opposite corner. When you are moving defensively in the corners, it is best to walk backwards using the right analog stick to move the camera so you can always see the Garradors. I like to use all of the shots within my 8-Capacity Broken Butterfly against the 2x Garradors and the Zealots in the room since at this point in the game the Broken Butterfly can be upgraded to 10 Capacity (giving you up to 10 free magnum shots). Since the Broken Butterfly stands at 20 Firepower (if you have been upgrading it...and you should be), it will take 2x shots to kill each Garrador provided you are hitting them right in the Plagas spot on their back. Even if you miss the Plagas while shooting the Garradors with the Broken Butterfly, they will stagger, and drop to one knee. This is a perfect time to charge in for an easier shot at the Garrador's weak spot. If you have been upgrading the Semi-Auto Rifle's Firepower as high as the game will allow, it will be at 11.0. This is enough to kill the normal Garrador in 3x shots, and the Armored Garrador in 4. For those who are desperate for ammunition, there are 2 Rifle Bullets in the small urn to the left, and 10 Shotgun shells in the large urn next to the door leading out of there. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Green Herb - in the South Eastern corner of the Rectangular entrance room with the 2 pillars. Rifle Ammo (2) - Inside the first small urn on the left, sitting on a pedestal, just before the entrance to the "C" shaped hallway. Incendiary Grenade - Inside the first small urn on the right, sitting on a pedestal next to the first bell. Shotgun Shells (10) - Hidden inside the large urn next to the second bell and the door leading to the next area. First Aid Spray - Dropped by the Flail (morning star?) weilding, metal mask wearing Zealot that spawns in the "C" shaped hallway branching from the upper areas of the room. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 4-1: 2x Garradors Rationale () () () ()()()()()()()()()()()()()()()()()()()()()() Garrador (Normal) Las Plagas on the Garrador's Back +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 3 | 20.1 to 30 | }----------------------+--------------+-----------------{ | Red 9 | 5 | 26.1 to 32.5 | }----------------------+--------------+-----------------{ | Blacktail | 7 | 27.1 to 31.5 | +----------------------+--------------+-----------------+ Garrador (Armored) Las Plagas on the Garrador's Back +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 3 | 30.1 to 45 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 4 | 30.1 to 40 | }----------------------+--------------+-----------------{ | Red 9 | 7 | 39.1 to 45.5 | }----------------------+--------------+-----------------{ | Blacktail | 9 | 36.1 to 40.5 | +----------------------+--------------+-----------------+ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ################################################## # # # Chapter 4-1: Verdugo (Salazar's Right Hand) # # # ################################################## Verdugo: About 900-1000 Damage to defeat [VRDG] About 450-500 Damage to defeat when Frozen by Nitro Glycerine Verdugo does not show any weak points when viewed with the Infrared scope Verdugo Drops Crown Jewel (part of the Royal Crown) Attacks: Lots... forgive my briefness... trust me when I say that if you didn't save the Rocket Launcher, plan on spending all of your Magnum Ammo, a huge chunk of your TMP ammo (if not all) and several healing items. Strongly consider just running away from him if you didn't save the Rocket Launcher, or just bite the bullet and buy a Rocket Launcher from the Merchant to deal with this headache of a boss. Salazar's Right Hand can be one of the most stressful bosses to fight if you are not prepared. Boasting the highest Health total out of any boss, fast moving, strong attacking, stunnable by only the strongest of weapons, Verdugo provides a challenging encounter, unless, of course, you saved that Rocket Launcher from that chapter in the castle just before Ashley's solo part. Take note of the various "LN2" containers littered throughout the area. These containers are Leon's salvation against this monstrosity. Not only do they slow down Verdugo, they cause it to take double damage. Protip: Before Verdugo drops down to fight you, it will launch several attacks at Leon that can be avoided by pressing the correct buttons ("dodge prompt mini-game"). You can simply press all of the buttons required for either dodge prompt to dodge his attacks (L1 + R1 + [] + X). Keeping the tip of my thumb on the "[]" (square) button, I can easily press the "X" button. I also rest my index fingers on the "R1" and "L1" buttons. When the dodge prompt shows up, just press all 4 of the buttons to succeed. Once you have entered the Generator room and turned on the power, return to the door leading into the room to get Verdugo to finally show himself. Skip the cutscene, and run past Verdugo straight to the LN2 container around the corner. Place Leon's back to the wall so you can see when Verdugo is close, and rip the container off the wall when he is in range. When Verdugo is frozen, target him with a direct hit with the Rocket Launcher no matter how close he is. The explosion damage from the Rocket Launcher is not enough to one-shot him, and usually Leon will avoid any collateral damage from the explosion even if Verdugo is very close. Don't forget to shout out your favorite one-liner from any action film as you fire the Rocket Launcher. I like to go with the classic "Van Damme Gets Fragged" line (youtube it if you aren't familiar). ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> A Rocket Launcher... oh and I guess you can count the First Aid Spray in the room with the elevator. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 4-1: Verdugo (Salazar's Right Hand) Rationale () () () ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() I didn't bother trying to quantify the exact amount of Verdugo's Health. Its alot, alot like it takes ten fully upgraded Handcannon shots to kill him (900+ Health), half of that if you manage to freeze him with the LN2. That means you can expect to spend all of your spare magnum bullets, all of your TPM ammo, and a ton of shotgun shells if you decide to not use the Rocket Launcher. Oh and its more than likely that you will need to heal at least once you're unloading more ammo into him than you would find at a redneck gun show. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ########################################### # # XIII. # Chapter 4-4: Ramon Salazar (the Kid) # # # ########################################### Ramon Salazar's: Right or Left Hand: 15.1 to 18 Damage to recede into wall Eyes: 13.1 to 13.5 Damage to make Body appear [KIDSAL] Body: 238.6 to 240 Damage to defeat When the Creature is viewed with the Infrared attachment, the "Eyes" and "Body" will glow white-hot. Ramon Salazar drops ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> XIIIa. <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 4-4: Ramon Salazar Rationale () () () ()()()()()()()()()()()()()()()()()()()()()()() Ramon Salazar Ramon Salazar's Left or Right Arm +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 2 | 15.1 to 30 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 3 | 20.1 to 30 | }----------------------+--------------+-----------------{ | Red 9 | 3 | 13.1 to 19.5 | }----------------------+--------------+-----------------{ | Blacktail | 4 | 13.5 to 18 | +----------------------+--------------+-----------------+ Ramon Salazar's Eyes +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 1 | < 99.9 | }----------------------+--------------+-----------------{ | Broken Butterfly | 1 | < 50 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 1 | < 15 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 2 | 10.1 to 20 | }----------------------+--------------+-----------------{ | Red 9 | 3 | 13.1 to 19.5 | }----------------------+--------------+-----------------{ | Blacktail | 3 | 9.1 to 13.5 | +----------------------+--------------+-----------------+ Ramon Salazar +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 3 | 199.9 to 299.7 | }----------------------+--------------+-----------------{ | Broken Butterfly | 5 | 200.1 to 250 | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 16 | 225.1 to 240 | }----------------------+--------------+-----------------{ | Chicago Typewriter | 24 | 230.1 to 240 | }----------------------+--------------+-----------------{ | Red 9 | 37 | 234.1 to 240.5 | }----------------------+--------------+-----------------{ | Blacktail | 54 | 238.6 to 243 | +----------------------+--------------+-----------------+ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ############################################# # # # Chapter 5-3: Krauser (Cut Scene Fight) # # # ############################################# Cut Scene Krauser: 6x Quick Time Events + 1x Extended Button Mash Sequence Krauser cannot be viewed with the Infra-Red Scope during this fight. Cut-Scene Krauser does not drop any items (although Leon will begin using his knife from now on provided you are not wearing Special Costume 2 ~ The Mobster Suit). On Playstation 2, you can easily cheese this battle by simply pressing all four buttons needed for each Quick-Time-Event (L1, R1, [], and O) each time there is a prompt. Otherwise, pay attention to the specific actions and dialogue preceding each mini-game. [KRSR] -Krauser's hand is shown as he swings on a pipe towards Leon. -Krauser: "After all, you and I both know where we come from." -Leon: "What do you want?" -Krauser: "The sample Saddler developed, that's all." -Krauser kicks a barrel at Leon. -Krauser Laughs. -Krauser: "Enough talk. Die comrade!" ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ####################################### # # # Chapter 5-3: "It" (Man-Scorpion) # # # ####################################### "It" (Man-Scorpion): 165.1 to 180 Damage to reveal 2nd Form 165.1 to 180 Damage to defeat 2nd Form [IT] Weak Spot hits do not appear to deal significantly more damage "It" does not show any weak spots when using the Infrared Attachment. "It" drops 50,000 Pesetas. Attacks: All of "It's" attacks are close range. By being patient, and firing only a few times in-between quick-180 turns and running to increase the distance between yourself and the boss, it is easy to avoid any damage from this boss. When "It" receives enough damage to change into it's second form (keep firing while "It" is bellowing and changing forms) it will begin charging and using it's pincer attacks when above ground. After receiving certain amounts of damage, or after an amount of time, It will burrow into the ground for 1-2 Burrow Strikes. First Form Attacks: Pincers of Power!: Deals about 7 Bars. Grab & Pincer: Deals a minimum 5 bars damage and can be lethal if not broken. Second Form Attacks: Charging Pincers: Deals about 7 Bars. Burrow Strike: About 7 bars (dodge prompt). This boss really grinds my gears. Not the actual fighting part, but more the annoyance and false difficulty associated with circumventing the 3 platform mazes directly preceding this boss. Allow me a few moments to discuss that encounter, and hopefully make it easier. As you know, each platform has 2 emergency switches that must be activated with the "Action" button before advancing to the next platform. In-between activating these, bright green lights must often be shot in order to open doors leading throughout the platform. Adding to the difficulty, is a giant POS Scorpion-King-Wannabe that deals tremendous damage regardless of how long it takes you to escape the mini-game should he grab you. It is important to stay in the "Green" health range so your running speed isn't slowed during the platform encounter. I recommend using the TMP since it has a very fast recovery time after shooting, and if you miss there is always the option of spray and pray until you hit the green lights. Protip: When performing the Quick-Time-Event dodge prompt, simply mash all of the buttons for both variations to succeed (Ps2 = L1, R1, [], O; Xbox = Left + Right Trigger, X + A). While holding "A" to run its easy enough to rest the tip of your thumb on the x button. Your index fingers should be gently resting on the upper buttons anyways depending on your control style. First Platform: Immediately run towards "It" until he begins his attack animation. Once he begins attacking, slowly backpedal (this is the same feinting technique you can use against just about any enemy in the game to get them to trigger their attack). -180 Quick Turn and turn Left, shoot the green light to open the door. -The first switch is around the corner to the left. Be ready for a quick-time-event dodge prompt. -180 Quick Turn and follow the path until you see the green herb. Grab the green herp and return to where you initially saw "IT". -Continue down the path and turn left at the next "T" (right will be Shotgun Shells). -Shoot the green light, revealing the second Emergency Switch. -Grab the Shotgun shells on your way to the exit (use your map if you get disoriented). Second Platform: Turn right immediately and pick up the Incendiary Grenade. continue on the same path until you reach a an iron bar-gate-wall. You should be able to see the light glowing from a green light. Position yourself as far on the left as possible in front of the iron bar, and aim up to shoot the green light. -Return to the starting location. Run straight to trigger a cutscene. Once "It" has jumped down, immediately run past it on the left. -Turn left at the "T", and follow it around to the first Emergency Switch. -180 Quick Turn and follow the path until you are closed in with a wall to your left and in front of you. The Green Light is up above and to the right of the gate in front of you. -Run straight ahead and turn left to find the second Emergency Switch. -180 Quick Turn and pick up the TMP Ammo on your way to the 3rd platform. Third Platform: To the right you will see the first Emergency Switch. Activate it and return to the starting location where a door was opened leading into a narrow and enclosed pathway. -Follow the winding path until you run into an iron-bar-gate. Shoot through the gate to hit the green light. -180 Quick Turn and return to the narrow tunnel, exiting it and turning right. Follow the path until you reach the second Emergency Switch. -Return to the narrow tunnel once again, and head towards the large doors. Once they open you will need to press the "Action" button to jump onto a waiting pulley. Now for the actual boss. It is mainly a pushover. Empty your magnum into it (it should be at 10 capacity) even though it takes reduced damage from magnums. Also, use any Incendiary Grenades you have, but be careful as they do not stun it for very long. Allow a small amount of time between each Incendiary grenade if you have multiple, and use the Red Barrels to stun it. There is also a tunnel area which can be temporarily sealed by activating a switch. Use this to buy yourself extra time when you need to reload. If you position yourself slightly close to "IT" but not close enough to trigger an attack, you can cause "IT" to simply run towards the iron-gate, but not smash through. Show no mercy when It is changing into it's second, more aggressive form. It still takes damage while it is transitioning. I prefer to save the Iron-Gates for the second form, as the attacks become much more difficult to dodge. Expect to face at least 2 dodge prompts when it burrows. If you are desperate for health, you can ride the horizontal elevator back to the area where where the first cut-scene was triggered for a green herb. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ <><><><><><><><><><><><><><><><><><><><><><><><><><><> <> <> XIIIa. <> Items/Weapons that will make this fight easier <> <> <> <><><><><><><><><><><><><><><><><><><><><><><><><><><> Incendiary Grenade - In the Second Platform, just to the right of the entrance. Yellow Herb - Behind a destroyed chain-link fence before the Platform area. Red Herb - In an enclosed area behind the Merchant before the boss. Green Herb - First Platform Shotgun Shells (5) - First Plaform TMP Ammo (50) - Second Platform TMP Ammo (50) - Just before the actual Boss fight. Shotgun Shells (5) - Just before the actual Boss fight. Magnum Ammo (5) - Just before the actual Boss fight. Green Herb - Just before the actual Boss fight. Red Herb - Next to the outside Red Barrel. Handgun Ammo (10) - Inside the tunnel with the iron bar gates. ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ ()()()()()()()()()()()()()()()()()()()()()()()()() () () () Chapter 5-3: "It" (Man-Scorpion) Rationale () () () ()()()()()()()()()()()()()()()()()()()()()()()()() This boss is a real head scratcher for quantifying his Health. He appears to resist damage from Magnums, while at the same time taking significant damage from exploding Red Barrels and Incendiary Grenades. Additional Rationale info: 1x Incendiary Grenade + 6 Broken Butterfly shots defeated the first form. 2x Incendiary Grenades + 5 Broken Butterfly shots defeated the first form. 2x Red Barrels + 6 Broken Butterfly shots defeated the first form. 2x Incendiary Grenades + 1x Red Barrel + 1 Handcannon shot defeated the first form. 2x Red Barrels + 2x Incendiary Grenades + 4 Broken Butterfly shots defeated the first form. One Incendiary Grenade or Red Barrel is equal to about 1/4th of It's total health in the first form. It It's First Form +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 2 | 100 to 199.8 | }----------------------+--------------+-----------------{ | Broken Butterfly | 8 | 350.1 to 400* | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 12 | 165.1 to 180 | +----------------------+--------------+-----------------+ *-Evidence that It takes reduced damage from Magnums. It's Second Form +----------------------+--------------+-----------------+ | | # of Shots | | | Gun: | to Kill: | Health Range: | }======================+==============+================={ | The Handcannon | 2 | 100 to 199.8 | }----------------------+--------------+-----------------{ | Broken Butterfly | 7 | 300.1 to 350* | }----------------------+--------------+-----------------{ | Semi-Auto Rifle | 12 | 165.1 to 180 | +----------------------+--------------+-----------------+ *-Evidence that It takes reduced damage from Magnums. ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ More Updates coming soon!!! Will put in the rest of the bosses (Krauser, Lord Saddler, J.J.), and a compilation of all the rationales. [FTRADD] ~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~ (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) (#) ~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~ Legal & Contact Info This guide represents original intellectual property of 8bitPunk. I have only given permission to GameFAQs.com to post it. Don't even think about stealing or plagarizing my work!!! I play alot of Phoenix Wright games, and I know how to point my finger and shout "Objection"! Send Questions, Comments, Concerns, Death Threats and Marriage Proposals to: My GameFAQs email. [LGL]