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Chapter 3-1 is the seventh level of Resident Evil 4.
Plot[]
Just when Leon and Ashley catch their breath from their escape from the villagers, their situation quickly turns sour, as they realize the castle they entered isn't quite as safe as they had thought.
After navigating the castle grounds under fire, Leon and Ashley meet Luis again. Luis says he has a drug on him that would stop their convulsions, but he cannot find it, and assumes he must have dropped it earlier. Ashley wants to come with him to retrieve the item, but Luis insists Ashely stay with Leon, where she would be safer.
Inside, the two meet the 8th Castellan, Ramon Salazar, who insists the two either surrender their free will to Las Plagas, or Leon hand Ashley over and die. They make their way through the inner water hall and into one of the greater halls. As the pair proceed, Ashley begins experiencing more symptoms of the Plaga infection, causing her to run off recklessly and be recaptured by a trap located at the end of the hall.
Walkthrough[]
Head forward to find the Merchant. Before you go shopping, search through the barrels around the area. Behind the Merchant's shack is a chest with 5,000 Pesetas within.
Entering a new map, the Merchant hosts some new weapons available for purchase. It would be ideal to purchase the Large Attache Case first, as you will need more room for your new weapons. Purchasing the treasure map for the Castle would also be ideal. Among the new weapons available is the Broken Butterfly, a very powerful magnum revolver. Purchasing it now is not very wise, as it can be obtained for free by backtracking to a previous location in Chapter 4. Either way, it can be used to deal significant damage to any bosses. Swapping your Shotgun for a Riot Gun and your Rifle for a Semi-Auto Rifle is also ideal, as both are superior in their own ways.
Once you're done shopping, head up the stairs and through the door. Proceeding, you'll see some robed cultists up on the landing, a good time to use your rifle. As you proceed to the top of the winding path, the catapults around the arena will begin firing at you. Time your sprint to the other side of the area, as to not be hit by the cascade of fireballs. When you gain higher vantage points, the cultists loading the catapults may become visible, allowing you to kill them with a single shot from any weapon (aside from the Leader Zealot). There are also red barrels stationed well-near the catapults. Blowing them up will destroy the mechanisms completely.
Now, head up the stairs at the other end of the court to reach the upper courts. Take out the cultist in the shack with body shots (as he cannot be shot in the head with his mask on). Collect the items within the shack and proceed to the firing deck. A couple of unarmed cultists will emerge from the lower decks, which should opt you to keep cautious of Ashley's safety.
Turn the crank at the firing deck to raise the cannon up to level. Fire the cannon and destroy the castle's entrance. Once the area has been cleared, grab a Gold Bangle from the chest tucked behind the shack. Collect Ashley (if you've left her in any specific area) and head through the wrecked entrance. You should find the merchant to the right before going through the door,
Through the door, you'll view another cutscene. Once you regain control, head forward and grab the Platinum Sword. Head up the stairs and take out the cultists there. Beware of a new variant of Plaga here, this one being called the Mandibula. It manifests itself as a wormlike tentacle erupting out of the head of its host. The tip of the organism is where a thin mouth is located, which will expand to try and grab your head when lunging toward you. Try not to get too close.
As you explore the upper level, more cultists will come up the stairs after you. Hole up in the southeast corner of the room and shoot them as they come up, and beware of the Mandibula Plagas. Once the waves of cultists are killed, head back downstairs and defeat the Leader Zealot.
In the northwest corner of the upper floor, grab the Golden Sword and replace it with the Platinum Sword, then place the counterpart downstairs where you obtained the Platinum Sword, then head through the newly-opened passage.
Head forward, and you'll view a cutscene. Once over, head west through the door. A wave of cultists will pursue you. Use the door as a choke point to keep them back if you need, and again, beware of the Mandibulas. Stash Ashley in the room if you wish for extra safety, and take out the cultist armed with a crossbow on the overpass. Head under, and a pair of cultists with shields will attack you. Using a shotgun to disperse their shields is optimal, then finishing them off with another weapon. Alternatively, you can fire a headshot right through the shield with a rifle.
Call Ashley over to you (if you've set her back), then head into the room the shielded cultists were guarding. Grab the items from the barrels, then the Castle Gate Key from the chest. Some cultists will attack you, so blasting the explosive barrel at an opportune moment to thin them out would be optimal, then finish them off however you'd like. You'll have to shoot the barrel quickly, as the cultists come sprinting into the room as soon as the key is taken.
Now head back to the gate, unlock it, and head through. Proceeding, you'll view a cutscene, where you'll be introduced to your Napoleonic nemesis, Salazar. Once ended, head forward, where a wall will block the path to the north. Save at the typewriter, then head to the east through the door.
You'll be opened up to a parlour that looks over a dungeon. A door down to the dungeon will be to your left, locked. Head straight down the hall and the a left. There will be two fire-spewing sculptures blocking the path forward, as well as a painting to the right. Hanging in front of the painting is the Prison Key, needed to open the door you saw near the entrance to the room.
Head back to the prison door, unlock it, and head down. Leaving Ashley upstairs as to keep her safe from the upcoming miniboss would be optimal. Proceeding into the room will trigger a cutscene showing the Garrador chained to the far wall of a cell, the lever to shut off the fire-spewing sculptures being within the cell. Attempting to enter the cell will cause the Garrador to break free and begin the fight.
Battle with the Garrador
There will be a parasite clinging to his spine, that being his weak point. Shooting any other part of him will result in very little damage and will not affect him much due to his armor. Try to shoot him from as far away as possible. If he wanders beside you, don't run. The Garrador, from his eyes being sewn shut for years, has adapted to utilizing his sense of hearing to his advantage. He will give chase if you run, making it more optimal to try and inch away from him with small footsteps. If he happens to hear you or is too close to you, he will unleash one of two attacks.
1. Standing idly and slashing wildly within a certain range (when you get too close).
2. Charging at you and attempting a forward lunge attack (when he hears you). This will result in an instant-death.
One optimal strategy would be to make noise for him to detect. Once he charges, dodge his lunge and his claw will likely become lodged in a wall. As he tries to pull it out, you are able to pull off a quick shot with a shotgun, rifle, or another high-damaging weapon.
Once you defeat him, you may collect the prize from his corpse. Call Ashley to you (if you had kept her further back beforehand), and flip the switch within the cell. Head back up the stairs, and a few cultists will approach from the hallway. Two of them will attack directly, while three will be waiting for you beyond the flamethrowers. One of them throws sticks of dynamite at you, so you may use him to take out the others, whom wield crossbows. There is one more cultist waiting to ambush you beyond those three, but he is unarmed, making for an easy job. Head forward into the next room.
The Waterhall
You'll be attacked by a large wave of cultists, including a Leader Zealot cloaked in red, and some bearing shields. Head up either the right or left path, and use a shotgun or any grenades to disrupt anyone in your way until you reach the small room all the way down and in the center of the hall. Fight your way inside, then use the doorway as a choke point to fend off the others.
After you defeat the pursuing enemies, a few more shield and mace wielders will emerge from doors in the walls for you to take out as well. Once you're satisfied that the ground troops are taken care of, head back outside and take care of the crossbow-wielding cultists upon the balconies.
Once all the cultists have been cleared out, return to the small room, and have Ashley stand on one of the yellow panels, while you stand on the other. More cultists will come at you from outside when you do, as well as through a hole in the ceiling in the small room.
Take out the incoming cultists, then leave the room and bring Ashley over to the crank in the middle of the room and have her operate it. Cover her as she turns it, then take out the scythe-wielding cultists that charge down the stairs. Keep watch on there movement patterns, as they might wind back to throw their scythes at you. As you head north, Ashley will point out the cranks on the upper levels.
Bring Ashley over to either of the cranks, and help her up. Head back to the center of the space and use your arsenal to cover her, optimally with a rifle. Pay attention to your own surroundings as well, as cultists will also attempt to attack you on the ground level. Use your smaller arms to dissuade anyone who tries to attack you. Once Ashley has raised both platforms, head to the balcony she waits at and catch her down. Hop across the pathway, and head into the next area.
Entering the next hall, there are multiple treasures and loot barrels to collect, as well as a Merchant waiting for you beside the door to a firing range. Explore the mechanics of the firing range if you wish.
Once you finish your business within the room, head north down the hallway to view a cutscene, at the end of which you'll be separated from Ashley, and the chapter will end.
Bibliography[]
- Hamamura, Koichi, ed (2006) (in Japanese). biohazard4 kaitaishinsho revised edition. Famitsu. ISBN 978-4-7577-2638-3.
Sources[]
| Preceded By | Position | Succeeded By |
| Chapter 2-3 | Chapter | Chapter 3-2 |